mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
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
870 lines
27 KiB
C++
870 lines
27 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include <wchar.h>
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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 "Render Fun.h"
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#include "stdlib.h"
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#include "debug.h"
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#include "MemMan.h"
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#include "Overhead Types.h"
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#include "Soldier Control.h"
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#include "Animation Cache.h"
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#include "Animation Data.h"
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#include "Animation Control.h"
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#include "container.h"
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#include <math.h>
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#include "pathai.h"
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#include "Random.h"
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#include "worldman.h"
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#include "Isometric Utils.h"
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#include "Render Dirty.h"
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#include "renderworld.h"
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#include "sys globals.h"
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#include "video.h"
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#include "points.h"
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#include "Win util.h"
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#include "Sound Control.h"
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#include "lighting.h"
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#include "weapons.h"
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#include "vobject_blitters.h"
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#include "Handle UI.h"
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#include "soldier ani.h"
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#include "Event pump.h"
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#include "opplist.h"
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#include "ai.h"
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#include "interface.h"
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#include "lighting.h"
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#include "faces.h"
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#include "Soldier Profile.h"
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#include "gap.h"
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#include "interface panels.h"
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#include "campaign.h"
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#ifdef NETWORKED
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#include "Networking.h"
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#include "NetworkEvent.h"
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#endif
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#include "structure wrap.h"
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#include "items.h"
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#include "Soundman.h"
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#include "soldier tile.h"
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#include "soldier add.h"
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#include "fov.h"
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#include "Font Control.h"
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#include "message.h"
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#include "Text.h"
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#include "NPC.h"
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#endif
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extern INT8 gbNumMercsUntilWaitingOver;
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extern UINT8 gubWaitingForAllMercsToExitCode;
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#define NEXT_TILE_CHECK_DELAY 700
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#ifdef JA2BETAVERSION
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void OutputDebugInfoForTurnBasedNextTileWaiting( SOLDIERTYPE * pSoldier )
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{
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if ( (gTacticalStatus.uiFlags & INCOMBAT) && (pSoldier->usPathDataSize > 0) )
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{
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UINT32 uiLoop;
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UINT16 usTemp = NOWHERE;
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UINT16 usNewGridNo;
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usNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->usPathingData[ pSoldier->usPathIndex ] ) );
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// provide more info!!
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path size %d, index %d", pSoldier->usPathDataSize, pSoldier->usPathIndex ) );
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Who is at blocked gridno: %d", WhoIsThere2( usNewGridNo, pSoldier->bLevel ) ) );
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for ( uiLoop = 0; uiLoop < pSoldier->usPathDataSize; uiLoop++ )
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{
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if ( uiLoop > pSoldier->usPathIndex )
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{
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usTemp = NewGridNo( usTemp, DirectionInc( (UINT8)pSoldier->usPathingData[ uiLoop ] ) );
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->usPathingData[uiLoop], usTemp ) );
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}
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else if ( uiLoop == pSoldier->usPathIndex )
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{
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usTemp = usNewGridNo;
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->usPathingData[uiLoop], usTemp ) );
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}
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else
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d", uiLoop, pSoldier->usPathingData[uiLoop] ) );
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}
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}
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}
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}
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#endif
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void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT16 sCauseGridNo, INT8 bValue )
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{
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UINT8 ubPerson;
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// Cancel AI Action
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// CancelAIAction( pSoldier, TRUE );
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pSoldier->fDelayedMovement = bValue;
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pSoldier->sDelayedMovementCauseGridNo = sCauseGridNo;
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RESETTIMECOUNTER( pSoldier->NextTileCounter, NEXT_TILE_CHECK_DELAY );
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// ATE: Now update realtime movement speed....
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// check if guy exists here...
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ubPerson = WhoIsThere2( sCauseGridNo, pSoldier->bLevel );
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// There may not be anybody there, but it's reserved by them!
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if ( ( gpWorldLevelData[ sCauseGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
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{
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ubPerson = gpWorldLevelData[ sCauseGridNo ].ubReservedSoldierID;
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}
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if ( ubPerson != NOBODY )
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{
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// if they are our own team members ( both )
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if ( MercPtrs[ ubPerson ]->bTeam == gbPlayerNum && pSoldier->bTeam == gbPlayerNum )
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{
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// Here we have another guy.... save his stats so we can use them for
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// speed determinations....
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pSoldier->bOverrideMoveSpeed = ubPerson;
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pSoldier->fUseMoverrideMoveSpeed = TRUE;
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}
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}
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}
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void SetFinalTile( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fGivenUp )
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{
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// OK, If we were waiting for stuff, do it here...
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// ATE: Disabled stuff below, made obsolete by timeout...
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//if ( pSoldier->ubWaitActionToDo )
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//{
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// pSoldier->ubWaitActionToDo = 0;
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// gbNumMercsUntilWaitingOver--;
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//}
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pSoldier->sFinalDestination = pSoldier->sGridNo;
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#ifdef JA2BETAVERSION
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if ( gTacticalStatus.uiFlags & INCOMBAT )
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{
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OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
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}
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#endif
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if ( pSoldier->bTeam == gbPlayerNum && fGivenUp )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name );
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}
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EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection );
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}
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void MarkMovementReserved( SOLDIERTYPE *pSoldier, INT16 sGridNo )
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{
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// Check if we have one reserrved already, and free it first!
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if ( pSoldier->sReservedMovementGridNo != NOWHERE )
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{
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UnMarkMovementReserved( pSoldier );
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}
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// For single-tiled mercs, set this gridno
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gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_MOVEMENT_RESERVED;
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// Save soldier's reserved ID #
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gpWorldLevelData[ sGridNo ].ubReservedSoldierID = pSoldier->ubID;
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pSoldier->sReservedMovementGridNo = sGridNo;
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}
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void UnMarkMovementReserved( SOLDIERTYPE *pSoldier )
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{
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INT16 sNewGridNo;
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sNewGridNo = GETWORLDINDEXFROMWORLDCOORDS(pSoldier->dYPos, pSoldier->dXPos );
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// OK, if NOT in fence anim....
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if ( pSoldier->usAnimState == HOPFENCE && pSoldier->sReservedMovementGridNo != sNewGridNo )
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{
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return;
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}
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// For single-tiled mercs, unset this gridno
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// See if we have one reserved!
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if ( pSoldier->sReservedMovementGridNo != NOWHERE )
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{
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gpWorldLevelData[ pSoldier->sReservedMovementGridNo ].uiFlags &= (~MAPELEMENT_MOVEMENT_RESERVED);
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pSoldier->sReservedMovementGridNo = NOWHERE;
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}
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}
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INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 bLevel )
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{
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UINT8 ubPerson;
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INT16 sTempDestGridNo;
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INT16 sNewGridNo;
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BOOLEAN fSwapInDoor = FALSE;
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if ( sGridNo == NOWHERE )
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{
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return( MOVE_TILE_CLEAR );
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}
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ubPerson = WhoIsThere2( sGridNo, bLevel );
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if ( ubPerson != NOBODY )
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{
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// If this us?
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if ( ubPerson != pSoldier->ubID )
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{
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// OK, set flag indicating we are blocked by a merc....
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if ( pSoldier->bTeam != gbPlayerNum ) // CJC: shouldn't this be in all cases???
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//if ( 0 )
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{
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pSoldier->fBlockedByAnotherMerc = TRUE;
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// Set direction we were trying to goto
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pSoldier->bBlockedByAnotherMercDirection = bDirection;
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// Are we only temporarily blocked?
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// Check if our final destination is = our gridno
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if ( ( MercPtrs[ ubPerson ]->sFinalDestination == MercPtrs[ ubPerson ]->sGridNo ) )
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{
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return( MOVE_TILE_STATIONARY_BLOCKED );
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}
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else
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{
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// OK, if buddy who is blocking us is trying to move too...
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// And we are in opposite directions...
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if ( MercPtrs[ ubPerson ]->fBlockedByAnotherMerc && MercPtrs[ ubPerson ]->bBlockedByAnotherMercDirection == gOppositeDirection[ bDirection ] )
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{
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// OK, try and get a path around buddy....
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// We have to temporarily make buddy stopped...
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sTempDestGridNo = MercPtrs[ ubPerson ]->sFinalDestination;
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MercPtrs[ ubPerson ]->sFinalDestination = MercPtrs[ ubPerson ]->sGridNo;
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if ( PlotPath( pSoldier, pSoldier->sFinalDestination, NO_COPYROUTE, NO_PLOT, TEMPORARY, pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) )
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{
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pSoldier->bPathStored = FALSE;
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// OK, make guy go here...
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EVENT_GetNewSoldierPath( pSoldier, pSoldier->sFinalDestination, pSoldier->usUIMovementMode );
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// Restore final dest....
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MercPtrs[ ubPerson ]->sFinalDestination = sTempDestGridNo;
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pSoldier->fBlockedByAnotherMerc = FALSE;
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// Is the next tile blocked too?
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sNewGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
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return( TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->bLevel ) );
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}
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else
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{
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// Not for multi-tiled things...
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if ( !( pSoldier->uiStatusFlags & SOLDIER_MULTITILE ) )
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{
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// Is the next movement cost for a door?
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if ( DoorTravelCost( pSoldier, sGridNo, gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->bLevel ], (BOOLEAN)( pSoldier->bTeam == gbPlayerNum ), NULL ) == TRAVELCOST_DOOR )
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{
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fSwapInDoor = TRUE;
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}
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// If we are to swap and we're near a door, open door first and then close it...?
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// Swap now!
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MercPtrs[ ubPerson ]->fBlockedByAnotherMerc = FALSE;
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// Restore final dest....
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MercPtrs[ ubPerson ]->sFinalDestination = sTempDestGridNo;
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// Swap merc positions.....
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SwapMercPositions( pSoldier, MercPtrs[ ubPerson ] );
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// With these two guys swapped, they should try and continue on their way....
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// Start them both again along their way...
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EVENT_GetNewSoldierPath( pSoldier, pSoldier->sFinalDestination, pSoldier->usUIMovementMode );
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EVENT_GetNewSoldierPath( MercPtrs[ ubPerson ], MercPtrs[ ubPerson ]->sFinalDestination, MercPtrs[ ubPerson ]->usUIMovementMode );
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}
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}
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}
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return( MOVE_TILE_TEMP_BLOCKED );
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}
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}
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else
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{
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//return( MOVE_TILE_STATIONARY_BLOCKED );
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// ATE: OK, put some smartshere...
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// If we are waiting for more than a few times, change to stationary...
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if ( MercPtrs[ ubPerson ]->fDelayedMovement >= 105 )
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{
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// Set to special 'I want to walk through people' value
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pSoldier->fDelayedMovement = 150;
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return( MOVE_TILE_STATIONARY_BLOCKED );
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}
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if ( MercPtrs[ ubPerson ]->sGridNo == MercPtrs[ ubPerson ]->sFinalDestination )
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{
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return( MOVE_TILE_STATIONARY_BLOCKED );
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}
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return( MOVE_TILE_TEMP_BLOCKED );
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}
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}
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}
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if ( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
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{
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if ( gpWorldLevelData[ sGridNo ].ubReservedSoldierID != pSoldier->ubID )
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{
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return( MOVE_TILE_TEMP_BLOCKED );
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}
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}
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// Are we clear of structs?
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if ( !NewOKDestination( pSoldier, sGridNo, FALSE, pSoldier->bLevel ) )
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{
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// ATE: Fence cost is an exclusiuon here....
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if ( gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->bLevel ] != TRAVELCOST_FENCE )
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{
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// ATE: HIdden structs - we do something here... reveal it!
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if ( gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->bLevel ] == TRAVELCOST_HIDDENOBSTACLE )
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{
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gpWorldLevelData[ sGridNo ].uiFlags|=MAPELEMENT_REVEALED;
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gpWorldLevelData[ sGridNo ].uiFlags|=MAPELEMENT_REDRAW;
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SetRenderFlags(RENDER_FLAG_MARKED);
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RecompileLocalMovementCosts( (UINT16)sGridNo );
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}
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// Unset flag for blocked by soldier...
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pSoldier->fBlockedByAnotherMerc = FALSE;
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return( MOVE_TILE_STATIONARY_BLOCKED );
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}
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else
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{
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#if 0
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// Check if there is a reserved marker here at least....
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sNewGridNo = NewGridNo( sGridNo, DirectionInc( bDirection ) );
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if ( ( gpWorldLevelData[ sNewGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
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{
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if ( gpWorldLevelData[ sNewGridNo ].ubReservedSoldierID != pSoldier->ubID )
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{
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return( MOVE_TILE_TEMP_BLOCKED );
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}
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}
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#endif
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}
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}
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// Unset flag for blocked by soldier...
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pSoldier->fBlockedByAnotherMerc = FALSE;
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return( MOVE_TILE_CLEAR );
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}
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BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT16 sFinalDestTile )
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{
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INT8 bBlocked;
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INT16 bOverTerrainType;
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// Check for blocking if in realtime
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///if ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) )
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// ATE: If not on visible tile, return clear ( for path out of map )
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if ( !GridNoOnVisibleWorldTile( sGridNo ) )
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{
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return( TRUE );
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}
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// If animation state is crow, iall is clear
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if ( pSoldier->usAnimState == CROW_FLY )
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{
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return( TRUE );
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}
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{
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bBlocked = TileIsClear( pSoldier, bDirection, sGridNo, pSoldier->bLevel );
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// Check if we are blocked...
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if ( bBlocked != MOVE_TILE_CLEAR )
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{
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// Is the next gridno our destination?
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// OK: Let's check if we are NOT walking off screen
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if ( sGridNo == sFinalDestTile && pSoldier->ubWaitActionToDo == 0 && (pSoldier->bTeam == gbPlayerNum || pSoldier->sAbsoluteFinalDestination == NOWHERE) )
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{
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// Yah, well too bad, stop here.
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SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
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return( FALSE );
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}
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// CHECK IF they are stationary
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else if ( bBlocked == MOVE_TILE_STATIONARY_BLOCKED )
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{
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// Stationary,
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{
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INT16 sOldFinalDest;
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// Maintain sFinalDest....
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sOldFinalDest = pSoldier->sFinalDestination;
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#ifdef JA2BETAVERSION
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if ( gTacticalStatus.uiFlags & INCOMBAT )
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{
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OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
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}
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#endif
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EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection );
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// Restore...
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pSoldier->sFinalDestination = sOldFinalDest;
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SetDelayedTileWaiting( pSoldier, sGridNo, 1 );
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return( FALSE );
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}
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}
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else
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{
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{
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INT16 sOldFinalDest;
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// Maintain sFinalDest....
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sOldFinalDest = pSoldier->sFinalDestination;
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#ifdef JA2BETAVERSION
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if ( gTacticalStatus.uiFlags & INCOMBAT )
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{
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OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
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}
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#endif
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EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection );
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// Restore...
|
|
pSoldier->sFinalDestination = sOldFinalDest;
|
|
|
|
// Setting to two means: try and wait until this tile becomes free....
|
|
SetDelayedTileWaiting( pSoldier, sGridNo, 100 );
|
|
}
|
|
|
|
return( FALSE );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Mark this tile as reserverd ( until we get there! )
|
|
if ( !( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) )
|
|
{
|
|
MarkMovementReserved( pSoldier, sGridNo );
|
|
}
|
|
|
|
bOverTerrainType = GetTerrainType( sGridNo );
|
|
|
|
// Check if we are going into water!
|
|
if ( TERRAIN_IS_WATER( bOverTerrainType) )
|
|
{
|
|
// Check if we are of prone or crawl height and change stance accordingly....
|
|
switch( gAnimControl[ pSoldier->usAnimState ].ubHeight )
|
|
{
|
|
case ANIM_PRONE:
|
|
case ANIM_CROUCH:
|
|
|
|
// Change height to stand
|
|
pSoldier->fContinueMoveAfterStanceChange = TRUE;
|
|
SendChangeSoldierStanceEvent( pSoldier, ANIM_STAND );
|
|
break;
|
|
}
|
|
|
|
// Check animation
|
|
// Change to walking
|
|
if ( pSoldier->usAnimState == RUNNING )
|
|
{
|
|
ChangeSoldierState( pSoldier, WALKING, 0 , FALSE );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
|
|
BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier )
|
|
{
|
|
// Buddy is waiting to continue his path
|
|
INT8 bBlocked, bPathBlocked;
|
|
INT16 sCost;
|
|
INT16 sNewGridNo, sCheckGridNo;
|
|
UINT8 ubDirection, bCauseDirection;
|
|
UINT8 ubPerson;
|
|
UINT8 fFlags = 0;
|
|
|
|
|
|
if ( pSoldier->fDelayedMovement )
|
|
{
|
|
if ( TIMECOUNTERDONE( pSoldier->NextTileCounter, NEXT_TILE_CHECK_DELAY ) )
|
|
{
|
|
RESETTIMECOUNTER( pSoldier->NextTileCounter, NEXT_TILE_CHECK_DELAY );
|
|
|
|
// Get direction from gridno...
|
|
bCauseDirection = (INT8)GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, pSoldier->sDelayedMovementCauseGridNo );
|
|
|
|
bBlocked = TileIsClear( pSoldier, bCauseDirection, pSoldier->sDelayedMovementCauseGridNo, pSoldier->bLevel );
|
|
|
|
// If we are waiting for a temp blockage.... continue to wait
|
|
if ( pSoldier->fDelayedMovement >= 100 && bBlocked == MOVE_TILE_TEMP_BLOCKED )
|
|
{
|
|
// ATE: Increment 1
|
|
pSoldier->fDelayedMovement++;
|
|
|
|
// Are we close enough to give up? ( and are a pc )
|
|
if ( pSoldier->fDelayedMovement > 120 )
|
|
{
|
|
// Quit...
|
|
SetFinalTile( pSoldier, pSoldier->sGridNo, TRUE );
|
|
pSoldier->fDelayedMovement = FALSE;
|
|
}
|
|
return( TRUE );
|
|
}
|
|
|
|
// Try new path if anything but temp blockage!
|
|
if ( bBlocked != MOVE_TILE_TEMP_BLOCKED )
|
|
{
|
|
// Set to normal delay
|
|
if ( pSoldier->fDelayedMovement >= 100 && pSoldier->fDelayedMovement != 150 )
|
|
{
|
|
pSoldier->fDelayedMovement = 1;
|
|
}
|
|
|
|
// Default to pathing through people
|
|
fFlags = PATH_THROUGH_PEOPLE;
|
|
|
|
// Now, if we are in the state where we are desparently trying to get out...
|
|
// Use other flag
|
|
// CJC: path-through-people includes ignoring person at dest
|
|
/*
|
|
if ( pSoldier->fDelayedMovement >= 150 )
|
|
{
|
|
fFlags = PATH_IGNORE_PERSON_AT_DEST;
|
|
}
|
|
*/
|
|
|
|
// Check destination first!
|
|
if ( pSoldier->sAbsoluteFinalDestination == pSoldier->sFinalDestination )
|
|
{
|
|
// on last lap of scripted move, make sure we get to final dest
|
|
sCheckGridNo = pSoldier->sAbsoluteFinalDestination;
|
|
}
|
|
else if (!NewOKDestination( pSoldier, pSoldier->sFinalDestination, TRUE, pSoldier->bLevel ))
|
|
{
|
|
if ( pSoldier->fDelayedMovement >= 150 )
|
|
{
|
|
// OK, look around dest for the first one!
|
|
sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->sFinalDestination, 6, &ubDirection );
|
|
|
|
if ( sCheckGridNo == NOWHERE )
|
|
{
|
|
// If this is nowhere, try harder!
|
|
sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->sFinalDestination, 16, &ubDirection );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// OK, look around dest for the first one!
|
|
sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->sFinalDestination, 6, &ubDirection );
|
|
|
|
if ( sCheckGridNo == NOWHERE )
|
|
{
|
|
// If this is nowhere, try harder!
|
|
sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->sFinalDestination, 16, &ubDirection );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sCheckGridNo = pSoldier->sFinalDestination;
|
|
}
|
|
|
|
// Try another path to destination
|
|
// ATE: Allow path to exit grid!
|
|
if ( pSoldier->ubWaitActionToDo == 1 && gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
|
|
{
|
|
gfPlotPathToExitGrid = TRUE;
|
|
}
|
|
|
|
sCost = (INT16) FindBestPath( pSoldier, sCheckGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, fFlags );
|
|
gfPlotPathToExitGrid = FALSE;
|
|
|
|
// Can we get there
|
|
if ( sCost > 0 )
|
|
{
|
|
// Is the next tile blocked too?
|
|
sNewGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
|
|
|
|
bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->bLevel );
|
|
|
|
if ( bPathBlocked == MOVE_TILE_STATIONARY_BLOCKED )
|
|
{
|
|
// Try to path around everyone except dest person
|
|
|
|
if ( pSoldier->ubWaitActionToDo == 1 && gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
|
|
{
|
|
gfPlotPathToExitGrid = TRUE;
|
|
}
|
|
|
|
sCost = (INT16) FindBestPath( pSoldier, sCheckGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, PATH_IGNORE_PERSON_AT_DEST );
|
|
|
|
gfPlotPathToExitGrid = FALSE;
|
|
|
|
// Is the next tile in this new path blocked too?
|
|
sNewGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
|
|
|
|
bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->bLevel );
|
|
|
|
// now working with a path which does not go through people
|
|
pSoldier->ubDelayedMovementFlags &= (~DELAYED_MOVEMENT_FLAG_PATH_THROUGH_PEOPLE);
|
|
}
|
|
else
|
|
{
|
|
// path through people worked fine
|
|
if ( pSoldier->fDelayedMovement < 150 )
|
|
{
|
|
pSoldier->ubDelayedMovementFlags |= DELAYED_MOVEMENT_FLAG_PATH_THROUGH_PEOPLE;
|
|
}
|
|
}
|
|
|
|
// Are we clear?
|
|
if ( bPathBlocked == MOVE_TILE_CLEAR )
|
|
{
|
|
// Go for it path!
|
|
if ( pSoldier->ubWaitActionToDo == 1 && gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
|
|
{
|
|
gfPlotPathToExitGrid = TRUE;
|
|
}
|
|
|
|
//pSoldier->fDelayedMovement = FALSE;
|
|
// ATE: THis will get set in EENT_GetNewSoldierPath....
|
|
pSoldier->usActionData = sCheckGridNo;
|
|
|
|
pSoldier->bPathStored = FALSE;
|
|
|
|
EVENT_GetNewSoldierPath( pSoldier, sCheckGridNo, pSoldier->usUIMovementMode );
|
|
gfPlotPathToExitGrid = FALSE;
|
|
|
|
return( TRUE );
|
|
}
|
|
}
|
|
|
|
pSoldier->fDelayedMovement++;
|
|
|
|
if ( pSoldier->fDelayedMovement == 99 )
|
|
{
|
|
// Cap at 99
|
|
pSoldier->fDelayedMovement = 99;
|
|
}
|
|
|
|
// Do we want to force a swap?
|
|
if (pSoldier->fDelayedMovement == 3 && (pSoldier->sAbsoluteFinalDestination != NOWHERE || gTacticalStatus.fAutoBandageMode) )
|
|
{
|
|
// with person who is in the way?
|
|
ubPerson = WhoIsThere2( pSoldier->sDelayedMovementCauseGridNo, pSoldier->bLevel );
|
|
|
|
// if either on a mission from god, or two AI guys not on stationary...
|
|
if ( ubPerson != NOBODY && ( pSoldier->ubQuoteRecord != 0 || ( pSoldier->bTeam != gbPlayerNum && pSoldier->bOrders != STATIONARY && MercPtrs[ ubPerson ]->bTeam != gbPlayerNum && MercPtrs[ ubPerson ]->bOrders != STATIONARY ) || (pSoldier->bTeam == gbPlayerNum && gTacticalStatus.fAutoBandageMode && !(MercPtrs[ ubPerson ]->bTeam == CIV_TEAM && MercPtrs[ ubPerson ]->bOrders == STATIONARY ) ) ) )
|
|
{
|
|
// Swap now!
|
|
//MercPtrs[ ubPerson ]->fBlockedByAnotherMerc = FALSE;
|
|
|
|
// Restore final dest....
|
|
//MercPtrs[ ubPerson ]->sFinalDestination = sTempDestGridNo;
|
|
|
|
// Swap merc positions.....
|
|
SwapMercPositions( pSoldier, MercPtrs[ ubPerson ] );
|
|
|
|
// With these two guys swapped, we should try to continue on our way....
|
|
pSoldier->fDelayedMovement = FALSE;
|
|
|
|
// We must calculate the path here so that we can give it the "through people" parameter
|
|
if ( gTacticalStatus.fAutoBandageMode && pSoldier->sAbsoluteFinalDestination == NOWHERE )
|
|
{
|
|
FindBestPath( pSoldier, pSoldier->sFinalDestination, pSoldier->bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE );
|
|
}
|
|
else if ( pSoldier->sAbsoluteFinalDestination != NOWHERE && !FindBestPath( pSoldier, pSoldier->sAbsoluteFinalDestination, pSoldier->bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE ) )
|
|
{
|
|
// check to see if we're there now!
|
|
if ( pSoldier->sGridNo == pSoldier->sAbsoluteFinalDestination )
|
|
{
|
|
NPCReachedDestination( pSoldier, FALSE );
|
|
pSoldier->bNextAction = AI_ACTION_WAIT;
|
|
pSoldier->usNextActionData = 500;
|
|
return( TRUE );
|
|
}
|
|
}
|
|
pSoldier->bPathStored = TRUE;
|
|
|
|
EVENT_GetNewSoldierPath( pSoldier, pSoldier->sAbsoluteFinalDestination, pSoldier->usUIMovementMode );
|
|
//EVENT_GetNewSoldierPath( MercPtrs[ ubPerson ], MercPtrs[ ubPerson ]->sFinalDestination, MercPtrs[ ubPerson ]->usUIMovementMode );
|
|
}
|
|
|
|
}
|
|
|
|
// Are we close enough to give up? ( and are a pc )
|
|
if ( pSoldier->fDelayedMovement > 20 && pSoldier->fDelayedMovement != 150)
|
|
{
|
|
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->sFinalDestination ) < 5 && pSoldier->bTeam == gbPlayerNum )
|
|
{
|
|
// Quit...
|
|
SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
|
|
pSoldier->fDelayedMovement = FALSE;
|
|
}
|
|
}
|
|
|
|
// Are we close enough to give up? ( and are a pc )
|
|
if ( pSoldier->fDelayedMovement > 170 )
|
|
{
|
|
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->sFinalDestination ) < 5 && pSoldier->bTeam == gbPlayerNum )
|
|
{
|
|
// Quit...
|
|
SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
|
|
pSoldier->fDelayedMovement = FALSE;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
BOOLEAN TeleportSoldier( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fForce )
|
|
{
|
|
INT16 sX, sY;
|
|
|
|
// Check dest...
|
|
if ( NewOKDestination( pSoldier, sGridNo, TRUE, 0 ) || fForce )
|
|
{
|
|
// TELEPORT TO THIS LOCATION!
|
|
sX = CenterX( sGridNo );
|
|
sY = CenterY( sGridNo );
|
|
EVENT_SetSoldierPosition( pSoldier, (FLOAT) sX, (FLOAT) sY );
|
|
|
|
pSoldier->sFinalDestination = sGridNo;
|
|
|
|
// Make call to FOV to update items...
|
|
RevealRoofsAndItems(pSoldier, TRUE, TRUE, pSoldier->bLevel, TRUE );
|
|
|
|
// Handle sight!
|
|
HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO);
|
|
|
|
// Cancel services...
|
|
GivingSoldierCancelServices( pSoldier );
|
|
|
|
// Change light....
|
|
if ( pSoldier->bLevel == 0 )
|
|
{
|
|
if(pSoldier->iLight!=(-1))
|
|
LightSpriteRoofStatus(pSoldier->iLight, FALSE );
|
|
}
|
|
else
|
|
{
|
|
if(pSoldier->iLight!=(-1))
|
|
LightSpriteRoofStatus(pSoldier->iLight, TRUE );
|
|
}
|
|
return( TRUE );
|
|
}
|
|
|
|
return( FALSE );
|
|
}
|
|
|
|
// Swaps 2 soldier positions...
|
|
void SwapMercPositions( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2 )
|
|
{
|
|
INT16 sGridNo1, sGridNo2;
|
|
|
|
// OK, save positions...
|
|
sGridNo1 = pSoldier1->sGridNo;
|
|
sGridNo2 = pSoldier2->sGridNo;
|
|
|
|
// OK, remove each.....
|
|
RemoveSoldierFromGridNo( pSoldier1 );
|
|
RemoveSoldierFromGridNo( pSoldier2 );
|
|
|
|
// OK, test OK destination for each.......
|
|
if ( NewOKDestination( pSoldier1, sGridNo2, TRUE, 0 ) && NewOKDestination( pSoldier2, sGridNo1, TRUE, 0 ) )
|
|
{
|
|
// OK, call teleport function for each.......
|
|
TeleportSoldier( pSoldier1, sGridNo2, FALSE );
|
|
TeleportSoldier( pSoldier2, sGridNo1, FALSE );
|
|
}
|
|
else
|
|
{
|
|
// Place back...
|
|
TeleportSoldier( pSoldier1, sGridNo1, TRUE );
|
|
TeleportSoldier( pSoldier2, sGridNo2, TRUE );
|
|
}
|
|
}
|
|
|
|
|
|
BOOLEAN CanExchangePlaces( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2, BOOLEAN fShow )
|
|
{
|
|
// NB checks outside of this function
|
|
if ( EnoughPoints( pSoldier1, AP_EXCHANGE_PLACES, 0, fShow ) ){
|
|
if ( EnoughPoints( pSoldier2, AP_EXCHANGE_PLACES, 0, fShow ) ){
|
|
if ( ( gAnimControl[ pSoldier2->usAnimState ].uiFlags & ANIM_MOVING ) )
|
|
return( FALSE );
|
|
|
|
if ( ( gAnimControl[ pSoldier1->usAnimState ].uiFlags & ANIM_MOVING ) && !(gTacticalStatus.uiFlags & INCOMBAT) )
|
|
return( FALSE );
|
|
|
|
if ( pSoldier2->bSide == 0 )
|
|
return( TRUE );
|
|
|
|
// hehe - don't allow animals to exchange places
|
|
if ( pSoldier2->uiStatusFlags & ( SOLDIER_ANIMAL ) )
|
|
return( FALSE );
|
|
|
|
// must NOT be hostile, must NOT have stationary orders OR militia team, must be >= OKLIFE
|
|
if( pSoldier2->bNeutral && pSoldier2->bLife >= OKLIFE &&
|
|
pSoldier2->ubCivilianGroup != HICKS_CIV_GROUP &&
|
|
( ( pSoldier2->bOrders != STATIONARY || pSoldier2->bTeam == MILITIA_TEAM ) ||
|
|
( pSoldier2->sAbsoluteFinalDestination != NOWHERE && pSoldier2->sAbsoluteFinalDestination != pSoldier2->sGridNo ) )
|
|
)
|
|
return( TRUE );
|
|
|
|
if ( fShow ){
|
|
if ( pSoldier2->ubProfile == NO_PROFILE )
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ REFUSE_EXCHANGE_PLACES ] );
|
|
else
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[3], pSoldier2->name );
|
|
}
|
|
|
|
// ATE: OK, reduce this guy's next ai counter....
|
|
pSoldier2->uiAIDelay = 100;
|
|
return( FALSE );
|
|
}else{
|
|
return( FALSE );
|
|
}
|
|
}
|
|
// if SirTech wouldn't setup your nested if statements so messily then perhaps wierd code like this
|
|
// could be avoided... cleaned up the ifs too (jonathanl)
|
|
/*
|
|
else
|
|
{
|
|
return( FALSE );
|
|
}
|
|
return( TRUE );
|
|
*/
|
|
return FALSE;
|
|
}
|