/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/ |
H A D | CreatureDecideAction.cc | 163 …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 …]
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H A D | DecideAction.cc | 1011 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 …]
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H A D | Attacks.cc | 150 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 …]
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H A D | Movement.cc | 527 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()
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H A D | FindLocations.cc | 604 …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()
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H A D | PanicButtons.cc | 261 if (pSoldier->bActionPoints >= AP_USE_REMOTE) in PanicAI() 317 if (pSoldier->bActionPoints >= AP_PULL_TRIGGER) in PanicAI()
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H A D | AIUtils.cc | 147 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()
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H A D | AIList.cc | 126 if (s.bActionPoints <= 1 && n_done) ++*n_done; in SatisfiesAIListConditions()
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H A D | AIMain.cc | 1082 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()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/ |
H A D | Points.cc | 478 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 …]
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H A D | TeamTurns.cc | 696 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()
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H A D | Overhead.cc | 1606 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 …]
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H A D | Handle_UI.cc | 3088 …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 …]
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H A D | Handle_Items.cc | 530 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()
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H A D | Soldier_Control.cc | 448 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()
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H A D | Soldier_Tile.cc | 172 …er->sFinalDestination, NO_COPYROUTE, NO_PLOT, pSoldier->usUIMovementMode, pSoldier->bActionPoints)) in TileIsClear()
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H A D | Faces.cc | 667 s->bActionPoints == 0 && in SetFaceShade() 1118 const INT8 bAPs = s->bActionPoints; in HandleAutoFaces()
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H A D | Soldier_Create.cc | 217 s->bActionPoints = CalcActionPoints(s); in TacticalCreateSoldier() 218 s->bInitialActionPoints = s->bActionPoints; in TacticalCreateSoldier()
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H A D | Interface_Panels.cc | 357 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()
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H A D | Soldier_Control.h | 318 INT8 bActionPoints; member
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H A D | LoadSaveSoldierType.cc | 52 EXTR_I8(d, s->bActionPoints) in ExtractSoldierType() 573 INJ_I8(d, s->bActionPoints) in InjectSoldierType()
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H A D | Turn_Based_Input.cc | 2924 …const ap_cost = PlotPath(&s, action_pos, NO_COPYROUTE, FALSE, s.usUIMovementMode, s.bActionPoints); in CheckForAndHandleHandleVehicleInteractiveClick()
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H A D | OppList.cc | 2751 MPrintStat(DEBUG_PAGE_FIRST_COLUMN, y += h, "APs:", s->bActionPoints); in DebugSoldierPage1()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/ |
H A D | StrategicMap.cc | 2063 …ath(pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, pSoldier->usUIMovementMode, pSoldier->bActionPoints); in SoldierOKForSectorExit()
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H A D | Auto_Resolve.cc | 945 uiAvailAPs = pSoldier->bActionPoints; in VirtualSoldierDressWound()
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