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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
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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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