Bugfix for crash in main menu when the player pressed 'n' for new game.

New option in CTHConstants.ini:
IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT = FALSE/TRUE
When activated it will make iron sights more powerful over longer distances. This is an experimental switch. The formula might need to be tweaked.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7358 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2014-07-22 09:55:56 +00:00
parent d7d1cce626
commit 9f5aa4c227
6 changed files with 86 additions and 11 deletions
+2 -1
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@@ -1446,7 +1446,7 @@ void LoadGameExternalOptions()
gGameExternalOptions.iQuickItem8 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_8", 0, -100, MAXITEMS);
gGameExternalOptions.iQuickItem9 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_9", 0, -100, MAXITEMS);
gGameExternalOptions.iQuickItem0 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_0", 0, -100, MAXITEMS);
// Alternative system for aiming - progressive method depending on marksmanship of Merc
gGameExternalOptions.bAltAimEnabled = iniReader.ReadBoolean("Tactical Interface Settings","ALT_AIMING_ENABLED",FALSE);
@@ -3300,6 +3300,7 @@ void LoadCTHConstants()
gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON = iniReader.ReadFloat("General","LASER_PERFORMANCE_BONUS_IRON", 0.0f, 0.0f, 50.0f);
gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE = iniReader.ReadFloat("General","LASER_PERFORMANCE_BONUS_SCOPE", 0.0f, 0.0f, 50.0f);
gGameCTHConstants.DEGREES_MAXIMUM_APERTURE = iniReader.ReadFloat("General", "DEGREES_MAXIMUM_APERTURE", 15.0, 0.0, 22.5);
gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT = iniReader.ReadBoolean("General", "IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT", FALSE);
gGameCTHConstants.RANGE_COEFFICIENT = iniReader.ReadFloat("General", "RANGE_COEFFICIENT", 2.0, 0.001f, 100.0);
gGameCTHConstants.GRAVITY_COEFFICIENT = iniReader.ReadFloat("General", "GRAVITY_COEFFICIENT", 1.0, 0.001f, 100.0);
gGameCTHConstants.VERTICAL_BIAS = iniReader.ReadFloat("General", "VERTICAL_BIAS", 1.0f, 0.01f, 2.0f);
+1
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@@ -1934,6 +1934,7 @@ typedef struct
FLOAT LASER_PERFORMANCE_BONUS_IRON; // percentage bonus to base aperture size for laser pointers when using iron sights
FLOAT LASER_PERFORMANCE_BONUS_SCOPE; // percentage bonus to base aperture size for laser pointers when using scopes
FLOAT DEGREES_MAXIMUM_APERTURE; // Maximum possible aperture for a 100% muzzle sway shot. Decrease to make all shots more accurate.
BOOLEAN IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT; // Use new curve instead of linear function to get the max aperture at target range for iron sights.
FLOAT RANGE_COEFFICIENT; // Determines maximum range which decides when gravity forces bullets to drop
FLOAT GRAVITY_COEFFICIENT; // Changes the way gravity works in the game. Higher values mean bullets don't drop as quickly after reaching max range.
FLOAT VERTICAL_BIAS; // This float can be used to reduce the chance of missing too far upwards or downwards (compared to left/right).
+1 -1
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@@ -517,7 +517,7 @@ void HandleMainMenuInput()
case 'n':
gbHandledMainMenu = NEW_GAME;
gfMainMenuScreenExit = TRUE;
SetMainMenuExitScreen( INIT_SCREEN );
SetMainMenuExitScreen( GAME_INIT_OPTIONS_SCREEN );
break;
case 'm':
+9 -4
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@@ -2546,11 +2546,8 @@ BOOLEAN DrawCTHIndicator()
///////////////////////////////////////////////////////////
// Now we calculate the Aperture size. This is done using the same method as the shooting formula uses.
// Calculate the maximum angle of any shot.
DOUBLE ddMaxAngleRadians = (gGameCTHConstants.DEGREES_MAXIMUM_APERTURE * 6.283) / 360;
// 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
FLOAT iBasicAperture = CalcBasicAperture() * 2; // The *2 compensates for the difference between CellXY and ScreenXY
// sevenfm: moved declarations out of codeblock, will use them later for laser dot plotting
FLOAT fLaserBonus = 0;
@@ -2560,6 +2557,14 @@ BOOLEAN DrawCTHIndicator()
// when using the reworked NCTH code we do additional calculations for iron sights and lasers
if (gGameExternalOptions.fUseNewCTHCalculation)
{
// silversurfer: New functionality for iron sights - There have been many complaints that iron sights lose their usefulness
// very fast the farther the target is away. Setting IRON_SIGHT_PERFORMANCE_BONUS too high makes them overly powerful at
// close range. This experimental formula implements a curve that lowers iBasicAperture the farther the target is away.
// At 1 tile distance iBasicAperture will be the same as before. That's the common start.
if ( gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT && gCTHDisplay.ScopeMagFactor <= 1.0 && !pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bAimTime, gCTHDisplay.iTargetGridNo ) )
iBasicAperture = iBasicAperture * ( 1 / sqrt( d2DDistance / FLOAT(CELL_X_SIZE) ) / 4.0 + 0.75 );
// 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 ) )
+9 -1
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@@ -7772,6 +7772,14 @@ void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT
// when using the reworked NCTH code we do additional calculations for iron sights and lasers
if (gGameExternalOptions.fUseNewCTHCalculation)
{
// silversurfer: New functionality for iron sights - There have been many complaints that iron sights lose their usefulness
// very fast the farther the target is away. Setting IRON_SIGHT_PERFORMANCE_BONUS too high makes them overly powerful at
// close range. This experimental formula implements a curve that lowers iBasicAperture the farther the target is away.
// At 1 tile distance iBasicAperture will be the same as before. That's the common start.
if ( gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT && gCTHDisplay.ScopeMagFactor <= 1.0 && !pShooter->IsValidAlternativeFireMode( pShooter->aiData.bAimTime, gCTHDisplay.iTargetGridNo ) )
iBasicAperture = iBasicAperture * ( 1 / sqrt( d2DDistance / FLOAT(CELL_X_SIZE) ) / 4.0 + 0.75 );
// iron sights can get a percentage bonus to make them overall better but only when not shooting from hip
if ( gCTHDisplay.ScopeMagFactor <= 1.0 && !pShooter->IsValidAlternativeFireMode( pShooter->aiData.bAimTime, gCTHDisplay.iTargetGridNo ) )
@@ -8217,7 +8225,7 @@ FLOAT CalcEffectiveMagFactor( SOLDIERTYPE *pShooter, FLOAT fRealMagFactor )
FLOAT CalcBasicAperture()
{
FLOAT iBasicAperture = 0.0;
// Maximum aperture is the radius of a shot performed with 100% muzzle sway (a completely unstabled gun).
// It is the radius of a circle "drawn" at 1xNormal Shooting Distance, at the end of a cone starting at the
// tip ofour muzzle.
+64 -4
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@@ -50,6 +50,7 @@
#include "LOS.h" // HEADROCK HAM 4: Required for new shooting mechanism. Alternately, maybe move the functions to LOS.h.
#include "Campaign Types.h" // added by Flugente
#include "CampaignStats.h" // added by Flugente
#include "environment.h" // added by silversurfer
#endif
//forward declarations of common classes to eliminate includes
@@ -9063,13 +9064,72 @@ UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTim
// distance to target
FLOAT d2DDistance = (FLOAT) PythSpacesAway( pSoldier->sGridNo, sGridNo ) * (FLOAT) CELL_X_SIZE;
// basic aperture that is equal for everyone
FLOAT dBasicAperture = CalcBasicAperture( );
// aperture at target distance without magnification
FLOAT dAperture = dBasicAperture * (d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE);
// magnification (1.0 or higher if scope is used)
FLOAT dMagFactor = CalcMagFactor( pSoldier, &(pSoldier->inv[pSoldier->ubAttackingHand]), d2DDistance, sGridNo, (UINT8)ubAimTime );
// basic aperture that is equal for everyone
FLOAT dBasicAperture = CalcBasicAperture( );
if (gGameExternalOptions.fUseNewCTHCalculation)
{
// silversurfer: New functionality for iron sights - There have been many complaints that iron sights lose their usefulness
// very fast the farther the target is away. Setting IRON_SIGHT_PERFORMANCE_BONUS too high makes them overly powerful at
// close range. This experimental formula implements a curve that lowers dBasicAperture the farther the target is away.
// At 1 tile distance iBasicAperture will be the same as before. That's the common start.
if ( gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT && dMagFactor <= 1.0 && !pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) )
dBasicAperture = dBasicAperture * ( 1 / sqrt( d2DDistance / FLOAT(CELL_X_SIZE) ) / 4.0 + 0.75 );
// iron sights can get a percentage bonus to make them overall better but only when not shooting from hip
if ( dMagFactor <= 1.0 && !pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) )
dBasicAperture = dBasicAperture * (FLOAT)( (100 - gGameCTHConstants.IRON_SIGHT_PERFORMANCE_BONUS) / 100);
// laser pointers can provide a percentage bonus to base aperture
INT32 iLaserRange = GetBestLaserRange( &(pSoldier->inv[pSoldier->ubAttackingHand]) );
if ( iLaserRange > 0
&& ( gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
{
INT8 bLightLevel = LightTrueLevel(sGridNo, gsInterfaceLevel );
INT32 iMaxLaserRange = ( iLaserRange*( 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( ubAimTime, sGridNo ) )
// shooting from hip
fLaserBonus = gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP;
else if ( dMagFactor <= 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 = (FLOAT)(bLightLevel) / (FLOAT)(NORMAL_LIGHTLEVEL_NIGHT);
// laser fully efficient
if ( iLaserRange > d2DDistance )
// apply full bonus
dBasicAperture = dBasicAperture * (FLOAT)( (100 - (fLaserBonus * fBrightnessModifier)) / 100);
else
{
// beyond BestLaserRange laser bonus drops linearly to 0
FLOAT fEffectiveLaserRatio = (FLOAT)(iMaxLaserRange - d2DDistance) / (FLOAT)(iMaxLaserRange - iLaserRange);
// apply partial bonus
dBasicAperture = dBasicAperture * (FLOAT)( (100 - (fLaserBonus * fBrightnessModifier * fEffectiveLaserRatio)) / 100);
}
}
}
}
// aperture at target distance without magnification
FLOAT dAperture = dBasicAperture * (d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE);
// Get effective mag factor for this shooter. This represents his ability to use scopes.
FLOAT fEffectiveMagFactor = CalcEffectiveMagFactor( pSoldier, dMagFactor );
// modify aperture with magnification