Updates to the HAM/100AP integration.

Added Min/Max Suppression Tolerance values (from Headrock).
Bugfix: Took away the ability to reload a weapon from the item description box while using an ammo crate.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2695 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
ChrisL
2009-04-09 15:28:41 +00:00
parent 9a65840def
commit 72174db37c
8 changed files with 52 additions and 39 deletions
+8
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@@ -3423,6 +3423,14 @@ void ItemDescAmmoCallback(GUI_BUTTON *btn,INT32 reason)
fRightDown = FALSE;
gfItemAmmoDown = FALSE;
//CHRISL: We dont' want to be able to reload guns using the ammo crate from this function
if(gpItemPointer != NULL && Item[gpItemPointer->usItem].ammocrate)
{
fInterfacePanelDirty = DIRTYLEVEL2;
btn->uiFlags &= (~BUTTON_CLICKED_ON );
return;
}
if( guiCurrentItemDescriptionScreen == MAP_SCREEN )
{
//if ( gpItemPointer == NULL && EmptyWeaponMagazine( gpItemDescObject, &gItemPointer, ubStatusIndex ) )
+18 -13
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@@ -7196,9 +7196,14 @@ INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier )
}
}
if (bTolerance < 0)
if (bTolerance < gGameExternalOptions.iSuppressionToleranceMin)
{
bTolerance = 0;
bTolerance = gGameExternalOptions.iSuppressionToleranceMin;
}
if (bTolerance > gGameExternalOptions.iSuppressionToleranceMax)
{
bTolerance = gGameExternalOptions.iSuppressionToleranceMax;
}
return( bTolerance );
@@ -7213,9 +7218,9 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
///////////////////////////////////////////////////////////////////////////////
// External options.
UINT8 MAX_APS_SUPPRESSED = gGameExternalOptions.iMaxSuppressionAPLossPerAttack;
UINT8 MAX_APS_SUPPRESSED_TOTAL = gGameExternalOptions.iMaxSuppressionAPLossPerTurn;
INT8 SUPPRESSION_AP_LIMIT = gGameExternalOptions.iMinAPLimitFromSuppression;
BOOLEAN APS_SUPPRESSED = gGameExternalOptions.fSuppressionAPLossPerAttack;
BOOLEAN APS_SUPPRESSED_TOTAL = gGameExternalOptions.fSuppressionAPLossPerTurn;
//INT8 SUPPRESSION_AP_LIMIT = gGameExternalOptions.iMinAPLimitFromSuppression;
INT8 MAXIMUM_SUPPRESSION_SHOCK = gGameExternalOptions.iMaxSuppressionShock;
INT8 bTolerance;
INT16 sClosestOpponent, sClosestOppLoc;
@@ -7263,7 +7268,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
// cap the # of APs we can lose
// HEADROCK HAM B2: This now reads an external value. 0 means no limit.
if (MAX_APS_SUPPRESSED > 0)
if (APS_SUPPRESSED == TRUE)
{
if (ubPointsLost > APBPConstants[AP_MAX_SUPPRESSED])
{
@@ -7272,11 +7277,11 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
}
// HEADROCK HAM B2: This makes sure that we never lose more APs than we're allowed per turn,
if (MAX_APS_SUPPRESSED_TOTAL > 0)
if (APS_SUPPRESSED_TOTAL = TRUE)
{
if (pSoldier->ubAPsLostToSuppression + ubPointsLost > MAX_APS_SUPPRESSED_TOTAL)
if (pSoldier->ubAPsLostToSuppression + ubPointsLost > APBPConstants[AP_MAX_SUPPRESSED])
{
ubPointsLost = MAX_APS_SUPPRESSED_TOTAL - pSoldier->ubAPsLostToSuppression;
ubPointsLost = APBPConstants[AP_MAX_SUPPRESSED] - pSoldier->ubAPsLostToSuppression;
}
}
// Keeps a number for later reference
@@ -7366,9 +7371,9 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
// morale modifier
// For every 2 APs lost, subtract morale by a certain value.
// HEADROCK: Modified - now externalized to INI.
if (gGameExternalOptions.iAPLostPerMoraleDrop > 0 && ubPointsLost > 0)
if (APBPConstants[AP_LOST_PER_MORALE_DROP] > 0 && ubPointsLost > 0)
{
for ( ubLoop2 = 0; ubLoop2 < (ubPointsLost / gGameExternalOptions.iAPLostPerMoraleDrop); ubLoop2++ )
for ( ubLoop2 = 0; ubLoop2 < (ubPointsLost / APBPConstants[AP_LOST_PER_MORALE_DROP]); ubLoop2++ )
{
HandleMoraleEvent( pSoldier, MORALE_SUPPRESSED, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
@@ -7451,9 +7456,9 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: reduce action points"));
// Reduce action points!
// HEADROCK HAM Beta 2.2: Enforce a minimum limit via INI.
if (pSoldier->bActionPoints - ubPointsLost < gGameExternalOptions.iMinAPLimitFromSuppression )
if (pSoldier->bActionPoints - ubPointsLost < APBPConstants[AP_MIN_LIMIT_SUPPRESSION_LOSS] )
{
pSoldier->bActionPoints = gGameExternalOptions.iMinAPLimitFromSuppression;
pSoldier->bActionPoints = APBPConstants[AP_MIN_LIMIT_SUPPRESSION_LOSS];
}
else
{
+5 -5
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@@ -1131,7 +1131,7 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur
sAPCost += ((Weapon[ usItemNum ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[HANDPOS])) / 100) + 1) / 2;
// Add regular aim time for the first 4 aiming actions.
sAPCost += __min(bAimTime,4);
sAPCost += __min((bAimTime*APBPConstants[AP_CLICK_AIM]),(4*APBPConstants[AP_CLICK_AIM]));
// If the weapon has a scope, and the target is within eligible range for scope use
if ( IsScoped(&pSoldier->inv[HANDPOS])
@@ -1140,24 +1140,24 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur
// Add time to adjust eye to scope
if (bAimTime > 0)
{
sAPCost += 1;
sAPCost += APBPConstants[AP_CLICK_AIM];
}
// Add 2 APs for each aiming point between 5 and 6
if (bAimTime > 4)
{
sAPCost += __min(((bAimTime - 4) * 2), 4);
sAPCost += __min(((bAimTime - 4) * APBPConstants[AP_CLICK_AIM] * 2), (4*APBPConstants[AP_CLICK_AIM]));
}
// Add 3 APs for each aiming point beyond 6.
if (bAimTime > 6)
{
sAPCost += (bAimTime - 6) * 3;
sAPCost += (bAimTime - 6) * APBPConstants[AP_CLICK_AIM] * 3;
}
}
}
}
else
{
sAPCost += bAimTime;
sAPCost += bAimTime * APBPConstants[AP_CLICK_AIM];
}
}
}
+2 -2
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@@ -1850,8 +1850,8 @@ INT16 SOLDIERTYPE::CalcActionPoints( void )
// If resulting APs are below our permitted minimum, raise them to it!
// HEADROCK: Enforce new minimums due to suppression. I should've done this neater though.
if (ubPoints < gGameExternalOptions.iMinAPLimitFromSuppression)
ubPoints = gGameExternalOptions.iMinAPLimitFromSuppression;
if (ubPoints < APBPConstants[AP_MIN_LIMIT_SUPPRESSION_LOSS])
ubPoints = APBPConstants[AP_MIN_LIMIT_SUPPRESSION_LOSS];
// make sure action points doesn't exceed the permitted maximum
ubMaxAPs = gubMaxActionPoints[ this->ubBodyType ];