mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Merge branch '1dot13:master' into Backgrounds
This commit is contained in:
@@ -460,7 +460,7 @@ void AutoBandage( BOOLEAN fStart )
|
||||
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt, ++pSoldier )
|
||||
{
|
||||
// 0verhaul: Make sure the merc is also in the sector before making him stand up!
|
||||
if ( pSoldier->bActive && pSoldier->bInSector )
|
||||
if (pSoldier && pSoldier->bActive && pSoldier->bInSector)
|
||||
{
|
||||
ActionDone( pSoldier );
|
||||
if ( pSoldier->bSlotItemTakenFrom != NO_SLOT )
|
||||
@@ -483,12 +483,16 @@ void AutoBandage( BOOLEAN fStart )
|
||||
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop)
|
||||
{
|
||||
ActionDone( MercPtrs[ ubLoop ] );
|
||||
|
||||
// If anyone is still doing aid animation, stop!
|
||||
if ( MercPtrs[ ubLoop ]->usAnimState == GIVING_AID || MercPtrs[ ubLoop ]->usAnimState == GIVING_AID_PRN )
|
||||
pSoldier = MercPtrs[ubLoop];
|
||||
if (pSoldier && pSoldier->bActive && pSoldier->bInSector)
|
||||
{
|
||||
MercPtrs[ ubLoop ]->SoldierGotoStationaryStance( );
|
||||
ActionDone(pSoldier);
|
||||
|
||||
// If anyone is still doing aid animation, stop!
|
||||
if (pSoldier->usAnimState == GIVING_AID || pSoldier->usAnimState == GIVING_AID_PRN)
|
||||
{
|
||||
pSoldier->SoldierGotoStationaryStance();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+11
-5
@@ -5081,11 +5081,17 @@ BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPe
|
||||
INT16 sDesiredLevel;
|
||||
BOOLEAN fOKCheckStruct;
|
||||
|
||||
// sevenfm: allow civilians and NPCs with profile to go off screen
|
||||
if (!GridNoOnVisibleWorldTile(sGridNo) && (pCurrSoldier->bTeam != CIV_TEAM || pCurrSoldier->ubProfile == NO_PROFILE))
|
||||
{
|
||||
return(FALSE);
|
||||
}
|
||||
// Allow civilians and NPCs with profile to go off screen, and also enemies if tactical retreat is enabled
|
||||
auto destinationOffscreen = !(GridNoOnVisibleWorldTile(sGridNo));
|
||||
auto hasProfile = pCurrSoldier->ubProfile != NO_PROFILE;
|
||||
auto isCivilian = pCurrSoldier->bTeam == CIV_TEAM;
|
||||
auto isEnemy = pCurrSoldier->bTeam == ENEMY_TEAM;
|
||||
auto retreatAllowed = gGameExternalOptions.fAITacticalRetreat == true;
|
||||
|
||||
if (destinationOffscreen && !(isCivilian || hasProfile || (isEnemy && retreatAllowed)))
|
||||
{
|
||||
return(FALSE);
|
||||
}
|
||||
|
||||
if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
|
||||
{
|
||||
|
||||
+19
-19
@@ -461,7 +461,7 @@ static auto canJumpFences(SOLDIERTYPE* pSoldier) -> bool {
|
||||
//ADB the extra cover feature is supposed to pick a path of the same distance as one calculated with the feature off,
|
||||
//but a safer path, usually farther away from an enemy or following behind some cover.
|
||||
//however it has not been tested and it may need some work, I haven't touched it in a while
|
||||
//#define ASTAR_USING_EXTRACOVER
|
||||
#define ASTAR_USING_EXTRACOVER
|
||||
|
||||
using namespace std;
|
||||
using namespace ASTAR;
|
||||
@@ -1164,7 +1164,7 @@ void AStarPathfinder::ExecuteAStarLogic()
|
||||
#ifdef ASTAR_USING_EXTRACOVER
|
||||
//check if we will run out of AP while entering this node or before
|
||||
//if we run out, the merc will stop at the parent node for a turn and be vulnerable
|
||||
if (mercsMaxAPs && APCost > mercsMaxAPs)
|
||||
if (gfTurnBasedAI && mercsMaxAPs && AStarG > mercsMaxAPs)
|
||||
{
|
||||
|
||||
extraGCoverCost = GetExtraGCover(ParentNode);
|
||||
@@ -1174,7 +1174,7 @@ void AStarPathfinder::ExecuteAStarLogic()
|
||||
//use the stance and cover to see how much we really want to stop at the parent node
|
||||
//as opposed to an equal path with different cover
|
||||
//because other nodes further on the path will stop here too, add this value to the F cost
|
||||
extraGCoverCost = CalcGCover(ParentNodeIndex, APCost);
|
||||
extraGCoverCost = CalcGCover(ParentNode, AStarG);
|
||||
|
||||
//remember, we have run out of points to *enter* this node, so we are stuck at the *parent* node
|
||||
//cache the cost to stay at the parent node
|
||||
@@ -1512,9 +1512,9 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
|
||||
INT32 iMyThreatValue;
|
||||
INT16 sThreatLoc;
|
||||
UINT32 uiThreatCnt = 0;
|
||||
INT16 * pusLastLoc;
|
||||
INT8 * pbPersOL;
|
||||
INT8 * pbPublOL;
|
||||
INT32* pusLastLoc;
|
||||
INT8 * pbPersOL;
|
||||
INT8 * pbPublOL;
|
||||
|
||||
//although we have run out of APs to get here, it could just mean we have some APs but not enough to enter
|
||||
int APLeft = this->mercsMaxAPs - APCost;
|
||||
@@ -1523,7 +1523,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
|
||||
pusLastLoc = &(gsLastKnownOppLoc[pSoldier->ubID][0]);
|
||||
|
||||
// hang a pointer into personal opplist
|
||||
pbPersOL = &(pSoldier->bOppList[0]);
|
||||
pbPersOL = &(pSoldier->aiData.bOppList[0]);
|
||||
// hang a pointer into public opplist
|
||||
pbPublOL = &(gbPublicOpplist[pSoldier->bTeam][0]);
|
||||
|
||||
@@ -1535,7 +1535,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
|
||||
SOLDIERTYPE* pOpponent = MercSlots[ uiLoop ];
|
||||
|
||||
// if this merc is inactive, at base, on assignment, dead, unconscious
|
||||
if (!pOpponent || pOpponent->bLife < OKLIFE) {
|
||||
if (!pOpponent || pOpponent->stats.bLife < OKLIFE) {
|
||||
continue; // next merc
|
||||
}
|
||||
|
||||
@@ -1544,7 +1544,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
|
||||
continue; // next merc
|
||||
}
|
||||
|
||||
pbPersOL = pSoldier->bOppList + pOpponent->ubID;
|
||||
pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
|
||||
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID;
|
||||
pusLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpponent->ubID;
|
||||
|
||||
@@ -1554,7 +1554,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
|
||||
}
|
||||
|
||||
// Special stuff for Carmen the bounty hunter
|
||||
if (pSoldier->bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64) {
|
||||
if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64) {
|
||||
continue; // next opponent
|
||||
}
|
||||
|
||||
@@ -1599,7 +1599,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
|
||||
Threats[uiThreatCnt].iOrigRange = iThreatRange;
|
||||
|
||||
// calculate how many APs he will have at the start of the next turn
|
||||
Threats[uiThreatCnt].iAPs = CalcActionPoints(pOpponent);
|
||||
Threats[uiThreatCnt].iAPs = pOpponent->CalcActionPoints();
|
||||
|
||||
if (iThreatRange < iClosestThreatRange) {
|
||||
iClosestThreatRange = iThreatRange;
|
||||
@@ -1641,7 +1641,7 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
|
||||
INT32 myThreatsiValue, INT32 myThreatsiAPs, INT32 myThreatsiCertainty)
|
||||
{
|
||||
SOLDIERTYPE* pMe = this->pSoldier;
|
||||
INT32 morale = pSoldier->bAIMorale;
|
||||
INT32 morale = pSoldier->aiData.bAIMorale;
|
||||
|
||||
INT32 iRange = myThreatsiOrigRange;
|
||||
// all 32-bit integers for max. speed
|
||||
@@ -1690,7 +1690,7 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
|
||||
else
|
||||
{
|
||||
// optimistically assume we'll be behind the best cover available at this spot
|
||||
bHisActualCTGT = CalcWorstCTGTForPosition( pHim, pMe->ubID, sMyGridNo, pMe->bLevel, iMyAPsLeft );
|
||||
bHisActualCTGT = CalcWorstCTGTForPosition( pHim, pMe->ubID, sMyGridNo, pMe->pathing.bLevel, iMyAPsLeft );
|
||||
}
|
||||
|
||||
// normally, that will be the cover I'll use, unless worst case over-rides it
|
||||
@@ -1709,7 +1709,7 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
|
||||
}
|
||||
|
||||
// calculate where my cover is worst if opponent moves just 1 tile over
|
||||
bHisBestCTGT = CalcBestCTGT(pHim, pMe->ubID, sMyGridNo, pMe->bLevel, iMyAPsLeft);
|
||||
bHisBestCTGT = CalcBestCTGT(pHim, pMe->ubID, sMyGridNo, pMe->pathing.bLevel, iMyAPsLeft);
|
||||
|
||||
// if he can actually improve his CTGT by moving to a nearby gridno
|
||||
if (bHisBestCTGT > bHisActualCTGT)
|
||||
@@ -1738,7 +1738,7 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
|
||||
|
||||
// let's not assume anything about the stance the enemy might take, so take an average
|
||||
// value... no cover give a higher value than partial cover
|
||||
bMyCTGT = CalcAverageCTGTForPosition( pMe, pHim->ubID, sHisGridNo, pHim->bLevel, iMyAPsLeft );
|
||||
bMyCTGT = CalcAverageCTGTForPosition( pMe, pHim->ubID, sHisGridNo, pHim->pathing.bLevel, iMyAPsLeft );
|
||||
|
||||
// since NPCs are too dumb to shoot "blind", ie. at opponents that they
|
||||
// themselves can't see (mercs can, using another as a spotter!), if the
|
||||
@@ -1768,14 +1768,14 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
|
||||
|
||||
// try to account for who outnumbers who: the side with the advantage thus
|
||||
// (hopefully) values offense more, while those in trouble will play defense
|
||||
if (pHim->bOppCnt > 1)
|
||||
if (pHim->aiData.bOppCnt > 1)
|
||||
{
|
||||
HisPosValue /= pHim->bOppCnt;
|
||||
HisPosValue /= pHim->aiData.bOppCnt;
|
||||
}
|
||||
|
||||
if (pMe->bOppCnt > 1)
|
||||
if (pMe->aiData.bOppCnt > 1)
|
||||
{
|
||||
MyPosValue /= pMe->bOppCnt;
|
||||
MyPosValue /= pMe->aiData.bOppCnt;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -750,7 +750,9 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
|
||||
if (pSoldier->aiData.bAction >= FIRST_MOVEMENT_ACTION && pSoldier->aiData.bAction <= LAST_MOVEMENT_ACTION && !pSoldier->flags.fDelayedMovement)
|
||||
{
|
||||
if (pSoldier->pathing.usPathIndex == pSoldier->pathing.usPathDataSize)
|
||||
{
|
||||
{
|
||||
INT8 bEscapeDirection = NOWHERE;
|
||||
|
||||
if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination))
|
||||
{
|
||||
if ( !ACTING_ON_SCHEDULE( pSoldier ) && SpacesAway( pSoldier->sGridNo, pSoldier->sAbsoluteFinalDestination ) < 4 )
|
||||
@@ -791,7 +793,8 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
|
||||
}
|
||||
}
|
||||
// for regular guys still have to check for leaving the map
|
||||
else if (pSoldier->ubQuoteActionID >= QUOTE_ACTION_ID_TRAVERSE_EAST && pSoldier->ubQuoteActionID <= QUOTE_ACTION_ID_TRAVERSE_NORTH)
|
||||
else if (pSoldier->ubQuoteActionID >= QUOTE_ACTION_ID_TRAVERSE_EAST && pSoldier->ubQuoteActionID <= QUOTE_ACTION_ID_TRAVERSE_NORTH &&
|
||||
GridNoOnEdgeOfMap(pSoldier->sGridNo, &bEscapeDirection) && EscapeDirectionIsValid(&bEscapeDirection))
|
||||
{
|
||||
HandleAITacticalTraversal( pSoldier );
|
||||
return;
|
||||
|
||||
Reference in New Issue
Block a user