- Removed a CPU intensive AI calculation function which was used by HAM (thx to Headrock)

- Fixed some compilation warnings

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2655 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2009-04-01 20:02:28 +00:00
parent 538c62455a
commit d593be35c4
6 changed files with 7 additions and 14 deletions
+1 -1
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@@ -198,7 +198,7 @@ INT32 DoChatBox( bool bIncludeChatLog, const STR16 zString, UINT32 uiExitScreen,
SGPRect aRect;
UINT32 uiDestPitchBYTES, uiSrcPitchBYTES;
UINT8 *pDestBuf, *pSrcBuf;
INT16 sButtonX, sButtonY, sBlankSpace;
INT16 sButtonX, sButtonY;
UINT8 ubMercBoxBackground = BASIC_MERC_POPUP_BACKGROUND, ubMercBoxBorder = BASIC_MERC_POPUP_BORDER;
UINT8 ubFontColor, ubFontShadowColor;
UINT16 usCursor;
-5
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@@ -322,8 +322,6 @@ UINT32 MPJoinScreenShutdown( void )
BOOLEAN EnterMPJScreen()
{
VOBJECT_DESC VObjectDesc;
UINT16 cnt;
UINT16 usPosY;
if( gfMPJButtonsAllocated )
return( TRUE );
@@ -446,8 +444,6 @@ BOOLEAN EnterMPJScreen()
BOOLEAN ExitMPJScreen()
{
UINT16 cnt;
if( !gfMPJButtonsAllocated )
return( TRUE );
@@ -535,7 +531,6 @@ void HandleMPJScreen()
BOOLEAN RenderMPJScreen()
{
HVOBJECT hPixHandle;
UINT16 usPosY;
//Get the main background screen graphic and blt it
GetVideoObject(&hPixHandle, guiMPJMainBackGroundImage );
-4
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@@ -223,8 +223,6 @@ UINT32 MPScoreScreenShutdown( void )
BOOLEAN EnterMPSScreen()
{
VOBJECT_DESC VObjectDesc;
UINT16 cnt;
UINT16 usPosY;
if( gfMPSButtonsAllocated )
return( TRUE );
@@ -290,8 +288,6 @@ BOOLEAN EnterMPSScreen()
BOOLEAN ExitMPSScreen()
{
UINT16 cnt;
if( !gfMPSButtonsAllocated )
return( TRUE );
+1 -1
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@@ -7267,7 +7267,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
{
if (ubPointsLost > APBPConstants[AP_MAX_SUPPRESSED])
{
ubPointsLost = APBPConstants[AP_MAX_SUPPRESSED];
ubPointsLost = (UINT8)APBPConstants[AP_MAX_SUPPRESSED];
}
}
+1 -1
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@@ -232,7 +232,7 @@ INT16 FindBestCoverNearTheGridNo(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubS
INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel);
// HEADROCK HAM B2.7: Functions to assist group AI
// WANNE: Headrock informed me that I should disable these 3 functions in code, because they need a lot of CPU during AI calculation.
INT16 AssessTacticalSituation( INT8 bSide );
BOOLEAN TeamSeesOpponent( INT8 bSide, SOLDIERTYPE * pOpponent );
INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy );
+4 -2
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@@ -1950,8 +1950,10 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP ||
(pSoldier->aiData.bNeutral && gTacticalStatus.fCivGroupHostile[pSoldier->ubCivilianGroup] == CIV_GROUP_NEUTRAL) ||
(pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );
// WANNE: Headrock informed me that I should remove that because it needs a lot of CPU!
// HEADROCK HAM B2.7: Calculate the overall tactical situation
INT16 ubOverallTacticalSituation = AssessTacticalSituation(pSoldier->bSide);
//INT16 ubOverallTacticalSituation = AssessTacticalSituation(pSoldier->bSide);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("DecideActionRed: soldier orders = %d",pSoldier->aiData.bOrders));
@@ -2319,7 +2321,7 @@ if(!is_networked)//hayden
// current revamp of suppression fire.
BOOLEAN fEnableAIAutofire = FALSE;
if ( gGameExternalOptions.fIncreaseAISuppressionFire && ( ( BestShot.ubPossible && BestShot.ubChanceToReallyHit < 50 ) || (BestShot.ubPossible && BestShot.ubChanceToReallyHit < PreRandom(100)) && Menptr[BestShot.ubOpponent].pathing.bLevel == 0 && pSoldier->aiData.bOrders != SNIPER ))
if ( gGameExternalOptions.fIncreaseAISuppressionFire && ( ( BestShot.ubPossible && BestShot.ubChanceToReallyHit < 50 ) || (BestShot.ubPossible && BestShot.ubChanceToReallyHit < (INT16)PreRandom(100)) && Menptr[BestShot.ubOpponent].pathing.bLevel == 0 && pSoldier->aiData.bOrders != SNIPER ))
fEnableAIAutofire = TRUE;
else if ( !gGameExternalOptions.fIncreaseAISuppressionFire && ( BestShot.ubPossible && BestShot.ubChanceToReallyHit < 50 && Menptr[BestShot.ubOpponent].pathing.bLevel == 0 && pSoldier->aiData.bOrders != SNIPER ))