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:
Kriplo
2013-08-31 10:22:25 +00:00
parent 1bb3f5a56a
commit f68f6131b9
8 changed files with 66 additions and 41 deletions
+8 -4
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@@ -1233,7 +1233,8 @@ void CancelAIAction(SOLDIERTYPE *pSoldier, UINT8 ubForce)
#endif
// re-enable cover checking, something is new or something strange happened
SkipCoverCheck = FALSE;
if(!TANK(pSoldier))//dnl ch64 290813
SkipCoverCheck = FALSE;
// turn off new situation flag to stop this from repeating all the time!
if ( pSoldier->aiData.bNewSituation == IS_NEW_SITUATION )
@@ -1502,6 +1503,8 @@ void RefreshAI(SOLDIERTYPE *pSoldier)
if (pSoldier->aiData.bAlertStatus == STATUS_YELLOW)
SkipCoverCheck = FALSE;
if(TANK(pSoldier))//dnl ch64 290813 tanks don't have move animations
SkipCoverCheck = TRUE;
// if he's in battle or knows opponents are here
if (gfTurnBasedAI)
@@ -1591,7 +1594,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
// in most cases, merc will change location, or may cause damage to opponents,
// so a new cover check will be necessary. Exceptions handled individually.
SkipCoverCheck = FALSE;
if(!TANK(pSoldier))//dnl ch64 290813
SkipCoverCheck = FALSE;
// reset this field, too
pSoldier->aiData.bLastAttackHit = FALSE;
@@ -1600,7 +1604,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
UINT16 usHandItem = pSoldier->inv[HANDPOS].usItem;
INT8 bSlot;
#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
if (TANK(pSoldier))
{
// No cannon selected to fire
@@ -1618,7 +1622,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
}
}
}
#endif
UINT16 usSoldierIndex; // added by SANDRO
#ifdef TESTAICONTROL
+21 -15
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@@ -164,7 +164,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
UINT8 ubChanceToReallyHit = 0;
INT16 ubChanceToHit,ubChanceToHit2,ubBestAimTime,ubChanceToGetThrough,ubBestChanceToHit;
SOLDIERTYPE *pOpponent;
INT16 ubBurstAPs;
//INT16 ubBurstAPs;//dnl ch64 270813
INT8 bScopeMode;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CalcBestShot");
@@ -174,7 +174,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
pSoldier->usAttackingWeapon = pSoldier->inv[HANDPOS].usItem;
pSoldier->bWeaponMode = WM_NORMAL;
ubBurstAPs = CalcAPsToBurst( pSoldier->CalcActionPoints( ), &(pSoldier->inv[HANDPOS]), pSoldier );
//ubBurstAPs = CalcAPsToBurst( pSoldier->CalcActionPoints( ), &(pSoldier->inv[HANDPOS]), pSoldier );//dnl ch64 270813
InitAttackType(pBestShot); // set all structure fields to defaults
@@ -357,7 +357,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
ubRawAPCost = MinAPsToShootOrStab(pSoldier,pOpponent->sGridNo,0,FALSE);
// calculate the maximum possible aiming time
#if 0//dnl ch64 270813 maybe I'm wrong but don't see purpose of this
if ( TANK( pSoldier ) )
{
ubMaxPossibleAimTime = pSoldier->bActionPoints - ubMinAPcost;
@@ -373,6 +373,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
}
else
#endif
{
// HEADROCK HAM 3.6: Calculation must take into account APBP constants and other aiming modifications!
INT8 bAPsLeft = pSoldier->bActionPoints - ubMinAPcost;
@@ -389,11 +390,13 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
//NumMessage("ubAimTime = ",ubAimTime);
//dnl ch59 180813 Find true best chance to hit depending of stance so AI would be more eager to attack
ubChanceToHit = AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo,ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, STANDING);
if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, CROUCHING)) > ubChanceToHit)
ubChanceToHit = ubChanceToHit2;
if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, PRONE)) > ubChanceToHit)
ubChanceToHit = ubChanceToHit2;
if(!TANK(pSoldier))//dnl ch64 270813
{
if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, CROUCHING)) > ubChanceToHit)
ubChanceToHit = ubChanceToHit2;
if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, PRONE)) > ubChanceToHit)
ubChanceToHit = ubChanceToHit2;
}
// ExtMen[pOpponent->ubID].haveStats = TRUE;
//NumMessage("chance to Hit = ",ubChanceToHit);
@@ -417,10 +420,13 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
ubAimTime = APBPConstants[AP_MIN_AIM_ATTACK];
//dnl ch59 180813 Find true best chance to hit depending of stance for autofire
ubChanceToHit = AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, STANDING);
if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, CROUCHING)) > ubChanceToHit)
ubChanceToHit = ubChanceToHit2;
if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, PRONE)) > ubChanceToHit)
ubChanceToHit = ubChanceToHit2;
if(!TANK(pSoldier))//dnl ch64 270813
{
if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, CROUCHING)) > ubChanceToHit)
ubChanceToHit = ubChanceToHit2;
if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, PRONE)) > ubChanceToHit)
ubChanceToHit = ubChanceToHit2;
}
Assert( ubRawAPCost > 0);
iHitRate = (pSoldier->bActionPoints * ubChanceToHit) / (ubRawAPCost + ubAimTime);
iBestHitRate = iHitRate;
@@ -1276,10 +1282,10 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
pBestThrow->ubOpponent = ubOpponentID[ubLoop];
pBestThrow->ubAimTime = ubMaxPossibleAimTime;
pBestThrow->ubChanceToReallyHit = ubChanceToReallyHit;
pBestThrow->sTarget = sGridNo;
pBestThrow->sTarget = sGridNo;
pBestThrow->iAttackValue = iAttackValue;
pBestThrow->ubAPCost = CalcTotalAPsToAttack(pSoldier, pBestThrow->sTarget, TRUE, pBestThrow->ubAimTime);//dnl ch63 240813
pBestThrow->bTargetLevel = bOpponentLevel[ubLoop];
pBestThrow->ubAPCost = ubMinAPcost + CalcAPCostForAiming(pSoldier, sGridNo, ubMaxPossibleAimTime, FALSE);//dnl ch64 310813
pBestThrow->bTargetLevel = bOpponentLevel[ubLoop];
//sprintf(tempstr,"new best THROW AttackValue = %d at grid #%d",iAttackValue/100000,gridno);
//PopMessage(tempstr);
+16 -8
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@@ -4766,7 +4766,7 @@ INT16 ubMinAPCost;
}
////////////////////////////////////////////////////////////////////////////////////
}
if (BestThrow.ubPossible && ((BestThrow.iAttackValue > BestAttack.iAttackValue) || (ubBestAttackAction == AI_ACTION_NONE)))
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
{
ubBestAttackAction = AI_ACTION_TOSS_PROJECTILE;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"best action = throw something");
@@ -5175,17 +5175,14 @@ INT16 ubMinAPCost;
dTotalRecoil += AICalcRecoilForShot( pSoldier, &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire );
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );
}
while( pSoldier->bActionPoints >= BestShot.ubAPCost + ubBurstAPs + sActualAimTime && pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire
&& dTotalRecoil <= 10.0f );
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
} else {
do
{
pSoldier->bDoAutofire++;
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );
}
while( pSoldier->bActionPoints >= BestAttack.ubAPCost + ubBurstAPs &&
pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire &&
GetAutoPenalty(&pSoldier->inv[ BestAttack.bWeaponIn ], gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE)*pSoldier->bDoAutofire <= 80);
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
}
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...