*************************************************************************

** Merged source code from development (MP+BMP) trunk (Revision: 3352) **
** https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP    **
*************************************************************************

1 (Rev. 3343)
Changes:
	Control hardcoded list of unclickable ("bad") sectors via XML file. (by Realist)
	On the strategic map, the player cannot click or highlight specific
	sectors (e.g. A4, A5). Introduce a <BadSector> tag in MovementCosts.xml
	that flags a sector as "bad". (<BadSector>1</BadSector>)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Map Screen Interface Map.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic Movement Costs.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/mapscreen.cpp
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/TableData/Map
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/TableData/Map/MovementCosts.xml
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/TableData/Map
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/TableData/Map/MovementCosts.xml

2 (Rev. 3344)
Changes:
	Move hardcoded underground sectors initialization to Lua script file. (by Realist)
	Locate "initunderground.lua" at data-xyz\scripts ("xyz" subject to change).
	Lua script allows easily adding underground sectors at arbitrary locations and defining enemy garrisons and creature population.
	Also enables underground bloodcat population.
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Campaign Init.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Campaign Types.h
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Queen Command.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic AI.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic_2005Express.vcproj
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic_VS2008.vcproj
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/UndergroundInit.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/UndergroundInit.h
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/strategicmap.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Soldier Init List.cpp
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/Scripts
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/Scripts/initunderground.lua
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/Scripts
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/Scripts/initunderground.lua

3 (Rev. 3345)
Changes:
	Bugfix: In Method CreateDestroyMouseRegionsForFacilityAssignmentMenu() (by Headrock)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Assignments.cpp

4 (Rev. 3346)
Changes:
	Changed order of properties in GameSettings.cpp (by Headrock)
	HAM 3.6 fixes (by Headrock)
	Sorted Data-1.13\ja2_options.ini (by Headrock)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/GameSettings.cpp
	/branches/Wanne/JA2 1.13 MP/Build/GameSettings.h
	/branches/Wanne/JA2 1.13 MP/Build/Laptop/BobbyRGuns.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Assignments.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/MilitiaSquads.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic Mines.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Town Militia.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Campaign.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Interface Enhanced.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Interface Items.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Items.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Items.h
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Overhead.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Soldier Control.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Soldier Profile.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Weapons.cpp
	/branches/Wanne/JA2 1.13 MP/Build/TileEngine/Explosion Control.cpp
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/Ja2_Options.INI
	/branches/Wanne/JA2 1.13 MP/GameDir/INIEditorJA2Options.xml

5 (Rev. 3347)
Changes:
	Bugfix: Turns out that the program is saving the number of used Placement Slots to the temp file fine, 
	but if that number is equal to the limit of how many enemies/civvies are allowed in a sector by the INI settings, 
	it leads to an assertion error instead when trying to re-load that sector. (by Headrock)
	Re-ordered Data/Ja2_Options.INI (by Headrock)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Enemy Soldier Save.cpp
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/Ja2_Options.INI

6 (Rev. 3348)
Changes:
	Translated missing HAM 3.6 German Texts (by systemfehler)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Utils/_GermanText.cpp

7 (Rev. 3351)
Changes:
	PlusAI 1.0 Patch (by Headrock)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Points.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Points.h
	/branches/Wanne/JA2 1.13 MP/Build/TacticalAI/Attacks.cpp
	/branches/Wanne/JA2 1.13 MP/Build/TacticalAI/DecideAction.cpp
	/branches/Wanne/JA2 1.13 MP/Build/TacticalAI/FindLocations.cpp
	/branches/Wanne/JA2 1.13 MP/Build/TacticalAI/ai.h

8 (Rev. 3352)
Changes:
	Bugfix: The DEBUG only setting "fEnableInventoryPoolQ" is now only enabled in a DEBUG version. In all other builds it is set to FALSE.
Files:
	/branches/Wanne/JA2 1.13 MP/Build/GameSettings.cpp

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3354 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-03-07 11:37:32 +00:00
parent 107704922c
commit 09ad70f868
42 changed files with 1414 additions and 986 deletions
+93
View File
@@ -2646,3 +2646,96 @@ INT16 GetAPsToJumpOver( SOLDIERTYPE *pSoldier )
{
return( GetAPsToChangeStance( pSoldier, ANIM_STAND ) + APBPConstants[AP_JUMP_OVER] );
}
// HEADROCK HAM 3.6: Calculate the actual AP cost to add this many Extra Aiming levels, taking into account
// APBP Constants and extra game features.
INT32 CalcAPCostForAiming( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAimTime )
{
INT16 sAPCost = 0;
UINT16 usItemNum = pSoldier->inv[HANDPOS].usItem;
Assert(pSoldier != NULL);
Assert(&pSoldier->inv[HANDPOS] != NULL);
if (gGameExternalOptions.fIncreasedAimingCost )
{
// HEADROCK HAM B2.6: Changed the number of APs to attack when aiming.
// HEADROCK HAM 3.1: Externalized the entire function to allow customization of each detail.
if (bAimTime > 0)
{
// HEADROCK HAM 3: One-time penalty: Add part of the weapon's Ready AP cost. Reinstated because
// it's now externalized.
if (gGameExternalOptions.ubFirstAimReadyCostDivisor > 0)
{
UINT16 usWeaponReadyTime;
UINT8 ubReadyTimeDivisor;
usWeaponReadyTime = Weapon[ usItemNum ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[HANDPOS])) / 100;
ubReadyTimeDivisor = gGameExternalOptions.ubFirstAimReadyCostDivisor;
sAPCost += usWeaponReadyTime / ubReadyTimeDivisor;
}
// If the weapon has a scope, and the target is within eligible range for scope use
if ( IsScoped(&pSoldier->inv[HANDPOS])
&& GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sTargetGridNo ) >= GetMinRangeForAimBonus(&pSoldier->inv[HANDPOS]) )
{
// Add an individual cost for EACH click, as necessary.
sAPCost += APBPConstants[AP_FIRST_CLICK_AIM_SCOPE];
if (bAimTime > 1)
sAPCost += APBPConstants[AP_SECOND_CLICK_AIM_SCOPE];
if (bAimTime > 2)
sAPCost += APBPConstants[AP_THIRD_CLICK_AIM_SCOPE];
if (bAimTime > 3)
sAPCost += APBPConstants[AP_FOURTH_CLICK_AIM_SCOPE];
if (bAimTime > 4)
sAPCost += APBPConstants[AP_FIFTH_CLICK_AIM_SCOPE];
if (bAimTime > 5)
sAPCost += APBPConstants[AP_SIXTH_CLICK_AIM_SCOPE];
if (bAimTime > 6)
sAPCost += APBPConstants[AP_SEVENTH_CLICK_AIM_SCOPE];
if (bAimTime > 7)
sAPCost += APBPConstants[AP_EIGHTTH_CLICK_AIM_SCOPE];
}
// Weapon has no scope or not within requried range. Apply regular AP costs.
else
{
sAPCost += bAimTime * APBPConstants[AP_CLICK_AIM];
}
}
else
{
return(0);
}
}
// Regular cost system
else
{
sAPCost += bAimTime * APBPConstants[AP_CLICK_AIM];
}
return sAPCost;
}
// HEADROCK HAM 3.6: Calculate how many Aiming Levels we can get with a given amount of APs.
INT8 CalcAimingLevelsAvailableWithAP( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAPsLeft )
{
INT8 bAllowedLevels = 0;
for (INT16 x = APBPConstants[AP_MIN_AIM_ATTACK]; x <= AllowedAimingLevels(pSoldier); x++)
{
if (CalcAPCostForAiming( pSoldier, sTargetGridNo, x ) <= (INT16)bAPsLeft)
{
bAllowedLevels = x;
}
else
{
break;
}
}
return (bAllowedLevels);
}