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CalcEffVolume: removed bCheckTerrain as it's not used in the code.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9299 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+16
-30
@@ -77,7 +77,7 @@ extern void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier );
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void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage );
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void TheirNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
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void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
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UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubNoiseType, UINT8 ubBaseVolume, UINT8 bCheckTerrain, UINT8 ubTerrType1, UINT8 ubTerrType2);
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UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubNoiseType, UINT8 ubBaseVolume, UINT8 ubTerrType1, UINT8 ubTerrType2);
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void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 *ubSeen);
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void TellPlayerAboutNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 ubNoiseDir, STR16 zNoiseMessage = NULL );
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void OurTeamSeesSomeone( SOLDIERTYPE * pSoldier, INT8 bNumReRevealed, INT8 bNumNewEnemies );
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@@ -5790,7 +5790,6 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
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UINT8 bLoop, bTeam;
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UINT8 ubLoudestEffVolume, ubEffVolume;
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// UINT8 ubPlayVolume;
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INT8 bCheckTerrain = FALSE;
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UINT8 ubSourceTerrType, ubSource;
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INT8 bTellPlayer = FALSE, bHeard, bSeen;
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UINT8 ubHeardLoudestBy = NOBODY, ubNoiseDir = 0xff, ubLoudestNoiseDir = 0xff;
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@@ -5850,14 +5849,6 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
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}
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*/
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// if we have now somehow obtained a valid terrain type //shadooow: and it is not a noise from doors
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if (ubNoiseType != NOISE_CREAKING && ubSourceTerrType >= FLAT_GROUND && ubSourceTerrType <= DEEP_WATER)
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{
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//NumMessage("Source Terrain Type = ",ubSourceTerrType);
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bCheckTerrain = TRUE;
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}
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// else give up trying to get terrain type, just assume sound isn't muffled
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// DETERMINE THE *PERCEIVED* SOURCE OF THE NOISE
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switch (ubNoiseType)
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{
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@@ -6017,7 +6008,7 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
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}
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// Can the listener hear noise of that volume given his circumstances?
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ubEffVolume = CalcEffVolume(pSoldier, sGridNo, bLevel, ubNoiseType, ubBaseVolume, bCheckTerrain, pSoldier->bOverTerrainType, ubSourceTerrType);
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ubEffVolume = CalcEffVolume(pSoldier, sGridNo, bLevel, ubNoiseType, ubBaseVolume, pSoldier->bOverTerrainType, ubSourceTerrType);
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// if a the noise maker is a person, not just NOBODY
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if (ubNoiseMaker < TOTAL_SOLDIERS)
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@@ -6148,8 +6139,8 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
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}
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#ifdef RECORDOPPLIST
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fprintf(OpplistFile,"PN: guy %d - effVol=%d,chkTer=%d,pSoldier->tType=%d,srcTType=%d\n",
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bLoop,effVolume,bCheckTerrain,pSoldier->terrtype,ubSourceTerrType);
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fprintf(OpplistFile,"PN: guy %d - effVol=%d,pSoldier->tType=%d,srcTType=%d\n",
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bLoop,effVolume,pSoldier->terrtype,ubSourceTerrType);
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#endif
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if (ubEffVolume > 0)
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@@ -6283,8 +6274,7 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
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UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubNoiseType, UINT8 ubBaseVolume,
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UINT8 bCheckTerrain, UINT8 ubTerrType1, UINT8 ubTerrType2)
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UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubNoiseType, UINT8 ubBaseVolume, UINT8 ubTerrType1, UINT8 ubTerrType2)
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{
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INT32 iEffVolume, iDistance;
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@@ -6405,24 +6395,20 @@ UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubN
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// if we still have a chance of hearing this, and the terrain types are known
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if (iEffVolume > 0)
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{
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if (bCheckTerrain)
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// if, between noise and listener, one is outside and one is inside
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// NOTE: This is a pretty dumb way of doing things, since it won't detect
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// the presence of walls between 2 spots both inside or both outside, but
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// given our current system it's the best that we can do
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if (((ubTerrType1 == FLAT_FLOOR) && (ubTerrType2 != FLAT_FLOOR)) ||
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((ubTerrType1 != FLAT_FLOOR) && (ubTerrType2 == FLAT_FLOOR)))
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{
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// if, between noise and listener, one is outside and one is inside
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//PopMessage("Sound is muffled by wall(s)");
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// NOTE: This is a pretty dumb way of doing things, since it won't detect
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// the presence of walls between 2 spots both inside or both outside, but
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// given our current system it's the best that we can do
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if (((ubTerrType1 == FLAT_FLOOR) && (ubTerrType2 != FLAT_FLOOR)) ||
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((ubTerrType1 != FLAT_FLOOR) && (ubTerrType2 == FLAT_FLOOR)))
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{
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//PopMessage("Sound is muffled by wall(s)");
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// sound is muffled, reduce the effective volume of the noise
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iEffVolume -= 5;
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}
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// sound is muffled, reduce the effective volume of the noise
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iEffVolume -= 5;
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}
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}
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//NumMessage("effVolume = ",ubEffVolume);
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