Files
source/TacticalAI/AIUtils.cpp
T
MaddMugsy 49a590ed34 1. PItems are now variable, from 3-20 and can be set in JA2Options.ini via NUM_P_ITEMS
2. USE_XML_TILESETS moved from JA2.ini to JA2Options.ini
3. New Feature - Ctrl+Click on an item with an item in hand to auto-attach/merge them.  Attach works with stacks.  Merge only works on single items, for now at least.
4. New Feature - To accompany Quiet Training, there are now Quiet Repairing and Quiet Doctoring options.
5. Bugfix - inseparable attachments of attachments were getting lost again when using ctrl+f/the map screen button to remove attachments
6. Bugfix - INT8 overflow error causing vehicle repair to actually lower its status
7. GasMask tag in items.xml can now be applied to helmets as well as face items.
8. Bugfix - AI code was referencing hard coded GASMASK item number instead of looking for the tag
9. Bugfix - "break;" was removed in Explosion Control.cpp, thereby causing mustard gas to deal out fire damage. (Not sure if this was deliberate?  But the new implementation differs from the JA2 standard, so it should be added to JA2Options.ini at least)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5320 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-05-30 10:19:53 +00:00

2961 lines
85 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "AI All.h"
#else
#include "ai.h"
#include "Weapons.h"
#include "opplist.h"
#include "Points.h"
#include "PathAI.h"
#include "WorldMan.h"
#include "AIInternals.h"
#include "Items.h"
#include "wcheck.h"
#include "message.h"
#include "los.h"
#include "assignments.h"
#include "Soldier Functions.h"
#include "Points.h"
#include "GameSettings.h"
#include "Buildings.h"
#include "Soldier macros.h"
#include "Render Fun.h"
#include "strategicmap.h"
#include "environment.h"
#include "lighting.h"
#include "Soldier Create.h"
#include "SkillCheck.h" // added by SANDRO
#endif
//////////////////////////////////////////////////////////////////////////////
// SANDRO - In this file, all APBPConstants[AP_CROUCH] and APBPConstants[AP_PRONE] were changed to GetAPsCrouch() and GetAPsProne()
// On the bottom here, there are these functions made
//////////////////////////////////////////////////////////////////////
//
// CJC's DG->JA2 conversion notes
//
// Commented out:
//
// InWaterOrGas - gas stuff
// RoamingRange - point patrol stuff
extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady );
UINT8 Urgency[NUM_STATUS_STATES][NUM_MORALE_STATES] =
{
{URGENCY_LOW, URGENCY_LOW, URGENCY_LOW, URGENCY_LOW, URGENCY_LOW}, // green
{URGENCY_HIGH, URGENCY_MED, URGENCY_MED, URGENCY_LOW, URGENCY_LOW}, // yellow
{URGENCY_HIGH, URGENCY_MED, URGENCY_MED, URGENCY_MED, URGENCY_MED}, // red
{URGENCY_HIGH, URGENCY_HIGH, URGENCY_HIGH, URGENCY_MED, URGENCY_MED} // black
};
UINT16 MovementMode[LAST_MOVEMENT_ACTION + 1][NUM_URGENCY_STATES] =
{
{WALKING, WALKING, WALKING }, // AI_ACTION_NONE
{WALKING, WALKING, WALKING }, // AI_ACTION_RANDOM_PATROL
{WALKING, RUNNING, RUNNING }, // AI_ACTION_SEEK_FRIEND
{WALKING, RUNNING, RUNNING }, // AI_ACTION_SEEK_OPPONENT
{RUNNING, RUNNING, RUNNING }, // AI_ACTION_TAKE_COVER
{WALKING, RUNNING, RUNNING }, // AI_ACTION_GET_CLOSER
{WALKING, WALKING, WALKING }, // AI_ACTION_POINT_PATROL,
{WALKING, RUNNING, RUNNING }, // AI_ACTION_LEAVE_WATER_GAS,
{WALKING, SWATTING, RUNNING }, // AI_ACTION_SEEK_NOISE,
{RUNNING, RUNNING, RUNNING }, // AI_ACTION_ESCORTED_MOVE,
{WALKING, RUNNING, RUNNING }, // AI_ACTION_RUN_AWAY,
{RUNNING, RUNNING, RUNNING }, // AI_ACTION_KNIFE_MOVE
{WALKING, WALKING, WALKING }, // AI_ACTION_APPROACH_MERC
{RUNNING, RUNNING, RUNNING }, // AI_ACTION_TRACK
{RUNNING, RUNNING, RUNNING }, // AI_ACTION_EAT
{WALKING, RUNNING, RUNNING}, // AI_ACTION_PICKUP_ITEM
{WALKING, WALKING, WALKING}, // AI_ACTION_SCHEDULE_MOVE
{WALKING, WALKING, WALKING}, // AI_ACTION_WALK
{WALKING, RUNNING, RUNNING}, // withdraw
{WALKING, SWATTING, SWATTING}, // flank left
{WALKING, SWATTING, SWATTING}, // flank right
{RUNNING, RUNNING, RUNNING}, // AI_ACTION_MOVE_TO_CLIMB
};
INT8 OKToAttack(SOLDIERTYPE * pSoldier, int target)
{
// can't shoot yourself
if (target == pSoldier->sGridNo)
return(NOSHOOT_MYSELF);
if (WaterTooDeepForAttacks(pSoldier->sGridNo))
return(NOSHOOT_WATER);
// make sure a weapon is in hand (FEB.8 ADDITION: tossable items are also OK)
if (!WeaponInHand(pSoldier))
{
return(NOSHOOT_NOWEAPON);
}
// JUST PUT THIS IN ON JULY 13 TO TRY AND FIX OUT-OF-AMMO SITUATIONS
if ( Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN)
{
if ( Item[pSoldier->inv[HANDPOS].usItem].cannon )
{
// look for another tank shell ELSEWHERE IN INVENTORY
if ( FindLaunchable( pSoldier, pSoldier->inv[HANDPOS].usItem ) == NO_SLOT )
//if ( !ItemHasAttachments( &(pSoldier->inv[HANDPOS]) ) )
{
return(NOSHOOT_NOLOAD);
}
}
else if (pSoldier->inv[HANDPOS][0]->data.gun.ubGunShotsLeft == 0 /*SB*/ ||
!(pSoldier->inv[HANDPOS][0]->data.gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER) ||
(pSoldier->IsValidSecondHandShotForReloadingPurposes( ) &&
(pSoldier->inv[SECONDHANDPOS][0]->data.gun.ubGunShotsLeft == 0 ||
!(pSoldier->inv[SECONDHANDPOS][0]->data.gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER))))
{
return(NOSHOOT_NOAMMO);
}
}
else if (Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_LAUNCHER)
{
if ( FindLaunchable( pSoldier, pSoldier->inv[HANDPOS].usItem ) == NO_SLOT )
//if ( !ItemHasAttachments( &(pSoldier->inv[HANDPOS]) ) )
{
return(NOSHOOT_NOLOAD);
}
}
return(TRUE);
}
BOOLEAN ConsiderProne( SOLDIERTYPE * pSoldier )
{
INT32 sOpponentGridNo;
INT8 bOpponentLevel;
INT32 iRange;
if (pSoldier->aiData.bAIMorale >= MORALE_NORMAL)
{
return( FALSE );
}
// We don't want to go prone if there is a nearby enemy
ClosestKnownOpponent( pSoldier, &sOpponentGridNo, &bOpponentLevel );
iRange = GetRangeFromGridNoDiff( pSoldier->sGridNo, sOpponentGridNo );
if (iRange > 10)
{
return( TRUE );
}
else
{
return( FALSE );
}
}
UINT8 StanceChange( SOLDIERTYPE * pSoldier, INT16 ubAttackAPCost )
{
// consider crouching or going prone
if (PTR_STANDING)
{
if (pSoldier->bActionPoints - ubAttackAPCost >= GetAPsCrouch(pSoldier, TRUE))
{
if ( (pSoldier->bActionPoints - ubAttackAPCost >= GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE)) && IsValidStance( pSoldier, ANIM_PRONE ) && ConsiderProne( pSoldier ) )
{
return( ANIM_PRONE );
}
else if ( IsValidStance( pSoldier, ANIM_CROUCH ) )
{
return( ANIM_CROUCH );
}
}
}
else if (PTR_CROUCHED)
{
if ( (pSoldier->bActionPoints - ubAttackAPCost >= GetAPsProne(pSoldier, TRUE)) && IsValidStance( pSoldier, ANIM_PRONE ) && ConsiderProne( pSoldier ) )
{
return( ANIM_PRONE );
}
}
return( 0 );
}
UINT8 ShootingStanceChange( SOLDIERTYPE * pSoldier, ATTACKTYPE * pAttack, INT8 bDesiredDirection )
{
// Figure out the best stance for this attack
// We don't want to go through a lot of complex calculations here,
// just compare the chance of the bullet hitting if we are
// standing, crouched, or prone
UINT16 usRealAnimState, usBestAnimState;
INT8 bBestStanceDiff=-1;
INT8 bLoop, bStanceNum, bStanceDiff, bAPsAfterAttack, bCurAimTime;
UINT32 uiChanceOfDamage, uiBestChanceOfDamage, uiCurrChanceOfDamage;
UINT32 uiStanceBonus, uiMinimumStanceBonusPerChange = 20 - 3 * pAttack->ubAimTime;
INT32 iRange;
bStanceNum = 0;
uiCurrChanceOfDamage = 0;
bAPsAfterAttack = pSoldier->bActionPoints - MinAPsToAttack( pSoldier, pAttack->sTarget, ADDTURNCOST, 1);
if (bAPsAfterAttack < GetAPsCrouch(pSoldier, TRUE))
{
return( 0 );
}
// Unfortunately, to get this to work, we have to fake the AI guy's
// animation state so we get the right height values
usRealAnimState = pSoldier->usAnimState;
usBestAnimState = pSoldier->usAnimState;
uiBestChanceOfDamage = 0;
iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, pAttack->sTarget );
switch( gAnimControl[usRealAnimState].ubEndHeight )
{
// set a stance number comparable with our loop variable so we can easily compute
// stance differences and thus AP cost
case ANIM_STAND:
bStanceNum = 0;
break;
case ANIM_CROUCH:
bStanceNum = 1;
break;
case ANIM_PRONE:
bStanceNum = 2;
break;
}
for (bLoop = 0; bLoop < 3; bLoop++)
{
bStanceDiff = abs( bLoop - bStanceNum );
if (bStanceDiff == 2 && bAPsAfterAttack < GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE))
{
// can't consider this!
continue;
}
switch( bLoop )
{
case 0:
if ( !pSoldier->InternalIsValidStance( bDesiredDirection, ANIM_STAND ) )
{
continue;
}
pSoldier->usAnimState = STANDING;
break;
case 1:
if ( !pSoldier->InternalIsValidStance( bDesiredDirection, ANIM_CROUCH ) )
{
continue;
}
pSoldier->usAnimState = CROUCHING;
break;
default:
if ( !pSoldier->InternalIsValidStance( bDesiredDirection, ANIM_PRONE ) )
{
continue;
}
pSoldier->usAnimState = PRONE;
break;
}
// Hack: Assumes the cost to reach the target stance from the current stance is the same as going back. Probably true.
bCurAimTime = __min( bAPsAfterAttack - GetAPsToChangeStance( pSoldier, bStanceNum), pAttack->ubAimTime);
// If can't fire at all from this stance, don't bother with the chances of hitting
if (bCurAimTime < 0)
{
continue;
}
uiChanceOfDamage = SoldierToLocationChanceToGetThrough( pSoldier, pAttack->sTarget, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, pAttack->ubOpponent ) * CalcChanceToHitGun( pSoldier, pAttack->sTarget, bCurAimTime, AIM_SHOT_TORSO ) / 100;
if (uiChanceOfDamage > 0)
{
uiStanceBonus = 0;
// artificially augment "chance of damage" to reflect penalty to be shot at various stances
switch( pSoldier->usAnimState )
{
case CROUCHING:
if (iRange > POINT_BLANK_RANGE + 10 * (AIM_PENALTY_TARGET_CROUCHED / 3))
{
uiStanceBonus = AIM_BONUS_CROUCHING;
}
else if (iRange > POINT_BLANK_RANGE)
{
// reduce chance to hit with distance to the prone/immersed target
uiStanceBonus = 3 * ((iRange - POINT_BLANK_RANGE) / CELL_X_SIZE); // penalty -3%/tile
}
break;
case PRONE:
if (iRange <= MIN_PRONE_RANGE)
{
// HATE being prone this close!
uiChanceOfDamage = 0;
}
else //if (iRange > POINT_BLANK_RANGE)
{
// reduce chance to hit with distance to the prone/immersed target
uiStanceBonus = 3 * ((iRange - POINT_BLANK_RANGE) / CELL_X_SIZE); // penalty -3%/tile
}
break;
default:
break;
}
// reduce stance bonus according to how much we have to change stance to get there
//uiStanceBonus = uiStanceBonus * (4 - bStanceDiff) / 4;
uiChanceOfDamage += uiStanceBonus;
}
if (bStanceDiff == 0)
{
uiCurrChanceOfDamage = uiChanceOfDamage;
}
if (uiChanceOfDamage > uiBestChanceOfDamage )
{
uiBestChanceOfDamage = uiChanceOfDamage;
usBestAnimState = pSoldier->usAnimState;
bBestStanceDiff = bStanceDiff;
}
}
pSoldier->usAnimState = usRealAnimState;
// return 0 or the best height value to be at
if (bBestStanceDiff == 0 || ((uiBestChanceOfDamage - uiCurrChanceOfDamage) / bBestStanceDiff) < uiMinimumStanceBonusPerChange)
{
// better off not changing our stance!
return( 0 );
}
else
{
return( gAnimControl[ usBestAnimState ].ubEndHeight );
}
}
UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
{
if ( pSoldier->flags.fUIMovementFast )
{
return( RUNNING );
}
else if ( CREATURE_OR_BLOODCAT( pSoldier ) )
{
if (pSoldier->aiData.bAlertStatus == STATUS_GREEN)
{
return( WALKING );
}
else
{
return( RUNNING );
}
}
else if (pSoldier->ubBodyType == COW || pSoldier->ubBodyType == CROW)
{
return( WALKING );
}
else
{
if ( (pSoldier->aiData.fAIFlags & AI_CAUTIOUS) && (MovementMode[bAction][Urgency[pSoldier->aiData.bAlertStatus][pSoldier->aiData.bAIMorale]] == RUNNING) )
{
return( WALKING );
}
else if ( bAction == AI_ACTION_SEEK_NOISE && pSoldier->bTeam == CIV_TEAM && !IS_MERC_BODY_TYPE( pSoldier ) )
{
return( WALKING );
}
else if ( (pSoldier->ubBodyType == HATKIDCIV || pSoldier->ubBodyType == KIDCIV) && (pSoldier->aiData.bAlertStatus == STATUS_GREEN) && Random( 10 ) == 0 )
{
return( KID_SKIPPING );
}
else
{
return( MovementMode[bAction][Urgency[pSoldier->aiData.bAlertStatus][pSoldier->aiData.bAIMorale]] );
}
}
}
void NewDest(SOLDIERTYPE *pSoldier, INT32 usGridNo)
{
// ATE: Setting sDestination? Tis does not make sense...
//pSoldier->pathing.sDestination = usGridNo;
BOOLEAN fSet = FALSE;
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) )
{
UINT16 usMovementMode;
// getting real movement anim for someone who is going to take cover, not just considering
usMovementMode = MovementMode[AI_ACTION_TAKE_COVER][Urgency[pSoldier->aiData.bAlertStatus][pSoldier->aiData.bAIMorale]];
if ( usMovementMode != SWATTING )
{
// really want to look at path, see how far we could get on path while swatting
if ( EnoughPoints( pSoldier, RecalculatePathCost( pSoldier, SWATTING ), 0, FALSE ) || (pSoldier->aiData.bLastAction == AI_ACTION_TAKE_COVER && pSoldier->usUIMovementMode == SWATTING ) )
{
pSoldier->usUIMovementMode = SWATTING;
}
else
{
pSoldier->usUIMovementMode = usMovementMode;
}
}
else
{
pSoldier->usUIMovementMode = usMovementMode;
}
fSet = TRUE;
}
else
{
if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->aiData.bAlertStatus == STATUS_RED )
{
switch( pSoldier->aiData.bAction )
{
case AI_ACTION_MOVE_TO_CLIMB:
case AI_ACTION_RUN_AWAY:
pSoldier->usUIMovementMode = DetermineMovementMode( pSoldier, pSoldier->aiData.bAction );
fSet = TRUE;
break;
default:
/* if ( PreRandom( 5 - SoldierDifficultyLevel( pSoldier ) ) == 0 )
{
INT32 sClosestNoise = (INT16) MostImportantNoiseHeard( pSoldier, NULL, NULL, NULL );
if ( !TileIsOutOfBounds(sClosestNoise) && PythSpacesAway( pSoldier->sGridNo, sClosestNoise ) < MaxDistanceVisible() + 10 )
{
pSoldier->usUIMovementMode = SWATTING;
fSet = TRUE;
}
}*/
if ( !fSet )
{
pSoldier->usUIMovementMode = DetermineMovementMode( pSoldier, pSoldier->aiData.bAction );
fSet = TRUE;
}
break;
}
}
else
{
pSoldier->usUIMovementMode = DetermineMovementMode( pSoldier, pSoldier->aiData.bAction );
fSet = TRUE;
}
if ( pSoldier->usUIMovementMode == SWATTING && !IS_MERC_BODY_TYPE( pSoldier ) )
{
pSoldier->usUIMovementMode = WALKING;
}
}
//pSoldier->EVENT_GetNewSoldierPath( pSoldier->pathing.sDestination, pSoldier->usUIMovementMode );
// ATE: Using this more versitile version
// 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)
{
INT16 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 ), GetBasicAPsToPickupItem( pSoldier ) ); // SANDRO
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 = GetBasicAPsToPickupItem( pSoldier ); // SANDRO
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 = APBPConstants[AP_PULL_TRIGGER];
break;
case AI_ACTION_USE_DETONATOR: // grab detonator and set off bomb(s)
bMinPointsNeeded = APBPConstants[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 = APBPConstants[AP_RADIO];
break;
case AI_ACTION_CHANGE_STANCE: // crouch
bMinPointsNeeded = GetAPsCrouch(pSoldier, TRUE);
break;
case AI_ACTION_GIVE_AID: // help injured/dying friend
bMinPointsNeeded = 0;
break;
case AI_ACTION_CLIMB_ROOF:
// SANDRO - improved this a bit
if (pSoldier->pathing.bLevel == 0)
{
if( PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE));
if( PTR_PRONE ) bAPForStandUp = GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE);
bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, FALSE ) + bAPForStandUp + bAPToLookAtWall;
}
else
{
if( !PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE));
bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, TRUE ) + 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;
case AI_ACTION_STEAL_MOVE: // added by SANDRO
//bMinPointsNeeded = GetAPsToStealItem( pSoldier, NULL, pSoldier->aiData.usActionData );;
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;
INT32 usDest, usOrigin;
SOLDIERTYPE * pFriend;
// obtain maximum roaming distance from soldier's origin
usMaxDist = RoamingRange(pSoldier,&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);
}
INT32 RandDestWithinRange(SOLDIERTYPE *pSoldier)
{
INT32 sRandDest = NOWHERE;
INT32 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,&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)
{
do//dnl ch53 111009 This loop should increase search performance, but probably need some counter to prevent eventual endless loop
{
sXOffset = ((INT16)Random(sXRange)) - sMaxLeft;
sYOffset = ((INT16)Random(sYRange)) - sMaxUp;
sRandDest = usOrigin + sXOffset + (MAXCOL * sYOffset);
}while(!GridNoOnVisibleWorldTile(sRandDest));
#ifdef BETAVERSION
if ((sRandDest < 0) || (sRandDest >= GRIDSIZE))
{
NumMessage("RandDestWithinRange: ERROR - Gridno out of range! = ",sRandDest);
sRandDest = random(GRIDSIZE);
}
#endif
}
else
{
do//dnl ch53 111009 This loop should increase search performance, but probably need some counter to prevent eventual endless loop
{
sRandDest = PreRandom(GRIDSIZE);
}while(!GridNoOnVisibleWorldTile(sRandDest));
}
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
}
INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, BOOLEAN * pfChangeLevel )
{
INT32 *psLastLoc, *pusNoiseGridNo;
INT8 *pbLastLevel;
INT32 sGridNo=-1;
INT8 bLevel, bClosestLevel = -1;
BOOLEAN fClimbingNecessary, fClosestClimbingNecessary = FALSE;
INT32 iPathCost;
INT32 sClosestDisturbance = NOWHERE;
UINT32 uiLoop;
UINT32 closestConscious = NOWHERE,closestUnconscious = NOWHERE;
INT32 iShortestPath = 1000;
INT32 iShortestPathConscious = 1000,iShortestPathUnconscious = 1000;
UINT8 *pubNoiseVolume;
INT8 *pbNoiseLevel;
INT8 *pbPersOL,*pbPublOL;
INT32 sClimbGridNo;
SOLDIERTYPE * pOpp;
// CJC: can't trace a path to every known disturbance!
// for starters, try the closest one as the crow flies
INT32 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 (TileIsOutOfBounds(sGridNo))
{
// huh?
continue;
}
sDistToEnemy = PythSpacesAway( pSoldier->sGridNo, sGridNo );
if (sDistToEnemy < sDistToClosestEnemy )
{
sClosestEnemy = sGridNo;
bClosestLevel = bLevel;
sDistToClosestEnemy = sDistToEnemy;
}
}
if (!TileIsOutOfBounds(sClosestEnemy))
{
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 (!TileIsOutOfBounds(pSoldier->aiData.sNoiseGridno) && 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 (!TileIsOutOfBounds(*pusNoiseGridNo) && *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 (!TileIsOutOfBounds(sClosestDisturbance))
{
AINumMessage("CLOSEST DISTURBANCE is at gridno ",sClosestDisturbance);
}
#endif
*pfChangeLevel = fClosestClimbingNecessary;
return(sClosestDisturbance);
}
INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel)
{
INT32 *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 (!TileIsOutOfBounds(sClosestOpponent))
{
AINumMessage("CLOSEST OPPONENT is at gridno ",sClosestOpponent);
}
#endif
if (psGridNo)
{
*psGridNo = sClosestOpponent;
}
if (pbLevel)
{
*pbLevel = bClosestLevel;
}
return( sClosestOpponent );
}
INT32 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel)
{
INT32 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 (!TileIsOutOfBounds(sClosestOpponent))
{
AINumMessage("CLOSEST OPPONENT is at gridno ",sClosestOpponent);
}
#endif
if (psGridNo)
{
*psGridNo = sClosestOpponent;
}
if (pbLevel)
{
*pbLevel = bClosestLevel;
}
return( sClosestOpponent );
}
// special variant with a minor twist for the zombie AI
INT32 ClosestSeenOpponentforZombie(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel)
{
INT32 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
}
// special: allow zombies to also find opponents on a roof
// otherwise they have will never decide to climb a roof while they are seeing an enemy
// 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 ( !pSoldier->IsZombie() && (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 (!TileIsOutOfBounds(sClosestOpponent))
{
AINumMessage("CLOSEST OPPONENT is at gridno ",sClosestOpponent);
}
#endif
if (psGridNo)
{
*psGridNo = sClosestOpponent;
}
if (pbLevel)
{
*pbLevel = bClosestLevel;
}
return( sClosestOpponent );
}
INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance )
{
// used by NPCs... find the closest PC
// NOTE: skips EPCs!
UINT8 ubLoop;
SOLDIERTYPE *pTargetSoldier;
INT32 sMinDist = WORLD_MAX;
INT32 sDist;
INT32 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 );
}
INT32 FindClosestClimbPointAvailableToAI( SOLDIERTYPE * pSoldier, INT32 sStartGridNo, INT32 sDesiredGridNo, BOOLEAN fClimbUp )
{
INT32 sGridNo;
INT32 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, INT32 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 );
}
}
INT32 GetInterveningClimbingLocation( SOLDIERTYPE * pSoldier, INT32 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, INT32 sDestGridNo, INT8 bDestLevel, BOOLEAN fAddCostAfterClimbingUp, BOOLEAN * pfClimbingNecessary, INT32 * psClimbGridNo )
{
INT16 sPathCost;
INT32 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 (TileIsOutOfBounds(sClimbGridNo))
{
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 += APBPConstants[AP_CLIMBOFFROOF] + APBPConstants[AP_CLIMBROOF];
// add in an estimate of getting there after climbing down
sPathCost += (APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_WALK]) * PythSpacesAway( sClimbGridNo, sDestGridNo );
}
else
{
sPathCost += APBPConstants[AP_CLIMBOFFROOF];
// add in an estimate of getting there after climbing down, *but not on top of roof*
sPathCost += (APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_WALK]) * 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 (TileIsOutOfBounds(sClimbGridNo))
{
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 += APBPConstants[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 += (APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_WALK]) * PythSpacesAway( sClimbGridNo, sDestGridNo );
}
}
else
{
// must climb down
sPathCost += APBPConstants[AP_CLIMBOFFROOF];
// add to path a rough estimate of how far to go from the climb gridno to the friend
// estimate walk cost
sPathCost += (APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_WALK]) * 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 );
}
INT32 ClosestReachableFriendInTrouble(SOLDIERTYPE *pSoldier, BOOLEAN * pfClimbingNecessary)
{
UINT32 uiLoop;
INT32 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 (!TileIsOutOfBounds(sClosestFriend))
{
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, INT32 sGridNo )
{
if (WaterTooDeepForAttacks( sGridNo ))
{
return(TRUE);
}
// smoke
if (gpWorldLevelData[sGridNo].ubExtFlags[ pSoldier->pathing.bLevel ] & MAPELEMENT_EXT_SMOKE)
{
return TRUE;
}
return InGas( pSoldier, sGridNo );
}
BOOLEAN InGasOrSmoke( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
// smoke
if (gpWorldLevelData[sGridNo].ubExtFlags[ pSoldier->pathing.bLevel ] & MAPELEMENT_EXT_SMOKE)
return TRUE;
return InGas(pSoldier,sGridNo);
}
INT16 InWaterOrGas(SOLDIERTYPE *pSoldier, INT32 sGridNo)
{
if (WaterTooDeepForAttacks( sGridNo ))
{
return(TRUE);
}
return (INT16)InGas( pSoldier, sGridNo );
}
BOOLEAN InGas( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{//WarmSteel - One square away from gas is still considered in gas, because it could expand any moment.
//Note: this only works for gas that expands with one tile, but hey it's better than nothing!
int iNeighbourGridNo;
for(int iDir = 0; iDir < NUM_WORLD_DIRECTIONS; ++iDir)
{
iNeighbourGridNo = sGridNo + DirectionInc(iDir);
if(!TileIsOutOfBounds(iNeighbourGridNo))
{
// tear/mustard gas
if((gpWorldLevelData[iNeighbourGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS|MAPELEMENT_EXT_MUSTARDGAS)) && !DoesSoldierWearGasMask(pSoldier))//dnl ch40 200909
{
return(TRUE);
}
if ( gpWorldLevelData[iNeighbourGridNo].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 || bSlot == HELMETPOS )
{
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( INT32 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;
// SANDRO - on Insane difficulty enemy morale cannot go below worried
if (bMoraleCategory == MORALE_HOPELESS && gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
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, INT32 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 += EffectiveExpLevel(pEnemy); // SANDRO - find precise effective exp level
// 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 (!TileIsOutOfBounds(sMyGrid))
{
// 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 && (!TileIsOutOfBounds(sMyGrid)))
{
// 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, INT32 * pusFromGridNo)
{
BOOL OppPosKnown = FALSE;
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];
}
//Do we know about any opponent?
for(UINT16 oppID = 0; oppID < MAX_NUM_SOLDIERS; oppID++)
{
if ( pSoldier->aiData.bOppList[oppID] != NOT_HEARD_OR_SEEN && gbPublicOpplist[pSoldier->bTeam][oppID] != NOT_HEARD_OR_SEEN)
{
OppPosKnown = TRUE;
break;
}
}
//TODO: Externalize if people want?
BOOL fLessRestrictiveRoaming = TRUE;
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: if (pSoldier->aiData.bAlertStatus < STATUS_RED)
{
return( 5 );
}
else
{
if(!OppPosKnown || !fLessRestrictiveRoaming)
{
return( 15 );
}
else
{
return( 30 );
//return( MAX_ROAMING_RANGE );
}
}
case POINTPATROL: if (pSoldier->aiData.bAlertStatus < STATUS_RED)
{
return( 10 );
}
else
{
if(!OppPosKnown || !fLessRestrictiveRoaming)
{
return( 20 );
}
else
{
return( 40 );
//return( MAX_ROAMING_RANGE );
}
} // from nextPatrolGrid, not whereIWas
case RNDPTPATROL: if (pSoldier->aiData.bAlertStatus < STATUS_RED)
{
return( 10 );
}
else
{
if(!OppPosKnown || !fLessRestrictiveRoaming)
{
return( 20 );
}
else
{
//return( 40 );
return( MAX_ROAMING_RANGE );
}
}// from nextPatrolGrid, not whereIWas
case FARPATROL: if (pSoldier->aiData.bAlertStatus < STATUS_RED)
{
return( 15 );
}
else
{
if(!OppPosKnown || !fLessRestrictiveRoaming)
{
return( 30 );
}
else
{
return( MAX_ROAMING_RANGE );
}
}
case ONCALL: if (pSoldier->aiData.bAlertStatus < STATUS_RED)
{
return( 10 );
}
else
{
if(!OppPosKnown || !fLessRestrictiveRoaming)
{
return( 30 );
}
else
{
//return(50);
return( MAX_ROAMING_RANGE );
}
}
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;
case SOLDIER_CLASS_ZOMBIE:
bDifficulty = bDifficultyBase;
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
/////////////////////////////////////////////////////////////////////////////////////////////////
// HEADROCK:
//
// The following function(s) are part of my half-assed attempt to have the AI analyze the tactical
// situation, by comparing (known) squad sizes, the state of all combatants, and the orders of all
// friendlies. The idea is to return a value called "TacticalSituation" which can tell a combatant
// whether he should try to undertake a smarter course of action.
/////////////////////////////////////////////////////////////////////////////////////////////////
INT16 AssessTacticalSituation( INT8 bTeam )
{
UINT16 ubFriendlyTeamTacticalValue = 0;
UINT16 ubEnemyTeamTacticalValue = 0;
UINT8 ubSoldierTacticalThreat;
INT16 ubTacticalSituation;
UINT16 cnt;
SOLDIERTYPE * pSoldier;
// begin loop through all MERCs.
for ( cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
ubSoldierTacticalThreat = CalcStraightThreatValue( pSoldier );
// Player-controlled Mercs are 1.5 times more threatening than AIs
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
ubSoldierTacticalThreat = (UINT8)((float)ubSoldierTacticalThreat * 1.5);
// Assess Threat
if (bTeam == OUR_TEAM || bTeam == MILITIA_TEAM)
{
// Friendly!
ubFriendlyTeamTacticalValue += ubSoldierTacticalThreat;
}
else
{
// Enemy!
if ( TeamSeesOpponent( ENEMY_TEAM, pSoldier ) )
ubEnemyTeamTacticalValue += ubSoldierTacticalThreat;
}
}
// begin loop through all Militia.
for ( cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
ubSoldierTacticalThreat = CalcStraightThreatValue( pSoldier );
// Assess Threat
if (bTeam == OUR_TEAM || bTeam == MILITIA_TEAM)
{
// Friendly!
ubFriendlyTeamTacticalValue += ubSoldierTacticalThreat;
}
else
{
// Enemy!
if ( TeamSeesOpponent( ENEMY_TEAM, pSoldier ) )
ubEnemyTeamTacticalValue += ubSoldierTacticalThreat;
}
}
// begin loop through all Enemies.
for ( cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
ubSoldierTacticalThreat = CalcStraightThreatValue( pSoldier );
// Assess Threat
if (bTeam == ENEMY_TEAM)
{
// Friendly!
ubFriendlyTeamTacticalValue += ubSoldierTacticalThreat;
}
else
{
// Enemy!
if ( TeamSeesOpponent( OUR_TEAM, pSoldier ) || TeamSeesOpponent ( MILITIA_TEAM, pSoldier) )
ubEnemyTeamTacticalValue += ubSoldierTacticalThreat;
}
}
ubTacticalSituation = ubEnemyTeamTacticalValue - ubFriendlyTeamTacticalValue;
return (ubTacticalSituation);
}
// HEADROCK: Function to check whether a team can see the specified soldier.
BOOLEAN TeamSeesOpponent( INT8 bTeam, SOLDIERTYPE * pOpponent )
{
SOLDIERTYPE * pSoldier;
UINT16 cnt;
// This assertion can be safely removed, assuming the program does what it should. It simply checks
// whether the "opponent" is on the same team being checked. That should be avoided when calling this
// function.
Assert( pOpponent->bTeam != bTeam );
// We're checking Merc/Militia visibility
if (bTeam == OUR_TEAM || bTeam == MILITIA_TEAM )
{
for ( cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE)
{
if (pSoldier->aiData.bOppList[ pOpponent->ubID ] == SEEN_CURRENTLY)
return ( TRUE );
}
}
for ( cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE)
{
// This assertion can be safely removed, assuming the program does what it should. It simply checks
// whether the "opponent" is on the same team being checked. That should be avoided when calling this
// function.
//Assert( pOpponent->bSide != bSide );
if (pSoldier->aiData.bOppList[ pOpponent->ubID ] == SEEN_CURRENTLY)
return ( TRUE );
}
}
return ( FALSE );
}
// Check enemy visibility
else if (bTeam == ENEMY_TEAM)
{
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)
{
// This assertion can be safely removed, assuming the program does what it should. It simply checks
// whether the "opponent" is on the same team being checked. That should be avoided when calling this
// function.
//Assert( pOpponent->bSide != bSide );
if (pSoldier->aiData.bOppList[ pOpponent->ubID ] == SEEN_CURRENTLY)
return ( TRUE );
}
}
return ( FALSE );
}
else
return (FALSE);
}
// HEADROCK: Function to assess an enemy's threat value without "me" argument.
INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy )
{
INT32 iThreatValue = 0;
// 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 = 0;
return(iThreatValue);
}
else
{
// ADD twice the man's level (2-20)
iThreatValue += EffectiveExpLevel(pEnemy); // SANDRO - find precise effective exp level
// 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 this man is conscious
if (pEnemy->stats.bLife < OKLIFE)
{
// 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 < 0)
{
iThreatValue = 0;
}
return(iThreatValue);
}