- fixed incorrect rounding in several places in the code

- diagonal movement now uses the proper amount of AP and BP

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8634 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2018-11-03 16:11:21 +00:00
parent 7f5d83d220
commit 384572098b
15 changed files with 302 additions and 295 deletions
+2 -2
View File
@@ -55,8 +55,8 @@
#endif
CHAR8 czVersionNumber[16] = { "Build 18.31.10" }; //YY.MM.DD
CHAR8 czVersionNumber[16] = { "Build 18.03.11" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
CHAR16 zRevisionNumber[16] = { L"Revision 8633" };
CHAR16 zRevisionNumber[16] = { L"Revision 8634" };
// SAVE_GAME_VERSION is defined in header, change it there
+1 -1
View File
@@ -1204,7 +1204,7 @@ INT32 CalculateInsuranceContractCost( INT32 iLength, UINT8 ubMercID )
}
// premium depend on merc's salary, the base insurance rate, and the individual's risk factor at this time
uiDailyInsurancePremium = (UINT32) (((pProfile->sSalary * INSURANCE_PREMIUM_RATE * flRiskFactor) / 100) + 0.5);
uiDailyInsurancePremium = (UINT32) (pProfile->sSalary * INSURANCE_PREMIUM_RATE * flRiskFactor / 100.0f + 0.5f);
// multiply by the insurance contract length
uiTotalInsurancePremium = uiDailyInsurancePremium * iLength;
+1 -1
View File
@@ -8986,7 +8986,7 @@ INT8 CalculateMercsAchievementPercentage( INT32 ubProfile )
// Calculate percentage
if( ulTotalMercPoints != 0 )
{
uiMercPercentage = (UINT32)(((100 * uiMercPoints)/ulTotalMercPoints)+ 0.5);
uiMercPercentage = (UINT32)(100.0f * (FLOAT)uiMercPoints / (FLOAT)ulTotalMercPoints + 0.5f);
uiMercPercentage = min( 100, uiMercPercentage );
+1 -1
View File
@@ -4453,7 +4453,7 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags )
}
else if ((HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT )) && ( gGameOptions.fNewTraitSystem ))
{
sAPCost += max( 1, (INT16)((APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100) + 0.5));
sAPCost += max( 1, (INT16)(APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f));
}
else
{
+8 -8
View File
@@ -8175,13 +8175,13 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
else if( Weapon[ gpItemDescObject->usItem ].ubWeaponType == GUN_SHOTGUN && Weapon[gpItemDescObject->usItem].swapClips != 1 )
iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost
* max(0,(100 - gSkillTraitValues.ubRAReloadSpeedShotgunsManual * NUM_SKILL_TRAITS( gpItemDescSoldier, RANGER_NT )
- gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0 + 0.5f );
- gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0f + 0.5f );
// ambidextrous reload bullets
else if( Weapon[gpItemDescObject->usItem].swapClips != 1 )
iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) ) / 100.0f + 0.5f);
// ambidextrous reload magazines
else
iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) ) / 100.0f + 0.5f);
}
// Get base Reload Cost
@@ -8220,13 +8220,13 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
else if( Weapon[ gpComparedItemDescObject->usItem ].ubWeaponType == GUN_SHOTGUN && Weapon[gpComparedItemDescObject->usItem].swapClips != 1 )
iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost
* max(0,(100 - gSkillTraitValues.ubRAReloadSpeedShotgunsManual * NUM_SKILL_TRAITS( gpItemDescSoldier, RANGER_NT )
- gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0 + 0.5f );
- gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0f + 0.5f );
// ambidextrous reload bullets
else if( Weapon[gpComparedItemDescObject->usItem].swapClips != 1 )
iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) ) / 100.0f + 0.5f);
// ambidextrous reload magazines
else
iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) ) / 100.0f + 0.5f);
}
// Get base Reload Cost
@@ -8272,10 +8272,10 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
- gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0 + 0.5f );
// ambidextrous reload bullets
else if( Weapon[gpComparedItemDescObject->usItem].swapClips != 1 )
iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) ) / 100.0f + 0.5f);
// ambidextrous reload magazines
else
iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) ) / 100.0f + 0.5f);
}
// Get base Reload Cost
+1 -1
View File
@@ -4088,7 +4088,7 @@ BOOLEAN ChangeZipperStatus(SOLDIERTYPE *pSoldier, BOOLEAN newStatus)
sAPCost = (newStatus) ? APBPConstants[AP_CLOSE_ZIPPER] : APBPConstants[AP_OPEN_ZIPPER];
// SANDRO - ambidextrous bonus to handle things faster
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
sAPCost = (INT16)((sAPCost * (100 - gSkillTraitValues.ubAMWorkBackpackAPsReduction) / 100) + 0.5);
sAPCost = (INT16)(sAPCost * (100 - gSkillTraitValues.ubAMWorkBackpackAPsReduction) / 100.0f + 0.5f);
//Are we currently in combat?
if(gTacticalStatus.uiFlags & INCOMBAT)
+2 -2
View File
@@ -6439,10 +6439,10 @@ void NCTHImprovedAPColor( SOLDIERTYPE* pSoldier, OBJECTTYPE* pWeapon )
{
// Sniper trait makes chambering a round faster
if (( Weapon[Item[pWeapon->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[pWeapon->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
sModifiedReloadAP = (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5);
sModifiedReloadAP = (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) / 100.0f + 0.5f);
// Ranger trait makes pumping shotguns faster
else if (( Weapon[Item[pWeapon->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
sModifiedReloadAP = (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5);
sModifiedReloadAP = (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )) / 100.0f + 0.5f);
}
}
INT16 sPointsToShoot = CalcTotalAPsToAttack( pSoldier, gCTHDisplay.iTargetGridNo, 0, pSoldier->aiData.bShownAimTime ) + sModifiedReloadAP;
+2 -2
View File
@@ -2271,7 +2271,7 @@ UINT8 AttachmentAPCost( UINT16 usAttachment, UINT16 usItem, SOLDIERTYPE * pSoldi
{
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
{
ubAPCost = (UINT8)((ubAPCost * (100 - gSkillTraitValues.ubAMAttachingItemsAPsReduction) / 100) + 0.5);
ubAPCost = (UINT8)(ubAPCost * (100 - gSkillTraitValues.ubAMAttachingItemsAPsReduction) / 100.0f + 0.5f);
}
}
@@ -2290,7 +2290,7 @@ UINT8 AttachmentAPCost( UINT16 usAttachment, OBJECTTYPE * pObj, SOLDIERTYPE * pS
{
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
{
ubAPCost = (UINT8)((ubAPCost * (100 - gSkillTraitValues.ubAMAttachingItemsAPsReduction) / 100) + 0.5);
ubAPCost = (UINT8)(ubAPCost * (100 - gSkillTraitValues.ubAMAttachingItemsAPsReduction) / 100.0f + 0.5f);
}
}
+4 -4
View File
@@ -10997,21 +10997,21 @@ INT8 CalcEffectiveShockLevel( SOLDIERTYPE * pSoldier )
// Squadleader's resistance to cowering
if ( HAS_SKILL_TRAIT( pSoldier, SQUADLEADER_NT ))
{
bShockForCower = (INT8)((bShockForCower * (100 - gSkillTraitValues.ubSLFearResistance * NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT )) /100) + 0.5);
bShockForCower = (INT8)(bShockForCower * (100 - gSkillTraitValues.ubSLFearResistance * NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT )) / 100.0f + 0.5f);
}
// Check for character traits
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_INTELLECTUAL ) )
{
bShockForCower = (INT8)((bShockForCower * 23 / 20 ) + 0.5); // +15% as shock
bShockForCower = (INT8)(bShockForCower * 23.0f / 20.0f + 0.5f); // +15% as shock
}
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_DAUNTLESS ) )
{
bShockForCower = (INT8)((bShockForCower * 17 / 20 ) + 0.5); // -15% as shock
bShockForCower = (INT8)(bShockForCower * 17.0f / 20.0f + 0.5f); // -15% as shock
}
// Flugente: personal fear resistance
bShockForCower = (INT8)((bShockForCower * (100 - pSoldier->GetFearResistanceBonus()) / 100 ) + 0.5);
bShockForCower = (INT8)(bShockForCower * (100 - pSoldier->GetFearResistanceBonus()) / 100.0f + 0.5f);
}
return bShockForCower;
+203 -205
View File
@@ -3629,7 +3629,7 @@ if(!GridNoOnVisibleWorldTile(iDestination))
// SANDRO - STOMP traits - Athletics trait decreases movement cost
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( s, ATHLETICS_NT ))
{
ubAPCost = max(1, (INT16)((ubAPCost * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
ubAPCost = max(1, (INT16)(ubAPCost * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f + 0.5f));
}
// Moa: scuba fins and swimming background
@@ -4441,31 +4441,30 @@ void ErasePath(char bEraseOldOne)
INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget)
{
INT16 sTileCost,sPoints=0,sAnimCost=0;
INT16 sTileCost,sPoints=0,sAnimCost=0;
INT16 sPointsWalk=0,sPointsCrawl=0,sPointsRun=0,sPointsSwat=0;
INT16 sExtraCostStand,sExtraCostSwat,sExtraCostCrawl;
INT16 sMovementAPsCost = 0; // added by SANDRO
INT32 iLastGrid, sTempGrid;
FLOAT sMovementAPsCost = 0; // added by SANDRO
INT32 iLastGrid, sTempGrid;
INT32 iCnt;
INT32 sOldGrid=0;
INT32 sOldGrid=0;
INT16 sFootOrderIndex;
INT16 sSwitchValue;
INT16 sFootOrder[5] = { GREENSTEPSTART, PURPLESTEPSTART, BLUESTEPSTART,
ORANGESTEPSTART, REDSTEPSTART };
UINT16 usTileIndex;
UINT16 usTileNum;
LEVELNODE *pNode;
INT16 sFootOrder[5] = { GREENSTEPSTART, PURPLESTEPSTART, BLUESTEPSTART, ORANGESTEPSTART, REDSTEPSTART };
UINT16 usTileIndex;
UINT16 usTileNum;
LEVELNODE *pNode;
UINT16 usMovementModeToUseForAPs;
BOOLEAN bIgnoreNextCost = FALSE;
INT32 sTestGridNo;
INT32 sTestGridNo;
if ( bPlot && gusPathShown )
{
ErasePath(FALSE);
}
gusAPtsToMove = 0;
sTempGrid = pSold->sGridNo;
gusAPtsToMove = 0;
sTempGrid = pSold->sGridNo;
sFootOrderIndex = 0;
@@ -4528,14 +4527,10 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
// sAnimCost = APBPConstants[AP_CROUCH];
// break;
}
*/
sPoints = sPoints + sAnimCost;
gusAPtsToMove = gusAPtsToMove + sAnimCost;
gusAPtsToMove = gusAPtsToMove + sAnimCost;*/
if (bStayOn)
{
@@ -4580,68 +4575,21 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
sTileCost = TerrainActionPoints( pSold, sTempGrid, (INT8)guiPathingData[iCnt], pSold->pathing.bLevel );
if ( bIgnoreNextCost )
{
bIgnoreNextCost = FALSE;
}
else
{
// ATE: If we have a 'special cost, like jump fence...
if ( sSwitchValue == TRAVELCOST_FENCE )
if ( bIgnoreNextCost )
{
sPoints = sPoints + sTileCost;
bIgnoreNextCost = TRUE;
// If we are changeing stance ( either before or after getting there....
// We need to reflect that...
switch( usMovementModeToUseForAPs )
{
case RUNNING:
case WALKING :
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
case WALKING_ALTERNATIVE_RDY :
// Add here cost to go from crouch to stand AFTER fence hop....
// Since it's AFTER.. make sure we will be moving after jump...
if ( ( iCnt + 2 ) < iLastGrid )
{
sExtraCostStand += GetAPsCrouch(pSold, TRUE);
// ATE: if running, charge extra point to srart again
if ( usMovementModeToUseForAPs== RUNNING )
{
sExtraCostStand++;
}
sPoints = sPoints + sExtraCostStand;
}
break;
case SWATTING:
case CROUCHEDMOVE_RIFLE_READY:
case CROUCHEDMOVE_PISTOL_READY:
case CROUCHEDMOVE_DUAL_READY:
// Add cost to stand once there BEFORE....
sExtraCostSwat += GetAPsCrouch(pSold, TRUE);
sPoints = sPoints + sExtraCostSwat;
break;
case CRAWLING:
// Can't do it here.....
break;
}
bIgnoreNextCost = FALSE;
}
else if (sTileCost > 0)
else
{
// else, movement is adjusted based on mode...
if (sSwitchValue == TRAVELCOST_NOT_STANDING)
// ATE: If we have a 'special cost, like jump fence...
if ( sSwitchValue == TRAVELCOST_FENCE )
{
sPoints = sPoints + sTileCost;
bIgnoreNextCost = TRUE;
// If we are changeing stance ( either before or after getting there....
// We need to reflect that...
switch( usMovementModeToUseForAPs )
{
case RUNNING:
@@ -4649,148 +4597,198 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
case WALKING_ALTERNATIVE_RDY :
// charge crouch APs for ducking head!
sExtraCostStand += GetAPsCrouch(pSold, TRUE);
// Add here cost to go from crouch to stand AFTER fence hop....
// Since it's AFTER.. make sure we will be moving after jump...
if ( ( iCnt + 2 ) < iLastGrid )
{
sExtraCostStand += GetAPsCrouch(pSold, TRUE);
// ATE: if running, charge extra point to srart again
if ( usMovementModeToUseForAPs== RUNNING )
{
sExtraCostStand++;
}
sPoints = sPoints + sExtraCostStand;
}
break;
default:
case SWATTING:
case CROUCHEDMOVE_RIFLE_READY:
case CROUCHEDMOVE_PISTOL_READY:
case CROUCHEDMOVE_DUAL_READY:
// Add cost to stand once there BEFORE....
sExtraCostSwat += GetAPsCrouch(pSold, TRUE);
sPoints = sPoints + sExtraCostSwat;
break;
case CRAWLING:
// Can't do it here.....
break;
}
}
// so, then we must modify it for other movement styles and accumulate
// CHRISL: Force display path to calculate AP cost differently if we're wearing a backpack
///////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - This part have been modified "a bit" (see also "TerrainActionPoints" in "points.cpp")
// Check movement modifiers
switch( usMovementModeToUseForAPs )
else if (sTileCost > 0)
{
case RUNNING:
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_RUN];
break;
case WALKING:
if ( 0 && !(pSold->MercInWater()) && ( (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIRE ) ))
// else, movement is adjusted based on mode...
if (sSwitchValue == TRAVELCOST_NOT_STANDING)
{
switch( usMovementModeToUseForAPs )
{
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
case RUNNING:
case WALKING :
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
case WALKING_ALTERNATIVE_RDY :
// charge crouch APs for ducking head!
sExtraCostStand += GetAPsCrouch(pSold, TRUE);
break;
default:
break;
}
}
// so, then we must modify it for other movement styles and accumulate
// CHRISL: Force display path to calculate AP cost differently if we're wearing a backpack
///////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - This part have been modified "a bit" (see also "TerrainActionPoints" in "points.cpp")
// Check movement modifiers
switch( usMovementModeToUseForAPs )
{
case RUNNING:
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_RUN];
break;
case WALKING:
if ( 0 && !(pSold->MercInWater()) && ( (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIRE ) ))
{
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
}
else
{
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK];
}
break;
case WALKING_ALTERNATIVE_RDY :
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK];
break;
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
break;
case SWATTING:
case SIDE_STEP_CROUCH_RIFLE:
case SIDE_STEP_CROUCH_PISTOL:
case SIDE_STEP_CROUCH_DUAL:
case CROUCHEDMOVE_RIFLE_READY:
case CROUCHEDMOVE_PISTOL_READY:
case CROUCHEDMOVE_DUAL_READY:
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_SWAT];
break;
case CRAWLING:
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_CRAWL];
break;
default:
sMovementAPsCost = sTileCost;
break;
}
// Check for reverse mode
if ( pSold->bReverse || bReverse )
sMovementAPsCost += APBPConstants[AP_REVERSE_MODIFIER];
// STOMP traits - Athletics trait decreases movement cost
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSold, ATHLETICS_NT ))
{
sMovementAPsCost = max(1, (sMovementAPsCost * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f) );
}
// Moa: scuba fins and swimming background
if ( pSold->inv[LEGPOS].exists() && HasItemFlag( pSold->inv[LEGPOS].usItem, SCUBA_FINS ) )
{
if ( TERRAIN_IS_HIGH_WATER( ubTerrainID) )
sMovementAPsCost /= 2;
else
sMovementAPsCost *= 2;
}
if ( TERRAIN_IS_HIGH_WATER( ubTerrainID) )
sMovementAPsCost = sMovementAPsCost * (100 + pSold->GetBackgroundValue(BG_SWIMMING)) / 100.0f;
// Check if doors if not player's merc (they have to open them manually)
if ( sSwitchValue == TRAVELCOST_DOOR && pSold->bTeam != gbPlayerNum )
{
sMovementAPsCost += GetAPsToOpenDoor( pSold ) + GetAPsToOpenDoor( pSold ); // Include open and close costs!
}
// Check for stealth mode
if ( pSold->bStealthMode || bStealth )
{
// STOMP traits - Stealthy trait decreases stealth AP modifier
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSold, STEALTHY_NT ))
{
sMovementAPsCost += max(0, (APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f) );
}
else
{
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK];
sMovementAPsCost += APBPConstants[AP_STEALTH_MODIFIER];
}
break;
case WALKING_ALTERNATIVE_RDY :
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK];
break;
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
break;
case SWATTING:
case SIDE_STEP_CROUCH_RIFLE:
case SIDE_STEP_CROUCH_PISTOL:
case SIDE_STEP_CROUCH_DUAL:
case CROUCHEDMOVE_RIFLE_READY:
case CROUCHEDMOVE_PISTOL_READY:
case CROUCHEDMOVE_DUAL_READY:
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_SWAT];
break;
case CRAWLING:
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_CRAWL];
break;
default:
sMovementAPsCost = sTileCost;
break;
}
// Check for reverse mode
if ( pSold->bReverse || bReverse )
sMovementAPsCost += APBPConstants[AP_REVERSE_MODIFIER];
// STOMP traits - Athletics trait decreases movement cost
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSold, ATHLETICS_NT ))
{
sMovementAPsCost = max(1, (INT16)((sMovementAPsCost * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
}
// Moa: scuba fins and swimming background
if ( pSold->inv[LEGPOS].exists() && HasItemFlag( pSold->inv[LEGPOS].usItem, SCUBA_FINS ) )
{
if ( TERRAIN_IS_HIGH_WATER( ubTerrainID) )
sMovementAPsCost /= 2;
else
sMovementAPsCost *= 2;
}
if ( TERRAIN_IS_HIGH_WATER( ubTerrainID) )
sMovementAPsCost = (sMovementAPsCost * (100 + pSold->GetBackgroundValue(BG_SWIMMING))) / 100;
// Check if doors if not player's merc (they have to open them manually)
if ( sSwitchValue == TRAVELCOST_DOOR && pSold->bTeam != gbPlayerNum )
{
sMovementAPsCost += GetAPsToOpenDoor( pSold ) + GetAPsToOpenDoor( pSold ); // Include open and close costs!
}
// Check for stealth mode
if ( pSold->bStealthMode || bStealth )
{
// STOMP traits - Stealthy trait decreases stealth AP modifier
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSold, STEALTHY_NT ))
{
sMovementAPsCost += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
}
else
// Flugente: riot shields lower movement speed
if ( pSold->IsRiotShieldEquipped( ) )
{
sMovementAPsCost += APBPConstants[AP_STEALTH_MODIFIER];
sMovementAPsCost *= gItemSettings.fShieldMovementAPCostModifier;
}
}
// Flugente: riot shields lower movement speed
if ( pSold->IsRiotShieldEquipped( ) )
{
sMovementAPsCost *= gItemSettings.fShieldMovementAPCostModifier;
}
// Flugente: dragging someone
if ( pSold->IsDraggingSomeone( ) )
{
sMovementAPsCost *= gItemSettings.fDragAPCostModifier;
}
// Check for backpack
//if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSold ) != ITEM_NOT_FOUND )
// sMovementAPsCost += APBPConstants[AP_MODIFIER_PACK];
if ( UsingNewInventorySystem() == true && gGameExternalOptions.fBackPackWeightLowersAP )
{
INT8 bSlot= FindBackpackOnSoldier( pSold );
if ( bSlot != ITEM_NOT_FOUND )
// Flugente: dragging someone
if ( pSold->IsDraggingSomeone( ) )
{
UINT16 usBPPenalty = APBPConstants[AP_MODIFIER_PACK];
if ( bSlot == BPACKPOCKPOS ) //Backpack caried on back
sMovementAPsCost *= gItemSettings.fDragAPCostModifier;
}
// Check for backpack
//if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSold ) != ITEM_NOT_FOUND )
// sMovementAPsCost += APBPConstants[AP_MODIFIER_PACK];
if ( UsingNewInventorySystem() == true && gGameExternalOptions.fBackPackWeightLowersAP )
{
INT8 bSlot= FindBackpackOnSoldier( pSold );
if ( bSlot != ITEM_NOT_FOUND )
{
OBJECTTYPE * pObj = &( pSold->inv[ BPACKPOCKPOS ] );
UINT16 usBackPackWeight = CalculateObjectWeight( pObj );
// CalculateObjectWeight checks for active LBE gear. Unfortunatly our backpack is not active since we are carying it.
// Sounds not intuitive at all, active means the LBE caries items (marked with blue *), but when put on the LBE adittional slots of our soldier
// are activated where something can be carried. So we have to add the weights of those slots as well.
std::vector<INT8> vbLBESlots;
GetLBESlots( BPACKPOCKPOS, vbLBESlots );
for ( UINT8 i = 0; i < vbLBESlots.size() ; i++ )
UINT16 usBPPenalty = APBPConstants[AP_MODIFIER_PACK];
if ( bSlot == BPACKPOCKPOS ) //Backpack caried on back
{
pObj = &( pSold->inv[ vbLBESlots[ i ] ] );
usBackPackWeight += CalculateObjectWeight( pObj );
OBJECTTYPE * pObj = &( pSold->inv[ BPACKPOCKPOS ] );
UINT16 usBackPackWeight = CalculateObjectWeight( pObj );
// CalculateObjectWeight checks for active LBE gear. Unfortunatly our backpack is not active since we are carying it.
// Sounds not intuitive at all, active means the LBE caries items (marked with blue *), but when put on the LBE adittional slots of our soldier
// are activated where something can be carried. So we have to add the weights of those slots as well.
std::vector<INT8> vbLBESlots;
GetLBESlots( BPACKPOCKPOS, vbLBESlots );
for ( UINT8 i = 0; i < vbLBESlots.size() ; i++ )
{
pObj = &( pSold->inv[ vbLBESlots[ i ] ] );
usBackPackWeight += CalculateObjectWeight( pObj );
}
usBPPenalty = min( ( usBackPackWeight / 50 ), usBPPenalty ); //1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4)
}
usBPPenalty = min( ( usBackPackWeight / 50 ), usBPPenalty ); //1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4)
else //Backpack caried not on back (maybe somewhere inside another LBE or in Hand?)
{
//apply full penalty
}
sMovementAPsCost += usBPPenalty;
}
else //Backpack caried not on back (maybe somewhere inside another LBE or in Hand?)
{
//apply full penalty
}
sMovementAPsCost += usBPPenalty;
}
}
// moving diagonally
if (guiPathingData[iCnt] & 1)
sMovementAPsCost *= 1.4f;
sPoints += sMovementAPsCost + sExtraCostStand;
///////////////////////////////////////////////////////////////////////////////////////////////////////////
}
}
sPoints += (INT16)(sMovementAPsCost + 0.5f) + sExtraCostStand;
///////////////////////////////////////////////////////////////////////////////////////////////////////////
}
}
// THIS NEXT SECTION ONLY NEEDS TO HAPPEN FOR CURSOR UI FEEDBACK, NOT ACTUAL COSTING
@@ -4812,10 +4810,10 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
// STOMP traits - Athletics trait decreases movement cost
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSold, ATHLETICS_NT ))
{
sPointsWalk += max(1, (INT16)(((sMovementAPsCost + APBPConstants[AP_MODIFIER_WALK]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
sPointsCrawl += max(1, (INT16)(((sMovementAPsCost + APBPConstants[AP_MODIFIER_CRAWL]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
sPointsSwat += max(1, (INT16)(((sMovementAPsCost + APBPConstants[AP_MODIFIER_SWAT]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
sPointsRun += max(1, (INT16)(((sMovementAPsCost + APBPConstants[AP_MODIFIER_RUN]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
sPointsWalk += max(1, (INT16)((sMovementAPsCost + APBPConstants[AP_MODIFIER_WALK]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f + 0.5f));
sPointsCrawl += max(1, (INT16)((sMovementAPsCost + APBPConstants[AP_MODIFIER_CRAWL]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f + 0.5f));
sPointsSwat += max(1, (INT16)((sMovementAPsCost + APBPConstants[AP_MODIFIER_SWAT]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f + 0.5f));
sPointsRun += max(1, (INT16)((sMovementAPsCost + APBPConstants[AP_MODIFIER_RUN]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f + 0.5f));
}
// Specify movement modes
else
@@ -4862,10 +4860,10 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
// STOMP traits - Stealthy trait decreases stealth AP modifier
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSold, STEALTHY_NT ))
{
sPointsWalk += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
sPointsCrawl += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
sPointsSwat += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
sPointsRun += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
sPointsWalk += (max(0, (INT16)(APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f + 0.5f)));
sPointsCrawl += (max(0, (INT16)(APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f + 0.5f)));
sPointsSwat += (max(0, (INT16)(APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f + 0.5f)));
sPointsRun += (max(0, (INT16)(APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f + 0.5f)));
}
else
{
+63 -54
View File
@@ -200,11 +200,13 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8
}
// SANDRO - note: as it is, the modifiers for walking/running/etc are not multiplied for diagonal movement, but is it intentional?
// silversurfer: don't multiply here or the following bonus/penalty calculations will all be wrong and cause our mercs to spend too many APs
// direction is now taken into account in function "ActionPointCost"
/* // SANDRO - note: as it is, the modifiers for walking/running/etc are not multiplied for diagonal movement, but is it intentional?
if (bDir & 1)
{
sAPCost = (sAPCost * 14) / 10;
}
}*/
return(sAPCost);
@@ -249,7 +251,7 @@ INT16 BreathPointAdjustmentForCarriedWeight( SOLDIERTYPE * pSoldier )
INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode)
{
INT32 iPoints=0;
FLOAT iPoints = 0;
UINT8 ubMovementCost;
ubMovementCost = gubWorldMovementCosts[sGridNo][bDir][0];
@@ -262,7 +264,7 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
{
ubTerrainID = FLAT_GROUND;
// WANNE.WATER.BUGFIX: If we "walk on water", take the travecost_flat BPs instead of the high swimming BPs ...
// WANNE.WATER.BUGFIX: If we "walk on water", take the travelcost_flat BPs instead of the high swimming BPs ...
ubMovementCost = TRAVELCOST_FLAT;
}
@@ -303,7 +305,7 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
iPoints += APBPConstants[BP_MOVEMENT_READY];
}
iPoints = iPoints * BreathPointAdjustmentForCarriedWeight( pSoldier ) / 100;
iPoints = iPoints * BreathPointAdjustmentForCarriedWeight( pSoldier ) / 100.0f;
// ATE - MAKE MOVEMENT ALWAYS WALK IF IN WATER
if ( TERRAIN_IS_WATER( ubTerrainID) )
@@ -350,7 +352,7 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
// SANDRO - STOMP traits - Athletics reduce breath points spent for moving
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, ATHLETICS_NT ))
{
iPoints = max(1, (INT16)((iPoints * (100 - gSkillTraitValues.ubATBPsMovementReduction) / 100) + 0.5));
iPoints = max(1, (iPoints * (100 - gSkillTraitValues.ubATBPsMovementReduction) / 100.0f) );
}
// Flugente: scuba fins reduce movement cost in water, but increase cost on land
@@ -368,7 +370,7 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
// Flugente: backgrounds
if ( TERRAIN_IS_HIGH_WATER( ubTerrainID) )
iPoints = (iPoints * (100 + pSoldier->GetBackgroundValue(BG_SWIMMING))) / 100;
iPoints = iPoints * ( 100 + pSoldier->GetBackgroundValue(BG_SWIMMING) ) / 100.0f;
// ATE: Adjust these by realtime movement
if (!(gTacticalStatus.uiFlags & TURNBASED) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
@@ -376,18 +378,21 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
// ATE: ADJUST FOR RT - MAKE BREATH GO A LITTLE FASTER!
// silversurfer: now externalized to APBPConstants.ini
//iPoints = (INT32)( iPoints * TB_BREATH_DEDUCT_MODIFIER );
iPoints = (INT32)( iPoints * APBPConstants[BP_RT_BREATH_DEDUCT_MODIFIER] / 100 );
iPoints = iPoints * APBPConstants[BP_RT_BREATH_DEDUCT_MODIFIER] / 100.0f;
}
return( (INT16) iPoints);
// moving diagonally
if (bDir & 1)
iPoints *= 1.4f;
return( (INT16)iPoints);
}
INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode )
{
INT16 sTileCost, sPoints, sSwitchValue;
sPoints = 0;
INT16 sTileCost, sSwitchValue;
FLOAT sPoints = 0;
// get the tile cost for that tile based on WALKING
sTileCost = TerrainActionPoints( pSoldier, sGridNo, bDir, pSoldier->pathing.bLevel );
@@ -487,7 +492,7 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
// STOMP traits - Athletics trait decreases movement cost
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, ATHLETICS_NT ))
{
sPoints = max(1, (INT16)((sPoints * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
sPoints = max(1.0f, ( sPoints * (100 - (FLOAT)gSkillTraitValues.ubATAPsMovementReduction) / 100.0f ) );
}
// Flugente: riot shields lower movement speed
@@ -513,7 +518,7 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
// Flugente: swimming background
if ( TERRAIN_IS_HIGH_WATER( ubTerrainID) )
sPoints = (sPoints * (100 + pSoldier->GetBackgroundValue(BG_SWIMMING))) / 100;
sPoints = sPoints * ( 100 + pSoldier->GetBackgroundValue(BG_SWIMMING) ) / 100.0f;
// Check if doors if not player's merc (they have to open them manually)
if ( sSwitchValue == TRAVELCOST_DOOR && pSoldier->bTeam != gbPlayerNum )
@@ -526,7 +531,7 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
// STOMP traits - Stealthy trait decreases stealth AP modifier
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, STEALTHY_NT ))
{
sPoints += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
sPoints += max(0, (FLOAT)( APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f) );
}
else
{
@@ -592,7 +597,11 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
}
}
return( sPoints );
// moving diagonally
if (bDir & 1)
sPoints *= 1.4f;
return( (INT16)(sPoints + 0.5f) );
}
INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength )
@@ -1152,7 +1161,7 @@ void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, UINT8 ub
else
ubPointsRegistered = max( 10, min( 100, ubPointsRegistered ) ); // 10% is minimum on hearing
ubPointsRegistered = min( 100, ubPointsRegistered ); // 100% is maximum ofc
ubPointsRegistered = (UINT8)((sAPCost * ubPointsRegistered / 100) + 0.5); // now calc how many APs we will award
ubPointsRegistered = (UINT8)(sAPCost * ubPointsRegistered / 100.0f + 0.5f); // now calc how many APs we will award
// increase the counter
if ( ubPointsRegistered )
@@ -2388,7 +2397,7 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
if ( HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPONS_NT ) && gGameOptions.fNewTraitSystem )
{
// bAPCost = (INT16)((bAPCost * (100 - gSkillTraitValues.ubHWGrenadeLaunchersAPsReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ) ) / 100)+ 0.5);
bAPCost = (INT16)(bAPCost * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5);
bAPCost = (INT16)(bAPCost * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5f);
}
}
else if ( pSoldier->IsValidSecondHandShot( ) )
@@ -2398,8 +2407,8 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
// SANDRO - gunslinger check for firing speed
// if ( HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) && gGameOptions.fNewTraitSystem )
// {
INT16 bcst1 = (INT16)(BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[HANDPOS]), pSoldier ) * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5);
INT16 bcst2 = (INT16)(BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[SECONDHANDPOS]), pSoldier ) * GetAttackAPTraitMultiplier( pSoldier, pSecondObjUsed, pSoldier->bWeaponMode ) + 0.5);
INT16 bcst1 = (INT16)(BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[HANDPOS]), pSoldier ) * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5f);
INT16 bcst2 = (INT16)(BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[SECONDHANDPOS]), pSoldier ) * GetAttackAPTraitMultiplier( pSoldier, pSecondObjUsed, pSoldier->bWeaponMode ) + 0.5f);
// if ( Weapon[ usItem ].ubWeaponType == GUN_PISTOL )
// bcst1 = (INT16)((bcst1 * ( 100 - gSkillTraitValues.ubGSFiringSpeedBonusPistols) / 100)+ 0.5);
// if ( Weapon[ pSoldier->inv[SECONDHANDPOS].usItem ].ubWeaponType == GUN_PISTOL )
@@ -2429,7 +2438,7 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
// If we are using alternative weapon holding (from hip rifle/one-handed pistol), the shot can be faster if set in the ini
if ( gGameExternalOptions.ubAltWeaponHoldingFireSpeedBonus > 0 && pSoldier->IsValidAlternativeFireMode( bAimTime, sGridNo ))
{
bAPCost = (INT16)((bAPCost * (100 - gGameExternalOptions.ubAltWeaponHoldingFireSpeedBonus ) / 100)+ 0.5);
bAPCost = (INT16)(bAPCost * (100 - gGameExternalOptions.ubAltWeaponHoldingFireSpeedBonus ) / 100.0f + 0.5f);
}
/////////////////////////////////////////////////////////////////////////////////////
// SANDRO - STOMP traits
@@ -2437,7 +2446,7 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
if ( gGameOptions.fNewTraitSystem )
{
// silversurfer: new function to handle all modifiers
bAPCost = (INT16)(bAPCost * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5);
bAPCost = (INT16)(bAPCost * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5f);
/* // Decreased APs needed for LMG - Auto Weapons
if (Weapon[usUBItem].ubWeaponType == GUN_LMG && (pSoldier->bDoBurst || pSoldier->bDoAutofire) && ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) ) )
@@ -2614,7 +2623,7 @@ INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost
bAPCost += BaseAPsToShootOrStab(bFullAPs, bAimSkill, pObjUsed, pSoldier);
// Decreased APs needed for melee attacks - Melee (Blade only)
if(Item[usItem].usItemClass == IC_BLADE && (HAS_SKILL_TRAIT(pSoldier, MELEE_NT)))
bAPCost = (INT16)((bAPCost * (100 - gSkillTraitValues.ubMEBladesAPsReduction) / 100) + 0.5);
bAPCost = (INT16)(bAPCost * (100 - gSkillTraitValues.ubMEBladesAPsReduction) / 100.0f + 0.5f);
}
// sevenfm: check enemy only if we have correct gridNo
if( !TileIsOutOfBounds(sGridNo) )
@@ -2668,7 +2677,7 @@ INT16 ApsToPunch( SOLDIERTYPE *pSoldier )
{
if (gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ))
{
return ( max( 1, (INT16)((APBPConstants[AP_PUNCH] * (100 - gSkillTraitValues.ubMAPunchAPsReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100) + 0.5)) );
return ( max( 1, (INT16)(APBPConstants[AP_PUNCH] * (100 - gSkillTraitValues.ubMAPunchAPsReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)) );
}
else
{
@@ -3046,10 +3055,10 @@ INT16 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJEC
{
// if pistol or revolver
if ( HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) && ( Weapon[ pGun->usItem ].ubWeaponType == GUN_PISTOL || Weapon[ pGun->usItem ].ubWeaponType == GUN_M_PISTOL ) )
return(INT16)(( GetAPsToReload(pGun) * max(0,(100 - gSkillTraitValues.ubGSRealoadSpeedHandgunsBonus * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) - (HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) ? gSkillTraitValues.ubAMReloadSpeedMagazines : 0 )))/100 ) + 0.5);
return(INT16)( GetAPsToReload(pGun) * max(0,(100 - gSkillTraitValues.ubGSRealoadSpeedHandgunsBonus * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) - (HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) ? gSkillTraitValues.ubAMReloadSpeedMagazines : 0 ))) / 100.0f + 0.5f);
// other weapons for ambidextrous
else if (HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ))
return(INT16)(( GetAPsToReload(pGun) * max(0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines ))/100) + 0.5);
return(INT16)( GetAPsToReload(pGun) * max(0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines )) / 100.0f + 0.5f );
// normal case
else
return GetAPsToReload(pGun);
@@ -3061,9 +3070,9 @@ INT16 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJEC
{
// wrong size ammo item
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) ) // SANDRO - added Ambidextrous check
return (INT16)((((GetAPsToReload(pGun) * APBPConstants[AP_WRONG_MAG])/10)*(100 - gSkillTraitValues.ubAMReloadSpeedLoose)/100) + 0.5);
return (INT16)((GetAPsToReload(pGun) * APBPConstants[AP_WRONG_MAG] / 10.0f) * (100 - gSkillTraitValues.ubAMReloadSpeedLoose) / 100.0f + 0.5f);
else
return (INT16)((GetAPsToReload(pGun) * APBPConstants[AP_WRONG_MAG])/10);
return (INT16)((GetAPsToReload(pGun) * APBPConstants[AP_WRONG_MAG] / 10.0f) + 0.5f);
}
else
{
@@ -3156,10 +3165,10 @@ INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier )
{
// Sniper trait makes chambering a round faster
if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
return ( (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5));
return ( (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) / 100.0f + 0.5f));
// Ranger trait makes pumping shotguns faster
else if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
return ( (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5));
return ( (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )) / 100.0f + 0.5f));
else
return (sModifiedReloadAP);
}
@@ -3340,14 +3349,14 @@ INT16 GetAPsToLook( SOLDIERTYPE *pSoldier )
// Now change to appropriate animation
case ANIM_STAND:
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
return( max( 1, (INT16)((APBPConstants[AP_LOOK_STANDING] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 )));
return( max( 1, (INT16)(APBPConstants[AP_LOOK_STANDING] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f ) ) );
else
return( APBPConstants[AP_LOOK_STANDING] );
break;
case ANIM_CROUCH:
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
return( max( 1, (INT16)((APBPConstants[AP_LOOK_CROUCHED] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 )));
return( max( 1, (INT16)(APBPConstants[AP_LOOK_CROUCHED] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f ) ) );
else
return( APBPConstants[AP_LOOK_CROUCHED] );
break;
@@ -3357,7 +3366,7 @@ INT16 GetAPsToLook( SOLDIERTYPE *pSoldier )
// crouched, turn, and then go back down. Hence you go up (APBPConstants[AP_PRONE]), turn (APBPConstants[AP_LOOK_PRONE]) and down (APBPConstants[AP_PRONE]).
//dnl ch70 160913 because of backpack cost for going up is 2
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
return( max( 1, (INT16)((APBPConstants[AP_LOOK_PRONE] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5)) + GetAPsProne(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE*2) );
return( max( 1, (INT16)(APBPConstants[AP_LOOK_PRONE] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)) + GetAPsProne(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE*2) );
else
return( APBPConstants[AP_LOOK_PRONE] + GetAPsProne(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE*2) );
break;
@@ -3549,7 +3558,7 @@ INT16 GetAPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown )
if ( !fClimbDown )
{
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
iAPsToClimb = max( 1, (INT16)((APBPConstants[AP_CLIMBROOF] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5)); // -25% per trait
iAPsToClimb = max( 1, (INT16)(APBPConstants[AP_CLIMBROOF] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)); // -25% per trait
else
iAPsToClimb = APBPConstants[AP_CLIMBROOF];
@@ -3559,7 +3568,7 @@ INT16 GetAPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown )
else
{
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
iAPsToClimb = max( 1, (INT16)((APBPConstants[AP_CLIMBOFFROOF] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5)); // -25% per trait
iAPsToClimb = max( 1, (INT16)(APBPConstants[AP_CLIMBOFFROOF] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)); // -25% per trait
else
iAPsToClimb = APBPConstants[AP_CLIMBOFFROOF];
@@ -3583,7 +3592,7 @@ INT16 GetAPsToJumpWall( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown )
if ( !fClimbDown )
{
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
iAPsToClimb = max( 1, (INT16)((APBPConstants[AP_JUMPWALL] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5)); // -25% per trait
iAPsToClimb = max( 1, (INT16)(APBPConstants[AP_JUMPWALL] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)); // -25% per trait
else
iAPsToClimb = APBPConstants[AP_JUMPWALL];
@@ -3593,7 +3602,7 @@ INT16 GetAPsToJumpWall( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown )
else
{
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
iAPsToClimb = max( 1, (INT16)((APBPConstants[AP_JUMPOFFWALL] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5)); // -25% per trait
iAPsToClimb = max( 1, (INT16)(APBPConstants[AP_JUMPOFFWALL] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)); // -25% per trait
else
iAPsToClimb = APBPConstants[AP_JUMPOFFWALL];
@@ -3615,7 +3624,7 @@ INT16 GetAPsToJumpThroughWindows( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack )
if ( !fWithBackpack )
{
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ))
return( max( 1, (INT16)((APBPConstants[AP_JUMPWINDOW] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 ))); // -25% per trait
return( max( 1, (INT16)(APBPConstants[AP_JUMPWINDOW] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f ) ) ); // -25% per trait
else
return( APBPConstants[AP_JUMPWINDOW] );
@@ -3623,7 +3632,7 @@ INT16 GetAPsToJumpThroughWindows( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack )
else
{
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ))
return( max( 1, (INT16)((APBPConstants[AP_JUMPWINDOW] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 ))); // -25% per trait
return( max( 1, (INT16)(APBPConstants[AP_JUMPWINDOW] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f ) ) ); // -25% per trait
else
return( APBPConstants[AP_JUMPWINDOW] );
}
@@ -3657,7 +3666,7 @@ INT16 GetAPsToJumpFence( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack )
if ( !fWithBackpack )
{
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ))
return( max( 1, (INT16)((APBPConstants[AP_JUMPFENCE] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 ))); // -25% per trait
return( max( 1, (INT16)(APBPConstants[AP_JUMPFENCE] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f ) ) ); // -25% per trait
else
return( APBPConstants[AP_JUMPFENCE] );
@@ -3665,7 +3674,7 @@ INT16 GetAPsToJumpFence( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack )
else
{
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ))
return( max( 1, (INT16)((APBPConstants[AP_JUMPFENCEBPACK] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 ))); // -25% per trait
return( max( 1, (INT16)(APBPConstants[AP_JUMPFENCEBPACK] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f ) ) ); // -25% per trait
else
return( APBPConstants[AP_JUMPFENCEBPACK] );
}
@@ -3908,7 +3917,7 @@ INT16 GetAPsToDropBomb( SOLDIERTYPE *pSoldier )
{
// SANDRO - STOMP traits - Ambidextrous bonus
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
return( max( 1, (INT16)((APBPConstants[AP_DROP_BOMB] * (100 - gSkillTraitValues.ubAMHandleBombsAPsReduction)/100 ) + 0.5)) );
return( max( 1, (INT16)(APBPConstants[AP_DROP_BOMB] * (100 - gSkillTraitValues.ubAMHandleBombsAPsReduction) / 100.0f + 0.5f)) );
else
return( APBPConstants[AP_DROP_BOMB] );
}
@@ -3917,7 +3926,7 @@ INT16 GetAPsToPlantMine( SOLDIERTYPE *pSoldier )
{
// SANDRO - STOMP traits - Ambidextrous bonus
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
return( max( 1, (INT16)((APBPConstants[AP_BURY_MINE] * (100 - gSkillTraitValues.ubAMHandleBombsAPsReduction)/100 ) + 0.5)) );
return( max( 1, (INT16)(APBPConstants[AP_BURY_MINE] * (100 - gSkillTraitValues.ubAMHandleBombsAPsReduction) / 100.0f + 0.5f)) );
else
return( APBPConstants[AP_BURY_MINE] );
}
@@ -3965,7 +3974,7 @@ INT16 GetAPsToStealItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, INT
}
else if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && ( gGameOptions.fNewTraitSystem ))
{
sAPCost += max( 1, (INT16)((APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100) + 0.5));
sAPCost += max( 1, (INT16)(APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100.0f + 0.5f));
}
else
{
@@ -4104,7 +4113,7 @@ INT16 GetAPsToJumpOver( SOLDIERTYPE *pSoldier )
{
// -25% APs needed to for MA traits
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
return( GetAPsToChangeStance( pSoldier, ANIM_STAND ) + max( 1, (INT16)((APBPConstants[AP_JUMP_OVER] * (100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/100) + 0.5)));
return( GetAPsToChangeStance( pSoldier, ANIM_STAND ) + max( 1, (INT16)(APBPConstants[AP_JUMP_OVER] * (100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f) ) );
else
return( GetAPsToChangeStance( pSoldier, ANIM_STAND ) + APBPConstants[AP_JUMP_OVER] );
}
@@ -4226,7 +4235,7 @@ INT16 GetAPsCrouch( SOLDIERTYPE *pSoldier, BOOLEAN fBackpackCheck )
// -x% APs needed to change stance for MA trait
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && ( gGameOptions.fNewTraitSystem ))
iFinalAPsToCrouch = (INT16)((iFinalAPsToCrouch * ( 100 - gSkillTraitValues.ubMAAPsChangeStanceReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 );
iFinalAPsToCrouch = (INT16)(iFinalAPsToCrouch * ( 100 - gSkillTraitValues.ubMAAPsChangeStanceReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f );
if (iFinalAPsToCrouch < 1 )
iFinalAPsToCrouch = 1;
@@ -4246,7 +4255,7 @@ INT16 GetAPsProne( SOLDIERTYPE *pSoldier, BOOLEAN fBackpackCheck )
// -x% APs needed to change stance for MA trait
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && ( gGameOptions.fNewTraitSystem ))
iFinalAPsToLieDown = (INT16)((iFinalAPsToLieDown * ( 100 - gSkillTraitValues.ubMAAPsChangeStanceReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 );
iFinalAPsToLieDown = (INT16)(iFinalAPsToLieDown * ( 100 - gSkillTraitValues.ubMAAPsChangeStanceReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f );
if (iFinalAPsToLieDown < 1 )
iFinalAPsToLieDown = 1;
@@ -4267,7 +4276,7 @@ INT16 GetAPsStartRun( SOLDIERTYPE *pSoldier )
// Athletics trait
if( HAS_SKILL_TRAIT( pSoldier, ATHLETICS_NT ) && gGameOptions.fNewTraitSystem )
val = max( 1, (INT16)((val * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5) );
val = max( 1, (INT16)(val * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f + 0.5f) );
return val;
}
@@ -4276,7 +4285,7 @@ INT16 GetAPsStartRun( SOLDIERTYPE *pSoldier )
INT16 GetAPsToOpenDoor( SOLDIERTYPE *pSoldier )
{
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
return( max( 1, (INT16)((APBPConstants[AP_OPEN_DOOR] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction)/100) + 0.5 )) );
return( max( 1, (INT16)(APBPConstants[AP_OPEN_DOOR] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction) / 100.0f + 0.5f )) );
else
return( APBPConstants[AP_OPEN_DOOR] );
}
@@ -4285,7 +4294,7 @@ INT16 GetAPsToOpenDoor( SOLDIERTYPE *pSoldier )
INT16 GetAPsToPicklock( SOLDIERTYPE *pSoldier )
{
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
return( max( 1, (INT16)((APBPConstants[AP_PICKLOCK] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction)/100) + 0.5 )) );
return( max( 1, (INT16)(APBPConstants[AP_PICKLOCK] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction) / 100.0f + 0.5f )) );
else
return( APBPConstants[AP_PICKLOCK] );
}
@@ -4294,7 +4303,7 @@ INT16 GetAPsToPicklock( SOLDIERTYPE *pSoldier )
INT16 GetAPsToBombDoor( SOLDIERTYPE *pSoldier )
{
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
return( max( 1, (INT16)((APBPConstants[AP_EXPLODE_DOOR] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction)/100) + 0.5 )) );
return( max( 1, (INT16)(APBPConstants[AP_EXPLODE_DOOR] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction) / 100.0f + 0.5f )) );
else
return( APBPConstants[AP_EXPLODE_DOOR] );
}
@@ -4303,7 +4312,7 @@ INT16 GetAPsToBombDoor( SOLDIERTYPE *pSoldier )
INT16 GetAPsToUntrapDoor( SOLDIERTYPE *pSoldier )
{
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
return( max( 1, (INT16)((APBPConstants[AP_UNTRAP_DOOR] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction)/100) + 0.5 )) );
return( max( 1, (INT16)(APBPConstants[AP_UNTRAP_DOOR] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction) / 100.0f + 0.5f )) );
else
return( APBPConstants[AP_UNTRAP_DOOR] );
}
@@ -4312,7 +4321,7 @@ INT16 GetAPsToUntrapDoor( SOLDIERTYPE *pSoldier )
INT16 GetBasicAPsToPickupItem( SOLDIERTYPE *pSoldier )
{
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
return( max( 1, (INT16)((APBPConstants[AP_PICKUP_ITEM] * (100 - gSkillTraitValues.ubAMPickItemsAPsReduction)/100) + 0.5 )) );
return( max( 1, (INT16)(APBPConstants[AP_PICKUP_ITEM] * (100 - gSkillTraitValues.ubAMPickItemsAPsReduction) / 100.0f + 0.5f )) );
else
return( APBPConstants[AP_PICKUP_ITEM] );
}
@@ -4321,7 +4330,7 @@ INT16 GetBasicAPsToPickupItem( SOLDIERTYPE *pSoldier )
INT16 GetAPsToDisarmMine( SOLDIERTYPE *pSoldier )
{
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
return( max( 1, (INT16)((APBPConstants[AP_DISARM_MINE] * (100 - gSkillTraitValues.ubAMHandleBombsAPsReduction)/100) + 0.5 )) );
return( max( 1, (INT16)(APBPConstants[AP_DISARM_MINE] * (100 - gSkillTraitValues.ubAMHandleBombsAPsReduction) / 100.0f + 0.5f )) );
else
return( APBPConstants[AP_DISARM_MINE] );
}
+1 -1
View File
@@ -7560,7 +7560,7 @@ void EVENT_InternalSetSoldierDesiredDirection( SOLDIERTYPE *pSoldier, UINT8 ubNe
}
// martial artists can turn faster
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
sAPCost = max( 1, (INT16)((sAPCost * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5) );
sAPCost = max( 1, (INT16)(sAPCost * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f) );
// SANDRO: get BP cost for weapon manipulating
if ( gGameExternalOptions.ubEnergyCostForWeaponWeight )
+2 -2
View File
@@ -3668,7 +3668,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
{
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && ( gGameOptions.fNewTraitSystem ))
{
DeductPoints( pSoldier, max( 1, (INT16)((APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100) + 0.5)), 200, AFTERACTION_INTERRUPT );
DeductPoints( pSoldier, max( 1, (INT16)(APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)), 200, AFTERACTION_INTERRUPT );
}
else
{
@@ -3685,7 +3685,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
{
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && ( gGameOptions.fNewTraitSystem ))
{
DeductPoints( pSoldier, max( 1, (INT16)((APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100) + 0.5)), 0, AFTERACTION_INTERRUPT );
DeductPoints( pSoldier, max( 1, (INT16)(APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)), 0, AFTERACTION_INTERRUPT );
}
else
{
+8 -8
View File
@@ -2285,7 +2285,7 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) )
{
// also add breath damage bonus into consideration
iImpact = (INT32)((iImpact * ( 100 + (gSkillTraitValues.ubMABonusDamageHandToHand + gSkillTraitValues.ubMABonusBreathDamageHandToHand) * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) ) / 100) + 0.5);
iImpact = (INT32)(iImpact * ( 100 + (gSkillTraitValues.ubMABonusDamageHandToHand + gSkillTraitValues.ubMABonusBreathDamageHandToHand) * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) ) / 100.0f + 0.5f);
// The Spinning kicks or aimed punch bonus - SANDRO
@@ -2300,7 +2300,7 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
// +30% damage of blunt weapons for melee character
if (HAS_SKILL_TRAIT( pSoldier, MELEE_NT ))
{
iImpact = (INT32)((iImpact * (100 + gSkillTraitValues.ubMEDamageBonusBlunt)/100) + 0.5);
iImpact = (INT32)(iImpact * (100 + gSkillTraitValues.ubMEDamageBonusBlunt) / 100.0f + 0.5f);
//if (pSoldier->aiData.bAimTime > 0)
//{
@@ -2313,11 +2313,11 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
{
if ( HAS_SKILL_TRAIT( pSoldier, MARTIALARTS_OT ) )
{
iImpact = (INT32)((iImpact * (100 + gbSkillTraitBonus[MARTIALARTS_OT] * NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT ) ) / 100) + 0.5);
iImpact = (INT32)(iImpact * (100 + gbSkillTraitBonus[MARTIALARTS_OT] * NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT ) ) / 100.0f + 0.5f);
}
if ( HAS_SKILL_TRAIT( pSoldier, HANDTOHAND_OT ) )
{
iImpact = (INT32)((iImpact * (100 + gbSkillTraitBonus[HANDTOHAND_OT] * NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT ) ) / 100) + 0.5);
iImpact = (INT32)(iImpact * (100 + gbSkillTraitBonus[HANDTOHAND_OT] * NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT ) ) / 100.0f + 0.5f);
}
}
// SANDRO - Enhanced Close Combat System - aiming at body parts makes difference
@@ -2404,10 +2404,10 @@ INT8 TryToReload( SOLDIERTYPE * pSoldier )
{
// Sniper trait makes chambering a round faster
if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5), 0);
DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) / 100.0f + 0.5f), 0);
// Ranger trait makes pumping shotguns faster
else if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5), 0);
DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )) / 100.0f + 0.5f), 0);
else
DeductPoints(pSoldier, sModifiedReloadAP, 0);
}
@@ -2457,10 +2457,10 @@ INT8 TryToReload( SOLDIERTYPE * pSoldier )
{
// Sniper trait makes chambering a round faster
if (( Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5), 0);
DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) / 100.0f + 0.5f), 0);
// Ranger trait makes pumping shotguns faster
else if (( Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5), 0);
DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )) / 100.0f + 0.5f), 0);
else
DeductPoints(pSoldier, sModifiedReloadAP, 0);
}
+3 -3
View File
@@ -1632,13 +1632,13 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_NORMAL && Item[usItem].usItemClass == IC_BOMB &&
(!Item[usItem].attachment || Item[usItem].mine ))
{
sNewWoundAmt = (INT16)(((sNewWoundAmt * (100 + gSkillTraitValues.ubDEDamageOfBombsAndMines)) / 100) + 0.5);
sNewWoundAmt = (INT16)(sNewWoundAmt * (100 + gSkillTraitValues.ubDEDamageOfBombsAndMines) / 100.0f + 0.5f);
}
// Heavy Weapons trait bonus damage to tanks
if ( HAS_SKILL_TRAIT( MercPtrs[ubOwner], HEAVY_WEAPONS_NT ) && ARMED_VEHICLE( pSoldier ) &&
Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_NORMAL )
{
sNewWoundAmt = (INT16)(((sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageTanksBonusPercent * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT ))) / 100) + 0.5); // +30%
sNewWoundAmt = (INT16)(sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageTanksBonusPercent * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT )) / 100.0f + 0.5f); // +30%
}
// Heavy Weapons trait bonus damage with rocket, grenade launchers and mortar
else if ( HAS_SKILL_TRAIT( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT ) &&
@@ -1647,7 +1647,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
(Item[usItem].usItemClass == IC_GRENADE && (Item[usItem].glgrenade || Item[usItem].electronic) ) || // rockets for rocketlaunchers (I haven't found any other way)
(Item[usItem].usItemClass == IC_LAUNCHER ) || Item[usItem].rocketlauncher || Item[usItem].singleshotrocketlauncher ) )
{
sNewWoundAmt = (INT16)(((sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageBonusPercentForHW * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT ))) / 100) + 0.5); // +15%
sNewWoundAmt = (INT16)(sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageBonusPercentForHW * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT )) / 100.0f + 0.5f); // +15%
}
}