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source/Tactical/DisplayCover.cpp
T

1051 lines
28 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "AI All.h"
#include "DisplayCover.h"
#include "Interface.h"
#include "opplist.h"
#include "_Ja25Englishtext.h"
//#include "Ja25 Strategic Ai.h"
#endif
//******* Local Defines **************************************************
#define DC_MAX_COVER_RANGE 31
#define DC__SOLDIER_VISIBLE_RANGE 31
#define DC__MIN_SIZE 4
#define DC__MAX_SIZE 11
typedef struct
{
INT16 sGridNo;
INT8 bCover; //% chance that the gridno is fully covered. ie 100 if safe, 0 is has no cover
// BOOLEAN fRoof;
} BEST_COVER_STRUCT;
typedef struct
{
INT16 sGridNo;
INT8 bVisibleToSoldier;
BOOLEAN fRoof;
} VISIBLE_TO_SOLDIER_STRUCT;
/*
#define DC__PRONE (INT8)( 0x01 )
#define DC__CROUCH (INT8)( 0x02 )
#define DC__STAND (INT8)( 0x04 )
*/
enum
{
DC__SEE_NO_STANCES,
DC__SEE_1_STANCE,
DC__SEE_2_STANCE,
DC__SEE_3_STANCE,
};
//****** Global Variables *****************************************
BEST_COVER_STRUCT gCoverRadius[ DC_MAX_COVER_RANGE ][ DC_MAX_COVER_RANGE ];
INT16 gsLastCoverGridNo=NOWHERE;
INT16 gsLastSoldierGridNo=NOWHERE;
INT8 gbLastStance=-1;
VISIBLE_TO_SOLDIER_STRUCT gVisibleToSoldierStruct[ DC__SOLDIER_VISIBLE_RANGE ][ DC__SOLDIER_VISIBLE_RANGE ];
INT16 gsLastVisibleToSoldierGridNo=NOWHERE;
//******* Function Prototypes ***************************************
INT8 CalcCoverForGridNoBasedOnTeamKnownEnemies( SOLDIERTYPE *pSoldier, INT16 sTargetGridno, INT8 bStance );
void CalculateCoverInRadiusAroundGridno( INT16 sTargetGridNo, INT8 bSearchRange );
void AddCoverTileToEachGridNo();
void AddCoverObjectToWorld( INT16 sGridNo, UINT16 usGraphic, BOOLEAN fRoof );
void RemoveCoverObjectFromWorld( INT16 sGridNo, UINT16 usGraphic, BOOLEAN fRoof );
INT8 GetCurrentMercForDisplayCoverStance();
SOLDIERTYPE *GetCurrentMercForDisplayCover();
void CalculateVisibleToSoldierAroundGridno( INT16 sGridNo, INT8 bSearchRange );
void AddVisibleToSoldierToEachGridNo();
INT8 CalcIfSoldierCanSeeGridNo( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, BOOLEAN fRoof );
BOOLEAN IsTheRoofVisible( INT16 sGridNo );
//ppp
//******* Functions **************************************************
void DisplayCoverOfSelectedGridNo( )
{
INT16 sGridNo;
INT8 bStance;
GetMouseMapPos( &sGridNo );
//Only allowed in if there is someone selected
if( gusSelectedSoldier == NOBODY )
{
return;
}
//if the cursor is in a the tactical map
if( sGridNo != NOWHERE && sGridNo != 0 )
{
bStance = GetCurrentMercForDisplayCoverStance();
//if the gridno is different then the last one that was displayed
if( sGridNo != gsLastCoverGridNo ||
gbLastStance != bStance ||
MercPtrs[ gusSelectedSoldier ]->sGridNo != gsLastSoldierGridNo )
{
//if the cover is currently being displayed
if( gsLastCoverGridNo != NOWHERE || gbLastStance != -1 || gsLastSoldierGridNo != NOWHERE )
{
//remove the gridnos
RemoveCoverOfSelectedGridNo();
}
else
{
//if it is the first time in here
//pop up a message to say we are in the display cover routine
#ifdef JA2TESTVERSION
{
CHAR16 zString[512];
swprintf( zString, L"%s, (%d)", zNewTacticalMessages[ TCTL_MSG__DISPLAY_COVER ], gGameSettings.ubSizeOfDisplayCover );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zString );
}
#else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zNewTacticalMessages[ TCTL_MSG__DISPLAY_COVER ] );
#endif
//increment the display cover counter ( just seeing how many times people use it )
//gJa25SaveStruct.uiDisplayCoverCounter++;
}
gbLastStance = bStance;
gsLastCoverGridNo = sGridNo;
gsLastSoldierGridNo = MercPtrs[ gusSelectedSoldier ]->sGridNo;
//Fill the array of gridno and cover values
CalculateCoverInRadiusAroundGridno( sGridNo, gGameSettings.ubSizeOfDisplayCover );
//Add the graphics to each gridno
AddCoverTileToEachGridNo();
// Re-render the scene!
SetRenderFlags( RENDER_FLAG_FULL );
}
}
}
void AddCoverTileToEachGridNo()
{
UINT32 uiCntX, uiCntY;
BOOLEAN fRoof = ( gsInterfaceLevel != I_GROUND_LEVEL );
//loop through all the gridnos
for(uiCntY=0; uiCntY<DC_MAX_COVER_RANGE ;uiCntY++)
{
for(uiCntX=0; uiCntX<DC_MAX_COVER_RANGE ;uiCntX++)
{
//if there is a valid cover at this gridno
if( gCoverRadius[ uiCntX ][ uiCntY ].bCover != -1 )
{
//if the tile provides 80-100% cover
if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 100 &&
gCoverRadius[ uiCntX ][ uiCntY ].bCover > 80 )
{
AddCoverObjectToWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_5, fRoof );
}
//else if the tile provides 60-80% cover
else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 80 &&
gCoverRadius[ uiCntX ][ uiCntY ].bCover > 60 )
{
AddCoverObjectToWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_4, fRoof );
}
//else if the tile provides 40-60% cover
else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 60 &&
gCoverRadius[ uiCntX ][ uiCntY ].bCover > 40 )
{
AddCoverObjectToWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_3, fRoof );
}
//else if the tile provides 20-40% cover
else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 40 &&
gCoverRadius[ uiCntX ][ uiCntY ].bCover > 20 )
{
AddCoverObjectToWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_2, fRoof );
}
//else if the tile provides 0-20% cover
else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 20 &&
gCoverRadius[ uiCntX ][ uiCntY ].bCover >= 0 )
{
AddCoverObjectToWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_1, fRoof );
}
//should never get in here
else
{
Assert( 0 );
}
}
}
}
}
void RemoveCoverOfSelectedGridNo()
{
UINT32 uiCntX, uiCntY;
BOOLEAN fRoof = ( gsInterfaceLevel != I_GROUND_LEVEL );
if( gsLastCoverGridNo == NOWHERE )
{
return;
}
//loop through all the gridnos
for(uiCntY=0; uiCntY<DC_MAX_COVER_RANGE ;uiCntY++)
{
for(uiCntX=0; uiCntX<DC_MAX_COVER_RANGE ;uiCntX++)
{
//if there is a valid cover at this gridno
if( gCoverRadius[ uiCntX ][ uiCntY ].bCover != -1 )
{
// fRoof = gCoverRadius[ uiCntX ][ uiCntY ].fRoof;
//if the tile provides 80-100% cover
if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 100 &&
gCoverRadius[ uiCntX ][ uiCntY ].bCover > 80 )
{
RemoveCoverObjectFromWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_5, fRoof );
}
//else if the tile provides 60-80% cover
else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 80 &&
gCoverRadius[ uiCntX ][ uiCntY ].bCover > 60 )
{
RemoveCoverObjectFromWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_4, fRoof );
}
//else if the tile provides 40-60% cover
else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 60 &&
gCoverRadius[ uiCntX ][ uiCntY ].bCover > 40 )
{
RemoveCoverObjectFromWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_3, fRoof );
}
//else if the tile provides 20-40% cover
else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 40 &&
gCoverRadius[ uiCntX ][ uiCntY ].bCover > 20 )
{
RemoveCoverObjectFromWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_2, fRoof );
}
//else if the tile provides 0-20% cover
else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 20 &&
gCoverRadius[ uiCntX ][ uiCntY ].bCover >= 0 )
{
RemoveCoverObjectFromWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_1, fRoof );
}
//should never get in here
else
{
Assert( 0 );
}
}
}
}
// Re-render the scene!
SetRenderFlags( RENDER_FLAG_FULL );
gsLastCoverGridNo = NOWHERE;
gbLastStance = -1;
gsLastSoldierGridNo = NOWHERE;
}
void CalculateCoverInRadiusAroundGridno( INT16 sTargetGridNo, INT8 bSearchRange )
{
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
SOLDIERTYPE *pSoldier=NULL;
INT16 sGridNo;
INT16 sCounterX, sCounterY;
UINT8 ubID;
INT8 bStance;
// BOOLEAN fRoof;
//clear out the array first
// memset( gCoverRadius, -1, DC_MAX_COVER_RANGE * DC_MAX_COVER_RANGE );
//loop through all the gridnos that we are interested in
for (sCounterY = 0; sCounterY < DC_MAX_COVER_RANGE; sCounterY++)
{
for (sCounterX = 0; sCounterX < DC_MAX_COVER_RANGE; sCounterX++)
{
gCoverRadius[ sCounterX ][ sCounterY ].sGridNo = -1;
gCoverRadius[ sCounterX ][ sCounterY ].bCover = -1;
}
}
if( bSearchRange > ( DC_MAX_COVER_RANGE / 2 ) )
bSearchRange = ( DC_MAX_COVER_RANGE / 2 );
// determine maximum horizontal limits
sMaxLeft = min( bSearchRange,( sTargetGridNo % MAXCOL ));
sMaxRight = min( bSearchRange,MAXCOL - (( sTargetGridNo % MAXCOL ) + 1));
// determine maximum vertical limits
sMaxUp = min( bSearchRange,( sTargetGridNo / MAXROW ));
sMaxDown = min( bSearchRange,MAXROW - (( sTargetGridNo / MAXROW ) + 1));
//Find out which tiles around the location are reachable
LocalReachableTest( sTargetGridNo, bSearchRange );
pSoldier = GetCurrentMercForDisplayCover();
sCounterX = sCounterY = 0;
//Determine the stance to use
bStance = GetCurrentMercForDisplayCoverStance();
//loop through all the gridnos that we are interested in
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
{
for (sXOffset = -sMaxLeft; sXOffset <= sMaxRight; sXOffset++)
{
sGridNo = sTargetGridNo + sXOffset + (MAXCOL * sYOffset);
//record the gridno
gCoverRadius[ sCounterX ][ sCounterY ].sGridNo = sGridNo;
/*
fRoof = FALSE;
//is there a roof above this gridno
if( FlatRoofAboveGridNo( sGridNo ) )
{
if( IsTheRoofVisible( sGridNo ) )
{
fRoof = TRUE;
}
}
*/
//if the gridno is NOT on screen
if( !GridNoOnScreen( sGridNo ) )
{
continue;
}
//if we are to display cover for the roofs, and there is a roof above us
if( gsInterfaceLevel == I_ROOF_LEVEL && !FlatRoofAboveGridNo( sGridNo ) )
{
continue;
}
//if the gridno cant be reached
if ( !(gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_REACHABLE) )
{
//skip to the next gridno
sCounterX++;
continue;
}
// if someone (visible) is there, skip
//Check both bottom level, and top level
ubID = WhoIsThere2( sGridNo, 0 );
if( ubID == NOBODY )
{
ubID = WhoIsThere2( sGridNo, 1 );
}
//if someone is here, and they are an enemy, skip over them
if ( ubID != NOBODY && Menptr[ ubID ].bVisible == TRUE && Menptr[ ubID ].bTeam != pSoldier->bTeam )
{
continue;
}
//Calculate the cover for this gridno
gCoverRadius[ sCounterX ][ sCounterY ].bCover = CalcCoverForGridNoBasedOnTeamKnownEnemies( pSoldier, sGridNo, bStance );
// gCoverRadius[ sCounterX ][ sCounterY ].fRoof = fRoof;
sCounterX++;
}
sCounterY++;
sCounterX = 0;
}
}
INT8 CalcCoverForGridNoBasedOnTeamKnownEnemies( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, INT8 bStance )
{
INT32 iTotalCoverPoints=0;
INT8 bNumEnemies=0;
INT8 bPercentCoverForGridno=0;
UINT32 uiLoop;
SOLDIERTYPE *pOpponent;
INT8 *pbPersOL;
INT8 *pbPublOL;
INT32 iGetThrough=0;
INT32 iBulletGetThrough=0;
INT32 iHighestValue=0;
INT32 iCover=0;
UINT16 usMaxRange;
UINT16 usRange;
UINT16 usSightLimit;
//loop through all the enemies and determine the cover
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
{
pOpponent = MercSlots[ uiLoop ];
// if this merc is inactive, at base, on assignment, dead, unconscious
if (!pOpponent || pOpponent->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->bOppList + pOpponent->ubID;
pbPublOL = gbPublicOpplist[ OUR_TEAM ] + pOpponent->ubID;
// if this opponent is unknown personally and publicly
if( *pbPersOL != SEEN_CURRENTLY &&
*pbPersOL != SEEN_THIS_TURN &&
*pbPublOL != SEEN_CURRENTLY &&
*pbPublOL != SEEN_THIS_TURN )
{
continue; // next merc
}
usRange = (UINT16)GetRangeInCellCoordsFromGridNoDiff( pOpponent->sGridNo, sTargetGridNo );
// Lesh: changed 2-nd parameter in DistanceVisible function call
usSightLimit = DistanceVisible( pOpponent, (SoldierHasLimitedVision(pOpponent) ? pOpponent->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, pSoldier->bLevel, pSoldier );
if( usRange > ( usSightLimit * CELL_X_SIZE ) )
{
continue;
}
// if actual LOS check fails, then chance to hit is 0, ignore this guy
if( SoldierToVirtualSoldierLineOfSightTest( pOpponent, sTargetGridNo, pSoldier->bLevel, bStance, (UINT8)usSightLimit, TRUE ) == 0 )
{
continue;
}
iGetThrough = SoldierToLocationChanceToGetThrough( pOpponent, sTargetGridNo, pSoldier->bLevel, bStance, NOBODY );
// iBulletGetThrough = CalcChanceToHitGun( pOpponent, sTargetGridNo, AP_MAX_AIM_ATTACK, AIM_SHOT_TORSO );
if( WeaponInHand( pOpponent ) )
{
usMaxRange = GunRange( &pOpponent->inv[ HANDPOS ] );
}
else
{
usMaxRange = Weapon[ GLOCK_18 ].usRange;
}
iBulletGetThrough = __min( __max( (INT32)( ( ( ( ( usMaxRange - usRange ) / (FLOAT)( usMaxRange ) ) + .3 ) * 100 ) ), 0 ), 100 );
if( iBulletGetThrough > 5 && iGetThrough > 0 )
{
iCover = (iGetThrough * iBulletGetThrough / 100);
if( iCover > iHighestValue )
iHighestValue = iCover;
iTotalCoverPoints += iCover;
bNumEnemies++;
}
}
if( bNumEnemies == 0 )
{
bPercentCoverForGridno = 100;
}
else
{
INT32 iTemp;
bPercentCoverForGridno = ( iTotalCoverPoints / bNumEnemies );
iTemp = bPercentCoverForGridno - ( iHighestValue / bNumEnemies );
iTemp = iTemp + iHighestValue;
bPercentCoverForGridno = 100 - ( __min( iTemp, 100 ) );
}
return( bPercentCoverForGridno );
}
void AddCoverObjectToWorld( INT16 sGridNo, UINT16 usGraphic, 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( INT16 sGridNo, UINT16 usGraphic, BOOLEAN fRoof )
{
if( fRoof )
{
RemoveOnRoof( sGridNo, usGraphic );
}
else
{
RemoveObject( sGridNo, usGraphic );
}
}
SOLDIERTYPE *GetCurrentMercForDisplayCover()
{
SOLDIERTYPE *pSoldier=NULL;
//Get a soldier that is on the player team
if( gusSelectedSoldier != NOBODY )
{
GetSoldier( &pSoldier, gusSelectedSoldier );
}
else
{
Assert( 0 );
}
return( pSoldier );
}
INT8 GetCurrentMercForDisplayCoverStance()
{
INT8 bStance;
SOLDIERTYPE *pSoldier = NULL;
pSoldier = GetCurrentMercForDisplayCover();
switch( pSoldier->usUIMovementMode )
{
case PRONE:
case CRAWLING:
bStance = ANIM_PRONE;
break;
case KNEEL_DOWN:
case SWATTING:
case CROUCHING:
bStance = ANIM_CROUCH;
break;
case WALKING:
case RUNNING:
case STANDING:
bStance = ANIM_STAND;
break;
default:
bStance = ANIM_CROUCH;
break;
}
return( bStance );
}
void DisplayRangeToTarget( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo )
{
UINT16 usRange=0;
CHAR16 zOutputString[512];
if( sTargetGridNo == NOWHERE || sTargetGridNo == 0 )
{
return;
}
//Get the range to the target location
usRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sTargetGridNo );
usRange = usRange / 10;
// Snap: get target brightness:
UINT8 bLightLevel = LightTrueLevel(sTargetGridNo, gsInterfaceLevel);
//display a string with the range to target and target brightness (Snap)
swprintf( zOutputString, zNewTacticalMessages[ TCTL_MSG__RANGE_TO_TARGET ], usRange, SHADE_MIN - bLightLevel, SHADE_MIN );
//Display the msg
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString );
//if the soldier has a weapon in hand, display gun range and chance to hit
if( WeaponInHand( pSoldier ) )
{
UINT32 uiHitChance;
uiHitChance = CalcChanceToHitGun( pSoldier, sTargetGridNo, (INT8)(pSoldier->bShownAimTime ), pSoldier->bAimShotLocation );
swprintf( zOutputString, zNewTacticalMessages[ TCTL_MSG__GUN_RANGE_AND_CTH ], Weapon[ pSoldier->inv[HANDPOS].usItem ].usRange / 10, uiHitChance );
//Display the msg
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString );
}
//if the target is out of the mercs gun range or knife
if( !InRange( pSoldier, sTargetGridNo ) &&
( Item[ pSoldier->inv[HANDPOS].usItem ].usItemClass == IC_GUN || Item[ pSoldier->inv[HANDPOS].usItem ].usItemClass == IC_THROWING_KNIFE ) )
{
// Display a warning saying so
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ OUT_OF_RANGE_STRING ] );
}
//increment the display gun range counter ( just seeing how many times people use it )
//gJa25SaveStruct.uiDisplayGunRangeCounter++;
}
void DisplayGridNoVisibleToSoldierGrid( )
{
INT16 sGridNo;
// INT8 bStance;
GetMouseMapPos( &sGridNo );
//Only allowed in if there is someone selected
if( gusSelectedSoldier == NOBODY )
{
return;
}
//if the cursor is in a the tactical map
if( sGridNo != NOWHERE && sGridNo != 0 )
{
//if the gridno is different then the last one that was displayed
if( sGridNo != gsLastVisibleToSoldierGridNo || MercPtrs[ gusSelectedSoldier ]->sGridNo != gsLastSoldierGridNo )
{
//if the cover is currently being displayed
if( gsLastVisibleToSoldierGridNo != NOWHERE || gsLastSoldierGridNo != NOWHERE )
{
//remove the gridnos
RemoveVisibleGridNoAtSelectedGridNo();
}
else
{
#ifdef JA2TESTVERSION
{
CHAR16 zString[512];
swprintf( zString, L"%s, (%d)", zNewTacticalMessages[ TCTL_MSG__LOS ], gGameSettings.ubSizeOfLOS );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zString );
}
#else
//pop up a message to say we are in the display cover routine
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zNewTacticalMessages[ TCTL_MSG__LOS ] );
#endif
//increment the display LOS counter ( just seeing how many times people use it )
//gJa25SaveStruct.uiDisplayLosCounter++;
}
gsLastVisibleToSoldierGridNo = sGridNo;
gsLastSoldierGridNo = MercPtrs[ gusSelectedSoldier ]->sGridNo;
//Fill the array of gridno and cover values
CalculateVisibleToSoldierAroundGridno( sGridNo, gGameSettings.ubSizeOfLOS );
//Add the graphics to each gridno
AddVisibleToSoldierToEachGridNo();
// Re-render the scene!
SetRenderFlags( RENDER_FLAG_FULL );
}
}
}
void CalculateVisibleToSoldierAroundGridno( INT16 sTargetGridNo, INT8 bSearchRange )
{
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
SOLDIERTYPE *pSoldier=NULL;
INT16 sGridNo;
INT16 sCounterX, sCounterY;
BOOLEAN fRoof=FALSE;
//clear out the struct
memset( gVisibleToSoldierStruct, 0, sizeof( VISIBLE_TO_SOLDIER_STRUCT ) * DC__SOLDIER_VISIBLE_RANGE * DC__SOLDIER_VISIBLE_RANGE );
if( bSearchRange > ( DC_MAX_COVER_RANGE / 2 ) )
bSearchRange = ( DC_MAX_COVER_RANGE / 2 );
// determine maximum horizontal limits
sMaxLeft = min( bSearchRange,( sTargetGridNo % MAXCOL ));
sMaxRight = min( bSearchRange,MAXCOL - (( sTargetGridNo % MAXCOL ) + 1));
// determine maximum vertical limits
sMaxUp = min( bSearchRange,( sTargetGridNo / MAXROW ));
sMaxDown = min( bSearchRange,MAXROW - (( sTargetGridNo / MAXROW ) + 1));
pSoldier = GetCurrentMercForDisplayCover();
sCounterX=0;
sCounterY=0;
//loop through all the gridnos that we are interested in
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
{
sCounterX = 0;
for (sXOffset = -sMaxLeft; sXOffset <= sMaxRight; sXOffset++)
{
sGridNo = sTargetGridNo + sXOffset + (MAXCOL * sYOffset);
fRoof = FALSE;
//record the gridno
gVisibleToSoldierStruct[ sCounterX ][ sCounterY ].sGridNo = sGridNo;
//if the gridno is NOT on screen
if( !GridNoOnScreen( sGridNo ) )
{
continue;
}
//is there a roof above this gridno
if( FlatRoofAboveGridNo( sGridNo ) )
{
if( IsTheRoofVisible( sGridNo ) && gbWorldSectorZ == 0 )
{
fRoof = TRUE;
}
//if wer havent explored the area yet and we are underground, dont show cover
else if( !( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) && gbWorldSectorZ != 0 )
{
continue;
}
}
/*
//if we are to display cover for the roofs, and there is a roof above us
if( gsInterfaceLevel == I_ROOF_LEVEL && !FlatRoofAboveGridNo( sGridNo ) )
{
continue;
}
*/
/*
// if someone (visible) is there, skip
//Check both bottom level, and top level
ubID = WhoIsThere2( sGridNo, 0 );
if( ubID == NOBODY )
{
ubID = WhoIsThere2( sGridNo, 1 );
}
//if someone is here, and they are an enemy, skip over them
if ( ubID != NOBODY && Menptr[ ubID ].bVisible == TRUE && Menptr[ ubID ].bTeam != pSoldier->bTeam )
{
continue;
}
//Calculate the cover for this gridno
gCoverRadius[ sCounterX ][ sCounterY ].bCover = CalcCoverForGridNoBasedOnTeamKnownEnemies( pSoldier, sGridNo, bStance );
*/
gVisibleToSoldierStruct[ sCounterX ][ sCounterY ].bVisibleToSoldier = CalcIfSoldierCanSeeGridNo( pSoldier, sGridNo, fRoof );
gVisibleToSoldierStruct[ sCounterX ][ sCounterY ].fRoof = fRoof;
sCounterX++;
}
sCounterY++;
}
}
void AddVisibleToSoldierToEachGridNo()
{
UINT32 uiCntX, uiCntY;
INT8 bVisibleToSoldier=0;
BOOLEAN fRoof;
INT16 sGridNo;
//loop through all the gridnos
for(uiCntY=0; uiCntY<DC_MAX_COVER_RANGE ;uiCntY++)
{
for(uiCntX=0; uiCntX<DC_MAX_COVER_RANGE ;uiCntX++)
{
bVisibleToSoldier = gVisibleToSoldierStruct[ uiCntX ][ uiCntY ].bVisibleToSoldier;
if( bVisibleToSoldier == -1 )
{
continue;
}
fRoof = gVisibleToSoldierStruct[ uiCntX ][ uiCntY ].fRoof;
sGridNo = gVisibleToSoldierStruct[ uiCntX ][ uiCntY ].sGridNo;
//if the soldier can easily see this gridno. Can see all 3 positions
if( bVisibleToSoldier == DC__SEE_3_STANCE )
{
AddCoverObjectToWorld( sGridNo, SPECIALTILE_COVER_5, fRoof );
}
//cant see a thing
else if( bVisibleToSoldier == DC__SEE_NO_STANCES )
{
AddCoverObjectToWorld( gVisibleToSoldierStruct[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_1, fRoof );
}
//can only see prone
else if( bVisibleToSoldier == DC__SEE_1_STANCE )
{
AddCoverObjectToWorld( gVisibleToSoldierStruct[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_2, fRoof );
}
//can see crouch or prone
else if( bVisibleToSoldier == DC__SEE_2_STANCE )
{
AddCoverObjectToWorld( gVisibleToSoldierStruct[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_3, fRoof );
}
else
{
Assert( 0 );
}
}
}
}
void RemoveVisibleGridNoAtSelectedGridNo()
{
UINT32 uiCntX, uiCntY;
INT8 bVisibleToSoldier;
INT16 sGridNo;
BOOLEAN fRoof;
//make sure to only remove it when its right
if( gsLastVisibleToSoldierGridNo == NOWHERE )
{
return;
}
//loop through all the gridnos
for(uiCntY=0; uiCntY<DC_MAX_COVER_RANGE ;uiCntY++)
{
for(uiCntX=0; uiCntX<DC_MAX_COVER_RANGE ;uiCntX++)
{
bVisibleToSoldier = gVisibleToSoldierStruct[ uiCntX ][ uiCntY ].bVisibleToSoldier;
fRoof = gVisibleToSoldierStruct[ uiCntX ][ uiCntY ].fRoof;
sGridNo = gVisibleToSoldierStruct[ uiCntX ][ uiCntY ].sGridNo;
//if there is a valid cover at this gridno
if( bVisibleToSoldier == DC__SEE_3_STANCE )
{
RemoveCoverObjectFromWorld( gVisibleToSoldierStruct[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_5, fRoof );
}
//cant see a thing
else if( bVisibleToSoldier == DC__SEE_NO_STANCES )
{
RemoveCoverObjectFromWorld( gVisibleToSoldierStruct[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_1, fRoof );
}
//can only see prone
else if( bVisibleToSoldier == DC__SEE_1_STANCE )
{
RemoveCoverObjectFromWorld( gVisibleToSoldierStruct[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_2, fRoof );
}
//can see crouch or prone
else if( bVisibleToSoldier == DC__SEE_2_STANCE )
{
RemoveCoverObjectFromWorld( gVisibleToSoldierStruct[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_3, fRoof );
}
else
{
Assert( 0 );
}
}
}
// Re-render the scene!
SetRenderFlags( RENDER_FLAG_FULL );
gsLastVisibleToSoldierGridNo = NOWHERE;
gsLastSoldierGridNo = NOWHERE;
}
INT8 CalcIfSoldierCanSeeGridNo( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, BOOLEAN fRoof )
{
INT8 bRetVal=0;
INT32 iLosForGridNo=0;
UINT16 usSightLimit=0;
INT8 *pPersOL,*pbPublOL;
UINT8 ubID;
BOOLEAN bAware=FALSE;
if( fRoof )
{
ubID = WhoIsThere2( sTargetGridNo, 1 );
}
else
{
ubID = WhoIsThere2( sTargetGridNo, 0 );
}
if( ubID != NOBODY )
{
pPersOL = &(pSoldier->bOppList[ubID]);
pbPublOL = &(gbPublicOpplist[pSoldier->bTeam][ubID]);
// if soldier is known about (SEEN or HEARD within last few turns)
if (*pPersOL || *pbPublOL)
{
bAware = TRUE;
}
}
// Lesh: changed 2-nd parameter in DistanceVisible function call
usSightLimit = DistanceVisible( pSoldier, (SoldierHasLimitedVision(pSoldier) ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, fRoof, pSoldier );
//
// Prone
//
iLosForGridNo = SoldierToVirtualSoldierLineOfSightTest( pSoldier, sTargetGridNo, fRoof, ANIM_PRONE, (UINT8)usSightLimit, bAware );
if( iLosForGridNo != 0 )
{
bRetVal++;
}
//
// Crouch
//
iLosForGridNo = SoldierToVirtualSoldierLineOfSightTest( pSoldier, sTargetGridNo, fRoof, ANIM_CROUCH, (UINT8)usSightLimit, bAware );
if( iLosForGridNo != 0 )
{
bRetVal++;
}
//
// Standing
//
iLosForGridNo = SoldierToVirtualSoldierLineOfSightTest( pSoldier, sTargetGridNo, fRoof, ANIM_STAND, (UINT8)usSightLimit, bAware );
if( iLosForGridNo != 0 )
{
bRetVal++;
}
return( bRetVal );
}
BOOLEAN IsTheRoofVisible( INT16 sGridNo )
{
UINT8 ubRoom;
if( InARoom( sGridNo, &ubRoom ) )
{
if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED )
{
if( gTacticalStatus.uiFlags & SHOW_ALL_ROOFS )
return( TRUE );
else
return( FALSE );
}
else
{
return( TRUE );
}
}
return( FALSE );
}
#ifdef JA2TESTVERSION
/*
void DisplayLosAndDisplayCoverUsageScreenMsg()
{
CHAR16 zString[512];
swprintf( zString, L"Display Cover: %d", gJa25SaveStruct.uiDisplayCoverCounter );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zString );
swprintf( zString, L"LOS: %d", gJa25SaveStruct.uiDisplayLosCounter );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zString );
swprintf( zString, L"Gun Range: %d", gJa25SaveStruct.uiDisplayGunRangeCounter );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zString );
}
*/
#endif
void ChangeSizeOfDisplayCover( INT32 iNewSize )
{
//if the new size is smaller or greater, scale it
if( iNewSize < DC__MIN_SIZE )
{
iNewSize = DC__MIN_SIZE;
}
else if( iNewSize > DC__MAX_SIZE )
{
iNewSize = DC__MAX_SIZE;
}
//Set new size
gGameSettings.ubSizeOfDisplayCover = (UINT8)iNewSize;
//redisplay the cover
RemoveCoverOfSelectedGridNo();
DisplayCoverOfSelectedGridNo( );
}
void ChangeSizeOfLOS( INT32 iNewSize )
{
//if the new size is smaller or greater, scale it
if( iNewSize < DC__MIN_SIZE )
{
iNewSize = DC__MIN_SIZE;
}
else if( iNewSize > DC__MAX_SIZE )
{
iNewSize = DC__MAX_SIZE;
}
//Set new size
gGameSettings.ubSizeOfLOS = (UINT8)iNewSize;
//ReDisplay the los
RemoveVisibleGridNoAtSelectedGridNo();
DisplayGridNoVisibleToSoldierGrid( );
}