- tool tips for Bobby Ray updated

- tool tips for items updated
- finding tunnel vision bonus changed
- rooftop vision bonus changed to % instead of tiles
- vision range bonus changed to % instead of tiles





git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@135 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-30 17:55:48 +00:00
parent c139b9df23
commit 330286c6e0
6 changed files with 232 additions and 187 deletions
+21 -21
View File
@@ -6244,19 +6244,17 @@ INT16 GetVisionRangeBonus( SOLDIERTYPE * pSoldier )
{
INT16 bns=0;
for (int i = 0; i < BIGPOCK1POS; i++)
for (int i = HELMETPOS; i < BIGPOCK1POS; i++)
{
// Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
if ( (i == HANDPOS || i == SECONDHANDPOS) && (Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{
continue;
}
if (!IsWeapon(pSoldier->inv[i].usItem) || (IsWeapon(pSoldier->inv[i].usItem) && WeaponReady(pSoldier) ) )
{
bns += BonusReduceMore( Item[pSoldier->inv[i].usItem].visionrangebonus,
pSoldier->inv[i].bStatus[0] );
bns += BonusReduceMore( Item[pSoldier->inv[i].usItem].visionrangebonus, pSoldier->inv[i].bStatus[0] );
}
}
@@ -6265,8 +6263,7 @@ INT16 GetVisionRangeBonus( SOLDIERTYPE * pSoldier )
{
for (int i=0; i < MAX_ATTACHMENTS; i++)
{
bns += BonusReduceMore( Item[pSoldier->inv[HANDPOS].usAttachItem[i]].visionrangebonus,
pSoldier->inv[HANDPOS].bAttachStatus[i] );
bns += BonusReduceMore( Item[pSoldier->inv[HANDPOS].usAttachItem[i]].visionrangebonus, pSoldier->inv[HANDPOS].bAttachStatus[i] );
}
}
@@ -6291,11 +6288,10 @@ INT16 GetNightVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
{
INT16 bns=0;
for (int i = 0; i < BIGPOCK1POS; i++)
for (int i = HELMETPOS; i < BIGPOCK1POS; i++)
{
// Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
if ( (i == HANDPOS || i == SECONDHANDPOS) && (Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{
continue;
}
@@ -6435,20 +6431,25 @@ INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
{
INT16 bns = GetVisionRangeBonus(pSoldier);
if ( bLightLevel > NORMAL_LIGHTLEVEL_DAY ) {
if ( pSoldier->bLevel == 0 ) {
if ( bLightLevel > NORMAL_LIGHTLEVEL_DAY )
{
if ( pSoldier->bLevel == 0 )
{
bns += GetNightVisionRangeBonus(pSoldier, bLightLevel);
}
else {
else
{
bns += GetCaveVisionRangeBonus(pSoldier, bLightLevel);
}
}
if ( bLightLevel < NORMAL_LIGHTLEVEL_NIGHT ) {
if ( bLightLevel < NORMAL_LIGHTLEVEL_NIGHT )
{
bns += GetDayVisionRangeBonus(pSoldier, bLightLevel);
}
if ( bLightLevel < NORMAL_LIGHTLEVEL_DAY ) {
if ( bLightLevel < NORMAL_LIGHTLEVEL_DAY )
{
bns += GetBrightLightVisionRangeBonus(pSoldier, bLightLevel);
}
@@ -6457,19 +6458,18 @@ INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
{
UINT8 bns=0;
UINT8 bns = 0;
for (int i = 0; i < BIGPOCK1POS; i++)
for (int i = HELMETPOS; i < BIGPOCK1POS; i++)
{
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
if ( (i == HANDPOS || i == SECONDHANDPOS) && (Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{
continue;
}
if (!IsWeapon(pSoldier->inv[i].usItem) || (IsWeapon(pSoldier->inv[i].usItem) && WeaponReady(pSoldier) ) )
if ( !IsWeapon(pSoldier->inv[i].usItem) )
{
bns += Item[pSoldier->inv[i].usItem].percenttunnelvision;
bns = __max( bns, Item[pSoldier->inv[i].usItem].percenttunnelvision );
}
}