Fix: do not apply disguise if we are seen by an enemy

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7181 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-05-01 21:53:59 +00:00
parent ba59e9fa5e
commit c137c76bb3
4 changed files with 37 additions and 32 deletions
-11
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@@ -41,15 +41,6 @@ class SOLDIERTYPE;
//******* Local Defines **************************************************
enum COVER_VALUES
{
INVALID_COVER=-1,
NO_COVER=0,
MIN_COVER=1,
MED_COVER=2,
MAX_COVER=3
};
// Flugente: mines display - stuff needs to be here
enum MINES_VALUES
{
@@ -136,8 +127,6 @@ void RemoveMinesObjectsFromViewArea(); // added by Flugente, has to be declared
void RemoveTraitObjectsFromViewArea();
void CalculateCover();
void CalculateCoverForSoldier( SOLDIERTYPE* pForSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bCover );
void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bCover, SOLDIERTYPE* pToSoldier=NULL );
void GetGridNoForViewPort( const INT32& ubX, const INT32& ubY, INT32& sGridNo );
+12
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@@ -19,12 +19,24 @@ void SwitchCoverDrawMode();
void RemoveVisibleGridNoAtSelectedGridNo();
void DisplayGridNoVisibleToSoldierGrid( );
void CalculateCoverForSoldier( SOLDIERTYPE* pForSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bCover );
void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bCover, SOLDIERTYPE* pToSoldier = NULL );
#define DC_MAX_COVER_RANGE 43 //31
#define DC__SOLDIER_VISIBLE_RANGE 43 //31
#define DC__MIN_SIZE 4
#define DC__MAX_SIZE 21 //11
enum COVER_VALUES
{
INVALID_COVER = -1,
NO_COVER = 0,
MIN_COVER = 1,
MED_COVER = 2,
MAX_COVER = 3
};
// Flugente: mines display - stuff needs to be here
// Sevenfm: moved here from DisplayCover.cpp
enum MINES_DRAW_MODE {
+1 -4
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@@ -64,7 +64,7 @@
#include "environment.h"
// sevenfm: needed for _KeyDown(SHIFT)
#include "english.h"
#include "DisplayCover.h"
#endif
#include "InterfaceItemImages.h"
@@ -299,9 +299,6 @@ void DoorMenuBackregionCallback( MOUSE_REGION * pRegion, INT32 iReason );
UINT32 CalcUIMessageDuration( STR16 wString );
// sevenfm: this function is needed to show cover in health bar
extern void CalculateCoverForSoldier( SOLDIERTYPE* pForSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bCover );
extern FLOAT Distance2D( FLOAT dDeltaX, FLOAT dDeltaY );
// Flugente: toggle display of enemy role indicators
+24 -17
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@@ -58,6 +58,7 @@
#include "opplist.h"
#include "Sys Globals.h"//dnl ch74 201013
#include "CampaignStats.h" // added by Flugente
#include "DisplayCover.h" // added by Flugente
#endif
#ifdef JA2UB
@@ -9572,30 +9573,36 @@ BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fUseAPs
// first, remove the covert flags, and then reapply the correct ones, in case we switch between civilian and military clothes
pSoldier->usSoldierFlagMask &= ~(SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER);
// we now have to determine wether we are currently wearing civilian or military clothes
for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
// we can onyl dsiguise sucessfully if we are not seen
INT8 bCover = MAX_COVER;
CalculateCoverForSoldier( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, bCover );
if ( bCover == MAX_COVER )
{
// both parts have to fit. We cant mix different uniforms and get soldier disguise
if ( COMPARE_PALETTEREP_ID(pSoldier->VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pSoldier->PantsPal, gUniformColors[ i ].pants) )
// we now have to determine wether we are currently wearing civilian or military clothes
for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
{
pSoldier->usSoldierFlagMask |= SOLDIER_COVERT_SOLDIER;
// both parts have to fit. We cant mix different uniforms and get soldier disguise
if ( COMPARE_PALETTEREP_ID(pSoldier->VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pSoldier->PantsPal, gUniformColors[ i ].pants) )
{
pSoldier->usSoldierFlagMask |= SOLDIER_COVERT_SOLDIER;
if ( pSoldier->bTeam == OUR_TEAM )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_SOLDIER], pSoldier->GetName() );
break;
}
}
// if not dressed as a soldier, we must be dressed as a civilian
if ( !(pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER) )
{
pSoldier->usSoldierFlagMask |= SOLDIER_COVERT_CIV;
if ( pSoldier->bTeam == OUR_TEAM )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_SOLDIER], pSoldier->GetName() );
break;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_CIVILIAN], pSoldier->GetName() );
}
}
// if not dressed as a soldier, we must be dressed as a civilian
if ( !(pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER) )
{
pSoldier->usSoldierFlagMask |= SOLDIER_COVERT_CIV;
if ( pSoldier->bTeam == OUR_TEAM )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_CIVILIAN], pSoldier->GetName() );
}
// reevaluate sight - otherwise we could hide by changing clothes in plain sight!
OtherTeamsLookForMan(pSoldier);
}