- cleaned up drug code

- moved trait cth modifiers into a SOLDIERTYPE member function

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5989 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-04-08 21:13:54 +00:00
parent d0b9c0a032
commit a466e7348a
6 changed files with 231 additions and 436 deletions
+1 -19
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@@ -1812,25 +1812,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
}
// Add effects
if ( ( pSoldier->drugs.bFutureDrugEffect[ DRUG_TYPE_ALCOHOL ] + Drug[DRUG_TYPE_ALCOHOL].ubDrugEffect ) < 127 )
{
pSoldier->drugs.bFutureDrugEffect[ DRUG_TYPE_ALCOHOL ] += Drug[DRUG_TYPE_ALCOHOL].ubDrugEffect;
}
pSoldier->drugs.bDrugEffectRate[ DRUG_TYPE_ALCOHOL ] = Drug[DRUG_TYPE_ALCOHOL].ubDrugTravelRate;
// Reset once we sleep...
pSoldier->drugs.bTimesDrugUsedSinceSleep[ DRUG_TYPE_ALCOHOL ]++;
// Increment side effects..
if ( ( pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_ALCOHOL ] + Drug[DRUG_TYPE_ALCOHOL].ubDrugSideEffect ) < 127 )
{
pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_ALCOHOL ] += ( Drug[DRUG_TYPE_ALCOHOL].ubDrugSideEffect );
}
// Stop side effects until were done....
pSoldier->drugs.bDrugSideEffectRate[ DRUG_TYPE_ALCOHOL ] = 0;
// Flugente: set flag: we are on drugs - otherwise the game wont decay the effects
pSoldier->bSoldierFlagMask |= SOLDIER_DRUGGED;
pSoldier->AddDrugValues( DRUG_TYPE_ALCOHOL, Drug[DRUG_TYPE_ALCOHOL].ubDrugEffect, Drug[DRUG_TYPE_ALCOHOL].ubDrugTravelRate, Drug[DRUG_TYPE_ALCOHOL].ubDrugSideEffect );
// ATE: Make guy collapse from heart attack if too much stuff taken....
if ( pSoldier->drugs.bDrugSideEffectRate[ DRUG_TYPE_ALCOHOL ] > ( Drug[DRUG_TYPE_ALCOHOL].ubDrugSideEffect * 3 ) )
+17 -64
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@@ -74,10 +74,7 @@ BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
// if not a food item, nothing to see here
if ( gGameOptions.fFoodSystem && foodtype > 0 )
consumeitem = FALSE;
// set flag: we are on drugs
pSoldier->bSoldierFlagMask |= SOLDIER_DRUGGED;
// Flugente: we have to check for every single type of drug ( a drug applied may consist of several 'pure' drug types)
for (UINT8 i = DRUG_TYPE_ADRENALINE; i < DRUG_TYPE_MAX; ++i)
{
@@ -90,22 +87,7 @@ BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
if ( (ubDrugType & drugtestflag) != 0 )
{
// Add effects
if ( ( pSoldier->drugs.bFutureDrugEffect[ i ] + Drug[i].ubDrugEffect ) < 127 )
{
pSoldier->drugs.bFutureDrugEffect[ i ] += Drug[i].ubDrugEffect;
}
pSoldier->drugs.bDrugEffectRate[ i ] = Drug[i].ubDrugTravelRate;
// Reset once we sleep...
pSoldier->drugs.bTimesDrugUsedSinceSleep[ i ]++;
// Increment side effects..
if ( ( pSoldier->drugs.bDrugSideEffect[ i ] + Drug[i].ubDrugSideEffect ) < 127 )
{
pSoldier->drugs.bDrugSideEffect[ i ] += ( Drug[i].ubDrugSideEffect );
}
// Stop side effects until were done....
pSoldier->drugs.bDrugSideEffectRate[ i ] = 0;
pSoldier->AddDrugValues( i, Drug[i].ubDrugEffect, Drug[i].ubDrugTravelRate, Drug[i].ubDrugSideEffect );
// ATE: Make guy collapse from heart attack if too much stuff taken....
if ( pSoldier->drugs.bDrugSideEffectRate[ i ] > ( Drug[i].ubDrugSideEffect * 3 ) )
@@ -205,7 +187,7 @@ BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
// chance of an extra point
if ( PreRandom( 100 / REGEN_POINTS_PER_BOOSTER ) < (UINT32) ( (*pObject)[0]->data.objectStatus % (100 / REGEN_POINTS_PER_BOOSTER ) ) )
{
bRegenPointsGained++;
++bRegenPointsGained;
}
}
@@ -216,6 +198,9 @@ BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
pSoldier->bRegenerationCounter = __min( pSoldier->bRegenerationCounter + bRegenPointsGained, REGEN_POINTS_PER_BOOSTER );
}
pSoldier->bRegenBoostersUsedToday++;
// set flag: we are on drugs
pSoldier->bSoldierFlagMask |= SOLDIER_DRUGGED;
}
// increase drug counter if not alcoholic drug
@@ -357,8 +342,6 @@ void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier )
if ( pSoldier->bRegenerationCounter > 0)
{
// bBandaged = BANDAGED( pSoldier );
// increase life
pSoldier->bPoisonLife = max(pSoldier->bPoisonSum, pSoldier->bPoisonLife + pSoldier->stats.bLife - __min( pSoldier->stats.bLife + LIFE_GAIN_PER_REGEN_POINT, pSoldier->stats.bLifeMax ) );
pSoldier->stats.bLife = __min( pSoldier->stats.bLife + LIFE_GAIN_PER_REGEN_POINT, pSoldier->stats.bLifeMax );
@@ -441,25 +424,6 @@ void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier )
pSoldier->bSoldierFlagMask &= ~SOLDIER_DRUGGED;
}
INT8 GetDrugEffect( SOLDIERTYPE *pSoldier, UINT8 ubDrugType )
{
return( pSoldier->drugs.bDrugEffect[ ubDrugType ] );
}
INT8 GetDrugSideEffect( SOLDIERTYPE *pSoldier, UINT8 ubDrugType )
{
// If we have a o-positive effect
if ( pSoldier->drugs.bDrugEffect[ ubDrugType ] > 0 )
{
return( 0 );
}
else
{
return( pSoldier->drugs.bDrugSideEffect[ ubDrugType ] );
}
}
void HandleAPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *pubPoints )
{
INT8 bDrunkLevel;
@@ -476,9 +440,9 @@ void HandleAPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *pubPoints )
// Adjust!
sPoints -= pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_ADRENALINE ];
if ( sPoints < APBPConstants[APBPConstants[APBPConstants[AP_MINIMUM]]] )
if ( sPoints < APBPConstants[AP_MINIMUM] )
{
sPoints = APBPConstants[APBPConstants[APBPConstants[AP_MINIMUM]]];
sPoints = APBPConstants[AP_MINIMUM];
}
}
@@ -489,16 +453,15 @@ void HandleAPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *pubPoints )
// Reduce....
sPoints -= HANGOVER_AP_REDUCE;
if ( sPoints < APBPConstants[APBPConstants[APBPConstants[AP_MINIMUM]]] )
if ( sPoints < APBPConstants[AP_MINIMUM] )
{
sPoints = APBPConstants[APBPConstants[APBPConstants[AP_MINIMUM]]];
sPoints = APBPConstants[AP_MINIMUM];
}
}
(*pubPoints) = sPoints;
}
void HandleBPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *psPointReduction )
{
INT8 bDrunkLevel;
@@ -539,7 +502,6 @@ void HandleDamageResistanceEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT32 *psPoi
}
}
INT8 GetDrunkLevel( SOLDIERTYPE *pSoldier )
{
INT8 bNumDrinks;
@@ -572,26 +534,17 @@ INT8 GetDrunkLevel( SOLDIERTYPE *pSoldier )
}
}
INT32 EffectStatForBeingDrunk( SOLDIERTYPE *pSoldier, INT32 iStat )
{
return( ( iStat * giDrunkModifier[ GetDrunkLevel( pSoldier ) ] / 100 ) );
}
BOOLEAN MercUnderTheInfluence( SOLDIERTYPE *pSoldier )
{
for (UINT8 cnt = DRUG_TYPE_ADRENALINE; cnt < DRUG_TYPE_MAX; ++cnt)
{
// Are we in a side effect or good effect?
if ( pSoldier->drugs.bDrugEffect[ cnt ] )
return( TRUE );
if ( pSoldier->drugs.bDrugSideEffect[ cnt ] )
return( TRUE );
if ( pSoldier->bRegenerationCounter > 0)
return( TRUE );
if ( MercUnderTheInfluence(pSoldier, cnt) )
return TRUE;
}
return( FALSE );
@@ -605,13 +558,13 @@ BOOLEAN MercUnderTheInfluence( SOLDIERTYPE *pSoldier, UINT8 aDrugType )
// Are we in a side effect or good effect?
if ( pSoldier->drugs.bDrugEffect[ aDrugType ] )
{
return( TRUE );
}
else if ( pSoldier->drugs.bDrugSideEffect[ aDrugType ] )
{
if ( pSoldier->drugs.bDrugSideEffect[ aDrugType ] )
return( TRUE );
if ( pSoldier->bRegenerationCounter > 0)
return( TRUE );
}
return( FALSE );
}
-5
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@@ -95,14 +95,9 @@ void HandleAPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *pubPoints );
void HandleBPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *psPoints );
void HandleDamageResistanceEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT32 *psPoints );
INT8 GetDrugEffect( SOLDIERTYPE *pSoldier, UINT8 ubDrugType );
INT8 GetDrugSideEffect( SOLDIERTYPE *pSoldier, UINT8 ubDrugType );
INT8 GetDrugAllEffect( SOLDIERTYPE *pSoldier, UINT8 ubDrugType );
INT8 GetDrunkLevel( SOLDIERTYPE *pSoldier );
INT32 EffectStatForBeingDrunk( SOLDIERTYPE *pSoldier, INT32 iStat );
BOOLEAN MercUnderTheInfluence( SOLDIERTYPE *pSoldier );
BOOLEAN MercUnderTheInfluence( SOLDIERTYPE *pSoldier, UINT8 aDrugType );
#endif
+196 -2
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@@ -2164,7 +2164,7 @@ void SOLDIERTYPE::CalcNewActionPoints( void )
this->bActionPoints = APBPConstants[AP_MIN_LIMIT];
// Don't max out if we are drugged....
if ( !GetDrugEffect( this, DRUG_TYPE_ADRENALINE ) && !!GetDrugEffect( this, DRUG_TYPE_AGILITY ) )
if ( !MercUnderTheInfluence( this, DRUG_TYPE_ADRENALINE ) && !MercUnderTheInfluence( this, DRUG_TYPE_AGILITY ) )
{
///////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - following code messed a bit
@@ -8515,7 +8515,7 @@ void CalculateSoldierAniSpeed( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pStatsSoldier
// If a moving animation and w/re on drugs, increase speed....
if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_MOVING )
{
if ( GetDrugEffect( pSoldier, DRUG_TYPE_ADRENALINE ) )
if ( MercUnderTheInfluence( pSoldier, DRUG_TYPE_ADRENALINE ) )
{
pSoldier->sAniDelay = pSoldier->sAniDelay / 2;
}
@@ -15985,6 +15985,200 @@ STR16 SOLDIERTYPE::GetName()
return tmpname[tmpuser];
}
INT8 SOLDIERTYPE::GetTraitCTHModifier( UINT16 usItem, INT16 ubAimTime, UINT8 ubTargetProfile )
{
INT8 modifier = 0;
// Modify for traits
if( gGameOptions.fNewTraitSystem )
{
// Bonus for heavy weapons moved here from above to get instant CtH bonus and not marksmanship bonus,
// which is supressed by weapon condition
if (Item[usItem].rocketlauncher || Item[usItem].singleshotrocketlauncher)
{
modifier += gSkillTraitValues.bCtHModifierRocketLaunchers; // -25% for untrained mercs !!!
if (HAS_SKILL_TRAIT( this, HEAVY_WEAPONS_NT ))
modifier += gSkillTraitValues.ubHWBonusCtHRocketLaunchers * NUM_SKILL_TRAITS( this, HEAVY_WEAPONS_NT ); // +25% per trait
}
// Added CtH bonus for Gunslinger trait on pistols and machine-pistols
else if ( Weapon[usItem].ubWeaponType == GUN_PISTOL )
{
modifier += gSkillTraitValues.bCtHModifierPistols; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( this, GUNSLINGER_NT ) && this->bDoBurst == 0 && this->bDoAutofire == 0 )
modifier += gSkillTraitValues.ubGSBonusCtHPistols * NUM_SKILL_TRAITS( this, GUNSLINGER_NT ); // +10% per trait
}
else if ( Weapon[usItem].ubWeaponType == GUN_M_PISTOL )
{
modifier += gSkillTraitValues.bCtHModifierMachinePistols; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( this, GUNSLINGER_NT ) && ((this->bDoBurst == 0 && this->bDoAutofire == 0) || !gSkillTraitValues.ubGSCtHMPExcludeAuto))
modifier += gSkillTraitValues.ubGSBonusCtHMachinePistols * NUM_SKILL_TRAITS( this, GUNSLINGER_NT ); // +5% per trait
}
// Added CtH bonus for Machinegunner skill on assault rifles, SMGs and LMGs
else if ( Weapon[usItem].ubWeaponType == GUN_AS_RIFLE )
{
modifier += gSkillTraitValues.bCtHModifierAssaultRifles; // -5% for untrained mercs.
if ( HAS_SKILL_TRAIT( this, AUTO_WEAPONS_NT ) )
modifier += gSkillTraitValues.ubAWBonusCtHAssaultRifles * NUM_SKILL_TRAITS( this, AUTO_WEAPONS_NT ); // +5% per trait
}
else if ( Weapon[usItem].ubWeaponType == GUN_SMG )
{
modifier += gSkillTraitValues.bCtHModifierSMGs; // -5% for untrained mercs.
if ( HAS_SKILL_TRAIT( this, AUTO_WEAPONS_NT ) )
modifier += gSkillTraitValues.ubAWBonusCtHSMGs * NUM_SKILL_TRAITS( this, AUTO_WEAPONS_NT ); // +5% per trait
}
else if ( Weapon[usItem].ubWeaponType == GUN_LMG )
{
modifier += gSkillTraitValues.bCtHModifierLMGs; // -10% for untrained mercs.
if ( HAS_SKILL_TRAIT( this, AUTO_WEAPONS_NT ) )
modifier += gSkillTraitValues.ubAWBonusCtHLMGs * NUM_SKILL_TRAITS( this, AUTO_WEAPONS_NT ); // +5% per trait
}
// Added CtH bonus for Gunslinger trait on pistols and machine-pistols
else if ( Weapon[usItem].ubWeaponType == GUN_SN_RIFLE )
{
modifier += gSkillTraitValues.bCtHModifierSniperRifles; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( this, SNIPER_NT ) && this->bDoBurst == 0 && this->bDoAutofire == 0 )
modifier += gSkillTraitValues.ubSNBonusCtHSniperRifles * NUM_SKILL_TRAITS( this, SNIPER_NT ); // +5% per trait
}
// Added CtH bonus for Ranger skill on rifles and shotguns
else if ( Weapon[usItem].ubWeaponType == GUN_RIFLE )
{
modifier += gSkillTraitValues.bCtHModifierRifles; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( this, RANGER_NT ) && this->bDoBurst == 0 && this->bDoAutofire == 0 )
modifier += gSkillTraitValues.ubRABonusCtHRifles * NUM_SKILL_TRAITS( this, RANGER_NT ); // +5% per trait
//CHRISL: Why wouldn't sniper training include standard rifles which are often used as "poor-man sniper rifles"
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( this, SNIPER_NT ) && this->bDoBurst == 0 && this->bDoAutofire == 0 )
modifier += gSkillTraitValues.ubSNBonusCtHRifles * NUM_SKILL_TRAITS( this, SNIPER_NT ); // +5% per trait
}
else if ( Weapon[usItem].ubWeaponType == GUN_SHOTGUN )
{
modifier += gSkillTraitValues.bCtHModifierShotguns; // -5% for untrained mercs.
if ( HAS_SKILL_TRAIT( this, RANGER_NT ) )
modifier += gSkillTraitValues.ubRABonusCtHShotguns * NUM_SKILL_TRAITS( this, RANGER_NT ); // +10% per trait
}
// Added small CtH penalty for robot if controller hasn't the Technician trait
if( AM_A_ROBOT( this ) )
{
modifier += gSkillTraitValues.bCtHModifierRobot; // -10%
if ( HAS_SKILL_TRAIT( this->GetRobotController(), TECHNICIAN_NT ) )
modifier += gSkillTraitValues.ubTECtHControlledRobotBonus * NUM_SKILL_TRAITS( this->GetRobotController(), TECHNICIAN_NT ); // +10% per trait
}
// Added character traits influence
if ( this->ubProfile != NO_PROFILE )
{
// Sociable - better performance in groups
if ( gMercProfiles[ this->ubProfile ].bCharacterTrait == CHAR_TRAIT_SOCIABLE )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( this->ubProfile, CHAR_TRAIT_SOCIABLE );
if ( bNumMercs > 2 )
modifier += 5;
else if ( bNumMercs > 0 )
modifier += 2;
}
// Loner - better performance when alone
else if ( gMercProfiles[ this->ubProfile ].bCharacterTrait == CHAR_TRAIT_LONER )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( this->ubProfile, CHAR_TRAIT_LONER );
if ( bNumMercs == 0 )
modifier += 5;
else if ( bNumMercs <= 1 )
modifier += 2;
}
// Aggressive - bonus on bursts/autofire
else if ( gMercProfiles[ this->ubProfile ].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
{
if (( this->bDoBurst || this->bDoAutofire ) && !ubAimTime )
modifier += 10;
}
// Show-off - better performance if some babes around to impress
else if ( gMercProfiles[ this->ubProfile ].bCharacterTrait == CHAR_TRAIT_SHOWOFF )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( this->ubProfile, CHAR_TRAIT_SHOWOFF );
if ( bNumMercs > 1 )
modifier += 5;
else if ( bNumMercs > 0 )
modifier += 2;
}
// Added disabilities
if ( this->ubProfile != NO_PROFILE )
{
// Heat intolerant penalty
if ( MercIsHot( this ) )
{
modifier -= 15;
}
// Small penalty for fear of insects in tropical sectors
// Flugente: drugs can temporarily cause a merc get a new disability
else if ( ( (gMercProfiles[ this->ubProfile ].bDisability == FEAR_OF_INSECTS) || MercUnderTheInfluence(this, DRUG_TYPE_FEAROFINSECTS) )&& MercIsInTropicalSector( this ) )
{
// fear of insects, and we are in tropical sector
modifier -= 5;
}
}
}
// Dauntless - penalty for not taking proper cover
if ( ubTargetProfile != NOBODY )
{
if ( gMercProfiles[ ubTargetProfile ].bCharacterTrait == CHAR_TRAIT_DAUNTLESS )
modifier += 5;
}
}
else
{
// this rather unlogical bonus for psychotic characters applies only with old traits
if ( this->ubProfile != NO_PROFILE && gMercProfiles[ this->ubProfile ].bDisability == PSYCHO || MercUnderTheInfluence(this, DRUG_TYPE_PSYCHO))
{
modifier += AIM_BONUS_PSYCHO;
}
}
return modifier;
}
void SOLDIERTYPE::AddDrugValues(UINT8 uDrugType, UINT8 usEffect, UINT8 usTravelRate, UINT8 usSideEffect )
{
// in case of wrong inout, stay safe
if ( uDrugType >= DRUG_TYPE_MAX )
return;
// Add effects
if ( ( this->drugs.bFutureDrugEffect[ uDrugType ] + usEffect ) < 127 )
{
this->drugs.bFutureDrugEffect[ uDrugType ] += usEffect;
}
this->drugs.bDrugEffectRate[ uDrugType ] = usTravelRate;
// Reset once we sleep...
this->drugs.bTimesDrugUsedSinceSleep[ uDrugType ]++;
// Increment side effects..
if ( ( this->drugs.bDrugSideEffect[ uDrugType ] + usSideEffect ) < 127 )
{
this->drugs.bDrugSideEffect[ uDrugType ] += usSideEffect;
}
// Stop side effects until were done....
this->drugs.bDrugSideEffectRate[ uDrugType ] = 0;
// set flag: we are on drugs
this->bSoldierFlagMask |= SOLDIER_DRUGGED;
}
INT32 CheckBleeding( SOLDIERTYPE *pSoldier )
{
INT8 bBandaged; //,savedOurTurn;
+11 -7
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@@ -1534,18 +1534,22 @@ public:
BOOLEAN IsAssassin();
// Flugente: multi-turn actions
UINT8 GetMultiTurnAction();
void StartMultiTurnAction(UINT8 usActionType);
void CancelMultiTurnAction(BOOLEAN fFinished);
BOOLEAN UpdateMultiTurnAction();
UINT8 GetMultiTurnAction();
void StartMultiTurnAction(UINT8 usActionType);
void CancelMultiTurnAction(BOOLEAN fFinished);
BOOLEAN UpdateMultiTurnAction();
void DropSectorEquipment();
void DropSectorEquipment();
// Flugente: switch hand item for gunsling weapon, or pistol, or knife
void SwitchWeapons( BOOLEAN fKnife = FALSE, BOOLEAN fSideArm = FALSE );
void SwitchWeapons( BOOLEAN fKnife = FALSE, BOOLEAN fSideArm = FALSE );
// Flugente: return a soldier's name. This allows for very easy manipulation of a soldier's name with pre- an suffixes, ranks etc.
STR16 GetName();
STR16 GetName();
INT8 GetTraitCTHModifier( UINT16 usItem, INT16 ubAimTime, UINT8 ubTargetProfile );
void AddDrugValues(UINT8 uDrugType, UINT8 usEffect, UINT8 usTravelRate, UINT8 usSideEffect );
//////////////////////////////////////////////////////////////////////////////
}; // SOLDIERTYPE;
+6 -339
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@@ -4989,179 +4989,8 @@ UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
iBaseModifier += (FLOAT)(iCurrentMorale * gGameCTHConstants.BASE_LOW_MORALE);
}
if ( gGameOptions.fNewTraitSystem )
{
iTraitModifier = 0;
// Bonus for heavy weapons moved here from above to get instant CtH bonus and not marksmanship bonus,
// which is supressed by weapon condition
if (Item[usInHand].rocketlauncher || Item[usInHand].singleshotrocketlauncher)
{
iTraitModifier += gSkillTraitValues.bCtHModifierRocketLaunchers; // -25% for untrained mercs !!!
if (HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPONS_NT ))
iTraitModifier += gSkillTraitValues.ubHWBonusCtHRocketLaunchers * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ); // +25% per trait
}
// Added CtH bonus for Gunslinger trait on pistols and machine-pistols
else if ( Weapon[usItemAttHand].ubWeaponType == GUN_PISTOL )
{
iTraitModifier += gSkillTraitValues.bCtHModifierPistols; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) && pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0 )
iTraitModifier += gSkillTraitValues.ubGSBonusCtHPistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ); // +10% per trait
}
else if ( Weapon[usItemAttHand].ubWeaponType == GUN_M_PISTOL )
{
iTraitModifier += gSkillTraitValues.bCtHModifierMachinePistols; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) && ((pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0) || !gSkillTraitValues.ubGSCtHMPExcludeAuto))
iTraitModifier += gSkillTraitValues.ubGSBonusCtHMachinePistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ); // +5% per trait
}
// Added CtH bonus for Machinegunner skill on assault rifles, SMGs and LMGs
else if ( Weapon[usItemAttHand].ubWeaponType == GUN_AS_RIFLE )
{
iTraitModifier += gSkillTraitValues.bCtHModifierAssaultRifles; // -5% for untrained mercs.
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
iTraitModifier += gSkillTraitValues.ubAWBonusCtHAssaultRifles * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT ); // +5% per trait
}
else if ( Weapon[usItemAttHand].ubWeaponType == GUN_SMG )
{
iTraitModifier += gSkillTraitValues.bCtHModifierSMGs; // -5% for untrained mercs.
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
iTraitModifier += gSkillTraitValues.ubAWBonusCtHSMGs * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT ); // +5% per trait
}
else if ( Weapon[usItemAttHand].ubWeaponType == GUN_LMG )
{
iTraitModifier += gSkillTraitValues.bCtHModifierLMGs; // -10% for untrained mercs.
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
iTraitModifier += gSkillTraitValues.ubAWBonusCtHLMGs * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT ); // +5% per trait
}
// Added CtH bonus for Gunslinger trait on pistols and machine-pistols
else if ( Weapon[usItemAttHand].ubWeaponType == GUN_SN_RIFLE )
{
iTraitModifier += gSkillTraitValues.bCtHModifierSniperRifles; // -10% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) && pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0 )
iTraitModifier += gSkillTraitValues.ubSNBonusCtHSniperRifles * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ); // +5% per trait
}
// Added CtH bonus for Ranger skill on rifles and shotguns
else if ( Weapon[usInHand].ubWeaponType == GUN_RIFLE )
{
iTraitModifier += gSkillTraitValues.bCtHModifierRifles; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) && pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0 )
iTraitModifier += gSkillTraitValues.ubRABonusCtHRifles * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ); // +5% per trait
//CHRISL: Why wouldn't sniper training include standard rifles which are often used as "poor-man sniper rifles"
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) && pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0 )
iTraitModifier += gSkillTraitValues.ubSNBonusCtHRifles * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ); // +5% per trait
}
else if ( Weapon[usInHand].ubWeaponType == GUN_SHOTGUN )
{
iTraitModifier += gSkillTraitValues.bCtHModifierShotguns; // -5% for untrained mercs.
if ( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
iTraitModifier += gSkillTraitValues.ubRABonusCtHShotguns * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ); // +10% per trait
}
// SANDRO - added Throwing trait support on knives
if ( Item[ usInHand ].usItemClass == IC_THROWING_KNIFE )
{
iTraitModifier += gSkillTraitValues.bCtHModifierThrowingKnives; // -15% for untrained mercs
if ( HAS_SKILL_TRAIT( pSoldier, THROWING_NT ) )
iTraitModifier += gSkillTraitValues.ubTHBladesCtHBonus * 2;
//+ (gSkillTraitValues.ubTHBladesCtHBonusPerClick * pSoldier->aiData.bAimTime) );
}
// Added small CtH penalty for robot if controller hasn't the Technician trait
if( AM_A_ROBOT( pSoldier ) )
{
iTraitModifier += gSkillTraitValues.bCtHModifierRobot; // -10%
if ( HAS_SKILL_TRAIT( pSoldier->GetRobotController(), TECHNICIAN_NT ) )
iTraitModifier += gSkillTraitValues.ubTECtHControlledRobotBonus * NUM_SKILL_TRAITS( pSoldier->GetRobotController(), TECHNICIAN_NT ); // +10% per trait
}
// Added character traits influence
if ( pSoldier->ubProfile != NO_PROFILE )
{
// Sociable - better performance in groups
if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_SOCIABLE )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_SOCIABLE );
if ( bNumMercs > 2 )
iTraitModifier += 5;
else if ( bNumMercs > 0 )
iTraitModifier += 2;
}
// Loner - better performance when alone
else if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_LONER )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_LONER );
if ( bNumMercs == 0 )
iTraitModifier += 5;
else if ( bNumMercs <= 1 )
iTraitModifier += 2;
}
// Aggressive - bonus on bursts/autofire
else if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
{
if (( pSoldier->bDoBurst || pSoldier->bDoAutofire ) && !ubAimTime )
iTraitModifier += 10;
}
// Show-off - better performance if some babes around to impress
else if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_SHOWOFF )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_SHOWOFF );
if ( bNumMercs > 1 )
iTraitModifier += 5;
else if ( bNumMercs > 0 )
iTraitModifier += 2;
}
// Added disabilities
if ( pSoldier->ubProfile != NO_PROFILE )
{
// Heat intolerant penalty
if ( MercIsHot( pSoldier ) )
{
iTraitModifier -= 15;
}
// Small penalty for fear of insects in tropical sectors
// Flugente: drugs can temporarily cause a merc get a new disability
else if ( ( (gMercProfiles[ pSoldier->ubProfile ].bDisability == FEAR_OF_INSECTS) || MercUnderTheInfluence(pSoldier, DRUG_TYPE_FEAROFINSECTS) )&& MercIsInTropicalSector( pSoldier ) )
{
// fear of insects, and we are in tropical sector
iTraitModifier -= 5;
}
}
}
// Dauntless - penalty for not taking proper cover
if (pTarget != NULL)
{
if ( pTarget->ubProfile != NO_PROFILE )
{
if ( gMercProfiles[ pTarget->ubProfile ].bCharacterTrait == CHAR_TRAIT_DAUNTLESS )
iTraitModifier += 5;
}
}
//Give 40% the normal stomp modifier as a base mod
iBaseModifier += (FLOAT)iTraitModifier * 0.4f;
}
else
{
// PSYCHO
// Flugente: drugs can temporarily cause a merc to go psycho
if ( pSoldier->ubProfile != NO_PROFILE && (gMercProfiles[ pSoldier->ubProfile ].bDisability == PSYCHO || MercUnderTheInfluence(pSoldier, DRUG_TYPE_PSYCHO) ) )
{
iBaseModifier += (FLOAT)gGameCTHConstants.BASE_PSYCHO;
}
}
// Flugente: moved trait modifiers into a member function
iTraitModifier = pSoldier->GetTraitCTHModifier( usInHand, ubAimTime, pTarget->ubProfile );
// SHOOTING AT SAME TARGET AGAIN
if (sGridNo == pSoldier->sLastTarget )
@@ -6629,166 +6458,9 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
/////////////////////////////////////////////////////////////////////////////////////
// Modify for traits
if( gGameOptions.fNewTraitSystem )
{
// Bonus for heavy weapons moved here from above to get instant CtH bonus and not marksmanship bonus,
// which is supressed by weapon condition
if (Item[usInHand].rocketlauncher || Item[usInHand].singleshotrocketlauncher)
{
iChance += gSkillTraitValues.bCtHModifierRocketLaunchers; // -25% for untrained mercs !!!
if (HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPONS_NT ))
iChance += gSkillTraitValues.ubHWBonusCtHRocketLaunchers * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ); // +25% per trait
}
// Added CtH bonus for Gunslinger trait on pistols and machine-pistols
else if ( Weapon[usInHand].ubWeaponType == GUN_PISTOL )
{
iChance += gSkillTraitValues.bCtHModifierPistols; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) && pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0 )
iChance += gSkillTraitValues.ubGSBonusCtHPistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ); // +10% per trait
}
else if ( Weapon[usInHand].ubWeaponType == GUN_M_PISTOL )
{
iChance += gSkillTraitValues.bCtHModifierMachinePistols; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) && ((pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0) || !gSkillTraitValues.ubGSCtHMPExcludeAuto))
iChance += gSkillTraitValues.ubGSBonusCtHMachinePistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ); // +5% per trait
}
// Added CtH bonus for Machinegunner skill on assault rifles, SMGs and LMGs
else if ( Weapon[usInHand].ubWeaponType == GUN_AS_RIFLE )
{
iChance += gSkillTraitValues.bCtHModifierAssaultRifles; // -5% for untrained mercs.
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
iChance += gSkillTraitValues.ubAWBonusCtHAssaultRifles * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT ); // +5% per trait
}
else if ( Weapon[usInHand].ubWeaponType == GUN_SMG )
{
iChance += gSkillTraitValues.bCtHModifierSMGs; // -5% for untrained mercs.
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
iChance += gSkillTraitValues.ubAWBonusCtHSMGs * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT ); // +5% per trait
}
else if ( Weapon[usInHand].ubWeaponType == GUN_LMG )
{
iChance += gSkillTraitValues.bCtHModifierLMGs; // -10% for untrained mercs.
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
iChance += gSkillTraitValues.ubAWBonusCtHLMGs * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT ); // +5% per trait
}
// Added CtH bonus for Gunslinger trait on pistols and machine-pistols
else if ( Weapon[usInHand].ubWeaponType == GUN_SN_RIFLE )
{
iChance += gSkillTraitValues.bCtHModifierSniperRifles; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) && pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0 )
iChance += gSkillTraitValues.ubSNBonusCtHSniperRifles * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ); // +5% per trait
}
// Added CtH bonus for Ranger skill on rifles and shotguns
else if ( Weapon[usInHand].ubWeaponType == GUN_RIFLE )
{
iChance += gSkillTraitValues.bCtHModifierRifles; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) && pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0 )
iChance += gSkillTraitValues.ubRABonusCtHRifles * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ); // +5% per trait
//CHRISL: Why wouldn't sniper training include standard rifles which are often used as "poor-man sniper rifles"
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) && pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0 )
iChance += gSkillTraitValues.ubSNBonusCtHRifles * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ); // +5% per trait
}
else if ( Weapon[usInHand].ubWeaponType == GUN_SHOTGUN )
{
iChance += gSkillTraitValues.bCtHModifierShotguns; // -5% for untrained mercs.
if ( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
iChance += gSkillTraitValues.ubRABonusCtHShotguns * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ); // +10% per trait
}
// Added small CtH penalty for robot if controller hasn't the Technician trait
if( AM_A_ROBOT( pSoldier ) )
{
iChance += gSkillTraitValues.bCtHModifierRobot; // -10%
if ( HAS_SKILL_TRAIT( pSoldier->GetRobotController(), TECHNICIAN_NT ) )
iChance += gSkillTraitValues.ubTECtHControlledRobotBonus * NUM_SKILL_TRAITS( pSoldier->GetRobotController(), TECHNICIAN_NT ); // +10% per trait
}
// Added character traits influence
if ( pSoldier->ubProfile != NO_PROFILE )
{
// Sociable - better performance in groups
if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_SOCIABLE )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_SOCIABLE );
if ( bNumMercs > 2 )
iChance += 5;
else if ( bNumMercs > 0 )
iChance += 2;
}
// Loner - better performance when alone
else if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_LONER )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_LONER );
if ( bNumMercs == 0 )
iChance += 5;
else if ( bNumMercs <= 1 )
iChance += 2;
}
// Aggressive - bonus on bursts/autofire
else if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
{
if (( pSoldier->bDoBurst || pSoldier->bDoAutofire ) && !ubAimTime )
iChance += 10;
}
// Show-off - better performance if some babes around to impress
else if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_SHOWOFF )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_SHOWOFF );
if ( bNumMercs > 1 )
iChance += 5;
else if ( bNumMercs > 0 )
iChance += 2;
}
// Added disabilities
if ( pSoldier->ubProfile != NO_PROFILE )
{
// Heat intolerant penalty
if ( MercIsHot( pSoldier ) )
{
iChance -= 15;
}
// Small penalty for fear of insects in tropical sectors
// Flugente: drugs can temporarily cause a merc get a new disability
else if ( ( (gMercProfiles[ pSoldier->ubProfile ].bDisability == FEAR_OF_INSECTS) || MercUnderTheInfluence(pSoldier, DRUG_TYPE_FEAROFINSECTS) )&& MercIsInTropicalSector( pSoldier ) )
{
// fear of insects, and we are in tropical sector
iChance -= 5;
}
}
}
// Dauntless - penalty for not taking proper cover
if (pTarget != NULL)
{
if ( pTarget->ubProfile != NO_PROFILE )
{
if ( gMercProfiles[ pTarget->ubProfile ].bCharacterTrait == CHAR_TRAIT_DAUNTLESS )
iChance += 5;
}
}
}
else
{
// this rather unlogical bonus for psychotic characters applies only with old traits
if ( pSoldier->ubProfile != NO_PROFILE && gMercProfiles[ pSoldier->ubProfile ].bDisability == PSYCHO )
{
iChance += AIM_BONUS_PSYCHO;
}
}
// Flugente: moved trait modifiers into a member function
iChance += pSoldier->GetTraitCTHModifier( usInHand, ubAimTime, pTarget->ubProfile );
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
@@ -9021,12 +8693,7 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
pTarget->bSoldierFlagMask |= SOLDIER_DRUGGED;
// Add lifedamage effects
pTarget->drugs.bFutureDrugEffect[ DRUG_TYPE_LIFEDAMAGE ] = min(pTarget->drugs.bFutureDrugEffect[ DRUG_TYPE_LIFEDAMAGE ] + 3, 127);
pTarget->drugs.bDrugEffectRate[DRUG_TYPE_LIFEDAMAGE] = 1;
pTarget->drugs.bDrugEffect[DRUG_TYPE_LIFEDAMAGE] = 0;
pTarget->drugs.bDrugSideEffectRate[DRUG_TYPE_LIFEDAMAGE] = 0;
pTarget->drugs.bDrugSideEffect[DRUG_TYPE_LIFEDAMAGE] = 127;
pTarget->drugs.bTimesDrugUsedSinceSleep[ DRUG_TYPE_LIFEDAMAGE ]++;
pTarget->AddDrugValues( DRUG_TYPE_LIFEDAMAGE, Drug[DRUG_TYPE_LIFEDAMAGE].ubDrugEffect, Drug[DRUG_TYPE_LIFEDAMAGE].ubDrugTravelRate, Drug[DRUG_TYPE_LIFEDAMAGE].ubDrugSideEffect );
}
else if ( AmmoTypes[ubAmmoType].dart && sHitBy > 20 )
{