- 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
This commit is contained in:
Flugente
2013-07-26 21:50:08 +00:00
parent 4e3e07ed55
commit cfe8ea5ea5
16 changed files with 163 additions and 10 deletions
+103 -7
View File
@@ -914,13 +914,20 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
}
}
////////////////////////////////////////////////////////////////////////////
// IF YOU SEE CAPTURED FRIENDS, FREE THEM!
////////////////////////////////////////////////////////////////////////////
// Flugente: if we see one of our buddies in handcuffs, its a clear sign of enemy activity!
if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM && !gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition )
{
UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 10, ENEMY_TEAM, SOLDIER_POW );
UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW );
if ( ubPerson != NOBODY )
{
// raise alarm!
return( AI_ACTION_RED_ALERT );
}
}
}
//ddd}
@@ -1514,13 +1521,56 @@ 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 ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
if( gGameExternalOptions.bNewTacticalAIBehavior )
{
UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 10, ENEMY_TEAM, SOLDIER_POW );
////////////////////////////////////////////////////////////////////////////
// IF YOU SEE CAPTURED FRIENDS, FREE THEM!
////////////////////////////////////////////////////////////////////////////
if ( ubPerson != NOBODY )
return( AI_ACTION_RED_ALERT );
// Flugente: if we see one of our buddies in handcuffs, its a clear sign of enemy activity!
// Flugente: if we see one of our buddies captured, it is a clear sign of enemy activity!
if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
{
UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW );
if ( ubPerson != NOBODY )
{
// if we are close, we can release this guy
// possible only if not handcuffed (binders can be opened, handcuffs not)
if ( !HasItemFlag( (&(MercPtrs[ubPerson]->inv[HANDPOS]))->usItem, HANDCUFFS ) )
{
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));
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
{
pSoldier->aiData.usActionData = ubDesiredMercDir;
return( AI_ACTION_CHANGE_FACING );
}
return(AI_ACTION_FREE_PRISONER);
}
else
{
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
return(AI_ACTION_SEEK_FRIEND);
}
}
}
else if ( !gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition )
{
// raise alarm!
return( AI_ACTION_RED_ALERT );
}
}
}
}
////////////////////////////////////////////////////////////////////////////
@@ -2724,6 +2774,52 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
}
*/
if( gGameExternalOptions.bNewTacticalAIBehavior )
{
////////////////////////////////////////////////////////////////////////////
// IF YOU SEE CAPTURED FRIENDS, FREE THEM!
////////////////////////////////////////////////////////////////////////////
// Flugente: if we see one of our buddies captured, it is a clear sign of enemy activity!
if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
{
UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW );
if ( ubPerson != NOBODY )
{
// if we are close, we can release this guy
// possible only if not handcuffed (binders can be opened, handcuffs not)
if ( !HasItemFlag( (&(MercPtrs[ubPerson]->inv[HANDPOS]))->usItem, HANDCUFFS ) )
{
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));
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
{
pSoldier->aiData.usActionData = ubDesiredMercDir;
return( AI_ACTION_CHANGE_FACING );
}
return(AI_ACTION_FREE_PRISONER);
}
else
{
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
return(AI_ACTION_SEEK_FRIEND);
}
}
}
}
}
}
////////////////////////////////////////////////////////////////////////////
// WHEN IN THE LIGHT, GET OUT OF THERE!
////////////////////////////////////////////////////////////////////////////