**********************************************************

** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-02-28 18:38:52 +00:00
parent a98c44ac78
commit 14750c6903
461 changed files with 23615 additions and 120157 deletions
+133 -129
View File
@@ -33,8 +33,9 @@
#include "PathAIDebug.h"
INT16 * gsCoverValue = NULL;
#ifdef _DEBUG
INT16 gsCoverValue[WORLD_MAX];
INT16 gsBestCover;
#ifndef PATHAI_VISIBLE_DEBUG
// NB Change this to true to get visible cover debug -- CJC
@@ -105,7 +106,7 @@ INT32 CalcPercentBetter(INT32 iOldValue, INT32 iNewValue, INT32 iOldScale, INT32
return(iPercentBetter);
}
void AICenterXY( INT16 sGridNo, FLOAT * pdX, FLOAT * pdY )
void AICenterXY( INT32 sGridNo, FLOAT * pdX, FLOAT * pdY )
{
INT16 sXPos, sYPos;
@@ -116,7 +117,7 @@ void AICenterXY( INT16 sGridNo, FLOAT * pdX, FLOAT * pdY )
*pdY = (FLOAT) (sYPos * CELL_Y_SIZE + CELL_Y_SIZE / 2);
}
INT8 CalcWorstCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT16 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft )
INT8 CalcWorstCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft )
{
// When considering a gridno for cover, we want to take into account cover if we
// lie down, so we return the LOWEST chance to get through for that location.
@@ -155,7 +156,7 @@ INT8 CalcWorstCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT16 sOpp
return( bWorstCTGT );
}
INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT16 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft )
INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft )
{
// When considering a gridno for cover, we want to take into account cover if we
// lie down, so we return the LOWEST chance to get through for that location.
@@ -189,13 +190,13 @@ INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT16 sO
}
INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, UINT8 ubOppID, INT16 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft )
INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, UINT8 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft )
{
// NOTE: CTGT stands for "ChanceToGetThrough..."
// using only ints for maximum execution speed here
// CJC: Well, so much for THAT idea!
INT16 sCentralGridNo, sAdjSpot, sNorthGridNo, sSouthGridNo, sCheckSpot, sOKTest;
INT32 sCentralGridNo, sAdjSpot, sNorthGridNo, sSouthGridNo, sCheckSpot, sOKTest;
INT8 bThisCTGT, bBestCTGT = 0;
@@ -270,7 +271,7 @@ INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, UINT8 ubOppID, INT16 sOppGridNo, INT8
}
INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT16 sMyGridNo, INT32 iMyThreat, INT32 iMyAPsLeft,
INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyAPsLeft,
UINT32 uiThreatIndex, INT32 iRange, INT32 morale, INT32 *iTotalScale)
{
DebugMsg(TOPIC_JA2AI,DBG_LEVEL_3,String("CalcCoverValue"));
@@ -278,7 +279,7 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT16 sMyGridNo, INT32 iMyThreat, INT32 i
// all 32-bit integers for max. speed
INT32 iMyPosValue, iHisPosValue, iCoverValue;
INT32 iReductionFactor, iThisScale;
INT16 sHisGridNo, sMyRealGridNo = NOWHERE, sHisRealGridNo = NOWHERE;
INT32 sHisGridNo, sMyRealGridNo = NOWHERE, sHisRealGridNo = NOWHERE;
INT16 sTempX, sTempY;
FLOAT dMyX, dMyY, dHisX, dHisY;
INT8 bHisBestCTGT, bHisActualCTGT, bHisCTGT, bMyCTGT;
@@ -339,8 +340,8 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT16 sMyGridNo, INT32 iMyThreat, INT32 i
if (bHisActualCTGT < 100)
{
// if we didn't remember his real gridno earlier up above, we got to now,
// because calculating worst case is about to play with it in a big way!
if (sHisRealGridNo == NOWHERE)
// because calculating worst case is about to play with it in a big way!
if (TileIsOutOfBounds(sHisRealGridNo))
{
sHisRealGridNo = pHim->sGridNo; // remember where he REALLY is
dHisX = pHim->dXPos;
@@ -390,15 +391,15 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT16 sMyGridNo, INT32 iMyThreat, INT32 i
}
}
// UNDO ANY TEMPORARY "DAMAGE" DONE ABOVE
if (sMyRealGridNo != NOWHERE)
// UNDO ANY TEMPORARY "DAMAGE" DONE ABOVE
if (!TileIsOutOfBounds(sMyRealGridNo))
{
pMe->sGridNo = sMyRealGridNo; // put me back where I belong!
pMe->dXPos = dMyX; // also change the 'x'
pMe->dYPos = dMyY; // and the 'y'
}
if (sHisRealGridNo != NOWHERE)
if (!TileIsOutOfBounds(sHisRealGridNo))
{
pHim->sGridNo = sHisRealGridNo; // put HIM back where HE belongs!
pHim->dXPos = dHisX; // also change the 'x'
@@ -507,10 +508,10 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT16 sMyGridNo, INT32 iMyThreat, INT32 i
}
UINT8 NumberOfTeamMatesAdjacent( SOLDIERTYPE * pSoldier, INT16 sGridNo )
UINT8 NumberOfTeamMatesAdjacent( SOLDIERTYPE * pSoldier, INT32 sGridNo )
{
UINT8 ubLoop, ubCount, ubWhoIsThere;
INT16 sTempGridNo;
UINT8 ubLoop, ubCount, ubWhoIsThere;
INT32 sTempGridNo;
ubCount = 0;
@@ -530,7 +531,7 @@ UINT8 NumberOfTeamMatesAdjacent( SOLDIERTYPE * pSoldier, INT16 sGridNo )
return( ubCount );
}
INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentBetter)
INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentBetter)
{
DebugMsg(TOPIC_JA2AI,DBG_LEVEL_3,String("FindBestNearbyCover"));
@@ -539,18 +540,18 @@ INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
INT32 iCurrentCoverValue, iCoverValue, iBestCoverValue;
INT32 iCurrentScale = -1, iCoverScale = -1, iBestCoverScale = -1;
INT32 iDistFromOrigin, iDistCoverFromOrigin, iThreatCertainty;
INT16 sGridNo, sBestCover = NOWHERE;
INT32 sGridNo, sBestCover = NOWHERE;
INT32 iPathCost;
INT32 iThreatRange, iClosestThreatRange = 1500;
// INT16 sClosestThreatGridno = NOWHERE;
INT32 iMyThreatValue;
INT16 sThreatLoc;
INT32 sThreatLoc;
INT32 iMaxThreatRange;
UINT32 uiThreatCnt = 0;
INT32 iMaxMoveTilesLeft, iSearchRange, iRoamRange;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
INT16 sOrigin; // has to be a short, need a pointer
INT16 * pusLastLoc;
INT32 sOrigin; // has to be a short, need a pointer
INT32 * pusLastLoc;
INT8 * pbPersOL;
INT8 * pbPublOL;
SOLDIERTYPE *pOpponent;
@@ -795,22 +796,22 @@ INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
#endif
// determine maximum horizontal limits
sMaxLeft = (INT16) min(iSearchRange,(pSoldier->sGridNo % MAXCOL));
sMaxLeft = min(iSearchRange,(pSoldier->sGridNo % MAXCOL));
//NumMessage("sMaxLeft = ",sMaxLeft);
sMaxRight = (INT16) min(iSearchRange,MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
sMaxRight = min(iSearchRange,MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
//NumMessage("sMaxRight = ",sMaxRight);
// determine maximum vertical limits
sMaxUp = (INT16) min(iSearchRange,(pSoldier->sGridNo / MAXROW));
sMaxUp = min(iSearchRange,(pSoldier->sGridNo / MAXROW));
//NumMessage("sMaxUp = ",sMaxUp);
sMaxDown = (INT16) min(iSearchRange,MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
sMaxDown = min(iSearchRange,MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
//NumMessage("sMaxDown = ",sMaxDown);
iRoamRange = RoamingRange(pSoldier,&sOrigin);
// if status isn't black (life & death combat), and roaming range is limited
// if status isn't black (life & death combat), and roaming range is limited
if ((pSoldier->aiData.bAlertStatus != STATUS_BLACK) && (iRoamRange < MAX_ROAMING_RANGE) &&
(sOrigin != NOWHERE))
(!TileIsOutOfBounds(sOrigin)))
{
// must try to stay within or return to the point of origin
iDistFromOrigin = SpacesAway(sOrigin,pSoldier->sGridNo);
@@ -869,7 +870,7 @@ INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
}
}
FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_TAKE_COVER ), COPYREACHABLE_AND_APS, 0 );
FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_TAKE_COVER ), COPYREACHABLE_AND_APS, 0 );//dnl ch50 071009
// Turn off the "reachable" flag for his current location
// so we don't consider it
@@ -1072,8 +1073,8 @@ INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
}
#endif
// if a better cover location was found
if (sBestCover != NOWHERE)
// if a better cover location was found
if (!TileIsOutOfBounds(sBestCover))
{
#if defined( _DEBUG ) && !defined( PATHAI_VISIBLE_DEBUG )
gsBestCover = sBestCover;
@@ -1096,25 +1097,25 @@ INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
SnuggleDebug(pSoldier,"Found Cover");
#endif
return((INT16)sBestCover); // return the gridno of that cover
return(sBestCover); // return the gridno of that cover
}
}
return(NOWHERE); // return that no suitable cover was found
}
INT16 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier)
INT32 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier)
{
INT16 sGridNo;
INT16 sBestSpot = NOWHERE;
INT32 sGridNo;
INT32 sBestSpot = NOWHERE;
UINT32 uiLoop;
INT32 iThreatRange,iClosestThreatRange = 1500, iSpotClosestThreatRange;
INT16 sThreatLoc, sThreatGridNo[MAXMERCS];
INT32 sThreatLoc, sThreatGridNo[MAXMERCS];
UINT32 uiThreatCnt = 0;
INT32 iSearchRange;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
INT8 * pbPersOL,*pbPublOL, bEscapeDirection, bBestEscapeDirection = -1;
SOLDIERTYPE *pOpponent;
INT16 sOrigin;
INT32 sOrigin;
INT32 iRoamRange;
// BUILD A LIST OF THREATENING GRID #s FROM PERSONAL & PUBLIC opplistS
@@ -1250,15 +1251,15 @@ INT16 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier)
//NumMessage("gubNPCAPBudget = ",gubNPCAPBudget);
// determine maximum horizontal limits
sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
//NumMessage("sMaxLeft = ",sMaxLeft);
sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
//NumMessage("sMaxRight = ",sMaxRight);
// determine maximum vertical limits
sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW));
sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW));
//NumMessage("sMaxUp = ",sMaxUp);
sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
//NumMessage("sMaxDown = ",sMaxDown);
// Call FindBestPath to set flags in all locations that we can
@@ -1282,7 +1283,7 @@ INT16 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier)
}
}
FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_RUN_AWAY ), COPYREACHABLE, 0 );
FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_RUN_AWAY ), COPYREACHABLE, 0 );//dnl ch50 121009
// Turn off the "reachable" flag for his current location
// so we don't consider it
@@ -1390,9 +1391,9 @@ INT16 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier)
return( sBestSpot );
}
INT16 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
INT32 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
{
INT16 sGridNo,sClosestLand = NOWHERE,sPathCost,sShortestPath = 1000;
INT32 sGridNo,sClosestLand = NOWHERE,sPathCost,sShortestPath = 1000;
INT16 sMaxLeft,sMaxRight,sMaxUp,sMaxDown,sXOffset,sYOffset;
INT32 iSearchRange;
@@ -1405,15 +1406,15 @@ INT16 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
//NumMessage("Trying iSearchRange = ", iSearchRange);
// determine maximum horizontal limits
sMaxLeft = (INT16) min(iSearchRange,(pSoldier->sGridNo % MAXCOL));
sMaxLeft = min(iSearchRange,(pSoldier->sGridNo % MAXCOL));
//NumMessage("sMaxLeft = ",sMaxLeft);
sMaxRight = (INT16) min(iSearchRange,MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
sMaxRight = min(iSearchRange,MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
//NumMessage("sMaxRight = ",sMaxRight);
// determine maximum vertical limits
sMaxUp = (INT16) min(iSearchRange,(pSoldier->sGridNo / MAXROW));
sMaxUp = min(iSearchRange,(pSoldier->sGridNo / MAXROW));
//NumMessage("sMaxUp = ",sMaxUp);
sMaxDown = (INT16) min(iSearchRange,MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
sMaxDown = min(iSearchRange,MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
//NumMessage("sMaxDown = ",sMaxDown);
// Call FindBestPath to set flags in all locations that we can
@@ -1437,7 +1438,7 @@ INT16 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
}
}
FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_LEAVE_WATER_GAS ), COPYREACHABLE, 0 );
FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_LEAVE_WATER_GAS ), COPYREACHABLE, 0 );//dnl ch50 071009
// Turn off the "reachable" flag for his current location
// so we don't consider it
@@ -1470,7 +1471,7 @@ INT16 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
// CJC: here, unfortunately, we must calculate a path so we have an AP cost
// obviously, we're looking for LAND, so water is out!
sPathCost = (INT16) LegalNPCDestination(pSoldier,sGridNo,ENSURE_PATH_COST,NOWATER,0);
sPathCost = LegalNPCDestination(pSoldier,sGridNo,ENSURE_PATH_COST,NOWATER,0);
if (!sPathCost)
{
@@ -1490,8 +1491,8 @@ INT16 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
}
}
// if we found a piece of land in this search area
if (sClosestLand != NOWHERE) // quit now, no need to look any farther
// if we found a piece of land in this search area
if (!TileIsOutOfBounds(sClosestLand)) // quit now, no need to look any farther
break;
}
@@ -1501,13 +1502,13 @@ INT16 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
INT16 FindNearbyDarkerSpot( SOLDIERTYPE *pSoldier )
{
INT16 sGridNo, sClosestSpot = NOWHERE, sPathCost;
INT32 sGridNo, sClosestSpot = NOWHERE, sPathCost;
INT32 iSpotValue, iBestSpotValue = 1000;
INT16 sMaxLeft,sMaxRight,sMaxUp,sMaxDown,sXOffset,sYOffset;
INT32 iSearchRange;
INT8 bLightLevel, bCurrLightLevel, bLightDiff;
INT32 iRoamRange;
INT16 sOrigin;
INT32 sOrigin;
bCurrLightLevel = LightTrueLevel( pSoldier->sGridNo, pSoldier->pathing.bLevel );
@@ -1518,15 +1519,15 @@ INT16 FindNearbyDarkerSpot( SOLDIERTYPE *pSoldier )
for (iSearchRange = 5; iSearchRange <= 15; iSearchRange += 5)
{
// determine maximum horizontal limits
sMaxLeft = (INT16) min(iSearchRange,(pSoldier->sGridNo % MAXCOL));
sMaxLeft = min(iSearchRange,(pSoldier->sGridNo % MAXCOL));
//NumMessage("sMaxLeft = ",sMaxLeft);
sMaxRight = (INT16) min(iSearchRange,MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
sMaxRight = min(iSearchRange,MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
//NumMessage("sMaxRight = ",sMaxRight);
// determine maximum vertical limits
sMaxUp = (INT16) min(iSearchRange,(pSoldier->sGridNo / MAXROW));
sMaxUp = min(iSearchRange,(pSoldier->sGridNo / MAXROW));
//NumMessage("sMaxUp = ",sMaxUp);
sMaxDown = (INT16) min(iSearchRange,MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
sMaxDown = min(iSearchRange,MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
//NumMessage("sMaxDown = ",sMaxDown);
// Call FindBestPath to set flags in all locations that we can
@@ -1550,7 +1551,7 @@ INT16 FindNearbyDarkerSpot( SOLDIERTYPE *pSoldier )
}
}
FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_LEAVE_WATER_GAS ), COPYREACHABLE, 0 );
FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_LEAVE_WATER_GAS ), COPYREACHABLE, 0 );//dnl ch50 071009
// Turn off the "reachable" flag for his current location
// so we don't consider it
@@ -1600,7 +1601,7 @@ INT16 FindNearbyDarkerSpot( SOLDIERTYPE *pSoldier )
// CJC: here, unfortunately, we must calculate a path so we have an AP cost
sPathCost = (INT16) LegalNPCDestination(pSoldier,sGridNo,ENSURE_PATH_COST,NOWATER,0);
sPathCost = LegalNPCDestination(pSoldier,sGridNo,ENSURE_PATH_COST,NOWATER,0);
if (!sPathCost)
{
@@ -1622,8 +1623,8 @@ INT16 FindNearbyDarkerSpot( SOLDIERTYPE *pSoldier )
}
}
// if we found a piece of land in this search area
if (sClosestSpot != NOWHERE) // quit now, no need to look any farther
// if we found a piece of land in this search area
if (!TileIsOutOfBounds(sClosestSpot)) // quit now, no need to look any farther
{
break;
}
@@ -1640,8 +1641,8 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
INT32 iSearchRange;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
INT16 sGridNo;
INT16 sBestSpot = NOWHERE;
INT32 sGridNo;
INT32 sBestSpot = NOWHERE;
INT32 iTempValue, iValue, iBestValue = 0;
ITEM_POOL * pItemPool;
OBJECTTYPE * pObj;
@@ -1695,15 +1696,15 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
iSearchRange /= 2;
// determine maximum horizontal limits
sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
//NumMessage("sMaxLeft = ",sMaxLeft);
sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
//NumMessage("sMaxRight = ",sMaxRight);
// determine maximum vertical limits
sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW));
sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW));
//NumMessage("sMaxUp = ",sMaxUp);
sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
//NumMessage("sMaxDown = ",sMaxDown);
// Call FindBestPath to set flags in all locations that we can
@@ -1731,7 +1732,7 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
}
}
FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_PICKUP_ITEM ), COPYREACHABLE, 0 );
FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_PICKUP_ITEM ), COPYREACHABLE, 0 );//dnl ch50 071009
// SET UP DOUBLE-LOOP TO STEP THROUGH POTENTIAL GRID #s
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
@@ -1914,7 +1915,10 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
}
break;
default:
break;
// WANNE: Fix a vanilla bug: When an enemy soldier is looking for items and finds a non-helmet/vest/leggings piece of armour it was incorrectly considered for pickup.
// Fixed by Tron (Stracciatella): Revision: 5719
// break;
continue;
}
}
else
@@ -1941,8 +1945,8 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
}
}
}
if (sBestSpot != NOWHERE)
if (!TileIsOutOfBounds(sBestSpot))
{
DebugAI( String( "%d decides to pick up %S", pSoldier->ubID, ItemNames[ gWorldItems[ iBestItemIndex ].object.usItem ] ) );
if (Item[gWorldItems[ iBestItemIndex ].object.usItem].usItemClass == IC_GUN)
@@ -1982,26 +1986,26 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
return( AI_ACTION_NONE );
}
INT16 FindClosestDoor( SOLDIERTYPE * pSoldier )
INT32 FindClosestDoor( SOLDIERTYPE * pSoldier )
{
INT16 sClosestDoor = NOWHERE;
INT32 sClosestDoor = NOWHERE;
INT32 iSearchRange;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
INT16 sGridNo;
INT32 sGridNo;
INT32 iDist, iClosestDist = 10;
iSearchRange = 5;
// determine maximum horizontal limits
sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
//NumMessage("sMaxLeft = ",sMaxLeft);
sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
//NumMessage("sMaxRight = ",sMaxRight);
// determine maximum vertical limits
sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW));
sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW));
//NumMessage("sMaxUp = ",sMaxUp);
sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
//NumMessage("sMaxDown = ",sMaxDown);
// SET UP DOUBLE-LOOP TO STEP THROUGH POTENTIAL GRID #s
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
@@ -2025,12 +2029,12 @@ INT16 FindClosestDoor( SOLDIERTYPE * pSoldier )
return( sClosestDoor );
}
INT16 FindNearestEdgepointOnSpecifiedEdge( INT16 sGridNo, INT8 bEdgeCode )
INT32 FindNearestEdgepointOnSpecifiedEdge( INT32 sGridNo, INT8 bEdgeCode )
{
INT32 iLoop;
INT16 *psEdgepointArray;
INT32 *psEdgepointArray;
INT32 iEdgepointArraySize;
INT16 sClosestSpot = NOWHERE, sClosestDist = 0x7FFF, sTempDist;
INT32 sClosestSpot = NOWHERE, sClosestDist = 0x7FFF, sTempDist;
switch( bEdgeCode )
{
@@ -2071,16 +2075,16 @@ INT16 FindNearestEdgepointOnSpecifiedEdge( INT16 sGridNo, INT8 bEdgeCode )
return( sClosestSpot );
}
INT16 FindNearestEdgePoint( INT16 sGridNo )
INT32 FindNearestEdgePoint( INT32 sGridNo )
{
INT16 sGridX, sGridY;
INT16 sScreenX, sScreenY, sMaxScreenX, sMaxScreenY;
INT16 sDist[5], sMinDist;
INT32 iLoop;
INT8 bMinIndex;
INT16 * psEdgepointArray;
INT32 * psEdgepointArray;
INT32 iEdgepointArraySize;
INT16 sClosestSpot = NOWHERE, sClosestDist = 0x7FFF, sTempDist;
INT32 sClosestSpot = NOWHERE, sClosestDist = 0x7FFF, sTempDist;
ConvertGridNoToXY( sGridNo, &sGridX, &sGridY );
GetWorldXYAbsoluteScreenXY( sGridX, sGridY, &sScreenX, &sScreenY );
@@ -2146,12 +2150,12 @@ INT16 FindNearestEdgePoint( INT16 sGridNo )
#define EDGE_OF_MAP_SEARCH 5
INT16 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection )
INT32 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection )
{
INT32 iSearchRange;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
INT16 sGridNo, sClosestSpot = NOWHERE;
INT32 sGridNo, sClosestSpot = NOWHERE;
INT8 bDirection, bClosestDirection;
INT32 iPathCost, iClosestPathCost = 1000;
@@ -2166,15 +2170,15 @@ INT16 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection )
iSearchRange = EDGE_OF_MAP_SEARCH;
// determine maximum horizontal limits
sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
//NumMessage("sMaxLeft = ",sMaxLeft);
sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
//NumMessage("sMaxRight = ",sMaxRight);
// determine maximum vertical limits
sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW));
sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW));
//NumMessage("sMaxUp = ",sMaxUp);
sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
// reset the "reachable" flags in the region we're looking at
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
@@ -2191,7 +2195,7 @@ INT16 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection )
}
}
FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, WALKING, COPYREACHABLE, 0 );
FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, WALKING, COPYREACHABLE, 0 );//dnl ch50 071009
// Turn off the "reachable" flag for his current location
// so we don't consider it
@@ -2233,7 +2237,7 @@ INT16 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection )
return( sClosestSpot );
}
INT16 FindRouteBackOntoMap( SOLDIERTYPE * pSoldier, INT16 sDestGridNo )
INT32 FindRouteBackOntoMap( SOLDIERTYPE * pSoldier, INT32 sDestGridNo )
{
// the first thing to do is restore the soldier's gridno from the X and Y
// values
@@ -2251,12 +2255,12 @@ INT16 FindRouteBackOntoMap( SOLDIERTYPE * pSoldier, INT16 sDestGridNo )
}
INT16 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
INT32 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
{
INT32 iSearchRange;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
INT16 sGridNo, sClosestSpot = NOWHERE;
INT32 sGridNo, sClosestSpot = NOWHERE;
INT32 iDistance, iClosestDistance = 9999;
UINT8 ubRoom;
@@ -2264,9 +2268,9 @@ INT16 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
iSearchRange = 7;
// determine maximum horizontal limits
sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
//NumMessage("sMaxLeft = ",sMaxLeft);
sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
//NumMessage("sMaxRight = ",sMaxRight);
if ( (pSoldier->bTeam == gbPlayerNum) && (fInRing == FALSE) )
@@ -2276,9 +2280,9 @@ INT16 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
}
// determine maximum vertical limits
sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW));
sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW));
//NumMessage("sMaxUp = ",sMaxUp);
sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
{
@@ -2305,12 +2309,12 @@ INT16 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
return( sClosestSpot );
}
INT16 FindNearestOpenableNonDoor( INT16 sStartGridNo )
INT32 FindNearestOpenableNonDoor( INT32 sStartGridNo )
{
INT32 iSearchRange;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
INT16 sGridNo, sClosestSpot = NOWHERE;
INT32 sGridNo, sClosestSpot = NOWHERE;
INT32 iDistance, iClosestDistance = 9999;
STRUCTURE * pStructure;
@@ -2318,15 +2322,15 @@ INT16 FindNearestOpenableNonDoor( INT16 sStartGridNo )
iSearchRange = 7;
// determine maximum horizontal limits
sMaxLeft = (INT16) min( iSearchRange, (sStartGridNo % MAXCOL));
sMaxLeft = min( iSearchRange, (sStartGridNo % MAXCOL));
//NumMessage("sMaxLeft = ",sMaxLeft);
sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((sStartGridNo % MAXCOL) + 1));
sMaxRight = min( iSearchRange, MAXCOL - ((sStartGridNo % MAXCOL) + 1));
//NumMessage("sMaxRight = ",sMaxRight);
// determine maximum vertical limits
sMaxUp = (INT16) min( iSearchRange, (sStartGridNo / MAXROW));
sMaxUp = min( iSearchRange, (sStartGridNo / MAXROW));
//NumMessage("sMaxUp = ",sMaxUp);
sMaxDown = (INT16) min( iSearchRange, MAXROW - ((sStartGridNo / MAXROW) + 1));
sMaxDown = min( iSearchRange, MAXROW - ((sStartGridNo / MAXROW) + 1));
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
{
@@ -2367,10 +2371,10 @@ INT16 FindNearestOpenableNonDoor( INT16 sStartGridNo )
INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction )
INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction )
{
INT16 sGridNo;
INT16 sBestSpot = NOWHERE;
INT32 sGridNo;
INT32 sBestSpot = NOWHERE;
INT32 iSearchRange = 4;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
@@ -2425,15 +2429,15 @@ INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction )
// stay away from the edges
// determine maximum horizontal limits
sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
//NumMessage("sMaxLeft = ",sMaxLeft);
sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
//NumMessage("sMaxRight = ",sMaxRight);
// determine maximum vertical limits
sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW));
sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW));
//NumMessage("sMaxUp = ",sMaxUp);
sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
//NumMessage("sMaxDown = ",sMaxDown);
// Call FindBestPath to set flags in all locations that we can
@@ -2457,7 +2461,7 @@ INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction )
}
}
FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, bAction ), COPYREACHABLE, 0 );
FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, bAction ), COPYREACHABLE, 0 );//dnl ch50 071009
// Turn off the "reachable" flag for his current location
// so we don't consider it
@@ -2500,7 +2504,7 @@ INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction )
// calculate the next potential gridno
sGridNo = pSoldier->sGridNo + sXOffset + (MAXCOL * sYOffset);
sTempDir = GetDirectionFromGridNo ( sGridNo, pSoldier );
sTempDist = (INT16) GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo , sGridNo );
sTempDist = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo , sGridNo );
//NumMessage("Testing gridno #",gridno);
if ( !(sGridNo >=0 && sGridNo < WORLD_MAX) )
@@ -2566,9 +2570,9 @@ INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction )
INT16 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp )
INT32 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp )
{
INT16 sBestSpot = NOWHERE;
INT32 sBestSpot = NOWHERE;
//DebugMsg( TOPIC_JA2AI , DBG_LEVEL_3 , "FindClosestClimbPoint");
@@ -2581,7 +2585,7 @@ INT16 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp )
if (fClimbUp)
{
// For the climb up case, search the nearby limits for a climb up point and take the closest.
INT16 sGridNo;
INT32 sGridNo;
static const INT32 iSearchRange = 20;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
UINT8 ubTestDir;
@@ -2631,7 +2635,7 @@ INT16 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp )
// Search for the destination climb point on the roof
for (ubTestDir=0; ubTestDir < 8; ubTestDir += 2)
{
INT16 sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir));
INT32 sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir));
// And see if it or the ground location is occupied
if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[1] & MAPELEMENT_EXT_CLIMBPOINT &&
(WhoIsThere2( sTestGridNo, 1 ) == NOBODY) &&
@@ -2668,7 +2672,7 @@ BOOLEAN CanClimbFromHere (SOLDIERTYPE * pSoldier, BOOLEAN fUp )
return FindDirectionForClimbing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel) != DIRECTION_IRRELEVANT;
#else
BUILDING * pBuilding;
INT16 i;
INT32 i;
INT32 iSearchRange = 1;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
@@ -2676,14 +2680,14 @@ BOOLEAN CanClimbFromHere (SOLDIERTYPE * pSoldier, BOOLEAN fUp )
// determine maximum horizontal limits
sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
// determine maximum vertical limits
sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW));
sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW));
sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1));
INT16 sGridNo=NOWHERE;
INT32 sGridNo=NOWHERE;
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
{
@@ -2783,7 +2787,7 @@ extern BUILDING gBuildings[ MAX_BUILDINGS ];
extern UINT8 gubNumberOfBuildings;
INT16 FindBestCoverNearTheGridNo(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubSearchRadius )
INT32 FindBestCoverNearTheGridNo(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubSearchRadius )
{
INT32 iPercentBetter;
// INT16 sTrueGridNo;
@@ -2798,18 +2802,18 @@ INT16 FindBestCoverNearTheGridNo(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubS
pSoldier->stats.bWisdom = bRealWisdom;
// pSoldier->sGridNo = sTrueGridNo;
if( sResultGridNo != NOWHERE )
if(!TileIsOutOfBounds(sResultGridNo))
return sResultGridNo;
else
return sGridNo;
}
INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel )
INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
{
UINT8 ubClimbDir;
INT16 sClimbSpot;
INT32 sClimbSpot;
if (bLevel == 0)
{