Sandro's feature pack (by Sandro)

- Dual Burst/Autofire Enabled
- Alternative Weapon Holding (firing from hip + pistol with one hand)
- Energy Cost on Weapon Manipulation (holding it shouldered, firing)
- Suppression Effectiveness Modified by Caliber and Gun Loudness
- No Enemy Auto-ready Weapon Option
- Fancy Big Merc Rifle Holding Animations
- More Random Idle Animations
- Kick in HtH Implemented
- Jumping Implemented
- (Included Fix for IIS with Martial Arts Bonus)
- further infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/308884/A_Small_Compilation_of_New_Fea.html#Post308884
- you also need the latest GameDir files!


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5471 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-08-14 12:19:57 +00:00
parent a61d724335
commit 21dd880240
66 changed files with 4276 additions and 1288 deletions
+89 -63
View File
@@ -43,6 +43,7 @@
extern BOOLEAN gfHiddenInterrupt;
extern BOOLEAN gfUseAlternateQueenPosition;
extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOLEAN fHipStance );
// global status time counters to determine what takes the most time
@@ -1240,7 +1241,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
////////////////////////////////////////////////////////////////////////////
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Snipers like to raise weapons, sniper = %d",pSoldier->sniper));
if ( pSoldier->aiData.bOrders == SNIPER && pSoldier->sniper == 0 && ( pSoldier->pathing.bLevel == 1 || Random(100) < 40 ) )
if ( pSoldier->aiData.bOrders == SNIPER && pSoldier->sniper == 0 && ( pSoldier->pathing.bLevel == 1 || Random(100) < 40 ) && (pSoldier->bBreath > 30 || GetBPCostPer10APsForGunHolding( pSoldier, TRUE ) < 20) )
{
if ( !(WeaponReady(pSoldier)) ) // SANDRO - only call this if we are not in readied position yet
{
@@ -1268,7 +1269,8 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
{
if (!(WeaponReady(pSoldier)))
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
if ((!gfTurnBasedAI || ((GetAPsToReadyWeapon( pSoldier, PickSoldierReadyAnimation( pSoldier, FALSE, FALSE ) ) ) <= pSoldier->bActionPoints)) &&
(pSoldier->bBreath > 30 || GetBPCostPer10APsForGunHolding( pSoldier, TRUE ) < 20) )
{
iChance = 25;
if ( pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA || pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE )
@@ -1284,7 +1286,10 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
}
else // if the weapon is ready already, maybe unready it
{
if ( Random(100) < 40 )
iChance = 30;
// is it a heavy gun? And we have energy cost for shooting enabled?
iChance += GetBPCostPer10APsForGunHolding( pSoldier ); // don't overexagerate yourself
if ( Random(100) < iChance )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Soldier deciding to lower weapon"));
return(AI_ACTION_LOWER_GUN);
@@ -1319,7 +1324,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
if ( pSoldier->aiData.bOrders == SNIPER && pSoldier->pathing.bLevel == 1)
iChance += 35;
if ( WeaponReady(pSoldier) ) // SANDRO - if readied weapon, make him more likelz to turn around
if ( WeaponReady(pSoldier) ) // SANDRO - if readied weapon, make him more likely to turn around
iChance += 30;
if ((INT16)PreRandom(100) < iChance)
@@ -1489,7 +1494,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
sprintf(tempstr,"%s - TURNS TOWARDS NOISE to face direction %d",pSoldier->name,pSoldier->aiData.usActionData);
AIPopMessage(tempstr);
#endif
if ( pSoldier->aiData.bOrders == SNIPER )
if ( pSoldier->aiData.bOrders == SNIPER && (pSoldier->bBreath > 25 || GetBPCostPer10APsForGunHolding( pSoldier, TRUE ) < 30))
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
{
@@ -1497,13 +1502,13 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
}
}
////////////////////////////////////////////////////////////////////////////
// SANDRO - allow regular soldiers to raise scoped weapons to see rather away too
// SANDRO - allow regular soldiers to raise scoped weapons to see farther away too
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
if (!(WeaponReady(pSoldier)))
if (!(WeaponReady(pSoldier)) && (pSoldier->bBreath > 25 || GetBPCostPer10APsForGunHolding( pSoldier, TRUE ) < 30))
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, PickSoldierReadyAnimation( pSoldier, FALSE, FALSE ) ) <= pSoldier->bActionPoints)
{
if ( Random(100) < 35 )
{
@@ -1597,6 +1602,14 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
{
// take a breather for gods sake!
pSoldier->aiData.usActionData = NOWHERE;
// is it a heavy gun? And we have energy cost for shooting enabled?
if ( WeaponReady(pSoldier) && GetBPCostPer10APsForGunHolding( pSoldier ) > 0 )
{
// unready
return(AI_ACTION_LOWER_GUN);
}
return(AI_ACTION_NONE);
}
@@ -1764,7 +1777,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
// if ( CanClimbFromHere ( pSoldier, fUp ) )
if ( pSoldier->sGridNo == sNoiseGridNo)
{
if (IsActionAffordable(pSoldier) && pSoldier->bActionPoints >= ( APBPConstants[AP_CLIMBROOF] + MinAPsToAttack( pSoldier, sNoiseGridNo, ADDTURNCOST)))
if (IsActionAffordable(pSoldier) && pSoldier->bActionPoints >= ( APBPConstants[AP_CLIMBROOF] + MinAPsToAttack( pSoldier, sNoiseGridNo, ADDTURNCOST,0)))
{
return( AI_ACTION_CLIMB_ROOF );
}
@@ -2033,17 +2046,12 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
{
////////////////////////////////////////////////////////////////////////////
// SANDRO - raise weapon maybe
if (!(WeaponReady(pSoldier)) && pSoldier->ubDirection == ubNoiseDir) // if we are facing the direction of where the noise came from
if (!(WeaponReady(pSoldier)) && pSoldier->ubDirection == ubNoiseDir && (pSoldier->bBreath > 25 || GetBPCostPer10APsForGunHolding( pSoldier, TRUE ) < 30)) // if we are facing the direction of where the noise came from
{
if (!gfTurnBasedAI || (GetAPsToReadyWeapon( pSoldier, ANIM_CROUCH ) + GetAPsToChangeStance( pSoldier, ANIM_CROUCH )) <= pSoldier->bActionPoints)
if (!gfTurnBasedAI || (((GetAPsToReadyWeapon( pSoldier, PickSoldierReadyAnimation( pSoldier, FALSE, FALSE ) ) ) + GetAPsToChangeStance( pSoldier, ANIM_CROUCH )) <= pSoldier->bActionPoints))
{
iChance = 20;
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
iChance += 30;
}
if ( Random(100) < (UINT32)iChance )
{
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
@@ -2059,19 +2067,17 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
{
////////////////////////////////////////////////////////////////////////////
// SANDRO - raise weapon maybe
if (!(WeaponReady(pSoldier)) && pSoldier->ubDirection == ubNoiseDir) // if we are facing the direction of where the noise came from
if (!(WeaponReady(pSoldier)) && pSoldier->ubDirection == ubNoiseDir && (pSoldier->bBreath > 25 || GetBPCostPer10APsForGunHolding( pSoldier, TRUE ) < 30)) // if we are facing the direction of where the noise came from
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
{
iChance = 20;
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
iChance += 30;
}
if ( Random(100) < (UINT32)iChance )
{
return( AI_ACTION_RAISE_GUN );
if ( Random(100) < 35 )
{
return( AI_ACTION_RAISE_GUN );
}
}
}
}
@@ -2458,6 +2464,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
pSoldier->aiData.usActionData = BestShot.sTarget;
//POSSIBLE STRUCTURE CHANGE PROBLEM. GOTTHARD 7/14/08
pSoldier->aiData.bAimTime = BestShot.ubAimTime;
pSoldier->bScopeMode = BestShot.bScopeMode;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_SNIPER ] );
return(AI_ACTION_FIRE_GUN );
}
@@ -2586,6 +2593,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// HEADROCK HAM 4: This is the stupidest thing ever.
// Menptr[BestShot.ubOpponent].ubSuppressionPoints += pSoldier->bDoAutofire;
Menptr[BestShot.ubOpponent].ubSuppressorID = pSoldier->ubID;
if (!WeaponReady( pSoldier ) && gGameExternalOptions.ubAllowAlternativeWeaponHolding){ pSoldier->bScopeMode = USE_ALT_WEAPON_HOLD; }
return( AI_ACTION_FIRE_GUN );
}
else
@@ -2705,6 +2713,13 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
#endif
pSoldier->aiData.usActionData = NOWHERE;
// is it a heavy gun? And we have energy cost for shooting enabled?
if ( WeaponReady(pSoldier) && GetBPCostPer10APsForGunHolding( pSoldier ) > 0 )
{
// unready
return(AI_ACTION_LOWER_GUN);
}
return(AI_ACTION_NONE);
}
@@ -2896,7 +2911,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
if ( LocationToLocationLineOfSightTest( pSoldier->aiData.usActionData, pSoldier->pathing.bLevel, tempGridNo, pSoldier->pathing.bLevel, TRUE) )
{
// reserve APs for a possible crouch plus a shot
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, tempGridNo, (INT8) (MinAPsToAttack( pSoldier, tempGridNo, ADDTURNCOST) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS );
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, tempGridNo, (INT8) (MinAPsToAttack( pSoldier, tempGridNo, ADDTURNCOST,0) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS );
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
@@ -3061,7 +3076,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
//if ( CanClimbFromHere ( pSoldier, fUp ) )
if (pSoldier->sGridNo == sClosestDisturbance)
{
if (IsActionAffordable(pSoldier) && pSoldier->bActionPoints >= ( APBPConstants[AP_CLIMBROOF] + MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST)))
if (IsActionAffordable(pSoldier) && pSoldier->bActionPoints >= ( APBPConstants[AP_CLIMBROOF] + MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST,0)))
{
return( AI_ACTION_CLIMB_ROOF );
}
@@ -3126,7 +3141,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
if ( PythSpacesAway( pSoldier->aiData.usActionData, sClosestDisturbance ) < 5 || LocationToLocationLineOfSightTest( pSoldier->aiData.usActionData, pSoldier->pathing.bLevel, sClosestDisturbance, pSoldier->pathing.bLevel, TRUE ) )
{
// reserve APs for a possible crouch plus a shot
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sClosestDisturbance, (INT8) (MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS );
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sClosestDisturbance, (INT8) (MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST,0) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS );
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
@@ -3164,7 +3179,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
if ( PythSpacesAway( pSoldier->aiData.usActionData, sClosestDisturbance ) < 5 || LocationToLocationLineOfSightTest( pSoldier->aiData.usActionData, pSoldier->pathing.bLevel, sClosestDisturbance, pSoldier->pathing.bLevel, TRUE ) )
{
// reserve APs for a possible crouch plus a shot
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sClosestDisturbance, (INT8) (MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS );
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sClosestDisturbance, (INT8) (MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST,0) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS );
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
@@ -3287,7 +3302,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
//if ( CanClimbFromHere ( pSoldier, fUp ) )
if (pSoldier->sGridNo == sClosestFriend)
{
if (IsActionAffordable(pSoldier) && pSoldier->bActionPoints >= ( APBPConstants[AP_CLIMBROOF] + MinAPsToAttack( pSoldier, sClosestFriend, ADDTURNCOST)))
if (IsActionAffordable(pSoldier) && pSoldier->bActionPoints >= ( APBPConstants[AP_CLIMBROOF] + MinAPsToAttack( pSoldier, sClosestFriend, ADDTURNCOST,0)))
{
return( AI_ACTION_CLIMB_ROOF );
}
@@ -3352,7 +3367,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
{
// either moving significantly closer or into very close range
// ensure will we have enough APs for a possible crouch plus a shot
if ( InternalGoAsFarAsPossibleTowards( pSoldier, pSoldier->aiData.usActionData, (INT8) (MinAPsToAttack( pSoldier, sClosestOpponent, ADDTURNCOST) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_TAKE_COVER, 0 ) == pSoldier->aiData.usActionData )
if ( InternalGoAsFarAsPossibleTowards( pSoldier, pSoldier->aiData.usActionData, (INT8) (MinAPsToAttack( pSoldier, sClosestOpponent, ADDTURNCOST,0) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_TAKE_COVER, 0 ) == pSoldier->aiData.usActionData )
{
return(AI_ACTION_TAKE_COVER);
}
@@ -3502,7 +3517,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
sprintf(tempstr,"%s - TURNS TOWARDS CLOSEST ENEMY to face direction %d",pSoldier->name,pSoldier->aiData.usActionData);
AIPopMessage(tempstr);
#endif
if ( pSoldier->aiData.bOrders == SNIPER && !(WeaponReady(pSoldier)) )
if ( pSoldier->aiData.bOrders == SNIPER && !(WeaponReady(pSoldier)) && (pSoldier->bBreath > 15 || GetBPCostPer10APsForGunHolding( pSoldier, TRUE ) < 50) )
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
{
@@ -3514,7 +3529,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
else if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
if (!(WeaponReady(pSoldier)))
if (!(WeaponReady(pSoldier)) && (pSoldier->bBreath > 15 || GetBPCostPer10APsForGunHolding( pSoldier, TRUE ) < 50))
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
{
@@ -3531,10 +3546,10 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
}
}
////////////////////////////////////////////////////////////////////////////
// SANDRO - allow regular soldiers to raise scoped weapons to see rather away too
// SANDRO - allow regular soldiers to raise scoped weapons to see farther away too
else if ( pSoldier->ubDirection == ubOpponentDir && !(WeaponReady(pSoldier)))
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
if ((!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints) && (pSoldier->bBreath > 15 || GetBPCostPer10APsForGunHolding( pSoldier, TRUE ) < 50))
{
if ( pSoldier->aiData.bOrders == SNIPER )
{
@@ -3706,7 +3721,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
#endif
////////////////////////////////////////////////////////////////////////////
// SANDRO - allow regular soldiers to raise scoped weapons to see rather away too
// SANDRO - allow regular soldiers to raise scoped weapons to see farther away too
if (!gfTurnBasedAI || (GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) + GetAPsToChangeStance( pSoldier, ANIM_CROUCH )) <= pSoldier->bActionPoints)
{
// determine direction from this soldier to the closest opponent
@@ -3714,15 +3729,13 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
if (!(WeaponReady(pSoldier)) && pSoldier->ubDirection == ubOpponentDir )
{
iChance = 25;
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
iChance += 25;
}
if ( Random(100) < (UINT32)iChance )
{
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
if ( Random(100) < 40 )
{
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
}
}
}
@@ -3773,7 +3786,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
if ( pSoldier->sniper == 0 )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionRed: sniper raising gun..."));
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
if ((!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints) && (pSoldier->bBreath > 15 || GetBPCostPer10APsForGunHolding( pSoldier, TRUE ) < 50))
{
if (!(WeaponReady(pSoldier)))
{
@@ -3792,7 +3805,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
{
////////////////////////////////////////////////////////////////////////////
// SANDRO - raise weapon maybe
if (!(WeaponReady(pSoldier))) // if we are facing the direction of where the noise came from
if (!(WeaponReady(pSoldier)) && (pSoldier->bBreath > 15 || GetBPCostPer10APsForGunHolding( pSoldier, TRUE ) < 50)) // if we are facing the direction of where the noise came from
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
{
@@ -4229,7 +4242,7 @@ INT16 ubMinAPCost;
if (Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN && pSoldier->inv[HANDPOS][0]->data.gun.bGunStatus >= USABLE)
{
// get the minimum cost to attack the same target with this gun
ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,ADDTURNCOST);
ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,ADDTURNCOST,0);
// if we have enough action points to shoot with this gun
if (pSoldier->bActionPoints >= ubMinAPCost)
@@ -4373,7 +4386,7 @@ INT16 ubMinAPCost;
}
// get the minimum cost to attack with this knife
ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST);
ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST,0,0);
// if we can afford the minimum AP cost to stab with/throw this knife weapon
if (pSoldier->bActionPoints >= ubMinAPCost)
@@ -4448,7 +4461,7 @@ INT16 ubMinAPCost;
}
// get the minimum cost to attack with punch
ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST);
ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST,0,0);
// if we can afford the minimum AP cost to punch
if (pSoldier->bActionPoints >= ubMinAPCost)
{
@@ -4595,7 +4608,7 @@ INT16 ubMinAPCost;
}
// get the minimum cost to attack by HTH
ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST);
ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST,0,0);
// if we can afford the minimum AP cost to use HTH combat
if (pSoldier->bActionPoints >= ubMinAPCost)
@@ -4800,6 +4813,7 @@ INT16 ubMinAPCost;
// default settings
//POSSIBLE STRUCTURE CHANGE PROBLEM, NOT CURRENTLY CHANGED. GOTTHARD 7/14/08
pSoldier->aiData.bAimTime = BestAttack.ubAimTime;
pSoldier->bScopeMode = BestAttack.bScopeMode;
pSoldier->bDoBurst = 0;
// HEADROCK HAM 3.6: bAimTime represents how MANY aiming levels are used, not how much APs they cost necessarily.
@@ -4808,7 +4822,7 @@ INT16 ubMinAPCost;
if (ubBestAttackAction == AI_ACTION_FIRE_GUN)
{
// Do we need to change stance? NB We'll have to ready our gun again
if ( !TANK( pSoldier ) && ( pSoldier->bActionPoints >= BestAttack.ubAPCost + GetAPsCrouch( pSoldier, TRUE) + MinAPsToAttack( pSoldier, BestAttack.sTarget, ADDTURNCOST, 1 ) ) )
if ( !TANK( pSoldier ) && ( pSoldier->bActionPoints >= BestAttack.ubAPCost + GetAPsCrouch( pSoldier, TRUE) + MinAPsToAttack( pSoldier, BestAttack.sTarget, ADDTURNCOST,0, 1 ) ) )
{
// since the AI considers shooting chance from standing primarily, if we are not
// standing we should always consider a stance change
@@ -4863,7 +4877,7 @@ INT16 ubMinAPCost;
// account for increased AP cost and having to re-ready weapon
ubStanceCost = (UINT8) GetAPsToChangeStance( pSoldier, ubBestStance );
BestAttack.ubAPCost = MinAPsToAttack( pSoldier, BestAttack.sTarget, ADDTURNCOST, 1) + ubStanceCost;
BestAttack.ubAPCost = MinAPsToAttack( pSoldier, BestAttack.sTarget, ADDTURNCOST, 0, 1) + ubStanceCost;
// Clip the aim time if necessary
// HEADROCK HAM 3.6: Use Actual Aiming Costs, without assuming that each aim level = 1 AP.
@@ -4918,6 +4932,10 @@ INT16 ubMinAPCost;
case ATTACKSLAYONLY:iChance += 30; break;
}
// SANDRO: more likely to burst when firing from hip
if ( BestAttack.bScopeMode == USE_ALT_WEAPON_HOLD && Item[pSoldier->inv[BestAttack.bWeaponIn].usItem].twohanded )
iChance += 40;
// CHRISL: Changed from a simple flag to two externalized values for more modder control over AI suppression
if ( GetMagSize(&pSoldier->inv[BestAttack.bWeaponIn], 0) >= gGameExternalOptions.ubAISuppressionMinimumMagSize &&
pSoldier->inv[BestAttack.bWeaponIn][0]->data.gun.ubGunShotsLeft >= gGameExternalOptions.ubAISuppressionMinimumAmmo )
@@ -5013,6 +5031,9 @@ INT16 ubMinAPCost;
case ATTACKSLAYONLY:iChance += 30; break;
}
// SANDRO: more likely to burst when firing from hip
if ( BestAttack.bScopeMode == USE_ALT_WEAPON_HOLD && Item[pSoldier->inv[BestAttack.bWeaponIn].usItem].twohanded )
iChance += 40;
// CHRISL: Changed from a simple flag to two externalized values for more modder control over AI suppression
if ( GetMagSize(&pSoldier->inv[BestAttack.bWeaponIn], 0) >= gGameExternalOptions.ubAISuppressionMinimumMagSize &&
@@ -5150,25 +5171,30 @@ INT16 ubMinAPCost;
else if (ubBestAttackAction == AI_ACTION_KNIFE_MOVE && gGameOptions.fNewTraitSystem)
{
pSoldier->aiData.bAimTime = 0;
iChance = 0;
if (Item[pSoldier->inv[BestAttack.bWeaponIn].usItem].usItemClass == IC_PUNCH)
{
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT))
if ( gGameExternalOptions.fEnhancedCloseCombatSystem )
iChance += 30;
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT) )
iChance += 30 * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT);
if( PreRandom( 100 ) <= iChance )
{
if( PreRandom( (gGameExternalOptions.fEnhancedCloseCombatSystem ? 2 : 0) + 2 * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT) ) > 2 )
{
pSoldier->aiData.bAimTime = (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedPunches : 6);
}
pSoldier->aiData.bAimTime = (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedPunches : 6);
}
}
else
{
if ( gGameExternalOptions.fEnhancedCloseCombatSystem )
iChance += 30;
if (HAS_SKILL_TRAIT( pSoldier, MELEE_NT))
iChance += 30;
if( PreRandom( 100 ) <= iChance )
{
if( PreRandom( gGameExternalOptions.fEnhancedCloseCombatSystem ? 3 : 1 ) > 0 )
{
pSoldier->aiData.bAimTime = (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedBladedAttackes : 6);
}
pSoldier->aiData.bAimTime = (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedBladedAttackes : 6);
}
}
}
@@ -6842,7 +6868,7 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier )
//if ( CanClimbFromHere ( pSoldier, fUp ) )
if (pSoldier->sGridNo == sClosestDisturbance)
{
if (IsActionAffordable(pSoldier) && pSoldier->bActionPoints >= ( APBPConstants[AP_CLIMBROOF] + MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST)))
if (IsActionAffordable(pSoldier) && pSoldier->bActionPoints >= ( APBPConstants[AP_CLIMBROOF] + MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST, 0)))
{
return( AI_ACTION_CLIMB_ROOF );
}
@@ -6945,7 +6971,7 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier )
if ( PythSpacesAway( pSoldier->aiData.usActionData, sClosestDisturbance ) < 5 || LocationToLocationLineOfSightTest( pSoldier->aiData.usActionData, pSoldier->pathing.bLevel, sClosestDisturbance, pSoldier->pathing.bLevel, TRUE ) )
{
// reserve APs for a possible crouch plus a shot
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sClosestDisturbance, (INT8) (MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS );
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sClosestDisturbance, (INT8) (MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST, 0) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS );
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
@@ -7055,7 +7081,7 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier )
//if ( CanClimbFromHere ( pSoldier, fUp ) )
if (pSoldier->sGridNo == sClosestFriend)
{
if (IsActionAffordable(pSoldier) && pSoldier->bActionPoints >= ( APBPConstants[AP_CLIMBROOF] + MinAPsToAttack( pSoldier, sClosestFriend, ADDTURNCOST)))
if (IsActionAffordable(pSoldier) && pSoldier->bActionPoints >= ( APBPConstants[AP_CLIMBROOF] + MinAPsToAttack( pSoldier, sClosestFriend, ADDTURNCOST, 0)))
{
return( AI_ACTION_CLIMB_ROOF );
}
@@ -7443,7 +7469,7 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier )
}
// get the minimum cost to attack with punch
ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST);
ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST,0);
// if we can afford the minimum AP cost to punch
if (pSoldier->bActionPoints >= ubMinAPCost)
{
@@ -7553,8 +7579,8 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier )
RearrangePocket(pSoldier,HANDPOS,bWeaponIn,TEMPORARILY);
}
// get the minimum cost to attack by HTH
ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST);
// get the minimum cost to attack by HTH
ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST,0,0);
// if we can afford the minimum AP cost to use HTH combat
if (pSoldier->bActionPoints >= ubMinAPCost)