-tested and fixed new camouflage types and ammo weights

-fixed localization to read in XML file

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@400 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-08-04 05:21:14 +00:00
parent 13a8319fbb
commit d7ea36a736
9 changed files with 146 additions and 50 deletions
+1 -1
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@@ -7543,7 +7543,7 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data)
Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100,
pInvPanelTitleStrings[ 3 ], //Camo string
Item[ usItem ].camobonus, //Camo bonus
GetCamoBonus(pObject)+GetUrbanCamoBonus(pObject)+GetDesertCamoBonus(pObject)+GetSnowCamoBonus(pObject), //Camo bonus
gWeaponStatsDesc[ 12 ], //Weight string
fWeight, //Weight
GetWeightUnitString() //Weight units
+105 -17
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@@ -2200,7 +2200,7 @@ UINT8 CalculateObjectWeight( OBJECTTYPE *pObject )
{
if (pObject->ubShotsLeft[cnt] > 0 )
{
usWeight += (INT16)(pObject->ubShotsLeft[cnt]/Magazine[pItem->usItemClass].ubMagSize) * pItem->ubWeight;
usWeight += (INT16)(pObject->ubShotsLeft[cnt]/Magazine[pItem->ubClassIndex].ubMagSize) * pItem->ubWeight;
}
}
}
@@ -5685,9 +5685,6 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
//get total camo bonus for kit -- note that camo kits now require the camobonus tag to be set
int itemCamo = Item[pObj->usItem].camobonus + Item[pObj->usItem].urbanCamobonus + Item[pObj->usItem].desertCamobonus + Item[pObj->usItem].snowCamobonus;
if ( itemCamo < 100 )
usTotalKitPoints = (INT16)((itemCamo / 100) * usTotalKitPoints);
int totalCamo = pSoldier->bCamo + pSoldier->wornCamo + pSoldier->urbanCamo+pSoldier->wornUrbanCamo+pSoldier->desertCamo+pSoldier->wornDesertCamo+pSoldier->snowCamo+pSoldier->wornSnowCamo;
if ((totalCamo) >= 100)
{
@@ -5701,15 +5698,15 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
//figure out proportions of each to be applied, one item can theoretically have more than one camouflage type this way
int urban = (int)((Item[pObj->usItem].urbanCamobonus / itemCamo) * bPointsToUse);
int jungle = (int)((Item[pObj->usItem].camobonus / itemCamo) * bPointsToUse);
int desert = (int)((Item[pObj->usItem].desertCamobonus / itemCamo) * bPointsToUse);
int snow = (int)((Item[pObj->usItem].snowCamobonus / itemCamo) * bPointsToUse);
int urban = (int)(Item[pObj->usItem].urbanCamobonus * bPointsToUse / itemCamo );
int jungle = (int)(Item[pObj->usItem].camobonus * bPointsToUse / itemCamo );
int desert = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse / itemCamo );
int snow = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse / itemCamo );
pSoldier->bCamo = __min( 100, pSoldier->bCamo + jungle * 2);
pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + urban * 2);
pSoldier->desertCamo = __min( 100, pSoldier->desertCamo + desert * 2);
pSoldier->snowCamo = __min( 100, pSoldier->snowCamo + snow * 2);
pSoldier->bCamo = __min( 100, pSoldier->bCamo + jungle );
pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + urban );
pSoldier->desertCamo = __min( 100, pSoldier->desertCamo + desert );
pSoldier->snowCamo = __min( 100, pSoldier->snowCamo + snow );
UseKitPoints( pObj, bPointsToUse, pSoldier );
@@ -7168,6 +7165,45 @@ INT16 GetCamoBonus( OBJECTTYPE * pObj )
}
return( bns );
}
INT16 GetUrbanCamoBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = (INT16) (Item[pObj->usItem].urbanCamobonus);// * (WEAPON_STATUS_MOD(pObj->bStatus[0]) / 100)) ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += (INT16) (Item[pObj->usAttachItem[bLoop]].urbanCamobonus);// * (WEAPON_STATUS_MOD(pObj->bAttachStatus[bLoop]) / 100));
}
return( bns );
}
INT16 GetDesertCamoBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = (INT16) (Item[pObj->usItem].desertCamobonus);// * (WEAPON_STATUS_MOD(pObj->bStatus[0]) / 100)) ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += (INT16) (Item[pObj->usAttachItem[bLoop]].desertCamobonus);// * (WEAPON_STATUS_MOD(pObj->bAttachStatus[bLoop]) / 100));
}
return( bns );
}
INT16 GetSnowCamoBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = (INT16) (Item[pObj->usItem].snowCamobonus);// * (WEAPON_STATUS_MOD(pObj->bStatus[0]) / 100)) ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += (INT16) (Item[pObj->usAttachItem[bLoop]].snowCamobonus);// * (WEAPON_STATUS_MOD(pObj->bAttachStatus[bLoop]) / 100));
}
return( bns );
}
INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
@@ -7181,6 +7217,45 @@ INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
return __min( ttl, 100 );
}
INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
{
if ( pSoldier->inv[bLoop].usItem > NONE )
ttl += GetUrbanCamoBonus(&pSoldier->inv[bLoop]);
}
return __min( ttl, 100 );
}
INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
{
if ( pSoldier->inv[bLoop].usItem > NONE )
ttl += GetDesertCamoBonus(&pSoldier->inv[bLoop]);
}
return __min( ttl, 100 );
}
INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
{
if ( pSoldier->inv[bLoop].usItem > NONE )
ttl += GetSnowCamoBonus(&pSoldier->inv[bLoop]);
}
return __min( ttl, 100 );
}
void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
{
@@ -7189,12 +7264,25 @@ void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
INT16 newCamo = GetWornCamo ( pSoldier );
INT16 oldCamo = pSoldier->wornCamo;
if ( oldCamo != newCamo )
{
pSoldier->wornCamo = newCamo;
pSoldier->wornCamo = (INT8)newCamo;
if ( newCamo > oldCamo && pSoldier->bTeam == OUR_TEAM )
DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
}
newCamo = GetWornUrbanCamo ( pSoldier );
oldCamo = pSoldier->wornUrbanCamo;
if ( oldCamo != newCamo )
pSoldier->wornUrbanCamo = (INT8)newCamo;
newCamo = GetWornDesertCamo ( pSoldier );
oldCamo = pSoldier->wornDesertCamo;
if ( oldCamo != newCamo )
pSoldier->wornDesertCamo = (INT8)newCamo;
newCamo = GetWornSnowCamo ( pSoldier );
oldCamo = pSoldier->wornSnowCamo;
if ( oldCamo != newCamo )
pSoldier->wornSnowCamo = (INT8)newCamo;
if ( newCamo > oldCamo && pSoldier->bTeam == OUR_TEAM )
DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
//Madd: do this regardless of camo. This will need to be called to do custom part colours and new overlays anyway.
if ( pSoldier->bInSector)
+9
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@@ -294,5 +294,14 @@ INT8 FindNightGoggles( SOLDIERTYPE * pSoldier, INT16 bonusToBeat );
INT16 GetMinRangeForAimBonus( OBJECTTYPE * pObj );
UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier);
INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier );
INT16 GetUrbanCamoBonus( OBJECTTYPE * pObj );
INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier );
INT16 GetDesertCamoBonus( OBJECTTYPE * pObj );
INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier );
INT16 GetSnowCamoBonus( OBJECTTYPE * pObj );
#endif
+11 -17
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@@ -1613,17 +1613,11 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
}
//get the total camouflage
float jungle = (float)(pEndSoldier->bCamo + pEndSoldier->wornCamo);
float urban = (float)(pEndSoldier->urbanCamo + pEndSoldier->wornUrbanCamo);
float desert = (float)(pEndSoldier->desertCamo + pEndSoldier->wornDesertCamo);
float snow = (float)(pEndSoldier->snowCamo + pEndSoldier->wornSnowCamo);
int totalCamo = (int)(jungle + urban + desert + snow);
//get the percentage of each type
jungle = jungle / totalCamo;
urban = urban / totalCamo;
desert = desert / totalCamo;
snow = snow / totalCamo;
int jungle = max(1,min(100,pEndSoldier->bCamo + pEndSoldier->wornCamo));
int urban = max(1,min(100,pEndSoldier->urbanCamo + pEndSoldier->wornUrbanCamo));
int desert = max(1,min(100,pEndSoldier->desertCamo + pEndSoldier->wornDesertCamo));
int snow = max(1,min(100,pEndSoldier->snowCamo + pEndSoldier->wornSnowCamo));
int totalCamo = max(1,min(100,jungle + urban + desert + snow));
if ( ( totalCamo ) > 0 && !bAware )
{
@@ -1647,23 +1641,23 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
{
case LOW_GRASS:
case HIGH_GRASS: // jungle camo bonus
iTemp -= iTemp * (int)(jungle * bEffectiveCamo / 3) / 100;
iTemp -= iTemp * (jungle * bEffectiveCamo / 3 / totalCamo) / 100;
break;
case FLAT_FLOOR: // flat floor = indoors
case PAVED_ROAD: // urban camo bonus
iTemp -= iTemp * (int)(urban * bEffectiveCamo / 3) / 100;
iTemp -= iTemp * (urban * bEffectiveCamo / 3 / totalCamo) / 100;
break;
case DIRT_ROAD: // desert camo bonus
case TRAIN_TRACKS:
iTemp -= iTemp * (int)(desert * bEffectiveCamo / 3) / 100;
iTemp -= iTemp * (desert * bEffectiveCamo / 3 / totalCamo) / 100;
break;
//case ??? : // snow camo bonus
// iTemp -= iTemp * (snow * bEffectiveCamo / 3) / 100;
// iTemp -= iTemp * (snow * bEffectiveCamo / 3 / totalCamo) / 100;
// break;
case FLAT_GROUND:
//in this case both desert and jungle can work:
iTemp -= iTemp * (int)(jungle * bEffectiveCamo / 3) / 100;
iTemp -= iTemp * (int)(desert * bEffectiveCamo / 3) / 100;
iTemp -= iTemp * (jungle * bEffectiveCamo / 3 / totalCamo) / 100;
iTemp -= iTemp * (desert * bEffectiveCamo / 3 / totalCamo) / 100;
break;
default:
break;
+4 -4
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@@ -457,10 +457,10 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
if ( i != NO_SLOT && Random( 5 ) < SoldierDifficultyLevel( &Soldier ))
{
// start camouflaged
Soldier.bCamo = Item[i].camobonus;
Soldier.urbanCamo = Item[i].urbanCamobonus;
Soldier.desertCamo = Item[i].desertCamobonus;
Soldier.snowCamo = Item[i].snowCamobonus;
Soldier.bCamo = (INT8)Item[i].camobonus;
Soldier.urbanCamo = (INT8)Item[i].urbanCamobonus;
Soldier.desertCamo = (INT8)Item[i].desertCamobonus;
Soldier.snowCamo = (INT8)Item[i].snowCamobonus;
}
}
}
+1 -1
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@@ -67,7 +67,7 @@ typedef PARSE_STAGE;
#define EXPLOSIONDATAFILENAME "ExplosionData.xml"
#define CITYTABLEFILENAME "Cities.xml"
extern BOOLEAN ReadInItemStats(STR fileName);
extern BOOLEAN ReadInItemStats(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN WriteItemStats();
extern BOOLEAN ReadInAttachmentStats(STR fileName);