mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
CalcTargetMovementOffset: better integer calculation for max tiles penalty.
SOLDIERTYPE::initialize: initialize additional data. EVENT_FireSoldierWeapon: if shooting soldier is invisible, locate screen to target spot. CancelAIAction: reset next AI action. FindBestPath: improved gas avoiding code. InGas: improved code, also check the spot itself. LegalNPCDestination: disabled additional checks to prevent AI deadlock. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8695 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+3
-1
@@ -9098,7 +9098,9 @@ void CalcTargetMovementOffset( SOLDIERTYPE *pShooter, SOLDIERTYPE *pTarget, OBJE
|
||||
// Again, if the shooter is skilled, this will occur after fewer tiles have been moved.
|
||||
// If the target moves *more* tiles than this, the movement penalty will begin to diminish. That's our shooter
|
||||
// beginning to compensate for the target's speed, pointing the gun ahead of the target ("Leading the target").
|
||||
INT16 uiTilesForMaxPenalty = (INT16)((100-uiCombinedSkill) / (100 / gGameCTHConstants.MOVEMENT_TRACKING_DIFFICULTY));
|
||||
// sevenfm: better integer calculation
|
||||
//INT16 uiTilesForMaxPenalty = (INT16)((100-uiCombinedSkill) / (100 / gGameCTHConstants.MOVEMENT_TRACKING_DIFFICULTY));
|
||||
INT16 uiTilesForMaxPenalty = (INT16)((100 - uiCombinedSkill) * gGameCTHConstants.MOVEMENT_TRACKING_DIFFICULTY / 100);
|
||||
|
||||
UINT8 stance = gAnimControl[ pShooter->usAnimState ].ubEndHeight;
|
||||
|
||||
|
||||
+4
-3
@@ -62,6 +62,7 @@ extern UINT16 gubAnimSurfaceIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];
|
||||
|
||||
// sevenfm:
|
||||
extern BOOLEAN InGas( SOLDIERTYPE *pSoldier, INT32 sGridNo );
|
||||
extern BOOLEAN InGasSpot(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel);
|
||||
|
||||
//extern UINT8 gubDiagCost[20];
|
||||
// skiplist has extra level of pointers every 4 elements, so a level 5is optimized for
|
||||
@@ -3144,9 +3145,9 @@ if(!GridNoOnVisibleWorldTile(iDestination))
|
||||
}
|
||||
|
||||
// sevenfm: skip gas if not in gas already
|
||||
if( !(s->flags.uiStatusFlags & SOLDIER_PC) &&
|
||||
InGas(s, newLoc) &&
|
||||
!InGas(s, s->sGridNo) )
|
||||
if (!(s->flags.uiStatusFlags & SOLDIER_PC) &&
|
||||
InGasSpot(s, newLoc, ubLevel) &&
|
||||
!InGasSpot(s, s->sGridNo, ubLevel))
|
||||
{
|
||||
goto NEXTDIR;
|
||||
}
|
||||
|
||||
@@ -1114,6 +1114,19 @@ void SOLDIERTYPE::initialize( )
|
||||
memset( &newdrugs, 0, sizeof(DRUGS) );
|
||||
memset( &stats, 0, sizeof(STRUCT_Statistics) );
|
||||
memset( &pathing, 0, sizeof(STRUCT_Pathing) );
|
||||
|
||||
// sevenfm:initialize additional data
|
||||
this->ubLastShock = 0;
|
||||
this->ubLastSuppression = 0;
|
||||
this->ubLastAP = 0;
|
||||
this->ubLastMorale = 0;
|
||||
this->ubLastShockFromHit = 0;
|
||||
this->ubLastMoraleFromHit = 0;
|
||||
this->ubLastAPFromHit = 0;
|
||||
this->iLastBulletImpact = 0;
|
||||
this->iLastArmourProtection = 0;
|
||||
this->usQuickItemId = 0;
|
||||
this->ubQuickItemSlot = 0;
|
||||
}
|
||||
|
||||
bool SOLDIERTYPE::exists( )
|
||||
@@ -5084,12 +5097,21 @@ void SOLDIERTYPE::EVENT_FireSoldierWeapon( INT32 sTargetGridNo )
|
||||
}
|
||||
else
|
||||
{
|
||||
// Set flag indicating we are about to shoot once destination direction is hit
|
||||
this->flags.fTurningToShoot = TRUE;
|
||||
|
||||
if ( this->bTeam != gbPlayerNum && this->bVisible != -1 )
|
||||
if (this->bTeam != gbPlayerNum)
|
||||
{
|
||||
LocateSoldier( this->ubID, DONTSETLOCATOR );
|
||||
if (this->bVisible != -1)
|
||||
{
|
||||
LocateSoldier(this->ubID, DONTSETLOCATOR);
|
||||
}
|
||||
else if (!TileIsOutOfBounds(sTargetGridNo) && !GridNoOnScreen(sTargetGridNo))
|
||||
{
|
||||
INT16 sNewCenterWorldX = CenterX(sTargetGridNo);
|
||||
INT16 sNewCenterWorldY = CenterY(sTargetGridNo);
|
||||
SetRenderCenter(sNewCenterWorldX, sNewCenterWorldY);
|
||||
|
||||
// Plot new path!
|
||||
gfPlotNewMovement = TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -243,6 +243,7 @@ INT8 HeadForTheStairCase( SOLDIERTYPE * pSoldier );
|
||||
BOOLEAN InGas( SOLDIERTYPE *pSoldier, INT32 sGridNo );
|
||||
BOOLEAN InGasOrSmoke( SOLDIERTYPE *pSoldier, INT32 sGridNo );
|
||||
BOOLEAN InWaterGasOrSmoke( SOLDIERTYPE *pSoldier, INT32 sGridNo );
|
||||
BOOLEAN InGasSpot(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel);
|
||||
|
||||
INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, INT16 bReserveAPs, INT8 bAction, INT8 fFlags );
|
||||
|
||||
|
||||
@@ -1250,6 +1250,11 @@ void CancelAIAction(SOLDIERTYPE *pSoldier, UINT8 ubForce)
|
||||
pSoldier->aiData.bBypassToGreen = FALSE;
|
||||
|
||||
ActionDone(pSoldier);
|
||||
|
||||
// sevenfm: reset next action
|
||||
pSoldier->aiData.bNextAction = AI_ACTION_NONE;
|
||||
pSoldier->aiData.usNextActionData = 0;
|
||||
pSoldier->aiData.bNextTargetLevel = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
+38
-15
@@ -2010,27 +2010,50 @@ INT16 InWaterOrGas(SOLDIERTYPE *pSoldier, INT32 sGridNo)
|
||||
return (INT16)InGas( pSoldier, sGridNo );
|
||||
}
|
||||
|
||||
BOOLEAN InGas( SOLDIERTYPE *pSoldier, INT32 sGridNo )
|
||||
BOOLEAN InGasSpot(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel)
|
||||
{
|
||||
CHECKF(pSoldier);
|
||||
|
||||
if (TileIsOutOfBounds(sGridNo))
|
||||
return FALSE;
|
||||
|
||||
// tear gas
|
||||
if ((gpWorldLevelData[sGridNo].ubExtFlags[bLevel] & MAPELEMENT_EXT_TEARGAS) &&
|
||||
!DoesSoldierWearGasMask(pSoldier))
|
||||
{
|
||||
return(TRUE);
|
||||
}
|
||||
// fire/creature/mustard gas
|
||||
// sevenfm: avoid mustard gas even when wearing gas mask
|
||||
if (gpWorldLevelData[sGridNo].ubExtFlags[bLevel] & (MAPELEMENT_EXT_BURNABLEGAS | MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_MUSTARDGAS))
|
||||
{
|
||||
return(TRUE);
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
BOOLEAN InGas(SOLDIERTYPE *pSoldier, INT32 sGridNo)
|
||||
{
|
||||
CHECKF(pSoldier);
|
||||
|
||||
if (TileIsOutOfBounds(sGridNo))
|
||||
return FALSE;
|
||||
|
||||
if (InGasSpot(pSoldier, sGridNo, pSoldier->pathing.bLevel))
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//WarmSteel - One square away from gas is still considered in gas, because it could expand any moment.
|
||||
//Note: this only works for gas that expands with one tile, but hey it's better than nothing!
|
||||
int iNeighbourGridNo;
|
||||
for(int iDir = 0; iDir < NUM_WORLD_DIRECTIONS; ++iDir)
|
||||
{
|
||||
for (int iDir = 0; iDir < NUM_WORLD_DIRECTIONS; ++iDir)
|
||||
{
|
||||
iNeighbourGridNo = sGridNo + DirectionInc(iDir);
|
||||
if(!TileIsOutOfBounds(iNeighbourGridNo))
|
||||
|
||||
if (!TileIsOutOfBounds(iNeighbourGridNo) && InGasSpot(pSoldier, iNeighbourGridNo, pSoldier->pathing.bLevel))
|
||||
{
|
||||
// tear/mustard gas
|
||||
if((gpWorldLevelData[iNeighbourGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS)) && !DoesSoldierWearGasMask(pSoldier))//dnl ch40 200909
|
||||
{
|
||||
return(TRUE);
|
||||
}
|
||||
// sevenfm: avoid mustard gas even when wearing gas mask
|
||||
// fire/creature gas
|
||||
if(gpWorldLevelData[iNeighbourGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_MUSTARDGAS|MAPELEMENT_EXT_BURNABLEGAS|MAPELEMENT_EXT_CREATUREGAS))//dnl ch62 240813
|
||||
{
|
||||
return(TRUE);
|
||||
}
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -66,10 +66,10 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubPathMode,
|
||||
// AND the gridno hasn't been black-listed for us
|
||||
|
||||
// Nov 28 98: skip people in destination tile if in turnbased
|
||||
// sevenfm: also check for bomb nearby
|
||||
// sevenfm: disabled additional checks to prevent AI deadlock
|
||||
if ( NewOKDestination(pSoldier, sGridNo, fSkipTilesWithMercs, pSoldier->pathing.bLevel ) &&
|
||||
!InGas( pSoldier, sGridNo ) &&
|
||||
!FindBombNearby(pSoldier, sGridNo, DAY_VISION_RANGE/8 ) &&
|
||||
//!InGas( pSoldier, sGridNo ) &&
|
||||
//!FindBombNearby(pSoldier, sGridNo, DAY_VISION_RANGE/8 ) &&
|
||||
sGridNo != pSoldier->sGridNo &&
|
||||
sGridNo != pSoldier->pathing.sBlackList )
|
||||
{
|
||||
@@ -78,7 +78,7 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubPathMode,
|
||||
return(FALSE);
|
||||
|
||||
//Madd: added to prevent people from running into gas and fire
|
||||
if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) &&
|
||||
/*if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) &&
|
||||
!DoesSoldierWearGasMask( pSoldier ) )
|
||||
{
|
||||
return( FALSE );
|
||||
@@ -87,7 +87,7 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubPathMode,
|
||||
if ( gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
|
||||
{
|
||||
return( FALSE );
|
||||
}
|
||||
}*/
|
||||
|
||||
// passed all checks, now try to make sure we can get there!
|
||||
switch (ubPathMode)
|
||||
|
||||
Reference in New Issue
Block a user