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- Deadlock delay adjustable in ja2.ini - Sight Range adjustable in ja2.ini git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@55 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2848 lines
84 KiB
C++
2848 lines
84 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "AI All.h"
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#include "sound control.h"
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#include "Debug Control.h"
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#else
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#include "wcheck.h"
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#include "sgp.h"
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#include "ai.h"
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#include "Isometric Utils.h"
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#include "overhead.h"
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#include "math.h"
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#include "Event Pump.h"
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#include "Overhead Types.h"
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#include "sys globals.h"
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#include "opplist.h"
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#include "animation control.h"
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#include "font control.h"
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#include "interface.h"
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#include "screenids.h"
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#include "worldman.h"
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#include "pathai.h"
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#include "points.h"
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#include "weapons.h"
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#include "items.h"
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#include "Handle Items.h"
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#include "AIInternals.h"
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#include "animation data.h"
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#include "los.h"
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#include "message.h"
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#include "TeamTurns.h"
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#include "NPC.h"
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#include "Dialogue Control.h"
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#include "Soldier Profile.h"
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#include "strategicmap.h"
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#include "Tactical Save.h"
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#include "Soldier Create.h"
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#include "Explosion Control.h"
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#include "Interactive Tiles.h"
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#include "interface dialogue.h"
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#include "Vehicles.h"
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#include "renderworld.h"
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#include "AIList.h"
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#endif
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extern void PauseAITemporarily( void );
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extern void UpdateEnemyUIBar( void );
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extern void DisplayHiddenTurnbased( SOLDIERTYPE * pActingSoldier );
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extern void AdjustNoAPToFinishMove( SOLDIERTYPE *pSoldier, BOOLEAN fSet );
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void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier);
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void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier );
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extern UINT8 gubElementsOnExplosionQueue;
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extern BOOLEAN gfWaitingForTriggerTimer;
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UINT8 gubAICounter;
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//
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// Commented out/ to fix:
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// lots of other stuff, I think
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//
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extern UINT8 gubDeadLockDelay;
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//#define DEADLOCK_DELAY 10000 //Madd - let's see what this does -- orig: 15000
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#define DEADLOCK_DELAY ( gubDeadLockDelay * 1000 )
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// Very representing if this computer is the host, therefore controlling the ai
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extern BYTE gfAmIHost;
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//#define TESTAI
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INT8 GameOption[MAXGAMEOPTIONS] = {0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0};
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#define AI_LIMIT_PER_UPDATE 1
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BOOLEAN gfTurnBasedAI;
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INT8 gbDiff[MAX_DIFF_PARMS][5] =
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{
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// AI DIFFICULTY SETTING
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// WIMPY EASY NORMAL TOUGH ELITE
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{ -20, -10, 0, 10, 20 }, // DIFF_ENEMY_EQUIP_MOD
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{ -10, -5, 0, 5, 10 }, // DIFF_ENEMY_TO_HIT_MOD
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{ -2, -1, 0, 1, 2 }, // DIFF_ENEMY_INTERRUPT_MOD
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{ 50, 65, 80, 90, 95 }, // DIFF_RADIO_RED_ALERT
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{ 4, 6, 8, 10, 13 } // DIFF_MAX_COVER_RANGE
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};
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void EndAIGuysTurn( SOLDIERTYPE *pSoldier );
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void DebugAI( STR szOutput )
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{
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#ifdef DEBUGDECISIONS
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// Send regular debug msg AND AI debug message
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FILE * DebugFile;
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, szOutput );
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if ((DebugFile = fopen( "aidebug.txt", "a+t" )) != NULL)
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{
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fputs( reinterpret_cast<const char *>(szOutput), DebugFile );
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fputs( "\n", DebugFile );
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fclose( DebugFile );
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}
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#endif
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}
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BOOLEAN InitAI( void )
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{
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#ifdef JA2TESTVERSION
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FILE * DebugFile;
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#endif
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#ifdef _DEBUG
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if (gfDisplayCoverValues)
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{
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memset( gsCoverValue, 0x7F, sizeof( INT16 ) * WORLD_MAX );
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}
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#endif
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//If we are not loading a saved game ( if we are, this has already been called )
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if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
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{
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//init the panic system
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InitPanicSystem();
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}
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#ifdef JA2TESTVERSION
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// Clear the AI debug txt file to prevent it from getting huge
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if ((DebugFile = fopen( "aidebug.txt", "w" )) != NULL)
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{
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fputs( "\n", DebugFile );
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fclose( DebugFile );
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}
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#endif
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return( TRUE );
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}
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BOOLEAN AimingGun(SOLDIERTYPE *pSoldier)
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{
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return(FALSE);
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}
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void HandleSoldierAI( SOLDIERTYPE *pSoldier )
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{
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UINT32 uiCurrTime = GetJA2Clock();
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// ATE
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// Bail if we are engaged in a NPC conversation/ and/or sequence ... or we have a pause because
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// we just saw someone... or if there are bombs on the bomb queue
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if ( pSoldier->uiStatusFlags & SOLDIER_ENGAGEDINACTION || gTacticalStatus.fEnemySightingOnTheirTurn || (gubElementsOnExplosionQueue != 0) )
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{
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return;
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}
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if ( gfExplosionQueueActive )
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{
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return;
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}
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if (pSoldier->uiStatusFlags & SOLDIER_PC)
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{
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// if we're in autobandage, or the AI control flag is set and the player has a quote record to perform, or is a boxer,
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// let AI process this merc; otherwise abort
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if ( !(gTacticalStatus.fAutoBandageMode) && !(pSoldier->uiStatusFlags & SOLDIER_PCUNDERAICONTROL && (pSoldier->ubQuoteRecord != 0 || pSoldier->uiStatusFlags & SOLDIER_BOXER) ) )
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{
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// patch...
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if ( pSoldier->fAIFlags & AI_HANDLE_EVERY_FRAME )
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{
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pSoldier->fAIFlags &= ~AI_HANDLE_EVERY_FRAME;
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}
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return;
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}
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}
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/*
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else
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{
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// AI is run on all PCs except the one who is selected
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if (pSoldier->uiStatusFlags & SOLDIER_PC )
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{
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// if this soldier is "selected" then only let user give orders!
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if ((pSoldier->ubID == gusSelectedSoldier) && !(gTacticalStatus.uiFlags & DEMOMODE))
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{
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return;
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}
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}
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}
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*/
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// determine what sort of AI to use
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if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
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{
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gfTurnBasedAI = TRUE;
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}
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else
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{
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gfTurnBasedAI = FALSE;
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}
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// If TURN BASED and NOT NPC's turn, or realtime and not our chance to think, bail...
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if (gfTurnBasedAI)
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{
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if ( (pSoldier->bTeam != OUR_TEAM) && gTacticalStatus.ubCurrentTeam == gbPlayerNum )
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{
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return;
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}
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// why do we let the quote record thing be in here? we're in turnbased the quote record doesn't matter,
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// we can't act out of turn!
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if ( !(pSoldier->uiStatusFlags & SOLDIER_UNDERAICONTROL) )
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//if ( !(pSoldier->uiStatusFlags & SOLDIER_UNDERAICONTROL) && (pSoldier->ubQuoteRecord == 0))
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{
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return;
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}
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if ( pSoldier->bTeam != gTacticalStatus.ubCurrentTeam )
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{
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#ifdef JA2BETAVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"Turning off AI flag for %d because trying to act out of turn", pSoldier->ubID );
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#endif
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pSoldier->uiStatusFlags &= ~SOLDIER_UNDERAICONTROL;
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return;
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}
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if ( pSoldier->bMoved )
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{
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#ifdef TESTAICONTROL
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if (gfTurnBasedAI)
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{
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DebugAI( (STR)String("Ending turn for %d because set to moved", pSoldier->ubID ) );
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}
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#endif
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// this guy doesn't get to act!
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EndAIGuysTurn( pSoldier );
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return;
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}
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}
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else if ( !(pSoldier->fAIFlags & AI_HANDLE_EVERY_FRAME) ) // if set to handle every frame, ignore delay!
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{
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//#ifndef AI_PROFILING
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//Time to handle guys in realtime (either combat or not )
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if ( !TIMECOUNTERDONE( pSoldier->AICounter, pSoldier->uiAIDelay ) )
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{
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// CAMFIELD, LOOK HERE!
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return;
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}
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else
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{
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//Reset counter!
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RESETTIMECOUNTER( pSoldier->AICounter, pSoldier->uiAIDelay );
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "%s waiting %d from %d", pSoldier->name, pSoldier->AICounter, uiCurrTime ) );
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}
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//#endif
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}
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if ( pSoldier->fAIFlags & AI_HANDLE_EVERY_FRAME ) // if set to handle every frame, ignore delay!
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{
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if (pSoldier->ubQuoteActionID != QUOTE_ACTION_ID_TURNTOWARDSPLAYER)
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{
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// turn off flag!
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pSoldier->fAIFlags &= (~AI_HANDLE_EVERY_FRAME);
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}
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}
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// if this NPC is getting hit, abort
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if (pSoldier->fGettingHit)
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{
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return;
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}
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if ( gTacticalStatus.bBoxingState == PRE_BOXING || gTacticalStatus.bBoxingState == BOXING || gTacticalStatus.bBoxingState == WON_ROUND || gTacticalStatus.bBoxingState == LOST_ROUND )
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{
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if ( ! ( pSoldier->uiStatusFlags & SOLDIER_BOXER ) )
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{
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// do nothing!
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#ifdef TESTAICONTROL
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if (gfTurnBasedAI)
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{
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DebugAI( (STR)String("Ending turn for %d because not a boxer", pSoldier->ubID ) );
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}
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#endif
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EndAIGuysTurn( pSoldier );
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return;
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}
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}
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// if this NPC is dying, bail
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if (pSoldier->bLife < OKLIFE || !pSoldier->bActive )
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{
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if ( pSoldier->bActive && pSoldier->fMuzzleFlash )
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{
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EndMuzzleFlash( pSoldier );
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}
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#ifdef TESTAICONTROL
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if (gfTurnBasedAI)
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{
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DebugAI( (STR)String("Ending turn for %d because bad life/inactive", pSoldier->ubID ) );
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}
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#endif
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EndAIGuysTurn( pSoldier );
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return;
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}
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if ( pSoldier->fAIFlags & AI_ASLEEP )
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{
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if ( gfTurnBasedAI && pSoldier->bVisible )
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{
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// turn off sleep flag, guy's got to be able to do stuff in turnbased
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// if he's visible
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pSoldier->fAIFlags &= ~AI_ASLEEP;
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}
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else if ( !(pSoldier->fAIFlags & AI_CHECK_SCHEDULE) )
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{
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// don't do anything!
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#ifdef TESTAICONTROL
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if (gfTurnBasedAI)
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{
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DebugAI( (STR)String("Ending turn for %d because asleep and no scheduled action", pSoldier->ubID ) );
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}
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#endif
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EndAIGuysTurn( pSoldier );
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return;
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}
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}
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if ( pSoldier->bInSector == FALSE && !(pSoldier->fAIFlags & AI_CHECK_SCHEDULE) )
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{
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// don't do anything!
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#ifdef TESTAICONTROL
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if (gfTurnBasedAI)
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{
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DebugAI( (STR)String("Ending turn for %d because out of sector and no scheduled action", pSoldier->ubID ) );
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}
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#endif
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EndAIGuysTurn( pSoldier );
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return;
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}
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if ( ( (pSoldier->uiStatusFlags & SOLDIER_VEHICLE) && !TANK( pSoldier ) ) || AM_A_ROBOT( pSoldier ) )
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{
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// bail out!
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#ifdef TESTAICONTROL
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if (gfTurnBasedAI)
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{
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DebugAI( (STR)String("Ending turn for %d because is vehicle or robot", pSoldier->ubID ) );
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}
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#endif
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EndAIGuysTurn( pSoldier );
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return;
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}
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if (pSoldier->bCollapsed)
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{
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// being handled so turn off muzzle flash
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if ( pSoldier->fMuzzleFlash )
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{
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EndMuzzleFlash( pSoldier );
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}
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#ifdef TESTAICONTROL
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if (gfTurnBasedAI)
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{
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DebugAI( (STR)String("Ending turn for %d because unconscious", pSoldier->ubID ) );
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}
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#endif
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// stunned/collapsed!
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CancelAIAction( pSoldier, FORCE );
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EndAIGuysTurn( pSoldier );
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return;
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}
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// in the unlikely situation (Sgt Krott et al) that we have a quote trigger going on
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// during turnbased, don't do any AI
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if ( pSoldier->ubProfile != NO_PROFILE && (pSoldier->ubProfile == SERGEANT || pSoldier->ubProfile == MIKE || pSoldier->ubProfile == JOE) && (gTacticalStatus.uiFlags & INCOMBAT) && (gfInTalkPanel || gfWaitingForTriggerTimer || !DialogueQueueIsEmpty() ) )
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{
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return;
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}
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// ATE: Did some changes here
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// DON'T rethink if we are determined to get somewhere....
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if ( pSoldier->bNewSituation == IS_NEW_SITUATION )
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{
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BOOLEAN fProcessNewSituation;
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// if this happens during an attack then do nothing... wait for the A.B.C.
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// to be reduced to 0 first -- CJC December 13th
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if ( gTacticalStatus.ubAttackBusyCount > 0 )
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{
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fProcessNewSituation = FALSE;
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// HACK!!
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if ( pSoldier->bAction == AI_ACTION_FIRE_GUN )
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{
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if ( guiNumBullets == 0 )
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{
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// abort attack!
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(">>>>>> Attack busy count lobotomized due to new situation for %d", pSoldier->ubID ) );
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//gTacticalStatus.ubAttackBusyCount = 0;
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fProcessNewSituation = TRUE;
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}
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}
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else if ( pSoldier->bAction == AI_ACTION_TOSS_PROJECTILE )
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{
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if ( guiNumObjectSlots == 0 )
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{
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// abort attack!
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(">>>>>> Attack busy count lobotomized due to new situation for %d", pSoldier->ubID ) );
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gTacticalStatus.ubAttackBusyCount = 0;
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fProcessNewSituation = TRUE;
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}
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}
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}
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else
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{
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fProcessNewSituation = TRUE;
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}
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if ( fProcessNewSituation )
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{
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if ( (pSoldier->uiStatusFlags & SOLDIER_UNDERAICONTROL) && pSoldier->ubQuoteActionID >= QUOTE_ACTION_ID_TRAVERSE_EAST && pSoldier->ubQuoteActionID <= QUOTE_ACTION_ID_TRAVERSE_NORTH && !GridNoOnVisibleWorldTile( pSoldier->sGridNo ) )
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{
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// traversing offmap, ignore new situations
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}
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else if ( pSoldier->ubQuoteRecord == 0 && !gTacticalStatus.fAutoBandageMode )
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{
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// don't force, don't want escorted mercs reacting to new opponents, etc.
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// now we don't have AI controlled escorted mercs though - CJC
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CancelAIAction( pSoldier, FORCE );
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// zap any next action too
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if ( pSoldier->bAction != AI_ACTION_END_COWER_AND_MOVE )
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{
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pSoldier->bNextAction = AI_ACTION_NONE;
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}
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DecideAlertStatus( pSoldier );
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}
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else
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{
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if ( pSoldier->ubQuoteRecord )
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{
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// make sure we're not using combat AI
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pSoldier->bAlertStatus = STATUS_GREEN;
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}
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pSoldier->bNewSituation = WAS_NEW_SITUATION;
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}
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}
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}
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else
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{
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// might have been in 'was' state; no longer so...
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pSoldier->bNewSituation = NOT_NEW_SITUATION;
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}
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#ifdef TESTAI
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DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3,String( ".... HANDLING AI FOR %d",pSoldier->ubID));
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#endif
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/*********
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Start of new overall AI system
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********/
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if (gfTurnBasedAI)
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{
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if ( ( GetJA2Clock() - gTacticalStatus.uiTimeSinceMercAIStart ) > DEADLOCK_DELAY && !gfUIInDeadlock )
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{
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// ATE: Display message that deadlock occured...
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LiveMessage( "Breaking Deadlock" );
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#ifdef JA2TESTVERSION
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// display deadlock message
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gfUIInDeadlock = TRUE;
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gUIDeadlockedSoldier = pSoldier->ubID;
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DebugAI( (STR) String("DEADLOCK soldier %d action %s ABC %d", pSoldier->ubID, gzActionStr[pSoldier->bAction], gTacticalStatus.ubAttackBusyCount ) );
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#else
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// If we are in beta version, also report message!
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#ifdef JA2BETAVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"Aborting AI deadlock for %d. Please sent DEBUG.TXT file and SAVE.", pSoldier->ubID );
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#endif
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// just abort
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EndAIDeadlock();
|
|
if ( !(pSoldier->uiStatusFlags & SOLDIER_UNDERAICONTROL) )
|
|
{
|
|
return;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
if (pSoldier->bAction == AI_ACTION_NONE)
|
|
{
|
|
// being handled so turn off muzzle flash
|
|
if ( pSoldier->fMuzzleFlash )
|
|
{
|
|
EndMuzzleFlash( pSoldier );
|
|
}
|
|
|
|
gubAICounter++;
|
|
// figure out what to do!
|
|
if (gfTurnBasedAI)
|
|
{
|
|
if (pSoldier->fNoAPToFinishMove)
|
|
{
|
|
// well that move must have been cancelled because we're thinking now!
|
|
//pSoldier->fNoAPToFinishMove = FALSE;
|
|
}
|
|
TurnBasedHandleNPCAI( pSoldier );
|
|
}
|
|
else
|
|
{
|
|
RTHandleAI( pSoldier );
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
// an old action was in progress; continue it
|
|
if (pSoldier->bAction >= FIRST_MOVEMENT_ACTION && pSoldier->bAction <= LAST_MOVEMENT_ACTION && !pSoldier->fDelayedMovement)
|
|
{
|
|
if (pSoldier->usPathIndex == pSoldier->usPathDataSize)
|
|
{
|
|
if (pSoldier->sAbsoluteFinalDestination != NOWHERE)
|
|
{
|
|
if ( !ACTING_ON_SCHEDULE( pSoldier ) && SpacesAway( pSoldier->sGridNo, pSoldier->sAbsoluteFinalDestination ) < 4 )
|
|
{
|
|
// This is close enough... reached final destination for NPC system move
|
|
if ( pSoldier->sAbsoluteFinalDestination != pSoldier->sGridNo )
|
|
{
|
|
// update NPC records to replace our final dest with this location
|
|
ReplaceLocationInNPCDataFromProfileID( pSoldier->ubProfile, pSoldier->sAbsoluteFinalDestination, pSoldier->sGridNo );
|
|
}
|
|
pSoldier->sAbsoluteFinalDestination = pSoldier->sGridNo;
|
|
// change action data so that we consider this our final destination below
|
|
pSoldier->usActionData = pSoldier->sGridNo;
|
|
}
|
|
|
|
if ( pSoldier->sAbsoluteFinalDestination == pSoldier->sGridNo )
|
|
{
|
|
pSoldier->sAbsoluteFinalDestination = NOWHERE;
|
|
|
|
if ( !ACTING_ON_SCHEDULE( pSoldier ) && pSoldier->ubQuoteRecord && pSoldier->ubQuoteActionID == QUOTE_ACTION_ID_CHECKFORDEST )
|
|
{
|
|
NPCReachedDestination( pSoldier, FALSE );
|
|
// wait just a little bit so the queue can be processed
|
|
pSoldier->bNextAction = AI_ACTION_WAIT;
|
|
pSoldier->usNextActionData = 500;
|
|
|
|
}
|
|
else if (pSoldier->ubQuoteActionID >= QUOTE_ACTION_ID_TRAVERSE_EAST && pSoldier->ubQuoteActionID <= QUOTE_ACTION_ID_TRAVERSE_NORTH)
|
|
{
|
|
HandleAITacticalTraversal( pSoldier );
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// make sure this guy is handled next frame!
|
|
pSoldier->uiStatusFlags |= AI_HANDLE_EVERY_FRAME;
|
|
}
|
|
}
|
|
// for regular guys still have to check for leaving the map
|
|
else if (pSoldier->ubQuoteActionID >= QUOTE_ACTION_ID_TRAVERSE_EAST && pSoldier->ubQuoteActionID <= QUOTE_ACTION_ID_TRAVERSE_NORTH)
|
|
{
|
|
HandleAITacticalTraversal( pSoldier );
|
|
return;
|
|
}
|
|
|
|
// reached destination
|
|
#ifdef TESTAI
|
|
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_0, String("OPPONENT %d REACHES DEST - ACTION DONE",pSoldier->ubID ) );
|
|
#endif
|
|
|
|
if ( pSoldier->sGridNo == pSoldier->sFinalDestination )
|
|
{
|
|
if ( pSoldier->bAction == AI_ACTION_MOVE_TO_CLIMB )
|
|
{
|
|
// successfully moved to roof!
|
|
|
|
// fake setting action to climb roof and see if we can afford this
|
|
pSoldier->bAction = AI_ACTION_CLIMB_ROOF;
|
|
if (IsActionAffordable(pSoldier))
|
|
{
|
|
// set action to none and next action to climb roof so we do that next
|
|
pSoldier->bAction = AI_ACTION_NONE;
|
|
pSoldier->bNextAction = AI_ACTION_CLIMB_ROOF;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
ActionDone(pSoldier);
|
|
}
|
|
|
|
//*** TRICK- TAKE INTO ACCOUNT PAUSED FOR NO TIME ( FOR NOW )
|
|
if (pSoldier->fNoAPToFinishMove )
|
|
{
|
|
SoldierTriesToContinueAlongPath(pSoldier);
|
|
}
|
|
// ATE: Let's also test if we are in any stationary animation...
|
|
else if ( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_STATIONARY ) )
|
|
{
|
|
// ATE: Put some ( MORE ) refinements on here....
|
|
// If we are trying to open door, or jump fence don't continue until done...
|
|
if ( !pSoldier->fContinueMoveAfterStanceChange && !pSoldier->bEndDoorOpenCode )
|
|
{
|
|
//ATE: just a few more.....
|
|
// If we have ANY pending aninmation that is movement.....
|
|
if ( pSoldier->usPendingAnimation != NO_PENDING_ANIMATION && ( gAnimControl[ pSoldier->usPendingAnimation ].uiFlags & ANIM_MOVING ) )
|
|
{
|
|
// Don't do anything, we're waiting on a pending animation....
|
|
}
|
|
else
|
|
{
|
|
// OK, we have a move to finish...
|
|
#ifdef TESTAI
|
|
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_0, String("GONNA TRY TO CONTINUE PATH FOR %d", pSoldier->ubID ) );
|
|
#endif
|
|
|
|
SoldierTriesToContinueAlongPath(pSoldier);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*********
|
|
End of new overall AI system
|
|
********/
|
|
|
|
}
|
|
|
|
#define NOSCORE 99
|
|
|
|
void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
|
|
{
|
|
UINT8 ubID;
|
|
|
|
if (gfTurnBasedAI)
|
|
{
|
|
if (gTacticalStatus.uiFlags & PLAYER_TEAM_DEAD)
|
|
{
|
|
EndAITurn();
|
|
return;
|
|
}
|
|
|
|
// search for any player merc to say close call quote
|
|
for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubID++ )
|
|
{
|
|
if ( OK_INSECTOR_MERC( MercPtrs[ ubID ] ) )
|
|
{
|
|
if ( MercPtrs[ ubID ]->fCloseCall )
|
|
{
|
|
if ( !gTacticalStatus.fSomeoneHit && MercPtrs[ ubID ]->bNumHitsThisTurn == 0 && !(MercPtrs[ ubID ]->usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL) && Random( 3 ) == 0 )
|
|
{
|
|
// say close call quote!
|
|
TacticalCharacterDialogue( MercPtrs[ ubID ], QUOTE_CLOSE_CALL );
|
|
MercPtrs[ ubID ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL;
|
|
}
|
|
MercPtrs[ ubID ]->fCloseCall = FALSE;
|
|
}
|
|
}
|
|
}
|
|
gTacticalStatus.fSomeoneHit = FALSE;
|
|
|
|
// if civ in civ group and hostile, try to change nearby guys to hostile
|
|
if ( pSoldier->ubCivilianGroup != NON_CIV_GROUP && !pSoldier->bNeutral )
|
|
{
|
|
|
|
if ( !(pSoldier->uiStatusFlags & SOLDIER_BOXER) || !( gTacticalStatus.bBoxingState == PRE_BOXING || gTacticalStatus.bBoxingState == BOXING ) )
|
|
{
|
|
UINT8 ubFirstProfile;
|
|
|
|
ubFirstProfile = CivilianGroupMembersChangeSidesWithinProximity( pSoldier );
|
|
if ( ubFirstProfile != NO_PROFILE )
|
|
{
|
|
TriggerFriendWithHostileQuote( ubFirstProfile );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( gTacticalStatus.uiFlags & SHOW_ALL_ROOFS && ( gTacticalStatus.uiFlags & INCOMBAT ) )
|
|
{
|
|
SetRenderFlags( RENDER_FLAG_FULL );
|
|
gTacticalStatus.uiFlags &= (~SHOW_ALL_ROOFS );
|
|
InvalidateWorldRedundency( );
|
|
}
|
|
|
|
// End this NPC's control, move to next dude
|
|
EndRadioLocator( pSoldier->ubID );
|
|
pSoldier->uiStatusFlags &= ( ~SOLDIER_UNDERAICONTROL );
|
|
pSoldier->fTurnInProgress = FALSE;
|
|
pSoldier->bMoved = TRUE;
|
|
pSoldier->bBypassToGreen = FALSE;
|
|
|
|
#ifdef TESTAICONTROL
|
|
if (!(gTacticalStatus.uiFlags & DEMOMODE))
|
|
DebugAI( (STR)String("Ending control for %d", pSoldier->ubID ) );
|
|
#endif
|
|
|
|
// find the next AI guy
|
|
ubID = RemoveFirstAIListEntry();
|
|
if (ubID != NOBODY)
|
|
{
|
|
StartNPCAI( MercPtrs[ ubID ] );
|
|
return;
|
|
}
|
|
|
|
// We are at the end, return control to next team
|
|
DebugAI( (STR)String("Ending AI turn\n" ) );
|
|
EndAITurn();
|
|
|
|
}
|
|
else
|
|
{
|
|
// realtime
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void EndAIDeadlock(void)
|
|
{
|
|
INT32 cnt;
|
|
SOLDIERTYPE *pSoldier;
|
|
INT8 bFound=FALSE;
|
|
|
|
// ESCAPE ENEMY'S TURN
|
|
|
|
// find enemy with problem and free him up...
|
|
for (cnt=0,pSoldier=Menptr; cnt < MAXMERCS; cnt++,pSoldier++)
|
|
{
|
|
if ( pSoldier->bActive && pSoldier->bInSector )
|
|
{
|
|
if (pSoldier->uiStatusFlags & SOLDIER_UNDERAICONTROL)
|
|
{
|
|
CancelAIAction(pSoldier,FORCE);
|
|
#ifdef TESTAICONTROL
|
|
if (gfTurnBasedAI)
|
|
{
|
|
DebugAI( (STR)String("Ending turn for %d because breaking deadlock", pSoldier->ubID ) );
|
|
}
|
|
#endif
|
|
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Number of bullets in the air is %ld", guiNumBullets ) );
|
|
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Setting attack busy count to 0 from deadlock break" ) );
|
|
gTacticalStatus.ubAttackBusyCount = 0;
|
|
|
|
EndAIGuysTurn(pSoldier);
|
|
bFound = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (!bFound)
|
|
{
|
|
StartPlayerTeamTurn( TRUE, FALSE );
|
|
}
|
|
}
|
|
|
|
|
|
void StartNPCAI(SOLDIERTYPE *pSoldier)
|
|
{
|
|
|
|
BOOLEAN fInValidSoldier = FALSE;
|
|
|
|
// Only the host should do this
|
|
#ifdef NETWORKED
|
|
if(!gfAmIHost)
|
|
return;
|
|
#endif
|
|
//pSoldier->uiStatusFlags |= SOLDIER_UNDERAICONTROL;
|
|
SetSoldierAsUnderAiControl( pSoldier );
|
|
|
|
pSoldier->fTurnInProgress = TRUE;
|
|
|
|
pSoldier->sLastTwoLocations[0] = NOWHERE;
|
|
pSoldier->sLastTwoLocations[1] = NOWHERE;
|
|
|
|
RefreshAI(pSoldier);
|
|
|
|
#ifdef TESTAICONTROL
|
|
if (!(gTacticalStatus.uiFlags & DEMOMODE))
|
|
DebugAI( (STR)String("Giving control to %d", pSoldier->ubID ) );
|
|
#endif
|
|
|
|
gTacticalStatus.uiTimeSinceMercAIStart = GetJA2Clock();
|
|
|
|
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3 , "Clock set" );
|
|
|
|
// important: if "fPausedAnimation" is TRUE, then we have to turn it off else
|
|
// HandleSoldierAI() will not be called!
|
|
|
|
if( pSoldier->uiStatusFlags & SOLDIER_VEHICLE )
|
|
{
|
|
if ( GetNumberInVehicle( pSoldier->bVehicleID ) == 0 )
|
|
{
|
|
fInValidSoldier = TRUE;
|
|
}
|
|
}
|
|
|
|
// Locate to soldier
|
|
// If we are not in an interrupt situation!
|
|
if ( (( gTacticalStatus.uiFlags & TURNBASED ) && ( gTacticalStatus.uiFlags & INCOMBAT )) && gubOutOfTurnPersons == 0 )
|
|
{
|
|
if( ( ( pSoldier->bVisible != -1 && pSoldier->bLife) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) ) && ( fInValidSoldier == FALSE ) )
|
|
{
|
|
// If we are on a roof, set flag for rendering...
|
|
if ( pSoldier->bLevel != 0 && ( gTacticalStatus.uiFlags & INCOMBAT ) )
|
|
{
|
|
gTacticalStatus.uiFlags |= SHOW_ALL_ROOFS;
|
|
SetRenderFlags( RENDER_FLAG_FULL );
|
|
InvalidateWorldRedundency( );
|
|
}
|
|
|
|
|
|
//ATE: Changed to show locator
|
|
|
|
// Skip locator for green friendly militia
|
|
if ( !(pSoldier->bTeam == MILITIA_TEAM && pSoldier->bSide == 0 && pSoldier->bAlertStatus == STATUS_GREEN) )
|
|
{
|
|
LocateSoldier( pSoldier->ubID, SETLOCATORFAST );
|
|
}
|
|
|
|
// try commenting this out altogether
|
|
/*
|
|
// so long as he's not a neutral civ or a militia friendly to the player
|
|
if ( !(pSoldier->bNeutral || (pSoldier->bTeam == MILITIA_TEAM && pSoldier->bSide == 0) ) )
|
|
{
|
|
PauseAITemporarily();
|
|
}
|
|
*/
|
|
}
|
|
|
|
UpdateEnemyUIBar( );
|
|
|
|
}
|
|
|
|
// Remove deadlock message
|
|
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3 , "About to remove deadlock message" );
|
|
EndDeadlockMsg( );
|
|
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3 , "About to decide alert status" );
|
|
DecideAlertStatus( pSoldier );
|
|
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3 , "Alert status decided - startnpcai done" );
|
|
}
|
|
|
|
|
|
|
|
BOOLEAN DestNotSpokenFor(SOLDIERTYPE *pSoldier, INT16 sGridno)
|
|
{
|
|
INT32 cnt;
|
|
SOLDIERTYPE *pOurTeam;
|
|
|
|
cnt = gTacticalStatus.Team[pSoldier->bTeam].bFirstID;
|
|
|
|
// make a list of all of our team's mercs
|
|
for (pOurTeam = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; cnt++,pOurTeam++)
|
|
{
|
|
if ( pOurTeam->bActive )
|
|
{
|
|
if (pOurTeam->sGridNo == sGridno || pOurTeam->usActionData == sGridno)
|
|
return(FALSE);
|
|
}
|
|
}
|
|
|
|
return(TRUE); // dest is free to go to...
|
|
}
|
|
|
|
|
|
INT16 FindAdjacentSpotBeside(SOLDIERTYPE *pSoldier, INT16 sGridno)
|
|
{
|
|
INT32 cnt;
|
|
INT16 mods[4] = {-1,-MAPWIDTH,1,MAPWIDTH};
|
|
INT16 sTempGridno,sCheapestCost=500,sMovementCost,sCheapestDest=NOWHERE;
|
|
|
|
|
|
for (cnt=0; cnt < 4; cnt++)
|
|
{
|
|
sTempGridno = sGridno + mods[cnt];
|
|
if (!OutOfBounds(sGridno,sTempGridno))
|
|
{
|
|
if (NewOKDestination(pSoldier,sTempGridno,PEOPLETOO, pSoldier->bLevel ) && DestNotSpokenFor(pSoldier,sTempGridno))
|
|
{
|
|
sMovementCost = PlotPath(pSoldier,sTempGridno,FALSE,FALSE,FALSE,WALKING,FALSE,FALSE,0);
|
|
if (sMovementCost < sCheapestCost)
|
|
{
|
|
sCheapestCost = sMovementCost;
|
|
sCheapestDest = sTempGridno;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
return(sCheapestDest);
|
|
}
|
|
|
|
UINT8 GetMostThreateningOpponent( SOLDIERTYPE *pSoldier )
|
|
{
|
|
UINT32 uiLoop;
|
|
INT32 iThreatVal,iMinThreat = 30000;
|
|
SOLDIERTYPE *pTargetSoldier;
|
|
UINT8 ubTargetSoldier = NO_SOLDIER;
|
|
|
|
// Loop through all mercs
|
|
|
|
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
|
|
{
|
|
pTargetSoldier = MercSlots[ uiLoop ];
|
|
|
|
if (!pTargetSoldier)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if this soldier is on same team as me, skip him
|
|
if (pTargetSoldier->bTeam == pSoldier->bTeam || pTargetSoldier->bSide == pSoldier->bSide)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if potential opponent is dead, skip him
|
|
if (!pTargetSoldier->bLife)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (pSoldier->bOppList[pTargetSoldier->ubID] != SEEN_CURRENTLY)
|
|
continue;
|
|
|
|
// Special stuff for Carmen the bounty hunter
|
|
if (pSoldier->bAttitude == ATTACKSLAYONLY && pTargetSoldier->ubProfile != 64)
|
|
{
|
|
continue; // next opponent
|
|
}
|
|
|
|
iThreatVal = CalcManThreatValue(pTargetSoldier, pSoldier->sGridNo, TRUE, pSoldier);
|
|
if (iThreatVal < iMinThreat)
|
|
{
|
|
iMinThreat = iThreatVal;
|
|
ubTargetSoldier = pTargetSoldier->ubID;
|
|
}
|
|
|
|
}
|
|
|
|
return( ubTargetSoldier );
|
|
}
|
|
|
|
|
|
|
|
void FreeUpNPCFromPendingAction( SOLDIERTYPE *pSoldier )
|
|
{
|
|
if ( pSoldier )
|
|
{
|
|
if ( pSoldier->bAction == AI_ACTION_PENDING_ACTION
|
|
|| pSoldier->bAction == AI_ACTION_OPEN_OR_CLOSE_DOOR
|
|
|| pSoldier->bAction == AI_ACTION_CREATURE_CALL
|
|
|| pSoldier->bAction == AI_ACTION_YELLOW_ALERT
|
|
|| pSoldier->bAction == AI_ACTION_RED_ALERT
|
|
|| pSoldier->bAction == AI_ACTION_UNLOCK_DOOR
|
|
|| pSoldier->bAction == AI_ACTION_PULL_TRIGGER
|
|
|| pSoldier->bAction == AI_ACTION_LOCK_DOOR )
|
|
{
|
|
if ( pSoldier->ubProfile != NO_PROFILE )
|
|
{
|
|
if ( pSoldier->ubQuoteRecord == NPC_ACTION_KYLE_GETS_MONEY )
|
|
{
|
|
// Kyle after getting money
|
|
pSoldier->ubQuoteRecord = 0;
|
|
TriggerNPCRecord( KYLE, 11 );
|
|
}
|
|
else if (pSoldier->usAnimState == END_OPENSTRUCT)
|
|
{
|
|
TriggerNPCWithGivenApproach( pSoldier->ubProfile, APPROACH_DONE_OPEN_STRUCTURE, TRUE );
|
|
//TriggerNPCWithGivenApproach( pSoldier->ubProfile, APPROACH_DONE_OPEN_STRUCTURE, FALSE );
|
|
}
|
|
else if (pSoldier->usAnimState == PICKUP_ITEM || pSoldier->usAnimState == ADJACENT_GET_ITEM )
|
|
{
|
|
TriggerNPCWithGivenApproach( pSoldier->ubProfile, APPROACH_DONE_GET_ITEM, TRUE );
|
|
}
|
|
}
|
|
ActionDone(pSoldier);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FreeUpNPCFromAttacking(UINT8 ubID)
|
|
{
|
|
SOLDIERTYPE *pSoldier;
|
|
|
|
pSoldier = MercPtrs[ubID];
|
|
ActionDone(pSoldier);
|
|
pSoldier->bNeedToLook = TRUE;
|
|
|
|
/*
|
|
if (pSoldier->bActionInProgress)
|
|
{
|
|
#ifdef TESTAI
|
|
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_0, String( "FreeUpNPCFromAttacking for %d", pSoldier->ubID ) );
|
|
#endif
|
|
if (pSoldier->bAction == AI_ACTION_FIRE_GUN)
|
|
{
|
|
if (pSoldier->bDoBurst)
|
|
{
|
|
if (pSoldier->bBulletsLeft == 0)
|
|
{
|
|
// now find the target and have them say "close call" quote if
|
|
// applicable
|
|
pTarget = SimpleFindSoldier( pSoldier->sTargetGridNo, pSoldier->bTargetLevel );
|
|
if (pTarget && pTarget->bTeam == OUR_TEAM && pTarget->fCloseCall && pTarget->bShock == 0)
|
|
{
|
|
// say close call quote!
|
|
TacticalCharacterDialogue( pTarget, QUOTE_CLOSE_CALL );
|
|
pTarget->fCloseCall = FALSE;
|
|
}
|
|
ActionDone(pSoldier);
|
|
pSoldier->bDoBurst = FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pTarget = SimpleFindSoldier( pSoldier->sTargetGridNo, pSoldier->bTargetLevel );
|
|
if (pTarget && pTarget->bTeam == OUR_TEAM && pTarget->fCloseCall && pTarget->bShock == 0)
|
|
{
|
|
// say close call quote!
|
|
TacticalCharacterDialogue( pTarget, QUOTE_CLOSE_CALL );
|
|
pTarget->fCloseCall = FALSE;
|
|
}
|
|
ActionDone(pSoldier);
|
|
}
|
|
}
|
|
else if ((pSoldier->bAction == AI_ACTION_TOSS_PROJECTILE) || (pSoldier->bAction == AI_ACTION_KNIFE_STAB))
|
|
{
|
|
ActionDone(pSoldier);
|
|
}
|
|
}
|
|
|
|
// DO WE NEED THIS???
|
|
//pSoldier->sTarget = NOWHERE;
|
|
|
|
// make him look in case he turns to face a new direction
|
|
pSoldier->bNeedToLook = TRUE;
|
|
|
|
// This is here to speed up resolution of interrupts that have already been
|
|
// delayed while AttackingPerson was still set (causing ChangeControl to
|
|
// bail). Without it, an interrupt would have to wait until next ani frame!
|
|
//if (SwitchTo > -1)
|
|
// ChangeControl();
|
|
*/
|
|
}
|
|
|
|
void FreeUpNPCFromLoweringGun( SOLDIERTYPE *pSoldier )
|
|
{
|
|
if ( pSoldier && pSoldier->bAction == AI_ACTION_LOWER_GUN )
|
|
{
|
|
ActionDone(pSoldier);
|
|
}
|
|
}
|
|
|
|
void FreeUpNPCFromTurning(SOLDIERTYPE *pSoldier, INT8 bLook)
|
|
{
|
|
|
|
// if NPC is in the process of changing facing, mark him as being done!
|
|
if ((pSoldier->bAction == AI_ACTION_CHANGE_FACING) && pSoldier->bActionInProgress)
|
|
{
|
|
#ifdef TESTAI
|
|
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3,
|
|
String("FREEUPNPCFROMTURNING: our action %d, desdir %d dir %d",pSoldier->bAction,pSoldier->bDesiredDirection,pSoldier->bDirection) );
|
|
#endif
|
|
|
|
|
|
ActionDone(pSoldier);
|
|
|
|
if (bLook)
|
|
{
|
|
//HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO); // no interrupt possible
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
void FreeUpNPCFromStanceChange(SOLDIERTYPE *pSoldier )
|
|
{
|
|
// are we/were we doing something?
|
|
if (pSoldier->bActionInProgress)
|
|
{
|
|
// check and see if we were changing stance
|
|
if (pSoldier->bAction == AI_ACTION_CHANGE_STANCE || pSoldier->bAction == AI_ACTION_COWER || pSoldier->bAction == AI_ACTION_STOP_COWERING)
|
|
{
|
|
// yes we were - are we finished?
|
|
if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == pSoldier->usActionData )
|
|
{
|
|
// yes! Free us up to do other fun things
|
|
ActionDone(pSoldier);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FreeUpNPCFromRoofClimb(SOLDIERTYPE *pSoldier )
|
|
{
|
|
// are we/were we doing something?
|
|
if (pSoldier->bActionInProgress)
|
|
{
|
|
// check and see if we were climbing
|
|
if (pSoldier->bAction == AI_ACTION_CLIMB_ROOF)
|
|
{
|
|
// yes! Free us up to do other fun things
|
|
ActionDone(pSoldier);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActionDone(SOLDIERTYPE *pSoldier)
|
|
{
|
|
// if an action is currently selected
|
|
if (pSoldier->bAction != AI_ACTION_NONE)
|
|
{
|
|
if (pSoldier->uiStatusFlags & SOLDIER_MONSTER)
|
|
{
|
|
#ifdef TESTAI
|
|
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3,
|
|
String("Cancelling actiondone: our action %d, desdir %d dir %d",pSoldier->bAction,pSoldier->bDesiredDirection,pSoldier->bDirection) );
|
|
#endif
|
|
}
|
|
|
|
// If doing an attack, reset attack busy count and # of bullets
|
|
//if ( gTacticalStatus.ubAttackBusyCount )
|
|
//{
|
|
// gTacticalStatus.ubAttackBusyCount = 0;
|
|
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Setting attack busy count to 0 due to Action Done" ) );
|
|
// pSoldier->bBulletsLeft = 0;
|
|
//}
|
|
|
|
// cancel any turning & movement by making current settings desired ones
|
|
pSoldier->sFinalDestination = pSoldier->sGridNo;
|
|
|
|
if ( !pSoldier->fNoAPToFinishMove )
|
|
{
|
|
EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->bDirection );
|
|
AdjustNoAPToFinishMove( pSoldier, FALSE );
|
|
}
|
|
|
|
// cancel current action
|
|
pSoldier->bLastAction = pSoldier->bAction;
|
|
pSoldier->bAction = AI_ACTION_NONE;
|
|
pSoldier->usActionData = NOWHERE;
|
|
pSoldier->bActionInProgress = FALSE;
|
|
pSoldier->fDelayedMovement = FALSE;
|
|
|
|
/*
|
|
if ( pSoldier->bLastAction == AI_ACTION_CHANGE_STANCE || pSoldier->bLastAction == AI_ACTION_COWER || pSoldier->bLastAction == AI_ACTION_STOP_COWERING )
|
|
{
|
|
SoldierGotoStationaryStance( pSoldier );
|
|
}
|
|
*/
|
|
|
|
|
|
// make sure pathStored is not left TRUE by accident.
|
|
// This is possible if we decide on an action that we have no points for
|
|
// (but which set pathStored). The action is retained until next turn,
|
|
// although NewDest isn't called. A newSit. could cancel it before then!
|
|
pSoldier->bPathStored = FALSE;
|
|
}
|
|
}
|
|
|
|
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// O L D D G A I C O D E
|
|
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
// ////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
// GLOBALS:
|
|
|
|
UINT8 SkipCoverCheck = FALSE;
|
|
THREATTYPE Threat[MAXMERCS];
|
|
|
|
|
|
// threat percentage is based on the certainty of opponent knowledge:
|
|
// opplist value: -4 -3 -2 -1 SEEN 1 2 3 4 5
|
|
int ThreatPercent[10] = { 20, 40, 60, 80, 25, 100, 90, 75, 60, 45 };
|
|
|
|
|
|
|
|
void NPCDoesAct(SOLDIERTYPE *pSoldier)
|
|
{
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"NPCDoesAct");
|
|
|
|
// if the action is visible and we're in a hidden turnbased mode, go to turnbased
|
|
if (gTacticalStatus.uiFlags & TURNBASED && !(gTacticalStatus.uiFlags & INCOMBAT) && (pSoldier->bAction == AI_ACTION_FIRE_GUN || pSoldier->bAction == AI_ACTION_TOSS_PROJECTILE || pSoldier->bAction == AI_ACTION_KNIFE_MOVE || pSoldier->bAction == AI_ACTION_KNIFE_STAB || pSoldier->bAction == AI_ACTION_THROW_KNIFE) )
|
|
{
|
|
DisplayHiddenTurnbased( pSoldier );
|
|
}
|
|
|
|
if (gfHiddenInterrupt)
|
|
{
|
|
DisplayHiddenInterrupt( pSoldier );
|
|
}
|
|
//StartInterruptVisually(pSoldier->ubID);
|
|
// *** IAN deleted lots of interrupt related code here to simplify JA2 development
|
|
|
|
// CJC Feb 18 99: make sure that soldier is not in the middle of a turn due to visual crap to make enemies
|
|
// face and point their guns at us
|
|
if ( pSoldier->bDesiredDirection != pSoldier->bDirection )
|
|
{
|
|
pSoldier->bDesiredDirection = pSoldier->bDirection;
|
|
}
|
|
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"NPCDoesAct done");
|
|
}
|
|
|
|
|
|
|
|
void NPCDoesNothing(SOLDIERTYPE *pSoldier)
|
|
{
|
|
// NPC, for whatever reason, did/could not start an action, so end his turn
|
|
//pSoldier->moved = TRUE;
|
|
|
|
#ifdef TESTAICONTROL
|
|
if (gfTurnBasedAI)
|
|
{
|
|
DebugAI( (STR)String("Ending turn for %d because doing no-action", pSoldier->ubID ) );
|
|
}
|
|
#endif
|
|
|
|
EndAIGuysTurn(pSoldier);
|
|
|
|
// *** IAN deleted lots of interrupt related code here to simplify JA2 development
|
|
}
|
|
|
|
|
|
|
|
|
|
void CancelAIAction(SOLDIERTYPE *pSoldier, UINT8 ubForce)
|
|
{
|
|
#ifdef DEBUGDECISIONS
|
|
if (SkipCoverCheck)
|
|
{
|
|
STR tempstr;
|
|
sprintf((CHAR *) tempstr, "CancelAIAction: SkipCoverCheck turned OFF\n",0 );
|
|
DebugAI (tempstr);
|
|
}
|
|
#endif
|
|
|
|
// re-enable cover checking, something is new or something strange happened
|
|
SkipCoverCheck = FALSE;
|
|
|
|
// turn off new situation flag to stop this from repeating all the time!
|
|
if ( pSoldier->bNewSituation == IS_NEW_SITUATION )
|
|
{
|
|
pSoldier->bNewSituation = WAS_NEW_SITUATION;
|
|
}
|
|
|
|
// NPCs getting escorted do NOT react to new situations, unless forced!
|
|
if (pSoldier->bUnderEscort && !ubForce)
|
|
return;
|
|
|
|
// turn off RED/YELLOW status "bypass to Green", to re-check all actions
|
|
pSoldier->bBypassToGreen = FALSE;
|
|
|
|
ActionDone(pSoldier);
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
void ActionTimeoutExceeded(SOLDIERTYPE *pSoldier, UCHAR alreadyFreedUp)
|
|
{
|
|
int cnt;
|
|
UCHAR attackAction = FALSE;
|
|
|
|
|
|
#ifdef BETAVERSION
|
|
if (ConvertedMultiSave)
|
|
{
|
|
// re-start real-time NPC action timer
|
|
EnemyTimedOut = FALSE;
|
|
EnemyTimerCnt = ENEMYWAITTOLERANCE;
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
|
|
// check if it's a problem with a offensive combat action
|
|
if ((pSoldier->bAction == AI_ACTION_FIRE_GUN) ||
|
|
(pSoldier->bAction == AI_ACTION_TOSS_PROJECTILE) ||
|
|
(pSoldier->bAction == AI_ACTION_KNIFE_STAB))
|
|
{
|
|
// THESE ARE LESS SERIOUS, SINCE THEY LIKELY WON'T REPEAT THEMSELVES
|
|
attackAction = TRUE;
|
|
}
|
|
// OTHERS ARE VERY SERIOUS, SINCE THEY ARE LIKELY TO REPEAT THEMSELVES
|
|
|
|
|
|
#ifdef BETAVERSION
|
|
sprintf((CHAR *)tempstr,"ActionInProgress - ERROR: %s's timeout limit exceeded. Action #%d (%d)",
|
|
pSoldier->name,pSoldier->bAction,pSoldier->usActionData);
|
|
|
|
#ifdef RECORDNET
|
|
fprintf(NetDebugFile,"\n%s\n\n",tempstr);
|
|
#endif
|
|
|
|
PopMessage(tempstr);
|
|
SaveGame(ERROR_SAVE);
|
|
#endif
|
|
|
|
#ifdef TESTVERSION
|
|
PopMessage("FULL SOLDIER INFORMATION DUMP COMING UP, BRACE THYSELF!");
|
|
DumpSoldierInfo(pSoldier);
|
|
#endif
|
|
|
|
|
|
// re-start real-time NPC action timer
|
|
EnemyTimedOut = FALSE;
|
|
EnemyTimerCnt = ENEMYWAITTOLERANCE;
|
|
|
|
if (attackAction)
|
|
{
|
|
#ifdef BETAVERSION
|
|
NameMessage(pSoldier,"will now be freed up from attacking...",2000);
|
|
#endif
|
|
|
|
|
|
// free up ONLY players from whom we haven't received an AI_ACTION_DONE yet
|
|
// we can all agree the action is DONE and we can continue...
|
|
// (otherwise they'll be calling FreeUp... twice and get REAL screwed up)
|
|
NetSend.msgType = NET_FREE_UP_ATTACK;
|
|
NetSend.ubID = pSoldier->ubID;
|
|
|
|
for (cnt = 0; cnt < MAXPLAYERS; cnt++)
|
|
{
|
|
if ((cnt != Net.pnum) && Net.player[cnt].playerActive &&
|
|
(Net.player[cnt].actionDone != pSoldier->ubID))
|
|
SendNetData(cnt);
|
|
}
|
|
|
|
if (!alreadyFreedUp)
|
|
FreeUpManFromAttacking(pSoldier->ubID,COMMUNICATE);
|
|
}
|
|
else if (pSoldier->bAction == AI_ACTION_CHANGE_FACING)
|
|
{
|
|
#ifdef BETAVERSION
|
|
NameMessage(pSoldier,"will now be freed up from turning...",2000);
|
|
#endif
|
|
|
|
// force him to face in the right direction (as long as it's legal)
|
|
if ((pSoldier->bDesiredDirection >= 1) && (pSoldier->bDesiredDirection <= 8))
|
|
pSoldier->bDirection = pSoldier->bDesiredDirection;
|
|
else
|
|
pSoldier->bDesiredDirection = pSoldier->bDirection;
|
|
|
|
// free up ONLY players from whom we haven't received an AI_ACTION_DONE yet
|
|
// we can all agree the action is DONE and we can continue...
|
|
// (otherwise they'll be calling FreeUp... twice and get REAL screwed up)
|
|
NetSend.msgType = NET_FREE_UP_TURN;
|
|
NetSend.ubID = pSoldier->ubID;
|
|
NetSend.misc_UCHAR = pSoldier->bDirection;
|
|
NetSend.answer = pSoldier->bDesiredDirection;
|
|
|
|
for (cnt = 0; cnt < MAXPLAYERS; cnt++)
|
|
{
|
|
if ((cnt != Net.pnum) && Net.player[cnt].playerActive &&
|
|
(Net.player[cnt].actionDone != pSoldier->ubID))
|
|
SendNetData(cnt);
|
|
}
|
|
|
|
if (!alreadyFreedUp)
|
|
// this calls FreeUpManFromTurning()
|
|
NowFacingRightWay(pSoldier,COMMUNICATE);
|
|
}
|
|
else
|
|
{
|
|
#ifdef BETAVERSION
|
|
NameMessage(pSoldier,"is having the remainder of his turn canceled...",1000);
|
|
#endif
|
|
|
|
// cancel the remainder of the offender's turn as a penalty!
|
|
pSoldier->bActionPoints = 0;
|
|
NPCDoesNothing(pSoldier);
|
|
}
|
|
|
|
|
|
// cancel whatever the current action is, force this even for escorted NPCs
|
|
CancelAIAction(pSoldier,FORCE);
|
|
|
|
|
|
// reset the timeout counter for next time
|
|
pSoldier->bActionTimeout = 0;
|
|
}
|
|
*/
|
|
|
|
|
|
|
|
|
|
INT16 ActionInProgress(SOLDIERTYPE *pSoldier)
|
|
{
|
|
// if NPC has a desired destination, but isn't currently going there
|
|
if ((pSoldier->sFinalDestination != NOWHERE) && (pSoldier->sDestination != pSoldier->sFinalDestination))
|
|
{
|
|
// return success (TRUE) if we successfully resume the movement
|
|
return(TryToResumeMovement(pSoldier,pSoldier->sFinalDestination));
|
|
}
|
|
|
|
|
|
// this here should never happen, but it seems to (turns sometimes hang!)
|
|
if ((pSoldier->bAction == AI_ACTION_CHANGE_FACING) && (pSoldier->bDesiredDirection != pSoldier->usActionData))
|
|
{
|
|
#ifdef TESTVERSION
|
|
PopMessage("ActionInProgress: WARNING - CONTINUING FACING CHANGE...");
|
|
#endif
|
|
|
|
// don't try to pay any more APs for this, it was paid for once already!
|
|
pSoldier->bDesiredDirection = (INT8) pSoldier->usActionData; // turn to face direction in actionData
|
|
return(TRUE);
|
|
}
|
|
|
|
|
|
// needs more time to complete action
|
|
return(TRUE);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
void RestoreMarkedMines()
|
|
{
|
|
int gridno;
|
|
|
|
// all tiles marked with the special NPC mine cost value must be restored
|
|
for (gridno = 0; gridno < GRIDSIZE; gridno++)
|
|
{
|
|
if (GridCost[gridno] == NPCMINECOST)
|
|
{
|
|
GridCost[gridno] = BackupGridCost[gridno];
|
|
|
|
#ifdef TESTMINEMARKING
|
|
fprintf(NetDebugFile,"\tRestoring marked mine at gridno %d back to gridCost %d\n",gridno,BackupGridCost[gridno]);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
MarkedNPCMines = FALSE;
|
|
}
|
|
|
|
|
|
|
|
void MarkDetectableMines(SOLDIERTYPE *pSoldier)
|
|
{
|
|
int gridno,detectLevel;
|
|
GRIDINFO *gpSoldier;
|
|
|
|
|
|
// this should happen, means we missed a clean-up cycle last time!
|
|
if (MarkedNPCMines)
|
|
{
|
|
#ifdef BETAVERSION
|
|
sprintf((CHAR *)tempstr,"MarkDetectableMines: ERROR - mines still marked! Guynum %d",pSoldier->ubID);
|
|
|
|
#ifdef RECORDNET
|
|
fprintf(NetDebugFile,"\n\t%s\n\n",tempstr);
|
|
#endif
|
|
|
|
PopMessage(tempstr);
|
|
#endif
|
|
|
|
RestoreMarkedMines();
|
|
}
|
|
|
|
|
|
// make a backup of the current gridcosts
|
|
memcpy(BackupGridCost,GridCost,sizeof(GridCost));
|
|
|
|
// calculate what "level" of mines we are able to detect
|
|
detectLevel = CalcMineDetectLevel(pSoldier);
|
|
|
|
|
|
// check every tile, looking for BURIED mines only
|
|
for (gridno = 0,gpSoldier = &Grid[0]; gridno < GRIDSIZE; gridno++,gpSoldier++)
|
|
{
|
|
// if there's a valid object there, and it is still "buried"
|
|
if ((gpSoldier->object < 255) &&
|
|
(ObjList[gpSoldier->object].visible == BURIED) &&
|
|
(ObjList[gpSoldier->object].item == MINE))
|
|
{
|
|
// are we bright enough to detect it (should we get there) ?
|
|
if (detectLevel >= ObjList[gpSoldier->object].trap)
|
|
{
|
|
// bingo! Mark it as "unpassable" for the purposes of the path AI
|
|
GridCost[gridno] = NPCMINECOST;
|
|
MarkedNPCMines = TRUE;
|
|
|
|
#ifdef TESTMINEMARKING
|
|
fprintf(NetDebugFile,"\tNPC %d, dtctLvl %d, marking mine at gridno %d, gridCost was %d\n",pSoldier->ubID,detectLevel,gridno,BackupGridCost[gridno]);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier)
|
|
{
|
|
|
|
|
|
/*
|
|
if (Status.gamePaused)
|
|
{
|
|
#ifdef DEBUGBUSY
|
|
DebugAI("HandleManAI - Skipping %d, the game is paused\n",pSoldier->ubID);
|
|
#endif
|
|
|
|
return;
|
|
}
|
|
//
|
|
|
|
// If man is inactive/at base/dead/unconscious
|
|
if (!pSoldier->bActive || !pSoldier->bInSector || (pSoldier->bLife < OKLIFE))
|
|
{
|
|
#ifdef DEBUGDECISIONS
|
|
AINumMessage("HandleManAI - Unavailable man, skipping guy#",pSoldier->ubID);
|
|
#endif
|
|
|
|
NPCDoesNothing(pSoldier);
|
|
return;
|
|
}
|
|
|
|
if (PTR_CIVILIAN && pSoldier->service &&
|
|
(pSoldier->bNeutral || MedicsMissionIsEscort(pSoldier)))
|
|
{
|
|
#ifdef DEBUGDECISIONS
|
|
AINumMessage("HandleManAI - Civilian is being serviced, skipping guy#",pSoldier->ubID);
|
|
#endif
|
|
|
|
NPCDoesNothing(pSoldier);
|
|
return;
|
|
}
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
anim = pSoldier->anitype[pSoldier->anim];
|
|
|
|
// If man is down on the ground
|
|
if (anim < BREATHING)
|
|
{
|
|
// if he lacks the breath, or APs to get up this turn (life checked above)
|
|
// OR... (new June 13/96 Ian) he's getting first aid...
|
|
if ((pSoldier->bBreath < OKBREATH) || (pSoldier->bActionPoints < (AP_GET_UP + AP_ROLL_OVER))
|
|
|| pSoldier->service)
|
|
{
|
|
#ifdef RECORDNET
|
|
fprintf(NetDebugFile,"\tAI: %d can't get up (breath %d, AP %d), ending his turn\n",
|
|
pSoldier->ubID,pSoldier->bBreath,pSoldier->bActionPoints);
|
|
#endif
|
|
#ifdef DEBUGDECISIONS
|
|
AINumMessage("HandleManAI - CAN'T GET UP, skipping guy #",pSoldier->ubID);
|
|
#endif
|
|
|
|
NPCDoesNothing(pSoldier);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// wait until he gets up first, only then worry about deciding his AI
|
|
|
|
#ifdef RECORDNET
|
|
fprintf(NetDebugFile,"\tAI: waiting for %d to GET UP (breath %d, AP %d)\n",
|
|
pSoldier->ubID,pSoldier->bBreath,pSoldier->bActionPoints);
|
|
#endif
|
|
|
|
#ifdef DEBUGBUSY
|
|
AINumMessage("HandleManAI - About to get up, skipping guy#",pSoldier->ubID);
|
|
#endif
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
// if NPC's has been forced to stop by an opponent's interrupt or similar
|
|
if (pSoldier->forcedToStop)
|
|
{
|
|
#ifdef DEBUGBUSY
|
|
AINumMessage("HandleManAI - Forced to stop, skipping guy #",pSoldier->ubID);
|
|
#endif
|
|
|
|
return;
|
|
}
|
|
|
|
// if we are still in the midst in an uninterruptable animation
|
|
if (!AnimControl[anim].interruptable)
|
|
{
|
|
#ifdef DEBUGBUSY
|
|
AINumMessage("HandleManAI - uninterruptable animation, skipping guy #",pSoldier->ubID);
|
|
#endif
|
|
|
|
return; // wait a while, let the animation finish first
|
|
}
|
|
|
|
*/
|
|
|
|
// yikes, this shouldn't occur! we should be trying to finish our move!
|
|
// pSoldier->fNoAPToFinishMove = FALSE;
|
|
|
|
// unless in mid-move, get an up-to-date alert status for this guy
|
|
if (pSoldier->bStopped)
|
|
{
|
|
// if active team is waiting for oppChanceToDecide, that means we have NOT
|
|
// had a chance to go through NewSelectedNPC(), so do the refresh here
|
|
/*
|
|
???
|
|
if (gTacticalStatus.team[Net.turnActive].allowOppChanceToDecide)
|
|
{
|
|
// if mines are still marked (this could happen if we also control the
|
|
// active team that's potentially BEING interrupted), unmark them
|
|
//RestoreMarkedMines();
|
|
|
|
RefreshAI(pSoldier);
|
|
}
|
|
else
|
|
{
|
|
DecideAlertStatus(pSoldier);
|
|
}
|
|
*/
|
|
}
|
|
|
|
/*
|
|
// move this clause outside of the function...
|
|
if (pSoldier->bNewSituation)
|
|
// don't force, don't want escorted mercs reacting to new opponents, etc.
|
|
CancelAIAction(pSoldier,DONTFORCE);
|
|
|
|
*/
|
|
|
|
|
|
/*
|
|
if (!pSoldier->stopped)
|
|
{
|
|
#ifdef DEBUGBUSY
|
|
AINumMessage("HandleManAI - Moving, skipping guy#",pSoldier->ubID);
|
|
#endif
|
|
|
|
return;
|
|
}
|
|
*/
|
|
|
|
|
|
|
|
if ((pSoldier->bAction != AI_ACTION_NONE) && pSoldier->bActionInProgress)
|
|
{
|
|
/*
|
|
if (pSoldier->bAction == AI_ACTION_RANDOM_PATROL)
|
|
{
|
|
if (pSoldier->usPathIndex == pSoldier->usPathDataSize)
|
|
//if (pSoldier->usActionData == pSoldier->sGridNo )
|
|
//(IC?) if (pSoldier->bAction == AI_ACTION_RANDOM_PATROL && ( pSoldier->usPathIndex == pSoldier->usPathDataSize ) )
|
|
//(old?) if (pSoldier->bAction == AI_ACTION_RANDOM_PATROL && ( pSoldier->usActionData == pSoldier->sGridNo ) )
|
|
{
|
|
#ifdef TESTAI
|
|
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_0, String("OPPONENT %d REACHES DEST - ACTION DONE",pSoldier->ubID ) );
|
|
#endif
|
|
ActionDone(pSoldier);
|
|
}
|
|
|
|
//*** TRICK- TAKE INTO ACCOUNT PAUSED FOR NO TIME ( FOR NOW )
|
|
if (pSoldier->fNoAPToFinishMove)
|
|
//if (pSoldier->bAction == AI_ACTION_RANDOM_PATROL && pSoldier->fNoAPToFinishMove)
|
|
{
|
|
// OK, we have a move to finish...
|
|
|
|
#ifdef TESTAI
|
|
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_0, String("GONNA TRY TO CONTINUE PATH FOR %d", pSoldier->ubID ) );
|
|
#endif
|
|
|
|
SoldierTriesToContinueAlongPath(pSoldier);
|
|
|
|
// since we just gave up on our action due to running out of points, better end our turn
|
|
//EndAIGuysTurn(pSoldier);
|
|
}
|
|
}
|
|
*/
|
|
|
|
// if action should remain in progress
|
|
if (ActionInProgress(pSoldier))
|
|
{
|
|
#ifdef DEBUGBUSY
|
|
AINumMessage("Busy with action, skipping guy#",pSoldier->ubID);
|
|
#endif
|
|
|
|
// let it continue
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef DEBUGDECISIONS
|
|
STR tempstr;
|
|
sprintf((CHAR *) tempstr, "HandleManAI - DECIDING for guynum %d(%s) at gridno %d, APs %d\n",
|
|
pSoldier->ubID,pSoldier->name,pSoldier->sGridNo,pSoldier->bActionPoints );
|
|
DebugAI ( tempstr );
|
|
#endif
|
|
|
|
|
|
// if man has nothing to do
|
|
if (pSoldier->bAction == AI_ACTION_NONE)
|
|
{
|
|
// make sure this flag is turned off (it already should be!)
|
|
pSoldier->bActionInProgress = FALSE;
|
|
|
|
// 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
|
|
if (pSoldier->bNextAction != AI_ACTION_NONE)
|
|
{
|
|
// do the next thing we have to do...
|
|
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
|
|
{
|
|
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))
|
|
{
|
|
if (CREATURE_OR_BLOODCAT( pSoldier ))
|
|
{
|
|
pSoldier->bAction = CreatureDecideAction( pSoldier );
|
|
}
|
|
else if (pSoldier->ubBodyType == CROW)
|
|
{
|
|
pSoldier->bAction = CrowDecideAction( pSoldier );
|
|
}
|
|
else
|
|
{
|
|
pSoldier->bAction = DecideAction(pSoldier);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pSoldier->bAction == AI_ACTION_ABSOLUTELY_NONE)
|
|
{
|
|
pSoldier->bAction = AI_ACTION_NONE;
|
|
}
|
|
|
|
// 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
|
|
|
|
DebugMsg (TOPIC_JA2AI,DBG_LEVEL_3,"NPC has no action assigned");
|
|
NPCDoesNothing(pSoldier); // sets pSoldier->moved to TRUE
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
// if we somehow just caused an uninterruptable animation to occur
|
|
// This is mainly to finish a weapon_AWAY anim that preceeds a TOSS attack
|
|
if (!AnimControl[ pSoldier->anitype[pSoldier->anim] ].interruptable)
|
|
{
|
|
#ifdef DEBUGBUSY
|
|
DebugAI( String( "Uninterruptable animation %d, skipping guy %d",pSoldier->anitype[pSoldier->anim],pSoldier->ubID ) );
|
|
#endif
|
|
|
|
return; // wait a while, let the animation finish first
|
|
}
|
|
*/
|
|
|
|
// to get here, we MUST have an action selected, but not in progress...
|
|
|
|
// see if we can afford to do this action
|
|
if (IsActionAffordable(pSoldier))
|
|
{
|
|
NPCDoesAct(pSoldier);
|
|
|
|
// perform the chosen action
|
|
pSoldier->bActionInProgress = ExecuteAction(pSoldier); // if started, mark us as busy
|
|
|
|
if ( !pSoldier->bActionInProgress && pSoldier->sAbsoluteFinalDestination != NOWHERE )
|
|
{
|
|
// turn based... abort this guy's turn
|
|
EndAIGuysTurn( pSoldier );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#ifdef DEBUGDECISIONS
|
|
AINumMessage("HandleManAI - Not enough APs, skipping guy#",pSoldier->ubID);
|
|
#endif
|
|
HaltMoveForSoldierOutOfPoints( pSoldier);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void RefreshAI(SOLDIERTYPE *pSoldier)
|
|
{
|
|
// produce our own private "mine map" so we can avoid the ones we can detect
|
|
// MarkDetectableMines(pSoldier);
|
|
|
|
// whether last attack hit or not doesn't matter once control has been lost
|
|
pSoldier->bLastAttackHit = FALSE;
|
|
|
|
// get an up-to-date alert status for this guy
|
|
DecideAlertStatus(pSoldier);
|
|
|
|
if (pSoldier->bAlertStatus == STATUS_YELLOW)
|
|
SkipCoverCheck = FALSE;
|
|
|
|
// if he's in battle or knows opponents are here
|
|
if (gfTurnBasedAI)
|
|
{
|
|
if ((pSoldier->bAlertStatus == STATUS_BLACK) || (pSoldier->bAlertStatus == STATUS_RED))
|
|
{
|
|
// always freshly rethink things at start of his turn
|
|
pSoldier->bNewSituation = IS_NEW_SITUATION;
|
|
}
|
|
else
|
|
{
|
|
// make sure any paths stored during out last AI decision but not reacted
|
|
// to (probably due to lack of APs) get re-tested by the ExecuteAction()
|
|
// function in AI, since the ->sDestination may no longer be legal now!
|
|
pSoldier->bPathStored = FALSE;
|
|
|
|
// if not currently engaged, or even alerted
|
|
// take a quick look around to see if any friends seem to be in trouble
|
|
ManChecksOnFriends(pSoldier);
|
|
|
|
// allow stationary GREEN Civilians to turn again at least 1/turn!
|
|
}
|
|
pSoldier->bLastAction = AI_ACTION_NONE;
|
|
|
|
}
|
|
}
|
|
|
|
|
|
void AIDecideRadioAnimation( SOLDIERTYPE *pSoldier )
|
|
{
|
|
if ( pSoldier->ubBodyType != REGMALE && pSoldier->ubBodyType != BIGMALE )
|
|
{
|
|
// no animation available
|
|
ActionDone( pSoldier );
|
|
return;
|
|
}
|
|
|
|
if ( PTR_CIVILIAN && pSoldier->ubCivilianGroup != KINGPIN_CIV_GROUP )
|
|
{
|
|
// don't play anim
|
|
ActionDone( pSoldier );
|
|
return;
|
|
}
|
|
|
|
switch( gAnimControl[ pSoldier->usAnimState ].ubEndHeight )
|
|
{
|
|
case ANIM_STAND:
|
|
|
|
EVENT_InitNewSoldierAnim( pSoldier, AI_RADIO, 0 , FALSE );
|
|
break;
|
|
|
|
case ANIM_CROUCH:
|
|
|
|
EVENT_InitNewSoldierAnim( pSoldier, AI_CR_RADIO, 0 , FALSE );
|
|
break;
|
|
|
|
case ANIM_PRONE:
|
|
|
|
ActionDone( pSoldier );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
|
|
{
|
|
INT32 iRetCode;
|
|
//NumMessage("ExecuteAction - Guy#",pSoldier->ubID);
|
|
|
|
// in most cases, merc will change location, or may cause damage to opponents,
|
|
// so a new cover check will be necessary. Exceptions handled individually.
|
|
SkipCoverCheck = FALSE;
|
|
|
|
// reset this field, too
|
|
pSoldier->bLastAttackHit = FALSE;
|
|
|
|
#ifdef TESTAICONTROL
|
|
if (gfTurnBasedAI || gTacticalStatus.fAutoBandageMode)
|
|
{
|
|
DebugAI( (STR)String( "%d does %s (a.d. %d) in %d with %d APs left", pSoldier->ubID, gzActionStr[pSoldier->bAction], pSoldier->usActionData, pSoldier->sGridNo, pSoldier->bActionPoints ) );
|
|
}
|
|
#endif
|
|
|
|
DebugAI( (STR)String( "%d does %s (a.d. %d) at time %ld", pSoldier->ubID, gzActionStr[pSoldier->bAction], pSoldier->usActionData, GetJA2Clock() ) );
|
|
|
|
switch (pSoldier->bAction)
|
|
{
|
|
case AI_ACTION_NONE: // maintain current position & facing
|
|
// do nothing
|
|
break;
|
|
|
|
case AI_ACTION_WAIT: // hold AI_ACTION_NONE for a specified time
|
|
if (gfTurnBasedAI)
|
|
{
|
|
// probably an action set as a next-action in the realtime prior to combat
|
|
// do nothing
|
|
}
|
|
else
|
|
{
|
|
RESETTIMECOUNTER( pSoldier->AICounter, pSoldier->usActionData );
|
|
if (pSoldier->ubProfile != NO_PROFILE)
|
|
{
|
|
//DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "%s waiting %d from %d", pSoldier->name, pSoldier->AICounter, GetJA2Clock() ) );
|
|
}
|
|
}
|
|
ActionDone( pSoldier );
|
|
break;
|
|
|
|
case AI_ACTION_CHANGE_FACING: // turn this way & that to look
|
|
// as long as we don't see anyone new, cover won't have changed
|
|
// if we see someone new, it will cause a new situation & remove this
|
|
SkipCoverCheck = TRUE;
|
|
|
|
#ifdef DEBUGDECISIONS
|
|
STR tempstr;
|
|
sprintf((CHAR *) tempstr, "ExecuteAction: SkipCoverCheck ON\n" );
|
|
DebugAI (tempstr);
|
|
#endif
|
|
|
|
// pSoldier->bDesiredDirection = (UINT8) ; // turn to face direction in actionData
|
|
SendSoldierSetDesiredDirectionEvent( pSoldier, pSoldier->usActionData );
|
|
// now we'll have to wait for the turning to finish; no need to call TurnSoldier here
|
|
//TurnSoldier( pSoldier );
|
|
/*
|
|
if (!StartTurn(pSoldier,pSoldier->usActionData,FASTTURN))
|
|
{
|
|
#ifdef BETAVERSION
|
|
sprintf((CHAR *)tempstr,"ERROR: %s tried TURN to direction %d, StartTurn failed, action %d CANCELED",
|
|
pSoldier->name,pSoldier->usActionData,pSoldier->bAction);
|
|
PopMessage(tempstr);
|
|
#endif
|
|
|
|
// ZAP NPC's remaining action points so this isn't likely to repeat
|
|
pSoldier->bActionPoints = 0;
|
|
|
|
CancelAIAction(pSoldier,FORCE);
|
|
return(FALSE); // nothing is in progress
|
|
}
|
|
else
|
|
{
|
|
#ifdef RECORDNET
|
|
fprintf(NetDebugFile,"\tAI decides to turn guynum %d to dir %d\n",pSoldier->ubID,pSoldier->usActionData);
|
|
#endif
|
|
NetLookTowardsDir(pSoldier,pSoldier->usActionData);
|
|
}
|
|
*/
|
|
break;
|
|
|
|
case AI_ACTION_PICKUP_ITEM: // grab something!
|
|
SoldierPickupItem( pSoldier, pSoldier->uiPendingActionData1, pSoldier->usActionData, 0 );
|
|
break;
|
|
|
|
case AI_ACTION_DROP_ITEM: // drop item in hand
|
|
SoldierDropItem( pSoldier, &(pSoldier->inv[HANDPOS]) );
|
|
DeleteObj( &(pSoldier->inv[HANDPOS]) );
|
|
pSoldier->bAction = AI_ACTION_PENDING_ACTION;
|
|
break;
|
|
|
|
//case AI_ACTION_MOVE_TO_CLIMB:
|
|
// if ( pSoldier->usActionData == pSoldier->sGridNo )
|
|
// {
|
|
// // change action to climb now and try that.
|
|
// pSoldier->bAction = AI_ACTION_CLIMB_ROOF;
|
|
// if (IsActionAffordable(pSoldier))
|
|
// {
|
|
// return( ExecuteAction( pSoldier ) );
|
|
// }
|
|
// else
|
|
// {
|
|
// // no action started
|
|
// return( FALSE );
|
|
// }
|
|
// }
|
|
|
|
// fall through
|
|
case AI_ACTION_RANDOM_PATROL: // move towards a particular location
|
|
case AI_ACTION_SEEK_FRIEND: // move towards friend in trouble
|
|
case AI_ACTION_SEEK_OPPONENT: // move towards a reported opponent
|
|
case AI_ACTION_TAKE_COVER: // run for nearest cover from threat
|
|
case AI_ACTION_GET_CLOSER: // move closer to a strategic location
|
|
|
|
case AI_ACTION_POINT_PATROL: // move towards next patrol point
|
|
case AI_ACTION_LEAVE_WATER_GAS: // seek nearest spot of ungassed land
|
|
case AI_ACTION_SEEK_NOISE: // seek most important noise heard
|
|
case AI_ACTION_RUN_AWAY: // run away from nearby opponent(s)
|
|
|
|
case AI_ACTION_APPROACH_MERC: // walk up to someone to talk
|
|
case AI_ACTION_TRACK: // track by ground scent
|
|
case AI_ACTION_EAT: // monster approaching corpse
|
|
case AI_ACTION_SCHEDULE_MOVE:
|
|
case AI_ACTION_WALK:
|
|
case AI_ACTION_WITHDRAW:
|
|
case AI_ACTION_FLANK_LEFT:
|
|
case AI_ACTION_FLANK_RIGHT:
|
|
case AI_ACTION_RUN:
|
|
case AI_ACTION_MOVE_TO_CLIMB:
|
|
if ( pSoldier->bAction == AI_ACTION_MOVE_TO_CLIMB )
|
|
{
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Executing: AI_ACTION_MOVE_TO_CLIMB");
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("Soldier GridNo = %d, action data = %d ", pSoldier->sGridNo , pSoldier->usActionData));
|
|
}
|
|
|
|
if ( gfTurnBasedAI && pSoldier->bAlertStatus < STATUS_BLACK )
|
|
{
|
|
if ( pSoldier->sLastTwoLocations[0] == NOWHERE )
|
|
{
|
|
pSoldier->sLastTwoLocations[0] = pSoldier->sGridNo;
|
|
}
|
|
else if ( pSoldier->sLastTwoLocations[1] == NOWHERE )
|
|
{
|
|
pSoldier->sLastTwoLocations[1] = pSoldier->sGridNo;
|
|
}
|
|
// check for loop
|
|
else if ( pSoldier->usActionData == pSoldier->sLastTwoLocations[1] && pSoldier->sGridNo == pSoldier->sLastTwoLocations[0] )
|
|
{
|
|
DebugAI( (STR)String( "%d in movement loop, aborting turn", pSoldier->ubID ) );
|
|
|
|
// loop found!
|
|
ActionDone( pSoldier );
|
|
EndAIGuysTurn( pSoldier );
|
|
}
|
|
else
|
|
{
|
|
pSoldier->sLastTwoLocations[0] = pSoldier->sLastTwoLocations[1];
|
|
pSoldier->sLastTwoLocations[1] = pSoldier->sGridNo;
|
|
}
|
|
}
|
|
|
|
// Randomly do growl...
|
|
if ( pSoldier->ubBodyType == BLOODCAT )
|
|
{
|
|
if ( ( gTacticalStatus.uiFlags & INCOMBAT ) )
|
|
{
|
|
if ( Random( 2 ) == 0 )
|
|
{
|
|
PlaySoldierJA2Sample( pSoldier->ubID, ( BLOODCAT_GROWL_1 + Random( 4 ) ), RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE );
|
|
}
|
|
}
|
|
}
|
|
|
|
// on YELLOW/GREEN status, NPCs keep the actions from turn to turn
|
|
// (newSituation is intentionally NOT set in NewSelectedNPC()), so the
|
|
// possibility exists that NOW the actionData is no longer a valid
|
|
// NPC ->sDestination (path got blocked, someone is now standing at that
|
|
// gridno, etc.) So we gotta check again that the ->sDestination's legal!
|
|
|
|
// optimization - Ian (if up-to-date path is known, do not check again)
|
|
if (!pSoldier->bPathStored)
|
|
{
|
|
if ( (pSoldier->sAbsoluteFinalDestination != NOWHERE || gTacticalStatus.fAutoBandageMode) && !(gTacticalStatus.uiFlags & INCOMBAT) )
|
|
{
|
|
// NPC system move, allow path through
|
|
if (LegalNPCDestination(pSoldier,pSoldier->usActionData,ENSURE_PATH,WATEROK, PATH_THROUGH_PEOPLE ))
|
|
{
|
|
// optimization - Ian: prevent another path call in SetNewCourse()
|
|
pSoldier->bPathStored = TRUE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (LegalNPCDestination(pSoldier,pSoldier->usActionData,ENSURE_PATH,WATEROK, 0))
|
|
{
|
|
// optimization - Ian: prevent another path call in SetNewCourse()
|
|
pSoldier->bPathStored = TRUE;
|
|
}
|
|
}
|
|
|
|
// if we STILL don't have a path
|
|
if ( !pSoldier->bPathStored )
|
|
{
|
|
// Check if we were told to move by NPC stuff
|
|
if ( pSoldier->sAbsoluteFinalDestination != NOWHERE && !(gTacticalStatus.uiFlags & INCOMBAT) )
|
|
{
|
|
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"AI %s failed to get path for dialogue-related move!", pSoldier->name );
|
|
|
|
// Are we close enough?
|
|
if ( !ACTING_ON_SCHEDULE( pSoldier ) && SpacesAway( pSoldier->sGridNo, pSoldier->sAbsoluteFinalDestination ) < 4 )
|
|
{
|
|
// This is close enough...
|
|
ReplaceLocationInNPCDataFromProfileID( pSoldier->ubProfile, pSoldier->sAbsoluteFinalDestination, pSoldier->sGridNo );
|
|
NPCGotoGridNo( pSoldier->ubProfile, pSoldier->sGridNo, (UINT8) (pSoldier->ubQuoteRecord - 1) );
|
|
}
|
|
else
|
|
{
|
|
// This is important, so try taking a path through people (and bumping them aside)
|
|
if (LegalNPCDestination(pSoldier,pSoldier->usActionData,ENSURE_PATH,WATEROK, PATH_THROUGH_PEOPLE))
|
|
{
|
|
// optimization - Ian: prevent another path call in SetNewCourse()
|
|
pSoldier->bPathStored = TRUE;
|
|
}
|
|
else
|
|
{
|
|
// Have buddy wait a while...
|
|
pSoldier->bNextAction = AI_ACTION_WAIT;
|
|
pSoldier->usNextActionData = (UINT16)REALTIME_AI_DELAY;
|
|
}
|
|
}
|
|
|
|
if (!pSoldier->bPathStored)
|
|
{
|
|
CancelAIAction(pSoldier,FORCE);
|
|
return(FALSE); // nothing is in progress
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CancelAIAction(pSoldier,FORCE);
|
|
return(FALSE); // nothing is in progress
|
|
}
|
|
}
|
|
}
|
|
|
|
// add on anything necessary to traverse off map edge
|
|
switch( pSoldier->ubQuoteActionID )
|
|
{
|
|
case QUOTE_ACTION_ID_TRAVERSE_EAST:
|
|
pSoldier->sOffWorldGridNo = pSoldier->usActionData;
|
|
AdjustSoldierPathToGoOffEdge( pSoldier, pSoldier->usActionData, EAST );
|
|
break;
|
|
case QUOTE_ACTION_ID_TRAVERSE_SOUTH:
|
|
pSoldier->sOffWorldGridNo = pSoldier->usActionData;
|
|
AdjustSoldierPathToGoOffEdge( pSoldier, pSoldier->usActionData, SOUTH );
|
|
break;
|
|
case QUOTE_ACTION_ID_TRAVERSE_WEST:
|
|
pSoldier->sOffWorldGridNo = pSoldier->usActionData;
|
|
AdjustSoldierPathToGoOffEdge( pSoldier, pSoldier->usActionData, WEST );
|
|
break;
|
|
case QUOTE_ACTION_ID_TRAVERSE_NORTH:
|
|
pSoldier->sOffWorldGridNo = pSoldier->usActionData;
|
|
AdjustSoldierPathToGoOffEdge( pSoldier, pSoldier->usActionData, NORTH );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
NewDest(pSoldier,pSoldier->usActionData); // set new ->sDestination to actionData
|
|
|
|
// make sure it worked (check that pSoldier->sDestination == pSoldier->usActionData)
|
|
if (pSoldier->sFinalDestination != pSoldier->usActionData)
|
|
{
|
|
#ifdef BETAVERSION
|
|
// this should NEVER happen, indicates AI picked an illegal spot!
|
|
sprintf((CHAR *)tempstr,"ExecuteAction: ERROR - %s tried MOVE to gridno %d, NewDest failed, action %d CANCELED",
|
|
pSoldier->name,pSoldier->usActionData,pSoldier->bAction);
|
|
|
|
#ifdef RECORDNET
|
|
fprintf(NetDebugFile,"\n%s\n\n",tempstr);
|
|
#endif
|
|
|
|
PopMessage(tempstr);
|
|
|
|
sprintf((CHAR *)tempstr,"BLACK-LISTING gridno %d for %s",pSoldier->usActionData,pSoldier->name);
|
|
PopMessage(tempstr);
|
|
|
|
SaveGame(ERROR_SAVE);
|
|
#endif
|
|
// temporarily black list this gridno to stop enemy from going there
|
|
pSoldier->sBlackList = (INT16) pSoldier->usActionData;
|
|
|
|
DebugAI( (STR)String( "Setting blacklist for %d to %d", pSoldier->ubID, pSoldier->sBlackList ) );
|
|
|
|
CancelAIAction(pSoldier,FORCE);
|
|
return(FALSE); // nothing is in progress
|
|
}
|
|
|
|
// cancel any old black-listed gridno, got a valid new ->sDestination
|
|
pSoldier->sBlackList = NOWHERE;
|
|
break;
|
|
|
|
case AI_ACTION_ESCORTED_MOVE: // go where told to by escortPlayer
|
|
// since this is a delayed move, gotta make sure that it hasn't become
|
|
// illegal since escort orders were issued (->sDestination/route blocked).
|
|
// So treat it like a CONTINUE movement, and handle errors that way
|
|
if (!TryToResumeMovement(pSoldier,pSoldier->usActionData))
|
|
{
|
|
// don't black-list anything here, and action already got canceled
|
|
return(FALSE); // nothing is in progress
|
|
}
|
|
|
|
// cancel any old black-listed gridno, got a valid new ->sDestination
|
|
pSoldier->sBlackList = NOWHERE;
|
|
break;
|
|
|
|
case AI_ACTION_TOSS_PROJECTILE: // throw grenade at/near opponent(s)
|
|
LoadWeaponIfNeeded(pSoldier);
|
|
// drop through here...
|
|
|
|
case AI_ACTION_KNIFE_MOVE: // preparing to stab opponent
|
|
if (pSoldier->bAction == AI_ACTION_KNIFE_MOVE) // if statement because toss falls through
|
|
{
|
|
pSoldier->usUIMovementMode = DetermineMovementMode( pSoldier, AI_ACTION_KNIFE_MOVE );
|
|
}
|
|
|
|
// fall through
|
|
case AI_ACTION_FIRE_GUN: // shoot at nearby opponent
|
|
case AI_ACTION_THROW_KNIFE: // throw knife at nearby opponent
|
|
// randomly decide whether to say civ quote
|
|
if ( pSoldier->bVisible != -1 && pSoldier->bTeam != MILITIA_TEAM )
|
|
{
|
|
// ATE: Make sure it's a person :)
|
|
if ( IS_MERC_BODY_TYPE( pSoldier ) && pSoldier->ubProfile == NO_PROFILE )
|
|
{
|
|
// CC, ATE here - I put in some TEMP randomness...
|
|
if ( Random( 50 ) == 0 )
|
|
{
|
|
StartCivQuote( pSoldier );
|
|
}
|
|
}
|
|
}
|
|
#ifdef RECORDNET
|
|
fprintf(NetDebugFile,"\tExecuteAction: %d calling HandleItem(), inHand %d, actionData %d, anitype %d, oldani %d\n",
|
|
pSoldier->ubID,pSoldier->inv[HANDPOS].item,pSoldier->usActionData,pSoldier->anitype[pSoldier->anim],pSoldier->oldani);
|
|
#endif
|
|
|
|
#ifdef TESTVERSION
|
|
if (pSoldier->bAction == AI_ACTION_KNIFE_MOVE)
|
|
{
|
|
sprintf((CHAR *)tempstr,"TEST MSG: %s is about to go stab %s. MAKE SURE HE DOES!",
|
|
pSoldier->name,
|
|
ExtMen[WhoIsThere(pSoldier->usActionData)].name);
|
|
|
|
SimulMessage(tempstr,3000,NODECRYPT);
|
|
}
|
|
#endif
|
|
iRetCode = HandleItem( pSoldier, pSoldier->usActionData, pSoldier->bTargetLevel, pSoldier->inv[HANDPOS].usItem, FALSE );
|
|
if ( iRetCode != ITEM_HANDLE_OK)
|
|
{
|
|
if ( iRetCode != ITEM_HANDLE_BROKEN ) // if the item broke, this is 'legal' and doesn't need reporting
|
|
{
|
|
DebugAI( (STR)String( "AI %d got error code %ld from HandleItem, doing action %d, has %d APs... aborting deadlock!", pSoldier->ubID, iRetCode, pSoldier->bAction, pSoldier->bActionPoints ) );
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d got error code %ld from HandleItem, doing action %d... aborting deadlock!", pSoldier->ubID, iRetCode, pSoldier->bAction );
|
|
}
|
|
CancelAIAction( pSoldier, FORCE);
|
|
#ifdef TESTAICONTROL
|
|
if (gfTurnBasedAI)
|
|
{
|
|
DebugAI( (STR)String("Ending turn for %d because of error from HandleItem", pSoldier->ubID ) );
|
|
}
|
|
#endif
|
|
EndAIGuysTurn( pSoldier );
|
|
}
|
|
break;
|
|
|
|
case AI_ACTION_PULL_TRIGGER: // activate an adjacent panic trigger
|
|
|
|
// turn to face trigger first
|
|
if ( FindStructure( (INT16)(pSoldier->sGridNo + DirectionInc( NORTH )), STRUCTURE_SWITCH ) )
|
|
{
|
|
SendSoldierSetDesiredDirectionEvent( pSoldier, NORTH );
|
|
}
|
|
else
|
|
{
|
|
SendSoldierSetDesiredDirectionEvent( pSoldier, WEST );
|
|
}
|
|
|
|
EVENT_InitNewSoldierAnim( pSoldier, AI_PULL_SWITCH, 0 , FALSE );
|
|
|
|
DeductPoints( pSoldier, AP_PULL_TRIGGER, 0 );
|
|
|
|
//gTacticalStatus.fPanicFlags = 0; // turn all flags off
|
|
gTacticalStatus.ubTheChosenOne = NOBODY;
|
|
break;
|
|
|
|
case AI_ACTION_USE_DETONATOR:
|
|
//gTacticalStatus.fPanicFlags = 0; // turn all flags off
|
|
gTacticalStatus.ubTheChosenOne = NOBODY;
|
|
//gTacticalStatus.sPanicTriggerGridno = NOWHERE;
|
|
|
|
// grab detonator and set off bomb(s)
|
|
DeductPoints( pSoldier, AP_USE_REMOTE, BP_USE_DETONATOR);// pay for it!
|
|
//SetOffPanicBombs(1000,COMMUNICATE); // BOOOOOOOOOOOOOOOOOOOOM!!!!!
|
|
SetOffPanicBombs( pSoldier->ubID, 0 );
|
|
|
|
// action completed immediately, cancel it right away
|
|
pSoldier->usActionData = NOWHERE;
|
|
pSoldier->bLastAction = pSoldier->bAction;
|
|
pSoldier->bAction = AI_ACTION_NONE;
|
|
return(FALSE); // no longer in progress
|
|
|
|
break;
|
|
|
|
case AI_ACTION_RED_ALERT: // tell friends opponent(s) seen
|
|
// if a computer merc, and up to now they didn't know you're here
|
|
if (!(pSoldier->uiStatusFlags & SOLDIER_PC) && ( !(gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition) || ( ( gTacticalStatus.fPanicFlags & PANIC_TRIGGERS_HERE ) && gTacticalStatus.ubTheChosenOne == NOBODY ) ) )
|
|
{
|
|
HandleInitialRedAlert(pSoldier->bTeam, TRUE);
|
|
}
|
|
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Debug: AI radios your position!" );
|
|
// DROP THROUGH HERE!
|
|
case AI_ACTION_YELLOW_ALERT: // tell friends opponent(s) heard
|
|
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Debug: AI radios about a noise!" );
|
|
/*
|
|
NetSend.msgType = NET_RADIO_SIGHTINGS;
|
|
NetSend.ubID = pSoldier->ubID;
|
|
|
|
SendNetData(ALL_NODES);
|
|
*/
|
|
DeductPoints(pSoldier,AP_RADIO,BP_RADIO);// pay for it!
|
|
RadioSightings(pSoldier,EVERYBODY,pSoldier->bTeam); // about everybody
|
|
// action completed immediately, cancel it right away
|
|
|
|
// ATE: Change to an animation!
|
|
AIDecideRadioAnimation( pSoldier );
|
|
//return(FALSE); // no longer in progress
|
|
break;
|
|
|
|
case AI_ACTION_CREATURE_CALL: // creature calling to others
|
|
DeductPoints(pSoldier,AP_RADIO,BP_RADIO);// pay for it!
|
|
CreatureCall( pSoldier );
|
|
//return( FALSE ); // no longer in progress
|
|
break;
|
|
|
|
case AI_ACTION_CHANGE_STANCE: // crouch
|
|
if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == pSoldier->usActionData )
|
|
{
|
|
// abort!
|
|
ActionDone( pSoldier );
|
|
return( FALSE );
|
|
}
|
|
|
|
SkipCoverCheck = TRUE;
|
|
|
|
#ifdef DEBUGDECISIONS
|
|
sprintf((CHAR *) tempstr, "ExecuteAction: SkipCoverCheck ON\n" );
|
|
DebugAI (tempstr);
|
|
#endif
|
|
SendChangeSoldierStanceEvent( pSoldier, (UINT8) pSoldier->usActionData );
|
|
break;
|
|
|
|
case AI_ACTION_COWER:
|
|
// make sure action data is set right
|
|
if ( pSoldier->uiStatusFlags & SOLDIER_COWERING )
|
|
{
|
|
// nothing to do!
|
|
ActionDone( pSoldier );
|
|
return( FALSE );
|
|
}
|
|
else
|
|
{
|
|
pSoldier->usActionData = ANIM_CROUCH;
|
|
SetSoldierCowerState( pSoldier, TRUE );
|
|
}
|
|
break;
|
|
|
|
case AI_ACTION_STOP_COWERING:
|
|
// make sure action data is set right
|
|
if ( pSoldier->uiStatusFlags & SOLDIER_COWERING )
|
|
{
|
|
pSoldier->usActionData = ANIM_STAND;
|
|
SetSoldierCowerState( pSoldier, FALSE );
|
|
}
|
|
else
|
|
{
|
|
// nothing to do!
|
|
ActionDone( pSoldier );
|
|
return( FALSE );
|
|
}
|
|
break;
|
|
|
|
case AI_ACTION_GIVE_AID: // help injured/dying friend
|
|
//pSoldier->usUIMovementMode = RUNNING;
|
|
iRetCode = HandleItem( pSoldier, pSoldier->usActionData, 0, pSoldier->inv[HANDPOS].usItem, FALSE );
|
|
if ( iRetCode != ITEM_HANDLE_OK)
|
|
{
|
|
#ifdef JA2BETAVERSION
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"AI %d got error code %ld from HandleItem, doing action %d... aborting deadlock!", pSoldier->ubID, iRetCode, pSoldier->bAction );
|
|
#endif
|
|
CancelAIAction( pSoldier, FORCE);
|
|
#ifdef TESTAICONTROL
|
|
if (gfTurnBasedAI)
|
|
{
|
|
DebugAI( (STR)String("Ending turn for %d because of error from HandleItem", pSoldier->ubID ) );
|
|
}
|
|
#endif
|
|
EndAIGuysTurn( pSoldier );
|
|
}
|
|
break;
|
|
|
|
case AI_ACTION_OPEN_OR_CLOSE_DOOR:
|
|
case AI_ACTION_UNLOCK_DOOR:
|
|
case AI_ACTION_LOCK_DOOR:
|
|
{
|
|
STRUCTURE * pStructure;
|
|
INT8 bDirection;
|
|
INT16 sDoorGridNo;
|
|
|
|
bDirection = (INT8) GetDirectionFromGridNo( pSoldier->usActionData, pSoldier );
|
|
if (bDirection == EAST || bDirection == SOUTH)
|
|
{
|
|
sDoorGridNo = pSoldier->sGridNo;
|
|
}
|
|
else
|
|
{
|
|
sDoorGridNo = pSoldier->sGridNo + DirectionInc( bDirection );
|
|
}
|
|
|
|
pStructure = FindStructure( sDoorGridNo, STRUCTURE_ANYDOOR );
|
|
if (pStructure == NULL)
|
|
{
|
|
#ifdef JA2TESTVERSION
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"AI %d tried to open door it could not then find in %d", pSoldier->ubID, sDoorGridNo );
|
|
#endif
|
|
CancelAIAction( pSoldier, FORCE);
|
|
#ifdef TESTAICONTROL
|
|
if (gfTurnBasedAI)
|
|
{
|
|
DebugAI( (STR)String("Ending turn for %d because of error opening door", pSoldier->ubID ) );
|
|
}
|
|
#endif
|
|
EndAIGuysTurn( pSoldier );
|
|
}
|
|
|
|
StartInteractiveObject( sDoorGridNo, pStructure->usStructureID, pSoldier, bDirection );
|
|
InteractWithInteractiveObject( pSoldier, pStructure, bDirection );
|
|
}
|
|
break;
|
|
|
|
case AI_ACTION_LOWER_GUN:
|
|
// for now, just do "action done"
|
|
ActionDone( pSoldier );
|
|
break;
|
|
|
|
case AI_ACTION_CLIMB_ROOF:
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Executing: AI_ACTION_CLIMB_ROOF");
|
|
|
|
if (pSoldier->bLevel == 0)
|
|
{
|
|
BeginSoldierClimbUpRoof( pSoldier );
|
|
}
|
|
else
|
|
{
|
|
BeginSoldierClimbDownRoof( pSoldier );
|
|
}
|
|
break;
|
|
|
|
case AI_ACTION_END_TURN:
|
|
ActionDone( pSoldier );
|
|
if (gfTurnBasedAI)
|
|
{
|
|
EndAIGuysTurn( pSoldier );
|
|
}
|
|
return( FALSE ); // nothing is in progress
|
|
|
|
case AI_ACTION_TRAVERSE_DOWN:
|
|
if (gfTurnBasedAI)
|
|
{
|
|
EndAIGuysTurn( pSoldier );
|
|
}
|
|
if ( pSoldier->ubProfile != NO_PROFILE )
|
|
{
|
|
gMercProfiles[ pSoldier->ubProfile ].bSectorZ++;
|
|
gMercProfiles[ pSoldier->ubProfile ].fUseProfileInsertionInfo = FALSE;
|
|
}
|
|
TacticalRemoveSoldier( pSoldier->ubID );
|
|
CheckForEndOfBattle( TRUE );
|
|
|
|
return( FALSE ); // nothing is in progress
|
|
|
|
case AI_ACTION_OFFER_SURRENDER:
|
|
// start the offer of surrender!
|
|
StartCivQuote( pSoldier );
|
|
break;
|
|
|
|
default:
|
|
#ifdef BETAVERSION
|
|
NumMessage("ExecuteAction - Illegal action type = ",pSoldier->bAction);
|
|
#endif
|
|
return(FALSE);
|
|
}
|
|
|
|
// return status indicating execution of action was properly started
|
|
return(TRUE);
|
|
}
|
|
|
|
void CheckForChangingOrders(SOLDIERTYPE *pSoldier)
|
|
{
|
|
switch( pSoldier->bAlertStatus )
|
|
{
|
|
case STATUS_GREEN:
|
|
if ( !CREATURE_OR_BLOODCAT( pSoldier ) )
|
|
{
|
|
if ( pSoldier->bTeam == CIV_TEAM && pSoldier->ubProfile != NO_PROFILE && pSoldier->bNeutral && gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo != NOWHERE && pSoldier->ubCivilianGroup != QUEENS_CIV_GROUP )
|
|
{
|
|
// must make them uncower first, then return to start location
|
|
pSoldier->bNextAction = AI_ACTION_END_COWER_AND_MOVE;
|
|
pSoldier->usNextActionData = gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo;
|
|
gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo = NOWHERE;
|
|
}
|
|
else if ( pSoldier->uiStatusFlags & SOLDIER_COWERING )
|
|
{
|
|
pSoldier->bNextAction = AI_ACTION_STOP_COWERING;
|
|
pSoldier->usNextActionData = ANIM_STAND;
|
|
}
|
|
else
|
|
{
|
|
pSoldier->bNextAction = AI_ACTION_CHANGE_STANCE;
|
|
pSoldier->usNextActionData = ANIM_STAND;
|
|
}
|
|
}
|
|
break;
|
|
case STATUS_YELLOW:
|
|
break;
|
|
default:
|
|
if ((pSoldier->bOrders == ONGUARD) || (pSoldier->bOrders == CLOSEPATROL))
|
|
{
|
|
// crank up ONGUARD to CLOSEPATROL, and CLOSEPATROL to FARPATROL
|
|
pSoldier->bOrders++; // increase roaming range by 1 category
|
|
}
|
|
else if ( pSoldier->bTeam == MILITIA_TEAM )
|
|
{
|
|
// go on alert!
|
|
pSoldier->bOrders = SEEKENEMY;
|
|
}
|
|
else if ( CREATURE_OR_BLOODCAT( pSoldier ) )
|
|
{
|
|
if (pSoldier->bOrders != STATIONARY && pSoldier->bOrders != ONCALL)
|
|
{
|
|
pSoldier->bOrders = SEEKENEMY;
|
|
}
|
|
}
|
|
|
|
if ( pSoldier->ubProfile == WARDEN )
|
|
{
|
|
// Tixa
|
|
MakeClosestEnemyChosenOne();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void InitAttackType(ATTACKTYPE *pAttack)
|
|
{
|
|
// initialize the given bestAttack structure fields to their default values
|
|
pAttack->ubPossible = FALSE;
|
|
pAttack->ubOpponent = NOBODY;
|
|
pAttack->ubAimTime = 0;
|
|
pAttack->ubChanceToReallyHit = 0;
|
|
pAttack->sTarget = NOWHERE;
|
|
pAttack->iAttackValue = 0;
|
|
pAttack->ubAPCost = 0;
|
|
}
|
|
|
|
void HandleInitialRedAlert( INT8 bTeam, UINT8 ubCommunicate)
|
|
{
|
|
/*
|
|
if (ubCommunicate)
|
|
{
|
|
NetSend.msgType = NET_RED_ALERT;
|
|
SendNetData(ALL_NODES);
|
|
}*/
|
|
|
|
if ( gTacticalStatus.Team[bTeam].bAwareOfOpposition == FALSE )
|
|
{
|
|
#ifdef JA2TESTVERSION
|
|
ScreenMsg( FONT_MCOLOR_RED, MSG_ERROR, L"Enemies on team %d prompted to go on RED ALERT!", bTeam );
|
|
#endif
|
|
}
|
|
|
|
// if there is a stealth mission in progress here, and a panic trigger exists
|
|
if ( bTeam == ENEMY_TEAM && (gTacticalStatus.fPanicFlags & PANIC_TRIGGERS_HERE) )
|
|
{
|
|
// they're going to be aware of us now!
|
|
MakeClosestEnemyChosenOne();
|
|
}
|
|
|
|
if ( bTeam == ENEMY_TEAM && gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_P && gbWorldSectorZ == 0 )
|
|
{
|
|
// alert Queen and Joe if they are around
|
|
SOLDIERTYPE * pSoldier;
|
|
|
|
pSoldier = FindSoldierByProfileID( QUEEN, FALSE );
|
|
if ( pSoldier )
|
|
{
|
|
pSoldier->bAlertStatus = STATUS_RED;
|
|
}
|
|
|
|
pSoldier = FindSoldierByProfileID( JOE, FALSE );
|
|
if ( pSoldier )
|
|
{
|
|
pSoldier->bAlertStatus = STATUS_RED;
|
|
}
|
|
}
|
|
|
|
// open and close certain doors when this happens
|
|
//AffectDoors(OPENDOORS, MapExt[Status.cur_sector].opendoors);
|
|
//AffectDoors(CLOSEDOORS,MapExt[Status.cur_sector].closedoors);
|
|
|
|
// remember enemies are alerted, prevent another red alert from happening
|
|
gTacticalStatus.Team[ bTeam ].bAwareOfOpposition = TRUE;
|
|
|
|
}
|
|
|
|
void ManChecksOnFriends(SOLDIERTYPE *pSoldier)
|
|
{
|
|
UINT32 uiLoop;
|
|
SOLDIERTYPE *pFriend;
|
|
INT16 sDistVisible;
|
|
|
|
// THIS ROUTINE SHOULD ONLY BE CALLED FOR SOLDIERS ON STATUS GREEN or YELLOW
|
|
|
|
// go through each soldier, looking for "friends" (soldiers on same side)
|
|
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
|
|
{
|
|
pFriend = MercSlots[ uiLoop ];
|
|
|
|
if (!pFriend)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if this man is neutral / NOT on my side, he's not my friend
|
|
if (pFriend->bNeutral || (pSoldier->bSide != pFriend->bSide))
|
|
continue; // next merc
|
|
|
|
// if this merc is actually ME
|
|
if (pFriend->ubID == pSoldier->ubID)
|
|
continue; // next merc
|
|
|
|
sDistVisible = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, pFriend->sGridNo, pFriend->bLevel, pFriend );
|
|
// if we can see far enough to see this friend
|
|
if (PythSpacesAway(pSoldier->sGridNo,pFriend->sGridNo) <= sDistVisible)
|
|
{
|
|
// and can trace a line of sight to his x,y coordinates
|
|
//if (1) //*** SoldierToSoldierLineOfSightTest(pSoldier,pFriend,STRAIGHT,TRUE))
|
|
if (SoldierToSoldierLineOfSightTest(pSoldier, pFriend, (UINT8)sDistVisible, TRUE))
|
|
{
|
|
// if my friend is in battle or something is clearly happening there
|
|
if ((pFriend->bAlertStatus >= STATUS_RED) || pFriend->bUnderFire || (pFriend->bLife < OKLIFE))
|
|
{
|
|
#ifdef DEBUGDECISIONS
|
|
STR16 tempstr;
|
|
sprintf((CHAR *)tempstr,"%s sees %s on alert, goes to RED ALERT!",pSoldier->name,pFriend->name );
|
|
AIPopMessage(tempstr);
|
|
#endif
|
|
|
|
pSoldier->bAlertStatus = STATUS_RED;
|
|
CheckForChangingOrders(pSoldier);
|
|
SetNewSituation( pSoldier );
|
|
break; // don't bother checking on any other friends
|
|
}
|
|
else
|
|
{
|
|
// if he seems suspicious or acts like he thought he heard something
|
|
// and I'm still on status GREEN
|
|
if ((pFriend->bAlertStatus == STATUS_YELLOW) &&
|
|
(pSoldier->bAlertStatus < STATUS_YELLOW))
|
|
{
|
|
#ifdef TESTVERSION
|
|
sprintf((CHAR *)tempstr,"TEST MSG: %s sees %s listening, goes to YELLOW ALERT!",pSoldier->name,ExtMen[pFriend->ubID].name);
|
|
PopMessage(tempstr);
|
|
#endif
|
|
pSoldier->bAlertStatus = STATUS_YELLOW; // also get suspicious
|
|
SetNewSituation( pSoldier );
|
|
pSoldier->sNoiseGridno = pFriend->sGridNo; // pretend FRIEND made noise
|
|
pSoldier->ubNoiseVolume = 3; // remember this for 3 turns
|
|
// keep check other friends, too, in case any are already on RED
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void SetNewSituation( SOLDIERTYPE * pSoldier )
|
|
{
|
|
if ( pSoldier->bTeam != gbPlayerNum )
|
|
{
|
|
if ( pSoldier->ubQuoteRecord == 0 && !gTacticalStatus.fAutoBandageMode && !(pSoldier->bNeutral && gTacticalStatus.uiFlags & ENGAGED_IN_CONV) )
|
|
{
|
|
// allow new situation to be set
|
|
pSoldier->bNewSituation = IS_NEW_SITUATION;
|
|
|
|
if ( gTacticalStatus.ubAttackBusyCount != 0 )
|
|
{
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("BBBBBB bNewSituation is set for %d when ABC !=0.", pSoldier->ubID ) );
|
|
}
|
|
|
|
if ( !(gTacticalStatus.uiFlags & INCOMBAT) || (gTacticalStatus.uiFlags & REALTIME) )
|
|
{
|
|
// reset delay if necessary!
|
|
RESETTIMECOUNTER( pSoldier->AICounter, Random( 1000 ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier )
|
|
{
|
|
HandleNPCChangesForTacticalTraversal( pSoldier );
|
|
|
|
if ( pSoldier->ubProfile != NO_PROFILE && NPCHasUnusedRecordWithGivenApproach( pSoldier->ubProfile, APPROACH_DONE_TRAVERSAL ) )
|
|
{
|
|
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 |= PROFILE_MISC_FLAG3_HANDLE_DONE_TRAVERSAL;
|
|
}
|
|
else
|
|
{
|
|
pSoldier->ubQuoteActionID = 0;
|
|
}
|
|
|
|
#ifdef TESTAICONTROL
|
|
if (gfTurnBasedAI)
|
|
{
|
|
DebugAI( (STR)String("Ending turn for %d because traversing out", pSoldier->ubID ) );
|
|
}
|
|
#endif
|
|
|
|
EndAIGuysTurn( pSoldier );
|
|
RemoveManAsTarget( pSoldier );
|
|
if (pSoldier->bTeam == CIV_TEAM && pSoldier->fAIFlags & AI_CHECK_SCHEDULE)
|
|
{
|
|
MoveSoldierFromMercToAwaySlot( pSoldier );
|
|
pSoldier->bInSector = FALSE;
|
|
}
|
|
else
|
|
{
|
|
ProcessQueenCmdImplicationsOfDeath( pSoldier );
|
|
TacticalRemoveSoldier( pSoldier->ubID );
|
|
}
|
|
CheckForEndOfBattle( TRUE );
|
|
} |