mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Merge branch 'master' into ExtraMercs
This commit is contained in:
@@ -1,99 +0,0 @@
|
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#ifndef __AI_ALL_H
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#define __AI_ALL_H
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#pragma message("GENERATED PCH FOR TACTICAL AI PROJECT.")
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#include "AIList.h"
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#include "Overhead.h"
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#include "debug.h"
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#include "AIInternals.h"
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#include "wcheck.h"
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#include "sgp.h"
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#include "ai.h"
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#include "Isometric Utils.h"
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#include "math.h"
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#include "Event Pump.h"
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#include "Overhead Types.h"
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#include "sys globals.h"
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#include "opplist.h"
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#include "animation control.h"
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#include "font control.h"
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#include "interface.h"
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#include "screenids.h"
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#include "worldman.h"
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#include "pathai.h"
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#include "points.h"
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#include "weapons.h"
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#include "items.h"
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#include "Handle Items.h"
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#include "animation data.h"
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#include "los.h"
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#include "message.h"
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#include "TeamTurns.h"
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#include "NPC.h"
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#include "Dialogue Control.h"
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#include "Soldier Profile.h"
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#include "strategicmap.h"
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#include "Tactical Save.h"
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#include "Soldier Create.h"
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#include "Explosion Control.h"
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#include "Interactive Tiles.h"
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#include "interface dialogue.h"
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#include "Vehicles.h"
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#include "renderworld.h"
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#include "assignments.h"
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#include "Soldier Functions.h"
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#include "GameSettings.h"
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#include "Buildings.h"
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#include "Physics.h"
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#include "Bullets.h"
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#include "Spread Burst.h"
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#include "SkillCheck.h"
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#include "types.h"
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#include "soldier control.h"
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#include "Rotting Corpses.h"
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#include "soldier add.h"
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#include "Scheduling.h"
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#include "Structure Wrap.h"
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#include "Keys.h"
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#include "Render Fun.h"
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#include "Boxing.h"
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#include <stdlib.h>
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#include "World Items.h"
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#include "Map Edgepoints.h"
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#include "Text.h"
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#include "video.h"
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#include "Smell.h"
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#include "mapscreen.h"
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#include "strategic.h"
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#include "Strategic Pathing.h"
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#include "Quests.h"
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#include "Game Clock.h"
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#include "FileMan.h"
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#include "Random.h"
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#include "QuestDebug.h"
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#include "soldier macros.h"
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#include "Strategic Town Loyalty.h"
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#include "Timer Control.h"
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#include "Soldier Tile.h"
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#include "meanwhile.h"
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#include "Campaign Types.h"
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#ifdef JA2TESTVERSION
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#include "Quest Debug System.h"
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#include "QuestText.h"
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#endif
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#include "stdarg.h"
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#include <stdio.h>
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#include "Soldier Profile Type.h"
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#include "finances.h"
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#include "Civ Quotes.h"
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#include "Arms Dealer Init.h"
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#include "Interface Panels.h"
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#include "Soldier Ani.h"
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#include "Queen Command.h"
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#include "Lighting.h"
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#include "environment.h"
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#include "Sound Control.h"
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#endif
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@@ -174,7 +174,6 @@ extern THREATTYPE Threat[MAXMERCS];
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extern int ThreatPercent[10];
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extern UINT8 SkipCoverCheck;
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extern INT8 GameOption[MAXGAMEOPTIONS];
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extern UINT32 guiThreatCnt;
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typedef enum
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{
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@@ -322,4 +321,4 @@ BOOLEAN GetBestAoEGridNo(SOLDIERTYPE *pSoldier, INT32* pGridNo, INT16 aRadius, U
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BOOLEAN GetFarthestOpponent(SOLDIERTYPE *pSoldier, UINT16 * puID, INT16 sRange);
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// are there more allies than friends in adjacent sectors?
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BOOLEAN MoreFriendsThanEnemiesinNearbysectors(UINT8 ausTeam, INT16 aX, INT16 aY, INT8 aZ);
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BOOLEAN MoreFriendsThanEnemiesinNearbysectors(UINT8 ausTeam, INT16 aX, INT16 aY, INT8 aZ);
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@@ -10,9 +10,6 @@
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*
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*/
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#ifdef PRECOMPILEDHEADERS
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#include "AI All.h"
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#else
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#include "AIList.h"
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#include "Overhead.h"
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#include "debug.h"
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@@ -21,7 +18,6 @@
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#include "opplist.h"
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#include "Interface.h"
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#include "Tactical Save.h"
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#endif
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#define AI_LIST_SIZE TOTAL_SOLDIERS
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@@ -1,8 +1,3 @@
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#ifdef PRECOMPILEDHEADERS
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#include "AI All.h"
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#include "sound control.h"
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#include "Debug Control.h"
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#else
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#include "sgp.h"
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#include "ai.h"
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#include "Isometric Utils.h"
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@@ -54,7 +49,6 @@
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#include "Soldier Functions.h" // added by SANDRO
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#include "Text.h" // sevenfm
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#include "english.h" // sevenfm: for ESC key
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#endif
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#include "connect.h"
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// needed to use the modularized tactical AI:
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@@ -1436,7 +1430,6 @@ void ActionDone(SOLDIERTYPE *pSoldier)
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UINT8 SkipCoverCheck = FALSE;
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THREATTYPE Threat[MAXMERCS];
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UINT32 guiThreatCnt = 0;
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// threat percentage is based on the certainty of opponent knowledge:
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// opplist value: -4 -3 -2 -1 SEEN 1 2 3 4 5
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@@ -1927,25 +1920,6 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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UINT16 usHandItem = pSoldier->inv[HANDPOS].usItem;
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INT8 bSlot;
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#if 0//dnl ch64 260813 decision to use machinegun or cannon is done in DecideAction, this here will just lead into burst with cannon if decision was use machinegun
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if (TANK(pSoldier))
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{
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// No cannon selected to fire
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if (!Item[pSoldier->inv[HANDPOS].usItem].cannon)
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||||
{
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||||
// 50 % chance, that the tank fires with the explosive cannon
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UINT32 fireWithCannon = GetRndNum(2);
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||||
if (fireWithCannon)
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{
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UINT32 tankCannonIndex = GetTankCannonIndex();
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||||
if (tankCannonIndex > 0)
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||||
{
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usHandItem = tankCannonIndex;
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||||
}
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||||
}
|
||||
}
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||||
}
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||||
#endif
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UINT16 usSoldierIndex; // added by SANDRO
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||||
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||||
#ifdef TESTAICONTROL
|
||||
|
||||
+22
-27
@@ -1,6 +1,3 @@
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||||
#ifdef PRECOMPILEDHEADERS
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||||
#include "AI All.h"
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||||
#else
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||||
#include "ai.h"
|
||||
#include "Weapons.h"
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#include "opplist.h"
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@@ -28,7 +25,6 @@
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||||
#include "Rotting Corpses.h" // sevenfm
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#include "wcheck.h" // sevenfm
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#include "SmokeEffects.h" // sevenfm
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#endif
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#include "GameInitOptionsScreen.h"
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@@ -788,10 +784,7 @@ BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier, INT8 bAction)
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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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//JMich.BackpackClimb
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&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb )
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&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
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if (!pSoldier->CanClimbWithCurrentBackpack())
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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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@@ -5945,7 +5938,7 @@ INT32 RandomizeOpponentLocation(INT32 sSpot, SOLDIERTYPE *pOpponent, INT16 sMaxD
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}
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// first call PrepareThreatlist to make threat list
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UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier)
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UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt)
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{
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CHECKF(pSoldier);
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@@ -5955,7 +5948,7 @@ UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier)
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UINT16 ubClosestOpponentID = NOBODY;
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// use global defined threat list
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for (uiLoop = 0; uiLoop < guiThreatCnt; uiLoop++)
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for (uiLoop = 0; uiLoop < uiThreatCnt; uiLoop++)
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{
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// if for some reason we have incorrect location
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if (TileIsOutOfBounds(Threat[uiLoop].sGridNo))
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@@ -5975,7 +5968,7 @@ UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier)
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}
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// first call PrepareThreatlist to make threat list
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UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT8 ubMax)
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UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt, UINT8 ubMax)
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{
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CHECKF(pSoldier);
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@@ -5985,7 +5978,7 @@ UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT8 ubMax)
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UINT16 ubClosestOpponentID = NOBODY;
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// use global defined threat list
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for (uiLoop = 0; uiLoop < guiThreatCnt; uiLoop++)
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for (uiLoop = 0; uiLoop < uiThreatCnt; uiLoop++)
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{
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// if for some reason we have incorrect location
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if (TileIsOutOfBounds(Threat[uiLoop].sGridNo))
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@@ -6008,7 +6001,7 @@ UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT8 ubMax)
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return(ubClosestOpponentID);
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}
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void PrepareThreatlist(SOLDIERTYPE *pSoldier)
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UINT32 PrepareThreatlist(SOLDIERTYPE *pSoldier)
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{
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SOLDIERTYPE *pOpponent;
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INT32 iThreatRange, iClosestThreatRange = 1500;
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@@ -6021,10 +6014,10 @@ void PrepareThreatlist(SOLDIERTYPE *pSoldier)
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INT32 iThreatCertainty;
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INT32 iMaxThreatRange = MAX_THREAT_RANGE + AI_PATHCOST_RADIUS;
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guiThreatCnt = 0;
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UINT32 uiThreatCnt = 0;
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if (!pSoldier)
|
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return;
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return 0;
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// look through all opponents for those we know of
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for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
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@@ -6072,35 +6065,37 @@ void PrepareThreatlist(SOLDIERTYPE *pSoldier)
|
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}
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// remember this opponent as a current threat, but DON'T REDUCE FOR COVER!
|
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Threat[guiThreatCnt].iValue = CalcManThreatValue(pOpponent, pSoldier->sGridNo, FALSE, pSoldier);
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Threat[uiThreatCnt].iValue = CalcManThreatValue(pOpponent, pSoldier->sGridNo, FALSE, pSoldier);
|
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|
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// if the opponent is no threat at all for some reason
|
||||
if (Threat[guiThreatCnt].iValue == -999)
|
||||
if (Threat[uiThreatCnt].iValue == -999)
|
||||
{
|
||||
continue; // check next opponent
|
||||
}
|
||||
|
||||
Threat[guiThreatCnt].pOpponent = pOpponent;
|
||||
Threat[guiThreatCnt].sGridNo = sThreatLoc;
|
||||
Threat[guiThreatCnt].iCertainty = iThreatCertainty;
|
||||
Threat[guiThreatCnt].iOrigRange = iThreatRange;
|
||||
Threat[uiThreatCnt].pOpponent = pOpponent;
|
||||
Threat[uiThreatCnt].sGridNo = sThreatLoc;
|
||||
Threat[uiThreatCnt].iCertainty = iThreatCertainty;
|
||||
Threat[uiThreatCnt].iOrigRange = iThreatRange;
|
||||
|
||||
// calculate how many APs he will have at the start of the next turn
|
||||
Threat[guiThreatCnt].iAPs = pOpponent->CalcActionPoints();
|
||||
Threat[uiThreatCnt].iAPs = pOpponent->CalcActionPoints();
|
||||
|
||||
// sevenfm: more information
|
||||
Threat[guiThreatCnt].bLevel = bThreatLevel;
|
||||
Threat[guiThreatCnt].bKnowledge = bKnowledge;
|
||||
Threat[guiThreatCnt].bPersonalKnowledge = bPersonalKnowledge;
|
||||
Threat[guiThreatCnt].bPublicKnowledge = bPublicKnowledge;
|
||||
Threat[uiThreatCnt].bLevel = bThreatLevel;
|
||||
Threat[uiThreatCnt].bKnowledge = bKnowledge;
|
||||
Threat[uiThreatCnt].bPersonalKnowledge = bPersonalKnowledge;
|
||||
Threat[uiThreatCnt].bPublicKnowledge = bPublicKnowledge;
|
||||
|
||||
if (iThreatRange < iClosestThreatRange)
|
||||
{
|
||||
iClosestThreatRange = iThreatRange;
|
||||
}
|
||||
|
||||
guiThreatCnt++;
|
||||
uiThreatCnt++;
|
||||
}
|
||||
|
||||
return uiThreatCnt;
|
||||
}
|
||||
|
||||
UINT16 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sDistance)
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "AI All.h"
|
||||
#else
|
||||
#include "ai.h"
|
||||
#include "Weapons.h"
|
||||
#include "opplist.h"
|
||||
@@ -34,7 +31,6 @@
|
||||
#include "Render Fun.h"
|
||||
#include "worldman.h"
|
||||
#include "WCheck.h"
|
||||
#endif
|
||||
|
||||
// anv: for enemy taunts
|
||||
#include "Civ Quotes.h"
|
||||
@@ -3312,6 +3308,10 @@ BOOLEAN AIDetermineStealingWeaponAttempt( SOLDIERTYPE * pSoldier, SOLDIERTYPE *
|
||||
UINT16 dfgvdfv = Item[pOpponent->inv[HANDPOS].usItem].usItemClass;
|
||||
return( FALSE );
|
||||
}
|
||||
if (HasAttachmentOfClass(&(pOpponent->inv[HANDPOS]), AC_SLING))
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
uiSuccessChance = CalcChanceToSteal(pSoldier, pOpponent, 0);
|
||||
if ( uiSuccessChance >= 100 )
|
||||
@@ -3759,6 +3759,7 @@ void CheckTossSelfSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
|
||||
{
|
||||
INT16 ubMinAPcost;
|
||||
INT8 bGrenadeIn = NO_SLOT;
|
||||
UINT32 uiThreatCnt = 0;
|
||||
|
||||
// initialize
|
||||
pBestThrow->ubPossible = FALSE;
|
||||
@@ -3775,7 +3776,7 @@ void CheckTossSelfSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
|
||||
bGrenadeIn = FindThrowableGrenade(pSoldier, EXPLOSV_SMOKE);
|
||||
|
||||
// prepare threat list for ClosestSeenThreatID(), ClosestKnownThreatID()
|
||||
PrepareThreatlist(pSoldier);
|
||||
uiThreatCnt = PrepareThreatlist(pSoldier);
|
||||
|
||||
if (bGrenadeIn != NO_SLOT)
|
||||
{
|
||||
@@ -3814,7 +3815,7 @@ void CheckTossSelfSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
|
||||
|
||||
if (TileIsOutOfBounds(sTargetSpot))
|
||||
{
|
||||
ubClosestThreatID = ClosestSeenThreatID(pSoldier, SEEN_LAST_TURN);
|
||||
ubClosestThreatID = ClosestSeenThreatID(pSoldier, uiThreatCnt, SEEN_LAST_TURN);
|
||||
|
||||
if (ubClosestThreatID != NOBODY &&
|
||||
MercPtrs[ubClosestThreatID] &&
|
||||
@@ -3828,7 +3829,7 @@ void CheckTossSelfSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
|
||||
|
||||
if (TileIsOutOfBounds(sTargetSpot))
|
||||
{
|
||||
ubClosestThreatID = ClosestKnownThreatID(pSoldier);
|
||||
ubClosestThreatID = ClosestKnownThreatID(pSoldier, uiThreatCnt);
|
||||
|
||||
if (ubClosestThreatID != NOBODY &&
|
||||
MercPtrs[ubClosestThreatID] &&
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
set(TacticalAISrc
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/AIList.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/AIMain.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/AIUtils.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Attacks.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/CreatureDecideAction.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/DecideAction.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/FindLocations.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Knowledge.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Medical.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Movement.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/NPC.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/PanicButtons.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/QuestDebug.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Realtime.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/ZombieDecideAction.cpp"
|
||||
PARENT_SCOPE)
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "AI All.h"
|
||||
#else
|
||||
#include "types.h"
|
||||
//#include "soldier control.h"
|
||||
#include "ai.h"
|
||||
@@ -9,7 +6,6 @@
|
||||
#include "Items.h"
|
||||
#include "Rotting Corpses.h"
|
||||
#include "soldier add.h"
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "AI All.h"
|
||||
#else
|
||||
#include "ai.h"
|
||||
#include "AIInternals.h"
|
||||
#include "Isometric utils.h"
|
||||
@@ -32,7 +29,6 @@
|
||||
#include "rotting corpses.h"
|
||||
#include "GameSettings.h"
|
||||
#include "Dialogue Control.h"
|
||||
#endif
|
||||
#include "connect.h"
|
||||
#include "Text.h"
|
||||
#include "Exit Grids.h" // added by Flugente
|
||||
@@ -4978,7 +4974,7 @@ INT16 ubMinAPCost;
|
||||
|
||||
bPanicTrigger = ClosestPanicTrigger( pSoldier );
|
||||
// if it's an alarm trigger and team is alerted, ignore it
|
||||
if ( !(gTacticalStatus.bPanicTriggerIsAlarm[ bPanicTrigger ] && gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition) && PythSpacesAway( pSoldier->sGridNo, gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ] ) < 10)
|
||||
if ( bPanicTrigger != -1 && !(gTacticalStatus.bPanicTriggerIsAlarm[ bPanicTrigger ] && gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition) && PythSpacesAway( pSoldier->sGridNo, gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ] ) < 10)
|
||||
{
|
||||
PossiblyMakeThisEnemyChosenOne( pSoldier );
|
||||
}
|
||||
@@ -5165,19 +5161,14 @@ INT16 ubMinAPCost;
|
||||
}
|
||||
|
||||
// offer surrender?
|
||||
#ifdef JA2UB
|
||||
#else
|
||||
#ifndef JA2UB
|
||||
if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) )
|
||||
{
|
||||
if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 && gTacticalStatus.Team[ CREATURE_TEAM ].bMenInSector == 0 && NumPCsInSector() < 4 && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector >= NumPCsInSector() * 3 )
|
||||
{
|
||||
//if( GetWorldDay() > STARTDAY_ALLOW_PLAYER_CAPTURE_FOR_RESCUE && !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ) )
|
||||
if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED)
|
||||
{
|
||||
if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || (gubQuest[QUEST_HELD_IN_ALMA] != QUESTINPROGRESS && gubQuest[QUEST_HELD_IN_TIXA] != QUESTINPROGRESS && gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
|
||||
{
|
||||
gTacticalStatus.fEnemyFlags |= ENEMY_OFFERED_SURRENDER;
|
||||
return( AI_ACTION_OFFER_SURRENDER );
|
||||
}
|
||||
return( AI_ACTION_OFFER_SURRENDER );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -9590,15 +9581,13 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
|
||||
}
|
||||
|
||||
// offer surrender?
|
||||
#ifdef JA2UB
|
||||
#else
|
||||
#ifndef JA2UB
|
||||
if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) )
|
||||
{
|
||||
if ( gTacticalStatus.Team[MILITIA_TEAM].bMenInSector == 0 && gTacticalStatus.Team[CREATURE_TEAM].bMenInSector == 0 && NumPCsInSector( ) < 4 && gTacticalStatus.Team[ENEMY_TEAM].bMenInSector >= NumPCsInSector( ) * 3 )
|
||||
{
|
||||
if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || (gubQuest[QUEST_HELD_IN_ALMA] == QUESTDONE && gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED) )
|
||||
if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED)
|
||||
{
|
||||
gTacticalStatus.fEnemyFlags |= ENEMY_OFFERED_SURRENDER;
|
||||
return(AI_ACTION_OFFER_SURRENDER);
|
||||
}
|
||||
}
|
||||
@@ -10417,4 +10406,4 @@ void LogKnowledgeInfo(SOLDIERTYPE *pSoldier)
|
||||
//swprintf( pStrInfo, L"%s[%d] %s %s\n", pStrInfo, oppID, MercPtrs[oppID]->GetName(), SeenStr(pSoldier->aiData.bOppList[oppID]) );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "AI All.h"
|
||||
#else
|
||||
#include <stdlib.h>
|
||||
#include "Isometric Utils.h"
|
||||
#include "ai.h"
|
||||
@@ -30,7 +27,6 @@
|
||||
#include "GameSettings.h"
|
||||
#include "Soldier Profile.h"
|
||||
#include "rotting corpses.h" // sevenfm
|
||||
#endif
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
@@ -758,7 +754,7 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
|
||||
iMyThreatValue = CalcManThreatValue(pSoldier, NOWHERE, FALSE, pSoldier);
|
||||
|
||||
// prepare threat list from known enemies
|
||||
PrepareThreatlist(pSoldier);
|
||||
uiThreatCnt = PrepareThreatlist(pSoldier);
|
||||
|
||||
// if no known opponents were found to threaten us, can't worry about cover
|
||||
if (!uiThreatCnt)
|
||||
@@ -2951,85 +2947,7 @@ INT32 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp )
|
||||
|
||||
BOOLEAN CanClimbFromHere (SOLDIERTYPE * pSoldier, BOOLEAN fUp )
|
||||
{
|
||||
#if 1
|
||||
return FindDirectionForClimbing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel) != DIRECTION_IRRELEVANT;
|
||||
#else
|
||||
BUILDING * pBuilding;
|
||||
INT32 i;
|
||||
INT32 iSearchRange = 1;
|
||||
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
|
||||
|
||||
//DebugMsg( TOPIC_JA2AI , DBG_LEVEL_3 , "CanClimbFromHere");
|
||||
|
||||
|
||||
// determine maximum horizontal limits
|
||||
sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
|
||||
sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
|
||||
|
||||
// determine maximum vertical limits
|
||||
sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW));
|
||||
sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
|
||||
|
||||
INT32 sGridNo=NOWHERE;
|
||||
|
||||
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
|
||||
{
|
||||
for (sXOffset = -sMaxLeft; sXOffset <= sMaxRight; sXOffset++)
|
||||
{
|
||||
// calculate the next potential gridno
|
||||
sGridNo = pSoldier->sGridNo + sXOffset + (MAXCOL * sYOffset);
|
||||
//DebugMsg( TOPIC_JA2AI , DBG_LEVEL_3 , String("Checking grid %d" , sGridNo ));
|
||||
|
||||
//NumMessage("Testing gridno #",gridno);
|
||||
if ( !(sGridNo >=0 && sGridNo < WORLD_MAX) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
if ( sGridNo == pSoldier->pathing.sBlackList )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
// OK, this place shows potential. How useful is it as cover?
|
||||
//NumMessage("Promising seems gridno #",gridno);
|
||||
|
||||
// Kaiden: From this point down I've removed an unneccessary call to
|
||||
// FindBuilding, The original code that was from this point till the
|
||||
// end of the function is now commented out AFTER the function.
|
||||
|
||||
pBuilding = FindBuilding ( sGridNo );
|
||||
|
||||
if ( pBuilding != NULL)
|
||||
{
|
||||
if ( fUp )
|
||||
{
|
||||
|
||||
for (i = 0 ; i < pBuilding->ubNumClimbSpots; i++)
|
||||
{
|
||||
if (pBuilding->sUpClimbSpots[ i ] == pSoldier->sGridNo &&
|
||||
(WhoIsThere2( pBuilding->sUpClimbSpots[ i ], 0 ) == NOBODY)
|
||||
&& (WhoIsThere2( pBuilding->sDownClimbSpots[ i ], 1 ) == NOBODY) )
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (i = 0 ; i < pBuilding->ubNumClimbSpots; i++)
|
||||
{
|
||||
if (pBuilding->sDownClimbSpots[ i ] == pSoldier->sGridNo &&
|
||||
(WhoIsThere2( pBuilding->sUpClimbSpots[ i ], 0 ) == NOBODY)
|
||||
&& (WhoIsThere2( pBuilding->sDownClimbSpots[ i ], 1 ) == NOBODY) )
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return FALSE;
|
||||
#endif
|
||||
}
|
||||
// OK, this place shows potential. How useful is it as cover?
|
||||
//NumMessage("Promising seems gridno #",gridno);
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "AI All.h"
|
||||
#else
|
||||
#include "ai.h"
|
||||
#include "AIInternals.h"
|
||||
#include "opplist.h"
|
||||
@@ -10,7 +7,6 @@
|
||||
#include "Quests.h"
|
||||
#include "Render Fun.h"
|
||||
#include "Soldier macros.h"
|
||||
#endif
|
||||
|
||||
extern SECTOR_EXT_DATA SectorExternalData[256][4];
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "AI All.h"
|
||||
#else
|
||||
#include "types.h"
|
||||
|
||||
#include "Soldier Functions.h"
|
||||
@@ -17,7 +14,6 @@
|
||||
// added by SANDRO
|
||||
#include "Soldier Profile.h"
|
||||
#include "GameSettings.h"
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "AI All.h"
|
||||
#else
|
||||
#include "ai.h"
|
||||
#include "AIInternals.h"
|
||||
#include "Isometric Utils.h"
|
||||
@@ -17,7 +14,6 @@
|
||||
#include "Soldier macros.h"
|
||||
#include "Render Fun.h"
|
||||
#include "Soldier Functions.h" // added by Flugente
|
||||
#endif
|
||||
#include "connect.h"
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
|
||||
@@ -1,8 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "AI All.h"
|
||||
#include "interface items.h"
|
||||
|
||||
#else
|
||||
#include "types.h"
|
||||
#include "wcheck.h"
|
||||
#include "overhead.h"
|
||||
@@ -48,7 +43,6 @@
|
||||
#include "GameSettings.h" // added by SANDRO
|
||||
#include "Soldier Profile.h"
|
||||
#include "GameVersion.h"
|
||||
#endif
|
||||
#include "Soldier Profile.h"
|
||||
|
||||
#include "BriefingRoom_Data.h"
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "AI All.h"
|
||||
#else
|
||||
#include "AIInternals.h"
|
||||
#include "ai.h"
|
||||
#include "pathai.h"
|
||||
@@ -10,7 +7,6 @@
|
||||
#include "Map Screen Interface Map.h"
|
||||
#include "Soldier Profile.h"
|
||||
#include "Quests.h"
|
||||
#endif
|
||||
|
||||
#include "Queen Command.h"
|
||||
|
||||
|
||||
@@ -1,13 +1,9 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "AI All.h"
|
||||
#else
|
||||
#include "FileMan.h"
|
||||
#include "QuestDebug.h"
|
||||
#include "stdarg.h"
|
||||
#include "stdio.h"
|
||||
#include "Debug.h"
|
||||
#include "Message.h"
|
||||
#endif
|
||||
|
||||
#define QUEST_DEBUG_FILE "QuestDebug.txt"
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "AI All.h"
|
||||
#else
|
||||
#include "ai.h"
|
||||
#include "AIInternals.h"
|
||||
#include "Isometric utils.h"
|
||||
@@ -15,7 +12,6 @@
|
||||
#include "Render Fun.h"
|
||||
#include "Quests.h"
|
||||
#include "GameSettings.h"
|
||||
#endif
|
||||
// needed to use the modularized tactical AI:
|
||||
#include "ModularizedTacticalAI/include/Plan.h"
|
||||
#include "ModularizedTacticalAI/include/PlanFactoryLibrary.h"
|
||||
|
||||
@@ -1,431 +0,0 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="8,00"
|
||||
Name="TacticalAI"
|
||||
ProjectGUID="{27A49DAF-3F5A-4FF2-B943-9559F0B63032}"
|
||||
RootNamespace="TacticalAI"
|
||||
Keyword="Win32Proj"
|
||||
>
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"
|
||||
/>
|
||||
</Platforms>
|
||||
<ToolFiles>
|
||||
</ToolFiles>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
|
||||
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
|
||||
ConfigurationType="4"
|
||||
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Debug.vsprops"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;"
|
||||
MinimalRebuild="true"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="1"
|
||||
RuntimeTypeInfo="true"
|
||||
UsePrecompiledHeader="0"
|
||||
WarningLevel="3"
|
||||
DebugInformationFormat="4"
|
||||
DisableSpecificWarnings="4100"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLibrarianTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
|
||||
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
|
||||
ConfigurationType="4"
|
||||
InheritedPropertySheets="..\ja2.vsprops"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;"
|
||||
RuntimeLibrary="0"
|
||||
RuntimeTypeInfo="true"
|
||||
UsePrecompiledHeader="0"
|
||||
WarningLevel="3"
|
||||
DebugInformationFormat="3"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLibrarianTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="MapEditor|Win32"
|
||||
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
|
||||
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
|
||||
ConfigurationType="4"
|
||||
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Editor.vsprops"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;"
|
||||
RuntimeLibrary="0"
|
||||
RuntimeTypeInfo="true"
|
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@@ -1,6 +1,3 @@
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#ifdef PRECOMPILEDHEADERS
|
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#include "AI All.h"
|
||||
#else
|
||||
#include "ai.h"
|
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#include "AIInternals.h"
|
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#include "Isometric utils.h"
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@@ -32,7 +29,6 @@
|
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#include "rotting corpses.h"
|
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#include "GameSettings.h"
|
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#include "Dialogue Control.h"
|
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#endif
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#include "connect.h"
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#include "Text.h"
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+3
-3
@@ -314,9 +314,9 @@ BOOLEAN AICheckFriendsNoContact( SOLDIERTYPE *pSoldier );
|
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BOOLEAN AICheckIsFlanking( SOLDIERTYPE *pSoldier );
|
||||
|
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INT8 CalcMoraleNew(SOLDIERTYPE *pSoldier);
|
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void PrepareThreatlist(SOLDIERTYPE *pSoldier);
|
||||
UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT8 ubMax = SEEN_CURRENTLY); // first call PrepareThreatlist to make threat list
|
||||
UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier); // first call PrepareThreatlist to make threat list
|
||||
UINT32 PrepareThreatlist(SOLDIERTYPE *pSoldier);
|
||||
UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt, UINT8 ubMax = SEEN_CURRENTLY); // first call PrepareThreatlist to make threat list
|
||||
UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt); // first call PrepareThreatlist to make threat list
|
||||
|
||||
BOOLEAN ProneSightCoverAtSpot(SOLDIERTYPE *pSoldier, INT32 sSpot, BOOLEAN fUnlimited);
|
||||
BOOLEAN SightCoverAtSpot(SOLDIERTYPE *pSoldier, INT32 sSpot, BOOLEAN fUnlimited);
|
||||
|
||||
Reference in New Issue
Block a user