Update to Master

This commit is contained in:
Asdow
2025-08-08 18:00:31 +03:00
338 changed files with 110651 additions and 115875 deletions
+36 -27
View File
@@ -2548,32 +2548,35 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
}
// if we're an alerted enemy, and there are panic bombs or a trigger around
if ( (!PTR_CIVILIAN || pSoldier->ubProfile == WARDEN) && ( ( gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition || (pSoldier->ubID == gTacticalStatus.ubTheChosenOne) || (pSoldier->ubProfile == WARDEN) ) &&
(gTacticalStatus.fPanicFlags & (PANIC_BOMBS_HERE | PANIC_TRIGGERS_HERE ) ) ) )
if ( !ENEMYROBOT(pSoldier) )
{
if ( pSoldier->ubProfile == WARDEN && gTacticalStatus.ubTheChosenOne == NOBODY )
if ( (!PTR_CIVILIAN || pSoldier->ubProfile == WARDEN) && ( ( gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition || (pSoldier->ubID == gTacticalStatus.ubTheChosenOne) || (pSoldier->ubProfile == WARDEN) ) &&
(gTacticalStatus.fPanicFlags & (PANIC_BOMBS_HERE | PANIC_TRIGGERS_HERE ) ) ) )
{
PossiblyMakeThisEnemyChosenOne( pSoldier );
if ( pSoldier->ubProfile == WARDEN && gTacticalStatus.ubTheChosenOne == NOBODY )
{
PossiblyMakeThisEnemyChosenOne( pSoldier );
}
// do some special panic AI decision making
bActionReturned = PanicAI(pSoldier,ubCanMove);
// if we decided on an action while in there, we're done
if (bActionReturned != -1)
return(bActionReturned);
}
// do some special panic AI decision making
bActionReturned = PanicAI(pSoldier,ubCanMove);
// if we decided on an action while in there, we're done
if (bActionReturned != -1)
return(bActionReturned);
}
if ( pSoldier->ubProfile != NO_PROFILE )
{
if ( (pSoldier->ubProfile == QUEEN || pSoldier->ubProfile == JOE) && ubCanMove )
if ( pSoldier->ubProfile != NO_PROFILE )
{
if ( gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_P && gbWorldSectorZ == 0 && !gfUseAlternateQueenPosition )
if ( (pSoldier->ubProfile == QUEEN || pSoldier->ubProfile == JOE) && ubCanMove )
{
bActionReturned = HeadForTheStairCase( pSoldier );
if ( bActionReturned != AI_ACTION_NONE )
if ( gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_P && gbWorldSectorZ == 0 && !gfUseAlternateQueenPosition )
{
return( bActionReturned );
bActionReturned = HeadForTheStairCase( pSoldier );
if ( bActionReturned != AI_ACTION_NONE )
{
return( bActionReturned );
}
}
}
}
@@ -5160,13 +5163,16 @@ INT16 ubMinAPCost;
// offer surrender?
#ifndef JA2UB
if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) )
if ( !is_networked ) // No surrender in multiplayer
{
if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 && gTacticalStatus.Team[ CREATURE_TEAM ].bMenInSector == 0 && NumPCsInSector() < 4 && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector >= NumPCsInSector() * 3 )
if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) )
{
if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED)
if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 && gTacticalStatus.Team[ CREATURE_TEAM ].bMenInSector == 0 && NumPCsInSector() < 4 && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector >= NumPCsInSector() * 3 )
{
return( AI_ACTION_OFFER_SURRENDER );
if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED)
{
return( AI_ACTION_OFFER_SURRENDER );
}
}
}
}
@@ -9576,13 +9582,16 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
// offer surrender?
#ifndef JA2UB
if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) )
if ( !is_networked ) // No surrender in multiplayer
{
if ( gTacticalStatus.Team[MILITIA_TEAM].bMenInSector == 0 && gTacticalStatus.Team[CREATURE_TEAM].bMenInSector == 0 && NumPCsInSector( ) < 4 && gTacticalStatus.Team[ENEMY_TEAM].bMenInSector >= NumPCsInSector( ) * 3 )
if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) )
{
if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED)
if ( gTacticalStatus.Team[MILITIA_TEAM].bMenInSector == 0 && gTacticalStatus.Team[CREATURE_TEAM].bMenInSector == 0 && NumPCsInSector() < 4 && gTacticalStatus.Team[ENEMY_TEAM].bMenInSector >= NumPCsInSector() * 3 )
{
return(AI_ACTION_OFFER_SURRENDER);
if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED )
{
return(AI_ACTION_OFFER_SURRENDER);
}
}
}
}