mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- new feature: ramming people - set with Tactical Gameplay Settings > ALLOW_CARS_DRIVING_OVER_PEOPLE and Tactical Gameplay Settings > ALLOW_TANKS_DRIVING_OVER_PEOPLE - when shift is pressed planned vehicle route will go through people. Those who will stay on its path will be hit, causing wounds and knock-outs. - new feature: ramming structures - when shift is pressed planned vehicle route will go through obstacles. When vehicle hits the structure on its path it will be destroyed, causing small damage to vehicle too (with exception of tank). Tactical Gameplay Settings > CARS_RAMMING_MAX_STRUCTURE_ARMOUR and Tactical Gameplay Settings > TANKS_RAMMING_MAX_STRUCTURE_ARMOUR settings control how well armoured structure can be driven through and amount of potential damage for vehicle. - see: http://www.ja-galaxy-forum.com/ubbthreads.php/topics/333829/Drivable_Vehicles#Post333829 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7284 3b4a5df2-a311-0410-b5c6-a8a6f20db521
875 lines
28 KiB
C++
875 lines
28 KiB
C++
#ifdef PRECOMPILEDHEADERS
|
|
#include "Tactical All.h"
|
|
#else
|
|
#include <wchar.h>
|
|
#include <stdio.h>
|
|
#include <string.h>
|
|
#include "Render Fun.h"
|
|
#include "stdlib.h"
|
|
#include "debug.h"
|
|
#include "MemMan.h"
|
|
#include "Overhead Types.h"
|
|
|
|
#include "Animation Cache.h"
|
|
#include "Animation Data.h"
|
|
#include "Animation Control.h"
|
|
#include "container.h"
|
|
#include "pathai.h"
|
|
#include "Random.h"
|
|
#include "worldman.h"
|
|
#include "Isometric Utils.h"
|
|
#include "renderworld.h"
|
|
#include "video.h"
|
|
#include "points.h"
|
|
// #include "Sound Control.h"
|
|
#include "lighting.h"
|
|
#include "weapons.h"
|
|
#include "vobject_blitters.h"
|
|
#include "Handle UI.h"
|
|
#include "Event pump.h"
|
|
#include "opplist.h"
|
|
#include "ai.h"
|
|
#include "interface.h"
|
|
#include "lighting.h"
|
|
#include "faces.h"
|
|
#include "Soldier Profile.h"
|
|
|
|
#ifdef NETWORKED
|
|
#include "Networking.h"
|
|
#include "NetworkEvent.h"
|
|
#endif
|
|
|
|
#include "items.h"
|
|
#include "Soundman.h"
|
|
#include "soldier tile.h"
|
|
#include "soldier add.h"
|
|
#include "fov.h"
|
|
#include "Font Control.h"
|
|
#include "message.h"
|
|
#include "Text.h"
|
|
#include "NPC.h"
|
|
#include "Soldier macros.h"
|
|
#endif
|
|
|
|
extern INT8 gbNumMercsUntilWaitingOver;
|
|
extern UINT8 gubWaitingForAllMercsToExitCode;
|
|
|
|
//forward declarations of common classes to eliminate includes
|
|
class OBJECTTYPE;
|
|
class SOLDIERTYPE;
|
|
|
|
|
|
|
|
#define NEXT_TILE_CHECK_DELAY 700
|
|
|
|
#ifdef JA2BETAVERSION
|
|
|
|
void OutputDebugInfoForTurnBasedNextTileWaiting( SOLDIERTYPE * pSoldier )
|
|
{
|
|
if ( (gTacticalStatus.uiFlags & INCOMBAT) && (pSoldier->pathing.usPathDataSize > 0) )
|
|
{
|
|
UINT32 uiLoop;
|
|
INT32 usTemp = NOWHERE;
|
|
INT32 usNewGridNo;
|
|
|
|
usNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) );
|
|
|
|
// provide more info!!
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path size %d, index %d", pSoldier->pathing.usPathDataSize, pSoldier->pathing.usPathIndex ) );
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Who is at blocked gridno: %d", WhoIsThere2( usNewGridNo, pSoldier->pathing.bLevel ) ) );
|
|
|
|
for ( uiLoop = 0; uiLoop < pSoldier->pathing.usPathDataSize; uiLoop++ )
|
|
{
|
|
if ( uiLoop > pSoldier->pathing.usPathIndex )
|
|
{
|
|
usTemp = NewGridNo( usTemp, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ uiLoop ] ) );
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop], usTemp ) );
|
|
}
|
|
else if ( uiLoop == pSoldier->pathing.usPathIndex )
|
|
{
|
|
usTemp = usNewGridNo;
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop], usTemp ) );
|
|
}
|
|
else
|
|
{
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop] ) );
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT32 sCauseGridNo, INT8 bValue )
|
|
{
|
|
UINT8 ubPerson;
|
|
|
|
// Cancel AI Action
|
|
// CancelAIAction( pSoldier, TRUE );
|
|
|
|
pSoldier->flags.fDelayedMovement = bValue;
|
|
pSoldier->sDelayedMovementCauseGridNo = sCauseGridNo;
|
|
|
|
RESETTIMECOUNTER( pSoldier->timeCounters.NextTileCounter, NEXT_TILE_CHECK_DELAY );
|
|
|
|
// ATE: Now update realtime movement speed....
|
|
// check if guy exists here...
|
|
ubPerson = WhoIsThere2( sCauseGridNo, pSoldier->pathing.bLevel );
|
|
|
|
// There may not be anybody there, but it's reserved by them!
|
|
if ( ( gpWorldLevelData[ sCauseGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
|
|
{
|
|
ubPerson = gpWorldLevelData[ sCauseGridNo ].ubReservedSoldierID;
|
|
}
|
|
|
|
if ( ubPerson != NOBODY )
|
|
{
|
|
// if they are our own team members ( both )
|
|
if ( MercPtrs[ ubPerson ]->bTeam == gbPlayerNum && pSoldier->bTeam == gbPlayerNum )
|
|
{
|
|
// Here we have another guy.... save his stats so we can use them for
|
|
// speed determinations....
|
|
pSoldier->bOverrideMoveSpeed = ubPerson;
|
|
pSoldier->flags.fUseMoverrideMoveSpeed = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void SetFinalTile( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fGivenUp )
|
|
{
|
|
// OK, If we were waiting for stuff, do it here...
|
|
|
|
// ATE: Disabled stuff below, made obsolete by timeout...
|
|
//if ( pSoldier->ubWaitActionToDo )
|
|
//{
|
|
// pSoldier->ubWaitActionToDo = 0;
|
|
// gbNumMercsUntilWaitingOver--;
|
|
//}
|
|
pSoldier->pathing.sFinalDestination = pSoldier->sGridNo;
|
|
|
|
#ifdef JA2BETAVERSION
|
|
if ( gTacticalStatus.uiFlags & INCOMBAT )
|
|
{
|
|
OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
|
|
}
|
|
#endif
|
|
|
|
if ( pSoldier->bTeam == gbPlayerNum && fGivenUp )
|
|
{
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name );
|
|
}
|
|
|
|
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
|
|
|
|
}
|
|
|
|
|
|
void MarkMovementReserved( SOLDIERTYPE *pSoldier, INT32 sGridNo )
|
|
{
|
|
// Check if we have one reserrved already, and free it first!
|
|
if (!TileIsOutOfBounds(pSoldier->sReservedMovementGridNo))
|
|
{
|
|
UnMarkMovementReserved( pSoldier );
|
|
}
|
|
|
|
// For single-tiled mercs, set this gridno
|
|
gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_MOVEMENT_RESERVED;
|
|
|
|
// Save soldier's reserved ID #
|
|
gpWorldLevelData[ sGridNo ].ubReservedSoldierID = pSoldier->ubID;
|
|
|
|
pSoldier->sReservedMovementGridNo = sGridNo;
|
|
}
|
|
|
|
void UnMarkMovementReserved( SOLDIERTYPE *pSoldier )
|
|
{
|
|
INT32 sNewGridNo;
|
|
|
|
sNewGridNo = GETWORLDINDEXFROMWORLDCOORDS(pSoldier->dYPos, pSoldier->dXPos );
|
|
|
|
// OK, if NOT in fence anim....
|
|
if ( pSoldier->usAnimState == HOPFENCE && pSoldier->sReservedMovementGridNo != sNewGridNo )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( pSoldier->usAnimState == JUMPWINDOWS && pSoldier->sReservedMovementGridNo != sNewGridNo )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// For single-tiled mercs, unset this gridno
|
|
// See if we have one reserved!
|
|
if (!TileIsOutOfBounds(pSoldier->sReservedMovementGridNo))
|
|
{
|
|
gpWorldLevelData[ pSoldier->sReservedMovementGridNo ].uiFlags &= (~MAPELEMENT_MOVEMENT_RESERVED);
|
|
|
|
pSoldier->sReservedMovementGridNo = NOWHERE;
|
|
}
|
|
}
|
|
|
|
INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT32 sGridNo, INT8 bLevel )
|
|
{
|
|
UINT8 ubPerson;
|
|
INT32 sTempDestGridNo;
|
|
INT32 sNewGridNo;
|
|
BOOLEAN fSwapInDoor = FALSE;
|
|
|
|
if (TileIsOutOfBounds(sGridNo))
|
|
{
|
|
return( MOVE_TILE_CLEAR );
|
|
}
|
|
|
|
// anv: vehicles can ram people
|
|
if ( !TANK(pSoldier) && gGameExternalOptions.fAllowCarsDrivingOverPeople && pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && pSoldier->usSoldierFlagMask2 & SOLDIER_RAM_THROUGH_OBSTACLES )
|
|
{
|
|
return( MOVE_TILE_CLEAR );
|
|
}
|
|
else if( TANK(pSoldier) && gGameExternalOptions.fAllowTanksDrivingOverPeople && pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
|
|
{
|
|
return( MOVE_TILE_CLEAR );
|
|
}
|
|
|
|
ubPerson = WhoIsThere2( sGridNo, bLevel );
|
|
|
|
|
|
if ( ubPerson != NOBODY )
|
|
{
|
|
// If this us?
|
|
if ( ubPerson != pSoldier->ubID )
|
|
{
|
|
// OK, set flag indicating we are blocked by a merc....
|
|
if ( pSoldier->bTeam != gbPlayerNum ) // CJC: shouldn't this be in all cases???
|
|
//if ( 0 )
|
|
{
|
|
pSoldier->flags.fBlockedByAnotherMerc = TRUE;
|
|
// Set direction we were trying to goto
|
|
pSoldier->bBlockedByAnotherMercDirection = bDirection;
|
|
|
|
// Are we only temporarily blocked?
|
|
// Check if our final destination is = our gridno
|
|
if ( ( MercPtrs[ ubPerson ]->pathing.sFinalDestination == MercPtrs[ ubPerson ]->sGridNo ) )
|
|
{
|
|
return( MOVE_TILE_STATIONARY_BLOCKED );
|
|
}
|
|
else
|
|
{
|
|
// OK, if buddy who is blocking us is trying to move too...
|
|
// And we are in opposite directions...
|
|
if ( MercPtrs[ ubPerson ]->flags.fBlockedByAnotherMerc && MercPtrs[ ubPerson ]->bBlockedByAnotherMercDirection == gOppositeDirection[ bDirection ] )
|
|
{
|
|
// OK, try and get a path around buddy....
|
|
// We have to temporarily make buddy stopped...
|
|
sTempDestGridNo = MercPtrs[ ubPerson ]->pathing.sFinalDestination;
|
|
MercPtrs[ ubPerson ]->pathing.sFinalDestination = MercPtrs[ ubPerson ]->sGridNo;
|
|
|
|
if ( PlotPath( pSoldier, pSoldier->pathing.sFinalDestination, NO_COPYROUTE, NO_PLOT, TEMPORARY, pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) )
|
|
{
|
|
pSoldier->pathing.bPathStored = FALSE;
|
|
// OK, make guy go here...
|
|
pSoldier->EVENT_GetNewSoldierPath( pSoldier->pathing.sFinalDestination, pSoldier->usUIMovementMode );
|
|
// Restore final dest....
|
|
MercPtrs[ ubPerson ]->pathing.sFinalDestination = sTempDestGridNo;
|
|
pSoldier->flags.fBlockedByAnotherMerc = FALSE;
|
|
|
|
// Is the next tile blocked too?
|
|
sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
|
|
|
|
return( TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->pathing.bLevel ) );
|
|
}
|
|
else
|
|
{
|
|
|
|
// Not for multi-tiled things...
|
|
if ( !( pSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) )
|
|
{
|
|
// Is the next movement cost for a door?
|
|
if ( DoorTravelCost( pSoldier, sGridNo, gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->pathing.bLevel ], (BOOLEAN)( pSoldier->bTeam == gbPlayerNum ), NULL ) == TRAVELCOST_DOOR )
|
|
{
|
|
fSwapInDoor = TRUE;
|
|
}
|
|
|
|
// If we are to swap and we're near a door, open door first and then close it...?
|
|
|
|
|
|
// Swap now!
|
|
MercPtrs[ ubPerson ]->flags.fBlockedByAnotherMerc = FALSE;
|
|
|
|
// Restore final dest....
|
|
MercPtrs[ ubPerson ]->pathing.sFinalDestination = sTempDestGridNo;
|
|
|
|
// Swap merc positions.....
|
|
SwapMercPositions( pSoldier, MercPtrs[ ubPerson ] );
|
|
|
|
// With these two guys swapped, they should try and continue on their way....
|
|
// Start them both again along their way...
|
|
pSoldier->EVENT_GetNewSoldierPath( pSoldier->pathing.sFinalDestination, pSoldier->usUIMovementMode );
|
|
MercPtrs[ ubPerson ]->EVENT_GetNewSoldierPath( MercPtrs[ ubPerson ]->pathing.sFinalDestination, MercPtrs[ ubPerson ]->usUIMovementMode );
|
|
}
|
|
}
|
|
}
|
|
return( MOVE_TILE_TEMP_BLOCKED );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//return( MOVE_TILE_STATIONARY_BLOCKED );
|
|
// ATE: OK, put some smartshere...
|
|
// If we are waiting for more than a few times, change to stationary...
|
|
if ( MercPtrs[ ubPerson ]->flags.fDelayedMovement >= 105 )
|
|
{
|
|
// Set to special 'I want to walk through people' value
|
|
pSoldier->flags.fDelayedMovement = 150;
|
|
|
|
return( MOVE_TILE_STATIONARY_BLOCKED );
|
|
}
|
|
if ( MercPtrs[ ubPerson ]->sGridNo == MercPtrs[ ubPerson ]->pathing.sFinalDestination )
|
|
{
|
|
return( MOVE_TILE_STATIONARY_BLOCKED );
|
|
}
|
|
return( MOVE_TILE_TEMP_BLOCKED );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
|
|
{
|
|
if ( gpWorldLevelData[ sGridNo ].ubReservedSoldierID != pSoldier->ubID )
|
|
{
|
|
return( MOVE_TILE_TEMP_BLOCKED );
|
|
}
|
|
}
|
|
|
|
// Are we clear of structs?
|
|
if ( !NewOKDestination( pSoldier, sGridNo, FALSE, pSoldier->pathing.bLevel ) )
|
|
{
|
|
// ATE: Fence cost is an exclusiuon here....
|
|
if ( gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->pathing.bLevel ] != TRAVELCOST_FENCE )
|
|
{
|
|
// ATE: HIdden structs - we do something here... reveal it!
|
|
if ( gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->pathing.bLevel ] == TRAVELCOST_HIDDENOBSTACLE )
|
|
{
|
|
gpWorldLevelData[ sGridNo ].uiFlags|=MAPELEMENT_REVEALED;
|
|
gpWorldLevelData[ sGridNo ].uiFlags|=MAPELEMENT_REDRAW;
|
|
SetRenderFlags(RENDER_FLAG_MARKED);
|
|
RecompileLocalMovementCosts( sGridNo );
|
|
}
|
|
|
|
// Unset flag for blocked by soldier...
|
|
pSoldier->flags.fBlockedByAnotherMerc = FALSE;
|
|
return( MOVE_TILE_STATIONARY_BLOCKED );
|
|
}
|
|
else
|
|
{
|
|
#if 0
|
|
// Check if there is a reserved marker here at least....
|
|
sNewGridNo = NewGridNo( sGridNo, DirectionInc( bDirection ) );
|
|
|
|
if ( ( gpWorldLevelData[ sNewGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
|
|
{
|
|
if ( gpWorldLevelData[ sNewGridNo ].ubReservedSoldierID != pSoldier->ubID )
|
|
{
|
|
return( MOVE_TILE_TEMP_BLOCKED );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Unset flag for blocked by soldier...
|
|
pSoldier->flags.fBlockedByAnotherMerc = FALSE;
|
|
|
|
return( MOVE_TILE_CLEAR );
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT32 sGridNo, INT32 sFinalDestTile )//dnl ch53 111009
|
|
{
|
|
INT8 bBlocked;
|
|
INT16 bOverTerrainType;
|
|
|
|
// Check for blocking if in realtime
|
|
///if ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) )
|
|
|
|
// ATE: If not on visible tile, return clear ( for path out of map )
|
|
if ( !GridNoOnVisibleWorldTile( sGridNo ) )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
|
|
// If animation state is crow, iall is clear
|
|
if ( pSoldier->usAnimState == CROW_FLY )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
|
|
{
|
|
bBlocked = TileIsClear( pSoldier, bDirection, sGridNo, pSoldier->pathing.bLevel );
|
|
|
|
// Check if we are blocked...
|
|
if ( bBlocked != MOVE_TILE_CLEAR )
|
|
{
|
|
// Is the next gridno our destination?
|
|
// OK: Let's check if we are NOT walking off screen
|
|
if ( sGridNo == sFinalDestTile && pSoldier->ubWaitActionToDo == 0 && (pSoldier->bTeam == gbPlayerNum || TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination)) )
|
|
{
|
|
// Yah, well too bad, stop here.
|
|
SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
|
|
|
|
return( FALSE );
|
|
}
|
|
// CHECK IF they are stationary
|
|
else if ( bBlocked == MOVE_TILE_STATIONARY_BLOCKED )
|
|
{
|
|
// Stationary,
|
|
{
|
|
INT32 sOldFinalDest;//dnl ch53 111009
|
|
|
|
// Maintain sFinalDest....
|
|
sOldFinalDest = pSoldier->pathing.sFinalDestination;
|
|
#ifdef JA2BETAVERSION
|
|
if ( gTacticalStatus.uiFlags & INCOMBAT )
|
|
{
|
|
OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
|
|
}
|
|
#endif
|
|
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
|
|
// Restore...
|
|
pSoldier->pathing.sFinalDestination = sOldFinalDest;
|
|
|
|
SetDelayedTileWaiting( pSoldier, sGridNo, 1 );
|
|
|
|
return( FALSE );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
{
|
|
INT32 sOldFinalDest;//dnl ch53 111009
|
|
|
|
// Maintain sFinalDest....
|
|
sOldFinalDest = pSoldier->pathing.sFinalDestination;
|
|
#ifdef JA2BETAVERSION
|
|
if ( gTacticalStatus.uiFlags & INCOMBAT )
|
|
{
|
|
OutputDebugInfoForTurnBasedNextTileWaiting( pSoldier );
|
|
}
|
|
#endif
|
|
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
|
|
// Restore...
|
|
pSoldier->pathing.sFinalDestination = sOldFinalDest;
|
|
|
|
// Setting to two means: try and wait until this tile becomes free....
|
|
SetDelayedTileWaiting( pSoldier, sGridNo, 100 );
|
|
}
|
|
|
|
return( FALSE );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Mark this tile as reserverd ( until we get there! )
|
|
if ( !( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) )
|
|
{
|
|
MarkMovementReserved( pSoldier, sGridNo );
|
|
}
|
|
|
|
bOverTerrainType = GetTerrainType( sGridNo );
|
|
|
|
// WANNE.WATER: If our soldier is not on the ground level and the tile is a "water" tile, then simply set the tile to "FLAT_GROUND"
|
|
// This should fix "problems" for special modified maps
|
|
if ( TERRAIN_IS_WATER( bOverTerrainType) && pSoldier->pathing.bLevel > 0 )
|
|
bOverTerrainType = FLAT_GROUND;
|
|
|
|
// Check if we are going into water!
|
|
if ( TERRAIN_IS_WATER( bOverTerrainType) )
|
|
{
|
|
// Check if we are of prone or crawl height and change stance accordingly....
|
|
switch( gAnimControl[ pSoldier->usAnimState ].ubHeight )
|
|
{
|
|
case ANIM_PRONE:
|
|
case ANIM_CROUCH:
|
|
|
|
// Change height to stand
|
|
pSoldier->flags.fContinueMoveAfterStanceChange = TRUE;
|
|
SendChangeSoldierStanceEvent( pSoldier, ANIM_STAND );
|
|
break;
|
|
}
|
|
|
|
// Check animation
|
|
// Change to walking
|
|
if ( pSoldier->usAnimState == RUNNING )
|
|
{
|
|
pSoldier->ChangeSoldierState( WALKING, 0 , FALSE );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
|
|
BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier )
|
|
{
|
|
// Buddy is waiting to continue his path
|
|
INT8 bBlocked, bPathBlocked;
|
|
INT32 sCost;
|
|
INT32 sNewGridNo, sCheckGridNo;
|
|
UINT8 ubDirection, bCauseDirection;
|
|
UINT8 ubPerson;
|
|
UINT8 fFlags = 0;
|
|
|
|
|
|
if ( pSoldier->flags.fDelayedMovement )
|
|
{
|
|
if ( TIMECOUNTERDONE( pSoldier->timeCounters.NextTileCounter, NEXT_TILE_CHECK_DELAY ) )
|
|
{
|
|
RESETTIMECOUNTER( pSoldier->timeCounters.NextTileCounter, NEXT_TILE_CHECK_DELAY );
|
|
|
|
// ATE: Allow path to exit grid!
|
|
if ( pSoldier->ubWaitActionToDo == 1 && gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
|
|
{
|
|
gfPlotPathToExitGrid = TRUE;
|
|
}
|
|
|
|
// Get direction from gridno...
|
|
bCauseDirection = (INT8)GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, pSoldier->sDelayedMovementCauseGridNo );
|
|
|
|
bBlocked = TileIsClear( pSoldier, bCauseDirection, pSoldier->sDelayedMovementCauseGridNo, pSoldier->pathing.bLevel );
|
|
|
|
// If we are waiting for a temp blockage.... continue to wait
|
|
if ( pSoldier->flags.fDelayedMovement >= 100 && bBlocked == MOVE_TILE_TEMP_BLOCKED )
|
|
{
|
|
// ATE: Increment 1
|
|
pSoldier->flags.fDelayedMovement++;
|
|
|
|
// Are we close enough to give up? ( and are a pc )
|
|
if ( pSoldier->flags.fDelayedMovement > 120 )
|
|
{
|
|
// Quit...
|
|
SetFinalTile( pSoldier, pSoldier->sGridNo, TRUE );
|
|
pSoldier->flags.fDelayedMovement = FALSE;
|
|
}
|
|
gfPlotPathToExitGrid = FALSE;
|
|
return( TRUE );
|
|
}
|
|
|
|
// Try new path if anything but temp blockage!
|
|
if ( bBlocked != MOVE_TILE_TEMP_BLOCKED )
|
|
{
|
|
// Set to normal delay
|
|
if ( pSoldier->flags.fDelayedMovement >= 100 && pSoldier->flags.fDelayedMovement != 150 )
|
|
{
|
|
pSoldier->flags.fDelayedMovement = 1;
|
|
}
|
|
|
|
// Default to pathing through people
|
|
fFlags = PATH_THROUGH_PEOPLE;
|
|
|
|
// Now, if we are in the state where we are desparently trying to get out...
|
|
// Use other flag
|
|
// CJC: path-through-people includes ignoring person at dest
|
|
/*
|
|
if ( pSoldier->flags.fDelayedMovement >= 150 )
|
|
{
|
|
fFlags = PATH_IGNORE_PERSON_AT_DEST;
|
|
}
|
|
*/
|
|
|
|
// Check destination first!
|
|
if ( pSoldier->sAbsoluteFinalDestination == pSoldier->pathing.sFinalDestination )
|
|
{
|
|
// on last lap of scripted move, make sure we get to final dest
|
|
sCheckGridNo = pSoldier->sAbsoluteFinalDestination;
|
|
}
|
|
else if (!NewOKDestination( pSoldier, pSoldier->pathing.sFinalDestination, TRUE, pSoldier->pathing.bLevel ))
|
|
{
|
|
if ( pSoldier->flags.fDelayedMovement >= 150 )
|
|
{
|
|
// OK, look around dest for the first one!
|
|
sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->pathing.sFinalDestination, 6, &ubDirection );
|
|
|
|
if (TileIsOutOfBounds(sCheckGridNo))
|
|
{
|
|
// If this is nowhere, try harder!
|
|
sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->pathing.sFinalDestination, 16, &ubDirection );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// OK, look around dest for the first one!
|
|
sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->pathing.sFinalDestination, 6, &ubDirection );
|
|
|
|
if (TileIsOutOfBounds(sCheckGridNo))
|
|
{
|
|
// If this is nowhere, try harder!
|
|
sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->pathing.sFinalDestination, 16, &ubDirection );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sCheckGridNo = pSoldier->pathing.sFinalDestination;
|
|
}
|
|
|
|
sCost = FindBestPath( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, fFlags );
|
|
|
|
// Can we get there
|
|
if ( sCost > 0 )
|
|
{
|
|
// Is the next tile blocked too?
|
|
sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
|
|
|
|
bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->pathing.bLevel );
|
|
|
|
if ( bPathBlocked == MOVE_TILE_STATIONARY_BLOCKED )
|
|
{
|
|
// Try to path around everyone except dest person
|
|
|
|
sCost = FindBestPath( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, PATH_IGNORE_PERSON_AT_DEST );
|
|
|
|
// Is the next tile in this new path blocked too?
|
|
sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
|
|
|
|
bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->pathing.bLevel );
|
|
|
|
// now working with a path which does not go through people
|
|
pSoldier->ubDelayedMovementFlags &= (~DELAYED_MOVEMENT_FLAG_PATH_THROUGH_PEOPLE);
|
|
}
|
|
else
|
|
{
|
|
// path through people worked fine
|
|
if ( pSoldier->flags.fDelayedMovement < 150 )
|
|
{
|
|
pSoldier->ubDelayedMovementFlags |= DELAYED_MOVEMENT_FLAG_PATH_THROUGH_PEOPLE;
|
|
}
|
|
}
|
|
|
|
// Are we clear?
|
|
if ( bPathBlocked == MOVE_TILE_CLEAR )
|
|
{
|
|
//pSoldier->flags.fDelayedMovement = FALSE;
|
|
// ATE: THis will get set in EENT_GetNewSoldierPath....
|
|
pSoldier->aiData.usActionData = sCheckGridNo;
|
|
|
|
pSoldier->pathing.bPathStored = FALSE;
|
|
|
|
pSoldier->EVENT_GetNewSoldierPath( sCheckGridNo, pSoldier->usUIMovementMode );
|
|
gfPlotPathToExitGrid = FALSE;
|
|
|
|
return( TRUE );
|
|
}
|
|
}
|
|
|
|
pSoldier->flags.fDelayedMovement++;
|
|
|
|
if ( pSoldier->flags.fDelayedMovement == 99 )
|
|
{
|
|
// Cap at 99
|
|
pSoldier->flags.fDelayedMovement = 99;
|
|
}
|
|
|
|
// Do we want to force a swap?
|
|
if (pSoldier->flags.fDelayedMovement == 3 && (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination) || gTacticalStatus.fAutoBandageMode) )
|
|
{
|
|
// with person who is in the way?
|
|
ubPerson = WhoIsThere2( pSoldier->sDelayedMovementCauseGridNo, pSoldier->pathing.bLevel );
|
|
|
|
// if either on a mission from god, or two AI guys not on stationary...
|
|
if ( ubPerson != NOBODY && ( pSoldier->ubQuoteRecord != 0 || ( pSoldier->bTeam != gbPlayerNum && pSoldier->aiData.bOrders != STATIONARY && MercPtrs[ ubPerson ]->bTeam != gbPlayerNum && MercPtrs[ ubPerson ]->aiData.bOrders != STATIONARY ) || (pSoldier->bTeam == gbPlayerNum && gTacticalStatus.fAutoBandageMode && !(MercPtrs[ ubPerson ]->bTeam == CIV_TEAM && MercPtrs[ ubPerson ]->aiData.bOrders == STATIONARY ) ) ) )
|
|
{
|
|
// Swap now!
|
|
//MercPtrs[ ubPerson ]->flags.fBlockedByAnotherMerc = FALSE;
|
|
|
|
// Restore final dest....
|
|
//MercPtrs[ ubPerson ]->pathing.sFinalDestination = sTempDestGridNo;
|
|
|
|
// Swap merc positions.....
|
|
SwapMercPositions( pSoldier, MercPtrs[ ubPerson ] );
|
|
|
|
// With these two guys swapped, we should try to continue on our way....
|
|
pSoldier->flags.fDelayedMovement = FALSE;
|
|
|
|
// We must calculate the path here so that we can give it the "through people" parameter
|
|
if ( gTacticalStatus.fAutoBandageMode && TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination))
|
|
{
|
|
FindBestPath( pSoldier, pSoldier->pathing.sFinalDestination, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE );
|
|
}
|
|
else if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination) && !FindBestPath( pSoldier, pSoldier->sAbsoluteFinalDestination, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE ) )
|
|
{
|
|
// check to see if we're there now!
|
|
if ( pSoldier->sGridNo == pSoldier->sAbsoluteFinalDestination )
|
|
{
|
|
NPCReachedDestination( pSoldier, FALSE );
|
|
pSoldier->aiData.bNextAction = AI_ACTION_WAIT;
|
|
pSoldier->aiData.usNextActionData = 500;
|
|
gfPlotPathToExitGrid = FALSE;
|
|
return( TRUE );
|
|
}
|
|
}
|
|
pSoldier->pathing.bPathStored = TRUE;
|
|
|
|
pSoldier->EVENT_GetNewSoldierPath( pSoldier->sAbsoluteFinalDestination, pSoldier->usUIMovementMode );
|
|
//EVENT_GetNewSoldierPath( MercPtrs[ ubPerson ], MercPtrs[ ubPerson ]->pathing.sFinalDestination, MercPtrs[ ubPerson ]->usUIMovementMode );
|
|
}
|
|
|
|
}
|
|
|
|
// Are we close enough to give up? ( and are a pc )
|
|
if ( pSoldier->flags.fDelayedMovement > 20 && pSoldier->flags.fDelayedMovement != 150)
|
|
{
|
|
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->pathing.sFinalDestination ) < 5 && pSoldier->bTeam == gbPlayerNum )
|
|
{
|
|
// Quit...
|
|
SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
|
|
pSoldier->flags.fDelayedMovement = FALSE;
|
|
}
|
|
}
|
|
|
|
// Are we close enough to give up? ( and are a pc )
|
|
if ( pSoldier->flags.fDelayedMovement > 170 )
|
|
{
|
|
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->pathing.sFinalDestination ) < 5 && pSoldier->bTeam == gbPlayerNum )
|
|
{
|
|
// Quit...
|
|
SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE );
|
|
pSoldier->flags.fDelayedMovement = FALSE;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
gfPlotPathToExitGrid = FALSE;
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
BOOLEAN TeleportSoldier( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fForce )
|
|
{
|
|
INT16 sX, sY;
|
|
|
|
// Check dest...
|
|
if ( NewOKDestination( pSoldier, sGridNo, TRUE, 0 ) || fForce )
|
|
{
|
|
// TELEPORT TO THIS LOCATION!
|
|
sX = CenterX( sGridNo );
|
|
sY = CenterY( sGridNo );
|
|
pSoldier->EVENT_SetSoldierPosition( (FLOAT) sX, (FLOAT) sY );
|
|
|
|
pSoldier->pathing.sFinalDestination = sGridNo;
|
|
|
|
// Make call to FOV to update items...
|
|
RevealRoofsAndItems(pSoldier, TRUE, TRUE, pSoldier->pathing.bLevel, TRUE );
|
|
|
|
// Handle sight!
|
|
HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO);
|
|
|
|
// Cancel services...
|
|
pSoldier->GivingSoldierCancelServices( );
|
|
|
|
// Change light....
|
|
if ( pSoldier->pathing.bLevel == 0 )
|
|
{
|
|
if(pSoldier->iLight!=(-1))
|
|
LightSpriteRoofStatus(pSoldier->iLight, FALSE );
|
|
}
|
|
else
|
|
{
|
|
if(pSoldier->iLight!=(-1))
|
|
LightSpriteRoofStatus(pSoldier->iLight, TRUE );
|
|
}
|
|
return( TRUE );
|
|
}
|
|
|
|
return( FALSE );
|
|
}
|
|
|
|
// Swaps 2 soldier positions...
|
|
void SwapMercPositions( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2 )
|
|
{
|
|
INT32 sGridNo1, sGridNo2;
|
|
|
|
// OK, save positions...
|
|
sGridNo1 = pSoldier1->sGridNo;
|
|
sGridNo2 = pSoldier2->sGridNo;
|
|
|
|
// OK, remove each.....
|
|
pSoldier1->RemoveSoldierFromGridNo( );
|
|
pSoldier2->RemoveSoldierFromGridNo( );
|
|
|
|
// OK, test OK destination for each.......
|
|
if ( NewOKDestination( pSoldier1, sGridNo2, TRUE, 0 ) && NewOKDestination( pSoldier2, sGridNo1, TRUE, 0 ) )
|
|
{
|
|
// OK, call teleport function for each.......
|
|
TeleportSoldier( pSoldier1, sGridNo2, FALSE );
|
|
TeleportSoldier( pSoldier2, sGridNo1, FALSE );
|
|
}
|
|
else
|
|
{
|
|
// Place back...
|
|
TeleportSoldier( pSoldier1, sGridNo1, TRUE );
|
|
TeleportSoldier( pSoldier2, sGridNo2, TRUE );
|
|
}
|
|
}
|
|
|
|
|
|
BOOLEAN CanExchangePlaces( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2, BOOLEAN fShow )
|
|
{
|
|
// NB checks outside of this function
|
|
if ( EnoughPoints( pSoldier1, APBPConstants[AP_EXCHANGE_PLACES], 0, fShow ) ){
|
|
if ( EnoughPoints( pSoldier2, APBPConstants[AP_EXCHANGE_PLACES], 0, fShow ) ){
|
|
if ( ( gAnimControl[ pSoldier2->usAnimState ].uiFlags & ANIM_MOVING ) )
|
|
return( FALSE );
|
|
|
|
if ( ( gAnimControl[ pSoldier1->usAnimState ].uiFlags & ANIM_MOVING ) && !(gTacticalStatus.uiFlags & INCOMBAT) )
|
|
return( FALSE );
|
|
|
|
if ( pSoldier2->bSide == 0 )
|
|
return( TRUE );
|
|
|
|
// hehe - don't allow animals to exchange places
|
|
if ( pSoldier2->flags.uiStatusFlags & ( SOLDIER_ANIMAL ) )
|
|
return( FALSE );
|
|
|
|
// must NOT be hostile, must NOT have stationary orders OR militia team, must be >= OKLIFE
|
|
if( pSoldier2->aiData.bNeutral && pSoldier2->stats.bLife >= OKLIFE &&
|
|
pSoldier2->ubCivilianGroup != HICKS_CIV_GROUP &&
|
|
( ( pSoldier2->aiData.bOrders != STATIONARY || pSoldier2->bTeam == MILITIA_TEAM ) ||
|
|
( !TileIsOutOfBounds(pSoldier2->sAbsoluteFinalDestination) && pSoldier2->sAbsoluteFinalDestination != pSoldier2->sGridNo ) )
|
|
)
|
|
return( TRUE );
|
|
|
|
if ( fShow ){
|
|
if ( pSoldier2->ubProfile == NO_PROFILE )
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ REFUSE_EXCHANGE_PLACES ] );
|
|
else
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[3], pSoldier2->name );
|
|
}
|
|
|
|
// ATE: OK, reduce this guy's next ai counter....
|
|
pSoldier2->uiAIDelay = 100;
|
|
return( FALSE );
|
|
}else{
|
|
return( FALSE );
|
|
}
|
|
}
|
|
// if SirTech wouldn't setup your nested if statements so messily then perhaps wierd code like this
|
|
// could be avoided... cleaned up the ifs too (jonathanl)
|
|
/*
|
|
else
|
|
{
|
|
return( FALSE );
|
|
}
|
|
return( TRUE );
|
|
*/
|
|
return FALSE;
|
|
}
|