From e11f1af9aedef4a4b106b673fc9c93e26b8eb19f Mon Sep 17 00:00:00 2001 From: Alexander Batalov Date: Sat, 24 Dec 2022 14:30:03 +0300 Subject: [PATCH] Improve combat_ai.cc readability --- src/combat_ai.cc | 809 +++++++++++++++++++++++------------------------ src/combat_ai.h | 10 +- 2 files changed, 393 insertions(+), 426 deletions(-) diff --git a/src/combat_ai.cc b/src/combat_ai.cc index 686d55f..30b0075 100644 --- a/src/combat_ai.cc +++ b/src/combat_ai.cc @@ -39,6 +39,8 @@ namespace fallout { #define AI_PACKET_CHEM_PRIMARY_DESIRE_COUNT (3) +#define AI_MESSAGE_SIZE 260 + typedef struct AiMessageRange { int start; int end; @@ -103,12 +105,12 @@ static int _ai_move_away(Object* a1, Object* a2, int a3); static bool _ai_find_friend(Object* a1, int a2, int a3); static int _compare_nearer(const void* a1, const void* a2); static void _ai_sort_list_distance(Object** critterList, int length, Object* origin); -static int _compare_strength(const void* p1, const void* p2); +static int _compare_strength(const void* a1, const void* a2); static void _ai_sort_list_strength(Object** critterList, int length); -static int _compare_weakness(const void* p1, const void* p2); +static int _compare_weakness(const void* a1, const void* a2); static void _ai_sort_list_weakness(Object** critterList, int length); -static Object* _ai_find_nearest_team(Object* a1, Object* a2, int a3); -static Object* _ai_find_nearest_team_in_combat(Object* a1, Object* a2, int a3); +static Object* _ai_find_nearest_team(Object* a1, Object* a2, int flags); +static Object* _ai_find_nearest_team_in_combat(Object* a1, Object* a2, int flags); static int _ai_find_attackers(Object* a1, Object** a2, Object** a3, Object** a4); static Object* _ai_danger_source(Object* a1); static bool aiHaveAmmo(Object* critter, Object* weapon, Object** ammoPtr); @@ -117,16 +119,16 @@ static Object* _ai_best_weapon(Object* a1, Object* a2, Object* a3, Object* a4); static bool _ai_can_use_weapon(Object* critter, Object* weapon, int hitMode); static bool aiCanUseItem(Object* obj, Object* a2); static Object* _ai_search_environ(Object* critter, int itemType); -static Object* _ai_retrieve_object(Object* a1, Object* a2); -static int _ai_pick_hit_mode(Object* a1, Object* a2, Object* a3); -static int _ai_move_steps_closer(Object* a1, Object* a2, int actionPoints, int a4); -static int _ai_move_closer(Object* a1, Object* a2, int a3); +static Object* _ai_retrieve_object(Object* critter, Object* item); +static int _ai_pick_hit_mode(Object* attacker, Object* weapon, Object* defender); +static int _ai_move_steps_closer(Object* a1, Object* a2, int actionPoints, bool taunt); +static int _ai_move_closer(Object* a1, Object* a2, bool taunt); static int _cai_retargetTileFromFriendlyFire(Object* source, Object* target, int* tilePtr); static int _cai_retargetTileFromFriendlyFireSubFunc(AiRetargetData* aiRetargetData, int tile); static bool _cai_attackWouldIntersect(Object* attacker, Object* defender, Object* attackerFriend, int tile, int* distance); static int _ai_switch_weapons(Object* a1, int* hitMode, Object** weapon, Object* a4); -static int _ai_called_shot(Object* a1, Object* a2, int a3); -static int _ai_attack(Object* a1, Object* a2, int a3); +static int _ai_called_shot(Object* attacker, Object* defender, int hitMode); +static int _ai_attack(Object* attacker, Object* defender, int hitMode); static int _ai_try_attack(Object* a1, Object* a2); static int _cai_get_min_hp(AiPacket* ai); static int _ai_print_msg(Object* critter, int type); @@ -254,7 +256,7 @@ static Object* _attackerTeamObj = NULL; static Object* _targetTeamObj = NULL; // 0x518158 -static const int _weapPrefOrderings[BEST_WEAPON_COUNT + 1][5] = { +static const int _weapPrefOrderings[BEST_WEAPON_COUNT + 1][ATTACK_TYPE_COUNT] = { { ATTACK_TYPE_RANGED, ATTACK_TYPE_THROW, ATTACK_TYPE_MELEE, ATTACK_TYPE_UNARMED, 0 }, { ATTACK_TYPE_RANGED, ATTACK_TYPE_THROW, ATTACK_TYPE_MELEE, ATTACK_TYPE_UNARMED, 0 }, // BEST_WEAPON_NO_PREF { ATTACK_TYPE_MELEE, 0, 0, 0, 0 }, // BEST_WEAPON_MELEE @@ -266,15 +268,6 @@ static const int _weapPrefOrderings[BEST_WEAPON_COUNT + 1][5] = { { 0, 0, 0, 0, 0 }, // BEST_WEAPON_RANDOM }; -// 0x51820C -static const int _aiPartyMemberDistances[DISTANCE_COUNT] = { - 5, - 7, - 7, - 7, - 50000, -}; - // 0x518220 static int gLanguageFilter = -1; @@ -284,7 +277,7 @@ static int gLanguageFilter = -1; static MessageList gCombatAiMessageList; // 0x56D518 -static char _target_str[260]; +static char _target_str[AI_MESSAGE_SIZE]; // 0x56D61C static int _curr_crit_num; @@ -293,44 +286,40 @@ static int _curr_crit_num; static Object** _curr_crit_list; // 0x56D624 -static char _attack_str[268]; +static char _attack_str[AI_MESSAGE_SIZE]; // parse hurt_too_much static void _parse_hurt_str(char* str, int* valuePtr) { - size_t v5, v10; - char tmp; - int i; - *valuePtr = 0; str = compat_strlwr(str); while (*str) { - v5 = strspn(str, " "); - str += v5; + str += strspn(str, " "); - v10 = strcspn(str, ","); - tmp = str[v10]; - str[v10] = '\0'; + size_t delimeterPos = strcspn(str, ","); + char tmp = str[delimeterPos]; + str[delimeterPos] = '\0'; - for (i = 0; i < 4; i++) { - if (strcmp(str, gHurtTooMuchKeys[i]) == 0) { - *valuePtr |= _rmatchHurtVals[i]; + int index; + for (index = 0; index < HURT_COUNT; index++) { + if (strcmp(str, gHurtTooMuchKeys[index]) == 0) { + *valuePtr |= _rmatchHurtVals[index]; break; } } - if (i == 4) { + if (index == HURT_COUNT) { debugPrint("Unrecognized flag: %s\n", str); } - str[v10] = tmp; + str[delimeterPos] = tmp; if (tmp == '\0') { break; } - str += v10 + 1; + str += delimeterPos + 1; } } @@ -449,7 +438,7 @@ int aiInit() if (configGetString(&config, sectionEntry->key, "area_attack_mode", &stringValue)) { _cai_match_str_to_list(stringValue, gAreaAttackModeKeys, AREA_ATTACK_MODE_COUNT, &(ai->area_attack_mode)); } else { - ai->run_away_mode = -1; + ai->area_attack_mode = -1; } if (configGetString(&config, sectionEntry->key, "run_away_mode", &stringValue)) { @@ -739,29 +728,21 @@ int aiGetAreaAttackMode(Object* obj) // 0x428190 int aiGetRunAwayMode(Object* obj) { - AiPacket* ai; - int v3; - int v5; - int v6; - int i; - - ai = aiGetPacket(obj); - v3 = -1; + int runAwayMode = -1; + AiPacket* ai = aiGetPacket(obj); if (ai->run_away_mode != -1) { return ai->run_away_mode; } - v5 = 100 * ai->min_hp; - v6 = v5 / critterGetStat(obj, STAT_MAXIMUM_HIT_POINTS); - - for (i = 0; i < 6; i++) { - if (v6 >= _hp_run_away_value[i]) { - v3 = i; + int hpRatio = 100 * ai->min_hp / critterGetStat(obj, STAT_MAXIMUM_HIT_POINTS); + for (int index = 0; index < 6; index++) { + if (hpRatio >= _hp_run_away_value[index]) { + runAwayMode = index; } } - return v3; + return runAwayMode; } // 0x4281FC @@ -943,145 +924,151 @@ static int _ai_check_drugs(Object* critter) return 0; } - int v25 = 0; - int v28 = 0; - int v29 = 0; - Object* v3 = aiInfoGetLastItem(critter); - if (v3 == NULL) { + bool searchCompleted = false; + bool drugUsed = false; + int drugCount = 0; + Object* lastItem = aiInfoGetLastItem(critter); + if (lastItem == NULL) { AiPacket* ai = aiGetPacket(critter); if (ai == NULL) { return 0; } - int v2 = 50; - int v26 = 0; - switch (ai->chem_use + 1) { - case 1: + int hpRatio = 50; + int chemUseChance = 0; + switch (ai->chem_use) { + case CHEM_USE_CLEAN: return 0; - case 2: - v2 = 60; + case CHEM_USE_STIMS_WHEN_HURT_LITTLE: + hpRatio = 60; break; - case 3: - v2 = 30; + case CHEM_USE_STIMS_WHEN_HURT_LOTS: + hpRatio = 30; break; - case 4: + case CHEM_USE_SOMETIMES: if ((_combatNumTurns % 3) == 0) { - v26 = 25; + chemUseChance = 25; } - v2 = 50; + hpRatio = 50; break; - case 5: + case CHEM_USE_ANYTIME: if ((_combatNumTurns % 3) == 0) { - v26 = 75; + chemUseChance = 75; } - v2 = 50; + hpRatio = 50; break; - case 6: - v26 = 100; + case CHEM_USE_ALWAYS: + chemUseChance = 100; break; } - int v27 = critterGetStat(critter, STAT_MAXIMUM_HIT_POINTS) * v2 / 100; - int token = -1; - while (true) { - if (critterGetStat(critter, STAT_CURRENT_HIT_POINTS) >= v27 || critter->data.critter.combat.ap < 2) { - break; - } - - Object* drug = _inven_find_type(critter, ITEM_TYPE_DRUG, &token); + int minHp = critterGetStat(critter, STAT_MAXIMUM_HIT_POINTS) * hpRatio / 100; + int inventoryItemIndex = -1; + while (critterGetStat(critter, STAT_CURRENT_HIT_POINTS) < minHp && critter->data.critter.combat.ap >= 2) { + Object* drug = _inven_find_type(critter, ITEM_TYPE_DRUG, &inventoryItemIndex); if (drug == NULL) { - v25 = true; + searchCompleted = true; break; } int drugPid = drug->pid; - if (itemIsHealing(drugPid) && itemRemove(critter, drug, 1) == 0) { - if (_item_d_take_drug(critter, drug) == -1) { - itemAdd(critter, drug, 1); - } else { - _ai_magic_hands(critter, drug, 5000); - _obj_connect(drug, critter->tile, critter->elevation, NULL); - _obj_destroy(drug); - v28 = 1; - } + if (itemIsHealing(drugPid)) { + if (itemRemove(critter, drug, 1) == 0) { + if (_item_d_take_drug(critter, drug) == -1) { + itemAdd(critter, drug, 1); + } else { + _ai_magic_hands(critter, drug, 5000); + _obj_connect(drug, critter->tile, critter->elevation, NULL); + _obj_destroy(drug); + drugUsed = true; + } - if (critter->data.critter.combat.ap < 2) { - critter->data.critter.combat.ap = 0; - } else { - critter->data.critter.combat.ap -= 2; - } + if (critter->data.critter.combat.ap < 2) { + critter->data.critter.combat.ap = 0; + } else { + critter->data.critter.combat.ap -= 2; + } - token = -1; + inventoryItemIndex = -1; + } } } - if (!v28 && v26 > 0 && randomBetween(0, 100) < v26) { - while (critter->data.critter.combat.ap >= 2) { - Object* drug = _inven_find_type(critter, ITEM_TYPE_DRUG, &token); - if (drug == NULL) { - v25 = 1; - break; - } - - int drugPid = drug->pid; - int index; - for (index = 0; index < AI_PACKET_CHEM_PRIMARY_DESIRE_COUNT; index++) { - // TODO: Find out why it checks for inequality at 0x4286B1. - if (ai->chem_primary_desire[index] != drugPid) { + if (!drugUsed) { + if (chemUseChance > 0 && randomBetween(0, 100) < chemUseChance) { + while (critter->data.critter.combat.ap >= 2) { + Object* drug = _inven_find_type(critter, ITEM_TYPE_DRUG, &inventoryItemIndex); + if (drug == NULL) { + searchCompleted = true; break; } - } - if (index < AI_PACKET_CHEM_PRIMARY_DESIRE_COUNT) { - if (!itemIsHealing(drugPid) && itemRemove(critter, drug, 1) == 0) { - if (_item_d_take_drug(critter, drug) == -1) { - itemAdd(critter, drug, 1); - } else { - _ai_magic_hands(critter, drug, 5000); - _obj_connect(drug, critter->tile, critter->elevation, NULL); - _obj_destroy(drug); - v28 = 1; - v29 += 1; - } - - if (critter->data.critter.combat.ap < 2) { - critter->data.critter.combat.ap = 0; - } else { - critter->data.critter.combat.ap -= 2; - } - - if (ai->chem_use == CHEM_USE_SOMETIMES || (ai->chem_use == CHEM_USE_ANYTIME && v29 >= 2)) { + int drugPid = drug->pid; + int index; + for (index = 0; index < AI_PACKET_CHEM_PRIMARY_DESIRE_COUNT; index++) { + // TODO: Find out why it checks for inequality at 0x4286B1. + if (ai->chem_primary_desire[index] != drugPid) { break; } } + + if (index < AI_PACKET_CHEM_PRIMARY_DESIRE_COUNT) { + if (!itemIsHealing(drugPid)) { + if (itemRemove(critter, drug, 1) == 0) { + if (_item_d_take_drug(critter, drug) == -1) { + itemAdd(critter, drug, 1); + } else { + _ai_magic_hands(critter, drug, 5000); + _obj_connect(drug, critter->tile, critter->elevation, NULL); + _obj_destroy(drug); + drugUsed = true; + drugCount += 1; + } + + if (critter->data.critter.combat.ap < 2) { + critter->data.critter.combat.ap = 0; + } else { + critter->data.critter.combat.ap -= 2; + } + + if (ai->chem_use == CHEM_USE_SOMETIMES || (ai->chem_use == CHEM_USE_ANYTIME && drugCount >= 2)) { + break; + } + } + } + } } } } } - if (v3 != NULL || (!v28 && v25 == 1)) { + if (lastItem != NULL || (!drugUsed && searchCompleted)) { do { - if (v3 == NULL) { - v3 = _ai_search_environ(critter, ITEM_TYPE_DRUG); - } + if (lastItem == NULL) { + lastItem = _ai_search_environ(critter, ITEM_TYPE_DRUG); - if (v3 != NULL) { - v3 = _ai_retrieve_object(critter, v3); - } else { - Object* v22 = _ai_search_environ(critter, ITEM_TYPE_MISC); - if (v22 != NULL) { - v3 = _ai_retrieve_object(critter, v22); + if (lastItem == NULL) { + lastItem = _ai_search_environ(critter, ITEM_TYPE_MISC); + + if (lastItem == NULL) { + break; + } } } - if (v3 != NULL && itemRemove(critter, v3, 1) == 0) { - if (_item_d_take_drug(critter, v3) == -1) { - itemAdd(critter, v3, 1); + lastItem = _ai_retrieve_object(critter, lastItem); + if (lastItem == NULL) { + break; + } + + if (itemRemove(critter, lastItem, 1) == 0) { + if (_item_d_take_drug(critter, lastItem) == -1) { + itemAdd(critter, lastItem, 1); } else { - _ai_magic_hands(critter, v3, 5000); - _obj_connect(v3, critter->tile, critter->elevation, NULL); - _obj_destroy(v3); - v3 = NULL; + _ai_magic_hands(critter, lastItem, 5000); + _obj_connect(lastItem, critter->tile, critter->elevation, NULL); + _obj_destroy(lastItem); + lastItem = NULL; } if (critter->data.critter.combat.ap < 2) { @@ -1090,8 +1077,7 @@ static int _ai_check_drugs(Object* critter) critter->data.critter.combat.ap -= 2; } } - - } while (v3 != NULL && critter->data.critter.combat.ap >= 2); + } while (lastItem != NULL && critter->data.critter.combat.ap >= 2); } return 0; @@ -1206,7 +1192,7 @@ static bool _ai_find_friend(Object* a1, int a2, int a3) if (a3 > distance) { int v2 = objectGetDistanceBetween(a1, v1) - a3; - _ai_move_steps_closer(a1, v1, v2, 0); + _ai_move_steps_closer(a1, v1, v2, false); } return true; @@ -1217,22 +1203,19 @@ static bool _ai_find_friend(Object* a1, int a2, int a3) // 0x428B1C static int _compare_nearer(const void* a1, const void* a2) { - Object* v1 = *(Object**)a1; - Object* v2 = *(Object**)a2; + Object* object1 = *(Object**)a1; + Object* object2 = *(Object**)a2; - if (v1 == NULL) { - if (v2 == NULL) { - return 0; - } + if (object1 == NULL && object2 == NULL) { + return 0; + } else if (object1 != NULL) { + return -1; + } else if (object2 != NULL) { return 1; - } else { - if (v2 == NULL) { - return -1; - } } - int distance1 = objectGetDistanceBetween(v1, _combat_obj); - int distance2 = objectGetDistanceBetween(v2, _combat_obj); + int distance1 = objectGetDistanceBetween(object1, _combat_obj); + int distance2 = objectGetDistanceBetween(object2, _combat_obj); if (distance1 < distance2) { return -1; @@ -1255,35 +1238,29 @@ static void _ai_sort_list_distance(Object** critterList, int length, Object* ori // qsort compare function - melee then ranged. // // 0x428B8C -static int _compare_strength(const void* p1, const void* p2) +static int _compare_strength(const void* a1, const void* a2) { - Object* a1 = *(Object**)p1; - Object* a2 = *(Object**)p2; - - if (a1 == NULL) { - if (a2 == NULL) { - return 0; - } + Object* object1 = *(Object**)a1; + Object* object2 = *(Object**)a2; + if (object1 == NULL && object2 == NULL) { + return 0; + } else if (object1 != NULL) { + return -1; + } else if (object2 != NULL) { return 1; } - if (a2 == NULL) { + int rating1 = _combatai_rating(object1); + int rating2 = _combatai_rating(object2); + + if (rating1 < rating2) { return -1; - } - - int v3 = _combatai_rating(a1); - int v5 = _combatai_rating(a2); - - if (v3 < v5) { - return -1; - } - - if (v3 > v5) { + } else if (rating1 > rating2) { return 1; + } else { + return 0; } - - return 0; } // NOTE: Inlined. @@ -1297,35 +1274,29 @@ static void _ai_sort_list_strength(Object** critterList, int length) // qsort compare unction - ranged then melee // // 0x428BE4 -static int _compare_weakness(const void* p1, const void* p2) +static int _compare_weakness(const void* a1, const void* a2) { - Object* a1 = *(Object**)p1; - Object* a2 = *(Object**)p2; - - if (a1 == NULL) { - if (a2 == NULL) { - return 0; - } + Object* object1 = *(Object**)a1; + Object* object2 = *(Object**)a2; + if (object1 == NULL && object2 == NULL) { + return 0; + } else if (object1 != NULL) { + return -1; + } else if (object2 != NULL) { return 1; } - if (a2 == NULL) { - return -1; - } + int rating1 = _combatai_rating(object1); + int rating2 = _combatai_rating(object2); - int v3 = _combatai_rating(a1); - int v5 = _combatai_rating(a2); - - if (v3 < v5) { + if (rating1 < rating2) { return 1; - } - - if (v3 > v5) { + } else if (rating1 > rating2) { return -1; + } else { + return 0; } - - return 0; } // NOTE: Inlined. @@ -1337,15 +1308,14 @@ static void _ai_sort_list_weakness(Object** critterList, int length) } // 0x428C3C -static Object* _ai_find_nearest_team(Object* a1, Object* a2, int a3) +static Object* _ai_find_nearest_team(Object* a1, Object* a2, int flags) { - int i; - Object* obj; - if (a2 == NULL) { return NULL; } + int team = a2->data.critter.combat.team; + if (_curr_crit_num == 0) { return NULL; } @@ -1353,9 +1323,12 @@ static Object* _ai_find_nearest_team(Object* a1, Object* a2, int a3) // NOTE: Uninline. _ai_sort_list_distance(_curr_crit_list, _curr_crit_num, a1); - for (i = 0; i < _curr_crit_num; i++) { - obj = _curr_crit_list[i]; - if (a1 != obj && !(obj->data.critter.combat.results & 0x80) && (((a3 & 0x02) && a2->data.critter.combat.team != obj->data.critter.combat.team) || ((a3 & 0x01) && a2->data.critter.combat.team == obj->data.critter.combat.team))) { + for (int index = 0; index < _curr_crit_num; index++) { + Object* obj = _curr_crit_list[index]; + if (a1 != obj + && (obj->data.critter.combat.results & DAM_DEAD) == 0 + && (((flags & 0x02) && team != obj->data.critter.combat.team) + || ((flags & 0x01) && team == obj->data.critter.combat.team))) { return obj; } } @@ -1364,18 +1337,18 @@ static Object* _ai_find_nearest_team(Object* a1, Object* a2, int a3) } // 0x428CF4 -static Object* _ai_find_nearest_team_in_combat(Object* a1, Object* a2, int a3) +static Object* _ai_find_nearest_team_in_combat(Object* a1, Object* a2, int flags) { if (a2 == NULL) { return NULL; } + int team = a2->data.critter.combat.team; + if (_curr_crit_num == 0) { return NULL; } - int team = a2->data.critter.combat.team; - // NOTE: Uninline. _ai_sort_list_distance(_curr_crit_list, _curr_crit_num, a1); @@ -1383,8 +1356,8 @@ static Object* _ai_find_nearest_team_in_combat(Object* a1, Object* a2, int a3) Object* obj = _curr_crit_list[index]; if (obj != a1 && (obj->data.critter.combat.results & DAM_DEAD) == 0 - && (((a3 & 0x02) != 0 && team != obj->data.critter.combat.team) - || ((a3 & 0x01) != 0 && team == obj->data.critter.combat.team))) { + && (((flags & 0x02) != 0 && team != obj->data.critter.combat.team) + || ((flags & 0x01) != 0 && team == obj->data.critter.combat.team))) { if (obj->data.critter.combat.whoHitMe != NULL) { return obj; } @@ -1475,7 +1448,7 @@ static Object* _ai_danger_source(Object* a1) targets[0] = NULL; if (objectIsPartyMember(a1)) { - int disposition = a1 != NULL ? aiGetPacket(a1)->disposition : 0; + int disposition = aiGetDisposition(a1); switch (disposition + 1) { case 1: @@ -1490,11 +1463,11 @@ static Object* _ai_danger_source(Object* a1) break; } - if (v2 && aiGetPacket(a1)->distance == 1) { + if (v2 && aiGetDistance(a1) == DISTANCE_CHARGE) { v2 = false; } - attackWho = aiGetPacket(a1)->attack_who; + attackWho = aiGetAttackWho(a1); switch (attackWho) { case ATTACK_WHO_WHOMEVER_ATTACKING_ME: { Object* candidate = aiInfoGetLastTarget(gDude); @@ -1583,11 +1556,9 @@ static Object* _ai_danger_source(Object* a1) } // 0x4291C4 -int _caiSetupTeamCombat(Object* a1, Object* a2) +int _caiSetupTeamCombat(Object* attackerTeam, Object* defenderTeam) { - Object* obj; - - obj = objectFindFirstAtElevation(a1->elevation); + Object* obj = objectFindFirstAtElevation(attackerTeam->elevation); while (obj != NULL) { if (PID_TYPE(obj->pid) == OBJ_TYPE_CRITTER && obj != gDude) { obj->data.critter.combat.maneuver |= CRITTER_MANEUVER_0x01; @@ -1595,25 +1566,20 @@ int _caiSetupTeamCombat(Object* a1, Object* a2) obj = objectFindNextAtElevation(); } - _attackerTeamObj = a1; - _targetTeamObj = a2; + _attackerTeamObj = attackerTeam; + _targetTeamObj = defenderTeam; return 0; } // 0x_429210 -int _caiTeamCombatInit(Object** a1, int a2) +int _caiTeamCombatInit(Object** crittersList, int crittersListLength) { - int v9; - int v10; - int i; - Object* v8; - - if (a1 == NULL) { + if (crittersList == NULL) { return -1; } - if (a2 == 0) { + if (crittersListLength == 0) { return 0; } @@ -1621,19 +1587,16 @@ int _caiTeamCombatInit(Object** a1, int a2) return 0; } - v9 = _attackerTeamObj->data.critter.combat.team; - v10 = _targetTeamObj->data.critter.combat.team; + int attackerTeam = _attackerTeamObj->data.critter.combat.team; + int defenderTeam = _targetTeamObj->data.critter.combat.team; - for (i = 0; i < a2; i++) { - if (a1[i]->data.critter.combat.team == v9) { - v8 = _targetTeamObj; - } else if (a1[i]->data.critter.combat.team == v10) { - v8 = _attackerTeamObj; - } else { - continue; + for (int index = 0; index < crittersListLength; index++) { + int team = crittersList[index]->data.critter.combat.team; + if (team == attackerTeam) { + crittersList[index]->data.critter.combat.whoHitMe = _ai_find_nearest_team(crittersList[index], _targetTeamObj, 1); + } else if (team == defenderTeam) { + crittersList[index]->data.critter.combat.whoHitMe = _ai_find_nearest_team(crittersList[index], _attackerTeamObj, 1); } - - a1[i]->data.critter.combat.whoHitMe = _ai_find_nearest_team(a1[i], v8, 1); } _attackerTeamObj = NULL; @@ -1645,8 +1608,8 @@ int _caiTeamCombatInit(Object** a1, int a2) // 0x4292C0 void _caiTeamCombatExit() { - _targetTeamObj = 0; - _attackerTeamObj = 0; + _targetTeamObj = NULL; + _attackerTeamObj = NULL; } // 0x4292D4 @@ -1692,7 +1655,7 @@ static bool _caiHasWeapPrefType(AiPacket* ai, int attackType) { int bestWeapon = ai->best_weapon + 1; - for (int index = 0; index < 5; index++) { + for (int index = 0; index < ATTACK_TYPE_COUNT; index++) { if (attackType == _weapPrefOrderings[bestWeapon][index]) { return true; } @@ -1715,9 +1678,9 @@ static Object* _ai_best_weapon(Object* attacker, Object* weapon1, Object* weapon int minDamage; int maxDamage; - int v24 = 0; - int v25 = 999; - int v26 = 999; + bool ignoreWeapon1 = false; + int order2 = 999; + int order1 = 999; int avgDamage1 = 0; Attack attack; @@ -1728,7 +1691,7 @@ static Object* _ai_best_weapon(Object* attacker, Object* weapon1, Object* weapon int attackType2; int avgDamage2 = 0; - int v23 = 0; + bool ignoreWeapon2 = false; // NOTE: weaponClass1 and weaponClass2 both use ESI but they are not // initialized. I'm not sure if this is right, but at least it doesn't @@ -1758,7 +1721,7 @@ static Object* _ai_best_weapon(Object* attacker, Object* weapon1, Object* weapon if (defender != NULL) { if (_combat_safety_invalidate_weapon(attacker, weapon1, HIT_MODE_RIGHT_WEAPON_PRIMARY, defender, NULL)) { - v24 = 1; + ignoreWeapon1 = true; } } @@ -1772,10 +1735,10 @@ static Object* _ai_best_weapon(Object* attacker, Object* weapon1, Object* weapon } } - if (!v24) { + if (!ignoreWeapon1) { for (int index = 0; index < ATTACK_TYPE_COUNT; index++) { if (_weapPrefOrderings[ai->best_weapon + 1][index] == attackType1) { - v26 = index; + order1 = index; break; } } @@ -1802,7 +1765,7 @@ static Object* _ai_best_weapon(Object* attacker, Object* weapon1, Object* weapon if (defender != NULL) { if (_combat_safety_invalidate_weapon(attacker, weapon2, HIT_MODE_RIGHT_WEAPON_PRIMARY, defender, NULL)) { - v23 = 1; + ignoreWeapon2 = true; } } @@ -1819,17 +1782,17 @@ static Object* _ai_best_weapon(Object* attacker, Object* weapon1, Object* weapon } } - if (!v23) { + if (!ignoreWeapon2) { for (int index = 0; index < ATTACK_TYPE_COUNT; index++) { if (_weapPrefOrderings[ai->best_weapon + 1][index] == attackType2) { - v25 = index; + order2 = index; break; } } } - if (v26 == v25) { - if (v26 == 999) { + if (order1 == order2) { + if (order1 == 999) { return NULL; } @@ -1853,7 +1816,7 @@ static Object* _ai_best_weapon(Object* attacker, Object* weapon1, Object* weapon return avgDamage2 > avgDamage1 ? weapon2 : weapon1; } - return v26 > v25 ? weapon2 : weapon1; + return order1 > order2 ? weapon2 : weapon1; } // 0x4298EC @@ -1870,8 +1833,8 @@ static bool _ai_can_use_weapon(Object* critter, Object* weapon, int hitMode) int rotation = critter->rotation + 1; int animationCode = weaponGetAnimationCode(weapon); - int v9 = weaponGetAnimationForHitMode(weapon, hitMode); - int fid = buildFid(OBJ_TYPE_CRITTER, critter->fid & 0xFFF, v9, animationCode, rotation); + int weaponAnimationCode = weaponGetAnimationForHitMode(weapon, hitMode); + int fid = buildFid(OBJ_TYPE_CRITTER, critter->fid & 0xFFF, weaponAnimationCode, animationCode, rotation); if (!artExists(fid)) { return false; } @@ -1887,7 +1850,7 @@ static bool _ai_can_use_weapon(Object* critter, Object* weapon, int hitMode) } // 0x4299A0 -Object* _ai_search_inven_weap(Object* critter, int a2, Object* a3) +Object* _ai_search_inven_weap(Object* critter, bool checkRequiredActionPoints, Object* defender) { int bodyType = critterGetBodyType(critter); if (bodyType != BODY_TYPE_BIPED @@ -1909,7 +1872,7 @@ Object* _ai_search_inven_weap(Object* critter, int a2, Object* a3) continue; } - if (a2) { + if (checkRequiredActionPoints) { if (weaponGetPrimaryActionPointCost(weapon) > critter->data.critter.combat.ap) { continue; } @@ -1927,7 +1890,7 @@ Object* _ai_search_inven_weap(Object* critter, int a2, Object* a3) } } - bestWeapon = _ai_best_weapon(critter, bestWeapon, weapon, a3); + bestWeapon = _ai_best_weapon(critter, bestWeapon, weapon, defender); } return bestWeapon; @@ -1959,9 +1922,9 @@ Object* _ai_search_inven_armor(Object* critter) Object* bestArmor = NULL; - int v15 = -1; + int inventoryItemIndex = -1; while (true) { - Object* candidate = _inven_find_type(critter, ITEM_TYPE_ARMOR, &v15); + Object* candidate = _inven_find_type(critter, ITEM_TYPE_ARMOR, &inventoryItemIndex); if (candidate == NULL) { break; } @@ -2100,46 +2063,50 @@ static Object* _ai_search_environ(Object* critter, int itemType) } // 0x429D60 -static Object* _ai_retrieve_object(Object* a1, Object* a2) +static Object* _ai_retrieve_object(Object* critter, Object* item) { - if (actionPickUp(a1, a2) != 0) { + if (actionPickUp(critter, item) != 0) { return NULL; } + // Run animation so that NPC can actually move and pick up the item. _combat_turn_run(); - Object* v3 = _inven_find_id(a1, a2->id); + // Find the item in NPC's inventory. This step is needed because NPC could + // not get the item on this turn. + Object* retrievedItem = _inven_find_id(critter, item->id); - // TODO: Not sure about this one. - if (v3 != NULL || a2->owner != NULL) { - a2 = NULL; + if (retrievedItem != NULL || item->owner != NULL) { + // Either NPC have the item, or someone else have picked it up. + item = NULL; } - aiInfoSetLastItem(v3, a2); + // Save item NPC wants to pick up on the next turn. + aiInfoSetLastItem(retrievedItem, item); - return v3; + return retrievedItem; } // 0x429DB4 -static int _ai_pick_hit_mode(Object* a1, Object* a2, Object* a3) +static int _ai_pick_hit_mode(Object* attacker, Object* weapon, Object* defender) { - if (a2 == NULL) { + if (weapon == NULL) { return HIT_MODE_PUNCH; } - if (itemGetType(a2) != ITEM_TYPE_WEAPON) { + if (itemGetType(weapon) != ITEM_TYPE_WEAPON) { return HIT_MODE_PUNCH; } - int attackType = weaponGetAttackTypeForHitMode(a2, HIT_MODE_RIGHT_WEAPON_SECONDARY); - int intelligence = critterGetStat(a1, STAT_INTELLIGENCE); - if (attackType == ATTACK_TYPE_NONE || !_ai_can_use_weapon(a1, a2, HIT_MODE_RIGHT_WEAPON_SECONDARY)) { + int attackType = weaponGetAttackTypeForHitMode(weapon, HIT_MODE_RIGHT_WEAPON_SECONDARY); + int intelligence = critterGetStat(attacker, STAT_INTELLIGENCE); + if (attackType == ATTACK_TYPE_NONE || !_ai_can_use_weapon(attacker, weapon, HIT_MODE_RIGHT_WEAPON_SECONDARY)) { return HIT_MODE_RIGHT_WEAPON_PRIMARY; } bool useSecondaryMode = false; - AiPacket* ai = aiGetPacket(a1); + AiPacket* ai = aiGetPacket(attacker); if (ai == NULL) { return HIT_MODE_PUNCH; } @@ -2155,26 +2122,26 @@ static int _ai_pick_hit_mode(Object* a1, Object* a2, Object* a3) } break; case AREA_ATTACK_MODE_BE_SURE: - if (_determine_to_hit(a1, a3, HIT_LOCATION_TORSO, HIT_MODE_RIGHT_WEAPON_SECONDARY) >= 85 - && !_combat_safety_invalidate_weapon(a1, a2, 3, a3, 0)) { + if (_determine_to_hit(attacker, defender, HIT_LOCATION_TORSO, HIT_MODE_RIGHT_WEAPON_SECONDARY) >= 85 + && !_combat_safety_invalidate_weapon(attacker, weapon, 3, defender, 0)) { useSecondaryMode = true; } break; case AREA_ATTACK_MODE_BE_CAREFUL: - if (_determine_to_hit(a1, a3, HIT_LOCATION_TORSO, HIT_MODE_RIGHT_WEAPON_SECONDARY) >= 50 - && !_combat_safety_invalidate_weapon(a1, a2, 3, a3, 0)) { + if (_determine_to_hit(attacker, defender, HIT_LOCATION_TORSO, HIT_MODE_RIGHT_WEAPON_SECONDARY) >= 50 + && !_combat_safety_invalidate_weapon(attacker, weapon, 3, defender, 0)) { useSecondaryMode = true; } break; case AREA_ATTACK_MODE_BE_ABSOLUTELY_SURE: - if (_determine_to_hit(a1, a3, HIT_LOCATION_TORSO, HIT_MODE_RIGHT_WEAPON_SECONDARY) >= 95 - && !_combat_safety_invalidate_weapon(a1, a2, 3, a3, 0)) { + if (_determine_to_hit(attacker, defender, HIT_LOCATION_TORSO, HIT_MODE_RIGHT_WEAPON_SECONDARY) >= 95 + && !_combat_safety_invalidate_weapon(attacker, weapon, 3, defender, 0)) { useSecondaryMode = true; } break; } } else { - if (intelligence < 6 || objectGetDistanceBetween(a1, a3) < 10) { + if (intelligence < 6 || objectGetDistanceBetween(attacker, defender) < 10) { if (randomBetween(1, ai->secondary_freq) == 1) { useSecondaryMode = true; } @@ -2190,21 +2157,21 @@ static int _ai_pick_hit_mode(Object* a1, Object* a2, Object* a3) // SFALL: Add a check for the weapon range and the AP cost when AI is // choosing weapon attack modes. if (useSecondaryMode) { - if (objectGetDistanceBetween(a1, a3) > weaponGetRange(a1, HIT_MODE_RIGHT_WEAPON_SECONDARY)) { + if (objectGetDistanceBetween(attacker, defender) > weaponGetRange(attacker, HIT_MODE_RIGHT_WEAPON_SECONDARY)) { useSecondaryMode = false; } } if (useSecondaryMode) { - if (a1->data.critter.combat.ap < weaponGetActionPointCost(a1, HIT_MODE_RIGHT_WEAPON_SECONDARY, false)) { + if (attacker->data.critter.combat.ap < weaponGetActionPointCost(attacker, HIT_MODE_RIGHT_WEAPON_SECONDARY, false)) { useSecondaryMode = false; } } if (useSecondaryMode) { if (attackType != ATTACK_TYPE_THROW - || _ai_search_inven_weap(a1, 0, a3) != NULL - || statRoll(a1, STAT_INTELLIGENCE, 0, NULL) <= 1) { + || _ai_search_inven_weap(attacker, false, defender) != NULL + || statRoll(attacker, STAT_INTELLIGENCE, 0, NULL) <= 1) { return HIT_MODE_RIGHT_WEAPON_SECONDARY; } } @@ -2213,21 +2180,23 @@ static int _ai_pick_hit_mode(Object* a1, Object* a2, Object* a3) } // 0x429FC8 -static int _ai_move_steps_closer(Object* a1, Object* a2, int actionPoints, int a4) +static int _ai_move_steps_closer(Object* a1, Object* a2, int actionPoints, bool taunt) { if (actionPoints <= 0) { return -1; } - int distance = aiGetPacket(a1)->distance; + int distance = aiGetDistance(a1); if (distance == DISTANCE_STAY) { return -1; } if (distance == DISTANCE_STAY_CLOSE) { if (a2 != gDude) { - int v10 = objectGetDistanceBetween(a1, gDude); - if (v10 > 5 && objectGetDistanceBetween(a2, gDude) > 5 && v10 + actionPoints > 5) { + int currentDistance = objectGetDistanceBetween(a1, gDude); + if (currentDistance > 5 + && objectGetDistanceBetween(a2, gDude) > 5 + && currentDistance + actionPoints > 5) { return -1; } } @@ -2239,14 +2208,14 @@ static int _ai_move_steps_closer(Object* a1, Object* a2, int actionPoints, int a reg_anim_begin(ANIMATION_REQUEST_RESERVED); - if (a4) { + if (taunt) { _combatai_msg(a1, NULL, AI_MESSAGE_TYPE_MOVE, 0); } Object* v18 = a2; bool shouldUnhide; - if ((a2->flags & 0x800) != 0) { + if ((a2->flags & OBJECT_MULTIHEX) != 0) { shouldUnhide = true; a2->flags |= OBJECT_HIDDEN; } else { @@ -2263,7 +2232,7 @@ static int _ai_move_steps_closer(Object* a1, Object* a2, int actionPoints, int a } a2 = _moveBlockObj; - if ((a2->flags & 0x800) != 0) { + if ((a2->flags & OBJECT_MULTIHEX) != 0) { shouldUnhide = true; a2->flags |= OBJECT_HIDDEN; } else { @@ -2307,9 +2276,9 @@ static int _ai_move_steps_closer(Object* a1, Object* a2, int actionPoints, int a // NOTE: Inlined. // // 0x42A1C0 -static int _ai_move_closer(Object* a1, Object* a2, int a3) +static int _ai_move_closer(Object* a1, Object* a2, bool taunt) { - return _ai_move_steps_closer(a1, a2, a1->data.critter.combat.ap, a3); + return _ai_move_steps_closer(a1, a2, a1->data.critter.combat.ap, taunt); } // 0x42A1D4 @@ -2453,36 +2422,36 @@ static bool _cai_attackWouldIntersect(Object* attacker, Object* defender, Object } // 0x42A5B8 -static int _ai_switch_weapons(Object* a1, int* hitMode, Object** weapon, Object* a4) +static int _ai_switch_weapons(Object* attacker, int* hitMode, Object** weapon, Object* defender) { *weapon = NULL; *hitMode = HIT_MODE_PUNCH; - Object* bestWeapon = _ai_search_inven_weap(a1, 1, a4); + Object* bestWeapon = _ai_search_inven_weap(attacker, true, defender); if (bestWeapon != NULL) { *weapon = bestWeapon; - *hitMode = _ai_pick_hit_mode(a1, bestWeapon, a4); + *hitMode = _ai_pick_hit_mode(attacker, bestWeapon, defender); } else { - Object* v8 = _ai_search_environ(a1, ITEM_TYPE_WEAPON); - if (v8 == NULL) { - if (weaponGetActionPointCost(a1, *hitMode, 0) <= a1->data.critter.combat.ap) { + Object* nearbyWeapon = _ai_search_environ(attacker, ITEM_TYPE_WEAPON); + if (nearbyWeapon == NULL) { + if (weaponGetActionPointCost(attacker, *hitMode, 0) <= attacker->data.critter.combat.ap) { return 0; } return -1; } - Object* v9 = _ai_retrieve_object(a1, v8); - if (v9 != NULL) { - *weapon = v9; - *hitMode = _ai_pick_hit_mode(a1, v9, a4); + Object* retrievedWeapon = _ai_retrieve_object(attacker, nearbyWeapon); + if (retrievedWeapon != NULL) { + *weapon = retrievedWeapon; + *hitMode = _ai_pick_hit_mode(attacker, retrievedWeapon, defender); } } if (*weapon != NULL) { - _inven_wield(a1, *weapon, 1); + _inven_wield(attacker, *weapon, 1); _combat_turn_run(); - if (weaponGetActionPointCost(a1, *hitMode, 0) <= a1->data.critter.combat.ap) { + if (weaponGetActionPointCost(attacker, *hitMode, 0) <= attacker->data.critter.combat.ap) { return 0; } } @@ -2491,61 +2460,55 @@ static int _ai_switch_weapons(Object* a1, int* hitMode, Object** weapon, Object* } // 0x42A670 -static int _ai_called_shot(Object* a1, Object* a2, int a3) +static int _ai_called_shot(Object* attacker, Object* defender, int hitMode) { - AiPacket* ai; - int v5; - int v6; - int v7; - int combat_difficulty; + int hitLocation = HIT_LOCATION_TORSO; - v5 = 3; - - if (weaponGetActionPointCost(a1, a3, 1) <= a1->data.critter.combat.ap) { - if (critterCanAim(a1, a3)) { - ai = aiGetPacket(a1); + if (weaponGetActionPointCost(attacker, hitMode, true) <= attacker->data.critter.combat.ap) { + if (critterCanAim(attacker, hitMode)) { + AiPacket* ai = aiGetPacket(attacker); if (randomBetween(1, ai->called_freq) == 1) { - combat_difficulty = settings.preferences.combat_difficulty; - if (combat_difficulty) { - if (combat_difficulty == 2) { - v6 = 3; - } else { - v6 = 5; - } - } else { - v6 = 7; + int intelligenceRequired; + switch (settings.preferences.combat_difficulty) { + case COMBAT_DIFFICULTY_EASY: + intelligenceRequired = 7; + break; + case COMBAT_DIFFICULTY_NORMAL: + intelligenceRequired = 5; + break; + case COMBAT_DIFFICULTY_HARD: + intelligenceRequired = 3; + break; } - if (critterGetStat(a1, STAT_INTELLIGENCE) >= v6) { - v5 = randomBetween(0, 8); - v7 = _determine_to_hit(a1, a2, a3, v5); - if (v7 < ai->min_to_hit) { - v5 = 3; + if (critterGetStat(attacker, STAT_INTELLIGENCE) >= intelligenceRequired) { + hitLocation = randomBetween(0, HIT_LOCATION_SPECIFIC_COUNT); + int chanceToHit = _determine_to_hit(attacker, defender, hitMode, hitLocation); + if (chanceToHit < ai->min_to_hit) { + hitLocation = HIT_LOCATION_TORSO; } } } } } - return v5; + return hitLocation; } // 0x42A748 -static int _ai_attack(Object* a1, Object* a2, int a3) +static int _ai_attack(Object* attacker, Object* defender, int hitMode) { - int v6; - - if (a1->data.critter.combat.maneuver & CRITTER_MANUEVER_FLEEING) { + if (attacker->data.critter.combat.maneuver & CRITTER_MANUEVER_FLEEING) { return -1; } reg_anim_begin(ANIMATION_REQUEST_RESERVED); - animationRegisterRotateToTile(a1, a2->tile); + animationRegisterRotateToTile(attacker, defender->tile); reg_anim_end(); _combat_turn_run(); - v6 = _ai_called_shot(a1, a2, a3); - if (_combat_attack(a1, a2, a3, v6)) { + int hitLocation = _ai_called_shot(attacker, defender, hitMode); + if (_combat_attack(attacker, defender, hitMode, hitLocation)) { return -1; } @@ -2560,7 +2523,7 @@ static int _ai_try_attack(Object* a1, Object* a2) _critter_set_who_hit_me(a1, a2); CritterCombatData* combatData = &(a1->data.critter.combat); - int v38 = 1; + bool taunt = true; Object* weapon = critterGetItem2(a1); if (weapon != NULL && itemGetType(weapon) != ITEM_TYPE_WEAPON) { @@ -2571,7 +2534,7 @@ static int _ai_try_attack(Object* a1, Object* a2) int minToHit = aiGetPacket(a1)->min_to_hit; int actionPoints = a1->data.critter.combat.ap; - int v31 = 0; + int safeDistance = 0; int v42 = 0; if (weapon != NULL || (critterGetBodyType(a2) == BODY_TYPE_BIPED @@ -2579,14 +2542,14 @@ static int _ai_try_attack(Object* a1, Object* a2) && artExists(buildFid(OBJ_TYPE_CRITTER, a1->fid & 0xFFF, ANIM_THROW_PUNCH, 0, a1->rotation + 1)))) { // SFALL: Check the safety of weapons based on the selected attack mode // instead of always the primary weapon hit mode. - if (_combat_safety_invalidate_weapon(a1, weapon, hitMode, a2, &v31)) { + if (_combat_safety_invalidate_weapon(a1, weapon, hitMode, a2, &safeDistance)) { _ai_switch_weapons(a1, &hitMode, &weapon, a2); } } else { _ai_switch_weapons(a1, &hitMode, &weapon, a2); } - unsigned char v30[800]; + unsigned char rotations[800]; Object* ammo = NULL; for (int attempt = 0; attempt < 10; attempt++) { @@ -2598,12 +2561,12 @@ static int _ai_try_attack(Object* a1, Object* a2) if (reason == COMBAT_BAD_SHOT_NO_AMMO) { // out of ammo if (aiHaveAmmo(a1, weapon, &ammo)) { - int v9 = weaponReload(weapon, ammo); - if (v9 == 0 && ammo != NULL) { + int remainingAmmoQuantity = weaponReload(weapon, ammo); + if (remainingAmmoQuantity == 0 && ammo != NULL) { _obj_destroy(ammo); } - if (v9 != -1) { + if (remainingAmmoQuantity != -1) { int volume = _gsound_compute_relative_volume(a1); const char* sfx = sfxBuildWeaponName(WEAPON_SOUND_EFFECT_READY, weapon, hitMode, NULL); _gsound_play_sfx_file_volume(sfx, volume); @@ -2626,12 +2589,12 @@ static int _ai_try_attack(Object* a1, Object* a2) if (ammo != NULL) { ammo = _ai_retrieve_object(a1, ammo); if (ammo != NULL) { - int v15 = weaponReload(weapon, ammo); - if (v15 == 0) { + int remainingAmmoQuantity = weaponReload(weapon, ammo); + if (remainingAmmoQuantity == 0) { _obj_destroy(ammo); } - if (v15 != -1) { + if (remainingAmmoQuantity != -1) { int volume = _gsound_compute_relative_volume(a1); const char* sfx = sfxBuildWeaponName(WEAPON_SOUND_EFFECT_READY, weapon, hitMode, NULL); _gsound_play_sfx_file_volume(sfx, volume); @@ -2672,53 +2635,51 @@ static int _ai_try_attack(Object* a1, Object* a2) } } else if (reason == COMBAT_BAD_SHOT_OUT_OF_RANGE) { // target out of range - int accuracy = _determine_to_hit_no_range(a1, a2, HIT_LOCATION_UNCALLED, hitMode, v30); + int accuracy = _determine_to_hit_no_range(a1, a2, HIT_LOCATION_UNCALLED, hitMode, rotations); if (accuracy < minToHit) { - const char* name = critterGetName(a1); - debugPrint("%s: FLEEING: Can't possibly Hit Target!", name); + debugPrint("%s: FLEEING: Can't possibly Hit Target!", critterGetName(a1)); _ai_run_away(a1, a2); return 0; } if (weapon != NULL) { - if (_ai_move_steps_closer(a1, a2, actionPoints, v38) == -1) { + if (_ai_move_steps_closer(a1, a2, actionPoints, taunt) == -1) { return -1; } - v38 = 0; + taunt = false; } else { if (_ai_switch_weapons(a1, &hitMode, &weapon, a2) == -1 || weapon == NULL) { // NOTE: Uninline. - if (_ai_move_closer(a1, a2, v38) == -1) { + if (_ai_move_closer(a1, a2, taunt) == -1) { return -1; } } - v38 = 0; + taunt = false; } } else if (reason == COMBAT_BAD_SHOT_AIM_BLOCKED) { // aim is blocked - if (_ai_move_steps_closer(a1, a2, a1->data.critter.combat.ap, v38) == -1) { + if (_ai_move_steps_closer(a1, a2, a1->data.critter.combat.ap, taunt) == -1) { return -1; } - v38 = 0; + taunt = false; } else if (reason == COMBAT_BAD_SHOT_OK) { int accuracy = _determine_to_hit(a1, a2, HIT_LOCATION_UNCALLED, hitMode); - if (v31) { - if (_ai_move_away(a1, a2, v31) == -1) { + if (safeDistance != 0) { + if (_ai_move_away(a1, a2, safeDistance) == -1) { return -1; } } if (accuracy < minToHit) { - int v22 = _determine_to_hit_no_range(a1, a2, HIT_LOCATION_UNCALLED, hitMode, v30); - if (v22 < minToHit) { - const char* name = critterGetName(a1); - debugPrint("%s: FLEEING: Can't possibly Hit Target!", name); + int accuracyNoRange = _determine_to_hit_no_range(a1, a2, HIT_LOCATION_UNCALLED, hitMode, rotations); + if (accuracyNoRange < minToHit) { + debugPrint("%s: FLEEING: Can't possibly Hit Target!", critterGetName(a1)); _ai_run_away(a1, a2); return 0; } if (actionPoints > 0) { - int v24 = pathfinderFindPath(a1, a1->tile, a2->tile, v30, 0, _obj_blocking_at); + int v24 = pathfinderFindPath(a1, a1->tile, a2->tile, rotations, 0, _obj_blocking_at); if (v24 == 0) { v42 = actionPoints; } else { @@ -2729,7 +2690,7 @@ static int _ai_try_attack(Object* a1, Object* a2) int tile = a1->tile; int index; for (index = 0; index < actionPoints; index++) { - tile = tileGetTileInDirection(tile, v30[index], 1); + tile = tileGetTileInDirection(tile, rotations[index], 1); v42++; @@ -2745,14 +2706,13 @@ static int _ai_try_attack(Object* a1, Object* a2) } } - if (_ai_move_steps_closer(a1, a2, v42, v38) == -1) { - const char* name = critterGetName(a1); - debugPrint("%s: FLEEING: Can't possibly get closer to Target!", name); + if (_ai_move_steps_closer(a1, a2, v42, taunt) == -1) { + debugPrint("%s: FLEEING: Can't possibly get closer to Target!", critterGetName(a1)); _ai_run_away(a1, a2); return 0; } - v38 = 0; + taunt = false; if (_ai_attack(a1, a2, hitMode) == -1 || weaponGetActionPointCost(a1, hitMode, 0) > a1->data.critter.combat.ap) { return -1; } @@ -2854,7 +2814,7 @@ int _cai_perform_distance_prefs(Object* a1, Object* a2) if (a1->data.critter.combat.whoHitMe != gDude) { int distance = objectGetDistanceBetween(a1, gDude); if (distance > 5) { - _ai_move_steps_closer(a1, gDude, distance - 5, 0); + _ai_move_steps_closer(a1, gDude, distance - 5, false); } } break; @@ -2920,6 +2880,15 @@ static int _cai_get_min_hp(AiPacket* ai) // 0x42B130 void _combat_ai(Object* a1, Object* a2) { + // 0x51820C + static const int aiPartyMemberDistances[DISTANCE_COUNT] = { + 5, + 7, + 7, + 7, + 50000, + }; + AiPacket* ai = aiGetPacket(a1); int hpRatio = _cai_get_min_hp(ai); if (ai->run_away_mode != -1) { @@ -2934,15 +2903,13 @@ void _combat_ai(Object* a1, Object* a2) if ((combatData->maneuver & CRITTER_MANUEVER_FLEEING) != 0 || (combatData->results & ai->hurt_too_much) != 0 || critterGetStat(a1, STAT_CURRENT_HIT_POINTS) < ai->min_hp) { - const char* name = critterGetName(a1); - debugPrint("%s: FLEEING: I'm Hurt!", name); + debugPrint("%s: FLEEING: I'm Hurt!", critterGetName(a1)); _ai_run_away(a1, a2); return; } if (_ai_check_drugs(a1)) { - const char* name = critterGetName(a1); - debugPrint("%s: FLEEING: I need DRUGS!", name); + debugPrint("%s: FLEEING: I need DRUGS!", critterGetName(a1)); _ai_run_away(a1, a2); } else { if (a2 == NULL) { @@ -2960,9 +2927,9 @@ void _combat_ai(Object* a1, Object* a2) && (a1->data.critter.combat.results & DAM_DEAD) == 0 && a1->data.critter.combat.ap != 0 && objectGetDistanceBetween(a1, a2) > ai->max_dist) { - Object* v13 = aiInfoGetFriendlyDead(a1); - if (v13 != NULL) { - _ai_move_away(a1, v13, 10); + Object* friendlyDead = aiInfoGetFriendlyDead(a1); + if (friendlyDead != NULL) { + _ai_move_away(a1, friendlyDead, 10); aiInfoSetFriendlyDead(a1, NULL); } else { int perception = critterGetStat(a1, STAT_PERCEPTION); @@ -2976,45 +2943,44 @@ void _combat_ai(Object* a1, Object* a2) Object* whoHitMe = combatData->whoHitMe; if (whoHitMe != NULL) { if ((whoHitMe->data.critter.combat.results & DAM_DEAD) == 0 && combatData->damageLastTurn > 0) { - Object* v16 = aiInfoGetFriendlyDead(a1); - if (v16 != NULL) { - _ai_move_away(a1, v16, 10); + Object* friendlyDead = aiInfoGetFriendlyDead(a1); + if (friendlyDead != NULL) { + _ai_move_away(a1, friendlyDead, 10); aiInfoSetFriendlyDead(a1, NULL); } else { - const char* name = critterGetName(a1); - debugPrint("%s: FLEEING: Somebody is shooting at me that I can't see!"); + debugPrint("%s: FLEEING: Somebody is shooting at me that I can't see!", critterGetName(a1)); _ai_run_away(a1, NULL); } } } } - Object* v18 = aiInfoGetFriendlyDead(a1); - if (v18 != NULL) { - _ai_move_away(a1, v18, 10); - if (objectGetDistanceBetween(a1, v18) >= 10) { + Object* friendlyDead = aiInfoGetFriendlyDead(a1); + if (friendlyDead != NULL) { + _ai_move_away(a1, friendlyDead, 10); + if (objectGetDistanceBetween(a1, friendlyDead) >= 10) { aiInfoSetFriendlyDead(a1, NULL); } } - Object* v20; - int v21 = 5; // 0x42B156 + Object* nearestTeammate; + int maxTeammateDistance = 5; if (a1->data.critter.combat.team != 0) { - v20 = _ai_find_nearest_team_in_combat(a1, a1, 1); + nearestTeammate = _ai_find_nearest_team_in_combat(a1, a1, 1); } else { - v20 = gDude; + nearestTeammate = gDude; if (objectIsPartyMember(a1)) { // NOTE: Uninline int distance = aiGetDistance(a1); if (distance != -1) { - v21 = _aiPartyMemberDistances[distance]; + maxTeammateDistance = aiPartyMemberDistances[distance]; } } } - if (a2 == NULL && v20 != NULL && objectGetDistanceBetween(a1, v20) > v21) { - int v23 = objectGetDistanceBetween(a1, v20); - _ai_move_steps_closer(a1, v20, v23 - v21, 0); + if (a2 == NULL && nearestTeammate != NULL && objectGetDistanceBetween(a1, nearestTeammate) > maxTeammateDistance) { + int currentDistance = objectGetDistanceBetween(a1, nearestTeammate); + _ai_move_steps_closer(a1, nearestTeammate, currentDistance - maxTeammateDistance, false); } else { if (a1->data.critter.combat.ap > 0) { debugPrint("\n>>>NOTE: %s had extra AP's to use!<<<", critterGetName(a1)); @@ -3086,8 +3052,8 @@ bool _combatai_want_to_stop(Object* a1) return true; } - Object* v4 = _ai_danger_source(a1); - return v4 == NULL || !isWithinPerception(a1, v4); + Object* enemy = _ai_danger_source(a1); + return enemy == NULL || !isWithinPerception(a1, enemy); } // 0x42B504 @@ -3161,9 +3127,9 @@ int critterSetAiPacket(Object* object, int aiPacket) // combatai_msg // 0x42B634 -int _combatai_msg(Object* a1, Attack* attack, int type, int delay) +int _combatai_msg(Object* critter, Attack* attack, int type, int delay) { - if (PID_TYPE(a1->pid) != OBJ_TYPE_CRITTER) { + if (PID_TYPE(critter->pid) != OBJ_TYPE_CRITTER) { return -1; } @@ -3171,17 +3137,17 @@ int _combatai_msg(Object* a1, Attack* attack, int type, int delay) return -1; } - if (a1 == gDude) { + if (critter == gDude) { return -1; } - if (a1->data.critter.combat.results & 0x81) { + if ((critter->data.critter.combat.results & (DAM_DEAD | DAM_KNOCKED_OUT)) != 0) { return -1; } - AiPacket* ai = aiGetPacket(a1); + AiPacket* ai = aiGetPacket(critter); - debugPrint("%s is using %s packet with a %d%% chance to taunt\n", objectGetName(a1), ai->name, ai->chance); + debugPrint("%s is using %s packet with a %d%% chance to taunt\n", objectGetName(critter), ai->name, ai->chance); if (randomBetween(1, 100) > ai->chance) { return -1; @@ -3228,15 +3194,15 @@ int _combatai_msg(Object* a1, Attack* attack, int type, int delay) MessageListItem messageListItem; messageListItem.num = randomBetween(start, end); if (!messageListGetItem(&gCombatAiMessageList, &messageListItem)) { - debugPrint("\nERROR: combatai_msg: Couldn't find message # %d for %s", messageListItem.num, critterGetName(a1)); + debugPrint("\nERROR: combatai_msg: Couldn't find message # %d for %s", messageListItem.num, critterGetName(critter)); return -1; } - debugPrint("%s said message %d\n", objectGetName(a1), messageListItem.num); - strncpy(string, messageListItem.text, 259); + debugPrint("%s said message %d\n", objectGetName(critter), messageListItem.num); + snprintf(string, AI_MESSAGE_SIZE, "%s", messageListItem.text); // TODO: Get rid of casts. - return animationRegisterCallback(a1, (void*)type, (AnimationCallback*)_ai_print_msg, delay); + return animationRegisterCallback(critter, (void*)type, (AnimationCallback*)_ai_print_msg, delay); } // 0x42B80C @@ -3343,17 +3309,18 @@ static int _combatai_rating(Object* obj) } // 0x42B9D4 -int _combatai_check_retaliation(Object* a1, Object* a2) +void _combatai_check_retaliation(Object* a1, Object* a2) { Object* whoHitMe = a1->data.critter.combat.whoHitMe; if (whoHitMe != NULL) { - int v3 = _combatai_rating(a2); - int result = _combatai_rating(whoHitMe); - if (v3 <= result) { - return result; + int candidateRating = _combatai_rating(a2); + int whoHitMeRating = _combatai_rating(whoHitMe); + if (candidateRating > whoHitMeRating) { + _critter_set_who_hit_me(a1, a2); } + } else { + _critter_set_who_hit_me(a1, a2); } - return _critter_set_who_hit_me(a1, a2); } // 0x42BA04 diff --git a/src/combat_ai.h b/src/combat_ai.h index 83aee73..12cf21d 100644 --- a/src/combat_ai.h +++ b/src/combat_ai.h @@ -44,10 +44,10 @@ int aiSetAttackWho(Object* critter, int attackWho); int aiSetChemUse(Object* critter, int chemUse); int aiGetDisposition(Object* obj); int aiSetDisposition(Object* obj, int a2); -int _caiSetupTeamCombat(Object* a1, Object* a2); -int _caiTeamCombatInit(Object** a1, int a2); +int _caiSetupTeamCombat(Object* attackerTeam, Object* defenderTeam); +int _caiTeamCombatInit(Object** crittersList, int crittersListLength); void _caiTeamCombatExit(); -Object* _ai_search_inven_weap(Object* critter, int a2, Object* a3); +Object* _ai_search_inven_weap(Object* critter, bool checkRequiredActionPoints, Object* defender); Object* _ai_search_inven_armor(Object* critter); int _cAIPrepWeaponItem(Object* critter, Object* item); void aiAttemptWeaponReload(Object* critter, int animate); @@ -59,9 +59,9 @@ bool _combatai_want_to_join(Object* a1); bool _combatai_want_to_stop(Object* a1); int critterSetTeam(Object* obj, int team); int critterSetAiPacket(Object* object, int aiPacket); -int _combatai_msg(Object* a1, Attack* attack, int a3, int a4); +int _combatai_msg(Object* critter, Attack* attack, int type, int delay); Object* _combat_ai_random_target(Attack* attack); -int _combatai_check_retaliation(Object* a1, Object* a2); +void _combatai_check_retaliation(Object* a1, Object* a2); bool isWithinPerception(Object* a1, Object* a2); void aiMessageListReloadIfNeeded(); void _combatai_notify_onlookers(Object* a1);