mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2402 3b4a5df2-a311-0410-b5c6-a8a6f20db521
1074 lines
29 KiB
C++
1074 lines
29 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "AI All.h"
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#include "DisplayCover.h"
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#include "Interface.h"
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#include "opplist.h"
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#include "_Ja25Englishtext.h"
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//#include "Ja25 Strategic Ai.h"
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#else
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#include "builddefines.h"
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#include "Types.h"
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#include "Isometric Utils.h"
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//#include "Soldier Control.h"
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#include "Overhead.h"
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#include "displaycover.h"
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#include "Font Control.h"
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#include "_Ja25EnglishText.h"
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#include "message.h"
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#include "GameSettings.h"
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#include "renderworld.h"
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#include "Interface.h"
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#include "Debug.h"
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#include "PATHAI.H"
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#include "worldman.h"
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#include "opplist.h"
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#include "los.h"
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#include "weapons.h"
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#include "Game Clock.h"
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#include "Animation Control.h"
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#include "lighting.h"
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#include "Text.h"
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#include "strategicmap.h"
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#include "Render Fun.h"
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#endif
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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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//******* Local Defines **************************************************
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#define DC_MAX_COVER_RANGE 43 //31
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#define DC__SOLDIER_VISIBLE_RANGE 43 //31
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#define DC__MIN_SIZE 4
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#define DC__MAX_SIZE 21 //11
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typedef struct
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{
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INT16 sGridNo;
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INT8 bCover; //% chance that the gridno is fully covered. ie 100 if safe, 0 is has no cover
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// BOOLEAN fRoof;
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} BEST_COVER_STRUCT;
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typedef struct
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{
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INT16 sGridNo;
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INT8 bVisibleToSoldier;
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BOOLEAN fRoof;
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} VISIBLE_TO_SOLDIER_STRUCT;
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/*
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#define DC__PRONE (INT8)( 0x01 )
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#define DC__CROUCH (INT8)( 0x02 )
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#define DC__STAND (INT8)( 0x04 )
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*/
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enum
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{
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DC__SEE_NO_STANCES,
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DC__SEE_1_STANCE,
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DC__SEE_2_STANCE,
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DC__SEE_3_STANCE,
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};
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//****** Global Variables *****************************************
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BEST_COVER_STRUCT gCoverRadius[ DC_MAX_COVER_RANGE ][ DC_MAX_COVER_RANGE ];
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INT16 gsLastCoverGridNo=NOWHERE;
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INT16 gsLastSoldierGridNo=NOWHERE;
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INT8 gbLastStance=-1;
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VISIBLE_TO_SOLDIER_STRUCT gVisibleToSoldierStruct[ DC__SOLDIER_VISIBLE_RANGE ][ DC__SOLDIER_VISIBLE_RANGE ];
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INT16 gsLastVisibleToSoldierGridNo=NOWHERE;
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//******* Function Prototypes ***************************************
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INT8 CalcCoverForGridNoBasedOnTeamKnownEnemies( SOLDIERTYPE *pSoldier, INT16 sTargetGridno, INT8 bStance );
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void CalculateCoverInRadiusAroundGridno( INT16 sTargetGridNo, INT8 bSearchRange );
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void AddCoverTileToEachGridNo();
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void AddCoverObjectToWorld( INT16 sGridNo, UINT16 usGraphic, BOOLEAN fRoof );
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void RemoveCoverObjectFromWorld( INT16 sGridNo, UINT16 usGraphic, BOOLEAN fRoof );
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INT8 GetCurrentMercForDisplayCoverStance();
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SOLDIERTYPE *GetCurrentMercForDisplayCover();
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void CalculateVisibleToSoldierAroundGridno( INT16 sGridNo, INT8 bSearchRange );
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void AddVisibleToSoldierToEachGridNo();
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INT8 CalcIfSoldierCanSeeGridNo( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, BOOLEAN fRoof );
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BOOLEAN IsTheRoofVisible( INT16 sGridNo );
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//ppp
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//******* Functions **************************************************
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void DisplayCoverOfSelectedGridNo( )
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{
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INT16 sGridNo;
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INT8 bStance;
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GetMouseMapPos( &sGridNo );
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//Only allowed in if there is someone selected
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if( gusSelectedSoldier == NOBODY )
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{
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return;
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}
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//if the cursor is in a the tactical map
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if( sGridNo != NOWHERE && sGridNo != 0 )
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{
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bStance = GetCurrentMercForDisplayCoverStance();
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//if the gridno is different then the last one that was displayed
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if( sGridNo != gsLastCoverGridNo ||
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gbLastStance != bStance ||
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MercPtrs[ gusSelectedSoldier ]->sGridNo != gsLastSoldierGridNo )
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{
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//if the cover is currently being displayed
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if( gsLastCoverGridNo != NOWHERE || gbLastStance != -1 || gsLastSoldierGridNo != NOWHERE )
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{
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//remove the gridnos
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RemoveCoverOfSelectedGridNo();
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}
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else
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{
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//if it is the first time in here
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//pop up a message to say we are in the display cover routine
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#ifdef JA2TESTVERSION
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{
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CHAR16 zString[512];
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swprintf( zString, L"%s, (%d)", zNewTacticalMessages[ TCTL_MSG__DISPLAY_COVER ], gGameSettings.ubSizeOfDisplayCover );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zString );
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}
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#else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zNewTacticalMessages[ TCTL_MSG__DISPLAY_COVER ] );
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#endif
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//increment the display cover counter ( just seeing how many times people use it )
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//gJa25SaveStruct.uiDisplayCoverCounter++;
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}
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gbLastStance = bStance;
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gsLastCoverGridNo = sGridNo;
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gsLastSoldierGridNo = MercPtrs[ gusSelectedSoldier ]->sGridNo;
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//Fill the array of gridno and cover values
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CalculateCoverInRadiusAroundGridno( sGridNo, gGameSettings.ubSizeOfDisplayCover );
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//Add the graphics to each gridno
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AddCoverTileToEachGridNo();
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// Re-render the scene!
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SetRenderFlags( RENDER_FLAG_FULL );
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}
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}
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}
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void AddCoverTileToEachGridNo()
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{
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UINT32 uiCntX, uiCntY;
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BOOLEAN fRoof = ( gsInterfaceLevel != I_GROUND_LEVEL );
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//loop through all the gridnos
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for(uiCntY=0; uiCntY<DC_MAX_COVER_RANGE ;uiCntY++)
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{
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for(uiCntX=0; uiCntX<DC_MAX_COVER_RANGE ;uiCntX++)
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{
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//if there is a valid cover at this gridno
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if( gCoverRadius[ uiCntX ][ uiCntY ].bCover != -1 )
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{
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//if the tile provides 80-100% cover
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if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 100 &&
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gCoverRadius[ uiCntX ][ uiCntY ].bCover > 80 )
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{
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AddCoverObjectToWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_5, fRoof );
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}
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//else if the tile provides 60-80% cover
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else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 80 &&
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gCoverRadius[ uiCntX ][ uiCntY ].bCover > 60 )
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{
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AddCoverObjectToWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_4, fRoof );
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}
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//else if the tile provides 40-60% cover
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else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 60 &&
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gCoverRadius[ uiCntX ][ uiCntY ].bCover > 40 )
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{
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AddCoverObjectToWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_3, fRoof );
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}
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//else if the tile provides 20-40% cover
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else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 40 &&
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gCoverRadius[ uiCntX ][ uiCntY ].bCover > 20 )
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{
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AddCoverObjectToWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_2, fRoof );
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}
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//else if the tile provides 0-20% cover
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else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 20 &&
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gCoverRadius[ uiCntX ][ uiCntY ].bCover >= 0 )
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{
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AddCoverObjectToWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_1, fRoof );
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}
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//should never get in here
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else
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{
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Assert( 0 );
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}
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}
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}
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}
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}
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void RemoveCoverOfSelectedGridNo()
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{
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UINT32 uiCntX, uiCntY;
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BOOLEAN fRoof = ( gsInterfaceLevel != I_GROUND_LEVEL );
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if( gsLastCoverGridNo == NOWHERE )
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{
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return;
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}
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//loop through all the gridnos
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for(uiCntY=0; uiCntY<DC_MAX_COVER_RANGE ;uiCntY++)
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{
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for(uiCntX=0; uiCntX<DC_MAX_COVER_RANGE ;uiCntX++)
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{
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//if there is a valid cover at this gridno
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if( gCoverRadius[ uiCntX ][ uiCntY ].bCover != -1 )
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{
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// fRoof = gCoverRadius[ uiCntX ][ uiCntY ].fRoof;
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//if the tile provides 80-100% cover
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if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 100 &&
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gCoverRadius[ uiCntX ][ uiCntY ].bCover > 80 )
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{
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RemoveCoverObjectFromWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_5, fRoof );
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}
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//else if the tile provides 60-80% cover
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else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 80 &&
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gCoverRadius[ uiCntX ][ uiCntY ].bCover > 60 )
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{
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RemoveCoverObjectFromWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_4, fRoof );
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}
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//else if the tile provides 40-60% cover
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else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 60 &&
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gCoverRadius[ uiCntX ][ uiCntY ].bCover > 40 )
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{
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RemoveCoverObjectFromWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_3, fRoof );
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}
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//else if the tile provides 20-40% cover
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else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 40 &&
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gCoverRadius[ uiCntX ][ uiCntY ].bCover > 20 )
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{
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RemoveCoverObjectFromWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_2, fRoof );
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}
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//else if the tile provides 0-20% cover
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else if( gCoverRadius[ uiCntX ][ uiCntY ].bCover <= 20 &&
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gCoverRadius[ uiCntX ][ uiCntY ].bCover >= 0 )
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{
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RemoveCoverObjectFromWorld( gCoverRadius[ uiCntX ][ uiCntY ].sGridNo, SPECIALTILE_COVER_1, fRoof );
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}
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//should never get in here
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else
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{
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Assert( 0 );
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}
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}
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}
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}
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// Re-render the scene!
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SetRenderFlags( RENDER_FLAG_FULL );
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gsLastCoverGridNo = NOWHERE;
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gbLastStance = -1;
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gsLastSoldierGridNo = NOWHERE;
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}
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void CalculateCoverInRadiusAroundGridno( INT16 sTargetGridNo, INT8 bSearchRange )
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{
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INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
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SOLDIERTYPE *pSoldier=NULL;
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INT16 sGridNo;
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INT16 sCounterX, sCounterY;
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UINT8 ubID;
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INT8 bStance;
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// BOOLEAN fRoof;
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//clear out the array first
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// memset( gCoverRadius, -1, DC_MAX_COVER_RANGE * DC_MAX_COVER_RANGE );
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//loop through all the gridnos that we are interested in
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for (sCounterY = 0; sCounterY < DC_MAX_COVER_RANGE; sCounterY++)
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{
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for (sCounterX = 0; sCounterX < DC_MAX_COVER_RANGE; sCounterX++)
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{
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gCoverRadius[ sCounterX ][ sCounterY ].sGridNo = -1;
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gCoverRadius[ sCounterX ][ sCounterY ].bCover = -1;
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}
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}
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if( bSearchRange > ( DC_MAX_COVER_RANGE / 2 ) )
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bSearchRange = ( DC_MAX_COVER_RANGE / 2 );
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// determine maximum horizontal limits
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sMaxLeft = min( bSearchRange,( sTargetGridNo % MAXCOL ));
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sMaxRight = min( bSearchRange,MAXCOL - (( sTargetGridNo % MAXCOL ) + 1));
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// determine maximum vertical limits
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sMaxUp = min( bSearchRange,( sTargetGridNo / MAXROW ));
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sMaxDown = min( bSearchRange,MAXROW - (( sTargetGridNo / MAXROW ) + 1));
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//Find out which tiles around the location are reachable
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LocalReachableTest( sTargetGridNo, bSearchRange );
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pSoldier = GetCurrentMercForDisplayCover();
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// sCounterX = sCounterY = 0;
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//Determine the stance to use
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bStance = GetCurrentMercForDisplayCoverStance();
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//loop through all the gridnos that we are interested in
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for (sCounterY = 0, sCounterX = 0, sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++, sCounterY++, sCounterX = 0)
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{
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for (sXOffset = -sMaxLeft; sXOffset <= sMaxRight; sXOffset++, sCounterX++)
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{
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sGridNo = sTargetGridNo + sXOffset + (MAXCOL * sYOffset);
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//record the gridno
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gCoverRadius[ sCounterX ][ sCounterY ].sGridNo = sGridNo;
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/*
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fRoof = FALSE;
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//is there a roof above this gridno
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if( FlatRoofAboveGridNo( sGridNo ) )
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{
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if( IsTheRoofVisible( sGridNo ) )
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{
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fRoof = TRUE;
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}
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}
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*/
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//if the gridno is NOT on screen
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if( !GridNoOnScreen( sGridNo ) )
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{
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continue;
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}
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//if we are to display cover for the roofs, and there is a roof above us
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if( gsInterfaceLevel == I_ROOF_LEVEL && !FlatRoofAboveGridNo( sGridNo ) )
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{
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continue;
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}
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//if the gridno cant be reached
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if ( !(gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_REACHABLE) )
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{
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//skip to the next gridno
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// sCounterX++;
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continue;
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}
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// if someone (visible) is there, skip
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//Check both bottom level, and top level
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ubID = WhoIsThere2( sGridNo, 0 );
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if( ubID == NOBODY )
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{
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ubID = WhoIsThere2( sGridNo, 1 );
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}
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//if someone is here, and they are an enemy, skip over them
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if ( ubID != NOBODY && Menptr[ ubID ].bVisible == TRUE && Menptr[ ubID ].bTeam != pSoldier->bTeam )
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{
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continue;
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}
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//Calculate the cover for this gridno
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gCoverRadius[ sCounterX ][ sCounterY ].bCover = CalcCoverForGridNoBasedOnTeamKnownEnemies( pSoldier, sGridNo, bStance );
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// gCoverRadius[ sCounterX ][ sCounterY ].fRoof = fRoof;
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// sCounterX++;
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}
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// sCounterY++;
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// sCounterX = 0;
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}
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}
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INT8 CalcCoverForGridNoBasedOnTeamKnownEnemies( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, INT8 bStance )
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{
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INT32 iTotalCoverPoints=0;
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INT8 bNumEnemies=0;
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INT8 bPercentCoverForGridno=0;
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UINT32 uiLoop;
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SOLDIERTYPE *pOpponent;
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INT8 *pbPersOL;
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INT8 *pbPublOL;
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INT32 iGetThrough=0;
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INT32 iBulletGetThrough=0;
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INT32 iHighestValue=0;
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INT32 iCover=0;
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UINT16 usMaxRange;
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UINT16 usRange;
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//loop through all the enemies and determine the cover
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for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
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{
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pOpponent = MercSlots[ uiLoop ];
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// if this merc is inactive, at base, on assignment, dead, unconscious
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if (!pOpponent || pOpponent->stats.bLife < OKLIFE)
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{
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continue; // next merc
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}
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// if this man is neutral / on the same side, he's not an opponent
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if( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide))
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{
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continue; // next merc
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}
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pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
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pbPublOL = gbPublicOpplist[ OUR_TEAM ] + pOpponent->ubID;
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// if this opponent is unknown personally and publicly
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if( *pbPersOL != SEEN_CURRENTLY &&
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*pbPersOL != SEEN_THIS_TURN &&
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*pbPublOL != SEEN_CURRENTLY &&
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*pbPublOL != SEEN_THIS_TURN )
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{
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continue; // next merc
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}
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// if actual LOS check fails, then chance to hit is 0, ignore this guy
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if( SoldierToVirtualSoldierLineOfSightTest( pOpponent, sTargetGridNo, pSoldier->pathing.bLevel, bStance, TRUE, CALC_FROM_WANTED_DIR ) == 0 )
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{
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continue;
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}
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iGetThrough = SoldierToLocationChanceToGetThrough( pOpponent, sTargetGridNo, pSoldier->pathing.bLevel, bStance, NOBODY );
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// iBulletGetThrough = CalcChanceToHitGun( pOpponent, sTargetGridNo, APBPConstants[AP_MAX_AIM_ATTACK], AIM_SHOT_TORSO );
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if( WeaponInHand( pOpponent ) )
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{
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usMaxRange = GunRange( &pOpponent->inv[ HANDPOS ] );
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}
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else
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{
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|
usMaxRange = Weapon[ GLOCK_18 ].usRange;
|
|
}
|
|
|
|
usRange = (UINT16)GetRangeInCellCoordsFromGridNoDiff( pOpponent->sGridNo, sTargetGridNo );
|
|
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;
|
|
//AXP 30.03.2007: Fix CtH calculation for first shot after changing aim level (roof/ground)
|
|
INT8 bTempTargetLevel = pSoldier->bTargetLevel;
|
|
pSoldier->bTargetLevel = (INT8)gsInterfaceLevel;
|
|
uiHitChance = CalcChanceToHitGun( pSoldier, sTargetGridNo, (pSoldier->aiData.bShownAimTime ), pSoldier->bAimShotLocation );
|
|
pSoldier->bTargetLevel = bTempTargetLevel;
|
|
|
|
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->aiData.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 = pSoldier->GetMaxDistanceVisible(sTargetGridNo, fRoof, CALC_FROM_WANTED_DIR);
|
|
|
|
|
|
//
|
|
// Prone
|
|
//
|
|
iLosForGridNo = SoldierToVirtualSoldierLineOfSightTest( pSoldier, sTargetGridNo, fRoof, ANIM_PRONE, bAware, usSightLimit );
|
|
if( iLosForGridNo != 0 )
|
|
{
|
|
bRetVal++;
|
|
}
|
|
|
|
//
|
|
// Crouch
|
|
//
|
|
iLosForGridNo = SoldierToVirtualSoldierLineOfSightTest( pSoldier, sTargetGridNo, fRoof, ANIM_CROUCH, bAware, usSightLimit );
|
|
if( iLosForGridNo != 0 )
|
|
{
|
|
bRetVal++;
|
|
}
|
|
|
|
//
|
|
// Standing
|
|
//
|
|
iLosForGridNo = SoldierToVirtualSoldierLineOfSightTest( pSoldier, sTargetGridNo, fRoof, ANIM_STAND, bAware, usSightLimit );
|
|
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( );
|
|
}
|