Fix: mouse position was not restored after a message box was closed

Modified the Ranger trait to make it more useful after loosing all survival bonuses:
- aim click bonus for shotguns is now again 1 (hunter) or 2 (ranger)
- new aim click bonus for rifles that is half the shotgun bonus. With the default value of "1" this means 0 for hunter and 1 for ranger. This does NOT stack with the sniper bonus! It's one or the other depending on which is higher.
- new speed bonus to reloading single shells into shotguns
- new range bonus for shotguns of 10% (hunter) or 20% (ranger)

EDB now displays the trait modified values for:
- Gun Range
- Draw Cost


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7761 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2015-02-28 17:08:37 +00:00
parent f6f19d01cd
commit 4b70b1e400
16 changed files with 166 additions and 46 deletions
+34 -2
View File
@@ -6737,7 +6737,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
iRangeValue *= ( (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierLauncher);
// Get Final Range value
UINT16 iFinalRangeValue = GunRange( gpItemDescObject, NULL );
UINT16 iFinalRangeValue = GunRange( gpItemDescObject, gpItemDescSoldier );
// Get difference
INT16 iRangeModifier = iFinalRangeValue - iRangeValue;
@@ -6761,7 +6761,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
else if ( Item[ gpComparedItemDescObject->usItem ].usItemClass & IC_LAUNCHER )
iComparedRangeValue *= ( (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierLauncher);
// Get Final Range value
UINT16 iComparedFinalRangeValue = GunRange( gpComparedItemDescObject, NULL );
UINT16 iComparedFinalRangeValue = GunRange( gpComparedItemDescObject, gpItemDescSoldier );
// Get difference
INT16 iComparedRangeModifier = iComparedFinalRangeValue - iComparedRangeValue;
// Print difference in base value
@@ -7709,6 +7709,16 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
// Get final Draw Cost
INT16 iFinalDrawAPCost = (Weapon[ gpItemDescObject->usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction(gpItemDescObject)) / 100);
// final draw cost modified by traits
if( gGameOptions.fNewTraitSystem )
{
// LMGs
if( Weapon[gpItemDescObject->usItem].ubWeaponType == GUN_LMG && HAS_SKILL_TRAIT(gpItemDescSoldier, AUTO_WEAPONS_NT) )
iFinalDrawAPCost = (FLOAT)iFinalDrawAPCost * __max(0, (FLOAT)(100 - gSkillTraitValues.ubAWPercentReadyLMGReduction * NUM_SKILL_TRAITS(gpItemDescSoldier, AUTO_WEAPONS_NT) ) / 100.0 );
// Pistols and Revolvers
else if( Weapon[gpItemDescObject->usItem].ubWeaponType == GUN_PISTOL && HAS_SKILL_TRAIT(gpItemDescSoldier, GUNSLINGER_NT) )
iFinalDrawAPCost = (FLOAT)iFinalDrawAPCost * __max(0, (FLOAT)(100 - gSkillTraitValues.ubGSPercentReadyPistolsReduction * NUM_SKILL_TRAITS(gpItemDescSoldier, GUNSLINGER_NT) ) / 100.0 );
}
// Get base Draw Cost
INT16 iDrawAPCost = Weapon[ gpItemDescObject->usItem ].ubReadyTime;
@@ -7729,6 +7739,17 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
{
// Get final Draw Cost
INT16 iComparedFinalDrawAPCost = (Weapon[ gpComparedItemDescObject->usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction(gpComparedItemDescObject)) / 100);
// final draw cost modified by traits
if( gGameOptions.fNewTraitSystem )
{
// LMGs
if( Weapon[gpItemDescObject->usItem].ubWeaponType == GUN_LMG && HAS_SKILL_TRAIT(gpItemDescSoldier, AUTO_WEAPONS_NT) )
iComparedFinalDrawAPCost = (FLOAT)iComparedFinalDrawAPCost * __max(0, (FLOAT)(100 - gSkillTraitValues.ubAWPercentReadyLMGReduction * NUM_SKILL_TRAITS(gpItemDescSoldier, AUTO_WEAPONS_NT) ) / 100.0 );
// Pistols and Revolvers
else if( Weapon[gpItemDescObject->usItem].ubWeaponType == GUN_PISTOL && HAS_SKILL_TRAIT(gpItemDescSoldier, GUNSLINGER_NT) )
iComparedFinalDrawAPCost = (FLOAT)iComparedFinalDrawAPCost * __max(0, (FLOAT)(100 - gSkillTraitValues.ubGSPercentReadyPistolsReduction * NUM_SKILL_TRAITS(gpItemDescSoldier, GUNSLINGER_NT) ) / 100.0 );
}
// Get base Draw Cost
INT16 iComparedDrawAPCost = Weapon[ gpComparedItemDescObject->usItem ].ubReadyTime;
// Get Draw Cost Modifier
@@ -7746,6 +7767,17 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
ubNumLine = 13;
// Get final Draw Cost
INT16 iFinalDrawAPCost = (Weapon[ gpComparedItemDescObject->usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction(gpComparedItemDescObject)) / 100);
// final draw cost modified by traits
if( gGameOptions.fNewTraitSystem )
{
// LMGs
if( Weapon[gpItemDescObject->usItem].ubWeaponType == GUN_LMG && HAS_SKILL_TRAIT(gpItemDescSoldier, AUTO_WEAPONS_NT) )
iFinalDrawAPCost = (FLOAT)iFinalDrawAPCost * __max(0, (FLOAT)(100 - gSkillTraitValues.ubAWPercentReadyLMGReduction * NUM_SKILL_TRAITS(gpItemDescSoldier, AUTO_WEAPONS_NT) ) / 100.0 );
// Pistols and Revolvers
else if( Weapon[gpItemDescObject->usItem].ubWeaponType == GUN_PISTOL && HAS_SKILL_TRAIT(gpItemDescSoldier, GUNSLINGER_NT) )
iFinalDrawAPCost = (FLOAT)iFinalDrawAPCost * __max(0, (FLOAT)(100 - gSkillTraitValues.ubGSPercentReadyPistolsReduction * NUM_SKILL_TRAITS(gpItemDescSoldier, GUNSLINGER_NT) ) / 100.0 );
}
// Get base Draw Cost
INT16 iDrawAPCost = Weapon[ gpComparedItemDescObject->usItem ].ubReadyTime;
// Get Draw Cost Modifier
+34 -20
View File
@@ -10482,8 +10482,10 @@ INT32 GetAimLevelsTraitModifier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_PISTOL || Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_M_PISTOL )
ubSkillModifier -= gSkillTraitValues.ubGSAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT );
else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN )
ubSkillModifier -= (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
else
ubSkillModifier -= gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE )
ubSkillModifier -= __max( (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f), gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ) );
else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE )
ubSkillModifier -= gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT );
}
else
@@ -13339,9 +13341,9 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
// silversurfer added this - STOMP traits - Ranger bonus aim clicks
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
{
maxAimForType += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
maxAimWithoutBipod += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
maxAimForType += gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
aimLevels += gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
maxAimWithoutBipod += gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
}
}
else if (weaponType == GUN_LMG || (weaponType == GUN_SMG && fTwoHanded == 1))
@@ -13356,12 +13358,12 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
aimLevels = 2;
maxAimWithoutBipod = 3;
// SANDRO - STOMP traits - Sniper bonus aim clicks
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) )
// SANDRO - STOMP traits - Sniper and Ranger bonus aim clicks
if ( gGameOptions.fNewTraitSystem && weaponType == GUN_RIFLE )
{
maxAimForType += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
aimLevels += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
maxAimWithoutBipod += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
maxAimForType += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
aimLevels += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
maxAimWithoutBipod += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
}
}
else if (((weaponType == GUN_AS_RIFLE || weaponType == GUN_RIFLE) && weaponRange > 500) ||
@@ -13370,12 +13372,22 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
maxAimForType = 6;
aimLevels = 3;
maxAimWithoutBipod = 4;
// SANDRO - STOMP traits - Sniper bonus aim clicks
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) )
// SANDRO - STOMP traits - Sniper and Ranger bonus aim clicks
if ( gGameOptions.fNewTraitSystem )
{
maxAimForType += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
aimLevels += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
maxAimWithoutBipod += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
if( weaponType == GUN_RIFLE )
{
maxAimForType += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
aimLevels += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
maxAimWithoutBipod += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
}
else if( weaponType == GUN_SN_RIFLE )
{
maxAimForType += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
aimLevels += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
maxAimWithoutBipod += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
}
}
}
else if (weaponType == GUN_SN_RIFLE && weaponRange > 500)
@@ -13520,11 +13532,13 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
aimLevels += 2;
}
// SANDRO - STOMP traits - Sniper bonus aim clicks
if ((weaponType == GUN_AS_RIFLE || weaponType == GUN_RIFLE || weaponType == GUN_SN_RIFLE) &&
gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) )
// SANDRO - STOMP traits - Sniper and Ranger bonus aim clicks
if (gGameOptions.fNewTraitSystem )
{
aimLevels += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
if( weaponType == GUN_RIFLE )
aimLevels += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
else if( weaponType == GUN_SN_RIFLE )
aimLevels += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
}
}
// SANDRO - STOMP traits - Gunslinger bonus aim clicks
@@ -13538,7 +13552,7 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
if ( weaponType == GUN_SHOTGUN &&
gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
{
aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
aimLevels += gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
}
// SANDRO - if using alternative weapon holding, we reduce the aim levels available
+23 -10
View File
@@ -3008,20 +3008,33 @@ INT16 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJEC
// individually loaded guns
int reload = 0;
int rounds = __min((GetMagSize(pGun)-(*pGun)[0]->data.gun.ubGunShotsLeft), Magazine[Item[pAmmo->usItem].ubClassIndex].ubMagSize);
FLOAT fSpeedBonus = 1.0;
// Ambidextrous check
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
fSpeedBonus *= (FLOAT)(100 - gSkillTraitValues.ubAMReloadSpeedLoose) / 100.0;
// Ranger bonus to reload shotgun shells manually
if( Weapon[ pGun->usItem ].ubWeaponType == GUN_SHOTGUN && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
fSpeedBonus *= (FLOAT)(100 - gSkillTraitValues.ubRAReloadSpeedShotgunsManual * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) ) / 100.0;
// limit bonus to proper values
fSpeedBonus = __min( 1.0, __max( 0.1, fSpeedBonus ) );
if(!((*pGun)[0]->data.gun.ubGunState & GS_WEAPON_BEING_RELOADED))
{
reload = GetAPsToReload(pGun);
// SANDRO - added Ambidextrous check
reload = GetAPsToReload(pGun) * fSpeedBonus;
/* // SANDRO - added Ambidextrous check
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
{
reload = (INT16)(reload * (100 - gSkillTraitValues.ubAMReloadSpeedMagazines)/100);
}
}*/
}
if(usAllAPs == 1)
{
for(int i = 1; i <= rounds; i++)
{
// SANDRO - added Ambidextrous check
/* // SANDRO - added Ambidextrous check
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
{
if(EnoughPoints(pSoldier,(reload + (i * (INT16)((APBPConstants[AP_RELOAD_LOOSE]*(100 - gSkillTraitValues.ubAMReloadSpeedLoose)/100) + 0.5))),0,FALSE) == FALSE)
@@ -3031,23 +3044,23 @@ INT16 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJEC
}
}
else
{
if(EnoughPoints(pSoldier,(reload + (i * APBPConstants[AP_RELOAD_LOOSE])),0,FALSE) == FALSE)
{*/
if(EnoughPoints(pSoldier,(reload + (i * (INT16)(APBPConstants[AP_RELOAD_LOOSE] * fSpeedBonus + 0.5))),0,FALSE) == FALSE)
{
rounds = i-1;
break;
}
}
// }
}
}
else if (usAllAPs == 2)
rounds = 1;
// SANDRO - added Ambidextrous check
/* // SANDRO - added Ambidextrous check
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
return (reload + ((INT16) (rounds * (APBPConstants[AP_RELOAD_LOOSE]*(100 - gSkillTraitValues.ubAMReloadSpeedLoose)/100) + 0.5)));
else
return (reload + (rounds * APBPConstants[AP_RELOAD_LOOSE]));
else*/
return (reload + (rounds * (INT16)(APBPConstants[AP_RELOAD_LOOSE] * fSpeedBonus + 0.5)));
}
return GetAPsToReload(pGun); // added by SANDRO - safety check
+8 -1
View File
@@ -963,14 +963,21 @@ UINT16 GunRange( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier ) // SANDRO - added a
rng = (usRange * GetPercentRangeBonus(pObj))/10000;
rng += GetRangeBonus(pObj);
// SANDRO - STOMP traits - Gunslinger bonus range with pistols
// SANDRO - STOMP traits
if ( pSoldier != NULL && Item[ pObj->usItem ].usItemClass & IC_GUN )
{
// Gunslinger bonus range with pistols
if ((Weapon[ pObj->usItem ].ubWeaponType == GUN_PISTOL || Weapon[ pObj->usItem ].ubWeaponType == GUN_M_PISTOL) &&
gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) )
{
rng += (rng * gSkillTraitValues.ubGSEffectiveRangeBonusPistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) / 100 );
}
// Ranger bonus range with shotguns
else if ( Weapon[ pObj->usItem ].ubWeaponType == GUN_SHOTGUN &&
gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
{
rng += (rng * gSkillTraitValues.ubRAEffectiveRangeBonusShotguns * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 100 );
}
}
return rng;