Fix for 1% chance to hit target when distance is > 52

Camo and other effects are taken into account when aiming at a body part
Max Distance Visible is more consistent in being calculated based on the soldier and direction rather than a fixed number

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1239 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
AalaarDB
2007-08-21 10:21:56 +00:00
parent c01ba3f6f1
commit 3f6ff281a3
31 changed files with 361 additions and 610 deletions
+3 -3
View File
@@ -122,7 +122,7 @@ void CallEldinTo( INT16 sGridNo )
pSoldier = FindSoldierByProfileID( ELDIN, FALSE );
if ( pSoldier && pSoldier->bActive && pSoldier->bInSector && pSoldier->bLife >= OKLIFE && (pSoldier->bAlertStatus == STATUS_GREEN || pSoldier->ubNoiseVolume < (MAX_MISC_NOISE_DURATION / 2) ) )
{
if ( SoldierToLocationLineOfSightTest( pSoldier, sGridNo, (UINT8) MaxDistanceVisible(), TRUE ) )
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, 0, 0, TRUE ) )
{
// sees the player now!
TriggerNPCWithIHateYouQuote( ELDIN );
@@ -229,7 +229,7 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
// if any "misc. noise" was also heard recently
if (pSoldier->sNoiseGridno != NOWHERE)
{
if ( pSoldier->bNoiseLevel != pSoldier->bLevel || PythSpacesAway( pSoldier->sGridNo, pSoldier->sNoiseGridno ) >= 6 || SoldierTo3DLocationLineOfSightTest( pSoldier, pSoldier->sNoiseGridno, pSoldier->bNoiseLevel, 0, (UINT8) MaxDistanceVisible(), FALSE ) == 0 )
if ( pSoldier->bNoiseLevel != pSoldier->bLevel || PythSpacesAway( pSoldier->sGridNo, pSoldier->sNoiseGridno ) >= 6 || SoldierTo3DLocationLineOfSightTest( pSoldier, pSoldier->sNoiseGridno, pSoldier->bNoiseLevel, 0, FALSE, 255 ) == 0 )
{
// calculate how far this noise was, and its relative "importance"
iDistAway = SpacesAway(pSoldier->sGridNo,pSoldier->sNoiseGridno);
@@ -258,7 +258,7 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
if (*psNoiseGridNo != NOWHERE)
{
// if we are NOT there (at the noise gridno)
if ( *pbNoiseLevel != pSoldier->bLevel || PythSpacesAway( pSoldier->sGridNo, *psNoiseGridNo ) >= 6 || SoldierTo3DLocationLineOfSightTest( pSoldier, *psNoiseGridNo, *pbNoiseLevel, 0, (UINT8) MaxDistanceVisible(), FALSE ) == 0 )
if ( *pbNoiseLevel != pSoldier->bLevel || PythSpacesAway( pSoldier->sGridNo, *psNoiseGridNo ) >= 6 || SoldierTo3DLocationLineOfSightTest( pSoldier, *psNoiseGridNo, *pbNoiseLevel, 0, FALSE, 255 ) == 0 )
{
// calculate how far this noise was, and its relative "importance"
iDistAway = SpacesAway(pSoldier->sGridNo,*psNoiseGridNo);