NCTH: improved laser bonus code.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8716 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2019-12-05 08:48:26 +00:00
parent b367fad899
commit 0e8c086a9a
2 changed files with 31 additions and 23 deletions
+24 -16
View File
@@ -8490,36 +8490,44 @@ void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT
// First, let's calculate the basic Aperture. This is the size of an unmodified aperture at 1x Normal Distance.
iBasicAperture = CalcBasicAperture( );
// magnification (1.0 or higher if scope is used)
//FLOAT dMagFactor = CalcMagFactor(pShooter, &(pShooter->inv[pShooter->ubAttackingHand]), d2DDistance, iTargetGridNo, (UINT8)pShooter->aiData.bAimTime);
FLOAT dMagFactor = CalcMagFactor(pShooter, pWeapon, d2DDistance, iTargetGridNo, (UINT8)pShooter->aiData.bAimTime);
// silversurfer: New functionality for iron sights - There have been many complaints that iron sights lose their usefulness
// very fast the farther the target is away. Setting IRON_SIGHT_PERFORMANCE_BONUS too high makes them overly powerful at
// close range. This experimental formula implements a curve that lowers iBasicAperture the farther the target is away.
// At 1 tile distance iBasicAperture will be the same as before. That's the common start.
if ( gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT && gCTHDisplay.ScopeMagFactor <= 1.0 && !pShooter->IsValidAlternativeFireMode( pShooter->aiData.bAimTime, gCTHDisplay.iTargetGridNo ) )
iBasicAperture = iBasicAperture * ( 1 / sqrt( d2DDistance / FLOAT(CELL_X_SIZE) ) / gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_MODIFIER
+ (gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_MODIFIER - 1) / gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_MODIFIER );
if (gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT && dMagFactor <= 1.0 && !pShooter->IsValidAlternativeFireMode(pShooter->aiData.bAimTime, iTargetGridNo))
{
iBasicAperture = iBasicAperture * (1 / sqrt(d2DDistance / FLOAT(CELL_X_SIZE)) / gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_MODIFIER
+ (gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_MODIFIER - 1) / gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_MODIFIER);
}
// iron sights can get a percentage bonus to make them overall better but only when not shooting from hip
if ( gCTHDisplay.ScopeMagFactor <= 1.0 && !pShooter->IsValidAlternativeFireMode( pShooter->aiData.bAimTime, gCTHDisplay.iTargetGridNo ) )
iBasicAperture = iBasicAperture * (FLOAT)( (100 - gGameCTHConstants.IRON_SIGHT_PERFORMANCE_BONUS) / 100);
if (dMagFactor <= 1.0 && !pShooter->IsValidAlternativeFireMode(pShooter->aiData.bAimTime, iTargetGridNo))
{
iBasicAperture = iBasicAperture * (FLOAT)((100 - gGameCTHConstants.IRON_SIGHT_PERFORMANCE_BONUS) / 100);
}
//INT32 iLaserRange = GetBestLaserRange(&(pShooter->inv[pSoldier->ubAttackingHand]));
INT16 sLaserRange = GetBestLaserRange(pWeapon);
// laser pointers can provide a percentage bonus to base aperture
if ( gCTHDisplay.iBestLaserRange > 0
if (sLaserRange > 0
&& ( gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
{
INT8 bLightLevel = LightTrueLevel(gCTHDisplay.iTargetGridNo, gsInterfaceLevel );
INT32 iMaxLaserRange = ( gCTHDisplay.iBestLaserRange*( 2*bLightLevel + 3*NORMAL_LIGHTLEVEL_NIGHT - 5*NORMAL_LIGHTLEVEL_DAY ) ) / ( 2 * ( NORMAL_LIGHTLEVEL_NIGHT - NORMAL_LIGHTLEVEL_DAY ) );
INT8 bLightLevel = LightTrueLevel(iTargetGridNo, pShooter->bTargetLevel);
INT32 iMaxLaserRange = (sLaserRange * (2 * bLightLevel + 3 * NORMAL_LIGHTLEVEL_NIGHT - 5 * NORMAL_LIGHTLEVEL_DAY)) / (2 * (NORMAL_LIGHTLEVEL_NIGHT - NORMAL_LIGHTLEVEL_DAY));
// laser only has effect when in range
if ( iMaxLaserRange > d2DDistance )
{
FLOAT fLaserBonus = 0;
// which bonus do we want to apply?
if ( pShooter->IsValidAlternativeFireMode( pShooter->aiData.bAimTime, gCTHDisplay.iTargetGridNo ) )
if ( pShooter->IsValidAlternativeFireMode( pShooter->aiData.bAimTime, iTargetGridNo ) )
// shooting from hip
fLaserBonus = gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP;
else if ( gCTHDisplay.ScopeMagFactor <= 1.0 )
else if (dMagFactor <= 1.0)
// using iron sights or other 1x sights
fLaserBonus = gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON;
else
@@ -8530,15 +8538,15 @@ void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT
FLOAT fBrightnessModifier = (FLOAT)(bLightLevel) / (FLOAT)(NORMAL_LIGHTLEVEL_NIGHT);
// laser fully efficient
if ( gCTHDisplay.iBestLaserRange > d2DDistance )
if (sLaserRange > d2DDistance)
// apply full bonus
iBasicAperture = iBasicAperture * (FLOAT)( (100 - (fLaserBonus * fBrightnessModifier)) / 100);
iBasicAperture = iBasicAperture * (FLOAT)((100 - (fLaserBonus * fBrightnessModifier)) / 100);
else
{
// beyond BestLaserRange laser bonus drops linearly to 0
FLOAT fEffectiveLaserRatio = (FLOAT)(iMaxLaserRange - d2DDistance) / (FLOAT)(iMaxLaserRange - gCTHDisplay.iBestLaserRange);
FLOAT fEffectiveLaserRatio = (FLOAT)(iMaxLaserRange - d2DDistance) / (FLOAT)(iMaxLaserRange - sLaserRange);
// apply partial bonus
iBasicAperture = iBasicAperture * (FLOAT)( (100 - (fLaserBonus * fBrightnessModifier * fEffectiveLaserRatio)) / 100);
iBasicAperture = iBasicAperture * (FLOAT)((100 - (fLaserBonus * fBrightnessModifier * fEffectiveLaserRatio)) / 100);
}
}
}
+7 -7
View File
@@ -6944,12 +6944,12 @@ UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTim
dBasicAperture = dBasicAperture * (FLOAT)( (100 - gGameCTHConstants.IRON_SIGHT_PERFORMANCE_BONUS) / 100);
// laser pointers can provide a percentage bonus to base aperture
INT32 iLaserRange = GetBestLaserRange( &(pSoldier->inv[pSoldier->ubAttackingHand]) );
if ( iLaserRange > 0
&& ( gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
INT16 sLaserRange = GetBestLaserRange( &(pSoldier->inv[pSoldier->ubAttackingHand]) );
if (sLaserRange > 0
&& ( gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0))
{
INT8 bLightLevel = LightTrueLevel(sGridNo, gsInterfaceLevel );
INT32 iMaxLaserRange = ( iLaserRange*( 2*bLightLevel + 3*NORMAL_LIGHTLEVEL_NIGHT - 5*NORMAL_LIGHTLEVEL_DAY ) ) / ( 2 * ( NORMAL_LIGHTLEVEL_NIGHT - NORMAL_LIGHTLEVEL_DAY ) );
INT8 bLightLevel = LightTrueLevel(sGridNo, bTargetLevel);
INT32 iMaxLaserRange = ( sLaserRange*( 2*bLightLevel + 3*NORMAL_LIGHTLEVEL_NIGHT - 5*NORMAL_LIGHTLEVEL_DAY ) ) / ( 2 * ( NORMAL_LIGHTLEVEL_NIGHT - NORMAL_LIGHTLEVEL_DAY ) );
// laser only has effect when in range
if ( iMaxLaserRange > d2DDistance )
@@ -6970,13 +6970,13 @@ UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTim
FLOAT fBrightnessModifier = (FLOAT)(bLightLevel) / (FLOAT)(NORMAL_LIGHTLEVEL_NIGHT);
// laser fully efficient
if ( iLaserRange > d2DDistance )
if ( sLaserRange > d2DDistance )
// apply full bonus
dBasicAperture = dBasicAperture * (FLOAT)( (100 - (fLaserBonus * fBrightnessModifier)) / 100);
else
{
// beyond BestLaserRange laser bonus drops linearly to 0
FLOAT fEffectiveLaserRatio = (FLOAT)(iMaxLaserRange - d2DDistance) / (FLOAT)(iMaxLaserRange - iLaserRange);
FLOAT fEffectiveLaserRatio = (FLOAT)(iMaxLaserRange - d2DDistance) / (FLOAT)(iMaxLaserRange - sLaserRange);
// apply partial bonus
dBasicAperture = dBasicAperture * (FLOAT)( (100 - (fLaserBonus * fBrightnessModifier * fEffectiveLaserRatio)) / 100);
}