WARNING: I haven't tested these changes yet, since I'm still at work :p I'll be testing them and making updates as needed tonight.

- updated breaklight effect to use the radius and duration values from Explosives.xml
- updated tracer bullet lighting effect (will probably require more tweaking)
- updated AI - when trapped in gas in Insane the AI goes nuts instead of getting scared.  AI in all levels is more likely to use autofire over burst/single fire when in gas (panicking).


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@190 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-06-08 00:14:23 +00:00
parent ea7e68297c
commit 21bc685f8d
7 changed files with 69 additions and 80 deletions
+2 -2
View File
@@ -43,13 +43,13 @@ UINT16 MovementMode[LAST_MOVEMENT_ACTION + 1][NUM_URGENCY_STATES] =
{WALKING, WALKING, WALKING }, // AI_ACTION_RANDOM_PATROL
{WALKING, RUNNING, RUNNING }, // AI_ACTION_SEEK_FRIEND
{WALKING, RUNNING, RUNNING }, // AI_ACTION_SEEK_OPPONENT
{WALKING, WALKING, SWATTING }, // AI_ACTION_SEEK_OPPONENT
{RUNNING, RUNNING, RUNNING }, // AI_ACTION_TAKE_COVER
{WALKING, RUNNING, RUNNING }, // AI_ACTION_GET_CLOSER
{WALKING, WALKING, WALKING }, // AI_ACTION_POINT_PATROL,
{WALKING, RUNNING, RUNNING }, // AI_ACTION_LEAVE_WATER_GAS,
{WALKING, RUNNING, RUNNING }, // AI_ACTION_SEEK_NOISE,
{WALKING, WALKING, SWATTING }, // AI_ACTION_SEEK_NOISE,
{RUNNING, RUNNING, RUNNING }, // AI_ACTION_ESCORTED_MOVE,
{WALKING, RUNNING, RUNNING }, // AI_ACTION_RUN_AWAY,
+19 -5
View File
@@ -1867,7 +1867,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
////////////////////////////////////////////////////////////////////////////
// SWITCH TO GREEN: determine if soldier acts as if nothing at all was wrong
////////////////////////////////////////////////////////////////////////////
if ((INT16)PreRandom(100) < 1)
if ((INT16)PreRandom(100) < 30 )
{
#ifdef RECORDNET
fprintf(NetDebugFile,"\tDecideActionYellow: guynum %d ignores noise, switching to GREEN AI...\n",pSoldier->ubID);
@@ -3625,7 +3625,13 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
}
// REALLY tired, can't get away, force soldier's morale to hopeless state
pSoldier->bAIMorale = MORALE_HOPELESS;
if ( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
{
pSoldier->bBreath = pSoldier->bBreathMax; //Madd: backed into a corner, so go crazy like a wild animal...
pSoldier->bAIMorale = MORALE_FEARLESS;
}
else
pSoldier->bAIMorale = MORALE_HOPELESS;
}
}
@@ -3668,7 +3674,13 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
// GIVE UP ON LIFE! MERCS MUST HAVE JUST CORNERED A HELPLESS ENEMY IN A
// GAS FILLED ROOM (OR IN WATER MORE THAN 25 TILES FROM NEAREST LAND...)
pSoldier->bAIMorale = MORALE_HOPELESS;
if ( bInGas && gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
{
pSoldier->bBreath = pSoldier->bBreathMax;
pSoldier->bAIMorale = MORALE_FEARLESS; // Can't move, can't get away, go nuts instead...
}
else
pSoldier->bAIMorale = MORALE_HOPELESS;
}
// offer surrender?
@@ -4550,7 +4562,7 @@ bCanAttack = FALSE;
}
}
if (IsGunAutofireCapable( pSoldier, BestAttack.bWeaponIn /*, FALSE*/ ) &&
if (IsGunAutofireCapable( pSoldier, BestAttack.bWeaponIn ) &&
!(Menptr[BestShot.ubOpponent].bLife < OKLIFE) && // don't burst at downed targets
(( pSoldier->inv[BestAttack.bWeaponIn].ubGunShotsLeft > 1 &&
BestAttack.ubAimTime != BURSTING ) || Weapon[pSoldier->inv[BestAttack.bWeaponIn].usItem].NoSemiAuto) )
@@ -4591,10 +4603,12 @@ bCanAttack = FALSE;
case ATTACKSLAYONLY:iChance += 30; break;
}
if ( pSoldier->inv[BestAttack.bWeaponIn].ubGunShotsLeft > 50 )
iChance += 30;
if ( bInGas )
iChance += 50; //Madd: extra chance of going nuts and autofiring if stuck in gas
// increase chance based on proximity and difficulty of enemy
if ( PythSpacesAway( pSoldier->sGridNo, BestAttack.sTarget ) < 15 )
{
+1 -1
View File
@@ -2917,7 +2917,7 @@ void HandleExplosionQueue( void )
}
else if ( pObj->usBombItem == TRIP_FLARE )
{
NewLightEffect( sGridNo, LIGHT_FLARE_MARK_1 );
NewLightEffect( sGridNo, Explosive[pObj->usItem].ubDuration, Explosive[pObj->usItem].ubStartRadius );
RemoveItemFromPool( sGridNo, gWorldBombs[ uiWorldBombIndex ].iItemIndex, ubLevel );
}
else
+36 -48
View File
@@ -96,12 +96,10 @@ void UpdateLightingSprite( LIGHTEFFECT *pLight )
}
INT32 NewLightEffect( INT16 sGridNo, INT8 bType )
INT32 NewLightEffect( INT16 sGridNo, UINT8 ubDuration, UINT8 ubStartRadius )
{
LIGHTEFFECT *pLight;
INT32 iLightIndex;
UINT8 ubDuration=0;
UINT8 ubStartRadius=0;
if( ( iLightIndex = GetFreeLightEffect() )==(-1) )
return(-1);
@@ -112,20 +110,9 @@ INT32 NewLightEffect( INT16 sGridNo, INT8 bType )
// Set some values...
pLight->sGridNo = sGridNo;
pLight->bType = bType;
pLight->iLight = -1;
pLight->uiTimeOfLastUpdate = GetWorldTotalSeconds( );
switch( bType )
{
case LIGHT_FLARE_MARK_1:
ubDuration = 6;
ubStartRadius = 6;
break;
}
pLight->ubDuration = ubDuration;
pLight->bRadius = ubStartRadius;
pLight->bAge = 0;
@@ -139,7 +126,7 @@ INT32 NewLightEffect( INT16 sGridNo, INT8 bType )
//Play the breaklight sound
// PlayJA2Sample( BREAK_LIGHT_IGNITING, RATE_11025, SoundVolume( LOWVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
// MAdd: for some reason this crashes the game!
return( iLightIndex );
return( pLight->iLight );
}
@@ -192,41 +179,41 @@ void DecayLightEffects( UINT32 uiTime )
// ATE: Do this every so ofte, to acheive the effect we want...
if ( ( uiTime - pLight->uiTimeOfLastUpdate ) > 350 )
{
usNumUpdates = ( UINT16 ) ( ( uiTime - pLight->uiTimeOfLastUpdate ) / 350 );
usNumUpdates = ( UINT16 ) ( ( uiTime - pLight->uiTimeOfLastUpdate ) / 350 );
pLight->uiTimeOfLastUpdate = uiTime;
for ( cnt2 = 0; cnt2 < usNumUpdates; cnt2++ )
{
pLight->bAge++;
for ( cnt2 = 0; cnt2 < usNumUpdates; cnt2++ )
{
pLight->bAge++;
// if this cloud remains effective (duration not reached)
if ( pLight->bAge < pLight->ubDuration)
{
// calculate the new cloud radius
// cloud expands by 1 every turn outdoors, and every other turn indoors
if ( ( pLight->bAge % 2 ) )
{
pLight->bRadius--;
}
// if this cloud remains effective (duration not reached)
if ( pLight->bAge < pLight->ubDuration)
{
// calculate the new cloud radius
// cloud expands by 1 every turn outdoors, and every other turn indoors
if ( ( pLight->bAge % 2 ) )
{
pLight->bRadius--;
}
if ( pLight->bRadius == 0 )
{
// Delete...
fDelete = TRUE;
break;
}
else
{
UpdateLightingSprite( pLight );
}
}
else
{
fDelete = TRUE;
break;
}
}
if ( pLight->bRadius == 0 )
{
// Delete...
fDelete = TRUE;
break;
}
else
{
UpdateLightingSprite( pLight );
}
}
else
{
fDelete = TRUE;
break;
}
}
if ( fDelete )
{
@@ -238,10 +225,11 @@ void DecayLightEffects( UINT32 uiTime )
}
}
// Handle sight here....
AllTeamsLookForAll( FALSE );
// Handle sight here....
AllTeamsLookForAll( FALSE );
}
}
}
}
}
+3 -3
View File
@@ -2,13 +2,14 @@
#define __LIGHT_EFFECTS
/*
// Light effect types
enum
{
NO_LIGHT_EFFECT,
LIGHT_FLARE_MARK_1,
};
*/
typedef struct
{
@@ -18,7 +19,6 @@ typedef struct
UINT8 bRadius; // the current radius
INT8 bAge; // the number of turns light has been around
BOOLEAN fAllocated;
INT8 bType;
INT32 iLight;
UINT32 uiTimeOfLastUpdate;
@@ -35,7 +35,7 @@ void AddLightEffectToTile( INT8 bType, INT16 sGridNo );
void RemoveLightEffectFromTile( INT16 sGridNo );
INT32 NewLightEffect( INT16 sGridNo, INT8 bType );
INT32 NewLightEffect( INT16 sGridNo, UINT8 ubDuration, UINT8 ubStartRadius );
BOOLEAN SaveLightEffectsToSaveGameFile( HWFILE hFile );
+6 -19
View File
@@ -138,20 +138,7 @@ ANITILE *CreateAnimationTile( ANITILE_PARAMS *pAniParams )
if ( uiFlags & ANITILE_LIGHT )
{
if ( ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
{
if( ( pNewAniNode->lightSprite=LightSpriteCreate("L-R03.LHT", 0 ) )!=(-1))
{
LightSpritePower(pNewAniNode->lightSprite, TRUE);
{
INT16 sXPos, sYPos;
ConvertGridNoToCenterCellXY( sGridNo, &sXPos, &sYPos );
LightSpritePosition( pNewAniNode->lightSprite, (INT16)(sXPos/CELL_X_SIZE), (INT16)(sYPos/CELL_Y_SIZE));
}
}
}
pNewAniNode->lightSprite = NewLightEffect(sGridNo, 1, 0);
}
if ( ( uiFlags & ANITILE_CACHEDTILE ) )
@@ -381,7 +368,7 @@ void DeleteAniTile( ANITILE *pAniTile )
break;
}
if ( pAniNode->uiFlags & ANITILE_LIGHT && ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
if ( pAniNode->uiFlags & ANITILE_LIGHT && pAniNode->lightSprite != NULL )
{
LightSpriteDestroy(pAniNode->lightSprite);
}
@@ -614,10 +601,10 @@ void UpdateAniTiles( )
}
else
{
//if ( pNode->uiFlags & ANITILE_LIGHT )
//{
// LightSpriteDestroy(pNode->lightSprite);
//}
if ( pNode->uiFlags & ANITILE_LIGHT && pNode->lightSprite != NULL )
{
LightSpriteDestroy(pNode->lightSprite);
}
// Delete from world!
DeleteAniTile( pNode );
+2 -2
View File
@@ -2495,7 +2495,6 @@ DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("physics.cpp line 2337"));
if ( fDoImpact )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("physics.cpp line 2403"));
if ( Item[pObject->Obj.usItem].flare )
{
//if the light object will ber created OFF the ground
@@ -2507,7 +2506,8 @@ DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("physics.cpp line 2403"));
else
{
// Add a light effect...
NewLightEffect( pObject->sGridNo, LIGHT_FLARE_MARK_1 );
NewLightEffect( pObject->sGridNo, Explosive[Item[pObject->Obj.usItem].ubClassIndex].ubDuration , Explosive[Item[pObject->Obj.usItem].ubClassIndex].ubStartRadius );
}
}
else if ( Item[ pObject->Obj.usItem ].usItemClass & IC_GRENADE )