- 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
+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] );
}