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- update "improved auto fast forward" feature
- disable radio animation for invisible soldiers and soldiers in water git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8603 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+38
-25
@@ -154,7 +154,7 @@ class SOLDIERTYPE;
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extern void HandleBestSightingPositionInRealtime();
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void UpdateFastForwardMode( SOLDIERTYPE* pSoldier ); // sevenfm: to call in HandleAtNewGridNo
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void UpdateFastForwardMode(SOLDIERTYPE* pSoldier, INT8 bAction); // sevenfm: to call in HandleAtNewGridNo
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extern UINT8 gubAICounter;
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@@ -2808,7 +2808,7 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving )
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}
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// sevenfm: additional check for auto fast forwarding
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UpdateFastForwardMode( pSoldier );
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UpdateFastForwardMode(pSoldier, AI_ACTION_NONE);
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// ATE: Put some stuff in here to not handle certain things if we are
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// trversing...
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@@ -11221,43 +11221,56 @@ BOOLEAN GetRandomUnknownVIPSector( UINT16& aSector )
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return FALSE;
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}
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void UpdateFastForwardMode( SOLDIERTYPE* pSoldier )
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void UpdateFastForwardMode(SOLDIERTYPE* pSoldier, INT8 bAction)
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{
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BOOLEAN action = FALSE;
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BOOLEAN forward = FALSE;
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BOOLEAN fAction = FALSE;
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if( gGameExternalOptions.fImprovedAutoFastForward == FALSE ||
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!gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] ||
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is_networked ||
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!( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT ) ||
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pSoldier->bTeam == OUR_TEAM )
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// check if fast forward mode disabled - do nothing
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if (!gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] || is_networked)
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{
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return;
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}
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switch ( pSoldier->aiData.bAction )
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// check if improved auto fast forwarding enabled
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if (!gGameExternalOptions.fImprovedAutoFastForward)
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{
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return;
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}
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// if [-] key is pressed - do nothing
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if (IsFastForwardKeyPressed())
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{
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return;
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}
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switch (bAction)
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{
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case AI_ACTION_TOSS_PROJECTILE:
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case AI_ACTION_KNIFE_MOVE:
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case AI_ACTION_FIRE_GUN:
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case AI_ACTION_THROW_KNIFE:
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case AI_ACTION_PULL_TRIGGER:
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case AI_ACTION_USE_DETONATOR:
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case AI_ACTION_OPEN_OR_CLOSE_DOOR:
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case AI_ACTION_LOWER_GUN:
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case AI_ACTION_RAISE_GUN:
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case AI_ACTION_CLIMB_ROOF:
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case AI_ACTION_STEAL_MOVE:
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case AI_ACTION_JUMP_WINDOW:
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case AI_ACTION_USE_SKILL:
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action = TRUE;
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fAction = TRUE;
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break;
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}
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// accelerate only invisible soldiers that are not doing specific actions like shooting
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if( pSoldier->bVisible == -1 )
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forward = !action;
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// fast forward mode is only possible in turnbased combat only for invisible opponents
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if (!(gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) ||
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pSoldier->flags.uiStatusFlags & SOLDIER_PC ||
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pSoldier->bVisible == TRUE ||
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gTacticalStatus.ubCurrentTeam == gbPlayerNum ||
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fAction)
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{
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if (IsFastForwardMode())
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{
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SetFastForwardMode(FALSE);
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}
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if ( IsFastForwardMode() != forward )
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SetFastForwardMode( forward );
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return;
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}
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// invisible opponent in turnbased combat - enable fast forward mode
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SetFastForwardMode(TRUE);
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}
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void DeleteVIP( INT16 sMapX, INT16 sMapY )
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+19
-2
@@ -73,7 +73,7 @@ extern void AdjustNoAPToFinishMove( SOLDIERTYPE *pSoldier, BOOLEAN fSet );
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void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier);
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void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier );
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extern void UpdateFastForwardMode( SOLDIERTYPE* pSoldier );
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extern void UpdateFastForwardMode(SOLDIERTYPE* pSoldier, INT8 bAction);
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extern UINT8 gubElementsOnExplosionQueue;
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@@ -1559,6 +1559,22 @@ void AIDecideRadioAnimation( SOLDIERTYPE *pSoldier )
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return;
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}
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// sevenfm: no radio animation for invisible soldiers
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if (pSoldier->bVisible == FALSE)
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{
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// don't play animation
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ActionDone(pSoldier);
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return;
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}
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// sevenfm: no radio animation in water
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if (Water(pSoldier->sGridNo, pSoldier->pathing.bLevel))
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{
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// don't play animation
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ActionDone(pSoldier);
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return;
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}
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switch( gAnimControl[ pSoldier->usAnimState ].ubEndHeight )
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{
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case ANIM_STAND:
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@@ -1645,7 +1661,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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// relying on a stored path from there is a bad idea.
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pSoldier->pathing.usPathDataSize = pSoldier->pathing.usPathIndex = pSoldier->pathing.bPathStored = 0;
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UpdateFastForwardMode( pSoldier );
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// sevenfm: update fast forward mode
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UpdateFastForwardMode(pSoldier, pSoldier->aiData.bAction);
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switch (pSoldier->aiData.bAction)
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{
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