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New option AUTO_HIDE_PB (TRUE) enables auto hiding of the progress bar when mouse cursor is on the top map row.
AI soldiers will now avoid staying at top map row. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8723 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1032,6 +1032,12 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
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continue;
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}
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// sevenfm: avoid staying at north edge
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if (NorthSpot(sGridNo, pSoldier->pathing.bLevel))
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{
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continue;
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}
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iPathCost = gubAIPathCosts[AI_PATHCOST_RADIUS + sXOffset][AI_PATHCOST_RADIUS + sYOffset];
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/*
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// water is OK, if the only good hiding place requires us to get wet, OK
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@@ -1475,6 +1481,13 @@ INT32 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier)
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if ( InLightAtNight( sGridNo, pSoldier->pathing.bLevel ) )
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continue;
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// sevenfm: avoid staying at north edge
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if (!gGameExternalOptions.fAITacticalRetreat &&
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NorthSpot(sGridNo, pSoldier->pathing.bLevel))
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{
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continue;
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}
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// OK, this place shows potential. How useful is it as cover?
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//NumMessage("Promising seems gridno #",gridno);
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@@ -1615,6 +1628,12 @@ INT32 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
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continue;
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}
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// sevenfm: avoid staying at north edge
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if (NorthSpot(sGridNo, pSoldier->pathing.bLevel))
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{
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continue;
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}
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// CJC: here, unfortunately, we must calculate a path so we have an AP cost
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// obviously, we're looking for LAND, so water is out!
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@@ -1728,6 +1747,12 @@ INT32 FindNearbyDarkerSpot( SOLDIERTYPE *pSoldier )
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continue;
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}
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// sevenfm: avoid staying at north edge
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if (NorthSpot(sGridNo, pSoldier->pathing.bLevel))
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{
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continue;
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}
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// require this character to stay within their roam range
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if ( PythSpacesAway( sOrigin, sGridNo ) > iRoamRange )
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{
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@@ -2663,6 +2688,12 @@ INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction )
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continue;
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}
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// sevenfm: avoid staying at north edge
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if (NorthSpot(sGridNo, pSoldier->pathing.bLevel))
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{
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continue;
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}
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// sevenfm: penalize locations near fresh corpses
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if( GetNearestRottingCorpseAIWarning( sGridNo ) > 0 )
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{
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