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
+44 -32
View File
@@ -118,13 +118,13 @@ BOOLEAN gfReportHitChances = FALSE;
#define ASRIFLE( ammo, update, impact, rt, rof, burstrof, burstpenal, deadl, acc, clip, range, av, hv, sd, bsd ) { RIFLECLASS, GUN_AS_RIFLE, ammo, rt, rof, burstrof, burstpenal, update, (UINT8) (impact), deadl, acc, clip, range, 200, av, hv, sd, bsd, S_RELOAD_RIFLE, S_LNL_RIFLE }
#define SHOTGUN( ammo, update, impact, rt, rof, burstrof, burstpenal, deadl, acc, clip, range, av, hv, sd, bsd ) { SHOTGUNCLASS, GUN_SHOTGUN, ammo, rt, rof, burstrof, burstpenal, update, (UINT8) (impact), deadl, acc, clip, range, 200, av, hv, sd, bsd, S_RELOAD_SHOTGUN, S_LNL_SHOTGUN }
#define LMG( ammo, update, impact, rt, rof, burstrof, burstpenal, deadl, acc, clip, range, av, hv, sd, bsd ) { MGCLASS, GUN_LMG, ammo, rt, rof, burstrof, burstpenal, update, (UINT8) (impact), deadl, acc, clip, range, 200, av, hv, sd, bsd, S_RELOAD_LMG, S_LNL_LMG }
#define BLADE( impact, rof, deadl, range, av, sd ) { KNIFECLASS, NOT_GUN, 0, AP_READY_KNIFE, rof, 0, 0, 0, (UINT8) (impact), deadl, 0, 0, range, 200, av, 0, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define THROWINGBLADE( impact, rof, deadl, range, av, sd ) { KNIFECLASS, NOT_GUN, 0, AP_READY_KNIFE, rof, 0, 0, 0, (UINT8) (impact), deadl, 0, 0, range, 200, av, 0, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define BLADE( impact, rof, deadl, range, av, sd ) { KNIFECLASS, NOT_GUN, 0, APBPConstants[AP_READY_KNIFE], rof, 0, 0, 0, (UINT8) (impact), deadl, 0, 0, range, 200, av, 0, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define THROWINGBLADE( impact, rof, deadl, range, av, sd ) { KNIFECLASS, NOT_GUN, 0, APBPConstants[AP_READY_KNIFE], rof, 0, 0, 0, (UINT8) (impact), deadl, 0, 0, range, 200, av, 0, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define PUNCHWEAPON( impact, rof, deadl, av, sd ) { KNIFECLASS, NOT_GUN, 0, 0, rof, 0, 0, 0, (UINT8) (impact), deadl, 0, 0, 10, 200, av, 0, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define LAUNCHER( update, rt, rof, deadl, acc, range, av, hv, sd) { RIFLECLASS, NOT_GUN, NOAMMO, rt, rof, 0, 0, update, 1, deadl, acc, 0, range, 200, av, hv, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define LAW( update, rt, rof, deadl, acc, range, av, hv, sd) { RIFLECLASS, NOT_GUN, NOAMMO, rt, rof, 0, 0, update, 80, deadl, acc, 1, range, 200, av, hv, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define CANNON( update, rt, rof, deadl, acc, range, av, hv, sd) { RIFLECLASS, NOT_GUN, NOAMMO, rt, rof, 0, 0, update, 80, deadl, acc, 1, range, 200, av, hv, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define MONSTSPIT( impact, rof, deadl, clip, range, av, hv, sd) { MONSTERCLASS, NOT_GUN, AMMOMONST, AP_READY_KNIFE, rof, 0, 0, 250, (UINT8) (impact), deadl, 0, clip, range, 200, av, hv, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define MONSTSPIT( impact, rof, deadl, clip, range, av, hv, sd) { MONSTERCLASS, NOT_GUN, AMMOMONST, APBPConstants[AP_READY_KNIFE], rof, 0, 0, 250, (UINT8) (impact), deadl, 0, clip, range, 200, av, hv, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
// ranges are in world units, calculated by:
// 100 + real-range-in-metres/10
@@ -347,7 +347,6 @@ struct
}
typedef weaponParseData;
static void XMLCALL
weaponStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
{
@@ -489,11 +488,12 @@ weaponEndElementHandle(void *userData, const XML_Char *name)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubReadyTime = (UINT8) atol(pData->szCharData);
pData->curWeapon.ubReadyTime = (UINT8)DynamicAdjustAPConstants(pData->curWeapon.ubReadyTime, pData->curWeapon.ubReadyTime);
}
else if(strcmp(name, "ubShotsPer4Turns") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubShotsPer4Turns = (UINT8) atol(pData->szCharData);
pData->curWeapon.ubShotsPer4Turns = (FLOAT) atof(pData->szCharData);
}
else if(strcmp(name, "ubShotsPerBurst") == 0)
{
@@ -579,6 +579,7 @@ weaponEndElementHandle(void *userData, const XML_Char *name)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.bBurstAP = (UINT8) atol(pData->szCharData);
pData->curWeapon.bBurstAP = (UINT8)DynamicAdjustAPConstants(pData->curWeapon.bBurstAP, pData->curWeapon.bBurstAP);
}
else if(strcmp(name, "bAutofireShotsPerFiveAP") == 0)
{
@@ -589,6 +590,7 @@ weaponEndElementHandle(void *userData, const XML_Char *name)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.APsToReload = (UINT8) atol(pData->szCharData);
pData->curWeapon.APsToReload = (UINT8)DynamicAdjustAPConstants(pData->curWeapon.APsToReload, pData->curWeapon.APsToReload);
}
else if(strcmp(name, "SilencedSound") == 0)
{
@@ -626,6 +628,7 @@ weaponEndElementHandle(void *userData, const XML_Char *name)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.APsToReloadManually = (UINT8) atol(pData->szCharData);
pData->curWeapon.APsToReloadManually = (UINT8)DynamicAdjustAPConstants(pData->curWeapon.APsToReloadManually, pData->curWeapon.APsToReloadManually);
}
else if(strcmp(name, "ManualReloadSound") == 0)
{
@@ -1230,25 +1233,31 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
else if ((*pObj)[0]->data.gun.bGunAmmoStatus < 0)
{
// try to unjam gun
int iResult = SkillCheck( pSoldier, UNJAM_GUN_CHECK, (INT8) ((Item[pObj->usItem].bReliability + Item[(*pObj)[0]->data.gun.usGunAmmoItem].bReliability)* 4) );
if (iResult > 0)
{
// yay! unjammed the gun
(*pObj)[0]->data.gun.bGunAmmoStatus *= -1;
// MECHANICAL/DEXTERITY GAIN: Unjammed a gun
StatChange( pSoldier, MECHANAMT, 5, FALSE );
StatChange( pSoldier, DEXTAMT, 5, FALSE );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
// We unjammed gun, return appropriate value!
return( 255 );
}
else
{
return( TRUE );
}
if(EnoughPoints(pSoldier, APBPConstants[AP_UNJAM], APBPConstants[BP_UNJAM], FALSE))
{
DeductPoints(pSoldier, APBPConstants[AP_UNJAM], APBPConstants[BP_UNJAM]);
int iResult = SkillCheck( pSoldier, UNJAM_GUN_CHECK, (INT8) ((Item[pObj->usItem].bReliability + Item[(*pObj)[0]->data.gun.usGunAmmoItem].bReliability)* 4) );
if (iResult > 0)
{
// yay! unjammed the gun
(*pObj)[0]->data.gun.bGunAmmoStatus *= -1;
// MECHANICAL/DEXTERITY GAIN: Unjammed a gun
StatChange( pSoldier, MECHANAMT, 5, FALSE );
StatChange( pSoldier, DEXTAMT, 5, FALSE );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
// We unjammed gun, return appropriate value!
return( 255 );
}
else
{
return( TRUE );
}
}
else
return( TRUE );
}
}
}
@@ -2667,7 +2676,7 @@ BOOLEAN UseThrown( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo )
// costs are deducted. Final throw cost is deducted on creating the grenade object
if ( (UINT8)GetDirectionFromGridNo( sTargetGridNo, pSoldier ) != pSoldier->ubDirection )
sAPCost += (INT16)GetAPsToLook( pSoldier );
sAPCost += (INT16)GetAPsToChangeStance( pSoldier, ANIM_STAND );
sAPCost += GetAPsToChangeStance( pSoldier, ANIM_STAND );
HandleSoldierThrowItem( pSoldier, pSoldier->sTargetGridNo );
DeductPoints( pSoldier, sAPCost, 0 );
@@ -3518,7 +3527,7 @@ BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT16 sGridNo )
return( FALSE );
}
UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAimTime, UINT8 ubAimPos )
UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
{
//SOLDIERTYPE *vicpSoldier;
SOLDIERTYPE * pTarget;
@@ -4249,7 +4258,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAimTime,
return (iChance);
}
UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAimTime, UINT8 ubAimPos )
UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
{
UINT16 usTrueState;
UINT32 uiChance;
@@ -4981,7 +4990,7 @@ void ShotMiss( UINT8 ubAttackerID, INT32 iBullet )
// FreeUpAttacker( ubAttackerID );
}
UINT32 CalcChanceHTH( SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, UINT8 ubAimTime, UINT8 ubMode )
UINT32 CalcChanceHTH( SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAimTime, UINT8 ubMode )
{
UINT16 usInHand;
UINT8 ubBandaged;
@@ -5311,17 +5320,17 @@ UINT32 CalcChanceHTH( SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, UINT8 ubAi
return (iChance);
}
UINT32 CalcChanceToStab(SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, UINT8 ubAimTime)
UINT32 CalcChanceToStab(SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAimTime)
{
return( CalcChanceHTH( pAttacker, pDefender, ubAimTime, HTH_MODE_STAB ) );
}
UINT32 CalcChanceToPunch(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, UINT8 ubAimTime)
UINT32 CalcChanceToPunch(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, INT16 ubAimTime)
{
return( CalcChanceHTH( pAttacker, pDefender, ubAimTime, HTH_MODE_PUNCH ) );
}
UINT32 CalcChanceToSteal(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, UINT8 ubAimTime)
UINT32 CalcChanceToSteal(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, INT16 ubAimTime)
{
return( CalcChanceHTH( pAttacker, pDefender, ubAimTime, HTH_MODE_STEAL ) );
}
@@ -5572,7 +5581,7 @@ INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fArmed )
}
UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAimTime, UINT8 ubAimPos )
UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
{
INT32 iChance, iMaxRange, iRange;
UINT16 usHandItem;
@@ -5995,3 +6004,6 @@ INT8 GetAPsToReload( OBJECTTYPE *pObj )