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Reduce code duplication (#233)
* Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY * Add direction utility function We have a lot of places in the code that calculate direction based on center cell coordinates, but lack a utility function for it similar to other direction methods. * Use utility function for calculating direction * Use ConvertGridNoToCenterCellXY * Use utility function for direction * Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY * Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY * Remove CenterX & CenterY functions Use ConvertGridNoToCenterCellXY instead * Remove CenterX & CenterY calls from UB configuration * Address review feedback * Remove duplicate function ConvertGridNoToCenterCellXY and ConvertMapPosToWorldTileCenter do the exact same thing * Use PythSpacesAway instead of GetRangeFromGridNoDiff Both functions calculate the same thing * Remove GetRangeFromGridNoDiff * Remove calls to abs() The values end up being squared anyways making these unnecessary
This commit is contained in:
@@ -815,10 +815,8 @@ void recievePATH(RPCParameters *rpcParameters)
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SendGetNewSoldierPathEvent( pSoldier, SNetPath->sDestGridNo, SNetPath->ubNewState );
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INT16 sCellX, sCellY;
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sCellX = CenterX( SNetPath->sAtGridNo );
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sCellY = CenterY( SNetPath->sAtGridNo );
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ConvertGridNoToCenterCellXY(SNetPath->sAtGridNo, &sCellX, &sCellY);
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if (( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_MOVING | ANIM_SPECIALMOVE ) ) && !(pSoldier->flags.fNoAPToFinishMove ) )
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{
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}
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@@ -4251,8 +4249,7 @@ void UpdateSoldierFromNetwork (RPCParameters *rpcParameters)
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pSoldier->stats.bLife=SUpdateNetworkSoldier->bLife;
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INT16 sCellX, sCellY;
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sCellX = CenterX( SUpdateNetworkSoldier->sAtGridNo );
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sCellY = CenterY( SUpdateNetworkSoldier->sAtGridNo );
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ConvertGridNoToCenterCellXY(SUpdateNetworkSoldier->sAtGridNo, &sCellX, &sCellY);
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if( pSoldier->sGridNo != SUpdateNetworkSoldier->sAtGridNo)
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{
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@@ -5281,4 +5278,4 @@ void ChatCallback( UINT8 ubResult )
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void OpenChatMsgBox( void )
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{
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DoChatBox((guiCurrentScreen == GAME_SCREEN? true : false),gzMPChatboxText[1],guiCurrentScreen,ChatCallback,NULL);
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}
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}
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@@ -1757,30 +1757,30 @@ void AddCorpsesToBloodcatLair( INT16 sSectorX, INT16 sSectorY )
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Corpse.usFlags = ROTTING_CORPSE_FIND_SWEETSPOT_FROM_GRIDNO;
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// 1st gridno
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Corpse.sGridNo = 14319; //dnl!!!
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ConvertGridNoToXY( Corpse.sGridNo, &sXPos, &sYPos );
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Corpse.dXPos = (FLOAT)( CenterX( sXPos ) );
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Corpse.dYPos = (FLOAT)( CenterY( sYPos ) );
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Corpse.sGridNo = 14319; //dnl!!!
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ConvertGridNoToCenterCellXY(Corpse.sGridNo, &sXPos, &sYPos);
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Corpse.dXPos = (FLOAT)( sXPos );
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Corpse.dYPos = (FLOAT)( sYPos );
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//Add the rotting corpse info to the sectors unloaded rotting corpse file
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AddRottingCorpseToUnloadedSectorsRottingCorpseFile( sSectorX, sSectorY, 0, &Corpse);
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// 2nd gridno
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Corpse.sGridNo = 9835; //dnl!!!
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ConvertGridNoToXY( Corpse.sGridNo, &sXPos, &sYPos );
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Corpse.dXPos = (FLOAT)( CenterX( sXPos ) );
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Corpse.dYPos = (FLOAT)( CenterY( sYPos ) );
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Corpse.sGridNo = 9835; //dnl!!!
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ConvertGridNoToCenterCellXY(Corpse.sGridNo, &sXPos, &sYPos);
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Corpse.dXPos = (FLOAT)(sXPos);
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Corpse.dYPos = (FLOAT)(sYPos);
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//Add the rotting corpse info to the sectors unloaded rotting corpse file
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AddRottingCorpseToUnloadedSectorsRottingCorpseFile( sSectorX, sSectorY, 0, &Corpse);
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// 3rd gridno
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Corpse.sGridNo = 11262; //dnl!!!
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ConvertGridNoToXY( Corpse.sGridNo, &sXPos, &sYPos );
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Corpse.dXPos = (FLOAT)( CenterX( sXPos ) );
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Corpse.dYPos = (FLOAT)( CenterY( sYPos ) );
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Corpse.sGridNo = 11262; //dnl!!!
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ConvertGridNoToCenterCellXY(Corpse.sGridNo, &sXPos, &sYPos);
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Corpse.dXPos = (FLOAT)(sXPos);
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Corpse.dYPos = (FLOAT)(sYPos);
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//Add the rotting corpse info to the sectors unloaded rotting corpse file
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AddRottingCorpseToUnloadedSectorsRottingCorpseFile( sSectorX, sSectorY, 0, &Corpse);
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@@ -4773,8 +4773,8 @@ void DoneFadeOutAdjacentSector( )
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curr->pSoldier->ubWaitActionToDo = 1;
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// OK, here we have been given a position, a gridno has been given to use as well....
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sOldGridNo = curr->pSoldier->sGridNo;
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sWorldX = CenterX( sGridNo );
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sWorldY = CenterY( sGridNo );
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ConvertGridNoToCenterCellXY(sGridNo, &sWorldX, &sWorldY);
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curr->pSoldier->EVENT_SetSoldierPosition( sWorldX, sWorldY );
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if ( sGridNo != sOldGridNo )
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{
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+9
-13
@@ -352,9 +352,8 @@ INT32 PickRandomLocationAtMinSpacesAway( INT32 sGridNo, INT16 sMinValue, INT16 s
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"PickRandomLocationAtMinSpacesAway");
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sX = CenterX( sGridNo );
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sY = CenterY( sGridNo );
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ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
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while(TileIsOutOfBounds(sNewGridNo))
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{
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sNewX = sX + sMinValue + (INT16)Random( sRandomVar );
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@@ -596,8 +595,7 @@ void BeginBombing( )
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sGridNo = PickRandomLocationAtMinSpacesAway( gsDiveTargetLocation , 300, 200 );
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// Save X, y:
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gsDiveX = CenterX( sGridNo );
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gsDiveY = CenterY( sGridNo );
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ConvertGridNoToCenterCellXY(sGridNo, &gsDiveX, &gsDiveY);
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RESETTIMECOUNTER( giTimerAirRaidUpdate, RAID_DELAY );
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@@ -657,8 +655,7 @@ void BeginDive( )
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sGridNo = PickRandomLocationAtMinSpacesAway( gsDiveTargetLocation, 300, 200 );
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// Save X, y:
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gsDiveX = CenterX( sGridNo );
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gsDiveY = CenterY( sGridNo );
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ConvertGridNoToCenterCellXY(sGridNo, &gsDiveX, &gsDiveY);
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RESETTIMECOUNTER( giTimerAirRaidUpdate, RAID_DELAY );
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giNumTurnsSinceDiveStarted = 0;
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@@ -760,8 +757,7 @@ void DoDive( )
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"DoDive: move towards target");
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// Move Towards target....
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sTargetX = CenterX( gsDiveTargetLocation );
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sTargetY = CenterY( gsDiveTargetLocation );
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ConvertGridNoToCenterCellXY(gsDiveTargetLocation, &sTargetX, &sTargetY);
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// Determine deltas
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dDeltaX = (FLOAT)( sTargetX - gsDiveX );
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@@ -886,7 +882,7 @@ void DoBombing( )
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INT16 sRange;
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INT32 sGridNo, sOldGridNo, sBombGridNo;
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INT16 sTargetX, sTargetY;
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INT16 sTargetX, sTargetY, sBombX, sBombY;
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UINT16 usItem;
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INT16 sStrafeX, sStrafeY;
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FLOAT dDeltaX, dDeltaY, dAngle, dDeltaXPos, dDeltaYPos;
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@@ -933,8 +929,7 @@ void DoBombing( )
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RESETTIMECOUNTER( giTimerAirRaidUpdate, RAID_DELAY );
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// Move Towards target....
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sTargetX = CenterX( gsDiveTargetLocation );
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sTargetY = CenterY( gsDiveTargetLocation );
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ConvertGridNoToCenterCellXY(gsDiveTargetLocation, &sTargetX, &sTargetY);
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// Determine deltas
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dDeltaX = (FLOAT)( sTargetX - gsDiveX );
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@@ -1002,7 +997,8 @@ void DoBombing( )
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}
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// Drop bombs...
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InternalIgniteExplosion( NOBODY, CenterX( sBombGridNo ), CenterY( sBombGridNo ), 0, sBombGridNo, usItem, fLocate , (UINT8)IsRoofPresentAtGridNo( sBombGridNo ) );
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ConvertGridNoToCenterCellXY(sBombGridNo, &sBombX, &sBombY);
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InternalIgniteExplosion( NOBODY, sBombX, sBombY, 0, sBombGridNo, usItem, fLocate , (UINT8)IsRoofPresentAtGridNo( sBombGridNo ) );
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}
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@@ -2187,7 +2187,7 @@ void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT32 sGridNo )
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pSoldier->usPendingAnimation = LOB_ITEM;
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}
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// Draw item depending on distance from buddy
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else if ( GetRangeFromGridNoDiff( sGridNo, pSoldier->sGridNo ) < MIN_LOB_RANGE )
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else if (PythSpacesAway( sGridNo, pSoldier->sGridNo ) < MIN_LOB_RANGE )
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{
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//ddd maybe need to add check for throwing item class - grenade
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if( (pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM) &&
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@@ -5919,8 +5919,7 @@ void SetOffBoobyTrap( ITEM_POOL * pItemPool )
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if ( pItemPool )
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{
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INT16 sX, sY;
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sX = CenterX( pItemPool->sGridNo );
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sY = CenterY( pItemPool->sGridNo );
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ConvertGridNoToCenterCellXY(pItemPool->sGridNo, &sX, &sY);
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IgniteExplosion( NOBODY, sX, sY, (INT16) (gpWorldLevelData[pItemPool->sGridNo].sHeight + pItemPool->bRenderZHeightAboveLevel), pItemPool->sGridNo, MINI_GRENADE, 0 );
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RemoveItemFromPool( pItemPool->sGridNo, pItemPool->iItemIndex, pItemPool->ubLevel );
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}
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@@ -5619,7 +5619,7 @@ UINT32 UIHandleTOnTerrain( UI_EVENT *pUIEvent )
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sTargetGridNo = MercPtrs[ ubTargID ]->sGridNo;
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}
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uiRange = GetRangeFromGridNoDiff( pSoldier->sGridNo, sTargetGridNo );
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uiRange = PythSpacesAway( pSoldier->sGridNo, sTargetGridNo );
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if ( uiRange <= NPC_TALK_RADIUS )
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@@ -6610,7 +6610,7 @@ BOOLEAN HandleTalkInit( )
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}
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// Check distance
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uiRange = GetRangeFromGridNoDiff( pSoldier->sGridNo, usMapPos );
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uiRange = PythSpacesAway( pSoldier->sGridNo, usMapPos );
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// Double check path
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if ( GetCivType( pTSoldier ) != CIV_TYPE_NA )
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@@ -1827,7 +1827,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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EXITGRID ExitGrid;
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INT32 iRandom = 0;
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UINT8 ubMineIndex;
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INT16 sX, sY, sX2, sY2;
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pSoldier2 = NULL;
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Handling %s, action %d at %ld", gMercProfiles[ ubTargetNPC ].zNickname, usActionCode, GetJA2Clock() );
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@@ -1840,7 +1840,9 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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if (pSoldier && pSoldier2)
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{
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// see if we are facing this person
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ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(pSoldier2->sGridNo),CenterY(pSoldier2->sGridNo));
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ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
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ConvertGridNoToCenterCellXY(pSoldier2->sGridNo, &sX2, &sY2);
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ubDesiredMercDir = atan8(sX, sY, sX2, sY2);
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// if not already facing in that direction,
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if (pSoldier->ubDirection != ubDesiredMercDir)
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{
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@@ -2317,7 +2319,9 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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if (!TileIsOutOfBounds(sGridNo))
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{
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// see if we are facing this person
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ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sGridNo),CenterY(sGridNo));
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ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
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ConvertGridNoToCenterCellXY(sGridNo, &sX2, &sY2);
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ubDesiredMercDir = atan8(sX, sY, sX2, sY2);
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// if not already facing in that direction,
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if (pSoldier->ubDirection != ubDesiredMercDir)
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{
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@@ -5632,7 +5636,9 @@ void HandleRaulBlowingHimselfUp()
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//blow himself up with, hmmm, lets say TNT. :)
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usItem = HAND_GRENADE;
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IgniteExplosion( RAUL_UB, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, usItem, pSoldier->pathing.bLevel );
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INT16 sX, sY;
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ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
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IgniteExplosion( RAUL_UB, sX, sY, 0, pSoldier->sGridNo, usItem, pSoldier->pathing.bLevel );
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SetJa25GeneralFlag( JA_GF__RAUL_BLOW_HIMSELF_UP );
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}
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@@ -9570,7 +9570,7 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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BOOLEAN ItemCursorInLobRange( INT32 usMapPos )
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{
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// Draw item depending on distance from buddy
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if ( GetRangeFromGridNoDiff( usMapPos, gpItemPointerSoldier->sGridNo ) > MIN_LOB_RANGE )
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if (PythSpacesAway( usMapPos, gpItemPointerSoldier->sGridNo ) > MIN_LOB_RANGE )
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{
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return( FALSE );
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}
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@@ -2478,14 +2478,16 @@ BOOLEAN DrawCTHIndicator()
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//////////////////////////////////
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// Calculate Aperture
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INT16 sX, sY;
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// Calculate the center point of the shooter, in world coordinates.
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FLOAT dStartX = (FLOAT) CenterX( gCTHDisplay.iShooterGridNo );
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FLOAT dStartY = (FLOAT) CenterY( gCTHDisplay.iShooterGridNo );
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ConvertGridNoToCenterCellXY(gCTHDisplay.iShooterGridNo, &sX, &sY);
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FLOAT dStartX = (FLOAT) sX;
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FLOAT dStartY = (FLOAT) sY;
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// Calculate the center point of the target, in world coordinates.
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FLOAT dEndX = (FLOAT) CenterX( gCTHDisplay.iTargetGridNo );
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FLOAT dEndY = (FLOAT) CenterY( gCTHDisplay.iTargetGridNo );
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ConvertGridNoToCenterCellXY(gCTHDisplay.iTargetGridNo, &sX, &sY);
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FLOAT dEndX = (FLOAT) sX;
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FLOAT dEndY = (FLOAT) sY;
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// Calculate a delta: the difference between the shooter and target.
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FLOAT dDeltaX = dEndX - dStartX;
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@@ -6647,4 +6649,4 @@ INT16 GetBackgroundValue( UINT8 usProfile, UINT16 aNr )
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}
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return 0;
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}
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}
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+8
-3
@@ -9262,13 +9262,16 @@ void CheckEquipmentForDamage( SOLDIERTYPE *pSoldier, INT32 iDamage )
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if (fBlowsUp)
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{
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// blow it up!
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INT16 sX, sY;
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ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
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if ( gTacticalStatus.ubAttackBusyCount )
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{
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IgniteExplosion( pSoldier->ubAttackerID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
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IgniteExplosion( pSoldier->ubAttackerID, sX, sY, 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
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}
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else
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{
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IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
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IgniteExplosion( pSoldier->ubID, sX, sY, 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
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}
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//ADB when something in a stack blows up the whole stack goes, so no need to worry about number of items
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@@ -9333,7 +9336,9 @@ BOOLEAN DamageItemOnGround( OBJECTTYPE * pObject, INT32 sGridNo, INT8 bLevel, IN
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if ( fBlowsUp )
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{
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// OK, Ignite this explosion!
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IgniteExplosion( ubOwner, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, pObject->usItem, bLevel, DIRECTION_IRRELEVANT, pObject );
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INT16 sX, sY;
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ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
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IgniteExplosion( ubOwner, sX, sY, 0, sGridNo, pObject->usItem, bLevel, DIRECTION_IRRELEVANT, pObject );
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// SANDRO - merc records
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if ( (pObject->fFlags & OBJECT_ARMED_BOMB) && ((*pObject)[0]->data.misc.ubBombOwner > 1) )
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+4
-3
@@ -669,7 +669,9 @@ void HandleDoorTrap( SOLDIERTYPE * pSoldier, DOOR * pDoor )
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{
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case EXPLOSION:
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// cause damage as a regular hand grenade
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IgniteExplosion( NOBODY, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 25, pSoldier->sGridNo, HAND_GRENADE, 0 );
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INT16 sX, sY;
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ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
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IgniteExplosion( NOBODY, sX, sY, 25, pSoldier->sGridNo, HAND_GRENADE, 0 );
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break;
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case SIREN:
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@@ -760,8 +762,7 @@ BOOLEAN AttemptToBlowUpLock(SOLDIERTYPE * pSoldier, DOOR * pDoor)
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sGridNo = pDoor->sGridNo;
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// Get sX, sy;
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sX = CenterX(sGridNo);
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sY = CenterY(sGridNo);
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ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
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// Get Z position, based on orientation....
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sZ = 20;
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+85
-66
@@ -2380,12 +2380,15 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
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UINT8 ubNumberOfTiles = pBase->pDBStructureRef->pDBStructure->ubNumberOfTiles;
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INT32 sStructGridNo;
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INT16 sX, sY, sX2, sY2;
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ConvertGridNoToCenterCellXY(pStartSoldier->sGridNo, &sX, &sY);
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// loop through all tiles
|
||||
for (UINT8 ubLoop = BASE_TILE; ubLoop < ubNumberOfTiles; ubLoop++)
|
||||
{
|
||||
sStructGridNo = AddPosRelToBase(pBase->sGridNo, ppTile[ubLoop]);
|
||||
if( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) CenterX( sStructGridNo ), (FLOAT) CenterY( sStructGridNo ), dEndZPos, iTileSightLimit, bAware, fSmell, NULL, adjustForSight, cthCalc ) )
|
||||
ConvertGridNoToCenterCellXY(sStructGridNo, &sX2, &sY2);
|
||||
if( LineOfSightTest( (FLOAT) sX, (FLOAT) sY, dStartZPos, (FLOAT) sX2, (FLOAT) sY2, dEndZPos, iTileSightLimit, bAware, fSmell, NULL, adjustForSight, cthCalc ) )
|
||||
{
|
||||
return( TRUE );
|
||||
}
|
||||
@@ -2393,14 +2396,18 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos, iTileSightLimit, bAware, fSmell, NULL, adjustForSight, cthCalc ) );
|
||||
INT16 sX, sY, sX2, sY2;
|
||||
ConvertGridNoToCenterCellXY(pStartSoldier->sGridNo, &sX, &sY);
|
||||
ConvertGridNoToCenterCellXY(pEndSoldier->sGridNo, &sX2, &sY2);
|
||||
|
||||
return( LineOfSightTest( (FLOAT) sX, (FLOAT) sY, dStartZPos, (FLOAT) sX2, (FLOAT) sY2, dEndZPos, iTileSightLimit, bAware, fSmell, NULL, adjustForSight, cthCalc ) );
|
||||
}
|
||||
|
||||
INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo )
|
||||
{
|
||||
// figure out if there is a SINGLE window between the looker and target
|
||||
FLOAT dStartZPos, dEndZPos;
|
||||
INT16 sXPos, sYPos;
|
||||
INT16 sX, sY, sX2, sY2;
|
||||
INT32 sWindowGridNo = NOWHERE;
|
||||
INT32 iRet;
|
||||
|
||||
@@ -2413,24 +2420,23 @@ INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo
|
||||
dStartZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[pStartSoldier->sGridNo].sHeight );
|
||||
dEndZPos = dStartZPos;
|
||||
|
||||
ConvertGridNoToXY( sEndGridNo, &sXPos, &sYPos );
|
||||
sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
|
||||
sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
|
||||
ConvertGridNoToCenterCellXY(pStartSoldier->sGridNo, &sX, &sY);
|
||||
ConvertGridNoToCenterCellXY(sEndGridNo, &sX2, &sY2);
|
||||
|
||||
//ADB changed from 255 to 511 to handle new LOS test
|
||||
// We don't want to consider distance limits here so pass in tile sight limit of 255( + 256)
|
||||
// and consider trees as little as possible
|
||||
iRet = LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, 511, TRUE, FALSE, &sWindowGridNo );
|
||||
iRet = LineOfSightTest( (FLOAT) sX, (FLOAT) sY, dStartZPos, (FLOAT) sX2, (FLOAT) sY2, dEndZPos, 511, TRUE, FALSE, &sWindowGridNo );
|
||||
|
||||
return( sWindowGridNo );
|
||||
}
|
||||
|
||||
INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int iTileSightLimit, bool adjustForSight )
|
||||
{
|
||||
FLOAT dStartZPos, dEndZPos;
|
||||
INT16 sXPos, sYPos;
|
||||
UINT8 ubTargetID;
|
||||
BOOLEAN fOk;
|
||||
FLOAT dStartZPos, dEndZPos;
|
||||
INT16 sX, sY, sX2, sY2;
|
||||
UINT8 ubTargetID;
|
||||
BOOLEAN fOk;
|
||||
|
||||
CHECKF( pStartSoldier );
|
||||
|
||||
@@ -2457,9 +2463,6 @@ INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGr
|
||||
dEndZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ sGridNo ].sHeight );
|
||||
}
|
||||
|
||||
ConvertGridNoToXY( sGridNo, &sXPos, &sYPos );
|
||||
sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
|
||||
sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
|
||||
|
||||
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR) {
|
||||
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel, iTileSightLimit );
|
||||
@@ -2468,14 +2471,17 @@ INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGr
|
||||
iTileSightLimit = 255 + pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel, CALC_FROM_ALL_DIRS );
|
||||
}
|
||||
|
||||
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, iTileSightLimit, bAware, HasThermalOptics( pStartSoldier), NULL, adjustForSight ) );
|
||||
ConvertGridNoToCenterCellXY(pStartSoldier->sGridNo, &sX, &sY);
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX2, &sY2);
|
||||
|
||||
return( LineOfSightTest( (FLOAT) sX, (FLOAT) sY, dStartZPos, (FLOAT) sX2, (FLOAT) sY2, dEndZPos, iTileSightLimit, bAware, HasThermalOptics( pStartSoldier), NULL, adjustForSight ) );
|
||||
}
|
||||
|
||||
INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit )
|
||||
{
|
||||
FLOAT dStartZPos, dEndZPos;
|
||||
INT16 sXPos, sYPos;
|
||||
BOOLEAN fOk;
|
||||
FLOAT dStartZPos, dEndZPos;
|
||||
INT16 endXPos, endYPos, startXPos, startYPos;
|
||||
BOOLEAN fOk;
|
||||
|
||||
CHECKF( pStartSoldier );
|
||||
|
||||
@@ -2504,10 +2510,6 @@ INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32
|
||||
}
|
||||
|
||||
|
||||
ConvertGridNoToXY( sGridNo, &sXPos, &sYPos );
|
||||
sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
|
||||
sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
|
||||
|
||||
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR) {
|
||||
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel, iTileSightLimit );
|
||||
}
|
||||
@@ -2515,13 +2517,15 @@ INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32
|
||||
iTileSightLimit = 255 + pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel, CALC_FROM_ALL_DIRS );
|
||||
}
|
||||
|
||||
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, iTileSightLimit, bAware, HasThermalOptics( pStartSoldier), NULL, false ) );
|
||||
ConvertGridNoToCenterCellXY(pStartSoldier->sGridNo, &startXPos, &startYPos);
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &endXPos, &endYPos);
|
||||
return(LineOfSightTest((FLOAT)startXPos, (FLOAT)startYPos, dStartZPos, (FLOAT)endXPos, (FLOAT)endYPos, dEndZPos, iTileSightLimit, bAware, HasThermalOptics(pStartSoldier), NULL, false));
|
||||
}
|
||||
|
||||
INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit, FLOAT dStartPos, FLOAT dEndPos )
|
||||
{
|
||||
FLOAT dStartZPos, dEndZPos;
|
||||
INT16 sStartXPos, sStartYPos, sEndXPos, sEndYPos;
|
||||
FLOAT dStartZPos, dEndZPos;
|
||||
INT16 sStartXPos, sStartYPos, sEndXPos, sEndYPos;
|
||||
|
||||
// Bob: prevent access violation
|
||||
if (sStartGridNo < 0) {
|
||||
@@ -2544,19 +2548,11 @@ INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, I
|
||||
// add in ground height
|
||||
dStartZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ sStartGridNo ].sHeight );
|
||||
|
||||
ConvertGridNoToXY( sStartGridNo, &sStartXPos, &sStartYPos );
|
||||
sStartXPos = sStartXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
|
||||
sStartYPos = sStartYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
|
||||
|
||||
// sevenfm: use height argument
|
||||
dEndZPos = dEndPos + bEndLevel * HEIGHT_UNITS;
|
||||
// add in ground height
|
||||
dEndZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ sEndGridNo ].sHeight );
|
||||
|
||||
ConvertGridNoToXY( sEndGridNo, &sEndXPos, &sEndYPos );
|
||||
sEndXPos = sEndXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
|
||||
sEndYPos = sEndYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
|
||||
|
||||
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR)
|
||||
{
|
||||
iTileSightLimit = MaxNormalDistanceVisible();
|
||||
@@ -2565,6 +2561,10 @@ INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, I
|
||||
{
|
||||
iTileSightLimit = 255 + MaxNormalDistanceVisible();
|
||||
}
|
||||
|
||||
ConvertGridNoToCenterCellXY(sStartGridNo, &sStartXPos, &sStartYPos);
|
||||
ConvertGridNoToCenterCellXY(sEndGridNo, &sEndXPos, &sEndYPos);
|
||||
|
||||
return( LineOfSightTest( (FLOAT)sStartXPos, (FLOAT)sStartYPos, dStartZPos, (FLOAT) sEndXPos, (FLOAT) sEndYPos, dEndZPos, iTileSightLimit, bAware, FALSE, NULL ) );
|
||||
}
|
||||
|
||||
@@ -2931,20 +2931,24 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
|
||||
|
||||
// Flugente: we measure the distance of the bullet's location to the location of the soldier, and to the 2 gridnos his head and leg occupy
|
||||
// From this we can decide what body part was hit
|
||||
FLOAT bodycenterX = (FLOAT)CenterX( pTarget->sGridNo );
|
||||
FLOAT bodycenterY = (FLOAT)CenterY( pTarget->sGridNo );
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(pTarget->sGridNo, &sX, &sY);
|
||||
FLOAT bodycenterX = (FLOAT) sX;
|
||||
FLOAT bodycenterY = (FLOAT) sY;
|
||||
|
||||
FLOAT difftobodycenter = sqrt( (bodycenterX - x) * (bodycenterX - x) + (bodycenterY - y) * (bodycenterY - y) );
|
||||
|
||||
INT32 viewdirectiongridno = NewGridNo( pTarget->sGridNo, DirectionInc( pTarget->ubDirection ) );
|
||||
FLOAT nextgridnocenterX = (FLOAT)CenterX( viewdirectiongridno );
|
||||
FLOAT nextgridnocenterY = (FLOAT)CenterY( viewdirectiongridno );
|
||||
ConvertGridNoToCenterCellXY(viewdirectiongridno, &sX, &sY);
|
||||
FLOAT nextgridnocenterX = (FLOAT) sX;
|
||||
FLOAT nextgridnocenterY = (FLOAT) sY;
|
||||
|
||||
FLOAT difftonextgridno = sqrt( (nextgridnocenterX - x) * (nextgridnocenterX - x) + (nextgridnocenterY - y) * (nextgridnocenterY - y) );
|
||||
|
||||
INT32 oppositeviewdirectiongridno = NewGridNo( pTarget->sGridNo, DirectionInc( gOppositeDirection[pTarget->ubDirection] ) );
|
||||
FLOAT oppositenextgridnocenterX = (FLOAT)CenterX( oppositeviewdirectiongridno );
|
||||
FLOAT oppositenextgridnocenterY = (FLOAT)CenterY( oppositeviewdirectiongridno );
|
||||
ConvertGridNoToCenterCellXY(oppositeviewdirectiongridno, &sX, &sY);
|
||||
FLOAT oppositenextgridnocenterX = (FLOAT) sX;
|
||||
FLOAT oppositenextgridnocenterY = (FLOAT) sY;
|
||||
|
||||
FLOAT difftooppositenextgridno = sqrt( (oppositenextgridnocenterX - x) * (oppositenextgridnocenterX - x) + (oppositenextgridnocenterY - y) * (oppositenextgridnocenterY - y) );
|
||||
|
||||
@@ -4319,8 +4323,9 @@ UINT8 CalcChanceToGetThrough( BULLET * pBullet )
|
||||
|
||||
UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier )
|
||||
{
|
||||
FLOAT dEndZPos;
|
||||
BOOLEAN fOk;
|
||||
INT16 sX, sY;
|
||||
FLOAT dEndZPos;
|
||||
BOOLEAN fOk;
|
||||
|
||||
if (pStartSoldier == pEndSoldier)
|
||||
{
|
||||
@@ -4337,15 +4342,18 @@ UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTY
|
||||
// set startsoldier's target ID ... need an ID stored in case this
|
||||
// is the AI calculating cover to a location where he might not be any more
|
||||
pStartSoldier->ubCTGTTargetID = pEndSoldier->ubID;
|
||||
return( ChanceToGetThrough( pStartSoldier, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos ) );
|
||||
|
||||
ConvertGridNoToCenterCellXY(pEndSoldier->sGridNo, &sX, &sY);
|
||||
return( ChanceToGetThrough( pStartSoldier, (FLOAT) sX, (FLOAT) sY, dEndZPos ) );
|
||||
}
|
||||
|
||||
UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubAimLocation )
|
||||
{
|
||||
// does like StS-CTGT but with a particular body part in mind
|
||||
FLOAT dEndZPos;
|
||||
BOOLEAN fOk;
|
||||
UINT8 ubPosType;
|
||||
INT16 sX, sY;
|
||||
FLOAT dEndZPos;
|
||||
BOOLEAN fOk;
|
||||
UINT8 ubPosType;
|
||||
|
||||
if (pStartSoldier == pEndSoldier)
|
||||
{
|
||||
@@ -4378,7 +4386,8 @@ UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, S
|
||||
// set startsoldier's target ID ... need an ID stored in case this
|
||||
// is the AI calculating cover to a location where he might not be any more
|
||||
pStartSoldier->ubCTGTTargetID = pEndSoldier->ubID;
|
||||
return( ChanceToGetThrough( pStartSoldier, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos ) );
|
||||
ConvertGridNoToCenterCellXY(pEndSoldier->sGridNo, &sX, &sY);
|
||||
return( ChanceToGetThrough( pStartSoldier, (FLOAT) sX, (FLOAT) sY, dEndZPos ) );
|
||||
}
|
||||
|
||||
UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID )
|
||||
@@ -4423,9 +4432,7 @@ UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sG
|
||||
}
|
||||
|
||||
dEndZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[sGridNo].sHeight );
|
||||
ConvertGridNoToXY( sGridNo, &sXPos, &sYPos );
|
||||
sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
|
||||
sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sXPos, &sYPos);
|
||||
|
||||
// set startsoldier's target ID ... need an ID stored in case this
|
||||
// is the AI calculating cover to a location where he might not be any more
|
||||
@@ -4437,6 +4444,7 @@ UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sG
|
||||
UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier )
|
||||
{
|
||||
// Like a standard CTGT algorithm BUT fakes the start soldier at standing height
|
||||
INT16 sX, sY;
|
||||
FLOAT dEndZPos;
|
||||
BOOLEAN fOk;
|
||||
UINT8 ubChance;
|
||||
@@ -4460,7 +4468,8 @@ UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIER
|
||||
// is the AI calculating cover to a location where he might not be any more
|
||||
pStartSoldier->ubCTGTTargetID = NOBODY;
|
||||
|
||||
ubChance = ChanceToGetThrough( pStartSoldier, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos );
|
||||
ConvertGridNoToCenterCellXY(pEndSoldier->sGridNo, &sX, &sY);
|
||||
ubChance = ChanceToGetThrough( pStartSoldier, (FLOAT) sX, (FLOAT) sY, dEndZPos );
|
||||
pStartSoldier->usAnimState = usTrueState;
|
||||
return( ubChance );
|
||||
}
|
||||
@@ -4510,9 +4519,7 @@ UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32
|
||||
}
|
||||
|
||||
dEndZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[sGridNo].sHeight );
|
||||
ConvertGridNoToXY( sGridNo, &sXPos, &sYPos );
|
||||
sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
|
||||
sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sXPos, &sYPos);
|
||||
|
||||
// set startsoldier's target ID ... need an ID stored in case this
|
||||
// is the AI calculating cover to a location where he might not be any more
|
||||
@@ -4788,6 +4795,7 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
|
||||
UINT8 ubSpreadIndex = 0;
|
||||
UINT16 usBulletFlags = 0;
|
||||
int n=0;
|
||||
INT16 sXPos, sYPos;
|
||||
|
||||
OBJECTTYPE* pObjAttHand = pFirer->GetUsedWeapon( &(pFirer->inv[pFirer->ubAttackingHand]) );
|
||||
|
||||
@@ -4799,8 +4807,9 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
|
||||
|
||||
CalculateSoldierZPos( pFirer, FIRING_POS, &dStartZ );
|
||||
|
||||
dStartX = (FLOAT) CenterX( pFirer->sGridNo );
|
||||
dStartY = (FLOAT) CenterY( pFirer->sGridNo );
|
||||
ConvertGridNoToCenterCellXY(pFirer->sGridNo, &sXPos, &sYPos);
|
||||
dStartX = (FLOAT) sXPos;
|
||||
dStartY = (FLOAT) sYPos;
|
||||
|
||||
dDeltaX = dEndX - dStartX;
|
||||
dDeltaY = dEndY - dStartY;
|
||||
@@ -5279,6 +5288,7 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
|
||||
UINT8 ubSpreadIndex = 0;
|
||||
UINT16 usBulletFlags = 0;
|
||||
int n=0;
|
||||
INT16 sXPos, sYPos;
|
||||
|
||||
OBJECTTYPE* pObjAttHand = pFirer->GetUsedWeapon( &(pFirer->inv[pFirer->ubAttackingHand]) );
|
||||
|
||||
@@ -5290,8 +5300,9 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
|
||||
|
||||
CalculateSoldierZPos( pFirer, FIRING_POS, &dStartZ );
|
||||
|
||||
dStartX = (FLOAT) CenterX( pFirer->sGridNo );
|
||||
dStartY = (FLOAT) CenterY( pFirer->sGridNo );
|
||||
ConvertGridNoToCenterCellXY(pFirer->sGridNo, &sXPos, &sYPos);
|
||||
dStartX = (FLOAT) sXPos;
|
||||
dStartY = (FLOAT) sYPos;
|
||||
|
||||
dDeltaX = dEndX - dStartX;
|
||||
dDeltaY = dEndY - dStartY;
|
||||
@@ -5954,6 +5965,7 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
|
||||
UINT8 ubSpreadIndex = 0;
|
||||
UINT16 usBulletFlags = 0;
|
||||
int n=0;
|
||||
INT16 sXPos, sYPos;
|
||||
|
||||
UINT16 usItem = pObj->usItem;
|
||||
UINT8 ammotype = ( *pObj )[0]->data.gun.ubGunAmmoType;
|
||||
@@ -5962,8 +5974,9 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
|
||||
if ( AmmoTypes[ammotype].numberOfBullets > 1 )
|
||||
fBuckshot = TRUE;
|
||||
|
||||
dStartX = (FLOAT) CenterX( gridno );
|
||||
dStartY = (FLOAT) CenterY( gridno );
|
||||
ConvertGridNoToCenterCellXY(gridno, &sXPos, &sYPos);
|
||||
dStartX = (FLOAT) sXPos;
|
||||
dStartY = (FLOAT) sYPos;
|
||||
|
||||
dDeltaX = dEndX - dStartX;
|
||||
dDeltaY = dEndY - dStartY;
|
||||
@@ -6541,13 +6554,15 @@ INT8 FireBulletGivenTarget_NoObjectNoSoldier( UINT16 usItem, UINT8 ammotype, UIN
|
||||
UINT8 ubSpreadIndex = 0;
|
||||
UINT16 usBulletFlags = 0;
|
||||
int n = 0;
|
||||
|
||||
INT16 sXPos, sYPos;
|
||||
|
||||
BOOLEAN fBuckshot = FALSE;
|
||||
if ( AmmoTypes[ammotype].numberOfBullets > 1 )
|
||||
fBuckshot = TRUE;
|
||||
|
||||
dStartX = (FLOAT)CenterX( gridno );
|
||||
dStartY = (FLOAT)CenterY( gridno );
|
||||
ConvertGridNoToCenterCellXY(gridno, &sXPos, &sYPos);
|
||||
dStartX = (FLOAT)sXPos;
|
||||
dStartY = (FLOAT)sYPos;
|
||||
|
||||
dDeltaX = dEndX - dStartX;
|
||||
dDeltaY = dEndY - dStartY;
|
||||
@@ -8537,8 +8552,10 @@ void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT
|
||||
CalculateSoldierZPos( pShooter, FIRING_POS, &dStartZ );
|
||||
|
||||
// Locate absolute center X,Y of the shooter
|
||||
dStartX = (FLOAT) CenterX( pShooter->sGridNo );
|
||||
dStartY = (FLOAT) CenterY( pShooter->sGridNo );
|
||||
INT16 sXPos, sYPos;
|
||||
ConvertGridNoToCenterCellXY(pShooter->sGridNo, &sXPos, &sYPos);
|
||||
dStartX = (FLOAT) sXPos;
|
||||
dStartY = (FLOAT) sYPos;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
// Calculate difference (Delta) between start and end point of bullet flight
|
||||
@@ -9157,8 +9174,10 @@ void CalcTargetMovementOffset( SOLDIERTYPE *pShooter, SOLDIERTYPE *pTarget, OBJE
|
||||
{
|
||||
// HEADROCK HAM 4: Hopefully the right spot for this: This soldier has no "old" coordinates, so just set them
|
||||
// to wherever he/she is currently standing.
|
||||
pTarget->sOldXPos = CenterX( pTarget->sGridNo );
|
||||
pTarget->sOldYPos = CenterY( pTarget->sGridNo );
|
||||
INT16 sXPos, sYPos;
|
||||
ConvertGridNoToCenterCellXY(pTarget->sGridNo, &sXPos, &sYPos);
|
||||
pTarget->sOldXPos = sXPos;
|
||||
pTarget->sOldYPos = sYPos;
|
||||
// Since movement is now nonexistent, break the formula here without adjusting coordinates.
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -561,8 +561,7 @@ INT32 AddRottingCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef )
|
||||
}
|
||||
else
|
||||
{
|
||||
AniParams.sX = CenterX(pCorpse->def.sGridNo);
|
||||
AniParams.sY = CenterY(pCorpse->def.sGridNo);
|
||||
ConvertGridNoToCenterCellXY(pCorpse->def.sGridNo, &AniParams.sX, &AniParams.sY);
|
||||
}
|
||||
|
||||
AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment;
|
||||
@@ -1588,8 +1587,7 @@ void VaporizeCorpse( INT32 sGridNo, INT8 asLevel, UINT16 usStructureID )
|
||||
AniParams.sDelay = (INT16)( 80 );
|
||||
AniParams.sStartFrame = 0;
|
||||
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD;
|
||||
AniParams.sX = CenterX( sBaseGridNo );
|
||||
AniParams.sY = CenterY( sBaseGridNo );
|
||||
ConvertGridNoToCenterCellXY(sBaseGridNo, &AniParams.sX, &AniParams.sY);
|
||||
AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment;
|
||||
|
||||
strcpy( AniParams.zCachedFile, "TILECACHE\\GEN_BLOW.STI" );
|
||||
@@ -2284,10 +2282,12 @@ BOOLEAN AddCorpseFromObject(OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel )
|
||||
Corpse.ubBodyType = REGMALE;
|
||||
}
|
||||
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
|
||||
|
||||
Corpse.sGridNo = sGridNo;
|
||||
|
||||
Corpse.dXPos = CenterX(Corpse.sGridNo);
|
||||
Corpse.dYPos = CenterY(Corpse.sGridNo);
|
||||
Corpse.dXPos = sX;
|
||||
Corpse.dYPos = sY;
|
||||
|
||||
Corpse.sHeightAdjustment = 0;
|
||||
|
||||
|
||||
@@ -776,7 +776,7 @@ BOOLEAN EnterShopKeeperInterface()
|
||||
else
|
||||
pShopkeeper = FindSoldierByProfileID( armsDealerInfo[gbSelectedArmsDealerID].ubShopKeeperID, FALSE );
|
||||
|
||||
if ( GetRangeFromGridNoDiff( pSoldier->sGridNo, pShopkeeper->sGridNo ) > NPC_TALK_RADIUS )
|
||||
if (PythSpacesAway( pSoldier->sGridNo, pShopkeeper->sGridNo ) > NPC_TALK_RADIUS )
|
||||
{
|
||||
//so now we know we are too far away to trade, so instead of just quitting,
|
||||
//either post a message or run to the guy like HandleTalkInit does
|
||||
@@ -6668,7 +6668,7 @@ BOOLEAN CanMercInteractWithSelectedShopkeeper( SOLDIERTYPE *pSoldier )
|
||||
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sDestGridNo, bDestLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
|
||||
{
|
||||
// Get range to shopkeeper
|
||||
uiRange = GetRangeFromGridNoDiff( pSoldier->sGridNo, sDestGridNo );
|
||||
uiRange = PythSpacesAway( pSoldier->sGridNo, sDestGridNo );
|
||||
|
||||
// and is close enough to talk to the shopkeeper (use this define INSTEAD of PASSING_ITEM_DISTANCE_OKLIFE!)
|
||||
if ( uiRange <= NPC_TALK_RADIUS )
|
||||
|
||||
+11
-22
@@ -1367,11 +1367,9 @@ void InternalSoldierInSectorSleep( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN
|
||||
usAnim = STANDING;
|
||||
}
|
||||
|
||||
// OK, look for sutable placement....
|
||||
// OK, look for suitable placement....
|
||||
sGoodGridNo = FindGridNoFromSweetSpotWithStructData( pSoldier, usAnim, sGridNo, 5, &ubNewDirection, FALSE );
|
||||
|
||||
sWorldX = CenterX( sGoodGridNo );
|
||||
sWorldY = CenterY( sGoodGridNo );
|
||||
ConvertGridNoToCenterCellXY(sGoodGridNo, &sWorldX, &sWorldY);
|
||||
|
||||
pSoldier->EVENT_SetSoldierPosition( sWorldX, sWorldY );
|
||||
|
||||
@@ -1408,11 +1406,9 @@ void SoldierInSectorIncompaciated( SOLDIERTYPE *pSoldier, INT32 sGridNo )
|
||||
return;
|
||||
}
|
||||
|
||||
// OK, look for sutable placement....
|
||||
// OK, look for suitable placement....
|
||||
sGoodGridNo = FindGridNoFromSweetSpotWithStructData( pSoldier, STAND_FALLFORWARD_STOP, sGridNo, 5, &ubNewDirection, FALSE );
|
||||
|
||||
sWorldX = CenterX( sGoodGridNo );
|
||||
sWorldY = CenterY( sGoodGridNo );
|
||||
ConvertGridNoToCenterCellXY(sGoodGridNo, &sWorldX, &sWorldY);
|
||||
|
||||
pSoldier->EVENT_SetSoldierPosition( sWorldX, sWorldY );
|
||||
|
||||
@@ -1444,11 +1440,9 @@ void SoldierInSectorPatient( SOLDIERTYPE *pSoldier, INT32 sGridNo )
|
||||
return;
|
||||
}
|
||||
|
||||
// OK, look for sutable placement....
|
||||
// OK, look for suitable placement....
|
||||
sGoodGridNo = FindGridNoFromSweetSpotWithStructData( pSoldier, BEING_PATIENT, sGridNo, 5, &ubNewDirection, FALSE );
|
||||
|
||||
sWorldX = CenterX( sGoodGridNo );
|
||||
sWorldY = CenterY( sGoodGridNo );
|
||||
ConvertGridNoToCenterCellXY(sGoodGridNo, &sWorldX, &sWorldY);
|
||||
|
||||
pSoldier->EVENT_SetSoldierPosition( sWorldX, sWorldY );
|
||||
|
||||
@@ -1479,11 +1473,9 @@ void SoldierInSectorDoctor( SOLDIERTYPE *pSoldier, INT32 sGridNo )
|
||||
return;
|
||||
}
|
||||
|
||||
// OK, look for sutable placement....
|
||||
// OK, look for suitable placement....
|
||||
sGoodGridNo = FindGridNoFromSweetSpotWithStructData( pSoldier, BEING_DOCTOR, sGridNo, 5, &ubNewDirection, FALSE );
|
||||
|
||||
sWorldX = CenterX( sGoodGridNo );
|
||||
sWorldY = CenterY( sGoodGridNo );
|
||||
ConvertGridNoToCenterCellXY(sGoodGridNo, &sWorldX, &sWorldY);
|
||||
|
||||
pSoldier->EVENT_SetSoldierPosition( sWorldX, sWorldY );
|
||||
|
||||
@@ -1514,11 +1506,9 @@ void SoldierInSectorRepair( SOLDIERTYPE *pSoldier, INT32 sGridNo )
|
||||
return;
|
||||
}
|
||||
|
||||
// OK, look for sutable placement....
|
||||
// OK, look for suitable placement....
|
||||
sGoodGridNo = FindGridNoFromSweetSpotWithStructData( pSoldier, BEING_REPAIRMAN, sGridNo, 5, &ubNewDirection, FALSE );
|
||||
|
||||
sWorldX = CenterX( sGoodGridNo );
|
||||
sWorldY = CenterY( sGoodGridNo );
|
||||
ConvertGridNoToCenterCellXY(sGoodGridNo, &sWorldX, &sWorldY);
|
||||
|
||||
pSoldier->EVENT_SetSoldierPosition( sWorldX, sWorldY );
|
||||
|
||||
@@ -1550,8 +1540,7 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDir
|
||||
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddSoldierToSectorGridNo"));
|
||||
|
||||
// Add merc to gridno
|
||||
sWorldX = CenterX( sGridNo );
|
||||
sWorldY = CenterY( sGridNo );
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sWorldX, &sWorldY);
|
||||
|
||||
// Set reserved location!
|
||||
pSoldier->sReservedMovementGridNo = NOWHERE;
|
||||
|
||||
@@ -280,7 +280,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
|
||||
INT16 sXPos, sYPos;
|
||||
|
||||
//sNewGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)DirectionInc( pSoldier->ubDirection ) );
|
||||
ConvertMapPosToWorldTileCenter( pSoldier->sTempNewGridNo, &sXPos, &sYPos );
|
||||
ConvertGridNoToCenterCellXY( pSoldier->sTempNewGridNo, &sXPos, &sYPos );
|
||||
pSoldier->EVENT_SetSoldierPosition( (FLOAT)sXPos, (FLOAT)sYPos );
|
||||
}
|
||||
|
||||
@@ -717,8 +717,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
|
||||
|
||||
// CODE: End Hop Fence
|
||||
// MOVE TO FORCASTED GRIDNO
|
||||
sX = CenterX( pSoldier->sForcastGridno );
|
||||
sY = CenterY( pSoldier->sForcastGridno );
|
||||
ConvertGridNoToCenterCellXY(pSoldier->sForcastGridno, &sX, &sY);
|
||||
|
||||
pSoldier->EVENT_InternalSetSoldierPosition( (FLOAT) sX, (FLOAT) sY, FALSE, FALSE, FALSE );
|
||||
pSoldier->EVENT_SetSoldierDirection( gTwoCDirection[ pSoldier->ubDirection ] );
|
||||
|
||||
@@ -5041,8 +5041,10 @@ void SOLDIERTYPE::EVENT_FireSoldierWeapon( INT32 sTargetGridNo )
|
||||
}
|
||||
else if (!TileIsOutOfBounds(sTargetGridNo) && !GridNoOnScreen(sTargetGridNo))
|
||||
{
|
||||
INT16 sNewCenterWorldX = CenterX(sTargetGridNo);
|
||||
INT16 sNewCenterWorldY = CenterY(sTargetGridNo);
|
||||
INT16 sNewCenterWorldX;
|
||||
INT16 sNewCenterWorldY;
|
||||
ConvertGridNoToCenterCellXY(sTargetGridNo, &sNewCenterWorldX, &sNewCenterWorldY);
|
||||
|
||||
SetRenderCenter(sNewCenterWorldX, sNewCenterWorldY);
|
||||
|
||||
// Plot new path!
|
||||
@@ -7359,7 +7361,7 @@ void SOLDIERTYPE::EVENT_InternalSetSoldierDestination( UINT16 usNewDirection, BO
|
||||
// Get dest gridno, convert to center coords
|
||||
sNewGridNo = NewGridNo( this->sGridNo, DirectionInc( (UINT8)usNewDirection ) );
|
||||
|
||||
ConvertMapPosToWorldTileCenter( sNewGridNo, &sXPos, &sYPos );
|
||||
ConvertGridNoToCenterCellXY( sNewGridNo, &sXPos, &sYPos );
|
||||
|
||||
// Save new dest gridno, x, y
|
||||
this->pathing.sDestination = sNewGridNo;
|
||||
@@ -11544,7 +11546,7 @@ void SOLDIERTYPE::MoveMerc( FLOAT dMovementChange, FLOAT dAngle, BOOLEAN fCheckR
|
||||
{
|
||||
INT16 this_base_x = 0;
|
||||
INT16 this_base_y = 0;
|
||||
ConvertMapPosToWorldTileCenter( this->sGridNo, &this_base_x, &this_base_y );
|
||||
ConvertGridNoToCenterCellXY( this->sGridNo, &this_base_x, &this_base_y );
|
||||
|
||||
dx = this->dXPos - this_base_x;
|
||||
dy = this->dYPos - this_base_y;
|
||||
@@ -11552,7 +11554,7 @@ void SOLDIERTYPE::MoveMerc( FLOAT dMovementChange, FLOAT dAngle, BOOLEAN fCheckR
|
||||
|
||||
INT16 base_x = 0;
|
||||
INT16 base_y = 0;
|
||||
ConvertMapPosToWorldTileCenter( gridnotouse, &base_x, &base_y );
|
||||
ConvertGridNoToCenterCellXY( gridnotouse, &base_x, &base_y );
|
||||
|
||||
pSoldier->EVENT_InternalSetSoldierPosition( base_x + dx, base_y + dy, FALSE, FALSE, FALSE );
|
||||
}
|
||||
@@ -11586,27 +11588,33 @@ void SOLDIERTYPE::MoveMerc( FLOAT dMovementChange, FLOAT dAngle, BOOLEAN fCheckR
|
||||
// adjust both gridno and x,y coordinates
|
||||
if (sOldGridNo != this->sGridNo)
|
||||
{
|
||||
CorpseDef.sGridNo = sOldGridNo;
|
||||
CorpseDef.dXPos = CenterX(CorpseDef.sGridNo);
|
||||
CorpseDef.dYPos = CenterY(CorpseDef.sGridNo);
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(sOldGridNo, &sX, &sY);
|
||||
|
||||
CorpseDef.sGridNo = sOldGridNo;
|
||||
CorpseDef.dXPos = sX;
|
||||
CorpseDef.dYPos = sY;
|
||||
}
|
||||
else
|
||||
{
|
||||
// move corpse a bit
|
||||
INT16 this_base_x = 0;
|
||||
INT16 this_base_y = 0;
|
||||
ConvertMapPosToWorldTileCenter(this->sGridNo, &this_base_x, &this_base_y);
|
||||
ConvertGridNoToCenterCellXY(this->sGridNo, &this_base_x, &this_base_y);
|
||||
|
||||
FLOAT dx = this->dXPos - this_base_x;
|
||||
FLOAT dy = this->dYPos - this_base_y;
|
||||
|
||||
INT16 base_x = 0;
|
||||
INT16 base_y = 0;
|
||||
ConvertMapPosToWorldTileCenter(pCorpse->def.sGridNo, &base_x, &base_y);
|
||||
ConvertGridNoToCenterCellXY(pCorpse->def.sGridNo, &base_x, &base_y);
|
||||
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(pCorpse->def.sGridNo, &sX, &sY);
|
||||
|
||||
CorpseDef.sGridNo = pCorpse->def.sGridNo;
|
||||
CorpseDef.dXPos = CenterX(CorpseDef.sGridNo) + dx;
|
||||
CorpseDef.dYPos = CenterY(CorpseDef.sGridNo) + dy;
|
||||
CorpseDef.dXPos = sX + dx;
|
||||
CorpseDef.dYPos = sY + dy;
|
||||
}
|
||||
|
||||
CorpseDef.usFlags |= ROTTING_CORPSE_USE_XY_PROVIDED;
|
||||
@@ -11768,6 +11776,17 @@ UINT8 GetDirectionFromXY( INT16 sXPos, INT16 sYPos, SOLDIERTYPE *pSoldier )
|
||||
return(atan8( sXPos2, sYPos2, sXPos, sYPos ));
|
||||
}
|
||||
|
||||
INT16 GetDirectionFromCenterCellXYGridNo(INT32 EndGridNo, INT32 StartGridNo)
|
||||
{
|
||||
INT16 sXPos2, sYPos2;
|
||||
INT16 sXPos, sYPos;
|
||||
|
||||
ConvertGridNoToCenterCellXY(StartGridNo, &sXPos, &sYPos);
|
||||
ConvertGridNoToCenterCellXY(EndGridNo, &sXPos2, &sYPos2);
|
||||
|
||||
return(atan8(sXPos2, sYPos2, sXPos, sYPos));
|
||||
}
|
||||
|
||||
|
||||
//#if 0
|
||||
UINT8 atan8( INT16 sXPos, INT16 sYPos, INT16 sXPos2, INT16 sYPos2 )
|
||||
@@ -12261,8 +12280,7 @@ void SOLDIERTYPE::ReviveSoldier( void )
|
||||
this->BeginSoldierGetup( );
|
||||
|
||||
// Makesure center of tile
|
||||
sX = CenterX( this->sGridNo );
|
||||
sY = CenterY( this->sGridNo );
|
||||
ConvertGridNoToCenterCellXY(this->sGridNo, &sX, &sY);
|
||||
|
||||
this->EVENT_SetSoldierPosition( (FLOAT)sX, (FLOAT)sY );
|
||||
|
||||
@@ -13962,8 +13980,7 @@ void SOLDIERTYPE::EVENT_StopMerc( INT32 sGridNo, INT8 bDirection )
|
||||
|
||||
// MOVE GUY TO GRIDNO--- SHOULD BE THE SAME UNLESS IN MULTIPLAYER
|
||||
// Makesure center of tile
|
||||
sX = CenterX( sGridNo );
|
||||
sY = CenterY( sGridNo );
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
|
||||
|
||||
//Cancel pending events
|
||||
if ( !this->flags.fDelayedMovement )
|
||||
@@ -15862,7 +15879,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
|
||||
}
|
||||
|
||||
UINT8 covertlevel = NUM_SKILL_TRAITS( this, COVERT_NT ); // our level in covert operations
|
||||
INT32 distance = GetRangeFromGridNoDiff( this->sGridNo, pSoldier->sGridNo );
|
||||
INT32 distance = PythSpacesAway( this->sGridNo, pSoldier->sGridNo );
|
||||
|
||||
// if we are closer than this, our cover will always break if we do not have the skill
|
||||
// if we have the skill, our cover will blow if we dress up as a soldier, but not if we are dressed like a civilian
|
||||
@@ -20865,7 +20882,7 @@ void SOLDIERTYPE::CancelDrag()
|
||||
{
|
||||
INT16 base_x = 0;
|
||||
INT16 base_y = 0;
|
||||
ConvertMapPosToWorldTileCenter(pSoldier->sGridNo, &base_x, &base_y);
|
||||
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &base_x, &base_y);
|
||||
|
||||
pSoldier->EVENT_InternalSetSoldierPosition(base_x, base_y, FALSE, FALSE, FALSE);
|
||||
}
|
||||
@@ -23199,7 +23216,7 @@ BOOLEAN SOLDIERTYPE::PlayerSoldierStartTalking( UINT8 ubTargetID, BOOLEAN fValid
|
||||
return(FALSE);
|
||||
}
|
||||
|
||||
uiRange = GetRangeFromGridNoDiff( this->sGridNo, pTSoldier->sGridNo );
|
||||
uiRange = PythSpacesAway( this->sGridNo, pTSoldier->sGridNo );
|
||||
|
||||
if ( uiRange > (NPC_TALK_RADIUS * 2) )
|
||||
{
|
||||
|
||||
@@ -2204,7 +2204,8 @@ BOOLEAN GetDirectionChangeAmount( INT32 sGridNo, SOLDIERTYPE *pSoldier, UINT8 ui
|
||||
UINT8 GetDirectionFromGridNo( INT32 sGridNo, SOLDIERTYPE *pSoldier );
|
||||
UINT8 atan8( INT16 sXPos, INT16 sYPos, INT16 sXPos2, INT16 sYPos2 );
|
||||
UINT8 atan8FromAngle( DOUBLE dAngle );
|
||||
INT16 GetDirectionToGridNoFromGridNo( INT32 sGridNoDest, INT32 sGridNoSrc );
|
||||
INT16 GetDirectionToGridNoFromGridNo(INT32 sGridNoDest, INT32 sGridNoSrc);
|
||||
INT16 GetDirectionFromCenterCellXYGridNo(INT32 EndGridNo, INT32 StartGridNo);
|
||||
// This function is now obsolete. Call ReduceAttackBusyCount instead.
|
||||
// void ReleaseSoldiersAttacker( SOLDIERTYPE *pSoldier );
|
||||
|
||||
|
||||
+16
-12
@@ -814,8 +814,7 @@ BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, UINT16 usReasonID, INT8
|
||||
|
||||
*puiScrollFlags = 0;
|
||||
|
||||
sX = CenterX( sGridNo );
|
||||
sY = CenterY( sGridNo );
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
|
||||
|
||||
// Get screen coordinates for current position of soldier
|
||||
GetWorldXYAbsoluteScreenXY( (INT16)(sX/CELL_X_SIZE), (INT16)(sY/CELL_Y_SIZE), &sWorldX, &sWorldY);
|
||||
@@ -954,25 +953,28 @@ BOOLEAN FindRelativeSoldierPosition( SOLDIERTYPE *pSoldier, UINT16 *usFlags, INT
|
||||
// Then, depending on whether this is the gridno we are looking at, this will be head or legs
|
||||
if ( gGameExternalOptions.fAllowTargetHeadAndLegIfProne )
|
||||
{
|
||||
INT16 sWorldX, sWorldY;
|
||||
INT16 sWorldX, sWorldY, sX, sY;
|
||||
GetMouseWorldCoords( &sWorldX, &sWorldY );
|
||||
|
||||
// Flugente: we measure the distance of the bullet's location to the location of the soldier, and to the 2 gridnos his head and leg occupy
|
||||
// From this we can decide what body part was hit
|
||||
FLOAT bodycenterX = (FLOAT)CenterX( pSoldier->sGridNo );
|
||||
FLOAT bodycenterY = (FLOAT)CenterY( pSoldier->sGridNo );
|
||||
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
|
||||
FLOAT bodycenterX = (FLOAT) sX;
|
||||
FLOAT bodycenterY = (FLOAT) sY;
|
||||
|
||||
FLOAT difftobodycenter = sqrt( (bodycenterX - sWorldX) * (bodycenterX - sWorldX) + (bodycenterY - sWorldY) * (bodycenterY - sWorldY) );
|
||||
|
||||
INT32 viewdirectiongridno = NewGridNo( pSoldier->sGridNo, DirectionInc( pSoldier->ubDirection ) );
|
||||
FLOAT nextgridnocenterX = (FLOAT)CenterX( viewdirectiongridno );
|
||||
FLOAT nextgridnocenterY = (FLOAT)CenterY( viewdirectiongridno );
|
||||
ConvertGridNoToCenterCellXY(viewdirectiongridno, &sX, &sY);
|
||||
FLOAT nextgridnocenterX = (FLOAT) sX;
|
||||
FLOAT nextgridnocenterY = (FLOAT) sY;
|
||||
|
||||
FLOAT difftonextgridno = sqrt( (nextgridnocenterX - sWorldX) * (nextgridnocenterX - sWorldX) + (nextgridnocenterY - sWorldY) * (nextgridnocenterY - sWorldY) );
|
||||
|
||||
INT32 oppositeviewdirectiongridno = NewGridNo( pSoldier->sGridNo, DirectionInc( gOppositeDirection[pSoldier->ubDirection] ) );
|
||||
FLOAT oppositenextgridnocenterX = (FLOAT)CenterX( oppositeviewdirectiongridno );
|
||||
FLOAT oppositenextgridnocenterY = (FLOAT)CenterY( oppositeviewdirectiongridno );
|
||||
ConvertGridNoToCenterCellXY(oppositeviewdirectiongridno, &sX, &sY);
|
||||
FLOAT oppositenextgridnocenterX = (FLOAT) sX;
|
||||
FLOAT oppositenextgridnocenterY = (FLOAT) sY;
|
||||
|
||||
FLOAT difftooppositenextgridno = sqrt( (oppositenextgridnocenterX - sWorldX) * (oppositenextgridnocenterX - sWorldX) + (oppositenextgridnocenterY - sWorldY) * (oppositenextgridnocenterY - sWorldY) );
|
||||
|
||||
@@ -1030,13 +1032,15 @@ UINT8 QuickFindSoldier( INT32 sGridNo )
|
||||
|
||||
void GetGridNoScreenPos( INT32 sGridNo, UINT8 ubLevel, INT16 *psScreenX, INT16 *psScreenY )
|
||||
{
|
||||
INT16 sScreenX, sScreenY;
|
||||
INT16 sScreenX, sScreenY, sX, sY;
|
||||
FLOAT dOffsetX, dOffsetY;
|
||||
FLOAT dTempX_S, dTempY_S;
|
||||
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
|
||||
|
||||
// Get 'TRUE' merc position
|
||||
dOffsetX = (FLOAT)( CenterX( sGridNo ) - gsRenderCenterX );
|
||||
dOffsetY = (FLOAT)( CenterY( sGridNo ) - gsRenderCenterY );
|
||||
dOffsetX = (FLOAT)( sX - gsRenderCenterX );
|
||||
dOffsetY = (FLOAT)( sY - gsRenderCenterY );
|
||||
|
||||
// OK, DONT'T ASK... CONVERSION TO PROPER Y NEEDS THIS...
|
||||
dOffsetX -= CELL_Y_SIZE;
|
||||
|
||||
@@ -738,8 +738,7 @@ BOOLEAN TeleportSoldier( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fForce )
|
||||
if ( NewOKDestination( pSoldier, sGridNo, TRUE, 0 ) || fForce )
|
||||
{
|
||||
// TELEPORT TO THIS LOCATION!
|
||||
sX = CenterX( sGridNo );
|
||||
sY = CenterY( sGridNo );
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
|
||||
pSoldier->EVENT_SetSoldierPosition( (FLOAT) sX, (FLOAT) sY );
|
||||
|
||||
pSoldier->pathing.sFinalDestination = sGridNo;
|
||||
|
||||
+11
-10
@@ -1878,8 +1878,10 @@ BOOLEAN LoadRottingCorpsesFromTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMa
|
||||
def.sGridNo = gMapInformation.sWestGridNo;
|
||||
}
|
||||
//Recalculate the dx,dy info
|
||||
def.dXPos = CenterX( def.sGridNo );
|
||||
def.dYPos = CenterY( def.sGridNo );
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(def.sGridNo, &sX, &sY);
|
||||
def.dXPos = sX;
|
||||
def.dYPos = sY;
|
||||
// If not from loading a save....
|
||||
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
||||
{
|
||||
@@ -2737,15 +2739,14 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
|
||||
memset( &Corpse, 0, sizeof( ROTTING_CORPSE_DEFINITION ) );
|
||||
|
||||
// Setup some values!
|
||||
Corpse.ubBodyType = pSoldier->ubBodyType;
|
||||
Corpse.sGridNo = sGridNo;
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sXPos, &sYPos);
|
||||
|
||||
ConvertGridNoToXY( sGridNo, &sXPos, &sYPos );
|
||||
|
||||
Corpse.dXPos = (FLOAT)( CenterX( sXPos ) );
|
||||
Corpse.dYPos = (FLOAT)( CenterY( sYPos ) );
|
||||
Corpse.sHeightAdjustment = pSoldier->sHeightAdjustment;
|
||||
Corpse.bVisible = TRUE;
|
||||
Corpse.ubBodyType = pSoldier->ubBodyType;
|
||||
Corpse.sGridNo = sGridNo;
|
||||
Corpse.dXPos = (FLOAT)( sXPos );
|
||||
Corpse.dYPos = (FLOAT)( sYPos );
|
||||
Corpse.sHeightAdjustment = pSoldier->sHeightAdjustment;
|
||||
Corpse.bVisible = TRUE;
|
||||
|
||||
SET_PALETTEREP_ID ( Corpse.HeadPal, pSoldier->HeadPal );
|
||||
SET_PALETTEREP_ID ( Corpse.VestPal, pSoldier->VestPal );
|
||||
|
||||
+18
-6
@@ -676,8 +676,12 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEA
|
||||
gCTHDisplay.iTargetGridNo = usMapPos;
|
||||
|
||||
// Calculate distance to target
|
||||
FLOAT dDeltaX = (FLOAT)(CenterX( pSoldier->sGridNo ) - CenterX( usMapPos ));
|
||||
FLOAT dDeltaY = (FLOAT)(CenterY( pSoldier->sGridNo ) - CenterY( usMapPos ));
|
||||
INT16 sX, sY, sXMap, sYMap;
|
||||
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
|
||||
ConvertGridNoToCenterCellXY(usMapPos, &sXMap, &sYMap);
|
||||
|
||||
FLOAT dDeltaX = (FLOAT)( sX - sXMap );
|
||||
FLOAT dDeltaY = (FLOAT)( sY - sYMap );
|
||||
FLOAT d2DDistance = sqrt((dDeltaX*dDeltaX)+(dDeltaY*dDeltaY));
|
||||
|
||||
CalcMagFactorSimple( pSoldier, d2DDistance, pSoldier->aiData.bShownAimTime, usMapPos );
|
||||
@@ -782,8 +786,12 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEA
|
||||
gbCtHBurstCount = 0;
|
||||
|
||||
// Calculate distance to target
|
||||
FLOAT dDeltaX = (FLOAT)(CenterX( pSoldier->sGridNo ) - CenterX( usMapPos ));
|
||||
FLOAT dDeltaY = (FLOAT)(CenterY( pSoldier->sGridNo ) - CenterY( usMapPos ));
|
||||
INT16 sX, sY, sXMap, sYMap;
|
||||
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
|
||||
ConvertGridNoToCenterCellXY(usMapPos, &sXMap, &sYMap);
|
||||
|
||||
FLOAT dDeltaX = (FLOAT)(sX - sXMap);
|
||||
FLOAT dDeltaY = (FLOAT)(sY - sYMap);
|
||||
FLOAT d2DDistance = sqrt((dDeltaX*dDeltaX)+(dDeltaY*dDeltaY));
|
||||
|
||||
CalcMagFactorSimple( pSoldier, d2DDistance, pSoldier->aiData.bShownAimTime, usMapPos );
|
||||
@@ -884,8 +892,12 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEA
|
||||
gCTHDisplay.iTargetGridNo = usMapPos;
|
||||
|
||||
// Calculate distance to target
|
||||
FLOAT dDeltaX = (FLOAT)(CenterX( pSoldier->sGridNo ) - CenterX( usMapPos ));
|
||||
FLOAT dDeltaY = (FLOAT)(CenterY( pSoldier->sGridNo ) - CenterY( usMapPos ));
|
||||
INT16 sX, sY, sXMap, sYMap;
|
||||
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
|
||||
ConvertGridNoToCenterCellXY(usMapPos, &sXMap, &sYMap);
|
||||
|
||||
FLOAT dDeltaX = (FLOAT)(sX - sXMap);
|
||||
FLOAT dDeltaY = (FLOAT)(sY - sYMap);
|
||||
FLOAT d2DDistance = sqrt((dDeltaX*dDeltaX)+(dDeltaY*dDeltaY));
|
||||
|
||||
CalcMagFactorSimple( pSoldier, d2DDistance, pSoldier->aiData.bShownAimTime, usMapPos );
|
||||
|
||||
@@ -1787,7 +1787,9 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier )
|
||||
pSoldier->aiData.bOppList[ pVehicle->ubID ] = 1;
|
||||
|
||||
// Add to sector....
|
||||
pSoldier->EVENT_SetSoldierPosition( CenterX( sGridNo ), CenterY( sGridNo ) );
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
|
||||
pSoldier->EVENT_SetSoldierPosition( sX, sY );
|
||||
|
||||
// anv: since now they can shoot it's important to set passenger to proper stance
|
||||
// namely, back to standing, because we set them to crouching when entering
|
||||
@@ -2064,7 +2066,9 @@ void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridN
|
||||
pVehicleList[ ubID ].fDestroyed = TRUE;
|
||||
|
||||
// Explode vehicle...
|
||||
IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, GREAT_BIG_EXPLOSION, 0 );
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
|
||||
IgniteExplosion( ubAttackerID, sX, sY, 0, sGridNo, GREAT_BIG_EXPLOSION, 0 );
|
||||
|
||||
if ( pSoldier != NULL )
|
||||
{
|
||||
|
||||
+50
-27
@@ -1714,7 +1714,7 @@ void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, FLOAT
|
||||
FLOAT dTargetZ;
|
||||
SOLDIERTYPE* pTargetSoldier = NULL;
|
||||
INT8 bStructHeight;
|
||||
INT16 sXMapPos, sYMapPos;
|
||||
INT16 sXMapPos, sYMapPos, sX, sY;
|
||||
UINT32 uiRoll;
|
||||
INT8 bTargetCubeLevel = 0;
|
||||
INT8 bTargetLevel = 0;
|
||||
@@ -1731,8 +1731,9 @@ void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, FLOAT
|
||||
{
|
||||
// SAVE OPP ID
|
||||
pSoldier->ubOppNum = pTargetSoldier->ubID;
|
||||
dTargetX = (FLOAT) CenterX( pTargetSoldier->sGridNo );
|
||||
dTargetY = (FLOAT) CenterY( pTargetSoldier->sGridNo );
|
||||
ConvertGridNoToCenterCellXY(pTargetSoldier->sGridNo, &sX, &sY);
|
||||
dTargetX = (FLOAT) sX;
|
||||
dTargetY = (FLOAT) sY;
|
||||
if (pSoldier->bAimShotLocation == AIM_SHOT_RANDOM)
|
||||
{
|
||||
uiRoll = PreRandom( 100 );
|
||||
@@ -1773,9 +1774,11 @@ void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, FLOAT
|
||||
if ( gGameExternalOptions.fAllowTargetHeadAndLegIfProne && gAnimControl[pTargetSoldier->usAnimState].ubHeight == ANIM_PRONE )
|
||||
{
|
||||
INT32 viewdirectiongridno = NewGridNo( pTargetSoldier->sGridNo, DirectionInc( pTargetSoldier->ubDirection ) );
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(viewdirectiongridno, &sX, &sY);
|
||||
|
||||
dTargetX = (0.3f * dTargetX + 0.7f * (FLOAT)CenterX( viewdirectiongridno )) / 1.0f;
|
||||
dTargetY = (0.3f * dTargetY + 0.7f * (FLOAT)CenterY( viewdirectiongridno )) / 1.0f;
|
||||
dTargetX = (0.3f * dTargetX + 0.7f * (FLOAT)sX) / 1.0f;
|
||||
dTargetY = (0.3f * dTargetY + 0.7f * (FLOAT)sY) / 1.0f;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -1789,9 +1792,11 @@ void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, FLOAT
|
||||
if ( gGameExternalOptions.fAllowTargetHeadAndLegIfProne && gAnimControl[pTargetSoldier->usAnimState].ubHeight == ANIM_PRONE )
|
||||
{
|
||||
INT32 viewdirectiongridno = NewGridNo( pTargetSoldier->sGridNo, DirectionInc( gOppositeDirection[pTargetSoldier->ubDirection] ) );
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(viewdirectiongridno, &sX, &sY);
|
||||
|
||||
dTargetX = (0.3f * dTargetX + 0.7f * (FLOAT)CenterX( viewdirectiongridno )) / 1.0f;
|
||||
dTargetY = (0.3f * dTargetY + 0.7f * (FLOAT)CenterY( viewdirectiongridno )) / 1.0f;
|
||||
dTargetX = (0.3f * dTargetX + 0.7f * (FLOAT)sX) / 1.0f;
|
||||
dTargetY = (0.3f * dTargetY + 0.7f * (FLOAT)sY) / 1.0f;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -2718,11 +2723,14 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
|
||||
{
|
||||
if ( WillExplosiveWeaponFail( pSoldier, pObjHand ) )
|
||||
{
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
|
||||
|
||||
if ( Item[usUBItem].singleshotrocketlauncher )
|
||||
{
|
||||
CreateItem( Item[usItemNum].discardedlauncheritem , (*pObjHand)[0]->data.objectStatus, pObjHand );
|
||||
|
||||
// Flugente: why would we keep a piece of scrap in our ahnds in the first place? just drop it to the ground
|
||||
// Flugente: why would we keep a piece of scrap in our hands in the first place? just drop it to the ground
|
||||
AddItemToPool( pSoldier->sGridNo, pObjHand, 1, pSoldier->pathing.bLevel, 0, -1 );
|
||||
|
||||
// Delete object
|
||||
@@ -2730,20 +2738,21 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
|
||||
|
||||
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
|
||||
|
||||
|
||||
if ( Item[usUBItem].usBuddyItem != 0 && Item[Item[usUBItem].usBuddyItem].usItemClass & IC_EXPLOSV )
|
||||
{
|
||||
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, Item[usUBItem].usBuddyItem, pSoldier->pathing.bLevel );
|
||||
IgniteExplosion( pSoldier->ubID, sX, sY, 0, pSoldier->sGridNo, Item[usUBItem].usBuddyItem, pSoldier->pathing.bLevel );
|
||||
}
|
||||
else
|
||||
{
|
||||
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, C1, pSoldier->pathing.bLevel );
|
||||
IgniteExplosion( pSoldier->ubID, sX, sY, 0, pSoldier->sGridNo, C1, pSoldier->pathing.bLevel );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("StructureHit: RPG7 item: %d, Ammo: %d", usUBItem , (*pObjHand)[0]->data.gun.usGunAmmoItem ) );
|
||||
|
||||
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, (*pObjHand)[0]->data.gun.usGunAmmoItem, pSoldier->pathing.bLevel );
|
||||
IgniteExplosion( pSoldier->ubID, sX, sY, 0, pSoldier->sGridNo, (*pObjHand)[0]->data.gun.usGunAmmoItem, pSoldier->pathing.bLevel );
|
||||
pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE;
|
||||
}
|
||||
// Reduce again for attack end 'cause it has been incremented for a normal attack
|
||||
@@ -2893,8 +2902,8 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
|
||||
{
|
||||
sTempGridNo = NewGridNo(sTempGridNo, DirectionInc(pSoldier->ubDirection));
|
||||
}
|
||||
INT16 sX = CenterX(sTempGridNo);
|
||||
INT16 sY = CenterY(sTempGridNo);
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(sTempGridNo, &sX, &sY);
|
||||
|
||||
AniParams.sGridNo = pSoldier->sGridNo;
|
||||
AniParams.ubLevelID = ANI_TOPMOST_LEVEL;
|
||||
@@ -3643,6 +3652,9 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
|
||||
{
|
||||
if ( WillExplosiveWeaponFail( pSoldier, pObjUsed ) )
|
||||
{
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
|
||||
|
||||
if ( Item[usUBItem].singleshotrocketlauncher )
|
||||
{
|
||||
CreateItem( Item[usUBItem].discardedlauncheritem , (*pObjUsed)[0]->data.objectStatus, pObjUsed );
|
||||
@@ -3655,20 +3667,21 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
|
||||
|
||||
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
|
||||
|
||||
|
||||
if ( Item[usUBItem].usBuddyItem != 0 && Item[Item[usUBItem].usBuddyItem].usItemClass & IC_EXPLOSV )
|
||||
{
|
||||
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, C1, pSoldier->pathing.bLevel );
|
||||
IgniteExplosion( pSoldier->ubID, sX, sY, 0, pSoldier->sGridNo, C1, pSoldier->pathing.bLevel );
|
||||
}
|
||||
else
|
||||
{
|
||||
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, C1, pSoldier->pathing.bLevel );
|
||||
IgniteExplosion( pSoldier->ubID, sX, sY, 0, pSoldier->sGridNo, C1, pSoldier->pathing.bLevel );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("StructureHit: RPG7 item: %d, Ammo: %d", usUBItem , (*pObjUsed)[0]->data.gun.usGunAmmoItem ) );
|
||||
|
||||
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, (*pObjUsed)[0]->data.gun.usGunAmmoItem, pSoldier->pathing.bLevel );
|
||||
IgniteExplosion( pSoldier->ubID, sX, sY, 0, pSoldier->sGridNo, (*pObjUsed)[0]->data.gun.usGunAmmoItem, pSoldier->pathing.bLevel );
|
||||
|
||||
OBJECTTYPE * pLaunchable = FindLaunchableAttachment( pObjUsed, usUBItem );
|
||||
if(pLaunchable)
|
||||
@@ -3708,8 +3721,8 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
|
||||
{
|
||||
sTempGridNo = NewGridNo(sTempGridNo, DirectionInc(pSoldier->ubDirection));
|
||||
}
|
||||
INT16 sX = CenterX(sTempGridNo);
|
||||
INT16 sY = CenterY(sTempGridNo);
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(sTempGridNo, &sX, &sY);
|
||||
|
||||
AniParams.sGridNo = pSoldier->sGridNo;
|
||||
AniParams.ubLevelID = ANI_TOPMOST_LEVEL;
|
||||
@@ -5167,7 +5180,9 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
|
||||
|
||||
// So we still should have ABC > 0
|
||||
// Begin explosion due to failure...
|
||||
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, Launchable.usItem, pSoldier->pathing.bLevel );
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
|
||||
IgniteExplosion( pSoldier->ubID, sX, sY, 0, pSoldier->sGridNo, Launchable.usItem, pSoldier->pathing.bLevel );
|
||||
|
||||
// Reduce again for attack end 'cause it has been incremented for a normal attack
|
||||
// Nope, not anymore.
|
||||
@@ -5676,15 +5691,18 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
|
||||
// HEADROCK HAM 5: Fragments fired by such weapons should not explode.
|
||||
if ( pBullet->fFragment == false)
|
||||
{
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
|
||||
|
||||
if ( Item[usWeaponIndex].singleshotrocketlauncher )
|
||||
{
|
||||
if ( Item[usWeaponIndex].usBuddyItem != 0 && Item[Item[usWeaponIndex].usBuddyItem].usItemClass & IC_EXPLOSV )
|
||||
{
|
||||
IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, Item[usWeaponIndex].usBuddyItem, bLevel, usDirection );
|
||||
IgniteExplosion( ubAttackerID, sX, sY, 0, sGridNo, Item[usWeaponIndex].usBuddyItem, bLevel, usDirection );
|
||||
}
|
||||
else
|
||||
{
|
||||
IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, C1, bLevel, usDirection );
|
||||
IgniteExplosion( ubAttackerID, sX, sY, 0, sGridNo, C1, bLevel, usDirection );
|
||||
}
|
||||
}
|
||||
// changed too to use 2 flag to determine
|
||||
@@ -5692,7 +5710,7 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
|
||||
//there shouldn't be a way to enter here with an UnderBarrel weapon, so retaining original code :JMich
|
||||
{
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("StructureHit: RPG7 item: %d, Ammo: %d",pAttacker->inv[HANDPOS].usItem , pAttacker->inv[HANDPOS][0]->data.gun.usGunAmmoItem ) );
|
||||
IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, pAttacker->inv[pAttacker->ubAttackingHand][0]->data.gun.usGunAmmoItem, bLevel, usDirection );
|
||||
IgniteExplosion( ubAttackerID, sX, sY, 0, sGridNo, pAttacker->inv[pAttacker->ubAttackingHand][0]->data.gun.usGunAmmoItem, bLevel, usDirection );
|
||||
|
||||
//This is just to make multishot launchers work in semi auto. It's not really a permanent solution because it still doesn't allow autofire, but it will do for now.
|
||||
OBJECTTYPE * pLaunchable = FindLaunchableAttachment( &(pAttacker->inv[pAttacker->ubAttackingHand ]), pAttacker->inv[pAttacker->ubAttackingHand ].usItem );
|
||||
@@ -5708,7 +5726,7 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
|
||||
else if ( AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].explosionSize > 1)
|
||||
{
|
||||
// re-routed the Highexplosive value to define exposion type
|
||||
IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].highExplosive, bLevel, usDirection );
|
||||
IgniteExplosion( ubAttackerID, sX, sY, 0, sGridNo, AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].highExplosive, bLevel, usDirection );
|
||||
// pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE;
|
||||
}
|
||||
}
|
||||
@@ -5726,7 +5744,9 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
|
||||
//FreeUpAttacker( ubAttackerID );
|
||||
|
||||
// HEADROCK HAM 5 TODO: Tank shell!!
|
||||
IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, TANK_SHELL, bLevel, usDirection );
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
|
||||
IgniteExplosion( ubAttackerID, sX, sY, 0, sGridNo, TANK_SHELL, bLevel, usDirection );
|
||||
//FreeUpAttacker( (UINT8) ubAttackerID );
|
||||
|
||||
// Moved here to keep ABC >0 as long as possible
|
||||
@@ -6250,7 +6270,7 @@ UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
|
||||
// Basic defines
|
||||
SOLDIERTYPE * pTarget;
|
||||
INT32 iRange, iSightRange; //, minRange;
|
||||
|
||||
INT16 sX, sY, sX2, sY2;
|
||||
UINT16 usInHand;
|
||||
OBJECTTYPE * pInHand;
|
||||
INT16 sDistVis, sDistVisNoScope;
|
||||
@@ -6270,8 +6290,11 @@ UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
|
||||
|
||||
// calculate actual range (in units, 10 units = 1 tile)
|
||||
iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
|
||||
FLOAT dDeltaX = (FLOAT)(CenterX( pSoldier->sGridNo ) - CenterX( sGridNo ));
|
||||
FLOAT dDeltaY = (FLOAT)(CenterY( pSoldier->sGridNo ) - CenterY( sGridNo ));
|
||||
|
||||
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX2, &sY2);
|
||||
FLOAT dDeltaX = (FLOAT)( sX - sX2 );
|
||||
FLOAT dDeltaY = (FLOAT)( sY - sY2 );
|
||||
FLOAT d2DDistance = sqrt((dDeltaX*dDeltaX)+(dDeltaY*dDeltaY));
|
||||
|
||||
// Find a target in the tile
|
||||
|
||||
@@ -6130,10 +6130,8 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
|
||||
{
|
||||
// ALL RIGHT! Passed all the tests, this listener hears this noise!!!
|
||||
HearNoise(pSoldier,ubSource,sGridNo,bLevel,ubEffVolume,ubNoiseType, (UINT8 *)&bSeen);
|
||||
|
||||
bHeard = TRUE;
|
||||
|
||||
ubNoiseDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sGridNo),CenterY(sGridNo));
|
||||
ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sGridNo);
|
||||
|
||||
// check the 'noise heard & reported' bit for that soldier & direction
|
||||
if ( ubNoiseType != NOISE_MOVEMENT || bTeam != OUR_TEAM || (pSoldier->aiData.bInterruptDuelPts != NO_INTERRUPT) || !(pSoldier->ubMovementNoiseHeard & (1 << ubNoiseDir) ) )
|
||||
@@ -6441,8 +6439,7 @@ void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bL
|
||||
// ignore muzzle flashes when turning head to see noise
|
||||
if ( ubNoiseType == NOISE_GUNFIRE && ubNoiseMaker != NOBODY && MercPtrs[ ubNoiseMaker ]->flags.fMuzzleFlash )
|
||||
{
|
||||
sNoiseX = CenterX(sGridNo);
|
||||
sNoiseY = CenterY(sGridNo);
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sNoiseX, &sNoiseY);
|
||||
bDirection = atan8(pSoldier->sX,pSoldier->sY,sNoiseX,sNoiseY);
|
||||
if ( pSoldier->ubDirection != bDirection && pSoldier->ubDirection != gOneCDirection[ bDirection ] && pSoldier->ubDirection != gOneCCDirection[ bDirection ] )
|
||||
{
|
||||
@@ -6463,8 +6460,7 @@ void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bL
|
||||
if (PythSpacesAway(pSoldier->sGridNo,sGridNo) <= sDistVisible )
|
||||
{
|
||||
// just use the XXadjustedXX center of the gridno
|
||||
sNoiseX = CenterX(sGridNo);
|
||||
sNoiseY = CenterY(sGridNo);
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sNoiseX, &sNoiseY);
|
||||
|
||||
if (pSoldier->ubDirection != atan8(pSoldier->sX,pSoldier->sY,sNoiseX,sNoiseY))
|
||||
{
|
||||
|
||||
@@ -144,7 +144,7 @@ BOOLEAN ConsiderProne( SOLDIERTYPE * pSoldier )
|
||||
}
|
||||
// We don't want to go prone if there is a nearby enemy
|
||||
ClosestKnownOpponent( pSoldier, &sOpponentGridNo, &bOpponentLevel );
|
||||
iRange = GetRangeFromGridNoDiff( pSoldier->sGridNo, sOpponentGridNo );
|
||||
iRange = PythSpacesAway( pSoldier->sGridNo, sOpponentGridNo );
|
||||
if (iRange > 10)
|
||||
{
|
||||
return( TRUE );
|
||||
@@ -2724,7 +2724,7 @@ INT32 CalcManThreatValue( SOLDIERTYPE *pEnemy, INT32 sMyGrid, UINT8 ubReduceForC
|
||||
else
|
||||
{
|
||||
// ADD 5% if man's already facing me
|
||||
if (pEnemy->ubDirection == atan8(CenterX(pEnemy->sGridNo),CenterY(pEnemy->sGridNo),CenterX(sMyGrid),CenterY(sMyGrid)))
|
||||
if (pEnemy->ubDirection == GetDirectionFromCenterCellXYGridNo(pEnemy->sGridNo, sMyGrid))
|
||||
{
|
||||
iThreatValue += (iThreatValue / 20);
|
||||
}
|
||||
@@ -3619,13 +3619,13 @@ UINT8 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
|
||||
|
||||
CHECKF(pSoldier);
|
||||
|
||||
ubMyDir = atan8(CenterX(sTargetGridNo),CenterY(sTargetGridNo),CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo));
|
||||
ubMyDir = GetDirectionFromCenterCellXYGridNo(sTargetGridNo, pSoldier->sGridNo);
|
||||
|
||||
// Run through each friendly.
|
||||
for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
|
||||
{
|
||||
pFriend = MercPtrs[ iCounter ];
|
||||
ubFriendDir = atan8(CenterX(sTargetGridNo),CenterY(sTargetGridNo),CenterX(pFriend->sGridNo),CenterY(pFriend->sGridNo));
|
||||
ubFriendDir = GetDirectionFromCenterCellXYGridNo(sTargetGridNo, pFriend->sGridNo);
|
||||
|
||||
if (pFriend != pSoldier &&
|
||||
pFriend->bActive &&
|
||||
@@ -4811,7 +4811,7 @@ BOOLEAN AnyCoverFromSpot( INT32 sSpot, INT8 bLevel, INT32 sThreatLoc, INT8 bThre
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
ubDirection = atan8(CenterX(sSpot), CenterY(sSpot), CenterX(sThreatLoc), CenterY(sThreatLoc));
|
||||
ubDirection = GetDirectionFromCenterCellXYGridNo(sSpot, sThreatLoc);
|
||||
sCoverSpot = NewGridNo( sSpot, DirectionInc( ubDirection ) );
|
||||
|
||||
if ( TileIsOutOfBounds( sCoverSpot ) )
|
||||
@@ -5001,7 +5001,7 @@ UINT8 AIDirection(INT32 sSpot1, INT32 sSpot2)
|
||||
return DIRECTION_IRRELEVANT;
|
||||
}
|
||||
|
||||
return atan8(CenterX(sSpot1), CenterY(sSpot1), CenterX(sSpot2), CenterY(sSpot2));
|
||||
return GetDirectionFromCenterCellXYGridNo(sSpot1, sSpot2);
|
||||
}
|
||||
|
||||
BOOLEAN AICheckIsSniper(SOLDIERTYPE *pSoldier)
|
||||
|
||||
@@ -783,7 +783,6 @@ BOOLEAN CloseEnoughForGrenadeToss( INT32 sGridNo, INT32 sGridNo2 )
|
||||
{
|
||||
INT32 sTempGridNo;
|
||||
UINT8 ubDirection;
|
||||
INT16 sXPos, sYPos, sXPos2, sYPos2;
|
||||
UINT8 ubMovementCost;
|
||||
|
||||
if (sGridNo == sGridNo2 )
|
||||
@@ -815,13 +814,7 @@ BOOLEAN CloseEnoughForGrenadeToss( INT32 sGridNo, INT32 sGridNo2 )
|
||||
// so we can now do a loop safely
|
||||
|
||||
sTempGridNo = sGridNo;
|
||||
|
||||
sXPos = CenterX( sGridNo );
|
||||
sYPos = CenterY( sGridNo );
|
||||
sXPos2 = CenterX( sGridNo2 );
|
||||
sYPos2 = CenterY( sGridNo2 );
|
||||
ubDirection = atan8( sXPos, sYPos, sXPos2, sYPos2 );
|
||||
|
||||
ubDirection = GetDirectionFromCenterCellXYGridNo(sGridNo, sGridNo2);
|
||||
// For each step of the loop, we are checking for door or obstacle movement costs. If we
|
||||
// find we're blocked, then this is no good for grenade tossing!
|
||||
do
|
||||
|
||||
@@ -481,7 +481,7 @@ INT8 CreatureDecideActionYellow( SOLDIERTYPE * pSoldier )
|
||||
if (pSoldier->aiData.bMobility != CREATURE_IMMOBILE)
|
||||
{
|
||||
// determine direction from this soldier in which the noise lies
|
||||
ubNoiseDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sNoiseGridNo),CenterY(sNoiseGridNo));
|
||||
ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo);
|
||||
|
||||
// if soldier is not already facing in that direction,
|
||||
// and the noise source is close enough that it could possibly be seen
|
||||
@@ -849,7 +849,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
|
||||
if (!TileIsOutOfBounds(sClosestOpponent))
|
||||
{
|
||||
// determine direction from this soldier to the closest opponent
|
||||
ubOpponentDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
|
||||
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
|
||||
|
||||
// if soldier is not already facing in that direction,
|
||||
// and the opponent is close enough that he could possibly be seen
|
||||
@@ -1410,7 +1410,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
|
||||
}
|
||||
else if (GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints) // turn to face enemy
|
||||
{
|
||||
bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
|
||||
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
|
||||
|
||||
// if we're not facing towards him
|
||||
if (pSoldier->ubDirection != bDirection && ValidCreatureTurn( pSoldier, bDirection ) )
|
||||
|
||||
+26
-28
@@ -473,8 +473,7 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier )
|
||||
switch( pSoldier->bAIScheduleProgress )
|
||||
{
|
||||
case 0:
|
||||
sX = CenterX( pSoldier->sOffWorldGridNo );
|
||||
sY = CenterY( pSoldier->sOffWorldGridNo );
|
||||
ConvertGridNoToCenterCellXY(pSoldier->sOffWorldGridNo, &sX, &sY);
|
||||
pSoldier->EVENT_SetSoldierPosition( sX, sY );
|
||||
pSoldier->bInSector = TRUE;
|
||||
MoveSoldierFromAwayToMercSlot( pSoldier );
|
||||
@@ -565,7 +564,7 @@ INT8 DecideActionBoxerEnteringRing(SOLDIERTYPE *pSoldier)
|
||||
if (!TileIsOutOfBounds(sDesiredMercLoc))
|
||||
{
|
||||
// see if we are facing this person
|
||||
ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sDesiredMercLoc),CenterY(sDesiredMercLoc));
|
||||
ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sDesiredMercLoc);
|
||||
|
||||
// if not already facing in that direction,
|
||||
if ( pSoldier->ubDirection != ubDesiredMercDir && pSoldier->InternalIsValidStance( ubDesiredMercDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
|
||||
@@ -626,7 +625,7 @@ INT8 DecideActionNamedNPC( SOLDIERTYPE * pSoldier )
|
||||
}
|
||||
|
||||
// see if we are facing this person
|
||||
ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sDesiredMercLoc),CenterY(sDesiredMercLoc));
|
||||
ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sDesiredMercLoc);
|
||||
|
||||
// if not already facing in that direction,
|
||||
if (pSoldier->ubDirection != ubDesiredMercDir && pSoldier->InternalIsValidStance( ubDesiredMercDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
|
||||
@@ -782,7 +781,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
|
||||
UINT8 ubRingDir;
|
||||
// face ring!
|
||||
|
||||
ubRingDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(CENTER_OF_RING),CenterY(CENTER_OF_RING));
|
||||
ubRingDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, CENTER_OF_RING);
|
||||
if ( gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints )
|
||||
{
|
||||
if ( pSoldier->ubDirection != ubRingDir )
|
||||
@@ -966,7 +965,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
|
||||
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
|
||||
{
|
||||
// see if we are facing this person
|
||||
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
|
||||
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
|
||||
|
||||
// if not already facing in that direction,
|
||||
if ( pSoldier->ubDirection != ubDesiredMercDir )
|
||||
@@ -1495,8 +1494,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
|
||||
UINT8 ubNoiseDir;
|
||||
|
||||
if (TileIsOutOfBounds(sNoiseGridNo) ||
|
||||
(ubNoiseDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sNoiseGridNo),CenterY(sNoiseGridNo))
|
||||
) == pSoldier->ubDirection )
|
||||
( ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo) ) == pSoldier->ubDirection )
|
||||
|
||||
{
|
||||
pSoldier->aiData.usActionData = PreRandom(8);
|
||||
@@ -1668,7 +1666,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
|
||||
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
|
||||
{
|
||||
// see if we are facing this person
|
||||
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
|
||||
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
|
||||
|
||||
// if not already facing in that direction,
|
||||
if ( pSoldier->ubDirection != ubDesiredMercDir )
|
||||
@@ -1721,7 +1719,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
|
||||
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
|
||||
{
|
||||
// see if we are facing this person
|
||||
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
|
||||
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
|
||||
|
||||
// if not already facing in that direction,
|
||||
if ( pSoldier->ubDirection != ubDesiredMercDir )
|
||||
@@ -1798,7 +1796,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// determine direction from this soldier in which the noise lies
|
||||
ubNoiseDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sNoiseGridNo),CenterY(sNoiseGridNo));
|
||||
ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo);
|
||||
|
||||
// if soldier is not already facing in that direction,
|
||||
// and the noise source is close enough that it could possibly be seen
|
||||
@@ -3293,7 +3291,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
|
||||
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
|
||||
{
|
||||
// see if we are facing this person
|
||||
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
|
||||
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
|
||||
|
||||
// if not already facing in that direction,
|
||||
if ( pSoldier->ubDirection != ubDesiredMercDir )
|
||||
@@ -3341,7 +3339,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
|
||||
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
|
||||
{
|
||||
// see if we are facing this person
|
||||
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
|
||||
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
|
||||
|
||||
// if not already facing in that direction,
|
||||
if ( pSoldier->ubDirection != ubDesiredMercDir )
|
||||
@@ -4521,7 +4519,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
|
||||
if (!TileIsOutOfBounds(sClosestOpponent))
|
||||
{
|
||||
// determine direction from this soldier to the closest opponent
|
||||
ubOpponentDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
|
||||
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
|
||||
|
||||
// if soldier is not already facing in that direction,
|
||||
// and the opponent is close enough that he could possibly be seen
|
||||
@@ -4625,7 +4623,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
|
||||
|
||||
if (!TileIsOutOfBounds(sClosestDisturbance))
|
||||
{
|
||||
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
|
||||
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestDisturbance);
|
||||
if ( pSoldier->ubDirection == ubOpponentDir )
|
||||
{
|
||||
ubOpponentDir = (UINT8) PreRandom( NUM_WORLD_DIRECTIONS );
|
||||
@@ -4768,7 +4766,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
|
||||
if (!gfTurnBasedAI || (GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) + GetAPsToChangeStance( pSoldier, ANIM_CROUCH )) <= pSoldier->bActionPoints)
|
||||
{
|
||||
// determine direction from this soldier to the closest opponent
|
||||
ubOpponentDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
|
||||
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
|
||||
|
||||
if (!WeaponReady(pSoldier) &&
|
||||
pSoldier->ubDirection == ubOpponentDir &&
|
||||
@@ -4802,7 +4800,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
|
||||
|
||||
if (!TileIsOutOfBounds(sClosestDisturbance))
|
||||
{
|
||||
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
|
||||
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestDisturbance);
|
||||
if ( pSoldier->ubDirection != ubOpponentDir )
|
||||
{
|
||||
if ( !gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints )
|
||||
@@ -6994,7 +6992,7 @@ L_NEWAIM:
|
||||
if(!TileIsOutOfBounds(pSoldier->sLastTarget))
|
||||
sClosestOpponent = pSoldier->sLastTarget;
|
||||
pSoldier->aiData.bNextAction = AI_ACTION_CHANGE_FACING;
|
||||
pSoldier->aiData.usNextActionData = atan8(CenterX(sBestCover),CenterY(sBestCover),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
|
||||
pSoldier->aiData.usNextActionData = GetDirectionFromCenterCellXYGridNo(sBestCover, sClosestOpponent);
|
||||
}
|
||||
return(AI_ACTION_TAKE_COVER);
|
||||
}
|
||||
@@ -7088,7 +7086,7 @@ L_NEWAIM:
|
||||
// if we have a closest seen opponent
|
||||
if (!TileIsOutOfBounds(sClosestOpponent))
|
||||
{
|
||||
bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
|
||||
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
|
||||
|
||||
// if we're not facing towards him
|
||||
if (pSoldier->ubDirection != bDirection)
|
||||
@@ -7149,7 +7147,7 @@ L_NEWAIM:
|
||||
{
|
||||
if(!TileIsOutOfBounds(pSoldier->sLastTarget))//dnl ch58 150913
|
||||
sClosestOpponent = pSoldier->sLastTarget;
|
||||
bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
|
||||
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
|
||||
|
||||
// if we're not facing towards him
|
||||
if ( pSoldier->ubDirection != bDirection && pSoldier->InternalIsValidStance( bDirection, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
|
||||
@@ -7801,7 +7799,7 @@ INT8 ArmedVehicleDecideActionGreen( SOLDIERTYPE *pSoldier )
|
||||
UINT8 ubNoiseDir;
|
||||
|
||||
if ( TileIsOutOfBounds( sNoiseGridNo ) ||
|
||||
(ubNoiseDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sNoiseGridNo ), CenterY( sNoiseGridNo ) )
|
||||
(ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo)
|
||||
) == pSoldier->ubDirection )
|
||||
|
||||
{
|
||||
@@ -7904,7 +7902,7 @@ INT8 ArmedVehicleDecideActionYellow( SOLDIERTYPE *pSoldier )
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// determine direction from this soldier in which the noise lies
|
||||
ubNoiseDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sNoiseGridNo ), CenterY( sNoiseGridNo ) );
|
||||
ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo);
|
||||
|
||||
// if soldier is not already facing in that direction,
|
||||
// and the noise source is close enough that it could possibly be seen
|
||||
@@ -9153,7 +9151,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
|
||||
if ( bHighestWatchLoc != -1 )
|
||||
{
|
||||
// see if we need turn to face that location
|
||||
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc] ), CenterY( gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc] ) );
|
||||
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc]);
|
||||
|
||||
// if soldier is not already facing in that direction,
|
||||
// and the opponent is close enough that he could possibly be seen
|
||||
@@ -9339,7 +9337,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
|
||||
if ( !TileIsOutOfBounds( sClosestOpponent ) )
|
||||
{
|
||||
// determine direction from this soldier to the closest opponent
|
||||
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestOpponent ), CenterY( sClosestOpponent ) );
|
||||
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
|
||||
|
||||
// if soldier is not already facing in that direction,
|
||||
// and the opponent is close enough that he could possibly be seen
|
||||
@@ -9384,7 +9382,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
|
||||
|
||||
if ( !TileIsOutOfBounds( sClosestDisturbance ) )
|
||||
{
|
||||
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
|
||||
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestDisturbance);
|
||||
if ( pSoldier->ubDirection == ubOpponentDir )
|
||||
{
|
||||
ubOpponentDir = (UINT8)PreRandom( NUM_WORLD_DIRECTIONS );
|
||||
@@ -9435,7 +9433,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
|
||||
|
||||
if ( !TileIsOutOfBounds( sClosestDisturbance ) )
|
||||
{
|
||||
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
|
||||
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestDisturbance);
|
||||
if ( pSoldier->ubDirection != ubOpponentDir )
|
||||
{
|
||||
if ( !gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints )
|
||||
@@ -10019,7 +10017,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
|
||||
if ( gGameExternalOptions.fEnemyTanksCanMoveInTactical )
|
||||
{
|
||||
// first get the direction, as we will need to pass that in to ShootingStanceChange
|
||||
bDirection = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( BestAttack.sTarget ), CenterY( BestAttack.sTarget ) );
|
||||
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, BestAttack.sTarget);
|
||||
|
||||
// Change facing
|
||||
if ( pSoldier->ubDirection != bDirection && pSoldier->InternalIsValidStance( bDirection, gAnimControl[pSoldier->usAnimState].ubEndHeight ) )
|
||||
@@ -10306,7 +10304,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
if ( !TileIsOutOfBounds( pSoldier->sLastTarget ) )//dnl ch58 150913
|
||||
sClosestOpponent = pSoldier->sLastTarget;
|
||||
bDirection = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestOpponent ), CenterY( sClosestOpponent ) );
|
||||
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
|
||||
|
||||
// if we're not facing towards him
|
||||
if ( pSoldier->ubDirection != bDirection && pSoldier->InternalIsValidStance( bDirection, gAnimControl[pSoldier->usAnimState].ubEndHeight ) )
|
||||
|
||||
@@ -698,8 +698,7 @@ INT8 ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNextC
|
||||
#endif
|
||||
|
||||
// Get xy
|
||||
sX = CenterX( sGridNo );
|
||||
sY = CenterY( sGridNo );
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
|
||||
|
||||
// ATE: Continue if we are only looking for walls
|
||||
if ( fOnlyWalls && !( pCurrent->fFlags & STRUCTURE_WALLSTUFF ) )
|
||||
@@ -1305,7 +1304,9 @@ INT8 ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNextC
|
||||
// Make secondary explosion if eplosive....
|
||||
if ( fExplosive )
|
||||
{
|
||||
InternalIgniteExplosion( ubOwner, CenterX( sBaseGridNo ), CenterY( sBaseGridNo ), 0, sBaseGridNo, STRUCTURE_EXPLOSION, FALSE, bLevel );
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(sBaseGridNo, &sX, &sY);
|
||||
InternalIgniteExplosion( ubOwner, sX, sY, 0, sBaseGridNo, STRUCTURE_EXPLOSION, FALSE, bLevel );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1477,7 +1478,9 @@ void ExplosiveDamageGridNo( INT32 sGridNo, INT16 sWoundAmt, UINT32 uiDist, BOOLE
|
||||
}
|
||||
|
||||
{
|
||||
InternalIgniteExplosion( ubOwner, CenterX( sNewGridNo2 ), CenterY( sNewGridNo2 ), 0, sNewGridNo2, RDX, FALSE, bLevel );
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(sNewGridNo2, &sX, &sY);
|
||||
InternalIgniteExplosion( ubOwner, sX, sY, 0, sNewGridNo2, RDX, FALSE, bLevel );
|
||||
}
|
||||
|
||||
fToBreak = TRUE;
|
||||
@@ -4163,7 +4166,10 @@ void HandleExplosionQueue( void )
|
||||
// no preplaced (owner=NOBODY) tripwire with explosive attachments allowed
|
||||
if ( gGameExternalOptions.bAllowExplosiveAttachments && (*pObj)[0]->data.misc.ubBombOwner > 1 )
|
||||
{
|
||||
fAttFound=HandleAttachedExplosions( (UINT8) ((*pObj)[0]->data.misc.ubBombOwner - 2), CenterX( sGridNo ), CenterY( sGridNo ), 0,
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
|
||||
|
||||
fAttFound=HandleAttachedExplosions( (UINT8) ((*pObj)[0]->data.misc.ubBombOwner - 2), sX, sY, 0,
|
||||
sGridNo, (*pObj)[0]->data.misc.usBombItem, FALSE, ubLevel, (*pObj)[0]->data.ubDirection, pObj);
|
||||
}
|
||||
}
|
||||
@@ -4236,15 +4242,18 @@ void HandleExplosionQueue( void )
|
||||
CheckForBuriedBombsAndRemoveFlags( sGridNo, ubLevel);
|
||||
// BOOM!
|
||||
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
|
||||
|
||||
// bomb objects only store the SIDE who placed the bomb! :-(
|
||||
if ( (*pObj)[0]->data.misc.ubBombOwner > 1 )
|
||||
{
|
||||
IgniteExplosion( (UINT8) ((*pObj)[0]->data.misc.ubBombOwner - 2), CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, (*pObj)[0]->data.misc.usBombItem, ubLevel, (*pObj)[0]->data.ubDirection, pObj);
|
||||
IgniteExplosion( (UINT8) ((*pObj)[0]->data.misc.ubBombOwner - 2), sX, sY, 0, sGridNo, (*pObj)[0]->data.misc.usBombItem, ubLevel, (*pObj)[0]->data.ubDirection, pObj);
|
||||
}
|
||||
else
|
||||
{
|
||||
// pre-placed
|
||||
IgniteExplosion( NOBODY, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, (*pObj)[0]->data.misc.usBombItem, ubLevel, (*pObj)[0]->data.ubDirection );
|
||||
IgniteExplosion( NOBODY, sX, sY, 0, sGridNo, (*pObj)[0]->data.misc.usBombItem, ubLevel, (*pObj)[0]->data.ubDirection );
|
||||
}
|
||||
}
|
||||
/* if ( FindWorldItemForBuriedBombInGridNo(sGridNo, ubLevel) != -1 )
|
||||
@@ -5530,8 +5539,8 @@ void FireFragmentsTrapGun( SOLDIERTYPE* pThrower, INT32 gridno, INT16 sZ, OBJECT
|
||||
INT16 horizontalarc = 5;
|
||||
INT16 verticalarc = 0;
|
||||
|
||||
INT16 sX = CenterX(gridno);
|
||||
INT16 sY = CenterY(gridno);
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(gridno, &sX, &sY);
|
||||
|
||||
AssertMsg( ubFragRange > 0 , "Fragmentation data lacks range property!" );
|
||||
|
||||
@@ -6331,7 +6340,9 @@ void RoofDestruction( INT32 sGridNo, BOOLEAN fWithExplosion )
|
||||
static UINT16 usRoofCollapseExplosionIndex = 1727;
|
||||
if ( HasItemFlag( usRoofCollapseExplosionIndex, ROOF_COLLAPSE_ITEM ) || GetFirstItemWithFlag( &usRoofCollapseExplosionIndex, ROOF_COLLAPSE_ITEM ) )
|
||||
{
|
||||
InternalIgniteExplosion( NOBODY, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, usRoofCollapseExplosionIndex, FALSE, 0 );
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
|
||||
InternalIgniteExplosion( NOBODY, sX, sY, 0, sGridNo, usRoofCollapseExplosionIndex, FALSE, 0 );
|
||||
}
|
||||
|
||||
if ( Chance( 15 ) )
|
||||
@@ -6340,7 +6351,9 @@ void RoofDestruction( INT32 sGridNo, BOOLEAN fWithExplosion )
|
||||
|
||||
if ( debrissmokeitem )
|
||||
{
|
||||
InternalIgniteExplosion( NOBODY, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, debrissmokeitem, FALSE, 0 );
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
|
||||
InternalIgniteExplosion( NOBODY, sX, sY, 0, sGridNo, debrissmokeitem, FALSE, 0 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -708,27 +708,6 @@ BOOLEAN GetMouseMapPos( INT32 *psMapPos )
|
||||
}
|
||||
|
||||
|
||||
|
||||
BOOLEAN ConvertMapPosToWorldTileCenter( INT32 usMapPos, INT16 *psXPos, INT16 *psYPos )
|
||||
{
|
||||
INT16 sWorldX, sWorldY;
|
||||
INT16 sCellX, sCellY;
|
||||
|
||||
// Get X, Y world GRID Coordinates
|
||||
sWorldY = ( usMapPos / WORLD_COLS );
|
||||
sWorldX = usMapPos - ( sWorldY * WORLD_COLS );
|
||||
|
||||
// Convert into cell coords
|
||||
sCellY = sWorldY * CELL_Y_SIZE;
|
||||
sCellX = sWorldX * CELL_X_SIZE;
|
||||
|
||||
// Add center tile positions
|
||||
*psXPos = sCellX + ( CELL_X_SIZE / 2 );
|
||||
*psYPos = sCellY + ( CELL_Y_SIZE / 2 );
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
void GetScreenXYWorldCoords( INT16 sScreenX, INT16 sScreenY, INT16 *psWorldX, INT16 *psWorldY )
|
||||
{
|
||||
INT16 sOffsetX, sOffsetY;
|
||||
@@ -931,7 +910,7 @@ void ConvertGridNoToCellXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos )
|
||||
*sXPos = ( *sXPos * CELL_X_SIZE );
|
||||
}
|
||||
|
||||
void ConvertGridNoToCenterCellXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos )
|
||||
void ConvertGridNoToCenterCellXY( const INT32 sGridNo, INT16 *sXPos, INT16 *sYPos )
|
||||
{
|
||||
*sYPos = ( sGridNo / WORLD_COLS );
|
||||
*sXPos = ( sGridNo - ( *sYPos * WORLD_COLS ) );
|
||||
@@ -940,22 +919,6 @@ void ConvertGridNoToCenterCellXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos )
|
||||
*sXPos = ( *sXPos * CELL_X_SIZE ) + ( CELL_X_SIZE / 2 );
|
||||
}
|
||||
|
||||
INT32 GetRangeFromGridNoDiff( INT32 sGridNo1, INT32 sGridNo2 )
|
||||
{
|
||||
INT32 uiDist;
|
||||
INT16 sXPos, sYPos, sXPos2, sYPos2;
|
||||
|
||||
// Convert our grid-not into an XY
|
||||
ConvertGridNoToXY( sGridNo1, &sXPos, &sYPos );
|
||||
|
||||
// Convert our grid-not into an XY
|
||||
ConvertGridNoToXY( sGridNo2, &sXPos2, &sYPos2 );
|
||||
|
||||
uiDist = (INT32)(sqrt((double) ( sXPos2 - sXPos )*( sXPos2 - sXPos ) + ( sYPos2 - sYPos ) * ( sYPos2 - sYPos ) ));
|
||||
|
||||
return( uiDist );
|
||||
}
|
||||
|
||||
INT32 GetRangeInCellCoordsFromGridNoDiff( INT32 sGridNo1, INT32 sGridNo2 )
|
||||
{
|
||||
INT16 sXPos, sYPos, sXPos2, sYPos2;
|
||||
@@ -1002,8 +965,8 @@ INT16 PythSpacesAway(INT32 sOrigin, INT32 sDest)
|
||||
{
|
||||
INT16 sRows,sCols,sResult;
|
||||
|
||||
sRows = abs((sOrigin / MAXCOL) - (sDest / MAXCOL));
|
||||
sCols = abs((sOrigin % MAXROW) - (sDest % MAXROW));
|
||||
sRows = (sOrigin / MAXCOL) - (sDest / MAXCOL);
|
||||
sCols = (sOrigin % MAXROW) - (sDest % MAXROW);
|
||||
|
||||
|
||||
// apply Pythagoras's theorem for right-handed triangle:
|
||||
@@ -1234,30 +1197,6 @@ INT16 ExtQuickestDirection(INT16 origin, INT16 dest)
|
||||
}
|
||||
|
||||
|
||||
// Returns the (center ) cell coordinates in X
|
||||
INT16 CenterX( INT32 sGridNo )
|
||||
{
|
||||
INT32 sYPos, sXPos;
|
||||
|
||||
sYPos = sGridNo / WORLD_COLS;
|
||||
sXPos = ( sGridNo - ( sYPos * WORLD_COLS ) );
|
||||
|
||||
return( ( sXPos * CELL_X_SIZE ) + ( CELL_X_SIZE / 2 ) );
|
||||
}
|
||||
|
||||
|
||||
// Returns the (center ) cell coordinates in Y
|
||||
INT16 CenterY( INT32 sGridNo )
|
||||
{
|
||||
INT32 sYPos, sXPos;
|
||||
|
||||
sYPos = sGridNo / WORLD_COLS;
|
||||
sXPos = ( sGridNo - ( sYPos * WORLD_COLS ) );
|
||||
|
||||
return( ( sYPos * CELL_Y_SIZE ) + ( CELL_Y_SIZE / 2 ) );
|
||||
}
|
||||
|
||||
|
||||
INT16 MapX( INT32 sGridNo )
|
||||
{
|
||||
INT32 sYPos, sXPos;
|
||||
|
||||
@@ -45,7 +45,7 @@ extern UINT8 gPurpendicularDirection[ NUM_WORLD_DIRECTIONS ][ NUM_WORLD_DIRECTIO
|
||||
void ConvertDirectionToVectorInXY(UINT8 ubDirection, INT16* sXDir, INT16* sYDir);
|
||||
void ConvertGridNoToXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos );
|
||||
void ConvertGridNoToCellXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos );
|
||||
void ConvertGridNoToCenterCellXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos );
|
||||
void ConvertGridNoToCenterCellXY( const INT32 sGridNo, INT16 *sXPos, INT16 *sYPos );
|
||||
|
||||
|
||||
// GRID NO MANIPULATION FUNCTIONS
|
||||
@@ -88,11 +88,8 @@ BOOLEAN GridNoOnVisibleWorldTile( INT32 sGridNo );
|
||||
BOOLEAN GridNoOnVisibleWorldTileGivenYLimits( INT32 sGridNo );
|
||||
BOOLEAN GridNoOnEdgeOfMap( INT32 sGridNo, INT8 * pbDirection );
|
||||
|
||||
BOOLEAN ConvertMapPosToWorldTileCenter( INT32 usMapPos, INT16 *psXPos, INT16 *psYPos );
|
||||
|
||||
BOOLEAN CellXYToScreenXY(INT16 sCellX, INT16 sCellY, INT16 *sScreenX, INT16 *sScreenY);
|
||||
|
||||
INT32 GetRangeFromGridNoDiff( INT32 sGridNo1, INT32 sGridNo2 );
|
||||
INT32 GetRangeInCellCoordsFromGridNoDiff( INT32 sGridNo1, INT32 sGridNo2 );
|
||||
|
||||
BOOLEAN IsPointInScreenRect( INT16 sXPos, INT16 sYPos, SGPRect *pRect );
|
||||
@@ -110,12 +107,6 @@ INT16 QuickestDirection(INT16 origin, INT16 dest);
|
||||
INT16 ExtQuickestDirection(INT16 origin, INT16 dest);
|
||||
|
||||
|
||||
// Returns the (center ) cell coordinates in X
|
||||
INT16 CenterX( INT32 sGridNo );
|
||||
|
||||
// Returns the (center ) cell coordinates in Y
|
||||
INT16 CenterY( INT32 sGridNo );
|
||||
|
||||
INT16 MapX( INT32 sGridNo );
|
||||
INT16 MapY( INT32 sGridNo );
|
||||
BOOLEAN FindFenceJumpDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection );
|
||||
@@ -157,4 +148,4 @@ BOOLEAN FindWindowJumpDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bSta
|
||||
// Flugente: is this gridno near a player merc?
|
||||
BOOLEAN GridNoNearPlayerMercs( INT32 sGridNo, INT16 sRadius );
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -84,7 +84,10 @@ void UpdateLightingSprite( LIGHTEFFECT *pLight )
|
||||
|
||||
LightSpritePower( pLight->iLight, TRUE );
|
||||
// LightSpriteFake( pLight->iLight );
|
||||
LightSpritePosition( pLight->iLight, (INT16)( CenterX( pLight->sGridNo ) / CELL_X_SIZE ), (INT16)( CenterY( pLight->sGridNo ) / CELL_Y_SIZE ) );
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(pLight->sGridNo, &sX, &sY);
|
||||
|
||||
LightSpritePosition( pLight->iLight, (INT16)( sX / CELL_X_SIZE ), (INT16)( sY / CELL_Y_SIZE ) );
|
||||
}
|
||||
|
||||
// Flugente: create a pure light, worry about updating sight in other functions
|
||||
|
||||
@@ -534,9 +534,11 @@ void AddSmokeEffectToTile( INT32 iSmokeEffectID, INT8 bType, INT32 sGridNo, INT8
|
||||
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_SMOKE_EFFECT | ANITILE_LOOPING | ANITILE_ALWAYS_TRANSLUCENT;
|
||||
}
|
||||
|
||||
AniParams.sX = CenterX( sGridNo );
|
||||
AniParams.sY = CenterY( sGridNo );
|
||||
AniParams.sZ = (INT16)0;
|
||||
INT16 sX, sY;
|
||||
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
|
||||
AniParams.sX = sX;
|
||||
AniParams.sY = sY;
|
||||
AniParams.sZ = (INT16)0;
|
||||
|
||||
// Use the right graphic based on type..
|
||||
switch( bType )
|
||||
|
||||
@@ -1093,7 +1093,6 @@ void AddSnakeAmim( INT32 sGridno, UINT8 usDirection )
|
||||
if ( !TileIsOutOfBounds( sGridno ) )
|
||||
{
|
||||
ANITILE_PARAMS AniParams;
|
||||
|
||||
memset( &AniParams, 0, sizeof(ANITILE_PARAMS) );
|
||||
|
||||
AniParams.sGridNo = sGridno;
|
||||
@@ -1101,8 +1100,7 @@ void AddSnakeAmim( INT32 sGridno, UINT8 usDirection )
|
||||
AniParams.sDelay = 100;
|
||||
AniParams.sStartFrame = 0;
|
||||
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_USE_DIRECTION_FOR_START_FRAME;//| ANITILE_LOOPING;
|
||||
AniParams.sX = CenterX( sGridno );
|
||||
AniParams.sY = CenterY( sGridno );
|
||||
ConvertGridNoToCenterCellXY(sGridno, &AniParams.sX, &AniParams.sY);
|
||||
AniParams.sZ = 0;
|
||||
strcpy( AniParams.zCachedFile, "TILECACHE\\WATERSNAKE_MOVE.sti" );
|
||||
|
||||
|
||||
@@ -1995,7 +1995,7 @@ void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, I
|
||||
{
|
||||
// bad news - i can't throw item at myself
|
||||
// so use dir incrementer
|
||||
UINT8 ubDir = atan8( CenterX(pSoldier->sGridNo), CenterY(pSoldier->sGridNo), CenterX(sGridNo), CenterY(sGridNo) );
|
||||
UINT8 ubDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sGridNo);
|
||||
sInterGridNo += DirIncrementer[ubDir];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -614,7 +614,7 @@ void ShowRiotShield( SOLDIERTYPE* pSoldier, UINT16 *pBuffer, UINT32 uiDestPitchB
|
||||
// try to keep the shield 'moving' alongside the soldier. This won't work perfectly, but it's better than nothing
|
||||
INT16 base_x = 0;
|
||||
INT16 base_y = 0;
|
||||
ConvertMapPosToWorldTileCenter( pSoldier->sGridNo, &base_x, &base_y );
|
||||
ConvertGridNoToCenterCellXY( pSoldier->sGridNo, &base_x, &base_y );
|
||||
|
||||
INT16 dx = pSoldier->sX - base_x;
|
||||
INT16 dy = pSoldier->sY - base_y;
|
||||
|
||||
Reference in New Issue
Block a user