- 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
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else #else
//RELEASE BUILD VERSION //RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.134" }; INT16 zVersionLabel[256] = { L"Release v1.13.135" };
#endif #endif
+2 -2
View File
@@ -43,7 +43,7 @@
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib" AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.134_2006_05_30.exe" OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.135_2006_05_30.exe"
LinkIncremental="2" LinkIncremental="2"
SuppressStartupBanner="TRUE" SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\" AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
@@ -546,7 +546,7 @@
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib" AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.134_2006_05_30.exe" OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.135_2006_05_30.exe"
LinkIncremental="1" LinkIncremental="1"
SuppressStartupBanner="TRUE" SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\" AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+10 -1
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@@ -1022,7 +1022,16 @@ UINT16 DisplayRof(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight)
UINT16 DisplayDamage(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight) UINT16 DisplayDamage(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight)
{ {
wchar_t sTemp[20]; wchar_t sTemp[20];
UINT16 gunDamage = (UINT16)( Weapon[ usIndex ].ubImpact + ( (double) Weapon[ usIndex ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier ); UINT16 gunDamage = 0;
if ( Item[ usIndex ].usItemClass == IC_GUN || Item[ usIndex ].usItemClass == IC_LAUNCHER )
{
gunDamage = (UINT16)( Weapon[ usIndex ].ubImpact + ( (double) Weapon[ usIndex ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
}
else
{
gunDamage = (UINT16)( Weapon[ usIndex ].ubImpact + ( (double) Weapon[ usIndex ].ubImpact / 100) * gGameExternalOptions.ubMeleeDamageMultiplier );
}
DrawTextToScreen(BobbyRText[BOBBYR_GUNS_DAMAGE], BOBBYR_ITEM_WEIGHT_TEXT_X, (UINT16)usPosY, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED); DrawTextToScreen(BobbyRText[BOBBYR_GUNS_DAMAGE], BOBBYR_ITEM_WEIGHT_TEXT_X, (UINT16)usPosY, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
swprintf(sTemp, L"%4d", gunDamage); swprintf(sTemp, L"%4d", gunDamage);
+187 -158
View File
@@ -7269,33 +7269,13 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
} }
} }
//Money if ( usItem != NOTHING )
if ( usItem == MONEY )
{
swprintf( (wchar_t *)pStr, L"%ld", pObject->uiMoneyAmount );
InsertCommasForDollarFigure( pStr );
InsertDollarSignInToString( pStr );
}
// alternate money like silver or gold
else if ( Item[ usItem ].usItemClass == IC_MONEY )
{
INT16 pStr2[20];
swprintf( (wchar_t *)pStr2, L"%ld", pObject->uiMoneyAmount );
InsertCommasForDollarFigure( pStr2 );
InsertDollarSignInToString( pStr2 );
swprintf( (wchar_t *)pStr, L"%s (%ls)", ItemNames[ usItem ], pStr2 );
}
//everything else
else if ( usItem != NOTHING )
{ {
// Retrieve the status of the items // Retrieve the status of the items
// Find the minimum status value - not just the first one // Find the minimum status value - not just the first one
INT16 sValue = pObject->bStatus[ 0 ]; INT16 sValue = pObject->bStatus[ 0 ];
INT16 i;
for(i = 1; i < pObject->ubNumberOfObjects; i++) for(INT16 i = 1; i < pObject->ubNumberOfObjects; i++)
{ {
if(pObject->bStatus[ i ] < sValue) if(pObject->bStatus[ i ] < sValue)
{ {
@@ -7317,157 +7297,204 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
} }
//Calculate AP's
INT16 apStr[20];
if ( Item[ usItem ].usItemClass == IC_GUN )//&& !Item[usItem].rocketlauncher && !Item[usItem].rocketrifle ) switch( Item[ usItem ].usItemClass )
{ {
INT16 apStr2[20]; case MONEY:
UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject ); //Money
{
swprintf( (wchar_t *)apStr, L"%d", ubAttackAPs ); swprintf( (wchar_t *)pStr, L"%ld", pObject->uiMoneyAmount );
InsertCommasForDollarFigure( pStr );
if (GetShotsPerBurst(pObject) > 0) InsertDollarSignInToString( pStr );
{
swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
wcscat( apStr, apStr2 );
} }
else break;
{
wcscat( apStr, L" / -" ); case IC_MONEY:
// alternate money like silver or gold
//if ( Item[ usItem ].usItemClass == IC_MONEY )
{
INT16 pStr2[20];
swprintf( (wchar_t *)pStr2, L"%ld", pObject->uiMoneyAmount );
InsertCommasForDollarFigure( pStr2 );
InsertDollarSignInToString( pStr2 );
swprintf( (wchar_t *)pStr, L"%s (%ls)", ItemNames[ usItem ], pStr2 );
} }
break;
if (GetAutofireShotsPerFiveAPs(pObject) > 0) case IC_GUN:
case IC_LAUNCHER:
{ {
swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) ); //Calculate AP's
wcscat( apStr, apStr2 ); INT16 apStr[20];
INT16 apStr2[20];
UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject );
swprintf( (wchar_t *)apStr, L"%d", ubAttackAPs );
if (GetShotsPerBurst(pObject) > 0)
{
swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
wcscat( apStr, apStr2 );
}
else
{
wcscat( apStr, L" / -" );
}
if (GetAutofireShotsPerFiveAPs(pObject) > 0)
{
swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
wcscat( apStr, apStr2 );
}
else
{
wcscat( apStr, L" / -" );
}
//Info for weapons
swprintf( (wchar_t *)pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
ItemNames[ usItem ],
AmmoCaliber[ Weapon[ usItem ].ubCalibre ],
sValue,
gWeaponStatsDesc[ 9 ], //Accuracy String
Weapon[ usItem ].bAccuracy,
gWeaponStatsDesc[ 11 ], //Damage String
GetDamage(pObject),
gWeaponStatsDesc[ 10 ], //Range String
GunRange( pObject ), //Modified Range
Weapon[ usItem ].usRange, //Gun Range
gWeaponStatsDesc[ 5 ], //AP String
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
} }
else break;
case IC_BLADE:
case IC_THROWING_KNIFE:
case IC_PUNCH:
{ {
wcscat( apStr, L" / -" ); swprintf( (wchar_t *)pStr, L"%s\n%s %d\n%s %d\n%s %1.1f %s",
ItemNames[ usItem ],
gWeaponStatsDesc[ 11 ], //Damage String
GetDamage(pObject), //Melee damage
gWeaponStatsDesc[ 5 ], //AP String
BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject ), //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
} }
} break;
else
{
swprintf( (wchar_t *)apStr, L"" );
}
//Info for weapons case IC_AMMO:
if ( Item[ usItem ].usItemClass == IC_GUN )//&& !Item[usItem].rocketlauncher && !Item[usItem].rocketrifle )
{
swprintf( (wchar_t *)pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
ItemNames[ usItem ],
AmmoCaliber[ Weapon[ usItem ].ubCalibre ],
sValue,
gWeaponStatsDesc[ 9 ], //Accuracy String
Weapon[ usItem ].bAccuracy,
gWeaponStatsDesc[ 11 ], //Damage String
GetDamage(pObject),
gWeaponStatsDesc[ 10 ], //Range String
GunRange( pObject ), //Modified Range
Weapon[ usItem ].usRange, //Gun Range
gWeaponStatsDesc[ 5 ], //AP String
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
// The next is for ammunition which gets the measurement 'rnds'
else if (Item[ usItem ].usItemClass == IC_AMMO)
{
swprintf( (wchar_t *)pStr, L"%s [%d rnds]\n%s %1.1f %s",
ItemNames[ usItem ], //Item long name
pObject->ubShotsLeft[0], //Shots left
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
//Lal: do not delete, commented out for next version
//swprintf( (wchar_t *)pStr, L"%s %s %s %d [%d rnds]\n%s %1.1f %s",
// AmmoCaliber[ Magazine[ Item[usItem].ubClassIndex ].ubCalibre ], //Ammo calibre
// AmmoTypes[Magazine[ Item[usItem].ubClassIndex ].ubAmmoType].ammoName, //Ammo type
// MagNames[Magazine[ Item[usItem].ubClassIndex ].ubMagType], //Magazine type
// Magazine[ Item[usItem].ubClassIndex ].ubMagSize, //Magazine capacity
// pObject->ubShotsLeft[0], //Shots left
// gWeaponStatsDesc[ 12 ], //Weight String
// fWeight, //Weight
// GetWeightUnitString() //Weight units
// );
}
// explosives
else if ( (Item[ usItem ].usItemClass == IC_GRENADE)||(Item[ usItem ].usItemClass == IC_BOMB) )
{
UINT16 explDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
UINT16 explStunDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
swprintf( (wchar_t *)pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s",
ItemNames[ usItem ],
sValue,
gWeaponStatsDesc[ 11 ], //Damage String
explDamage,
gWeaponStatsDesc[ 13 ], //Stun Damage String
explStunDamage, //Stun Damage
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
//Armor
else if (Item[ usItem ].usItemClass == IC_ARMOUR)
{
INT32 iProtection = EffectiveArmour( pObject );
switch( Armour[ Item[ usItem ].ubClassIndex ].ubArmourClass )
{ {
case( ARMOURCLASS_HELMET ): // The next is for ammunition which gets the measurement 'rnds'
iProtection = 15 * iProtection / Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection; swprintf( (wchar_t *)pStr, L"%s [%d rnds]\n%s %1.1f %s",
break; ItemNames[ usItem ], //Item long name
pObject->ubShotsLeft[0], //Shots left
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
case( ARMOURCLASS_VEST ): //Lal: do not delete, commented out for next version
iProtection = 65 * iProtection / ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection + Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection ); //swprintf( (wchar_t *)pStr, L"%s %s %s %d [%d rnds]\n%s %1.1f %s",
break; // AmmoCaliber[ Magazine[ Item[usItem].ubClassIndex ].ubCalibre ], //Ammo calibre
// AmmoTypes[Magazine[ Item[usItem].ubClassIndex ].ubAmmoType].ammoName, //Ammo type
case( ARMOURCLASS_LEGGINGS ): // MagNames[Magazine[ Item[usItem].ubClassIndex ].ubMagType], //Magazine type
iProtection = 25 * iProtection / Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection; // Magazine[ Item[usItem].ubClassIndex ].ubMagSize, //Magazine capacity
break; // pObject->ubShotsLeft[0], //Shots left
// gWeaponStatsDesc[ 12 ], //Weight String
case( ARMOURCLASS_PLATE ): // fWeight, //Weight
iProtection = 65 * iProtection / ( Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection ); // GetWeightUnitString() //Weight units
break; // );
} }
break;
swprintf( (wchar_t *)pStr, L"%s [%d %%]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s", case IC_GRENADE:
ItemNames[ usItem ], //Item long name case IC_BOMB:
sValue, //Item condition // explosives
pInvPanelTitleStrings[ 4 ], //Protection string {
iProtection, //Protection rating in % based on best armor UINT16 explDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data) UINT16 explStunDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100,
pInvPanelTitleStrings[ 3 ], //Camo string swprintf( (wchar_t *)pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s",
Item[ usItem ].camobonus, //Camo bonus ItemNames[ usItem ],
gWeaponStatsDesc[ 12 ], //Weight string sValue,
fWeight, //Weight gWeaponStatsDesc[ 11 ], //Damage String
GetWeightUnitString() //Weight units explDamage,
); gWeaponStatsDesc[ 13 ], //Stun Damage String
explStunDamage, //Stun Damage
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
case IC_ARMOUR:
{
//Armor
INT32 iProtection = EffectiveArmour( pObject );
switch( Armour[ Item[ usItem ].ubClassIndex ].ubArmourClass )
{
case( ARMOURCLASS_HELMET ):
iProtection = 15 * iProtection / Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection;
break;
case( ARMOURCLASS_VEST ):
iProtection = 65 * iProtection / ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection + Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
break;
case( ARMOURCLASS_LEGGINGS ):
iProtection = 25 * iProtection / Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection;
break;
case( ARMOURCLASS_PLATE ):
iProtection = 65 * iProtection / ( Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
break;
}
swprintf( (wchar_t *)pStr, L"%s [%d %%]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s",
ItemNames[ usItem ], //Item long name
sValue, //Item condition
pInvPanelTitleStrings[ 4 ], //Protection string
iProtection, //Protection rating in % based on best armor
Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data)
Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100,
pInvPanelTitleStrings[ 3 ], //Camo string
Item[ usItem ].camobonus, //Camo bonus
gWeaponStatsDesc[ 12 ], //Weight string
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
case IC_MISC:
case IC_MEDKIT:
case IC_KIT:
case IC_FACE:
default:
{
// The final, and typical case, is that of an item with a percent status
swprintf( (wchar_t *)pStr, L"%s [%d%%]\n%s %1.1f %s",
ItemNames[ usItem ], //Item long name
sValue, //Item condition
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
} }
// The final, and typical case, is that of an item with a percent status
else
{
swprintf( (wchar_t *)pStr, L"%s [%d%%]\n%s %1.1f %s",
ItemNames[ usItem ], //Item long name
sValue, //Item condition
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
// Fingerprint ID (Soldier Name) // Fingerprint ID (Soldier Name)
if ( ( Item[pObject->usItem].fingerprintid ) && pObject->ubImprintID < NO_PROFILE ) if ( ( Item[pObject->usItem].fingerprintid ) && pObject->ubImprintID < NO_PROFILE )
@@ -7477,6 +7504,7 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
wcscat( pStr, pStr2 ); wcscat( pStr, pStr2 );
} }
// Add attachment string.... // Add attachment string....
for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ ) for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{ {
@@ -7501,6 +7529,7 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
{ {
wcscat( pStr, pMessageStrings[ MSG_END_ATTACHMENT_LIST ] ); wcscat( pStr, pMessageStrings[ MSG_END_ATTACHMENT_LIST ] );
} }
} }
else else
{ {
+21 -21
View File
@@ -6244,19 +6244,17 @@ INT16 GetVisionRangeBonus( SOLDIERTYPE * pSoldier )
{ {
INT16 bns=0; 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 // Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) && if ( (i == HANDPOS || i == SECONDHANDPOS) && (Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{ {
continue; continue;
} }
if (!IsWeapon(pSoldier->inv[i].usItem) || (IsWeapon(pSoldier->inv[i].usItem) && WeaponReady(pSoldier) ) ) if (!IsWeapon(pSoldier->inv[i].usItem) || (IsWeapon(pSoldier->inv[i].usItem) && WeaponReady(pSoldier) ) )
{ {
bns += BonusReduceMore( Item[pSoldier->inv[i].usItem].visionrangebonus, bns += BonusReduceMore( Item[pSoldier->inv[i].usItem].visionrangebonus, pSoldier->inv[i].bStatus[0] );
pSoldier->inv[i].bStatus[0] );
} }
} }
@@ -6265,8 +6263,7 @@ INT16 GetVisionRangeBonus( SOLDIERTYPE * pSoldier )
{ {
for (int i=0; i < MAX_ATTACHMENTS; i++) for (int i=0; i < MAX_ATTACHMENTS; i++)
{ {
bns += BonusReduceMore( Item[pSoldier->inv[HANDPOS].usAttachItem[i]].visionrangebonus, bns += BonusReduceMore( Item[pSoldier->inv[HANDPOS].usAttachItem[i]].visionrangebonus, pSoldier->inv[HANDPOS].bAttachStatus[i] );
pSoldier->inv[HANDPOS].bAttachStatus[i] );
} }
} }
@@ -6291,11 +6288,10 @@ INT16 GetNightVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
{ {
INT16 bns=0; 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 // Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) && if ( (i == HANDPOS || i == SECONDHANDPOS) && (Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{ {
continue; continue;
} }
@@ -6435,20 +6431,25 @@ INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
{ {
INT16 bns = GetVisionRangeBonus(pSoldier); INT16 bns = GetVisionRangeBonus(pSoldier);
if ( bLightLevel > NORMAL_LIGHTLEVEL_DAY ) { if ( bLightLevel > NORMAL_LIGHTLEVEL_DAY )
if ( pSoldier->bLevel == 0 ) { {
if ( pSoldier->bLevel == 0 )
{
bns += GetNightVisionRangeBonus(pSoldier, bLightLevel); bns += GetNightVisionRangeBonus(pSoldier, bLightLevel);
} }
else { else
{
bns += GetCaveVisionRangeBonus(pSoldier, bLightLevel); bns += GetCaveVisionRangeBonus(pSoldier, bLightLevel);
} }
} }
if ( bLightLevel < NORMAL_LIGHTLEVEL_NIGHT ) { if ( bLightLevel < NORMAL_LIGHTLEVEL_NIGHT )
{
bns += GetDayVisionRangeBonus(pSoldier, bLightLevel); bns += GetDayVisionRangeBonus(pSoldier, bLightLevel);
} }
if ( bLightLevel < NORMAL_LIGHTLEVEL_DAY ) { if ( bLightLevel < NORMAL_LIGHTLEVEL_DAY )
{
bns += GetBrightLightVisionRangeBonus(pSoldier, bLightLevel); bns += GetBrightLightVisionRangeBonus(pSoldier, bLightLevel);
} }
@@ -6457,19 +6458,18 @@ INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier ) 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) && if ( (i == HANDPOS || i == SECONDHANDPOS) && (Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{ {
continue; 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 );
} }
} }
+11 -4
View File
@@ -1109,7 +1109,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
return(0); return(0);
if ( sDistVisible != STRAIGHT ) if ( sDistVisible != STRAIGHT )
sDistVisible = sDistVisible * ((100 - GetPercentTunnelVision(pSoldier))/100); sDistVisible = sDistVisible * ( (100 - GetPercentTunnelVision(pSoldier) ) / 100 );
if ( sDistVisible == ANGLE && (pSoldier->bTeam == OUR_TEAM || pSoldier->bAlertStatus >= STATUS_RED ) ) if ( sDistVisible == ANGLE && (pSoldier->bTeam == OUR_TEAM || pSoldier->bAlertStatus >= STATUS_RED ) )
{ {
@@ -1133,7 +1133,8 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
if (pSoldier->bLevel != bLevel) if (pSoldier->bLevel != bLevel)
{ {
// add two tiles distance to visibility to/from roofs // add two tiles distance to visibility to/from roofs
sDistVisible += (STRAIGHT_RATIO * 2); //2; // sDistVisible += (STRAIGHT_RATIO * 2); //2;
sDistVisible += ( sDistVisible / 6 ); //lal changed distance to 1/6 from visible range
} }
// now reduce based on light level; SHADE_MIN is the define for the // now reduce based on light level; SHADE_MIN is the define for the
@@ -1156,7 +1157,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
} }
else else
{ {
bLightLevel = LightTrueLevel(sSubjectGridNo, bLevel); bLightLevel = LightTrueLevel(sSubjectGridNo, bLevel);
} }
// Snap: I think this was intended to give maximum visibility to targets with muzzle flash... // Snap: I think this was intended to give maximum visibility to targets with muzzle flash...
@@ -1170,7 +1171,11 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
// Snap: this takes care of all equipment bonuses at all light levels // Snap: this takes care of all equipment bonuses at all light levels
// The rest is special code for robots, bloodcats and NO specialists // The rest is special code for robots, bloodcats and NO specialists
sDistVisible += GetTotalVisionRangeBonus(pSoldier, bLightLevel); sDistVisible += sDistVisible * GetTotalVisionRangeBonus(pSoldier, bLightLevel) / 100;
// give one step better vision for people with nightops // give one step better vision for people with nightops
if (HAS_SKILL_TRAIT( pSoldier, NIGHTOPS )) if (HAS_SKILL_TRAIT( pSoldier, NIGHTOPS ))
@@ -1213,6 +1218,8 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
return(sDistVisible); return(sDistVisible);
} }
void EndMuzzleFlash( SOLDIERTYPE * pSoldier ) void EndMuzzleFlash( SOLDIERTYPE * pSoldier )
{ {
UINT32 uiLoop; UINT32 uiLoop;