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More AI logging information.
PanicAI: use correct movement and stealth mode when determining AP needed. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8768 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -6463,6 +6463,7 @@ SOLDIERTYPE * pSoldier;
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pSoldier = FindSoldierByProfileID( ID, FALSE );
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if (pSoldier)
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: lua cancel action"));
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CancelAIAction( pSoldier, TRUE );
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}
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}
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@@ -82,6 +82,7 @@ void ExitBoxing( void )
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SetSoldierNeutral( pSoldier );
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RecalculateOppCntsDueToBecomingNeutral( pSoldier );
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}
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: exit boxing"));
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CancelAIAction( pSoldier, TRUE );
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pSoldier->aiData.bAlertStatus = STATUS_GREEN;
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pSoldier->aiData.bUnderFire = 0;
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@@ -396,6 +397,7 @@ BOOLEAN PickABoxer( void )
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pBoxer->flags.uiStatusFlags |= SOLDIER_BOXER;
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SetSoldierNonNeutral( pBoxer );
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RecalculateOppCntsDueToNoLongerNeutral( pBoxer );
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DebugAI(AI_MSG_INFO, pBoxer, String("CancelAIAction: pick a boxer"));
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CancelAIAction( pBoxer, TRUE );
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RESETTIMECOUNTER( pBoxer->timeCounters.AICounter, 0 );
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gfBoxerFought[ uiLoop ] = TRUE;
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@@ -468,6 +468,7 @@ void ProcessImplicationsOfPCMessingWithDoor( SOLDIERTYPE * pSoldier )
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// alert her if she hasn't been alerted
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pGoon->aiData.bAlertStatus = STATUS_RED;
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CheckForChangingOrders( pGoon );
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: tixa door"));
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CancelAIAction( pGoon, TRUE );
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}
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}
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@@ -6604,6 +6604,7 @@ void RemoveBlueFlag( INT32 sGridNo, INT8 bLevel )
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void MakeNPCGrumpyForMinorOffense( SOLDIERTYPE * pSoldier, SOLDIERTYPE *pOffendingSoldier )
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: MakeNPCGrumpyForMinorOffense"));
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CancelAIAction( pSoldier, TRUE );
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switch( pSoldier->ubProfile )
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@@ -2722,6 +2722,7 @@ void UIHandleMercAttack( SOLDIERTYPE *pSoldier , SOLDIERTYPE *pTargetSoldier, IN
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if ( NPCFirstDraw( pSoldier, pTargetSoldier ) )
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{
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// go into turnbased for that person
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: UIHandleMercAttack"));
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CancelAIAction( pTargetSoldier, TRUE );
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AddToShouldBecomeHostileOrSayQuoteList( pTargetSoldier->ubID );
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//MakeCivHostile( pTargetSoldier, 2 );
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@@ -3510,6 +3510,7 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
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{
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if ( pSoldier->ubAutoBandagingMedic != NOBODY )
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{
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DebugAI(AI_MSG_INFO, MercPtrs[pSoldier->ubAutoBandagingMedic], String("CancelAIAction: stop autobandaging in HandlePlayerTeamMemberDeath"));
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CancelAIAction( MercPtrs[ pSoldier->ubAutoBandagingMedic ], TRUE );
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}
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}
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@@ -6073,6 +6074,7 @@ void CommonEnterCombatModeCode( )
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pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
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// END AI actions
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DebugAI(AI_MSG_INFO, MercPtrs[pSoldier->ubAutoBandagingMedic], String("CancelAIAction: enter combat mode"));
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CancelAIAction( pSoldier, TRUE );
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// turn off AI controlled flag
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@@ -8812,6 +8814,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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// AI people will have to have their actions canceled
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if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC))
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: suppression: change stance/cower"));
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CancelAIAction( pSoldier, TRUE );
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#if 0
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pSoldier->aiData.bAction = AI_ACTION_CHANGE_STANCE;
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@@ -9768,6 +9771,7 @@ void CencelAllActionsForTimeCompression( )
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if ( pSoldier->bInSector )
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{
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// Hault!
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: time compression"));
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pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
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// END AI actions
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@@ -1987,6 +1987,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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if ( pTSoldier->bTeam != gbPlayerNum )
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{
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DebugAI(AI_MSG_INFO, pTSoldier, String("CancelAIAction: dodge"));
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CancelAIAction( pTSoldier, TRUE );
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}
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@@ -2493,6 +2494,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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{
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if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination))
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: end door open code"));
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CancelAIAction( pSoldier, FORCE );
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}
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}
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@@ -12649,6 +12649,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
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if ( pTSoldier->bTeam != gbPlayerNum )
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{
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DebugAI(AI_MSG_INFO, pTSoldier, String("CancelAIAction: begin blade attack"));
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CancelAIAction( pTSoldier, TRUE );
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}
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@@ -12984,6 +12985,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
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if ( pTSoldier->bTeam != gbPlayerNum )
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{
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DebugAI(AI_MSG_INFO, pTSoldier, String("CancelAIAction: begin blade attack"));
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CancelAIAction( pTSoldier, TRUE );
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}
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@@ -16522,16 +16524,6 @@ BOOLEAN SOLDIERTYPE::IsAssassin( )
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return FALSE;
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}
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BOOLEAN SOLDIERTYPE::CheckInitialAP(void)
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{
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if (this->bActionPoints < this->bInitialActionPoints || this->usSoldierFlagMask2 & SOLDIER_SPENT_AP)
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{
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return FALSE;
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}
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return TRUE;
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}
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UINT8 SOLDIERTYPE::GetMultiTurnAction( )
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{
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return usMultiTurnAction;
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@@ -22171,6 +22163,7 @@ BOOLEAN SOLDIERTYPE::PlayerSoldierStartTalking( UINT8 ubTargetID, BOOLEAN fValid
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{
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// Start combat etc
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DeleteTalkingMenu( );
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DebugAI(AI_MSG_INFO, pTSoldier, String("CancelAIAction: assasin: start talking"));
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CancelAIAction( pTSoldier, TRUE );
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AddToShouldBecomeHostileOrSayQuoteList( pTSoldier->ubID );
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}
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@@ -24789,3 +24782,26 @@ BOOLEAN ApplyConsumable( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObj, BOOLEAN fForce
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return FALSE;
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}
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// sevenfm: service functions
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BOOLEAN SOLDIERTYPE::CheckInitialAP(void)
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{
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if (this->bActionPoints < this->bInitialActionPoints || this->usSoldierFlagMask2 & SOLDIER_SPENT_AP)
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{
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return FALSE;
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}
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return TRUE;
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}
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BOOLEAN SOLDIERTYPE::IsFlanking(void)
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{
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if (this->aiData.bAlertStatus < STATUS_YELLOW ||
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this->numFlanks == 0 ||
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this->numFlanks >= MAX_FLANKS_RED)
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{
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return FALSE;
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}
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return TRUE;
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}
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@@ -1840,9 +1840,12 @@ public:
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// lose disguise or take off any clothes item and switch back to original clothes
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void Strip();
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// check wether our disguise is any good
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// check whether our disguise is any good
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void SpySelfTest();
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// sevenfm: service functions
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BOOLEAN IsFlanking(void);
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// Flugente: prisoner system
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BOOLEAN CanProcessPrisoners();
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UINT32 GetSurrenderStrength();
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@@ -1843,7 +1843,7 @@ void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT
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{
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// unauthorized!
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// make guard run to block guard room
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CancelAIAction( pSoldier, TRUE );
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: make guard run to block guard room")); CancelAIAction( pSoldier, TRUE );
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RESETTIMECOUNTER( pSoldier->timeCounters.AICounter, 0 );
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pSoldier->aiData.bNextAction = AI_ACTION_RUN;
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pSoldier->aiData.usNextActionData = 13250;
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@@ -2298,6 +2298,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
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if ( pSoldier->aiData.bOppCnt == 0 )
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{
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// didn't see anyone before!
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: NPC with profile: change orders, reset action"));
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CancelAIAction( pSoldier, TRUE );
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SetNewSituation( pSoldier );
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}
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@@ -2314,6 +2315,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
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}
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else if ( ( CheckFact( FACT_ANGEL_LEFT_DEED, ANGEL ) == TRUE ) && ( CheckFact( FACT_ANGEL_MENTIONED_DEED, ANGEL ) == FALSE ) )
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: NPC: Angel code"));
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CancelAIAction( pSoldier, TRUE );
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pSoldier->sAbsoluteFinalDestination = NOWHERE;
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pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
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@@ -2389,6 +2391,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
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if ( pSoldier->aiData.bOppCnt == 0 )
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{
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// didn't see anyone before!
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: assasin: didn't see anyone before!"));
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CancelAIAction( pSoldier, TRUE );
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SetNewSituation( pSoldier );
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}
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+30
-4
@@ -81,6 +81,9 @@ extern BOOLEAN gfWaitingForTriggerTimer;
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UINT8 gubAICounter;
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extern STR16 gStrAction[];
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extern STR szAction[];
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//
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// Commented out/ to fix:
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// lots of other stuff, I think
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@@ -572,6 +575,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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#endif
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// stunned/collapsed!
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: collapsed"));
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CancelAIAction( pSoldier, FORCE );
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EndAIGuysTurn( pSoldier );
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return;
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@@ -612,6 +616,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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{
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// don't force, don't want escorted mercs reacting to new opponents, etc.
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// now we don't have AI controlled escorted mercs though - CJC
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: escorted merc"));
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CancelAIAction( pSoldier, FORCE );
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// zap any next action too
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if ( pSoldier->aiData.bAction != AI_ACTION_END_COWER_AND_MOVE )
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@@ -645,8 +650,6 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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Start of new overall AI system
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********/
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if (gfTurnBasedAI)
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{
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if ( ( GetJA2Clock() - gTacticalStatus.uiTimeSinceMercAIStart ) > ( (UINT32)gGameExternalOptions.gubDeadLockDelay * 1000 ) && !gfUIInDeadlock )
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@@ -654,6 +657,9 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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// ATE: Display message that deadlock occured...
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LiveMessage( "Breaking Deadlock" );
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//ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"Aborting AI deadlock for [%d] %s data %d", pSoldier->ubID, gStrAction[pSoldier->aiData.bAction], pSoldier->aiData.usActionData);
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DebugAI(String("Aborting AI deadlock for [%d] %s data %d", pSoldier->ubID, szAction[pSoldier->aiData.bAction], pSoldier->aiData.usActionData));
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#ifdef JA2TESTVERSION
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// display deadlock message
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gfUIInDeadlock = TRUE;
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@@ -923,6 +929,12 @@ void EndAIDeadlock(void)
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DebugAI( String("Ending turn for %d because breaking deadlock", pSoldier->ubID ) );
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}
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#endif
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// sevenfm: abort flanking
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if (pSoldier->IsFlanking())
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{
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pSoldier->numFlanks = MAX_FLANKS_RED + 1;
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DebugAI(AI_MSG_INFO, pSoldier, String("abort flanking, numFlanks = %d", pSoldier->numFlanks));
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}
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Number of bullets in the air is %ld", guiNumBullets ) );
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@@ -936,7 +948,6 @@ void EndAIDeadlock(void)
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}
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}
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if (!bFound)
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{
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StartPlayerTeamTurn( TRUE, FALSE );
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@@ -1428,6 +1439,8 @@ void CancelAIAction(SOLDIERTYPE *pSoldier, UINT8 ubForce)
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}
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#endif
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction"));
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// re-enable cover checking, something is new or something strange happened
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if ( gGameExternalOptions.fEnemyTanksCanMoveInTactical || !ARMED_VEHICLE( pSoldier ) )//dnl ch64 290813
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SkipCoverCheck = FALSE;
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@@ -1708,9 +1721,15 @@ void RefreshAI(SOLDIERTYPE *pSoldier)
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DecideAlertStatus(pSoldier);
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if (pSoldier->aiData.bAlertStatus == STATUS_YELLOW)
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{
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SkipCoverCheck = FALSE;
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if ( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && ARMED_VEHICLE( pSoldier ) )//dnl ch64 290813 tanks don't have move animations
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DebugAI(AI_MSG_INFO, pSoldier, String("RefreshAI: disable SkipCoverCheck in yellow AI"));
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}
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if (!gGameExternalOptions.fEnemyTanksCanMoveInTactical && ARMED_VEHICLE(pSoldier))//dnl ch64 290813 tanks don't have move animations
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{
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SkipCoverCheck = TRUE;
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DebugAI(AI_MSG_INFO, pSoldier, String("RefreshAI: enable SkipCoverCheck for armed vehicle"));
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}
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// if he's in battle or knows opponents are here
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if (gfTurnBasedAI)
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@@ -2064,12 +2083,14 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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if (!pSoldier->pathing.bPathStored)
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: no path stored, could not find path"));
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CancelAIAction(pSoldier,FORCE);
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return(FALSE); // nothing is in progress
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}
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}
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else
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: no path stored"));
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CancelAIAction(pSoldier,FORCE);
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return(FALSE); // nothing is in progress
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}
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@@ -2124,6 +2145,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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pSoldier->pathing.sBlackList = (INT16) pSoldier->aiData.usActionData;
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DebugAI( String( "Setting blacklist for %d to %d", pSoldier->ubID, pSoldier->pathing.sBlackList ) );
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: sFinalDestination != usActionData"));
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CancelAIAction(pSoldier,FORCE);
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return(FALSE); // nothing is in progress
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@@ -2214,6 +2236,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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DebugAI( String( "AI %d got error code %ld from HandleItem, doing action %d, has %d APs... aborting deadlock!", pSoldier->ubID, iRetCode, pSoldier->aiData.bAction, pSoldier->bActionPoints ) );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d got error code %ld from HandleItem, doing action %d... aborting deadlock!", pSoldier->ubID, iRetCode, pSoldier->aiData.bAction );
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}
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: !ITEM_HANDLE_OK"));
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CancelAIAction( pSoldier, FORCE);
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#ifdef TESTAICONTROL
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if (gfTurnBasedAI)
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@@ -2391,6 +2414,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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iRetCode = HandleItem( pSoldier, pSoldier->aiData.usActionData, 0, pSoldier->inv[HANDPOS].usItem, FALSE );
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if ( iRetCode != ITEM_HANDLE_OK)
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: AI_ACTION_GIVE_AID: !ITEM_HANDLE_OK"));
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#ifdef JA2BETAVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"AI %d got error code %ld from HandleItem, doing action %d... aborting deadlock!", pSoldier->ubID, iRetCode, pSoldier->aiData.bAction );
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#endif
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@@ -2429,6 +2453,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"AI %d tried to open door it could not then find in %d", pSoldier->ubID, sDoorGridNo );
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#endif
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: door: cannot find structure"));
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CancelAIAction( pSoldier, FORCE);
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#ifdef TESTAICONTROL
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if (gfTurnBasedAI)
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@@ -2459,6 +2484,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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//if ( pSoldier->aiData.bOrders == SNIPER && pSoldier->aiData.bLastAction == AI_ACTION_RAISE_GUN)
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if ( pSoldier->aiData.bLastAction == AI_ACTION_RAISE_GUN)
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("sniper deadlock fix !!! repeated AI_ACTION_RAISE_GUN, set next action to AI_ACTION_END_TURN"));
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pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
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}
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@@ -3729,7 +3729,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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}
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// sevenfm: possibly start RED flanking
|
||||
if ( ( pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO ||
|
||||
if (( pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO ||
|
||||
( pSoldier->aiData.bAttitude == BRAVESOLO || pSoldier->aiData.bAttitude == BRAVEAID ) && fOvercrowded ) &&
|
||||
pSoldier->bTeam == ENEMY_TEAM &&
|
||||
gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE &&
|
||||
|
||||
@@ -1897,6 +1897,7 @@ INT32 FindNearbyDarkerSpot(SOLDIERTYPE *pSoldier)
|
||||
INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
{
|
||||
DebugMsg(TOPIC_JA2AI,DBG_LEVEL_3,String("SearchForItems"));
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("SearchForItems [%d] bReason %d usItem %d", pSoldier->ubID, bReason, usItem));
|
||||
|
||||
INT32 iSearchRange;
|
||||
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
|
||||
@@ -1915,20 +1916,24 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
// No fair picking up weapons while boxing!
|
||||
if (gTacticalStatus.bBoxingState == BOXING)
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("no picking up items for boxers!"));
|
||||
return AI_ACTION_NONE;
|
||||
}
|
||||
|
||||
if (pSoldier->bActionPoints < GetBasicAPsToPickupItem( pSoldier ))
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("not enough AP!"));
|
||||
return( AI_ACTION_NONE );
|
||||
}
|
||||
|
||||
if ( !IS_MERC_BODY_TYPE( pSoldier ) )
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("not merc bodytype!"));
|
||||
return( AI_ACTION_NONE );
|
||||
}
|
||||
|
||||
iSearchRange = gbDiff[DIFF_MAX_COVER_RANGE][ SoldierDifficultyLevel( pSoldier ) ];
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("use search range %d", iSearchRange));
|
||||
|
||||
switch (pSoldier->aiData.bAttitude)
|
||||
{
|
||||
@@ -1995,8 +2000,11 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_PICKUP_ITEM ), COPYREACHABLE, 0 );//dnl ch50 071009
|
||||
|
||||
// Flugente: if the soldier is 'dumb enough', he may pick up certain items... which can be used to lure the AI into traps
|
||||
if ( pSoldier->stats.bWisdom < 70 )
|
||||
if (pSoldier->stats.bWisdom < 70)
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("dumb enough to pick up items"));
|
||||
fDumbEnoughtoPickup = TRUE;
|
||||
}
|
||||
|
||||
// SET UP DOUBLE-LOOP TO STEP THROUGH POTENTIAL GRID #s
|
||||
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
|
||||
@@ -2030,16 +2038,21 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
continue;
|
||||
}
|
||||
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("check spot %d, found items", sGridNo));
|
||||
|
||||
iValue = 0;
|
||||
GetItemPool( sGridNo, &pItemPool, pSoldier->pathing.bLevel );
|
||||
switch( bReason )
|
||||
{
|
||||
case SEARCH_AMMO:
|
||||
// we are looking for ammo to match the gun in usItem
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("SEARCH_AMMO"));
|
||||
while( pItemPool )
|
||||
{
|
||||
pObj = &(gWorldItems[ pItemPool->iItemIndex ].object);
|
||||
pItem = &(Item[pObj->usItem]);
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("check item %d at %d status %d", pObj->usItem, sGridNo, (*pObj)[0]->data.objectStatus));
|
||||
|
||||
if ( pItem->usItemClass == IC_GUN && (*pObj)[0]->data.objectStatus >= MINIMUM_REQUIRED_STATUS )
|
||||
{
|
||||
// maybe this gun has ammo (adjust for whether it is better than ours!)
|
||||
@@ -2054,14 +2067,19 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
}
|
||||
else if (ValidAmmoType( usItem, pObj->usItem ) )
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("good ammo"));
|
||||
iTempValue = TotalPoints( pObj );
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("not gun, not ammo - skip"));
|
||||
iTempValue = 0;
|
||||
}
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
|
||||
|
||||
if (iTempValue > iValue )
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("select this ammo"));
|
||||
iValue = iTempValue;
|
||||
iItemIndex = pItemPool->iItemIndex;
|
||||
}
|
||||
@@ -2069,19 +2087,25 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
}
|
||||
break;
|
||||
case SEARCH_WEAPONS:
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("SEARCH_WEAPONS"));
|
||||
while( pItemPool )
|
||||
{
|
||||
pObj = &(gWorldItems[ pItemPool->iItemIndex ].object);
|
||||
pItem = &(Item[pObj->usItem]);
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("check item %d at %d status %d", pObj->usItem, sGridNo, (*pObj)[0]->data.objectStatus));
|
||||
|
||||
if (pItem->usItemClass & IC_WEAPON && (*pObj)[0]->data.objectStatus >= MINIMUM_REQUIRED_STATUS )
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("weapon has good status"));
|
||||
if ( (pItem->usItemClass & IC_GUN) && ((*pObj)[0]->data.gun.bGunAmmoStatus < 0 || (*pObj)[0]->data.gun.ubGunShotsLeft == 0 || (( Item[pObj->usItem].fingerprintid ) && (*pObj)[0]->data.ubImprintID != NOBODY && (*pObj)[0]->data.ubImprintID != pSoldier->ubID) ) )
|
||||
{
|
||||
// jammed or out of ammo, skip it!
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("jammed or out of ammo, skip it!"));
|
||||
iTempValue = 0;
|
||||
}
|
||||
else if ( Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON )
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("compare with gun in hand"));
|
||||
if (Weapon[pObj->usItem].ubDeadliness > Weapon[pSoldier->inv[HANDPOS].usItem].ubDeadliness)
|
||||
{
|
||||
iTempValue = 100 * Weapon[pObj->usItem].ubDeadliness / Weapon[pSoldier->inv[HANDPOS].usItem].ubDeadliness;
|
||||
@@ -2098,10 +2122,14 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("not weapon or bad status"));
|
||||
iTempValue = 0;
|
||||
}
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
|
||||
|
||||
if (iTempValue > iValue )
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("select this weapon"));
|
||||
iValue = iTempValue;
|
||||
iItemIndex = pItemPool->iItemIndex;
|
||||
}
|
||||
@@ -2109,19 +2137,26 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
}
|
||||
break;
|
||||
default:
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("search items"));
|
||||
|
||||
while( pItemPool )
|
||||
{
|
||||
pObj = &(gWorldItems[ pItemPool->iItemIndex ].object);
|
||||
pItem = &(Item[pObj->usItem]);
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("check item %d at %d status %d", pObj->usItem, sGridNo, (*pObj)[0]->data.objectStatus));
|
||||
|
||||
if ( pItem->usItemClass & IC_WEAPON && (*pObj)[0]->data.objectStatus >= MINIMUM_REQUIRED_STATUS )
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("gun has good status"));
|
||||
if ( (pItem->usItemClass & IC_GUN) && ((*pObj)[0]->data.gun.bGunAmmoStatus < 0 || (*pObj)[0]->data.gun.ubGunShotsLeft == 0 || (( Item[pObj->usItem].fingerprintid ) && (*pObj)[0]->data.ubImprintID != NOBODY && (*pObj)[0]->data.ubImprintID != pSoldier->ubID) ) )
|
||||
{
|
||||
// jammed or out of ammo, skip it!
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("jammed or out of ammo, skip it!"));
|
||||
iTempValue = 0;
|
||||
}
|
||||
else if ( (Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON) )
|
||||
else if (pSoldier->inv[HANDPOS].exists() && (Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON))
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("compare with weapon in hand"));
|
||||
if (Weapon[pObj->usItem].ubDeadliness > Weapon[pSoldier->inv[HANDPOS].usItem].ubDeadliness)
|
||||
{
|
||||
if ((Weapon[pSoldier->inv[HANDPOS].usItem].ubDeadliness != NULL) && (Weapon[pSoldier->inv[HANDPOS].usItem].ubDeadliness > 0))
|
||||
@@ -2142,14 +2177,17 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
{
|
||||
iTempValue = 200 + Weapon[pObj->usItem].ubDeadliness;
|
||||
}
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
|
||||
}
|
||||
else if (pItem->usItemClass == IC_ARMOUR && (*pObj)[0]->data.objectStatus >= MINIMUM_REQUIRED_STATUS )
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("armour has good status"));
|
||||
iTempValue = 0;
|
||||
|
||||
switch( Armour[pItem->ubClassIndex].ubArmourClass )
|
||||
{
|
||||
case ARMOURCLASS_HELMET:
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("ARMOURCLASS_HELMET"));
|
||||
if (pSoldier->inv[HELMETPOS].exists() == false)
|
||||
{
|
||||
iTempValue = 200 + EffectiveArmour( pObj );
|
||||
@@ -2158,8 +2196,10 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
{
|
||||
iTempValue = 100 * EffectiveArmour( pObj ) / (EffectiveArmour( &(pSoldier->inv[HELMETPOS]) ) + 1);
|
||||
}
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
|
||||
break;
|
||||
case ARMOURCLASS_VEST:
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("ARMOURCLASS_VEST"));
|
||||
if (pSoldier->inv[VESTPOS].exists() == false)
|
||||
{
|
||||
iTempValue = 200 + EffectiveArmour( pObj );
|
||||
@@ -2168,8 +2208,10 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
{
|
||||
iTempValue = 100 * EffectiveArmour( pObj ) / (EffectiveArmour( &(pSoldier->inv[VESTPOS]) ) + 1);
|
||||
}
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
|
||||
break;
|
||||
case ARMOURCLASS_LEGGINGS:
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("ARMOURCLASS_LEGGINGS"));
|
||||
if (pSoldier->inv[LEGPOS].exists() == false)
|
||||
{
|
||||
iTempValue = 200 + EffectiveArmour( pObj );
|
||||
@@ -2178,6 +2220,7 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
{
|
||||
iTempValue = 100 * EffectiveArmour( pObj ) / (EffectiveArmour( &(pSoldier->inv[LEGPOS]) ) + 1);
|
||||
}
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
|
||||
break;
|
||||
default:
|
||||
{
|
||||
@@ -2188,6 +2231,7 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
// Flugente: if the soldier is 'dumb enough', he may pick up 'interesting items'. This can be used to lure him into traps (a certain scene in FMJ comes to mind)
|
||||
else if ( fDumbEnoughtoPickup && pItem->usItemClass == IC_MISC && HasItemFlag(pObj->usItem, ATTENTION_ITEM) )
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("dumb soldier picks up item!"));
|
||||
// oooh... shiny!
|
||||
iTempValue = 1000;
|
||||
}
|
||||
@@ -2195,9 +2239,11 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
{
|
||||
iTempValue = 0;
|
||||
}
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
|
||||
|
||||
if (iTempValue > iValue )
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("select item"));
|
||||
iValue = iTempValue;
|
||||
iItemIndex = pItemPool->iItemIndex;
|
||||
}
|
||||
@@ -2206,8 +2252,12 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
break;
|
||||
}
|
||||
iValue = (3 * iValue) / (3 + PythSpacesAway( sGridNo, pSoldier->sGridNo ));
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("iBestValue %d", iBestValue));
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("value modified by distance %d", iValue));
|
||||
|
||||
if (iValue > iBestValue )
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("select item at %d", sGridNo));
|
||||
sBestSpot = sGridNo;
|
||||
iBestValue = iValue;
|
||||
iBestItemIndex = iItemIndex;
|
||||
@@ -2218,7 +2268,7 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
|
||||
if (!TileIsOutOfBounds(sBestSpot))
|
||||
{
|
||||
DebugAI( String( "%d decides to pick up %S", pSoldier->ubID, ItemNames[ gWorldItems[ iBestItemIndex ].object.usItem ] ) );
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("%d decides to pick up %S", pSoldier->ubID, ItemNames[gWorldItems[iBestItemIndex].object.usItem]));
|
||||
if (Item[gWorldItems[ iBestItemIndex ].object.usItem].usItemClass == IC_GUN)
|
||||
{
|
||||
//CHRISL: This is the line from ADB's code but I removed it, for now, to match what 0verhaul has been working on
|
||||
@@ -2232,14 +2282,14 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
|
||||
if (pSoldier->inv[HANDPOS].fFlags & OBJECT_UNDROPPABLE)
|
||||
{
|
||||
// destroy this item!
|
||||
DebugAI( String( "%d decides he must drop %S first so destroys it", pSoldier->ubID, ItemNames[ pSoldier->inv[HANDPOS].usItem ] ) );
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("%d decides he must drop %S first so destroys it", pSoldier->ubID, ItemNames[pSoldier->inv[HANDPOS].usItem]));
|
||||
DeleteObj( &(pSoldier->inv[HANDPOS]) );
|
||||
DeductPoints( pSoldier, GetBasicAPsToPickupItem( pSoldier ), 0, AFTERACTION_INTERRUPT );
|
||||
}
|
||||
else
|
||||
{
|
||||
// we want to drop this item!
|
||||
DebugAI( String( "%d decides he must drop %S first", pSoldier->ubID, ItemNames[ pSoldier->inv[HANDPOS].usItem ] ) );
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("%d decides he must drop %S first", pSoldier->ubID, ItemNames[pSoldier->inv[HANDPOS].usItem]));
|
||||
|
||||
pSoldier->aiData.bNextAction = AI_ACTION_PICKUP_ITEM;
|
||||
pSoldier->aiData.usNextActionData = sBestSpot;
|
||||
|
||||
@@ -108,6 +108,7 @@ void CallEldinTo( INT32 sGridNo )
|
||||
pSoldier->aiData.bAlertStatus = STATUS_RED;
|
||||
if ( (pSoldier->aiData.bAction != AI_ACTION_GET_CLOSER) || CheckFact( FACT_MUSEUM_ALARM_WENT_OFF, 0 ) == FALSE )
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: CallEldinTo"));
|
||||
CancelAIAction( pSoldier, TRUE );
|
||||
pSoldier->aiData.bNextAction = AI_ACTION_GET_CLOSER;
|
||||
pSoldier->aiData.usNextActionData = sGridNo;
|
||||
|
||||
@@ -382,6 +382,7 @@ INT8 FindBestPatient( SOLDIERTYPE * pSoldier, BOOLEAN * pfDoClimb )
|
||||
if (pBestPatient->ubAutoBandagingMedic != NOBODY)
|
||||
{
|
||||
// cancel that medic
|
||||
DebugAI(AI_MSG_INFO, MercPtrs[pBestPatient->ubAutoBandagingMedic], String("CancelAIAction: medic: find patient"));
|
||||
CancelAIAction( MercPtrs[ pBestPatient->ubAutoBandagingMedic ], TRUE );
|
||||
}
|
||||
pBestPatient->ubAutoBandagingMedic = pSoldier->ubID;
|
||||
|
||||
@@ -163,6 +163,7 @@ int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT32 sGridNo)
|
||||
#endif
|
||||
|
||||
// must work even for escorted civs, can't just set the flag
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: could not resume movement"));
|
||||
CancelAIAction(pSoldier,FORCE);
|
||||
}
|
||||
|
||||
@@ -188,6 +189,7 @@ int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT32 sGridNo)
|
||||
|
||||
if (!pSoldier->aiData.bUnderEscort)
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: not under escort"));
|
||||
CancelAIAction(pSoldier,DONTFORCE); // no need to force this
|
||||
}
|
||||
else
|
||||
@@ -222,6 +224,7 @@ int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT32 sGridNo)
|
||||
if (ubGottaCancel)
|
||||
{
|
||||
// can't get close, gotta abort the movement!
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: can't get close, abort movement"));
|
||||
CancelAIAction(pSoldier,FORCE);
|
||||
|
||||
// tell the player doing the escorting that civilian has stopped
|
||||
@@ -754,18 +757,21 @@ void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier)
|
||||
|
||||
if (pSoldier->aiData.bNewSituation == IS_NEW_SITUATION)
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: IS_NEW_SITUATION"));
|
||||
CancelAIAction(pSoldier,DONTFORCE);
|
||||
return;
|
||||
}
|
||||
|
||||
if (TileIsOutOfBounds(pSoldier->aiData.usActionData))
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: bad usActionData"));
|
||||
CancelAIAction(pSoldier,DONTFORCE);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!NewOKDestination( pSoldier,pSoldier->aiData.usActionData, TRUE, pSoldier->pathing.bLevel ))
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: !NewOKDestination"));
|
||||
CancelAIAction(pSoldier,DONTFORCE);
|
||||
return;
|
||||
}
|
||||
@@ -801,6 +807,7 @@ void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier)
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: !IsActionAffordable"));
|
||||
CancelAIAction(pSoldier,DONTFORCE);
|
||||
#ifdef TESTAI
|
||||
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3,
|
||||
@@ -826,6 +833,7 @@ void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier)
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: not enough AP"));
|
||||
CancelAIAction(pSoldier,DONTFORCE);
|
||||
#ifdef TESTAI
|
||||
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3,
|
||||
|
||||
@@ -2240,6 +2240,7 @@ void Converse( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT32 uiApproachData
|
||||
case OLGA:
|
||||
case TYRONE:
|
||||
// Start combat etc
|
||||
DebugAI(AI_MSG_INFO, pNPC, String("CancelAIAction: NPC coverse"));
|
||||
CancelAIAction( pNPC, TRUE );
|
||||
AddToShouldBecomeHostileOrSayQuoteList( pNPC->ubID );
|
||||
default:
|
||||
|
||||
+47
-25
@@ -249,14 +249,17 @@ void PossiblyMakeThisEnemyChosenOne( SOLDIERTYPE * pSoldier )
|
||||
|
||||
INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
|
||||
{
|
||||
BOOLEAN fFoundRoute = FALSE;
|
||||
INT8 bSlot;
|
||||
INT32 iPathCost;
|
||||
INT8 bPanicTrigger;
|
||||
INT32 sPanicTriggerGridNo;
|
||||
#ifdef DEBUGDECISIONS
|
||||
STR16 tempstr;
|
||||
#endif
|
||||
BOOLEAN fFoundRoute = FALSE;
|
||||
INT8 bSlot;
|
||||
INT32 iPathCost;
|
||||
INT8 bPanicTrigger;
|
||||
INT32 sPanicTriggerGridNo;
|
||||
UINT16 usMovementMode;
|
||||
#ifdef DEBUGDECISIONS
|
||||
STR16 tempstr;
|
||||
#endif
|
||||
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Panic AI]"));
|
||||
|
||||
// if there are panic bombs here
|
||||
if (gTacticalStatus.fPanicFlags & PANIC_BOMBS_HERE)
|
||||
@@ -265,6 +268,7 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
|
||||
bSlot = FindTrigger( pSoldier );
|
||||
if (bSlot != NO_SLOT)
|
||||
{
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("found trigger, slot %d", bSlot));
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// ACTIVATE DETONATOR: blow up sector's panic bombs
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
@@ -277,11 +281,13 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
|
||||
PopMessage(tempstr);
|
||||
#endif
|
||||
// blow up all the PANIC bombs!
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("blow up panic bomb"));
|
||||
return(AI_ACTION_USE_DETONATOR);
|
||||
}
|
||||
else // otherwise, wait a turn
|
||||
{
|
||||
pSoldier->aiData.usActionData = NOWHERE;
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("wait a turn"));
|
||||
return(AI_ACTION_NONE);
|
||||
}
|
||||
}
|
||||
@@ -292,54 +298,66 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
|
||||
// if there's a panic trigger here (DOESN'T MATTER IF ANY PANIC BOMBS EXIST!)
|
||||
if ( gTacticalStatus.fPanicFlags & PANIC_TRIGGERS_HERE )
|
||||
{
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("found panic trigger"));
|
||||
usMovementMode = DetermineMovementMode(pSoldier, AI_ACTION_GET_CLOSER);
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("movement mode %d", usMovementMode));
|
||||
|
||||
// Have WE been chosen to go after the trigger?
|
||||
if (pSoldier->ubID == gTacticalStatus.ubTheChosenOne)
|
||||
{
|
||||
bPanicTrigger = ClosestPanicTrigger( pSoldier );
|
||||
|
||||
if (bPanicTrigger == -1)
|
||||
{
|
||||
// augh!
|
||||
return( -1 );
|
||||
}
|
||||
|
||||
sPanicTriggerGridNo = gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ];
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("closest panic trigger %d, spot %d", bPanicTrigger, sPanicTriggerGridNo));
|
||||
|
||||
// if not standing on the panic trigger
|
||||
if (pSoldier->sGridNo != sPanicTriggerGridNo)
|
||||
{
|
||||
// determine whether we can still get there
|
||||
iPathCost = PlotPath( pSoldier, sPanicTriggerGridNo, FALSE, FALSE, FALSE, RUNNING, FALSE, FALSE, 0);
|
||||
//iPathCost = PlotPath( pSoldier, sPanicTriggerGridNo, FALSE, FALSE, FALSE, RUNNING, FALSE, FALSE, 0);
|
||||
iPathCost = PlotPath(pSoldier, sPanicTriggerGridNo, FALSE, FALSE, FALSE, usMovementMode, pSoldier->bStealthMode, FALSE, 0);
|
||||
|
||||
if (iPathCost != 0)
|
||||
{
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("found route to panic trigger, path cost %d", iPathCost));
|
||||
fFoundRoute = TRUE;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("standing at panic trigger spot"));
|
||||
fFoundRoute = TRUE;
|
||||
}
|
||||
|
||||
// if we managed to find an adjacent spot
|
||||
if (fFoundRoute)
|
||||
{
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("have good route to panic triger"));
|
||||
/*
|
||||
*** COMMENTED OUT BECAUSE WE DON'T HAVE SUPPORT ROUTINES YET
|
||||
|
||||
/*
|
||||
*** COMMENTED OUT BECAUSE WE DON'T HAVE SUPPORT ROUTINES YET
|
||||
// make sure it's not in water (those triggers can't be pulled)
|
||||
if (Water(Terrain(gTacticalStatus.sHandGrid),Structure(gTacticalStatus.sHandGrid)))
|
||||
{
|
||||
#ifdef BETAVERSION
|
||||
PopMessage("BAD SCENARIO DESIGN: Enemies can't use this panic trigger!");
|
||||
#endif
|
||||
gTacticalStatus.ubTheChosenOne = NOBODY; // strip him of his Chosen One status
|
||||
// don't bother replacing him either, the next won't have more luck!
|
||||
return(-1);
|
||||
}
|
||||
*/
|
||||
|
||||
// make sure it's not in water (those triggers can't be pulled)
|
||||
if (Water(Terrain(gTacticalStatus.sHandGrid),Structure(gTacticalStatus.sHandGrid)))
|
||||
{
|
||||
#ifdef BETAVERSION
|
||||
PopMessage("BAD SCENARIO DESIGN: Enemies can't use this panic trigger!");
|
||||
#endif
|
||||
gTacticalStatus.ubTheChosenOne = NOBODY; // strip him of his Chosen One status
|
||||
// don't bother replacing him either, the next won't have more luck!
|
||||
return(-1);
|
||||
}
|
||||
|
||||
*/
|
||||
// if we are at that spot now
|
||||
if (pSoldier->sGridNo == sPanicTriggerGridNo)
|
||||
{
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("we are at the spot, activate the trigger!"));
|
||||
////////////////////////////////////////////////////////////////
|
||||
// PULL THE PANIC TRIGGER!
|
||||
////////////////////////////////////////////////////////////////
|
||||
@@ -355,11 +373,12 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
|
||||
pSoldier->name,pSoldier->aiData.usActionData);
|
||||
PopMessage(tempstr);
|
||||
#endif
|
||||
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("enough AP, activate trigger!"));
|
||||
return(AI_ACTION_PULL_TRIGGER);
|
||||
}
|
||||
else // otherwise, wait a turn
|
||||
{
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("wait a turn, not enough AP"));
|
||||
pSoldier->aiData.usActionData = NOWHERE;
|
||||
return(AI_ACTION_NONE);
|
||||
}
|
||||
@@ -380,7 +399,7 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
|
||||
sprintf(tempstr,"%s - GETTING CLOSER to PANIC TRIGGER at grid %d (Trigger at %d)", pSoldier->name,pSoldier->aiData.usActionData,sPanicTriggerGridNo);
|
||||
AIPopMessage(tempstr);
|
||||
#endif
|
||||
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("move closet to panic trigger %d", sPanicTriggerGridNo));
|
||||
return(AI_ACTION_GET_CLOSER);
|
||||
}
|
||||
else // Oh oh, the chosen one can't get to the trigger!
|
||||
@@ -388,12 +407,14 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
|
||||
#ifdef TESTVERSION
|
||||
PopMessage("TEST MSG: Oh oh! !legalDest - ChosenOne can't get to the trigger!");
|
||||
#endif
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("cannot move to the trigger, find another chosen one"));
|
||||
gTacticalStatus.ubTheChosenOne = NOBODY; // strip him of his Chosen One status
|
||||
MakeClosestEnemyChosenOne(); // and replace him!
|
||||
}
|
||||
}
|
||||
else // can't move, wait 1 turn
|
||||
{
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("cannot move, wait one turn"));
|
||||
pSoldier->aiData.usActionData = NOWHERE;
|
||||
return(AI_ACTION_NONE);
|
||||
}
|
||||
@@ -404,6 +425,7 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
|
||||
#ifdef TESTVERSION
|
||||
PopMessage("TEST MSG: Oh oh! !adjacentFound - ChosenOne can't get to the trigger!");
|
||||
#endif
|
||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("cannot find route to the trigger, find another chosen one"));
|
||||
gTacticalStatus.ubTheChosenOne = NOBODY; // strip him of his Chosen One status
|
||||
MakeClosestEnemyChosenOne(); // and replace him!
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user