Files
source/Tactical/fov.cpp
T
Overhaul dd0d6ea66d Fixed appearance of save game corruption when a game with different inventory set is loaded. Note that such games can still cause odd behavior and CTD's
Fixed old-style behavior when creating a soldier struct (caused memory corruption and leaks)
Fixed soldiers unable to fire if an error happened while firing the off-hand weapon
Fix animation system problems with soldiers interrupted while changing stance, such as twitching and not being able to navigate around obstacles
Prevent splitting money while an item is in the hand, which would result in losing the original item
Fix reverse of X,Y when checking visibility through a roof, which could make soldiers falsely visible/invisible
Prevent militia from simply waiting on the border when enemies are known to be in the sector
Fix stack overflow for soldier inventory debug display
Optimized A* pathing and cleaned up VS2K5 specific code
AI can now use all climb points for climbable buildings, not just a random few
Fix to not allow flat roof butted against slanted roof to be identified as a climb point
Prevent soldiers who cause an interrupt from a special action from continuing on their path after being interrupted
Prevent soldiers who enter or leave deep water from moving a space too far and turning back
Prevent soldiers from trying to crouch while in shallow water
Make soldier turn in the closest direction when he must get up from prone and turn then fall back to prone
Allow a soldier to swat for a tile before returning to prone if unable to return to prone immediately after a turn
Fix civilians that should show up in a sector, missing because of others that aren't
Fix a memset on a C++ class
Place Skyrider in a sector near his helecopter once available and the helicopter is present
Fix soldier corruption if too many shots burst-spread into too few tiles
Include both first and last tile in spread when some locations must be skipped
Fix to shoot at last location in burst
Fix to remove other previous spread locations when calculating a new spread
Fix to reload or rechamber off-hand when necessary, such as having a pistol shotgun in that hand


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1532 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-10-20 08:09:03 +00:00

910 lines
24 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "sgp.h"
#include "Isometric Utils.h"
#include "worlddef.h"
#include "render fun.h"
#include "renderworld.h"
#include "dialogue control.h"
#include "structure wrap.h"
#include "font control.h"
#include "pathai.h"
#include "overhead.h"
#include "smell.h"
#include "fov.h"
#include "rotting corpses.h"
#include "keys.h"
#include "english.h"
#include "Random.h"
#include "input.h"
#include "exit grids.h"
#include "environment.h"
#include "worldman.h"
#include "Fog Of War.h"
#include "Strategicmap.h"
#include "boxing.h"
#include "opplist.h"
#include "lighting.h"
#include "Soldier macros.h"
#endif
/* view directions */
#define DLEFT 0
#define DRIGHT 1
#define UP 2
#define LEFT 3
#define RIGHT 4
#define NOVIEW 5
#define MAXVIEWPATHS 17
#define VIEWPATHLENGTH 13
extern INT16 DirIncrementer[8];
UINT8 gubGridNoMarkers[ WORLD_MAX ];
UINT8 gubGridNoValue = 254;
#ifdef _DEBUG
UINT8 gubFOVDebugInfoInfo[ WORLD_MAX ];
#endif
UINT8 ViewPath[MAXVIEWPATHS][VIEWPATHLENGTH] ={
{NOVIEW,UP,UP,UP,UP,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,UP,UP,UP,DRIGHT,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,UP,UP,UP,DLEFT,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,UP,DLEFT,UP,DLEFT,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,UP,DRIGHT,UP,DRIGHT,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,UP,DRIGHT,DRIGHT,DRIGHT,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,UP,DLEFT,DLEFT,DLEFT,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,RIGHT,UP,DRIGHT,DRIGHT,DRIGHT,UP,UP,UP, UP, UP, UP, UP},
{UP,LEFT,UP,DLEFT,DLEFT,DLEFT,UP,UP,UP, UP, UP, UP, UP},
{DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,UP,UP,UP,UP, UP, UP, UP, UP},
{DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,UP,UP,UP,UP, UP, UP, UP, UP},
{RIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,UP,UP,UP, UP, UP, UP, UP},
{LEFT,DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,UP,UP,UP, UP, UP, UP, UP},
{DLEFT,LEFT,LEFT,UP,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{LEFT,LEFT,LEFT,UP,LEFT,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{DRIGHT,RIGHT,RIGHT,UP,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{RIGHT,RIGHT,RIGHT,UP,RIGHT,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW}
};
UINT8 ViewPath2[MAXVIEWPATHS][VIEWPATHLENGTH]= {
{NOVIEW,UP,UP,UP,UP,UP,UP,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{UP,UP,DLEFT,UP,UP,UP,DLEFT,DRIGHT,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{UP,UP,DLEFT,UP,UP,UP,DRIGHT,DLEFT,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{UP,UP,DLEFT,UP,UP,DLEFT,DLEFT,UP,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{UP,UP,DRIGHT,UP,UP,DRIGHT,DRIGHT,UP,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{UP,DLEFT,UP,UP,DLEFT,DLEFT,DLEFT,UP,UP, UP, UP, UP, UP},
{UP,DRIGHT,UP,UP,DRIGHT,DRIGHT,DRIGHT,UP,UP, UP, UP, UP, UP},
{DLEFT,DLEFT,UP,UP,DLEFT,DLEFT,DLEFT,UP,UP, UP, UP, UP, UP},
{DRIGHT,DRIGHT,UP,UP,DRIGHT,DRIGHT,DRIGHT,UP,UP, UP, UP, UP, UP},
{DLEFT,DLEFT,UP,DLEFT,DLEFT,DLEFT,DLEFT,UP,UP, UP, UP, UP, UP},
{DRIGHT,DRIGHT,UP,DRIGHT,DRIGHT,DRIGHT,DRIGHT,UP,UP, UP, UP, UP, UP},
{DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,UP,UP, UP, UP, UP, UP},
{DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,UP,UP, UP, UP, UP, UP},
{DLEFT,LEFT,DLEFT,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{DRIGHT,RIGHT,DRIGHT,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{LEFT,LEFT,DLEFT,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{RIGHT,RIGHT,DRIGHT,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW}
};
void BuildSightDir(UINT32 dir, UINT32 *One, UINT32 *Two, UINT32 *Three, UINT32 *Four, UINT32 *Five)
{
switch(dir)
{
case NORTH : *One = NORTHWEST;
*Two = NORTHEAST;
*Three = NORTH;
*Four = WEST;
*Five = EAST;
break;
case NORTHEAST: *One = NORTH;
*Two = EAST;
*Three = NORTHEAST;
*Four = NORTHWEST;
*Five = SOUTHEAST;
break;
case EAST : *One = NORTHEAST;
*Two = SOUTHEAST;
*Three = EAST;
*Four = NORTH;
*Five = SOUTH;
break;
case SOUTHEAST: *One = EAST;
*Two = SOUTH;
*Three = SOUTHEAST;
*Four = NORTHEAST;
*Five = SOUTHWEST;
break;
case SOUTH : *One = SOUTHEAST;
*Two = SOUTHWEST;
*Three = SOUTH;
*Four = EAST;
*Five = WEST;
break;
case SOUTHWEST: *One = SOUTH;
*Two = WEST;
*Three = SOUTHWEST;
*Four = SOUTHEAST;
*Five = NORTHWEST;
break;
case WEST : *One = SOUTHWEST;
*Two = NORTHWEST;
*Three = WEST;
*Four = SOUTH;
*Five = NORTH;
break;
case NORTHWEST: *One = WEST;
*Two = NORTH;
*Three = NORTHWEST;
*Four = SOUTHWEST;
*Five = NORTHEAST;
break;
#ifdef BETAVERSION
default:
NumMessage("BuildSightDir: Invalid 'dir' value, = ",dir);
#endif
}
}
//#if 0
#define NUM_SLANT_ROOF_SLOTS 200
typedef struct
{
INT16 sGridNo;
BOOLEAN fAllocated;
} SLANT_ROOF_FOV_TYPE;
SLANT_ROOF_FOV_TYPE gSlantRoofData[ NUM_SLANT_ROOF_SLOTS ];
UINT32 guiNumSlantRoofs = 0;
INT32 GetFreeSlantRoof( void )
{
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumSlantRoofs; uiCount++)
{
if(( gSlantRoofData[uiCount].fAllocated==FALSE ) )
return( (INT32)uiCount );
}
if( guiNumSlantRoofs < NUM_SLANT_ROOF_SLOTS )
return( (INT32) guiNumSlantRoofs++ );
return( -1 );
}
void RecountSlantRoofs( void )
{
INT32 uiCount;
for(uiCount=guiNumSlantRoofs-1; (uiCount >=0) ; uiCount--)
{
if( ( gSlantRoofData[uiCount].fAllocated ) )
{
guiNumSlantRoofs=(UINT32)(uiCount+1);
break;
}
}
}
void ClearSlantRoofs( void )
{
UINT32 uiCount;
for( uiCount = 0; uiCount < guiNumSlantRoofs; uiCount++ )
{
if( ( gSlantRoofData[uiCount].fAllocated ) )
{
gSlantRoofData[uiCount].fAllocated = FALSE;
}
}
guiNumSlantRoofs = 0;
}
BOOLEAN FindSlantRoofSlot( INT16 sGridNo )
{
UINT32 uiCount;
for( uiCount = 0; uiCount < guiNumSlantRoofs; uiCount++ )
{
if( ( gSlantRoofData[uiCount].fAllocated ) )
{
if ( gSlantRoofData[uiCount].sGridNo == sGridNo )
{
return( TRUE );
}
}
}
return( FALSE );
}
void AddSlantRoofFOVSlot( INT16 sGridNo )
{
INT32 iSlantRoofSlot;
SLANT_ROOF_FOV_TYPE *pSlantRoof;
// Check if this is a duplicate!
if ( FindSlantRoofSlot( sGridNo ) )
{
return;
}
iSlantRoofSlot = GetFreeSlantRoof( );
if ( iSlantRoofSlot != -1 )
{
pSlantRoof = &gSlantRoofData[ iSlantRoofSlot ];
pSlantRoof->sGridNo = sGridNo;
pSlantRoof->fAllocated = TRUE;
}
}
void ExamineSlantRoofFOVSlots( )
{
UINT32 uiCount;
for( uiCount = 0; uiCount < guiNumSlantRoofs; uiCount++ )
{
if( ( gSlantRoofData[uiCount].fAllocated ) )
{
ExamineGridNoForSlantRoofExtraGraphic( gSlantRoofData[uiCount].sGridNo );
}
}
ClearSlantRoofs( );
}
void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLocators, UINT8 ubLevel, BOOLEAN fForce )
{
UINT32 maincnt,markercnt,marker,tilesLeftToSee,prevmarker;
UINT8 cnt;
INT32 Inc[6],Dir[6];
INT8 itemVisible = FALSE;
INT8 Blocking,twoMoreTiles,markerDir;
INT8 nextDir=0,AlreadySawItem=FALSE;
UINT8 who; //,itemIndex; // for each square checked
UINT8 dir,range,Path2;
UINT8 ubRoomNo;
BOOLEAN fCheckForRooms = FALSE;
ITEM_POOL *pItemPool;
BOOLEAN fHiddenStructVisible;
UINT8 ubMovementCost;
BOOLEAN fTravelCostObs;
BOOLEAN fGoneThroughDoor = FALSE;
BOOLEAN fThroughWindow = FALSE;
BOOLEAN fItemsQuoteSaid = FALSE;
UINT16 usIndex;
BOOLEAN fRevealItems = TRUE;
BOOLEAN fStopRevealingItemsAfterThisTile = FALSE;
INT8 bTallestStructureHeight;
INT32 iDoorGridNo;
STRUCTURE * pStructure, *pDummy;
INT8 bStructHeight;
INT8 bThroughWindowDirection;
if ( pSoldier->uiStatusFlags & SOLDIER_ENEMY )
{
//pSoldier->needToLookForItems = FALSE;
return;
}
if ( pSoldier->uiStatusFlags & SOLDIER_VEHICLE )
{
return;
}
// Return if this guy has no gridno, has bad life, etc
if( pSoldier->sGridNo == NOWHERE || !pSoldier->bInSector || pSoldier->bLife < OKLIFE )
{
return;
}
if (pSoldier->bBlindedCounter > 0)
{
return;
}
gubGridNoValue++;
if ( gubGridNoValue == 255 )
{
// Reset!
memset( gubGridNoMarkers, 0, sizeof( gubGridNoMarkers ) );
gubGridNoValue = 1;
}
// OK, look for doors
MercLooksForDoors( pSoldier, TRUE );
who = pSoldier->ubID;
dir = pSoldier->ubDirection;
//NumMessage("good old reveal",dir);
// a gassed merc can only see 1 tile away due to blurred vision
if ( pSoldier->uiStatusFlags & SOLDIER_GASSED )
{
range = 1;
}
else
{
range = pSoldier->bViewRange;
// balance item viewing range between normal and the limit set by opplist-type functions -- CJC
range = (AdjustMaxSightRangeForEnvEffects( pSoldier, LightTrueLevel( pSoldier->sGridNo, pSoldier->bLevel), range ) + range) / 2;
}
BuildSightDir(dir,(UINT32 *)&Dir[0],(UINT32 *)&Dir[1],(UINT32 *)&Dir[2],(UINT32 *)&Dir[3],(UINT32 *)&Dir[4]);
for (cnt = 0; cnt < 5; cnt++)
Inc[cnt] = DirectionInc( (UINT8) Dir[cnt]);
// create gridno increment for NOVIEW - in other words, no increment!
Inc[5] = 0;
Dir[5] = pSoldier->ubDirection;
if (dir % 2 == 1) /* even numbers use ViewPath2 */
Path2 = TRUE;
else
Path2 = FALSE;
// ATE: if in this special cercumstance... our guys are moving on their own...
// Stop sighting items
// IN the future, we may want to do something else here...
if ( gTacticalStatus.uiFlags & OUR_MERCS_AUTO_MOVE )
{
itemsToo = FALSE;
}
for (maincnt = 0; maincnt < MAXVIEWPATHS; maincnt++)
{
marker = pSoldier->sGridNo;
Blocking = FALSE;
twoMoreTiles = FALSE;
tilesLeftToSee = 99;
fRevealItems = TRUE;
fStopRevealingItemsAfterThisTile = FALSE;
#ifdef _DEBUG
if ( _KeyDown( NUM_LOCK ) )
{
memset( gubFOVDebugInfoInfo, 0, sizeof( gubFOVDebugInfoInfo ) );
SetRenderFlags( RENDER_FLAG_FULL );
RenderWorld( );
}
#endif
for (markercnt = 0; markercnt < range; markercnt++)
{
//fGoneThroughDoor = FALSE;
//fThroughWindow = FALSE;
prevmarker = marker;
nextDir = 99;
fCheckForRooms = FALSE;
fTravelCostObs = FALSE;
if ( fStopRevealingItemsAfterThisTile )
{
fRevealItems = FALSE;
fStopRevealingItemsAfterThisTile = FALSE;
}
if (Path2)
{
markerDir = ViewPath2[maincnt][markercnt];
if (markercnt < 12)
nextDir = ViewPath2[maincnt][markercnt+1];
}
else
{
markerDir = ViewPath[maincnt][markercnt];
if (markercnt < 12)
nextDir = ViewPath[maincnt][markercnt+1];
}
// OK, check flags for going through door/window last tile
if ( fThroughWindow == 1 )
{
// ATE: Make sure we are going through the same direction!
// THis is to solve the drassen SAM problem with seeing through walls
if ( Dir[markerDir] == bThroughWindowDirection)
{
fThroughWindow = 2;
}
else
{
fThroughWindow = 0;
}
}
else if ( fThroughWindow == 2 )
{
// We've overstayed our welcome - remove!
fThroughWindow = 0;
}
if ( fGoneThroughDoor == 1 )
{
fGoneThroughDoor = 2;
}
else if ( fGoneThroughDoor == 2 )
{
// We've overstayed our welcome - remove!
fGoneThroughDoor = 0;
}
//ATE CHECK FOR NOVIEW!
if ( nextDir == NOVIEW )
{
nextDir = 99;
}
marker = NewGridNo((INT16)marker,(INT16)Inc[markerDir]);
if ( marker == 12426 )
{
int i = 0;
}
// End if this is a no view...
if ( markerDir == NOVIEW && markercnt != 0 )
{
break;
}
#ifdef _DEBUG
if ( _KeyDown( NUM_LOCK ) )
{
int cnt = GetJA2Clock( );
gubFOVDebugInfoInfo[ marker ] = (UINT8)markercnt;
StartFrameBufferRender();
RenderFOVDebug( );
SetFont( LARGEFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_WHITE );
mprintf( 10, 10 , L"%d", maincnt );
//mprintf( 10, 20 , L"%d", marker );
//mprintf( 50, 20 , L"%d", pSoldier->sGridNo );
InvalidateScreen( );
EndFrameBufferRender();
RefreshScreen( NULL );
do
{
} while( ( GetJA2Clock( ) - cnt ) < 250 );
}
#endif
// Check if we can get to this gridno from our direction in
ubMovementCost = gubWorldMovementCosts[ marker ][ Dir[ markerDir ] ][ ubLevel ];
// ATE: Added: If our current sector is below ground, ignore any blocks!
if ( gfCaves && ubMovementCost != TRAVELCOST_CAVEWALL )
{
ubMovementCost = TRAVELCOST_FLAT;
}
if ( IS_TRAVELCOST_DOOR( ubMovementCost ) )
{
ubMovementCost = DoorTravelCost( pSoldier, marker, ubMovementCost, (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), &iDoorGridNo );
pStructure = FindStructure( (INT16) iDoorGridNo, STRUCTURE_ANYDOOR );
if ( pStructure != NULL && pStructure->fFlags & STRUCTURE_TRANSPARENT)
{
// cell door or somehow otherwise transparent; allow merc to see through
ubMovementCost = TRAVELCOST_FLAT;
}
}
// If we have hit an obstacle, STOP HERE
if ( ubMovementCost >= TRAVELCOST_BLOCKED )
{
// We have an obstacle here...
// If it is bigger than a breadbox... err... taller than a man...
// Then stop path altogether
// otherwise just stop revealing items
// CJC: only do this when the direction is horizontal; easier and faster to check
// and the effect should still be good enough
if ( ubMovementCost == TRAVELCOST_WALL || ubMovementCost == TRAVELCOST_DOOR || ubMovementCost == TRAVELCOST_EXITGRID )
{
fTravelCostObs = TRUE;
fRevealItems = FALSE;
}
else
{
// walls are handled above, so the blocking object is guaranteed not to be a wall
bTallestStructureHeight = GetTallestStructureHeight( (INT16) marker, FALSE );
if (bTallestStructureHeight >= 3)
{
fTravelCostObs = TRUE;
fStopRevealingItemsAfterThisTile = TRUE;
}
else if ( bTallestStructureHeight != 0 )
{
// stop revealing items after this tile but keep going
fStopRevealingItemsAfterThisTile = TRUE;
}
}
if ( (Dir[markerDir] % 2) == 1 )
{
// diagonal
fTravelCostObs = TRUE;
// cheap hack... don't reveal items
fRevealItems = FALSE;
}
else
{
bTallestStructureHeight = GetTallestStructureHeight( (INT16) marker, FALSE );
if (bTallestStructureHeight >= 3)
{
fTravelCostObs = TRUE;
fStopRevealingItemsAfterThisTile = TRUE;
}
else if ( bTallestStructureHeight != 0 )
{
// stop revealing items after this tile but keep going
fStopRevealingItemsAfterThisTile = TRUE;
}
}
}
// Check if it's been done already!
if ( gubGridNoMarkers[ marker ] != gubGridNoValue )
{
// Mark gridno
gubGridNoMarkers[ marker ] = gubGridNoValue;
// check and see if the gridno changed
// if the gridno is the same, avoid redundancy and break
if (marker==prevmarker && markercnt != 0 )
{
}
else // it changed
{
// Skip others if we have gone through a door but are too far away....
if ( fGoneThroughDoor )
{
if (markercnt > 5 ) // Are we near the door?
{
break;
}
}
// DO MINE FINDING STUFF
// GET INDEX FOR ITEM HERE
// if there IS a direction after this one, nextdir WILL NOT be 99
if (nextDir != 99)
{
Blocking = GetBlockingStructureInfo( (INT16)marker, (INT8)Dir[ markerDir ], (INT8)Dir[ nextDir ], ubLevel, &bStructHeight, &pDummy, FALSE );
}
else // no "next" direction, so pass in a NOWHERE so that
// "SpecialViewObstruction" will know not to take it UINT32o consideration
{
Blocking = GetBlockingStructureInfo( (INT16)marker, (INT8)Dir[markerDir], (INT8)30, ubLevel, &bStructHeight, &pDummy, FALSE );
}
if ( gfCaves )
{
Blocking = NOTHING_BLOCKING;
}
// CHECK FOR ROOMS
if ( Blocking == BLOCKING_TOPLEFT_WINDOW || Blocking == BLOCKING_TOPLEFT_OPEN_WINDOW )
{
// CHECK FACING DIRECTION!
if ( Dir[markerDir] == NORTH || Dir[markerDir] == SOUTH )
{
if (markercnt <= 1 ) // Are we right beside it?
{
fThroughWindow = TRUE;
bThroughWindowDirection = ( INT8 ) Dir[ markerDir ];
}
}
}
if ( Blocking == BLOCKING_TOPRIGHT_WINDOW || Blocking == BLOCKING_TOPRIGHT_OPEN_WINDOW )
{
// CHECK FACING DIRECTION!
if ( Dir[markerDir] == EAST || Dir[markerDir] == WEST )
{
if (markercnt <= 1 ) // Are we right beside it?
{
fThroughWindow = TRUE;
bThroughWindowDirection = ( INT8 ) Dir[ markerDir ];
}
}
}
if ( Blocking == BLOCKING_TOPLEFT_DOOR )
{
fGoneThroughDoor = TRUE;
}
if ( Blocking == BLOCKING_TOPRIGHT_DOOR )
{
fGoneThroughDoor = TRUE;
}
// ATE: If we hit this tile, find item always!
//if (Blocking < FULL_BLOCKING )
{
// Handle special things for our mercs, like uncovering roofs
// and revealing objects...
//gpSoldier->shad |= SEENBIT;
//itemVisible = ObjList[itemIndex].visible;
// NOTE: don't allow object viewing if gassed XXX
if (itemsToo && fRevealItems ) // && itemIndex < MAXOBJECTLIST)
{
// OK, look for corpses...
LookForAndMayCommentOnSeeingCorpse( pSoldier, (INT16)marker, ubLevel );
if ( GetItemPool( (INT16)marker, &pItemPool, ubLevel ) )
{
itemVisible = pItemPool->bVisible;
if ( SetItemPoolVisibilityOn( pItemPool, INVISIBLE, fShowLocators ) )
{
SetRenderFlags(RENDER_FLAG_FULL);
if ( fShowLocators )
{
// Set makred render flags
//gpWorldLevelData[marker].uiFlags|=MAPELEMENT_REDRAW;
//gpWorldLevelData[gusCurMousePos].pTopmostHead->uiFlags |= LEVELNODE_DYNAMIC;
//SetRenderFlags(RENDER_FLAG_MARKED);
SetRenderFlags(RENDER_FLAG_FULL);
// Hault soldier
// ATE: Only if in combat...
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
HaultSoldierFromSighting( pSoldier, FALSE );
}
else
{
// ATE: Make sure we show locators...
gTacticalStatus.fLockItemLocators = FALSE;
}
if ( !fItemsQuoteSaid && gTacticalStatus.fLockItemLocators == FALSE )
{
gTacticalStatus.fLockItemLocators = TRUE;
if ( gTacticalStatus.ubAttackBusyCount > 0 && ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
gTacticalStatus.fItemsSeenOnAttack = TRUE;
gTacticalStatus.ubItemsSeenOnAttackSoldier = pSoldier->ubID;
gTacticalStatus.usItemsSeenOnAttackGridNo = (INT16)(marker);
}
else
{
// Display quote!
if ( !AM_AN_EPC( pSoldier ) )
{
TacticalCharacterDialogueWithSpecialEvent( pSoldier, (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, (INT16)(marker), 0 );
}
else
{
// Turn off item lock for locators...
gTacticalStatus.fLockItemLocators = FALSE;
// Slide to location!
SlideToLocation( 0, (INT16)(marker) );
}
}
fItemsQuoteSaid = TRUE;
}
}
}
}
}
// if blood here, let the user see it now...
//if (ExtGrid[marker].patrolInfo < MAXBLOOD)
// gpSoldier->blood = ExtGrid[marker].patrolInfo;
//DoRoofs(marker,gpSoldier);
tilesLeftToSee--;
}
// CHECK FOR HIDDEN STRUCTS
// IF we had a hidden struct here that is not visible ( which will still be true because
// we set it revealed below...
if ( DoesGridnoContainHiddenStruct( (UINT16)marker, &fHiddenStructVisible ) )
{
if ( !fHiddenStructVisible )
{
gpWorldLevelData[marker].uiFlags|=MAPELEMENT_REDRAW;
SetRenderFlags(RENDER_FLAG_MARKED);
RecompileLocalMovementCosts( (UINT16)marker );
}
}
if (tilesLeftToSee <= 0)
break;
if ( Blocking == FULL_BLOCKING || ( fTravelCostObs && !fThroughWindow ) )
{
break;
}
//if ( Blocking == NOTHING_BLOCKING || Blocking == BLOCKING_NEXT_TILE )
if ( Blocking == NOTHING_BLOCKING )
{
fCheckForRooms = TRUE;
}
if ( ubLevel != 0 )
{
fCheckForRooms = FALSE;
}
// CHECK FOR SLANT ROOF!
{
STRUCTURE *pStructure, *pBase;
pStructure = FindStructure( (INT16)marker, STRUCTURE_SLANTED_ROOF );
if ( pStructure != NULL )
{
pBase = FindBaseStructure( pStructure );
// ADD TO SLANTED ROOF LIST!
AddSlantRoofFOVSlot( (INT16)marker );
}
}
// Set gridno as revealed
if ( ubLevel == FIRST_LEVEL )
{
if ( gfBasement || gfCaves )
{
// OK, if we are underground, we don't want to reveal stuff if
// 1 ) there is a roof over us and
// 2 ) we are not in a room
if ( gubWorldRoomInfo[ marker ] == NO_ROOM && TypeRangeExistsInRoofLayer( marker, FIRSTROOF, FOURTHROOF, &usIndex ) )
{
int i = 0;
}
else
{
gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED;
if( gfCaves )
{
RemoveFogFromGridNo( marker );
}
}
}
else
{
gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED;
}
// CHECK FOR ROOMS
//if ( fCheckForRooms )
{
if ( InAHiddenRoom( (INT16)marker, &ubRoomNo ) )
{
RemoveRoomRoof( (INT16)marker, ubRoomNo, pSoldier );
if ( ubRoomNo == ROOM_SURROUNDING_BOXING_RING && gWorldSectorX == BOXING_SECTOR_X && gWorldSectorY == BOXING_SECTOR_Y && gbWorldSectorZ == BOXING_SECTOR_Z )
{
// reveal boxing ring at same time
RemoveRoomRoof( (INT16)marker, BOXING_RING, pSoldier );
}
}
}
}
else
{
gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED_ROOF;
}
// Check for blood....
UpdateBloodGraphics( (INT16)marker, ubLevel );
if ( Blocking != NOTHING_BLOCKING && Blocking != BLOCKING_TOPLEFT_DOOR && Blocking != BLOCKING_TOPRIGHT_DOOR && Blocking != BLOCKING_TOPLEFT_WINDOW && Blocking != BLOCKING_TOPRIGHT_WINDOW && Blocking != BLOCKING_TOPRIGHT_OPEN_WINDOW && Blocking != BLOCKING_TOPLEFT_OPEN_WINDOW)
{
break;
}
//gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_SHADELAND;
}
} // End of duplicate check
else
{
if ( fTravelCostObs )
{
break;
}
}
} // end of one path
} // end of path loop
// Loop through all availible slant roofs we collected and perform cool stuff on them
ExamineSlantRoofFOVSlots( );
//pSoldier->needToLookForItems = FALSE;
//LookForDoors(pSoldier,UNAWARE);
}
//#endif