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Fixed old-style behavior when creating a soldier struct (caused memory corruption and leaks) Fixed soldiers unable to fire if an error happened while firing the off-hand weapon Fix animation system problems with soldiers interrupted while changing stance, such as twitching and not being able to navigate around obstacles Prevent splitting money while an item is in the hand, which would result in losing the original item Fix reverse of X,Y when checking visibility through a roof, which could make soldiers falsely visible/invisible Prevent militia from simply waiting on the border when enemies are known to be in the sector Fix stack overflow for soldier inventory debug display Optimized A* pathing and cleaned up VS2K5 specific code AI can now use all climb points for climbable buildings, not just a random few Fix to not allow flat roof butted against slanted roof to be identified as a climb point Prevent soldiers who cause an interrupt from a special action from continuing on their path after being interrupted Prevent soldiers who enter or leave deep water from moving a space too far and turning back Prevent soldiers from trying to crouch while in shallow water Make soldier turn in the closest direction when he must get up from prone and turn then fall back to prone Allow a soldier to swat for a tile before returning to prone if unable to return to prone immediately after a turn Fix civilians that should show up in a sector, missing because of others that aren't Fix a memset on a C++ class Place Skyrider in a sector near his helecopter once available and the helicopter is present Fix soldier corruption if too many shots burst-spread into too few tiles Include both first and last tile in spread when some locations must be skipped Fix to shoot at last location in burst Fix to remove other previous spread locations when calculating a new spread Fix to reload or rechamber off-hand when necessary, such as having a pistol shotgun in that hand git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1532 3b4a5df2-a311-0410-b5c6-a8a6f20db521
309 lines
8.8 KiB
C++
309 lines
8.8 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "Handle UI Plan.h"
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#include "overhead.h"
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#include "Isometric Utils.h"
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#include "pathai.h"
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#include "Handle UI.h"
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#include "points.h"
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#include "weapons.h"
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#include "renderworld.h"
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#include "Animation Control.h"
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#include "message.h"
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#include "soldier create.h"
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#include "interface.h"
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#endif
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UINT8 gubNumUIPlannedMoves = 0;
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SOLDIERTYPE *gpUIPlannedSoldier = NULL;
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SOLDIERTYPE *gpUIStartPlannedSoldier = NULL;
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BOOLEAN gfInUIPlanMode = FALSE;
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void SelectPausedFireAnimation( SOLDIERTYPE *pSoldier );
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BOOLEAN BeginUIPlan( SOLDIERTYPE *pSoldier )
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{
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gubNumUIPlannedMoves = 0;
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gpUIPlannedSoldier = pSoldier;
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gpUIStartPlannedSoldier = pSoldier;
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gfInUIPlanMode = TRUE;
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gfPlotNewMovement = TRUE;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Entering Planning Mode" );
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return( TRUE );
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}
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BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
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{
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SOLDIERTYPE *pPlanSoldier;
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INT16 sXPos, sYPos;
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INT16 sAPCost = 0;
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INT8 bDirection;
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INT32 iLoop;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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UINT8 ubNewIndex;
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// Depeding on stance and direction facing, add guy!
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// If we have a planned action here, ignore!
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// If not OK Dest, ignore!
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if ( !NewOKDestination( gpUIPlannedSoldier, sGridNo, FALSE, (INT8)gsInterfaceLevel ) )
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{
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return( FALSE );
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}
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if ( ubPlanID == UIPLAN_ACTION_MOVETO )
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{
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// Calculate cost to move here
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sAPCost = PlotPath( gpUIPlannedSoldier, sGridNo, COPYROUTE, NO_PLOT, TEMPORARY, (UINT16) gpUIPlannedSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, gpUIPlannedSoldier->bActionPoints );
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// Adjust for running if we are not already running
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if ( gpUIPlannedSoldier->usUIMovementMode == RUNNING )
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{
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sAPCost += AP_START_RUN_COST;
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}
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if ( EnoughPoints( gpUIPlannedSoldier, sAPCost, 0, FALSE ) )
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{
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memset( &MercCreateStruct, 0, sizeof( MercCreateStruct ) );
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MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
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MercCreateStruct.ubProfile = NO_PROFILE;
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MercCreateStruct.fPlayerPlan = TRUE;
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MercCreateStruct.bBodyType = gpUIPlannedSoldier->ubBodyType;
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MercCreateStruct.sInsertionGridNo = sGridNo;
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// Get Grid Corrdinates of mouse
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if ( TacticalCreateSoldier( &MercCreateStruct, &ubNewIndex ) )
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{
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// Get pointer to soldier
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GetSoldier( &pPlanSoldier, (UINT16)ubNewIndex );
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pPlanSoldier->sPlannedTargetX = -1;
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pPlanSoldier->sPlannedTargetY = -1;
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// Compare OPPLISTS!
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// Set ones we don't know about but do now back to old ( ie no new guys )
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for (iLoop = 0; iLoop < MAX_NUM_SOLDIERS; iLoop++ )
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{
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if ( gpUIPlannedSoldier->bOppList[ iLoop ] < 0 )
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{
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pPlanSoldier->bOppList[ iLoop ] = gpUIPlannedSoldier->bOppList[ iLoop ];
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}
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}
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// Get XY from Gridno
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ConvertGridNoToCenterCellXY( sGridNo, &sXPos, &sYPos );
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EVENT_SetSoldierPosition( pPlanSoldier, sXPos, sYPos );
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EVENT_SetSoldierDestination( pPlanSoldier, (UINT8) sGridNo ); // Hopefully this code is never used anymore because the second param is now direction, not grid
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pPlanSoldier->bVisible = 1;
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pPlanSoldier->usUIMovementMode = gpUIPlannedSoldier->usUIMovementMode;
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pPlanSoldier->bActionPoints = gpUIPlannedSoldier->bActionPoints - sAPCost;
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pPlanSoldier->ubPlannedUIAPCost = (UINT8)pPlanSoldier->bActionPoints;
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// Get direction
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bDirection = (INT8)gpUIPlannedSoldier->usPathingData[ gpUIPlannedSoldier->usPathDataSize - 1 ];
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// Set direction
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pPlanSoldier->ubDirection = bDirection;
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pPlanSoldier->bDesiredDirection = bDirection;
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// Set walking animation
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ChangeSoldierState( pPlanSoldier, pPlanSoldier->usUIMovementMode, 0, FALSE );
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// Change selected soldier
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gusSelectedSoldier = (UINT16)pPlanSoldier->ubID;
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// Change global planned mode to this guy!
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gpUIPlannedSoldier = pPlanSoldier;
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gubNumUIPlannedMoves++;
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gfPlotNewMovement = TRUE;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Adding Merc Move to Plan" );
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}
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}
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Merc will not have enough action points" );
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}
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}
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else if ( ubPlanID == UIPLAN_ACTION_FIRE )
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{
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sAPCost = CalcTotalAPsToAttack( gpUIPlannedSoldier, sGridNo, TRUE, (INT8)(gpUIPlannedSoldier->bShownAimTime ) );
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// Get XY from Gridno
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ConvertGridNoToCenterCellXY( sGridNo, &sXPos, &sYPos );
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// If this is a player guy, show message about no APS
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if ( EnoughPoints( gpUIPlannedSoldier, sAPCost, 0, FALSE ) )
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{
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// CHECK IF WE ARE A PLANNED SOLDIER OR NOT< IF SO< CREATE!
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if ( gpUIPlannedSoldier->ubID < MAX_NUM_SOLDIERS )
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{
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memset( &MercCreateStruct, 0, sizeof( MercCreateStruct ) );
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MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
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MercCreateStruct.ubProfile = NO_PROFILE;
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MercCreateStruct.fPlayerPlan = TRUE;
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MercCreateStruct.bBodyType = gpUIPlannedSoldier->ubBodyType;
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MercCreateStruct.sInsertionGridNo = sGridNo;
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// Get Grid Corrdinates of mouse
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if ( TacticalCreateSoldier( &MercCreateStruct, &ubNewIndex ) )
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{
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// Get pointer to soldier
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GetSoldier( &pPlanSoldier, (UINT16)ubNewIndex );
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pPlanSoldier->sPlannedTargetX = -1;
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pPlanSoldier->sPlannedTargetY = -1;
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// Compare OPPLISTS!
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// Set ones we don't know about but do now back to old ( ie no new guys )
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for (iLoop = 0; iLoop < MAX_NUM_SOLDIERS; iLoop++ )
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{
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if ( gpUIPlannedSoldier->bOppList[ iLoop ] < 0 )
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{
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pPlanSoldier->bOppList[ iLoop ] = gpUIPlannedSoldier->bOppList[ iLoop ];
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}
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}
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EVENT_SetSoldierPosition( pPlanSoldier, gpUIPlannedSoldier->dXPos, gpUIPlannedSoldier->dYPos );
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EVENT_SetSoldierDestination( pPlanSoldier, (UINT8) gpUIPlannedSoldier->sGridNo );
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pPlanSoldier->bVisible = 1;
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pPlanSoldier->usUIMovementMode = gpUIPlannedSoldier->usUIMovementMode;
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pPlanSoldier->bActionPoints = gpUIPlannedSoldier->bActionPoints - sAPCost;
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pPlanSoldier->ubPlannedUIAPCost = (UINT8)pPlanSoldier->bActionPoints;
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// Get direction
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bDirection = (INT8)gpUIPlannedSoldier->usPathingData[ gpUIPlannedSoldier->usPathDataSize - 1 ];
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// Set direction
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pPlanSoldier->ubDirection = bDirection;
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pPlanSoldier->bDesiredDirection = bDirection;
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// Set walking animation
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ChangeSoldierState( pPlanSoldier, pPlanSoldier->usUIMovementMode, 0, FALSE );
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// Change selected soldier
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gusSelectedSoldier = (UINT16)pPlanSoldier->ubID;
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// Change global planned mode to this guy!
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gpUIPlannedSoldier = pPlanSoldier;
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gubNumUIPlannedMoves++;
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}
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}
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gpUIPlannedSoldier->bActionPoints = gpUIPlannedSoldier->bActionPoints - sAPCost;
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gpUIPlannedSoldier->ubPlannedUIAPCost = (UINT8)gpUIPlannedSoldier->bActionPoints;
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// Get direction from gridno
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bDirection = (INT8)GetDirectionFromGridNo( sGridNo, gpUIPlannedSoldier );
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// Set direction
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gpUIPlannedSoldier->ubDirection = bDirection;
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gpUIPlannedSoldier->bDesiredDirection = bDirection;
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// Set to shooting animation
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SelectPausedFireAnimation( gpUIPlannedSoldier );
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gpUIPlannedSoldier->sPlannedTargetX = sXPos;
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gpUIPlannedSoldier->sPlannedTargetY = sYPos;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Adding Merc Shoot to Plan" );
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}
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Merc will not have enough action points" );
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}
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}
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return( TRUE );
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}
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void EndUIPlan( )
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{
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int cnt;
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SOLDIERTYPE *pSoldier;
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// Zero out any planned soldiers
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for( cnt = MAX_NUM_SOLDIERS; cnt < TOTAL_SOLDIERS; cnt++ )
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{
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pSoldier = MercPtrs[ cnt ];
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if ( pSoldier->bActive )
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{
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if ( pSoldier->sPlannedTargetX != -1 )
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{
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SetRenderFlags(RENDER_FLAG_FULL );
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}
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TacticalRemoveSoldier( pSoldier->ubID );
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}
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}
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gfInUIPlanMode = FALSE;
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gusSelectedSoldier = gpUIStartPlannedSoldier->ubID;
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gfPlotNewMovement = TRUE;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Leaving Planning Mode" );
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}
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BOOLEAN InUIPlanMode( )
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{
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return( gfInUIPlanMode );
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}
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void SelectPausedFireAnimation( SOLDIERTYPE *pSoldier )
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{
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// Determine which animation to do...depending on stance and gun in hand...
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switch ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight )
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{
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case ANIM_STAND:
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if ( pSoldier->bDoBurst > 0 )
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{
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ChangeSoldierState( pSoldier, STANDING_BURST, 2 , FALSE );
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}
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else
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{
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ChangeSoldierState( pSoldier, SHOOT_RIFLE_STAND, 2 , FALSE );
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}
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break;
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case ANIM_PRONE:
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ChangeSoldierState( pSoldier, SHOOT_RIFLE_PRONE, 2 , FALSE );
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break;
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case ANIM_CROUCH:
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ChangeSoldierState( pSoldier, SHOOT_RIFLE_CROUCH, 2 , FALSE );
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break;
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}
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}
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