Add optional InOut parameter to ClosestKnownOpponent

distanceInCellCoords will return the distance between pSoldier and closest known opponent. We're often calculating same range after the call using PythSpacesAway and this way it's no longer necessary in most cases.
This commit is contained in:
Asdow
2026-01-19 22:56:18 +02:00
parent e806fd37e7
commit 52a4959dfb
4 changed files with 38 additions and 26 deletions
+25 -17
View File
@@ -134,18 +134,17 @@ INT8 OKToAttack(SOLDIERTYPE * pSoldier, int target)
BOOLEAN ConsiderProne( SOLDIERTYPE * pSoldier )
{
INT32 sOpponentGridNo;
INT32 sOpponentGridNo;
INT8 bOpponentLevel;
INT32 iRange;
INT32 iRangeInCellCoords;
if (pSoldier->aiData.bAIMorale >= MORALE_NORMAL)
{
return( FALSE );
}
// We don't want to go prone if there is a nearby enemy
ClosestKnownOpponent( pSoldier, &sOpponentGridNo, &bOpponentLevel );
iRange = PythSpacesAway( pSoldier->sGridNo, sOpponentGridNo );
if (iRange > 10)
ClosestKnownOpponent( pSoldier, &sOpponentGridNo, &bOpponentLevel, nullptr, &iRangeInCellCoords);
if ( iRangeInCellCoords > 10*CELL_X_SIZE)
{
return( TRUE );
}
@@ -397,7 +396,11 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
// sevenfm: movement mode tweaks
if (gGameExternalOptions.fAIMovementMode)
{
INT32 sClosestThreat = ClosestKnownOpponent(pSoldier, NULL, NULL);
INT32 distanceToThreat;
const INT32 sClosestThreat = ClosestKnownOpponent(pSoldier, NULL, NULL, NULL, &distanceToThreat);
const auto mediumRange = TACTICAL_RANGE_CELL_COORDS / 2;
const auto close = TACTICAL_RANGE_CELL_COORDS / 4;
const auto reallyClose = TACTICAL_RANGE_CELL_COORDS / 8;
// use walking mode if no enemy known
if (pSoldier->aiData.bAlertStatus < STATUS_RED &&
@@ -423,6 +426,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
(pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM))
{
INT16 sDistanceVisible = VISION_RANGE;
const auto beyondVisionRange = (CELL_X_SIZE * 3 * sDistanceVisible) / 2;
INT32 iRCD = RangeChangeDesire(pSoldier);
// use running when in light at night
@@ -445,7 +449,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
!GuySawEnemy(pSoldier) &&
(NightTime() || gAnimControl[pSoldier->usAnimState].ubEndHeight <= ANIM_CROUCH) &&
CountNearbyFriends(pSoldier, pSoldier->sGridNo, TACTICAL_RANGE / 4) < 3 &&
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) < 3 * sDistanceVisible / 2 &&
distanceToThreat < beyondVisionRange &&
CountFriendsBlack(pSoldier) == 0 &&
bAction == AI_ACTION_SEEK_OPPONENT)
{
@@ -454,7 +458,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
// use swatting for taking cover
if (pSoldier->aiData.bAlertStatus >= STATUS_RED &&
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 8 &&
distanceToThreat > reallyClose &&
(pSoldier->aiData.bUnderFire && iRCD < 4 ||
pSoldier->aiData.bShock > 2 * iRCD ||
pSoldier->aiData.bShock > 0 && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE) &&
@@ -466,9 +470,9 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
// use SWATTING when under fire
if (pSoldier->aiData.bAlertStatus >= STATUS_RED &&
(pSoldier->aiData.bShock > iRCD && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 2 ||
pSoldier->aiData.bShock > 0 && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 4) &&
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) < 3 * sDistanceVisible / 2 &&
(pSoldier->aiData.bShock > iRCD && distanceToThreat > mediumRange ||
pSoldier->aiData.bShock > 0 && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE && distanceToThreat > close) &&
distanceToThreat < beyondVisionRange &&
gAnimControl[pSoldier->usAnimState].ubEndHeight <= ANIM_CROUCH &&
!pSoldier->aiData.bLastAttackHit &&
(bAction == AI_ACTION_SEEK_OPPONENT ||
@@ -485,7 +489,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
(pSoldier->aiData.bOrders == SNIPER ||
pSoldier->aiData.bOrders == STATIONARY ||
(GuySawEnemy(pSoldier) || pSoldier->aiData.bShock > 0) && iRCD < 4) &&
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 4 &&
distanceToThreat > close &&
(bAction == AI_ACTION_SEEK_OPPONENT ||
bAction == AI_ACTION_GET_CLOSER ||
bAction == AI_ACTION_SEEK_FRIEND ||
@@ -501,7 +505,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
(pSoldier->aiData.bOrders == SNIPER ||
pSoldier->aiData.bOrders == STATIONARY ||
pSoldier->aiData.bShock > 0 && iRCD < 4) &&
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 4 &&
distanceToThreat > close &&
(bAction == AI_ACTION_SEEK_OPPONENT ||
bAction == AI_ACTION_GET_CLOSER ||
bAction == AI_ACTION_SEEK_FRIEND ||
@@ -515,7 +519,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
if (!pSoldier->aiData.bUnderFire &&
bAction == AI_ACTION_TAKE_COVER &&
pSoldier->bInitialActionPoints > APBPConstants[AP_MINIMUM] &&
(!InARoom(pSoldier->sGridNo, NULL) || PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > sDistanceVisible * 2) &&
(!InARoom(pSoldier->sGridNo, NULL) || distanceToThreat > sDistanceVisible * 20) &&
pSoldier->aiData.bAIMorale >= MORALE_NORMAL &&
pSoldier->bBreath > 25 &&
pSoldier->pathing.bLevel == 0 &&
@@ -539,14 +543,14 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
else if (gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_CROUCH)
{
if (WeaponReady(pSoldier) && !pSoldier->aiData.bUnderFire && pSoldier->aiData.bAlertStatus == STATUS_BLACK ||
pSoldier->aiData.bUnderFire && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 8)
pSoldier->aiData.bUnderFire && distanceToThreat > reallyClose )
return SWATTING;
else
return RUNNING;
}
else if (gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE)
{
if (pSoldier->aiData.bUnderFire && !pSoldier->aiData.bLastAttackHit && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 8)
if (pSoldier->aiData.bUnderFire && !pSoldier->aiData.bLastAttackHit && distanceToThreat > reallyClose )
return SWATTING;
else
return RUNNING;
@@ -1379,7 +1383,7 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, BOOLEAN * pfChangeLevel
}
INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, SoldierID * pubOpponentID)
INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, SoldierID * pubOpponentID, INT32 * distanceInCellCoords)
{
INT32 *psLastLoc,sGridNo, sClosestOpponent = NOWHERE;
UINT32 uiLoop;
@@ -1503,6 +1507,10 @@ INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLev
{
*pubOpponentID = pClosestOpponent->ubID;
}
if ( distanceInCellCoords )
{
*distanceInCellCoords = iClosestRange;
}
return( sClosestOpponent );
}