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MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+153
-3
@@ -34,6 +34,8 @@
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#include "Map Information.h"
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#include "Interface Items.h"
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#include "Soldier Control.h" // added by SANDRO
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#include "opplist.h" // added by SANDRO
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#include "lighting.h" // added by SANDRO
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#endif
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#include "connect.h"
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//rain
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@@ -275,6 +277,11 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
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return(0);
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}
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if ( ubMovementCost == WALKING_PISTOL_RDY || ubMovementCost == WALKING_RIFLE_RDY || ubMovementCost == WALKING_DUAL_RDY )
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{
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iPoints += APBPConstants[BP_MOVEMENT_READY];
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}
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iPoints = iPoints * BreathPointAdjustmentForCarriedWeight( pSoldier ) / 100;
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// ATE - MAKE MOVEMENT ALWAYS WALK IF IN WATER
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@@ -293,9 +300,15 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
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iPoints *= APBPConstants[BP_RUN_ENERGYCOSTFACTOR]; break;
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case SIDE_STEP:
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case SIDE_STEP_PISTOL_RDY:
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case SIDE_STEP_RIFLE_RDY:
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case SIDE_STEP_DUAL_RDY:
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case WALK_BACKWARDS:
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case BLOODCAT_WALK_BACKWARDS:
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case MONSTER_WALK_BACKWARDS:
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case WALKING_PISTOL_RDY:
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case WALKING_RIFLE_RDY:
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case WALKING_DUAL_RDY:
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case WALKING : iPoints *= APBPConstants[BP_WALK_ENERGYCOSTFACTOR]; break;
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case START_SWAT:
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@@ -310,7 +323,7 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
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// SANDRO - STOMP traits - Athletics reduce breath points spent for moving
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, ATHLETICS_NT ))
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{
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iPoints = max(1, (INT16)((iPoints * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
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iPoints = max(1, (INT16)((iPoints * (100 - gSkillTraitValues.ubATBPsMovementReduction) / 100) + 0.5));
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}
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// ATE: Adjust these by realtime movement
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@@ -378,6 +391,18 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
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case LARVAE_WALK:
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case WALKING :
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sPoints = sTileCost + APBPConstants[AP_MODIFIER_WALK];
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if ( usMovementMode == WALKING && !(pSoldier->MercInWater()) && ( (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIRE ) ))
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{
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sPoints += APBPConstants[AP_MODIFIER_READY];
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}
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break;
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case SIDE_STEP_PISTOL_RDY:
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case SIDE_STEP_RIFLE_RDY:
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case SIDE_STEP_DUAL_RDY:
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case WALKING_PISTOL_RDY:
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case WALKING_RIFLE_RDY:
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case WALKING_DUAL_RDY:
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sPoints = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
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break;
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case START_SWAT:
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case SWAT_BACKWARDS:
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@@ -435,8 +460,14 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
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{
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case RUNNING:
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case WALKING :
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case WALKING_PISTOL_RDY:
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case WALKING_RIFLE_RDY:
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case WALKING_DUAL_RDY:
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case LARVAE_WALK:
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case SIDE_STEP:
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case SIDE_STEP_PISTOL_RDY:
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case SIDE_STEP_RIFLE_RDY:
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case SIDE_STEP_DUAL_RDY:
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case WALK_BACKWARDS:
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// charge crouch APs for ducking head!
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sPoints += GetAPsCrouch(pSoldier, TRUE); // SANDRO changed
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@@ -501,6 +532,18 @@ INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir,
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case LARVAE_WALK:
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case WALKING :
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sPoints = sTileCost + APBPConstants[AP_MODIFIER_WALK];
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if (!(pSoldier->MercInWater()) && ( (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIRE ) ))
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{
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sPoints += APBPConstants[AP_MODIFIER_READY];
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}
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break;
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case SIDE_STEP_PISTOL_RDY:
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case SIDE_STEP_RIFLE_RDY:
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case SIDE_STEP_DUAL_RDY:
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case WALKING_PISTOL_RDY:
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case WALKING_RIFLE_RDY:
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case WALKING_DUAL_RDY:
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sPoints = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
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break;
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case START_SWAT:
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case SWAT_BACKWARDS:
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@@ -564,9 +607,15 @@ INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir,
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switch(usMovementMode)
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{
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case SIDE_STEP:
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case SIDE_STEP_PISTOL_RDY:
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case SIDE_STEP_RIFLE_RDY:
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case SIDE_STEP_DUAL_RDY:
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case WALK_BACKWARDS:
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case RUNNING:
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case WALKING :
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case WALKING_PISTOL_RDY:
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case WALKING_RIFLE_RDY:
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case WALKING_DUAL_RDY:
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// Add here cost to go from crouch to stand AFTER fence hop....
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// Since it's AFTER.. make sure we will be moving after jump...
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@@ -596,7 +645,13 @@ INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir,
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{
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case RUNNING:
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case WALKING :
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case WALKING_PISTOL_RDY:
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case WALKING_RIFLE_RDY:
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case WALKING_DUAL_RDY:
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case SIDE_STEP:
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case SIDE_STEP_PISTOL_RDY:
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case SIDE_STEP_RIFLE_RDY:
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case SIDE_STEP_DUAL_RDY:
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case WALK_BACKWARDS:
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// charge crouch APs for ducking head!
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sPoints += GetAPsCrouch(pSoldier, TRUE); // SANDRO changed..
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@@ -670,7 +725,7 @@ BOOLEAN EnoughPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, BOOLE
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}
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void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost,BOOLEAN fProactive )
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void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, UINT8 ubInterruptType )
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{
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INT16 sNewAP = 0;
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INT8 bNewBreath;
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@@ -733,7 +788,7 @@ void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost,BOOLEAN f
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// Snap: award some health and strength for exertion
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// Do 4 StatChange rolls for health (2 for strength) per 10 breath points spent?
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// NB: The scale of iBPCost is 100 per breath point (APBPConstants[BP_RATIO_RED_PTS_TO_NORMAL])
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if ( PTR_OURTEAM && iBPCost >= APBPConstants[BP_MOVEMENT_GRASS] && fProactive
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if ( PTR_OURTEAM && iBPCost >= APBPConstants[BP_MOVEMENT_GRASS] && ubInterruptType != DISABLED_INTERRUPT
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&& (INT32) PreRandom( 10 * APBPConstants[BP_RATIO_RED_PTS_TO_NORMAL] ) < iBPCost )
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{
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StatChange(pSoldier, HEALTHAMT, 4, FALSE);
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@@ -791,6 +846,95 @@ void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost,BOOLEAN f
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// UPDATE BAR
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DirtyMercPanelInterface( pSoldier, DIRTYLEVEL1 );
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - Interrupt counter
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if( gGameExternalOptions.fImprovedInterruptSystem && sAPCost > 0 && ubInterruptType != DISABLED_INTERRUPT )
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{
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UINT8 ubPointsRegistered = 0;
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UINT16 uCnt = 0;
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SOLDIERTYPE *pOpponent;
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BOOLEAN fFoundInterrupter = FALSE;
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for ( uCnt = 0; uCnt <= MAX_NUM_SOLDIERS; uCnt++ )
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{
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// first find all guys who watch us
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pOpponent = MercPtrs[ uCnt ];
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if ( pOpponent == NULL)
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continue; // not here or not even breathing -> next!
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if ( pOpponent->stats.bLife < OKLIFE || pOpponent->bCollapsed || !pOpponent->bActive )
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continue; // not here or not even breathing -> next!
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if ( pSoldier->bTeam == pOpponent->bTeam )
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continue; // same team? -> next!
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if ( pSoldier->bSide == pOpponent->bSide )
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continue; // not enemy
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if ( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) )
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continue; // neutral
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// if we see or hear him
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// dunno if this is the best solution yet, probably yes
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if ( pOpponent->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY ||
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pOpponent->aiData.bOppList[pSoldier->ubID] == HEARD_THIS_TURN)
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//if (SoldierToSoldierLineOfSightTest( pOpponent, pSoldier, TRUE, CALC_FROM_WANTED_DIR ) != 0)
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{
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// calculate how much points do we "register" (let's try to avoid chance-based calc to not inspire save-load mania)
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// Experience says how well is the observer able to notice and percieve the environment around him, i.e. gives us the actual chance per AP
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if ( pOpponent->aiData.bOppList[pSoldier->ubID] == HEARD_THIS_TURN )
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{
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// if we only heard him, keep it lower
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ubPointsRegistered = (gGameExternalOptions.ubBasicPercentRegisterValueIIS - 20)
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+ (gGameExternalOptions.ubPercentRegisterValuePerLevelIIS * EffectiveExpLevel( pOpponent )); // base 40% + 4% per level
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}
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else
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{
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ubPointsRegistered = gGameExternalOptions.ubBasicPercentRegisterValueIIS
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+ (gGameExternalOptions.ubPercentRegisterValuePerLevelIIS * EffectiveExpLevel( pOpponent )); // base 60% + 4% per level
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}
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// adjust by range to target
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//INT32 iRange = GetRangeInCellCoordsFromGridNoDiff( pOpponent->sGridNo, pSoldier->sGridNo ); // calculate actual range
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//INT16 iDistVisible = (pOpponent->GetMaxDistanceVisible(pOpponent->sGridNo, pOpponent->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE); // how far do we see
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ubPointsRegistered -= ( 25 * GetRangeInCellCoordsFromGridNoDiff( pOpponent->sGridNo, pSoldier->sGridNo ) /
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(pOpponent->GetMaxDistanceVisible(pOpponent->sGridNo, pOpponent->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE) ); // -1% registered by 4% of the difference of how far we can see and how far is the target
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if ( gGameOptions.fNewTraitSystem )
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{
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// Martial Arts trait reduces the points registered when moving
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if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && (ubInterruptType == SP_MOVEMENT_INTERRUPT || ubInterruptType == MOVEMENT_INTERRUPT ))
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{
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ubPointsRegistered -= gSkillTraitValues.ubMAReducedAPsRegisteredWhenMoving * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT );
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}
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// Stealhty trait reduced the points registered on all actions
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if ( HAS_SKILL_TRAIT( pSoldier, STEALTHY_NT ) )
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{
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ubPointsRegistered -= gSkillTraitValues.ubSTReducedAPsRegistered;
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}
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}
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// ALRIGHT! Get final value
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ubPointsRegistered = max( 5, min( 100, ubPointsRegistered ) ); // 5% is minimum, 100% maximum
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ubPointsRegistered = (UINT8)((sAPCost * ubPointsRegistered / 100) + 0.5); // now calc how many APs we will award and store it in ubPointsRegistered
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// increase the counter
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if ( ubPointsRegistered )
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{
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pOpponent->aiData.ubInterruptCounter[pSoldier->ubID] += ubPointsRegistered;
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fFoundInterrupter = TRUE;
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}
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}
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}
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// if interrupted, freeze our guy and trigger interrupt situation
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if (fFoundInterrupter)
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{
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// if we've got the special movement flag type here, pass it to after-action type
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// it's only meant for martial arts bonuses
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if ( ubInterruptType == SP_MOVEMENT_INTERRUPT )
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{
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ubInterruptType = AFTERACTION_INTERRUPT;
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}
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// OK, something happened, set the interrupt pending flag
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gTacticalStatus.ubInterruptPending = ubInterruptType;
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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}
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@@ -1107,6 +1251,9 @@ INT16 GetBreathPerAP( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
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break;
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case WALKING:
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case WALKING_PISTOL_RDY:
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case WALKING_RIFLE_RDY:
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case WALKING_DUAL_RDY:
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sBreathPerAP = APBPConstants[BP_PER_AP_LT_EFFORT];
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break;
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@@ -2111,6 +2258,9 @@ INT8 MinAPsToStartMovement( SOLDIERTYPE * pSoldier, UINT16 usMovementMode )
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{
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case RUNNING:
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case WALKING:
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case WALKING_PISTOL_RDY:
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case WALKING_RIFLE_RDY:
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case WALKING_DUAL_RDY:
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if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE)
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{
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bAPs += GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE);
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