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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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+20
-3
@@ -793,6 +793,7 @@ void PhysicsDeleteObject( REAL_OBJECT *pObject )
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}
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}
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INT16 gsWaterSplashSoundNum = -1;
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BOOLEAN PhysicsCheckForCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID )
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{
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@@ -1113,9 +1114,25 @@ BOOLEAN PhysicsCheckForCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID )
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// sevenfm: also play sound
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CHAR8 zFilename[512];
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sprintf(zFilename, "sounds\\misc\\Splash%d.ogg", Random(3) + 1);
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if (FileExists(zFilename))
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PlayJA2SampleFromFile(zFilename, RATE_11025, SoundVolume(MIDVOLUME, pObject->sGridNo), 1, SoundDir(pObject->sGridNo));
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// prepare water splash sound
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if (gsWaterSplashSoundNum < 0)
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{
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gsWaterSplashSoundNum = 0;
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do
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{
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gsWaterSplashSoundNum++;
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sprintf(zFilename, "sounds\\misc\\Splash%d.ogg", gsWaterSplashSoundNum);
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} while (FileExists(zFilename));
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gsWaterSplashSoundNum--;
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}
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if (gsWaterSplashSoundNum > 0)
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{
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sprintf(zFilename, "sounds\\misc\\Splash%d.ogg", Random(gsWaterSplashSoundNum) + 1);
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if (FileExists(zFilename))
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{
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PlayJA2SampleFromFile(zFilename, RATE_11025, SoundVolume(MIDVOLUME, pObject->sGridNo), 1, SoundDir(pObject->sGridNo));
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}
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}
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}
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}
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