mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2568 lines
72 KiB
C++
2568 lines
72 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "AI All.h"
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#else
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#include "ai.h"
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#include "Weapons.h"
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#include "opplist.h"
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#include "Points.h"
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#include "PathAI.h"
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#include "WorldMan.h"
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#include "AIInternals.h"
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#include "Items.h"
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#include "wcheck.h"
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#include "message.h"
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#include "los.h"
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#include "assignments.h"
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#include "Soldier Functions.h"
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#include "Points.h"
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#include "GameSettings.h"
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#include "Buildings.h"
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#include "Soldier macros.h"
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#include "Render Fun.h"
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#include "strategicmap.h"
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#include "environment.h"
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#include "lighting.h"
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#include "Soldier Create.h"
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#endif
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//
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// CJC's DG->JA2 conversion notes
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//
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// Commented out:
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//
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// InWaterOrGas - gas stuff
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// RoamingRange - point patrol stuff
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extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady );
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UINT8 Urgency[NUM_STATUS_STATES][NUM_MORALE_STATES] =
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{
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{URGENCY_LOW, URGENCY_LOW, URGENCY_LOW, URGENCY_LOW, URGENCY_LOW}, // green
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{URGENCY_HIGH, URGENCY_MED, URGENCY_MED, URGENCY_LOW, URGENCY_LOW}, // yellow
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{URGENCY_HIGH, URGENCY_MED, URGENCY_MED, URGENCY_MED, URGENCY_MED}, // red
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{URGENCY_HIGH, URGENCY_HIGH, URGENCY_HIGH, URGENCY_MED, URGENCY_MED} // black
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};
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UINT16 MovementMode[LAST_MOVEMENT_ACTION + 1][NUM_URGENCY_STATES] =
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{
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{WALKING, WALKING, WALKING }, // AI_ACTION_NONE
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{WALKING, WALKING, WALKING }, // AI_ACTION_RANDOM_PATROL
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{WALKING, RUNNING, RUNNING }, // AI_ACTION_SEEK_FRIEND
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{WALKING, RUNNING, RUNNING }, // AI_ACTION_SEEK_OPPONENT
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{RUNNING, RUNNING, RUNNING }, // AI_ACTION_TAKE_COVER
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{WALKING, RUNNING, RUNNING }, // AI_ACTION_GET_CLOSER
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{WALKING, WALKING, WALKING }, // AI_ACTION_POINT_PATROL,
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{WALKING, RUNNING, RUNNING }, // AI_ACTION_LEAVE_WATER_GAS,
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{WALKING, SWATTING, RUNNING }, // AI_ACTION_SEEK_NOISE,
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{RUNNING, RUNNING, RUNNING }, // AI_ACTION_ESCORTED_MOVE,
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{WALKING, RUNNING, RUNNING }, // AI_ACTION_RUN_AWAY,
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{RUNNING, RUNNING, RUNNING }, // AI_ACTION_KNIFE_MOVE
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{WALKING, WALKING, WALKING }, // AI_ACTION_APPROACH_MERC
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{RUNNING, RUNNING, RUNNING }, // AI_ACTION_TRACK
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{RUNNING, RUNNING, RUNNING }, // AI_ACTION_EAT
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{WALKING, RUNNING, RUNNING}, // AI_ACTION_PICKUP_ITEM
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{WALKING, WALKING, WALKING}, // AI_ACTION_SCHEDULE_MOVE
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{WALKING, WALKING, WALKING}, // AI_ACTION_WALK
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{WALKING, RUNNING, RUNNING}, // withdraw
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{WALKING, SWATTING, SWATTING}, // flank left
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{WALKING, SWATTING, SWATTING}, // flank right
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{RUNNING, RUNNING, RUNNING}, // AI_ACTION_MOVE_TO_CLIMB
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};
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INT8 OKToAttack(SOLDIERTYPE * pSoldier, int target)
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{
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// can't shoot yourself
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if (target == pSoldier->sGridNo)
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return(NOSHOOT_MYSELF);
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if (WaterTooDeepForAttacks(pSoldier->sGridNo))
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return(NOSHOOT_WATER);
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// make sure a weapon is in hand (FEB.8 ADDITION: tossable items are also OK)
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if (!WeaponInHand(pSoldier))
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{
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return(NOSHOOT_NOWEAPON);
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}
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// JUST PUT THIS IN ON JULY 13 TO TRY AND FIX OUT-OF-AMMO SITUATIONS
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if ( Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN)
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{
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if ( Item[pSoldier->inv[HANDPOS].usItem].cannon )
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{
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// look for another tank shell ELSEWHERE IN INVENTORY
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if ( FindLaunchable( pSoldier, pSoldier->inv[HANDPOS].usItem ) == NO_SLOT )
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//if ( !ItemHasAttachments( &(pSoldier->inv[HANDPOS]) ) )
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{
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return(NOSHOOT_NOLOAD);
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}
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}
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else if (pSoldier->inv[HANDPOS][0]->data.gun.ubGunShotsLeft == 0 /*SB*/ ||
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!(pSoldier->inv[HANDPOS][0]->data.gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER) ||
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(pSoldier->IsValidSecondHandShotForReloadingPurposes( ) &&
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(pSoldier->inv[SECONDHANDPOS][0]->data.gun.ubGunShotsLeft == 0 ||
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!(pSoldier->inv[SECONDHANDPOS][0]->data.gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER))))
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{
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return(NOSHOOT_NOAMMO);
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}
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}
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else if (Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_LAUNCHER)
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{
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if ( FindLaunchable( pSoldier, pSoldier->inv[HANDPOS].usItem ) == NO_SLOT )
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//if ( !ItemHasAttachments( &(pSoldier->inv[HANDPOS]) ) )
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{
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return(NOSHOOT_NOLOAD);
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}
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}
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return(TRUE);
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}
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BOOLEAN ConsiderProne( SOLDIERTYPE * pSoldier )
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{
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INT16 sOpponentGridNo;
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INT8 bOpponentLevel;
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INT32 iRange;
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if (pSoldier->aiData.bAIMorale >= MORALE_NORMAL)
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{
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return( FALSE );
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}
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// We don't want to go prone if there is a nearby enemy
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ClosestKnownOpponent( pSoldier, &sOpponentGridNo, &bOpponentLevel );
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iRange = GetRangeFromGridNoDiff( pSoldier->sGridNo, sOpponentGridNo );
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if (iRange > 10)
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{
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return( TRUE );
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}
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else
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{
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return( FALSE );
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}
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}
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UINT8 StanceChange( SOLDIERTYPE * pSoldier, UINT8 ubAttackAPCost )
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{
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// consider crouching or going prone
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if (PTR_STANDING)
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{
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if (pSoldier->bActionPoints - ubAttackAPCost >= AP_CROUCH)
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{
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if ( (pSoldier->bActionPoints - ubAttackAPCost >= AP_CROUCH + AP_PRONE) && IsValidStance( pSoldier, ANIM_PRONE ) && ConsiderProne( pSoldier ) )
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{
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return( ANIM_PRONE );
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}
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else if ( IsValidStance( pSoldier, ANIM_CROUCH ) )
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{
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return( ANIM_CROUCH );
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}
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}
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}
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else if (PTR_CROUCHED)
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{
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if ( (pSoldier->bActionPoints - ubAttackAPCost >= AP_PRONE) && IsValidStance( pSoldier, ANIM_PRONE ) && ConsiderProne( pSoldier ) )
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{
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return( ANIM_PRONE );
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}
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}
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return( 0 );
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}
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UINT8 ShootingStanceChange( SOLDIERTYPE * pSoldier, ATTACKTYPE * pAttack, INT8 bDesiredDirection )
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{
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// Figure out the best stance for this attack
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// We don't want to go through a lot of complex calculations here,
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// just compare the chance of the bullet hitting if we are
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// standing, crouched, or prone
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UINT16 usRealAnimState, usBestAnimState;
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INT8 bBestStanceDiff=-1;
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INT8 bLoop, bStanceNum, bStanceDiff, bAPsAfterAttack, bCurAimTime;
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UINT32 uiChanceOfDamage, uiBestChanceOfDamage, uiCurrChanceOfDamage;
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UINT32 uiStanceBonus, uiMinimumStanceBonusPerChange = 20 - 3 * pAttack->ubAimTime;
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INT32 iRange;
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bStanceNum = 0;
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uiCurrChanceOfDamage = 0;
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bAPsAfterAttack = pSoldier->bActionPoints - MinAPsToAttack( pSoldier, pAttack->sTarget, ADDTURNCOST, 1);
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if (bAPsAfterAttack < AP_CROUCH)
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{
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return( 0 );
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}
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// Unfortunately, to get this to work, we have to fake the AI guy's
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// animation state so we get the right height values
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usRealAnimState = pSoldier->usAnimState;
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usBestAnimState = pSoldier->usAnimState;
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uiBestChanceOfDamage = 0;
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iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, pAttack->sTarget );
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switch( gAnimControl[usRealAnimState].ubEndHeight )
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{
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// set a stance number comparable with our loop variable so we can easily compute
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// stance differences and thus AP cost
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case ANIM_STAND:
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bStanceNum = 0;
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break;
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case ANIM_CROUCH:
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bStanceNum = 1;
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break;
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case ANIM_PRONE:
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bStanceNum = 2;
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break;
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}
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for (bLoop = 0; bLoop < 3; bLoop++)
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{
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bStanceDiff = abs( bLoop - bStanceNum );
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if (bStanceDiff == 2 && bAPsAfterAttack < AP_CROUCH + AP_PRONE)
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{
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// can't consider this!
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continue;
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}
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switch( bLoop )
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{
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case 0:
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if ( !pSoldier->InternalIsValidStance( bDesiredDirection, ANIM_STAND ) )
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{
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continue;
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}
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pSoldier->usAnimState = STANDING;
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break;
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case 1:
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if ( !pSoldier->InternalIsValidStance( bDesiredDirection, ANIM_CROUCH ) )
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{
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continue;
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}
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pSoldier->usAnimState = CROUCHING;
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break;
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default:
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if ( !pSoldier->InternalIsValidStance( bDesiredDirection, ANIM_PRONE ) )
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{
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continue;
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}
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pSoldier->usAnimState = PRONE;
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break;
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}
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// Hack: Assumes the cost to reach the target stance from the current stance is the same as going back. Probably true.
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bCurAimTime = __min( bAPsAfterAttack - GetAPsToChangeStance( pSoldier, bStanceNum), pAttack->ubAimTime);
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// If can't fire at all from this stance, don't bother with the chances of hitting
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if (bCurAimTime < 0)
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{
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continue;
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}
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uiChanceOfDamage = SoldierToLocationChanceToGetThrough( pSoldier, pAttack->sTarget, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, pAttack->ubOpponent ) * CalcChanceToHitGun( pSoldier, pAttack->sTarget, bCurAimTime, AIM_SHOT_TORSO ) / 100;
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if (uiChanceOfDamage > 0)
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{
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uiStanceBonus = 0;
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// artificially augment "chance of damage" to reflect penalty to be shot at various stances
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switch( pSoldier->usAnimState )
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{
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case CROUCHING:
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if (iRange > POINT_BLANK_RANGE + 10 * (AIM_PENALTY_TARGET_CROUCHED / 3))
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{
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uiStanceBonus = AIM_BONUS_CROUCHING;
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}
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else if (iRange > POINT_BLANK_RANGE)
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{
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// reduce chance to hit with distance to the prone/immersed target
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uiStanceBonus = 3 * ((iRange - POINT_BLANK_RANGE) / CELL_X_SIZE); // penalty -3%/tile
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}
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break;
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case PRONE:
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if (iRange <= MIN_PRONE_RANGE)
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{
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// HATE being prone this close!
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uiChanceOfDamage = 0;
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}
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else //if (iRange > POINT_BLANK_RANGE)
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{
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// reduce chance to hit with distance to the prone/immersed target
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uiStanceBonus = 3 * ((iRange - POINT_BLANK_RANGE) / CELL_X_SIZE); // penalty -3%/tile
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}
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break;
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default:
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break;
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}
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// reduce stance bonus according to how much we have to change stance to get there
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//uiStanceBonus = uiStanceBonus * (4 - bStanceDiff) / 4;
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uiChanceOfDamage += uiStanceBonus;
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}
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if (bStanceDiff == 0)
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{
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uiCurrChanceOfDamage = uiChanceOfDamage;
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}
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if (uiChanceOfDamage > uiBestChanceOfDamage )
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{
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uiBestChanceOfDamage = uiChanceOfDamage;
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usBestAnimState = pSoldier->usAnimState;
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bBestStanceDiff = bStanceDiff;
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}
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}
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pSoldier->usAnimState = usRealAnimState;
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// return 0 or the best height value to be at
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if (bBestStanceDiff == 0 || ((uiBestChanceOfDamage - uiCurrChanceOfDamage) / bBestStanceDiff) < uiMinimumStanceBonusPerChange)
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{
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// better off not changing our stance!
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return( 0 );
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}
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else
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{
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return( gAnimControl[ usBestAnimState ].ubEndHeight );
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}
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}
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UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
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{
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if ( pSoldier->flags.fUIMovementFast )
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{
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return( RUNNING );
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}
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else if ( CREATURE_OR_BLOODCAT( pSoldier ) )
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{
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if (pSoldier->aiData.bAlertStatus == STATUS_GREEN)
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{
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return( WALKING );
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}
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else
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{
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return( RUNNING );
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}
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}
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else if (pSoldier->ubBodyType == COW || pSoldier->ubBodyType == CROW)
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{
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return( WALKING );
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}
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else
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{
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if ( (pSoldier->aiData.fAIFlags & AI_CAUTIOUS) && (MovementMode[bAction][Urgency[pSoldier->aiData.bAlertStatus][pSoldier->aiData.bAIMorale]] == RUNNING) )
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{
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return( WALKING );
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}
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else if ( bAction == AI_ACTION_SEEK_NOISE && pSoldier->bTeam == CIV_TEAM && !IS_MERC_BODY_TYPE( pSoldier ) )
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{
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return( WALKING );
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}
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else if ( (pSoldier->ubBodyType == HATKIDCIV || pSoldier->ubBodyType == KIDCIV) && (pSoldier->aiData.bAlertStatus == STATUS_GREEN) && Random( 10 ) == 0 )
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{
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return( KID_SKIPPING );
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}
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else
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{
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return( MovementMode[bAction][Urgency[pSoldier->aiData.bAlertStatus][pSoldier->aiData.bAIMorale]] );
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}
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}
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}
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void NewDest(SOLDIERTYPE *pSoldier, UINT16 usGridNo)
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{
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// ATE: Setting sDestination? Tis does not make sense...
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//pSoldier->pathing.sDestination = usGridNo;
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BOOLEAN fSet = FALSE;
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if ( IS_MERC_BODY_TYPE( pSoldier ) && pSoldier->aiData.bAction == AI_ACTION_TAKE_COVER && (pSoldier->aiData.bOrders == DEFENSIVE || pSoldier->aiData.bOrders == CUNNINGSOLO || pSoldier->aiData.bOrders == CUNNINGAID ) && (SoldierDifficultyLevel( pSoldier ) >= 2) )
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{
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UINT16 usMovementMode;
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// getting real movement anim for someone who is going to take cover, not just considering
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usMovementMode = MovementMode[AI_ACTION_TAKE_COVER][Urgency[pSoldier->aiData.bAlertStatus][pSoldier->aiData.bAIMorale]];
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if ( usMovementMode != SWATTING )
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{
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// really want to look at path, see how far we could get on path while swatting
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if ( EnoughPoints( pSoldier, RecalculatePathCost( pSoldier, SWATTING ), 0, FALSE ) || (pSoldier->aiData.bLastAction == AI_ACTION_TAKE_COVER && pSoldier->usUIMovementMode == SWATTING ) )
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{
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pSoldier->usUIMovementMode = SWATTING;
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}
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else
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{
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pSoldier->usUIMovementMode = usMovementMode;
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}
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}
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else
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{
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pSoldier->usUIMovementMode = usMovementMode;
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}
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fSet = TRUE;
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}
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else
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{
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if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->aiData.bAlertStatus == STATUS_RED )
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{
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switch( pSoldier->aiData.bAction )
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{
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case AI_ACTION_MOVE_TO_CLIMB:
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case AI_ACTION_RUN_AWAY:
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pSoldier->usUIMovementMode = DetermineMovementMode( pSoldier, pSoldier->aiData.bAction );
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fSet = TRUE;
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break;
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default:
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/* if ( PreRandom( 5 - SoldierDifficultyLevel( pSoldier ) ) == 0 )
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{
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INT16 sClosestNoise = (INT16) MostImportantNoiseHeard( pSoldier, NULL, NULL, NULL );
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if ( sClosestNoise != NOWHERE && PythSpacesAway( pSoldier->sGridNo, sClosestNoise ) < MaxDistanceVisible() + 10 )
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{
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pSoldier->usUIMovementMode = SWATTING;
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fSet = TRUE;
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}
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}*/
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if ( !fSet )
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{
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pSoldier->usUIMovementMode = DetermineMovementMode( pSoldier, pSoldier->aiData.bAction );
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fSet = TRUE;
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}
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break;
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}
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}
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else
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{
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pSoldier->usUIMovementMode = DetermineMovementMode( pSoldier, pSoldier->aiData.bAction );
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fSet = TRUE;
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}
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if ( pSoldier->usUIMovementMode == SWATTING && !IS_MERC_BODY_TYPE( pSoldier ) )
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{
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pSoldier->usUIMovementMode = WALKING;
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}
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}
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//pSoldier->EVENT_GetNewSoldierPath( pSoldier->pathing.sDestination, pSoldier->usUIMovementMode );
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// ATE: Using this more versitile version
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// Last paramater says whether to re-start the soldier's animation
|
|
// This should be done if buddy was paused for fNoApstofinishMove...
|
|
pSoldier->EVENT_InternalGetNewSoldierPath( usGridNo, pSoldier->usUIMovementMode , FALSE, pSoldier->flags.fNoAPToFinishMove );
|
|
|
|
}
|
|
|
|
|
|
BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier)
|
|
{
|
|
INT8 bMinPointsNeeded = 0;
|
|
INT8 bAPForStandUp = 0;
|
|
INT8 bAPToLookAtWall = ( FindDirectionForClimbing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel ) == pSoldier->ubDirection ) ? 0 : 1;
|
|
|
|
//NumMessage("AffordableAction - Guy#",pSoldier->ubID);
|
|
|
|
switch (pSoldier->aiData.bAction)
|
|
{
|
|
case AI_ACTION_NONE: // maintain current position & facing
|
|
// no cost for doing nothing!
|
|
break;
|
|
|
|
case AI_ACTION_CHANGE_FACING: // turn to face another direction
|
|
bMinPointsNeeded = (INT8) GetAPsToLook( pSoldier );
|
|
break;
|
|
|
|
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_ESCORTED_MOVE: // go where told to by escortPlayer
|
|
case AI_ACTION_RUN_AWAY: // run away from nearby opponent(s)
|
|
case AI_ACTION_APPROACH_MERC:
|
|
case AI_ACTION_TRACK:
|
|
case AI_ACTION_EAT:
|
|
case AI_ACTION_SCHEDULE_MOVE:
|
|
case AI_ACTION_WALK:
|
|
case AI_ACTION_MOVE_TO_CLIMB:
|
|
// for movement, must have enough APs to move at least 1 tile's worth
|
|
bMinPointsNeeded = MinPtsToMove(pSoldier);
|
|
break;
|
|
|
|
case AI_ACTION_PICKUP_ITEM: // grab things lying on the ground
|
|
bMinPointsNeeded = __max( MinPtsToMove( pSoldier ), AP_PICKUP_ITEM );
|
|
break;
|
|
|
|
case AI_ACTION_OPEN_OR_CLOSE_DOOR:
|
|
case AI_ACTION_UNLOCK_DOOR:
|
|
case AI_ACTION_LOCK_DOOR:
|
|
bMinPointsNeeded = MinPtsToMove(pSoldier);
|
|
break;
|
|
|
|
case AI_ACTION_DROP_ITEM:
|
|
bMinPointsNeeded = AP_PICKUP_ITEM;
|
|
break;
|
|
|
|
case AI_ACTION_FIRE_GUN: // shoot at nearby opponent
|
|
case AI_ACTION_TOSS_PROJECTILE: // throw grenade at/near opponent(s)
|
|
case AI_ACTION_KNIFE_MOVE: // preparing to stab adjacent opponent
|
|
case AI_ACTION_THROW_KNIFE:
|
|
// only FIRE_GUN currently actually pays extra turning costs!
|
|
bMinPointsNeeded = MinAPsToAttack(pSoldier,pSoldier->aiData.usActionData,ADDTURNCOST);
|
|
|
|
#ifdef BETAVERSION
|
|
if (ptsNeeded > pSoldier->bActionPoints)
|
|
{
|
|
/*
|
|
sprintf(tempstr,"AI ERROR: %s has insufficient points for attack action %d at grid %d",
|
|
pSoldier->name,pSoldier->aiData.bAction,pSoldier->aiData.usActionData);
|
|
PopMessage(tempstr);
|
|
*/
|
|
}
|
|
#endif
|
|
break;
|
|
|
|
case AI_ACTION_PULL_TRIGGER: // activate an adjacent panic trigger
|
|
bMinPointsNeeded = AP_PULL_TRIGGER;
|
|
break;
|
|
|
|
case AI_ACTION_USE_DETONATOR: // grab detonator and set off bomb(s)
|
|
bMinPointsNeeded = AP_USE_REMOTE;
|
|
break;
|
|
|
|
case AI_ACTION_YELLOW_ALERT: // tell friends opponent(s) heard
|
|
case AI_ACTION_RED_ALERT: // tell friends opponent(s) seen
|
|
case AI_ACTION_CREATURE_CALL: // for now
|
|
bMinPointsNeeded = AP_RADIO;
|
|
break;
|
|
|
|
case AI_ACTION_CHANGE_STANCE: // crouch
|
|
bMinPointsNeeded = AP_CROUCH;
|
|
break;
|
|
|
|
case AI_ACTION_GIVE_AID: // help injured/dying friend
|
|
bMinPointsNeeded = 0;
|
|
break;
|
|
|
|
case AI_ACTION_CLIMB_ROOF:
|
|
if (pSoldier->pathing.bLevel == 0)
|
|
{
|
|
if( PTR_CROUCHED ) bAPForStandUp = 2;
|
|
if( PTR_PRONE ) bAPForStandUp = 4;
|
|
bMinPointsNeeded = AP_CLIMBROOF + bAPForStandUp + bAPToLookAtWall;
|
|
}
|
|
else
|
|
{
|
|
if( !PTR_CROUCHED ) bAPForStandUp = 2;
|
|
bMinPointsNeeded = AP_CLIMBOFFROOF + bAPForStandUp + bAPToLookAtWall;
|
|
}
|
|
break;
|
|
|
|
case AI_ACTION_COWER:
|
|
case AI_ACTION_STOP_COWERING:
|
|
case AI_ACTION_LOWER_GUN:
|
|
case AI_ACTION_END_COWER_AND_MOVE:
|
|
case AI_ACTION_TRAVERSE_DOWN:
|
|
case AI_ACTION_OFFER_SURRENDER:
|
|
bMinPointsNeeded = 0;
|
|
break;
|
|
|
|
default:
|
|
#ifdef BETAVERSION
|
|
//NumMessage("AffordableAction - Illegal action type = ",pSoldier->aiData.bAction);
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
// check whether or not we can afford to do this action
|
|
if (bMinPointsNeeded > pSoldier->bActionPoints)
|
|
{
|
|
return(FALSE);
|
|
}
|
|
else
|
|
{
|
|
return(TRUE);
|
|
}
|
|
}
|
|
|
|
INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier)
|
|
{
|
|
UINT32 uiLoop;
|
|
UINT16 usMaxDist;
|
|
UINT8 ubFriendCount, ubFriendIDs[MAXMERCS], ubFriendID;
|
|
UINT8 ubDirection;
|
|
UINT8 ubDirsLeft;
|
|
BOOLEAN fDirChecked[8];
|
|
BOOLEAN fRangeRestricted = FALSE, fFound = FALSE;
|
|
UINT16 usDest, usOrigin;
|
|
SOLDIERTYPE * pFriend;
|
|
|
|
|
|
// obtain maximum roaming distance from soldier's origin
|
|
usMaxDist = RoamingRange(pSoldier, (INT16 *)&usOrigin);
|
|
|
|
// if our movement range is restricted
|
|
|
|
// CJC: since RandomFriendWithin is only used in non-combat, ALWAYS restrict range.
|
|
fRangeRestricted = TRUE;
|
|
/*
|
|
if (usMaxDist < MAX_ROAMING_RANGE)
|
|
{
|
|
fRangeRestricted = TRUE;
|
|
}
|
|
*/
|
|
|
|
// if range is restricted, make sure origin is a legal gridno!
|
|
if (fRangeRestricted && ((usOrigin < 0) || (usOrigin >= GRIDSIZE)))
|
|
{
|
|
#ifdef BETAVERSION
|
|
NameMessage(pSoldier,"has illegal origin, but his roaming range is restricted!",1000);
|
|
#endif
|
|
return(FALSE);
|
|
}
|
|
|
|
ubFriendCount = 0;
|
|
|
|
// build a list of the guynums of all active, eligible friendly mercs
|
|
|
|
// go through each soldier, looking for "friends" (soldiers on same side)
|
|
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
|
|
{
|
|
pFriend = MercSlots[ uiLoop ];
|
|
|
|
// if this merc is inactive, not in sector, or dead
|
|
if (!pFriend)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// skip ourselves
|
|
if (pFriend->ubID == pSoldier->ubID)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if this man not neutral, but is on my side, OR if he is neutral, but
|
|
// so am I, then he's a "friend" for the purposes of random visitations
|
|
if ((!pFriend->aiData.bNeutral && (pSoldier->bSide == pFriend->bSide)) ||
|
|
(pFriend->aiData.bNeutral && pSoldier->aiData.bNeutral))
|
|
{
|
|
// if we're not already neighbors
|
|
if (SpacesAway(pSoldier->sGridNo,pFriend->sGridNo) > 1)
|
|
{
|
|
// remember his guynum, increment friend counter
|
|
ubFriendIDs[ubFriendCount++] = pFriend->ubID;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
while (ubFriendCount && !fFound)
|
|
{
|
|
// randomly select one of the remaining friends in the list
|
|
ubFriendID = ubFriendIDs[PreRandom(ubFriendCount)];
|
|
|
|
// if our movement range is NOT restricted, or this friend's within range
|
|
// use distance - 1, because there must be at least 1 tile 1 space closer
|
|
if (!fRangeRestricted ||
|
|
(SpacesAway(usOrigin,Menptr[ubFriendID].sGridNo) - 1) <= usMaxDist)
|
|
{
|
|
// should be close enough, try to find a legal->pathing.sDestination within 1 tile
|
|
|
|
// clear dirChecked flag for all 8 directions
|
|
for (ubDirection = 0; ubDirection < 8; ubDirection++)
|
|
{
|
|
fDirChecked[ubDirection] = FALSE;
|
|
}
|
|
|
|
ubDirsLeft = 8;
|
|
|
|
// examine all 8 spots around 'ubFriendID'
|
|
// keep looking while directions remain and a satisfactory one not found
|
|
while ((ubDirsLeft--) && !fFound)
|
|
{
|
|
// randomly select a direction which hasn't been 'checked' yet
|
|
do
|
|
{
|
|
ubDirection = (UINT8) Random(8);
|
|
}
|
|
while (fDirChecked[ubDirection]);
|
|
|
|
fDirChecked[ubDirection] = TRUE;
|
|
|
|
// determine the gridno 1 tile away from current friend in this direction
|
|
usDest = NewGridNo(Menptr[ubFriendID].sGridNo,DirectionInc(ubDirection));
|
|
|
|
// if that's out of bounds, ignore it & check next direction
|
|
if (usDest == Menptr[ubFriendID].sGridNo)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if our movement range is NOT restricted
|
|
if (!fRangeRestricted || (SpacesAway(usOrigin,usDest) <= usMaxDist))
|
|
{
|
|
if (LegalNPCDestination(pSoldier,usDest,ENSURE_PATH,NOWATER, 0))
|
|
{
|
|
fFound = TRUE; // found a spot
|
|
pSoldier->aiData.usActionData = usDest; // store this->pathing.sDestination
|
|
pSoldier->pathing.bPathStored = TRUE; // optimization - Ian
|
|
break; // stop checking in other directions
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!fFound)
|
|
{
|
|
ubFriendCount--;
|
|
|
|
// if we hadn't already picked the last friend currently in the list
|
|
if (ubFriendCount != ubFriendID)
|
|
{
|
|
ubFriendIDs[ubFriendID] = ubFriendIDs[ubFriendCount];
|
|
}
|
|
}
|
|
}
|
|
|
|
return(fFound);
|
|
}
|
|
|
|
|
|
INT16 RandDestWithinRange(SOLDIERTYPE *pSoldier)
|
|
{
|
|
INT16 sRandDest = NOWHERE;
|
|
UINT16 usOrigin, usMaxDist;
|
|
UINT8 ubTriesLeft;
|
|
BOOLEAN fLimited = FALSE, fFound = FALSE;
|
|
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXRange, sYRange, sXOffset, sYOffset;
|
|
INT16 sOrigX, sOrigY;
|
|
INT16 sX, sY;
|
|
UINT8 ubRoom = 0, ubTempRoom;
|
|
|
|
sOrigX = sOrigY = -1;
|
|
sMaxLeft = sMaxRight = sMaxUp = sMaxDown = sXRange = sYRange = -1;
|
|
|
|
// Try to find a random->pathing.sDestination that's no more than maxDist away from
|
|
// the given gridno of origin
|
|
|
|
if (gfTurnBasedAI)
|
|
{
|
|
ubTriesLeft = 10;
|
|
}
|
|
else
|
|
{
|
|
ubTriesLeft = 1;
|
|
}
|
|
|
|
usMaxDist = RoamingRange(pSoldier, (INT16 *)&usOrigin);
|
|
|
|
if ( pSoldier->aiData.bOrders <= CLOSEPATROL && (pSoldier->bTeam == CIV_TEAM || pSoldier->ubProfile != NO_PROFILE ) )
|
|
{
|
|
// any other combo uses the default of ubRoom == 0, set above
|
|
if ( !InARoom( pSoldier->aiData.sPatrolGrid[0], &ubRoom ) )
|
|
{
|
|
ubRoom = 0;
|
|
}
|
|
}
|
|
|
|
// if the maxDist is truly a restriction
|
|
if (usMaxDist < (MAXCOL - 1))
|
|
{
|
|
fLimited = TRUE;
|
|
|
|
// determine maximum horizontal limits
|
|
sOrigX = usOrigin % MAXCOL;
|
|
sOrigY = usOrigin / MAXCOL;
|
|
|
|
sMaxLeft = min(usMaxDist, sOrigX);
|
|
sMaxRight = min(usMaxDist,MAXCOL - (sOrigX + 1));
|
|
|
|
// determine maximum vertical limits
|
|
sMaxUp = min(usMaxDist, sOrigY);
|
|
sMaxDown = min(usMaxDist,MAXROW - (sOrigY + 1));
|
|
|
|
sXRange = sMaxLeft + sMaxRight + 1;
|
|
sYRange = sMaxUp + sMaxDown + 1;
|
|
}
|
|
|
|
if (pSoldier->ubBodyType == LARVAE_MONSTER)
|
|
{
|
|
// only crawl 1 tile, within our roaming range
|
|
while ((ubTriesLeft--) && !fFound)
|
|
{
|
|
sXOffset = (INT16) Random( 3 ) - 1; // generates -1 to +1
|
|
sYOffset = (INT16) Random( 3 ) - 1;
|
|
|
|
if (fLimited)
|
|
{
|
|
sX = pSoldier->sGridNo % MAXCOL + sXOffset;
|
|
sY = pSoldier->sGridNo / MAXCOL + sYOffset;
|
|
if (sX < sOrigX - sMaxLeft || sX > sOrigX + sMaxRight)
|
|
{
|
|
continue;
|
|
}
|
|
if (sY < sOrigY - sMaxUp || sY > sOrigY + sMaxDown)
|
|
{
|
|
continue;
|
|
}
|
|
sRandDest = usOrigin + sXOffset + (MAXCOL * sYOffset);
|
|
}
|
|
else
|
|
{
|
|
sRandDest = usOrigin + sXOffset + (MAXCOL * sYOffset);
|
|
}
|
|
|
|
if (!LegalNPCDestination(pSoldier,sRandDest,ENSURE_PATH,NOWATER,0))
|
|
{
|
|
sRandDest = NOWHERE;
|
|
continue; // try again!
|
|
}
|
|
|
|
// passed all the tests,->pathing.sDestination is acceptable
|
|
fFound = TRUE;
|
|
pSoldier->pathing.bPathStored = TRUE; // optimization - Ian
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// keep rolling random->pathing.sDestinations until one's satisfactory or retries used
|
|
while ((ubTriesLeft--) && !fFound)
|
|
{
|
|
if (fLimited)
|
|
{
|
|
sXOffset = ((INT16)Random(sXRange)) - sMaxLeft;
|
|
sYOffset = ((INT16)Random(sYRange)) - sMaxUp;
|
|
|
|
sRandDest = usOrigin + sXOffset + (MAXCOL * sYOffset);
|
|
|
|
#ifdef BETAVERSION
|
|
if ((sRandDest < 0) || (sRandDest >= GRIDSIZE))
|
|
{
|
|
NumMessage("RandDestWithinRange: ERROR - Gridno out of range! = ",sRandDest);
|
|
sRandDest = random(GRIDSIZE);
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
sRandDest = (INT16) PreRandom(GRIDSIZE);
|
|
}
|
|
|
|
if ( ubRoom && InARoom( sRandDest, &ubTempRoom ) && ubTempRoom != ubRoom )
|
|
{
|
|
// outside of room available for patrol!
|
|
sRandDest = NOWHERE;
|
|
continue;
|
|
}
|
|
|
|
if (!LegalNPCDestination(pSoldier,sRandDest,ENSURE_PATH,NOWATER,0))
|
|
{
|
|
sRandDest = NOWHERE;
|
|
continue; // try again!
|
|
}
|
|
|
|
// passed all the tests,->pathing.sDestination is acceptable
|
|
fFound = TRUE;
|
|
pSoldier->pathing.bPathStored = TRUE; // optimization - Ian
|
|
}
|
|
}
|
|
|
|
return(sRandDest); // defaults to NOWHERE
|
|
}
|
|
|
|
INT16 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, BOOLEAN * pfChangeLevel )
|
|
{
|
|
INT16 *psLastLoc, *pusNoiseGridNo;
|
|
INT8 *pbLastLevel;
|
|
INT16 sGridNo=-1;
|
|
INT8 bLevel, bClosestLevel = -1;
|
|
BOOLEAN fClimbingNecessary, fClosestClimbingNecessary = FALSE;
|
|
INT32 iPathCost;
|
|
INT16 sClosestDisturbance = NOWHERE;
|
|
UINT32 uiLoop;
|
|
UINT16 closestConscious = NOWHERE,closestUnconscious = NOWHERE;
|
|
INT32 iShortestPath = 1000;
|
|
INT32 iShortestPathConscious = 1000,iShortestPathUnconscious = 1000;
|
|
UINT8 *pubNoiseVolume;
|
|
INT8 *pbNoiseLevel;
|
|
INT8 *pbPersOL,*pbPublOL;
|
|
INT16 sClimbGridNo;
|
|
SOLDIERTYPE * pOpp;
|
|
|
|
// CJC: can't trace a path to every known disturbance!
|
|
// for starters, try the closest one as the crow flies
|
|
INT16 sClosestEnemy = NOWHERE, sDistToClosestEnemy = 1000, sDistToEnemy;
|
|
|
|
*pfChangeLevel = FALSE;
|
|
|
|
pubNoiseVolume = &gubPublicNoiseVolume[pSoldier->bTeam];
|
|
pusNoiseGridNo = &gsPublicNoiseGridno[pSoldier->bTeam];
|
|
pbNoiseLevel = &gbPublicNoiseLevel[pSoldier->bTeam];
|
|
|
|
// hang pointers at start of this guy's personal and public opponent opplists
|
|
// pbPersOL = &pSoldier->aiData.bOppList[0];
|
|
// pbPublOL = &(gbPublicOpplist[pSoldier->bTeam][0]);
|
|
// psLastLoc = &(gsLastKnownOppLoc[pSoldier->ubID][0]);
|
|
|
|
// look through this man's personal & public opplists for opponents known
|
|
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
|
|
{
|
|
pOpp = MercSlots[ uiLoop ];
|
|
|
|
// if this merc is inactive, at base, on assignment, or dead
|
|
if (!pOpp)
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// if this merc is neutral/on same side, he's not an opponent
|
|
if ( CONSIDERED_NEUTRAL( pSoldier, pOpp ) || (pSoldier->bSide == pOpp->bSide) )
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
pbPersOL = pSoldier->aiData.bOppList + pOpp->ubID;
|
|
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpp->ubID;
|
|
psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpp->ubID;
|
|
pbLastLevel = gbLastKnownOppLevel[pSoldier->ubID] + pOpp->ubID;
|
|
|
|
// if this opponent is unknown personally and publicly
|
|
if ((*pbPersOL == NOT_HEARD_OR_SEEN) && (*pbPublOL == NOT_HEARD_OR_SEEN))
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// this is possible if get here from BLACK AI in one of those rare
|
|
// instances when we couldn't get a meaningful shot off at a guy in sight
|
|
if ((*pbPersOL == SEEN_CURRENTLY) && (pOpp->stats.bLife >= OKLIFE))
|
|
{
|
|
// don't allow this to return any valid values, this guy remains a
|
|
// serious threat and the last thing we want to do is approach him!
|
|
return(NOWHERE);
|
|
}
|
|
|
|
// if personal knowledge is more up to date or at least equal
|
|
if ((gubKnowledgeValue[*pbPublOL - OLDEST_HEARD_VALUE][*pbPersOL - OLDEST_HEARD_VALUE] > 0) ||
|
|
(*pbPersOL == *pbPublOL))
|
|
{
|
|
// using personal knowledge, obtain opponent's "best guess" gridno
|
|
sGridNo = *psLastLoc;
|
|
bLevel = *pbLastLevel;
|
|
}
|
|
else
|
|
{
|
|
// using public knowledge, obtain opponent's "best guess" gridno
|
|
sGridNo = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpp->ubID];
|
|
bLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpp->ubID];
|
|
}
|
|
|
|
// if we are standing at that gridno (!, obviously our info is old...)
|
|
if (sGridNo == pSoldier->sGridNo)
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
if (sGridNo == NOWHERE)
|
|
{
|
|
// huh?
|
|
continue;
|
|
}
|
|
|
|
sDistToEnemy = PythSpacesAway( pSoldier->sGridNo, sGridNo );
|
|
if (sDistToEnemy < sDistToClosestEnemy )
|
|
{
|
|
sClosestEnemy = sGridNo;
|
|
bClosestLevel = bLevel;
|
|
sDistToClosestEnemy = sDistToEnemy;
|
|
}
|
|
|
|
}
|
|
|
|
if (sClosestEnemy != NOWHERE)
|
|
{
|
|
iPathCost = EstimatePathCostToLocation( pSoldier, sClosestEnemy, bClosestLevel, FALSE, &fClimbingNecessary, &sClimbGridNo );
|
|
// if we can get there
|
|
if (iPathCost != 0)
|
|
{
|
|
if (fClimbingNecessary)
|
|
{
|
|
sClosestDisturbance = sClimbGridNo;
|
|
}
|
|
else
|
|
{
|
|
sClosestDisturbance = sClosestEnemy;
|
|
}
|
|
iShortestPath = iPathCost;
|
|
fClosestClimbingNecessary = fClimbingNecessary;
|
|
}
|
|
}
|
|
|
|
// if any "misc. noise" was also heard recently
|
|
if (pSoldier->aiData.sNoiseGridno != NOWHERE && pSoldier->aiData.sNoiseGridno != sClosestDisturbance)
|
|
{
|
|
// test this gridno, too
|
|
sGridNo = pSoldier->aiData.sNoiseGridno;
|
|
bLevel = pSoldier->bNoiseLevel;
|
|
|
|
// if we are there (at the noise gridno)
|
|
if (sGridNo == pSoldier->sGridNo)
|
|
{
|
|
pSoldier->aiData.sNoiseGridno = NOWHERE; // wipe it out, not useful anymore
|
|
pSoldier->aiData.ubNoiseVolume = 0;
|
|
}
|
|
else
|
|
{
|
|
// get the AP cost to get to the location of the noise
|
|
iPathCost = EstimatePathCostToLocation( pSoldier, sGridNo, bLevel, FALSE, &fClimbingNecessary, &sClimbGridNo );
|
|
// if we can get there
|
|
if (iPathCost != 0)
|
|
{
|
|
if (fClimbingNecessary)
|
|
{
|
|
sClosestDisturbance = sClimbGridNo;
|
|
}
|
|
else
|
|
{
|
|
sClosestDisturbance = sGridNo;
|
|
}
|
|
iShortestPath = iPathCost;
|
|
fClosestClimbingNecessary = fClimbingNecessary;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// if any PUBLIC "misc. noise" was also heard recently
|
|
if (*pusNoiseGridNo != NOWHERE && *pusNoiseGridNo != sClosestDisturbance )
|
|
{
|
|
// test this gridno, too
|
|
sGridNo = *pusNoiseGridNo;
|
|
bLevel = *pbNoiseLevel;
|
|
|
|
// if we are not NEAR the noise gridno...
|
|
if ( pSoldier->pathing.bLevel != bLevel || PythSpacesAway( pSoldier->sGridNo, sGridNo ) >= 6 || SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, bLevel, 0, FALSE, NO_DISTANCE_LIMIT ) == 0 )
|
|
// if we are NOT there (at the noise gridno)
|
|
// if (sGridNo != pSoldier->sGridNo)
|
|
{
|
|
// get the AP cost to get to the location of the noise
|
|
iPathCost = EstimatePathCostToLocation( pSoldier, sGridNo, bLevel, FALSE, &fClimbingNecessary, &sClimbGridNo );
|
|
// if we can get there
|
|
if (iPathCost != 0)
|
|
{
|
|
if (fClimbingNecessary)
|
|
{
|
|
sClosestDisturbance = sClimbGridNo;
|
|
}
|
|
else
|
|
{
|
|
sClosestDisturbance = sGridNo;
|
|
}
|
|
iShortestPath = iPathCost;
|
|
fClosestClimbingNecessary = fClimbingNecessary;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// degrade our public noise a bit
|
|
*pusNoiseGridNo -= 2;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUGDECISIONS
|
|
if (sClosestDisturbance != NOWHERE)
|
|
{
|
|
AINumMessage("CLOSEST DISTURBANCE is at gridno ",sClosestDisturbance);
|
|
}
|
|
#endif
|
|
|
|
*pfChangeLevel = fClosestClimbingNecessary;
|
|
return(sClosestDisturbance);
|
|
}
|
|
|
|
|
|
INT16 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT16 * psGridNo, INT8 * pbLevel)
|
|
{
|
|
INT16 *psLastLoc,sGridNo, sClosestOpponent = NOWHERE;
|
|
UINT32 uiLoop;
|
|
INT32 iRange, iClosestRange = 1500;
|
|
INT8 *pbPersOL,*pbPublOL;
|
|
INT8 bLevel, bClosestLevel;
|
|
SOLDIERTYPE * pOpp;
|
|
|
|
bClosestLevel = -1;
|
|
|
|
|
|
// NOTE: THIS FUNCTION ALLOWS RETURN OF UNCONSCIOUS AND UNREACHABLE OPPONENTS
|
|
psLastLoc = &(gsLastKnownOppLoc[pSoldier->ubID][0]);
|
|
|
|
// hang pointers at start of this guy's personal and public opponent opplists
|
|
pbPersOL = &pSoldier->aiData.bOppList[0];
|
|
pbPublOL = &(gbPublicOpplist[pSoldier->bTeam][0]);
|
|
|
|
// look through this man's personal & public opplists for opponents known
|
|
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
|
|
{
|
|
pOpp = MercSlots[ uiLoop ];
|
|
|
|
// if this merc is inactive, at base, on assignment, or dead
|
|
if (!pOpp)
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// if this merc is neutral/on same side, he's not an opponent
|
|
if ( CONSIDERED_NEUTRAL( pSoldier, pOpp ) || (pSoldier->bSide == pOpp->bSide))
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// Special stuff for Carmen the bounty hunter
|
|
if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != 64)
|
|
{
|
|
continue; // next opponent
|
|
}
|
|
|
|
pbPersOL = pSoldier->aiData.bOppList + pOpp->ubID;
|
|
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpp->ubID;
|
|
psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpp->ubID;
|
|
|
|
// if this opponent is unknown personally and publicly
|
|
if ((*pbPersOL == NOT_HEARD_OR_SEEN) && (*pbPublOL == NOT_HEARD_OR_SEEN))
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// if personal knowledge is more up to date or at least equal
|
|
if ((gubKnowledgeValue[*pbPublOL - OLDEST_HEARD_VALUE][*pbPersOL - OLDEST_HEARD_VALUE] > 0) ||
|
|
(*pbPersOL == *pbPublOL))
|
|
{
|
|
// using personal knowledge, obtain opponent's "best guess" gridno
|
|
sGridNo = gsLastKnownOppLoc[pSoldier->ubID][pOpp->ubID];
|
|
bLevel = gbLastKnownOppLevel[pSoldier->ubID][pOpp->ubID];
|
|
}
|
|
else
|
|
{
|
|
// using public knowledge, obtain opponent's "best guess" gridno
|
|
sGridNo = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpp->ubID];
|
|
bLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpp->ubID];
|
|
}
|
|
|
|
// if we are standing at that gridno(!, obviously our info is old...)
|
|
if (sGridNo == pSoldier->sGridNo)
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// this function is used only for turning towards closest opponent or changing stance
|
|
// as such, if they AI is in a building,
|
|
// we should ignore people who are on the roof of the same building as the AI
|
|
if ( (bLevel != pSoldier->pathing.bLevel) && SameBuilding( pSoldier->sGridNo, sGridNo ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// I hope this will be good enough; otherwise we need a fractional/world-units-based 2D distance function
|
|
//sRange = PythSpacesAway( pSoldier->sGridNo, sGridNo);
|
|
iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
|
|
|
|
if (iRange < iClosestRange)
|
|
{
|
|
iClosestRange = iRange;
|
|
sClosestOpponent = sGridNo;
|
|
bClosestLevel = bLevel;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUGDECISIONS
|
|
if (sClosestOpponent != NOWHERE)
|
|
{
|
|
AINumMessage("CLOSEST OPPONENT is at gridno ",sClosestOpponent);
|
|
}
|
|
#endif
|
|
|
|
if (psGridNo)
|
|
{
|
|
*psGridNo = sClosestOpponent;
|
|
}
|
|
if (pbLevel)
|
|
{
|
|
*pbLevel = bClosestLevel;
|
|
}
|
|
return( sClosestOpponent );
|
|
}
|
|
|
|
INT16 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT16 * psGridNo, INT8 * pbLevel)
|
|
{
|
|
INT16 sGridNo, sClosestOpponent = NOWHERE;
|
|
UINT32 uiLoop;
|
|
INT32 iRange, iClosestRange = 1500;
|
|
INT8 *pbPersOL;
|
|
INT8 bLevel, bClosestLevel;
|
|
SOLDIERTYPE * pOpp;
|
|
|
|
bClosestLevel = -1;
|
|
|
|
// look through this man's personal & public opplists for opponents known
|
|
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
|
|
{
|
|
pOpp = MercSlots[ uiLoop ];
|
|
|
|
// if this merc is inactive, at base, on assignment, or dead
|
|
if (!pOpp)
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// if this merc is neutral/on same side, he's not an opponent
|
|
if ( CONSIDERED_NEUTRAL( pSoldier, pOpp ) || (pSoldier->bSide == pOpp->bSide))
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// Special stuff for Carmen the bounty hunter
|
|
if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != 64)
|
|
{
|
|
continue; // next opponent
|
|
}
|
|
|
|
pbPersOL = pSoldier->aiData.bOppList + pOpp->ubID;
|
|
|
|
// if this opponent is not seen personally
|
|
if (*pbPersOL != SEEN_CURRENTLY)
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// since we're dealing with seen people, use exact gridnos
|
|
sGridNo = pOpp->sGridNo;
|
|
bLevel = pOpp->pathing.bLevel;
|
|
|
|
// if we are standing at that gridno(!, obviously our info is old...)
|
|
if (sGridNo == pSoldier->sGridNo)
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// this function is used only for turning towards closest opponent or changing stance
|
|
// as such, if they AI is in a building,
|
|
// we should ignore people who are on the roof of the same building as the AI
|
|
if ( (bLevel != pSoldier->pathing.bLevel) && SameBuilding( pSoldier->sGridNo, sGridNo ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// I hope this will be good enough; otherwise we need a fractional/world-units-based 2D distance function
|
|
//sRange = PythSpacesAway( pSoldier->sGridNo, sGridNo);
|
|
iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
|
|
|
|
if (iRange < iClosestRange)
|
|
{
|
|
iClosestRange = iRange;
|
|
sClosestOpponent = sGridNo;
|
|
bClosestLevel = bLevel;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUGDECISIONS
|
|
if (sClosestOpponent != NOWHERE)
|
|
{
|
|
AINumMessage("CLOSEST OPPONENT is at gridno ",sClosestOpponent);
|
|
}
|
|
#endif
|
|
|
|
if (psGridNo)
|
|
{
|
|
*psGridNo = sClosestOpponent;
|
|
}
|
|
if (pbLevel)
|
|
{
|
|
*pbLevel = bClosestLevel;
|
|
}
|
|
return( sClosestOpponent );
|
|
}
|
|
|
|
|
|
INT16 ClosestPC( SOLDIERTYPE *pSoldier, INT16 * psDistance )
|
|
{
|
|
// used by NPCs... find the closest PC
|
|
|
|
// NOTE: skips EPCs!
|
|
|
|
UINT8 ubLoop;
|
|
SOLDIERTYPE *pTargetSoldier;
|
|
INT16 sMinDist = (INT16)WORLD_MAX;
|
|
INT16 sDist;
|
|
INT16 sGridNo = NOWHERE;
|
|
|
|
// Loop through all mercs on player team
|
|
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
|
|
|
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++)
|
|
{
|
|
pTargetSoldier = Menptr + ubLoop;
|
|
|
|
if (!pTargetSoldier->bActive || !pTargetSoldier->bInSector)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if not conscious, skip him
|
|
if (pTargetSoldier->stats.bLife < OKLIFE)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( AM_AN_EPC( pTargetSoldier ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
sDist = PythSpacesAway(pSoldier->sGridNo,pTargetSoldier->sGridNo);
|
|
|
|
// if this PC is not visible to the soldier, then add a penalty to the distance
|
|
// so that we weight in favour of visible mercs
|
|
if ( pTargetSoldier->bTeam != pSoldier->bTeam && pSoldier->aiData.bOppList[ ubLoop ] != SEEN_CURRENTLY )
|
|
{
|
|
sDist += 10;
|
|
}
|
|
|
|
if (sDist < sMinDist)
|
|
{
|
|
sMinDist = sDist;
|
|
sGridNo = pTargetSoldier->sGridNo;
|
|
}
|
|
}
|
|
|
|
if ( psDistance )
|
|
{
|
|
*psDistance = sMinDist;
|
|
}
|
|
|
|
return( sGridNo );
|
|
}
|
|
|
|
INT16 FindClosestClimbPointAvailableToAI( SOLDIERTYPE * pSoldier, INT16 sStartGridNo, INT16 sDesiredGridNo, BOOLEAN fClimbUp )
|
|
{
|
|
INT16 sGridNo;
|
|
INT16 sRoamingOrigin;
|
|
INT16 sRoamingRange;
|
|
|
|
if ( pSoldier->flags.uiStatusFlags & SOLDIER_PC )
|
|
{
|
|
sRoamingOrigin = pSoldier->sGridNo;
|
|
sRoamingRange = 99;
|
|
}
|
|
else
|
|
{
|
|
sRoamingRange = RoamingRange( pSoldier, &sRoamingOrigin );
|
|
}
|
|
|
|
// since climbing necessary involves going an extra tile, we compare against 1 less than the roam range...
|
|
// or add 1 to the distance to the climb point
|
|
|
|
sGridNo = FindClosestClimbPoint( pSoldier, sStartGridNo, sDesiredGridNo, fClimbUp );
|
|
|
|
|
|
if ( PythSpacesAway( sRoamingOrigin, sGridNo ) + 1 > sRoamingRange )
|
|
{
|
|
return( NOWHERE );
|
|
}
|
|
else
|
|
{
|
|
return( sGridNo );
|
|
}
|
|
}
|
|
|
|
BOOLEAN ClimbingNecessary( SOLDIERTYPE * pSoldier, INT16 sDestGridNo, INT8 bDestLevel )
|
|
{
|
|
if (pSoldier->pathing.bLevel == bDestLevel)
|
|
{
|
|
if ( (pSoldier->pathing.bLevel == 0) || ( gubBuildingInfo[ pSoldier->sGridNo ] == gubBuildingInfo[ sDestGridNo ] ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
else // different buildings!
|
|
{
|
|
return( TRUE );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return( TRUE );
|
|
}
|
|
}
|
|
|
|
INT16 GetInterveningClimbingLocation( SOLDIERTYPE * pSoldier, INT16 sDestGridNo, INT8 bDestLevel, BOOLEAN * pfClimbingNecessary )
|
|
{
|
|
if (pSoldier->pathing.bLevel == bDestLevel)
|
|
{
|
|
if ( (pSoldier->pathing.bLevel == 0) || ( gubBuildingInfo[ pSoldier->sGridNo ] == gubBuildingInfo[ sDestGridNo ] ) )
|
|
{
|
|
// on ground or same building... normal!
|
|
*pfClimbingNecessary = FALSE;
|
|
return( NOWHERE );
|
|
}
|
|
else
|
|
{
|
|
// different buildings!
|
|
// yes, pass in same gridno twice... want closest climb-down spot for building we are on!
|
|
*pfClimbingNecessary = TRUE;
|
|
return( FindClosestClimbPointAvailableToAI( pSoldier, pSoldier->sGridNo, pSoldier->sGridNo, FALSE ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*pfClimbingNecessary = TRUE;
|
|
// different levels
|
|
if (pSoldier->pathing.bLevel == 0)
|
|
{
|
|
// got to go UP onto building
|
|
return( FindClosestClimbPointAvailableToAI( pSoldier, pSoldier->sGridNo, sDestGridNo, TRUE ) );
|
|
}
|
|
else
|
|
{
|
|
// got to go DOWN off building
|
|
return( FindClosestClimbPointAvailableToAI( pSoldier, pSoldier->sGridNo, pSoldier->sGridNo, FALSE ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT16 sDestGridNo, INT8 bDestLevel, BOOLEAN fAddCostAfterClimbingUp, BOOLEAN * pfClimbingNecessary, INT16 * psClimbGridNo )
|
|
{
|
|
INT16 sPathCost;
|
|
INT16 sClimbGridNo;
|
|
|
|
if (pSoldier->pathing.bLevel == bDestLevel)
|
|
{
|
|
if ( (pSoldier->pathing.bLevel == 0) || ( gubBuildingInfo[ pSoldier->sGridNo ] == gubBuildingInfo[ sDestGridNo ] ) )
|
|
{
|
|
// on ground or same building... normal!
|
|
sPathCost = EstimatePlotPath( pSoldier, sDestGridNo, FALSE, FALSE, FALSE, WALKING, FALSE, FALSE, 0);
|
|
*pfClimbingNecessary = FALSE;
|
|
*psClimbGridNo = NOWHERE;
|
|
}
|
|
else
|
|
{
|
|
// different buildings!
|
|
// yes, pass in same gridno twice... want closest climb-down spot for building we are on!
|
|
sClimbGridNo = FindClosestClimbPointAvailableToAI( pSoldier, sDestGridNo, pSoldier->sGridNo, FALSE );
|
|
if (sClimbGridNo == NOWHERE)
|
|
{
|
|
sPathCost = 0;
|
|
}
|
|
else
|
|
{
|
|
sPathCost = PlotPath( pSoldier, sClimbGridNo, FALSE, FALSE, FALSE, WALKING, FALSE, FALSE, 0 );
|
|
if (sPathCost != 0)
|
|
{
|
|
// add in cost of climbing down
|
|
if (fAddCostAfterClimbingUp)
|
|
{
|
|
// add in cost of later climbing up, too
|
|
sPathCost += AP_CLIMBOFFROOF + AP_CLIMBROOF;
|
|
// add in an estimate of getting there after climbing down
|
|
sPathCost += (AP_MOVEMENT_FLAT + WALKCOST) * PythSpacesAway( sClimbGridNo, sDestGridNo );
|
|
}
|
|
else
|
|
{
|
|
sPathCost += AP_CLIMBOFFROOF;
|
|
// add in an estimate of getting there after climbing down, *but not on top of roof*
|
|
sPathCost += (AP_MOVEMENT_FLAT + WALKCOST) * PythSpacesAway( sClimbGridNo, sDestGridNo ) / 2;
|
|
}
|
|
*pfClimbingNecessary = TRUE;
|
|
*psClimbGridNo = sClimbGridNo;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// different levels
|
|
if (pSoldier->pathing.bLevel == 0)
|
|
{
|
|
//got to go UP onto building
|
|
sClimbGridNo = FindClosestClimbPointAvailableToAI( pSoldier, pSoldier->sGridNo, sDestGridNo, TRUE );
|
|
}
|
|
else
|
|
{
|
|
// got to go DOWN off building
|
|
sClimbGridNo = FindClosestClimbPointAvailableToAI( pSoldier, sDestGridNo, pSoldier->sGridNo, FALSE );
|
|
}
|
|
|
|
if (sClimbGridNo == NOWHERE)
|
|
{
|
|
sPathCost = 0;
|
|
}
|
|
else
|
|
{
|
|
sPathCost = PlotPath( pSoldier, sClimbGridNo, FALSE, FALSE, FALSE, WALKING, FALSE, FALSE, 0);
|
|
if (sPathCost != 0)
|
|
{
|
|
// add in the cost of climbing up or down
|
|
if (pSoldier->pathing.bLevel == 0)
|
|
{
|
|
// must climb up
|
|
sPathCost += AP_CLIMBROOF;
|
|
if (fAddCostAfterClimbingUp)
|
|
{
|
|
// add to path a rough estimate of how far to go from the climb gridno to the friend
|
|
// estimate walk cost
|
|
sPathCost += (AP_MOVEMENT_FLAT + WALKCOST) * PythSpacesAway( sClimbGridNo, sDestGridNo );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// must climb down
|
|
sPathCost += AP_CLIMBOFFROOF;
|
|
// add to path a rough estimate of how far to go from the climb gridno to the friend
|
|
// estimate walk cost
|
|
sPathCost += (AP_MOVEMENT_FLAT + WALKCOST) * PythSpacesAway( sClimbGridNo, sDestGridNo );
|
|
}
|
|
*pfClimbingNecessary = TRUE;
|
|
*psClimbGridNo = sClimbGridNo;
|
|
}
|
|
}
|
|
}
|
|
|
|
return( sPathCost );
|
|
}
|
|
|
|
BOOLEAN GuySawEnemyThisTurnOrBefore( SOLDIERTYPE * pSoldier )
|
|
{
|
|
UINT8 ubTeamLoop;
|
|
UINT8 ubIDLoop;
|
|
|
|
for ( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ubTeamLoop++ )
|
|
{
|
|
if ( gTacticalStatus.Team[ ubTeamLoop ].bSide != pSoldier->bSide )
|
|
{
|
|
// consider guys in this team, which isn't on our side
|
|
for ( ubIDLoop = gTacticalStatus.Team[ ubTeamLoop ].bFirstID; ubIDLoop <= gTacticalStatus.Team[ ubTeamLoop ].bLastID; ubIDLoop++ )
|
|
{
|
|
// if this guy SAW an enemy recently...
|
|
if ( pSoldier->aiData.bOppList[ ubIDLoop ] >= SEEN_CURRENTLY )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return( FALSE );
|
|
}
|
|
|
|
INT16 ClosestReachableFriendInTrouble(SOLDIERTYPE *pSoldier, BOOLEAN * pfClimbingNecessary)
|
|
{
|
|
UINT32 uiLoop;
|
|
INT16 sPathCost, sClosestFriend = NOWHERE, sShortestPath = 1000, sClimbGridNo;
|
|
BOOLEAN fClimbingNecessary, fClosestClimbingNecessary = FALSE;
|
|
SOLDIERTYPE *pFriend;
|
|
|
|
// civilians don't really have any "friends", so they don't bother with this
|
|
if (PTR_CIVILIAN)
|
|
{
|
|
return(NOWHERE);
|
|
}
|
|
|
|
// consider every friend of this soldier (locations assumed to be known)
|
|
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
|
|
{
|
|
pFriend = MercSlots[ uiLoop ];
|
|
|
|
// if this merc is inactive, at base, on assignment, or dead
|
|
if (!pFriend)
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// if this merc is neutral or NOT on the same side, he's not a friend
|
|
if (pFriend->aiData.bNeutral || (pSoldier->bSide != pFriend->bSide))
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// if this "friend" is actually US
|
|
if (pFriend->ubID == pSoldier->ubID)
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// CJC: restrict "last one to radio" to only if that guy saw us this turn or last turn
|
|
|
|
// if this friend is not under fire, and isn't the last one to radio
|
|
if ( ! ( pFriend->aiData.bUnderFire || (pFriend->ubID == gTacticalStatus.Team[pFriend->bTeam].ubLastMercToRadio && GuySawEnemyThisTurnOrBefore( pFriend ) ) ) )
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// if we're already neighbors
|
|
if (SpacesAway(pSoldier->sGridNo,pFriend->sGridNo) == 1)
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// get the AP cost to go to this friend's gridno
|
|
sPathCost = EstimatePathCostToLocation( pSoldier, pFriend->sGridNo, pFriend->pathing.bLevel, TRUE, &fClimbingNecessary, &sClimbGridNo );
|
|
|
|
// if we can get there
|
|
if (sPathCost != 0)
|
|
{
|
|
//sprintf(tempstr,"Path cost to friend %s's location is %d",pFriend->name,pathCost);
|
|
//PopMessage(tempstr);
|
|
|
|
if (sPathCost < sShortestPath)
|
|
{
|
|
if (fClimbingNecessary)
|
|
{
|
|
sClosestFriend = sClimbGridNo;
|
|
}
|
|
else
|
|
{
|
|
sClosestFriend = pFriend->sGridNo;
|
|
}
|
|
|
|
sShortestPath = sPathCost;
|
|
fClosestClimbingNecessary = fClimbingNecessary;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef DEBUGDECISIONS
|
|
if (sClosestFriend != NOWHERE)
|
|
{
|
|
AINumMessage("CLOSEST FRIEND is at gridno ",sClosestFriend);
|
|
}
|
|
#endif
|
|
|
|
*pfClimbingNecessary = fClosestClimbingNecessary;
|
|
return(sClosestFriend);
|
|
}
|
|
|
|
INT16 DistanceToClosestFriend( SOLDIERTYPE * pSoldier )
|
|
{
|
|
// find the distance to the closest person on the same team
|
|
UINT8 ubLoop;
|
|
SOLDIERTYPE *pTargetSoldier;
|
|
INT16 sMinDist = 1000;
|
|
INT16 sDist;
|
|
|
|
// Loop through all mercs on player team
|
|
ubLoop = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
|
|
|
|
for ( ; ubLoop <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ubLoop++ )
|
|
{
|
|
if (ubLoop == pSoldier->ubID)
|
|
{
|
|
// same guy - continue!
|
|
continue;
|
|
}
|
|
|
|
pTargetSoldier = Menptr + ubLoop;
|
|
|
|
if ( pSoldier->bActive && pSoldier->bInSector )
|
|
{
|
|
if (!pTargetSoldier->bActive || !pTargetSoldier->bInSector)
|
|
{
|
|
continue;
|
|
}
|
|
// if not conscious, skip him
|
|
else if (pTargetSoldier->stats.bLife < OKLIFE)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// compare sector #s
|
|
if ( (pSoldier->sSectorX != pTargetSoldier->sSectorX) ||
|
|
(pSoldier->sSectorY != pTargetSoldier->sSectorY) ||
|
|
(pSoldier->bSectorZ != pTargetSoldier->bSectorZ) )
|
|
{
|
|
continue;
|
|
}
|
|
else if (pTargetSoldier->stats.bLife < OKLIFE)
|
|
{
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// well there's someone who could be near
|
|
return( 1 );
|
|
}
|
|
}
|
|
|
|
sDist = SpacesAway(pSoldier->sGridNo,pTargetSoldier->sGridNo);
|
|
|
|
if (sDist < sMinDist)
|
|
{
|
|
sMinDist = sDist;
|
|
}
|
|
}
|
|
|
|
return( sMinDist );
|
|
}
|
|
|
|
BOOLEAN InWaterGasOrSmoke( SOLDIERTYPE *pSoldier, INT16 sGridNo )
|
|
{
|
|
if (WaterTooDeepForAttacks( sGridNo ))
|
|
{
|
|
return(TRUE);
|
|
}
|
|
|
|
// smoke
|
|
if (gpWorldLevelData[sGridNo].ubExtFlags[ pSoldier->pathing.bLevel ] & MAPELEMENT_EXT_SMOKE)
|
|
{
|
|
return( TRUE );
|
|
}
|
|
|
|
// tear/mustard gas
|
|
//if ( (gpWorldLevelData[sGridNo].ubExtFlags[ pSoldier->pathing.bLevel ] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) &&
|
|
// (pSoldier->inv[HEAD1POS].usItem != GASMASK && pSoldier->inv[HEAD2POS].usItem != GASMASK) )
|
|
if ( (gpWorldLevelData[sGridNo].ubExtFlags[ pSoldier->pathing.bLevel ] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) &&
|
|
FindGasMask(pSoldier) == NO_SLOT )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
if ( gpWorldLevelData[sGridNo].ubExtFlags[ pSoldier->pathing.bLevel ] & MAPELEMENT_EXT_BURNABLEGAS )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
|
|
return(FALSE);
|
|
}
|
|
|
|
BOOLEAN InGasOrSmoke( SOLDIERTYPE *pSoldier, INT16 sGridNo )
|
|
{
|
|
// smoke
|
|
if (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_SMOKE)
|
|
{
|
|
return( TRUE );
|
|
}
|
|
|
|
// tear/mustard gas
|
|
//if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) &&
|
|
// (pSoldier->inv[HEAD1POS].usItem != GASMASK && pSoldier->inv[HEAD2POS].usItem != GASMASK) )
|
|
if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) &&
|
|
FindGasMask(pSoldier) == NO_SLOT )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
if ( gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
|
|
return(FALSE);
|
|
}
|
|
|
|
|
|
INT16 InWaterOrGas(SOLDIERTYPE *pSoldier, INT16 sGridNo)
|
|
{
|
|
if (WaterTooDeepForAttacks( sGridNo ))
|
|
{
|
|
return(TRUE);
|
|
}
|
|
|
|
// tear/mustard gas
|
|
if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) &&
|
|
FindGasMask(pSoldier) == NO_SLOT )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
if ( gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
|
|
return(FALSE);
|
|
}
|
|
|
|
BOOLEAN InGas( SOLDIERTYPE *pSoldier, INT16 sGridNo )
|
|
{
|
|
// tear/mustard gas
|
|
if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) &&
|
|
FindGasMask(pSoldier) == NO_SLOT )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
if ( gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
|
|
return(FALSE);
|
|
}
|
|
|
|
BOOLEAN WearGasMaskIfAvailable( SOLDIERTYPE * pSoldier )
|
|
{
|
|
INT8 bSlot, bNewSlot;
|
|
|
|
bSlot = FindGasMask( pSoldier );
|
|
if ( bSlot == NO_SLOT )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
if ( bSlot == HEAD1POS || bSlot == HEAD2POS )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
if ( pSoldier->inv[ HEAD1POS ].exists() == false)
|
|
{
|
|
bNewSlot = HEAD1POS;
|
|
}
|
|
else if ( pSoldier->inv[ HEAD2POS ].exists() == false )
|
|
{
|
|
bNewSlot = HEAD2POS;
|
|
}
|
|
else
|
|
{
|
|
// screw it, going in position 1 anyhow
|
|
bNewSlot = HEAD1POS;
|
|
}
|
|
|
|
RearrangePocket( pSoldier, bSlot, bNewSlot, TRUE );
|
|
return( TRUE );
|
|
}
|
|
|
|
BOOLEAN InLightAtNight( INT16 sGridNo, INT8 bLevel )
|
|
{
|
|
UINT8 ubBackgroundLightLevel;
|
|
|
|
// do not consider us to be "in light" if we're in an underground sector
|
|
if ( gbWorldSectorZ > 0 )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
ubBackgroundLightLevel = GetTimeOfDayAmbientLightLevel();
|
|
|
|
if ( ubBackgroundLightLevel < NORMAL_LIGHTLEVEL_DAY + 2 )
|
|
{
|
|
// don't consider it nighttime, too close to daylight levels
|
|
return( FALSE );
|
|
}
|
|
|
|
// could've been placed here, ignore the light
|
|
if ( InARoom( sGridNo, NULL ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// NB light levels are backwards, so a lower light level means the
|
|
// spot in question is BRIGHTER
|
|
|
|
if ( LightTrueLevel( sGridNo, bLevel ) < ubBackgroundLightLevel )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
|
|
return( FALSE );
|
|
}
|
|
|
|
INT8 CalcMorale(SOLDIERTYPE *pSoldier)
|
|
{
|
|
UINT32 uiLoop, uiLoop2;
|
|
INT32 iOurTotalThreat = 0, iTheirTotalThreat = 0;
|
|
INT16 sOppThreatValue, sFrndThreatValue, sMorale;
|
|
INT32 iPercent;
|
|
INT8 bMostRecentOpplistValue;
|
|
INT8 bMoraleCategory;
|
|
UINT8 *pSeenOpp; //,*friendOlPtr;
|
|
INT8 *pbPersOL, *pbPublOL;
|
|
SOLDIERTYPE *pOpponent,*pFriend;
|
|
|
|
// if army guy has NO weapons left then panic!
|
|
if ( pSoldier->bTeam == ENEMY_TEAM )
|
|
{
|
|
if ( FindAIUsableObjClass( pSoldier, IC_WEAPON ) == NO_SLOT )
|
|
{
|
|
return( MORALE_HOPELESS );
|
|
}
|
|
}
|
|
|
|
// hang pointers to my personal opplist, my team's public opplist, and my
|
|
// list of previously seen opponents
|
|
pSeenOpp = (UINT8 *) &(gbSeenOpponents[pSoldier->ubID][0]);
|
|
|
|
// loop through every one of my possible opponents
|
|
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
|
|
{
|
|
pOpponent = MercSlots[ uiLoop ];
|
|
|
|
// if this merc is inactive, at base, on assignment, dead, unconscious
|
|
if (!pOpponent || (pOpponent->stats.bLife < OKLIFE))
|
|
continue; // next merc
|
|
|
|
// if this merc is neutral/on same side, he's not an opponent, skip him!
|
|
if ( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide))
|
|
continue; // next merc
|
|
|
|
// Special stuff for Carmen the bounty hunter
|
|
if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64)
|
|
{
|
|
continue; // next opponent
|
|
}
|
|
|
|
pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
|
|
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID;
|
|
pSeenOpp = (UINT8 *)gbSeenOpponents[pSoldier->ubID] + pOpponent->ubID;
|
|
|
|
// if this opponent is unknown to me personally AND unknown to my team, too
|
|
if ((*pbPersOL == NOT_HEARD_OR_SEEN) && (*pbPublOL == NOT_HEARD_OR_SEEN))
|
|
{
|
|
// if I have never seen him before anywhere in this sector, either
|
|
if (!(*pSeenOpp))
|
|
continue; // next merc
|
|
|
|
// have seen him in the past, so he remains something of a threat
|
|
bMostRecentOpplistValue = 0; // uses the free slot for 0 opplist
|
|
}
|
|
else // decide which opplist is more current
|
|
{
|
|
// if personal knowledge is more up to date or at least equal
|
|
if ((gubKnowledgeValue[*pbPublOL - OLDEST_HEARD_VALUE][*pbPersOL - OLDEST_HEARD_VALUE] > 0) || (*pbPersOL == *pbPublOL))
|
|
bMostRecentOpplistValue = *pbPersOL; // use personal
|
|
else
|
|
bMostRecentOpplistValue = *pbPublOL; // use public
|
|
}
|
|
|
|
iPercent = ThreatPercent[bMostRecentOpplistValue - OLDEST_HEARD_VALUE];
|
|
|
|
sOppThreatValue = (iPercent * CalcManThreatValue(pOpponent,pSoldier->sGridNo,FALSE,pSoldier)) / 100;
|
|
|
|
//sprintf(tempstr,"Known opponent %s, opplist status %d, percent %d, threat = %d",
|
|
// ExtMen[pOpponent->ubID].name,ubMostRecentOpplistValue,ubPercent,sOppThreatValue);
|
|
//PopMessage(tempstr);
|
|
|
|
// ADD this to their running total threatValue (decreases my MORALE)
|
|
iTheirTotalThreat += sOppThreatValue;
|
|
//NumMessage("Their TOTAL threat now = ",sTheirTotalThreat);
|
|
|
|
// NOW THE FUN PART: SINCE THIS OPPONENT IS KNOWN TO ME IN SOME WAY,
|
|
// ANY FRIENDS OF MINE THAT KNOW ABOUT HIM BOOST MY MORALE. SO, LET'S GO
|
|
// THROUGH THEIR PERSONAL OPPLISTS AND CHECK WHICH OF MY FRIENDS KNOW
|
|
// SOMETHING ABOUT HIM AND WHAT THEIR THREAT VALUE TO HIM IS.
|
|
|
|
for (uiLoop2 = 0; uiLoop2 < guiNumMercSlots; uiLoop2++)
|
|
{
|
|
pFriend = MercSlots[ uiLoop2 ];
|
|
|
|
// if this merc is inactive, at base, on assignment, dead, unconscious
|
|
if (!pFriend || (pFriend->stats.bLife < OKLIFE))
|
|
continue; // next merc
|
|
|
|
// if this merc is not on my side, then he's NOT one of my friends
|
|
|
|
// WE CAN'T AFFORD TO CONSIDER THE ENEMY OF MY ENEMY MY FRIEND, HERE!
|
|
// ONLY IF WE ARE ACTUALLY OFFICIALLY CO-OPERATING TOGETHER (SAME SIDE)
|
|
if ( pFriend->aiData.bNeutral && !( pSoldier->ubCivilianGroup != NON_CIV_GROUP && pSoldier->ubCivilianGroup == pFriend->ubCivilianGroup ) )
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
if ( pSoldier->bSide != pFriend->bSide )
|
|
continue; // next merc
|
|
|
|
// THIS TEST IS INVALID IF A COMPUTER-TEAM IS PLAYING CO-OPERATIVELY
|
|
// WITH A NON-COMPUTER TEAM SINCE THE OPPLISTS INVOLVED ARE NOT
|
|
// UP-TO-DATE. THIS SITUATION IS CURRENTLY NOT POSSIBLE IN HTH/DG.
|
|
|
|
// ALSO NOTE THAT WE COUNT US AS OUR (BEST) FRIEND FOR THESE CALCULATIONS
|
|
|
|
// subtract HEARD_2_TURNS_AGO (which is negative) to make values start at 0 and
|
|
// be positive otherwise
|
|
iPercent = ThreatPercent[pFriend->aiData.bOppList[pOpponent->ubID] - OLDEST_HEARD_VALUE];
|
|
|
|
// reduce the percentage value based on how far away they are from the enemy, if they only hear him
|
|
if ( pFriend->aiData.bOppList[ pOpponent->ubID ] <= HEARD_LAST_TURN )
|
|
{
|
|
iPercent -= PythSpacesAway( pSoldier->sGridNo, pFriend->sGridNo ) * 2;
|
|
if ( iPercent <= 0 )
|
|
{
|
|
//ignore!
|
|
continue;
|
|
}
|
|
}
|
|
|
|
sFrndThreatValue = (iPercent * CalcManThreatValue(pFriend,pOpponent->sGridNo,FALSE,pSoldier)) / 100;
|
|
|
|
//sprintf(tempstr,"Known by friend %s, opplist status %d, percent %d, threat = %d",
|
|
// ExtMen[pFriend->ubID].name,pFriend->aiData.bOppList[pOpponent->ubID],ubPercent,sFrndThreatValue);
|
|
//PopMessage(tempstr);
|
|
|
|
// ADD this to our running total threatValue (increases my MORALE)
|
|
// We multiply by sOppThreatValue to PRO-RATE this based on opponent's
|
|
// threat value to ME personally. Divide later by sum of them all.
|
|
iOurTotalThreat += sOppThreatValue * sFrndThreatValue;
|
|
}
|
|
|
|
// this could get slow if I have a lot of friends...
|
|
//KeepInterfaceGoing();
|
|
}
|
|
|
|
|
|
// if they are no threat whatsoever
|
|
if (!iTheirTotalThreat)
|
|
sMorale = 500; // our morale is just incredible
|
|
else
|
|
{
|
|
// now divide sOutTotalThreat by sTheirTotalThreat to get the REAL value
|
|
iOurTotalThreat /= iTheirTotalThreat;
|
|
|
|
// calculate the morale (100 is even, < 100 is us losing, > 100 is good)
|
|
sMorale = (INT16) ((100 * iOurTotalThreat) / iTheirTotalThreat);
|
|
}
|
|
|
|
|
|
if (sMorale <= 25) // odds 1:4 or worse
|
|
bMoraleCategory = MORALE_HOPELESS;
|
|
else if (sMorale <= 50) // odds between 1:4 and 1:2
|
|
bMoraleCategory = MORALE_WORRIED;
|
|
else if (sMorale <= 150) // odds between 1:2 and 3:2
|
|
bMoraleCategory = MORALE_NORMAL;
|
|
else if (sMorale <= 300) // odds between 3:2 and 3:1
|
|
bMoraleCategory = MORALE_CONFIDENT;
|
|
else // odds better than 3:1
|
|
bMoraleCategory = MORALE_FEARLESS;
|
|
|
|
|
|
switch (pSoldier->aiData.bAttitude)
|
|
{
|
|
case DEFENSIVE: bMoraleCategory--; break;
|
|
case BRAVESOLO: bMoraleCategory += 2; break;
|
|
case BRAVEAID: bMoraleCategory += 2; break;
|
|
case CUNNINGSOLO: break;
|
|
case CUNNINGAID: break;
|
|
case AGGRESSIVE: bMoraleCategory++; break;
|
|
}
|
|
|
|
// make idiot administrators much more aggressive
|
|
if ( pSoldier->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR )
|
|
{
|
|
bMoraleCategory += 2;
|
|
}
|
|
|
|
|
|
// if still full of energy
|
|
if (pSoldier->bBreath > 75)
|
|
bMoraleCategory++;
|
|
else
|
|
{
|
|
// if getting a bit low on breath
|
|
if (pSoldier->bBreath < 40)
|
|
bMoraleCategory--;
|
|
|
|
// if getting REALLY low on breath
|
|
if (pSoldier->bBreath < 10)
|
|
bMoraleCategory--;
|
|
}
|
|
|
|
|
|
// if still very healthy
|
|
if (pSoldier->stats.bLife > 75)
|
|
bMoraleCategory++;
|
|
else
|
|
{
|
|
// if getting a bit low on life
|
|
if (pSoldier->stats.bLife < 40)
|
|
bMoraleCategory--;
|
|
|
|
// if getting REALLY low on life
|
|
if (pSoldier->stats.bLife < 20)
|
|
bMoraleCategory--;
|
|
}
|
|
|
|
|
|
// if soldier is currently not under fire
|
|
if (!pSoldier->aiData.bUnderFire)
|
|
bMoraleCategory++;
|
|
|
|
|
|
// if adjustments made it outside the allowed limits
|
|
if (bMoraleCategory < MORALE_HOPELESS)
|
|
bMoraleCategory = MORALE_HOPELESS;
|
|
else
|
|
{
|
|
if (bMoraleCategory > MORALE_FEARLESS)
|
|
bMoraleCategory = MORALE_FEARLESS;
|
|
}
|
|
|
|
// if only 1/4 of side left, reduce morale
|
|
// and do this after we've capped all those other silly values
|
|
/*
|
|
if ( pSoldier->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector <= gTacticalStatus.bOriginalSizeOfEnemyForce / 4 )
|
|
{
|
|
bMoraleCategory -= 2;
|
|
if (bMoraleCategory < MORALE_HOPELESS)
|
|
bMoraleCategory = MORALE_HOPELESS;
|
|
}
|
|
*/
|
|
|
|
// brave guys never get hopeless, at worst they get worried
|
|
if (bMoraleCategory == MORALE_HOPELESS &&
|
|
(pSoldier->aiData.bAttitude == BRAVESOLO || pSoldier->aiData.bAttitude == BRAVEAID))
|
|
bMoraleCategory = MORALE_WORRIED;
|
|
|
|
|
|
#ifdef DEBUGDECISIONS
|
|
STR tempstr;
|
|
sprintf( tempstr, "Morale = %d (category %d)\n",
|
|
pSoldier->aiData.bMorale,bMoraleCategory);
|
|
DebugAI (tempstr);
|
|
#endif
|
|
|
|
return(bMoraleCategory);
|
|
}
|
|
|
|
INT32 CalcManThreatValue( SOLDIERTYPE *pEnemy, INT16 sMyGrid, UINT8 ubReduceForCover, SOLDIERTYPE * pMe )
|
|
{
|
|
INT32 iThreatValue = 0;
|
|
BOOLEAN fForCreature = CREATURE_OR_BLOODCAT( pMe );
|
|
|
|
// If man is inactive, at base, on assignment, dead, unconscious
|
|
if (!pEnemy->bActive || !pEnemy->bInSector || !pEnemy->stats.bLife)
|
|
{
|
|
// he's no threat at all, return a negative number
|
|
iThreatValue = -999;
|
|
return(iThreatValue);
|
|
}
|
|
|
|
// in boxing mode, let only a boxer be considered a threat.
|
|
if ( (gTacticalStatus.bBoxingState == BOXING) && !(pEnemy->flags.uiStatusFlags & SOLDIER_BOXER) )
|
|
{
|
|
iThreatValue = -999;
|
|
return( iThreatValue );
|
|
}
|
|
|
|
if (fForCreature)
|
|
{
|
|
// health (1-100)
|
|
iThreatValue += pEnemy->stats.bLife;
|
|
// bleeding (more attactive!) (1-100)
|
|
iThreatValue += pEnemy->bBleeding;
|
|
// decrease according to distance
|
|
iThreatValue = (iThreatValue * 10) / (10 + PythSpacesAway( sMyGrid, pEnemy->sGridNo ) );
|
|
|
|
}
|
|
else
|
|
{
|
|
// ADD twice the man's level (2-20)
|
|
iThreatValue += pEnemy->stats.bExpLevel;
|
|
|
|
// ADD man's total action points (10-35)
|
|
iThreatValue += pEnemy->CalcActionPoints();
|
|
|
|
// ADD 1/2 of man's current action points (4-17)
|
|
iThreatValue += (pEnemy->bActionPoints / 2);
|
|
|
|
// ADD 1/10 of man's current health (0-10)
|
|
iThreatValue += (pEnemy->stats.bLife / 10);
|
|
|
|
if (pEnemy->bAssignment < ON_DUTY )
|
|
{
|
|
// ADD 1/4 of man's protection percentage (0-25)
|
|
iThreatValue += ArmourPercent( pEnemy ) / 4;
|
|
|
|
// ADD 1/5 of man's marksmanship skill (0-20)
|
|
iThreatValue += (pEnemy->stats.bMarksmanship / 5);
|
|
|
|
if ( Item[ pEnemy->inv[HANDPOS].usItem ].usItemClass & IC_WEAPON )
|
|
{
|
|
// ADD the deadliness of the item(weapon) he's holding (0-50)
|
|
iThreatValue += Weapon[pEnemy->inv[HANDPOS].usItem].ubDeadliness;
|
|
}
|
|
}
|
|
|
|
// SUBTRACT 1/5 of man's bleeding (0-20)
|
|
iThreatValue -= (pEnemy->bBleeding / 5);
|
|
|
|
// SUBTRACT 1/10 of man's breath deficiency (0-10)
|
|
iThreatValue -= ((100 - pEnemy->bBreath) / 10);
|
|
|
|
// SUBTRACT man's current shock value
|
|
iThreatValue -= pEnemy->aiData.bShock;
|
|
}
|
|
|
|
// if I have a specifically defined spot where I'm at (sometime I don't!)
|
|
if (sMyGrid != NOWHERE)
|
|
{
|
|
// ADD 10% if man's already been shooting at me
|
|
if (pEnemy->sLastTarget == sMyGrid)
|
|
{
|
|
iThreatValue += (iThreatValue / 10);
|
|
}
|
|
else
|
|
{
|
|
// ADD 5% if man's already facing me
|
|
if (pEnemy->ubDirection == atan8(CenterX(pEnemy->sGridNo),CenterY(pEnemy->sGridNo),CenterX(sMyGrid),CenterY(sMyGrid)))
|
|
{
|
|
iThreatValue += (iThreatValue / 20);
|
|
}
|
|
}
|
|
}
|
|
|
|
// if this man is conscious
|
|
if (pEnemy->stats.bLife >= OKLIFE)
|
|
{
|
|
// and we were told to reduce threat for my cover
|
|
if (ubReduceForCover && (sMyGrid != NOWHERE))
|
|
{
|
|
// Reduce iThreatValue to same % as the chance HE has shoot through at ME
|
|
//iThreatValue = (iThreatValue * ChanceToGetThrough( pEnemy, myGrid, FAKE, ACTUAL, TESTWALLS, 9999, M9PISTOL, NOT_FOR_LOS)) / 100;
|
|
//iThreatValue = (iThreatValue * SoldierTo3DLocationChanceToGetThrough( pEnemy, myGrid, FAKE, ACTUAL, TESTWALLS, 9999, M9PISTOL, NOT_FOR_LOS)) / 100;
|
|
iThreatValue = (iThreatValue * SoldierToLocationChanceToGetThrough( pEnemy, sMyGrid, pMe->pathing.bLevel, 0, pMe->ubID ) ) / 100;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// if he's still something of a threat
|
|
if (iThreatValue > 0)
|
|
{
|
|
// drastically reduce his threat value (divide by 5 to 18)
|
|
iThreatValue /= (4 + (OKLIFE - pEnemy->stats.bLife));
|
|
}
|
|
}
|
|
|
|
// threat value of any opponent can never drop below 1
|
|
if (iThreatValue < 1)
|
|
{
|
|
iThreatValue = 1;
|
|
}
|
|
|
|
//sprintf(tempstr,"%s's iThreatValue = ",pEnemy->name);
|
|
//NumMessage(tempstr,iThreatValue);
|
|
|
|
#ifdef BETAVERSION // unnecessary for real release
|
|
// NOTE: maximum is about 200 for a healthy Mike type with a mortar!
|
|
if (iThreatValue > 250)
|
|
{
|
|
sprintf(tempstr,"CalcManThreatValue: WARNING - %d has a very high threat value of %d",pEnemy->ubID,iThreatValue);
|
|
|
|
#ifdef RECORDNET
|
|
fprintf(NetDebugFile,"\t%s\n",tempstr);
|
|
#endif
|
|
|
|
#ifdef TESTVERSION
|
|
PopMessage(tempstr);
|
|
#endif
|
|
|
|
}
|
|
#endif
|
|
|
|
return(iThreatValue);
|
|
}
|
|
|
|
INT16 RoamingRange(SOLDIERTYPE *pSoldier, INT16 * pusFromGridNo)
|
|
{
|
|
if ( CREATURE_OR_BLOODCAT( pSoldier ) )
|
|
{
|
|
if ( pSoldier->aiData.bAlertStatus == STATUS_BLACK )
|
|
{
|
|
*pusFromGridNo = pSoldier->sGridNo; // from current position!
|
|
return(MAX_ROAMING_RANGE);
|
|
}
|
|
}
|
|
if ( pSoldier->aiData.bOrders == POINTPATROL || pSoldier->aiData.bOrders == RNDPTPATROL )
|
|
{
|
|
// roam near NEXT PATROL POINT, not from where merc starts out
|
|
*pusFromGridNo = pSoldier->aiData.sPatrolGrid[pSoldier->aiData.bNextPatrolPnt];
|
|
}
|
|
else
|
|
{
|
|
// roam around where mercs started
|
|
//*pusFromGridNo = pSoldier->sInitialGridNo;
|
|
*pusFromGridNo = pSoldier->aiData.sPatrolGrid[0];
|
|
}
|
|
|
|
switch (pSoldier->aiData.bOrders)
|
|
{
|
|
// JA2 GOLD: give non-NPCs a 5 tile roam range for cover in combat when being shot at
|
|
case STATIONARY: if (pSoldier->ubProfile != NO_PROFILE || (pSoldier->aiData.bAlertStatus < STATUS_BLACK && !(pSoldier->aiData.bUnderFire)))
|
|
{
|
|
return( 0 );
|
|
}
|
|
else
|
|
{
|
|
return( 5 );
|
|
}
|
|
case ONGUARD: return( 5 );
|
|
case CLOSEPATROL: return( 15 );
|
|
case RNDPTPATROL:
|
|
case POINTPATROL: return(10 ); // from nextPatrolGrid, not whereIWas
|
|
case FARPATROL: if (pSoldier->aiData.bAlertStatus < STATUS_RED)
|
|
{
|
|
return( 25 );
|
|
}
|
|
else
|
|
{
|
|
return( 50 );
|
|
}
|
|
case ONCALL: if (pSoldier->aiData.bAlertStatus < STATUS_RED)
|
|
{
|
|
return( 10 );
|
|
}
|
|
else
|
|
{
|
|
return( 30 );
|
|
}
|
|
case SEEKENEMY: *pusFromGridNo = pSoldier->sGridNo; // from current position!
|
|
return(MAX_ROAMING_RANGE);
|
|
case SNIPER: return ( 5 );
|
|
default:
|
|
#ifdef BETAVERSION
|
|
sprintf(tempstr,"%s has invalid orders = %d",pSoldier->name,pSoldier->aiData.bOrders);
|
|
PopMessage(tempstr);
|
|
#endif
|
|
return(0);
|
|
}
|
|
}
|
|
|
|
|
|
void RearrangePocket(SOLDIERTYPE *pSoldier, INT8 bPocket1, INT8 bPocket2, UINT8 bPermanent)
|
|
{
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"RearrangePocket");
|
|
// NB there's no such thing as a temporary swap for now...
|
|
// 0verhaul: There is now! If not permanent, don't lose weapon ready status because the
|
|
// weapon will be restored after the trial situation is finished.
|
|
//SwapObjs( &(pSoldier->inv[bPocket1]), &(pSoldier->inv[bPocket2]) );
|
|
SwapObjs( pSoldier, bPocket1, bPocket2, bPermanent );
|
|
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"RearrangePocket done");
|
|
}
|
|
|
|
BOOLEAN FindBetterSpotForItem( SOLDIERTYPE * pSoldier, INT8 bSlot )
|
|
{
|
|
// looks for a place in the slots to put an item in a hand or armour
|
|
// position, and moves it there.
|
|
if (bSlot >= BIGPOCKSTART)
|
|
{
|
|
return( FALSE );
|
|
}
|
|
if (pSoldier->inv[bSlot].exists() == false)
|
|
{
|
|
// well that's just fine then!
|
|
return( TRUE );
|
|
}
|
|
|
|
if(FitsInSmallPocket(&pSoldier->inv[bSlot]) == false)
|
|
{
|
|
// then we're looking for a big pocket
|
|
bSlot = FindEmptySlotWithin( pSoldier, BIGPOCKSTART, MEDPOCKFINAL );
|
|
}
|
|
else
|
|
{
|
|
// try a small pocket first
|
|
bSlot = FindEmptySlotWithin( pSoldier, SMALLPOCKSTART, NUM_INV_SLOTS );
|
|
if (bSlot == NO_SLOT)
|
|
{
|
|
bSlot = FindEmptySlotWithin( pSoldier, BIGPOCKSTART, MEDPOCKFINAL );
|
|
}
|
|
}
|
|
if (bSlot == NO_SLOT)
|
|
{
|
|
return( FALSE );
|
|
}
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"findbetterspotforitem: swapping items");
|
|
RearrangePocket(pSoldier, HANDPOS, bSlot, FOREVER );
|
|
return( TRUE );
|
|
}
|
|
|
|
UINT8 GetTraversalQuoteActionID( INT8 bDirection )
|
|
{
|
|
switch( bDirection )
|
|
{
|
|
case NORTHEAST: // east
|
|
return( QUOTE_ACTION_ID_TRAVERSE_EAST );
|
|
|
|
case SOUTHEAST: // south
|
|
return( QUOTE_ACTION_ID_TRAVERSE_SOUTH );
|
|
|
|
case SOUTHWEST: // west
|
|
return( QUOTE_ACTION_ID_TRAVERSE_WEST );
|
|
|
|
case NORTHWEST: // north
|
|
return( QUOTE_ACTION_ID_TRAVERSE_NORTH );
|
|
|
|
default:
|
|
return( 0 );
|
|
}
|
|
}
|
|
|
|
UINT8 SoldierDifficultyLevel( SOLDIERTYPE * pSoldier )
|
|
{
|
|
INT8 bDifficultyBase;
|
|
INT8 bDifficulty;
|
|
|
|
DebugMsg(TOPIC_JA2AI,DBG_LEVEL_3,String("SoldierDifficultyLevel"));
|
|
// difficulty modifier ranges from 0 to 100
|
|
// and we want to end up with a number between 0 and 4 (4=hardest)
|
|
// to a base of 1, divide by 34 to get a range from 1 to 3
|
|
bDifficultyBase = 1 + ( CalcDifficultyModifier( pSoldier->ubSoldierClass ) / 34 );
|
|
|
|
switch( pSoldier->ubSoldierClass )
|
|
{
|
|
case SOLDIER_CLASS_ADMINISTRATOR:
|
|
bDifficulty = bDifficultyBase - 1;
|
|
break;
|
|
|
|
case SOLDIER_CLASS_ARMY:
|
|
bDifficulty = bDifficultyBase;
|
|
break;
|
|
|
|
case SOLDIER_CLASS_ELITE:
|
|
bDifficulty = bDifficultyBase + 1;
|
|
break;
|
|
|
|
// hard code militia;
|
|
case SOLDIER_CLASS_GREEN_MILITIA:
|
|
bDifficulty = 2;
|
|
break;
|
|
|
|
case SOLDIER_CLASS_REG_MILITIA:
|
|
bDifficulty = 3;
|
|
break;
|
|
|
|
case SOLDIER_CLASS_ELITE_MILITIA:
|
|
bDifficulty = 4;
|
|
break;
|
|
|
|
default:
|
|
if (pSoldier->bTeam == CREATURE_TEAM)
|
|
{
|
|
bDifficulty = bDifficultyBase + pSoldier->pathing.bLevel / 4;
|
|
}
|
|
else // civ...
|
|
{
|
|
bDifficulty = (bDifficultyBase + pSoldier->pathing.bLevel / 4) - 1;
|
|
}
|
|
break;
|
|
|
|
}
|
|
|
|
bDifficulty = __max( bDifficulty, 0 );
|
|
bDifficulty = __min( bDifficulty, 4 );
|
|
|
|
return( (UINT8) bDifficulty );
|
|
}
|
|
|
|
BOOLEAN ValidCreatureTurn( SOLDIERTYPE * pCreature, INT8 bNewDirection )
|
|
{
|
|
INT8 bDirChange;
|
|
INT8 bTempDir;
|
|
INT8 bLoop;
|
|
BOOLEAN fFound;
|
|
|
|
bDirChange = (INT8) QuickestDirection( pCreature->ubDirection, bNewDirection );
|
|
|
|
for( bLoop = 0; bLoop < 2; bLoop++ )
|
|
{
|
|
fFound = TRUE;
|
|
|
|
bTempDir = pCreature->ubDirection;
|
|
|
|
do
|
|
{
|
|
|
|
bTempDir += bDirChange;
|
|
if (bTempDir < NORTH)
|
|
{
|
|
bTempDir = NORTHWEST;
|
|
}
|
|
else if (bTempDir > NORTHWEST)
|
|
{
|
|
bTempDir = NORTH;
|
|
}
|
|
if (!pCreature->InternalIsValidStance( bTempDir, ANIM_STAND ))
|
|
{
|
|
fFound = FALSE;
|
|
break;
|
|
}
|
|
|
|
} while ( bTempDir != bNewDirection );
|
|
|
|
if ( fFound )
|
|
{
|
|
break;
|
|
}
|
|
else if ( bLoop > 0 )
|
|
{
|
|
// can't find a dir!
|
|
return( FALSE );
|
|
}
|
|
else
|
|
{
|
|
// try the other direction
|
|
bDirChange = bDirChange * -1;
|
|
}
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
INT32 RangeChangeDesire( SOLDIERTYPE * pSoldier )
|
|
{
|
|
INT32 iRangeFactorMultiplier;
|
|
|
|
iRangeFactorMultiplier = pSoldier->aiData.bAIMorale - 1;
|
|
switch (pSoldier->aiData.bAttitude)
|
|
{
|
|
case DEFENSIVE: iRangeFactorMultiplier += -1; break;
|
|
case BRAVESOLO: iRangeFactorMultiplier += 2; break;
|
|
case BRAVEAID: iRangeFactorMultiplier += 2; break;
|
|
case CUNNINGSOLO: iRangeFactorMultiplier += 0; break;
|
|
case CUNNINGAID: iRangeFactorMultiplier += 0; break;
|
|
case ATTACKSLAYONLY:
|
|
case AGGRESSIVE: iRangeFactorMultiplier += 1; break;
|
|
}
|
|
if ( gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes > 0 )
|
|
{
|
|
iRangeFactorMultiplier += gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes;
|
|
}
|
|
return( iRangeFactorMultiplier );
|
|
}
|
|
|
|
BOOLEAN ArmySeesOpponents( void )
|
|
{
|
|
INT32 cnt;
|
|
SOLDIERTYPE * pSoldier;
|
|
|
|
for ( cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++ )
|
|
{
|
|
pSoldier = MercPtrs[ cnt ];
|
|
|
|
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE && pSoldier->aiData.bOppCnt > 0 )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
}
|
|
|
|
return( FALSE );
|
|
}
|
|
|
|
#ifdef DEBUGDECISIONS
|
|
void AIPopMessage ( STR16 str )
|
|
{
|
|
DebugAI(str);
|
|
}
|
|
|
|
void AIPopMessage ( const STR8 str )
|
|
{
|
|
STR tempstr;
|
|
sprintf( tempstr,"%s", str);
|
|
DebugAI(tempstr);
|
|
}
|
|
|
|
void AINumMessage(const STR8 str, INT32 num)
|
|
{
|
|
STR tempstr;
|
|
sprintf( tempstr,"%s %d", str, num);
|
|
DebugAI(tempstr);
|
|
}
|
|
|
|
void AINameMessage(SOLDIERTYPE * pSoldier,const STR8 str,INT32 num)
|
|
{
|
|
STR tempstr;
|
|
sprintf( tempstr,"%d %s %d",pSoldier->name , str, num);
|
|
DebugAI( tempstr );
|
|
}
|
|
#endif
|