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Searched refs:bActionPoints (Results 1 – 25 of 25) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/
H A DCreatureDecideAction.cc163 …if ( pSoldier->bMobility == CREATURE_CRAWLER && pSoldier->bActionPoints < pSoldier->bInitialAction… in CreatureDecideActionGreen()
569 if (!pSoldier->bActionPoints) in CreatureDecideActionRed()
610 …if ((pSoldier->bActionPoints >= AP_RADIO) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector >… in CreatureDecideActionRed()
653 …if ((pSoldier->bActionPoints >= AP_RADIO) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector >… in CreatureDecideActionRed()
759 if (GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints) in CreatureDecideActionRed()
826 if (!pSoldier->bActionPoints) in CreatureDecideActionBlack()
948 if ((pSoldier->bActionPoints < 2) /*|| bInWater*/ || bInGas) in CreatureDecideActionBlack()
1031 if (pSoldier->bActionPoints >= ubMinAPCost) in CreatureDecideActionBlack()
1138 if (pSoldier->bActionPoints >= ubMinAPCost) in CreatureDecideActionBlack()
1241 if ( (GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints) ) in CreatureDecideActionBlack()
[all …]
H A DDecideAction.cc1011 if (!gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints) in DecideActionGreen()
1169 if ( !fCivilian && (pSoldier->bActionPoints >= AP_RADIO) && in DecideActionYellow()
1475 if (!pSoldier->bActionPoints) in DecideActionRed()
1766 pSoldier->bActionPoints = 0; in DecideActionRed()
2468 if (!pSoldier->bActionPoints) in DecideActionBlack()
2475 ubCanMove = (pSoldier->bActionPoints >= MinPtsToMove(pSoldier)); in DecideActionBlack()
2642 if (pSoldier->bActionPoints < 2 || bInDeepWater || bInGas) in DecideActionBlack()
2788 if (pSoldier->bActionPoints >= ubMinAPCost) in DecideActionBlack()
2905 if (pSoldier->bActionPoints >= ubMinAPCost) in DecideActionBlack()
2999 if (pSoldier->bActionPoints >= ubMinAPCost) in DecideActionBlack()
[all …]
H A DAttacks.cc150 if (ubMinAPcost > pSoldier->bActionPoints) in CalcBestShot()
210 ubMaxPossibleAimTime = pSoldier->bActionPoints - ubMinAPcost; in CalcBestShot()
224 ubMaxPossibleAimTime = MIN(AP_MAX_AIM_ATTACK,pSoldier->bActionPoints - ubMinAPcost); in CalcBestShot()
238 iHitRate = (pSoldier->bActionPoints * ubChanceToHit) / (ubRawAPCost + ubAimTime); in CalcBestShot()
760 if (ubMinAPcost > pSoldier->bActionPoints) in CalcBestThrow()
1060 if ( ubMinAPCost > pSoldier->bActionPoints || ubMinAPCost == 0 ) in CalcBestStab()
1692 if (pSoldier->bActionPoints >= ubMinAPcost) in CheckIfTossPossible()
2016 if (bAttackCost >= pSoldier->bActionPoints) in AdvanceToFiringRange()
2023 bTrueActionPoints = pSoldier->bActionPoints; in AdvanceToFiringRange()
2025 pSoldier->bActionPoints -= bAttackCost; in AdvanceToFiringRange()
[all …]
H A DMovement.cc527 bAPsLeft = pSoldier->bActionPoints - sAPCost; in InternalGoAsFarAsPossibleTowards()
570 sGoToGrid, pSoldier->bActionPoints ); in InternalGoAsFarAsPossibleTowards()
634 if (pSoldier->bActionPoints >= bAPCost) in SoldierTriesToContinueAlongPath()
659 SLOGD("NO AP TO FINISH MOVE for %d (%d APs left)", s.ubID, s.bActionPoints); in HaltMoveForSoldierOutOfPoints()
H A DFindLocations.cc604 …iMaxMoveTilesLeft = __max( 0, pSoldier->bActionPoints - MinAPsToStartMovement( pSoldier, usMovemen… in FindBestNearbyCover()
724 …+= CalcCoverValue(pSoldier,pSoldier->sGridNo,iMyThreatValue,pSoldier->bActionPoints,uiLoop,Threat[… in FindBestNearbyCover()
762 gubNPCAPBudget = pSoldier->bActionPoints; in FindBestNearbyCover()
880 (pSoldier->bActionPoints - iPathCost), in FindBestNearbyCover()
1093 iSearchRange = pSoldier->bActionPoints / 2; in FindSpotMaxDistFromOpponents()
1096 gubNPCAPBudget = pSoldier->bActionPoints; in FindSpotMaxDistFromOpponents()
1101 gubNPCAPBudget = __min( pSoldier->bActionPoints / 2, CalcActionPoints( pSoldier ) ); in FindSpotMaxDistFromOpponents()
1500 if (s.bActionPoints < AP_PICKUP_ITEM) return AI_ACTION_NONE; in SearchForItems()
1546 gubNPCAPBudget = s.bActionPoints - AP_PICKUP_ITEM; in SearchForItems()
1673 if (s.bActionPoints < AP_PICKUP_ITEM + AP_PICKUP_ITEM) in SearchForItems()
H A DPanicButtons.cc261 if (pSoldier->bActionPoints >= AP_USE_REMOTE) in PanicAI()
317 if (pSoldier->bActionPoints >= AP_PULL_TRIGGER) in PanicAI()
H A DAIUtils.cc147 if (pSoldier->bActionPoints - ubAttackAPCost >= AP_CROUCH) in StanceChange()
149 …if ( (pSoldier->bActionPoints - ubAttackAPCost >= AP_CROUCH + AP_PRONE) && IsValidStance( pSoldier… in StanceChange()
161 …if ( (pSoldier->bActionPoints - ubAttackAPCost >= AP_PRONE) && IsValidStance( pSoldier, ANIM_PRONE… in StanceChange()
187 …bAPsAfterAttack = pSoldier->bActionPoints - pAttack->ubAPCost - GetAPsToReadyWeapon( pSoldier, pSo… in ShootingStanceChange()
539 if (bMinPointsNeeded > pSoldier->bActionPoints) in IsActionAffordable()
1857 iThreatValue += (pEnemy->bActionPoints / 2); in CalcManThreatValue()
H A DAIList.cc126 if (s.bActionPoints <= 1 && n_done) ++*n_done; in SatisfiesAIListConditions()
H A DAIMain.cc1082 pSoldier->ubID, pSoldier->name.c_str(), pSoldier->sGridNo, pSoldier->bActionPoints); in TurnBasedHandleNPCAI()
1330 pSoldier->sGridNo, pSoldier->bActionPoints)); in ExecuteAction()
1627 pSoldier->ubID, iRetCode, pSoldier->bAction, pSoldier->bActionPoints); in ExecuteAction()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DPoints.cc478 sNewAP = pSoldier->bActionPoints - sAPCost; in EnoughPoints()
511 sNewAP = pSoldier->bActionPoints - sAPCost; in DeductPoints()
514 if ( sNewAP <= 0 && pSoldier->bActionPoints > 0 ) in DeductPoints()
525 pSoldier->bActionPoints = (INT8)sNewAP; in DeductPoints()
567 pSoldier->bActionPoints += (bNewBreath / 5); in DeductPoints()
568 if ( pSoldier->bActionPoints < 0 ) in DeductPoints()
570 pSoldier->bActionPoints = 0; in DeductPoints()
735 if (pSold->bActionPoints > MAX_AP_CARRIED) in UnusedAPsToBreath()
738 sUnusedAPs = pSold->bActionPoints - MAX_AP_CARRIED; in UnusedAPsToBreath()
949 …lkToCost = PlotPath(s, got_location, NO_COPYROUTE, NO_PLOT, s->usUIMovementMode, s->bActionPoints); in CalcTotalAPsToAttack()
[all …]
H A DTeamTurns.cc696 if (s->bInSector && !s->bMoved && s->bActionPoints == s->bIntStartAPs) in EndInterrupt()
699 if (0 < ubMinAPsToAttack && ubMinAPsToAttack <= s->bActionPoints) in EndInterrupt()
721 if (s->bActionPoints == 0) in EndInterrupt()
957 if ( pSoldier->bActionPoints < MIN_APS_TO_INTERRUPT ) in StandardInterruptConditionsMet()
1095 if (pSoldier->bActionPoints < ubMinPtsNeeded) in StandardInterruptConditionsMet()
1365 s->bIntStartAPs = s->bActionPoints; in AddToIntList()
H A DOverhead.cc1606 if (pSoldier->bActionPoints > 0) in HandleGotoNewGridNo()
1608 pSoldier->bActionPoints -= (INT8)(Random(pSoldier->bActionPoints) + 1); in HandleGotoNewGridNo()
1623 if (pSoldier->bActionPoints > 0) in HandleGotoNewGridNo()
1625 pSoldier->bActionPoints -= (INT8)(Random(pSoldier->bActionPoints) + 1); in HandleGotoNewGridNo()
1637 if (pSoldier->bActionPoints > 0) in HandleGotoNewGridNo()
1639 pSoldier->bActionPoints -= (INT8)(Random(pSoldier->bActionPoints) + 1); in HandleGotoNewGridNo()
1660 if (pSoldier->bActionPoints > 0) in HandleGotoNewGridNo()
1662 pSoldier->bActionPoints -= (INT8)(Random(pSoldier->bActionPoints) + 1); in HandleGotoNewGridNo()
1737 SLOGD("HandleGotoNewGridNo() Failed: No APs %d %d", sAPCost, pSoldier->bActionPoints); in HandleGotoNewGridNo()
5271 pSoldier->bActionPoints += (AP_PRONE - ubPointsLost); in HandleSuppressionFire()
[all …]
H A DHandle_UI.cc3088 …pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pSoldier->bActionPoints); in DrawUIMovementPath()
3101 …pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pSoldier->bActionPoints); in DrawUIMovementPath()
3115 …pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pSoldier->bActionPoints); in DrawUIMovementPath()
3134 …pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pSoldier->bActionPoints); in DrawUIMovementPath()
3190 …pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pSoldier->bActionPoints); in DrawUIMovementPath()
3219 …pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pSoldier->bActionPoints); in DrawUIMovementPath()
3285 …(pSoldier, sGotLocation, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pSoldier->bActionPoints); in DrawUIMovementPath()
3323 …Path(pSoldier, usMapPos, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pSoldier->bActionPoints); in DrawUIMovementPath()
3379 …pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pSoldier->bActionPoints); in DrawUIMovementPath()
3384 gsCurrentActionPoints = pSoldier->bActionPoints - sAPCost; in DrawUIMovementPath()
[all …]
H A DHandle_Items.cc530 sAPCost += PlotPath(s, sActionGridNo, NO_COPYROUTE, FALSE, s->usUIMovementMode, s->bActionPoints); in HandleItem()
566 sAPCost += PlotPath(s, sActionGridNo, NO_COPYROUTE, FALSE, s->usUIMovementMode, s->bActionPoints); in HandleItem()
614 sAPCost += PlotPath(s, sActionGridNo, NO_COPYROUTE, FALSE, s->usUIMovementMode, s->bActionPoints); in HandleItem()
660 sAPCost += PlotPath(s, sActionGridNo, NO_COPYROUTE, FALSE, s->usUIMovementMode, s->bActionPoints); in HandleItem()
693 sAPCost += PlotPath(s, sActionGridNo, NO_COPYROUTE, FALSE, s->usUIMovementMode, s->bActionPoints); in HandleItem()
731 sAPCost += PlotPath(s, sActionGridNo, NO_COPYROUTE, FALSE, s->usUIMovementMode, s->bActionPoints); in HandleItem()
H A DSoldier_Control.cc448 if (pSoldier->bActionPoints > MAX_AP_CARRIED / 2) in CalcNewActionPoints()
450 pSoldier->bActionPoints = MAX_AP_CARRIED / 2; in CalcNewActionPoints()
455 if (pSoldier->bActionPoints > MAX_AP_CARRIED) in CalcNewActionPoints()
457 pSoldier->bActionPoints = MAX_AP_CARRIED; in CalcNewActionPoints()
461 pSoldier->bActionPoints += CalcActionPoints( pSoldier); in CalcNewActionPoints()
466 …pSoldier->bActionPoints = __min( pSoldier->bActionPoints, gubMaxActionPoints[ pSoldier->ubBodyType… in CalcNewActionPoints()
469 pSoldier->bInitialActionPoints = pSoldier->bActionPoints; in CalcNewActionPoints()
4186 if (s.bActionPoints > 0) in EVENT_BeginMercTurn()
7124 uiAvailAPs = pSoldier->bActionPoints; in SoldierDressWound()
H A DSoldier_Tile.cc172 …er->sFinalDestination, NO_COPYROUTE, NO_PLOT, pSoldier->usUIMovementMode, pSoldier->bActionPoints)) in TileIsClear()
H A DFaces.cc667 s->bActionPoints == 0 && in SetFaceShade()
1118 const INT8 bAPs = s->bActionPoints; in HandleAutoFaces()
H A DSoldier_Create.cc217 s->bActionPoints = CalcActionPoints(s); in TacticalCreateSoldier()
218 s->bInitialActionPoints = s->bActionPoints; in TacticalCreateSoldier()
H A DInterface_Panels.cc357 return GetSoldierStructureForVehicle(GetVehicle(s->iVehicleId)).bActionPoints; in GetUIApsToDisplay()
359 return s->bActionPoints; in GetUIApsToDisplay()
1899 …otPath(pSoldier, sGridNo, NO_COPYROUTE, PLOT, pSoldier->usUIMovementMode, pSoldier->bActionPoints); in HandleMouseOverSoldierFaceForContMove()
H A DSoldier_Control.h318 INT8 bActionPoints; member
H A DLoadSaveSoldierType.cc52 EXTR_I8(d, s->bActionPoints) in ExtractSoldierType()
573 INJ_I8(d, s->bActionPoints) in InjectSoldierType()
H A DTurn_Based_Input.cc2924 …const ap_cost = PlotPath(&s, action_pos, NO_COPYROUTE, FALSE, s.usUIMovementMode, s.bActionPoints); in CheckForAndHandleHandleVehicleInteractiveClick()
H A DOppList.cc2751 MPrintStat(DEBUG_PAGE_FIRST_COLUMN, y += h, "APs:", s->bActionPoints); in DebugSoldierPage1()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/
H A DStrategicMap.cc2063 …ath(pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, pSoldier->usUIMovementMode, pSoldier->bActionPoints); in SoldierOKForSectorExit()
H A DAuto_Resolve.cc945 uiAvailAPs = pSoldier->bActionPoints; in VirtualSoldierDressWound()