Files
source/TacticalAI/Realtime.cpp
T
lalien 0530b53b9c bug fixes from Overhaul:
- Data type changes 
- Templates removed

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-05-09 13:16:37 +00:00

265 lines
7.0 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "AI All.h"
#else
#include "ai.h"
#include "AIInternals.h"
#include "Isometric utils.h"
#include "Points.h"
#include "overhead.h"
#include "opplist.h"
#include "rotting corpses.h"
#include "soldier add.h"
#include "Soldier Profile Type.h"
#include "Items.h"
#include "Weapons.h"
#endif
INT8 RTPlayerDecideAction( SOLDIERTYPE * pSoldier )
{
INT8 bAction=AI_ACTION_NONE;
if (gTacticalStatus.fAutoBandageMode)
{
bAction = DecideAutoBandage( pSoldier );
}
else
{
bAction = DecideAction( pSoldier );
}
#ifdef DEBUGDECISIONS
STR tempstr;
sprintf(tempstr,"DecideAction: selected action %d, actionData %d\n\n",bAction,pSoldier->usActionData);
DebugAI( tempstr );
#endif
return(bAction);
}
INT8 RTDecideAction(SOLDIERTYPE *pSoldier)
{
if (CREATURE_OR_BLOODCAT( pSoldier ) )
{
return( CreatureDecideAction( pSoldier ) );
}
else if (pSoldier->ubBodyType == CROW)
{
return( CrowDecideAction( pSoldier ) );
}
else if (pSoldier->bTeam == gbPlayerNum)
{
return( RTPlayerDecideAction( pSoldier ) );
}
else
{
// handle traversal
if ( (pSoldier->ubProfile != NO_PROFILE) && (gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 & PROFILE_MISC_FLAG3_HANDLE_DONE_TRAVERSAL ) )
{
TriggerNPCWithGivenApproach( pSoldier->ubProfile, APPROACH_DONE_TRAVERSAL, FALSE );
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 &= (~PROFILE_MISC_FLAG3_HANDLE_DONE_TRAVERSAL);
pSoldier->ubQuoteActionID = 0;
// wait a tiny bit
pSoldier->usActionData = 100;
return( AI_ACTION_WAIT );
}
return( DecideAction( pSoldier ) );
}
}
UINT16 RealtimeDelay( SOLDIERTYPE * pSoldier )
{
if ( PTR_CIV_OR_MILITIA && !(pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) )
{
return( (UINT16) REALTIME_CIV_AI_DELAY );
}
else if ( CREATURE_OR_BLOODCAT( pSoldier ) && !( pSoldier->bHunting ) )
{
return( (UINT16) REALTIME_CREATURE_AI_DELAY );
}
else
{
if ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP )
{
UINT8 ubRoom;
if ( InARoom( pSoldier->sGridNo, &ubRoom ) && IN_BROTHEL( ubRoom ) )
{
return( (UINT16) (REALTIME_AI_DELAY / 3) );
}
}
return( (UINT16) REALTIME_AI_DELAY );
}
}
void RTHandleAI( SOLDIERTYPE * pSoldier )
{
#ifdef AI_PROFILING
INT32 iLoop;
#endif
if ((pSoldier->bAction != AI_ACTION_NONE) && pSoldier->bActionInProgress)
{
// if action should remain in progress
if (ActionInProgress(pSoldier))
{
#ifdef DEBUGBUSY
AINumMessage("Busy with action, skipping guy#",pSoldier->ubID);
#endif
// let it continue
return;
}
}
// if man has nothing to do
if (pSoldier->bAction == AI_ACTION_NONE)
{
if (pSoldier->bNextAction == AI_ACTION_NONE)
{
// make sure this flag is turned off (it already should be!)
pSoldier->bActionInProgress = FALSE;
// truly nothing to do!
RefreshAI( pSoldier );
}
// Since we're NEVER going to "continue" along an old path at this point,
// then it would be nice place to reinitialize "pathStored" flag for
// insurance purposes.
//
// The "pathStored" variable controls whether it's necessary to call
// findNewPath() after you've called NewDest(). Since the AI calls
// findNewPath() itself, a speed gain can be obtained by avoiding
// redundancy.
//
// The "normal" way for pathStored to be reset is inside
// SetNewCourse() [which gets called after NewDest()].
//
// The only reason we would NEED to reinitialize it here is if I've
// incorrectly set pathStored to TRUE in a process that doesn't end up
// calling NewDest()
pSoldier->bPathStored = FALSE;
// decide on the next action
#ifdef AI_PROFILING
for (iLoop = 0; iLoop < 1000; iLoop++)
#endif
{
if (pSoldier->bNextAction != AI_ACTION_NONE)
{
if ( pSoldier->bNextAction == AI_ACTION_END_COWER_AND_MOVE )
{
if ( pSoldier->uiStatusFlags & SOLDIER_COWERING )
{
pSoldier->bAction = AI_ACTION_STOP_COWERING;
pSoldier->usActionData = ANIM_STAND;
}
else if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight < ANIM_STAND )
{
// stand up!
pSoldier->bAction = AI_ACTION_CHANGE_STANCE;
pSoldier->usActionData = ANIM_STAND;
}
else
{
pSoldier->bAction = AI_ACTION_NONE;
}
if ( pSoldier->sGridNo == pSoldier->usNextActionData )
{
// no need to walk after this
pSoldier->bNextAction = AI_ACTION_NONE;
pSoldier->usNextActionData = NOWHERE;
}
else
{
pSoldier->bNextAction = AI_ACTION_WALK;
// leave next-action-data as is since that's where we want to go
}
}
else
{
// do the next thing we have to do...
pSoldier->bAction = pSoldier->bNextAction;
pSoldier->usActionData = pSoldier->usNextActionData;
pSoldier->bTargetLevel = pSoldier->bNextTargetLevel;
pSoldier->bNextAction = AI_ACTION_NONE;
pSoldier->usNextActionData = 0;
pSoldier->bNextTargetLevel = 0;
}
if (pSoldier->bAction == AI_ACTION_PICKUP_ITEM)
{
// the item pool index was stored in the special data field
pSoldier->uiPendingActionData1 = pSoldier->iNextActionSpecialData;
}
}
else if ( pSoldier->sAbsoluteFinalDestination != NOWHERE )
{
if ( ACTING_ON_SCHEDULE( pSoldier ) )
{
pSoldier->bAction = AI_ACTION_SCHEDULE_MOVE;
}
else
{
pSoldier->bAction = AI_ACTION_WALK;
}
pSoldier->usActionData = pSoldier->sAbsoluteFinalDestination;
}
else
{
if (!(gTacticalStatus.uiFlags & ENGAGED_IN_CONV))
{
pSoldier->bAction = RTDecideAction( pSoldier );
}
}
}
// if he chose to continue doing nothing
if (pSoldier->bAction == AI_ACTION_NONE)
{
#ifdef RECORDNET
fprintf(NetDebugFile,"\tMOVED BECOMING TRUE: Chose to do nothing, guynum %d\n",pSoldier->ubID);
#endif
// do a standard wait before doing anything else!
pSoldier->bAction = AI_ACTION_WAIT;
//if (PTR_CIVILIAN && pSoldier->bAlertStatus != STATUS_BLACK)
if ( PTR_CIV_OR_MILITIA && !(pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) )
{
pSoldier->usActionData = (UINT16) REALTIME_CIV_AI_DELAY;
}
else if ( CREATURE_OR_BLOODCAT( pSoldier ) && !( pSoldier->bHunting ) )
{
pSoldier->usActionData = (UINT16) REALTIME_CREATURE_AI_DELAY;
}
else
{
pSoldier->usActionData = (UINT16) REALTIME_AI_DELAY;
if ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP )
{
UINT8 ubRoom;
if ( InARoom( pSoldier->sGridNo, &ubRoom ) && IN_BROTHEL( ubRoom ) )
{
pSoldier->usActionData /= 3;
}
}
}
}
else if (pSoldier->bAction == AI_ACTION_ABSOLUTELY_NONE)
{
pSoldier->bAction = AI_ACTION_NONE;
}
}
// to get here, we MUST have an action selected, but not in progress...
NPCDoesAct(pSoldier);
// perform the chosen action
pSoldier->bActionInProgress = ExecuteAction(pSoldier); // if started, mark us as busy
}