Changes to covert operations feature (by sevenfm): If the new skill setting COVERT_STRIPIFUNCOVERED is FALSE,

- we can only disguise successfully if we haven't been seen recently (last 3 turns)
- disabled automatic clothes stripping when uncovered
- redisguise automatically if spy haven't been seen by enemy recently and wears correct clothes

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8210 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-05-12 22:27:54 +00:00
parent e43d1b3fb3
commit 284910e2d5
12 changed files with 245 additions and 88 deletions
+2 -1
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@@ -2550,7 +2550,8 @@ void LoadSkillTraitsExternalSettings()
gSkillTraitValues.sCOCloseDetectionRangeSoldierCorpse = iniReader.ReadInteger("Covert Ops","COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE", 5, 0, 100);
gSkillTraitValues.usCOEliteUncoverRadius = iniReader.ReadInteger("Covert Ops","COVERT_ELITES_UNCOVER_RADIUS", 6, 0, 20 );
gSkillTraitValues.fCODetectIfBleeding = iniReader.ReadBoolean("Covert Ops","COVERT_DETECTEDIFBLEEDING", FALSE );
gSkillTraitValues.fCOStripIfUncovered = iniReader.ReadBoolean("Covert Ops","COVERT_STRIPIFUNCOVERED", FALSE );
// Flugente: RADIO OPERATOR
gSkillTraitValues.fROAllowArtillery = iniReader.ReadBoolean("Radio Operator","RADIO_OPERATOR_ARTILLERY", TRUE);
gSkillTraitValues.fROArtilleryDistributedOverTurns = iniReader.ReadBoolean("Radio Operator","RADIO_OPERATOR_ARTILLERY_DISTRIBUTED_OVER_TURNS", FALSE);
+1
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@@ -1836,6 +1836,7 @@ typedef struct
INT16 sCOCloseDetectionRangeSoldierCorpse;
UINT16 usCOEliteUncoverRadius;
BOOLEAN fCODetectIfBleeding; // will we be discovered if we are bleeding?
BOOLEAN fCOStripIfUncovered;
// RADIO OPERATOR
BOOLEAN fROAllowArtillery; // artillery can be forbidden for all teams with this setting
+1 -8
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@@ -155,7 +155,6 @@ void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo );
void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel );
void CleanWeapons( BOOLEAN fEntireTeam );
void UpdateGear();
void Strip( SOLDIERTYPE * pSoldier );
void StartCorpseMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel );
BOOLEAN HandleCheckForBadChangeToGetThrough( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, INT32 sTargetGridNo , INT8 bLevel )
@@ -5177,12 +5176,6 @@ void UpdateGear()
}
}
// undisguise or take off custom clothes
void Strip( SOLDIERTYPE * pSoldier )
{
pSoldier->Strip();
}
void BombMessageBoxCallBack( UINT8 ubExitValue )
{
if (gpTempSoldier)
@@ -5331,7 +5324,7 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
break;
case 2:
// undisguise or take off custom clothes
Strip(gpTempSoldier);
gpTempSoldier->Strip();
break;
case 3:
// clean weapons - in realtime of the entire team, in turnbased only for the selected merc
+3 -38
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@@ -60,6 +60,7 @@
#include "CampaignStats.h" // added by Flugente
#include "DisplayCover.h" // added by Flugente
#include "Map Information.h"
#include "ai.h" // added by Flugente
#endif
#ifdef JA2UB
@@ -9782,44 +9783,8 @@ BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, UINT16 usItem, UINT16 usPointsToUs
pSoldier->CreateSoldierPalettes();
}
if ( pSoldier->usSoldierFlagMask & SOLDIER_NEW_VEST && pSoldier->usSoldierFlagMask & SOLDIER_NEW_PANTS )
{
// first, remove the covert flags, and then reapply the correct ones, in case we switch between civilian and military clothes
pSoldier->usSoldierFlagMask &= ~(SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER);
// we can onyl dsiguise sucessfully if we are not seen
INT8 bCover = MAX_COVER;
CalculateCoverForSoldier( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, bCover );
if ( bCover == MAX_COVER )
{
// we now have to determine wether we are currently wearing civilian or military clothes
for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
{
// both parts have to fit. We cant mix different uniforms and get soldier disguise
if ( COMPARE_PALETTEREP_ID(pSoldier->VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pSoldier->PantsPal, gUniformColors[ i ].pants) )
{
pSoldier->usSoldierFlagMask |= SOLDIER_COVERT_SOLDIER;
if ( pSoldier->bTeam == OUR_TEAM )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_SOLDIER], pSoldier->GetName() );
break;
}
}
// if not dressed as a soldier, we must be dressed as a civilian
if ( !(pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER) )
{
pSoldier->usSoldierFlagMask |= SOLDIER_COVERT_CIV;
if ( pSoldier->bTeam == OUR_TEAM )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_CIVILIAN], pSoldier->GetName() );
}
}
// reevaluate sight - otherwise we could hide by changing clothes in plain sight!
OtherTeamsLookForMan(pSoldier);
}
// apply covert properties depending on our disguise
pSoldier->ApplyCovert( TRUE );
}
return( TRUE );
+2 -1
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@@ -10591,7 +10591,8 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
{
MercPtrs[ gusSelectedSoldier ]->LooseDisguise();
MercPtrs[ gusSelectedSoldier ]->Strip();
if ( gSkillTraitValues.fCOStripIfUncovered )
MercPtrs[ gusSelectedSoldier ]->Strip();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SURRENDER_FAILED] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVER_SINGLE], MercPtrs[ gusSelectedSoldier ]->GetName() );
+94 -17
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@@ -15740,6 +15740,16 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
}
}
// uncover if merc is using flashlight and alert is raised
if ( pSoldier->bTeam == ENEMY_TEAM &&
pSoldier->aiData.bAlertStatus >= STATUS_RED &&
(NightTime( ) || gbWorldSectorZ > 0) &&
this->GetBestEquippedFlashLightRange( ) > 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s has flashlight!", this->GetName( ) );
return FALSE;
}
return TRUE;
}
@@ -15810,11 +15820,12 @@ BOOLEAN SOLDIERTYPE::RecognizeAsCombatant( UINT8 ubTargetID )
// aha, he/she's a spy! Blow cover
if ( pSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) )
{
pSoldier->LooseDisguise( );
pSoldier->LooseDisguise();
pSoldier->Strip( );
if ( gSkillTraitValues.fCOStripIfUncovered )
pSoldier->Strip();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], this->GetName( ), pSoldier->GetName( ) );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], this->GetName(), pSoldier->GetName() );
// we have uncovered a spy! Get alerted, if we aren't already
if ( this->aiData.bAlertStatus < STATUS_BLACK )
@@ -15853,9 +15864,67 @@ void SOLDIERTYPE::LooseDisguise( void )
}
}
void SOLDIERTYPE::Disguise()
{
// this will only work with the new trait system
if (!gGameOptions.fNewTraitSystem)
return;
// check if we already disguised
if( this->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER | SOLDIER_COVERT_NPC_SPECIAL) )
return;
// check that soldier is active and in sector
if ( !this->bActive || !this->bInSector )
return;
ApplyCovert( FALSE );
}
void SOLDIERTYPE::ApplyCovert( BOOLEAN aWithMessage )
{
// check that we have correct clothes
if ( this->usSoldierFlagMask & SOLDIER_NEW_VEST && this->usSoldierFlagMask & SOLDIER_NEW_PANTS )
{
// first, remove the covert flags, and then reapply the correct ones, in case we switch between civilian and military clothes
this->usSoldierFlagMask &= ~(SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER);
// we can only disguise successfully if we are not seen
if ( !EnemySeenSoldierRecently( this ) )
{
// we now have to determine wether we are currently wearing civilian or military clothes
for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
{
// both parts have to fit. We cant mix different uniforms and get soldier disguise
if ( COMPARE_PALETTEREP_ID( this->VestPal, gUniformColors[i].vest ) && COMPARE_PALETTEREP_ID( this->PantsPal, gUniformColors[i].pants ) )
{
this->usSoldierFlagMask |= SOLDIER_COVERT_SOLDIER;
if ( aWithMessage && this->bTeam == OUR_TEAM )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_SOLDIER], this->GetName( ) );
break;
}
}
// if not dressed as a soldier, we must be dressed as a civilian
if ( !(this->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER) )
{
this->usSoldierFlagMask |= SOLDIER_COVERT_CIV;
if ( aWithMessage && this->bTeam == OUR_TEAM )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_CIVILIAN], this->GetName( ) );
}
}
// reevaluate sight - otherwise we could hide by changing clothes in plain sight!
OtherTeamsLookForMan( this );
}
}
// undisguise or take off any clothes item and switch back to original clothes
// no - this function does not do what you think it does. Leave Fox alone, you perv.
void SOLDIERTYPE::Strip( )
void SOLDIERTYPE::Strip()
{
// if covert, loose that ability
if ( this->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) )
@@ -15863,9 +15932,9 @@ void SOLDIERTYPE::Strip( )
LooseDisguise( );
}
// if already not covert, take off clothes
else if ( this->usSoldierFlagMask & (SOLDIER_NEW_VEST | SOLDIER_NEW_PANTS) )
else if ( this->usSoldierFlagMask & (SOLDIER_NEW_VEST|SOLDIER_NEW_PANTS) )
{
// if we have undamaged clothes, spawn them, the graphci will be removed anyway
// if we have undamaged clothes, spawn them, the graphic will be removed anyway
if ( (this->usSoldierFlagMask & SOLDIER_NEW_VEST) && !(this->usSoldierFlagMask & SOLDIER_DAMAGED_VEST) )
{
UINT16 vestitem = 0;
@@ -17241,6 +17310,10 @@ void SOLDIERTYPE::SoldierPropertyUpkeep( )
{
this->usSoldierFlagMask &= ~SOLDIER_BATTLE_PARTICIPATION;
}
// sevenfm: disguise automatically
if ( !gSkillTraitValues.fCOStripIfUncovered )
this->Disguise();
}
// check if Soldier can use the spell skillwise, with fAPCheck = TRUE also check current APs
@@ -19974,13 +20047,15 @@ void SOLDIERTYPE::EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection
this->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
// if we are disguised, there is a chance that he'll uncover us
if ( this->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) )
if ( this->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
{
this->LooseDisguise( );
this->Strip( );
this->LooseDisguise();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ACTIVITIES], this->GetName( ) );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pSoldier->GetName( ), this->GetName( ) );
if ( gSkillTraitValues.fCOStripIfUncovered )
this->Strip();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ACTIVITIES], this->GetName() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pSoldier->GetName(), this->GetName() );
// alert the soldier
pSoldier->aiData.bAlertStatus = min( pSoldier->aiData.bAlertStatus, STATUS_RED );
@@ -20033,13 +20108,15 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
success = FALSE;
// if we are disguised, there is a chance that he'll uncover us
if ( this->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) )
if ( this->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
{
this->LooseDisguise( );
this->Strip( );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_APPLYITEM_STEAL_FAIL], this->GetName( ), pSoldier->GetName( ) );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pSoldier->GetName( ), this->GetName( ) );
this->LooseDisguise();
if ( gSkillTraitValues.fCOStripIfUncovered )
this->Strip();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_APPLYITEM_STEAL_FAIL], this->GetName(), pSoldier->GetName() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pSoldier->GetName(), this->GetName() );
}
// alert the soldier
+5
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@@ -1788,6 +1788,11 @@ public:
// loose covert property
void LooseDisguise( void );
// sevenfm: auto disguise if have correct clothes
void Disguise();
void ApplyCovert(BOOLEAN aWithMessage);
// lose disguise or take off any clothes item and switch back to original clothes
void Strip();
+3 -1
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@@ -3404,7 +3404,9 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
if ( fUncovered )
{
pSoldier->LooseDisguise();
pSoldier->Strip();
if ( gSkillTraitValues.fCOStripIfUncovered )
pSoldier->Strip( );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_STEAL_FAIL], pSoldier->GetName() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pTargetSoldier->GetName(), pSoldier->GetName() );
+106 -7
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@@ -1084,7 +1084,7 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
// sevenfm: only if we don't know enemy location or noise source is close and we have not seen enemy recently
if (iPathCost != 0 &&
!AICheckIsFlanking(pSoldier) &&
(TileIsOutOfBounds(sClosestDisturbance) || iPathCost < iShortestPath && !GuySawEnemyThisTurnOrBefore(pSoldier)))
(TileIsOutOfBounds( sClosestDisturbance ) || iPathCost < iShortestPath && !GuySawEnemy( pSoldier )) )
{
if (fClimbingNecessary)
{
@@ -1119,7 +1119,7 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
// sevenfm: only if we don't know enemy location or noise source is close and we have not seen enemy recently
if (iPathCost != 0 &&
!AICheckIsFlanking(pSoldier) &&
(TileIsOutOfBounds(sClosestDisturbance) || iPathCost < iShortestPath && !GuySawEnemyThisTurnOrBefore(pSoldier)))
(TileIsOutOfBounds(sClosestDisturbance) || iPathCost < iShortestPath && !GuySawEnemy(pSoldier)))
{
if (fClimbingNecessary)
{
@@ -1767,22 +1767,45 @@ INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT
return( sPathCost );
}
BOOLEAN GuySawEnemyThisTurnOrBefore( SOLDIERTYPE * pSoldier )
BOOLEAN GuySawEnemy( SOLDIERTYPE * pSoldier, UINT8 ubMax )
{
UINT8 ubTeamLoop;
UINT8 ubIDLoop;
SOLDIERTYPE *pOpponent;
for ( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ubTeamLoop++ )
for ( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ++ubTeamLoop )
{
if(!gTacticalStatus.Team[ubTeamLoop].bTeamActive)//dnl ch58 070913 skip any inactive teams
continue;
if ( gTacticalStatus.Team[ ubTeamLoop ].bSide != pSoldier->bSide )
{
// consider guys in this team, which isn't on our side
for ( ubIDLoop = gTacticalStatus.Team[ ubTeamLoop ].bFirstID; ubIDLoop <= gTacticalStatus.Team[ ubTeamLoop ].bLastID; ubIDLoop++ )
for ( ubIDLoop = gTacticalStatus.Team[ ubTeamLoop ].bFirstID; ubIDLoop <= gTacticalStatus.Team[ ubTeamLoop ].bLastID; ++ubIDLoop )
{
pOpponent = MercPtrs[ubIDLoop];
// if this merc is inactive, at base, on assignment, or dead
if (!pOpponent)
{
continue;
}
// if this merc is neutral/on same side, he's not an opponent
if ( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide) )
{
continue;
}
// sevenfm: ignore empty vehicles
if( pOpponent->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpponent->bVehicleID ) == 0 )
{
continue;
}
// if this guy SAW an enemy recently...
if ( pSoldier->aiData.bOppList[ ubIDLoop ] >= SEEN_CURRENTLY )
if( pSoldier->aiData.bOppList[ ubIDLoop ] >= SEEN_CURRENTLY &&
pSoldier->aiData.bOppList[ ubIDLoop ] <= ubMax )
{
return( TRUE );
}
@@ -1832,7 +1855,7 @@ INT32 ClosestReachableFriendInTrouble(SOLDIERTYPE *pSoldier, BOOLEAN * pfClimbin
// CJC: restrict "last one to radio" to only if that guy saw us this turn or last turn
// if this friend is not under fire, and isn't the last one to radio
if ( ! ( pFriend->aiData.bUnderFire || (pFriend->ubID == gTacticalStatus.Team[pFriend->bTeam].ubLastMercToRadio && GuySawEnemyThisTurnOrBefore( pFriend ) ) ) )
if ( !(pFriend->aiData.bUnderFire || (pFriend->ubID == gTacticalStatus.Team[pFriend->bTeam].ubLastMercToRadio && GuySawEnemy( pFriend ))) )
{
continue; // next merc
}
@@ -3867,3 +3890,79 @@ BOOLEAN SightCoverAtSpot( SOLDIERTYPE *pSoldier, INT32 sSpot )
return TRUE;
}
BOOLEAN EnemySeenSoldierRecently( SOLDIERTYPE *pSoldier, UINT8 ubMax )
{
UINT32 uiLoop;
SOLDIERTYPE *pOpponent;
//loop through all the enemies and determine the cover
for ( uiLoop = 0; uiLoop<guiNumMercSlots; ++uiLoop )
{
pOpponent = MercSlots[uiLoop];
// if this merc is inactive, at base, on assignment, dead, unconscious
if ( !pOpponent || pOpponent->stats.bLife < OKLIFE )
{
continue; // next merc
}
// if this man is neutral / on the same side, he's not an opponent
if ( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide) )
{
continue; // next merc
}
// sevenfm: ignore empty vehicles
if ( pOpponent->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpponent->bVehicleID ) == 0 )
{
continue;
}
// if opponent is collapsed/breath collapsed
if ( pOpponent->bCollapsed || pOpponent->bBreathCollapsed )
{
continue;
}
// check that this opponent sees us
if ( pOpponent->aiData.bOppList[pSoldier->ubID] >= SEEN_CURRENTLY &&
pOpponent->aiData.bOppList[pSoldier->ubID] <= ubMax )
{
return(TRUE);
}
}
return FALSE;
}
UINT8 CountTeamSeeSoldier( INT8 bTeam, SOLDIERTYPE *pSoldier )
{
SOLDIERTYPE *pFriend;
UINT8 ubFriends = 0;
CHECKF( pSoldier );
if ( bTeam >= MAXTEAMS )
return 0;
for ( UINT16 cnt = gTacticalStatus.Team[bTeam].bFirstID; cnt <= gTacticalStatus.Team[bTeam].bLastID; ++cnt )
{
pFriend = MercPtrs[cnt];
if ( pFriend->bActive &&
pFriend->bInSector &&
pFriend->stats.bLife >= OKLIFE &&
!pFriend->bCollapsed &&
!pFriend->bBreathCollapsed )
{
if ( pFriend->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY ||
pFriend->aiData.bOppList[pSoldier->ubID] == SEEN_THIS_TURN )
{
++ubFriends;
}
}
}
return ubFriends;
}
+8 -8
View File
@@ -3462,7 +3462,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
}
if( !TileIsOutOfBounds(sFlankGridNo) &&
!GuySawEnemyThisTurnOrBefore(pSoldier) &&
!GuySawEnemy(pSoldier) &&
!pSoldier->aiData.bUnderFire &&
!Water(pSoldier->sGridNo, pSoldier->pathing.bLevel) &&
pSoldier->bInitialActionPoints >= APBPConstants[AP_MINIMUM] &&
@@ -3626,7 +3626,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
}
// sevenfm: don't help if seen enemy recently or under fire
if( GuySawEnemyThisTurnOrBefore(pSoldier) || pSoldier->aiData.bUnderFire )
if( GuySawEnemy(pSoldier) || pSoldier->aiData.bUnderFire )
{
bHelpPts -= 10;
}
@@ -3658,7 +3658,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// if there is an opponent reachable
// sevenfm: allow seeking in prone stance if we haven't seen enemy for several turns
if (!TileIsOutOfBounds(sClosestDisturbance) &&
( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE || !GuySawEnemyThisTurnOrBefore(pSoldier) ) )
(gAnimControl[pSoldier->usAnimState].ubHeight != ANIM_PRONE || !GuySawEnemy( pSoldier )) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: seek opponent");
//////////////////////////////////////////////////////////////////////
@@ -3750,7 +3750,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
( pSoldier->aiData.bOrders == SEEKENEMY ||
pSoldier->aiData.bOrders == FARPATROL ||
pSoldier->aiData.bOrders == CLOSEPATROL && NightTime() ) &&
(!GuySawEnemyThisTurnOrBefore( pSoldier ) || fOvercrowded ) &&
(!GuySawEnemy( pSoldier ) || fOvercrowded ) &&
!Water(pSoldier->sGridNo, pSoldier->pathing.bLevel) &&
pSoldier->bActionPoints >= APBPConstants[AP_MINIMUM] &&
( CountFriendsInDirection( pSoldier, sClosestDisturbance ) > 1 || NightTime() || fOvercrowded) )
@@ -10261,7 +10261,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
}
if ( !TileIsOutOfBounds( sFlankGridNo ) &&
!GuySawEnemyThisTurnOrBefore( pSoldier ) &&
!GuySawEnemy( pSoldier ) &&
!pSoldier->aiData.bUnderFire &&
!Water( pSoldier->sGridNo, pSoldier->pathing.bLevel ) &&
pSoldier->bInitialActionPoints >= APBPConstants[AP_MINIMUM] &&
@@ -10379,7 +10379,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
}
// sevenfm: don't help if seen enemy recently or under fire
if ( GuySawEnemyThisTurnOrBefore( pSoldier ) || pSoldier->aiData.bUnderFire )
if ( GuySawEnemy( pSoldier ) || pSoldier->aiData.bUnderFire )
{
bHelpPts -= 10;
}
@@ -10411,7 +10411,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
// if there is an opponent reachable
// sevenfm: allow seeking in prone stance if we haven't seen enemy for several turns
if ( !TileIsOutOfBounds( sClosestDisturbance ) &&
(gAnimControl[pSoldier->usAnimState].ubHeight != ANIM_PRONE || !GuySawEnemyThisTurnOrBefore( pSoldier )) )
(gAnimControl[pSoldier->usAnimState].ubHeight != ANIM_PRONE || !GuySawEnemy( pSoldier )) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "ArmedVehicleDecideActionRed: seek opponent" );
//////////////////////////////////////////////////////////////////////
@@ -10460,7 +10460,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
(pSoldier->aiData.bOrders == SEEKENEMY ||
pSoldier->aiData.bOrders == FARPATROL ||
pSoldier->aiData.bOrders == CLOSEPATROL && NightTime( )) &&
(!GuySawEnemyThisTurnOrBefore( pSoldier ) || fOvercrowded) &&
(!GuySawEnemy( pSoldier ) || fOvercrowded) &&
!Water( pSoldier->sGridNo, pSoldier->pathing.bLevel ) &&
pSoldier->bActionPoints >= APBPConstants[AP_MINIMUM] &&
(CountFriendsInDirection( pSoldier, sClosestDisturbance ) > 1 || NightTime( ) || fOvercrowded) )
+16 -6
View File
@@ -12,6 +12,8 @@
#include "Soldier macros.h"
#endif
extern SECTOR_EXT_DATA SectorExternalData[256][4];
void CallAvailableEnemiesTo( INT32 sGridNo )
{
INT32 iLoop;
@@ -176,8 +178,15 @@ INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
pbPersOL = pSoldier->aiData.bOppList;
pbPublOL = gbPublicOpplist[pSoldier->bTeam];
// sevenfm: sector information
UINT8 sectordata = 0;
if ( gbWorldSectorZ > 0 ) // underground we are always suspicious
sectordata = 2;
else
sectordata = SectorExternalData[SECTOR( gWorldSectorX, gWorldSectorY )][gbWorldSectorZ].usCurfewValue;
// look through this man's personal & public opplists for opponents heard
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)
{
pTemp = MercSlots[ uiLoop ];
@@ -195,7 +204,11 @@ INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
// green AI state: always ignore
// yellow AI state: 50% chance to ignore
if ( pSoldier->aiData.bAlertStatus == STATUS_GREEN || (pSoldier->aiData.bAlertStatus == STATUS_YELLOW && Random(2) ) )
continue; // next merc
continue;
// sevenfm: ignore noise if some friends already see opponent
if ( CountTeamSeeSoldier( pSoldier->bTeam, pTemp ) > sectordata )
continue;
}
pbPersOL = pSoldier->aiData.bOppList + pTemp->ubID;
@@ -232,7 +245,6 @@ INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
bBestLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pTemp->ubID];
}
}
}
// if any "misc. noise" was also heard recently
@@ -258,8 +270,7 @@ INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
pSoldier->aiData.ubNoiseVolume = 0;
}
}
// if any recent PUBLIC "misc. noise" is also known
if ( (pSoldier->bTeam != CIV_TEAM) || ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) )
{
@@ -280,7 +291,6 @@ INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
}
}
}
}
if (!TileIsOutOfBounds(sBestGridNo) && pfReachable )
+4 -1
View File
@@ -278,12 +278,15 @@ UINT8 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTe
INT16 MaxNormalVisionDistance( void );
UINT8 MinFlankDirections( SOLDIERTYPE *pSoldier );
UINT8 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
BOOLEAN GuySawEnemyThisTurnOrBefore( SOLDIERTYPE * pSoldier );
BOOLEAN GuySawEnemy( SOLDIERTYPE * pSoldier, UINT8 ubMax = SEEN_3_TURNS_AGO );
UINT8 CountNearbyFriends( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance );
UINT8 CountNearbyFriendsLastAttackHit( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance );
UINT8 CountFriendsFlankSameSpot( SOLDIERTYPE *pSoldier );
UINT8 CountFriendsBlack( SOLDIERTYPE *pSoldier, INT32 sClosestOpponent = NOWHERE );
BOOLEAN EnemySeenSoldierRecently( SOLDIERTYPE *pSoldier, UINT8 ubMax = SEEN_3_TURNS_AGO );
UINT8 CountTeamSeeSoldier( INT8 bTeam, SOLDIERTYPE *pSoldier );
BOOLEAN AICheckFriendsNoContact( SOLDIERTYPE *pSoldier );
BOOLEAN AICheckIsFlanking( SOLDIERTYPE *pSoldier );