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
+21 -15
View File
@@ -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);