- New feature: zombies can now spawn from corpses, if you specify that option in the preferences screen (by Flugente)

o if set to off, no zombies will spawn. This can also be changed in mid-game
o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746
o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation)
o The zombie option can only be enabled in a single player game

o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-05-29 22:49:17 +00:00
parent 744ce2ee9c
commit c90f4bce47
73 changed files with 4481 additions and 609 deletions
+8
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@@ -171,6 +171,14 @@ INT32 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLeve
void CreatureCall( SOLDIERTYPE * pCaller );
INT8 CreatureDecideAction( SOLDIERTYPE * pCreature );
void CreatureDecideAlertStatus( SOLDIERTYPE *pCreature );
// Flugente: Zombie AI
INT8 ZombieDecideAction( SOLDIERTYPE * pZombie );
void ZombieDecideAlertStatus( SOLDIERTYPE *pZombie );
// a variant of ClosestSeenOpponent(...), that allows zombies
INT32 ClosestSeenOpponentforZombie(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel);
INT8 CrowDecideAction( SOLDIERTYPE * pSoldier );
void DecideAlertStatus( SOLDIERTYPE *pSoldier );
INT8 DecideAutoBandage( SOLDIERTYPE * pSoldier );
+31 -1
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@@ -1616,7 +1616,32 @@ fprintf(NetDebugFile,"\tNPC %d, dtctLvl %d, marking mine at gridno %d, gridCost
void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier)
{
// added by Flugente: static pointers, used to break out of an endless circles (currently only used for zombie AI)
static SOLDIERTYPE* pLastDecisionSoldier = NULL;
static INT16 lastdecisioncount = 0;
// simple solution to prevent an endless clock: remember the last soldier that decided an action. If its the same one, increase the counter.
// if counter is high enough, end this guy's turn
if ( pSoldier == pLastDecisionSoldier )
{
// we will only end our turn this way if this function was called over 100 times with same soldier without ending a turn.
// so many actions in a single turn smell of an endless clock.
// If we end a turn normally, the counter will be set back to 0, so this wont be a problem if you have a single soldier left for multiple turns
if ( lastdecisioncount >= 100 )
{
// zombie is done doing harm...
EndAIGuysTurn( pSoldier);
lastdecisioncount = 0;
return ;
}
else
++lastdecisioncount;
}
else
{
pLastDecisionSoldier = pSoldier;
lastdecisioncount = 0;
}
/*
if (Status.gamePaused)
@@ -1905,7 +1930,11 @@ void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier)
{
if (!(gTacticalStatus.uiFlags & ENGAGED_IN_CONV))
{
if (CREATURE_OR_BLOODCAT( pSoldier ))
if ( pSoldier->IsZombie() )
{
pSoldier->aiData.bAction = ZombieDecideAction(pSoldier);
}
else if (CREATURE_OR_BLOODCAT( pSoldier ))
{
pSoldier->aiData.bAction = CreatureDecideAction( pSoldier );
}
@@ -1971,6 +2000,7 @@ void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier)
{
// turn based... abort this guy's turn
EndAIGuysTurn( pSoldier );
lastdecisioncount = 0;
}
}
else
+98
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@@ -1295,6 +1295,100 @@ INT32 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLeve
}
// special variant with a minor twist for the zombie AI
INT32 ClosestSeenOpponentforZombie(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel)
{
INT32 sGridNo, sClosestOpponent = NOWHERE;
UINT32 uiLoop;
INT32 iRange, iClosestRange = 1500;
INT8 *pbPersOL;
INT8 bLevel, bClosestLevel;
SOLDIERTYPE * pOpp;
bClosestLevel = -1;
// look through this man's personal & public opplists for opponents known
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
{
pOpp = MercSlots[ uiLoop ];
// if this merc is inactive, at base, on assignment, or dead
if (!pOpp)
{
continue; // next merc
}
// if this merc is neutral/on same side, he's not an opponent
if ( CONSIDERED_NEUTRAL( pSoldier, pOpp ) || (pSoldier->bSide == pOpp->bSide))
{
continue; // next merc
}
// Special stuff for Carmen the bounty hunter
if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != 64)
{
continue; // next opponent
}
pbPersOL = pSoldier->aiData.bOppList + pOpp->ubID;
// if this opponent is not seen personally
if (*pbPersOL != SEEN_CURRENTLY)
{
continue; // next merc
}
// since we're dealing with seen people, use exact gridnos
sGridNo = pOpp->sGridNo;
bLevel = pOpp->pathing.bLevel;
// if we are standing at that gridno(!, obviously our info is old...)
if (sGridNo == pSoldier->sGridNo)
{
continue; // next merc
}
// special: allow zombies to also find opponents on a roof
// otherwise they have will never decide to climb a roof while they are seeing an enemy
// this function is used only for turning towards closest opponent or changing stance
// as such, if they AI is in a building,
// we should ignore people who are on the roof of the same building as the AI
if ( !pSoldier->IsZombie() && (bLevel != pSoldier->pathing.bLevel) && SameBuilding( pSoldier->sGridNo, sGridNo ) )
{
continue;
}
// I hope this will be good enough; otherwise we need a fractional/world-units-based 2D distance function
//sRange = PythSpacesAway( pSoldier->sGridNo, sGridNo);
iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
if (iRange < iClosestRange)
{
iClosestRange = iRange;
sClosestOpponent = sGridNo;
bClosestLevel = bLevel;
}
}
#ifdef DEBUGDECISIONS
if (!TileIsOutOfBounds(sClosestOpponent))
{
AINumMessage("CLOSEST OPPONENT is at gridno ",sClosestOpponent);
}
#endif
if (psGridNo)
{
*psGridNo = sClosestOpponent;
}
if (pbLevel)
{
*pbLevel = bClosestLevel;
}
return( sClosestOpponent );
}
INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance )
{
// used by NPCs... find the closest PC
@@ -2487,6 +2581,10 @@ UINT8 SoldierDifficultyLevel( SOLDIERTYPE * pSoldier )
bDifficulty = 4;
break;
case SOLDIER_CLASS_ZOMBIE:
bDifficulty = bDifficultyBase;
break;
default:
if (pSoldier->bTeam == CREATURE_TEAM)
{
+1
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@@ -1757,3 +1757,4 @@ INT8 CrowDecideAction( SOLDIERTYPE * pSoldier )
return( AI_ACTION_NONE );
}
}
File diff suppressed because it is too large Load Diff
+8
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@@ -27,6 +27,10 @@ INT8 RTPlayerDecideAction( SOLDIERTYPE * pSoldier )
{
bAction = DecideAutoBandage( pSoldier );
}
else if ( pSoldier->IsZombie() )
{
bAction = ZombieDecideAction( pSoldier );
}
else
{
bAction = DecideAction( pSoldier );
@@ -47,6 +51,10 @@ INT8 RTDecideAction(SOLDIERTYPE *pSoldier)
{
return( CreatureDecideAction( pSoldier ) );
}
else if ( pSoldier->IsZombie() )
{
return( ZombieDecideAction( pSoldier ) );
}
else if (pSoldier->ubBodyType == CROW)
{
return( CrowDecideAction( pSoldier ) );