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- New Feature: enemies roles allows the AI to use medics and officers, and the player can now identify high-value targets among the enemy.
Requires GameDir >= r1987. - If an enemy is spawned with a radio set, he is more likely to become a radio operator. - It is now possible to mount a gun on prone allies if you are facing them on the right angle. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7072 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+126
-1
@@ -930,6 +930,48 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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return( AI_ACTION_RED_ALERT );
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}
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}
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// if we are a doctor with medical gear, we might be able to help a wounded ally
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if ( pSoldier->CanMedicAI() )
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{
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UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
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if ( ubPerson != NOBODY )
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{
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if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
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{
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// see if we are facing this person
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UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
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// if not already facing in that direction,
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if ( pSoldier->ubDirection != ubDesiredMercDir )
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{
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pSoldier->aiData.usActionData = ubDesiredMercDir;
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return( AI_ACTION_CHANGE_FACING );
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}
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// if not already crouched, crouch down first
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if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_CROUCH && IsValidStance( pSoldier, ANIM_CROUCH ) && GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) <= pSoldier->bActionPoints )
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{
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pSoldier->aiData.usActionData = ANIM_CROUCH;
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return(AI_ACTION_CHANGE_STANCE);
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}
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return(AI_ACTION_DOCTOR);
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}
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else
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{
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pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
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{
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return(AI_ACTION_SEEK_FRIEND);
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}
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}
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}
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}
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}
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//ddd}
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@@ -1528,7 +1570,6 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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// IF YOU SEE CAPTURED FRIENDS, FREE THEM!
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////////////////////////////////////////////////////////////////////////////
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// Flugente: if we see one of our buddies in handcuffs, its a clear sign of enemy activity!
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// Flugente: if we see one of our buddies captured, it is a clear sign of enemy activity!
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if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
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{
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@@ -1572,6 +1613,48 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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}
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}
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}
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// if we are a doctor with medical gear, we might be able to help a wounded ally
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if ( pSoldier->CanMedicAI() )
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{
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UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
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if ( ubPerson != NOBODY )
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{
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if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
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{
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// see if we are facing this person
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UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
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// if not already facing in that direction,
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if ( pSoldier->ubDirection != ubDesiredMercDir )
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{
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pSoldier->aiData.usActionData = ubDesiredMercDir;
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return( AI_ACTION_CHANGE_FACING );
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}
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// if not already crouched, crouch down first
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if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_CROUCH && IsValidStance( pSoldier, ANIM_CROUCH ) && GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) <= pSoldier->bActionPoints )
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{
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pSoldier->aiData.usActionData = ANIM_CROUCH;
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return(AI_ACTION_CHANGE_STANCE);
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}
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return(AI_ACTION_DOCTOR);
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}
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else
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{
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pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
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{
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return(AI_ACTION_SEEK_FRIEND);
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}
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////
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@@ -2854,6 +2937,48 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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}
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}
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}
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// if we are a doctor with medical gear, we might be able to help a wounded ally
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if ( pSoldier->CanMedicAI() )
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{
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UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
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if ( ubPerson != NOBODY )
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{
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if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
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{
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// see if we are facing this person
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UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
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// if not already facing in that direction,
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if ( pSoldier->ubDirection != ubDesiredMercDir )
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{
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pSoldier->aiData.usActionData = ubDesiredMercDir;
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return( AI_ACTION_CHANGE_FACING );
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}
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// if not already crouched, crouch down first
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if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_CROUCH && IsValidStance( pSoldier, ANIM_CROUCH ) && GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) <= pSoldier->bActionPoints )
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{
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pSoldier->aiData.usActionData = ANIM_CROUCH;
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return(AI_ACTION_CHANGE_STANCE);
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}
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return(AI_ACTION_DOCTOR);
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}
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else
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{
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pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
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{
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return(AI_ACTION_SEEK_FRIEND);
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}
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////
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