AI and tactics improvements (by Sevenfm):

New options:
 AI_YELLOW_FLANKING - yellow flanking is disabled by default
 IMPROVED_TACTICAL_UI - use name color to show soldier's status (disguised, drunk)

Removed obsolete options:
 SHOW_COVER_INDICATOR
 SHOW_ENEMY_RANK_ICON
 SHOW_ENEMY_AWARENESS

Fixes and improvements:
 - collapsed enemies should not taunt
 - if soldier is unconscious, he can't see anything or anybody
 - ClosestReachableDisturbance - performance improvement
 - allow InternalGoAsFarAsPossibleTowards to jump over fences

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8226 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2016-05-20 18:25:33 +00:00
parent e86b24821c
commit 196a1eb84d
9 changed files with 88 additions and 399 deletions
+2 -5
View File
@@ -1047,9 +1047,6 @@ void LoadGameExternalOptions()
// sevenfm: show health over enemy
gGameExternalOptions.ubShowEnemyHealth = iniReader.ReadInteger("Tactical Interface Settings","SHOW_ENEMY_HEALTH", 1, 0, 6);
// sevenfm: show cover indicator
gGameExternalOptions.ubShowCoverIndicator = iniReader.ReadInteger("Tactical Interface Settings","SHOW_COVER_INDICATOR", 0, 0, 2);
// WANNE: Hide the hit count when enemy gets hit
gGameExternalOptions.ubEnemyHitCount = iniReader.ReadInteger("Tactical Interface Settings","ENEMY_HIT_COUNT", 0, 0, 4);
// sevenfm: added similar option for player hit count
@@ -1340,7 +1337,6 @@ void LoadGameExternalOptions()
// sevenfm
gGameExternalOptions.fShowEnemyWeapon = iniReader.ReadBoolean("Tactical Gameplay Settings","SHOW_ENEMY_WEAPON", FALSE);
gGameExternalOptions.fShowEnemyExtendedInfo = iniReader.ReadBoolean("Tactical Gameplay Settings","SHOW_ENEMY_EXTENDED_INFO", FALSE);
gGameExternalOptions.fShowEnemyAwareness = iniReader.ReadBoolean("Tactical Gameplay Settings","SHOW_ENEMY_AWARENESS", FALSE);
//legion by Jazz
gGameExternalOptions.fIndividualHiddenPersonNames = iniReader.ReadBoolean("Tactical Gameplay Settings","INDIVIDUAL_HIDDEN_PERSON_NAMES", FALSE);
@@ -1358,7 +1354,7 @@ void LoadGameExternalOptions()
gGameExternalOptions.fEnemyRank = iniReader.ReadBoolean("Tactical Gameplay Settings","INDIVIDUAL_ENEMY_RANK",FALSE);
// sevenfm: show enemy rank as icon
gGameExternalOptions.ubShowEnemyRankIcon = iniReader.ReadInteger("Tactical Gameplay Settings","SHOW_ENEMY_RANK_ICON", 0, 0, 2);
gGameExternalOptions.fImprovedTacticalUI = iniReader.ReadBoolean("Tactical Gameplay Settings","IMPROVED_TACTICAL_UI",FALSE);
// Flugente: soldier profiles
if (!is_networked)
@@ -1478,6 +1474,7 @@ void LoadGameExternalOptions()
gGameExternalOptions.bNewTacticalAIBehavior = iniReader.ReadBoolean("Tactical Interface Settings","NEW_AI_TACTICAL",FALSE);
// sevenfm: AI tweaks and improvements
gGameExternalOptions.fAIYellowFlanking = iniReader.ReadBoolean("Tactical Interface Settings","AI_YELLOW_FLANKING",FALSE);
gGameExternalOptions.fAIExtraSuppression = iniReader.ReadBoolean("Tactical Interface Settings","AI_EXTRA_SUPPRESSION",FALSE);
gGameExternalOptions.fAINewMorale = iniReader.ReadBoolean("Tactical Interface Settings","AI_NEW_MORALE",FALSE);
gGameExternalOptions.fAIBetterCover = iniReader.ReadBoolean("Tactical Interface Settings","AI_BETTER_COVER",FALSE);
+2 -4
View File
@@ -806,6 +806,7 @@ typedef struct
BOOLEAN bAllowSpecialExplosiveAttachments;
INT16 iChanceSayAnnoyingPhrase;
BOOLEAN bNewTacticalAIBehavior;
BOOLEAN fAIYellowFlanking;
BOOLEAN fAIExtraSuppression;
BOOLEAN fAINewMorale;
BOOLEAN fAIBetterCover;
@@ -1212,8 +1213,6 @@ typedef struct
// sevenfm: show enemy weapon above soldier in tactical
BOOLEAN fShowEnemyWeapon;
BOOLEAN fShowEnemyExtendedInfo;
// show awareness sight and level
BOOLEAN fShowEnemyAwareness;
//legion by Jazz
BOOLEAN fIndividualHiddenPersonNames;
@@ -1242,7 +1241,7 @@ typedef struct
BOOLEAN fEnemyRank;
// sevenfm: show enemy rank as icon
UINT8 ubShowEnemyRankIcon;
BOOLEAN fImprovedTacticalUI;
// Flugente: soldier profiles
BOOLEAN fSoldierProfiles_Enemy;
@@ -1252,7 +1251,6 @@ typedef struct
//BOOLEAN fHideEnemyHealthText;
UINT8 ubShowHealthBarsOnHead;
UINT8 ubShowCoverIndicator;
UINT8 ubShowEnemyHealth;
UINT8 ubEnemyHitCount;
+1 -1
View File
@@ -1082,7 +1082,7 @@ void PossiblyStartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, UINT32 ui
return;
}
// only enemies that are able to speak at the moment can taunt
if ( pCiv->stats.bLife < OKLIFE || pCiv->bBreathCollapsed )
if ( pCiv->stats.bLife < OKLIFE || pCiv->bCollapsed || pCiv->bBreathCollapsed )
{
return;
}
+26 -306
View File
@@ -62,10 +62,9 @@
#include "weapons.h"
#include "Map Screen Interface.h" // added by Flugente for SquadNames
#include "environment.h"
// sevenfm: needed for _KeyDown(SHIFT)
#include "english.h"
#include "DisplayCover.h"
#include "SkillCheck.h" // added by Flugente
#include "Drugs And Alcohol.h" // sevenfm
#include "english.h" // sevenfm
#endif
#include "InterfaceItemImages.h"
@@ -1908,39 +1907,36 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
// Display name
SetFont( TINYFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_WHITE );
BOOLEAN bInCombat = gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT;
BOOLEAN bStealth = pSoldier->bStealthMode || pSoldier->usSoldierFlagMask & ( SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER );
// sevenfm: for mercs use name color as cover indicator
// only use color when there is enemy in sector
if( pSoldier->bTeam == OUR_TEAM &&
(NumEnemyInSector() != 0) &&
! ( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_ROBOT) ) &&
( ( gGameExternalOptions.ubShowCoverIndicator == 1 && ( bInCombat || bStealth ) ) ||
( gGameExternalOptions.ubShowCoverIndicator == 2 && bStealth ) ) )
// sevenfm: improved UI
if( gGameExternalOptions.fImprovedTacticalUI )
{
INT8 cover = 3; // MAX_COVER
BOOLEAN showCover;
INT32 usMapPos;
INT16 color8, color16;
if( GetMouseMapPos(&usMapPos) && _KeyDown(SHIFT) )
if( pSoldier->flags.uiStatusFlags & SOLDIER_PC &&
pSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) )
{
// target tile cover
CalculateCoverForSoldier( pSoldier, usMapPos, gsInterfaceLevel, cover );
SetRGBFontForeground( 220, 220, 0 );
}
else
else if ( GetDrunkLevel(pSoldier) != SOBER )
{
// merc's cover
CalculateCoverForSoldier( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, cover );
switch ( GetDrunkLevel(pSoldier) )
{
case FEELING_GOOD:
SetRGBFontForeground( 180, 180, 240 );
break;
case BORDERLINE:
SetRGBFontForeground( 120, 120, 240 );
break;
case DRUNK:
SetRGBFontForeground( 20, 20, 240 );
break;
case HUNGOVER:
SetRGBFontForeground( 120, 20, 240 );
break;
default:
SetFontForeground( FONT_MCOLOR_WHITE );
}
}
showCover = CoverColorCode( cover, color8, color16 );
SetFontForeground( (UINT8)color8 );
}
else
{
SetFontForeground( FONT_MCOLOR_WHITE );
}
if ( pSoldier->ubProfile != NO_PROFILE || ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
@@ -2358,8 +2354,6 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
// sevenfm: show weapon name and additional info
ShowEnemyWeapon( sX, sY, pSoldier );
ShowEnemyHealthBar( sX, sY, pSoldier );
ShowAdditionalInfo( sX, sY, pSoldier );
ShowRankIcon( sXPos, sYPos, pSoldier );
}
// Flugente: soldier profiles
else if ( pSoldier->bTeam == MILITIA_TEAM && ((gGameExternalOptions.fSoldierProfiles_Militia && pSoldier->usSoldierProfile) || pSoldier->usIndividualMilitiaID) )
@@ -3592,43 +3586,7 @@ void DrawBarsInUIBox( SOLDIERTYPE *pSoldier , INT16 sXPos, INT16 sYPos, INT16 sW
DrawBar( sXPos+3, sYPos+1+2*interval, (INT32)dWidth, sHeight, COLOR_ORANGE, Get16BPPColor( FROMRGB( 220, 140, 0 ) ), pDestBuf );
}
/*
BOOLEAN bDisguised = pSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER);
BOOLEAN bStealth = pSoldier->bStealthMode;
// draw cover indicators
if( ( gGameExternalOptions.ubShowHealthBarsOnHead > 1 ) &&
( (gTacticalStatus.uiFlags & TURNBASED ) && (gTacticalStatus.uiFlags & INCOMBAT) || bStealth || bDisguised ) )
{
INT8 cover = 3; // MAX_COVER
BOOLEAN showCover;
INT32 usMapPos;
if( gGameExternalOptions.ubShowCoverIndicator ==1 ||
( gGameExternalOptions.ubShowCoverIndicator ==3 && (bStealth || bDisguised) ) )
{
if( GetMouseMapPos(&usMapPos) && _KeyDown(SHIFT) )
{
// draw target tile cover indicator
CalculateCoverForSoldier( pSoldier, usMapPos, gsInterfaceLevel, cover );
showCover = CoverColorCode( cover, color8, color16 );
}
else
{
// draw cover indicator
CalculateCoverForSoldier( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, cover );
showCover = CoverColorCode( cover, color8, color16 );
if ( color8 == COLOR_GREEN)
showCover = FALSE;
}
if(showCover)
DrawBar( sXPos+33, sYPos+1, 1+sHeight , (interval==3 ? 2 : 3 )*interval-1, color8, color16, pDestBuf );
}
}
*/
UnLockVideoSurface( FRAME_BUFFER );
}
void EndDeadlockMsg( )
@@ -5823,141 +5781,6 @@ void DrawBar( INT32 x, INT32 y, INT32 width, INT32 height, UINT16 color8, UINT16
}
}
BOOLEAN CoverColorCode( INT8 cover, INT16 &color8, INT16 &color16 ){
BOOLEAN showCover = TRUE;
switch(cover)
{
case 0:
//color8 = COLOR_RED;
color8 = FONT_MCOLOR_RED;
color16 = Get16BPPColor( FROMRGB( 220, 0, 0 ) );
break;
case 1:
color8 = COLOR_ORANGE;
color16 = Get16BPPColor( FROMRGB( 220, 140, 0 ) );
break;
case 2:
color8 = COLOR_YELLOW;
color16 = Get16BPPColor( FROMRGB( 220, 220, 0 ) );
break;
case 3:
color8 = COLOR_GREEN;
color16 = Get16BPPColor( FROMRGB( 0, 200, 0 ) );
break;
default:
showCover = FALSE;
}
return showCover;
}
void DrawRankIcon( INT8 rank, INT32 baseX, INT32 baseY )
{
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
INT16 color8;
INT16 color16;
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, gsVIEWPORT_WINDOW_START_Y, SCREEN_WIDTH, ( gsVIEWPORT_WINDOW_END_Y - gsVIEWPORT_WINDOW_START_Y ) );
if(rank<6)
{
color8 = FONT_DKGREEN;
color16 = Get16BPPColor( FROMRGB( 20, 60, 20 ) );
//color8 = FONT_ORANGE;
//color16 = Get16BPPColor( FROMRGB( 160, 80, 0 ) );
}
else
{
color8 = FONT_DKRED;
color16 = Get16BPPColor( FROMRGB( 60, 20, 20 ) );
}
DrawBar( baseX+2, baseY+2, 7, 8, color8, color16, pDestBuf );
DrawLine( baseX+3, baseY+10, baseX+7, baseY+10, color8, color16, pDestBuf );
DrawLine( baseX+4, baseY+11, baseX+6, baseY+11, color8, color16, pDestBuf );
if(rank<6)
{
color8 = COLOR_GREEN;
color16 = Get16BPPColor( FROMRGB( 20, 80, 20 ) );
//color8 = FONT_YELLOW;
//color16 = Get16BPPColor( FROMRGB( 200, 120, 00 ) );
}
else
{
color8 = COLOR_RED;
color16 = Get16BPPColor( FROMRGB( 120, 20, 20 ) );
}
DrawLine( baseX+2, baseY+1, baseX+8, baseY+1, color8, color16, pDestBuf );
DrawLine( baseX+1, baseY+2, baseX+1, baseY+9, color8, color16, pDestBuf );
DrawLine( baseX+9, baseY+2, baseX+9, baseY+9, color8, color16, pDestBuf );
DrawLine( baseX+1, baseY+9, baseX+4, baseY+12, color8, color16, pDestBuf );
DrawLine( baseX+4, baseY+12, baseX+6, baseY+12, color8, color16, pDestBuf );
DrawLine( baseX+6, baseY+12, baseX+9, baseY+9, color8, color16, pDestBuf );
if(rank<6)
{
//color8 = FONT_DKGREEN;
//color16 = Get16BPPColor( FROMRGB( 0, 40, 0 ) );
//color8 = COLOR_LTGREY;
//color16 = Get16BPPColor( FROMRGB( 120, 120, 120 ) );
color8 = COLOR_YELLOW;
color16 = Get16BPPColor( FROMRGB( 200, 200, 200 ) );
}
else
{
color8 = FONT_ORANGE;
color16 = Get16BPPColor( FROMRGB( 220, 140, 20 ) );
}
switch( rank )
{
case 1:
DrawLine( baseX+3, baseY+6, baseX+7, baseY+6, color8, color16, pDestBuf );
break;
case 2:
DrawLine( baseX+3, baseY+5, baseX+7, baseY+5, color8, color16, pDestBuf );
DrawLine( baseX+3, baseY+7, baseX+7, baseY+7, color8, color16, pDestBuf );
break;
case 3:
DrawLine( baseX+3, baseY+4, baseX+7, baseY+4, color8, color16, pDestBuf );
DrawLine( baseX+3, baseY+6, baseX+7, baseY+6, color8, color16, pDestBuf );
DrawLine( baseX+3, baseY+8, baseX+7, baseY+8, color8, color16, pDestBuf );
break;
case 4:
DrawLine( baseX+3, baseY+5, baseX+5, baseY+8, color8, color16, pDestBuf );
DrawLine( baseX+5, baseY+8, baseX+7, baseY+5, color8, color16, pDestBuf );
break;
case 5:
DrawLine( baseX+3, baseY+4, baseX+7, baseY+4, color8, color16, pDestBuf );
DrawLine( baseX+3, baseY+6, baseX+5, baseY+9, color8, color16, pDestBuf );
DrawLine( baseX+5, baseY+9, baseX+7, baseY+6, color8, color16, pDestBuf );
break;
case 6:
DrawLine( baseX+5, baseY+4, baseX+5, baseY+8, color8, color16, pDestBuf );
break;
case 7:
DrawLine( baseX+4, baseY+4, baseX+4, baseY+8, color8, color16, pDestBuf );
DrawLine( baseX+6, baseY+4, baseX+6, baseY+8, color8, color16, pDestBuf );
break;
case 8:
DrawLine( baseX+5, baseY+4, baseX+5, baseY+8, color8, color16, pDestBuf );
DrawLine( baseX+3, baseY+4, baseX+3, baseY+8, color8, color16, pDestBuf );
DrawLine( baseX+7, baseY+4, baseX+7, baseY+8, color8, color16, pDestBuf );
break;
case 9:
DrawLine( baseX+2, baseY+6, baseX+8, baseY+6, color8, color16, pDestBuf );
DrawLine( baseX+5, baseY+3, baseX+5, baseY+9, color8, color16, pDestBuf );
DrawLine( baseX+3, baseY+4, baseX+7, baseY+8, color8, color16, pDestBuf );
DrawLine( baseX+7, baseY+4, baseX+3, baseY+8, color8, color16, pDestBuf );
}
UnLockVideoSurface( FRAME_BUFFER );
}
void DrawItemPic(INVTYPE *pItem, INT16 sX, INT16 sY )
{
UINT16 usGraphicNum;
@@ -6311,69 +6134,6 @@ void ShowEnemyWeapon( INT16 sX, INT16 sY, SOLDIERTYPE* pTargetSoldier )
}
}
void ShowAdditionalInfo( INT16 sX, INT16 sY, SOLDIERTYPE* pTargetSoldier )
{
BOOLEAN showExactInfo;
CHAR16 NameStr[ MAX_ENEMY_NAMES_CHARS ];
SOLDIERTYPE *pSelectedSoldier;
if ( gusSelectedSoldier != NOBODY )
pSelectedSoldier = MercPtrs[ gusSelectedSoldier ];
else
return;
if( gGameExternalOptions.fEnemyRank || gGameExternalOptions.fEnemyNames )
return;
// calc max range for exact info
if ( gusSelectedSoldier != NOBODY )
showExactInfo = ShowExactInfo( pSelectedSoldier, pTargetSoldier );
sX -= StringPixLength ( L"*", TINYFONT1 );
if( gGameExternalOptions.fShowEnemyAwareness && gTacticalStatus.ubCurrentTeam == OUR_TEAM )
{
SetFont( TINYFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
// show awareness sign only when in stealth mode or disguised
if( ( gusSelectedSoldier != NOBODY ) &&
( pTargetSoldier->bTeam == ENEMY_TEAM || pTargetSoldier->bTeam == CIV_TEAM && !pTargetSoldier->aiData.bNeutral ) &&
( MercPtrs[ gusSelectedSoldier ]->bStealthMode || MercPtrs[ gusSelectedSoldier ]->usSoldierFlagMask & ( SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER ) ) )
{
if( pTargetSoldier->aiData.bOppList[ MercPtrs[ gusSelectedSoldier ]->ubID ] == SEEN_CURRENTLY )
swprintf( NameStr, L"%s", L"*" );
else
swprintf( NameStr, L"%s", L"-" );
SetFontForeground( FONT_GRAY1 );
switch ( pTargetSoldier->aiData.bAlertStatus )
{
case STATUS_GREEN: // everything's OK, no suspicion
SetFontForeground( FONT_GREEN );
break;
case STATUS_YELLOW: // he or his friend heard something
SetFontForeground( FONT_YELLOW );
break;
case STATUS_RED: // has definite evidence of opponent
SetFontForeground( FONT_ORANGE );
break;
case STATUS_BLACK: // currently sees an active opponent
SetFontForeground( FONT_DKRED );
break;
}
if ( showExactInfo )
{
// this feature is a part of 'show enemy health bar'
if( gGameExternalOptions.ubShowEnemyHealth > 1 )
{
gprintfdirty( sX - 15, sY, NameStr );
mprintf( sX - 15, sY, NameStr );
}
}
}
}
}
void ShowEnemyHealthBar( INT16 sX, INT16 sY, SOLDIERTYPE* pSoldier )
{
INT32 iBack;
@@ -6406,46 +6166,6 @@ void ShowEnemyHealthBar( INT16 sX, INT16 sY, SOLDIERTYPE* pSoldier )
}
}
void ShowRankIcon( INT16 sXPos, INT16 sYPos, SOLDIERTYPE* pSoldier )
{
INT32 iBack;
INT16 sX, sY;
SOLDIERTYPE *pSelectedSoldier;
if ( gusSelectedSoldier != NOBODY )
pSelectedSoldier = MercPtrs[ gusSelectedSoldier ];
else
return;
if ( pSelectedSoldier->aiData.bOppList[pSoldier->ubID] != SEEN_CURRENTLY )
return;
if( gGameExternalOptions.ubShowEnemyRankIcon && gTacticalStatus.ubCurrentTeam == OUR_TEAM )
//&& (!gGameExternalOptions.fEnemyNames) && (!gGameExternalOptions.fEnemyRank))
{
sX = sXPos + 50;
sY = sYPos + 17;
if(gGameExternalOptions.fEnemyNames)
sY+=10;
if(gGameExternalOptions.fEnemyRank)
sY+=10;
iBack = RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 11 ), (INT16)(sY + 14 ) );
if ( iBack != -1 )
SetBackgroundRectFilled( iBack );
DrawRankIcon( pSoldier->stats.bExpLevel, sX, sY );
}
}
void DrawLine( INT32 x1, INT32 y1, INT32 x2, INT32 y2, UINT16 color8, UINT16 color16, UINT8 *pDestBuf )
{
if(gbPixelDepth==16)
LineDraw( TRUE, x1, y1, x2, y2, color16, pDestBuf);
else
LineDraw8( TRUE, x1, y1, x2, y2, color8, pDestBuf);
}
void DrawEnemyHealthBar( SOLDIERTYPE* pSoldier, INT32 sX, INT32 sY, UINT8 ubLines, INT32 iBarWidth, INT32 iBarHeight )
{
FLOAT dWidth, dPercentage;
-6
View File
@@ -539,10 +539,6 @@ void RenderTopmostMultiPurposeLocator( );
void DrawBar( INT32 x, INT32 y, INT32 width, INT32 height, UINT16 color8, UINT16 color16, UINT8 *pDestBuf );
// draw health bar over enemy
void DrawEnemyHealthBar( SOLDIERTYPE* pSoldier, INT32 sX, INT32 sY, UINT8 ubLines, INT32 iBarWidth, INT32 iBarHeight );
// get cover display code from cover value
BOOLEAN CoverColorCode( INT8 cover, INT16 &color8, INT16 &color16 );
void DrawRankIcon( INT8 rank, INT32 baseX, INT32 baseY );
void DrawLine( INT32 x1, INT32 y1, INT32 x2, INT32 y2, UINT16 color8, UINT16 color16, UINT8 *pDestBuf );
// Flugente: show enemy role
BOOLEAN ShowSoldierRoleSymbol(SOLDIERTYPE* pSoldier);
@@ -556,8 +552,6 @@ void DrawNCTHCursorItemPics( INT16 sStartScreenX, INT16 sStartScreenY );
void GetEnemyInfoString( SOLDIERTYPE* pSelectedSoldier, SOLDIERTYPE* pTargetSoldier, BOOLEAN showExactInfo, CHAR16 *NameStr );
void ShowEnemyWeapon( INT16 sX, INT16 sY, SOLDIERTYPE* pTargetSoldier );
void ShowAdditionalInfo( INT16 sX, INT16 sY, SOLDIERTYPE* pTargetSoldier );
void ShowRankIcon( INT16 sXPos, INT16 sYPos, SOLDIERTYPE* pSoldier );
void ShowEnemyHealthBar( INT16 sX, INT16 sY, SOLDIERTYPE* pSoldier );
void NCTHImprovedAPColor( SOLDIERTYPE* pSoldier, OBJECTTYPE* pWeapon );
+11
View File
@@ -1222,6 +1222,12 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
return( 0 );
}
// sevenfm: if soldier is unconscious, he can't see anything
if ( pSoldier->bCollapsed && pSoldier->bBreath == 0 )
{
return( 0 );
}
// anv: some places in vehicle don't give passenger any view outside
INT8 bSeatIndex = GetSeatIndexFromSoldier( pSoldier );
if( bSeatIndex != (-1) )
@@ -2190,6 +2196,11 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
if ( pOpponent->bTeam == ENEMY_TEAM && pSoldier->bTeam == OUR_TEAM )
pOpponent->usSoldierFlagMask |= SOLDIER_ENEMY_OBSERVEDTHISTURN;
}
// sevenfm: if soldier is unconscious, he can't see anybody
if ( pSoldier->bCollapsed && pSoldier->bBreath == 0 )
{
return;
}
// if we're seeing a guy we didn't see on our last chance to look for him
if (pSoldier->aiData.bOppList[pOpponent->ubID] != SEEN_CURRENTLY)
+21 -15
View File
@@ -948,6 +948,7 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
INT8 *pbPersOL,*pbPublOL;
INT32 sClimbGridNo;
SOLDIERTYPE * pOpp;
INT32 sDistToEnemy, sDistToClosestEnemy = 10000;
// sevenfm: safety check
if ( pfChangeLevel )
@@ -1034,23 +1035,28 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
continue;
}
iPathCost = EstimatePathCostToLocation( pSoldier, sGridNo, bLevel, FALSE, &fClimbingNecessary, &sClimbGridNo );
// if we can get there and it's first reachable enemy or closer than other known enemies
if( iPathCost != 0 &&
(TileIsOutOfBounds(sClosestDisturbance) || iPathCost < iShortestPath) )
// sevenfm: if we found reachable enemy, check other enemies only if they are closer
sDistToEnemy = PythSpacesAway( pSoldier->sGridNo, sGridNo );
if (sDistToEnemy < sDistToClosestEnemy || TileIsOutOfBounds(sClosestDisturbance) )
{
if (fClimbingNecessary)
{
sClosestDisturbance = sClimbGridNo;
}
else
{
sClosestDisturbance = sGridNo;
}
iPathCost = EstimatePathCostToLocation( pSoldier, sGridNo, bLevel, FALSE, &fClimbingNecessary, &sClimbGridNo );
iShortestPath = iPathCost;
fClosestClimbingNecessary = fClimbingNecessary;
// if we can get there and it's first reachable enemy or closer than other known enemies
if (iPathCost != 0 && (TileIsOutOfBounds(sClosestDisturbance) || iPathCost < iShortestPath))
{
if (fClimbingNecessary)
{
sClosestDisturbance = sClimbGridNo;
}
else
{
sClosestDisturbance = sGridNo;
}
sDistToClosestEnemy = sDistToEnemy;
iShortestPath = iPathCost;
fClosestClimbingNecessary = fClimbingNecessary;
}
}
}
+10 -8
View File
@@ -2097,12 +2097,13 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
}
// possibly start YELLOW flanking
if ( ( pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO ) &&
if( gGameExternalOptions.fAIYellowFlanking &&
( pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO ) &&
pSoldier->bTeam == ENEMY_TEAM &&
( CountFriendsInDirection( pSoldier, sNoiseGridNo ) > 0 || NightTime() ) &&
( pSoldier->aiData.bOrders == SEEKENEMY ||
pSoldier->aiData.bOrders == FARPATROL ||
pSoldier->aiData.bOrders == CLOSEPATROL && NightTime() ) )
pSoldier->aiData.bOrders == CLOSEPATROL && NightTime() ))
{
INT8 action = AI_ACTION_SEEK_NOISE;
INT16 dist = PythSpacesAway ( pSoldier->sGridNo, sNoiseGridNo );
@@ -9555,12 +9556,13 @@ INT8 ArmedVehicleDecideActionYellow( SOLDIERTYPE *pSoldier )
#endif
// possibly start YELLOW flanking
if ( (pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO) &&
pSoldier->bTeam == ENEMY_TEAM &&
(CountFriendsInDirection( pSoldier, sNoiseGridNo ) > 0 || NightTime( )) &&
(pSoldier->aiData.bOrders == SEEKENEMY ||
pSoldier->aiData.bOrders == FARPATROL ||
pSoldier->aiData.bOrders == CLOSEPATROL && NightTime( )) )
if( gGameExternalOptions.fAIYellowFlanking &&
(pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO) &&
pSoldier->bTeam == ENEMY_TEAM &&
(CountFriendsInDirection( pSoldier, sNoiseGridNo ) > 0 || NightTime( )) &&
(pSoldier->aiData.bOrders == SEEKENEMY ||
pSoldier->aiData.bOrders == FARPATROL ||
pSoldier->aiData.bOrders == CLOSEPATROL && NightTime( )) )
{
INT8 action = AI_ACTION_SEEK_NOISE;
INT16 dist = PythSpacesAway( pSoldier->sGridNo, sNoiseGridNo );
+15 -54
View File
@@ -517,27 +517,8 @@ INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, IN
fPathFlags = 0;
if ( CREATURE_OR_BLOODCAT( pSoldier ) )
{ /*
if ( PythSpacesAway( pSoldier->sGridNo, sDesGrid ) <= PATH_CLOSE_RADIUS )
{
// then do a limited range path search and see if we can get there
gubNPCDistLimit = 10;
if ( !LegalNPCDestination( pSoldier, sDesGrid, ENSURE_PATH, NOWATER, fPathFlags) )
{
gubNPCDistLimit = 0;
return( NOWHERE );
}
else
{
// allow attempt to path without 'good enough' flag on
gubNPCDistLimit = 0;
}
}
else
{
*/
{
fPathFlags = PATH_CLOSE_GOOD_ENOUGH;
//}
}
// first step: try to find an OK destination at or near the desired gridno
@@ -634,13 +615,15 @@ INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, IN
// we'll only go as far along the plotted route as is within our
// permitted roaming range, and we'll stop as soon as we're down to <= 5 APs
sTempDest = pSoldier->sGridNo;
for (sLoop = 0; sLoop < (pSoldier->pathing.usPathDataSize - pSoldier->pathing.usPathIndex); sLoop++)
{
// what is the next gridno in the path?
//sTempDest = NewGridNo( sGoToGrid,DirectionInc( (INT16) (pSoldier->pathing.usPathingData[sLoop] + 1) ) );
sTempDest = NewGridNo( sGoToGrid,DirectionInc( (UINT8) (pSoldier->pathing.usPathingData[sLoop]) ) );
//NumMessage("sTempDest = ",sTempDest);
//sTempDest = NewGridNo( sGoToGrid,DirectionInc( (UINT8) (pSoldier->pathing.usPathingData[sLoop]) ) );
sTempDest = NewGridNo( sTempDest,DirectionInc( (UINT8) (pSoldier->pathing.usPathingData[sLoop]) ) );
// this should NEVER be out of bounds
if (sTempDest == sGoToGrid)
@@ -679,13 +662,6 @@ INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, IN
break; // quit here, sGoToGrid is where we are going
}
// if this gridno is NOT a legal NPC destination
// DONT'T test path again - that would replace the traced path! - Ian
// NOTE: It's OK to go *THROUGH* water to try and get to the destination!
if (!LegalNPCDestination(pSoldier,sTempDest,IGNORE_PATH,WATEROK,0))
break; // quit here, sGoToGrid is where we are going
// CAN'T CALL PathCost() HERE! IT CALLS findBestPath() and overwrites
// pathRouteToGo !!! Gotta calculate the cost ourselves - Ian
//
@@ -696,31 +672,6 @@ INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, IN
// if we're just starting the "costing" process (first gridno)
if (sLoop == 0)
{
/*
// first, add any additional costs - such as intermediate animations, etc.
switch(pSoldier->anitype[pSoldier->anim])
{
// in theory, no NPC should ever be in one of these animations as
// things stand (they don't medic anyone), but leave it for robustness
case START_AID :
case GIVING_AID : sAnimCost = APBPConstants[AP_STOP_FIRST_AID];
break;
case TWISTOMACH :
case COLLAPSED : sAnimCost = APBPConstants[AP_GET_UP];
break;
case TWISTBACK :
case UNCONSCIOUS : sAnimCost = (APBPConstants[AP_ROLL_OVER] + APBPConstants[AP_GET_UP]);
break;
default : sAnimCost = 0;
}
// this is our first cost
sAPCost += sAnimCost;
*/
if (pSoldier->usUIMovementMode == RUNNING)
{
sAPCost += GetAPsStartRun( pSoldier ); // changed by SANDRO
@@ -733,6 +684,16 @@ INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, IN
bAPsLeft = pSoldier->bActionPoints - sAPCost;
}
// if this gridno is NOT a legal NPC destination
// DONT'T test path again - that would replace the traced path! - Ian
// NOTE: It's OK to go *THROUGH* water to try and get to the destination!
// sevenfm: jump over fence code - if current gridno is not legal destination, check next gridno
if (!LegalNPCDestination(pSoldier,sTempDest,IGNORE_PATH,WATEROK,0))
{
// break;
continue;
}
// if after this, we have <= 5 APs remaining, that's far enough, break out
// (the idea is to preserve APs so we can crouch or react if
// necessary, and benefit from the carry-over next turn if not needed)