100AP project integration

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2402 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
ChrisL
2008-11-06 00:46:54 +00:00
parent d63ae7501b
commit 3cd3ef39cb
64 changed files with 1436 additions and 781 deletions
+13 -14
View File
@@ -1977,13 +1977,13 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
// Do we have APs?
if((UsingNewInventorySystem() == true) && pSoldier->inv[BPACKPOCKPOS].exists() == true)
{
sAPCost = AP_JUMPFENCEBPACK;
sBPCost = BP_JUMPFENCEBPACK;
sAPCost = APBPConstants[AP_JUMPFENCEBPACK];
sBPCost = APBPConstants[BP_JUMPFENCEBPACK];
}
else
{
sAPCost = AP_JUMPFENCE;
sBPCost = BP_JUMPFENCE;
sAPCost = APBPConstants[AP_JUMPFENCE];
sBPCost = APBPConstants[BP_JUMPFENCE];
}
@@ -7111,7 +7111,6 @@ INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier )
return( bTolerance );
}
#define MAX_APS_SUPPRESSED 8
void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
{
INT8 bTolerance;
@@ -7133,7 +7132,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: figure out aps lost"));
// multiply by 2, add 1 and divide by 2 to round off to nearest whole number
ubPointsLost = ( ((pSoldier->ubSuppressionPoints * 6) / (bTolerance + 6)) * 2 + 1 ) / 2;
ubPointsLost = (UINT8)( (FLOAT)((pSoldier->ubSuppressionPoints * APBPConstants[AP_SUPPRESSION_MOD]) / (bTolerance + 6)) * 2 + 1 ) / 2;
// reduce loss of APs based on stance
// ATE: Taken out because we can possibly supress ourselves...
@@ -7150,9 +7149,9 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
//}
// cap the # of APs we can lose
if (ubPointsLost > MAX_APS_SUPPRESSED)
if (ubPointsLost > APBPConstants[AP_MAX_SUPPRESSED])
{
ubPointsLost = MAX_APS_SUPPRESSED;
ubPointsLost = (UINT8)APBPConstants[AP_MAX_SUPPRESSED];
}
ubTotalPointsLost = ubPointsLost;
@@ -7187,21 +7186,21 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
// can't change stance below prone!
break;
case ANIM_CROUCH:
if (ubTotalPointsLost >= AP_PRONE && IsValidStance( pSoldier, ANIM_PRONE ) )
if (ubTotalPointsLost >= APBPConstants[AP_PRONE] && IsValidStance( pSoldier, ANIM_PRONE ) )
{
sClosestOpponent = ClosestKnownOpponent( pSoldier, &sClosestOppLoc, NULL );
if (sClosestOpponent == NOWHERE || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8)
{
if (ubPointsLost < AP_PRONE)
if (ubPointsLost < APBPConstants[AP_PRONE])
{
// Have to give APs back so that we can change stance without
// losing more APs
pSoldier->bActionPoints += (AP_PRONE - ubPointsLost);
pSoldier->bActionPoints += (APBPConstants[AP_PRONE] - ubPointsLost);
ubPointsLost = 0;
}
else
{
ubPointsLost -= AP_PRONE;
ubPointsLost -= APBPConstants[AP_PRONE];
}
ubNewStance = ANIM_PRONE;
}
@@ -7213,7 +7212,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
// can't change stance here!
break;
}
else if (ubTotalPointsLost >= (AP_CROUCH + AP_PRONE) && ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_PRONE ) && IsValidStance( pSoldier, ANIM_PRONE ) )
else if (ubTotalPointsLost >= (APBPConstants[AP_CROUCH] + APBPConstants[AP_PRONE]) && ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_PRONE ) && IsValidStance( pSoldier, ANIM_PRONE ) )
{
sClosestOpponent = ClosestKnownOpponent( pSoldier, &sClosestOppLoc, NULL );
if ( sClosestOpponent == NOWHERE || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8 )
@@ -7235,7 +7234,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
ubNewStance = ANIM_CROUCH;
}
}
else if ( ubTotalPointsLost >= AP_CROUCH && ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_CROUCH ) && IsValidStance( pSoldier, ANIM_CROUCH ) )
else if ( ubTotalPointsLost >= APBPConstants[AP_CROUCH] && ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_CROUCH ) && IsValidStance( pSoldier, ANIM_CROUCH ) )
{
// crouch!
ubNewStance = ANIM_CROUCH;