Merged New Inventory Project into main branch

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+158 -154
View File
@@ -10,7 +10,7 @@
#include "debug.h"
#include "MemMan.h"
#include "Overhead Types.h"
#include "Soldier Control.h"
#include "Animation Cache.h"
#include "Animation Data.h"
#include "Animation Control.h"
@@ -26,7 +26,7 @@
#include "video.h"
#include "points.h"
#include "Win util.h"
#include "Sound Control.h"
// #include "Sound Control.h"
#include "lighting.h"
#include "weapons.h"
#include "vobject_blitters.h"
@@ -63,6 +63,11 @@
extern INT8 gbNumMercsUntilWaitingOver;
extern UINT8 gubWaitingForAllMercsToExitCode;
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
#define NEXT_TILE_CHECK_DELAY 700
@@ -70,33 +75,33 @@ extern UINT8 gubWaitingForAllMercsToExitCode;
void OutputDebugInfoForTurnBasedNextTileWaiting( SOLDIERTYPE * pSoldier )
{
if ( (gTacticalStatus.uiFlags & INCOMBAT) && (pSoldier->usPathDataSize > 0) )
if ( (gTacticalStatus.uiFlags & INCOMBAT) && (pSoldier->pathing.usPathDataSize > 0) )
{
UINT32 uiLoop;
UINT16 usTemp = NOWHERE;
UINT16 usNewGridNo;
INT16 sTemp = NOWHERE;
INT16 sNewGridNo;
usNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->usPathingData[ pSoldier->usPathIndex ] ) );
sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) );
// provide more info!!
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path size %d, index %d", pSoldier->usPathDataSize, pSoldier->usPathIndex ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Who is at blocked gridno: %d", WhoIsThere2( usNewGridNo, pSoldier->bLevel ) ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path size %d, index %d", pSoldier->pathing.usPathDataSize, pSoldier->pathing.usPathIndex ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Who is at blocked gridno: %d", WhoIsThere2( sNewGridNo, pSoldier->pathing.bLevel ) ) );
for ( uiLoop = 0; uiLoop < pSoldier->usPathDataSize; uiLoop++ )
for ( uiLoop = 0; uiLoop < pSoldier->pathing.usPathDataSize; uiLoop++ )
{
if ( uiLoop > pSoldier->usPathIndex )
{
usTemp = NewGridNo( usTemp, DirectionInc( (UINT8)pSoldier->usPathingData[ uiLoop ] ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->usPathingData[uiLoop], usTemp ) );
}
else if ( uiLoop == pSoldier->usPathIndex )
if ( uiLoop > pSoldier->pathing.usPathIndex )
{
usTemp = usNewGridNo;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->usPathingData[uiLoop], usTemp ) );
sTemp = NewGridNo( sTemp, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ uiLoop ] ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop], sTemp ) );
}
else if ( uiLoop == pSoldier->pathing.usPathIndex )
{
sTemp = sNewGridNo;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop], sTemp ) );
}
else
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d", uiLoop, pSoldier->usPathingData[uiLoop] ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop] ) );
}
}
@@ -113,14 +118,14 @@ void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT16 sCauseGridNo, INT8 bVal
// Cancel AI Action
// CancelAIAction( pSoldier, TRUE );
pSoldier->fDelayedMovement = bValue;
pSoldier->flags.fDelayedMovement = bValue;
pSoldier->sDelayedMovementCauseGridNo = sCauseGridNo;
RESETTIMECOUNTER( pSoldier->NextTileCounter, NEXT_TILE_CHECK_DELAY );
RESETTIMECOUNTER( pSoldier->timeCounters.NextTileCounter, NEXT_TILE_CHECK_DELAY );
// ATE: Now update realtime movement speed....
// check if guy exists here...
ubPerson = WhoIsThere2( sCauseGridNo, pSoldier->bLevel );
ubPerson = WhoIsThere2( sCauseGridNo, pSoldier->pathing.bLevel );
// There may not be anybody there, but it's reserved by them!
if ( ( gpWorldLevelData[ sCauseGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
@@ -136,7 +141,7 @@ void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT16 sCauseGridNo, INT8 bVal
// Here we have another guy.... save his stats so we can use them for
// speed determinations....
pSoldier->bOverrideMoveSpeed = ubPerson;
pSoldier->fUseMoverrideMoveSpeed = TRUE;
pSoldier->flags.fUseMoverrideMoveSpeed = TRUE;
}
}
}
@@ -147,12 +152,12 @@ void SetFinalTile( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fGivenUp )
// OK, If we were waiting for stuff, do it here...
// ATE: Disabled stuff below, made obsolete by timeout...
//if ( pSoldier->ubWaitActionToDo )
//if ( pSoldier->ubWaitActionToDo )
//{
// pSoldier->ubWaitActionToDo = 0;
// gbNumMercsUntilWaitingOver--;
//}
pSoldier->sFinalDestination = pSoldier->sGridNo;
pSoldier->pathing.sFinalDestination = pSoldier->sGridNo;
#ifdef JA2BETAVERSION
if ( gTacticalStatus.uiFlags & INCOMBAT )
@@ -161,12 +166,12 @@ void SetFinalTile( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fGivenUp )
}
#endif
if ( pSoldier->bTeam == gbPlayerNum && fGivenUp )
{
if ( pSoldier->bTeam == gbPlayerNum && fGivenUp )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name );
}
}
EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection );
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
}
@@ -210,7 +215,7 @@ void UnMarkMovementReserved( SOLDIERTYPE *pSoldier )
}
}
INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 bLevel )
INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 bLevel )
{
UINT8 ubPerson;
INT16 sTempDestGridNo;
@@ -234,13 +239,13 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 b
if ( pSoldier->bTeam != gbPlayerNum ) // CJC: shouldn't this be in all cases???
//if ( 0 )
{
pSoldier->fBlockedByAnotherMerc = TRUE;
pSoldier->flags.fBlockedByAnotherMerc = TRUE;
// Set direction we were trying to goto
pSoldier->bBlockedByAnotherMercDirection = bDirection;
// Are we only temporarily blocked?
// Check if our final destination is = our gridno
if ( ( MercPtrs[ ubPerson ]->sFinalDestination == MercPtrs[ ubPerson ]->sGridNo ) )
if ( ( MercPtrs[ ubPerson ]->pathing.sFinalDestination == MercPtrs[ ubPerson ]->sGridNo ) )
{
return( MOVE_TILE_STATIONARY_BLOCKED );
}
@@ -248,35 +253,35 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 b
{
// OK, if buddy who is blocking us is trying to move too...
// And we are in opposite directions...
if ( MercPtrs[ ubPerson ]->fBlockedByAnotherMerc && MercPtrs[ ubPerson ]->bBlockedByAnotherMercDirection == gOppositeDirection[ bDirection ] )
if ( MercPtrs[ ubPerson ]->flags.fBlockedByAnotherMerc && MercPtrs[ ubPerson ]->bBlockedByAnotherMercDirection == gOppositeDirection[ bDirection ] )
{
// OK, try and get a path around buddy....
// We have to temporarily make buddy stopped...
sTempDestGridNo = MercPtrs[ ubPerson ]->sFinalDestination;
MercPtrs[ ubPerson ]->sFinalDestination = MercPtrs[ ubPerson ]->sGridNo;
sTempDestGridNo = MercPtrs[ ubPerson ]->pathing.sFinalDestination;
MercPtrs[ ubPerson ]->pathing.sFinalDestination = MercPtrs[ ubPerson ]->sGridNo;
if ( PlotPath( pSoldier, pSoldier->sFinalDestination, NO_COPYROUTE, NO_PLOT, TEMPORARY, pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) )
if ( PlotPath( pSoldier, pSoldier->pathing.sFinalDestination, NO_COPYROUTE, NO_PLOT, TEMPORARY, pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) )
{
pSoldier->bPathStored = FALSE;
pSoldier->pathing.bPathStored = FALSE;
// OK, make guy go here...
EVENT_GetNewSoldierPath( pSoldier, pSoldier->sFinalDestination, pSoldier->usUIMovementMode );
pSoldier->EVENT_GetNewSoldierPath( pSoldier->pathing.sFinalDestination, pSoldier->usUIMovementMode );
// Restore final dest....
MercPtrs[ ubPerson ]->sFinalDestination = sTempDestGridNo;
pSoldier->fBlockedByAnotherMerc = FALSE;
MercPtrs[ ubPerson ]->pathing.sFinalDestination = sTempDestGridNo;
pSoldier->flags.fBlockedByAnotherMerc = FALSE;
// Is the next tile blocked too?
sNewGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
return( TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->bLevel ) );
}
return( TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->pathing.bLevel ) );
}
else
{
// Not for multi-tiled things...
if ( !( pSoldier->uiStatusFlags & SOLDIER_MULTITILE ) )
if ( !( pSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) )
{
// Is the next movement cost for a door?
if ( DoorTravelCost( pSoldier, sGridNo, gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->bLevel ], (BOOLEAN)( pSoldier->bTeam == gbPlayerNum ), NULL ) == TRAVELCOST_DOOR )
if ( DoorTravelCost( pSoldier, sGridNo, gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->pathing.bLevel ], (BOOLEAN)( pSoldier->bTeam == gbPlayerNum ), NULL ) == TRAVELCOST_DOOR )
{
fSwapInDoor = TRUE;
}
@@ -285,18 +290,18 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 b
// Swap now!
MercPtrs[ ubPerson ]->fBlockedByAnotherMerc = FALSE;
MercPtrs[ ubPerson ]->flags.fBlockedByAnotherMerc = FALSE;
// Restore final dest....
MercPtrs[ ubPerson ]->sFinalDestination = sTempDestGridNo;
MercPtrs[ ubPerson ]->pathing.sFinalDestination = sTempDestGridNo;
// Swap merc positions.....
SwapMercPositions( pSoldier, MercPtrs[ ubPerson ] );
// With these two guys swapped, they should try and continue on their way....
// Start them both again along their way...
EVENT_GetNewSoldierPath( pSoldier, pSoldier->sFinalDestination, pSoldier->usUIMovementMode );
EVENT_GetNewSoldierPath( MercPtrs[ ubPerson ], MercPtrs[ ubPerson ]->sFinalDestination, MercPtrs[ ubPerson ]->usUIMovementMode );
pSoldier->EVENT_GetNewSoldierPath( pSoldier->pathing.sFinalDestination, pSoldier->usUIMovementMode );
MercPtrs[ ubPerson ]->EVENT_GetNewSoldierPath( MercPtrs[ ubPerson ]->pathing.sFinalDestination, MercPtrs[ ubPerson ]->usUIMovementMode );
}
}
}
@@ -308,14 +313,14 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 b
//return( MOVE_TILE_STATIONARY_BLOCKED );
// ATE: OK, put some smartshere...
// If we are waiting for more than a few times, change to stationary...
if ( MercPtrs[ ubPerson ]->fDelayedMovement >= 105 )
if ( MercPtrs[ ubPerson ]->flags.fDelayedMovement >= 105 )
{
// Set to special 'I want to walk through people' value
pSoldier->fDelayedMovement = 150;
pSoldier->flags.fDelayedMovement = 150;
return( MOVE_TILE_STATIONARY_BLOCKED );
}
if ( MercPtrs[ ubPerson ]->sGridNo == MercPtrs[ ubPerson ]->sFinalDestination )
if ( MercPtrs[ ubPerson ]->sGridNo == MercPtrs[ ubPerson ]->pathing.sFinalDestination )
{
return( MOVE_TILE_STATIONARY_BLOCKED );
}
@@ -333,22 +338,22 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 b
}
// Are we clear of structs?
if ( !NewOKDestination( pSoldier, sGridNo, FALSE, pSoldier->bLevel ) )
if ( !NewOKDestination( pSoldier, sGridNo, FALSE, pSoldier->pathing.bLevel ) )
{
// ATE: Fence cost is an exclusiuon here....
if ( gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->bLevel ] != TRAVELCOST_FENCE )
if ( gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->pathing.bLevel ] != TRAVELCOST_FENCE )
{
// ATE: HIdden structs - we do something here... reveal it!
if ( gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->bLevel ] == TRAVELCOST_HIDDENOBSTACLE )
if ( gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->pathing.bLevel ] == TRAVELCOST_HIDDENOBSTACLE )
{
gpWorldLevelData[ sGridNo ].uiFlags|=MAPELEMENT_REVEALED;
gpWorldLevelData[ sGridNo ].uiFlags|=MAPELEMENT_REDRAW;
SetRenderFlags(RENDER_FLAG_MARKED);
RecompileLocalMovementCosts( (UINT16)sGridNo );
RecompileLocalMovementCosts( (INT16)sGridNo );
}
// Unset flag for blocked by soldier...
pSoldier->fBlockedByAnotherMerc = FALSE;
pSoldier->flags.fBlockedByAnotherMerc = FALSE;
return( MOVE_TILE_STATIONARY_BLOCKED );
}
else
@@ -369,7 +374,7 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 b
}
// Unset flag for blocked by soldier...
pSoldier->fBlockedByAnotherMerc = FALSE;
pSoldier->flags.fBlockedByAnotherMerc = FALSE;
return( MOVE_TILE_CLEAR );
@@ -382,7 +387,7 @@ BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, I
INT8 bBlocked;
INT16 bOverTerrainType;
// Check for blocking if in realtime
// Check for blocking if in realtime
///if ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) )
// ATE: If not on visible tile, return clear ( for path out of map )
@@ -398,7 +403,7 @@ BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, I
}
{
bBlocked = TileIsClear( pSoldier, bDirection, sGridNo, pSoldier->bLevel );
bBlocked = TileIsClear( pSoldier, bDirection, sGridNo, pSoldier->pathing.bLevel );
// Check if we are blocked...
if ( bBlocked != MOVE_TILE_CLEAR )
@@ -415,21 +420,21 @@ BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, I
// CHECK IF they are stationary
else if ( bBlocked == MOVE_TILE_STATIONARY_BLOCKED )
{
// Stationary,
// Stationary,
{
INT16 sOldFinalDest;
// Maintain sFinalDest....
sOldFinalDest = pSoldier->sFinalDestination;
sOldFinalDest = pSoldier->pathing.sFinalDestination;
#ifdef JA2BETAVERSION
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
}
#endif
EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection );
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
// Restore...
pSoldier->sFinalDestination = sOldFinalDest;
pSoldier->pathing.sFinalDestination = sOldFinalDest;
SetDelayedTileWaiting( pSoldier, sGridNo, 1 );
@@ -442,17 +447,17 @@ BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, I
INT16 sOldFinalDest;
// Maintain sFinalDest....
sOldFinalDest = pSoldier->sFinalDestination;
sOldFinalDest = pSoldier->pathing.sFinalDestination;
#ifdef JA2BETAVERSION
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
}
#endif
EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection );
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
// Restore...
pSoldier->sFinalDestination = sOldFinalDest;
pSoldier->pathing.sFinalDestination = sOldFinalDest;
// Setting to two means: try and wait until this tile becomes free....
SetDelayedTileWaiting( pSoldier, sGridNo, 100 );
}
@@ -480,7 +485,7 @@ BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, I
case ANIM_CROUCH:
// Change height to stand
pSoldier->fContinueMoveAfterStanceChange = TRUE;
pSoldier->flags.fContinueMoveAfterStanceChange = TRUE;
SendChangeSoldierStanceEvent( pSoldier, ANIM_STAND );
break;
}
@@ -489,7 +494,7 @@ BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, I
// Change to walking
if ( pSoldier->usAnimState == RUNNING )
{
ChangeSoldierState( pSoldier, WALKING, 0 , FALSE );
pSoldier->ChangeSoldierState( WALKING, 0 , FALSE );
}
}
}
@@ -504,17 +509,17 @@ BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier )
// Buddy is waiting to continue his path
INT8 bBlocked, bPathBlocked;
INT16 sCost;
INT16 sNewGridNo, sCheckGridNo;
INT16 sNewGridNo, sCheckGridNo;
UINT8 ubDirection, bCauseDirection;
UINT8 ubPerson;
UINT8 fFlags = 0;
if ( pSoldier->fDelayedMovement )
if ( pSoldier->flags.fDelayedMovement )
{
if ( TIMECOUNTERDONE( pSoldier->NextTileCounter, NEXT_TILE_CHECK_DELAY ) )
if ( TIMECOUNTERDONE( pSoldier->timeCounters.NextTileCounter, NEXT_TILE_CHECK_DELAY ) )
{
RESETTIMECOUNTER( pSoldier->NextTileCounter, NEXT_TILE_CHECK_DELAY );
RESETTIMECOUNTER( pSoldier->timeCounters.NextTileCounter, NEXT_TILE_CHECK_DELAY );
// ATE: Allow path to exit grid!
if ( pSoldier->ubWaitActionToDo == 1 && gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
@@ -525,20 +530,20 @@ BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier )
// Get direction from gridno...
bCauseDirection = (INT8)GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, pSoldier->sDelayedMovementCauseGridNo );
bBlocked = TileIsClear( pSoldier, bCauseDirection, pSoldier->sDelayedMovementCauseGridNo, pSoldier->bLevel );
bBlocked = TileIsClear( pSoldier, bCauseDirection, pSoldier->sDelayedMovementCauseGridNo, pSoldier->pathing.bLevel );
// If we are waiting for a temp blockage.... continue to wait
if ( pSoldier->fDelayedMovement >= 100 && bBlocked == MOVE_TILE_TEMP_BLOCKED )
if ( pSoldier->flags.fDelayedMovement >= 100 && bBlocked == MOVE_TILE_TEMP_BLOCKED )
{
// ATE: Increment 1
pSoldier->fDelayedMovement++;
pSoldier->flags.fDelayedMovement++;
// Are we close enough to give up? ( and are a pc )
if ( pSoldier->fDelayedMovement > 120 )
if ( pSoldier->flags.fDelayedMovement > 120 )
{
// Quit...
SetFinalTile( pSoldier, pSoldier->sGridNo, TRUE );
pSoldier->fDelayedMovement = FALSE;
pSoldier->flags.fDelayedMovement = FALSE;
}
gfPlotPathToExitGrid = FALSE;
return( TRUE );
@@ -548,9 +553,9 @@ BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier )
if ( bBlocked != MOVE_TILE_TEMP_BLOCKED )
{
// Set to normal delay
if ( pSoldier->fDelayedMovement >= 100 && pSoldier->fDelayedMovement != 150 )
if ( pSoldier->flags.fDelayedMovement >= 100 && pSoldier->flags.fDelayedMovement != 150 )
{
pSoldier->fDelayedMovement = 1;
pSoldier->flags.fDelayedMovement = 1;
}
// Default to pathing through people
@@ -560,77 +565,76 @@ BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier )
// Use other flag
// CJC: path-through-people includes ignoring person at dest
/*
if ( pSoldier->fDelayedMovement >= 150 )
if ( pSoldier->flags.fDelayedMovement >= 150 )
{
fFlags = PATH_IGNORE_PERSON_AT_DEST;
}
*/
// Check destination first!
if ( pSoldier->sAbsoluteFinalDestination == pSoldier->sFinalDestination )
if ( pSoldier->sAbsoluteFinalDestination == pSoldier->pathing.sFinalDestination )
{
// on last lap of scripted move, make sure we get to final dest
sCheckGridNo = pSoldier->sAbsoluteFinalDestination;
sCheckGridNo = pSoldier->sAbsoluteFinalDestination;
}
else if (!NewOKDestination( pSoldier, pSoldier->sFinalDestination, TRUE, pSoldier->bLevel ))
else if (!NewOKDestination( pSoldier, pSoldier->pathing.sFinalDestination, TRUE, pSoldier->pathing.bLevel ))
{
if ( pSoldier->fDelayedMovement >= 150 )
if ( pSoldier->flags.fDelayedMovement >= 150 )
{
// OK, look around dest for the first one!
sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->sFinalDestination, 6, &ubDirection );
sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->pathing.sFinalDestination, 6, &ubDirection );
if ( sCheckGridNo == NOWHERE )
{
// If this is nowhere, try harder!
sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->sFinalDestination, 16, &ubDirection );
sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->pathing.sFinalDestination, 16, &ubDirection );
}
}
else
{
// OK, look around dest for the first one!
sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->sFinalDestination, 6, &ubDirection );
sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->pathing.sFinalDestination, 6, &ubDirection );
if ( sCheckGridNo == NOWHERE )
{
// If this is nowhere, try harder!
sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->sFinalDestination, 16, &ubDirection );
sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->pathing.sFinalDestination, 16, &ubDirection );
}
}
}
else
{
sCheckGridNo = pSoldier->sFinalDestination;
sCheckGridNo = pSoldier->pathing.sFinalDestination;
}
sCost = (INT16) FindBestPath( pSoldier, sCheckGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, fFlags );
sCost = (INT16) FindBestPath( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, fFlags );
// Can we get there
if ( sCost > 0 )
{
// Is the next tile blocked too?
sNewGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->bLevel );
bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->pathing.bLevel );
if ( bPathBlocked == MOVE_TILE_STATIONARY_BLOCKED )
{
// Try to path around everyone except dest person
sCost = (INT16) FindBestPath( pSoldier, sCheckGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, PATH_IGNORE_PERSON_AT_DEST );
sCost = (INT16) FindBestPath( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, PATH_IGNORE_PERSON_AT_DEST );
// Is the next tile in this new path blocked too?
sNewGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->bLevel );
bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->pathing.bLevel );
// now working with a path which does not go through people
// now working with a path which does not go through people
pSoldier->ubDelayedMovementFlags &= (~DELAYED_MOVEMENT_FLAG_PATH_THROUGH_PEOPLE);
}
else
{
// path through people worked fine
if ( pSoldier->fDelayedMovement < 150 )
if ( pSoldier->flags.fDelayedMovement < 150 )
{
pSoldier->ubDelayedMovementFlags |= DELAYED_MOVEMENT_FLAG_PATH_THROUGH_PEOPLE;
}
@@ -639,92 +643,92 @@ BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier )
// Are we clear?
if ( bPathBlocked == MOVE_TILE_CLEAR )
{
//pSoldier->fDelayedMovement = FALSE;
//pSoldier->flags.fDelayedMovement = FALSE;
// ATE: THis will get set in EENT_GetNewSoldierPath....
pSoldier->usActionData = sCheckGridNo;
pSoldier->aiData.usActionData = sCheckGridNo;
pSoldier->bPathStored = FALSE;
EVENT_GetNewSoldierPath( pSoldier, sCheckGridNo, pSoldier->usUIMovementMode );
pSoldier->pathing.bPathStored = FALSE;
pSoldier->EVENT_GetNewSoldierPath( sCheckGridNo, pSoldier->usUIMovementMode );
gfPlotPathToExitGrid = FALSE;
return( TRUE );
}
}
pSoldier->fDelayedMovement++;
pSoldier->flags.fDelayedMovement++;
if ( pSoldier->fDelayedMovement == 99 )
if ( pSoldier->flags.fDelayedMovement == 99 )
{
// Cap at 99
pSoldier->fDelayedMovement = 99;
pSoldier->flags.fDelayedMovement = 99;
}
// Do we want to force a swap?
if (pSoldier->fDelayedMovement == 3 && (pSoldier->sAbsoluteFinalDestination != NOWHERE || gTacticalStatus.fAutoBandageMode) )
if (pSoldier->flags.fDelayedMovement == 3 && (pSoldier->sAbsoluteFinalDestination != NOWHERE || gTacticalStatus.fAutoBandageMode) )
{
// with person who is in the way?
ubPerson = WhoIsThere2( pSoldier->sDelayedMovementCauseGridNo, pSoldier->bLevel );
ubPerson = WhoIsThere2( pSoldier->sDelayedMovementCauseGridNo, pSoldier->pathing.bLevel );
// if either on a mission from god, or two AI guys not on stationary...
if ( ubPerson != NOBODY && ( pSoldier->ubQuoteRecord != 0 || ( pSoldier->bTeam != gbPlayerNum && pSoldier->bOrders != STATIONARY && MercPtrs[ ubPerson ]->bTeam != gbPlayerNum && MercPtrs[ ubPerson ]->bOrders != STATIONARY ) || (pSoldier->bTeam == gbPlayerNum && gTacticalStatus.fAutoBandageMode && !(MercPtrs[ ubPerson ]->bTeam == CIV_TEAM && MercPtrs[ ubPerson ]->bOrders == STATIONARY ) ) ) )
{
if ( ubPerson != NOBODY && ( pSoldier->ubQuoteRecord != 0 || ( pSoldier->bTeam != gbPlayerNum && pSoldier->aiData.bOrders != STATIONARY && MercPtrs[ ubPerson ]->bTeam != gbPlayerNum && MercPtrs[ ubPerson ]->aiData.bOrders != STATIONARY ) || (pSoldier->bTeam == gbPlayerNum && gTacticalStatus.fAutoBandageMode && !(MercPtrs[ ubPerson ]->bTeam == CIV_TEAM && MercPtrs[ ubPerson ]->aiData.bOrders == STATIONARY ) ) ) )
{
// Swap now!
//MercPtrs[ ubPerson ]->fBlockedByAnotherMerc = FALSE;
//MercPtrs[ ubPerson ]->flags.fBlockedByAnotherMerc = FALSE;
// Restore final dest....
//MercPtrs[ ubPerson ]->sFinalDestination = sTempDestGridNo;
//MercPtrs[ ubPerson ]->pathing.sFinalDestination = sTempDestGridNo;
// Swap merc positions.....
SwapMercPositions( pSoldier, MercPtrs[ ubPerson ] );
// With these two guys swapped, we should try to continue on our way....
pSoldier->fDelayedMovement = FALSE;
// With these two guys swapped, we should try to continue on our way....
pSoldier->flags.fDelayedMovement = FALSE;
// We must calculate the path here so that we can give it the "through people" parameter
if ( gTacticalStatus.fAutoBandageMode && pSoldier->sAbsoluteFinalDestination == NOWHERE )
{
FindBestPath( pSoldier, pSoldier->sFinalDestination, pSoldier->bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE );
FindBestPath( pSoldier, pSoldier->pathing.sFinalDestination, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE );
}
else if ( pSoldier->sAbsoluteFinalDestination != NOWHERE && !FindBestPath( pSoldier, pSoldier->sAbsoluteFinalDestination, pSoldier->bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE ) )
else if ( pSoldier->sAbsoluteFinalDestination != NOWHERE && !FindBestPath( pSoldier, pSoldier->sAbsoluteFinalDestination, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE ) )
{
// check to see if we're there now!
if ( pSoldier->sGridNo == pSoldier->sAbsoluteFinalDestination )
{
NPCReachedDestination( pSoldier, FALSE );
pSoldier->bNextAction = AI_ACTION_WAIT;
pSoldier->usNextActionData = 500;
pSoldier->aiData.bNextAction = AI_ACTION_WAIT;
pSoldier->aiData.usNextActionData = 500;
gfPlotPathToExitGrid = FALSE;
return( TRUE );
}
}
pSoldier->bPathStored = TRUE;
pSoldier->pathing.bPathStored = TRUE;
EVENT_GetNewSoldierPath( pSoldier, pSoldier->sAbsoluteFinalDestination, pSoldier->usUIMovementMode );
//EVENT_GetNewSoldierPath( MercPtrs[ ubPerson ], MercPtrs[ ubPerson ]->sFinalDestination, MercPtrs[ ubPerson ]->usUIMovementMode );
pSoldier->EVENT_GetNewSoldierPath( pSoldier->sAbsoluteFinalDestination, pSoldier->usUIMovementMode );
//EVENT_GetNewSoldierPath( MercPtrs[ ubPerson ], MercPtrs[ ubPerson ]->pathing.sFinalDestination, MercPtrs[ ubPerson ]->usUIMovementMode );
}
}
// Are we close enough to give up? ( and are a pc )
if ( pSoldier->fDelayedMovement > 20 && pSoldier->fDelayedMovement != 150)
if ( pSoldier->flags.fDelayedMovement > 20 && pSoldier->flags.fDelayedMovement != 150)
{
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->sFinalDestination ) < 5 && pSoldier->bTeam == gbPlayerNum )
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->pathing.sFinalDestination ) < 5 && pSoldier->bTeam == gbPlayerNum )
{
// Quit...
SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
pSoldier->fDelayedMovement = FALSE;
pSoldier->flags.fDelayedMovement = FALSE;
}
}
// Are we close enough to give up? ( and are a pc )
if ( pSoldier->fDelayedMovement > 170 )
if ( pSoldier->flags.fDelayedMovement > 170 )
{
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->sFinalDestination ) < 5 && pSoldier->bTeam == gbPlayerNum )
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->pathing.sFinalDestination ) < 5 && pSoldier->bTeam == gbPlayerNum )
{
// Quit...
SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
pSoldier->fDelayedMovement = FALSE;
pSoldier->flags.fDelayedMovement = FALSE;
}
}
@@ -747,21 +751,21 @@ BOOLEAN TeleportSoldier( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fForce )
// TELEPORT TO THIS LOCATION!
sX = CenterX( sGridNo );
sY = CenterY( sGridNo );
EVENT_SetSoldierPosition( pSoldier, (FLOAT) sX, (FLOAT) sY );
pSoldier->EVENT_SetSoldierPosition( (FLOAT) sX, (FLOAT) sY );
pSoldier->sFinalDestination = sGridNo;
pSoldier->pathing.sFinalDestination = sGridNo;
// Make call to FOV to update items...
RevealRoofsAndItems(pSoldier, TRUE, TRUE, pSoldier->bLevel, TRUE );
RevealRoofsAndItems(pSoldier, TRUE, TRUE, pSoldier->pathing.bLevel, TRUE );
// Handle sight!
HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO);
// Cancel services...
GivingSoldierCancelServices( pSoldier );
pSoldier->GivingSoldierCancelServices( );
// Change light....
if ( pSoldier->bLevel == 0 )
if ( pSoldier->pathing.bLevel == 0 )
{
if(pSoldier->iLight!=(-1))
LightSpriteRoofStatus(pSoldier->iLight, FALSE );
@@ -787,8 +791,8 @@ void SwapMercPositions( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2 )
sGridNo2 = pSoldier2->sGridNo;
// OK, remove each.....
RemoveSoldierFromGridNo( pSoldier1 );
RemoveSoldierFromGridNo( pSoldier2 );
pSoldier1->RemoveSoldierFromGridNo( );
pSoldier2->RemoveSoldierFromGridNo( );
// OK, test OK destination for each.......
if ( NewOKDestination( pSoldier1, sGridNo2, TRUE, 0 ) && NewOKDestination( pSoldier2, sGridNo1, TRUE, 0 ) )
@@ -808,9 +812,9 @@ void SwapMercPositions( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2 )
BOOLEAN CanExchangePlaces( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2, BOOLEAN fShow )
{
// NB checks outside of this function
// NB checks outside of this function
if ( EnoughPoints( pSoldier1, AP_EXCHANGE_PLACES, 0, fShow ) ){
if ( EnoughPoints( pSoldier2, AP_EXCHANGE_PLACES, 0, fShow ) ){
if ( EnoughPoints( pSoldier2, AP_EXCHANGE_PLACES, 0, fShow ) ){
if ( ( gAnimControl[ pSoldier2->usAnimState ].uiFlags & ANIM_MOVING ) )
return( FALSE );
@@ -818,33 +822,33 @@ BOOLEAN CanExchangePlaces( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2, BOOLE
return( FALSE );
if ( pSoldier2->bSide == 0 )
return( TRUE );
return( TRUE );
// hehe - don't allow animals to exchange places
if ( pSoldier2->uiStatusFlags & ( SOLDIER_ANIMAL ) )
if ( pSoldier2->flags.uiStatusFlags & ( SOLDIER_ANIMAL ) )
return( FALSE );
// must NOT be hostile, must NOT have stationary orders OR militia team, must be >= OKLIFE
if( pSoldier2->bNeutral && pSoldier2->bLife >= OKLIFE &&
pSoldier2->ubCivilianGroup != HICKS_CIV_GROUP &&
( ( pSoldier2->bOrders != STATIONARY || pSoldier2->bTeam == MILITIA_TEAM ) ||
if( pSoldier2->aiData.bNeutral && pSoldier2->stats.bLife >= OKLIFE &&
pSoldier2->ubCivilianGroup != HICKS_CIV_GROUP &&
( ( pSoldier2->aiData.bOrders != STATIONARY || pSoldier2->bTeam == MILITIA_TEAM ) ||
( pSoldier2->sAbsoluteFinalDestination != NOWHERE && pSoldier2->sAbsoluteFinalDestination != pSoldier2->sGridNo ) )
)
)
return( TRUE );
if ( fShow ){
if ( pSoldier2->ubProfile == NO_PROFILE )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ REFUSE_EXCHANGE_PLACES ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ REFUSE_EXCHANGE_PLACES ] );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[3], pSoldier2->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[3], pSoldier2->name );
}
// ATE: OK, reduce this guy's next ai counter....
pSoldier2->uiAIDelay = 100;
return( FALSE );
}else{
return( FALSE );
}
}else{
return( FALSE );
}
}
// if SirTech wouldn't setup your nested if statements so messily then perhaps wierd code like this
// could be avoided... cleaned up the ifs too (jonathanl)