mirror of
https://github.com/1dot13/source.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2402 3b4a5df2-a311-0410-b5c6-a8a6f20db521
864 lines
27 KiB
C++
864 lines
27 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include <wchar.h>
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#include <stdio.h>
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#include <string.h>
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#include "wcheck.h"
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#include "Render Fun.h"
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#include "stdlib.h"
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#include "debug.h"
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#include "MemMan.h"
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#include "Overhead Types.h"
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#include "Animation Cache.h"
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#include "Animation Data.h"
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#include "Animation Control.h"
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#include "container.h"
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#include <math.h>
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#include "pathai.h"
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#include "Random.h"
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#include "worldman.h"
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#include "Isometric Utils.h"
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#include "Render Dirty.h"
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#include "renderworld.h"
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#include "sys globals.h"
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#include "video.h"
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#include "points.h"
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#include "Win util.h"
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// #include "Sound Control.h"
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#include "lighting.h"
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#include "weapons.h"
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#include "vobject_blitters.h"
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#include "Handle UI.h"
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#include "soldier ani.h"
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#include "Event pump.h"
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#include "opplist.h"
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#include "ai.h"
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#include "interface.h"
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#include "lighting.h"
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#include "faces.h"
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#include "Soldier Profile.h"
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#include "gap.h"
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#include "interface panels.h"
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#include "campaign.h"
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#ifdef NETWORKED
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#include "Networking.h"
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#include "NetworkEvent.h"
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#endif
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#include "structure wrap.h"
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#include "items.h"
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#include "Soundman.h"
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#include "soldier tile.h"
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#include "soldier add.h"
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#include "fov.h"
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#include "Font Control.h"
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#include "message.h"
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#include "Text.h"
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#include "NPC.h"
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#endif
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extern INT8 gbNumMercsUntilWaitingOver;
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extern UINT8 gubWaitingForAllMercsToExitCode;
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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#define NEXT_TILE_CHECK_DELAY 700
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#ifdef JA2BETAVERSION
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void OutputDebugInfoForTurnBasedNextTileWaiting( SOLDIERTYPE * pSoldier )
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{
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if ( (gTacticalStatus.uiFlags & INCOMBAT) && (pSoldier->pathing.usPathDataSize > 0) )
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{
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UINT32 uiLoop;
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INT16 sTemp = NOWHERE;
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INT16 sNewGridNo;
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sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) );
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// provide more info!!
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path size %d, index %d", pSoldier->pathing.usPathDataSize, pSoldier->pathing.usPathIndex ) );
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Who is at blocked gridno: %d", WhoIsThere2( sNewGridNo, pSoldier->pathing.bLevel ) ) );
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for ( uiLoop = 0; uiLoop < pSoldier->pathing.usPathDataSize; uiLoop++ )
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{
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if ( uiLoop > pSoldier->pathing.usPathIndex )
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{
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sTemp = NewGridNo( sTemp, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ uiLoop ] ) );
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop], sTemp ) );
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}
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else if ( uiLoop == pSoldier->pathing.usPathIndex )
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{
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sTemp = sNewGridNo;
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop], sTemp ) );
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}
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else
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop] ) );
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}
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}
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}
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}
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#endif
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void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT16 sCauseGridNo, INT8 bValue )
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{
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UINT8 ubPerson;
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// Cancel AI Action
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// CancelAIAction( pSoldier, TRUE );
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pSoldier->flags.fDelayedMovement = bValue;
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pSoldier->sDelayedMovementCauseGridNo = sCauseGridNo;
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RESETTIMECOUNTER( pSoldier->timeCounters.NextTileCounter, NEXT_TILE_CHECK_DELAY );
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// ATE: Now update realtime movement speed....
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// check if guy exists here...
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ubPerson = WhoIsThere2( sCauseGridNo, pSoldier->pathing.bLevel );
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// There may not be anybody there, but it's reserved by them!
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if ( ( gpWorldLevelData[ sCauseGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
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{
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ubPerson = gpWorldLevelData[ sCauseGridNo ].ubReservedSoldierID;
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}
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if ( ubPerson != NOBODY )
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{
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// if they are our own team members ( both )
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if ( MercPtrs[ ubPerson ]->bTeam == gbPlayerNum && pSoldier->bTeam == gbPlayerNum )
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{
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// Here we have another guy.... save his stats so we can use them for
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// speed determinations....
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pSoldier->bOverrideMoveSpeed = ubPerson;
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pSoldier->flags.fUseMoverrideMoveSpeed = TRUE;
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}
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}
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}
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void SetFinalTile( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fGivenUp )
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{
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// OK, If we were waiting for stuff, do it here...
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// ATE: Disabled stuff below, made obsolete by timeout...
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//if ( pSoldier->ubWaitActionToDo )
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//{
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// pSoldier->ubWaitActionToDo = 0;
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// gbNumMercsUntilWaitingOver--;
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//}
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pSoldier->pathing.sFinalDestination = pSoldier->sGridNo;
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#ifdef JA2BETAVERSION
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if ( gTacticalStatus.uiFlags & INCOMBAT )
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{
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OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
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}
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#endif
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if ( pSoldier->bTeam == gbPlayerNum && fGivenUp )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name );
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}
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pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
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}
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void MarkMovementReserved( SOLDIERTYPE *pSoldier, INT16 sGridNo )
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{
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// Check if we have one reserrved already, and free it first!
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if ( pSoldier->sReservedMovementGridNo != NOWHERE )
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{
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UnMarkMovementReserved( pSoldier );
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}
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// For single-tiled mercs, set this gridno
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gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_MOVEMENT_RESERVED;
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// Save soldier's reserved ID #
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gpWorldLevelData[ sGridNo ].ubReservedSoldierID = pSoldier->ubID;
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pSoldier->sReservedMovementGridNo = sGridNo;
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}
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void UnMarkMovementReserved( SOLDIERTYPE *pSoldier )
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{
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INT16 sNewGridNo;
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sNewGridNo = GETWORLDINDEXFROMWORLDCOORDS(pSoldier->dYPos, pSoldier->dXPos );
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// OK, if NOT in fence anim....
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if ( pSoldier->usAnimState == HOPFENCE && pSoldier->sReservedMovementGridNo != sNewGridNo )
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{
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return;
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}
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// For single-tiled mercs, unset this gridno
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// See if we have one reserved!
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if ( pSoldier->sReservedMovementGridNo != NOWHERE )
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{
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gpWorldLevelData[ pSoldier->sReservedMovementGridNo ].uiFlags &= (~MAPELEMENT_MOVEMENT_RESERVED);
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pSoldier->sReservedMovementGridNo = NOWHERE;
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}
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}
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INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 bLevel )
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{
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UINT8 ubPerson;
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INT16 sTempDestGridNo;
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INT16 sNewGridNo;
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BOOLEAN fSwapInDoor = FALSE;
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if ( sGridNo == NOWHERE )
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{
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return( MOVE_TILE_CLEAR );
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}
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ubPerson = WhoIsThere2( sGridNo, bLevel );
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if ( ubPerson != NOBODY )
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{
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// If this us?
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if ( ubPerson != pSoldier->ubID )
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{
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// OK, set flag indicating we are blocked by a merc....
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if ( pSoldier->bTeam != gbPlayerNum ) // CJC: shouldn't this be in all cases???
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//if ( 0 )
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{
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pSoldier->flags.fBlockedByAnotherMerc = TRUE;
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// Set direction we were trying to goto
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pSoldier->bBlockedByAnotherMercDirection = bDirection;
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// Are we only temporarily blocked?
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// Check if our final destination is = our gridno
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if ( ( MercPtrs[ ubPerson ]->pathing.sFinalDestination == MercPtrs[ ubPerson ]->sGridNo ) )
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{
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return( MOVE_TILE_STATIONARY_BLOCKED );
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}
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else
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{
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// OK, if buddy who is blocking us is trying to move too...
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// And we are in opposite directions...
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if ( MercPtrs[ ubPerson ]->flags.fBlockedByAnotherMerc && MercPtrs[ ubPerson ]->bBlockedByAnotherMercDirection == gOppositeDirection[ bDirection ] )
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{
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// OK, try and get a path around buddy....
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// We have to temporarily make buddy stopped...
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sTempDestGridNo = MercPtrs[ ubPerson ]->pathing.sFinalDestination;
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MercPtrs[ ubPerson ]->pathing.sFinalDestination = MercPtrs[ ubPerson ]->sGridNo;
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if ( PlotPath( pSoldier, pSoldier->pathing.sFinalDestination, NO_COPYROUTE, NO_PLOT, TEMPORARY, pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) )
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{
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pSoldier->pathing.bPathStored = FALSE;
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// OK, make guy go here...
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pSoldier->EVENT_GetNewSoldierPath( pSoldier->pathing.sFinalDestination, pSoldier->usUIMovementMode );
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// Restore final dest....
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MercPtrs[ ubPerson ]->pathing.sFinalDestination = sTempDestGridNo;
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pSoldier->flags.fBlockedByAnotherMerc = FALSE;
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// Is the next tile blocked too?
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sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
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return( TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->pathing.bLevel ) );
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}
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else
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{
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// Not for multi-tiled things...
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if ( !( pSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) )
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{
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// Is the next movement cost for a door?
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if ( DoorTravelCost( pSoldier, sGridNo, gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->pathing.bLevel ], (BOOLEAN)( pSoldier->bTeam == gbPlayerNum ), NULL ) == TRAVELCOST_DOOR )
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{
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fSwapInDoor = TRUE;
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}
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// If we are to swap and we're near a door, open door first and then close it...?
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// Swap now!
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MercPtrs[ ubPerson ]->flags.fBlockedByAnotherMerc = FALSE;
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// Restore final dest....
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MercPtrs[ ubPerson ]->pathing.sFinalDestination = sTempDestGridNo;
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// Swap merc positions.....
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SwapMercPositions( pSoldier, MercPtrs[ ubPerson ] );
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// With these two guys swapped, they should try and continue on their way....
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// Start them both again along their way...
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pSoldier->EVENT_GetNewSoldierPath( pSoldier->pathing.sFinalDestination, pSoldier->usUIMovementMode );
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MercPtrs[ ubPerson ]->EVENT_GetNewSoldierPath( MercPtrs[ ubPerson ]->pathing.sFinalDestination, MercPtrs[ ubPerson ]->usUIMovementMode );
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}
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}
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}
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return( MOVE_TILE_TEMP_BLOCKED );
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}
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}
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else
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{
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//return( MOVE_TILE_STATIONARY_BLOCKED );
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// ATE: OK, put some smartshere...
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// If we are waiting for more than a few times, change to stationary...
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if ( MercPtrs[ ubPerson ]->flags.fDelayedMovement >= 105 )
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{
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// Set to special 'I want to walk through people' value
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pSoldier->flags.fDelayedMovement = 150;
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return( MOVE_TILE_STATIONARY_BLOCKED );
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}
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if ( MercPtrs[ ubPerson ]->sGridNo == MercPtrs[ ubPerson ]->pathing.sFinalDestination )
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{
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return( MOVE_TILE_STATIONARY_BLOCKED );
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}
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return( MOVE_TILE_TEMP_BLOCKED );
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}
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}
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}
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if ( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
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{
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if ( gpWorldLevelData[ sGridNo ].ubReservedSoldierID != pSoldier->ubID )
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{
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return( MOVE_TILE_TEMP_BLOCKED );
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}
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}
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// Are we clear of structs?
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if ( !NewOKDestination( pSoldier, sGridNo, FALSE, pSoldier->pathing.bLevel ) )
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{
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// ATE: Fence cost is an exclusiuon here....
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if ( gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->pathing.bLevel ] != TRAVELCOST_FENCE )
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{
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// ATE: HIdden structs - we do something here... reveal it!
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if ( gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->pathing.bLevel ] == TRAVELCOST_HIDDENOBSTACLE )
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{
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gpWorldLevelData[ sGridNo ].uiFlags|=MAPELEMENT_REVEALED;
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gpWorldLevelData[ sGridNo ].uiFlags|=MAPELEMENT_REDRAW;
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SetRenderFlags(RENDER_FLAG_MARKED);
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RecompileLocalMovementCosts( (INT16)sGridNo );
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}
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// Unset flag for blocked by soldier...
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pSoldier->flags.fBlockedByAnotherMerc = FALSE;
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return( MOVE_TILE_STATIONARY_BLOCKED );
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}
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else
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{
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#if 0
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// Check if there is a reserved marker here at least....
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sNewGridNo = NewGridNo( sGridNo, DirectionInc( bDirection ) );
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if ( ( gpWorldLevelData[ sNewGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
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{
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if ( gpWorldLevelData[ sNewGridNo ].ubReservedSoldierID != pSoldier->ubID )
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{
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return( MOVE_TILE_TEMP_BLOCKED );
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}
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}
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#endif
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}
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}
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// Unset flag for blocked by soldier...
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pSoldier->flags.fBlockedByAnotherMerc = FALSE;
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return( MOVE_TILE_CLEAR );
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}
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BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT16 sFinalDestTile )
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{
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INT8 bBlocked;
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INT16 bOverTerrainType;
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// Check for blocking if in realtime
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///if ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) )
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// ATE: If not on visible tile, return clear ( for path out of map )
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if ( !GridNoOnVisibleWorldTile( sGridNo ) )
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{
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return( TRUE );
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}
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// If animation state is crow, iall is clear
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if ( pSoldier->usAnimState == CROW_FLY )
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{
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return( TRUE );
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}
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{
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bBlocked = TileIsClear( pSoldier, bDirection, sGridNo, pSoldier->pathing.bLevel );
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// Check if we are blocked...
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if ( bBlocked != MOVE_TILE_CLEAR )
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{
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// Is the next gridno our destination?
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// OK: Let's check if we are NOT walking off screen
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if ( sGridNo == sFinalDestTile && pSoldier->ubWaitActionToDo == 0 && (pSoldier->bTeam == gbPlayerNum || pSoldier->sAbsoluteFinalDestination == NOWHERE) )
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{
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// Yah, well too bad, stop here.
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SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
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return( FALSE );
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}
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// CHECK IF they are stationary
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else if ( bBlocked == MOVE_TILE_STATIONARY_BLOCKED )
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{
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// Stationary,
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{
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INT16 sOldFinalDest;
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// Maintain sFinalDest....
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sOldFinalDest = pSoldier->pathing.sFinalDestination;
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#ifdef JA2BETAVERSION
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if ( gTacticalStatus.uiFlags & INCOMBAT )
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{
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OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
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}
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#endif
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pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
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// Restore...
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pSoldier->pathing.sFinalDestination = sOldFinalDest;
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SetDelayedTileWaiting( pSoldier, sGridNo, 1 );
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return( FALSE );
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}
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}
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else
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{
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{
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INT16 sOldFinalDest;
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// Maintain sFinalDest....
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sOldFinalDest = pSoldier->pathing.sFinalDestination;
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#ifdef JA2BETAVERSION
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if ( gTacticalStatus.uiFlags & INCOMBAT )
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{
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OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
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}
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#endif
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pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
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// Restore...
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pSoldier->pathing.sFinalDestination = sOldFinalDest;
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// Setting to two means: try and wait until this tile becomes free....
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SetDelayedTileWaiting( pSoldier, sGridNo, 100 );
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}
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return( FALSE );
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}
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}
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else
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{
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// Mark this tile as reserverd ( until we get there! )
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if ( !( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) )
|
|
{
|
|
MarkMovementReserved( pSoldier, sGridNo );
|
|
}
|
|
|
|
bOverTerrainType = GetTerrainType( sGridNo );
|
|
|
|
// Check if we are going into water!
|
|
if ( TERRAIN_IS_WATER( bOverTerrainType) )
|
|
{
|
|
// Check if we are of prone or crawl height and change stance accordingly....
|
|
switch( gAnimControl[ pSoldier->usAnimState ].ubHeight )
|
|
{
|
|
case ANIM_PRONE:
|
|
case ANIM_CROUCH:
|
|
|
|
// Change height to stand
|
|
pSoldier->flags.fContinueMoveAfterStanceChange = TRUE;
|
|
SendChangeSoldierStanceEvent( pSoldier, ANIM_STAND );
|
|
break;
|
|
}
|
|
|
|
// Check animation
|
|
// Change to walking
|
|
if ( pSoldier->usAnimState == RUNNING )
|
|
{
|
|
pSoldier->ChangeSoldierState( WALKING, 0 , FALSE );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
|
|
BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier )
|
|
{
|
|
// Buddy is waiting to continue his path
|
|
INT8 bBlocked, bPathBlocked;
|
|
INT16 sCost;
|
|
INT16 sNewGridNo, sCheckGridNo;
|
|
UINT8 ubDirection, bCauseDirection;
|
|
UINT8 ubPerson;
|
|
UINT8 fFlags = 0;
|
|
|
|
|
|
if ( pSoldier->flags.fDelayedMovement )
|
|
{
|
|
if ( TIMECOUNTERDONE( pSoldier->timeCounters.NextTileCounter, NEXT_TILE_CHECK_DELAY ) )
|
|
{
|
|
RESETTIMECOUNTER( pSoldier->timeCounters.NextTileCounter, NEXT_TILE_CHECK_DELAY );
|
|
|
|
// ATE: Allow path to exit grid!
|
|
if ( pSoldier->ubWaitActionToDo == 1 && gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
|
|
{
|
|
gfPlotPathToExitGrid = TRUE;
|
|
}
|
|
|
|
// Get direction from gridno...
|
|
bCauseDirection = (INT8)GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, pSoldier->sDelayedMovementCauseGridNo );
|
|
|
|
bBlocked = TileIsClear( pSoldier, bCauseDirection, pSoldier->sDelayedMovementCauseGridNo, pSoldier->pathing.bLevel );
|
|
|
|
// If we are waiting for a temp blockage.... continue to wait
|
|
if ( pSoldier->flags.fDelayedMovement >= 100 && bBlocked == MOVE_TILE_TEMP_BLOCKED )
|
|
{
|
|
// ATE: Increment 1
|
|
pSoldier->flags.fDelayedMovement++;
|
|
|
|
// Are we close enough to give up? ( and are a pc )
|
|
if ( pSoldier->flags.fDelayedMovement > 120 )
|
|
{
|
|
// Quit...
|
|
SetFinalTile( pSoldier, pSoldier->sGridNo, TRUE );
|
|
pSoldier->flags.fDelayedMovement = FALSE;
|
|
}
|
|
gfPlotPathToExitGrid = FALSE;
|
|
return( TRUE );
|
|
}
|
|
|
|
// Try new path if anything but temp blockage!
|
|
if ( bBlocked != MOVE_TILE_TEMP_BLOCKED )
|
|
{
|
|
// Set to normal delay
|
|
if ( pSoldier->flags.fDelayedMovement >= 100 && pSoldier->flags.fDelayedMovement != 150 )
|
|
{
|
|
pSoldier->flags.fDelayedMovement = 1;
|
|
}
|
|
|
|
// Default to pathing through people
|
|
fFlags = PATH_THROUGH_PEOPLE;
|
|
|
|
// Now, if we are in the state where we are desparently trying to get out...
|
|
// Use other flag
|
|
// CJC: path-through-people includes ignoring person at dest
|
|
/*
|
|
if ( pSoldier->flags.fDelayedMovement >= 150 )
|
|
{
|
|
fFlags = PATH_IGNORE_PERSON_AT_DEST;
|
|
}
|
|
*/
|
|
|
|
// Check destination first!
|
|
if ( pSoldier->sAbsoluteFinalDestination == pSoldier->pathing.sFinalDestination )
|
|
{
|
|
// on last lap of scripted move, make sure we get to final dest
|
|
sCheckGridNo = pSoldier->sAbsoluteFinalDestination;
|
|
}
|
|
else if (!NewOKDestination( pSoldier, pSoldier->pathing.sFinalDestination, TRUE, pSoldier->pathing.bLevel ))
|
|
{
|
|
if ( pSoldier->flags.fDelayedMovement >= 150 )
|
|
{
|
|
// OK, look around dest for the first one!
|
|
sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->pathing.sFinalDestination, 6, &ubDirection );
|
|
|
|
if ( sCheckGridNo == NOWHERE )
|
|
{
|
|
// If this is nowhere, try harder!
|
|
sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->pathing.sFinalDestination, 16, &ubDirection );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// OK, look around dest for the first one!
|
|
sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->pathing.sFinalDestination, 6, &ubDirection );
|
|
|
|
if ( sCheckGridNo == NOWHERE )
|
|
{
|
|
// If this is nowhere, try harder!
|
|
sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->pathing.sFinalDestination, 16, &ubDirection );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sCheckGridNo = pSoldier->pathing.sFinalDestination;
|
|
}
|
|
|
|
sCost = (INT16) FindBestPath( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, fFlags );
|
|
|
|
// Can we get there
|
|
if ( sCost > 0 )
|
|
{
|
|
// Is the next tile blocked too?
|
|
sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
|
|
|
|
bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->pathing.bLevel );
|
|
|
|
if ( bPathBlocked == MOVE_TILE_STATIONARY_BLOCKED )
|
|
{
|
|
// Try to path around everyone except dest person
|
|
|
|
sCost = (INT16) FindBestPath( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, PATH_IGNORE_PERSON_AT_DEST );
|
|
|
|
// Is the next tile in this new path blocked too?
|
|
sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
|
|
|
|
bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->pathing.bLevel );
|
|
|
|
// now working with a path which does not go through people
|
|
pSoldier->ubDelayedMovementFlags &= (~DELAYED_MOVEMENT_FLAG_PATH_THROUGH_PEOPLE);
|
|
}
|
|
else
|
|
{
|
|
// path through people worked fine
|
|
if ( pSoldier->flags.fDelayedMovement < 150 )
|
|
{
|
|
pSoldier->ubDelayedMovementFlags |= DELAYED_MOVEMENT_FLAG_PATH_THROUGH_PEOPLE;
|
|
}
|
|
}
|
|
|
|
// Are we clear?
|
|
if ( bPathBlocked == MOVE_TILE_CLEAR )
|
|
{
|
|
//pSoldier->flags.fDelayedMovement = FALSE;
|
|
// ATE: THis will get set in EENT_GetNewSoldierPath....
|
|
pSoldier->aiData.usActionData = sCheckGridNo;
|
|
|
|
pSoldier->pathing.bPathStored = FALSE;
|
|
|
|
pSoldier->EVENT_GetNewSoldierPath( sCheckGridNo, pSoldier->usUIMovementMode );
|
|
gfPlotPathToExitGrid = FALSE;
|
|
|
|
return( TRUE );
|
|
}
|
|
}
|
|
|
|
pSoldier->flags.fDelayedMovement++;
|
|
|
|
if ( pSoldier->flags.fDelayedMovement == 99 )
|
|
{
|
|
// Cap at 99
|
|
pSoldier->flags.fDelayedMovement = 99;
|
|
}
|
|
|
|
// Do we want to force a swap?
|
|
if (pSoldier->flags.fDelayedMovement == 3 && (pSoldier->sAbsoluteFinalDestination != NOWHERE || gTacticalStatus.fAutoBandageMode) )
|
|
{
|
|
// with person who is in the way?
|
|
ubPerson = WhoIsThere2( pSoldier->sDelayedMovementCauseGridNo, pSoldier->pathing.bLevel );
|
|
|
|
// if either on a mission from god, or two AI guys not on stationary...
|
|
if ( ubPerson != NOBODY && ( pSoldier->ubQuoteRecord != 0 || ( pSoldier->bTeam != gbPlayerNum && pSoldier->aiData.bOrders != STATIONARY && MercPtrs[ ubPerson ]->bTeam != gbPlayerNum && MercPtrs[ ubPerson ]->aiData.bOrders != STATIONARY ) || (pSoldier->bTeam == gbPlayerNum && gTacticalStatus.fAutoBandageMode && !(MercPtrs[ ubPerson ]->bTeam == CIV_TEAM && MercPtrs[ ubPerson ]->aiData.bOrders == STATIONARY ) ) ) )
|
|
{
|
|
// Swap now!
|
|
//MercPtrs[ ubPerson ]->flags.fBlockedByAnotherMerc = FALSE;
|
|
|
|
// Restore final dest....
|
|
//MercPtrs[ ubPerson ]->pathing.sFinalDestination = sTempDestGridNo;
|
|
|
|
// Swap merc positions.....
|
|
SwapMercPositions( pSoldier, MercPtrs[ ubPerson ] );
|
|
|
|
// With these two guys swapped, we should try to continue on our way....
|
|
pSoldier->flags.fDelayedMovement = FALSE;
|
|
|
|
// We must calculate the path here so that we can give it the "through people" parameter
|
|
if ( gTacticalStatus.fAutoBandageMode && pSoldier->sAbsoluteFinalDestination == NOWHERE )
|
|
{
|
|
FindBestPath( pSoldier, pSoldier->pathing.sFinalDestination, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE );
|
|
}
|
|
else if ( pSoldier->sAbsoluteFinalDestination != NOWHERE && !FindBestPath( pSoldier, pSoldier->sAbsoluteFinalDestination, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE ) )
|
|
{
|
|
// check to see if we're there now!
|
|
if ( pSoldier->sGridNo == pSoldier->sAbsoluteFinalDestination )
|
|
{
|
|
NPCReachedDestination( pSoldier, FALSE );
|
|
pSoldier->aiData.bNextAction = AI_ACTION_WAIT;
|
|
pSoldier->aiData.usNextActionData = 500;
|
|
gfPlotPathToExitGrid = FALSE;
|
|
return( TRUE );
|
|
}
|
|
}
|
|
pSoldier->pathing.bPathStored = TRUE;
|
|
|
|
pSoldier->EVENT_GetNewSoldierPath( pSoldier->sAbsoluteFinalDestination, pSoldier->usUIMovementMode );
|
|
//EVENT_GetNewSoldierPath( MercPtrs[ ubPerson ], MercPtrs[ ubPerson ]->pathing.sFinalDestination, MercPtrs[ ubPerson ]->usUIMovementMode );
|
|
}
|
|
|
|
}
|
|
|
|
// Are we close enough to give up? ( and are a pc )
|
|
if ( pSoldier->flags.fDelayedMovement > 20 && pSoldier->flags.fDelayedMovement != 150)
|
|
{
|
|
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->pathing.sFinalDestination ) < 5 && pSoldier->bTeam == gbPlayerNum )
|
|
{
|
|
// Quit...
|
|
SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
|
|
pSoldier->flags.fDelayedMovement = FALSE;
|
|
}
|
|
}
|
|
|
|
// Are we close enough to give up? ( and are a pc )
|
|
if ( pSoldier->flags.fDelayedMovement > 170 )
|
|
{
|
|
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->pathing.sFinalDestination ) < 5 && pSoldier->bTeam == gbPlayerNum )
|
|
{
|
|
// Quit...
|
|
SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
|
|
pSoldier->flags.fDelayedMovement = FALSE;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
gfPlotPathToExitGrid = FALSE;
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
BOOLEAN TeleportSoldier( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fForce )
|
|
{
|
|
INT16 sX, sY;
|
|
|
|
// Check dest...
|
|
if ( NewOKDestination( pSoldier, sGridNo, TRUE, 0 ) || fForce )
|
|
{
|
|
// TELEPORT TO THIS LOCATION!
|
|
sX = CenterX( sGridNo );
|
|
sY = CenterY( sGridNo );
|
|
pSoldier->EVENT_SetSoldierPosition( (FLOAT) sX, (FLOAT) sY );
|
|
|
|
pSoldier->pathing.sFinalDestination = sGridNo;
|
|
|
|
// Make call to FOV to update items...
|
|
RevealRoofsAndItems(pSoldier, TRUE, TRUE, pSoldier->pathing.bLevel, TRUE );
|
|
|
|
// Handle sight!
|
|
HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO);
|
|
|
|
// Cancel services...
|
|
pSoldier->GivingSoldierCancelServices( );
|
|
|
|
// Change light....
|
|
if ( pSoldier->pathing.bLevel == 0 )
|
|
{
|
|
if(pSoldier->iLight!=(-1))
|
|
LightSpriteRoofStatus(pSoldier->iLight, FALSE );
|
|
}
|
|
else
|
|
{
|
|
if(pSoldier->iLight!=(-1))
|
|
LightSpriteRoofStatus(pSoldier->iLight, TRUE );
|
|
}
|
|
return( TRUE );
|
|
}
|
|
|
|
return( FALSE );
|
|
}
|
|
|
|
// Swaps 2 soldier positions...
|
|
void SwapMercPositions( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2 )
|
|
{
|
|
INT16 sGridNo1, sGridNo2;
|
|
|
|
// OK, save positions...
|
|
sGridNo1 = pSoldier1->sGridNo;
|
|
sGridNo2 = pSoldier2->sGridNo;
|
|
|
|
// OK, remove each.....
|
|
pSoldier1->RemoveSoldierFromGridNo( );
|
|
pSoldier2->RemoveSoldierFromGridNo( );
|
|
|
|
// OK, test OK destination for each.......
|
|
if ( NewOKDestination( pSoldier1, sGridNo2, TRUE, 0 ) && NewOKDestination( pSoldier2, sGridNo1, TRUE, 0 ) )
|
|
{
|
|
// OK, call teleport function for each.......
|
|
TeleportSoldier( pSoldier1, sGridNo2, FALSE );
|
|
TeleportSoldier( pSoldier2, sGridNo1, FALSE );
|
|
}
|
|
else
|
|
{
|
|
// Place back...
|
|
TeleportSoldier( pSoldier1, sGridNo1, TRUE );
|
|
TeleportSoldier( pSoldier2, sGridNo2, TRUE );
|
|
}
|
|
}
|
|
|
|
|
|
BOOLEAN CanExchangePlaces( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2, BOOLEAN fShow )
|
|
{
|
|
// NB checks outside of this function
|
|
if ( EnoughPoints( pSoldier1, APBPConstants[AP_EXCHANGE_PLACES], 0, fShow ) ){
|
|
if ( EnoughPoints( pSoldier2, APBPConstants[AP_EXCHANGE_PLACES], 0, fShow ) ){
|
|
if ( ( gAnimControl[ pSoldier2->usAnimState ].uiFlags & ANIM_MOVING ) )
|
|
return( FALSE );
|
|
|
|
if ( ( gAnimControl[ pSoldier1->usAnimState ].uiFlags & ANIM_MOVING ) && !(gTacticalStatus.uiFlags & INCOMBAT) )
|
|
return( FALSE );
|
|
|
|
if ( pSoldier2->bSide == 0 )
|
|
return( TRUE );
|
|
|
|
// hehe - don't allow animals to exchange places
|
|
if ( pSoldier2->flags.uiStatusFlags & ( SOLDIER_ANIMAL ) )
|
|
return( FALSE );
|
|
|
|
// must NOT be hostile, must NOT have stationary orders OR militia team, must be >= OKLIFE
|
|
if( pSoldier2->aiData.bNeutral && pSoldier2->stats.bLife >= OKLIFE &&
|
|
pSoldier2->ubCivilianGroup != HICKS_CIV_GROUP &&
|
|
( ( pSoldier2->aiData.bOrders != STATIONARY || pSoldier2->bTeam == MILITIA_TEAM ) ||
|
|
( pSoldier2->sAbsoluteFinalDestination != NOWHERE && pSoldier2->sAbsoluteFinalDestination != pSoldier2->sGridNo ) )
|
|
)
|
|
return( TRUE );
|
|
|
|
if ( fShow ){
|
|
if ( pSoldier2->ubProfile == NO_PROFILE )
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ REFUSE_EXCHANGE_PLACES ] );
|
|
else
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[3], pSoldier2->name );
|
|
}
|
|
|
|
// ATE: OK, reduce this guy's next ai counter....
|
|
pSoldier2->uiAIDelay = 100;
|
|
return( FALSE );
|
|
}else{
|
|
return( FALSE );
|
|
}
|
|
}
|
|
// if SirTech wouldn't setup your nested if statements so messily then perhaps wierd code like this
|
|
// could be avoided... cleaned up the ifs too (jonathanl)
|
|
/*
|
|
else
|
|
{
|
|
return( FALSE );
|
|
}
|
|
return( TRUE );
|
|
*/
|
|
return FALSE;
|
|
}
|