#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" #endif //forward declarations of common classes to eliminate includes class OBJECTTYPE; class SOLDIERTYPE; //******* Local Defines ************************************************** enum COVER_VALUES { INVALID_COVER=-1, NO_COVER=0, MIN_COVER=1, MED_COVER=2, MAX_COVER=3 }; struct CoverCell { INT32 sGridNo; INT8 bCover; BOOLEAN fInverseColor; CoverCell() : sGridNo(NOWHERE), bCover(INVALID_COVER), fInverseColor(FALSE) {} }; enum COVER_DRAW_MODE { COVER_DRAW_OFF, COVER_DRAW_MERC_VIEW, COVER_DRAW_ENEMY_VIEW }; 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 = COVER_DRAW_OFF; //******* Local Function Prototypes *********************************** CHAR16* GetTerrainName( const UINT8& ubTerrainType ); TileDefines GetTileCoverIndex( const INT8& bCover ); void AddCoverObjectToWorld( const INT32& sGridNo, const UINT16& usGraphic, const BOOLEAN& fRoof ); void RemoveCoverObjectFromWorld( const INT32 sGridNo, const UINT16& usGraphic, const BOOLEAN& fRoof ); void AddCoverObjectsToViewArea(); void RemoveCoverObjectsFromViewArea(); 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 ); BOOLEAN GridNoOnScreenAndAround( const INT32& sGridNo, const UINT8& ubRadius=2 ); BOOLEAN IsTheRoofVisible( const INT32& sGridNo ); BOOLEAN HasAdjTile( const INT32& ubX, const INT32& ubY ); //******* 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 == COVER_DRAW_OFF) return; gubDrawMode = COVER_DRAW_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(); } } void SwitchCoverDrawMode() { switch(gubDrawMode) { case COVER_DRAW_OFF: SwitchToMercView(); break; case COVER_DRAW_MERC_VIEW: SwitchToEnemyView(); break; default: SwitchViewOff(); break; } } ///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]; } } TileDefines GetTileCoverIndex( const INT8& bCover ) { switch(bCover) { case NO_COVER: return SPECIALTILE_COVER_1; // red case MIN_COVER: return SPECIALTILE_COVER_2; // orange case MED_COVER: return SPECIALTILE_COVER_3; // yellow case MAX_COVER: return SPECIALTILE_COVER_5; // green default: return SPECIALTILE_COVER_4; // light green, can be used to denote that you just don't know. } } void AddCoverObjectToWorld( const INT32& sGridNo, const UINT16& usGraphic, const BOOLEAN& fRoof ) { LEVELNODE *pNode; if( fRoof ) { AddOnRoofToHead( sGridNo, usGraphic ); pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead; } else { AddObjectToHead( sGridNo, usGraphic ); pNode = gpWorldLevelData[ sGridNo ].pObjectHead; } pNode->uiFlags |= LEVELNODE_REVEAL; if( NightTime() ) { pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; pNode->ubNaturalShadeLevel=DEFAULT_SHADE_LEVEL; } } void RemoveCoverObjectFromWorld( const INT32 sGridNo, const UINT16& usGraphic, const 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; } INT8& bCover = gCoverViewArea[ ubTX ][ ubTY ][ ubZ ].bCover; if ( bCover > -1 && bCover < MAX_COVER ) { return TRUE; } } } return FALSE; } void AddCoverObjectsToViewArea() { if (gsMaxCellY == -1) { return; } INT32 ubX, ubY, ubZ; BOOLEAN fChanged = FALSE; 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( const BOOLEAN& forceUpdate ) { if ( gGameExternalOptions.ubCoverDisplayUpdateWait == -1 ) { return; } if ( forceUpdate || ( !gfScrollPending && !gfScrollInertia && GetTickCount() > guiCoverNextUpdateTime ) ) { CalculateCover(); guiCoverNextUpdateTime = GetTickCount() + gGameExternalOptions.ubCoverDisplayUpdateWait; } } void CalculateCover() { INT32 ubX, ubY, ubZ; SOLDIERTYPE* pSoldier; RemoveCoverObjectsFromViewArea(); if( gubDrawMode == COVER_DRAW_OFF ) { return; } if( gusSelectedSoldier == NOBODY ) { return; } GetSoldier( &pSoldier, gusSelectedSoldier ); const INT32& sSelectedSoldierGridNo = MercPtrs[ gusSelectedSoldier ]->sGridNo; INT16 usTmp; GetScreenXYWorldCell( gsVIEWPORT_START_X, gsVIEWPORT_START_Y, &gsMinCellX, &usTmp ); GetScreenXYWorldCell( gsVIEWPORT_END_X, gsVIEWPORT_END_Y, &gsMaxCellX, &usTmp ); GetScreenXYWorldCell( gsVIEWPORT_END_X, gsVIEWPORT_START_Y, &usTmp, &gsMinCellY ); GetScreenXYWorldCell( gsVIEWPORT_START_X, gsVIEWPORT_END_Y, &usTmp, &gsMaxCellY ); for ( ubX=gsMinCellX; ubX<=gsMaxCellX; ++ubX ) { for ( ubY=gsMinCellY; ubY<=gsMaxCellY; ++ubY ) { for ( ubZ=0; ubZstats.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, bCover, pSoldier ); // if we got no cover, just return, can't get any worse than that. Helldorados lets you count if (bCover == NO_COVER) { return; } } } void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bCover, SOLDIERTYPE* pToSoldier ) { UINT16 usSightLimit = pFromSoldier->GetMaxDistanceVisible(sTargetGridNo, (INT8)fRoof, CALC_FROM_WANTED_DIR); for ( int i = 0; i i) bCover = i; break; // we go from prone to stand, if soldier can see someone crouching, he can also see someone standing } } } 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 INT8 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 ); 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. UINT16 usGunRange = GunRange(&pSoldier->inv[HANDPOS], 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 ); }