-added StealthBonus tag to Items

-stealth works like extra camouflage, but is not terrain dependent and also conceals noise
-fixed armour attachments getting destroyed when armour is destroyed

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@361 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-07-20 23:27:23 +00:00
parent 2abefe52a8
commit 37162fc413
7 changed files with 79 additions and 5 deletions
+1
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@@ -383,6 +383,7 @@ typedef struct
INT16 percentburstfireapreduction;
INT16 camobonus;
INT16 stealthbonus;
UINT16 defaultattachment;
} INVTYPE;
+30
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@@ -7177,4 +7177,34 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier)
return aimLevels;
}
//Madd: added
INT16 GetStealthBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = (INT16) BonusReduce(Item[pObj->usItem].stealthbonus,pObj->bStatus[0]);
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += (INT16) BonusReduce(Item[pObj->usAttachItem[bLoop]].stealthbonus,pObj->bAttachStatus[bLoop]);
}
return( bns );
}
INT16 GetWornStealth( SOLDIERTYPE * pSoldier )
{
//note: Stealth bonus is capped at 100
//note: Stealth is not a perk! Stealth bonus only applies to equipment, and stacks with camouflage
//note: stealth bonus is not affected by terrain like the camo bonus, otherwise they're very similar
//note: stealth bonus also affects noise made by characters walking
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
{
if ( pSoldier->inv[bLoop].usItem > NONE )
ttl += GetStealthBonus(&pSoldier->inv[bLoop]);
}
return __min( ttl, 100 );
}
+2
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@@ -277,6 +277,8 @@ INT8 FindTrigger( SOLDIERTYPE * pSoldier );
INT8 FindRemoteControl( SOLDIERTYPE * pSoldier );
INT16 GetWornCamo( SOLDIERTYPE * pSoldier );
INT16 GetCamoBonus( OBJECTTYPE * pObj );
INT16 GetWornStealth( SOLDIERTYPE * pSoldier );
INT16 GetStealthBonus( OBJECTTYPE * pObj );
void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier);
+25 -5
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@@ -630,7 +630,7 @@ BOOLEAN ResolveHitOnWall( STRUCTURE * pStructure, INT32 iGridNo, INT8 bLOSIndexX
* - stops at other obstacles
*
*/
INT32 LineOfSightTest( FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT8 ubTileSightLimit, UINT8 ubTreeSightReduction, INT8 bAware, INT8 bCamouflage, BOOLEAN fSmell, INT16 * psWindowGridNo )
INT32 LineOfSightTest( FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT8 ubTileSightLimit, UINT8 ubTreeSightReduction, INT8 bAware, INT32 bCamouflage, BOOLEAN fSmell, INT16 * psWindowGridNo )
{
// Parameters...
// the X,Y,Z triplets should be obvious
@@ -1548,8 +1548,10 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
FLOAT dStartZPos, dEndZPos;
BOOLEAN fOk;
BOOLEAN fSmell;
INT8 bEffectiveCamo;
INT16 bEffectiveCamo;
INT16 bEffectiveStealth;
UINT8 ubTreeReduction;
INT32 iTemp;
// TO ADD: if target is camouflaged and in cover, reduce sight distance by 30%
// TO ADD: if in tear gas, reduce sight limit to 2 tiles
@@ -1613,8 +1615,6 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
if ( ( pEndSoldier->bCamo + pEndSoldier->wornCamo ) > 0 && !bAware )
{
INT32 iTemp;
// reduce effects of camo of 5% per tile moved last turn
if ( pEndSoldier->ubBodyType == BLOODCAT )
{
@@ -1648,6 +1648,26 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
bEffectiveCamo = 0;
}
//Madd: added - note stealth is capped at 100 just like camo
if ( ( GetWornStealth(pEndSoldier) ) > 0 && !bAware )
{
// reduce effects of stealth by 5% per tile moved last turn
bEffectiveStealth = max(0,min(100,(GetWornStealth(pEndSoldier)))) * (100 - pEndSoldier->bTilesMoved * 5) / 100;
bEffectiveStealth = __max( bEffectiveStealth, 0 );
// reduce visibility by up to a third for Stealth!
// stance and terrain don't matter
iTemp = ubTileSightLimit;
iTemp -= iTemp * (bEffectiveStealth / 3) / 100;
ubTileSightLimit = (UINT8) iTemp;
}
else
{
bEffectiveStealth = 0;
}
if ( TANK( pEndSoldier ) )
{
ubTreeReduction = 0;
@@ -1657,7 +1677,7 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
ubTreeReduction = gubTreeSightReduction[ gAnimControl[pEndSoldier->usAnimState].ubEndHeight ];
}
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos, ubTileSightLimit, ubTreeReduction, bAware, bEffectiveCamo, fSmell, NULL ) );
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos, ubTileSightLimit, ubTreeReduction, bAware, bEffectiveCamo + bEffectiveStealth, fSmell, NULL ) );
}
INT16 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT16 sEndGridNo )
+11
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@@ -4144,6 +4144,17 @@ INT32 TotalArmourProtection( SOLDIERTYPE *pFirer, SOLDIERTYPE * pTarget, UINT8 u
iTotalProtection += ArmourProtection( pTarget, Item[pArmour->usItem].ubClassIndex, &(pArmour->bStatus[0]), iImpact, ubAmmoType );
if ( pArmour->bStatus[ 0 ] < USABLE )
{
//Madd: put any attachments that someone might have added to the armour in the merc's inventory
for (int bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
OBJECTTYPE newObj;
CreateItem(pArmour->usAttachItem[bLoop], pArmour->bAttachStatus[bLoop], &newObj);
if ( !AutoPlaceObject( pTarget, &newObj, FALSE ) )
{ // put it on the ground
AddItemToPool( pTarget->sGridNo, &newObj, 1, pTarget->bLevel, 0 , -1 );
}
}
DeleteObj( pArmour );
DirtyMercPanelInterface( pTarget, DIRTYLEVEL2 );
}
+3
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@@ -4671,6 +4671,9 @@ UINT8 MovementNoise( SOLDIERTYPE *pSoldier )
iStealthSkill += 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY );
}
if ( GetWornStealth(pSoldier) > 0 )
iStealthSkill += GetWornStealth(pSoldier) / 2;
//NumMessage("Base Stealth = ",stealthSkill);
+7
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@@ -197,6 +197,7 @@ itemStartElementHandle(void *userData, const char *name, const char **atts)
strcmp(name, "PercentTunnelVision") == 0 ||
strcmp(name, "DefaultAttachment") == 0 ||
strcmp(name, "CamoBonus") == 0 ||
strcmp(name, "StealthBonus") == 0 ||
strcmp(name, "fFlags") == 0 ))
{
@@ -514,6 +515,11 @@ itemEndElementHandle(void *userData, const char *name)
pData->curElement = ELEMENT;
pData->curItem.camobonus = (INT16) atol(pData->szCharData);
}
else if(strcmp(name, "StealthBonus") == 0)
{
pData->curElement = ELEMENT;
pData->curItem.stealthbonus = (INT16) atol(pData->szCharData);
}
else if(strcmp(name, "PercentNoiseReduction") == 0)
{
pData->curElement = ELEMENT;
@@ -1385,6 +1391,7 @@ BOOLEAN WriteItemStats()
FilePrintf(hFile,"\t\t<Rock>%d</Rock>\r\n", Item[cnt].rock );
FilePrintf(hFile,"\t\t<CamoBonus>%d</CamoBonus>\r\n", Item[cnt].camobonus );
FilePrintf(hFile,"\t\t<StealthBonus>%d</StealthBonus>\r\n", Item[cnt].stealthbonus );
FilePrintf(hFile,"\t\t<FlakJacket>%d</FlakJacket>\r\n", Item[cnt].flakjacket );
FilePrintf(hFile,"\t\t<LeatherJacket>%d</LeatherJacket>\r\n", Item[cnt].leatherjacket );