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- AI controlled soldiers can now jump through windows
- new ini option allows to jump through closed windows, smashing them while doing so git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5682 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+85
-80
@@ -578,6 +578,14 @@ BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier)
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//bMinPointsNeeded = GetAPsToStealItem( pSoldier, NULL, pSoldier->aiData.usActionData );;
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break;
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case AI_ACTION_JUMP_WINDOW:
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if((UsingNewInventorySystem() == true) && pSoldier->inv[BPACKPOCKPOS].exists() == true)
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bMinPointsNeeded = GetAPsToJumpThroughWindows( pSoldier, TRUE );
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else
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bMinPointsNeeded = GetAPsToJumpFence( pSoldier, FALSE );
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break;
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default:
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#ifdef BETAVERSION
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//NumMessage("AffordableAction - Illegal action type = ",pSoldier->aiData.bAction);
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@@ -1299,101 +1307,98 @@ INT32 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLeve
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}
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// special variant with a minor twist for the zombie AI
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#ifdef ENABLE_ZOMBIES
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INT32 ClosestSeenOpponentforZombie(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel)
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// special variant with a minor twist
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INT32 ClosestSeenOpponentWithRoof(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel)
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{
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INT32 sGridNo, sClosestOpponent = NOWHERE;
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UINT32 uiLoop;
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INT32 iRange, iClosestRange = 1500;
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INT8 *pbPersOL;
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INT8 bLevel, bClosestLevel;
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SOLDIERTYPE * pOpp;
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bClosestLevel = -1;
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// look through this man's personal & public opplists for opponents known
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for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
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{
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INT32 sGridNo, sClosestOpponent = NOWHERE;
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UINT32 uiLoop;
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INT32 iRange, iClosestRange = 1500;
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INT8 *pbPersOL;
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INT8 bLevel, bClosestLevel;
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SOLDIERTYPE * pOpp;
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pOpp = MercSlots[ uiLoop ];
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bClosestLevel = -1;
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// look through this man's personal & public opplists for opponents known
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for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
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// if this merc is inactive, at base, on assignment, or dead
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if (!pOpp)
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{
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pOpp = MercSlots[ uiLoop ];
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// if this merc is inactive, at base, on assignment, or dead
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if (!pOpp)
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{
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continue; // next merc
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}
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// if this merc is neutral/on same side, he's not an opponent
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if ( CONSIDERED_NEUTRAL( pSoldier, pOpp ) || (pSoldier->bSide == pOpp->bSide))
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{
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continue; // next merc
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}
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != 64)
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{
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continue; // next opponent
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}
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pbPersOL = pSoldier->aiData.bOppList + pOpp->ubID;
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// if this opponent is not seen personally
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if (*pbPersOL != SEEN_CURRENTLY)
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{
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continue; // next merc
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}
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// since we're dealing with seen people, use exact gridnos
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sGridNo = pOpp->sGridNo;
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bLevel = pOpp->pathing.bLevel;
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// if we are standing at that gridno(!, obviously our info is old...)
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if (sGridNo == pSoldier->sGridNo)
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{
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continue; // next merc
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}
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// special: allow zombies to also find opponents on a roof
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// otherwise they have will never decide to climb a roof while they are seeing an enemy
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// this function is used only for turning towards closest opponent or changing stance
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// as such, if they AI is in a building,
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// we should ignore people who are on the roof of the same building as the AI
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if ( !pSoldier->IsZombie() && (bLevel != pSoldier->pathing.bLevel) && SameBuilding( pSoldier->sGridNo, sGridNo ) )
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{
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continue;
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}
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// I hope this will be good enough; otherwise we need a fractional/world-units-based 2D distance function
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//sRange = PythSpacesAway( pSoldier->sGridNo, sGridNo);
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iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
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if (iRange < iClosestRange)
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{
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iClosestRange = iRange;
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sClosestOpponent = sGridNo;
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bClosestLevel = bLevel;
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}
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continue; // next merc
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}
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#ifdef DEBUGDECISIONS
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if (!TileIsOutOfBounds(sClosestOpponent))
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// if this merc is neutral/on same side, he's not an opponent
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if ( CONSIDERED_NEUTRAL( pSoldier, pOpp ) || (pSoldier->bSide == pOpp->bSide))
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{
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AINumMessage("CLOSEST OPPONENT is at gridno ",sClosestOpponent);
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continue; // next merc
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}
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#endif
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if (psGridNo)
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != 64)
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{
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*psGridNo = sClosestOpponent;
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continue; // next opponent
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}
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if (pbLevel)
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pbPersOL = pSoldier->aiData.bOppList + pOpp->ubID;
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// if this opponent is not seen personally
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if (*pbPersOL != SEEN_CURRENTLY)
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{
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*pbLevel = bClosestLevel;
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continue; // next merc
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}
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return( sClosestOpponent );
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// since we're dealing with seen people, use exact gridnos
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sGridNo = pOpp->sGridNo;
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bLevel = pOpp->pathing.bLevel;
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// if we are standing at that gridno(!, obviously our info is old...)
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if (sGridNo == pSoldier->sGridNo)
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{
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continue; // next merc
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}
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// special: allow zombies to also find opponents on a roof
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// otherwise they have will never decide to climb a roof while they are seeing an enemy
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// this function is used only for turning towards closest opponent or changing stance
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// as such, if they AI is in a building,
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// we should ignore people who are on the roof of the same building as the AI
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/*if ( !pSoldier->IsZombie() && (bLevel != pSoldier->pathing.bLevel) && SameBuilding( pSoldier->sGridNo, sGridNo ) )
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{
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continue;
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}*/
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// I hope this will be good enough; otherwise we need a fractional/world-units-based 2D distance function
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//sRange = PythSpacesAway( pSoldier->sGridNo, sGridNo);
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iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
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if (iRange < iClosestRange)
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{
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iClosestRange = iRange;
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sClosestOpponent = sGridNo;
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bClosestLevel = bLevel;
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}
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}
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#ifdef DEBUGDECISIONS
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if (!TileIsOutOfBounds(sClosestOpponent))
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{
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AINumMessage("CLOSEST OPPONENT is at gridno ",sClosestOpponent);
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}
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#endif
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if (psGridNo)
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{
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*psGridNo = sClosestOpponent;
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}
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if (pbLevel)
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{
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*pbLevel = bClosestLevel;
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}
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return( sClosestOpponent );
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}
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INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance )
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{
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