- New Feature: enemy assassins disguise as militia and can ambush player mercs

- Fix: invalid GridNo for mounting weapons

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5753 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-12-30 19:20:36 +00:00
parent 3e859f91a8
commit e193f05865
31 changed files with 600 additions and 139 deletions
+53
View File
@@ -1459,6 +1459,59 @@ INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance )
return( sGridNo );
}
// Flugente: like ClosestPC(...), but does not account for covert or not visible mercs
INT32 ClosestUnDisguisedPC( SOLDIERTYPE *pSoldier, INT32 * psDistance )
{
// used by NPCs... find the closest PC
// NOTE: skips EPCs!
UINT8 ubLoop;
SOLDIERTYPE *pTargetSoldier;
INT32 sMinDist = WORLD_MAX;
INT32 sDist;
INT32 sGridNo = NOWHERE;
// Loop through all mercs on player team
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++)
{
pTargetSoldier = Menptr + ubLoop;
if (!pTargetSoldier->bActive || !pTargetSoldier->bInSector)
continue;
// if not conscious, skip him
if (pTargetSoldier->stats.bLife < OKLIFE)
continue;
if ( AM_AN_EPC( pTargetSoldier ) )
continue;
if ( pTargetSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
continue;
sDist = PythSpacesAway(pSoldier->sGridNo,pTargetSoldier->sGridNo);
// if this PC is not visible to the soldier, then add a penalty to the distance
// so that we weight in favour of visible mercs
if ( pTargetSoldier->bTeam != pSoldier->bTeam && pSoldier->aiData.bOppList[ ubLoop ] != SEEN_CURRENTLY )
continue;
if (sDist < sMinDist)
{
sMinDist = sDist;
sGridNo = pTargetSoldier->sGridNo;
}
}
if ( psDistance )
{
*psDistance = sMinDist;
}
return( sGridNo );
}
INT32 FindClosestClimbPointAvailableToAI( SOLDIERTYPE * pSoldier, INT32 sStartGridNo, INT32 sDesiredGridNo, BOOLEAN fClimbUp )
{
INT32 sGridNo;