New feature: mercs with a gun-related trait (New trait system only) can use the 'Focus' skill via the skill menu ([$] in tactical). This skill grants an interrupt modifier bonus in the targeted area, but also a penalty outside of it.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20659&goto=350400&#msg_350400

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8432 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-07-26 13:49:38 +00:00
parent 7b00af164b
commit 0992a423e7
27 changed files with 203 additions and 45 deletions
+2
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@@ -2451,6 +2451,8 @@ void LoadSkillTraitsExternalSettings()
gSkillTraitValues.ubSNDamageBonusFromNumClicks = iniReader.ReadInteger("Sniper","GUN_DAMAGE_BONUS_FROM_NUM_CLICKS", 4, 0, 8); gSkillTraitValues.ubSNDamageBonusFromNumClicks = iniReader.ReadInteger("Sniper","GUN_DAMAGE_BONUS_FROM_NUM_CLICKS", 4, 0, 8);
gSkillTraitValues.ubSNChamberRoundAPsReduction = iniReader.ReadInteger("Sniper","CHAMBER_ROUND_APS_REDUCTION", 25, 0, 45); gSkillTraitValues.ubSNChamberRoundAPsReduction = iniReader.ReadInteger("Sniper","CHAMBER_ROUND_APS_REDUCTION", 25, 0, 45);
gSkillTraitValues.ubSNAimClicksAdded = iniReader.ReadInteger("Sniper","POSSIBLE_AIM_CLICK_ADDED_RIFLES", 1, 0, 3); gSkillTraitValues.ubSNAimClicksAdded = iniReader.ReadInteger("Sniper","POSSIBLE_AIM_CLICK_ADDED_RIFLES", 1, 0, 3);
gSkillTraitValues.ubSNFocusRadius = iniReader.ReadInteger( "Sniper", "FOCUS_SKILL_RADIUS", 5, 1, 30 );
gSkillTraitValues.sSNFocusInterruptBonus = iniReader.ReadInteger( "Sniper", "FOCUS_SKILL_INTERRUPT_BONUS", 2, 1, 10 );
// RANGER // RANGER
gSkillTraitValues.ubRABonusCtHRifles = iniReader.ReadInteger("Ranger","BONUS_CTH_RIFLES", 5, 0, 100); gSkillTraitValues.ubRABonusCtHRifles = iniReader.ReadInteger("Ranger","BONUS_CTH_RIFLES", 5, 0, 100);
+2
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@@ -1730,6 +1730,8 @@ typedef struct
UINT8 ubSNDamageBonusFromNumClicks; UINT8 ubSNDamageBonusFromNumClicks;
UINT8 ubSNChamberRoundAPsReduction; UINT8 ubSNChamberRoundAPsReduction;
UINT8 ubSNAimClicksAdded; UINT8 ubSNAimClicksAdded;
UINT8 ubSNFocusRadius;
INT8 sSNFocusInterruptBonus;
// RANGER // RANGER
UINT8 ubRABonusCtHRifles; UINT8 ubRABonusCtHRifles;
+31
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@@ -7288,6 +7288,12 @@ void AssignPersonnelSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLeve
swprintf( atStr, gzIMPMajorTraitsHelpTextsAutoWeapons[6]); swprintf( atStr, gzIMPMajorTraitsHelpTextsAutoWeapons[6]);
wcscat( apStr, atStr ); wcscat( apStr, atStr );
} }
// Flugente: focus is a skill that can be used by multiple traits. For simplicity, the ini values are in the sniper trait section
if ( gSkillTraitValues.ubSNFocusRadius != 0 && gSkillTraitValues.sSNFocusInterruptBonus != 0 )
{
swprintf( atStr, gzIMPMajorTraitsHelpTextsSniper[19], gSkillTraitValues.sSNFocusInterruptBonus );
wcscat( apStr, atStr );
}
break; break;
} }
case HEAVY_WEAPONS_NT: case HEAVY_WEAPONS_NT:
@@ -7333,6 +7339,12 @@ void AssignPersonnelSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLeve
swprintf( atStr, gzIMPMajorTraitsHelpTextsHeavyWeapons[7], ( gSkillTraitValues.ubHWDamageBonusPercentForHW * (fExpertLevel ? 2 : 1)), sSpecialCharacters[0]); swprintf( atStr, gzIMPMajorTraitsHelpTextsHeavyWeapons[7], ( gSkillTraitValues.ubHWDamageBonusPercentForHW * (fExpertLevel ? 2 : 1)), sSpecialCharacters[0]);
wcscat( apStr, atStr ); wcscat( apStr, atStr );
} }
// Flugente: focus is a skill that can be used by multiple traits. For simplicity, the ini values are in the sniper trait section
if ( gSkillTraitValues.ubSNFocusRadius != 0 && gSkillTraitValues.sSNFocusInterruptBonus != 0 )
{
swprintf( atStr, gzIMPMajorTraitsHelpTextsSniper[19], gSkillTraitValues.sSNFocusInterruptBonus );
wcscat( apStr, atStr );
}
break; break;
} }
case SNIPER_NT: case SNIPER_NT:
@@ -7401,6 +7413,13 @@ void AssignPersonnelSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLeve
} }
wcscat( apStr, atStr ); wcscat( apStr, atStr );
} }
if ( gSkillTraitValues.ubSNFocusRadius != 0 && gSkillTraitValues.sSNFocusInterruptBonus != 0 )
{
swprintf( atStr, gzIMPMajorTraitsHelpTextsSniper[19], gSkillTraitValues.sSNFocusInterruptBonus );
wcscat( apStr, atStr );
}
break; break;
} }
case RANGER_NT: case RANGER_NT:
@@ -7452,6 +7471,12 @@ void AssignPersonnelSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLeve
swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[6], ( gSkillTraitValues.ubRAEffectiveRangeBonusShotguns * (fExpertLevel ? 2 : 1)), sSpecialCharacters[0]); swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[6], ( gSkillTraitValues.ubRAEffectiveRangeBonusShotguns * (fExpertLevel ? 2 : 1)), sSpecialCharacters[0]);
wcscat( apStr, atStr ); wcscat( apStr, atStr );
} }
// Flugente: focus is a skill that can be used by multiple traits. For simplicity, the ini values are in the sniper trait section
if ( gSkillTraitValues.ubSNFocusRadius != 0 && gSkillTraitValues.sSNFocusInterruptBonus != 0 )
{
swprintf( atStr, gzIMPMajorTraitsHelpTextsSniper[19], gSkillTraitValues.sSNFocusInterruptBonus );
wcscat( apStr, atStr );
}
break; break;
} }
@@ -7505,6 +7530,12 @@ void AssignPersonnelSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLeve
wcscat( apStr, atStr ); wcscat( apStr, atStr );
} }
// Flugente: focus is a skill that can be used by multiple traits. For simplicity, the ini values are in the sniper trait section
if ( gSkillTraitValues.ubSNFocusRadius != 0 && gSkillTraitValues.sSNFocusInterruptBonus != 0 )
{
swprintf( atStr, gzIMPMajorTraitsHelpTextsSniper[19], gSkillTraitValues.sSNFocusInterruptBonus );
wcscat( apStr, atStr );
}
break; break;
} }
case MARTIAL_ARTS_NT: case MARTIAL_ARTS_NT:
+9
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@@ -2321,6 +2321,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField( hFile, &this->sDiseasePoints, sizeof(sDiseasePoints), sizeof(INT32), numBytesRead ); numBytesRead = ReadFieldByField( hFile, &this->sDiseasePoints, sizeof(sDiseasePoints), sizeof(INT32), numBytesRead );
numBytesRead = ReadFieldByField( hFile, &this->sDiseaseFlag, sizeof(sDiseaseFlag), sizeof(UINT8), numBytesRead ); numBytesRead = ReadFieldByField( hFile, &this->sDiseaseFlag, sizeof(sDiseaseFlag), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hFile, &this->ubFiller, sizeof(ubFiller), sizeof(UINT8), numBytesRead ); numBytesRead = ReadFieldByField( hFile, &this->ubFiller, sizeof(ubFiller), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hFile, &this->sFocusGridNo, sizeof(sFocusGridNo), sizeof(INT32), numBytesRead );
} }
else else
{ {
@@ -2335,6 +2336,9 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
this->sDiseaseFlag[i] = 0; this->sDiseaseFlag[i] = 0;
} }
buffer += sizeof(sFocusGridNo);
while ( (buffer % 4) > 0 ) ++buffer;
numBytesRead = ReadFieldByField( hFile, &this->ubFiller, sizeof(ubFiller), sizeof(UINT8), numBytesRead ); numBytesRead = ReadFieldByField( hFile, &this->ubFiller, sizeof(ubFiller), sizeof(UINT8), numBytesRead );
} }
} }
@@ -2376,6 +2380,11 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
while((buffer%4) > 0) while((buffer%4) > 0)
buffer++; buffer++;
for ( int i = 0; i < sizeof(sFocusGridNo); ++i )
buffer++;
while ( (buffer % 4) > 0 )
buffer++;
// we now have to substract the 7 bytes we read from the old ubFiller, but have to account for usAISkillUse // we now have to substract the 7 bytes we read from the old ubFiller, but have to account for usAISkillUse
buffer -= 6; buffer -= 6;
} }
+7
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@@ -2254,6 +2254,13 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
} }
} }
// Flugente: focus trait
if ( MercPtrs[pFace->ubSoldierID]->usSoldierFlagMask2 & SOLDIER_TRAIT_FOCUS )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 17 );
bNumRightIcons++;
}
// Flugente: disease // Flugente: disease
if ( MercPtrs[pFace->ubSoldierID]->HasDisease(TRUE, FALSE, TRUE) ) if ( MercPtrs[pFace->ubSoldierID]->HasDisease(TRUE, FALSE, TRUE) )
{ {
+1 -1
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@@ -230,7 +230,7 @@ SkillSelection::Setup( UINT32 aVal )
pOption = new POPUP_OPTION(&std::wstring( pStr ), new popupCallbackFunction<void,UINT32>( &Wrapper_Function_SkillSelection, uiCounter ) ); pOption = new POPUP_OPTION(&std::wstring( pStr ), new popupCallbackFunction<void,UINT32>( &Wrapper_Function_SkillSelection, uiCounter ) );
// if we cannot perform this skill, grey it out // if we cannot perform this skill, grey it out
if ( !(pSoldier->CanUseSkill(uiCounter, TRUE)) ) if ( !(pSoldier->CanUseSkill( uiCounter, TRUE, sTraitsMenuTargetGridNo )) )
{ {
// Set this option off. // Set this option off.
pOption->setAvail(new popupCallbackFunction<bool,void*>( &Popup_OptionOff, NULL )); pOption->setAvail(new popupCallbackFunction<bool,void*>( &Popup_OptionOff, NULL ));
+50 -16
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@@ -17276,7 +17276,7 @@ void SOLDIERTYPE::SoldierPropertyUpkeep( )
} }
// check if Soldier can use the spell skillwise, with fAPCheck = TRUE also check current APs // check if Soldier can use the spell skillwise, with fAPCheck = TRUE also check current APs
BOOLEAN SOLDIERTYPE::CanUseSkill( INT8 iSkill, BOOLEAN fAPCheck ) BOOLEAN SOLDIERTYPE::CanUseSkill( INT8 iSkill, BOOLEAN fAPCheck, INT32 sGridNo )
{ {
if ( fAPCheck ) if ( fAPCheck )
{ {
@@ -17288,7 +17288,7 @@ BOOLEAN SOLDIERTYPE::CanUseSkill( INT8 iSkill, BOOLEAN fAPCheck )
switch ( iSkill ) switch ( iSkill )
{ {
// radio operator // radio operator
case SKILLS_RADIO_ARTILLERY: case SKILLS_RADIO_ARTILLERY:
if ( (!fAPCheck || EnoughPoints( this, APBPConstants[AP_RADIO], APBPConstants[BP_RADIO], FALSE )) && CanUseRadio( ) ) if ( (!fAPCheck || EnoughPoints( this, APBPConstants[AP_RADIO], APBPConstants[BP_RADIO], FALSE )) && CanUseRadio( ) )
{ {
@@ -17317,6 +17317,16 @@ BOOLEAN SOLDIERTYPE::CanUseSkill( INT8 iSkill, BOOLEAN fAPCheck )
canuse = TRUE; canuse = TRUE;
break; break;
case SKILLS_FOCUS:
// requires sniper trait, an aimed gun and only works on gridnos in our direction
if ( gGameOptions.fNewTraitSystem &&
(HAS_SKILL_TRAIT( this, AUTO_WEAPONS_NT ) || HAS_SKILL_TRAIT( this, HEAVY_WEAPONS_NT ) || HAS_SKILL_TRAIT( this, SNIPER_NT ) ||
HAS_SKILL_TRAIT( this, RANGER_NT ) || HAS_SKILL_TRAIT( this, GUNSLINGER_NT ))
&& this->inv[HANDPOS].exists( ) && Item[this->inv[HANDPOS].usItem].usItemClass & (IC_GUN | IC_LAUNCHER) && WeaponReady( this )
&& sGridNo != NOWHERE && this->ubDirection == GetDirectionFromGridNo( sGridNo, this ) )
canuse = TRUE;
break;
default: default:
break; break;
} }
@@ -17327,7 +17337,7 @@ BOOLEAN SOLDIERTYPE::CanUseSkill( INT8 iSkill, BOOLEAN fAPCheck )
// use a skill. For safety reasons, this calls CanUseSkill again // use a skill. For safety reasons, this calls CanUseSkill again
BOOLEAN SOLDIERTYPE::UseSkill( UINT8 iSkill, INT32 usMapPos, UINT8 ID ) BOOLEAN SOLDIERTYPE::UseSkill( UINT8 iSkill, INT32 usMapPos, UINT8 ID )
{ {
if ( !CanUseSkill( iSkill, TRUE ) ) if ( !CanUseSkill( iSkill, TRUE, usMapPos ) )
{ {
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_CANNOT_USE_SKILL] ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_CANNOT_USE_SKILL] );
return FALSE; return FALSE;
@@ -17335,16 +17345,16 @@ BOOLEAN SOLDIERTYPE::UseSkill( UINT8 iSkill, INT32 usMapPos, UINT8 ID )
switch ( iSkill ) switch ( iSkill )
{ {
// radio operator // radio operator
// the call for SKILLS_RADIO_ARTILLERY is only used by the AI // the call for SKILLS_RADIO_ARTILLERY is only used by the AI
case SKILLS_RADIO_ARTILLERY: case SKILLS_RADIO_ARTILLERY:
{ {
UINT32 sector = 0; UINT32 sector = 0;
if ( this->CanAnyArtilleryStrikeBeOrdered( &sector ) ) if ( this->CanAnyArtilleryStrikeBeOrdered( &sector ) )
{ {
return OrderArtilleryStrike( sector, usMapPos, this->bTeam ); return OrderArtilleryStrike( sector, usMapPos, this->bTeam );
} }
} }
break; break;
case SKILLS_RADIO_JAM: case SKILLS_RADIO_JAM:
@@ -17372,6 +17382,20 @@ BOOLEAN SOLDIERTYPE::UseSkill( UINT8 iSkill, INT32 usMapPos, UINT8 ID )
return BecomeSpotter( usMapPos ); return BecomeSpotter( usMapPos );
break; break;
case SKILLS_FOCUS:
// activating skill on same gridno again deactivates it
if ((usSoldierFlagMask2 & SOLDIER_TRAIT_FOCUS) && sFocusGridNo == usMapPos)
{
usSoldierFlagMask2 &= ~SOLDIER_TRAIT_FOCUS;
sFocusGridNo = NOWHERE;
}
else
{
usSoldierFlagMask2 |= SOLDIER_TRAIT_FOCUS;
sFocusGridNo = usMapPos;
}
break;
default: default:
break; break;
} }
@@ -17395,15 +17419,15 @@ static CHAR16 skilldescarray[500];
// print a small description of the skill if we can use it, or its requirements if we cannot // print a small description of the skill if we can use it, or its requirements if we cannot
STR16 SOLDIERTYPE::PrintSkillDesc( INT8 iSkill ) STR16 SOLDIERTYPE::PrintSkillDesc( INT8 iSkill )
{ {
CHAR16 atStr[200];
swprintf( skilldescarray, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_REQ] );
if ( CanUseSkill( iSkill, TRUE ) ) if ( CanUseSkill( iSkill, TRUE ) )
{ {
return pTraitSkillsMenuDescStrings[iSkill]; return pTraitSkillsMenuDescStrings[iSkill];
} }
else else
{ {
CHAR16 atStr[200];
swprintf( skilldescarray, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_REQ] );
if ( iSkill >= SKILLS_RADIO_FIRST && iSkill <= SKILLS_RADIO_LAST ) if ( iSkill >= SKILLS_RADIO_FIRST && iSkill <= SKILLS_RADIO_LAST )
{ {
swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_AP], APBPConstants[AP_RADIO] ); swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_AP], APBPConstants[AP_RADIO] );
@@ -17412,7 +17436,7 @@ STR16 SOLDIERTYPE::PrintSkillDesc( INT8 iSkill )
switch ( iSkill ) switch ( iSkill )
{ {
// radio operator // radio operator
case SKILLS_RADIO_ARTILLERY: case SKILLS_RADIO_ARTILLERY:
case SKILLS_RADIO_JAM: case SKILLS_RADIO_JAM:
case SKILLS_RADIO_SCAN_FOR_JAM: case SKILLS_RADIO_SCAN_FOR_JAM:
@@ -17439,6 +17463,16 @@ STR16 SOLDIERTYPE::PrintSkillDesc( INT8 iSkill )
wcscat( skilldescarray, atStr ); wcscat( skilldescarray, atStr );
break; break;
case SKILLS_FOCUS:
swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_GUNTRAIT] );
wcscat( skilldescarray, atStr );
swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_AIMEDGUN] );
wcscat(skilldescarray, atStr);
break;
default: default:
break; break;
} }
+8 -3
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@@ -415,6 +415,7 @@ enum
#define SOLDIER_TAKEN_LARGE_HIT 0x00000800 // we recently received a lot of damage in a single hit #define SOLDIER_TAKEN_LARGE_HIT 0x00000800 // we recently received a lot of damage in a single hit
#define SOLDIER_COVERT_NOREDISGUISE 0x00001000 // this soldier does not want to be redisguised #define SOLDIER_COVERT_NOREDISGUISE 0x00001000 // this soldier does not want to be redisguised
#define SOLDIER_TRAIT_FOCUS 0x00002000 // 'focus' skill is active
#define SOLDIER_INTERROGATE_ALL 0x000001F8 // all interrogation flags #define SOLDIER_INTERROGATE_ALL 0x000001F8 // all interrogation flags
// ---------------------------------------------------------------- // ----------------------------------------------------------------
@@ -588,7 +589,8 @@ enum{
// various // various
SKILLS_VARIOUS_FIRST, SKILLS_VARIOUS_FIRST,
SKILLS_SPOTTER = SKILLS_VARIOUS_FIRST, SKILLS_SPOTTER = SKILLS_VARIOUS_FIRST,
SKILLS_VARIOUS_LAST = SKILLS_SPOTTER, SKILLS_FOCUS,
SKILLS_VARIOUS_LAST = SKILLS_FOCUS,
SKILLS_MAX, SKILLS_MAX,
}; };
@@ -1528,7 +1530,10 @@ public:
// Flugente: Decrease this filler by 1 for each new UINT8 / BOOLEAN variable, so we can maintain savegame compatibility!! // Flugente: Decrease this filler by 1 for each new UINT8 / BOOLEAN variable, so we can maintain savegame compatibility!!
// Note that we also have to account for padding, so you might need to substract more than just the size of the new variables // Note that we also have to account for padding, so you might need to substract more than just the size of the new variables
UINT8 ubFiller[20]; UINT8 ubFiller[16];
// Flugente: focus skill gridno
INT32 sFocusGridNo;
UINT32 usSoldierFlagMask2; // anv: another usSoldierFlagMask UINT32 usSoldierFlagMask2; // anv: another usSoldierFlagMask
@@ -1858,7 +1863,7 @@ public:
// Flugente: functions for skill usage // Flugente: functions for skill usage
// traits can allow use of certain skills // traits can allow use of certain skills
// check if Soldier can use the spell skillwise, with fAPCheck = TRUE also check current APs // check if Soldier can use the spell skillwise, with fAPCheck = TRUE also check current APs
BOOLEAN CanUseSkill( INT8 iSkill, BOOLEAN fAPCheck = TRUE ); BOOLEAN CanUseSkill( INT8 iSkill, BOOLEAN fAPCheck = TRUE, INT32 sGridNo = -1 );
// use a skill. For safety reasons, this calls CanUseSkill again (it is possible to switch the soldier while the menu is open) // use a skill. For safety reasons, this calls CanUseSkill again (it is possible to switch the soldier while the menu is open)
BOOLEAN UseSkill( UINT8 iSkill, INT32 usMapPos, UINT8 ID ); BOOLEAN UseSkill( UINT8 iSkill, INT32 usMapPos, UINT8 ID );
+24
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@@ -1936,6 +1936,30 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT8 ubOpponentID, BOOLEAN f
{ {
iPoints -= 1; iPoints -= 1;
} }
// Flugente: focus skill
if ( (pSoldier->usSoldierFlagMask2 & SOLDIER_TRAIT_FOCUS) )
{
if ( pSoldier->CanUseSkill( SKILLS_FOCUS, FALSE, pSoldier->sFocusGridNo ) )
{
// if target is in focus, increase interrupt chance, otherwise lower it
// radius depends on range
INT16 range = PythSpacesAway( pSoldier->sFocusGridNo, pSoldier->sGridNo );
INT16 radius = gSkillTraitValues.ubSNFocusRadius * range / 20;
INT16 range_opponent = PythSpacesAway( pSoldier->sFocusGridNo, MercPtrs[ubOpponentID]->sGridNo );
if ( range_opponent <= radius )
iPoints += gSkillTraitValues.sSNFocusInterruptBonus;
else
iPoints -= 2 * gSkillTraitValues.sSNFocusInterruptBonus;
}
else
{
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_TRAIT_FOCUS;
pSoldier->sFocusGridNo = NOWHERE;
}
}
} }
else else
{ {
+26
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@@ -4289,6 +4289,32 @@ void HandleExplosionWarningAnimations( )
} }
} }
} }
// show focus area if skill is active
if ( gusSelectedSoldier != NOBODY )
{
SOLDIERTYPE* pSoldier = MercPtrs[gusSelectedSoldier];
if ( pSoldier->bActive && pSoldier->bInSector && (pSoldier->usSoldierFlagMask2 & SOLDIER_TRAIT_FOCUS) )
{
// checking whether this skill is active is relatively cheap. If it fails, deactivate skill properly
// we cannot use CanUseSkill(...) again though, as this would fail upon opening the menu
if ( pSoldier->CanUseSkill( SKILLS_FOCUS, FALSE, pSoldier->sFocusGridNo ) )
{
// radius depends on range
INT16 range = PythSpacesAway(pSoldier->sFocusGridNo, pSoldier->sGridNo);
INT16 radius = gSkillTraitValues.ubSNFocusRadius * range / 20;
DrawTraitRadius( pSoldier->sFocusGridNo, pSoldier->pathing.bLevel, sqrt( 0.5 ) * (20 + 40 * radius), 8, 0 );
}
else
{
// if condition'S don't apply, deactivate skill. This will cause it to update to status changes very fast
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_TRAIT_FOCUS;
pSoldier->sFocusGridNo = NOWHERE;
}
}
}
} }
void DecayBombTimers( void ) void DecayBombTimers( void )
+2
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@@ -2632,6 +2632,8 @@ enum
TEXT_SKILL_DENIAL_NOMORTAR, TEXT_SKILL_DENIAL_NOMORTAR,
TEXT_SKILL_DENIAL_ITSCOMPLICATED, TEXT_SKILL_DENIAL_ITSCOMPLICATED,
TEXT_SKILL_DENIAL_NODEMON, TEXT_SKILL_DENIAL_NODEMON,
TEXT_SKILL_DENIAL_GUNTRAIT,
TEXT_SKILL_DENIAL_AIMEDGUN,
TEXT_SKILL_DENIAL_MAX, TEXT_SKILL_DENIAL_MAX,
}; };
+4 -2
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@@ -2825,8 +2825,10 @@ STR16 pTraitSkillsDenialStrings[] =
L" - %s或更高,或\n", //L" - %s or higher or\n", L" - %s或更高,或\n", //L" - %s or higher or\n",
L" - %d分钟后就绪\n", //L" - %d minutes to be ready\n", L" - %d分钟后就绪\n", //L" - %d minutes to be ready\n",
L" - 临区的迫击炮位置\n", //L" - mortar positions in neighbouring sectors\n", L" - 临区的迫击炮位置\n", //L" - mortar positions in neighbouring sectors\n",
L" - %s|或%s|和%s或%s或更高\n" //L" - %s |o|r %s |a|n|d %s or %s or higher\n" L" - %s|或%s|和%s或%s或更高\n", //L" - %s |o|r %s |a|n|d %s or %s or higher\n"
L" - 恶魔的财产", //L" - posession by a demon" L" - 恶魔的财产\n", //L" - posession by a demon"
L" - a gun-related trait\n", // TODO.Translate
L" - aimed gun\n",
}; };
STR16 pSkillMenuStrings[] = STR16 pSkillMenuStrings[] =
+3 -1
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@@ -2824,8 +2824,10 @@ STR16 pTraitSkillsDenialStrings[] =
L" - %s or higher or\n", L" - %s or higher or\n",
L" - %d minutes to be ready\n", L" - %d minutes to be ready\n",
L" - mortar positions in neighbouring sectors\n", L" - mortar positions in neighbouring sectors\n",
L" - %s |o|r %s |a|n|d %s or %s or higher\n" L" - %s |o|r %s |a|n|d %s or %s or higher\n",
L" - possession by a demon", L" - possession by a demon",
L" - a gun-related trait\n", // TODO.Translate
L" - aimed gun\n",
}; };
STR16 pSkillMenuStrings[] = // TODO.Translate STR16 pSkillMenuStrings[] = // TODO.Translate
+4 -2
View File
@@ -2821,8 +2821,10 @@ STR16 pTraitSkillsDenialStrings[] =
L" - %s or higher or\n", L" - %s or higher or\n",
L" - %d minutes to be ready\n", L" - %d minutes to be ready\n",
L" - mortar positions in neighbouring sectors\n", L" - mortar positions in neighbouring sectors\n",
L" - %s |o|r %s |a|n|d %s or %s or higher\n" L" - %s |o|r %s |a|n|d %s or %s or higher\n",
L" - possession by a demon", L" - possession by a demon\n",
L" - a gun-related trait\n",
L" - aimed gun\n",
}; };
STR16 pSkillMenuStrings[] = STR16 pSkillMenuStrings[] =
+3 -1
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@@ -2833,8 +2833,10 @@ STR16 pTraitSkillsDenialStrings[] =
L" - %s ou plus ou", L" - %s ou plus ou",
L" - %d minutes pour être prêt\n", L" - %d minutes pour être prêt\n",
L" - positions des mortiers dans les secteurs voisins\n", L" - positions des mortiers dans les secteurs voisins\n",
L" - %s |o|u %s |e|t %s ou %s ou plus\n" L" - %s |o|u %s |e|t %s ou %s ou plus\n",
L" - possession par un démon", L" - possession par un démon",
L" - a gun-related trait\n", // TODO.Translate
L" - aimed gun\n",
}; };
STR16 pSkillMenuStrings[] = // TODO.Translate STR16 pSkillMenuStrings[] = // TODO.Translate
+3 -1
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@@ -2828,8 +2828,10 @@ STR16 pTraitSkillsDenialStrings[] =
L" - %s oder höher oder\n", L" - %s oder höher oder\n",
L" - %d Minuten um fertig zu sein\n", L" - %d Minuten um fertig zu sein\n",
L" - Mörser Positionen in Nachbarsektoren\n", L" - Mörser Positionen in Nachbarsektoren\n",
L" - %s |o|d|e|r %s |u|n|d %s oder %s oder höher\n" L" - %s |o|d|e|r %s |u|n|d %s oder %s oder höher\n",
L" - besessen von einem Dämon", L" - besessen von einem Dämon",
L" - a gun-related trait\n", // TODO.Translate
L" - aimed gun\n",
}; };
STR16 pSkillMenuStrings[] = // TODO.Translate STR16 pSkillMenuStrings[] = // TODO.Translate
+3 -1
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@@ -2819,8 +2819,10 @@ STR16 pTraitSkillsDenialStrings[] =
L" - %s or higher or\n", L" - %s or higher or\n",
L" - %d minutes to be ready\n", L" - %d minutes to be ready\n",
L" - mortar positions in neighbouring sectors\n", L" - mortar positions in neighbouring sectors\n",
L" - %s |o|r %s |a|n|d %s or %s or higher\n" L" - %s |o|r %s |a|n|d %s or %s or higher\n",
L" - possession by a demon", L" - possession by a demon",
L" - a gun-related trait\n", // TODO.Translate
L" - aimed gun\n",
}; };
STR16 pSkillMenuStrings[] = // TODO.Translate STR16 pSkillMenuStrings[] = // TODO.Translate
+1 -1
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@@ -140,7 +140,7 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L"步枪精确瞄准次数增加 %d次\n",// L"Adds %d more aim clicks for rifle-type guns\n", L"步枪精确瞄准次数增加 %d次\n",// L"Adds %d more aim clicks for rifle-type guns\n",
L"迅速瞄准:步枪精确瞄准次数加快(即减少)1次\n",//L"Makes aiming faster with rifle-type guns by one aim click\n", L"迅速瞄准:步枪精确瞄准次数加快(即减少)1次\n",//L"Makes aiming faster with rifle-type guns by one aim click\n",
L"迅速瞄准:步枪精确瞄准次数加快(即减少)%d次\n",//L"Makes aiming faster with rifle-type guns by %d aim clicks\n", L"迅速瞄准:步枪精确瞄准次数加快(即减少)%d次\n",//L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
L"Focus skill: +%d interrupt modifier in a %d-radius area\n", // TODO.Translate L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate
}; };
STR16 gzIMPMajorTraitsHelpTextsRanger[]= STR16 gzIMPMajorTraitsHelpTextsRanger[]=
+1 -1
View File
@@ -140,7 +140,7 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L"Adds %d more aim clicks for rifle-type guns\n", L"Adds %d more aim clicks for rifle-type guns\n",
L"Makes aiming faster with rifle-type guns by one aim click\n", L"Makes aiming faster with rifle-type guns by one aim click\n",
L"Makes aiming faster with rifle-type guns by %d aim clicks\n", L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
L"Focus skill: +%d interrupt modifier in a %d-radius area\n", // TODO.Translate L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate
}; };
STR16 gzIMPMajorTraitsHelpTextsRanger[]= STR16 gzIMPMajorTraitsHelpTextsRanger[]=
+1 -1
View File
@@ -140,7 +140,7 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L"Adds %d more aim clicks for rifle-type guns\n", L"Adds %d more aim clicks for rifle-type guns\n",
L"Makes aiming faster with rifle-type guns by one aim click\n", L"Makes aiming faster with rifle-type guns by one aim click\n",
L"Makes aiming faster with rifle-type guns by %d aim clicks\n", L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
L"Focus skill: +%d interrupt modifier in a %d-radius area\n", L"Focus skill: +%d interrupt modifier in marked area\n",
}; };
STR16 gzIMPMajorTraitsHelpTextsRanger[]= STR16 gzIMPMajorTraitsHelpTextsRanger[]=
+1 -1
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@@ -141,7 +141,7 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L"Fait viser plus rapidement avec un : réduit d'un niveau de visée\n", L"Fait viser plus rapidement avec un : réduit d'un niveau de visée\n",
L"Fait viser plus rapidement avec un fusil : réduit de %d niveau(x) de visée\n", L"Fait viser plus rapidement avec un fusil : réduit de %d niveau(x) de visée\n",
L"Focus skill: +%d interrupt modifier in a %d-radius area\n", // TODO.Translate L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate
}; };
STR16 gzIMPMajorTraitsHelpTextsRanger[]= STR16 gzIMPMajorTraitsHelpTextsRanger[]=
+1 -1
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@@ -140,7 +140,7 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L"Gibt weitere %d Ziel-Klicks für gewehrartige Waffen\n", L"Gibt weitere %d Ziel-Klicks für gewehrartige Waffen\n",
L"Schnelleres Zielen mit Gewehren bei genau einem Zielgenauigkeit-Klick\n", L"Schnelleres Zielen mit Gewehren bei genau einem Zielgenauigkeit-Klick\n",
L"Schnelleres Zielen mit Gewehren bei %d Zielgenauigkeit-Klicks\n", L"Schnelleres Zielen mit Gewehren bei %d Zielgenauigkeit-Klicks\n",
L"Focus skill: +%d interrupt modifier in a %d-radius area\n", // TODO.Translate L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate
}; };
STR16 gzIMPMajorTraitsHelpTextsRanger[]= STR16 gzIMPMajorTraitsHelpTextsRanger[]=
+1 -1
View File
@@ -138,7 +138,7 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L"Adds %d more aim clicks for rifle-type guns\n", L"Adds %d more aim clicks for rifle-type guns\n",
L"Makes aiming faster with rifle-type guns by one aim click\n", L"Makes aiming faster with rifle-type guns by one aim click\n",
L"Makes aiming faster with rifle-type guns by %d aim clicks\n", L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
L"Focus skill: +%d interrupt modifier in a %d-radius area\n", // TODO.Translate L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate
}; };
STR16 gzIMPMajorTraitsHelpTextsRanger[]= STR16 gzIMPMajorTraitsHelpTextsRanger[]=
+1 -1
View File
@@ -140,7 +140,7 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L"Adds %d more aim clicks for rifle-type guns\n", L"Adds %d more aim clicks for rifle-type guns\n",
L"Makes aiming faster with rifle-type guns by one aim click\n", L"Makes aiming faster with rifle-type guns by one aim click\n",
L"Makes aiming faster with rifle-type guns by %d aim clicks\n", L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
L"Focus skill: +%d interrupt modifier in a %d-radius area\n", // TODO.Translate L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate
}; };
STR16 gzIMPMajorTraitsHelpTextsRanger[]= STR16 gzIMPMajorTraitsHelpTextsRanger[]=
+1 -1
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@@ -140,7 +140,7 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L"+%d кликов прицеливания для оружия типа винтовок\n", L"+%d кликов прицеливания для оружия типа винтовок\n",
L"Прицеливание оружия типа винтовок быстрее на один клик прицеливания\n", L"Прицеливание оружия типа винтовок быстрее на один клик прицеливания\n",
L"Прицеливание оружия типа винтовок быстрее на %d кликов прицеливания\n", L"Прицеливание оружия типа винтовок быстрее на %d кликов прицеливания\n",
L"Focus skill: +%d interrupt modifier in a %d-radius area\n", // TODO.Translate L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate
}; };
STR16 gzIMPMajorTraitsHelpTextsRanger[]= STR16 gzIMPMajorTraitsHelpTextsRanger[]=
+3 -1
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@@ -2831,8 +2831,10 @@ STR16 pTraitSkillsDenialStrings[] =
L" - %s or higher or\n", L" - %s or higher or\n",
L" - %d minutes to be ready\n", L" - %d minutes to be ready\n",
L" - mortar positions in neighbouring sectors\n", L" - mortar positions in neighbouring sectors\n",
L" - %s |o|r %s |a|n|d %s or %s or higher\n" L" - %s |o|r %s |a|n|d %s or %s or higher\n",
L" - possession by a demon", L" - possession by a demon",
L" - a gun-related trait\n", // TODO.Translate
L" - aimed gun\n",
}; };
STR16 pSkillMenuStrings[] = // TODO.Translate STR16 pSkillMenuStrings[] = // TODO.Translate
+3 -1
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@@ -2825,8 +2825,10 @@ STR16 pTraitSkillsDenialStrings[] =
L" - %s или выше или\n", L" - %s или выше или\n",
L" - %d минут на подготовку\n", L" - %d минут на подготовку\n",
L" - позиции миномётов в соседних секторах\n", L" - позиции миномётов в соседних секторах\n",
L" - %s |и|л|и %s |и %s или %s или выше\n" L" - %s |и|л|и %s |и %s или %s или выше\n",
L" - одержим бесами", L" - одержим бесами",
L" - a gun-related trait\n", // TODO.Translate
L" - aimed gun\n",
}; };
STR16 pSkillMenuStrings[] = STR16 pSkillMenuStrings[] =