Fix (by Asdow): Enemy cover display performance improved.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8685 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2019-08-11 07:49:47 +00:00
parent 01b540184d
commit 037e877013
6 changed files with 257 additions and 146 deletions
+40 -36
View File
@@ -461,7 +461,7 @@ inline UINT8 GetBrightness(const UINT8& ubLightLevel)
* Calculates the total stealth value of a player.
*
* @param pSoldier
* @return ANIM_STAND or ANIM_CROUCH or ANIM_PRONE
* @return stealth percentage, capped to 100.
*/
inline INT8 GetStealth( SOLDIERTYPE* pSoldier )
{
@@ -700,26 +700,27 @@ INT8 GetDetailedSightAdjustmentCamouflageOnTerrain( SOLDIERTYPE* pSoldier, const
* - this will be used to calculate the penalty (sight addition) which occurs on the soldier who is been spot-tested
* - it also will be used to reduce the ability to find others if the spotter moves
*
* @param pSoldier the target
* @param bTilesMoved amount of tiles the target has moved
* @param ubLightLevel true light level at target location, given back by LightTrueLevel function
* @param ibStealthInPercent the target's stealth value, given back by GetStealth function
* @param hasStealthyTrait boolean value saying if target has the stealthy trait, given back by HAS_SKILL_TRAIT function
* @return a negative value will indicate a reduction of sight, a positive one an addition to sight
*/
INT8 GetSightAdjustmentThroughMovement( SOLDIERTYPE* pSoldier, const INT8& bTilesMoved, const UINT8& ubLightLevel )
INT8 GetSightAdjustmentThroughMovement(const INT8& bTilesMoved, const UINT8& ubLightLevel, const INT8& ibStealthInPercent, const BOOLEAN& hasStealthyTrait)
{
if (gGameExternalOptions.ubMovementEffectiveness == 0) {
return 0;
}
INT8 stealth = GetStealth(pSoldier);
INT8 bMovementAdjustment = bTilesMoved * ( 100 - stealth ) / 100;
INT8 bMovementAdjustment = bTilesMoved * (100 - ibStealthInPercent) / 100;
// SANDRO - added reduction of penalty for moving for Stealthy trait with new traits
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, STEALTHY_NT ))
bMovementAdjustment = max(0, (bMovementAdjustment * (100 - gSkillTraitValues.ubSTStealthPenaltyForMovingReduction) / 100) );
if (gGameOptions.fNewTraitSystem && hasStealthyTrait)
bMovementAdjustment = max(0, (bMovementAdjustment * (100 - gSkillTraitValues.ubSTStealthPenaltyForMovingReduction) / 100));
UINT8 ubBrightness = (100 - GetBrightness( ubLightLevel ));
UINT8 ubBrightness = (100 - GetBrightness(ubLightLevel));
return MINMAX100N( bMovementAdjustment * ubBrightness / 100 * gGameExternalOptions.ubMovementEffectiveness / 100 );
return MINMAX100N(bMovementAdjustment * ubBrightness / 100 * gGameExternalOptions.ubMovementEffectiveness / 100);
}
INT8 GetSightAdjustmentThroughStance( const UINT8& ubStance )
@@ -785,25 +786,23 @@ INT8 GetSightAdjustmentBasedOnLBE( SOLDIERTYPE* pSoldier )
* Calculates a percentage value to be added (or substracted) from sight. it's based on the stealth value and the brightness.
* - usually it should return something smaller than 0 but we might give a bonus if the target uses a lamp for better viewing (LAM-Lamp) which the spotter can see
*
* @param pSoldier the target
* @param ubLightLevel light level given back by the LightTrueLevel function
* @param ibStealthInPercent the target's stealth value, given back by the GetStealth function
* @return a negative value will indicate a reduction of sight, a positive one an addition to sight
*/
INT8 GetSightAdjustmentStealthAtLightLevel( SOLDIERTYPE* pSoldier, const UINT8& ubLightLevel )
INT8 GetSightAdjustmentStealthAtLightLevel(const UINT8& ubLightLevel, const INT8& ibStealthInPercent)
{
if (gGameExternalOptions.ubStealthEffectiveness == 0) {
return 0;
}
// set scaler to scale with light level (dark = 100%)
UINT8 ubScaler = GetBrightness( ubLightLevel );
UINT8 ubScaler = GetBrightness(ubLightLevel);
// last term corresponds to the maximum of ubScaler before
ubScaler = (UINT8)( ubScaler * gGameExternalOptions.ubStealthEffectiveness / 100.0f );
ubScaler = (UINT8)(ubScaler * gGameExternalOptions.ubStealthEffectiveness / 100.0f);
INT8 ibStealthInPercent = GetStealth( pSoldier );
return MINMAX100N( - ibStealthInPercent * ubScaler / 100);
return MINMAX100N(-ibStealthInPercent * ubScaler / 100);
}
/**
@@ -855,8 +854,11 @@ INT8 GetSightAdjustmentBehindStructure( const INT16& iRange, STRUCTURE* pStructu
/*
* Easy way to get all sight adjustments into one that affect a soldier
*
* Used by CalculateCoverFromEnemySoldier in DisplayCover.cpp
* Hoisting out the GetStealth and GetSightAdjustmentBasedOnLBE out of the hot loop made considerable difference in performance.
*/
INT16 GetSightAdjustment( SOLDIERTYPE* pSoldier, INT32 sGridNo, INT16 bLevel, INT8 bStance )
INT16 GetSightAdjustment(SOLDIERTYPE* pSoldier, INT8 soldierStealth, INT8 soldierLBESightAdjustment, INT32 sGridNo, INT16 bLevel, INT8 bStance)
{
if (sGridNo == -1) {
sGridNo = pSoldier->sGridNo;
@@ -867,50 +869,50 @@ INT16 GetSightAdjustment( SOLDIERTYPE* pSoldier, INT32 sGridNo, INT16 bLevel, IN
}
if (bStance == -1) {
bStance = GetCurrentHeightOfSoldier( pSoldier );
bStance = GetCurrentHeightOfSoldier(pSoldier);
}
UINT8 ubTerrainType = NO_TERRAIN;
// anv: additional tile properties
ADDITIONAL_TILE_PROPERTIES_VALUES zGivenTileProperties;
memset(&zGivenTileProperties,0,sizeof(zGivenTileProperties));
if(gGameExternalOptions.fAdditionalTileProperties)
memset(&zGivenTileProperties, 0, sizeof(zGivenTileProperties));
if (gGameExternalOptions.fAdditionalTileProperties)
{
zGivenTileProperties = GetAllAdditonalTilePropertiesForGrid(sGridNo, bLevel);
}
else
{
ubTerrainType = GetTerrainTypeForGrid( sGridNo, bLevel );
ubTerrainType = GetTerrainTypeForGrid(sGridNo, bLevel);
}
UINT8 ubLightLevel = LightTrueLevel( sGridNo, bLevel );
INT16 iSightAdjustment = 0;
// general stuff (independant of soldier)
iSightAdjustment += GetSightAdjustmentThroughStance( bStance );
iSightAdjustment += GetSightAdjustmentThroughStance(bStance);
// context sensitive (needs soldier)
iSightAdjustment += GetSightAdjustmentBasedOnLBE( pSoldier );
iSightAdjustment += soldierLBESightAdjustment;
// context sensitive stuff with 2nd parameter (needs soldier for attributes but can be given a second parameter)
iSightAdjustment += GetSightAdjustmentThroughMovement( pSoldier, pSoldier->bTilesMoved, ubLightLevel );
iSightAdjustment += GetSightAdjustmentStealthAtLightLevel( pSoldier, ubLightLevel );
UINT8 ubLightLevel = LightTrueLevel(sGridNo, bLevel);
iSightAdjustment += GetSightAdjustmentThroughMovement(pSoldier->bTilesMoved, ubLightLevel, soldierStealth, HAS_SKILL_TRAIT(pSoldier, STEALTHY_NT));
iSightAdjustment += GetSightAdjustmentStealthAtLightLevel(ubLightLevel, soldierStealth);
if(gGameExternalOptions.fAdditionalTileProperties)
if (gGameExternalOptions.fAdditionalTileProperties)
{
iSightAdjustment += GetDetailedSightAdjustmentCamouflageOnTerrain( pSoldier, bStance, zGivenTileProperties );
iSightAdjustment += GetDetailedSightAdjustmentCamouflageOnTerrain(pSoldier, bStance, zGivenTileProperties);
}
else
{
iSightAdjustment += GetSightAdjustmentCamouflageOnTerrain( pSoldier, bStance, ubTerrainType );
iSightAdjustment += GetSightAdjustmentCamouflageOnTerrain(pSoldier, bStance, ubTerrainType);
}
// anv: some places in vehicle completely obscure passenger from outside
INT8 bSeatIndex = GetSeatIndexFromSoldier( pSoldier );
if( bSeatIndex != (-1) )
INT8 bSeatIndex = GetSeatIndexFromSoldier(pSoldier);
if (bSeatIndex != (-1))
{
if( gNewVehicle[ pVehicleList[ pSoldier->iVehicleId ].ubVehicleType ].VehicleSeats[ bSeatIndex ].fHidden )
if (gNewVehicle[pVehicleList[pSoldier->iVehicleId].ubVehicleType].VehicleSeats[bSeatIndex].fHidden)
{
iSightAdjustment = (-100);
}
@@ -919,6 +921,7 @@ INT16 GetSightAdjustment( SOLDIERTYPE* pSoldier, INT32 sGridNo, INT16 bLevel, IN
return MINMAX100N(iSightAdjustment);
}
BOOLEAN ResolveHitOnWall( STRUCTURE * pStructure, INT32 iGridNo, INT8 bLOSIndexX, INT8 bLOSIndexY, DOUBLE ddHorizAngle )
{
BOOLEAN fNorthSouth, fEastWest;
@@ -2342,20 +2345,21 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
// needed for sight limit calculation
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR) {
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( pEndSoldier->sGridNo, pEndSoldier->pathing.bLevel, iTileSightLimit );
iTileSightLimit += iTileSightLimit * GetSightAdjustment(pEndSoldier) / 100;
iTileSightLimit += iTileSightLimit * GetSightAdjustment(pEndSoldier, GetStealth(pEndSoldier), GetSightAdjustmentBasedOnLBE(pEndSoldier)) / 100;
}
// needed for gun hit calculation (can you even hit him)
else if (iTileSightLimit == NO_DISTANCE_LIMIT) {
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( pEndSoldier->sGridNo, pEndSoldier->pathing.bLevel, CALC_FROM_ALL_DIRS );
iTileSightLimit += iTileSightLimit * GetSightAdjustment(pEndSoldier) / 100;
iTileSightLimit += iTileSightLimit * GetSightAdjustment(pEndSoldier, GetStealth(pEndSoldier), GetSightAdjustmentBasedOnLBE(pEndSoldier)) / 100;
iTileSightLimit += 255; // this shifts the limit for something special (we don't know yet)
}
// we assume that if we are given a limit it doesn't include stealth or similar stuff
// for other function we assume the opposite but not this one, as we here are given the needed target soldier information to calculate sight adjustment
else {
iTileSightLimit += iTileSightLimit * GetSightAdjustment(pEndSoldier) / 100;
iTileSightLimit += iTileSightLimit * GetSightAdjustment(pEndSoldier, GetStealth(pEndSoldier), GetSightAdjustmentBasedOnLBE(pEndSoldier)) / 100;
}
// anv: special check for vehicles - since they're no longer transparent, we need to check for visibility