Merge branch 'master' into ExtraMercs

This commit is contained in:
Asdow
2024-11-09 13:44:53 +02:00
371 changed files with 6539 additions and 13390 deletions
+42 -43
View File
@@ -473,8 +473,7 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier )
switch( pSoldier->bAIScheduleProgress )
{
case 0:
sX = CenterX( pSoldier->sOffWorldGridNo );
sY = CenterY( pSoldier->sOffWorldGridNo );
ConvertGridNoToCenterCellXY(pSoldier->sOffWorldGridNo, &sX, &sY);
pSoldier->EVENT_SetSoldierPosition( sX, sY );
pSoldier->bInSector = TRUE;
MoveSoldierFromAwayToMercSlot( pSoldier );
@@ -565,7 +564,7 @@ INT8 DecideActionBoxerEnteringRing(SOLDIERTYPE *pSoldier)
if (!TileIsOutOfBounds(sDesiredMercLoc))
{
// see if we are facing this person
ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sDesiredMercLoc),CenterY(sDesiredMercLoc));
ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sDesiredMercLoc);
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir && pSoldier->InternalIsValidStance( ubDesiredMercDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
@@ -626,7 +625,7 @@ INT8 DecideActionNamedNPC( SOLDIERTYPE * pSoldier )
}
// see if we are facing this person
ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sDesiredMercLoc),CenterY(sDesiredMercLoc));
ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sDesiredMercLoc);
// if not already facing in that direction,
if (pSoldier->ubDirection != ubDesiredMercDir && pSoldier->InternalIsValidStance( ubDesiredMercDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
@@ -782,7 +781,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
UINT8 ubRingDir;
// face ring!
ubRingDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(CENTER_OF_RING),CenterY(CENTER_OF_RING));
ubRingDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, CENTER_OF_RING);
if ( gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints )
{
if ( pSoldier->ubDirection != ubRingDir )
@@ -966,7 +965,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
{
// see if we are facing this person
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
@@ -1495,8 +1494,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
UINT8 ubNoiseDir;
if (TileIsOutOfBounds(sNoiseGridNo) ||
(ubNoiseDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sNoiseGridNo),CenterY(sNoiseGridNo))
) == pSoldier->ubDirection )
( ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo) ) == pSoldier->ubDirection )
{
pSoldier->aiData.usActionData = PreRandom(8);
@@ -1668,7 +1666,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
{
// see if we are facing this person
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
@@ -1721,7 +1719,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
{
// see if we are facing this person
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
@@ -1798,7 +1796,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
////////////////////////////////////////////////////////////////////////////
// determine direction from this soldier in which the noise lies
ubNoiseDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sNoiseGridNo),CenterY(sNoiseGridNo));
ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo);
// if soldier is not already facing in that direction,
// and the noise source is close enough that it could possibly be seen
@@ -2737,15 +2735,16 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
if (BestThrow.ubPossible)
{
// sevenfm: allow using mortars, grenade launchers, flares and grenades in RED state
if (Item[pSoldier->inv[BestThrow.bWeaponIn].usItem].mortar ||
//Item[pSoldier->inv[ BestThrow.bWeaponIn ].usItem].cannon ||
Item[pSoldier->inv[BestThrow.bWeaponIn].usItem].rocketlauncher ||
Item[pSoldier->inv[BestThrow.bWeaponIn].usItem].grenadelauncher ||
Item[pSoldier->inv[BestThrow.bWeaponIn].usItem].flare ||
Item[pSoldier->inv[BestThrow.bWeaponIn].usItem].usItemClass & IC_GRENADE)
UINT16 usItem = pSoldier->inv[BestThrow.bWeaponIn].usItem;
if (ItemIsMortar(usItem) ||
//Item[usItem].cannon ||
ItemIsRocketLauncher(usItem) ||
ItemIsGrenadeLauncher(usItem) ||
ItemIsFlare(usItem) ||
Item[usItem].usItemClass & IC_GRENADE)
{
// if firing mortar make sure we have room
if (Item[pSoldier->inv[BestThrow.bWeaponIn].usItem].mortar)
if (ItemIsMortar(usItem))
{
DebugAI(AI_MSG_INFO, pSoldier, String("using mortar, check room to deploy"));
ubOpponentDir = AIDirection(pSoldier->sGridNo, BestThrow.sTarget);
@@ -3293,7 +3292,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
{
// see if we are facing this person
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
@@ -3341,7 +3340,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
{
// see if we are facing this person
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
@@ -4521,7 +4520,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
if (!TileIsOutOfBounds(sClosestOpponent))
{
// determine direction from this soldier to the closest opponent
ubOpponentDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
// if soldier is not already facing in that direction,
// and the opponent is close enough that he could possibly be seen
@@ -4625,7 +4624,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
if (!TileIsOutOfBounds(sClosestDisturbance))
{
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestDisturbance);
if ( pSoldier->ubDirection == ubOpponentDir )
{
ubOpponentDir = (UINT8) PreRandom( NUM_WORLD_DIRECTIONS );
@@ -4768,7 +4767,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
if (!gfTurnBasedAI || (GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) + GetAPsToChangeStance( pSoldier, ANIM_CROUCH )) <= pSoldier->bActionPoints)
{
// determine direction from this soldier to the closest opponent
ubOpponentDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
if (!WeaponReady(pSoldier) &&
pSoldier->ubDirection == ubOpponentDir &&
@@ -4802,7 +4801,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
if (!TileIsOutOfBounds(sClosestDisturbance))
{
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestDisturbance);
if ( pSoldier->ubDirection != ubOpponentDir )
{
if ( !gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints )
@@ -5505,7 +5504,7 @@ INT16 ubMinAPCost;
if (BestThrow.ubPossible)
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"good throw possible");
if ( Item[pSoldier->inv[ BestThrow.bWeaponIn ].usItem].mortar )
if (ItemIsMortar(pSoldier->inv[ BestThrow.bWeaponIn ].usItem))
{
ubOpponentDir = AIDirection(pSoldier->sGridNo, BestThrow.sTarget);
@@ -6325,7 +6324,7 @@ INT16 ubMinAPCost;
}
// SANDRO: more likely to burst when firing from hip
if ( BestAttack.bScopeMode == USE_ALT_WEAPON_HOLD && Item[pSoldier->inv[BestAttack.bWeaponIn].usItem].twohanded )
if ( BestAttack.bScopeMode == USE_ALT_WEAPON_HOLD && ItemIsTwoHanded(pSoldier->inv[BestAttack.bWeaponIn].usItem) )
iChance += 40;
// CHRISL: Changed from a simple flag to two externalized values for more modder control over AI suppression
@@ -6442,7 +6441,7 @@ L_NEWAIM:
}
// SANDRO: more likely to burst when firing from hip
if ( BestAttack.bScopeMode == USE_ALT_WEAPON_HOLD && Item[pSoldier->inv[BestAttack.bWeaponIn].usItem].twohanded )
if ( BestAttack.bScopeMode == USE_ALT_WEAPON_HOLD && ItemIsTwoHanded(pSoldier->inv[BestAttack.bWeaponIn].usItem) )
iChance += 40;
// CHRISL: Changed from a simple flag to two externalized values for more modder control over AI suppression
@@ -6994,7 +6993,7 @@ L_NEWAIM:
if(!TileIsOutOfBounds(pSoldier->sLastTarget))
sClosestOpponent = pSoldier->sLastTarget;
pSoldier->aiData.bNextAction = AI_ACTION_CHANGE_FACING;
pSoldier->aiData.usNextActionData = atan8(CenterX(sBestCover),CenterY(sBestCover),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
pSoldier->aiData.usNextActionData = GetDirectionFromCenterCellXYGridNo(sBestCover, sClosestOpponent);
}
return(AI_ACTION_TAKE_COVER);
}
@@ -7088,7 +7087,7 @@ L_NEWAIM:
// if we have a closest seen opponent
if (!TileIsOutOfBounds(sClosestOpponent))
{
bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
// if we're not facing towards him
if (pSoldier->ubDirection != bDirection)
@@ -7149,7 +7148,7 @@ L_NEWAIM:
{
if(!TileIsOutOfBounds(pSoldier->sLastTarget))//dnl ch58 150913
sClosestOpponent = pSoldier->sLastTarget;
bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
// if we're not facing towards him
if ( pSoldier->ubDirection != bDirection && pSoldier->InternalIsValidStance( bDirection, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
@@ -7801,7 +7800,7 @@ INT8 ArmedVehicleDecideActionGreen( SOLDIERTYPE *pSoldier )
UINT8 ubNoiseDir;
if ( TileIsOutOfBounds( sNoiseGridNo ) ||
(ubNoiseDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sNoiseGridNo ), CenterY( sNoiseGridNo ) )
(ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo)
) == pSoldier->ubDirection )
{
@@ -7904,7 +7903,7 @@ INT8 ArmedVehicleDecideActionYellow( SOLDIERTYPE *pSoldier )
////////////////////////////////////////////////////////////////////////////
// determine direction from this soldier in which the noise lies
ubNoiseDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sNoiseGridNo ), CenterY( sNoiseGridNo ) );
ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo);
// if soldier is not already facing in that direction,
// and the noise source is close enough that it could possibly be seen
@@ -8405,10 +8404,10 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
if ( BestThrow.ubPossible )
{
// if firing mortar make sure we have room
//if ( Item[pSoldier->inv[ BestThrow.bWeaponIn ].usItem].mortar ) //comm by ddd
if ( Item[pSoldier->inv[BestThrow.bWeaponIn].usItem].mortar
|| Item[pSoldier->inv[BestThrow.bWeaponIn].usItem].grenadelauncher
|| Item[pSoldier->inv[BestThrow.bWeaponIn].usItem].flare )
UINT16 usItem = pSoldier->inv[BestThrow.bWeaponIn].usItem;
if (ItemIsMortar(usItem)
|| ItemIsGrenadeLauncher(usItem)
|| ItemIsFlare(usItem) )
{
ubOpponentDir = GetDirectionFromGridNo( BestThrow.sTarget, pSoldier );
@@ -9153,7 +9152,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
if ( bHighestWatchLoc != -1 )
{
// see if we need turn to face that location
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc] ), CenterY( gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc] ) );
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc]);
// if soldier is not already facing in that direction,
// and the opponent is close enough that he could possibly be seen
@@ -9339,7 +9338,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
if ( !TileIsOutOfBounds( sClosestOpponent ) )
{
// determine direction from this soldier to the closest opponent
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestOpponent ), CenterY( sClosestOpponent ) );
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
// if soldier is not already facing in that direction,
// and the opponent is close enough that he could possibly be seen
@@ -9384,7 +9383,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
if ( !TileIsOutOfBounds( sClosestDisturbance ) )
{
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestDisturbance);
if ( pSoldier->ubDirection == ubOpponentDir )
{
ubOpponentDir = (UINT8)PreRandom( NUM_WORLD_DIRECTIONS );
@@ -9435,7 +9434,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
if ( !TileIsOutOfBounds( sClosestDisturbance ) )
{
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestDisturbance);
if ( pSoldier->ubDirection != ubOpponentDir )
{
if ( !gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints )
@@ -9801,7 +9800,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
if ( BestThrow.ubPossible )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "good throw possible" );
if ( Item[pSoldier->inv[BestThrow.bWeaponIn].usItem].mortar )
if (ItemIsMortar(pSoldier->inv[BestThrow.bWeaponIn].usItem))
{
ubOpponentDir = (UINT8)GetDirectionFromGridNo( BestThrow.sTarget, pSoldier );
@@ -10019,7 +10018,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
if ( gGameExternalOptions.fEnemyTanksCanMoveInTactical )
{
// first get the direction, as we will need to pass that in to ShootingStanceChange
bDirection = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( BestAttack.sTarget ), CenterY( BestAttack.sTarget ) );
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, BestAttack.sTarget);
// Change facing
if ( pSoldier->ubDirection != bDirection && pSoldier->InternalIsValidStance( bDirection, gAnimControl[pSoldier->usAnimState].ubEndHeight ) )
@@ -10306,7 +10305,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
{
if ( !TileIsOutOfBounds( pSoldier->sLastTarget ) )//dnl ch58 150913
sClosestOpponent = pSoldier->sLastTarget;
bDirection = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestOpponent ), CenterY( sClosestOpponent ) );
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
// if we're not facing towards him
if ( pSoldier->ubDirection != bDirection && pSoldier->InternalIsValidStance( bDirection, gAnimControl[pSoldier->usAnimState].ubEndHeight ) )