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ja2_options.ini: ITEMS_SPOTTED_NO_TALK git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4843 3b4a5df2-a311-0410-b5c6-a8a6f20db521
913 lines
24 KiB
C++
913 lines
24 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "sgp.h"
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#include "Isometric Utils.h"
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#include "worlddef.h"
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#include "render fun.h"
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#include "renderworld.h"
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#include "dialogue control.h"
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#include "structure wrap.h"
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#include "font control.h"
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#include "pathai.h"
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#include "overhead.h"
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#include "smell.h"
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#include "fov.h"
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#include "rotting corpses.h"
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#include "keys.h"
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#include "english.h"
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#include "Random.h"
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#include "input.h"
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#include "exit grids.h"
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#include "environment.h"
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#include "worldman.h"
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#include "Fog Of War.h"
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#include "Strategicmap.h"
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#include "boxing.h"
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#include "opplist.h"
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#include "lighting.h"
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#include "Soldier macros.h"
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#endif
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#include "connect.h"
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#include "GameSettings.h"
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/* view directions */
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#define DLEFT 0
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#define DRIGHT 1
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#define UP 2
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#define LEFT 3
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#define RIGHT 4
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#define NOVIEW 5
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#define MAXVIEWPATHS 17
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#define VIEWPATHLENGTH 13
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extern INT16 DirIncrementer[8];
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//UINT8 gubGridNoMarkers[ WORLD_MAX ];
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UINT8 * gubGridNoMarkers = NULL;
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UINT8 gubGridNoValue = 254;
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#ifdef _DEBUG
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//UINT8 gubFOVDebugInfoInfo[ WORLD_MAX ];
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UINT8 * gubFOVDebugInfoInfo = NULL;
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#endif
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UINT8 ViewPath[MAXVIEWPATHS][VIEWPATHLENGTH] ={
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{NOVIEW,UP,UP,UP,UP,UP,UP,UP,UP, UP, UP, UP, UP},
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{UP,UP,UP,UP,DRIGHT,UP,UP,UP,UP, UP, UP, UP, UP},
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{UP,UP,UP,UP,DLEFT,UP,UP,UP,UP, UP, UP, UP, UP},
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{UP,UP,DLEFT,UP,DLEFT,UP,UP,UP,UP, UP, UP, UP, UP},
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{UP,UP,DRIGHT,UP,DRIGHT,UP,UP,UP,UP, UP, UP, UP, UP},
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{UP,UP,DRIGHT,DRIGHT,DRIGHT,UP,UP,UP,UP, UP, UP, UP, UP},
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{UP,UP,DLEFT,DLEFT,DLEFT,UP,UP,UP,UP, UP, UP, UP, UP},
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{UP,RIGHT,UP,DRIGHT,DRIGHT,DRIGHT,UP,UP,UP, UP, UP, UP, UP},
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{UP,LEFT,UP,DLEFT,DLEFT,DLEFT,UP,UP,UP, UP, UP, UP, UP},
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{DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,UP,UP,UP,UP, UP, UP, UP, UP},
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{DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,UP,UP,UP,UP, UP, UP, UP, UP},
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{RIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,UP,UP,UP, UP, UP, UP, UP},
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{LEFT,DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,UP,UP,UP, UP, UP, UP, UP},
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{DLEFT,LEFT,LEFT,UP,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
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{LEFT,LEFT,LEFT,UP,LEFT,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
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{DRIGHT,RIGHT,RIGHT,UP,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW},
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{RIGHT,RIGHT,RIGHT,UP,RIGHT,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW}
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};
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UINT8 ViewPath2[MAXVIEWPATHS][VIEWPATHLENGTH]= {
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{NOVIEW,UP,UP,UP,UP,UP,UP,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
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{UP,UP,DLEFT,UP,UP,UP,DLEFT,DRIGHT,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
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{UP,UP,DLEFT,UP,UP,UP,DRIGHT,DLEFT,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
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{UP,UP,DLEFT,UP,UP,DLEFT,DLEFT,UP,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
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{UP,UP,DRIGHT,UP,UP,DRIGHT,DRIGHT,UP,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
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{UP,DLEFT,UP,UP,DLEFT,DLEFT,DLEFT,UP,UP, UP, UP, UP, UP},
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{UP,DRIGHT,UP,UP,DRIGHT,DRIGHT,DRIGHT,UP,UP, UP, UP, UP, UP},
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{DLEFT,DLEFT,UP,UP,DLEFT,DLEFT,DLEFT,UP,UP, UP, UP, UP, UP},
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{DRIGHT,DRIGHT,UP,UP,DRIGHT,DRIGHT,DRIGHT,UP,UP, UP, UP, UP, UP},
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{DLEFT,DLEFT,UP,DLEFT,DLEFT,DLEFT,DLEFT,UP,UP, UP, UP, UP, UP},
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{DRIGHT,DRIGHT,UP,DRIGHT,DRIGHT,DRIGHT,DRIGHT,UP,UP, UP, UP, UP, UP},
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{DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,UP,UP, UP, UP, UP, UP},
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{DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,UP,UP, UP, UP, UP, UP},
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{DLEFT,LEFT,DLEFT,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
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{DRIGHT,RIGHT,DRIGHT,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
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{LEFT,LEFT,DLEFT,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
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{RIGHT,RIGHT,DRIGHT,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW}
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};
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void BuildSightDir(UINT32 dir, UINT32 *One, UINT32 *Two, UINT32 *Three, UINT32 *Four, UINT32 *Five)
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{
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switch(dir)
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{
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case NORTH : *One = NORTHWEST;
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*Two = NORTHEAST;
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*Three = NORTH;
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*Four = WEST;
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*Five = EAST;
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break;
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case NORTHEAST: *One = NORTH;
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*Two = EAST;
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*Three = NORTHEAST;
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*Four = NORTHWEST;
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*Five = SOUTHEAST;
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break;
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case EAST : *One = NORTHEAST;
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*Two = SOUTHEAST;
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*Three = EAST;
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*Four = NORTH;
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*Five = SOUTH;
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break;
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case SOUTHEAST: *One = EAST;
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*Two = SOUTH;
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*Three = SOUTHEAST;
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*Four = NORTHEAST;
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*Five = SOUTHWEST;
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break;
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case SOUTH : *One = SOUTHEAST;
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*Two = SOUTHWEST;
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*Three = SOUTH;
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*Four = EAST;
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*Five = WEST;
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break;
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case SOUTHWEST: *One = SOUTH;
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*Two = WEST;
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*Three = SOUTHWEST;
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*Four = SOUTHEAST;
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*Five = NORTHWEST;
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break;
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case WEST : *One = SOUTHWEST;
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*Two = NORTHWEST;
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*Three = WEST;
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*Four = SOUTH;
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*Five = NORTH;
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break;
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case NORTHWEST: *One = WEST;
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*Two = NORTH;
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*Three = NORTHWEST;
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*Four = SOUTHWEST;
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*Five = NORTHEAST;
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break;
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#ifdef BETAVERSION
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default:
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NumMessage("BuildSightDir: Invalid 'dir' value, = ",dir);
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#endif
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}
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}
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//#if 0
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#define NUM_SLANT_ROOF_SLOTS 200
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typedef struct
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{
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INT32 sGridNo;
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BOOLEAN fAllocated;
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} SLANT_ROOF_FOV_TYPE;
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SLANT_ROOF_FOV_TYPE gSlantRoofData[ NUM_SLANT_ROOF_SLOTS ];
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UINT32 guiNumSlantRoofs = 0;
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INT32 GetFreeSlantRoof( void )
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{
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UINT32 uiCount;
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for(uiCount=0; uiCount < guiNumSlantRoofs; uiCount++)
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{
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if(( gSlantRoofData[uiCount].fAllocated==FALSE ) )
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return( (INT32)uiCount );
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}
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if( guiNumSlantRoofs < NUM_SLANT_ROOF_SLOTS )
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return( (INT32) guiNumSlantRoofs++ );
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return( -1 );
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}
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void RecountSlantRoofs( void )
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{
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INT32 uiCount;
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for(uiCount=guiNumSlantRoofs-1; (uiCount >=0) ; uiCount--)
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{
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if( ( gSlantRoofData[uiCount].fAllocated ) )
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{
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guiNumSlantRoofs=(UINT32)(uiCount+1);
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break;
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}
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}
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}
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void ClearSlantRoofs( void )
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{
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UINT32 uiCount;
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for( uiCount = 0; uiCount < guiNumSlantRoofs; uiCount++ )
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{
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if( ( gSlantRoofData[uiCount].fAllocated ) )
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{
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gSlantRoofData[uiCount].fAllocated = FALSE;
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}
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}
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guiNumSlantRoofs = 0;
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}
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BOOLEAN FindSlantRoofSlot( INT32 sGridNo )
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{
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UINT32 uiCount;
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for( uiCount = 0; uiCount < guiNumSlantRoofs; uiCount++ )
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{
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if( ( gSlantRoofData[uiCount].fAllocated ) )
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{
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if ( gSlantRoofData[uiCount].sGridNo == sGridNo )
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{
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return( TRUE );
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}
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}
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}
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return( FALSE );
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}
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void AddSlantRoofFOVSlot( INT32 sGridNo )
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{
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INT32 iSlantRoofSlot;
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SLANT_ROOF_FOV_TYPE *pSlantRoof;
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// Check if this is a duplicate!
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if ( FindSlantRoofSlot( sGridNo ) )
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{
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return;
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}
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iSlantRoofSlot = GetFreeSlantRoof( );
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if ( iSlantRoofSlot != -1 )
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{
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pSlantRoof = &gSlantRoofData[ iSlantRoofSlot ];
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pSlantRoof->sGridNo = sGridNo;
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pSlantRoof->fAllocated = TRUE;
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}
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}
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void ExamineSlantRoofFOVSlots( )
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{
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UINT32 uiCount;
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for( uiCount = 0; uiCount < guiNumSlantRoofs; uiCount++ )
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{
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if( ( gSlantRoofData[uiCount].fAllocated ) )
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{
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ExamineGridNoForSlantRoofExtraGraphic( gSlantRoofData[uiCount].sGridNo );
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}
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}
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ClearSlantRoofs( );
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}
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void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLocators, UINT8 ubLevel, BOOLEAN fForce )
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{
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INT32 maincnt,markercnt,marker,tilesLeftToSee,prevmarker;
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UINT8 cnt;
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INT32 Inc[6],Dir[6];
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INT8 itemVisible = FALSE;
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INT8 Blocking,twoMoreTiles,markerDir;
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INT8 nextDir=0;
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UINT8 who; //,itemIndex; // for each square checked
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UINT8 dir,range,Path2;
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UINT8 ubRoomNo;
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BOOLEAN fCheckForRooms = FALSE;
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ITEM_POOL *pItemPool;
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BOOLEAN fHiddenStructVisible;
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UINT8 ubMovementCost;
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BOOLEAN fTravelCostObs;
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BOOLEAN fGoneThroughDoor = FALSE;
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BOOLEAN fThroughWindow = FALSE;
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BOOLEAN fItemsQuoteSaid = FALSE;
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UINT16 usIndex;
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BOOLEAN fRevealItems = TRUE;
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BOOLEAN fStopRevealingItemsAfterThisTile = FALSE;
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INT8 bTallestStructureHeight;
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INT32 iDoorGridNo;
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STRUCTURE *pStructure, *pDummy;
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INT8 bStructHeight;
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INT8 bThroughWindowDirection;
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_ENEMY )
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{
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//pSoldier->needToLookForItems = FALSE;
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return;
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}
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
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{
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return;
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}
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// Return if this guy has no gridno, has bad life, etc
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if(TileIsOutOfBounds(pSoldier->sGridNo) || !pSoldier->bInSector || pSoldier->stats.bLife < OKLIFE )
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{
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return;
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}
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if (pSoldier->bBlindedCounter > 0)
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{
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return;
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}
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gubGridNoValue++;
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if ( gubGridNoValue == 255 )
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{
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// Reset!
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memset( gubGridNoMarkers, 0, sizeof( gubGridNoMarkers ) );
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gubGridNoValue = 1;
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}
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// OK, look for doors
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MercLooksForDoors( pSoldier, TRUE );
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who = pSoldier->ubID;
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dir = pSoldier->ubDirection;
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//NumMessage("good old reveal",dir);
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// a gassed merc can only see 1 tile away due to blurred vision
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED )
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{
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range = 1;
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}
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else
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{
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range = pSoldier->bViewRange;
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// balance item viewing range between normal and the limit set by opplist-type functions -- CJC
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range = (AdjustMaxSightRangeForEnvEffects( pSoldier, LightTrueLevel( pSoldier->sGridNo, pSoldier->pathing.bLevel), range ) + range) / 2;
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}
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BuildSightDir(dir,(UINT32 *)&Dir[0],(UINT32 *)&Dir[1],(UINT32 *)&Dir[2],(UINT32 *)&Dir[3],(UINT32 *)&Dir[4]);
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for (cnt = 0; cnt < 5; cnt++)
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Inc[cnt] = DirectionInc( (UINT8) Dir[cnt]);
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// create gridno increment for NOVIEW - in other words, no increment!
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Inc[5] = 0;
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Dir[5] = pSoldier->ubDirection;
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if (dir % 2 == 1) /* even numbers use ViewPath2 */
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Path2 = TRUE;
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else
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Path2 = FALSE;
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// ATE: if in this special cercumstance... our guys are moving on their own...
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// Stop sighting items
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// IN the future, we may want to do something else here...
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if ( gTacticalStatus.uiFlags & OUR_MERCS_AUTO_MOVE )
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{
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itemsToo = FALSE;
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}
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for (maincnt = 0; maincnt < MAXVIEWPATHS; maincnt++)
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{
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marker = pSoldier->sGridNo;
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Blocking = FALSE;
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twoMoreTiles = FALSE;
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tilesLeftToSee = 99;
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fRevealItems = TRUE;
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fStopRevealingItemsAfterThisTile = FALSE;
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#ifdef _DEBUG
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if ( _KeyDown( NUM_LOCK ) )
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{
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memset( gubFOVDebugInfoInfo, 0, sizeof( gubFOVDebugInfoInfo ) );
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SetRenderFlags( RENDER_FLAG_FULL );
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RenderWorld( );
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}
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#endif
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for (markercnt = 0; markercnt < range; markercnt++)
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{
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//fGoneThroughDoor = FALSE;
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//fThroughWindow = FALSE;
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prevmarker = marker;
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nextDir = 99;
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fCheckForRooms = FALSE;
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fTravelCostObs = FALSE;
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if ( fStopRevealingItemsAfterThisTile )
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{
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fRevealItems = FALSE;
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fStopRevealingItemsAfterThisTile = FALSE;
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}
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if (Path2)
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{
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markerDir = ViewPath2[maincnt][markercnt];
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if (markercnt < 12)
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nextDir = ViewPath2[maincnt][markercnt+1];
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}
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else
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{
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markerDir = ViewPath[maincnt][markercnt];
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if (markercnt < 12)
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nextDir = ViewPath[maincnt][markercnt+1];
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}
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// OK, check flags for going through door/window last tile
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if ( fThroughWindow == 1 )
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{
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// ATE: Make sure we are going through the same direction!
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// THis is to solve the drassen SAM problem with seeing through walls
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if ( Dir[markerDir] == bThroughWindowDirection)
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{
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fThroughWindow = 2;
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}
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else
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{
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fThroughWindow = 0;
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}
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}
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else if ( fThroughWindow == 2 )
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{
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// We've overstayed our welcome - remove!
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fThroughWindow = 0;
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}
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if ( fGoneThroughDoor == 1 )
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{
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fGoneThroughDoor = 2;
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}
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else if ( fGoneThroughDoor == 2 )
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{
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// We've overstayed our welcome - remove!
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fGoneThroughDoor = 0;
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}
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//ATE CHECK FOR NOVIEW!
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if ( nextDir == NOVIEW )
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{
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nextDir = 99;
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}
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marker = NewGridNo(marker,(INT16)Inc[markerDir]);
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if ( marker == 12426 )
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{
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int i = 0;
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}
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// End if this is a no view...
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if ( markerDir == NOVIEW && markercnt != 0 )
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{
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break;
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}
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#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( 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( 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( 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( 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( 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, marker, ubLevel );
|
|
|
|
if ( GetItemPool( marker, &pItemPool, ubLevel ) )
|
|
{
|
|
itemVisible = pItemPool->bVisible;
|
|
|
|
if ( SetItemPoolVisibilityOn( pItemPool, INVISIBLE, fShowLocators ) )
|
|
{
|
|
SetRenderFlags(RENDER_FLAG_FULL);
|
|
|
|
// WANNE: Should we pause when item was found in tactical?
|
|
bool enableItemSpottingAction = true;
|
|
|
|
if ( !is_networked && gGameExternalOptions.fItemSpottedNoTalk && gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT)
|
|
enableItemSpottingAction = false;
|
|
|
|
if (enableItemSpottingAction)
|
|
{
|
|
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 )
|
|
{
|
|
pSoldier->HaultSoldierFromSighting( 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 = 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, marker, 0 );
|
|
|
|
}
|
|
else
|
|
{
|
|
// Turn off item lock for locators...
|
|
gTacticalStatus.fLockItemLocators = FALSE;
|
|
// Slide to location!
|
|
SlideToLocation( 0, 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( marker, &fHiddenStructVisible ) )
|
|
{
|
|
if ( !fHiddenStructVisible )
|
|
{
|
|
gpWorldLevelData[marker].uiFlags|=MAPELEMENT_REDRAW;
|
|
SetRenderFlags(RENDER_FLAG_MARKED);
|
|
RecompileLocalMovementCosts( 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( marker, STRUCTURE_SLANTED_ROOF );
|
|
|
|
if ( pStructure != NULL )
|
|
{
|
|
pBase = FindBaseStructure( pStructure );
|
|
|
|
// ADD TO SLANTED ROOF LIST!
|
|
AddSlantRoofFOVSlot( 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( marker, &ubRoomNo ) )
|
|
{
|
|
RemoveRoomRoof( 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( marker, BOXING_RING, pSoldier );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED_ROOF;
|
|
}
|
|
|
|
// Check for blood....
|
|
UpdateBloodGraphics( 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
|