Files
source/TacticalAI/Realtime.cpp
T

237 lines
7.2 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "AI All.h"
#else
#include "ai.h"
#include "AIInternals.h"
#include "Isometric utils.h"
#include "overhead.h"
#include "soldier add.h"
#include "Soldier Profile Type.h"
#include "Items.h"
#include "Weapons.h"
#include "Soldier Macros.h"
#include "Soldier Profile.h"
#include "NPC.h"
#include "Render Fun.h"
#include "Quests.h"
#include "GameSettings.h"
#endif
// needed to use the modularized tactical AI:
#include "ModularizedTacticalAI/include/Plan.h"
#include "ModularizedTacticalAI/include/PlanFactoryLibrary.h"
#include "ModularizedTacticalAI/include/AbstractPlanFactory.h"
UINT16 RealtimeDelay( SOLDIERTYPE * pSoldier )
{
if ( PTR_CIV_OR_MILITIA && !(pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) )
{
return( (UINT16) REALTIME_CIV_AI_DELAY );
}
else if ( CREATURE_OR_BLOODCAT( pSoldier ) && !( pSoldier->aiData.bHunting ) )
{
return( (UINT16) REALTIME_CREATURE_AI_DELAY );
}
else
{
if ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP )
{
//DBrot: More Rooms
//UINT8 ubRoom;
UINT16 usRoom;
if ( InARoom( pSoldier->sGridNo, &usRoom ) && IN_BROTHEL( usRoom ) )
{
return( (UINT16) (REALTIME_AI_DELAY / 3) );
}
}
return( (UINT16) REALTIME_AI_DELAY );
}
}
void RTHandleAI( SOLDIERTYPE * pSoldier )
{
#ifdef AI_PROFILING
INT32 iLoop;
#endif
if ((pSoldier->aiData.bAction != AI_ACTION_NONE) && pSoldier->aiData.bActionInProgress)
{
// if action should remain in progress
if (ActionInProgress(pSoldier))
{
#ifdef DEBUGBUSY
AINumMessage("Busy with action, skipping guy#",pSoldier->ubID);
#endif
// let it continue
return;
}
}
// Flugente: prisoners of war don't do anything
if ( pSoldier->bSoldierFlagMask & SOLDIER_POW )
return;
// if man has nothing to do
if (pSoldier->aiData.bAction == AI_ACTION_NONE)
{
if (pSoldier->aiData.bNextAction == AI_ACTION_NONE)
{
// make sure this flag is turned off (it already should be!)
pSoldier->aiData.bActionInProgress = FALSE;
// truly nothing to do!
RefreshAI( pSoldier );
}
// Since we're NEVER going to "continue" along an old path at this point,
// then it would be nice place to reinitialize "pathStored" flag for
// insurance purposes.
//
// The "pathStored" variable controls whether it's necessary to call
// findNewPath() after you've called NewDest(). Since the AI calls
// findNewPath() itself, a speed gain can be obtained by avoiding
// redundancy.
//
// The "normal" way for pathStored to be reset is inside
// SetNewCourse() [which gets called after NewDest()].
//
// The only reason we would NEED to reinitialize it here is if I've
// incorrectly set pathStored to TRUE in a process that doesn't end up
// calling NewDest()
pSoldier->pathing.bPathStored = FALSE;
// decide on the next action
#ifdef AI_PROFILING
for (iLoop = 0; iLoop < 1000; iLoop++)
#endif
{
if (pSoldier->aiData.bNextAction != AI_ACTION_NONE)
{
if ( pSoldier->aiData.bNextAction == AI_ACTION_END_COWER_AND_MOVE )
{
if ( pSoldier->flags.uiStatusFlags & SOLDIER_COWERING )
{
pSoldier->aiData.bAction = AI_ACTION_STOP_COWERING;
pSoldier->aiData.usActionData = ANIM_STAND;
}
else if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight < ANIM_STAND )
{
// stand up!
pSoldier->aiData.bAction = AI_ACTION_CHANGE_STANCE;
pSoldier->aiData.usActionData = ANIM_STAND;
}
else
{
pSoldier->aiData.bAction = AI_ACTION_NONE;
}
if ( pSoldier->sGridNo == pSoldier->aiData.usNextActionData )
{
// no need to walk after this
pSoldier->aiData.bNextAction = AI_ACTION_NONE;
pSoldier->aiData.usNextActionData = NOWHERE;
}
else
{
pSoldier->aiData.bNextAction = AI_ACTION_WALK;
// leave next-action-data as is since that's where we want to go
}
}
else
{
// do the next thing we have to do...
pSoldier->aiData.bAction = pSoldier->aiData.bNextAction;
pSoldier->aiData.usActionData = pSoldier->aiData.usNextActionData;
pSoldier->bTargetLevel = pSoldier->aiData.bNextTargetLevel;
pSoldier->aiData.bNextAction = AI_ACTION_NONE;
pSoldier->aiData.usNextActionData = 0;
pSoldier->aiData.bNextTargetLevel = 0;
}
if (pSoldier->aiData.bAction == AI_ACTION_PICKUP_ITEM)
{
// the item pool index was stored in the special data field
pSoldier->aiData.uiPendingActionData1 = pSoldier->iNextActionSpecialData;
}
}
else if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination))
{
if ( ACTING_ON_SCHEDULE( pSoldier ) )
{
pSoldier->aiData.bAction = AI_ACTION_SCHEDULE_MOVE;
}
else
{
pSoldier->aiData.bAction = AI_ACTION_WALK;
}
pSoldier->aiData.usActionData = pSoldier->sAbsoluteFinalDestination;
}
else
{
if (!(gTacticalStatus.uiFlags & ENGAGED_IN_CONV))
{
if(!pSoldier->ai_masterplan_) // if the Soldier has no plan, create one
{
if(pSoldier->bAIIndex == 0) // not yet initialized, use bTeam+1 as default
pSoldier->bAIIndex = pSoldier->bTeam + 1;
AI::tactical::AIInputData ai_input;
AI::tactical::PlanFactoryLibrary* plan_lib(AI::tactical::PlanFactoryLibrary::instance());
pSoldier->ai_masterplan_ = plan_lib->create_plan(pSoldier->bAIIndex, pSoldier, ai_input);
}
AI::tactical::PlanInputData plan_input(false, gTacticalStatus);
pSoldier->ai_masterplan_->execute(plan_input);
}
}
}
// if he chose to continue doing nothing
if (pSoldier->aiData.bAction == AI_ACTION_NONE)
{
#ifdef RECORDNET
fprintf(NetDebugFile,"\tMOVED BECOMING TRUE: Chose to do nothing, guynum %d\n",pSoldier->ubID);
#endif
// do a standard wait before doing anything else!
pSoldier->aiData.bAction = AI_ACTION_WAIT;
//if (PTR_CIVILIAN && pSoldier->aiData.bAlertStatus != STATUS_BLACK)
if ( PTR_CIV_OR_MILITIA && !(pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) )
{
pSoldier->aiData.usActionData = (UINT16) REALTIME_CIV_AI_DELAY;
}
else if ( CREATURE_OR_BLOODCAT( pSoldier ) && !( pSoldier->aiData.bHunting ) )
{
pSoldier->aiData.usActionData = (UINT16) REALTIME_CREATURE_AI_DELAY;
}
else
{
pSoldier->aiData.usActionData = (UINT16) REALTIME_AI_DELAY;
if ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP )
{
//DBrot: More Rooms
//UINT8 ubRoom;
UINT16 usRoom;
if ( InARoom( pSoldier->sGridNo, &usRoom ) && IN_BROTHEL( usRoom ) )
{
pSoldier->aiData.usActionData /= 3;
}
}
}
}
else if (pSoldier->aiData.bAction == AI_ACTION_ABSOLUTELY_NONE)
{
pSoldier->aiData.bAction = AI_ACTION_NONE;
}
}
// to get here, we MUST have an action selected, but not in progress...
NPCDoesAct(pSoldier);
// perform the chosen action
pSoldier->aiData.bActionInProgress = ExecuteAction(pSoldier); // if started, mark us as busy
}