If ALLOW_TARGET_HEADANDLEG_IFPRONE is TRUE, head/torso/legs can be targetted on prone soldiers (until now, hits were always considered on torso).

Additionally soldiers are no longer protected from stray bullets in crouched and prone stance.

This option will be removed once this code change has been accepted (or deemed unacceptable).

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8264 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-07-02 18:04:49 +00:00
parent 9b2e65cade
commit 2a7abe5b0d
5 changed files with 140 additions and 17 deletions
+50 -1
View File
@@ -903,7 +903,6 @@ BOOLEAN FindRelativeSoldierPosition( SOLDIERTYPE *pSoldier, UINT16 *usFlags, INT
INT16 sRelX, sRelY;
FLOAT dRelPer;
// Get Rect contained in the soldier
GetSoldierScreenRect( pSoldier, &aRect );
@@ -952,6 +951,56 @@ BOOLEAN FindRelativeSoldierPosition( SOLDIERTYPE *pSoldier, UINT16 *usFlags, INT
}
break;
case ANIM_PRONE:
{
// Flugente: if we are prone, determining what part of the body we are aiming for is trickier.
// Instead of focusing on relative height, we simply determine whether we are looking at the gridno the body itself is at, or an adjacent gridno.
// Then, depending on whether this is the gridno we are looking at, this will be head or legs
if ( gGameExternalOptions.fAllowTargetHeadAndLegIfProne )
{
INT16 sWorldX, sWorldY;
GetMouseWorldCoords( &sWorldX, &sWorldY );
// 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( pSoldier->sGridNo );
FLOAT bodycenterY = (FLOAT)CenterY( pSoldier->sGridNo );
FLOAT difftobodycenter = std::sqrt( (bodycenterX - sWorldX) * (bodycenterX - sWorldX) + (bodycenterY - sWorldY) * (bodycenterY - sWorldY) );
INT32 viewdirectiongridno = NewGridNo( pSoldier->sGridNo, DirectionInc( pSoldier->ubDirection ) );
FLOAT nextgridnocenterX = (FLOAT)CenterX( viewdirectiongridno );
FLOAT nextgridnocenterY = (FLOAT)CenterY( viewdirectiongridno );
FLOAT difftonextgridno = std::sqrt( (nextgridnocenterX - sWorldX) * (nextgridnocenterX - sWorldX) + (nextgridnocenterY - sWorldY) * (nextgridnocenterY - sWorldY) );
INT32 oppositeviewdirectiongridno = NewGridNo( pSoldier->sGridNo, DirectionInc( gOppositeDirection[pSoldier->ubDirection] ) );
FLOAT oppositenextgridnocenterX = (FLOAT)CenterX( oppositeviewdirectiongridno );
FLOAT oppositenextgridnocenterY = (FLOAT)CenterY( oppositeviewdirectiongridno );
FLOAT difftooppositenextgridno = std::sqrt( (oppositenextgridnocenterX - sWorldX) * (oppositenextgridnocenterX - sWorldX) + (oppositenextgridnocenterY - sWorldY) * (oppositenextgridnocenterY - sWorldY) );
if ( difftobodycenter < difftonextgridno )
{
if ( difftobodycenter < difftooppositenextgridno )
{
(*usFlags) = TILE_FLAG_MID;
return(TRUE);
}
else
{
(*usFlags) = TILE_FLAG_FEET;
return(TRUE);
}
}
else
{
(*usFlags) = TILE_FLAG_HEAD;
return(TRUE);
}
}
}
break;
}
}