Files
source/Tactical/Soldier Tile.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

870 lines
27 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include <wchar.h>
#include <stdio.h>
#include <string.h>
#include "wcheck.h"
#include "Render Fun.h"
#include "stdlib.h"
#include "debug.h"
#include "MemMan.h"
#include "Overhead Types.h"
#include "Soldier Control.h"
#include "Animation Cache.h"
#include "Animation Data.h"
#include "Animation Control.h"
#include "container.h"
#include <math.h>
#include "pathai.h"
#include "Random.h"
#include "worldman.h"
#include "Isometric Utils.h"
#include "Render Dirty.h"
#include "renderworld.h"
#include "sys globals.h"
#include "video.h"
#include "points.h"
#include "Win util.h"
#include "Sound Control.h"
#include "lighting.h"
#include "weapons.h"
#include "vobject_blitters.h"
#include "Handle UI.h"
#include "soldier ani.h"
#include "Event pump.h"
#include "opplist.h"
#include "ai.h"
#include "interface.h"
#include "lighting.h"
#include "faces.h"
#include "Soldier Profile.h"
#include "gap.h"
#include "interface panels.h"
#include "campaign.h"
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#include "structure wrap.h"
#include "items.h"
#include "Soundman.h"
#include "soldier tile.h"
#include "soldier add.h"
#include "fov.h"
#include "Font Control.h"
#include "message.h"
#include "Text.h"
#include "NPC.h"
#endif
extern INT8 gbNumMercsUntilWaitingOver;
extern UINT8 gubWaitingForAllMercsToExitCode;
#define NEXT_TILE_CHECK_DELAY 700
#ifdef JA2BETAVERSION
void OutputDebugInfoForTurnBasedNextTileWaiting( SOLDIERTYPE * pSoldier )
{
if ( (gTacticalStatus.uiFlags & INCOMBAT) && (pSoldier->usPathDataSize > 0) )
{
UINT32 uiLoop;
UINT16 usTemp;
UINT16 usNewGridNo;
usNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->usPathingData[ pSoldier->usPathIndex ] ) );
// provide more info!!
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path size %d, index %d", pSoldier->usPathDataSize, pSoldier->usPathIndex ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Who is at blocked gridno: %d", WhoIsThere2( usNewGridNo, pSoldier->bLevel ) ) );
for ( uiLoop = 0; uiLoop < pSoldier->usPathDataSize; uiLoop++ )
{
if ( uiLoop > pSoldier->usPathIndex )
{
usTemp = NewGridNo( usTemp, DirectionInc( (UINT8)pSoldier->usPathingData[ uiLoop ] ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->usPathingData[uiLoop], usTemp ) );
}
else if ( uiLoop == pSoldier->usPathIndex )
{
usTemp = usNewGridNo;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->usPathingData[uiLoop], usTemp ) );
}
else
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d", uiLoop, pSoldier->usPathingData[uiLoop] ) );
}
}
}
}
#endif
void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT16 sCauseGridNo, INT8 bValue )
{
UINT8 ubPerson;
// Cancel AI Action
// CancelAIAction( pSoldier, TRUE );
pSoldier->fDelayedMovement = bValue;
pSoldier->sDelayedMovementCauseGridNo = sCauseGridNo;
RESETTIMECOUNTER( pSoldier->NextTileCounter, NEXT_TILE_CHECK_DELAY );
// ATE: Now update realtime movement speed....
// check if guy exists here...
ubPerson = WhoIsThere2( sCauseGridNo, pSoldier->bLevel );
// There may not be anybody there, but it's reserved by them!
if ( ( gpWorldLevelData[ sCauseGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
{
ubPerson = gpWorldLevelData[ sCauseGridNo ].ubReservedSoldierID;
}
if ( ubPerson != NOBODY )
{
// if they are our own team members ( both )
if ( MercPtrs[ ubPerson ]->bTeam == gbPlayerNum && pSoldier->bTeam == gbPlayerNum )
{
// Here we have another guy.... save his stats so we can use them for
// speed determinations....
pSoldier->bOverrideMoveSpeed = ubPerson;
pSoldier->fUseMoverrideMoveSpeed = TRUE;
}
}
}
void SetFinalTile( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fGivenUp )
{
// OK, If we were waiting for stuff, do it here...
// ATE: Disabled stuff below, made obsolete by timeout...
//if ( pSoldier->ubWaitActionToDo )
//{
// pSoldier->ubWaitActionToDo = 0;
// gbNumMercsUntilWaitingOver--;
//}
pSoldier->sFinalDestination = pSoldier->sGridNo;
#ifdef JA2BETAVERSION
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
}
#endif
if ( pSoldier->bTeam == gbPlayerNum && fGivenUp )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name );
}
EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->bDirection );
}
void MarkMovementReserved( SOLDIERTYPE *pSoldier, INT16 sGridNo )
{
// Check if we have one reserrved already, and free it first!
if ( pSoldier->sReservedMovementGridNo != NOWHERE )
{
UnMarkMovementReserved( pSoldier );
}
// For single-tiled mercs, set this gridno
gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_MOVEMENT_RESERVED;
// Save soldier's reserved ID #
gpWorldLevelData[ sGridNo ].ubReservedSoldierID = pSoldier->ubID;
pSoldier->sReservedMovementGridNo = sGridNo;
}
void UnMarkMovementReserved( SOLDIERTYPE *pSoldier )
{
INT16 sNewGridNo;
sNewGridNo = GETWORLDINDEXFROMWORLDCOORDS(pSoldier->dYPos, pSoldier->dXPos );
// OK, if NOT in fence anim....
if ( pSoldier->usAnimState == HOPFENCE && pSoldier->sReservedMovementGridNo != sNewGridNo )
{
return;
}
// For single-tiled mercs, unset this gridno
// See if we have one reserved!
if ( pSoldier->sReservedMovementGridNo != NOWHERE )
{
gpWorldLevelData[ pSoldier->sReservedMovementGridNo ].uiFlags &= (~MAPELEMENT_MOVEMENT_RESERVED);
pSoldier->sReservedMovementGridNo = NOWHERE;
}
}
INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 bLevel )
{
UINT8 ubPerson;
INT16 sTempDestGridNo;
INT16 sNewGridNo;
BOOLEAN fSwapInDoor = FALSE;
if ( sGridNo == NOWHERE )
{
return( MOVE_TILE_CLEAR );
}
ubPerson = WhoIsThere2( sGridNo, bLevel );
if ( ubPerson != NO_SOLDIER )
{
// If this us?
if ( ubPerson != pSoldier->ubID )
{
// OK, set flag indicating we are blocked by a merc....
if ( pSoldier->bTeam != gbPlayerNum ) // CJC: shouldn't this be in all cases???
//if ( 0 )
{
pSoldier->fBlockedByAnotherMerc = TRUE;
// Set direction we were trying to goto
pSoldier->bBlockedByAnotherMercDirection = bDirection;
// Are we only temporarily blocked?
// Check if our final destination is = our gridno
if ( ( MercPtrs[ ubPerson ]->sFinalDestination == MercPtrs[ ubPerson ]->sGridNo ) )
{
return( MOVE_TILE_STATIONARY_BLOCKED );
}
else
{
// OK, if buddy who is blocking us is trying to move too...
// And we are in opposite directions...
if ( MercPtrs[ ubPerson ]->fBlockedByAnotherMerc && MercPtrs[ ubPerson ]->bBlockedByAnotherMercDirection == gOppositeDirection[ bDirection ] )
{
// OK, try and get a path around buddy....
// We have to temporarily make buddy stopped...
sTempDestGridNo = MercPtrs[ ubPerson ]->sFinalDestination;
MercPtrs[ ubPerson ]->sFinalDestination = MercPtrs[ ubPerson ]->sGridNo;
if ( PlotPath( pSoldier, pSoldier->sFinalDestination, NO_COPYROUTE, NO_PLOT, TEMPORARY, pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) )
{
pSoldier->bPathStored = FALSE;
// OK, make guy go here...
EVENT_GetNewSoldierPath( pSoldier, pSoldier->sFinalDestination, pSoldier->usUIMovementMode );
// Restore final dest....
MercPtrs[ ubPerson ]->sFinalDestination = sTempDestGridNo;
pSoldier->fBlockedByAnotherMerc = FALSE;
// Is the next tile blocked too?
sNewGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
return( TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->bLevel ) );
}
else
{
// Not for multi-tiled things...
if ( !( pSoldier->uiStatusFlags & SOLDIER_MULTITILE ) )
{
// Is the next movement cost for a door?
if ( DoorTravelCost( pSoldier, sGridNo, gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->bLevel ], (BOOLEAN)( pSoldier->bTeam == gbPlayerNum ), NULL ) == TRAVELCOST_DOOR )
{
fSwapInDoor = TRUE;
}
// If we are to swap and we're near a door, open door first and then close it...?
// Swap now!
MercPtrs[ ubPerson ]->fBlockedByAnotherMerc = FALSE;
// Restore final dest....
MercPtrs[ ubPerson ]->sFinalDestination = sTempDestGridNo;
// Swap merc positions.....
SwapMercPositions( pSoldier, MercPtrs[ ubPerson ] );
// With these two guys swapped, they should try and continue on their way....
// Start them both again along their way...
EVENT_GetNewSoldierPath( pSoldier, pSoldier->sFinalDestination, pSoldier->usUIMovementMode );
EVENT_GetNewSoldierPath( MercPtrs[ ubPerson ], MercPtrs[ ubPerson ]->sFinalDestination, MercPtrs[ ubPerson ]->usUIMovementMode );
}
}
}
return( MOVE_TILE_TEMP_BLOCKED );
}
}
else
{
//return( MOVE_TILE_STATIONARY_BLOCKED );
// ATE: OK, put some smartshere...
// If we are waiting for more than a few times, change to stationary...
if ( MercPtrs[ ubPerson ]->fDelayedMovement >= 105 )
{
// Set to special 'I want to walk through people' value
pSoldier->fDelayedMovement = 150;
return( MOVE_TILE_STATIONARY_BLOCKED );
}
if ( MercPtrs[ ubPerson ]->sGridNo == MercPtrs[ ubPerson ]->sFinalDestination )
{
return( MOVE_TILE_STATIONARY_BLOCKED );
}
return( MOVE_TILE_TEMP_BLOCKED );
}
}
}
if ( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
{
if ( gpWorldLevelData[ sGridNo ].ubReservedSoldierID != pSoldier->ubID )
{
return( MOVE_TILE_TEMP_BLOCKED );
}
}
// Are we clear of structs?
if ( !NewOKDestination( pSoldier, sGridNo, FALSE, pSoldier->bLevel ) )
{
// ATE: Fence cost is an exclusiuon here....
if ( gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->bLevel ] != TRAVELCOST_FENCE )
{
// ATE: HIdden structs - we do something here... reveal it!
if ( gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->bLevel ] == TRAVELCOST_HIDDENOBSTACLE )
{
gpWorldLevelData[ sGridNo ].uiFlags|=MAPELEMENT_REVEALED;
gpWorldLevelData[ sGridNo ].uiFlags|=MAPELEMENT_REDRAW;
SetRenderFlags(RENDER_FLAG_MARKED);
RecompileLocalMovementCosts( (UINT16)sGridNo );
}
// Unset flag for blocked by soldier...
pSoldier->fBlockedByAnotherMerc = FALSE;
return( MOVE_TILE_STATIONARY_BLOCKED );
}
else
{
#if 0
// Check if there is a reserved marker here at least....
sNewGridNo = NewGridNo( sGridNo, DirectionInc( bDirection ) );
if ( ( gpWorldLevelData[ sNewGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
{
if ( gpWorldLevelData[ sNewGridNo ].ubReservedSoldierID != pSoldier->ubID )
{
return( MOVE_TILE_TEMP_BLOCKED );
}
}
#endif
}
}
// Unset flag for blocked by soldier...
pSoldier->fBlockedByAnotherMerc = FALSE;
return( MOVE_TILE_CLEAR );
}
BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT16 sFinalDestTile )
{
INT8 bBlocked;
INT16 bOverTerrainType;
// Check for blocking if in realtime
///if ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) )
// ATE: If not on visible tile, return clear ( for path out of map )
if ( !GridNoOnVisibleWorldTile( sGridNo ) )
{
return( TRUE );
}
// If animation state is crow, iall is clear
if ( pSoldier->usAnimState == CROW_FLY )
{
return( TRUE );
}
{
bBlocked = TileIsClear( pSoldier, bDirection, sGridNo, pSoldier->bLevel );
// Check if we are blocked...
if ( bBlocked != MOVE_TILE_CLEAR )
{
// Is the next gridno our destination?
// OK: Let's check if we are NOT walking off screen
if ( sGridNo == sFinalDestTile && pSoldier->ubWaitActionToDo == 0 && (pSoldier->bTeam == gbPlayerNum || pSoldier->sAbsoluteFinalDestination == NOWHERE) )
{
// Yah, well too bad, stop here.
SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
return( FALSE );
}
// CHECK IF they are stationary
else if ( bBlocked == MOVE_TILE_STATIONARY_BLOCKED )
{
// Stationary,
{
INT16 sOldFinalDest;
// Maintain sFinalDest....
sOldFinalDest = pSoldier->sFinalDestination;
#ifdef JA2BETAVERSION
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
}
#endif
EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->bDirection );
// Restore...
pSoldier->sFinalDestination = sOldFinalDest;
SetDelayedTileWaiting( pSoldier, sGridNo, 1 );
return( FALSE );
}
}
else
{
{
INT16 sOldFinalDest;
// Maintain sFinalDest....
sOldFinalDest = pSoldier->sFinalDestination;
#ifdef JA2BETAVERSION
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
}
#endif
EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->bDirection );
// Restore...
pSoldier->sFinalDestination = sOldFinalDest;
// Setting to two means: try and wait until this tile becomes free....
SetDelayedTileWaiting( pSoldier, sGridNo, 100 );
}
return( FALSE );
}
}
else
{
// Mark this tile as reserverd ( until we get there! )
if ( !( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) )
{
MarkMovementReserved( pSoldier, sGridNo );
}
bOverTerrainType = GetTerrainType( sGridNo );
// Check if we are going into water!
if ( bOverTerrainType == LOW_WATER || bOverTerrainType == MED_WATER || bOverTerrainType == DEEP_WATER )
{
// Check if we are of prone or crawl height and change stance accordingly....
switch( gAnimControl[ pSoldier->usAnimState ].ubHeight )
{
case ANIM_PRONE:
case ANIM_CROUCH:
// Change height to stand
pSoldier->fContinueMoveAfterStanceChange = TRUE;
SendChangeSoldierStanceEvent( pSoldier, ANIM_STAND );
break;
}
// Check animation
// Change to walking
if ( pSoldier->usAnimState == RUNNING )
{
ChangeSoldierState( pSoldier, WALKING, 0 , FALSE );
}
}
}
}
return( TRUE );
}
BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier )
{
// Buddy is waiting to continue his path
INT8 bBlocked, bPathBlocked;
INT16 sCost;
INT16 sNewGridNo, sCheckGridNo;
UINT8 ubDirection, bCauseDirection;
UINT8 ubPerson;
UINT8 fFlags = 0;
if ( pSoldier->fDelayedMovement )
{
if ( TIMECOUNTERDONE( pSoldier->NextTileCounter, NEXT_TILE_CHECK_DELAY ) )
{
RESETTIMECOUNTER( pSoldier->NextTileCounter, NEXT_TILE_CHECK_DELAY );
// Get direction from gridno...
bCauseDirection = (INT8)GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, pSoldier->sDelayedMovementCauseGridNo );
bBlocked = TileIsClear( pSoldier, bCauseDirection, pSoldier->sDelayedMovementCauseGridNo, pSoldier->bLevel );
// If we are waiting for a temp blockage.... continue to wait
if ( pSoldier->fDelayedMovement >= 100 && bBlocked == MOVE_TILE_TEMP_BLOCKED )
{
// ATE: Increment 1
pSoldier->fDelayedMovement++;
// Are we close enough to give up? ( and are a pc )
if ( pSoldier->fDelayedMovement > 120 )
{
// Quit...
SetFinalTile( pSoldier, pSoldier->sGridNo, TRUE );
pSoldier->fDelayedMovement = FALSE;
}
return( TRUE );
}
// Try new path if anything but temp blockage!
if ( bBlocked != MOVE_TILE_TEMP_BLOCKED )
{
// Set to normal delay
if ( pSoldier->fDelayedMovement >= 100 && pSoldier->fDelayedMovement != 150 )
{
pSoldier->fDelayedMovement = 1;
}
// Default to pathing through people
fFlags = PATH_THROUGH_PEOPLE;
// Now, if we are in the state where we are desparently trying to get out...
// Use other flag
// CJC: path-through-people includes ignoring person at dest
/*
if ( pSoldier->fDelayedMovement >= 150 )
{
fFlags = PATH_IGNORE_PERSON_AT_DEST;
}
*/
// Check destination first!
if ( pSoldier->sAbsoluteFinalDestination == pSoldier->sFinalDestination )
{
// on last lap of scripted move, make sure we get to final dest
sCheckGridNo = pSoldier->sAbsoluteFinalDestination;
}
else if (!NewOKDestination( pSoldier, pSoldier->sFinalDestination, TRUE, pSoldier->bLevel ))
{
if ( pSoldier->fDelayedMovement >= 150 )
{
// OK, look around dest for the first one!
sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->sFinalDestination, 6, &ubDirection );
if ( sCheckGridNo == NOWHERE )
{
// If this is nowhere, try harder!
sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->sFinalDestination, 16, &ubDirection );
}
}
else
{
// OK, look around dest for the first one!
sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->sFinalDestination, 6, &ubDirection );
if ( sCheckGridNo == NOWHERE )
{
// If this is nowhere, try harder!
sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->sFinalDestination, 16, &ubDirection );
}
}
}
else
{
sCheckGridNo = pSoldier->sFinalDestination;
}
// Try another path to destination
// ATE: Allow path to exit grid!
if ( pSoldier->ubWaitActionToDo == 1 && gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
{
gfPlotPathToExitGrid = TRUE;
}
sCost = (INT16) FindBestPath( pSoldier, sCheckGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, fFlags );
gfPlotPathToExitGrid = FALSE;
// Can we get there
if ( sCost > 0 )
{
// Is the next tile blocked too?
sNewGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->bLevel );
if ( bPathBlocked == MOVE_TILE_STATIONARY_BLOCKED )
{
// Try to path around everyone except dest person
if ( pSoldier->ubWaitActionToDo == 1 && gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
{
gfPlotPathToExitGrid = TRUE;
}
sCost = (INT16) FindBestPath( pSoldier, sCheckGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, PATH_IGNORE_PERSON_AT_DEST );
gfPlotPathToExitGrid = FALSE;
// Is the next tile in this new path blocked too?
sNewGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->bLevel );
// now working with a path which does not go through people
pSoldier->ubDelayedMovementFlags &= (~DELAYED_MOVEMENT_FLAG_PATH_THROUGH_PEOPLE);
}
else
{
// path through people worked fine
if ( pSoldier->fDelayedMovement < 150 )
{
pSoldier->ubDelayedMovementFlags |= DELAYED_MOVEMENT_FLAG_PATH_THROUGH_PEOPLE;
}
}
// Are we clear?
if ( bPathBlocked == MOVE_TILE_CLEAR )
{
// Go for it path!
if ( pSoldier->ubWaitActionToDo == 1 && gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
{
gfPlotPathToExitGrid = TRUE;
}
//pSoldier->fDelayedMovement = FALSE;
// ATE: THis will get set in EENT_GetNewSoldierPath....
pSoldier->usActionData = sCheckGridNo;
pSoldier->bPathStored = FALSE;
EVENT_GetNewSoldierPath( pSoldier, sCheckGridNo, pSoldier->usUIMovementMode );
gfPlotPathToExitGrid = FALSE;
return( TRUE );
}
}
pSoldier->fDelayedMovement++;
if ( pSoldier->fDelayedMovement == 99 )
{
// Cap at 99
pSoldier->fDelayedMovement = 99;
}
// Do we want to force a swap?
if (pSoldier->fDelayedMovement == 3 && (pSoldier->sAbsoluteFinalDestination != NOWHERE || gTacticalStatus.fAutoBandageMode) )
{
// with person who is in the way?
ubPerson = WhoIsThere2( pSoldier->sDelayedMovementCauseGridNo, pSoldier->bLevel );
// if either on a mission from god, or two AI guys not on stationary...
if ( ubPerson != NOBODY && ( pSoldier->ubQuoteRecord != 0 || ( pSoldier->bTeam != gbPlayerNum && pSoldier->bOrders != STATIONARY && MercPtrs[ ubPerson ]->bTeam != gbPlayerNum && MercPtrs[ ubPerson ]->bOrders != STATIONARY ) || (pSoldier->bTeam == gbPlayerNum && gTacticalStatus.fAutoBandageMode && !(MercPtrs[ ubPerson ]->bTeam == CIV_TEAM && MercPtrs[ ubPerson ]->bOrders == STATIONARY ) ) ) )
{
// Swap now!
//MercPtrs[ ubPerson ]->fBlockedByAnotherMerc = FALSE;
// Restore final dest....
//MercPtrs[ ubPerson ]->sFinalDestination = sTempDestGridNo;
// Swap merc positions.....
SwapMercPositions( pSoldier, MercPtrs[ ubPerson ] );
// With these two guys swapped, we should try to continue on our way....
pSoldier->fDelayedMovement = FALSE;
// We must calculate the path here so that we can give it the "through people" parameter
if ( gTacticalStatus.fAutoBandageMode && pSoldier->sAbsoluteFinalDestination == NOWHERE )
{
FindBestPath( pSoldier, pSoldier->sFinalDestination, pSoldier->bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE );
}
else if ( pSoldier->sAbsoluteFinalDestination != NOWHERE && !FindBestPath( pSoldier, pSoldier->sAbsoluteFinalDestination, pSoldier->bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE ) )
{
// check to see if we're there now!
if ( pSoldier->sGridNo == pSoldier->sAbsoluteFinalDestination )
{
NPCReachedDestination( pSoldier, FALSE );
pSoldier->bNextAction = AI_ACTION_WAIT;
pSoldier->usNextActionData = 500;
return( TRUE );
}
}
pSoldier->bPathStored = TRUE;
EVENT_GetNewSoldierPath( pSoldier, pSoldier->sAbsoluteFinalDestination, pSoldier->usUIMovementMode );
//EVENT_GetNewSoldierPath( MercPtrs[ ubPerson ], MercPtrs[ ubPerson ]->sFinalDestination, MercPtrs[ ubPerson ]->usUIMovementMode );
}
}
// Are we close enough to give up? ( and are a pc )
if ( pSoldier->fDelayedMovement > 20 && pSoldier->fDelayedMovement != 150)
{
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->sFinalDestination ) < 5 && pSoldier->bTeam == gbPlayerNum )
{
// Quit...
SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
pSoldier->fDelayedMovement = FALSE;
}
}
// Are we close enough to give up? ( and are a pc )
if ( pSoldier->fDelayedMovement > 170 )
{
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->sFinalDestination ) < 5 && pSoldier->bTeam == gbPlayerNum )
{
// Quit...
SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
pSoldier->fDelayedMovement = FALSE;
}
}
}
}
}
return( TRUE );
}
BOOLEAN TeleportSoldier( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fForce )
{
INT16 sX, sY;
// Check dest...
if ( NewOKDestination( pSoldier, sGridNo, TRUE, 0 ) || fForce )
{
// TELEPORT TO THIS LOCATION!
sX = CenterX( sGridNo );
sY = CenterY( sGridNo );
EVENT_SetSoldierPosition( pSoldier, (FLOAT) sX, (FLOAT) sY );
pSoldier->sFinalDestination = sGridNo;
// Make call to FOV to update items...
RevealRoofsAndItems(pSoldier, TRUE, TRUE, pSoldier->bLevel, TRUE );
// Handle sight!
HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO);
// Cancel services...
GivingSoldierCancelServices( pSoldier );
// Change light....
if ( pSoldier->bLevel == 0 )
{
if(pSoldier->iLight!=(-1))
LightSpriteRoofStatus(pSoldier->iLight, FALSE );
}
else
{
if(pSoldier->iLight!=(-1))
LightSpriteRoofStatus(pSoldier->iLight, TRUE );
}
return( TRUE );
}
return( FALSE );
}
// Swaps 2 soldier positions...
void SwapMercPositions( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2 )
{
INT16 sGridNo1, sGridNo2;
// OK, save positions...
sGridNo1 = pSoldier1->sGridNo;
sGridNo2 = pSoldier2->sGridNo;
// OK, remove each.....
RemoveSoldierFromGridNo( pSoldier1 );
RemoveSoldierFromGridNo( pSoldier2 );
// OK, test OK destination for each.......
if ( NewOKDestination( pSoldier1, sGridNo2, TRUE, 0 ) && NewOKDestination( pSoldier2, sGridNo1, TRUE, 0 ) )
{
// OK, call teleport function for each.......
TeleportSoldier( pSoldier1, sGridNo2, FALSE );
TeleportSoldier( pSoldier2, sGridNo1, FALSE );
}
else
{
// Place back...
TeleportSoldier( pSoldier1, sGridNo1, TRUE );
TeleportSoldier( pSoldier2, sGridNo2, TRUE );
}
}
BOOLEAN CanExchangePlaces( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2, BOOLEAN fShow )
{
// NB checks outside of this function
if ( EnoughPoints( pSoldier1, AP_EXCHANGE_PLACES, 0, fShow ) ){
if ( EnoughPoints( pSoldier2, AP_EXCHANGE_PLACES, 0, fShow ) ){
if ( ( gAnimControl[ pSoldier2->usAnimState ].uiFlags & ANIM_MOVING ) )
return( FALSE );
if ( ( gAnimControl[ pSoldier1->usAnimState ].uiFlags & ANIM_MOVING ) && !(gTacticalStatus.uiFlags & INCOMBAT) )
return( FALSE );
if ( pSoldier2->bSide == 0 )
return( TRUE );
// hehe - don't allow animals to exchange places
if ( pSoldier2->uiStatusFlags & ( SOLDIER_ANIMAL ) )
return( FALSE );
// must NOT be hostile, must NOT have stationary orders OR militia team, must be >= OKLIFE
if( pSoldier2->bNeutral && pSoldier2->bLife >= OKLIFE &&
pSoldier2->ubCivilianGroup != HICKS_CIV_GROUP &&
( ( pSoldier2->bOrders != STATIONARY || pSoldier2->bTeam == MILITIA_TEAM ) ||
( pSoldier2->sAbsoluteFinalDestination != NOWHERE && pSoldier2->sAbsoluteFinalDestination != pSoldier2->sGridNo ) )
)
return( TRUE );
if ( fShow ){
if ( pSoldier2->ubProfile == NO_PROFILE )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ REFUSE_EXCHANGE_PLACES ] );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[3], pSoldier2->name );
}
// ATE: OK, reduce this guy's next ai counter....
pSoldier2->uiAIDelay = 100;
return( FALSE );
}else{
return( FALSE );
}
}
// if SirTech wouldn't setup your nested if statements so messily then perhaps wierd code like this
// could be avoided... cleaned up the ifs too (jonathanl)
/*
else
{
return( FALSE );
}
return( TRUE );
*/
return FALSE;
}