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https://github.com/1dot13/source.git
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bug fixes from Overhaul:
- Data type changes - Templates removed git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -216,7 +216,7 @@ INT8 CreatureDecideActionGreen( SOLDIERTYPE * pSoldier )
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{
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->usActionData);
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sprintf(tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->usActionData);
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AIPopMessage(tempstr);
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#endif
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@@ -285,7 +285,7 @@ INT8 CreatureDecideActionGreen( SOLDIERTYPE * pSoldier )
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{
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s - RANDOM PATROL to grid %d",pSoldier->name,pSoldier->usActionData);
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sprintf(tempstr,"%s - RANDOM PATROL to grid %d",pSoldier->name,pSoldier->usActionData);
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AIPopMessage(tempstr);
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#endif
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@@ -347,7 +347,7 @@ INT8 CreatureDecideActionGreen( SOLDIERTYPE * pSoldier )
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if (RandomFriendWithin(pSoldier))
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{
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#ifdef DEBUGDECISIONS
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sprintf((CHAR *)tempstr,"%s - SEEK FRIEND at grid %d",pSoldier->name,pSoldier->usActionData);
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sprintf(tempstr,"%s - SEEK FRIEND at grid %d",pSoldier->name,pSoldier->usActionData);
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AIPopMessage(tempstr);
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#endif
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@@ -403,7 +403,7 @@ INT8 CreatureDecideActionGreen( SOLDIERTYPE * pSoldier )
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s - TURNS to face direction %d",pSoldier->name,pSoldier->usActionData);
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sprintf(tempstr,"%s - TURNS to face direction %d",pSoldier->name,pSoldier->usActionData);
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AIPopMessage(tempstr);
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#endif
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@@ -495,7 +495,7 @@ INT8 CreatureDecideActionYellow( SOLDIERTYPE * pSoldier )
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pSoldier->usActionData = ubNoiseDir;
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s - TURNS TOWARDS NOISE to face direction %d",pSoldier->name,pSoldier->usActionData);
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sprintf(tempstr,"%s - TURNS TOWARDS NOISE to face direction %d",pSoldier->name,pSoldier->usActionData);
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AIPopMessage(tempstr);
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#endif
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//if ( InternalIsValidStance( pSoldier, (INT8) pSoldier->usActionData, ANIM_STAND ) )
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@@ -564,7 +564,7 @@ INT8 CreatureDecideActionYellow( SOLDIERTYPE * pSoldier )
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{
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s - INVESTIGATING NOISE at grid %d, moving to %d",
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sprintf(tempstr,"%s - INVESTIGATING NOISE at grid %d, moving to %d",
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pSoldier->name,sNoiseGridNo,pSoldier->usActionData);
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AIPopMessage(tempstr);
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#endif
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@@ -643,7 +643,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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{
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->usActionData);
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sprintf(tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->usActionData);
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AIPopMessage(tempstr);
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#endif
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@@ -689,7 +689,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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{
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s RESTS (STATUS RED), breath = %d",pSoldier->name,pSoldier->bBreath);
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sprintf(tempstr,"%s RESTS (STATUS RED), breath = %d",pSoldier->name,pSoldier->bBreath);
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AIPopMessage(tempstr);
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#endif
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@@ -765,7 +765,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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{
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s - SEEKING FRIEND at %d, MOVING to %d",
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sprintf(tempstr,"%s - SEEKING FRIEND at %d, MOVING to %d",
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pSoldier->name,sClosestFriend,pSoldier->usActionData);
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AIPopMessage(tempstr);
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#endif
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@@ -792,7 +792,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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#ifdef DEBUGDECISIONS
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// do it!
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s - SEEKING OPPONENT at grid %d, MOVING to %d",
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sprintf(tempstr,"%s - SEEKING OPPONENT at grid %d, MOVING to %d",
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pSoldier->name,sClosestDisturbance,pSoldier->usActionData);
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AIPopMessage(tempstr);
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#endif
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@@ -868,7 +868,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s - TURNS TOWARDS CLOSEST ENEMY to face direction %d",pSoldier->name,pSoldier->usActionData);
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sprintf(tempstr,"%s - TURNS TOWARDS CLOSEST ENEMY to face direction %d",pSoldier->name,pSoldier->usActionData);
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AIPopMessage(tempstr);
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#endif
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@@ -1013,7 +1013,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
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{
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s - GASSED or LOW ON BREATH (%d), RUNNING AWAY to grid %d",pSoldier->name,pSoldier->bBreath,pSoldier->usActionData);
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sprintf(tempstr,"%s - GASSED or LOW ON BREATH (%d), RUNNING AWAY to grid %d",pSoldier->name,pSoldier->bBreath,pSoldier->usActionData);
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AIPopMessage(tempstr);
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#endif
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@@ -1037,7 +1037,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
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{
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->usActionData);
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sprintf(tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->usActionData);
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AIPopMessage(tempstr);
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#endif
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@@ -1246,7 +1246,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
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// get the minimum cost to attack with this knife
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ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST);
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//sprintf((CHAR *)tempstr,"%s - ubMinAPCost = %d",pSoldier->name,ubMinAPCost);
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//sprintf(tempstr,"%s - ubMinAPCost = %d",pSoldier->name,ubMinAPCost);
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//PopMessage(tempstr);
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// if we can afford the minimum AP cost to stab with this knife weapon
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@@ -1347,7 +1347,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
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#ifdef DEBUGDECISIONS
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STR tempstr;
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sprintf((CHAR *) tempstr, "%d(%s) %s %d(%s) at gridno %d (%d APs aim)\n",
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sprintf( tempstr, "%d(%s) %s %d(%s) at gridno %d (%d APs aim)\n",
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pSoldier->ubID,pSoldier->name,
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(ubBestAttackAction == AI_ACTION_FIRE_GUN)?"SHOOTS":((ubBestAttackAction == AI_ACTION_TOSS_PROJECTILE)?"TOSSES AT":"STABS"),
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BestAttack.ubOpponent,ExtMen[BestAttack.ubOpponent].name,
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@@ -1411,7 +1411,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s - TURNS to face CLOSEST OPPONENT in direction %d",pSoldier->name,pSoldier->usActionData);
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sprintf(tempstr,"%s - TURNS to face CLOSEST OPPONENT in direction %d",pSoldier->name,pSoldier->usActionData);
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AIPopMessage(tempstr);
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#endif
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@@ -1491,7 +1491,7 @@ INT8 CreatureDecideAction( SOLDIERTYPE *pSoldier )
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#ifdef DEBUGDECISIONS
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STR tempstr;
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sprintf((CHAR *) tempstr, "DecideAction: selected action %d, actionData %d\n\n",bAction,pSoldier->usActionData );
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sprintf( tempstr, "DecideAction: selected action %d, actionData %d\n\n",bAction,pSoldier->usActionData );
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DebugAI(tempstr);
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#endif
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@@ -1631,7 +1631,7 @@ void CreatureDecideAlertStatus( SOLDIERTYPE *pSoldier )
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// if (!pSoldier->human)
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// {
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STR16 tempstr;
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sprintf((CHAR *)tempstr,"%s's Alert Status changed from %d to %d",
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sprintf(tempstr,"%s's Alert Status changed from %d to %d",
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pSoldier->name ,bOldStatus,pSoldier->bAlertStatus);
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AIPopMessage(tempstr);
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// }
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