-fixed guns being chosen from too high a level in "Normal Guns" mode

-fixed AI not firing guns when able - this should reduce the amount of running back and forth and also the running up to your guys and crouching

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@332 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-07-07 05:40:20 +00:00
parent 36db236079
commit a5a0dfd11a
4 changed files with 60 additions and 9 deletions
+2 -2
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@@ -23,12 +23,12 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.328" };
INT16 zVersionLabel[256] = { L"Release v1.13.332" };
#endif
INT8 czVersionNumber[16] = { "Build 06.07.02" };
INT8 czVersionNumber[16] = { "Build 06.07.06" };
INT16 zTrackingNumber[16] = { L"Z" };
+34 -5
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@@ -2627,13 +2627,42 @@ UINT16 SelectStandardArmyGun( UINT8 uiGunLevel )
if (!ItemIsLegal(usGunIndex)) //Madd: check for tons of guns
usGunIndex = -1;
//Check to avoid an endless loop looking for "normal" guns
if (usGunIndex == -1)
{
//Madd: there better be something from the original JA2 guns here somewhere (biggunlist=0) or else this will probably cause an endless loop
if ( uiGunLevel < ARMY_GUN_LEVELS )
uiGunLevel++;
else
uiGunLevel--;
//Madd: there better be something from the original JA2 guns here somewhere (biggunlist=0)!
int numTries = 0;
//Try 5 more times...
while (numTries < 5 && usGunIndex == -1)
{
uiChoice = Random(pGunChoiceTable[ uiGunLevel ].ubChoices);
usGunIndex = pGunChoiceTable[ uiGunLevel ].bItemNo[ uiChoice ];
if (!ItemIsLegal(usGunIndex)) //Madd: check for tons of guns
usGunIndex = -1;
numTries++;
}
if (usGunIndex == -1) //We still haven't found one! Start just looping through the guns then
{
for (int i=0;i<pGunChoiceTable[uiGunLevel].ubChoices;i++)
{
usGunIndex = pGunChoiceTable[ uiGunLevel ].bItemNo[ i ];
if (!ItemIsLegal(usGunIndex))
usGunIndex = -1;
else
break;
}
}
if ( usGunIndex == -1 )
{
//Still nothing? Then he gets a glock
usGunIndex = GLOCK_17;
}
}
}
+12 -2
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@@ -129,6 +129,8 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
SOLDIERTYPE *pOpponent;
UINT8 ubBurstAPs;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CalcBestShot");
ubBestChanceToHit = ubBestAimTime = ubChanceToHit = 0;
pSoldier->usAttackingWeapon = pSoldier->inv[HANDPOS].usItem;
@@ -155,9 +157,17 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
continue; // next merc
// if this opponent is not currently in sight (ignore known but unseen!)
if ((pSoldier->bOppList[pOpponent->ubID] != SEEN_CURRENTLY && !shootUnseen) ||
(shootUnseen && gbPublicOpplist[pSoldier->bTeam][pOpponent->ubID] != SEEN_CURRENTLY) )
if ((pSoldier->bOppList[pOpponent->ubID] != SEEN_CURRENTLY && !shootUnseen)) //guys we can't see
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("CalcBestShot: soldier = %d, target = %d, skip guys we can't see, shootUnseen = %d, personal opplist = %d",pSoldier->ubID, pOpponent->ubID, shootUnseen, pSoldier->bOppList[pOpponent->ubID]));
continue; // next opponent
}
if ((pSoldier->bOppList[pOpponent->ubID] != SEEN_CURRENTLY && gbPublicOpplist[pSoldier->bTeam][pOpponent->ubID] != SEEN_CURRENTLY)) // guys nobody sees
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("CalcBestShot: soldier = %d, target = %d, skip guys nobody sees, shootUnseen = %d, public opplist = %d",pSoldier->ubID, pOpponent->ubID, shootUnseen,gbPublicOpplist[pSoldier->bTeam][pOpponent->ubID]));
continue; // next opponent
}
// Special stuff for Carmen the bounty hunter
if (pSoldier->bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY)
+12
View File
@@ -4026,19 +4026,23 @@ bCanAttack = FALSE;
{
case AI_ACTION_FIRE_GUN:
memcpy(&BestAttack,&BestShot,sizeof(BestAttack));
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack: best attack = firing a gun");
break;
case AI_ACTION_TOSS_PROJECTILE:
memcpy(&BestAttack,&BestThrow,sizeof(BestAttack));
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack: best attack = tossing a grenade");
break;
case AI_ACTION_THROW_KNIFE:
case AI_ACTION_KNIFE_MOVE:
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack: best attack = stab with a knife");
memcpy(&BestAttack,&BestStab,sizeof(BestAttack));
break;
default:
// set to empty
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack: best attack = no good attack");
memset( &BestAttack, 0, sizeof( BestAttack ) );
break;
}
@@ -4060,6 +4064,7 @@ bCanAttack = FALSE;
fAllowCoverCheck = TRUE;
if ( PreRandom( 10 ) > BestAttack.ubChanceToReallyHit )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack: can't hit so screw the attack");
// screw the attack!
ubBestAttackAction = AI_ACTION_NONE;
}
@@ -4090,6 +4095,7 @@ bCanAttack = FALSE;
sBestCover = NOWHERE;
#endif
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack: DECIDE BETWEEN ATTACKING AND DEFENDING (TAKING COVER)");
//////////////////////////////////////////////////////////////////////////
// IF NECESSARY, DECIDE BETWEEN ATTACKING AND DEFENDING (TAKING COVER)
//////////////////////////////////////////////////////////////////////////
@@ -4155,15 +4161,19 @@ bCanAttack = FALSE;
DebugAI( tempstr );
#endif
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack: if his defensive instincts win out, forget all about the attack");
// if his defensive instincts win out, forget all about the attack
if (iDefense > iOffense)
ubBestAttackAction = AI_ACTION_NONE;
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("DecideActionBlack: is attack still desirable? ubBestAttackAction = %d",ubBestAttackAction));
// if attack is still desirable (meaning it's also preferred to taking cover)
if (ubBestAttackAction != AI_ACTION_NONE)
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack: attack is still desirable (meaning it's also preferred to taking cover)");
// if we wanted to be REALLY mean, we could look at chance to hit and decide whether
// to shoot at the head...
@@ -4254,6 +4264,7 @@ bCanAttack = FALSE;
pSoldier->inv[BestAttack.bWeaponIn].ubGunShotsLeft > 1 &&
(pSoldier->bTeam != gbPlayerNum || pSoldier->bRTPCombat == RTP_COMBAT_AGGRESSIVE) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack: ENOUGH APs TO BURST, RANDOM CHANCE OF DOING SO");
ubBurstAPs = CalcAPsToBurst( CalcActionPoints( pSoldier ), &(pSoldier->inv[BestAttack.bWeaponIn]) );
@@ -4316,6 +4327,7 @@ bCanAttack = FALSE;
(( pSoldier->inv[BestAttack.bWeaponIn].ubGunShotsLeft > 1 &&
BestAttack.ubAimTime != BURSTING ) || Weapon[pSoldier->inv[BestAttack.bWeaponIn].usItem].NoSemiAuto) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack: ENOUGH APs TO AUTOFIRE, RANDOM CHANCE OF DOING SO");
pSoldier->bDoAutofire = 0;
do
{