- New Feature: The rosine system now allows to capture enemy soldeirs via using handcuffs on them. They can e transferred to a prison the player controls, and be interrogated there.

- GameDir revision 1568 is required for this feature.
- Savegame compatibility is maintained.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5709 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-12-03 00:50:48 +00:00
parent 33f3fefc3b
commit cb9c217bb1
46 changed files with 1472 additions and 57 deletions
+6 -1
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@@ -1789,7 +1789,12 @@ void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier)
}
*/
// Flugente: pows don't do anything
if ( pSoldier->bSoldierFlagMask & SOLDIER_POW )
{
EndAIGuysTurn( pSoldier);
return;
}
if ((pSoldier->aiData.bAction != AI_ACTION_NONE) && pSoldier->aiData.bActionInProgress)
{
+45
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@@ -2971,3 +2971,48 @@ INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy )
return(iThreatValue);
}
// Flugente: get the id of the closest soldier with a specific flag that we can currently see
UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag )
{
UINT8 id = NOBODY;
UINT32 uiLoop;
BOOLEAN fRangeRestricted = FALSE, fFound = FALSE;
SOLDIERTYPE * pFriend;
INT16 range = aRange;
// go through each soldier, looking for "friends" (soldiers on same side)
for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)
{
pFriend = MercSlots[ uiLoop ];
// if this merc is inactive, not in sector, or dead
if (!pFriend)
continue;
if ( auTeam != pFriend->bTeam )
continue;
// check for flag
if ( !(pFriend->bSoldierFlagMask & aFlag) )
continue;
// skip ourselves
if (pFriend->ubID == pSoldier->ubID)
continue;
// if we're not already neighbors
if (SpacesAway(pSoldier->sGridNo, pFriend->sGridNo) < range)
{
// can we see this guy?
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pFriend->sGridNo, pSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
{
range = SpacesAway(pSoldier->sGridNo,pFriend->sGridNo);
id = pFriend->ubID;
}
}
}
return id;
}
+38 -21
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@@ -869,32 +869,42 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
}
//ddd{
if(gGameExternalOptions.bNewTacticalAIBehavior
&& !( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
&& pSoldier->bTeam == ENEMY_TEAM)
if(gGameExternalOptions.bNewTacticalAIBehavior && pSoldier->bTeam == ENEMY_TEAM )
{
INT32 cnt;
ROTTING_CORPSE * pCorpse;
for ( cnt = 0; cnt < giNumRottingCorpse; cnt++ )
if ( !(gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
{
pCorpse = &(gRottingCorpse[ cnt ] );
INT32 cnt;
ROTTING_CORPSE * pCorpse;
for ( cnt = 0; cnt < giNumRottingCorpse; cnt++ )
{
pCorpse = &(gRottingCorpse[ cnt ] );
if ( pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 )
if ( PythSpacesAway( pSoldier->sGridNo, pCorpse->def.sGridNo ) <= 5 )//ïðèäåëàòü ñðàâíåíèå ïåðåìåííî äàëüíîñòè âèäåíèÿ (smaxvid ?)
{
//ïðîâåðèòü, íàõîäèòñÿ ëè òðóï â ïîëå çðåíèÿ äðàíèêà.ìåíòà?
//CHRISL: Shouldn't we be using the corpse's bLevel? Otherwise a soldier inside a building can see a corpse on the roof of that building
//if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
if ( pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 )
if ( PythSpacesAway( pSoldier->sGridNo, pCorpse->def.sGridNo ) <= 5 )//ïðèäåëàòü ñðàâíåíèå ïåðåìåííî äàëüíîñòè âèäåíèÿ (smaxvid ?)
{
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, New113Message[MSG113_ENEMY_FOUND_DEAD_BODY]);
//pCorpse->def.ubAIWarningValue=0;
gRottingCorpse[ cnt ].def.ubAIWarningValue=0;
return( AI_ACTION_RED_ALERT );
//ïðîâåðèòü, íàõîäèòñÿ ëè òðóï â ïîëå çðåíèÿ äðàíèêà.ìåíòà?
//CHRISL: Shouldn't we be using the corpse's bLevel? Otherwise a soldier inside a building can see a corpse on the roof of that building
//if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
{
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, New113Message[MSG113_ENEMY_FOUND_DEAD_BODY]);
//pCorpse->def.ubAIWarningValue=0;
gRottingCorpse[ cnt ].def.ubAIWarningValue=0;
return( AI_ACTION_RED_ALERT );
}
}
}
}
}
// Flugente: if we see one of our buddies in handcuffs, its a clear sign of enemy activity!
if ( pSoldier->bTeam == ENEMY_TEAM )
{
UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 10, ENEMY_TEAM, SOLDIER_POW );
if ( ubPerson != NOBODY )
return( AI_ACTION_RED_ALERT );
}
}
//ddd}
@@ -1462,7 +1472,14 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
return(AI_ACTION_NONE);
}
// Flugente: if we see one of our buddies in handcuffs, its a clear sign of enemy activity!
if ( pSoldier->bTeam == ENEMY_TEAM )
{
UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 10, ENEMY_TEAM, SOLDIER_POW );
if ( ubPerson != NOBODY )
return( AI_ACTION_RED_ALERT );
}
////////////////////////////////////////////////////////////////////////////
// LOOK AROUND TOWARD NOISE: determine %chance for man to turn towards noise
+5 -1
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@@ -132,8 +132,12 @@ void RTHandleAI( SOLDIERTYPE * pSoldier )
#endif
// let it continue
return;
}
}
}
// Flugente: prisoners of war don't do anything
if ( pSoldier->bSoldierFlagMask & SOLDIER_POW )
return;
// if man has nothing to do
if (pSoldier->aiData.bAction == AI_ACTION_NONE)
+3
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@@ -256,4 +256,7 @@ INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, UINT8 ubOppID, INT32 sOppGridNo, INT8
INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft );
UINT8 NumberOfTeamMatesAdjacent( SOLDIERTYPE * pSoldier, INT32 sGridNo );
// Flugente: get the id of the closest soldier (coser than x tiles) of a specific team with a specific flag that we can currently see
UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag );
#endif