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
-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 );