#ifdef PRECOMPILEDHEADERS #include "AI All.h" #include "DisplayCover.h" #include "Interface.h" #include "opplist.h" #include "_Ja25Englishtext.h" //#include "Ja25 Strategic Ai.h" #else #include "builddefines.h" #include "Types.h" #include "Isometric Utils.h" //#include "Soldier Control.h" #include "Overhead.h" #include "displaycover.h" #include "Font Control.h" #include "_Ja25EnglishText.h" #include "message.h" #include "GameSettings.h" #include "renderworld.h" #include "Interface.h" #include "Debug.h" #include "PATHAI.H" #include "worldman.h" #include "opplist.h" #include "los.h" #include "weapons.h" #include "Game Clock.h" #include "Animation Control.h" #include "lighting.h" #include "Text.h" #include "strategicmap.h" #include "Render Fun.h" // HEADROCK HAM B2.7: Allow calling a CTH approximation function for the CTH display ("F" key) #include "UI Cursors.h" #include "soldier profile type.h" #include "Interface Cursors.h" // added by Flugente for UICursorDefines #endif //forward declarations of common classes to eliminate includes class OBJECTTYPE; class SOLDIERTYPE; //******* Local Defines ************************************************** struct CoverCell { INT32 sGridNo; INT8 bOverlayType; CoverCell( ) : sGridNo( NOWHERE ), bOverlayType( INVALID_COVER ) {} }; const UINT8 animArr[3] = { ANIM_PRONE, ANIM_CROUCH, ANIM_STAND }; // yea way too big... but some bytes more memory is cheap #define COVER_X_CELLS WORLD_COLS_MAX #define COVER_Y_CELLS WORLD_ROWS_MAX #define COVER_Z_CELLS 2 // roof or no roof //****** Local Variables ********************************************* INT16 gsMinCellX, gsMinCellY, gsMaxCellX, gsMaxCellY = -1; CoverCell gCoverViewArea[ COVER_X_CELLS ][ COVER_Y_CELLS ][ COVER_Z_CELLS ]; DWORD guiCoverNextUpdateTime = 0; COVER_DRAW_MODE gubDrawMode = DRAW_MODE_OFF; BOOLEAN gNoRedraw = FALSE; //******* Local Function Prototypes *********************************** CHAR16* GetTerrainName( const UINT8& ubTerrainType ); // anv: additional tile properties CHAR16* GetDetailedTerrainName( ADDITIONAL_TILE_PROPERTIES_VALUES zGivenTileProperties ); void AddCoverObjectToWorld( INT32 sGridNo, UINT16 usGraphic, BOOLEAN fRoof, BOOLEAN fNightTime ); void RemoveCoverObjectFromWorld( INT32 sGridNo, UINT16 usGraphic, BOOLEAN fRoof ); void AddCoverObjectsToViewArea(); void RemoveCoverObjectsFromViewArea(); void CalculateCover(); void CalculateMines(); void CalculateTraitRange(); void CalculateTrackerRange(); void CalculateFortify(); void CalculateWeapondata(); void GetGridNoForViewPort( const INT32& ubX, const INT32& ubY, INT32& sGridNo ); BOOLEAN GridNoOnScreenAndAround( const INT32& sGridNo, const UINT8& ubRadius=2 ); BOOLEAN IsTheRoofVisible( const INT32& sGridNo ); BOOLEAN HasAdjTile( const INT32& ubX, const INT32& ubY ); TileDefines GetOverlayIndex( INT8 bOverlayType ) { switch ( bOverlayType ) { case NO_COVER: case NO_SEE: case MINES_ALL: case MINE_BOMB: case MINES_NET_1: case MINES_LVL_4: case TRACKS_BLOOD: case FORTIFICATIONNODE_REMOVE: return SPECIALTILE_COVER_1; // red case MIN_COVER: case MIN_SEE: case MINE_BOMB_AND_WIRE: case MINES_NET_2: case MINES_LVL_3: case TRAIT_2: case TRACKS_VERYOLD: case FORTIFICATIONNODE_ADJACENTADJUSTMENT: return SPECIALTILE_COVER_2; // orange case MED_COVER: case MED_SEE: case MINE_WIRE: case MINES_NET_3: case MINES_LVL_2: case TRAIT_ALL: case TRACKS_OLD: case FORTIFICATIONNODE_NORMAL: return SPECIALTILE_COVER_3; // yellow case MAX_COVER: case MAX_SEE: case MINES_NET_4: case MINES_LVL_1: case TRAIT_1: case TRACKS_RECENT: return SPECIALTILE_COVER_5; // green case MAX_MINES: case MAX_TRAIT: default: return SPECIALTILE_COVER_4; // light green, can be used to denote that you just don't know. } } //******* Functions ************************************************** ///BEGIN key binding functions void SwitchToMercView() { if (gubDrawMode == COVER_DRAW_MERC_VIEW) return; gubDrawMode = COVER_DRAW_MERC_VIEW; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzDisplayCoverText[DC_MSG__COVER_DRAW_MERC_VIEW]); DisplayCover(TRUE); } void SwitchToEnemyView() { if (gubDrawMode == COVER_DRAW_ENEMY_VIEW) return; gubDrawMode = COVER_DRAW_ENEMY_VIEW; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzDisplayCoverText[DC_MSG__COVER_DRAW_ENEMY_VIEW]); DisplayCover(TRUE); } void SwitchViewOff() { if ( gubDrawMode == DRAW_MODE_OFF ) return; gubDrawMode = DRAW_MODE_OFF; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzDisplayCoverText[DC_MSG__COVER_DRAW_OFF]); DisplayCover(TRUE); } void ToggleEnemyView() { if (gubDrawMode == COVER_DRAW_ENEMY_VIEW) { SwitchViewOff(); } else { SwitchToEnemyView(); } } void ToggleMercView() { if (gubDrawMode == COVER_DRAW_MERC_VIEW) { SwitchViewOff(); } else { SwitchToMercView(); } } ///END key binding functions void GetGridNoForViewPort( const INT32& ubX, const INT32& ubY, INT32& sGridNo ) { sGridNo = MAPROWCOLTOPOS( ubY, ubX ); } CHAR16* GetTerrainName( const UINT8& ubTerrainType ) { switch(ubTerrainType) { case LOW_GRASS: case HIGH_GRASS: return gzDisplayCoverText[DC_TTI__WOOD]; case FLAT_FLOOR: case PAVED_ROAD: return gzDisplayCoverText[DC_TTI__URBAN]; case DIRT_ROAD: case TRAIN_TRACKS: return gzDisplayCoverText[DC_TTI__DESERT]; case FLAT_GROUND: return gzDisplayCoverText[DC_TTI__WOOD_AND_DESERT]; default: return gzDisplayCoverText[DC_TTI__UNKNOWN]; } } CHAR16* GetDetailedTerrainName( ADDITIONAL_TILE_PROPERTIES_VALUES zGivenTileProperties ) { if(zGivenTileProperties.bWoodCamoAffinity >= 50) { if(zGivenTileProperties.bDesertCamoAffinity >= 50) { return gzDisplayCoverText[DC_TTI__WOOD_AND_DESERT]; } else { if(zGivenTileProperties.bUrbanCamoAffinity >= 50) { return gzDisplayCoverText[DC_TTI__WOOD_AND_URBAN]; } else { if(zGivenTileProperties.bSnowCamoAffinity >= 50) { return gzDisplayCoverText[DC_TTI__WOOD_AND_SNOW]; } else { return gzDisplayCoverText[DC_TTI__WOOD]; } } } } else if(zGivenTileProperties.bDesertCamoAffinity >= 50) { if(zGivenTileProperties.bUrbanCamoAffinity >= 50) { return gzDisplayCoverText[DC_TTI__DESERT_AND_URBAN]; } else { if(zGivenTileProperties.bSnowCamoAffinity >= 50) { return gzDisplayCoverText[DC_TTI__DESERT_AND_SNOW]; } else { return gzDisplayCoverText[DC_TTI__DESERT]; } } } else if(zGivenTileProperties.bUrbanCamoAffinity >= 50) { if(zGivenTileProperties.bSnowCamoAffinity >= 50) { return gzDisplayCoverText[DC_TTI__URBAN_AND_SNOW]; } else { return gzDisplayCoverText[DC_TTI__URBAN]; } } else if(zGivenTileProperties.bSnowCamoAffinity >= 50) { return gzDisplayCoverText[DC_TTI__SNOW]; } else { return gzDisplayCoverText[DC_TTI__UNKNOWN]; } } void AddCoverObjectToWorld( INT32 sGridNo, UINT16 usGraphic, BOOLEAN fRoof, BOOLEAN fNightTime ) { LEVELNODE *pNode; if( fRoof ) { AddOnRoofToHead( sGridNo, usGraphic ); pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead; } else { AddObjectToHead( sGridNo, usGraphic ); pNode = gpWorldLevelData[ sGridNo ].pObjectHead; } pNode->uiFlags |= LEVELNODE_REVEAL; if ( fNightTime ) { pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; pNode->ubNaturalShadeLevel=DEFAULT_SHADE_LEVEL; } } void RemoveCoverObjectFromWorld( INT32 sGridNo, UINT16 usGraphic, BOOLEAN fRoof ) { if( fRoof ) { RemoveOnRoof( sGridNo, usGraphic ); } else { RemoveObject( sGridNo, usGraphic ); } } BOOLEAN HasAdjTile( const INT32& ubX, const INT32& ubY, const INT32& ubZ ) { INT32 ubTX, ubTY; for ( ubTX = ubX-1; ubTX <= ubX+1; ++ubTX ) { if ( ubTX < 0 || ubTX > WORLD_COLS ) { continue; } for ( ubTY = ubY-1; ubTY <= ubY+1; ++ubTY ) { if ( ubTY < 0 || ubTY > WORLD_ROWS ) { continue; } if ( gCoverViewArea[ubTX][ubTY][ubZ].bOverlayType > INVALID_COVER && gCoverViewArea[ubTX][ubTY][ubZ].bOverlayType != MAX_COVER && gCoverViewArea[ubTX][ubTY][ubZ].bOverlayType != NO_SEE ) { return TRUE; } } } return FALSE; } void AddCoverObjectsToViewArea() { if ( gsMaxCellY < 0 ) return; register INT32 ubX, ubY, ubZ; BOOLEAN fChanged = FALSE; BOOLEAN fNightTime = NightTime( ); for ( ubX=gsMinCellX; ubX<=gsMaxCellX; ++ubX ) { for ( ubY=gsMinCellY; ubY<=gsMaxCellY; ++ubY ) { for ( ubZ=0; ubZ= ( gsTopLeftWorldX - usXDiff ) && sWorldX <= ( gsBottomRightWorldX + usXDiff ) && sWorldY >= ( gsTopLeftWorldY - usYDiff + gsVIEWPORT_WINDOW_START_Y ) && sWorldY <= ( gsBottomRightWorldY + usYDiff ) ) { return( TRUE ); } return( FALSE ); } void DisplayCover( BOOLEAN forceUpdate ) { if ( gGameExternalOptions.ubCoverDisplayUpdateWait == (UINT16)-1 ) return; if ( forceUpdate || ( !gfScrollPending && !gfScrollInertia && GetTickCount() > guiCoverNextUpdateTime ) ) { // remove old cover objects RemoveCoverObjectsFromViewArea(); switch ( gubDrawMode ) { case COVER_DRAW_MERC_VIEW: case COVER_DRAW_ENEMY_VIEW: CalculateCover(); break; case MINES_DRAW_DETECT_ENEMY: case MINES_DRAW_PLAYERTEAM_NETWORKS: case MINES_DRAW_NETWORKCOLOURING: case MINES_DRAW_NET_A: case MINES_DRAW_NET_B: case MINES_DRAW_NET_C: case MINES_DRAW_NET_D: CalculateMines(); break; case DRAW_MODE_TRAIT_RANGE: CalculateTraitRange(); break; case DRAW_MODE_TRACKER_SMELL: CalculateTrackerRange(); break; case DRAW_MODE_FORTIFY: CalculateFortify( ); break; case DRAW_MODE_WEAPONDATA: CalculateWeapondata(); break; } guiCoverNextUpdateTime = GetTickCount() + gGameExternalOptions.ubCoverDisplayUpdateWait; } } void CalculateCover() { register INT32 ubX, ubY; register INT8 ubZ; SOLDIERTYPE* pSoldier; if( gusSelectedSoldier == NOBODY ) return; GetSoldier( &pSoldier, gusSelectedSoldier ); for ( ubX=gsMinCellX; ubX<=gsMaxCellX; ++ubX ) { for ( ubY=gsMinCellY; ubY<=gsMaxCellY; ++ubY ) { for ( ubZ=0; ubZbActive && pSoldier->bInSector ) { if ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED ) { CalculateCoverFromSoldier( pSoldier, sGridNo, ubZ, bOverlayType ); // if the tile is already NO_COVER, there's no need to continue if ( NO_COVER == bOverlayType ) break; } } } } else // single view from your merc CalculateCoverFromSoldier( pSoldier, sGridNo, ubZ, bOverlayType ); // we use different enums for our merc's sight to avoid confusing inverse sight bOverlayType = MAX_SEE - bOverlayType; } } } } AddCoverObjectsToViewArea(); } void CalculateCoverForSoldier( SOLDIERTYPE* pSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bOverlayType ) { UINT32 uiLoop; SOLDIERTYPE *pOpponent; INT8 *pbPersOL; INT8 *pbPublOL; //loop through all the enemies and determine the cover for (uiLoop = 0; uiLoopstats.bLife < OKLIFE) { continue; // next merc } // if this man is neutral / on the same side, he's not an opponent if( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide)) { continue; // next merc } pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID; pbPublOL = gbPublicOpplist[ OUR_TEAM ] + pOpponent->ubID; // if this opponent is unknown personally and publicly if( *pbPersOL != SEEN_CURRENTLY && *pbPublOL != SEEN_CURRENTLY ) { continue; // next merc } CalculateCoverFromSoldier( pOpponent, sTargetGridNo, fRoof, bOverlayType, pSoldier ); // if we got no cover, just return, can't get any worse than that. Helldorados lets you count if ( bOverlayType == NO_COVER ) { return; } } } void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bOverlayType, SOLDIERTYPE* pToSoldier ) { UINT16 usSightLimit = pFromSoldier->GetMaxDistanceVisible(sTargetGridNo, (INT8)fRoof, CALC_FROM_WANTED_DIR); for ( int i = 0; i i ) bOverlayType = i; break; // we go from prone to stand, if soldier can see someone crouching, he can also see someone standing } } } BOOLEAN CanSoldierSeeFloor( SOLDIERTYPE* pSoldier, INT32 sGridNo, INT8 bLevel ) { if ( !pSoldier ) return FALSE; UINT16 usSightLimit = pSoldier->GetMaxDistanceVisible( sGridNo, bLevel, CALC_FROM_WANTED_DIR ); if ( SoldierToVirtualSoldierLineOfSightTest( pSoldier, sGridNo, bLevel, ANIM_PRONE, FALSE, usSightLimit ) != 0 ) return TRUE; return FALSE; } void DisplayRangeToTarget( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo ) { UINT16 usRange=0; CHAR16 zOutputString[512]; UINT8 title = (UsingNewCTHSystem() == true ? DC_MSG__NCTH_GUN_RANGE_INFORMATION : DC_MSG__GUN_RANGE_INFORMATION); if( sTargetGridNo == NOWHERE || sTargetGridNo == 0 ) { return; } { UINT8 ubLightLevel = LightTrueLevel(sTargetGridNo, gsInterfaceLevel); UINT8 ubBrightness = 100 - 100 * (ubLightLevel-SHADE_MAX)/(SHADE_MIN-SHADE_MAX); // percentage UINT8 ubTerrainType = NO_TERRAIN; // anv: additional tile properties ADDITIONAL_TILE_PROPERTIES_VALUES zGivenTileProperties; memset(&zGivenTileProperties,0,sizeof(zGivenTileProperties)); if(gGameExternalOptions.fAdditionalTileProperties) { zGivenTileProperties = GetAllAdditonalTilePropertiesForGrid(sTargetGridNo, gsInterfaceLevel); } else { ubTerrainType = GetTerrainTypeForGrid(sTargetGridNo, gsInterfaceLevel); } INT8 ubCover = - GetSightAdjustment(pSoldier, sTargetGridNo, gsInterfaceLevel); //display a string with cover value of current selected merc and brightness //swprintf( zOutputString, gzDisplayCoverText[DC_MSG__COVER_INFORMATION], ubCover, GetTerrainName(ubTerrainType), ubBrightness ); //Display the msg //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString ); if(gGameExternalOptions.fAdditionalTileProperties) { if(!gGameExternalOptions.fCoverTooltipDetailedTileProperties) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzDisplayCoverText[DC_MSG__COVER_INFORMATION], ubCover, GetDetailedTerrainName(zGivenTileProperties), ubBrightness ); } else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzDisplayCoverText[DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO], ubCover, ubBrightness ); UINT8 ubApplicableProperties = 0; swprintf( zOutputString, L"" ); if(zGivenTileProperties.bWoodCamoAffinity > 0) { swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__WOOD]); swprintf( zOutputString + wcslen(zOutputString), L": %d/100", zGivenTileProperties.bWoodCamoAffinity); ubApplicableProperties++; } if(zGivenTileProperties.bDesertCamoAffinity > 0) { if(ubApplicableProperties) swprintf( zOutputString + wcslen(zOutputString), L", "); swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__DESERT]); swprintf( zOutputString + wcslen(zOutputString), L": %d/100", zGivenTileProperties.bDesertCamoAffinity); ubApplicableProperties++; } if(zGivenTileProperties.bUrbanCamoAffinity > 0) { if(ubApplicableProperties) swprintf( zOutputString + wcslen(zOutputString), L", "); swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__URBAN]); swprintf( zOutputString + wcslen(zOutputString), L": %d/100", zGivenTileProperties.bUrbanCamoAffinity); ubApplicableProperties++; } if(zGivenTileProperties.bSnowCamoAffinity > 0) { if(ubApplicableProperties) swprintf( zOutputString + wcslen(zOutputString), L", "); swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__SNOW]); swprintf( zOutputString + wcslen(zOutputString), L": %d/100", zGivenTileProperties.bSnowCamoAffinity); ubApplicableProperties++; } if(zGivenTileProperties.bSoundModifier != 0) { if(ubApplicableProperties) swprintf( zOutputString + wcslen(zOutputString), L", "); swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__DETAILED_SOUND]); if(zGivenTileProperties.bSoundModifier > 0) swprintf( zOutputString + wcslen(zOutputString), L": +%d", zGivenTileProperties.bSoundModifier); else swprintf( zOutputString + wcslen(zOutputString), L": %d", zGivenTileProperties.bSoundModifier); ubApplicableProperties++; } if(zGivenTileProperties.bStealthDifficultyModifer != 0) { if(ubApplicableProperties) swprintf( zOutputString + wcslen(zOutputString), L", "); swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__DETAILED_STEALTH]); if(zGivenTileProperties.bStealthDifficultyModifer > 0) swprintf( zOutputString + wcslen(zOutputString), L": +%d/100", zGivenTileProperties.bStealthDifficultyModifer); else swprintf( zOutputString + wcslen(zOutputString), L": %d/100", zGivenTileProperties.bStealthDifficultyModifer); ubApplicableProperties++; } if(zGivenTileProperties.bTrapBonus != 0) { if(ubApplicableProperties) swprintf( zOutputString + wcslen(zOutputString), L", "); swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__DETAILED_TRAP_LEVEL]); if(zGivenTileProperties.bTrapBonus > 0) swprintf( zOutputString + wcslen(zOutputString), L": +%d", zGivenTileProperties.bTrapBonus); else swprintf( zOutputString + wcslen(zOutputString), L": %d", zGivenTileProperties.bTrapBonus); ubApplicableProperties++; } if( wcslen(zOutputString) > 0 ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString ); } } else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzDisplayCoverText[DC_MSG__COVER_INFORMATION], ubCover, GetTerrainName(ubTerrainType), ubBrightness ); } } //Get the range to the target location usRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sTargetGridNo ); //if the soldier has a weapon in hand, display gun range and chance to hit if( WeaponInHand( pSoldier ) ) { UINT32 uiHitChance; //AXP 30.03.2007: Fix CtH calculation for first shot after changing aim level (roof/ground) INT8 bTempTargetLevel = pSoldier->bTargetLevel; pSoldier->bTargetLevel = (INT8)gsInterfaceLevel; uiHitChance = CalcChanceToHitGun( pSoldier, sTargetGridNo, (INT8)(pSoldier->aiData.bShownAimTime ), pSoldier->bAimShotLocation ); // HEADROCK HAM B2.7: CTH approximation? if (gGameExternalOptions.fApproximateCTH) { uiHitChance = ChanceToHitApproximation( pSoldier, uiHitChance ); } pSoldier->bTargetLevel = bTempTargetLevel; // HEADROCK HAM 3.6: Calculate Gun Range using formula. // Flugente: we might be equipped with an underbarrel gun.... OBJECTTYPE* pObjhand = pSoldier->GetUsedWeapon(&pSoldier->inv[HANDPOS]); UINT16 usGunRange = GunRange(pObjhand, pSoldier ); // SANDRO - added argument swprintf( zOutputString, gzDisplayCoverText[title], usRange / 10, usGunRange / 10, uiHitChance ); //Display the msg ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString ); } else { swprintf( zOutputString, gzDisplayCoverText[title], usRange / 10, 0, 0 ); //Display the msg ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString ); } //increment the display gun range counter ( just seeing how many times people use it ) //gJa25SaveStruct.uiDisplayGunRangeCounter++; } BOOLEAN IsTheRoofVisible( const INT32& sGridNo ) { if( FlatRoofAboveGridNo( sGridNo ) ) { if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) { if( gTacticalStatus.uiFlags & SHOW_ALL_ROOFS ) return( TRUE ); else return( FALSE ); } else { return( TRUE ); } } return( FALSE ); } // ----------------------------- Mines display after this ---------------------------------------- // added by Flugente //******* Local Function Prototypes *********************************** void AddMinesObjectsToViewArea(); void DetermineMineDisplayInTile( INT32 sGridNo, INT8 bLevel, INT8& bOverlayType, BOOLEAN fWithMineDetector = FALSE ); //******* Functions ************************************************** ///BEGIN key binding functions void SwitchToTrapNetworkView() { if ( gubDrawMode == MINES_DRAW_PLAYERTEAM_NETWORKS ) return; gubDrawMode = MINES_DRAW_PLAYERTEAM_NETWORKS; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Display trap network"); DisplayCover( TRUE ); } void SwitchToHostileTrapsView() { if ( gubDrawMode == MINES_DRAW_DETECT_ENEMY ) return; gubDrawMode = MINES_DRAW_DETECT_ENEMY; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Display nearby traps"); DisplayCover( TRUE ); } void SwitchMineViewOff() { if ( gubDrawMode < MINES_DRAW_DETECT_ENEMY || gubDrawMode > MINES_DRAW_NET_D ) return; gubDrawMode = DRAW_MODE_OFF; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Turning off trap display"); DisplayCover( TRUE ); } void ToggleHostileTrapsView() { if ( gubDrawMode == MINES_DRAW_DETECT_ENEMY ) { SwitchMineViewOff(); } else { SwitchToHostileTrapsView(); } } void ToggleTrapNetworkView() { switch ( gubDrawMode ) { case MINES_DRAW_DETECT_ENEMY: gubDrawMode = MINES_DRAW_PLAYERTEAM_NETWORKS; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Display trap network" ); break; case MINES_DRAW_PLAYERTEAM_NETWORKS: gubDrawMode = MINES_DRAW_NETWORKCOLOURING; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Display trap network colouring" ); break; case MINES_DRAW_NETWORKCOLOURING: gubDrawMode = MINES_DRAW_NET_A; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Display trap network A" ); break; case MINES_DRAW_NET_A: gubDrawMode = MINES_DRAW_NET_B; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Display trap network B" ); break; case MINES_DRAW_NET_B: gubDrawMode = MINES_DRAW_NET_C; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Display trap network C" ); break; case MINES_DRAW_NET_C: gubDrawMode = MINES_DRAW_NET_D; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Display trap network D" ); break; case MINES_DRAW_NET_D: gubDrawMode = DRAW_MODE_OFF; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Turning off trap display" ); break; default: gubDrawMode = MINES_DRAW_DETECT_ENEMY; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Display enemy traps" ); break; } DisplayCover( TRUE ); } ///END key binding functions void AddMinesObjectsToViewArea() { if ( gsMaxCellY < 0 ) return; register INT32 ubX, ubY, ubZ; BOOLEAN fChanged = FALSE; BOOLEAN fNightTime = NightTime( ); BOOLEAN fSearchAdjTile = TRUE; // no search for adjacent tiles when looking at a specific network (we have only 4 colours, need them all :-) if ( gubDrawMode == MINES_DRAW_NETWORKCOLOURING || gubDrawMode == MINES_DRAW_NET_A || gubDrawMode == MINES_DRAW_NET_B || gubDrawMode == MINES_DRAW_NET_C || gubDrawMode == MINES_DRAW_NET_D ) fSearchAdjTile = FALSE; for ( ubX=gsMinCellX; ubX<=gsMaxCellX; ++ubX ) { for ( ubY=gsMinCellY; ubY<=gsMaxCellY; ++ubY ) { for ( ubZ=0; ubZbInSector ) return; // if we want to detect hostile mines and we have an metal detector in our hands, allow seeking BOOLEAN fWithMineDetector = FALSE; if ( pSoldier && gubDrawMode == MINES_DRAW_DETECT_ENEMY ) { if ( FindMetalDetectorInHand(pSoldier) != NO_SLOT ) fWithMineDetector = TRUE; // if we are looking for mines via mine detector, but don't have one equipped, return, we won't detect anything else return; } const INT32& sSelectedSoldierGridNo = MercPtrs[ gusSelectedSoldier ]->sGridNo; for ( ubX=gsMinCellX; ubX<=gsMaxCellX; ++ubX ) { for ( ubY=gsMinCellY; ubY<=gsMaxCellY; ++ubY ) { for ( ubZ=0; ubZ 4 ) continue; } if ( !NewOKDestination( pSoldier, sGridNo, false, ubZ ) ) continue; INT8& bOverlayType = gCoverViewArea[ubX][ubY][ubZ].bOverlayType; bOverlayType = INVALID_COVER; DetermineMineDisplayInTile( sGridNo, ubZ, bOverlayType, fWithMineDetector ); } } } AddMinesObjectsToViewArea(); } void DetermineMineDisplayInTile( INT32 sGridNo, INT8 bLevel, INT8& bOverlayType, BOOLEAN fWithMineDetector ) { // if there is a bomb at that grid and level, and it isn't disabled for (UINT32 uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; ++uiWorldBombIndex) { if (gWorldBombs[uiWorldBombIndex].fExists && gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].sGridNo == sGridNo && gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].ubLevel == bLevel ) { OBJECTTYPE* pObj = &( gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].object ); if (!((*pObj).fFlags & OBJECT_DISABLED_BOMB)) { // we are looking for hostile mines and have got an detector equipped // some bombs cannot be found via metal detector if ( gubDrawMode == MINES_DRAW_DETECT_ENEMY && fWithMineDetector && !(HasItemFlag( pObj->usItem, NO_METAL_DETECTION ) || HasItemFlag( (*pObj)[0]->data.misc.usBombItem, NO_METAL_DETECTION )) ) { // display all mines bOverlayType = MINE_BOMB; } else { // look for mines from our own team if ( (*pObj)[0]->data.misc.ubBombOwner > 1 ) { switch ( gubDrawMode ) { case MINES_DRAW_PLAYERTEAM_NETWORKS: { if ( Item[pObj->usItem].tripwire == 1 ) { // if we're already marked as MINE_BOMB, switch to MINE_BOMB_AND_WIRE if ( bOverlayType == MINE_BOMB ) bOverlayType = MINE_BOMB_AND_WIRE; else if ( bOverlayType == MINE_BOMB_AND_WIRE ) ; else { // check if the tripwire has a gun attached BOOLEAN fgunfound = FALSE; attachmentList::iterator iterend = (*pObj)[0]->attachments.end(); for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter) { if ( iter->exists() && Item[iter->usItem].usItemClass == IC_GUN ) { fgunfound = TRUE; break; } } if ( fgunfound ) bOverlayType = MINE_BOMB_AND_WIRE; else bOverlayType = MINE_WIRE; } } else { // if we're already marked as MINE_WIRE, switch to MINE_BOMB_AND_WIRE if ( bOverlayType == MINE_WIRE ) bOverlayType = MINE_BOMB_AND_WIRE; else bOverlayType = MINE_BOMB; } } break; case MINES_DRAW_NETWORKCOLOURING: { if ( Item[pObj->usItem].tripwire == 1 ) { // determine if wire is of the network we're searching for // determine this tripwire's flag UINT32 ubWireNetworkFlag = (*pObj)[0]->data.ubWireNetworkFlag; // only if its one of our networks if ( (ubWireNetworkFlag & TRIPWIRE_NETWORK_OWNER_PLAYER ) != 0 ) { // correct network? if ( (ubWireNetworkFlag & TRIPWIRE_NETWORK_NET_1 ) != 0 ) bOverlayType = MINES_NET_1; else if ( (ubWireNetworkFlag & TRIPWIRE_NETWORK_NET_2 ) != 0 ) bOverlayType = MINES_NET_2; else if ( (ubWireNetworkFlag & TRIPWIRE_NETWORK_NET_3 ) != 0 ) bOverlayType = MINES_NET_3; else if ( (ubWireNetworkFlag & TRIPWIRE_NETWORK_NET_4 ) != 0 ) bOverlayType = MINES_NET_4; } } } break; case MINES_DRAW_NET_A: case MINES_DRAW_NET_B: case MINES_DRAW_NET_C: case MINES_DRAW_NET_D: { if ( Item[pObj->usItem].tripwire == 1 ) { UINT32 specificnet = 0; switch ( gubDrawMode ) { case MINES_DRAW_NET_A: specificnet = TRIPWIRE_NETWORK_NET_1; break; case MINES_DRAW_NET_B: specificnet = TRIPWIRE_NETWORK_NET_2; break; case MINES_DRAW_NET_C: specificnet = TRIPWIRE_NETWORK_NET_3; break; case MINES_DRAW_NET_D: specificnet = TRIPWIRE_NETWORK_NET_4; break; } // determine if wire is of the network we're searching for // determine this tripwire's flag UINT32 ubWireNetworkFlag = (*pObj)[0]->data.ubWireNetworkFlag; // correct network? if ( (ubWireNetworkFlag & TRIPWIRE_NETWORK_OWNER_PLAYER) != 0 && (ubWireNetworkFlag & specificnet) != 0 ) { bOverlayType = MINES_LVL_1; if ( (ubWireNetworkFlag & ( TRIPWIRE_NETWORK_LVL_2 ) ) != 0 ) bOverlayType = MINES_LVL_2; else if ( (ubWireNetworkFlag & ( TRIPWIRE_NETWORK_LVL_3 ) ) != 0 ) bOverlayType = MINES_LVL_3; else if ( (ubWireNetworkFlag & ( TRIPWIRE_NETWORK_LVL_4 ) ) != 0 ) bOverlayType = MINES_LVL_4; } } } break; case MINES_DRAW_DETECT_ENEMY: default: break; } } } } } } } // ----------------------------- trait range display after this ---------------------------------------- // added by Flugente //******* Local Function Prototypes *********************************** void AddTraitObjectsToViewArea(); UINT32 usDisplayTrait = NO_SKILLTRAIT_NT; INT32 sTraitgridNo = NOWHERE; ///BEGIN key binding functions void ToggleTraitRangeView(BOOLEAN fOn) { if ( fOn ) { gubDrawMode = DRAW_MODE_TRAIT_RANGE; } else { gubDrawMode = DRAW_MODE_OFF; SetTraitToDisplay( NO_SKILLTRAIT_NT ); SetGridNoForTraitDisplay( NOWHERE ); } DisplayCover( TRUE ); } void SetTraitToDisplay( UINT32 aTrait ) { usDisplayTrait = aTrait; } void SetGridNoForTraitDisplay( INT32 sGridNo ) { sTraitgridNo = sGridNo; } void CalculateTraitRange() { INT32 ubX, ubY; INT8 ubZ; SOLDIERTYPE* pSoldier; if ( gusSelectedSoldier == NOBODY || !GetSoldier( &pSoldier, gusSelectedSoldier ) || !pSoldier->bInSector ) return; UINT16 range1 = 0; UINT16 range2 = 0; switch ( usDisplayTrait ) { case RADIO_OPERATOR_NT: { // we 'mark' the map position with which we called the menu, so that the player sees where he is targetting } break; case VARIOUSSKILLS: { range1 = gGameExternalOptions.usSpotterRange; range2 = gGameExternalOptions.usSpotterRange * 2; } break; default: return; } const INT32& sSelectedSoldierGridNo = MercPtrs[ gusSelectedSoldier ]->sGridNo; for ( ubX=gsMinCellX; ubX<=gsMaxCellX; ++ubX ) { for ( ubY=gsMinCellY; ubY<=gsMaxCellY; ++ubY ) { for ( ubZ=0; ubZ WORLD_COLS ) { continue; } for ( ubTY = ubY-1; ubTY <= ubY+1; ++ubTY ) { if ( ubTY < 0 || ubTY > WORLD_ROWS ) { continue; } INT8& bOverlayType = gCoverViewArea[ubTX][ubTY][ubZ].bOverlayType; if ( bOverlayType == TRAIT_1 || bOverlayType == TRAIT_2 ) { return TRUE; } } } return FALSE; } // ----------------------------- tracker display after this ---------------------------------------- // added by Flugente // idea: have smell and blood displayed as 'tracks' // Hunter/Ranger-Trait and backgrounds add a tracker-strength. This sets a max range up to which we can display these tracks // TODO: separate displays for smell and blood, or have the colour red symbolise blood and the rest be smell? // toggle this on and off in the function menu // if turned on, this will be displayed whenever the currently selected merc can track. //******* Local Function Prototypes *********************************** void AddTrackerObjectsToViewArea( ); void CalculateTrackerRange( ) { INT32 ubX, ubY; INT8 ubZ; SOLDIERTYPE* pSoldier; if ( gusSelectedSoldier == NOBODY || !GetSoldier( &pSoldier, gusSelectedSoldier ) || !pSoldier->bInSector ) return; FLOAT trackerskill = (FLOAT)(NUM_SKILL_TRAITS( pSoldier, SURVIVAL_NT ) * gSkillTraitValues.usSVTrackerAbility + pSoldier->GetBackgroundValue( BG_TRACKER_ABILITY )) / 100.0f; if ( trackerskill < 0.01f ) return; UINT16 range = gSkillTraitValues.usSVTrackerMaxRange * trackerskill; const INT32& sSelectedSoldierGridNo = MercPtrs[gusSelectedSoldier]->sGridNo; for ( ubX = gsMinCellX; ubX <= gsMaxCellX; ++ubX ) { for ( ubY = gsMinCellY; ubY <= gsMaxCellY; ++ubY ) { for ( ubZ = 0; ubZ WORLD_COLS ) { continue; } for ( ubTY = ubY - 1; ubTY <= ubY + 1; ++ubTY ) { if ( ubTY < 0 || ubTY > WORLD_ROWS ) { continue; } INT8& bOverlayType = gCoverViewArea[ubTX][ubTY][ubZ].bOverlayType; if ( bOverlayType == TRACKS_VERYOLD || bOverlayType == TRACKS_OLD || bOverlayType == TRACKS_RECENT || bOverlayType == TRACKS_BLOOD ) { return TRUE; } } } return FALSE; } void CalculateFortify( ) { // simply get all fortified gridnos and colour them std::vector< std::pair > > vec = GetAllForticationGridNo( ); std::vector< std::pair > >::iterator itend = vec.end( ); for ( std::vector< std::pair > >::iterator it = vec.begin( ); it != itend; ++it ) { INT16 sX, sY; ConvertGridNoToXY( (*it).first, &sX, &sY ); gCoverViewArea[sX][sY][(*it).second.second].bOverlayType = (*it).second.first; } if ( gsMaxCellY < 0 ) return; register INT32 ubX, ubY, ubZ; BOOLEAN fChanged = FALSE; BOOLEAN fNightTime = NightTime( ); for ( ubX = gsMinCellX; ubX <= gsMaxCellX; ++ubX ) { for ( ubY = gsMinCellY; ubY <= gsMaxCellY; ++ubY ) { for ( ubZ = 0; ubZbInSector ) return; BOOLEAN guninhand = WeaponInHand( pSoldier ); INT32 sSelectedSoldierGridNo = MercPtrs[gusSelectedSoldier]->sGridNo; if ( TileIsOutOfBounds( sSelectedSoldierGridNo ) ) return; //Get the gridno the cursor is at INT32 sMouseGridNo = NOWHERE; GetMouseMapPos( &sMouseGridNo ); // depending on whether we have a grenade fire or a bomb to plant, different gridnos are relevant for explosives INT32 explosivetargetgridno = NOWHERE; // grenade cursor is stored in gsPhysicsImpactPointGridNo, we have to check whether that's valid, and whether we use that cursor right now BOOLEAN tosscursorisvalid = FALSE; if ( !TileIsOutOfBounds( gsPhysicsImpactPointGridNo ) && (guiNewUICursor == GOOD_THROW_UICURSOR || guiNewUICursor == BAD_THROW_UICURSOR) ) { tosscursorisvalid = TRUE; explosivetargetgridno = gsPhysicsImpactPointGridNo; } else if ( !TileIsOutOfBounds( sMouseGridNo ) && (guiNewUICursor == PLACE_BOMB_GREY_UICURSOR || guiNewUICursor == PLACE_BOMB_RED_UICURSOR) ) { tosscursorisvalid = TRUE; explosivetargetgridno = sMouseGridNo; } UINT16 gunrange = 0; INT16 laserrange = 0; UINT16 explosionradius = 0; UINT16 fragrange = 0; OBJECTTYPE* pObjPlatform = NULL; OBJECTTYPE* pObjUsed = NULL; if ( &pSoldier->inv[HANDPOS] && Item[(pSoldier->inv[HANDPOS]).usItem].usItemClass & IC_WEAPON ) { pObjPlatform = pSoldier->GetUsedWeapon( &pSoldier->inv[HANDPOS] ); if ( pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO ) { pObjUsed = FindAttachment_GrenadeLauncher( &pSoldier->inv[HANDPOS] ); } else { pObjUsed = pObjPlatform; } gunrange = GunRange( pObjUsed, pSoldier ) / 10; laserrange = GetBestLaserRange( pObjPlatform ) / 10; if ( Item[pObjUsed->usItem].usItemClass & IC_LAUNCHER ) { OBJECTTYPE *pAttachment = FindLaunchableAttachment( pObjPlatform, pObjUsed->usItem ); if ( pAttachment ) { explosionradius = Explosive[Item[pAttachment->usItem].ubClassIndex].ubRadius; fragrange = Explosive[Item[pAttachment->usItem].ubClassIndex].ubFragRange / 10; } } } else if ( &pSoldier->inv[HANDPOS] && Item[(pSoldier->inv[HANDPOS]).usItem].usItemClass & IC_EXPLOSV ) { pObjPlatform = &pSoldier->inv[HANDPOS]; pObjUsed = pObjPlatform; explosionradius = Explosive[Item[pObjUsed->usItem].ubClassIndex].ubRadius; fragrange = Explosive[Item[pObjUsed->usItem].ubClassIndex].ubFragRange / 10; } // we have to store and later reset the soldier's target level INT8 bTempTargetLevel = pSoldier->bTargetLevel; for ( ubX = gsMinCellX; ubX <= gsMaxCellX; ++ubX ) { for ( ubY = gsMinCellY; ubY <= gsMaxCellY; ++ubY ) { for ( ubZ = 0; ubZ 0 && PythSpacesAway( explosivetargetgridno, sGridNo ) <= explosionradius ) gCoverViewArea[ubX][ubY][ubZ].bOverlayType = NO_COVER; else if ( tosscursorisvalid && fragrange > 0 && PythSpacesAway( explosivetargetgridno, sGridNo ) <= fragrange ) gCoverViewArea[ubX][ubY][ubZ].bOverlayType = MIN_COVER; else { if ( GetDirectionToGridNoFromGridNo( sSelectedSoldierGridNo, sGridNo ) != pSoldier->ubDirection ) continue; if ( guninhand && gunrange > 0 && PythSpacesAway( sSelectedSoldierGridNo, sGridNo ) <= gunrange ) { pSoldier->bTargetLevel = ubZ; UINT32 uiHitChance = CalcChanceToHitGun( pSoldier, sGridNo, (INT8)(pSoldier->aiData.bShownAimTime), pSoldier->bAimShotLocation ); if ( uiHitChance > 75 ) gCoverViewArea[ubX][ubY][ubZ].bOverlayType = MAX_COVER; else if ( uiHitChance > 50 ) gCoverViewArea[ubX][ubY][ubZ].bOverlayType = MED_COVER; else if ( uiHitChance > 25 ) gCoverViewArea[ubX][ubY][ubZ].bOverlayType = MIN_COVER; else if ( uiHitChance > 0 ) gCoverViewArea[ubX][ubY][ubZ].bOverlayType = NO_COVER; } } } } } // important: reset target level to what it really was pSoldier->bTargetLevel = bTempTargetLevel; BOOLEAN fChanged = FALSE; BOOLEAN fNightTime = NightTime( ); for ( ubX = gsMinCellX; ubX <= gsMaxCellX; ++ubX ) { for ( ubY = gsMinCellY; ubY <= gsMaxCellY; ++ubY ) { for ( ubZ = 0; ubZ