- Tweaked tunnel vision penalty calculation

- If both body items and weapon have tunnel vision penalties, use their maximum, not their sum

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8134 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-04-03 16:53:17 +00:00
parent 6089e9a3b8
commit d0dc6c3230
2 changed files with 30 additions and 33 deletions
+15 -16
View File
@@ -11526,16 +11526,19 @@ INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
{
UINT8 bonus = 0;
UINT8 bonus_body = 0;
UINT8 bonus_gun = 0;
UINT16 usItem;
INVTYPE *pItem;
//ADB and AXP 28.03.2007: CtH bug fix: We also want to check on a firing weapon, "raised" alone is not enough ;)
bool usingGunScope = WeaponReady(pSoldier);
// CHRISL:
for (int i = BODYPOSSTART; i < BODYPOSFINAL; i++)
for (int i = BODYPOSSTART; i < BODYPOSFINAL; ++i)
{
// Okay, it's time for some optimization here
if (pSoldier->inv[i].exists() == true) {
if (pSoldier->inv[i].exists() == true)
{
usItem = pSoldier->inv[i].usItem;
pItem = &(Item[usItem]);
@@ -11552,7 +11555,7 @@ UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
if ( !IsWeapon(usItem) )
{
bonus = __max( bonus, pItem->percenttunnelvision );
bonus_body = __max( bonus_body, pItem->percenttunnelvision );
}
}
}
@@ -11567,7 +11570,7 @@ UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
pItem = &(Item[usItem]);
if ( IsWeapon(usItem) ) //if not a weapon, then it was added already above
bonus += Item[usItem].percenttunnelvision;
bonus_gun += Item[usItem].percenttunnelvision;
if ( gGameExternalOptions.fScopeModes && pSoldier )
{
@@ -11576,7 +11579,7 @@ UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
// add boni only from non-scope items
if(iter->exists() && !IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT ) )
{
bonus += Item[iter->usItem].percenttunnelvision;
bonus_gun += Item[iter->usItem].percenttunnelvision;
}
}
@@ -11589,7 +11592,7 @@ UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
// now apply the bonus from the scope we use
bonus += Item[ObjList[pSoldier->bScopeMode]->usItem].percenttunnelvision;
bonus_gun += Item[ObjList[pSoldier->bScopeMode]->usItem].percenttunnelvision;
}
}
else
@@ -11598,13 +11601,16 @@ UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
{
if(iter->exists() )
{
bonus += Item[iter->usItem].percenttunnelvision;
bonus_gun += Item[iter->usItem].percenttunnelvision;
}
}
}
}
}
// Flugente: it would be unreasonable to apply helmet penalties if we already look through a scope, so have those separated
bonus = max( bonus_body, bonus_gun );
// SANDRO - STOMP traits - Scouting tunnel vision reduction with binoculars and similar
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->pathing.bLevel == 0 )
{
@@ -11619,13 +11625,12 @@ UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
}
}
}
// HEADROCK HAM 3.2: Further increase tunnel-vision for cowering characters.
// SANDRO - this calls many sub-functions over and over, we should at least skip this for civilians and such
if ((gGameExternalOptions.ubCoweringReducesSightRange == 1 || gGameExternalOptions.ubCoweringReducesSightRange == 3) &&
IS_MERC_BODY_TYPE(pSoldier) && (pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM || pSoldier->bTeam == gbPlayerNum) )
{
// Make sure character is cowering.
if ( CoweringShockLevel(pSoldier) && gGameExternalOptions.ubMaxSuppressionShock > 0 &&
bonus < 100 )
@@ -11641,13 +11646,7 @@ UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
}
}
/*// Flugente: drugs can alter our vision
if ( pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_TUNNELVISION ] )
{
bonus = __min(100, bonus + 25);
} */
if ( !PTR_OURTEAM ) // Madd: adjust tunnel vision by difficulty level
if ( !PTR_OURTEAM && gGameOptions.ubDifficultyLevel ) // Madd: adjust tunnel vision by difficulty level
bonus /= gGameOptions.ubDifficultyLevel;
return __min(100, bonus);
+15 -17
View File
@@ -1204,6 +1204,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
INT8 bLightLevel;
BOOLEAN sideViewLimit = FALSE;
SOLDIERTYPE* pSubject = SimpleFindSoldier( sSubjectGridNo, bLevel );
INT16 tunnelVisionInPercent = 0;
if (pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER)
{
@@ -1271,27 +1272,19 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
sDistVisible = gbLookDistance[bFacingDir][bSubjectDir];
// Lesh: and this
if ( (sDistVisible == 0) && fLimitedVision )
return(0);
if ( sDistVisible != STRAIGHT )
{
INT16 tunnelVisionInPercent = GetPercentTunnelVision(pSoldier);
if ( tunnelVisionInPercent > 0)
{
sideViewLimit = TRUE;
sDistVisible = sDistVisible * (100 - tunnelVisionInPercent ) / 100 ;
}
}
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"sDistVisible: %d", GetPercentTunnelVision(pSoldier) );
if ( sDistVisible == 0 && fLimitedVision )
return 0;
if ( sDistVisible == ANGLE && (pSoldier->bTeam == OUR_TEAM || pSoldier->aiData.bAlertStatus >= STATUS_RED ) )
{
sDistVisible = STRAIGHT;
}
if ( sDistVisible != STRAIGHT || ( fLimitedVision && (bFacingDir != bSubjectDir) ) )
{
tunnelVisionInPercent = GetPercentTunnelVision( pSoldier );
}
sDistVisible *= 2;
if ( pSoldier->usAnimState == RUNNING )
@@ -1302,6 +1295,13 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
sDistVisible = (INT16) (sDistVisible * ANGLE_RATIO);
}
}
// Flugente: we only apply tunnelvision now, after we've possibly extended the sight range, which results in finer differentiation of effects
if ( tunnelVisionInPercent > 0 )
{
sideViewLimit = TRUE;
sDistVisible = sDistVisible * (100 - tunnelVisionInPercent) / 100;
}
}
}
@@ -1352,8 +1352,6 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
IS_MERC_BODY_TYPE(pSoldier) && (pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM || pSoldier->bTeam == gbPlayerNum) &&
gGameExternalOptions.ubMaxSuppressionShock > 0 && sDistVisible > 0 )
{
// Make sure character is cowering.
if ( CoweringShockLevel(pSoldier) )
{