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https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
- Feature improvement: enemy soldiers can now free captured comrades
- Fix: when jumping through windows, AI soldiers no longer need to end their turn to avoid a deadlock git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6248 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2271,9 +2271,17 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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case AI_ACTION_JUMP_WINDOW:
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{
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pSoldier->BeginSoldierClimbWindow();
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ActionDone( pSoldier );
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}
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break;
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case AI_ACTION_FREE_PRISONER:
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{
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pSoldier->FreePrisoner();
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ActionDone( pSoldier );
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}
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break;
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default:
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#ifdef BETAVERSION
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NumMessage("ExecuteAction - Illegal action type = ",pSoldier->aiData.bAction);
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@@ -585,6 +585,10 @@ BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier)
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break;
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case AI_ACTION_FREE_PRISONER:
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bMinPointsNeeded = APBPConstants[AP_HANDCUFF];
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break;
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default:
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#ifdef BETAVERSION
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//NumMessage("AffordableAction - Illegal action type = ",pSoldier->aiData.bAction);
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+103
-7
@@ -914,13 +914,20 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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}
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}
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////////////////////////////////////////////////////////////////////////////
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// IF YOU SEE CAPTURED FRIENDS, FREE THEM!
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////////////////////////////////////////////////////////////////////////////
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// Flugente: if we see one of our buddies in handcuffs, its a clear sign of enemy activity!
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if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
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if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM && !gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition )
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{
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UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 10, ENEMY_TEAM, SOLDIER_POW );
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UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW );
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if ( ubPerson != NOBODY )
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{
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// raise alarm!
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return( AI_ACTION_RED_ALERT );
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}
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}
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}
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//ddd}
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@@ -1514,13 +1521,56 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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return(AI_ACTION_NONE);
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}
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// Flugente: if we see one of our buddies in handcuffs, its a clear sign of enemy activity!
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if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
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if( gGameExternalOptions.bNewTacticalAIBehavior )
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{
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UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 10, ENEMY_TEAM, SOLDIER_POW );
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////////////////////////////////////////////////////////////////////////////
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// IF YOU SEE CAPTURED FRIENDS, FREE THEM!
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////////////////////////////////////////////////////////////////////////////
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if ( ubPerson != NOBODY )
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return( AI_ACTION_RED_ALERT );
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// Flugente: if we see one of our buddies in handcuffs, its a clear sign of enemy activity!
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// Flugente: if we see one of our buddies captured, it is a clear sign of enemy activity!
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if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
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{
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UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW );
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if ( ubPerson != NOBODY )
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{
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// if we are close, we can release this guy
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// possible only if not handcuffed (binders can be opened, handcuffs not)
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if ( !HasItemFlag( (&(MercPtrs[ubPerson]->inv[HANDPOS]))->usItem, HANDCUFFS ) )
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{
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if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
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{
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// see if we are facing this person
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UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
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// if not already facing in that direction,
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if ( pSoldier->ubDirection != ubDesiredMercDir )
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{
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pSoldier->aiData.usActionData = ubDesiredMercDir;
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return( AI_ACTION_CHANGE_FACING );
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}
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return(AI_ACTION_FREE_PRISONER);
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}
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else
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{
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pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
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{
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return(AI_ACTION_SEEK_FRIEND);
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}
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}
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}
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else if ( !gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition )
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{
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// raise alarm!
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return( AI_ACTION_RED_ALERT );
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////
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@@ -2724,6 +2774,52 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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}
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*/
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if( gGameExternalOptions.bNewTacticalAIBehavior )
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{
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////////////////////////////////////////////////////////////////////////////
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// IF YOU SEE CAPTURED FRIENDS, FREE THEM!
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////////////////////////////////////////////////////////////////////////////
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// Flugente: if we see one of our buddies captured, it is a clear sign of enemy activity!
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if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
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{
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UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW );
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if ( ubPerson != NOBODY )
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{
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// if we are close, we can release this guy
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// possible only if not handcuffed (binders can be opened, handcuffs not)
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if ( !HasItemFlag( (&(MercPtrs[ubPerson]->inv[HANDPOS]))->usItem, HANDCUFFS ) )
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{
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if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
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{
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// see if we are facing this person
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UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
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// if not already facing in that direction,
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if ( pSoldier->ubDirection != ubDesiredMercDir )
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{
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pSoldier->aiData.usActionData = ubDesiredMercDir;
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return( AI_ACTION_CHANGE_FACING );
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}
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return(AI_ACTION_FREE_PRISONER);
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}
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else
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{
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pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
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{
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return(AI_ACTION_SEEK_FRIEND);
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}
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}
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////
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// WHEN IN THE LIGHT, GET OUT OF THERE!
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////////////////////////////////////////////////////////////////////////////
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+2
-1
@@ -101,7 +101,8 @@ typedef enum
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AI_ACTION_RELOAD_GUN,
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AI_ACTION_JUMP_WINDOW, // added by Flugente: jump through a window
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AI_ACTION_JUMP_WINDOW, // added by Flugente: jump through a window
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AI_ACTION_FREE_PRISONER, // added by Flugente: free a prisoner
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} ActionType;
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