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
+49 -49
View File
@@ -34,7 +34,7 @@ INT8 RTPlayerDecideAction( SOLDIERTYPE * pSoldier )
#ifdef DEBUGDECISIONS
STR tempstr;
sprintf(tempstr,"DecideAction: selected action %d, actionData %d\n\n",bAction,pSoldier->usActionData);
sprintf(tempstr,"DecideAction: selected action %d, actionData %d\n\n",bAction,pSoldier->aiData.usActionData);
DebugAI( tempstr );
#endif
@@ -64,7 +64,7 @@ INT8 RTDecideAction(SOLDIERTYPE *pSoldier)
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 &= (~PROFILE_MISC_FLAG3_HANDLE_DONE_TRAVERSAL);
pSoldier->ubQuoteActionID = 0;
// wait a tiny bit
pSoldier->usActionData = 100;
pSoldier->aiData.usActionData = 100;
return( AI_ACTION_WAIT );
}
@@ -74,17 +74,17 @@ INT8 RTDecideAction(SOLDIERTYPE *pSoldier)
UINT16 RealtimeDelay( SOLDIERTYPE * pSoldier )
{
if ( PTR_CIV_OR_MILITIA && !(pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) )
if ( PTR_CIV_OR_MILITIA && !(pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) )
{
return( (UINT16) REALTIME_CIV_AI_DELAY );
}
else if ( CREATURE_OR_BLOODCAT( pSoldier ) && !( pSoldier->bHunting ) )
else if ( CREATURE_OR_BLOODCAT( pSoldier ) && !( pSoldier->aiData.bHunting ) )
{
return( (UINT16) REALTIME_CREATURE_AI_DELAY );
}
else
{
if ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP )
{
UINT8 ubRoom;
@@ -107,8 +107,8 @@ void RTHandleAI( SOLDIERTYPE * pSoldier )
INT32 iLoop;
#endif
if ((pSoldier->bAction != AI_ACTION_NONE) && pSoldier->bActionInProgress)
{
if ((pSoldier->aiData.bAction != AI_ACTION_NONE) && pSoldier->aiData.bActionInProgress)
{
// if action should remain in progress
if (ActionInProgress(pSoldier))
{
@@ -117,16 +117,16 @@ void RTHandleAI( SOLDIERTYPE * pSoldier )
#endif
// let it continue
return;
}
}
}
// if man has nothing to do
if (pSoldier->bAction == AI_ACTION_NONE)
if (pSoldier->aiData.bAction == AI_ACTION_NONE)
{
if (pSoldier->bNextAction == AI_ACTION_NONE)
if (pSoldier->aiData.bNextAction == AI_ACTION_NONE)
{
// make sure this flag is turned off (it already should be!)
pSoldier->bActionInProgress = FALSE;
pSoldier->aiData.bActionInProgress = FALSE;
// truly nothing to do!
RefreshAI( pSoldier );
@@ -147,123 +147,123 @@ void RTHandleAI( SOLDIERTYPE * pSoldier )
// The only reason we would NEED to reinitialize it here is if I've
// incorrectly set pathStored to TRUE in a process that doesn't end up
// calling NewDest()
pSoldier->bPathStored = FALSE;
pSoldier->pathing.bPathStored = FALSE;
// decide on the next action
#ifdef AI_PROFILING
for (iLoop = 0; iLoop < 1000; iLoop++)
#endif
{
if (pSoldier->bNextAction != AI_ACTION_NONE)
if (pSoldier->aiData.bNextAction != AI_ACTION_NONE)
{
if ( pSoldier->bNextAction == AI_ACTION_END_COWER_AND_MOVE )
if ( pSoldier->aiData.bNextAction == AI_ACTION_END_COWER_AND_MOVE )
{
if ( pSoldier->uiStatusFlags & SOLDIER_COWERING )
if ( pSoldier->flags.uiStatusFlags & SOLDIER_COWERING )
{
pSoldier->bAction = AI_ACTION_STOP_COWERING;
pSoldier->usActionData = ANIM_STAND;
pSoldier->aiData.bAction = AI_ACTION_STOP_COWERING;
pSoldier->aiData.usActionData = ANIM_STAND;
}
else if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight < ANIM_STAND )
{
// stand up!
pSoldier->bAction = AI_ACTION_CHANGE_STANCE;
pSoldier->usActionData = ANIM_STAND;
pSoldier->aiData.bAction = AI_ACTION_CHANGE_STANCE;
pSoldier->aiData.usActionData = ANIM_STAND;
}
else
{
pSoldier->bAction = AI_ACTION_NONE;
pSoldier->aiData.bAction = AI_ACTION_NONE;
}
if ( pSoldier->sGridNo == pSoldier->usNextActionData )
if ( pSoldier->sGridNo == pSoldier->aiData.usNextActionData )
{
// no need to walk after this
pSoldier->bNextAction = AI_ACTION_NONE;
pSoldier->usNextActionData = NOWHERE;
pSoldier->aiData.bNextAction = AI_ACTION_NONE;
pSoldier->aiData.usNextActionData = NOWHERE;
}
else
{
pSoldier->bNextAction = AI_ACTION_WALK;
pSoldier->aiData.bNextAction = AI_ACTION_WALK;
// leave next-action-data as is since that's where we want to go
}
}
else
{
// do the next thing we have to do...
pSoldier->bAction = pSoldier->bNextAction;
pSoldier->usActionData = pSoldier->usNextActionData;
pSoldier->bTargetLevel = pSoldier->bNextTargetLevel;
pSoldier->bNextAction = AI_ACTION_NONE;
pSoldier->usNextActionData = 0;
pSoldier->bNextTargetLevel = 0;
pSoldier->aiData.bAction = pSoldier->aiData.bNextAction;
pSoldier->aiData.usActionData = pSoldier->aiData.usNextActionData;
pSoldier->bTargetLevel = pSoldier->aiData.bNextTargetLevel;
pSoldier->aiData.bNextAction = AI_ACTION_NONE;
pSoldier->aiData.usNextActionData = 0;
pSoldier->aiData.bNextTargetLevel = 0;
}
if (pSoldier->bAction == AI_ACTION_PICKUP_ITEM)
if (pSoldier->aiData.bAction == AI_ACTION_PICKUP_ITEM)
{
// the item pool index was stored in the special data field
pSoldier->uiPendingActionData1 = pSoldier->iNextActionSpecialData;
pSoldier->aiData.uiPendingActionData1 = pSoldier->iNextActionSpecialData;
}
}
else if ( pSoldier->sAbsoluteFinalDestination != NOWHERE )
{
if ( ACTING_ON_SCHEDULE( pSoldier ) )
{
pSoldier->bAction = AI_ACTION_SCHEDULE_MOVE;
pSoldier->aiData.bAction = AI_ACTION_SCHEDULE_MOVE;
}
else
{
pSoldier->bAction = AI_ACTION_WALK;
pSoldier->aiData.bAction = AI_ACTION_WALK;
}
pSoldier->usActionData = pSoldier->sAbsoluteFinalDestination;
pSoldier->aiData.usActionData = pSoldier->sAbsoluteFinalDestination;
}
else
{
if (!(gTacticalStatus.uiFlags & ENGAGED_IN_CONV))
{
pSoldier->bAction = RTDecideAction( pSoldier );
pSoldier->aiData.bAction = RTDecideAction( pSoldier );
}
}
}
// if he chose to continue doing nothing
if (pSoldier->bAction == AI_ACTION_NONE)
if (pSoldier->aiData.bAction == AI_ACTION_NONE)
{
#ifdef RECORDNET
fprintf(NetDebugFile,"\tMOVED BECOMING TRUE: Chose to do nothing, guynum %d\n",pSoldier->ubID);
#endif
// do a standard wait before doing anything else!
pSoldier->bAction = AI_ACTION_WAIT;
//if (PTR_CIVILIAN && pSoldier->bAlertStatus != STATUS_BLACK)
if ( PTR_CIV_OR_MILITIA && !(pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) )
pSoldier->aiData.bAction = AI_ACTION_WAIT;
//if (PTR_CIVILIAN && pSoldier->aiData.bAlertStatus != STATUS_BLACK)
if ( PTR_CIV_OR_MILITIA && !(pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) )
{
pSoldier->usActionData = (UINT16) REALTIME_CIV_AI_DELAY;
pSoldier->aiData.usActionData = (UINT16) REALTIME_CIV_AI_DELAY;
}
else if ( CREATURE_OR_BLOODCAT( pSoldier ) && !( pSoldier->bHunting ) )
else if ( CREATURE_OR_BLOODCAT( pSoldier ) && !( pSoldier->aiData.bHunting ) )
{
pSoldier->usActionData = (UINT16) REALTIME_CREATURE_AI_DELAY;
pSoldier->aiData.usActionData = (UINT16) REALTIME_CREATURE_AI_DELAY;
}
else
{
pSoldier->usActionData = (UINT16) REALTIME_AI_DELAY;
pSoldier->aiData.usActionData = (UINT16) REALTIME_AI_DELAY;
if ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP )
{
UINT8 ubRoom;
if ( InARoom( pSoldier->sGridNo, &ubRoom ) && IN_BROTHEL( ubRoom ) )
{
pSoldier->usActionData /= 3;
pSoldier->aiData.usActionData /= 3;
}
}
}
}
else if (pSoldier->bAction == AI_ACTION_ABSOLUTELY_NONE)
else if (pSoldier->aiData.bAction == AI_ACTION_ABSOLUTELY_NONE)
{
pSoldier->bAction = AI_ACTION_NONE;
pSoldier->aiData.bAction = AI_ACTION_NONE;
}
}
}
// to get here, we MUST have an action selected, but not in progress...
NPCDoesAct(pSoldier);
// perform the chosen action
pSoldier->bActionInProgress = ExecuteAction(pSoldier); // if started, mark us as busy
pSoldier->aiData.bActionInProgress = ExecuteAction(pSoldier); // if started, mark us as busy
}