- new option: ENEMY_JAMS in [Tactical Gameplay Settings] allows enemy gun jams

- take into account unjam AP cost for jammed weapon
- improved AI_BETTER_COVER option

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8409 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2017-06-21 07:40:36 +00:00
parent 3c4da04532
commit 6ce47c4cef
8 changed files with 163 additions and 12 deletions
+29 -9
View File
@@ -1276,16 +1276,23 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
// INT32 iChance, iResult;
// should jams apply to enemies?
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC || gGameExternalOptions.fEnemyJams)
{
if ( Item[pSoldier->usAttackingWeapon].usItemClass == IC_GUN && !EXPLOSIVE_GUN( pSoldier->usAttackingWeapon ) && !(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO) )
if( Item[pSoldier->usAttackingWeapon].usItemClass == IC_GUN &&
!EXPLOSIVE_GUN( pSoldier->usAttackingWeapon ) &&
!(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO) )
{
pObj = pSoldier->GetUsedWeapon(&pSoldier->inv[pSoldier->ubAttackingHand]);
if ((*pObj)[0]->data.gun.bGunAmmoStatus > 0)
{
// Algorithm for jamming
int maxJamChance = 50; // Externalize this?
// sevenfm: max chance depends on weapon reliability
int maxJamChance = 30 - 4 * GetReliability( pObj );
maxJamChance = __max( 10, maxJamChance );
maxJamChance = __min( 50, maxJamChance );
int reliability = GetReliability( pObj );
int condition = (*pObj)[0]->data.gun.bGunStatus;
@@ -1310,12 +1317,14 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
if (invertedBaseJamChance < 0)
invertedBaseJamChance = 0;
else if (invertedBaseJamChance > 100)
invertedBaseJamChance = 100;
invertedBaseJamChance = 100;
int jamChance = 100;
if ( pSoldier->ubAttackingHand == SECONDHANDPOS && pSoldier->IsValidSecondHandBurst() )
jamChance -= (int)sqrt((double)invertedBaseJamChance * ((75.0-(int)((pSoldier->bDoBurst/2)>1)*15) + (double)invertedBaseJamChance / 2.0));
else
jamChance -= (int)sqrt((double)invertedBaseJamChance * ((75.0-(int)(pSoldier->bDoBurst>1)*15) + (double)invertedBaseJamChance / 2.0));
if (jamChance < 0)
jamChance = 0;
else if (jamChance > maxJamChance - reliability)
@@ -1348,29 +1357,40 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
}
}
TacticalCharacterDialogue( pSoldier, QUOTE_JAMMED_GUN );
// sevenfm: use curse battlesound for AI soldiers
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
{
TacticalCharacterDialogue( pSoldier, QUOTE_JAMMED_GUN );
}
else
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
return( TRUE );
}
}
else if ((*pObj)[0]->data.gun.bGunAmmoStatus < 0)
{
// try to unjam gun
// try to unjam gun
if(EnoughPoints(pSoldier, APBPConstants[AP_UNJAM], APBPConstants[BP_UNJAM], FALSE))
{
DeductPoints(pSoldier, APBPConstants[AP_UNJAM], APBPConstants[BP_UNJAM] );
INT8 bChanceMod;
if ( Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].EasyUnjam )
bChanceMod = 100;
else
bChanceMod = (INT8) (GetReliability( pObj )* 4);
int iResult = SkillCheck( pSoldier, UNJAM_GUN_CHECK, bChanceMod);
if (iResult > 0)
// sevenfm: AI always unjams successfully
if (iResult > 0 || !(pSoldier->flags.uiStatusFlags & SOLDIER_PC))
{
// yay! unjammed the gun
(*pObj)[0]->data.gun.bGunAmmoStatus *= -1;
(*pObj)[0]->data.gun.bGunAmmoStatus *= -1;
// MECHANICAL/DEXTERITY GAIN: Unjammed a gun