Bugfix: Feature Swap merc faces

When swapping merc faces in tactical the game will now rebuild the mercs squad.

Changed NCTH behaviour for lasers: 

When USE_NEW_CTH_CALCULATION = TRUE in Ja2_Options.ini the game now uses the item property <BestLaserRange> now for a laser specific bonus instead of <ProjectionFactor>. This bonus is a percentage reduction of the base aperture in NCTH. This functionality will only be used if one of the following new parameters in CTHConstants.ini is NOT 0.

LASER_PERFORMANCE_BONUS_HIP
LASER_PERFORMANCE_BONUS_IRON
LASER_PERFORMANCE_BONUS_SCOPE

This functionality also affects the laser property that is displayed in UDB.

Changed NCTH behaviour for Iron Sights and other 1x sights:

Iron sights and other 1x sights can now receive a bonus in NCTH to make them more useful compared to scopes. This bonus is a percentage reduction of the base aperture just like lasers can do.
There is a new parameter in CTHConstants.ini for this:

IRON_SIGHT_PERFORMANCE_BONUS


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6370 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-09-07 12:10:45 +00:00
parent 98f9831057
commit 4808850814
20 changed files with 295 additions and 67 deletions
+97 -34
View File
@@ -61,6 +61,7 @@
// HEADROCK HAM 4: Included for new CTH indicator
#include "weapons.h"
#include "Map Screen Interface.h" // added by Flugente for SquadNames
#include "environment.h"
#endif
@@ -2273,11 +2274,11 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
if ( zEnemyRank[iCounter2].Stats == 0 && pSoldier->stats.bExpLevel == zEnemyRank[iCounter2].ExpLevel )
{
swprintf(NameStr, zEnemyRank[iCounter2].szCurRank);
SetFont( TINYFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_YELLOW );
// need to adjust sYPos because default position already occupied by the name
if ( gGameExternalOptions.fSoldierProfiles_Enemy && pSoldier->usSoldierProfile || gGameExternalOptions.fEnemyNames )
FindFontCenterCoordinates( sXPos, (INT16)( sYPos + 10 ), (INT16)(80 ), 1, NameStr, TINYFONT1, &sX, &sY );
@@ -2451,6 +2452,54 @@ BOOLEAN DrawCTHIndicator()
// Calculate the size of a "normal" aperture. This is how wide a shot can go at 1x Normal Distance.
FLOAT iBasicAperture = (FLOAT)((sin(ddMaxAngleRadians) * gGameCTHConstants.NORMAL_SHOOTING_DISTANCE) * 2); // The *2 compensates for the difference between CellXY and ScreenXY
// when using the reworked NCTH code we do additional calculations for iron sights and lasers
if (gGameExternalOptions.fUseNewCTHCalculation)
{
// iron sights can get a percentage bonus to make them overall better but only when not shooting from hip
if ( gCTHDisplay.ScopeMagFactor <= 1.0 && !pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bAimTime, gCTHDisplay.iTargetGridNo ) )
iBasicAperture = iBasicAperture * (FLOAT)( (100 - gGameCTHConstants.IRON_SIGHT_PERFORMANCE_BONUS) / 100);
// laser pointers can provide a percentage bonus to base aperture
if ( gCTHDisplay.iBestLaserRange > 0
&& ( gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
{
INT8 bLightLevel = LightTrueLevel(gCTHDisplay.iTargetGridNo, gsInterfaceLevel );
INT32 iMaxLaserRange = ( gCTHDisplay.iBestLaserRange*( 2*bLightLevel + 3*NORMAL_LIGHTLEVEL_NIGHT - 5*NORMAL_LIGHTLEVEL_DAY ) ) / ( 2 * ( NORMAL_LIGHTLEVEL_NIGHT - NORMAL_LIGHTLEVEL_DAY ) );
// laser only has effect when in range
if ( iMaxLaserRange > d2DDistance )
{
FLOAT fLaserBonus = 0;
// which bonus do we want to apply?
if ( pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bAimTime, gCTHDisplay.iTargetGridNo ) )
// shooting from hip
fLaserBonus = gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP;
else if ( gCTHDisplay.ScopeMagFactor <= 1.0 )
// using iron sights or other 1x sights
fLaserBonus = gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON;
else
// must be using a scope
fLaserBonus = gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE;
// light level influences how easy it is to spot the laser dot on the target
FLOAT fBrightnessModifier = 1.0 - ( (FLOAT)(bLightLevel - SHADE_MAX) / (FLOAT)(SHADE_MIN - SHADE_MAX) );
// laser fully efficient
if ( gCTHDisplay.iBestLaserRange > d2DDistance )
// apply full bonus
iBasicAperture = iBasicAperture * (FLOAT)( (100 - (fLaserBonus * fBrightnessModifier)) / 100);
else
{
// beyond BestLaserRange laser bonus drops linearly to 0
FLOAT fEffectiveLaserRatio = (FLOAT)(iMaxLaserRange - d2DDistance) / (FLOAT)(iMaxLaserRange - gCTHDisplay.iBestLaserRange);
// apply partial bonus
iBasicAperture = iBasicAperture * (FLOAT)( (100 - (fLaserBonus * fBrightnessModifier * fEffectiveLaserRatio)) / 100);
}
}
}
}
// Calculate the Maximum Aperture. This is the margin of error for the "worst" shot we can have given the
// target's actual distance. This will later be used to draw the Outer Circle around the target.
FLOAT iMaxAperture = iBasicAperture * iDistanceRatio;
@@ -3152,18 +3201,18 @@ BOOLEAN DrawCTHIndicator()
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureBar );
// Draw a border circle which is 1 point wider
curX = (INT16)((iMaxAperture+1) * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
curY = (INT16)(((iMaxAperture * dVerticalBias)+1) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
// curX = (INT16)((iMaxAperture+1) * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
// curY = (INT16)(((iMaxAperture * dVerticalBias)+1) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
if (curX != firstX || curY != firstY)
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureBorder );
// if (curX != firstX || curY != firstY)
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureBorder );
// Draw a border circle which is 1 point narrower
curX = (INT16)((iMaxAperture-1) * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
curY = (INT16)(((iMaxAperture * dVerticalBias)-1) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
// curX = (INT16)((iMaxAperture-1) * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
// curY = (INT16)(((iMaxAperture * dVerticalBias)-1) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
if (curX != firstX || curY != firstY)
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureBorder );
// if (curX != firstX || curY != firstY)
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureBorder );
}
Circ = (INT32)((iAperture * RADIANS_IN_CIRCLE) * dVerticalBias);
@@ -3178,18 +3227,18 @@ BOOLEAN DrawCTHIndicator()
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureBar );
// Draw a border circle which is 1 point wider
curX = (INT16)((iAperture+1) * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
curY = (INT16)(((iAperture * dVerticalBias)+1) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
// curX = (INT16)((iAperture+1) * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
// curY = (INT16)(((iAperture * dVerticalBias)+1) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
if (curX != firstX || curY != firstY)
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureBorder );
// if (curX != firstX || curY != firstY)
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureBorder );
// Draw a border circle which is 1 point narrower
curX = (INT16)((iAperture-1) * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
curY = (INT16)(((iAperture * dVerticalBias)-1) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
// curX = (INT16)((iAperture-1) * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
// curY = (INT16)(((iAperture * dVerticalBias)-1) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
if (curX != firstX || curY != firstY)
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureBorder );
// if (curX != firstX || curY != firstY)
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureBorder );
}
// Aperture Crosshairs
@@ -3199,18 +3248,25 @@ BOOLEAN DrawCTHIndicator()
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+cnt, sStartScreenY+(INT16)zOffset, usCApertureBar );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-cnt, sStartScreenY+(INT16)zOffset, usCApertureBar );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+cnt, (sStartScreenY+1)+(INT16)zOffset, usCApertureBar );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-cnt, (sStartScreenY+1)+(INT16)zOffset, usCApertureBar );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+cnt, (sStartScreenY+1)+(INT16)zOffset, usCApertureBar );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-cnt, (sStartScreenY+1)+(INT16)zOffset, usCApertureBar );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+cnt, (sStartScreenY-1)+(INT16)zOffset, usCApertureBar );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-cnt, (sStartScreenY-1)+(INT16)zOffset, usCApertureBar );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+cnt, (sStartScreenY-1)+(INT16)zOffset, usCApertureBar );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-cnt, (sStartScreenY-1)+(INT16)zOffset, usCApertureBar );
// Darker borders
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+cnt, (sStartScreenY+2)+(INT16)zOffset, usCApertureBorder );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-cnt, (sStartScreenY+2)+(INT16)zOffset, usCApertureBorder );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+cnt, (sStartScreenY+2)+(INT16)zOffset, usCApertureBorder );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-cnt, (sStartScreenY+2)+(INT16)zOffset, usCApertureBorder );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+cnt, (sStartScreenY-2)+(INT16)zOffset, usCApertureBorder );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-cnt, (sStartScreenY-2)+(INT16)zOffset, usCApertureBorder );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+cnt, (sStartScreenY-2)+(INT16)zOffset, usCApertureBorder );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-cnt, (sStartScreenY-2)+(INT16)zOffset, usCApertureBorder );
// Darker borders
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+cnt, (sStartScreenY+1)+(INT16)zOffset, usCApertureBorder );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-cnt, (sStartScreenY+1)+(INT16)zOffset, usCApertureBorder );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+cnt, (sStartScreenY-1)+(INT16)zOffset, usCApertureBorder );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-cnt, (sStartScreenY-1)+(INT16)zOffset, usCApertureBorder );
}
for (INT16 cnt = (INT16)(iAperture * dVerticalBias); cnt <= (INT16)((iAperture * dVerticalBias) + uiApertureBarLength); cnt++)
@@ -3219,18 +3275,25 @@ BOOLEAN DrawCTHIndicator()
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX, (sStartScreenY+cnt)+(INT16)zOffset, usCApertureBar );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX, (sStartScreenY-cnt)+(INT16)zOffset, usCApertureBar );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+1, (sStartScreenY+cnt)+(INT16)zOffset, usCApertureBar );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+1, (sStartScreenY-cnt)+(INT16)zOffset, usCApertureBar );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+1, (sStartScreenY+cnt)+(INT16)zOffset, usCApertureBar );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+1, (sStartScreenY-cnt)+(INT16)zOffset, usCApertureBar );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-1, (sStartScreenY+cnt)+(INT16)zOffset, usCApertureBar );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-1, (sStartScreenY-cnt)+(INT16)zOffset, usCApertureBar );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-1, (sStartScreenY+cnt)+(INT16)zOffset, usCApertureBar );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-1, (sStartScreenY-cnt)+(INT16)zOffset, usCApertureBar );
// Darker borders
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+2, (sStartScreenY+cnt)+(INT16)zOffset, usCApertureBorder );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+2, (sStartScreenY-cnt)+(INT16)zOffset, usCApertureBorder );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+2, (sStartScreenY+cnt)+(INT16)zOffset, usCApertureBorder );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+2, (sStartScreenY-cnt)+(INT16)zOffset, usCApertureBorder );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-2, (sStartScreenY+cnt)+(INT16)zOffset, usCApertureBorder );
// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-2, (sStartScreenY-cnt)+(INT16)zOffset, usCApertureBorder );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+1, (sStartScreenY+cnt)+(INT16)zOffset, usCApertureBorder );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+1, (sStartScreenY-cnt)+(INT16)zOffset, usCApertureBorder );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-1, (sStartScreenY+cnt)+(INT16)zOffset, usCApertureBorder );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-1, (sStartScreenY-cnt)+(INT16)zOffset, usCApertureBorder );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-2, (sStartScreenY+cnt)+(INT16)zOffset, usCApertureBorder );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-2, (sStartScreenY-cnt)+(INT16)zOffset, usCApertureBorder );
}
}