Merge branch 'master' into ExtraMercs

This commit is contained in:
Asdow
2024-11-09 13:44:53 +02:00
371 changed files with 6539 additions and 13390 deletions
+101 -82
View File
@@ -2380,12 +2380,15 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
UINT8 ubNumberOfTiles = pBase->pDBStructureRef->pDBStructure->ubNumberOfTiles;
INT32 sStructGridNo;
INT16 sX, sY, sX2, sY2;
ConvertGridNoToCenterCellXY(pStartSoldier->sGridNo, &sX, &sY);
// loop through all tiles
for (UINT8 ubLoop = BASE_TILE; ubLoop < ubNumberOfTiles; ubLoop++)
{
sStructGridNo = AddPosRelToBase(pBase->sGridNo, ppTile[ubLoop]);
if( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) CenterX( sStructGridNo ), (FLOAT) CenterY( sStructGridNo ), dEndZPos, iTileSightLimit, bAware, fSmell, NULL, adjustForSight, cthCalc ) )
ConvertGridNoToCenterCellXY(sStructGridNo, &sX2, &sY2);
if( LineOfSightTest( (FLOAT) sX, (FLOAT) sY, dStartZPos, (FLOAT) sX2, (FLOAT) sY2, dEndZPos, iTileSightLimit, bAware, fSmell, NULL, adjustForSight, cthCalc ) )
{
return( TRUE );
}
@@ -2393,14 +2396,18 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
return( FALSE );
}
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos, iTileSightLimit, bAware, fSmell, NULL, adjustForSight, cthCalc ) );
INT16 sX, sY, sX2, sY2;
ConvertGridNoToCenterCellXY(pStartSoldier->sGridNo, &sX, &sY);
ConvertGridNoToCenterCellXY(pEndSoldier->sGridNo, &sX2, &sY2);
return( LineOfSightTest( (FLOAT) sX, (FLOAT) sY, dStartZPos, (FLOAT) sX2, (FLOAT) sY2, dEndZPos, iTileSightLimit, bAware, fSmell, NULL, adjustForSight, cthCalc ) );
}
INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo )
{
// figure out if there is a SINGLE window between the looker and target
FLOAT dStartZPos, dEndZPos;
INT16 sXPos, sYPos;
INT16 sX, sY, sX2, sY2;
INT32 sWindowGridNo = NOWHERE;
INT32 iRet;
@@ -2413,24 +2420,23 @@ INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo
dStartZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[pStartSoldier->sGridNo].sHeight );
dEndZPos = dStartZPos;
ConvertGridNoToXY( sEndGridNo, &sXPos, &sYPos );
sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
ConvertGridNoToCenterCellXY(pStartSoldier->sGridNo, &sX, &sY);
ConvertGridNoToCenterCellXY(sEndGridNo, &sX2, &sY2);
//ADB changed from 255 to 511 to handle new LOS test
// We don't want to consider distance limits here so pass in tile sight limit of 255( + 256)
// and consider trees as little as possible
iRet = LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, 511, TRUE, FALSE, &sWindowGridNo );
iRet = LineOfSightTest( (FLOAT) sX, (FLOAT) sY, dStartZPos, (FLOAT) sX2, (FLOAT) sY2, dEndZPos, 511, TRUE, FALSE, &sWindowGridNo );
return( sWindowGridNo );
}
INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int iTileSightLimit, bool adjustForSight )
{
FLOAT dStartZPos, dEndZPos;
INT16 sXPos, sYPos;
UINT16 ubTargetID;
BOOLEAN fOk;
FLOAT dStartZPos, dEndZPos;
INT16 sXPos, sYPos;
UINT16 ubTargetID;
BOOLEAN fOk;
CHECKF( pStartSoldier );
@@ -2457,9 +2463,6 @@ INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGr
dEndZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ sGridNo ].sHeight );
}
ConvertGridNoToXY( sGridNo, &sXPos, &sYPos );
sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR) {
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel, iTileSightLimit );
@@ -2468,14 +2471,17 @@ INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGr
iTileSightLimit = 255 + pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel, CALC_FROM_ALL_DIRS );
}
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, iTileSightLimit, bAware, HasThermalOptics( pStartSoldier), NULL, adjustForSight ) );
ConvertGridNoToCenterCellXY(pStartSoldier->sGridNo, &sX, &sY);
ConvertGridNoToCenterCellXY(sGridNo, &sX2, &sY2);
return( LineOfSightTest( (FLOAT) sX, (FLOAT) sY, dStartZPos, (FLOAT) sX2, (FLOAT) sY2, dEndZPos, iTileSightLimit, bAware, HasThermalOptics( pStartSoldier), NULL, adjustForSight ) );
}
INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit )
{
FLOAT dStartZPos, dEndZPos;
INT16 sXPos, sYPos;
BOOLEAN fOk;
FLOAT dStartZPos, dEndZPos;
INT16 endXPos, endYPos, startXPos, startYPos;
BOOLEAN fOk;
CHECKF( pStartSoldier );
@@ -2504,10 +2510,6 @@ INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32
}
ConvertGridNoToXY( sGridNo, &sXPos, &sYPos );
sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR) {
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel, iTileSightLimit );
}
@@ -2515,13 +2517,15 @@ INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32
iTileSightLimit = 255 + pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel, CALC_FROM_ALL_DIRS );
}
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, iTileSightLimit, bAware, HasThermalOptics( pStartSoldier), NULL, false ) );
ConvertGridNoToCenterCellXY(pStartSoldier->sGridNo, &startXPos, &startYPos);
ConvertGridNoToCenterCellXY(sGridNo, &endXPos, &endYPos);
return(LineOfSightTest((FLOAT)startXPos, (FLOAT)startYPos, dStartZPos, (FLOAT)endXPos, (FLOAT)endYPos, dEndZPos, iTileSightLimit, bAware, HasThermalOptics(pStartSoldier), NULL, false));
}
INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit, FLOAT dStartPos, FLOAT dEndPos )
{
FLOAT dStartZPos, dEndZPos;
INT16 sStartXPos, sStartYPos, sEndXPos, sEndYPos;
FLOAT dStartZPos, dEndZPos;
INT16 sStartXPos, sStartYPos, sEndXPos, sEndYPos;
// Bob: prevent access violation
if (sStartGridNo < 0) {
@@ -2544,19 +2548,11 @@ INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, I
// add in ground height
dStartZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ sStartGridNo ].sHeight );
ConvertGridNoToXY( sStartGridNo, &sStartXPos, &sStartYPos );
sStartXPos = sStartXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
sStartYPos = sStartYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
// sevenfm: use height argument
dEndZPos = dEndPos + bEndLevel * HEIGHT_UNITS;
// add in ground height
dEndZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ sEndGridNo ].sHeight );
ConvertGridNoToXY( sEndGridNo, &sEndXPos, &sEndYPos );
sEndXPos = sEndXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
sEndYPos = sEndYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR)
{
iTileSightLimit = MaxNormalDistanceVisible();
@@ -2565,6 +2561,10 @@ INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, I
{
iTileSightLimit = 255 + MaxNormalDistanceVisible();
}
ConvertGridNoToCenterCellXY(sStartGridNo, &sStartXPos, &sStartYPos);
ConvertGridNoToCenterCellXY(sEndGridNo, &sEndXPos, &sEndYPos);
return( LineOfSightTest( (FLOAT)sStartXPos, (FLOAT)sStartYPos, dStartZPos, (FLOAT) sEndXPos, (FLOAT) sEndYPos, dEndZPos, iTileSightLimit, bAware, FALSE, NULL ) );
}
@@ -2931,20 +2931,24 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
// Flugente: we measure the distance of the bullet's location to the location of the soldier, and to the 2 gridnos his head and leg occupy
// From this we can decide what body part was hit
FLOAT bodycenterX = (FLOAT)CenterX( pTarget->sGridNo );
FLOAT bodycenterY = (FLOAT)CenterY( pTarget->sGridNo );
INT16 sX, sY;
ConvertGridNoToCenterCellXY(pTarget->sGridNo, &sX, &sY);
FLOAT bodycenterX = (FLOAT) sX;
FLOAT bodycenterY = (FLOAT) sY;
FLOAT difftobodycenter = sqrt( (bodycenterX - x) * (bodycenterX - x) + (bodycenterY - y) * (bodycenterY - y) );
INT32 viewdirectiongridno = NewGridNo( pTarget->sGridNo, DirectionInc( pTarget->ubDirection ) );
FLOAT nextgridnocenterX = (FLOAT)CenterX( viewdirectiongridno );
FLOAT nextgridnocenterY = (FLOAT)CenterY( viewdirectiongridno );
ConvertGridNoToCenterCellXY(viewdirectiongridno, &sX, &sY);
FLOAT nextgridnocenterX = (FLOAT) sX;
FLOAT nextgridnocenterY = (FLOAT) sY;
FLOAT difftonextgridno = sqrt( (nextgridnocenterX - x) * (nextgridnocenterX - x) + (nextgridnocenterY - y) * (nextgridnocenterY - y) );
INT32 oppositeviewdirectiongridno = NewGridNo( pTarget->sGridNo, DirectionInc( gOppositeDirection[pTarget->ubDirection] ) );
FLOAT oppositenextgridnocenterX = (FLOAT)CenterX( oppositeviewdirectiongridno );
FLOAT oppositenextgridnocenterY = (FLOAT)CenterY( oppositeviewdirectiongridno );
ConvertGridNoToCenterCellXY(oppositeviewdirectiongridno, &sX, &sY);
FLOAT oppositenextgridnocenterX = (FLOAT) sX;
FLOAT oppositenextgridnocenterY = (FLOAT) sY;
FLOAT difftooppositenextgridno = sqrt( (oppositenextgridnocenterX - x) * (oppositenextgridnocenterX - x) + (oppositenextgridnocenterY - y) * (oppositenextgridnocenterY - y) );
@@ -4319,8 +4323,9 @@ UINT8 CalcChanceToGetThrough( BULLET * pBullet )
UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier )
{
FLOAT dEndZPos;
BOOLEAN fOk;
INT16 sX, sY;
FLOAT dEndZPos;
BOOLEAN fOk;
if (pStartSoldier == pEndSoldier)
{
@@ -4337,15 +4342,18 @@ UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTY
// set startsoldier's target ID ... need an ID stored in case this
// is the AI calculating cover to a location where he might not be any more
pStartSoldier->ubCTGTTargetID = pEndSoldier->ubID;
return( ChanceToGetThrough( pStartSoldier, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos ) );
ConvertGridNoToCenterCellXY(pEndSoldier->sGridNo, &sX, &sY);
return( ChanceToGetThrough( pStartSoldier, (FLOAT) sX, (FLOAT) sY, dEndZPos ) );
}
UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubAimLocation )
{
// does like StS-CTGT but with a particular body part in mind
FLOAT dEndZPos;
BOOLEAN fOk;
UINT8 ubPosType;
INT16 sX, sY;
FLOAT dEndZPos;
BOOLEAN fOk;
UINT8 ubPosType;
if (pStartSoldier == pEndSoldier)
{
@@ -4378,7 +4386,8 @@ UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, S
// set startsoldier's target ID ... need an ID stored in case this
// is the AI calculating cover to a location where he might not be any more
pStartSoldier->ubCTGTTargetID = pEndSoldier->ubID;
return( ChanceToGetThrough( pStartSoldier, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos ) );
ConvertGridNoToCenterCellXY(pEndSoldier->sGridNo, &sX, &sY);
return( ChanceToGetThrough( pStartSoldier, (FLOAT) sX, (FLOAT) sY, dEndZPos ) );
}
UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT16 ubTargetID )
@@ -4423,9 +4432,7 @@ UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sG
}
dEndZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[sGridNo].sHeight );
ConvertGridNoToXY( sGridNo, &sXPos, &sYPos );
sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
ConvertGridNoToCenterCellXY(sGridNo, &sXPos, &sYPos);
// set startsoldier's target ID ... need an ID stored in case this
// is the AI calculating cover to a location where he might not be any more
@@ -4437,6 +4444,7 @@ UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sG
UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier )
{
// Like a standard CTGT algorithm BUT fakes the start soldier at standing height
INT16 sX, sY;
FLOAT dEndZPos;
BOOLEAN fOk;
UINT8 ubChance;
@@ -4460,7 +4468,8 @@ UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIER
// is the AI calculating cover to a location where he might not be any more
pStartSoldier->ubCTGTTargetID = NOBODY;
ubChance = ChanceToGetThrough( pStartSoldier, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos );
ConvertGridNoToCenterCellXY(pEndSoldier->sGridNo, &sX, &sY);
ubChance = ChanceToGetThrough( pStartSoldier, (FLOAT) sX, (FLOAT) sY, dEndZPos );
pStartSoldier->usAnimState = usTrueState;
return( ubChance );
}
@@ -4510,9 +4519,7 @@ UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32
}
dEndZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[sGridNo].sHeight );
ConvertGridNoToXY( sGridNo, &sXPos, &sYPos );
sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
ConvertGridNoToCenterCellXY(sGridNo, &sXPos, &sYPos);
// set startsoldier's target ID ... need an ID stored in case this
// is the AI calculating cover to a location where he might not be any more
@@ -4788,6 +4795,7 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
UINT8 ubSpreadIndex = 0;
UINT16 usBulletFlags = 0;
int n=0;
INT16 sXPos, sYPos;
OBJECTTYPE* pObjAttHand = pFirer->GetUsedWeapon( &(pFirer->inv[pFirer->ubAttackingHand]) );
@@ -4799,8 +4807,9 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
CalculateSoldierZPos( pFirer, FIRING_POS, &dStartZ );
dStartX = (FLOAT) CenterX( pFirer->sGridNo );
dStartY = (FLOAT) CenterY( pFirer->sGridNo );
ConvertGridNoToCenterCellXY(pFirer->sGridNo, &sXPos, &sYPos);
dStartX = (FLOAT) sXPos;
dStartY = (FLOAT) sYPos;
dDeltaX = dEndX - dStartX;
dDeltaY = dEndY - dStartY;
@@ -4831,15 +4840,15 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
{
usBulletFlags |= BULLET_FLAG_KNIFE;
}
else if ( Item[usHandItem].rocketlauncher )
else if (ItemIsRocketLauncher(usHandItem))
{
usBulletFlags |= BULLET_FLAG_MISSILE;
}
else if ( Item[usHandItem].cannon )
else if (ItemIsCannon(usHandItem))
{
usBulletFlags |= BULLET_FLAG_TANK_CANNON;
}
else if ( Item[usHandItem].rocketrifle )
else if (ItemIsRocketRifle(usHandItem))
{
usBulletFlags |= BULLET_FLAG_SMALL_MISSILE;
}
@@ -5228,7 +5237,7 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
if( !fFake && ( pFirer->ubProfile != NO_PROFILE ) && ( pFirer->bTeam == gbPlayerNum ) )
{
// another shot fired
if ( Item[usHandItem].usItemClass == IC_LAUNCHER || Item[usHandItem].grenadelauncher || Item[usHandItem].rocketlauncher || Item[usHandItem].singleshotrocketlauncher || Item[usHandItem].mortar)
if ( Item[usHandItem].usItemClass == IC_LAUNCHER || ItemIsGrenadeLauncher(usHandItem) || ItemIsRocketLauncher(usHandItem) || ItemIsSingleShotRocketLauncher(usHandItem) || ItemIsMortar(usHandItem))
gMercProfiles[ pFirer->ubProfile ].records.usMissilesLaunched++;
else if ( Item[usHandItem].usItemClass == IC_THROWING_KNIFE )
gMercProfiles[ pFirer->ubProfile ].records.usKnivesThrown++;
@@ -5279,6 +5288,7 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
UINT8 ubSpreadIndex = 0;
UINT16 usBulletFlags = 0;
int n=0;
INT16 sXPos, sYPos;
OBJECTTYPE* pObjAttHand = pFirer->GetUsedWeapon( &(pFirer->inv[pFirer->ubAttackingHand]) );
@@ -5290,8 +5300,9 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
CalculateSoldierZPos( pFirer, FIRING_POS, &dStartZ );
dStartX = (FLOAT) CenterX( pFirer->sGridNo );
dStartY = (FLOAT) CenterY( pFirer->sGridNo );
ConvertGridNoToCenterCellXY(pFirer->sGridNo, &sXPos, &sYPos);
dStartX = (FLOAT) sXPos;
dStartY = (FLOAT) sYPos;
dDeltaX = dEndX - dStartX;
dDeltaY = dEndY - dStartY;
@@ -5324,15 +5335,15 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
{
usBulletFlags |= BULLET_FLAG_KNIFE;
}
else if ( Item[usHandItem].rocketlauncher )
else if (ItemIsRocketLauncher(usHandItem))
{
usBulletFlags |= BULLET_FLAG_MISSILE;
}
else if ( Item[usHandItem].cannon )
else if (ItemIsCannon(usHandItem))
{
usBulletFlags |= BULLET_FLAG_TANK_CANNON;
}
else if ( Item[usHandItem].rocketrifle )
else if (ItemIsRocketRifle(usHandItem))
{
usBulletFlags |= BULLET_FLAG_SMALL_MISSILE;
}
@@ -5742,7 +5753,7 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
if( !fFake && ( pFirer->ubProfile != NO_PROFILE ) && ( pFirer->bTeam == gbPlayerNum ) )
{
// another shot fired
if ( Item[usHandItem].usItemClass == IC_LAUNCHER || Item[usHandItem].grenadelauncher || Item[usHandItem].rocketlauncher || Item[usHandItem].singleshotrocketlauncher || Item[usHandItem].mortar)
if ( Item[usHandItem].usItemClass == IC_LAUNCHER || ItemIsGrenadeLauncher(usHandItem) || ItemIsRocketLauncher(usHandItem) || ItemIsSingleShotRocketLauncher(usHandItem) || ItemIsMortar(usHandItem))
gMercProfiles[ pFirer->ubProfile ].records.usMissilesLaunched++;
else if ( Item[usHandItem].usItemClass == IC_THROWING_KNIFE )
gMercProfiles[ pFirer->ubProfile ].records.usKnivesThrown++;
@@ -5954,6 +5965,7 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
UINT8 ubSpreadIndex = 0;
UINT16 usBulletFlags = 0;
int n=0;
INT16 sXPos, sYPos;
UINT16 usItem = pObj->usItem;
UINT8 ammotype = ( *pObj )[0]->data.gun.ubGunAmmoType;
@@ -5962,8 +5974,9 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
if ( AmmoTypes[ammotype].numberOfBullets > 1 )
fBuckshot = TRUE;
dStartX = (FLOAT) CenterX( gridno );
dStartY = (FLOAT) CenterY( gridno );
ConvertGridNoToCenterCellXY(gridno, &sXPos, &sYPos);
dStartX = (FLOAT) sXPos;
dStartY = (FLOAT) sYPos;
dDeltaX = dEndX - dStartX;
dDeltaY = dEndY - dStartY;
@@ -5994,15 +6007,15 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
{
usBulletFlags |= BULLET_FLAG_KNIFE;
}
else if ( Item[usItem].rocketlauncher )
else if (ItemIsRocketLauncher(usItem))
{
usBulletFlags |= BULLET_FLAG_MISSILE;
}
else if ( Item[usItem].cannon )
else if (ItemIsCannon(usItem))
{
usBulletFlags |= BULLET_FLAG_TANK_CANNON;
}
else if ( Item[usItem].rocketrifle )
else if (ItemIsRocketRifle(usItem))
{
usBulletFlags |= BULLET_FLAG_SMALL_MISSILE;
}
@@ -6541,13 +6554,15 @@ INT8 FireBulletGivenTarget_NoObjectNoSoldier( UINT16 usItem, UINT8 ammotype, UIN
UINT8 ubSpreadIndex = 0;
UINT16 usBulletFlags = 0;
int n = 0;
INT16 sXPos, sYPos;
BOOLEAN fBuckshot = FALSE;
if ( AmmoTypes[ammotype].numberOfBullets > 1 )
fBuckshot = TRUE;
dStartX = (FLOAT)CenterX( gridno );
dStartY = (FLOAT)CenterY( gridno );
ConvertGridNoToCenterCellXY(gridno, &sXPos, &sYPos);
dStartX = (FLOAT)sXPos;
dStartY = (FLOAT)sYPos;
dDeltaX = dEndX - dStartX;
dDeltaY = dEndY - dStartY;
@@ -6579,15 +6594,15 @@ INT8 FireBulletGivenTarget_NoObjectNoSoldier( UINT16 usItem, UINT8 ammotype, UIN
{
usBulletFlags |= BULLET_FLAG_KNIFE;
}
else if ( Item[usItem].rocketlauncher )
else if (ItemIsRocketLauncher(usItem))
{
usBulletFlags |= BULLET_FLAG_MISSILE;
}
else if ( Item[usItem].cannon )
else if (ItemIsCannon(usItem))
{
usBulletFlags |= BULLET_FLAG_TANK_CANNON;
}
else if ( Item[usItem].rocketrifle )
else if (ItemIsRocketRifle(usItem))
{
usBulletFlags |= BULLET_FLAG_SMALL_MISSILE;
}
@@ -6908,7 +6923,7 @@ INT8 ChanceToGetThrough(SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dE
// sevenfm: check that weapon exists!
if (pObjHand->exists() &&
pObjHand->usItem == pFirer->usAttackingWeapon &&
(Item[pFirer->usAttackingWeapon].usItemClass == IC_GUN || Item[pFirer->usAttackingWeapon].usItemClass == IC_THROWING_KNIFE || Item[pFirer->usAttackingWeapon].rocketlauncher))
(Item[pFirer->usAttackingWeapon].usItemClass == IC_GUN || Item[pFirer->usAttackingWeapon].usItemClass == IC_THROWING_KNIFE || ItemIsRocketLauncher(pFirer->usAttackingWeapon)))
{
BOOLEAN fBuckShot = FALSE;
@@ -8537,8 +8552,10 @@ void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT
CalculateSoldierZPos( pShooter, FIRING_POS, &dStartZ );
// Locate absolute center X,Y of the shooter
dStartX = (FLOAT) CenterX( pShooter->sGridNo );
dStartY = (FLOAT) CenterY( pShooter->sGridNo );
INT16 sXPos, sYPos;
ConvertGridNoToCenterCellXY(pShooter->sGridNo, &sXPos, &sYPos);
dStartX = (FLOAT) sXPos;
dStartY = (FLOAT) sYPos;
////////////////////////////////////////////////////////////////////////////
// Calculate difference (Delta) between start and end point of bullet flight
@@ -8626,7 +8643,7 @@ void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT
//INT32 iLaserRange = GetBestLaserRange(&(pShooter->inv[pSoldier->ubAttackingHand]));
INT16 sLaserRange = GetBestLaserRange(pWeapon);
if (AM_A_ROBOT(pShooter) && Item[pShooter->inv[ROBOT_TARGETING_SLOT].usItem].fProvidesRobotLaserBonus)
if (AM_A_ROBOT(pShooter) && ItemProvidesRobotLaserBonus(pShooter->inv[ROBOT_TARGETING_SLOT].usItem))
{
sLaserRange = max(sLaserRange, GetBestLaserRange(&pShooter->inv[ROBOT_TARGETING_SLOT]));
}
@@ -9157,8 +9174,10 @@ void CalcTargetMovementOffset( SOLDIERTYPE *pShooter, SOLDIERTYPE *pTarget, OBJE
{
// HEADROCK HAM 4: Hopefully the right spot for this: This soldier has no "old" coordinates, so just set them
// to wherever he/she is currently standing.
pTarget->sOldXPos = CenterX( pTarget->sGridNo );
pTarget->sOldYPos = CenterY( pTarget->sGridNo );
INT16 sXPos, sYPos;
ConvertGridNoToCenterCellXY(pTarget->sGridNo, &sXPos, &sYPos);
pTarget->sOldXPos = sXPos;
pTarget->sOldYPos = sYPos;
// Since movement is now nonexistent, break the formula here without adjusting coordinates.
return;
}