mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
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:
+106
-7
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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) )
|
||||
|
||||
@@ -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
@@ -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 );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user