mirror of
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Made direction variables more consistent as unsigned chars. Several function prototypes updated for this. Many memory leaks plugged: External options, video overlays, laptop file lists, tactical message queue, strategic pathing, autobandage, merc hiring, detailed placements, crate in Drassen, tactical placement New functions and attributes for soldiers in LUA (still for debugging at best): Soldier.APs (current APs), Soldier.changestance (changes stance, uses game heights) File catalog ignores .SVN directories (game load speedup) Fix CTD in mouse regions JA2 window now refuses to move to negative coords Checks to prevent DirectX-related infinite loops due to minimizing and task switching Invading enemies should now appear on the borders even when reinforcements disabled in .ini Suppression should no longer work on mercs in medium water Infant/Young creatures use restored spit instead of Molotov Creatures begin with their 'guns' (spit) 'locked and loaded' (cartridge in chamber) Further fix to AXP and AlaarDB's weapon ready check: Now 'firing' is always counted as 'ready'. Prevent mercs from falling and flying back through obstacles Check whether battle group is even set before testing its location for battle setup Burst spread locations now limited to 6, the limit within the soldier struct Extra burst spread locations zeroed out so that they aren't used unless necessary Spread code now only shoots at locations in the spread, and will shoot at all 6 Only mercs in the sector where autobandage happens will be made to stand up after it's done Throwing a grenade at the tail of the plane in Drassen should not result in a CTD Reset attack busy count when loading a new sector git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1347 3b4a5df2-a311-0410-b5c6-a8a6f20db521
307 lines
8.4 KiB
C++
307 lines
8.4 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include <stdio.h>
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#include <string.h>
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#include "wcheck.h"
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#include "stdlib.h"
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#include "debug.h"
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#include "soldier control.h"
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#include "weapons.h"
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#include "cursor control.h"
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#include "cursors.h"
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#include "soldier find.h"
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#include "isometric utils.h"
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#include "renderworld.h"
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#include "render dirty.h"
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#include "interface.h"
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#include "spread burst.h"
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#include "points.h"
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#endif
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BURST_LOCATIONS gsBurstLocations[ MAX_BURST_LOCATIONS ];
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INT8 gbNumBurstLocations = 0;
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extern BOOLEAN gfBeginBurstSpreadTracking;
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void ResetBurstLocations( )
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{
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gbNumBurstLocations = 0;
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}
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void InternalAccumulateBurstLocation( INT16 sGridNo )
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{
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INT32 cnt;
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if ( gbNumBurstLocations < MAX_BURST_LOCATIONS )
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{
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// Check if it already exists!
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for ( cnt = 0; cnt < gbNumBurstLocations; cnt++ )
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{
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if ( gsBurstLocations[ cnt ].sGridNo == sGridNo )
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{
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return;
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}
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}
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gsBurstLocations[ gbNumBurstLocations ].sGridNo = sGridNo;
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// Get cell X, Y from mouse...
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GetMouseWorldCoords( &( gsBurstLocations[ gbNumBurstLocations ].sX ), &( gsBurstLocations[ gbNumBurstLocations ].sY ) );
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gbNumBurstLocations++;
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}
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}
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//Madd: to add a bit more usefulness to spread fire, I'm making it so that
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//it will automatically latch onto enemies within iSearchRange tiles of the mouse drag.
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void AccumulateBurstLocation( INT16 sGridNo )
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{
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SOLDIERTYPE* pTarget;
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int iSearchRange = 2; // number of tiles beside the mouse drag to look at
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INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset, sAdjacentGridNo;
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BOOLEAN foundTarget = FALSE;
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//first see if we can find a guy standing right on the spot
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pTarget = SimpleFindSoldier(sGridNo,0);
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if (!pTarget)
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pTarget = SimpleFindSoldier(sGridNo, 1); //try on a roof
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if (pTarget)
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{
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InternalAccumulateBurstLocation(sGridNo);
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foundTarget = TRUE;
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}
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//let's now look around this square - maybe there are some adjacent enemies we can latch onto
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// stay away from the edges
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// determine maximum horizontal limits
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sMaxLeft = min( iSearchRange, (sGridNo % MAXCOL));
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sMaxRight = min( iSearchRange, MAXCOL - ((sGridNo % MAXCOL) + 1));
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// determine maximum vertical limits
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sMaxUp = min( iSearchRange, (sGridNo / MAXROW));
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sMaxDown = min( iSearchRange, MAXROW - ((sGridNo / MAXROW) + 1));
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// reset the "reachable" flags in the region we're looking at
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for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
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{
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for (sXOffset = -sMaxLeft; sXOffset <= sMaxRight; sXOffset++)
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{
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sAdjacentGridNo = sGridNo + sXOffset + (MAXCOL * sYOffset);
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if ( !(sAdjacentGridNo >=0 && sAdjacentGridNo < WORLD_MAX) )
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{
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continue;
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}
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pTarget = SimpleFindSoldier(sAdjacentGridNo,0); // look for a guy in that gridno
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if (!pTarget)
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pTarget = SimpleFindSoldier(sAdjacentGridNo, 1); //try on a roof
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if (pTarget)
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{
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InternalAccumulateBurstLocation(sAdjacentGridNo); //there's somebody there! let's latch onto him
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foundTarget = TRUE;
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}
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}
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}
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if ( !foundTarget )
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{
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//didn't find anyone nearby, but we should target this space anyway to prevent players from abusing this feature
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InternalAccumulateBurstLocation(sGridNo);
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}
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}
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void PickBurstLocations( SOLDIERTYPE *pSoldier )
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{
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UINT8 ubShotsPerBurst = 0;
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FLOAT dAccumulator = 0;
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FLOAT dStep = 0;
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INT32 cnt;
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UINT8 ubLocationNum;
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// OK, using the # of locations, spread them evenly between our current weapon shots per burst value
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// Get shots per burst
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//DIGICRAB: Burst UnCap
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//if we fire more than MAX_BURST_SPREAD_TARGETS bullets, make sure there's no buffer overflow
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if(pSoldier->bDoAutofire)
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{
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INT16 sAPCosts;
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if ( pSoldier->bDoAutofire <= gbNumBurstLocations )
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{
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pSoldier->bDoAutofire = 1;
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do
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{
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pSoldier->bDoAutofire++;
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sAPCosts = CalcTotalAPsToAttack( pSoldier, gsBurstLocations[0].sGridNo, TRUE, 0);
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}
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while(EnoughPoints( pSoldier, sAPCosts, 0, FALSE ) && pSoldier->inv[ pSoldier->ubAttackingHand ].ItemData.Gun.ubGunShotsLeft >= pSoldier->bDoAutofire && gbNumBurstLocations >= pSoldier->bDoAutofire);
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pSoldier->bDoAutofire--;
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ubShotsPerBurst = pSoldier->bDoAutofire;
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}
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else if ( gbNumBurstLocations > 0 )
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ubShotsPerBurst = pSoldier->bDoAutofire / gbNumBurstLocations;
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}
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else
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{
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if ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST )
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ubShotsPerBurst = Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS])].ubShotsPerBurst;
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else
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ubShotsPerBurst = GetShotsPerBurst(&pSoldier->inv[ HANDPOS ]);
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}
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ubShotsPerBurst = __min( ubShotsPerBurst, MAX_BURST_SPREAD_TARGETS);
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// Use # gridnos accululated and # burst shots to determine accululator
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dStep = gbNumBurstLocations / (FLOAT)ubShotsPerBurst;
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//Loop through our shots!
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for ( cnt = 0; cnt < ubShotsPerBurst; cnt++ )
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{
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// Get index into list
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ubLocationNum = (UINT8)( dAccumulator );
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// Add to merc location
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pSoldier->sSpreadLocations[ cnt ] = gsBurstLocations[ ubLocationNum ].sGridNo;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("PickBurstLocations: loc#%d = %d", cnt, pSoldier->sSpreadLocations[ cnt ]));
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// Acculuate index value
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dAccumulator += dStep;
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}
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for (; cnt < MAX_BURST_SPREAD_TARGETS; cnt++)
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{
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pSoldier->sSpreadLocations[ cnt ] = 0;
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}
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// OK, they have been added
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}
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void AIPickBurstLocations( SOLDIERTYPE *pSoldier, INT8 bTargets, SOLDIERTYPE *pTargets[5] )
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{
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UINT8 ubShotsPerBurst;
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FLOAT dAccululator = 0;
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FLOAT dStep = 0;
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INT32 cnt;
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UINT8 ubLocationNum;
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// OK, using the # of locations, spread them evenly between our current weapon shots per burst value
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// Get shots per burst
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//DIGICRAB: Burst UnCap
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//if we fire more than MAX_BURST_SPREAD_TARGETS bullets, make sure there's no buffer overflow
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if(pSoldier->bDoAutofire)
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ubShotsPerBurst = __min(pSoldier->bDoAutofire,MAX_BURST_SPREAD_TARGETS);
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else
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ubShotsPerBurst = __min(GetShotsPerBurst (&pSoldier->inv[ HANDPOS ]),MAX_BURST_SPREAD_TARGETS);
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if ( ubShotsPerBurst <= 0 )
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ubShotsPerBurst = 1;
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// Use # gridnos accululated and # burst shots to determine accululator
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//dStep = gbNumBurstLocations / (FLOAT)ubShotsPerBurst;
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// CJC: tweak!
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dStep = bTargets / (FLOAT)ubShotsPerBurst;
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//Loop through our shots!
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for ( cnt = 0; cnt < ubShotsPerBurst; cnt++ )
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{
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// Get index into list
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ubLocationNum = (UINT8)( dAccululator );
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// Add to merc location
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pSoldier->sSpreadLocations[ cnt ] = pTargets[ubLocationNum]->sGridNo;
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// Acculuate index value
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dAccululator += dStep;
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}
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for (; cnt < MAX_BURST_SPREAD_TARGETS; cnt++)
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{
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pSoldier->sSpreadLocations[ cnt ] = 0;
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}
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// OK, they have been added
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}
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extern HVOBJECT GetCursorFileVideoObject( UINT32 uiCursorFile );
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void RenderAccumulatedBurstLocations( )
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{
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INT32 cnt;
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INT16 sGridNo;
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HVOBJECT hVObject;
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if ( !gfBeginBurstSpreadTracking )
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{
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return;
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}
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if ( gbNumBurstLocations == 0 )
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{
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return;
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}
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// Loop through each location...
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GetVideoObject( &hVObject, guiBURSTACCUM );
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// If on screen, render
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// Check if it already exists!
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for ( cnt = 0; cnt < gbNumBurstLocations; cnt++ )
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{
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sGridNo = gsBurstLocations[ cnt ].sGridNo;
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if ( GridNoOnScreen( sGridNo ) )
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{
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FLOAT dOffsetX, dOffsetY;
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FLOAT dTempX_S, dTempY_S;
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INT16 sXPos, sYPos;
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INT32 iBack;
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dOffsetX = (FLOAT)( gsBurstLocations[ cnt ].sX - gsRenderCenterX );
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dOffsetY = (FLOAT)( gsBurstLocations[ cnt ].sY - gsRenderCenterY );
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// Calculate guy's position
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FloatFromCellToScreenCoordinates( dOffsetX, dOffsetY, &dTempX_S, &dTempY_S );
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sXPos = ( ( gsVIEWPORT_END_X - gsVIEWPORT_START_X ) /2 ) + (INT16)dTempX_S;
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sYPos = ( ( gsVIEWPORT_END_Y - gsVIEWPORT_START_Y ) /2 ) + (INT16)dTempY_S - gpWorldLevelData[ sGridNo ].sHeight;
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// Adjust for offset position on screen
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sXPos -= gsRenderWorldOffsetX;
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sYPos -= gsRenderWorldOffsetY;
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// Adjust for render height
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sYPos += gsRenderHeight;
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//sScreenY -= gpWorldLevelData[ sGridNo ].sHeight;
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// Center circle!
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//sXPos -= 10;
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//sYPos -= 10;
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iBack = RegisterBackgroundRect( BGND_FLAG_SINGLE, NULL, sXPos, sYPos, (INT16)(sXPos +40 ), (INT16)(sYPos + 40 ) );
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if ( iBack != -1 )
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{
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SetBackgroundRectFilled( iBack );
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}
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BltVideoObject( FRAME_BUFFER, hVObject, 1, sXPos, sYPos, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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}
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}
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