Merge branch 'master' into decideaction

This commit is contained in:
Asdow
2023-10-10 23:21:12 +03:00
89 changed files with 1240 additions and 3432 deletions
+31 -33
View File
@@ -475,8 +475,7 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier )
switch( pSoldier->bAIScheduleProgress )
{
case 0:
sX = CenterX( pSoldier->sOffWorldGridNo );
sY = CenterY( pSoldier->sOffWorldGridNo );
ConvertGridNoToCenterCellXY(pSoldier->sOffWorldGridNo, &sX, &sY);
pSoldier->EVENT_SetSoldierPosition( sX, sY );
pSoldier->bInSector = TRUE;
MoveSoldierFromAwayToMercSlot( pSoldier );
@@ -567,7 +566,7 @@ INT8 DecideActionBoxerEnteringRing(SOLDIERTYPE *pSoldier)
if (!TileIsOutOfBounds(sDesiredMercLoc))
{
// see if we are facing this person
ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sDesiredMercLoc),CenterY(sDesiredMercLoc));
ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sDesiredMercLoc);
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir && pSoldier->InternalIsValidStance( ubDesiredMercDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
@@ -628,7 +627,7 @@ INT8 DecideActionNamedNPC( SOLDIERTYPE * pSoldier )
}
// see if we are facing this person
ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sDesiredMercLoc),CenterY(sDesiredMercLoc));
ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sDesiredMercLoc);
// if not already facing in that direction,
if (pSoldier->ubDirection != ubDesiredMercDir && pSoldier->InternalIsValidStance( ubDesiredMercDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
@@ -784,7 +783,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
UINT8 ubRingDir;
// face ring!
ubRingDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(CENTER_OF_RING),CenterY(CENTER_OF_RING));
ubRingDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, CENTER_OF_RING);
if ( gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints )
{
if ( pSoldier->ubDirection != ubRingDir )
@@ -962,7 +961,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
{
// see if we are facing this person
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
@@ -1491,8 +1490,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
UINT8 ubNoiseDir;
if (TileIsOutOfBounds(sNoiseGridNo) ||
(ubNoiseDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sNoiseGridNo),CenterY(sNoiseGridNo))
) == pSoldier->ubDirection )
( ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo) ) == pSoldier->ubDirection )
{
pSoldier->aiData.usActionData = PreRandom(8);
@@ -1664,7 +1662,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
{
// see if we are facing this person
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
@@ -1717,7 +1715,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
{
// see if we are facing this person
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
@@ -1794,7 +1792,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
////////////////////////////////////////////////////////////////////////////
// determine direction from this soldier in which the noise lies
ubNoiseDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sNoiseGridNo),CenterY(sNoiseGridNo));
ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo);
// if soldier is not already facing in that direction,
// and the noise source is close enough that it could possibly be seen
@@ -3312,7 +3310,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
DebugAI(AI_MSG_INFO, pSoldier, String("I am close enough to free POW"));
// see if we are facing this person
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
@@ -3376,7 +3374,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
DebugAI(AI_MSG_INFO, pSoldier, String("Wounded soldier is nearby"));
// see if we are facing this person
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
UINT8 ubDesiredMercDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo);
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
@@ -4680,7 +4678,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
{
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Look around towards enemy]"));
// determine direction from this soldier to the closest opponent
ubOpponentDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
// if soldier is not already facing in that direction,
// and the opponent is close enough that he could possibly be seen
@@ -4791,7 +4789,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
if (!TileIsOutOfBounds(sClosestDisturbance))
{
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestDisturbance);
if ( pSoldier->ubDirection == ubOpponentDir )
{
DebugAI(AI_MSG_INFO, pSoldier, String("Already facing closest disturbance, face a random direction"));
@@ -4936,12 +4934,12 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
AIPopMessage(tempstr);
#endif
////////////////////////////////////////////////////////////////////////////
// SANDRO - allow regular soldiers to raise scoped weapons to see farther away too
if (!gfTurnBasedAI || (GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) + GetAPsToChangeStance( pSoldier, ANIM_CROUCH )) <= pSoldier->bActionPoints)
{
// determine direction from this soldier to the closest opponent
ubOpponentDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
////////////////////////////////////////////////////////////////////////////
// SANDRO - allow regular soldiers to raise scoped weapons to see farther away too
if (!gfTurnBasedAI || (GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) + GetAPsToChangeStance( pSoldier, ANIM_CROUCH )) <= pSoldier->bActionPoints)
{
// determine direction from this soldier to the closest opponent
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
if (!WeaponReady(pSoldier) &&
pSoldier->ubDirection == ubOpponentDir &&
@@ -4978,7 +4976,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
if (!TileIsOutOfBounds(sClosestDisturbance))
{
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestDisturbance);
if ( pSoldier->ubDirection != ubOpponentDir )
{
if ( !gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints )
@@ -7156,7 +7154,7 @@ L_NEWAIM:
if(!TileIsOutOfBounds(pSoldier->sLastTarget))
sClosestOpponent = pSoldier->sLastTarget;
pSoldier->aiData.bNextAction = AI_ACTION_CHANGE_FACING;
pSoldier->aiData.usNextActionData = atan8(CenterX(sBestCover),CenterY(sBestCover),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
pSoldier->aiData.usNextActionData = GetDirectionFromCenterCellXYGridNo(sBestCover, sClosestOpponent);
}
return(AI_ACTION_TAKE_COVER);
}
@@ -7252,7 +7250,7 @@ L_NEWAIM:
// if we have a closest seen opponent
if (!TileIsOutOfBounds(sClosestOpponent))
{
bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
// if we're not facing towards him
if (pSoldier->ubDirection != bDirection)
@@ -7314,7 +7312,7 @@ L_NEWAIM:
{
if(!TileIsOutOfBounds(pSoldier->sLastTarget))//dnl ch58 150913
sClosestOpponent = pSoldier->sLastTarget;
bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
// if we're not facing towards him
if ( pSoldier->ubDirection != bDirection && pSoldier->InternalIsValidStance( bDirection, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
@@ -7965,7 +7963,7 @@ INT8 ArmedVehicleDecideActionGreen( SOLDIERTYPE *pSoldier )
UINT8 ubNoiseDir;
if ( TileIsOutOfBounds( sNoiseGridNo ) ||
(ubNoiseDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sNoiseGridNo ), CenterY( sNoiseGridNo ) )
(ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo)
) == pSoldier->ubDirection )
{
@@ -8068,7 +8066,7 @@ INT8 ArmedVehicleDecideActionYellow( SOLDIERTYPE *pSoldier )
////////////////////////////////////////////////////////////////////////////
// determine direction from this soldier in which the noise lies
ubNoiseDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sNoiseGridNo ), CenterY( sNoiseGridNo ) );
ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo);
// if soldier is not already facing in that direction,
// and the noise source is close enough that it could possibly be seen
@@ -9317,7 +9315,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
if ( bHighestWatchLoc != -1 )
{
// see if we need turn to face that location
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc] ), CenterY( gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc] ) );
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc]);
// if soldier is not already facing in that direction,
// and the opponent is close enough that he could possibly be seen
@@ -9503,7 +9501,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
if ( !TileIsOutOfBounds( sClosestOpponent ) )
{
// determine direction from this soldier to the closest opponent
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestOpponent ), CenterY( sClosestOpponent ) );
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
// if soldier is not already facing in that direction,
// and the opponent is close enough that he could possibly be seen
@@ -9548,7 +9546,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
if ( !TileIsOutOfBounds( sClosestDisturbance ) )
{
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestDisturbance);
if ( pSoldier->ubDirection == ubOpponentDir )
{
ubOpponentDir = (UINT8)PreRandom( NUM_WORLD_DIRECTIONS );
@@ -9599,7 +9597,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
if ( !TileIsOutOfBounds( sClosestDisturbance ) )
{
ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestDisturbance);
if ( pSoldier->ubDirection != ubOpponentDir )
{
if ( !gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints )
@@ -10183,7 +10181,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
if ( gGameExternalOptions.fEnemyTanksCanMoveInTactical )
{
// first get the direction, as we will need to pass that in to ShootingStanceChange
bDirection = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( BestAttack.sTarget ), CenterY( BestAttack.sTarget ) );
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, BestAttack.sTarget);
// Change facing
if ( pSoldier->ubDirection != bDirection && pSoldier->InternalIsValidStance( bDirection, gAnimControl[pSoldier->usAnimState].ubEndHeight ) )
@@ -10470,7 +10468,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
{
if ( !TileIsOutOfBounds( pSoldier->sLastTarget ) )//dnl ch58 150913
sClosestOpponent = pSoldier->sLastTarget;
bDirection = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestOpponent ), CenterY( sClosestOpponent ) );
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
// if we're not facing towards him
if ( pSoldier->ubDirection != bDirection && pSoldier->InternalIsValidStance( bDirection, gAnimControl[pSoldier->usAnimState].ubEndHeight ) )