When displaying a merc's maximum assignment points, factor in backgrounds values.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8050 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-02-05 22:18:05 +00:00
parent d1e1759aa2
commit 330925b0ef
8 changed files with 37 additions and 79 deletions
+18 -52
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@@ -2723,7 +2723,11 @@ UINT16 CalculateHealingPointsForDoctor(SOLDIERTYPE *pDoctor, UINT16 *pusMaxPts,
// calculate normal doctoring rate - what it would be if his stats were "normal" (ignoring drugs, fatigue, equipment condition)
// and equipment was not a hindrance
*pusMaxPts = ( pDoctor->stats.bMedical * (( pDoctor->stats.bDexterity + pDoctor->stats.bWisdom ) / 2 ) * (100 + ( 5 * pDoctor->stats.bExpLevel) ) ) / gGameExternalOptions.ubDoctoringRateDivisor;
INT16 dexterity = (pDoctor->stats.bDexterity * (100 + pDoctor->GetBackgroundValue( BG_DEXTERITY ))) / 100;
INT16 medical = (pDoctor->stats.bMedical * (100 + pDoctor->GetBackgroundValue( BG_MEDICAL ))) / 100;
INT16 wisdom = (pDoctor->stats.bWisdom * (100 + pDoctor->GetBackgroundValue( BG_WISDOM ))) / 100;
*pusMaxPts = (medical * ((dexterity + wisdom) / 2) * (100 + (5 * pDoctor->stats.bExpLevel))) / gGameExternalOptions.ubDoctoringRateDivisor;
*pusMaxPts = __max(0,*pusMaxPts);
// SANDRO - New Doctor Trait
@@ -2820,7 +2824,9 @@ UINT8 CalculateRepairPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts
// calculate normal repair rate - what it would be if his stats were "normal" (ignoring drugs, fatigue, equipment condition)
// and equipment was not a hindrance
*pusMaxPts = ( pSoldier->stats.bMechanical * pSoldier->stats.bDexterity * (100 + ( 5 * pSoldier->stats.bExpLevel) ) ) / ( gGameExternalOptions.ubRepairRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay );
INT16 mechanical = (pSoldier->stats.bMechanical * (100 + pSoldier->GetBackgroundValue( BG_MECHANICAL ))) / 100;
INT16 dexterity = (pSoldier->stats.bDexterity * (100 + pSoldier->GetBackgroundValue( BG_DEXTERITY ))) / 100;
*pusMaxPts = (mechanical * dexterity * (100 + (5 * pSoldier->stats.bExpLevel))) / (gGameExternalOptions.ubRepairRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay);
// SANDRO - Technician trait gives a good bonus to repair items
if ( gGameOptions.fNewTraitSystem )
@@ -2956,14 +2962,11 @@ UINT32 CalculateInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
}
// Flugente: calculate prison guard value
UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier )
{
// this is not an assignment. Simply being in the sector will allow us to be counted as guards
UINT32 usValue = 0;
// for max points we display the maximum amount of prisoners instead
*pusMaxPts = 0;
if ( pSoldier->flags.fMercAsleep )
return 0;
@@ -2991,14 +2994,11 @@ UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
return( usValue );
}
UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier )
{
// this is an assignment
UINT32 usValue = 0;
// for max points we display the maximum amount of prisoners instead
*pusMaxPts = 0;
if ( pSoldier->flags.fMercAsleep )
return 0;
@@ -3043,8 +3043,7 @@ UINT32 CalculateAllGuardsValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
if( pSoldier->bActive && ( pSoldier->sSectorX == sMapX ) && ( pSoldier->sSectorY == sMapY ) && ( pSoldier->bSectorZ == bZ) && !pSoldier->flags.fMercAsleep )
{
UINT16 tmp;
prisonguardvalue += CalculatePrisonGuardValue(pSoldier, &tmp );
prisonguardvalue += CalculatePrisonGuardValue(pSoldier );
}
}
@@ -3067,8 +3066,7 @@ UINT32 CalculateAllSnitchesGuardValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ
{
if( pSoldier->bActive && ( pSoldier->sSectorX == sMapX ) && ( pSoldier->sSectorY == sMapY ) && ( pSoldier->bSectorZ == bZ) && pSoldier->flags.fMercAsleep == FALSE )
{
UINT16 tmp;
prisonguardvalue += CalculateSnitchGuardValue(pSoldier, &tmp );
prisonguardvalue += CalculateSnitchGuardValue(pSoldier );
}
}
@@ -3174,41 +3172,6 @@ UINT32 CalculateSnitchInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPt
return( usInterrogationPoints );
}
// anv: totally not a copy of CalculatePrisonGuardValue
UINT32 CalculateSnitchPrisonGuardValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
{
UINT32 usValue = 0;
// for max points we display the maximum amount of prisoners instead
*pusMaxPts = 0;
if ( pSoldier->flags.fMercAsleep )
return 0;
if ( !CanCharacterSnitchInPrison(pSoldier) )
return 0;
usValue = ( 15 * EffectiveExpLevel( pSoldier ) + 2 * EffectiveLeadership( pSoldier ) + EffectiveWisdom( pSoldier ) );
// no bonuses for snitch trait, as merc has to have it to take this assignment anyway
if (gGameOptions.fNewTraitSystem)
{
usValue += 25 * NUM_SKILL_TRAITS( pSoldier, COVERT_NT ) + 10 * HAS_SKILL_TRAIT( pSoldier, STEALTHY_NT );
}
else
{
usValue += 10 * HAS_SKILL_TRAIT( pSoldier, STEALTHY_OT );
}
usValue = (UINT32)(gSkillTraitValues.fSNTPrisonSnitchGuardStrengthMultiplier * usValue);
// adjust for fatigue
ReducePointsForFatigue( pSoldier, &usValue );
// return current repair pts
return( usValue );
}
// Flugente: Determine the best cth with SAMs in a sector, and which merc has that cth if present
FLOAT GetBestSAMOperatorCTH_Player( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, UINT16 *pubID )
{
@@ -7418,7 +7381,10 @@ INT16 GetTownTrainPtsForCharacter( SOLDIERTYPE *pTrainer, UINT16 *pusMaxPts )
// UINT8 ubTownId = 0;
// calculate normal training pts - what it would be if his stats were "normal" (ignoring drugs, fatigue)
*pusMaxPts = ( pTrainer->stats.bWisdom + pTrainer->stats.bLeadership + ( 10 * pTrainer->stats.bExpLevel ) ) * gGameExternalOptions.ubTownMilitiaTrainingRate;
INT16 wisdom = (pTrainer->stats.bWisdom * (100 + pTrainer->GetBackgroundValue( BG_WISDOM ))) / 100;
INT16 leadership = (pTrainer->stats.bLeadership * (100 + pTrainer->GetBackgroundValue( BG_LEADERSHIP ))) / 100;
*pusMaxPts = (wisdom + leadership + (10 * pTrainer->stats.bExpLevel)) * gGameExternalOptions.ubTownMilitiaTrainingRate;
// calculate effective training points (this is hundredths of pts / hour)
// typical: 300/hr, maximum: 600/hr
+1 -1
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@@ -256,7 +256,7 @@ UINT8 CalculateRepairPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts
// Flugente: calculate interrogation and prison guard values
UINT32 CalculateInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts );
UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts );
UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier );
UINT32 CalculateSnitchInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts );
+1
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@@ -22,6 +22,7 @@
#include "DynamicDialogue.h" // added by Flugente for HandleDynamicOpinions()
#include "Drugs And Alcohol.h" // added by Flugente for HourlyDrugUpdate()
#include "Interface.h" // added by Flugente
#include "SkillCheck.h" // added by Flugente
#endif
#include "Luaglobal.h"
+1
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@@ -49,6 +49,7 @@
#include "message.h"
#include "CampaignStats.h" // added by Flugente
#include "militiasquads.h" // added by Flugente
#include "SkillCheck.h" // added by Flugente
#endif
#ifdef JA2UB
+1
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@@ -65,6 +65,7 @@
// sevenfm: needed for _KeyDown(SHIFT)
#include "english.h"
#include "DisplayCover.h"
#include "SkillCheck.h" // added by Flugente
#endif
#include "InterfaceItemImages.h"
+1
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@@ -54,6 +54,7 @@
#include "Soldier Functions.h" // added by Flugente for DoesSoldierWearGasMask(...)
#include "CampaignStats.h" // added by Flugente
#include "AIInternals.h"//dnl ch61 180813
#include "SkillCheck.h" // added by Flugente
#include "GameInitOptionsScreen.h"
-9
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@@ -245,13 +245,4 @@ void CalcRecoilOffset( SOLDIERTYPE *pShooter, FLOAT *dMuzzleOffsetX, FLOAT *dMuz
// HEADROCK HAM 5: New function, completely replaces the Counter Force Frequency check.
FLOAT CalcCounterForceChange( SOLDIERTYPE * pShooter, UINT32 uiCounterForceAccuracy, FLOAT dCounterForceMax, FLOAT dMuzzleOffset, FLOAT bRecoil, FLOAT dPrevCounterForce, UINT32 uiIntendedBullets );
// HEADROCK HAM 4: Required for shooting mechanic
extern INT8 EffectiveMarksmanship( SOLDIERTYPE * pSoldier );
extern INT16 EffectiveWisdom( SOLDIERTYPE * pSoldier );
extern INT8 EffectiveExpLevel( SOLDIERTYPE * pSoldier );
extern INT16 EffectiveDexterity( SOLDIERTYPE * pSoldier, BOOLEAN fTrainer );
extern INT16 EffectiveStrength( SOLDIERTYPE * pSoldier, BOOLEAN fTrainer );
extern INT16 EffectiveAgility( SOLDIERTYPE * pSoldier, BOOLEAN fTrainer );
extern INT8 EffectiveLeadership( SOLDIERTYPE * pSoldier ); // anv: and passed to Hourly Update.cpp apparently, so added this one too
#endif
+14 -17
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@@ -1,27 +1,24 @@
#ifndef __SKILL_CHECK_H
#define __SKILL_CHECK_H
#include "types.h"
#include "Soldier Control.h"
extern void ReducePointsForFatigue( SOLDIERTYPE *pSoldier, UINT32 *pusPoints );
extern INT32 GetSkillCheckPenaltyForFatigue( SOLDIERTYPE *pSoldier, INT32 iSkill );
extern INT32 SkillCheck( SOLDIERTYPE *pSoldier, INT8 bReason, INT8 bDifficulty );
extern INT16 CalcTrapDetectLevel( SOLDIERTYPE *pSoldier, BOOLEAN fExamining );
extern INT16 EffectiveStrength( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
extern INT16 EffectiveWisdom( SOLDIERTYPE *pSoldier );
extern INT16 EffectiveAgility( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
extern INT8 EffectiveMechanical( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveExplosive( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveLeadership( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveMarksmanship( SOLDIERTYPE *pSoldier );
extern INT16 EffectiveDexterity( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
extern INT8 EffectiveExpLevel( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveMedical( SOLDIERTYPE *pSoldier );
void ReducePointsForFatigue( SOLDIERTYPE *pSoldier, UINT32 *pusPoints );
INT32 GetSkillCheckPenaltyForFatigue( SOLDIERTYPE *pSoldier, INT32 iSkill );
INT32 SkillCheck( SOLDIERTYPE *pSoldier, INT8 bReason, INT8 bDifficulty );
INT16 CalcTrapDetectLevel( SOLDIERTYPE *pSoldier, BOOLEAN fExamining );
INT16 EffectiveStrength( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
INT16 EffectiveWisdom( SOLDIERTYPE *pSoldier );
INT16 EffectiveAgility( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
INT8 EffectiveMechanical( SOLDIERTYPE *pSoldier );
INT8 EffectiveExplosive( SOLDIERTYPE *pSoldier );
INT8 EffectiveLeadership( SOLDIERTYPE *pSoldier );
INT8 EffectiveMarksmanship( SOLDIERTYPE *pSoldier );
INT16 EffectiveDexterity( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
INT8 EffectiveExpLevel( SOLDIERTYPE *pSoldier );
INT8 EffectiveMedical( SOLDIERTYPE *pSoldier );
enum SkillChecks
{