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New option AI_DECISION_INFO enables extended logging for AI decisions.
Moved zombie AI into separate file ZombieDecideAction.cpp New zombie AI: - simplified code - advancing using cover - if zombie cannot reach any opponent, he tries to hide - if zombie cannot reach opponent and cannot hide and he is under fire, he will retreat, seeking cover away from known opponents - if zombie doesn't know enemy location, he will try to run to closest friend who knows enemy location - new zombie AI has extended AI logging More water splash sounds (Data\Sounds\Misc\Splash1.ogg .. SplashN.ogg). CalcCoverValue: - allow moving into shallow water if it provides better position - special calculations for zombies: zombie is very dangerous at close range - if soldier has no gun, use different calculation based on distance instead of CTGT FindBestNearbyCover: zombies only choose spots that provide sight cover. Added functions for extended AI log. ClosestReachableDisturbance: - if soldier is zombie and he cannot climb, skip location - zombies do not attack vehicles - improved check to avoid choosing dying opponents EstimatePathCostToLocation: return 0 if checking for zombie which cannot climb and path needs climbing. RoamingRange: always max roaming range for zombies. SightCoverAtSpot, ProneSightCoverAtSpot: - improved max sight range calculation - added option for unlimited sight range check New AI functions: - AIDirection - AICheckIsSniper - AICheckIsMarksman - AICheckIsMedic - AICheckIsMortarOperator - AICheckIsGLOperator - AICheckIsOfficer - AICheckIsCommander - AICheckIsMachinegunner - AIGunInHandScoped - AIGunScoped - AIGunRange - AIGunClass - AIGunType - AIGunDeadliness - AIGunAmmo - AIGunAutofireCapable - FindObstacleNearSpot - InSmoke - CorpseWarning - CorpseEnemyTeam - CorpseMilitiaTeam - AICheckUnderground - AnyCoverAtSpot - AICheckHasWeaponOfType - AICheckHasGun - AICheckShortWeaponRange GetCorpseAtGridNo: additional check for valid gridno. More zombie raise sounds (Data\Sounds\Misc\ZombieRaise1.ogg .. ZombieRaiseN.ogg). GetCorpseRotFactor: improved code to return FLOAT value between 0 and 1. New debug topic id TOPIC_DECISIONS for logging AI decisions. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8760 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -26,6 +26,9 @@
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#include "Campaign Types.h"
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#include "Tactical Save.h"
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#include "strategicmap.h"
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// sevenfm
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#include "environment.h"
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#include "Render Fun.h"
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#endif
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#include "SaveLoadGame.h"
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@@ -1188,6 +1191,34 @@ BOOL GetRandomSignalSmokeGridNo(INT32* psGridNo)
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return TRUE;
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}
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// sevenfm: check smoke effect of certain type at gridno
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BOOLEAN CheckSmokeEffect(INT32 sGridNo, INT8 bLevel, INT8 bType)
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{
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UINT32 uiCnt;
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INT8 bSmokeEffectLevel;
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//loop through all smoke effects
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for (uiCnt = 0; uiCnt < guiNumSmokeEffects; uiCnt++)
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{
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if (gSmokeEffectData[uiCnt].fAllocated &&
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gSmokeEffectData[uiCnt].sGridNo == sGridNo &&
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gSmokeEffectData[uiCnt].bType == bType)
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{
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if (gSmokeEffectData[uiCnt].bFlags & SMOKE_EFFECT_ON_ROOF)
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bSmokeEffectLevel = 1;
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else
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bSmokeEffectLevel = 0;
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if (bSmokeEffectLevel == bLevel)
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{
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return TRUE;
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}
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}
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}
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return FALSE;
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}
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BOOLEAN FindVisibleSmokeEffect(INT8 bType)
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{
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UINT32 uiCnt;
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