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Brief: //dnl ch64
- Fixing Tank bursting shells problem, and some other tank related bugs. Details: - There are several problem with Tank handling, main was forcing to use gun although already decide to use machinegun which lead to bursting shells. - Another one was related to machinegun usage as current autofire handling is not supported by TANK BURST animation which had limit to 6 rounds, so decision to fire anything different then 6 lead to complete wrong APs deduction. - Fix some invalid animation decision as current tank cannot raise gun or move or check for cover. - Fix problem with wrong return (INT8) although after introduction of 100AP system APs variables are INT16 which create bad APs calculation for tank. - Fix general problem with burst and autofire when soldier decide to when swap weapons. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6340 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+1
-1
@@ -3157,7 +3157,7 @@ void SwapObjs(SOLDIERTYPE* pSoldier, int leftSlot, int rightSlot, BOOLEAN fPerma
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{
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SwapObjs(&pSoldier->inv[ leftSlot ], &pSoldier->inv[ rightSlot ]);
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if (fPermanent)
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if(fPermanent && !TANK(pSoldier))//dnl ch64 290813 for current tank don't go further as it lead to invalid animation
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{
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//old usItem for the left slot is now stored in the right slot, and vice versa
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HandleTacticalEffectsOfEquipmentChange(pSoldier, leftSlot, pSoldier->inv[ rightSlot ].usItem, pSoldier->inv[ leftSlot ].usItem);
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+7
-7
@@ -1960,7 +1960,7 @@ void GetAPChargeForShootOrStabWRTGunRaises( SOLDIERTYPE *pSoldier, INT32 sGridNo
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ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
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// Is it the same as he's facing?
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if ( ubDirection != pSoldier->ubDirection )
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if ( ubDirection != pSoldier->ubDirection && !(ubDirection == pSoldier->pathing.bDesiredDirection && pSoldier->aiData.bLastAction == AI_ACTION_CHANGE_FACING) )//dnl ch64 310813 sometimes turning is in progress and APs already deducted
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{
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fAddingTurningCost = TRUE;
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}
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@@ -2285,7 +2285,7 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
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}
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}
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if ( AM_A_ROBOT( pSoldier ) )
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if ( AM_A_ROBOT( pSoldier ) || TANK( pSoldier ) )//dnl ch64 300813 robots and tanks cannot do this
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{
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fAddingRaiseGunCost = FALSE;
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}
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@@ -2416,13 +2416,13 @@ INT16 MinPtsToMove(SOLDIERTYPE *pSoldier)
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{
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// look around all 8 directions and return lowest terrain cost
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UINT8 cnt;
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INT16 sLowest=127;
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INT16 sLowest=32767;//dnl ch64 290813 100AP made return of INT8 or 127 obsolete as other variables are INT16
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INT16 sCost;
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INT32 sGridNo;
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if ( TANK( pSoldier ) )
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{
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return( (INT8)sLowest);
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return(sLowest);//dnl ch64 290813 100AP made INT8 return obsolete
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}
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// WANNE - BMP: FIX: Valid directions are only from 0-7!!
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@@ -2438,7 +2438,7 @@ INT16 MinPtsToMove(SOLDIERTYPE *pSoldier)
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}
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}
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}
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return( (INT8)sLowest);
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return(sLowest);//dnl ch64 290813 100AP made INT8 return obsolete
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}
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INT8 PtsToMoveDirection(SOLDIERTYPE *pSoldier, INT8 bDirection )
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@@ -3763,7 +3763,7 @@ INT16 GetAPsToJumpOver( SOLDIERTYPE *pSoldier )
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// HEADROCK HAM 3.6: Calculate the actual AP cost to add this many Extra Aiming levels, taking into account
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// APBP Constants and extra game features.
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INT32 CalcAPCostForAiming( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAimTime )
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INT32 CalcAPCostForAiming( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAimTime, UINT8 ubAddRaiseGunCost )//dnl ch64 310813
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{
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INT16 sAPCost = 0;
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UINT16 usItemNum = pSoldier->inv[HANDPOS].usItem;
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@@ -3771,7 +3771,7 @@ INT32 CalcAPCostForAiming( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAim
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Assert(pSoldier != NULL);
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Assert(&pSoldier->inv[HANDPOS] != NULL);
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if (!( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_FIREREADY | ANIM_FIRE )))
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if (ubAddRaiseGunCost && !TANK(pSoldier) && !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_FIREREADY | ANIM_FIRE )))//dnl ch64 310813
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{
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// Weapon not ready, check aiming from hip, else add raise gun cost
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//if (!pSoldier->IsValidShotFromHip(bAimTime,sTargetGridNo))
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+1
-1
@@ -368,7 +368,7 @@ UINT16 GetAPsToReloadRobot( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pRobot );
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INT16 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo, BOOLEAN usAllAPs = TRUE );
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INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier );
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INT32 CalcAPCostForAiming( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAimTime );
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INT32 CalcAPCostForAiming( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAimTime, UINT8 ubAddRaiseGunCost=TRUE );//dnl ch64 310813
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INT8 CalcAimingLevelsAvailableWithAP( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAPsLeft );
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// SANDRO - added these:
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@@ -389,6 +389,13 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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pSoldier->usAniCode = 3;
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else if(pSoldier->usAnimState == FIRE_BURST_LOW_STAND || pSoldier->usAnimState == LOW_BURST_ALTERNATIVE_STAND && pSoldier->usAniCode == 37) //we are firing down to something very close, last shot
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pSoldier->usAniCode = 14;
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else if(pSoldier->usAnimState == TANK_BURST)//dnl ch64 280813 fix 6 round burst limitation
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{
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if(pSoldier->bDoBurst < pSoldier->bDoAutofire)//!!! this will be fine as long you not decide to equip tank with other weapons add limitted ammo, weapon jam, etc.
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pSoldier->usAniCode = 4;
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else
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pSoldier->usAniCode = 34;
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}
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}
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OBJECTTYPE* pObjUsed = pSoldier->GetUsedWeapon( &pSoldier->inv[ pSoldier->ubAttackingHand ] );
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@@ -3656,7 +3656,7 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart
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{
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// ATE: Also check for the transition anims to not reset this
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// this should have used a flag but we're out of them....
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if ( usNewState != READY_ALTERNATIVE_STAND && usNewState != READY_RIFLE_STAND && usNewState != READY_RIFLE_PRONE && usNewState != READY_RIFLE_CROUCH && usNewState != ROBOT_SHOOT )
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if ( usNewState != READY_ALTERNATIVE_STAND && usNewState != READY_RIFLE_STAND && usNewState != READY_RIFLE_PRONE && usNewState != READY_RIFLE_CROUCH && usNewState != ROBOT_SHOOT && usNewState != TANK_SHOOT && usNewState != TANK_BURST )//dnl ch64 300813
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{
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this->sLastTarget = NOWHERE;
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}
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@@ -18154,8 +18154,8 @@ BOOLEAN SOLDIERTYPE::IsValidShotFromHip( INT16 bAimTime, INT32 iTrgGridNo )
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{
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return( FALSE );
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}
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// robots cannot do this
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if ( AM_A_ROBOT( this ) )
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// robots and tanks cannot do this
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if ( AM_A_ROBOT( this ) || TANK( this ) )//dnl ch64 300813
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{
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return( FALSE );
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}
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@@ -18206,8 +18206,8 @@ BOOLEAN SOLDIERTYPE::IsValidPistolFastShot( INT16 bAimTime, INT32 iTrgGridNo )
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{
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return( FALSE );
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}
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// robots cannot do this
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if ( AM_A_ROBOT( this ) )
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// robots and tanks cannot do this
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if ( AM_A_ROBOT( this ) || TANK( this ) )//dnl ch64 300813
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{
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return( FALSE );
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}
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@@ -1233,7 +1233,8 @@ void CancelAIAction(SOLDIERTYPE *pSoldier, UINT8 ubForce)
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#endif
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// re-enable cover checking, something is new or something strange happened
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SkipCoverCheck = FALSE;
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if(!TANK(pSoldier))//dnl ch64 290813
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SkipCoverCheck = FALSE;
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// turn off new situation flag to stop this from repeating all the time!
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if ( pSoldier->aiData.bNewSituation == IS_NEW_SITUATION )
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@@ -1502,6 +1503,8 @@ void RefreshAI(SOLDIERTYPE *pSoldier)
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if (pSoldier->aiData.bAlertStatus == STATUS_YELLOW)
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SkipCoverCheck = FALSE;
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if(TANK(pSoldier))//dnl ch64 290813 tanks don't have move animations
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SkipCoverCheck = TRUE;
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// if he's in battle or knows opponents are here
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if (gfTurnBasedAI)
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@@ -1591,7 +1594,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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// in most cases, merc will change location, or may cause damage to opponents,
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// so a new cover check will be necessary. Exceptions handled individually.
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SkipCoverCheck = FALSE;
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if(!TANK(pSoldier))//dnl ch64 290813
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SkipCoverCheck = FALSE;
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// reset this field, too
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pSoldier->aiData.bLastAttackHit = FALSE;
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@@ -1600,7 +1604,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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UINT16 usHandItem = pSoldier->inv[HANDPOS].usItem;
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INT8 bSlot;
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#if 0//dnl ch64 260813 decision to use machinegun or cannon is done in DecideAction, this here will just lead into burst with cannon if decision was use machinegun
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if (TANK(pSoldier))
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{
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// No cannon selected to fire
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@@ -1618,7 +1622,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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}
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}
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}
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#endif
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UINT16 usSoldierIndex; // added by SANDRO
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#ifdef TESTAICONTROL
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+21
-15
@@ -164,7 +164,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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UINT8 ubChanceToReallyHit = 0;
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INT16 ubChanceToHit,ubChanceToHit2,ubBestAimTime,ubChanceToGetThrough,ubBestChanceToHit;
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SOLDIERTYPE *pOpponent;
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INT16 ubBurstAPs;
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//INT16 ubBurstAPs;//dnl ch64 270813
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INT8 bScopeMode;
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CalcBestShot");
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@@ -174,7 +174,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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pSoldier->usAttackingWeapon = pSoldier->inv[HANDPOS].usItem;
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pSoldier->bWeaponMode = WM_NORMAL;
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ubBurstAPs = CalcAPsToBurst( pSoldier->CalcActionPoints( ), &(pSoldier->inv[HANDPOS]), pSoldier );
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//ubBurstAPs = CalcAPsToBurst( pSoldier->CalcActionPoints( ), &(pSoldier->inv[HANDPOS]), pSoldier );//dnl ch64 270813
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InitAttackType(pBestShot); // set all structure fields to defaults
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@@ -357,7 +357,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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ubRawAPCost = MinAPsToShootOrStab(pSoldier,pOpponent->sGridNo,0,FALSE);
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// calculate the maximum possible aiming time
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#if 0//dnl ch64 270813 maybe I'm wrong but don't see purpose of this
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if ( TANK( pSoldier ) )
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{
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ubMaxPossibleAimTime = pSoldier->bActionPoints - ubMinAPcost;
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@@ -373,6 +373,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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}
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else
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#endif
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{
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// HEADROCK HAM 3.6: Calculation must take into account APBP constants and other aiming modifications!
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INT8 bAPsLeft = pSoldier->bActionPoints - ubMinAPcost;
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@@ -389,11 +390,13 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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//NumMessage("ubAimTime = ",ubAimTime);
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//dnl ch59 180813 Find true best chance to hit depending of stance so AI would be more eager to attack
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ubChanceToHit = AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo,ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, STANDING);
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if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, CROUCHING)) > ubChanceToHit)
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ubChanceToHit = ubChanceToHit2;
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if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, PRONE)) > ubChanceToHit)
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ubChanceToHit = ubChanceToHit2;
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if(!TANK(pSoldier))//dnl ch64 270813
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{
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if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, CROUCHING)) > ubChanceToHit)
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ubChanceToHit = ubChanceToHit2;
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if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, PRONE)) > ubChanceToHit)
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ubChanceToHit = ubChanceToHit2;
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}
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// ExtMen[pOpponent->ubID].haveStats = TRUE;
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//NumMessage("chance to Hit = ",ubChanceToHit);
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@@ -417,10 +420,13 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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ubAimTime = APBPConstants[AP_MIN_AIM_ATTACK];
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//dnl ch59 180813 Find true best chance to hit depending of stance for autofire
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ubChanceToHit = AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, STANDING);
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if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, CROUCHING)) > ubChanceToHit)
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ubChanceToHit = ubChanceToHit2;
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if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, PRONE)) > ubChanceToHit)
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ubChanceToHit = ubChanceToHit2;
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if(!TANK(pSoldier))//dnl ch64 270813
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{
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if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, CROUCHING)) > ubChanceToHit)
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ubChanceToHit = ubChanceToHit2;
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if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, PRONE)) > ubChanceToHit)
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ubChanceToHit = ubChanceToHit2;
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}
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Assert( ubRawAPCost > 0);
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iHitRate = (pSoldier->bActionPoints * ubChanceToHit) / (ubRawAPCost + ubAimTime);
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iBestHitRate = iHitRate;
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@@ -1276,10 +1282,10 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
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pBestThrow->ubOpponent = ubOpponentID[ubLoop];
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pBestThrow->ubAimTime = ubMaxPossibleAimTime;
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pBestThrow->ubChanceToReallyHit = ubChanceToReallyHit;
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pBestThrow->sTarget = sGridNo;
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pBestThrow->sTarget = sGridNo;
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pBestThrow->iAttackValue = iAttackValue;
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pBestThrow->ubAPCost = CalcTotalAPsToAttack(pSoldier, pBestThrow->sTarget, TRUE, pBestThrow->ubAimTime);//dnl ch63 240813
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pBestThrow->bTargetLevel = bOpponentLevel[ubLoop];
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pBestThrow->ubAPCost = ubMinAPcost + CalcAPCostForAiming(pSoldier, sGridNo, ubMaxPossibleAimTime, FALSE);//dnl ch64 310813
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pBestThrow->bTargetLevel = bOpponentLevel[ubLoop];
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//sprintf(tempstr,"new best THROW AttackValue = %d at grid #%d",iAttackValue/100000,gridno);
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//PopMessage(tempstr);
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@@ -4766,7 +4766,7 @@ INT16 ubMinAPCost;
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}
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////////////////////////////////////////////////////////////////////////////////////
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}
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if (BestThrow.ubPossible && ((BestThrow.iAttackValue > BestAttack.iAttackValue) || (ubBestAttackAction == AI_ACTION_NONE)))
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if (BestThrow.ubPossible && ((BestThrow.iAttackValue > BestAttack.iAttackValue) || (ubBestAttackAction == AI_ACTION_NONE)) && !(TANK(pSoldier) && ubBestAttackAction == AI_ACTION_FIRE_GUN && BestShot.ubChanceToReallyHit > 20 && Random(2)))//dnl ch64 290813 tank always had better chance to fire from cannon so this will increase probabilty to use machinegun too
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{
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ubBestAttackAction = AI_ACTION_TOSS_PROJECTILE;
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"best action = throw something");
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@@ -5175,17 +5175,14 @@ INT16 ubMinAPCost;
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dTotalRecoil += AICalcRecoilForShot( pSoldier, &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire );
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ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );
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}
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while( pSoldier->bActionPoints >= BestShot.ubAPCost + ubBurstAPs + sActualAimTime && pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire
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&& dTotalRecoil <= 10.0f );
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while( pSoldier->bActionPoints >= BestShot.ubAPCost + ubBurstAPs + sActualAimTime && pSoldier->inv[ BestAttack.bWeaponIn ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire && dTotalRecoil <= 10.0f );//dnl ch64 260813 pSoldier->ubAttackingHand is wrong because decision is to use BestAttack.bWeaponIn
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} else {
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do
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{
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pSoldier->bDoAutofire++;
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ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );
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}
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while( pSoldier->bActionPoints >= BestAttack.ubAPCost + ubBurstAPs &&
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pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire &&
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GetAutoPenalty(&pSoldier->inv[ BestAttack.bWeaponIn ], gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE)*pSoldier->bDoAutofire <= 80);
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while( pSoldier->bActionPoints >= BestAttack.ubAPCost + ubBurstAPs && pSoldier->inv[ BestAttack.bWeaponIn ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire && GetAutoPenalty(&pSoldier->inv[ BestAttack.bWeaponIn ], gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE)*pSoldier->bDoAutofire <= 80);//dnl ch64 260813 pSoldier->ubAttackingHand is wrong because decision is to use BestAttack.bWeaponIn
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}
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|
||||
pSoldier->bDoAutofire--;
|
||||
@@ -5251,7 +5248,7 @@ INT16 ubMinAPCost;
|
||||
pSoldier->bDoBurst = 1;
|
||||
INT16 ubHalfBurstAPs = CalcAPsToAutofire(pSoldier->CalcActionPoints(), &pSoldier->inv[BestAttack.bWeaponIn], 4, pSoldier);
|
||||
if(Weapon[pSoldier->inv[BestAttack.bWeaponIn].usItem].NoSemiAuto)
|
||||
iChance += 25;
|
||||
iChance = 35;
|
||||
if(pSoldier->bActionPoints > (2 * BestAttack.ubAPCost + ubHalfBurstAPs) && PreRandom(100) < iChance)
|
||||
{
|
||||
// Try short autofire to enhance chance of hitting
|
||||
@@ -5400,13 +5397,24 @@ INT16 ubMinAPCost;
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"OTHERWISE, JUST GO AHEAD & ATTACK!");
|
||||
|
||||
|
||||
//dnl ch64 270813 must be as below RearrangePocket with FOREVER will screw already decided BURST or AUTOFIRE
|
||||
INT8 bDoBurst = pSoldier->bDoBurst;
|
||||
UINT8 bDoAutofire = pSoldier->bDoAutofire;
|
||||
// swap weapon to hand if necessary
|
||||
if (BestAttack.bWeaponIn != HANDPOS)
|
||||
{
|
||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionblack: swap weapon into hand");
|
||||
RearrangePocket(pSoldier,HANDPOS,BestAttack.bWeaponIn,FOREVER);
|
||||
}
|
||||
if(ubBestAttackAction == AI_ACTION_FIRE_GUN && bDoBurst == 1)//dnl ch64 270813
|
||||
{
|
||||
pSoldier->bDoAutofire = bDoAutofire;
|
||||
pSoldier->bDoBurst = bDoBurst;
|
||||
if(bDoAutofire > 1)
|
||||
pSoldier->bWeaponMode = WM_AUTOFIRE;
|
||||
else
|
||||
pSoldier->bWeaponMode = WM_BURST;
|
||||
}
|
||||
|
||||
if (fChangeStanceFirst)
|
||||
{ // currently only for guns...
|
||||
|
||||
Reference in New Issue
Block a user