Commit Graph
123 Commits
Author SHA1 Message Date
ee01103b67 pass a string, not a std::wstring object, to a %s
The AI deadlock message hands ScreenMsg an object where its format string
promises a pointer:

    ScreenMsg(..., L"Aborting AI deadlock for [%d] %s %s data %d",
              pSoldier->ubID.i, pSoldier->GetName(),
              utf8_to_wstring(std::string(szAction[...])), ...);

utf8_to_wstring returns std::wstring by value. ScreenMsg is variadic, so the
whole object is pushed and %s then reads the first bytes of it as a pointer.
What that prints, or whether it survives printing it, is not defined. clang
says as much: the call will abort at runtime.

Adding .c_str() passes what the format asked for. The temporary lives until
the end of the statement, so the pointer is good for the duration of the call.

The only other use of utf8_to_wstring in this file has the same shape and is
commented out; it is left as it is.

Verification:

    ninja -C build parse         # AIMain.cpp clean
    ninja -C build -k 0          # Release, four applications, green
    ninja -C build-debug -k 0    # Debug, four applications, green

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-23 19:29:55 -03:00
70b11ee120 make narrowing conversions in braced initialisers explicit
A braced initialiser does not allow a narrowing conversion unless the value
is a constant expression the compiler can prove fits. Every site here holds a
runtime value: WORLD_COLS is the global guiWorldCols, the laptop screen
coordinates are built from iScreenWidthOffset, the sector limits come from the
externalised options. MSVC accepts all of it silently; clang rejects it, and
it is ill-formed.

Nothing about the generated code changes. MSVC was already performing these
conversions; the casts only say so out loud, at the 73 places where it was
happening implicitly.

The invariant: each site is wrapped in a static_cast to the element type the
initialiser already had, and nothing else is touched. No type is widened, no
expression is reassociated, no value is clamped or checked. static_cast rather
than a C-style cast so that a later reader can grep for the narrowings, and so
that none of these can quietly become a reinterpret_cast if a type changes.

Verification:

    # every changed line differs only by inserted casts and their parentheses
    git show HEAD -U0 | grep '^[+-][^+-]' |
      sed -E 's/static_cast<[A-Za-z0-9_]+>//g; s/[()]//g; s/^[+-]//' |
      sort | uniq -c | awk '$1 % 2'          # no output

    git show HEAD -U0 | grep -c '^+[^+]'     # 38 lines, 73 casts

    ninja -C build parse                     # narrowing class gone: 129 -> 91 sites
    ninja -C build -k 0                      # Release, four applications, green
    ninja -C build-debug -k 0                # Debug, four applications, green

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-23 19:29:55 -03:00
Asdow 82aca548f5 Merge branch 'master' into ExtraMercs 2025-09-24 16:14:10 +03:00
BeatAroundTheBuscherandGitHub ed00830202 Fixes Upper/Lower Casing for include paths (#487)
* Fixing upper/lower case for includes

types.h, zconf.h and zlib.h were renamed so that global includes like Types.h
are not used.
2025-08-16 22:01:12 -03:00
Asdow fd9611ae04 Remove compiler warnings 2025-08-08 18:38:53 +03:00
Asdow bfb724eab9 Use SoldierID 2024-12-01 18:23:52 +02:00
Asdow 66bd1e41c2 Correct loops 2024-11-18 18:27:14 +02:00
Asdow b74ccf3ddc Convert to SoldierID 2024-11-17 23:45:48 +02:00
Asdow b9641d4c90 Convert to SoldierID 2024-11-17 20:52:12 +02:00
Asdow 10250dc035 Merge branch 'master' into ExtraMercs 2024-11-09 13:44:53 +02:00
AsdowandGitHub 49a119e6b9 Convert INVTYPE boolean fields to flagmask (#325)
Rearranged fields from largest to smallest to remove alignment padding
2024-08-22 08:48:29 +03:00
AsdowandGitHub 4338b5b909 Fix AI tactical retreat (#282)
Only perform tactical traversal if pSoldier is at the map edge
2024-02-11 12:42:21 +02:00
AsdowandGitHub 0910dba472 Revert "Disable AI logging by default" (#270)
This reverts commit 5a74323d1f.
2024-01-30 11:44:00 +02:00
Asdow 2697a17010 Check if pSoldier is null
Prevent nullptr dereference in AI logging function
2024-01-28 11:16:41 +02:00
Asdow 5a74323d1f Disable AI logging by default
We only want this on when specifically debugging/working on AI.
2024-01-28 11:16:41 +02:00
majcostaandGitHub ae55496e39 Move main executable source to its own directory (#248)
* Move main executable files to their own directory

* Adapt the build to the new file structure

... and fix some weird #include's that were relying on the project root
being an include directory.
2023-10-23 15:46:51 -03:00
Asdow 03482ffc3d Merge branch 'master' into ExtraMercs 2023-07-26 13:17:49 +03:00
rftrdevandGitHub 119c6fe6bb Fix FindBestNearbyCover() and delete global var (#156) 2023-05-26 21:28:00 -07:00
Marco Antonio Jaguaribe CostaandAsdow 8b1c4effa0 nuke all the #if 0's
scripted commit:

find . -not -path '*/.*' -and -not -path '*/ext*' -type d -exec coan source -R -E {} ';'

https://coan2.sourceforge.net/coan_man_1.html
2023-01-19 00:13:08 +02:00
majcostaandGitHub 24425a82b1 More unused stuff removal (#49)
* More unused stuff removal

delete:
- giant 'metaheaders' (JA2 All.h, Laptop All.h, etc), preferring to add #includes directly where needed
- unused ExceptionHandling and DbMan translation units
- unused WizShare.h, Bitmap.h, trle.h, video_private.h headers

* remove mentions from vc proj files too

* remove preprocessor conditionals for unused definitions

find . -iname '*.h' -o -iname '*.cpp' -exec unifdef.exe -m -UPRECOMPILED_HEADERS -UJA2_PRECOMPILED_HEADERS -UWIZ8_PRECOMPILED_HEADERS -UPRECOMPILEDHEADERS {} ';'

then manually fixed a couple files the tool errored out on

* yes, the comments too

as title
2023-01-03 15:51:48 +02:00
Asdow 1f0a8f46e8 Import changes from the local SVN working copy 2022-10-10 10:08:44 +03:00
Sevenfm dc8fffb471 Fix: use system time instead of game time for breaking AI deadlock as game time is affected by fast timer mode, as a result breaking AI decision before it can execute normally.
Allow to break AI deadlock manually by pressing ESC key after 10 seconds, auto break AI after DEAD_LOCK_DELAY seconds.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9383 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2022-05-10 18:45:19 +00:00
Sevenfm b06b9132a7 Added functions for utf8 <> wstring conversion.
Added message when AI breaks deadlock because cannot complete action.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9262 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2022-01-16 17:09:09 +00:00
Sevenfm aa767c4355 Minor code improvements for quest logging.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9178 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2021-10-14 08:43:15 +00:00
Sevenfm 0a717c2697 Removed option AI_DECISION_INFO.
Added quest debug logging to Logs\QuestInfo.txt

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9177 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2021-10-14 08:35:32 +00:00
Sevenfm 08ba4f9323 CancelAIAction: improved condition to allow cover check.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9081 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2021-06-13 17:46:21 +00:00
Sevenfm 2459f90412 Disabled clearing next AI action in CancelAIAction as it may interfere with scripted actions code.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9077 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2021-06-12 17:33:16 +00:00
Shadooow 6c1f5ed7ee corrected typo in previous commit
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9074 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2021-06-12 10:06:32 +00:00
Shadooow d46cbda2b6 new fix for endless clock issue in POW cutscene, was actually caused by Elliot trying to do the kick animation which doesn't exists for civilian body type
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9072 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2021-06-12 09:39:20 +00:00
Shadooow 5b24d136f2 fix for endless clock issue in POW cutscene
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9070 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2021-06-12 00:10:42 +00:00
Sevenfm 09270c04f0 Fix Deidranna endless clock in cutscene.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8970 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2021-04-24 13:31:56 +00:00
Sevenfm b6f15b2347 Add robots to enemy groups (by rftr).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8956 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2021-04-03 03:32:40 +00:00
Sevenfm 4471b8ef97 Improved code to check if militia options are available.
Start radio animation when giving orders to militia.
FindClosestClimbPointAvailableToAI: don't check roaming range when searching climb spot for AI.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8939 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2021-02-17 15:01:57 +00:00
Sevenfm 1256639fe5 AI_ACTION_STOP_MEDIC: also check START_AID, START_AID_PRN animations to prevent AI endless clock when first aid has just started and AI decides to move somewhere.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8923 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2021-01-30 23:22:59 +00:00
Sevenfm 80554bcde8 Hopefully improved AI code: don't try to resume movement after ActionDone was executed.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8911 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-10-26 17:37:44 +00:00
Sevenfm 2c2d8c9276 AI:
- improved civilian cower/run away code
- CancelAIAction: reset bNextAction and next action data
- clear next action data before making decisions
- militia always try to spare grenades unless under attack or using flares

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8905 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-10-20 21:20:26 +00:00
Sevenfm b45af3f575 FindNearestUngassedLand, FindNearbyDarkerSpot:
- optimization: don't check spots already checked in previous loop
- increase max distance to 35, reduce to 25 if complex AI not allowed, reduce to 15 in realtime
CanDragPerson: use world movement cost instead of LOS check.
Say TAUNT_RELOAD, TAUNT_OUT_OF_AMMO taunts if mag size > 4 or Chance (CHANCE_SAY_ANNOYING_PHRASE).
SpotDangerLevel: also check Water and CorpseWarning for danger level = 1.
ManSeesMan: only call SetNewSituation if location or level are different to reduce frequency of AI re-evaluation.
Only allow radio animation on initial red alert, if sector is not jammed.
Press ESC to stop dragging.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8904 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-10-17 06:30:23 +00:00
Sevenfm c7d1acff01 fix: climbing related AI deadlocks (by anv)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8883 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-08-13 04:54:23 +00:00
Sevenfm 5903abee09 Various AI improvements.
FindThrowableGrenade: allows to specify type and damage of searched grenade.
New counter SOLDIER_COUNTER_RETREAT allows to set number of turns which soldier will try to retreat and take cover.
FindBestNearbyCover: use PrepareThreatlist as unified function to make list of all known opponents.

Militia Control:
- start retreating mode for 2 turns when ordering retreat
- replace AI_ACTION_RUN_AWAY with AI_ACTION_TAKE_COVER order so that militia do not retreat from sector

New AI behavior:
- soldier can use smoke grenade to cover himself when under fire
- soldier can use use smoke grenade on his friend to cover him
- if soldier used smoke, he starts retreat mode for 2 turns
- added retreat code to Red, Black AI
- improved Main Red AI for civilians (they only run away)

Improved suppression code:
- less chance of suppression when opponent has high shock level
- prefer using suppression fire when soldier is in cover

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8879 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-08-07 12:12:31 +00:00
Sevenfm 9e1b5338a6 More AI logging information.
PanicAI: use correct movement and stealth mode when determining AP needed.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8768 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-03-08 22:39:21 +00:00
Sevenfm 32482f20f6 New option AI_DECISION_INFO enables extended logging for AI decisions.
Moved zombie AI into separate file ZombieDecideAction.cpp
New zombie AI:
- simplified code
- advancing using cover
- if zombie cannot reach any opponent, he tries to hide
- if zombie cannot reach opponent and cannot hide and he is under fire, he will retreat, seeking cover away from known opponents
- if zombie doesn't know enemy location, he will try to run to closest friend who knows enemy location
- new zombie AI has extended AI logging
More water splash sounds (Data\Sounds\Misc\Splash1.ogg .. SplashN.ogg).
CalcCoverValue: 
- allow moving into shallow water if it provides better position
- special calculations for zombies: zombie is very dangerous at close range
- if soldier has no gun, use different calculation based on distance instead of CTGT
FindBestNearbyCover: zombies only choose spots that provide sight cover.
Added functions for extended AI log.
ClosestReachableDisturbance:
- if soldier is zombie and he cannot climb, skip location
- zombies do not attack vehicles
- improved check to avoid choosing dying opponents
EstimatePathCostToLocation: return 0 if checking for zombie which cannot climb and path needs climbing.
RoamingRange: always max roaming range for zombies.
SightCoverAtSpot, ProneSightCoverAtSpot:
- improved max sight range calculation
- added option for unlimited sight range check
New AI functions:
- AIDirection
- AICheckIsSniper
- AICheckIsMarksman
- AICheckIsMedic
- AICheckIsMortarOperator
- AICheckIsGLOperator
- AICheckIsOfficer
- AICheckIsCommander
- AICheckIsMachinegunner
- AIGunInHandScoped
- AIGunScoped
- AIGunRange
- AIGunClass
- AIGunType
- AIGunDeadliness
- AIGunAmmo
- AIGunAutofireCapable
- FindObstacleNearSpot
- InSmoke
- CorpseWarning
- CorpseEnemyTeam
- CorpseMilitiaTeam
- AICheckUnderground
- AnyCoverAtSpot
- AICheckHasWeaponOfType
- AICheckHasGun
- AICheckShortWeaponRange
GetCorpseAtGridNo: additional check for valid gridno.
More zombie raise sounds (Data\Sounds\Misc\ZombieRaise1.ogg .. ZombieRaiseN.ogg).
GetCorpseRotFactor: improved code to return FLOAT value between 0 and 1.
New debug topic id TOPIC_DECISIONS for logging AI decisions.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8760 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-02-21 23:33:25 +00:00
Sevenfm e4d30987bf Fix possible bug when executing AI_ACTION_STOP_COWERING.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8742 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-02-06 17:18:49 +00:00
Sevenfm 1455409057 AI:
- before deciding anything, stop cowering animation
- before deciding anything, stop giving aid animation
- before deciding to raise weapon, check if weapon can be raised
- simplified scope check
- removed duplicate code in Red AI

Added missing actions to gzActionStr[].
Fixed OKLIFE checks.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8740 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-01-25 19:02:53 +00:00
Sevenfm 7908dc2ff3 Reverted resetting next action in CancelAIAction() as it doesn't work as expected.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8697 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2019-10-18 21:31:19 +00:00
Sevenfm 30df6c350a CalcTargetMovementOffset: better integer calculation for max tiles penalty.
SOLDIERTYPE::initialize: initialize additional data.
EVENT_FireSoldierWeapon: if shooting soldier is invisible, locate screen to target spot.
CancelAIAction: reset next AI action.
FindBestPath: improved gas avoiding code.
InGas: improved code, also check the spot itself.
LegalNPCDestination: disabled additional checks to prevent AI deadlock.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8695 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2019-10-03 16:49:04 +00:00
Sevenfm 5d04583e13 - update "improved auto fast forward" feature
- disable radio animation for invisible soldiers and soldiers in water

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8603 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2018-08-26 01:24:06 +00:00
Flugente 3bbdd4a23a New ability: a disguised spy can distract unalerted enemies, making it easier to sneak by.
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20228&goto=352562&#msg_352562

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8528 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2018-02-25 19:07:31 +00:00
Flugente dd3129ac11 New feature: additional dialogue allows modders to play additional dialogue on man occasions, including reactions to other people speaking
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=351982&#msg_351982 and for a demonstration http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=351981&#msg_351981

Requires GameDir >= r2400

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8516 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2018-01-10 23:41:52 +00:00
Sevenfm f8d9a538cd Taunts update:
- TAUNT_INFORM_ABOUT (check that this opponent is really new)
- TAUNT_ALERT (say taunt only when red alert raised, if it's no initial alert, use TAUNT_INFORM_ABOUT instead)
- TAUNT_SUSPICIOUS (only when yellow alert is raised)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8262 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2016-06-25 10:41:13 +00:00
Wanne c676a48cd5 Fix: Added explicit BOOLEAN check for pSoldier->bVisible (by sevenfm)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8230 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2016-05-23 05:24:45 +00:00