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Brief: //dnl ch61
- Basic support for reducing AI friendly fire. Details: - Friendly fire grids are defined during best shot calculation then AI decide depending of soldier character to fire or take other action. Still in autofire accidentally friendly hits could be higher depending of bullets spreading. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -51,6 +51,7 @@
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#include "soldier tile.h" // added by Flugente
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#include "Sound Control.h" // added by Flugente
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#include "Soldier Functions.h" // added by Flugente for DoesSoldierWearGasMask(...)
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#include "AIInternals.h"//dnl ch61 180813
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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@@ -3418,6 +3419,7 @@ UINT8 CalcChanceToGetThrough( BULLET * pBullet )
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guiLocalStructureCTH[iNumLocalStructures] = 100;
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gubLocalStructureNumTimesHit[iNumLocalStructures] = 0;
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iNumLocalStructures++;
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gUnderFire.Add(pStructure->usStructureID, 100);//dnl ch61 241009
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}
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else
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{
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@@ -3426,6 +3428,7 @@ UINT8 CalcChanceToGetThrough( BULLET * pBullet )
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guiLocalStructureCTH[iNumLocalStructures] = MIN_CHANCE_TO_ACCIDENTALLY_HIT_SOMEONE;
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gubLocalStructureNumTimesHit[iNumLocalStructures] = 0;
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iNumLocalStructures++;
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gUnderFire.Add(pStructure->usStructureID, MIN_CHANCE_TO_ACCIDENTALLY_HIT_SOMEONE);//dnl ch61 241009
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}
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}
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}
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@@ -140,11 +140,33 @@ typedef struct
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INT32 iAttackValue; // relative worthiness of this type of attack
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INT32 sTarget; // target gridno of this attack
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INT8 bTargetLevel; // target level of this attack
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UINT8 ubFriendlyFireChance; // highest chance to hit someone of our guys //dnl ch61 180813
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INT16 ubAPCost; // how many APs the attack will use up
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INT8 bWeaponIn; // the inv slot of the weapon in question
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INT8 bScopeMode; // SANDRO: added for scope mode and alternative weapon holding
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} ATTACKTYPE;
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//dnl ch61 180813
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#define MAXUNDERFIRE 100
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class UnderFire
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{
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private:
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BOOLEAN fEnable;
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UINT16 usUnderFireCnt;
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UINT16 usUnderFireID[MAXUNDERFIRE];
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UINT8 ubUnderFireCTH[MAXUNDERFIRE];
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public:
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UnderFire(void){ Clear(); }
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void Clear(void);
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void Add(UINT16 usID, UINT8 ubCTH);
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void Enable(void){ fEnable=TRUE; }
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void Disable(void){ fEnable=FALSE; }
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UINT16 GetUnderFireCnt(void){ return(usUnderFireCnt); }
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UINT16 Count(INT8 bTeam);
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UINT8 Chance(INT8 bTeam);
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};
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extern UnderFire gUnderFire;
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extern THREATTYPE Threat[MAXMERCS];
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extern int ThreatPercent[10];
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extern UINT8 SkipCoverCheck;
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+57
-2
@@ -233,9 +233,11 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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//KeepInterfaceGoing();
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// calculate chance to get through the opponent's cover (if any)
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//dnl ch61 180813
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gUnderFire.Clear();
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gUnderFire.Enable();
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ubChanceToGetThrough = AISoldierToSoldierChanceToGetThrough( pSoldier, pOpponent );
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gUnderFire.Disable();
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// ubChanceToGetThrough = ChanceToGetThrough(pSoldier,pOpponent->sGridNo,NOTFAKE,ACTUAL,TESTWALLS,9999,M9PISTOL,NOT_FOR_LOS);
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//NumMessage("Chance to get through = ",ubChanceToGetThrough);
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@@ -494,6 +496,10 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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pBestShot->iAttackValue = iAttackValue;
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pBestShot->ubAPCost = ubMinAPcost;
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pBestShot->bScopeMode = bScopeMode;
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if(gUnderFire.Count(pSoldier->bTeam))//dnl ch61 180813
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pBestShot->ubFriendlyFireChance = gUnderFire.Chance(pSoldier->bTeam);
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else
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pBestShot->ubFriendlyFireChance = 0;
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}
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}
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pSoldier->bScopeMode = USE_BEST_SCOPE; // better reset this back
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@@ -2894,3 +2900,52 @@ FLOAT AICalcRecoilForShot( SOLDIERTYPE *pSoldier, OBJECTTYPE *pWeapon, UINT8 ubS
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FLOAT AverageRecoil = __max(0, ((FLOAT)sqrt( (FLOAT)(bRecoilX * bRecoilX) + (FLOAT)(bRecoilY * bRecoilY) ) - (gGameCTHConstants.RECOIL_MAX_COUNTER_FORCE * 0.7f) ) );
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return AverageRecoil;
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}
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//dnl ch61 180813
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UnderFire gUnderFire;
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void UnderFire::Clear(void)
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{
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usUnderFireCnt = 0;
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memset(usUnderFireID, 0, sizeof(usUnderFireID));
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memset(ubUnderFireCTH, 0, sizeof(ubUnderFireCTH));
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}
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void UnderFire::Add(UINT16 usID, UINT8 ubCTH)
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{
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if(!fEnable)
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return;
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if(usUnderFireCnt < MAXUNDERFIRE)
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{
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for(int i=0; i<usUnderFireCnt; i++)
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if(usUnderFireID[i] == usID)
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{
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if(ubUnderFireCTH[i] != ubCTH)
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ubUnderFireCTH[i] = ubCTH;
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return;
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}
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usUnderFireID[usUnderFireCnt++] = usID;
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}
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}
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UINT16 UnderFire::Count(INT8 bTeam)
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{
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UINT16 cnt = 0;
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for(int i=0; i<usUnderFireCnt; i++)
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{
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if(MercPtrs[usUnderFireID[i]]->bTeam == bTeam)
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++cnt;
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}
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return(cnt);
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}
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UINT8 UnderFire::Chance(INT8 bTeam)
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{
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UINT8 cth = 0;
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for(int i=0; i<usUnderFireCnt; i++)
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{
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if(MercPtrs[usUnderFireID[i]]->bTeam == bTeam && ubUnderFireCTH[i] > cth)
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cth = ubUnderFireCTH[i];
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}
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return(cth);
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}
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@@ -4420,6 +4420,31 @@ INT16 ubMinAPCost;
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}
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}
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if(BestShot.ubFriendlyFireChance)//dnl ch61 180813
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{
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if(BestShot.ubFriendlyFireChance == 100)
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{
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if(pSoldier->aiData.bAttitude == AGGRESSIVE)
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iChance = 5;
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}
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else
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{
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switch(pSoldier->aiData.bAttitude)
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{
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case DEFENSIVE:iChance = 15;break;
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case BRAVESOLO:iChance = 25;break;
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case BRAVEAID:iChance = 20;break;
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case CUNNINGSOLO:iChance = 35;break;
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case CUNNINGAID:iChance = 30;break;
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case AGGRESSIVE:iChance = 45;break;
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case ATTACKSLAYONLY:iChance = 40;break;
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default:iChance = 10;break;
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}
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}
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if(!((INT32)Random(100) < iChance))
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BestShot.ubPossible = FALSE;
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}
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if (BestShot.ubPossible)
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{
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// if the selected opponent is not a threat (unconscious & !serviced)
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