100AP project integration

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2402 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
ChrisL
2008-11-06 00:46:54 +00:00
parent d63ae7501b
commit 3cd3ef39cb
64 changed files with 1436 additions and 781 deletions
+6 -5
View File
@@ -661,7 +661,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
////////////////////////////////////////////////////////////////////////////
if ( CAN_CALL( pSoldier ) )
{
if ((pSoldier->bActionPoints >= AP_RADIO) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1))
if ((pSoldier->bActionPoints >= APBPConstants[AP_RADIO]) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1))
{
if (pSoldier->stats.bLife < pSoldier->bOldLife)
{
@@ -710,7 +710,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// (we never want NPCs to choose to radio if they would have to wait a turn)
if ( CAN_CALL( pSoldier ) && (!gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition) )
{
if ((pSoldier->bActionPoints >= AP_RADIO) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1))
if ((pSoldier->bActionPoints >= APBPConstants[AP_RADIO]) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1))
{
// if there hasn't been a general sighting call sent yet
@@ -908,8 +908,8 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
{
// monster AI - hostile mammals in sense range
INT16 sClosestOpponent,sBestCover = NOWHERE;
INT16 sClosestDisturbance;
UINT8 ubMinAPCost,ubCanMove/*,bInWater*/,bInGas;
INT16 sClosestDisturbance,ubMinAPCost;
UINT8 ubCanMove/*,bInWater*/,bInGas;
INT8 bDirection;
UINT8 ubBestAttackAction;
INT8 bCanAttack;
@@ -937,7 +937,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
if ( CAN_CALL( pSoldier ) )
{
if ((pSoldier->bActionPoints >= AP_RADIO) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1))
if ((pSoldier->bActionPoints >= APBPConstants[AP_RADIO]) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1))
{
if (pSoldier->stats.bLife < pSoldier->bOldLife)
{
@@ -1339,6 +1339,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
//////////////////////////////////////////////////////////////////////////
pSoldier->aiData.usActionData = BestAttack.sTarget;
//POSSIBLE STRUCTURE PROBLEM WITH INT8/INT16. GOTTHARD 7/14/08
pSoldier->aiData.bAimTime = BestAttack.ubAimTime;
if ( ubBestAttackAction == AI_ACTION_FIRE_GUN && BestAttack.ubChanceToReallyHit > 50 )