New feature: delayed grenade explosions:

- use transformation menu to change explosion mode
- only Normal/Stun/Flashbang type grenades can be delayed
- AI soldiers will avoid staying close to armed grenades\explosives
- use option DELAYED_GRENADE_EXPLOSION to make all hand\GL grenades work as delayed
- new value AP_GRENADE_MODE = 4 in APBPConstants.ini
- new item flag DELAYED_GRENADE_EXPLOSION

Other changes:
- fixed call to sqrt in DrawExplosionWarning() that prevented compiling in VS2010
- correctly update interface after transformations
- PATHAI: AI soldiers will skip gassed tiles if not in gas already
- InGas check: AI soldiers will avoid mustard gas even when wearing gas mask
- Yellow AI: added check to avoid gas/water/bomb using FindNearestUngassedLand
- gas/flare grenades will always explode instantly even when in bad state
- LegalNPCDestination: locations near armed bombs are not legal
- FindBestNearbyCover: avoid locations near armed bombs

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8324 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2016-10-18 12:39:06 +00:00
parent 926b9d9e5c
commit e9a1f4b352
23 changed files with 365 additions and 87 deletions
+50 -3
View File
@@ -2011,7 +2011,8 @@ INT16 InWaterOrGas(SOLDIERTYPE *pSoldier, INT32 sGridNo)
}
BOOLEAN InGas( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{//WarmSteel - One square away from gas is still considered in gas, because it could expand any moment.
{
//WarmSteel - One square away from gas is still considered in gas, because it could expand any moment.
//Note: this only works for gas that expands with one tile, but hey it's better than nothing!
int iNeighbourGridNo;
for(int iDir = 0; iDir < NUM_WORLD_DIRECTIONS; ++iDir)
@@ -2020,12 +2021,13 @@ BOOLEAN InGas( SOLDIERTYPE *pSoldier, INT32 sGridNo )
if(!TileIsOutOfBounds(iNeighbourGridNo))
{
// tear/mustard gas
if((gpWorldLevelData[iNeighbourGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS|MAPELEMENT_EXT_MUSTARDGAS)) && !DoesSoldierWearGasMask(pSoldier))//dnl ch40 200909
if((gpWorldLevelData[iNeighbourGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS)) && !DoesSoldierWearGasMask(pSoldier))//dnl ch40 200909
{
return(TRUE);
}
// sevenfm: avoid mustard gas even when wearing gas mask
// fire/creature gas
if(gpWorldLevelData[iNeighbourGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_BURNABLEGAS|MAPELEMENT_EXT_CREATUREGAS))//dnl ch62 240813
if(gpWorldLevelData[iNeighbourGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_MUSTARDGAS|MAPELEMENT_EXT_BURNABLEGAS|MAPELEMENT_EXT_CREATUREGAS))//dnl ch62 240813
{
return(TRUE);
}
@@ -3979,3 +3981,48 @@ UINT8 CountTeamSeeSoldier( INT8 bTeam, SOLDIERTYPE *pSoldier )
return ubFriends;
}
BOOLEAN FindBombNearby( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance )
{
UINT32 uiBombIndex;
INT32 sCheckGridno;
OBJECTTYPE *pObj;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
// determine maximum horizontal limits
sMaxLeft = min( ubDistance, (sGridNo % MAXCOL));
sMaxRight = min( ubDistance, MAXCOL - ((sGridNo % MAXCOL) + 1));
// determine maximum vertical limits
sMaxUp = min( ubDistance, (sGridNo / MAXROW));
sMaxDown = min( ubDistance, MAXROW - ((sGridNo / MAXROW) + 1));
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
{
for (sXOffset = -sMaxLeft; sXOffset <= sMaxRight; sXOffset++)
{
sCheckGridno = sGridNo + sXOffset + (MAXCOL * sYOffset);
if( TileIsOutOfBounds(sCheckGridno) )
{
continue;
}
// search all bombs that we can see
for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; uiBombIndex++)
{
if (gWorldBombs[ uiBombIndex ].fExists &&
gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].sGridNo == sCheckGridno &&
gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].ubLevel == pSoldier->pathing.bLevel &&
gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].bVisible == VISIBLE &&
gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].usFlags & WORLD_ITEM_ARMED_BOMB )
{
return TRUE;
}
}
}
}
return FALSE;
}
+19 -5
View File
@@ -1084,7 +1084,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: get out of water and gas"));
if (bInWater || bInGas)
if (bInWater || bInGas || FindBombNearby(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE/8))
{
pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier);
@@ -1543,11 +1543,11 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
BOOLEAN fReachable;
#ifdef DEBUGDECISIONS
STR16 tempstr;
#endif
#endif
// Flugente: to prevent an accidental call
if ( pSoldier->IsZombie() )
return( ZombieDecideActionYellow(pSoldier) );
return( ZombieDecideActionYellow(pSoldier) );
if (fCivilian || (gGameExternalOptions.fAllNamedNpcsDecideAction && pSoldier->ubProfile != NO_PROFILE))
{
@@ -1602,6 +1602,20 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
}
}
////////////////////////////////////////////////////////////////////////////
// WHEN IN GAS, GO TO NEAREST REACHABLE SPOT OF UNGASSED LAND
////////////////////////////////////////////////////////////////////////////
if ( InGas(pSoldier, pSoldier->sGridNo) || DeepWater( pSoldier->sGridNo, pSoldier->pathing.bLevel ) || FindBombNearby(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE/8) )
{
pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier);
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
return(AI_ACTION_LEAVE_WATER_GAS);
}
}
// determine the most important noise heard, and its relative value
sNoiseGridNo = MostImportantNoiseHeard(pSoldier,&iNoiseValue, &fClimb, &fReachable);
//NumMessage("iNoiseValue = ",iNoiseValue);
@@ -2537,7 +2551,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// WHEN IN GAS, GO TO NEAREST REACHABLE SPOT OF UNGASSED LAND
////////////////////////////////////////////////////////////////////////////
if (bInGas && ubCanMove)
if (ubCanMove && (bInGas || FindBombNearby(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE/8)))
{
pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier);
@@ -4712,7 +4726,7 @@ INT16 ubMinAPCost;
////////////////////////////////////////////////////////////////////////////
// if soldier in water/gas has enough APs left to move at least 1 square
if ( ( bInDeepWater || bInGas ) && ubCanMove)
if ( ( bInDeepWater || bInGas || FindBombNearby(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE/8) ) && ubCanMove)
{
pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier);
+6
View File
@@ -987,6 +987,12 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
continue;
}
// sevenfm: avoid tiles near bombs
if( FindBombNearby(pSoldier, sGridNo, DAY_VISION_RANGE / 8))
{
continue;
}
iPathCost = gubAIPathCosts[AI_PATHCOST_RADIUS + sXOffset][AI_PATHCOST_RADIUS + sYOffset];
/*
// water is OK, if the only good hiding place requires us to get wet, OK
+13 -22
View File
@@ -59,28 +59,19 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubPathMode,
// skip mercs if turnbased and adjacent AND not doing an IGNORE_PATH check (which is used almost exclusively by GoAsFarAsPossibleTowards)
fSkipTilesWithMercs = (gfTurnBasedAI && ubPathMode != IGNORE_PATH && SpacesAway( pSoldier->sGridNo, sGridNo ) == 1 );
// if this gridno is an OK destination
// AND the gridno is NOT in a tear-gassed tile when we have no gas mask
// AND someone is NOT already standing there
// AND we're NOT already standing at that gridno
// AND the gridno hasn't been black-listed for us
// Nov 28 98: skip people in destination tile if in turnbased
if ( ( NewOKDestination(pSoldier, sGridNo, fSkipTilesWithMercs, pSoldier->pathing.bLevel ) ) &&
( !InGas( pSoldier, sGridNo ) ) &&
( sGridNo != pSoldier->sGridNo ) &&
( sGridNo != pSoldier->pathing.sBlackList ) )
/*
if ( ( NewOKDestination(pSoldier, sGridno, FALSE, pSoldier->pathing.bLevel ) ) &&
( !(gpWorldLevelData[ sGridno ].ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) || ( pSoldier->inv[ HEAD1POS ].usItem == GASMASK || pSoldier->inv[ HEAD2POS ].usItem == GASMASK ) ) &&
( sGridno != pSoldier->sGridNo ) &&
( sGridno != pSoldier->pathing.sBlackList ) )*/
/*
if ( ( NewOKDestination(pSoldier,sGridno,ALLPEOPLE, pSoldier->pathing.bLevel ) ) &&
( !(gpWorldLevelData[ sGridno ].ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) || ( pSoldier->inv[ HEAD1POS ].usItem == GASMASK || pSoldier->inv[ HEAD2POS ].usItem == GASMASK ) ) &&
( sGridno != pSoldier->sGridNo ) &&
( sGridno != pSoldier->pathing.sBlackList ) )
*/
// if this gridno is an OK destination
// AND the gridno is NOT in a tear-gassed tile when we have no gas mask
// AND someone is NOT already standing there
// AND we're NOT already standing at that gridno
// AND the gridno hasn't been black-listed for us
// Nov 28 98: skip people in destination tile if in turnbased
// sevenfm: also check for bomb nearby
if ( NewOKDestination(pSoldier, sGridNo, fSkipTilesWithMercs, pSoldier->pathing.bLevel ) &&
!InGas( pSoldier, sGridNo ) &&
!FindBombNearby(pSoldier, sGridNo, DAY_VISION_RANGE/8 ) &&
sGridNo != pSoldier->sGridNo &&
sGridNo != pSoldier->pathing.sBlackList )
{
// if water's a problem, and gridno is in a water tile (bridges are OK)
if (!ubWaterOK && Water(sGridNo, pSoldier->pathing.bLevel))
+2
View File
@@ -295,6 +295,8 @@ INT8 CalcMoraleNew(SOLDIERTYPE *pSoldier);
BOOLEAN ProneSightCoverAtSpot( SOLDIERTYPE *pSoldier, INT32 sSpot );
BOOLEAN SightCoverAtSpot( SOLDIERTYPE *pSoldier, INT32 sSpot );
BOOLEAN FindBombNearby( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance );
#define MAX_FLANKS_RED 25
#define MAX_FLANKS_YELLOW 25