Files
source/Tactical/fov.cpp
T
Overhaul ffc70e9723 Fixed buffer overrun for LUA strings
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
2007-09-11 11:19:03 +00:00

908 lines
24 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "sgp.h"
#include "Isometric Utils.h"
#include "worlddef.h"
#include "render fun.h"
#include "renderworld.h"
#include "dialogue control.h"
#include "structure wrap.h"
#include "font control.h"
#include "pathai.h"
#include "overhead.h"
#include "smell.h"
#include "fov.h"
#include "rotting corpses.h"
#include "keys.h"
#include "english.h"
#include "Random.h"
#include "input.h"
#include "exit grids.h"
#include "environment.h"
#include "worldman.h"
#include "Fog Of War.h"
#include "Strategicmap.h"
#include "boxing.h"
#include "opplist.h"
#include "lighting.h"
#include "Soldier macros.h"
#endif
/* view directions */
#define DLEFT 0
#define DRIGHT 1
#define UP 2
#define LEFT 3
#define RIGHT 4
#define NOVIEW 5
#define MAXVIEWPATHS 17
#define VIEWPATHLENGTH 13
extern INT16 DirIncrementer[8];
UINT8 gubGridNoMarkers[ WORLD_MAX ];
UINT8 gubGridNoValue = 254;
#ifdef _DEBUG
UINT8 gubFOVDebugInfoInfo[ WORLD_MAX ];
#endif
UINT8 ViewPath[MAXVIEWPATHS][VIEWPATHLENGTH] ={
{NOVIEW,UP,UP,UP,UP,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,UP,UP,UP,DRIGHT,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,UP,UP,UP,DLEFT,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,UP,DLEFT,UP,DLEFT,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,UP,DRIGHT,UP,DRIGHT,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,UP,DRIGHT,DRIGHT,DRIGHT,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,UP,DLEFT,DLEFT,DLEFT,UP,UP,UP,UP, UP, UP, UP, UP},
{UP,RIGHT,UP,DRIGHT,DRIGHT,DRIGHT,UP,UP,UP, UP, UP, UP, UP},
{UP,LEFT,UP,DLEFT,DLEFT,DLEFT,UP,UP,UP, UP, UP, UP, UP},
{DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,UP,UP,UP,UP, UP, UP, UP, UP},
{DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,UP,UP,UP,UP, UP, UP, UP, UP},
{RIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,UP,UP,UP, UP, UP, UP, UP},
{LEFT,DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,UP,UP,UP, UP, UP, UP, UP},
{DLEFT,LEFT,LEFT,UP,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{LEFT,LEFT,LEFT,UP,LEFT,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{DRIGHT,RIGHT,RIGHT,UP,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{RIGHT,RIGHT,RIGHT,UP,RIGHT,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW}
};
UINT8 ViewPath2[MAXVIEWPATHS][VIEWPATHLENGTH]= {
{NOVIEW,UP,UP,UP,UP,UP,UP,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{UP,UP,DLEFT,UP,UP,UP,DLEFT,DRIGHT,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{UP,UP,DLEFT,UP,UP,UP,DRIGHT,DLEFT,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{UP,UP,DLEFT,UP,UP,DLEFT,DLEFT,UP,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{UP,UP,DRIGHT,UP,UP,DRIGHT,DRIGHT,UP,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{UP,DLEFT,UP,UP,DLEFT,DLEFT,DLEFT,UP,UP, UP, UP, UP, UP},
{UP,DRIGHT,UP,UP,DRIGHT,DRIGHT,DRIGHT,UP,UP, UP, UP, UP, UP},
{DLEFT,DLEFT,UP,UP,DLEFT,DLEFT,DLEFT,UP,UP, UP, UP, UP, UP},
{DRIGHT,DRIGHT,UP,UP,DRIGHT,DRIGHT,DRIGHT,UP,UP, UP, UP, UP, UP},
{DLEFT,DLEFT,UP,DLEFT,DLEFT,DLEFT,DLEFT,UP,UP, UP, UP, UP, UP},
{DRIGHT,DRIGHT,UP,DRIGHT,DRIGHT,DRIGHT,DRIGHT,UP,UP, UP, UP, UP, UP},
{DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,DLEFT,UP,UP, UP, UP, UP, UP},
{DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,DRIGHT,UP,UP, UP, UP, UP, UP},
{DLEFT,LEFT,DLEFT,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{DRIGHT,RIGHT,DRIGHT,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{LEFT,LEFT,DLEFT,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW},
{RIGHT,RIGHT,DRIGHT,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW,NOVIEW, NOVIEW, NOVIEW, NOVIEW, NOVIEW}
};
void BuildSightDir(UINT32 dir, UINT32 *One, UINT32 *Two, UINT32 *Three, UINT32 *Four, UINT32 *Five)
{
switch(dir)
{
case NORTH : *One = NORTHWEST;
*Two = NORTHEAST;
*Three = NORTH;
*Four = WEST;
*Five = EAST;
break;
case NORTHEAST: *One = NORTH;
*Two = EAST;
*Three = NORTHEAST;
*Four = NORTHWEST;
*Five = SOUTHEAST;
break;
case EAST : *One = NORTHEAST;
*Two = SOUTHEAST;
*Three = EAST;
*Four = NORTH;
*Five = SOUTH;
break;
case SOUTHEAST: *One = EAST;
*Two = SOUTH;
*Three = SOUTHEAST;
*Four = NORTHEAST;
*Five = SOUTHWEST;
break;
case SOUTH : *One = SOUTHEAST;
*Two = SOUTHWEST;
*Three = SOUTH;
*Four = EAST;
*Five = WEST;
break;
case SOUTHWEST: *One = SOUTH;
*Two = WEST;
*Three = SOUTHWEST;
*Four = SOUTHEAST;
*Five = NORTHWEST;
break;
case WEST : *One = SOUTHWEST;
*Two = NORTHWEST;
*Three = WEST;
*Four = SOUTH;
*Five = NORTH;
break;
case NORTHWEST: *One = WEST;
*Two = NORTH;
*Three = NORTHWEST;
*Four = SOUTHWEST;
*Five = NORTHEAST;
break;
#ifdef BETAVERSION
default:
NumMessage("BuildSightDir: Invalid 'dir' value, = ",dir);
#endif
}
}
//#if 0
#define NUM_SLANT_ROOF_SLOTS 200
typedef struct
{
INT16 sGridNo;
BOOLEAN fAllocated;
} SLANT_ROOF_FOV_TYPE;
SLANT_ROOF_FOV_TYPE gSlantRoofData[ NUM_SLANT_ROOF_SLOTS ];
UINT32 guiNumSlantRoofs = 0;
INT32 GetFreeSlantRoof( void )
{
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumSlantRoofs; uiCount++)
{
if(( gSlantRoofData[uiCount].fAllocated==FALSE ) )
return( (INT32)uiCount );
}
if( guiNumSlantRoofs < NUM_SLANT_ROOF_SLOTS )
return( (INT32) guiNumSlantRoofs++ );
return( -1 );
}
void RecountSlantRoofs( void )
{
INT32 uiCount;
for(uiCount=guiNumSlantRoofs-1; (uiCount >=0) ; uiCount--)
{
if( ( gSlantRoofData[uiCount].fAllocated ) )
{
guiNumSlantRoofs=(UINT32)(uiCount+1);
break;
}
}
}
void ClearSlantRoofs( void )
{
UINT32 uiCount;
for( uiCount = 0; uiCount < guiNumSlantRoofs; uiCount++ )
{
if( ( gSlantRoofData[uiCount].fAllocated ) )
{
gSlantRoofData[uiCount].fAllocated = FALSE;
}
}
guiNumSlantRoofs = 0;
}
BOOLEAN FindSlantRoofSlot( INT16 sGridNo )
{
UINT32 uiCount;
for( uiCount = 0; uiCount < guiNumSlantRoofs; uiCount++ )
{
if( ( gSlantRoofData[uiCount].fAllocated ) )
{
if ( gSlantRoofData[uiCount].sGridNo == sGridNo )
{
return( TRUE );
}
}
}
return( FALSE );
}
void AddSlantRoofFOVSlot( INT16 sGridNo )
{
INT32 iSlantRoofSlot;
SLANT_ROOF_FOV_TYPE *pSlantRoof;
// Check if this is a duplicate!
if ( FindSlantRoofSlot( sGridNo ) )
{
return;
}
iSlantRoofSlot = GetFreeSlantRoof( );
if ( iSlantRoofSlot != -1 )
{
pSlantRoof = &gSlantRoofData[ iSlantRoofSlot ];
pSlantRoof->sGridNo = sGridNo;
pSlantRoof->fAllocated = TRUE;
}
}
void ExamineSlantRoofFOVSlots( )
{
UINT32 uiCount;
for( uiCount = 0; uiCount < guiNumSlantRoofs; uiCount++ )
{
if( ( gSlantRoofData[uiCount].fAllocated ) )
{
ExamineGridNoForSlantRoofExtraGraphic( gSlantRoofData[uiCount].sGridNo );
}
}
ClearSlantRoofs( );
}
void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLocators, UINT8 ubLevel, BOOLEAN fForce )
{
UINT32 maincnt,markercnt,marker,tilesLeftToSee,cnt,prevmarker;
INT32 Inc[6],Dir[6];
INT8 itemVisible = FALSE;
INT8 Blocking,twoMoreTiles,markerDir;
INT8 nextDir=0,AlreadySawItem=FALSE;
UINT8 who; //,itemIndex; // for each square checked
UINT8 dir,range,Path2;
UINT8 ubRoomNo;
BOOLEAN fCheckForRooms = FALSE;
ITEM_POOL *pItemPool;
BOOLEAN fHiddenStructVisible;
UINT8 ubMovementCost;
BOOLEAN fTravelCostObs;
BOOLEAN fGoneThroughDoor = FALSE;
BOOLEAN fThroughWindow = FALSE;
BOOLEAN fItemsQuoteSaid = FALSE;
UINT16 usIndex;
BOOLEAN fRevealItems = TRUE;
BOOLEAN fStopRevealingItemsAfterThisTile = FALSE;
INT8 bTallestStructureHeight;
INT32 iDoorGridNo;
STRUCTURE * pStructure, *pDummy;
INT8 bStructHeight;
INT8 bThroughWindowDirection;
if ( pSoldier->uiStatusFlags & SOLDIER_ENEMY )
{
//pSoldier->needToLookForItems = FALSE;
return;
}
if ( pSoldier->uiStatusFlags & SOLDIER_VEHICLE )
{
return;
}
// Return if this guy has no gridno, has bad life, etc
if( pSoldier->sGridNo == NOWHERE || !pSoldier->bInSector || pSoldier->bLife < OKLIFE )
{
return;
}
if (pSoldier->bBlindedCounter > 0)
{
return;
}
gubGridNoValue++;
if ( gubGridNoValue == 255 )
{
// Reset!
memset( gubGridNoMarkers, 0, sizeof( gubGridNoMarkers ) );
gubGridNoValue = 1;
}
// OK, look for doors
MercLooksForDoors( pSoldier, TRUE );
who = pSoldier->ubID;
dir = pSoldier->ubDirection;
//NumMessage("good old reveal",dir);
// a gassed merc can only see 1 tile away due to blurred vision
if ( pSoldier->uiStatusFlags & SOLDIER_GASSED )
{
range = 1;
}
else
{
range = pSoldier->bViewRange;
// balance item viewing range between normal and the limit set by opplist-type functions -- CJC
range = (AdjustMaxSightRangeForEnvEffects( pSoldier, LightTrueLevel( pSoldier->sGridNo, pSoldier->bLevel), range ) + range) / 2;
}
BuildSightDir(dir,(UINT32 *)&Dir[0],(UINT32 *)&Dir[1],(UINT32 *)&Dir[2],(UINT32 *)&Dir[3],(UINT32 *)&Dir[4]);
for (cnt = 0; cnt < 5; cnt++)
Inc[cnt] = DirectionInc( (INT16)Dir[cnt]);
// create gridno increment for NOVIEW - in other words, no increment!
Inc[5] = 0;
Dir[5] = pSoldier->ubDirection;
if (dir % 2 == 1) /* even numbers use ViewPath2 */
Path2 = TRUE;
else
Path2 = FALSE;
// ATE: if in this special cercumstance... our guys are moving on their own...
// Stop sighting items
// IN the future, we may want to do something else here...
if ( gTacticalStatus.uiFlags & OUR_MERCS_AUTO_MOVE )
{
itemsToo = FALSE;
}
for (maincnt = 0; maincnt < MAXVIEWPATHS; maincnt++)
{
marker = pSoldier->sGridNo;
Blocking = FALSE;
twoMoreTiles = FALSE;
tilesLeftToSee = 99;
fRevealItems = TRUE;
fStopRevealingItemsAfterThisTile = FALSE;
#ifdef _DEBUG
if ( _KeyDown( NUM_LOCK ) )
{
memset( gubFOVDebugInfoInfo, 0, sizeof( gubFOVDebugInfoInfo ) );
SetRenderFlags( RENDER_FLAG_FULL );
RenderWorld( );
}
#endif
for (markercnt = 0; markercnt < range; markercnt++)
{
//fGoneThroughDoor = FALSE;
//fThroughWindow = FALSE;
prevmarker = marker;
nextDir = 99;
fCheckForRooms = FALSE;
fTravelCostObs = FALSE;
if ( fStopRevealingItemsAfterThisTile )
{
fRevealItems = FALSE;
fStopRevealingItemsAfterThisTile = FALSE;
}
if (Path2)
{
markerDir = ViewPath2[maincnt][markercnt];
if (markercnt < 12)
nextDir = ViewPath2[maincnt][markercnt+1];
}
else
{
markerDir = ViewPath[maincnt][markercnt];
if (markercnt < 12)
nextDir = ViewPath[maincnt][markercnt+1];
}
// OK, check flags for going through door/window last tile
if ( fThroughWindow == 1 )
{
// ATE: Make sure we are going through the same direction!
// THis is to solve the drassen SAM problem with seeing through walls
if ( Dir[markerDir] == bThroughWindowDirection)
{
fThroughWindow = 2;
}
else
{
fThroughWindow = 0;
}
}
else if ( fThroughWindow == 2 )
{
// We've overstayed our welcome - remove!
fThroughWindow = 0;
}
if ( fGoneThroughDoor == 1 )
{
fGoneThroughDoor = 2;
}
else if ( fGoneThroughDoor == 2 )
{
// We've overstayed our welcome - remove!
fGoneThroughDoor = 0;
}
//ATE CHECK FOR NOVIEW!
if ( nextDir == NOVIEW )
{
nextDir = 99;
}
marker = NewGridNo((INT16)marker,(INT16)Inc[markerDir]);
if ( marker == 12426 )
{
int i = 0;
}
// End if this is a no view...
if ( markerDir == NOVIEW && markercnt != 0 )
{
break;
}
#ifdef _DEBUG
if ( _KeyDown( NUM_LOCK ) )
{
int cnt = GetJA2Clock( );
gubFOVDebugInfoInfo[ marker ] = (UINT8)markercnt;
StartFrameBufferRender();
RenderFOVDebug( );
SetFont( LARGEFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_WHITE );
mprintf( 10, 10 , L"%d", maincnt );
//mprintf( 10, 20 , L"%d", marker );
//mprintf( 50, 20 , L"%d", pSoldier->sGridNo );
InvalidateScreen( );
EndFrameBufferRender();
RefreshScreen( NULL );
do
{
} while( ( GetJA2Clock( ) - cnt ) < 250 );
}
#endif
// Check if we can get to this gridno from our direction in
ubMovementCost = gubWorldMovementCosts[ marker ][ Dir[ markerDir ] ][ ubLevel ];
// ATE: Added: If our current sector is below ground, ignore any blocks!
if ( gfCaves && ubMovementCost != TRAVELCOST_CAVEWALL )
{
ubMovementCost = TRAVELCOST_FLAT;
}
if ( IS_TRAVELCOST_DOOR( ubMovementCost ) )
{
ubMovementCost = DoorTravelCost( pSoldier, marker, ubMovementCost, (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), &iDoorGridNo );
pStructure = FindStructure( (INT16) iDoorGridNo, STRUCTURE_ANYDOOR );
if ( pStructure != NULL && pStructure->fFlags & STRUCTURE_TRANSPARENT)
{
// cell door or somehow otherwise transparent; allow merc to see through
ubMovementCost = TRAVELCOST_FLAT;
}
}
// If we have hit an obstacle, STOP HERE
if ( ubMovementCost >= TRAVELCOST_BLOCKED )
{
// We have an obstacle here...
// If it is bigger than a breadbox... err... taller than a man...
// Then stop path altogether
// otherwise just stop revealing items
// CJC: only do this when the direction is horizontal; easier and faster to check
// and the effect should still be good enough
if ( ubMovementCost == TRAVELCOST_WALL || ubMovementCost == TRAVELCOST_DOOR || ubMovementCost == TRAVELCOST_EXITGRID )
{
fTravelCostObs = TRUE;
fRevealItems = FALSE;
}
else
{
// walls are handled above, so the blocking object is guaranteed not to be a wall
bTallestStructureHeight = GetTallestStructureHeight( (INT16) marker, FALSE );
if (bTallestStructureHeight >= 3)
{
fTravelCostObs = TRUE;
fStopRevealingItemsAfterThisTile = TRUE;
}
else if ( bTallestStructureHeight != 0 )
{
// stop revealing items after this tile but keep going
fStopRevealingItemsAfterThisTile = TRUE;
}
}
if ( (Dir[markerDir] % 2) == 1 )
{
// diagonal
fTravelCostObs = TRUE;
// cheap hack... don't reveal items
fRevealItems = FALSE;
}
else
{
bTallestStructureHeight = GetTallestStructureHeight( (INT16) marker, FALSE );
if (bTallestStructureHeight >= 3)
{
fTravelCostObs = TRUE;
fStopRevealingItemsAfterThisTile = TRUE;
}
else if ( bTallestStructureHeight != 0 )
{
// stop revealing items after this tile but keep going
fStopRevealingItemsAfterThisTile = TRUE;
}
}
}
// Check if it's been done already!
if ( gubGridNoMarkers[ marker ] != gubGridNoValue )
{
// Mark gridno
gubGridNoMarkers[ marker ] = gubGridNoValue;
// check and see if the gridno changed
// if the gridno is the same, avoid redundancy and break
if (marker==prevmarker && markercnt != 0 )
{
}
else // it changed
{
// Skip others if we have gone through a door but are too far away....
if ( fGoneThroughDoor )
{
if (markercnt > 5 ) // Are we near the door?
{
break;
}
}
// DO MINE FINDING STUFF
// GET INDEX FOR ITEM HERE
// if there IS a direction after this one, nextdir WILL NOT be 99
if (nextDir != 99)
{
Blocking = GetBlockingStructureInfo( (INT16)marker, (INT8)Dir[ markerDir ], (INT8)Dir[ nextDir ], ubLevel, &bStructHeight, &pDummy, FALSE );
}
else // no "next" direction, so pass in a NOWHERE so that
// "SpecialViewObstruction" will know not to take it UINT32o consideration
{
Blocking = GetBlockingStructureInfo( (INT16)marker, (INT8)Dir[markerDir], (INT8)30, ubLevel, &bStructHeight, &pDummy, FALSE );
}
if ( gfCaves )
{
Blocking = NOTHING_BLOCKING;
}
// CHECK FOR ROOMS
if ( Blocking == BLOCKING_TOPLEFT_WINDOW || Blocking == BLOCKING_TOPLEFT_OPEN_WINDOW )
{
// CHECK FACING DIRECTION!
if ( Dir[markerDir] == NORTH || Dir[markerDir] == SOUTH )
{
if (markercnt <= 1 ) // Are we right beside it?
{
fThroughWindow = TRUE;
bThroughWindowDirection = ( INT8 ) Dir[ markerDir ];
}
}
}
if ( Blocking == BLOCKING_TOPRIGHT_WINDOW || Blocking == BLOCKING_TOPRIGHT_OPEN_WINDOW )
{
// CHECK FACING DIRECTION!
if ( Dir[markerDir] == EAST || Dir[markerDir] == WEST )
{
if (markercnt <= 1 ) // Are we right beside it?
{
fThroughWindow = TRUE;
bThroughWindowDirection = ( INT8 ) Dir[ markerDir ];
}
}
}
if ( Blocking == BLOCKING_TOPLEFT_DOOR )
{
fGoneThroughDoor = TRUE;
}
if ( Blocking == BLOCKING_TOPRIGHT_DOOR )
{
fGoneThroughDoor = TRUE;
}
// ATE: If we hit this tile, find item always!
//if (Blocking < FULL_BLOCKING )
{
// Handle special things for our mercs, like uncovering roofs
// and revealing objects...
//gpSoldier->shad |= SEENBIT;
//itemVisible = ObjList[itemIndex].visible;
// NOTE: don't allow object viewing if gassed XXX
if (itemsToo && fRevealItems ) // && itemIndex < MAXOBJECTLIST)
{
// OK, look for corpses...
LookForAndMayCommentOnSeeingCorpse( pSoldier, (INT16)marker, ubLevel );
if ( GetItemPool( (INT16)marker, &pItemPool, ubLevel ) )
{
itemVisible = pItemPool->bVisible;
if ( SetItemPoolVisibilityOn( pItemPool, INVISIBLE, fShowLocators ) )
{
SetRenderFlags(RENDER_FLAG_FULL);
if ( fShowLocators )
{
// Set makred render flags
//gpWorldLevelData[marker].uiFlags|=MAPELEMENT_REDRAW;
//gpWorldLevelData[gusCurMousePos].pTopmostHead->uiFlags |= LEVELNODE_DYNAMIC;
//SetRenderFlags(RENDER_FLAG_MARKED);
SetRenderFlags(RENDER_FLAG_FULL);
// Hault soldier
// ATE: Only if in combat...
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
HaultSoldierFromSighting( pSoldier, FALSE );
}
else
{
// ATE: Make sure we show locators...
gTacticalStatus.fLockItemLocators = FALSE;
}
if ( !fItemsQuoteSaid && gTacticalStatus.fLockItemLocators == FALSE )
{
gTacticalStatus.fLockItemLocators = TRUE;
if ( gTacticalStatus.ubAttackBusyCount > 0 && ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
gTacticalStatus.fItemsSeenOnAttack = TRUE;
gTacticalStatus.ubItemsSeenOnAttackSoldier = pSoldier->ubID;
gTacticalStatus.usItemsSeenOnAttackGridNo = (INT16)(marker);
}
else
{
// Display quote!
if ( !AM_AN_EPC( pSoldier ) )
{
TacticalCharacterDialogueWithSpecialEvent( pSoldier, (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, (INT16)(marker), 0 );
}
else
{
// Turn off item lock for locators...
gTacticalStatus.fLockItemLocators = FALSE;
// Slide to location!
SlideToLocation( 0, (INT16)(marker) );
}
}
fItemsQuoteSaid = TRUE;
}
}
}
}
}
// if blood here, let the user see it now...
//if (ExtGrid[marker].patrolInfo < MAXBLOOD)
// gpSoldier->blood = ExtGrid[marker].patrolInfo;
//DoRoofs(marker,gpSoldier);
tilesLeftToSee--;
}
// CHECK FOR HIDDEN STRUCTS
// IF we had a hidden struct here that is not visible ( which will still be true because
// we set it revealed below...
if ( DoesGridnoContainHiddenStruct( (UINT16)marker, &fHiddenStructVisible ) )
{
if ( !fHiddenStructVisible )
{
gpWorldLevelData[marker].uiFlags|=MAPELEMENT_REDRAW;
SetRenderFlags(RENDER_FLAG_MARKED);
RecompileLocalMovementCosts( (UINT16)marker );
}
}
if (tilesLeftToSee <= 0)
break;
if ( Blocking == FULL_BLOCKING || ( fTravelCostObs && !fThroughWindow ) )
{
break;
}
//if ( Blocking == NOTHING_BLOCKING || Blocking == BLOCKING_NEXT_TILE )
if ( Blocking == NOTHING_BLOCKING )
{
fCheckForRooms = TRUE;
}
if ( ubLevel != 0 )
{
fCheckForRooms = FALSE;
}
// CHECK FOR SLANT ROOF!
{
STRUCTURE *pStructure, *pBase;
pStructure = FindStructure( (INT16)marker, STRUCTURE_SLANTED_ROOF );
if ( pStructure != NULL )
{
pBase = FindBaseStructure( pStructure );
// ADD TO SLANTED ROOF LIST!
AddSlantRoofFOVSlot( (INT16)marker );
}
}
// Set gridno as revealed
if ( ubLevel == FIRST_LEVEL )
{
if ( gfBasement || gfCaves )
{
// OK, if we are underground, we don't want to reveal stuff if
// 1 ) there is a roof over us and
// 2 ) we are not in a room
if ( gubWorldRoomInfo[ marker ] == NO_ROOM && TypeRangeExistsInRoofLayer( marker, FIRSTROOF, FOURTHROOF, &usIndex ) )
{
int i = 0;
}
else
{
gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED;
if( gfCaves )
{
RemoveFogFromGridNo( marker );
}
}
}
else
{
gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED;
}
// CHECK FOR ROOMS
//if ( fCheckForRooms )
{
if ( InAHiddenRoom( (INT16)marker, &ubRoomNo ) )
{
RemoveRoomRoof( (INT16)marker, ubRoomNo, pSoldier );
if ( ubRoomNo == ROOM_SURROUNDING_BOXING_RING && gWorldSectorX == BOXING_SECTOR_X && gWorldSectorY == BOXING_SECTOR_Y && gbWorldSectorZ == BOXING_SECTOR_Z )
{
// reveal boxing ring at same time
RemoveRoomRoof( (INT16)marker, BOXING_RING, pSoldier );
}
}
}
}
else
{
gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED_ROOF;
}
// Check for blood....
UpdateBloodGraphics( (INT16)marker, ubLevel );
if ( Blocking != NOTHING_BLOCKING && Blocking != BLOCKING_TOPLEFT_DOOR && Blocking != BLOCKING_TOPRIGHT_DOOR && Blocking != BLOCKING_TOPLEFT_WINDOW && Blocking != BLOCKING_TOPRIGHT_WINDOW && Blocking != BLOCKING_TOPRIGHT_OPEN_WINDOW && Blocking != BLOCKING_TOPLEFT_OPEN_WINDOW)
{
break;
}
//gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_SHADELAND;
}
} // End of duplicate check
else
{
if ( fTravelCostObs )
{
break;
}
}
} // end of one path
} // end of path loop
// Loop through all availible slant roofs we collected and perform cool stuff on them
ExamineSlantRoofFOVSlots( );
//pSoldier->needToLookForItems = FALSE;
//LookForDoors(pSoldier,UNAWARE);
}
//#endif