Merge branch 'master' into ExtraMercs

This commit is contained in:
Asdow
2023-07-26 13:17:49 +03:00
754 changed files with 9435 additions and 74371 deletions
-99
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@@ -1,99 +0,0 @@
#ifndef __AI_ALL_H
#define __AI_ALL_H
#pragma message("GENERATED PCH FOR TACTICAL AI PROJECT.")
#include "AIList.h"
#include "Overhead.h"
#include "debug.h"
#include "AIInternals.h"
#include "wcheck.h"
#include "sgp.h"
#include "ai.h"
#include "Isometric Utils.h"
#include "math.h"
#include "Event Pump.h"
#include "Overhead Types.h"
#include "sys globals.h"
#include "opplist.h"
#include "animation control.h"
#include "font control.h"
#include "interface.h"
#include "screenids.h"
#include "worldman.h"
#include "pathai.h"
#include "points.h"
#include "weapons.h"
#include "items.h"
#include "Handle Items.h"
#include "animation data.h"
#include "los.h"
#include "message.h"
#include "TeamTurns.h"
#include "NPC.h"
#include "Dialogue Control.h"
#include "Soldier Profile.h"
#include "strategicmap.h"
#include "Tactical Save.h"
#include "Soldier Create.h"
#include "Explosion Control.h"
#include "Interactive Tiles.h"
#include "interface dialogue.h"
#include "Vehicles.h"
#include "renderworld.h"
#include "assignments.h"
#include "Soldier Functions.h"
#include "GameSettings.h"
#include "Buildings.h"
#include "Physics.h"
#include "Bullets.h"
#include "Spread Burst.h"
#include "SkillCheck.h"
#include "types.h"
#include "soldier control.h"
#include "Rotting Corpses.h"
#include "soldier add.h"
#include "Scheduling.h"
#include "Structure Wrap.h"
#include "Keys.h"
#include "Render Fun.h"
#include "Boxing.h"
#include <stdlib.h>
#include "World Items.h"
#include "Map Edgepoints.h"
#include "Text.h"
#include "video.h"
#include "Smell.h"
#include "mapscreen.h"
#include "strategic.h"
#include "Strategic Pathing.h"
#include "Quests.h"
#include "Game Clock.h"
#include "FileMan.h"
#include "Random.h"
#include "QuestDebug.h"
#include "soldier macros.h"
#include "Strategic Town Loyalty.h"
#include "Timer Control.h"
#include "Soldier Tile.h"
#include "meanwhile.h"
#include "Campaign Types.h"
#ifdef JA2TESTVERSION
#include "Quest Debug System.h"
#include "QuestText.h"
#endif
#include "stdarg.h"
#include <stdio.h>
#include "Soldier Profile Type.h"
#include "finances.h"
#include "Civ Quotes.h"
#include "Arms Dealer Init.h"
#include "Interface Panels.h"
#include "Soldier Ani.h"
#include "Queen Command.h"
#include "Lighting.h"
#include "environment.h"
#include "Sound Control.h"
#endif
+1 -2
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@@ -174,7 +174,6 @@ extern THREATTYPE Threat[MAXMERCS];
extern int ThreatPercent[10];
extern UINT8 SkipCoverCheck;
extern INT8 GameOption[MAXGAMEOPTIONS];
extern UINT32 guiThreatCnt;
typedef enum
{
@@ -322,4 +321,4 @@ BOOLEAN GetBestAoEGridNo(SOLDIERTYPE *pSoldier, INT32* pGridNo, INT16 aRadius, U
BOOLEAN GetFarthestOpponent(SOLDIERTYPE *pSoldier, UINT16 * puID, INT16 sRange);
// are there more allies than friends in adjacent sectors?
BOOLEAN MoreFriendsThanEnemiesinNearbysectors(UINT8 ausTeam, INT16 aX, INT16 aY, INT8 aZ);
BOOLEAN MoreFriendsThanEnemiesinNearbysectors(UINT8 ausTeam, INT16 aX, INT16 aY, INT8 aZ);
-4
View File
@@ -10,9 +10,6 @@
*
*/
#ifdef PRECOMPILEDHEADERS
#include "AI All.h"
#else
#include "AIList.h"
#include "Overhead.h"
#include "debug.h"
@@ -21,7 +18,6 @@
#include "opplist.h"
#include "Interface.h"
#include "Tactical Save.h"
#endif
#define AI_LIST_SIZE TOTAL_SOLDIERS
-26
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@@ -1,8 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "AI All.h"
#include "sound control.h"
#include "Debug Control.h"
#else
#include "sgp.h"
#include "ai.h"
#include "Isometric Utils.h"
@@ -54,7 +49,6 @@
#include "Soldier Functions.h" // added by SANDRO
#include "Text.h" // sevenfm
#include "english.h" // sevenfm: for ESC key
#endif
#include "connect.h"
// needed to use the modularized tactical AI:
@@ -1436,7 +1430,6 @@ void ActionDone(SOLDIERTYPE *pSoldier)
UINT8 SkipCoverCheck = FALSE;
THREATTYPE Threat[MAXMERCS];
UINT32 guiThreatCnt = 0;
// threat percentage is based on the certainty of opponent knowledge:
// opplist value: -4 -3 -2 -1 SEEN 1 2 3 4 5
@@ -1927,25 +1920,6 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
UINT16 usHandItem = pSoldier->inv[HANDPOS].usItem;
INT8 bSlot;
#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
if (TANK(pSoldier))
{
// No cannon selected to fire
if (!Item[pSoldier->inv[HANDPOS].usItem].cannon)
{
// 50 % chance, that the tank fires with the explosive cannon
UINT32 fireWithCannon = GetRndNum(2);
if (fireWithCannon)
{
UINT32 tankCannonIndex = GetTankCannonIndex();
if (tankCannonIndex > 0)
{
usHandItem = tankCannonIndex;
}
}
}
}
#endif
UINT16 usSoldierIndex; // added by SANDRO
#ifdef TESTAICONTROL
+22 -27
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@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "AI All.h"
#else
#include "ai.h"
#include "Weapons.h"
#include "opplist.h"
@@ -28,7 +25,6 @@
#include "Rotting Corpses.h" // sevenfm
#include "wcheck.h" // sevenfm
#include "SmokeEffects.h" // sevenfm
#endif
#include "GameInitOptionsScreen.h"
@@ -788,10 +784,7 @@ BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier, INT8 bAction)
break;
case AI_ACTION_JUMP_WINDOW:
if((UsingNewInventorySystem() == true) && pSoldier->inv[BPACKPOCKPOS].exists() == true
//JMich.BackpackClimb
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb )
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
if (!pSoldier->CanClimbWithCurrentBackpack())
bMinPointsNeeded = GetAPsToJumpThroughWindows( pSoldier, TRUE );
else
bMinPointsNeeded = GetAPsToJumpFence( pSoldier, FALSE );
@@ -5945,7 +5938,7 @@ INT32 RandomizeOpponentLocation(INT32 sSpot, SOLDIERTYPE *pOpponent, INT16 sMaxD
}
// first call PrepareThreatlist to make threat list
UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier)
UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt)
{
CHECKF(pSoldier);
@@ -5955,7 +5948,7 @@ UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier)
UINT16 ubClosestOpponentID = NOBODY;
// use global defined threat list
for (uiLoop = 0; uiLoop < guiThreatCnt; uiLoop++)
for (uiLoop = 0; uiLoop < uiThreatCnt; uiLoop++)
{
// if for some reason we have incorrect location
if (TileIsOutOfBounds(Threat[uiLoop].sGridNo))
@@ -5975,7 +5968,7 @@ UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier)
}
// first call PrepareThreatlist to make threat list
UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT8 ubMax)
UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt, UINT8 ubMax)
{
CHECKF(pSoldier);
@@ -5985,7 +5978,7 @@ UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT8 ubMax)
UINT16 ubClosestOpponentID = NOBODY;
// use global defined threat list
for (uiLoop = 0; uiLoop < guiThreatCnt; uiLoop++)
for (uiLoop = 0; uiLoop < uiThreatCnt; uiLoop++)
{
// if for some reason we have incorrect location
if (TileIsOutOfBounds(Threat[uiLoop].sGridNo))
@@ -6008,7 +6001,7 @@ UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT8 ubMax)
return(ubClosestOpponentID);
}
void PrepareThreatlist(SOLDIERTYPE *pSoldier)
UINT32 PrepareThreatlist(SOLDIERTYPE *pSoldier)
{
SOLDIERTYPE *pOpponent;
INT32 iThreatRange, iClosestThreatRange = 1500;
@@ -6021,10 +6014,10 @@ void PrepareThreatlist(SOLDIERTYPE *pSoldier)
INT32 iThreatCertainty;
INT32 iMaxThreatRange = MAX_THREAT_RANGE + AI_PATHCOST_RADIUS;
guiThreatCnt = 0;
UINT32 uiThreatCnt = 0;
if (!pSoldier)
return;
return 0;
// look through all opponents for those we know of
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
@@ -6072,35 +6065,37 @@ void PrepareThreatlist(SOLDIERTYPE *pSoldier)
}
// remember this opponent as a current threat, but DON'T REDUCE FOR COVER!
Threat[guiThreatCnt].iValue = CalcManThreatValue(pOpponent, pSoldier->sGridNo, FALSE, pSoldier);
Threat[uiThreatCnt].iValue = CalcManThreatValue(pOpponent, pSoldier->sGridNo, FALSE, pSoldier);
// 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)
+8 -7
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@@ -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] &&
+17
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@@ -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)
-4
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@@ -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;
+7 -18
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@@ -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 -83
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@@ -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);
-4
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@@ -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];
-4
View File
@@ -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;
-4
View File
@@ -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;
-6
View File
@@ -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"
-4
View File
@@ -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"
-4
View File
@@ -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"
-4
View File
@@ -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"
-431
View File
@@ -1,431 +0,0 @@
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-429
View File
@@ -1,429 +0,0 @@
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-4
View File
@@ -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"
+3 -3
View File
@@ -314,9 +314,9 @@ BOOLEAN AICheckFriendsNoContact( SOLDIERTYPE *pSoldier );
BOOLEAN AICheckIsFlanking( SOLDIERTYPE *pSoldier );
INT8 CalcMoraleNew(SOLDIERTYPE *pSoldier);
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);