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Friendly fire chance code also checks for soldiers of the same side and optionally neutral civilians. CalcCoverValue: check friendly fire chance for each position, penalize position if friendly fire chance is high (needs AI_BETTER_COVER = TRUE) UnderFire::Add: - store friendly fire CTH for new added person - use max value when replacing friendly fire CTH for existing person CalcBestShot: - check CTGT and friendly fire chance for every stance - ignore possible shot if can hit friends in this stance CalcMoraleNew: improved code to make enemy slightly more aggressive. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8873 3b4a5df2-a311-0410-b5c6-a8a6f20db521
5784 lines
159 KiB
C++
5784 lines
159 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 "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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#include "SkillCheck.h" // added by SANDRO
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#include "Vehicles.h" // added by silversurfer
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#include "Game Clock.h" // sevenfm
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#include "Rotting Corpses.h" // sevenfm
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#include "wcheck.h" // sevenfm
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#include "SmokeEffects.h" // sevenfm
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#endif
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#include "GameInitOptionsScreen.h"
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//////////////////////////////////////////////////////////////////////////////
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// SANDRO - In this file, all APBPConstants[AP_CROUCH] and APBPConstants[AP_PRONE] were changed to GetAPsCrouch() and GetAPsProne()
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// On the bottom here, there are these functions made
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//////////////////////////////////////////////////////////////////////
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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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// sevenfm
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extern UINT16 PickSoldierReadyAnimation(SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOLEAN fHipStance);
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extern SECTOR_EXT_DATA SectorExternalData[256][4];
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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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{RUNNING, RUNNING, SWATTING}, // flank left
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{RUNNING, RUNNING, 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, pSoldier->pathing.bLevel))
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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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INT32 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, INT16 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 >= GetAPsCrouch(pSoldier, TRUE))
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{
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if ( (pSoldier->bActionPoints - ubAttackAPCost >= GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE)) && 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 >= GetAPsProne(pSoldier, TRUE)) && 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, bSetScopeMode;
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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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bSetScopeMode = pSoldier->bScopeMode;
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pSoldier->bScopeMode = pAttack->bScopeMode;
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bAPsAfterAttack = pSoldier->bActionPoints - MinAPsToAttack( pSoldier, pAttack->sTarget, ADDTURNCOST, pAttack->ubAimTime, 1);
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pSoldier->bScopeMode = bSetScopeMode;
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if (bAPsAfterAttack < GetAPsCrouch(pSoldier, TRUE))
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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 < GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE))
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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->IsFastMovement() )
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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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return( WALKING );
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else
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return( RUNNING );
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}
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// zombies always run if they know enemy location
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else if (gGameExternalOptions.fAIMovementMode &&
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pSoldier->IsZombie() &&
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IS_MERC_BODY_TYPE(pSoldier))
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{
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if (!TileIsOutOfBounds(ClosestKnownOpponent(pSoldier, NULL, NULL)))
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return RUNNING;
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else
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return WALKING;
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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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// if soldier is already crouched/prone, use SWATTING
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if ((pSoldier->aiData.fAIFlags & AI_CAUTIOUS) &&
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gGameExternalOptions.fAIMovementMode &&
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IS_MERC_BODY_TYPE(pSoldier) &&
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(pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM) &&
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gAnimControl[pSoldier->usAnimState].ubEndHeight <= ANIM_CROUCH)
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{
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return SWATTING;
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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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// sevenfm: movement mode tweaks
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if (gGameExternalOptions.fAIMovementMode)
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{
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INT32 sClosestThreat = ClosestKnownOpponent(pSoldier, NULL, NULL);
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// use walking mode if no enemy known
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if (pSoldier->aiData.bAlertStatus < STATUS_RED &&
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TileIsOutOfBounds(sClosestThreat) &&
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!pSoldier->aiData.bUnderFire &&
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(bAction == AI_ACTION_SEEK_FRIEND || bAction == AI_ACTION_SEEK_NOISE || bAction == AI_ACTION_TAKE_COVER))
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{
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return WALKING;
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}
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// use swatting when blinded
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if (IS_MERC_BODY_TYPE(pSoldier) &&
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pSoldier->bBlindedCounter > 0)
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{
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return SWATTING;
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}
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if (IS_MERC_BODY_TYPE(pSoldier) &&
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pSoldier->aiData.bAlertStatus >= STATUS_YELLOW &&
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!InWaterGasOrSmoke(pSoldier, pSoldier->sGridNo) &&
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!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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!TileIsOutOfBounds(sClosestThreat) &&
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(pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM))
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{
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INT16 sDistanceVisible = VISION_RANGE;
|
|
INT32 iRCD = RangeChangeDesire(pSoldier);
|
|
|
|
// use running when in light at night
|
|
if (NightTime() &&
|
|
InLightAtNight(pSoldier->sGridNo, pSoldier->pathing.bLevel) &&
|
|
(bAction == AI_ACTION_SEEK_OPPONENT ||
|
|
bAction == AI_ACTION_GET_CLOSER ||
|
|
bAction == AI_ACTION_SEEK_FRIEND ||
|
|
bAction == AI_ACTION_TAKE_COVER))
|
|
{
|
|
return RUNNING;
|
|
}
|
|
|
|
// use swatting for seeking at night or when soldier is already crouched
|
|
if (!InLightAtNight(pSoldier->sGridNo, pSoldier->pathing.bLevel) &&
|
|
pSoldier->aiData.bAlertStatus == STATUS_RED &&
|
|
iRCD < 4 &&
|
|
!pSoldier->aiData.bUnderFire &&
|
|
pSoldier->aiData.bShock == 0 &&
|
|
!GuySawEnemy(pSoldier) &&
|
|
(NightTime() || gAnimControl[pSoldier->usAnimState].ubEndHeight <= ANIM_CROUCH) &&
|
|
CountNearbyFriends(pSoldier, pSoldier->sGridNo, TACTICAL_RANGE / 4) < 3 &&
|
|
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) < 3 * sDistanceVisible / 2 &&
|
|
CountFriendsBlack(pSoldier) == 0 &&
|
|
bAction == AI_ACTION_SEEK_OPPONENT)
|
|
{
|
|
return SWATTING;
|
|
}
|
|
|
|
// use swatting for taking cover
|
|
if (pSoldier->aiData.bAlertStatus >= STATUS_RED &&
|
|
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 8 &&
|
|
(pSoldier->aiData.bUnderFire && iRCD < 4 ||
|
|
pSoldier->aiData.bShock > 2 * iRCD ||
|
|
pSoldier->aiData.bShock > 0 && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE) &&
|
|
!pSoldier->aiData.bLastAttackHit &&
|
|
bAction == AI_ACTION_TAKE_COVER)
|
|
{
|
|
return SWATTING;
|
|
}
|
|
|
|
// use SWATTING when under fire
|
|
if (pSoldier->aiData.bAlertStatus >= STATUS_RED &&
|
|
(pSoldier->aiData.bShock > iRCD && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 2 ||
|
|
pSoldier->aiData.bShock > 0 && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 4) &&
|
|
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) < 3 * sDistanceVisible / 2 &&
|
|
gAnimControl[pSoldier->usAnimState].ubEndHeight <= ANIM_CROUCH &&
|
|
!pSoldier->aiData.bLastAttackHit &&
|
|
(bAction == AI_ACTION_SEEK_OPPONENT ||
|
|
bAction == AI_ACTION_GET_CLOSER ||
|
|
bAction == AI_ACTION_SEEK_FRIEND ||
|
|
bAction == AI_ACTION_TAKE_COVER))
|
|
{
|
|
return SWATTING;
|
|
}
|
|
|
|
// use SWATTING when in a room and seen enemy recently or under fire
|
|
if (InARoom(pSoldier->sGridNo, NULL) &&
|
|
pSoldier->aiData.bAlertStatus >= STATUS_YELLOW &&
|
|
(pSoldier->aiData.bOrders == SNIPER ||
|
|
pSoldier->aiData.bOrders == STATIONARY ||
|
|
(GuySawEnemy(pSoldier) || pSoldier->aiData.bShock > 0) && iRCD < 4) &&
|
|
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 4 &&
|
|
(bAction == AI_ACTION_SEEK_OPPONENT ||
|
|
bAction == AI_ACTION_GET_CLOSER ||
|
|
bAction == AI_ACTION_SEEK_FRIEND ||
|
|
bAction == AI_ACTION_TAKE_COVER ||
|
|
bAction == AI_ACTION_SEEK_NOISE))
|
|
{
|
|
return SWATTING;
|
|
}
|
|
|
|
// use swatting for snipers on roof or when under fire
|
|
if (pSoldier->pathing.bLevel > 0 &&
|
|
pSoldier->aiData.bAlertStatus >= STATUS_YELLOW &&
|
|
(pSoldier->aiData.bOrders == SNIPER ||
|
|
pSoldier->aiData.bOrders == STATIONARY ||
|
|
pSoldier->aiData.bShock > 0 && iRCD < 4) &&
|
|
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 4 &&
|
|
(bAction == AI_ACTION_SEEK_OPPONENT ||
|
|
bAction == AI_ACTION_GET_CLOSER ||
|
|
bAction == AI_ACTION_SEEK_FRIEND ||
|
|
bAction == AI_ACTION_TAKE_COVER ||
|
|
bAction == AI_ACTION_SEEK_NOISE))
|
|
{
|
|
return SWATTING;
|
|
}
|
|
|
|
// use running for taking cover when not under attack
|
|
if (!pSoldier->aiData.bUnderFire &&
|
|
bAction == AI_ACTION_TAKE_COVER &&
|
|
pSoldier->bInitialActionPoints > APBPConstants[AP_MINIMUM] &&
|
|
(!InARoom(pSoldier->sGridNo, NULL) || PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > sDistanceVisible * 2) &&
|
|
pSoldier->aiData.bAIMorale >= MORALE_NORMAL &&
|
|
pSoldier->bBreath > 25 &&
|
|
pSoldier->pathing.bLevel == 0 &&
|
|
pSoldier->aiData.bOrders != STATIONARY &&
|
|
pSoldier->aiData.bOrders != SNIPER &&
|
|
(gAnimControl[pSoldier->usAnimState].ubEndHeight > ANIM_PRONE || pSoldier->bActionPoints > APBPConstants[AP_MINIMUM]))
|
|
{
|
|
return RUNNING;
|
|
}
|
|
|
|
// decide movement mode when getting closer
|
|
if (bAction == AI_ACTION_GET_CLOSER)
|
|
{
|
|
if (gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND)
|
|
{
|
|
if (WeaponReady(pSoldier) && !pSoldier->aiData.bUnderFire && pSoldier->aiData.bAlertStatus == STATUS_BLACK)
|
|
return WALKING;
|
|
else
|
|
return RUNNING;
|
|
}
|
|
else if (gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_CROUCH)
|
|
{
|
|
if (WeaponReady(pSoldier) && !pSoldier->aiData.bUnderFire && pSoldier->aiData.bAlertStatus == STATUS_BLACK ||
|
|
pSoldier->aiData.bUnderFire && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 8)
|
|
return SWATTING;
|
|
else
|
|
return RUNNING;
|
|
}
|
|
else if (gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE)
|
|
{
|
|
if (pSoldier->aiData.bUnderFire && !pSoldier->aiData.bLastAttackHit && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 8)
|
|
return SWATTING;
|
|
else
|
|
return RUNNING;
|
|
}
|
|
}
|
|
|
|
// use walking/swatting when flanking in realtime
|
|
if (AICheckIsFlanking(pSoldier) && !gfTurnBasedAI)
|
|
{
|
|
if (NightTime())
|
|
return SWATTING;
|
|
|
|
if (pSoldier->bBreath < pSoldier->bBreathMax / 2)
|
|
return WALKING;
|
|
}
|
|
}
|
|
}
|
|
|
|
return( MovementMode[bAction][Urgency[pSoldier->aiData.bAlertStatus][pSoldier->aiData.bAIMorale]] );
|
|
}
|
|
}
|
|
}
|
|
|
|
void NewDest(SOLDIERTYPE *pSoldier, INT32 usGridNo)
|
|
{
|
|
// sevenfm: always use DetermineMovementMode with new code
|
|
if (gGameExternalOptions.fAIMovementMode)
|
|
{
|
|
pSoldier->usUIMovementMode = DetermineMovementMode(pSoldier, pSoldier->aiData.bAction);
|
|
// check for non merc bodytypes
|
|
if ((pSoldier->usUIMovementMode == SWATTING || pSoldier->usUIMovementMode == SWATTING_WK) && !IS_MERC_BODY_TYPE(pSoldier))
|
|
{
|
|
pSoldier->usUIMovementMode = WALKING;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// 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.bAttitude == DEFENSIVE || pSoldier->aiData.bAttitude == CUNNINGSOLO || pSoldier->aiData.bAttitude == 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 (!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 versatile version
|
|
// Last parameter 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 bAction)
|
|
{
|
|
INT16 bMinPointsNeeded = 0;
|
|
|
|
//NumMessage("AffordableAction - Guy#",pSoldier->ubID);
|
|
|
|
if( bAction == AI_ACTION_NONE )
|
|
{
|
|
bAction = pSoldier->aiData.bAction;
|
|
}
|
|
|
|
switch (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,pSoldier->aiData.bAimTime);
|
|
|
|
#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:
|
|
{
|
|
INT8 bAPForStandUp = 0;
|
|
INT8 bAPToLookAtWall = (FindDirectionForClimbing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel ) == pSoldier->ubDirection) ? 0 : GetAPsToLook( pSoldier );
|
|
|
|
// SANDRO - improved this a bit
|
|
if (pSoldier->pathing.bLevel == 0)
|
|
{
|
|
if( PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE));
|
|
else 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;
|
|
|
|
case AI_ACTION_JUMP_WINDOW:
|
|
if((UsingNewInventorySystem() == true) && pSoldier->inv[BPACKPOCKPOS].exists() == true
|
|
//JMich.BackpackClimb
|
|
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb )
|
|
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
|
bMinPointsNeeded = GetAPsToJumpThroughWindows( pSoldier, TRUE );
|
|
else
|
|
bMinPointsNeeded = GetAPsToJumpFence( pSoldier, FALSE );
|
|
|
|
break;
|
|
|
|
case AI_ACTION_FREE_PRISONER:
|
|
bMinPointsNeeded = APBPConstants[AP_HANDCUFF];
|
|
break;
|
|
|
|
case AI_ACTION_USE_SKILL:
|
|
bMinPointsNeeded = 10; // TODO
|
|
break;
|
|
|
|
case AI_ACTION_DOCTOR:
|
|
case AI_ACTION_DOCTOR_SELF:
|
|
bMinPointsNeeded = 20; // TODO
|
|
break;
|
|
|
|
case AI_ACTION_SELFDETONATE:
|
|
bMinPointsNeeded = 20; // TODO
|
|
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 fFound = FALSE;
|
|
INT32 usDest, usOrigin;
|
|
SOLDIERTYPE * pFriend;
|
|
|
|
|
|
// obtain maximum roaming distance from soldier's origin
|
|
usMaxDist = RoamingRange(pSoldier,&usOrigin);
|
|
|
|
// if range is restricted, make sure origin is a legal gridno!
|
|
if (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 (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 < NUM_WORLD_DIRECTIONS; ++ubDirection )
|
|
{
|
|
fDirChecked[ubDirection] = FALSE;
|
|
}
|
|
|
|
ubDirsLeft = NUM_WORLD_DIRECTIONS;
|
|
|
|
// 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( NUM_WORLD_DIRECTIONS );
|
|
}
|
|
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 (SpacesAway(usOrigin, usDest) > usMaxDist)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!CheckNPCDestination(pSoldier, usDest))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
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;
|
|
//DBrot: More Rooms
|
|
//UINT8 ubRoom = 0, ubTempRoom;
|
|
UINT16 usRoom = 0, usTempRoom;
|
|
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], &usRoom ) )
|
|
{
|
|
usRoom = 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)
|
|
{
|
|
UINT8 ubTriesLeft2 = 128;
|
|
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) && --ubTriesLeft2);
|
|
#ifdef BETAVERSION
|
|
if ((sRandDest < 0) || (sRandDest >= GRIDSIZE))
|
|
{
|
|
NumMessage("RandDestWithinRange: ERROR - Gridno out of range! = ",sRandDest);
|
|
sRandDest = random(GRIDSIZE);
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
UINT8 ubTriesLeft2 = 128;
|
|
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) && --ubTriesLeft2);
|
|
}
|
|
|
|
if ( usRoom && InARoom( sRandDest, &usTempRoom ) && usTempRoom != usRoom )
|
|
{
|
|
// outside of room available for patrol!
|
|
sRandDest = NOWHERE;
|
|
continue;
|
|
}
|
|
|
|
if (!CheckNPCDestination(pSoldier, sRandDest))
|
|
{
|
|
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, 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 *pOpponent;
|
|
SOLDIERTYPE *pClosestOpponent = NULL;
|
|
INT32 sDistToEnemy, sDistToClosestEnemy = 10000;
|
|
|
|
// sevenfm: safety check
|
|
if ( pfChangeLevel )
|
|
{
|
|
*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++)
|
|
{
|
|
pOpponent = MercSlots[ uiLoop ];
|
|
|
|
// if this merc is inactive, at base, on assignment, or dead
|
|
if (!pOpponent)
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// if this merc is neutral/on same side, he's not an opponent
|
|
if ( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide) )
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// silversurfer: ignore empty vehicles
|
|
if ( pOpponent->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpponent->bVehicleID ) == 0 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
|
|
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID;
|
|
psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpponent->ubID;
|
|
pbLastLevel = gbLastKnownOppLevel[pSoldier->ubID] + pOpponent->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) && (pOpponent->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][pOpponent->ubID];
|
|
bLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpponent->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;
|
|
}
|
|
|
|
// sevenfm: if soldier is zombie and he cannot climb, skip location
|
|
if (pSoldier->IsZombie() && pSoldier->pathing.bLevel != bLevel && !gGameExternalOptions.fZombieCanClimb)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// sevenfm: zombies do not attack vehicles
|
|
if (pSoldier->IsZombie() && (ARMED_VEHICLE(pOpponent) || (pOpponent->flags.uiStatusFlags & SOLDIER_VEHICLE)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// sevenfm: when in deep water, skip opponents in deep water
|
|
if (DeepWater(pSoldier->sGridNo, pSoldier->pathing.bLevel) && DeepWater(sGridNo, bLevel))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// sevenfm: if we found reachable enemy, check other enemies only if they are closer
|
|
sDistToEnemy = PythSpacesAway( pSoldier->sGridNo, sGridNo );
|
|
if (sDistToEnemy < sDistToClosestEnemy || TileIsOutOfBounds(sClosestDisturbance) )
|
|
{
|
|
iPathCost = EstimatePathCostToLocation( pSoldier, sGridNo, bLevel, FALSE, &fClimbingNecessary, &sClimbGridNo );
|
|
|
|
// if we can get there and it's first reachable enemy or closer than other known enemies
|
|
if (iPathCost != 0 &&
|
|
(!pClosestOpponent || pClosestOpponent->stats.bLife < OKLIFE || pOpponent->stats.bLife >= OKLIFE) &&
|
|
(TileIsOutOfBounds(sClosestDisturbance) ||
|
|
iPathCost < iShortestPath ||
|
|
pClosestOpponent && !pClosestOpponent->IsZombie() && pClosestOpponent->stats.bLife < OKLIFE && pOpponent->stats.bLife >= OKLIFE))
|
|
{
|
|
if (fClimbingNecessary)
|
|
{
|
|
sClosestDisturbance = sClimbGridNo;
|
|
}
|
|
else
|
|
{
|
|
sClosestDisturbance = sGridNo;
|
|
}
|
|
|
|
pClosestOpponent = pOpponent;
|
|
sDistToClosestEnemy = sDistToEnemy;
|
|
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)
|
|
{
|
|
for(uiLoop=0; uiLoop<guiNumMercSlots; uiLoop++)//dnl ch58 160813
|
|
{
|
|
pOpponent = MercSlots[uiLoop];
|
|
if(pOpponent && pSoldier->bSide == pOpponent->bSide && pSoldier->ubID != pOpponent->ubID&& pSoldier->aiData.sNoiseGridno == pOpponent->aiData.sNoiseGridno)
|
|
{
|
|
pOpponent->aiData.sNoiseGridno = NOWHERE;// Erase for all from the same team as it not useful anymore, this will avoid others to check already tested location
|
|
pOpponent->aiData.ubNoiseVolume = 0;
|
|
}
|
|
}
|
|
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
|
|
// sevenfm: only if we don't know enemy location or noise source is close and we have not seen enemy recently
|
|
if (iPathCost != 0 &&
|
|
!AICheckIsFlanking(pSoldier) &&
|
|
(TileIsOutOfBounds( sClosestDisturbance ) || iPathCost < iShortestPath && !GuySawEnemy( pSoldier )) )
|
|
{
|
|
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
|
|
// sevenfm: only if we don't know enemy location or noise source is close and we have not seen enemy recently
|
|
if (iPathCost != 0 &&
|
|
!AICheckIsFlanking(pSoldier) &&
|
|
(TileIsOutOfBounds(sClosestDisturbance) || iPathCost < iShortestPath && !GuySawEnemy(pSoldier)))
|
|
{
|
|
if (fClimbingNecessary)
|
|
{
|
|
sClosestDisturbance = sClimbGridNo;
|
|
}
|
|
else
|
|
{
|
|
sClosestDisturbance = sGridNo;
|
|
}
|
|
iShortestPath = iPathCost;
|
|
fClosestClimbingNecessary = fClimbingNecessary;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// degrade our public noise a bit
|
|
//dnl ch58 160813
|
|
//*pusNoiseGridNo -= 2;
|
|
if(*pubNoiseVolume > 1)
|
|
(*pubNoiseVolume)--;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUGDECISIONS
|
|
if (!TileIsOutOfBounds(sClosestDisturbance))
|
|
{
|
|
AINumMessage("CLOSEST DISTURBANCE is at gridno ",sClosestDisturbance);
|
|
}
|
|
#endif
|
|
|
|
// sevenfm: safety check
|
|
if ( pfChangeLevel )
|
|
{
|
|
*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 *pOpponent;
|
|
SOLDIERTYPE *pClosestOpponent = NULL;
|
|
|
|
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++)
|
|
{
|
|
pOpponent = MercSlots[ uiLoop ];
|
|
|
|
// if this merc is inactive, at base, on assignment, or dead
|
|
if (!pOpponent)
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// if this merc is neutral/on same side, he's not an opponent
|
|
if ( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide))
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// silversurfer: ignore empty vehicles
|
|
if ( pOpponent->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpponent->bVehicleID ) == 0 )
|
|
continue;
|
|
|
|
// Special stuff for Carmen the bounty hunter
|
|
if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY)
|
|
{
|
|
continue; // next opponent
|
|
}
|
|
|
|
pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
|
|
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID;
|
|
psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpponent->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][pOpponent->ubID];
|
|
bLevel = gbLastKnownOppLevel[pSoldier->ubID][pOpponent->ubID];
|
|
}
|
|
else
|
|
{
|
|
// using public knowledge, obtain opponent's "best guess" gridno
|
|
sGridNo = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpponent->ubID];
|
|
bLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpponent->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 (sClosestOpponent == NOWHERE ||
|
|
iRange < iClosestRange ||
|
|
pClosestOpponent && !pClosestOpponent->IsZombie() && !(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) && pClosestOpponent->stats.bLife < OKLIFE && pOpponent->stats.bLife >= OKLIFE)
|
|
{
|
|
iClosestRange = iRange;
|
|
sClosestOpponent = sGridNo;
|
|
bClosestLevel = bLevel;
|
|
pClosestOpponent = pOpponent;
|
|
}
|
|
}
|
|
|
|
#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
|
|
}
|
|
|
|
// silversurfer: ignore empty vehicles
|
|
if ( pOpp->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpp->bVehicleID ) == 0 )
|
|
continue;
|
|
|
|
// Special stuff for Carmen the bounty hunter
|
|
if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != SLAY)
|
|
{
|
|
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
|
|
INT32 ClosestSeenOpponentWithRoof(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
|
|
}
|
|
|
|
// silversurfer: ignore empty vehicles
|
|
if ( pOpp->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpp->bVehicleID ) == 0 )
|
|
continue;
|
|
|
|
// Special stuff for Carmen the bounty hunter
|
|
if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != SLAY)
|
|
{
|
|
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 );
|
|
}
|
|
|
|
// Flugente: like ClosestPC(...), but does not account for covert or not visible mercs
|
|
INT32 ClosestUnDisguisedPC( 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;
|
|
|
|
if ( pTargetSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
|
|
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 )
|
|
continue;
|
|
|
|
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 );
|
|
// sevenfm: check if we are already standing at climb gridno
|
|
if (sPathCost != 0 || pSoldier->sGridNo == sClimbGridNo)
|
|
{
|
|
// 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
|
|
{
|
|
// sevenfm: check if zombie cannot climb
|
|
if (pSoldier->IsZombie() && !gGameExternalOptions.fZombieCanClimb)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// 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);
|
|
// sevenfm: check if we are already standing at climb gridno
|
|
if (sPathCost != 0 || pSoldier->sGridNo == sClimbGridNo)
|
|
{
|
|
// 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 GuySawEnemy( SOLDIERTYPE * pSoldier, UINT8 ubMax )
|
|
{
|
|
UINT8 ubTeamLoop;
|
|
UINT8 ubIDLoop;
|
|
SOLDIERTYPE *pOpponent;
|
|
|
|
for ( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ++ubTeamLoop )
|
|
{
|
|
if(!gTacticalStatus.Team[ubTeamLoop].bTeamActive)//dnl ch58 070913 skip any inactive teams
|
|
continue;
|
|
|
|
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 )
|
|
{
|
|
pOpponent = MercPtrs[ubIDLoop];
|
|
|
|
// if this merc is inactive, at base, on assignment, or dead
|
|
if (!pOpponent)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if this merc is neutral/on same side, he's not an opponent
|
|
if ( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// sevenfm: ignore empty vehicles
|
|
if( pOpponent->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpponent->bVehicleID ) == 0 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if this guy SAW an enemy recently...
|
|
if( pSoldier->aiData.bOppList[ ubIDLoop ] >= SEEN_CURRENTLY &&
|
|
pSoldier->aiData.bOppList[ ubIDLoop ] <= ubMax )
|
|
{
|
|
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;
|
|
INT32 sClosestKnownOpponent;
|
|
BOOLEAN fCallHelp;
|
|
|
|
// 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
|
|
}
|
|
|
|
sClosestKnownOpponent = ClosestKnownOpponent(pFriend, NULL, NULL);
|
|
|
|
// CJC: restrict "last one to radio" to only if that guy saw us this turn or last turn
|
|
fCallHelp = FALSE;
|
|
|
|
// if this friend is under fire or he called for help recently
|
|
if (pFriend->aiData.bUnderFire || (pFriend->ubID == gTacticalStatus.Team[pFriend->bTeam].ubLastMercToRadio && GuySawEnemy(pFriend)))
|
|
{
|
|
fCallHelp = TRUE;
|
|
}
|
|
|
|
// zombies always call for help if they know enemy position
|
|
if (pSoldier->IsZombie() && pFriend->IsZombie() && !TileIsOutOfBounds(sClosestKnownOpponent))
|
|
{
|
|
fCallHelp = TRUE;
|
|
}
|
|
|
|
if (!fCallHelp)
|
|
{
|
|
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, pSoldier->pathing.bLevel ))
|
|
{
|
|
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 | MAPELEMENT_EXT_SIGNAL_SMOKE | MAPELEMENT_EXT_DEBRIS_SMOKE) )
|
|
return TRUE;
|
|
|
|
return InGas(pSoldier,sGridNo);
|
|
}
|
|
|
|
|
|
INT16 InWaterOrGas(SOLDIERTYPE *pSoldier, INT32 sGridNo)
|
|
{
|
|
if (WaterTooDeepForAttacks( sGridNo, pSoldier->pathing.bLevel ))
|
|
{
|
|
return(TRUE);
|
|
}
|
|
|
|
return (INT16)InGas( pSoldier, sGridNo );
|
|
}
|
|
|
|
BOOLEAN InGasSpot(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (TileIsOutOfBounds(sGridNo))
|
|
return FALSE;
|
|
|
|
// tear gas
|
|
if ((gpWorldLevelData[sGridNo].ubExtFlags[bLevel] & MAPELEMENT_EXT_TEARGAS) &&
|
|
!DoesSoldierWearGasMask(pSoldier))
|
|
{
|
|
return(TRUE);
|
|
}
|
|
// fire/creature/mustard gas
|
|
// sevenfm: avoid mustard gas even when wearing gas mask
|
|
if (gpWorldLevelData[sGridNo].ubExtFlags[bLevel] & (MAPELEMENT_EXT_BURNABLEGAS | MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_MUSTARDGAS))
|
|
{
|
|
return(TRUE);
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN InGas(SOLDIERTYPE *pSoldier, INT32 sGridNo)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (TileIsOutOfBounds(sGridNo))
|
|
return FALSE;
|
|
|
|
if (InGasSpot(pSoldier, sGridNo, pSoldier->pathing.bLevel))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
//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) && InGasSpot(pSoldier, iNeighbourGridNo, pSoldier->pathing.bLevel))
|
|
{
|
|
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 );
|
|
|
|
if ( pSoldier->bTeam == gbPlayerNum )
|
|
{
|
|
pSoldier->DeleteSoldierLight( );
|
|
pSoldier->PositionSoldierLight( );
|
|
}
|
|
|
|
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;
|
|
|
|
// sevenfm: use new calculation:
|
|
if (gGameExternalOptions.fAINewMorale)
|
|
{
|
|
return CalcMoraleNew(pSoldier);
|
|
}
|
|
|
|
// 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 != SLAY)
|
|
{
|
|
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 || pSoldier->ubSoldierClass == SOLDIER_CLASS_BANDIT)
|
|
{
|
|
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;
|
|
}
|
|
|
|
// brave guys never get hopeless, at worst they get worried
|
|
// SANDRO - on Insane difficulty enemy morale cannot go below worried
|
|
if (bMoraleCategory == MORALE_HOPELESS)
|
|
{
|
|
if (pSoldier->aiData.bAttitude == BRAVESOLO || pSoldier->aiData.bAttitude == BRAVEAID || zDiffSetting[gGameOptions.ubDifficultyLevel].bEnemyMoraleWorried)
|
|
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 += 25 * pEnemy->CalcActionPoints() / APBPConstants[AP_MAXIMUM];
|
|
|
|
// ADD 1/2 of man's current action points (4-17)
|
|
iThreatValue += 25 * pEnemy->bActionPoints / APBPConstants[AP_MAXIMUM] / 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);
|
|
}
|
|
}
|
|
// sevenfm: no limits for zombies
|
|
if (pSoldier->IsZombie())
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|
|
switch (pSoldier->aiData.bOrders)
|
|
{
|
|
// JA2 GOLD: give non-NPCs a 5 tile roam range for cover in combat when being shot at
|
|
// anv: and tanks who are technically NPCs
|
|
case STATIONARY:
|
|
if ((pSoldier->ubProfile != NO_PROFILE && !ARMED_VEHICLE(pSoldier)) || (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)
|
|
{
|
|
return(15);
|
|
}
|
|
else
|
|
{
|
|
return(30);
|
|
//return( MAX_ROAMING_RANGE );
|
|
}
|
|
}
|
|
case POINTPATROL:
|
|
if (pSoldier->aiData.bAlertStatus < STATUS_RED)
|
|
{
|
|
return(10);
|
|
}
|
|
else
|
|
{
|
|
if (!OppPosKnown)
|
|
{
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
return(30);
|
|
}
|
|
else
|
|
{
|
|
return(MAX_ROAMING_RANGE);
|
|
}
|
|
}
|
|
case ONCALL:
|
|
if (pSoldier->aiData.bAlertStatus < STATUS_RED)
|
|
{
|
|
return(10);
|
|
}
|
|
else
|
|
{
|
|
if (!OppPosKnown)
|
|
{
|
|
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->GetName(), 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:
|
|
case SOLDIER_CLASS_BANDIT:
|
|
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;
|
|
|
|
// civilians only run away
|
|
if (pSoldier->aiData.bNeutral)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
INT8 bBonus = -1;
|
|
if (IS_MERC_BODY_TYPE(pSoldier))
|
|
{
|
|
if (!AICheckHasGun(pSoldier))
|
|
bBonus = 2; // if we have no weapons, try to get closer to enemy
|
|
else if (GuySawEnemy(pSoldier, SEEN_LAST_TURN) && AICheckShortWeaponRange(pSoldier))
|
|
bBonus = 1; // bonus if weapon range is short
|
|
}
|
|
|
|
switch (pSoldier->aiData.bAttitude)
|
|
{
|
|
case DEFENSIVE: iRangeFactorMultiplier += max(-1, bBonus); break;
|
|
case BRAVESOLO: iRangeFactorMultiplier += max(2, bBonus); break;
|
|
case BRAVEAID: iRangeFactorMultiplier += max(2, bBonus); break;
|
|
case CUNNINGSOLO: iRangeFactorMultiplier += max(0, bBonus); break;
|
|
case CUNNINGAID: iRangeFactorMultiplier += max(0, bBonus); break;
|
|
case ATTACKSLAYONLY:
|
|
case AGGRESSIVE: iRangeFactorMultiplier += max(1, bBonus); 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->GetName() , 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 += 25 * pEnemy->CalcActionPoints() / APBPConstants[AP_MAXIMUM];
|
|
|
|
// ADD 1/2 of man's current action points (4-17)
|
|
iThreatValue += 25 * pEnemy->bActionPoints / APBPConstants[AP_MAXIMUM] / 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);
|
|
}
|
|
|
|
// Flugente: get the id of the closest soldier with a specific flag that we can currently see
|
|
UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag, BOOLEAN fCheckSight )
|
|
{
|
|
UINT8 id = NOBODY;
|
|
UINT32 uiLoop;
|
|
SOLDIERTYPE * pFriend;
|
|
INT16 range = aRange;
|
|
|
|
// go through each soldier, looking for "friends" (soldiers on same team)
|
|
for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop)
|
|
{
|
|
pFriend = MercPtrs[ uiLoop ];
|
|
|
|
// if this merc is inactive, not in sector, or dead
|
|
if (!pFriend)
|
|
continue;
|
|
|
|
// skip ourselves
|
|
if (pFriend->ubID == pSoldier->ubID)
|
|
continue;
|
|
|
|
// must be on the same level
|
|
if ( pFriend->pathing.bLevel != pSoldier->pathing.bLevel )
|
|
continue;
|
|
|
|
// this is not for tanks
|
|
if ( ARMED_VEHICLE( pFriend ) )
|
|
continue;
|
|
|
|
// skip if this guy is dead
|
|
if ( pFriend->stats.bLife <= 0 )
|
|
continue;
|
|
|
|
// check for flag
|
|
if ( !(pFriend->usSoldierFlagMask & aFlag) )
|
|
continue;
|
|
|
|
// are we close enough?
|
|
INT16 friendrange = SpacesAway(pSoldier->sGridNo, pFriend->sGridNo);
|
|
if ( friendrange < range)
|
|
{
|
|
// can we see this guy?
|
|
if ( !fCheckSight || SoldierTo3DLocationLineOfSightTest( pSoldier, pFriend->sGridNo, pSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
|
|
{
|
|
range = friendrange;
|
|
id = pFriend->ubID;
|
|
}
|
|
}
|
|
}
|
|
|
|
return id;
|
|
}
|
|
|
|
// get the id of the closest soldier (closer than x tiles) of a specific team that is wounded that we can currently see
|
|
UINT8 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
|
|
{
|
|
UINT8 id = NOBODY;
|
|
UINT32 uiLoop;
|
|
SOLDIERTYPE * pFriend;
|
|
INT16 range = aRange;
|
|
|
|
// go through each soldier, looking for "friends" (soldiers on same team)
|
|
for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop)
|
|
{
|
|
pFriend = MercPtrs[ uiLoop ];
|
|
|
|
// if this merc is inactive, not in sector, or dead
|
|
if (!pFriend)
|
|
continue;
|
|
|
|
// skip ourselves (if not allowed)
|
|
if ( !gGameExternalOptions.fEnemyMedicsHealSelf && pFriend->ubID == pSoldier->ubID)
|
|
continue;
|
|
|
|
// must be on the same level
|
|
if ( pFriend->pathing.bLevel != pSoldier->pathing.bLevel )
|
|
continue;
|
|
|
|
// this is not for tanks
|
|
if ( ARMED_VEHICLE( pFriend ) )
|
|
continue;
|
|
|
|
// skip if this guy is dead, or not wounded (enough)
|
|
if ( pFriend->stats.bLife <= 0 || pFriend->iHealableInjury < gGameExternalOptions.sEnemyMedicsWoundMinAmount )
|
|
continue;
|
|
|
|
// are we close enough?
|
|
INT16 friendrange = SpacesAway(pSoldier->sGridNo, pFriend->sGridNo);
|
|
if ( friendrange < range)
|
|
{
|
|
// can we see this guy?
|
|
//if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pFriend->sGridNo, pSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
|
|
{
|
|
range = friendrange;
|
|
id = pFriend->ubID;
|
|
}
|
|
}
|
|
}
|
|
|
|
return id;
|
|
}
|
|
|
|
// get the id of the closest medic (closer than x tiles) of a specific team
|
|
UINT8 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
|
|
{
|
|
UINT8 id = NOBODY;
|
|
UINT32 uiLoop;
|
|
SOLDIERTYPE * pFriend;
|
|
INT16 range = aRange;
|
|
|
|
// go through each soldier, looking for "friends" (soldiers on same team)
|
|
for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop)
|
|
{
|
|
pFriend = MercPtrs[ uiLoop ];
|
|
|
|
// if this merc is inactive, not in sector, or dead
|
|
if (!pFriend)
|
|
continue;
|
|
|
|
// skip ourselves (we seek OTHER people)
|
|
if ( pFriend->ubID == pSoldier->ubID)
|
|
continue;
|
|
|
|
// must be on the same level
|
|
if ( pFriend->pathing.bLevel != pSoldier->pathing.bLevel )
|
|
continue;
|
|
|
|
// this is not for tanks
|
|
if ( ARMED_VEHICLE( pFriend ) )
|
|
continue;
|
|
|
|
// skip this guy if he is dead or unconscious
|
|
if ( pFriend->stats.bLife < OKLIFE )
|
|
continue;
|
|
|
|
// skip if this guy if he is no medic
|
|
if ( !pFriend->CanMedicAI() )
|
|
continue;
|
|
|
|
// are we close enough?
|
|
INT16 friendrange = SpacesAway(pSoldier->sGridNo, pFriend->sGridNo);
|
|
if ( friendrange < range)
|
|
{
|
|
// can we see this guy?
|
|
//if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pFriend->sGridNo, pSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
|
|
{
|
|
range = friendrange;
|
|
id = pFriend->ubID;
|
|
}
|
|
}
|
|
}
|
|
|
|
return id;
|
|
}
|
|
|
|
// sevenfm: define normal vision limits for day/night
|
|
INT16 MaxNormalVisionDistance( void )
|
|
{
|
|
if( NightTime() )
|
|
{
|
|
return gGameExternalOptions.ubStraightSightRange * STRAIGHT_RATIO;
|
|
}
|
|
return gGameExternalOptions.ubStraightSightRange * 2 * STRAIGHT_RATIO;
|
|
}
|
|
|
|
// sevenfm: check friendly soldiers between me and noise gridno
|
|
// count only friends that are active and not stationary/onguard/sniper
|
|
UINT8 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
|
|
{
|
|
SOLDIERTYPE * pFriend;
|
|
UINT8 ubFriendDir, ubMyDir;
|
|
UINT8 ubFriends = 0;
|
|
|
|
CHECKF(pSoldier);
|
|
|
|
ubMyDir = atan8(CenterX(sTargetGridNo),CenterY(sTargetGridNo),CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo));
|
|
|
|
// Run through each friendly.
|
|
for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
|
|
{
|
|
pFriend = MercPtrs[ iCounter ];
|
|
ubFriendDir = atan8(CenterX(sTargetGridNo),CenterY(sTargetGridNo),CenterX(pFriend->sGridNo),CenterY(pFriend->sGridNo));
|
|
|
|
if (pFriend != pSoldier &&
|
|
pFriend->bActive &&
|
|
pFriend->stats.bLife >= OKLIFE &&
|
|
pFriend->stats.bLife >= pFriend->stats.bLifeMax/2 &&
|
|
pFriend->aiData.bOrders > ONGUARD &&
|
|
pFriend->aiData.bOrders != SNIPER &&
|
|
(ubFriendDir == ubMyDir || ubFriendDir == gOneCDirection[ubMyDir] || ubFriendDir == gOneCCDirection[ubMyDir]) &&
|
|
PythSpacesAway( sTargetGridNo, pFriend->sGridNo) < PythSpacesAway(sTargetGridNo, pSoldier->sGridNo) )
|
|
{
|
|
ubFriends++;
|
|
}
|
|
}
|
|
|
|
return ubFriends;
|
|
}
|
|
|
|
// sevenfm: count nearby friend soldiers
|
|
UINT8 CountNearbyFriends( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance )
|
|
{
|
|
SOLDIERTYPE * pFriend;
|
|
UINT8 ubFriendCount = 0;
|
|
|
|
// safety check
|
|
if( !pSoldier )
|
|
return 0;
|
|
|
|
// Run through each friendly.
|
|
for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
|
|
{
|
|
pFriend = MercPtrs[ iCounter ];
|
|
// Make sure that character is alive, not too shocked, and conscious, and of higher experience level
|
|
// than the character being suppressed.
|
|
if (pFriend != pSoldier && pFriend->bActive && pFriend->stats.bLife >= OKLIFE &&
|
|
PythSpacesAway( sGridNo, pFriend->sGridNo ) <= ubDistance )
|
|
{
|
|
ubFriendCount++;
|
|
}
|
|
}
|
|
|
|
return ubFriendCount;
|
|
}
|
|
|
|
// sevenfm: new AI morale calculation
|
|
INT8 CalcMoraleNew(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;
|
|
|
|
// zombies always have high morale
|
|
if (pSoldier->IsZombie())
|
|
{
|
|
return MORALE_FEARLESS;
|
|
}
|
|
|
|
// sevenfm: retreat when blinded
|
|
if (pSoldier->bBlindedCounter > 0)
|
|
{
|
|
return MORALE_WORRIED;
|
|
}
|
|
|
|
// sevenfm: neutrals always have low AI morale even if they have weapons (so they run from enemy)
|
|
if (pSoldier->aiData.bNeutral)
|
|
{
|
|
return(MORALE_WORRIED);
|
|
}
|
|
|
|
// if army guy has NO weapons left then panic!
|
|
if ( pSoldier->bTeam == ENEMY_TEAM || !pSoldier->aiData.bNeutral )
|
|
{
|
|
if ( FindAIUsableObjClass( pSoldier, IC_WEAPON ) == NO_SLOT )
|
|
{
|
|
// sevenfm: instead of leaving sector, try to attack with hands/knife
|
|
return( MORALE_FEARLESS );
|
|
//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 != SLAY)
|
|
{
|
|
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 more aggressive
|
|
if ( pSoldier->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR || pSoldier->ubSoldierClass == SOLDIER_CLASS_BANDIT )
|
|
{
|
|
bMoraleCategory += 2;
|
|
}
|
|
|
|
// if have good health
|
|
if( pSoldier->stats.bLife > pSoldier->stats.bLifeMax / 2 )
|
|
{
|
|
bMoraleCategory++;
|
|
}
|
|
// bad health
|
|
if( pSoldier->stats.bLife < pSoldier->stats.bLifeMax / 4 )
|
|
{
|
|
bMoraleCategory--;
|
|
}
|
|
// good breath
|
|
if( pSoldier->bBreath > 50 )
|
|
{
|
|
bMoraleCategory++;
|
|
}
|
|
// bad breath
|
|
if( pSoldier->bBreath < 25 )
|
|
{
|
|
bMoraleCategory--;
|
|
}
|
|
// if not under fire - attack
|
|
if( !pSoldier->aiData.bUnderFire )
|
|
{
|
|
bMoraleCategory++;
|
|
}
|
|
|
|
// count friends that flank around the same spot
|
|
if( CountFriendsFlankSameSpot( pSoldier ) == 0 )
|
|
{
|
|
bMoraleCategory ++;
|
|
}
|
|
|
|
INT32 sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL);
|
|
|
|
// if last attack of this soldier hit enemy - increase morale
|
|
if( pSoldier->aiData.bLastAttackHit )
|
|
{
|
|
bMoraleCategory++;
|
|
}
|
|
|
|
// if some friend hit enemy - increase morale
|
|
if (CountNearbyFriendsLastAttackHit(pSoldier, pSoldier->sGridNo, TACTICAL_RANGE / 4) > 0)
|
|
{
|
|
bMoraleCategory++;
|
|
}
|
|
|
|
// limit AI morale depending on morale and suppression shock
|
|
if( pSoldier->aiData.bShock )
|
|
{
|
|
bMoraleCategory = min(bMoraleCategory, (20 + pSoldier->aiData.bMorale - 20 * min(3, pSoldier->aiData.bShock / 5)) / 20);
|
|
}
|
|
|
|
// prevent hopeless morale when not under attack
|
|
if (bMoraleCategory == MORALE_HOPELESS && !pSoldier->aiData.bUnderFire)
|
|
{
|
|
bMoraleCategory = MORALE_WORRIED;
|
|
}
|
|
|
|
// if adjustments made it outside the allowed limits
|
|
if (bMoraleCategory < MORALE_HOPELESS)
|
|
bMoraleCategory = MORALE_HOPELESS;
|
|
else if (bMoraleCategory > MORALE_FEARLESS)
|
|
bMoraleCategory = MORALE_FEARLESS;
|
|
|
|
return(bMoraleCategory);
|
|
}
|
|
|
|
UINT8 CountNearbyFriendsLastAttackHit( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance )
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
SOLDIERTYPE * pFriend;
|
|
UINT8 ubFriendCount = 0;
|
|
|
|
// Run through each friendly.
|
|
for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
|
|
{
|
|
pFriend = MercPtrs[ iCounter ];
|
|
|
|
if (pFriend != pSoldier &&
|
|
pFriend->bActive &&
|
|
pFriend->stats.bLife >= OKLIFE &&
|
|
pFriend->aiData.bOrders > ONGUARD &&
|
|
pFriend->aiData.bOrders != SNIPER &&
|
|
PythSpacesAway( sGridNo, pFriend->sGridNo ) <= ubDistance &&
|
|
pFriend->aiData.bLastAttackHit )
|
|
{
|
|
ubFriendCount++;
|
|
}
|
|
}
|
|
|
|
return ubFriendCount;
|
|
}
|
|
|
|
UINT8 CountFriendsFlankSameSpot( SOLDIERTYPE *pSoldier )
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
SOLDIERTYPE * pFriend;
|
|
UINT8 ubFriendCount = 0;
|
|
|
|
UINT8 ubFlankLeft = 0;
|
|
UINT8 ubFlankRight = 0;
|
|
|
|
UINT8 ubMaxDist = VISION_RANGE / 2;
|
|
INT32 sClosestOpponent = ClosestKnownOpponent( pSoldier, NULL, NULL );
|
|
|
|
if(TileIsOutOfBounds(sClosestOpponent))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Run through each friendly.
|
|
for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
|
|
{
|
|
pFriend = MercPtrs[ iCounter ];
|
|
|
|
if (pFriend != pSoldier &&
|
|
pFriend->bActive &&
|
|
pFriend->stats.bLife >= OKLIFE &&
|
|
pFriend->aiData.bAlertStatus == STATUS_RED &&
|
|
pFriend->aiData.bOrders > ONGUARD &&
|
|
pFriend->aiData.bOrders != SNIPER )
|
|
{
|
|
// check if this friend flanks around the same spot
|
|
if( pFriend->numFlanks > 0 && pFriend->numFlanks < MAX_FLANKS_RED &&
|
|
PythSpacesAway(pFriend->lastFlankSpot, sClosestOpponent) < ubMaxDist )
|
|
{
|
|
if( pFriend->flags.lastFlankLeft )
|
|
{
|
|
ubFlankLeft++;
|
|
}
|
|
else
|
|
{
|
|
ubFlankRight++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return ubFlankLeft + ubFlankRight;
|
|
}
|
|
|
|
// check that soldier is flanking
|
|
BOOLEAN AICheckIsFlanking( SOLDIERTYPE *pSoldier )
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if( pSoldier->aiData.bAlertStatus < STATUS_YELLOW ||
|
|
pSoldier->numFlanks == 0 ||
|
|
pSoldier->numFlanks >= MAX_FLANKS_RED )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
// sevenfm: determine minimum flanking directions to stop flanking depending on soldier's attitude
|
|
UINT8 MinFlankDirections( SOLDIERTYPE *pSoldier )
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
switch(pSoldier->aiData.bAttitude)
|
|
{
|
|
case CUNNINGAID:
|
|
case CUNNINGSOLO:
|
|
return 4;
|
|
}
|
|
return 2;
|
|
}
|
|
|
|
// count mobile friends that are in BLACK state and not in a dangerous place or have 3/4 APs or hit enemy recently
|
|
// this is mostly used to check if we can cross dangerous area (in light at night or fresh corpses)
|
|
UINT8 CountFriendsBlack( SOLDIERTYPE *pSoldier, INT32 sClosestOpponent )
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
SOLDIERTYPE * pFriend;
|
|
UINT8 ubFriendCount = 0;
|
|
INT32 sFriendClosestOpponent;
|
|
|
|
// by default, use closest known opponent
|
|
if( sClosestOpponent == NOWHERE )
|
|
{
|
|
sClosestOpponent = ClosestKnownOpponent( pSoldier, NULL, NULL );
|
|
}
|
|
|
|
if(TileIsOutOfBounds(sClosestOpponent))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Run through each friendly.
|
|
for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
|
|
{
|
|
pFriend = MercPtrs[ iCounter ];
|
|
|
|
// Make sure that character is alive, not too shocked, and conscious
|
|
if (pFriend != pSoldier &&
|
|
pFriend->bActive &&
|
|
pFriend->stats.bLife >= OKLIFE)
|
|
{
|
|
//sFriendClosestOpponent = ClosestKnownOpponent( pFriend, NULL, NULL );
|
|
sFriendClosestOpponent = ClosestSeenOpponent( pFriend, NULL, NULL );
|
|
if(!TileIsOutOfBounds(sFriendClosestOpponent) &&
|
|
PythSpacesAway( sClosestOpponent, sFriendClosestOpponent ) < (INT16)DAY_VISION_RANGE / 4 &&
|
|
pFriend->aiData.bAlertStatus == STATUS_BLACK &&
|
|
pFriend->stats.bLife > pFriend->stats.bLifeMax / 2 &&
|
|
( GetNearestRottingCorpseAIWarning( pFriend->sGridNo ) == 0 && !InLightAtNight(pFriend->sGridNo, pFriend->pathing.bLevel) ||
|
|
pFriend->bActionPoints > 3*pFriend->bInitialActionPoints/4 ||
|
|
pFriend->aiData.bLastAttackHit )
|
|
)
|
|
{
|
|
ubFriendCount++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ubFriendCount;
|
|
}
|
|
|
|
// count friends under fire or with shock
|
|
UINT8 CountTeamUnderAttack(INT8 bTeam, INT32 sGridNo, INT16 sDistance)
|
|
{
|
|
SOLDIERTYPE * pFriend;
|
|
UINT8 ubFriendCount = 0;
|
|
|
|
// safety check
|
|
if (bTeam >= MAXTEAMS)
|
|
return 0;
|
|
|
|
// Run through each friendly.
|
|
for (UINT8 iCounter = gTacticalStatus.Team[bTeam].bFirstID; iCounter <= gTacticalStatus.Team[bTeam].bLastID; iCounter++)
|
|
{
|
|
pFriend = MercPtrs[iCounter];
|
|
|
|
if (pFriend &&
|
|
pFriend->bActive &&
|
|
pFriend->stats.bLife >= OKLIFE &&
|
|
PythSpacesAway(sGridNo, pFriend->sGridNo) <= sDistance &&
|
|
(pFriend->aiData.bUnderFire || pFriend->aiData.bShock > 0))
|
|
{
|
|
ubFriendCount++;
|
|
}
|
|
}
|
|
|
|
return ubFriendCount;
|
|
}
|
|
|
|
// check if we have a prone sight cover from known enemies at spot
|
|
BOOLEAN ProneSightCoverAtSpot(SOLDIERTYPE *pSoldier, INT32 sSpot, BOOLEAN fUnlimited)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
UINT32 uiLoop;
|
|
SOLDIERTYPE *pOpponent;
|
|
INT32 *pusLastLoc;
|
|
INT8 *pbPersOL;
|
|
INT8 *pbPublOL;
|
|
INT8 *pbLastLevel;
|
|
|
|
INT32 sThreatLoc;
|
|
//INT32 iThreatCertainty;
|
|
INT8 iThreatLevel;
|
|
|
|
INT32 iDistanceVisible;
|
|
|
|
// look through all opponents for those we know of
|
|
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 man is neutral / on the same side, he's not an opponent
|
|
if ( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide))
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
|
|
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID;
|
|
|
|
pusLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpponent->ubID;
|
|
pbLastLevel = gbLastKnownOppLevel[pSoldier->ubID] + pOpponent->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
|
|
sThreatLoc = *pusLastLoc;
|
|
iThreatLevel = *pbLastLevel;
|
|
//iThreatCertainty = ThreatPercent[*pbPersOL - OLDEST_HEARD_VALUE];
|
|
}
|
|
else
|
|
{
|
|
// using public knowledge, obtain opponent's "best guess" gridno
|
|
sThreatLoc = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpponent->ubID];
|
|
iThreatLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpponent->ubID];
|
|
//iThreatCertainty = ThreatPercent[*pbPublOL - OLDEST_HEARD_VALUE];
|
|
}
|
|
|
|
if (TileIsOutOfBounds(sThreatLoc))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (fUnlimited)
|
|
{
|
|
iDistanceVisible = NO_DISTANCE_LIMIT;
|
|
}
|
|
else
|
|
{
|
|
gbForceWeaponReady = true;
|
|
iDistanceVisible = DistanceVisible(pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sSpot, pSoldier->pathing.bLevel, CoweringShockLevel(pSoldier), GetPercentTunnelVision(pSoldier));
|
|
gbForceWeaponReady = false;
|
|
//iDistanceVisible = pSoldier->GetMaxDistanceVisible(sSpot, pSoldier->pathing.bLevel, CALC_FROM_WANTED_DIR);
|
|
}
|
|
|
|
if (LocationToLocationLineOfSightTest(sThreatLoc, iThreatLevel, sSpot, pSoldier->pathing.bLevel, TRUE, iDistanceVisible, STANDING_LOS_POS, PRONE_LOS_POS))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
// check if we have a sight cover from known enemies at spot
|
|
BOOLEAN SightCoverAtSpot(SOLDIERTYPE *pSoldier, INT32 sSpot, BOOLEAN fUnlimited)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
UINT32 uiLoop;
|
|
SOLDIERTYPE *pOpponent;
|
|
INT32 *pusLastLoc;
|
|
INT8 *pbPersOL;
|
|
INT8 *pbPublOL;
|
|
INT8 *pbLastLevel;
|
|
|
|
INT32 sThreatLoc;
|
|
//INT32 iThreatCertainty;
|
|
INT8 iThreatLevel;
|
|
|
|
INT32 iDistanceVisible;
|
|
|
|
// look through all opponents for those we know of
|
|
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 man is neutral / on the same side, he's not an opponent
|
|
if ( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide))
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
|
|
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID;
|
|
|
|
pusLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpponent->ubID;
|
|
pbLastLevel = gbLastKnownOppLevel[pSoldier->ubID] + pOpponent->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
|
|
sThreatLoc = *pusLastLoc;
|
|
iThreatLevel = *pbLastLevel;
|
|
//iThreatCertainty = ThreatPercent[*pbPersOL - OLDEST_HEARD_VALUE];
|
|
}
|
|
else
|
|
{
|
|
// using public knowledge, obtain opponent's "best guess" gridno
|
|
sThreatLoc = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpponent->ubID];
|
|
iThreatLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpponent->ubID];
|
|
//iThreatCertainty = ThreatPercent[*pbPublOL - OLDEST_HEARD_VALUE];
|
|
}
|
|
|
|
if (TileIsOutOfBounds(sThreatLoc))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if(fUnlimited)
|
|
{
|
|
iDistanceVisible = NO_DISTANCE_LIMIT;
|
|
}
|
|
else
|
|
{
|
|
gbForceWeaponReady = true;
|
|
iDistanceVisible = DistanceVisible(pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sSpot, pSoldier->pathing.bLevel, CoweringShockLevel(pSoldier), GetPercentTunnelVision(pSoldier));
|
|
gbForceWeaponReady = false;
|
|
//iDistanceVisible = pSoldier->GetMaxDistanceVisible(sSpot, pSoldier->pathing.bLevel, CALC_FROM_WANTED_DIR);
|
|
}
|
|
|
|
if (LocationToLocationLineOfSightTest(sThreatLoc, iThreatLevel, sSpot, pSoldier->pathing.bLevel, TRUE, iDistanceVisible))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
BOOLEAN EnemySeenSoldierRecently( SOLDIERTYPE *pSoldier, UINT8 ubMax )
|
|
{
|
|
UINT32 uiLoop;
|
|
SOLDIERTYPE *pOpponent;
|
|
|
|
//loop through all the enemies and determine the cover
|
|
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 man is neutral / on the same side, he's not an opponent
|
|
if ( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide) )
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
// sevenfm: ignore empty vehicles
|
|
if ( pOpponent->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpponent->bVehicleID ) == 0 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if opponent is collapsed/breath collapsed
|
|
if ( pOpponent->bCollapsed || pOpponent->bBreathCollapsed )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// check that this opponent sees us
|
|
if ( pOpponent->aiData.bOppList[pSoldier->ubID] >= SEEN_CURRENTLY &&
|
|
pOpponent->aiData.bOppList[pSoldier->ubID] <= ubMax )
|
|
{
|
|
return(TRUE);
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
UINT8 CountTeamSeeSoldier( INT8 bTeam, SOLDIERTYPE *pSoldier )
|
|
{
|
|
SOLDIERTYPE *pFriend;
|
|
UINT8 ubFriends = 0;
|
|
|
|
CHECKF( pSoldier );
|
|
|
|
if ( bTeam >= MAXTEAMS )
|
|
return 0;
|
|
|
|
for ( UINT16 cnt = gTacticalStatus.Team[bTeam].bFirstID; cnt <= gTacticalStatus.Team[bTeam].bLastID; ++cnt )
|
|
{
|
|
pFriend = MercPtrs[cnt];
|
|
|
|
if ( pFriend->bActive &&
|
|
pFriend->bInSector &&
|
|
pFriend->stats.bLife >= OKLIFE &&
|
|
!pFriend->bCollapsed &&
|
|
!pFriend->bBreathCollapsed )
|
|
{
|
|
if ( pFriend->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY ||
|
|
pFriend->aiData.bOppList[pSoldier->ubID] == SEEN_THIS_TURN )
|
|
{
|
|
++ubFriends;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ubFriends;
|
|
}
|
|
|
|
BOOLEAN CheckDoorAtGridno(UINT32 usGridNo)
|
|
{
|
|
STRUCTURE *pStructure;
|
|
|
|
pStructure = FindStructure(usGridNo, STRUCTURE_ANYDOOR);
|
|
if (pStructure != NULL)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN CheckDoorNearGridno(UINT32 usGridNo)
|
|
{
|
|
UINT8 ubMovementCost;
|
|
INT32 sTempGridNo;
|
|
UINT8 ubDirection;
|
|
|
|
if (CheckDoorAtGridno(usGridNo))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
for (ubDirection = 0; ubDirection < NUM_WORLD_DIRECTIONS; ubDirection++)
|
|
{
|
|
sTempGridNo = NewGridNo(usGridNo, DirectionInc(ubDirection));
|
|
|
|
if (sTempGridNo != usGridNo)
|
|
{
|
|
ubMovementCost = gubWorldMovementCosts[sTempGridNo][ubDirection][0];
|
|
if (IS_TRAVELCOST_DOOR(ubMovementCost))
|
|
{
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN FindBombNearby( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance )
|
|
{
|
|
UINT32 uiBombIndex;
|
|
INT32 sCheckGridno;
|
|
|
|
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
|
|
|
|
// determine maximum horizontal limits
|
|
sMaxLeft = min( ubDistance, (sGridNo % MAXCOL));
|
|
sMaxRight = min( ubDistance, MAXCOL - ((sGridNo % MAXCOL) + 1));
|
|
|
|
// determine maximum vertical limits
|
|
sMaxUp = min( ubDistance, (sGridNo / MAXROW));
|
|
sMaxDown = min( ubDistance, MAXROW - ((sGridNo / MAXROW) + 1));
|
|
|
|
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; ++sYOffset)
|
|
{
|
|
for (sXOffset = -sMaxLeft; sXOffset <= sMaxRight; ++sXOffset)
|
|
{
|
|
sCheckGridno = sGridNo + sXOffset + (MAXCOL * sYOffset);
|
|
|
|
if( TileIsOutOfBounds(sCheckGridno) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// search all bombs that we can see
|
|
for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; ++uiBombIndex)
|
|
{
|
|
if (gWorldBombs[ uiBombIndex ].fExists &&
|
|
gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].sGridNo == sCheckGridno &&
|
|
gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].ubLevel == pSoldier->pathing.bLevel &&
|
|
gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].bVisible == VISIBLE &&
|
|
gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].usFlags & WORLD_ITEM_ARMED_BOMB )
|
|
{
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
// danger percent based on distance to closest smoke effect
|
|
UINT8 RedSmokeDanger(INT32 sGridNo, INT8 bLevel)
|
|
{
|
|
UINT32 uiCnt;
|
|
INT32 sDist;
|
|
INT32 sClosestDist;
|
|
INT32 sMaxDist = min(gSkillTraitValues.usVOMortarRadius, DAY_VISION_RANGE);
|
|
INT32 sClosestSmoke = NOWHERE;
|
|
UINT8 ubDangerPercent = 0;
|
|
|
|
if (TileIsOutOfBounds(sGridNo))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (!gSkillTraitValues.fROAllowArtillery)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// no artillery strike danger underground
|
|
if (gbWorldSectorZ > 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// check if artillery strike was ordered by any team
|
|
if (!CheckArtilleryStrike())
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// no danger when in a building
|
|
if (bLevel == 0 && CheckRoof(sGridNo))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// deep water should be safe
|
|
if (DeepWater(sGridNo, bLevel))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// no danger when in dense terrain
|
|
if (bLevel == 0 && TerrainDensity(sGridNo, bLevel, 2, FALSE) >= 20)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
//loop through all red smoke effects and find closest
|
|
for (uiCnt = 0; uiCnt < guiNumSmokeEffects; uiCnt++)
|
|
{
|
|
if (gSmokeEffectData[uiCnt].fAllocated &&
|
|
gSmokeEffectData[uiCnt].bType == SIGNAL_SMOKE_EFFECT &&
|
|
!TileIsOutOfBounds(gSmokeEffectData[uiCnt].sGridNo))
|
|
{
|
|
sDist = PythSpacesAway(gSmokeEffectData[uiCnt].sGridNo, sGridNo);
|
|
|
|
if (sClosestSmoke == NOWHERE || sDist < sClosestDist)
|
|
{
|
|
sClosestDist = sDist;
|
|
sClosestSmoke = gSmokeEffectData[uiCnt].sGridNo;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we found red smoke, calculate danger percent based on distance
|
|
// 0% at DAY_VISION_RANGE/2, 100% at zero range
|
|
if (sClosestSmoke != NOWHERE)
|
|
{
|
|
ubDangerPercent = 100 * (sMaxDist - min(sMaxDist, sClosestDist)) / sMaxDist;
|
|
}
|
|
|
|
return ubDangerPercent;
|
|
}
|
|
|
|
// check if artillery strike was ordered by any team
|
|
BOOLEAN CheckArtilleryStrike(void)
|
|
{
|
|
UINT32 uiBombIndex;
|
|
OBJECTTYPE *pObj;
|
|
|
|
// search all bombs
|
|
for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; uiBombIndex++)
|
|
{
|
|
if (gWorldBombs[uiBombIndex].fExists &&
|
|
gWorldItems[gWorldBombs[uiBombIndex].iItemIndex].usFlags & WORLD_ITEM_ARMED_BOMB)
|
|
{
|
|
pObj = &(gWorldItems[gWorldBombs[uiBombIndex].iItemIndex].object);
|
|
|
|
if (pObj && pObj->exists() && (*pObj)[0]->data.ubWireNetworkFlag & ANY_ARTILLERY_FLAG)
|
|
{
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN CheckRoof(INT32 sGridNo)
|
|
{
|
|
if (FindStructure(sGridNo, STRUCTURE_ROOF) != NULL)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
BOOLEAN FindNearbyExplosiveStructure(INT32 sSpot, INT8 bLevel)
|
|
{
|
|
INT32 sTempGridNo;
|
|
UINT8 ubDirection;
|
|
|
|
if (TileIsOutOfBounds(sSpot))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// check adjacent reachable tiles
|
|
for (ubDirection = 0; ubDirection < NUM_WORLD_DIRECTIONS; ubDirection++)
|
|
{
|
|
sTempGridNo = NewGridNo(sSpot, DirectionInc(ubDirection));
|
|
|
|
if (sTempGridNo != sSpot)
|
|
{
|
|
if (FindStructFlag(sTempGridNo, bLevel, STRUCTURE_EXPLOSIVE))
|
|
{
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
UINT8 TerrainDensity(INT32 sSpot, INT8 bLevel, UINT8 ubDistance, BOOLEAN fGrass)
|
|
{
|
|
if (TileIsOutOfBounds(sSpot))
|
|
return 0;
|
|
|
|
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
|
|
INT32 sCheckSpot = NOWHERE;
|
|
INT32 sCountSpots = 0;
|
|
INT32 sCountObstacles = 0;
|
|
UINT16 usRoom1, usRoom2;
|
|
|
|
STRUCTURE *pCurrent;
|
|
INT16 sDesiredLevel;
|
|
|
|
// determine maximum horizontal limits
|
|
sMaxLeft = min(ubDistance, (sSpot % MAXCOL));
|
|
sMaxRight = min(ubDistance, MAXCOL - ((sSpot % MAXCOL) + 1));
|
|
|
|
// determine maximum vertical limits
|
|
sMaxUp = min(ubDistance, (sSpot / MAXROW));
|
|
sMaxDown = min(ubDistance, MAXROW - ((sSpot / MAXROW) + 1));
|
|
|
|
// count obstacles
|
|
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
|
|
{
|
|
for (sXOffset = -sMaxLeft; sXOffset <= sMaxRight; sXOffset++)
|
|
{
|
|
sCheckSpot = sSpot + sXOffset + (MAXCOL * sYOffset);
|
|
|
|
if (TileIsOutOfBounds(sCheckSpot))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (InARoom(sSpot, &usRoom1) != InARoom(sCheckSpot, &usRoom2) || usRoom1 != usRoom2)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
sCountSpots++;
|
|
|
|
if (!IsLocationSittableExcludingPeople(sCheckSpot, bLevel))
|
|
{
|
|
sCountObstacles++;
|
|
}
|
|
|
|
if (fGrass && IsLocationSittableExcludingPeople(sCheckSpot, bLevel))
|
|
{
|
|
pCurrent = gpWorldLevelData[sCheckSpot].pStructureHead;
|
|
|
|
if (bLevel > 0)
|
|
sDesiredLevel = STRUCTURE_ON_ROOF;
|
|
else
|
|
sDesiredLevel = STRUCTURE_ON_GROUND;
|
|
|
|
if (pCurrent != NULL &&
|
|
pCurrent->sCubeOffset == sDesiredLevel &&
|
|
pCurrent->pDBStructureRef->pDBStructure->ubArmour == 4) // light vegetation
|
|
{
|
|
sCountObstacles++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (sCountSpots > 0)
|
|
return 100 * sCountObstacles / sCountSpots;
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
INT16 DistanceToClosestActiveOpponent(SOLDIERTYPE *pSoldier, INT32 sSpot)
|
|
{
|
|
INT32 sGridNo;
|
|
UINT32 uiLoop;
|
|
INT8 bLevel;
|
|
SOLDIERTYPE *pOpponent;
|
|
INT16 sDistance, sClosestDistance = -1;
|
|
|
|
if (!pSoldier || TileIsOutOfBounds(sSpot))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// look through this man's personal & public opplists for opponents known
|
|
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
|
|
{
|
|
pOpponent = MercSlots[uiLoop];
|
|
|
|
// if this merc is inactive, at base, on assignment, or dead
|
|
if (!pOpponent)
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
if (!ValidOpponent(pSoldier, pOpponent))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (pOpponent->stats.bLife < OKLIFE)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if this opponent is unknown personally and publicly
|
|
if (pSoldier->aiData.bOppList[pOpponent->ubID] == NOT_HEARD_OR_SEEN)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// obtain opponent's location and level
|
|
sGridNo = gsLastKnownOppLoc[pSoldier->ubID][pOpponent->ubID];
|
|
bLevel = gbLastKnownOppLevel[pSoldier->ubID][pOpponent->ubID];
|
|
|
|
if (TileIsOutOfBounds(sGridNo))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
sDistance = PythSpacesAway(sSpot, sGridNo);
|
|
|
|
if (sClosestDistance < 0 ||
|
|
sDistance < sClosestDistance)
|
|
{
|
|
sClosestDistance = sDistance;
|
|
}
|
|
}
|
|
|
|
return sClosestDistance;
|
|
}
|
|
|
|
BOOLEAN ValidOpponent(SOLDIERTYPE* pSoldier, SOLDIERTYPE* pOpponent)
|
|
{
|
|
if (!pSoldier || !pOpponent)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (!pOpponent->bActive ||
|
|
!pOpponent->bInSector ||
|
|
pOpponent->stats.bLife == 0 ||
|
|
CONSIDERED_NEUTRAL(pSoldier, pOpponent) ||
|
|
pSoldier->bSide == pOpponent->bSide ||
|
|
pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY ||
|
|
(pOpponent->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle(pOpponent->bVehicleID) == 0) ||
|
|
gTacticalStatus.bBoxingState == BOXING && (pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) && !(pOpponent->flags.uiStatusFlags & SOLDIER_BOXER) ||
|
|
pOpponent->ubBodyType == CROW)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
BOOLEAN AnyCoverFromSpot( INT32 sSpot, INT8 bLevel, INT32 sThreatLoc, INT8 bThreatLevel )
|
|
{
|
|
UINT8 ubDirection;
|
|
INT32 sCoverSpot;
|
|
INT8 bCoverHeight;
|
|
|
|
if( TileIsOutOfBounds( sSpot ) || TileIsOutOfBounds(sThreatLoc) )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
ubDirection = atan8(CenterX(sSpot), CenterY(sSpot), CenterX(sThreatLoc), CenterY(sThreatLoc));
|
|
sCoverSpot = NewGridNo( sSpot, DirectionInc( ubDirection ) );
|
|
|
|
if ( TileIsOutOfBounds( sCoverSpot ) )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if ( WhoIsThere2( sCoverSpot, bLevel ) != NOBODY )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if ( IsLocationSittable( sCoverSpot, bLevel ) )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
bCoverHeight = GetTallestStructureHeight( sCoverSpot, bLevel );
|
|
|
|
if ( bCoverHeight >= 2 )
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
UINT8 CountSeenEnemiesLastTurn( SOLDIERTYPE* pSoldier )
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
UINT8 ubTeamLoop;
|
|
UINT8 ubIDLoop;
|
|
UINT8 cnt = 0;
|
|
|
|
for( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ubTeamLoop++ )
|
|
{
|
|
if( !gTacticalStatus.Team[ubTeamLoop].bTeamActive )
|
|
continue;
|
|
|
|
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 &&
|
|
pSoldier->aiData.bOppList[ ubIDLoop ] <= SEEN_LAST_TURN )
|
|
{
|
|
cnt++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return cnt;
|
|
}
|
|
|
|
BOOLEAN NorthSpot(INT32 sSpot, INT8 bLevel)
|
|
{
|
|
if (TileIsOutOfBounds(sSpot))
|
|
return FALSE;
|
|
|
|
if (bLevel > 0)
|
|
return FALSE;
|
|
|
|
INT32 sNextSpot = NewGridNo(sSpot, DirectionInc(NORTHWEST));
|
|
|
|
if (gubWorldMovementCosts[sSpot + DirectionInc(NORTHWEST)][NORTHWEST][0] == TRAVELCOST_OFF_MAP ||
|
|
gubWorldMovementCosts[sNextSpot + DirectionInc(NORTHWEST)][NORTHWEST][0] == TRAVELCOST_OFF_MAP)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
// use soldier AI - merc bodytype, no robots/tanks/boxers/etc
|
|
BOOLEAN SoldierAI(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (!IS_MERC_BODY_TYPE(pSoldier) ||
|
|
pSoldier->aiData.bNeutral ||
|
|
pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ||
|
|
ARMED_VEHICLE(pSoldier) ||
|
|
pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ||
|
|
AM_A_ROBOT(pSoldier))
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo)
|
|
{
|
|
if (!pSoldier)
|
|
return 0;
|
|
|
|
if (TileIsOutOfBounds(sGridNo))
|
|
return 0;
|
|
|
|
BOOLEAN fAlerted = FALSE;
|
|
BOOLEAN fGreen = FALSE;
|
|
BOOLEAN fProfile = FALSE;
|
|
BOOLEAN fNeutral = FALSE;
|
|
UINT8 ubLevel = 0;
|
|
|
|
if (pSoldier->aiData.bAlertStatus < STATUS_YELLOW)
|
|
fGreen = TRUE;
|
|
|
|
if (pSoldier->ubProfile != NO_PROFILE)
|
|
fProfile = TRUE;
|
|
|
|
if (pSoldier->aiData.bNeutral)
|
|
fNeutral = TRUE;
|
|
|
|
if ((pSoldier->aiData.bAlertStatus >= STATUS_RED || pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE))
|
|
fAlerted = TRUE;
|
|
|
|
if (!fProfile && !fNeutral && !gGameExternalOptions.fAITacticalRetreat && NorthSpot(sGridNo, pSoldier->pathing.bLevel) ||
|
|
!fProfile && fGreen && CheckDoorNearGridno(sGridNo))
|
|
ubLevel = 1;
|
|
|
|
if (fAlerted && !fNeutral && (InLightAtNight(sGridNo, pSoldier->pathing.bLevel) || FindNearbyExplosiveStructure(sGridNo, pSoldier->pathing.bLevel)))
|
|
ubLevel = 2;
|
|
|
|
if (DeepWater(sGridNo, pSoldier->pathing.bLevel) ||
|
|
RedSmokeDanger(sGridNo, pSoldier->pathing.bLevel))
|
|
ubLevel = 3;
|
|
|
|
if (InGas(pSoldier, sGridNo) ||
|
|
FindBombNearby(pSoldier, sGridNo, BOMB_DETECTION_RANGE))
|
|
ubLevel = 4;
|
|
|
|
return ubLevel;
|
|
}
|
|
|
|
BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo)
|
|
{
|
|
if (!pSoldier)
|
|
return FALSE;
|
|
|
|
if (TileIsOutOfBounds(sGridNo))
|
|
return FALSE;
|
|
|
|
// find current danger level
|
|
UINT8 ubLevel = SpotDangerLevel(pSoldier, pSoldier->sGridNo);
|
|
// find danger level at target spot
|
|
UINT8 ubTargetLevel = SpotDangerLevel(pSoldier, sGridNo);
|
|
|
|
// avoid moving into dangerous spot
|
|
if (ubTargetLevel > 0 && ubTargetLevel >= ubLevel)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
BOOLEAN AllowDeepWaterFlanking(SOLDIERTYPE *pSoldier)
|
|
{
|
|
if (SoldierAI(pSoldier) &&
|
|
pSoldier->bTeam == ENEMY_TEAM &&
|
|
pSoldier->aiData.bOrders == SEEKENEMY &&
|
|
(pSoldier->aiData.bAttitude == CUNNINGSOLO || gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT(pSoldier, ATHLETICS_NT)) &&
|
|
pSoldier->aiData.bAlertStatus >= STATUS_RED &&
|
|
!pSoldier->aiData.bUnderFire &&
|
|
!GuySawEnemy(pSoldier))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
UINT8 AIDirection(INT32 sSpot1, INT32 sSpot2)
|
|
{
|
|
if (TileIsOutOfBounds(sSpot1) || TileIsOutOfBounds(sSpot2))
|
|
{
|
|
return DIRECTION_IRRELEVANT;
|
|
}
|
|
|
|
return atan8(CenterX(sSpot1), CenterY(sSpot1), CenterX(sSpot2), CenterY(sSpot2));
|
|
}
|
|
|
|
BOOLEAN AICheckIsSniper(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (!SoldierAI(pSoldier))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
/*if( AIGunType(pSoldier) != GUN_SN_RIFLE )
|
|
{
|
|
return FALSE;
|
|
}*/
|
|
|
|
if ((AIGunRange(pSoldier) > DAY_VISION_RANGE || AICheckHasWeaponOfType(pSoldier, GUN_SN_RIFLE)) &&
|
|
AIGunScoped(pSoldier) &&
|
|
pSoldier->stats.bMarksmanship > 90 &&
|
|
gGameOptions.fNewTraitSystem &&
|
|
HAS_SKILL_TRAIT(pSoldier, SNIPER_NT))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN AICheckIsMarksman(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (!SoldierAI(pSoldier))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (!AICheckHasGun(pSoldier))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (AIGunType(pSoldier) != GUN_SN_RIFLE &&
|
|
AIGunType(pSoldier) != GUN_RIFLE &&
|
|
AIGunType(pSoldier) != GUN_AS_RIFLE)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (AIGunRange(pSoldier) >= DAY_VISION_RANGE &&
|
|
(AIGunScoped(pSoldier) || pSoldier->stats.bMarksmanship > 90 || gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT(pSoldier, SNIPER_NT)))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN AICheckIsRadioOperator(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (!SoldierAI(pSoldier))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (pSoldier->CanUseRadio(FALSE))
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN AICheckIsMedic(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (!SoldierAI(pSoldier))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (pSoldier->CanMedicAI() && gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT(pSoldier, DOCTOR_NT))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
/*if( !HAS_SKILL_TRAIT( pSoldier, DOCTOR_NT) )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if( FindFirstAidKit( pSoldier ) != NO_SLOT ||
|
|
FindMedKit( pSoldier ) != NO_SLOT )
|
|
{
|
|
return TRUE;
|
|
}*/
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN AICheckIsMortarOperator(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (!SoldierAI(pSoldier))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (pSoldier->HasMortar())
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN AICheckIsGLOperator(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (!SoldierAI(pSoldier))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
// find GL
|
|
INT8 bWeaponIn = FindAIUsableObjClass(pSoldier, IC_LAUNCHER);
|
|
if (bWeaponIn != NO_SLOT &&
|
|
(EnoughAmmo(pSoldier, FALSE, bWeaponIn) || FindAmmoToReload(pSoldier, bWeaponIn, NO_SLOT) != NO_SLOT))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
// check for attached GL
|
|
INT8 bGunSlot = FindAIUsableObjClass(pSoldier, IC_GUN);
|
|
INT8 bRealWeaponMode = pSoldier->bWeaponMode;
|
|
pSoldier->bWeaponMode = WM_ATTACHED_GL; // So that EnoughAmmo will check for a grenade not a bullet
|
|
if (bGunSlot != NO_SLOT &&
|
|
IsGrenadeLauncherAttached(&pSoldier->inv[bGunSlot]) &&
|
|
(EnoughAmmo(pSoldier, FALSE, bGunSlot) || FindAmmoToReload(pSoldier, bGunSlot, NO_SLOT) != NO_SLOT))
|
|
{
|
|
pSoldier->bWeaponMode = bRealWeaponMode;
|
|
return TRUE;
|
|
}
|
|
pSoldier->bWeaponMode = bRealWeaponMode;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN AICheckIsOfficer(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (!SoldierAI(pSoldier))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT(pSoldier, SQUADLEADER_NT))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN AICheckIsCommander(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (!SoldierAI(pSoldier))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (gGameOptions.fNewTraitSystem && NUM_SKILL_TRAITS(pSoldier, SQUADLEADER_NT) > 1)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN AICheckIsMachinegunner(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (!SoldierAI(pSoldier))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (AIGunType(pSoldier) == GUN_LMG)
|
|
{
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN AIGunInHandScoped(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS]))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
if (UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS]))
|
|
{
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
// check if gun that AI can use is scoped
|
|
BOOLEAN AIGunScoped(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
INT8 bWeaponIn;
|
|
|
|
bWeaponIn = FindAIUsableObjClass(pSoldier, IC_GUN);
|
|
|
|
if (bWeaponIn == NO_SLOT)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (pSoldier->inv[bWeaponIn].exists())
|
|
{
|
|
if (UsingNewCTHSystem())
|
|
{
|
|
return NCTHIsScoped(&pSoldier->inv[bWeaponIn]);
|
|
}
|
|
else
|
|
{
|
|
return IsScoped(&pSoldier->inv[bWeaponIn]);
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
// return range for the AI gun in tiles
|
|
UINT16 AIGunRange(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
INT8 bWeaponIn;
|
|
|
|
bWeaponIn = FindAIUsableObjClass(pSoldier, IC_GUN);
|
|
|
|
if (bWeaponIn == NO_SLOT)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (pSoldier->inv[bWeaponIn].exists())
|
|
{
|
|
return GunRange(&pSoldier->inv[bWeaponIn], pSoldier) / CELL_X_SIZE;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
UINT16 AIGunClass(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
INT8 bWeaponIn;
|
|
|
|
bWeaponIn = FindAIUsableObjClass(pSoldier, IC_GUN);
|
|
|
|
if (bWeaponIn == NO_SLOT)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (pSoldier->inv[bWeaponIn].exists())
|
|
{
|
|
return Weapon[pSoldier->inv[bWeaponIn].usItem].ubWeaponClass;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
UINT16 AIGunType(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
INT8 bWeaponIn;
|
|
|
|
bWeaponIn = FindAIUsableObjClass(pSoldier, IC_GUN);
|
|
|
|
if (bWeaponIn == NO_SLOT)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (pSoldier->inv[bWeaponIn].exists())
|
|
{
|
|
return Weapon[pSoldier->inv[bWeaponIn].usItem].ubWeaponType;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
UINT8 AIGunDeadliness(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
INT8 bWeaponIn;
|
|
|
|
bWeaponIn = FindAIUsableObjClass(pSoldier, IC_GUN);
|
|
|
|
if (bWeaponIn == NO_SLOT)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (pSoldier->inv[bWeaponIn].exists())
|
|
{
|
|
return Weapon[pSoldier->inv[bWeaponIn].usItem].ubDeadliness;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
UINT16 AIGunAmmo(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
INT8 bWeaponIn = FindAIUsableObjClass(pSoldier, IC_GUN);
|
|
|
|
if (bWeaponIn == NO_SLOT)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (pSoldier->inv[bWeaponIn].exists())
|
|
{
|
|
return pSoldier->inv[bWeaponIn][0]->data.gun.ubGunShotsLeft;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
BOOLEAN AIGunAutofireCapable(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
INT8 bWeaponIn = FindAIUsableObjClass(pSoldier, IC_GUN);
|
|
|
|
if (bWeaponIn == NO_SLOT)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (pSoldier->inv[bWeaponIn].exists())
|
|
{
|
|
return IsGunAutofireCapable(&pSoldier->inv[bWeaponIn]);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN FindObstacleNearSpot(INT32 sSpot, INT8 bLevel)
|
|
{
|
|
if (TileIsOutOfBounds(sSpot))
|
|
{
|
|
return FALSE;
|
|
}
|
|
/*if( !IsLocationSittableExcludingPeople(sSpot, bLevel) )
|
|
{
|
|
return FALSE;
|
|
}*/
|
|
|
|
UINT8 ubMovementCost;
|
|
INT32 sTempGridNo;
|
|
UINT8 ubDirection;
|
|
|
|
// check adjacent reachable tiles
|
|
for (ubDirection = 0; ubDirection < NUM_WORLD_DIRECTIONS; ubDirection++)
|
|
{
|
|
sTempGridNo = NewGridNo(sSpot, DirectionInc(ubDirection));
|
|
|
|
if (sTempGridNo != sSpot)
|
|
{
|
|
ubMovementCost = gubWorldMovementCosts[sTempGridNo][ubDirection][bLevel];
|
|
|
|
if (ubMovementCost >= TRAVELCOST_BLOCKED || !IsLocationSittableExcludingPeople(sTempGridNo, bLevel))
|
|
{
|
|
return(TRUE);
|
|
}
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN InSmoke(INT32 sGridNo, INT8 bLevel)
|
|
{
|
|
if (TileIsOutOfBounds(sGridNo))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (gpWorldLevelData[sGridNo].ubExtFlags[bLevel] & (MAPELEMENT_EXT_SMOKE))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN InSmokeNearby(INT32 sGridNo, INT8 bLevel)
|
|
{
|
|
if (TileIsOutOfBounds(sGridNo))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (gpWorldLevelData[sGridNo].ubExtFlags[bLevel] & (MAPELEMENT_EXT_SMOKE))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
UINT8 ubDirection;
|
|
INT32 sTempGridNo;
|
|
UINT8 ubMovementCost;
|
|
|
|
// check adjacent reachable tiles
|
|
for (ubDirection = 0; ubDirection < NUM_WORLD_DIRECTIONS; ubDirection++)
|
|
{
|
|
sTempGridNo = NewGridNo(sGridNo, DirectionInc(ubDirection));
|
|
|
|
if (sTempGridNo != sGridNo)
|
|
{
|
|
ubMovementCost = gubWorldMovementCosts[sTempGridNo][ubDirection][bLevel];
|
|
|
|
if (ubMovementCost < TRAVELCOST_BLOCKED &&
|
|
gpWorldLevelData[sTempGridNo].ubExtFlags[bLevel] & (MAPELEMENT_EXT_SMOKE))
|
|
{
|
|
return(TRUE);
|
|
}
|
|
}
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN CorpseWarning(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
INT32 cnt;
|
|
ROTTING_CORPSE *pCorpse;
|
|
UINT8 ubDistance = CORPSE_WARNING_DIST;
|
|
|
|
for (cnt = 0; cnt < giNumRottingCorpse; ++cnt)
|
|
{
|
|
pCorpse = &(gRottingCorpse[cnt]);
|
|
|
|
if (pCorpse &&
|
|
pCorpse->fActivated &&
|
|
pCorpse->def.ubType < ROTTING_STAGE2 &&
|
|
//pCorpse->def.ubType <= FMERC_FALLF &&
|
|
pCorpse->def.ubBodyType <= REGFEMALE &&
|
|
pCorpse->def.ubAIWarningValue > 0 &&
|
|
pCorpse->def.bLevel == bLevel &&
|
|
!TileIsOutOfBounds(pCorpse->def.sGridNo) &&
|
|
PythSpacesAway(sGridNo, pCorpse->def.sGridNo) <= ubDistance &&
|
|
(pSoldier->bTeam == ENEMY_TEAM && CorpseEnemyTeam(pCorpse) || pSoldier->bTeam == MILITIA_TEAM && CorpseMilitiaTeam(pCorpse) || pSoldier->bTeam == CIV_TEAM && !pSoldier->aiData.bNeutral))
|
|
{
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN CorpseEnemyTeam(ROTTING_CORPSE *pCorpse)
|
|
{
|
|
CHECKF(pCorpse);
|
|
|
|
// check whether corpse has soldier's uniform
|
|
for (UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i)
|
|
{
|
|
if (COMPARE_PALETTEREP_ID(pCorpse->def.VestPal, gUniformColors[i].vest) && COMPARE_PALETTEREP_ID(pCorpse->def.PantsPal, gUniformColors[i].pants))
|
|
{
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN CorpseMilitiaTeam(ROTTING_CORPSE *pCorpse)
|
|
{
|
|
CHECKF(pCorpse);
|
|
|
|
// check whether corpse has soldier's uniform
|
|
for (UINT8 i = UNIFORM_MILITIA_ROOKIE; i <= UNIFORM_MILITIA_ELITE; ++i)
|
|
{
|
|
if (COMPARE_PALETTEREP_ID(pCorpse->def.VestPal, gUniformColors[i].vest) && COMPARE_PALETTEREP_ID(pCorpse->def.PantsPal, gUniformColors[i].pants))
|
|
{
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
// check that current loaded sector is underground
|
|
BOOLEAN AICheckUnderground(void)
|
|
{
|
|
// not underground
|
|
if (gbWorldSectorZ > 0)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
// check if we have any sight cover from known enemies at spot
|
|
BOOLEAN AnyCoverAtSpot(SOLDIERTYPE *pSoldier, INT32 sSpot)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
UINT32 uiLoop;
|
|
SOLDIERTYPE *pOpponent;
|
|
INT32 *pusLastLoc;
|
|
INT8 *pbPersOL;
|
|
INT8 *pbPublOL;
|
|
INT8 *pbLastLevel;
|
|
|
|
INT32 sThreatLoc;
|
|
//INT32 iThreatCertainty;
|
|
INT8 iThreatLevel;
|
|
|
|
// look through all opponents for those we know of
|
|
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 man is neutral / on the same side, he's not an opponent
|
|
if (CONSIDERED_NEUTRAL(pSoldier, pOpponent) || (pSoldier->bSide == pOpponent->bSide))
|
|
{
|
|
continue; // next merc
|
|
}
|
|
|
|
pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
|
|
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID;
|
|
|
|
pusLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpponent->ubID;
|
|
pbLastLevel = gbLastKnownOppLevel[pSoldier->ubID] + pOpponent->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
|
|
// sevenfm: fix for unknown public location
|
|
if ((gubKnowledgeValue[*pbPublOL - OLDEST_HEARD_VALUE][*pbPersOL - OLDEST_HEARD_VALUE] > 0) ||
|
|
(*pbPersOL == *pbPublOL) ||
|
|
*pbPersOL != NOT_HEARD_OR_SEEN && TileIsOutOfBounds(gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpponent->ubID]) && !TileIsOutOfBounds(gsLastKnownOppLoc[pSoldier->ubID][pOpponent->ubID]))
|
|
{
|
|
// using personal knowledge, obtain opponent's "best guess" gridno
|
|
sThreatLoc = *pusLastLoc;
|
|
iThreatLevel = *pbLastLevel;
|
|
//iThreatCertainty = ThreatPercent[*pbPersOL - OLDEST_HEARD_VALUE];
|
|
}
|
|
else
|
|
{
|
|
// using public knowledge, obtain opponent's "best guess" gridno
|
|
sThreatLoc = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpponent->ubID];
|
|
iThreatLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpponent->ubID];
|
|
//iThreatCertainty = ThreatPercent[*pbPublOL - OLDEST_HEARD_VALUE];
|
|
}
|
|
|
|
if (!AnyCoverFromSpot(sSpot, pSoldier->pathing.bLevel, sThreatLoc, iThreatLevel) &&
|
|
LocationToLocationLineOfSightTest(sThreatLoc, iThreatLevel, sSpot, pSoldier->pathing.bLevel, TRUE, NO_DISTANCE_LIMIT, STANDING_LOS_POS, PRONE_LOS_POS))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
BOOLEAN AICheckHasWeaponOfType(SOLDIERTYPE *pSoldier, UINT8 ubWeaponType)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
INT8 invsize = (INT8)pSoldier->inv.size();
|
|
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
|
|
{
|
|
if (pSoldier->inv[bLoop].exists() &&
|
|
Item[pSoldier->inv[bLoop].usItem].usItemClass == IC_GUN &&
|
|
Weapon[Item[pSoldier->inv[bLoop].usItem].ubClassIndex].ubWeaponType == ubWeaponType)
|
|
{
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
BOOLEAN AICheckHasGun(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (FindAIUsableObjClass(pSoldier, IC_GUN) != NO_SLOT)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN AICheckShortWeaponRange(SOLDIERTYPE *pSoldier)
|
|
{
|
|
CHECKF(pSoldier);
|
|
|
|
if (!AICheckHasGun(pSoldier))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
if (AIGunRange(pSoldier) < DAY_VISION_RANGE / 2)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN NightLight(void)
|
|
{
|
|
//if( GetTimeOfDayAmbientLightLevel() >= NORMAL_LIGHTLEVEL_DAY + 2 )
|
|
if (gubEnvLightValue >= NORMAL_LIGHTLEVEL_NIGHT - 3)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN DuskLight(void)
|
|
{
|
|
// average between day and night
|
|
if (gubEnvLightValue >= (NORMAL_LIGHTLEVEL_NIGHT + NORMAL_LIGHTLEVEL_DAY) / 2)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOLEAN UsePersonalKnowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
|
|
{
|
|
INT8 bPersonalKnowledge;
|
|
INT8 bPublicKnowledge;
|
|
|
|
if (!pSoldier || ubOpponentID == NOBODY)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
bPersonalKnowledge = PersonalKnowledge(pSoldier, ubOpponentID);
|
|
bPublicKnowledge = PublicKnowledge(pSoldier->bTeam, ubOpponentID);
|
|
|
|
if (gubKnowledgeValue[bPublicKnowledge - OLDEST_HEARD_VALUE][bPersonalKnowledge - OLDEST_HEARD_VALUE] > 0 ||
|
|
bPersonalKnowledge != NOT_HEARD_OR_SEEN &&
|
|
TileIsOutOfBounds(KnownPublicLocation(pSoldier->bTeam, ubOpponentID)) &&
|
|
!TileIsOutOfBounds(KnownPersonalLocation(pSoldier, ubOpponentID)))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
INT8 Knowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
|
|
{
|
|
if (!pSoldier || ubOpponentID == NOBODY)
|
|
{
|
|
return NOT_HEARD_OR_SEEN;
|
|
}
|
|
|
|
if (UsePersonalKnowledge(pSoldier, ubOpponentID))
|
|
{
|
|
return PersonalKnowledge(pSoldier, ubOpponentID);
|
|
}
|
|
|
|
return PublicKnowledge(pSoldier->bTeam, ubOpponentID);
|
|
}
|
|
|
|
INT32 KnownLocation(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
|
|
{
|
|
if (!pSoldier || ubOpponentID == NOBODY)
|
|
{
|
|
return NOWHERE;
|
|
}
|
|
|
|
if (UsePersonalKnowledge(pSoldier, ubOpponentID))
|
|
{
|
|
return KnownPersonalLocation(pSoldier, ubOpponentID);
|
|
}
|
|
|
|
return KnownPublicLocation(pSoldier->bTeam, ubOpponentID);
|
|
}
|
|
|
|
INT8 KnownLevel(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
|
|
{
|
|
if (!pSoldier || ubOpponentID == NOBODY)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (UsePersonalKnowledge(pSoldier, ubOpponentID))
|
|
{
|
|
return KnownPersonalLevel(pSoldier, ubOpponentID);
|
|
}
|
|
|
|
return KnownPublicLevel(pSoldier->bTeam, ubOpponentID);
|
|
}
|
|
|
|
INT8 PersonalKnowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
|
|
{
|
|
if (!pSoldier || ubOpponentID == NOBODY)
|
|
{
|
|
return NOT_HEARD_OR_SEEN;
|
|
}
|
|
|
|
return pSoldier->aiData.bOppList[ubOpponentID];
|
|
}
|
|
|
|
INT32 KnownPersonalLocation(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
|
|
{
|
|
if (!pSoldier || ubOpponentID == NOBODY)
|
|
{
|
|
return NOWHERE;
|
|
}
|
|
/*if(PersonalKnowledge(pSoldier, ubOpponentID) == NOT_HEARD_OR_SEEN)
|
|
{
|
|
return NOWHERE;
|
|
}*/
|
|
|
|
return gsLastKnownOppLoc[pSoldier->ubID][ubOpponentID];
|
|
}
|
|
|
|
INT8 KnownPersonalLevel(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
|
|
{
|
|
if (!pSoldier || ubOpponentID == NOBODY)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return gbLastKnownOppLevel[pSoldier->ubID][ubOpponentID];
|
|
}
|
|
|
|
INT8 PublicKnowledge(UINT8 bTeam, UINT8 ubOpponentID)
|
|
{
|
|
if (bTeam >= MAXTEAMS || ubOpponentID == NOBODY)
|
|
{
|
|
return NOT_HEARD_OR_SEEN;
|
|
}
|
|
|
|
return gbPublicOpplist[bTeam][ubOpponentID];
|
|
}
|
|
|
|
INT32 KnownPublicLocation(UINT8 bTeam, UINT8 ubOpponentID)
|
|
{
|
|
if (bTeam >= MAXTEAMS || ubOpponentID == NOBODY)
|
|
{
|
|
return NOWHERE;
|
|
}
|
|
/*if (PublicKnowledge(bTeam, ubOpponentID) == NOT_HEARD_OR_SEEN)
|
|
{
|
|
return NOWHERE;
|
|
}*/
|
|
|
|
return gsPublicLastKnownOppLoc[bTeam][ubOpponentID];
|
|
}
|
|
|
|
INT8 KnownPublicLevel(UINT8 bTeam, UINT8 ubOpponentID)
|
|
{
|
|
if (bTeam >= MAXTEAMS || ubOpponentID == NOBODY)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return gbPublicLastKnownOppLevel[bTeam][ubOpponentID];
|
|
}
|
|
|
|
UINT8 ArmyPercentKilled(void)
|
|
{
|
|
if (gTacticalStatus.Team[ENEMY_TEAM].bMenInSector + gTacticalStatus.ubArmyGuysKilled == 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return 100 * gTacticalStatus.ubArmyGuysKilled / (gTacticalStatus.Team[ENEMY_TEAM].bMenInSector + gTacticalStatus.ubArmyGuysKilled);
|
|
}
|
|
|
|
UINT8 TeamPercentKilled(INT8 bTeam)
|
|
{
|
|
if (bTeam == ENEMY_TEAM)
|
|
{
|
|
return ArmyPercentKilled();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
BOOLEAN TeamHighPercentKilled(INT8 bTeam)
|
|
{
|
|
if (bTeam == ENEMY_TEAM && ArmyPercentKilled() > ArmyPercentKilledTolerance())
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
// decide how many soldiers can be killed before alarm will be raised
|
|
UINT8 ArmyPercentKilledTolerance(void)
|
|
{
|
|
// 50% at day, 25% at night, 25-33% for restricted sectors
|
|
return 100 / (2 + SectorCurfew(TRUE));
|
|
}
|
|
|
|
UINT8 SectorCurfew(BOOLEAN fNight)
|
|
{
|
|
UINT8 ubSectorId = SECTOR(gWorldSectorX, gWorldSectorY);
|
|
UINT8 ubSectorData = 0;
|
|
|
|
ubSectorData = SectorExternalData[ubSectorId][gbWorldSectorZ].usCurfewValue;
|
|
|
|
if (fNight && NightLight()) // suspicious at night
|
|
ubSectorData = max(ubSectorData, 1);
|
|
|
|
if (gbWorldSectorZ > 0) // underground we are always suspicious
|
|
ubSectorData = max(ubSectorData, 2);
|
|
|
|
return ubSectorData;
|
|
}
|