Fixes (by Sevenfm):

- put back AIM_VISIBILITY calculation in function "CalcNewChanceToHitGun"
- fixed possible NULL pointer condition

Added an indicator to the NCTH cursor to show aiming penalty for moving target.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8294 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2016-09-03 11:56:00 +00:00
parent 835e948735
commit cedb77bffb
3 changed files with 57 additions and 10 deletions
+9 -9
View File
@@ -15,9 +15,9 @@
#ifdef JA2EDITOR
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8284 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8292 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8284 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8292 (Development Build)" };
#endif
// ------------------------------
@@ -27,11 +27,11 @@
//DEBUG BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8284 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8292 (Development Build)" };
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8284 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8292 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8284 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8292 (Development Build)" };
#endif
#elif defined CRIPPLED_VERSION
@@ -46,16 +46,16 @@
//RELEASE BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8284 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8292 (Development Build)" };
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8284 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8292 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Release v1.13.8284 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release v1.13.8292 (Development Build)" };
#endif
#endif
CHAR8 czVersionNumber[16] = { "Build 16.08.11" }; //YY.MM.DD
CHAR8 czVersionNumber[16] = { "Build 16.09.03" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
// SAVE_GAME_VERSION is defined in header, change it there
+37
View File
@@ -2423,6 +2423,7 @@ BOOLEAN DrawCTHIndicator()
// Find the shooter.
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pTarget;
GetSoldier( &pSoldier, gusSelectedSoldier );
OBJECTTYPE* pWeapon = pSoldier->GetUsedWeapon( &pSoldier->inv[ pSoldier->ubAttackingHand ] );
@@ -3300,8 +3301,44 @@ BOOLEAN DrawCTHIndicator()
NCTHCorrectMaxAperture( iAperture, iDistanceAperture, usCApertureBar );
Circ = (INT32)((iDistanceAperture * RADIANS_IN_CIRCLE) * dVerticalBias);
if(gGameSettings.fOptions[ TOPTION_CTH_CURSOR ])
{
pTarget = SimpleFindSoldier(gCTHDisplay.iTargetGridNo, gsInterfaceLevel);
// Draw movement indicator
if ( pTarget )
{
UINT16 usCApertureMove = 0;
FLOAT dMuzzleOffsetX = 0;
DOUBLE dShootingAngle = atan2( dDeltaY, dDeltaX );
CalcTargetMovementOffset( pSoldier, pTarget, pWeapon, &dMuzzleOffsetX, dShootingAngle, (INT32)iAperture );
UINT8 ubRedValues[10] = { 80, 90, 100, 120, 140, 160, 180, 200, 220, 255 };
UINT8 ubOtherValues[10] = { 80, 80, 80, 80, 80, 60, 40, 20, 0, 0 };
dMuzzleOffsetX = abs(dMuzzleOffsetX) * 10;
UINT8 ubColorIndex = 0;
for (INT16 cntX = 0; cntX < 4; ++cntX)
{
INT16 curX = iDistanceAperture + 5 + cntX * 5;
INT16 curY = -5;
ubColorIndex = __min(9, __max(0, dMuzzleOffsetX - (1 + cntX * 2)) );
usCApertureMove = Get16BPPColor( FROMRGB( ubRedValues[ubColorIndex], ubOtherValues[ubColorIndex], ubOtherValues[ubColorIndex]) );
for (INT16 cntY = 0; cntY < 5; ++cntY, ++curX, ++curY)
{
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureMove );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-curX, sStartScreenY+curY+(INT16)zOffset, usCApertureMove );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY-curY-(INT16)zOffset, usCApertureMove );
DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX-curX, sStartScreenY-curY-(INT16)zOffset, usCApertureMove );
}
}
}
// Draw outer circle
for (INT32 iCurPoint = 0; iCurPoint < Circ; iCurPoint++)
{
+11 -1
View File
@@ -5317,7 +5317,7 @@ UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
if (iSightRange == 0) { // didn't do a bodypart-based test or can't see specific body part aimed at
iSightRange = SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, TRUE, NO_DISTANCE_LIMIT, false );
}
if (iSightRange == 0) { // Can't see the target but we still need to know what the sight range would be if we could so we can deal with cover penalties
if (ubTargetID != NOBODY && iSightRange == 0) { // Can't see the target but we still need to know what the sight range would be if we could so we can deal with cover penalties
iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false, true );
fCantSeeTarget = true;
}
@@ -5519,6 +5519,16 @@ UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
// get aimbonus from target
fAimModifier += CalcNewChanceToHitAimTargetBonus(pSoldier, pTarget, sGridNo, iRange, ubAimPos, fCantSeeTarget);
// apply a penalty if target cannot clearly be seen
// if target is clearly visible iSightRange == iRange otherwise it is higher
if (iRange > 0 && iSightRange > iRange && !fCantSeeTarget)
{
FLOAT fTempPenalty = (FLOAT)((FLOAT)iSightRange / (FLOAT)iRange);
fTempPenalty = (FLOAT)(100 / fTempPenalty);
fAimModifier += ((100-fTempPenalty) * gGameCTHConstants.AIM_VISIBILITY)/100;
fAimModifier = __max( gGameCTHConstants.AIM_TARGET_INVISIBLE, fAimModifier );
}
// factor in scopes under their range
if ( !pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) )
{