New Feature: Allow driving vehicles in tactical (by anv)

- To control vehicle, click on it or on the steering wheel in team panel under driver's portrait.
- Vehicles have two gears - slow drive and fast drive, switchable just like walking and running ('S', 'R', double-click).
- Vehicles working: Ice Cream Van, Hummer, Jeep, El Dorado and, potentially, tanks.
- Passengers can be selected and ordered to open fire from the inside
- You can also open inventory screen for passengers, pass or throw items, etc.

Normally vehicle is treated as any other merc and has its own APs. It has obvious disadvantages - it's possible to drive in the middle of the enemy group using vehicle's 100AP,
and then use all your mercs inside vehicle with their still full APs to kill everything that moves at point blank range - with even the driver participating!
- To prevent that you can set Tactical Gameplay Settings > AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE with following calculation methods

more infos: http://www.bears-pit.com/board/ubbthreads.php/topics/332208/1.html


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7193 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-05-06 08:46:26 +00:00
parent 0e1670bf21
commit fe995dc2f3
15 changed files with 279 additions and 54 deletions
+7
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@@ -1381,6 +1381,9 @@ void LoadGameExternalOptions()
else
gGameExternalOptions.fSoldierProfiles_Militia = FALSE;
gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleMode = iniReader.ReadInteger("Tactical Gameplay Settings","AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE", 3, 0, 3);
gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleScale = iniReader.ReadInteger("Tactical Gameplay Settings","AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE", 100, 0, 200);
// *** ddd - BEGIN
gGameExternalOptions.fExtMouseKeyEnabled = iniReader.ReadBoolean("Tactical Interface Settings", "ENABLE_EXT_MOUSE_KEYS", FALSE);
@@ -3159,6 +3162,10 @@ void LoadGameAPBPConstants()
APBPConstants[AP_APPLYITEM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_APPLYITEM",50),50);
APBPConstants[AP_INVENTORY_ARM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INVENTORY_ARM",50),50);
APBPConstants[AP_SPOTTER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_SPOTTER",20),20);
APBPConstants[AP_ENTER_VEHICLE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_ENTER_VEHICLE",30),30);
APBPConstants[AP_EXIT_VEHICLE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_EXIT_VEHICLE",30),30);
APBPConstants[AP_CHANGE_SEAT_VEHICLE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CHANGE_SEAT_VEHICLE",20),20);
APBPConstants[DEFAULT_APS] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","DEFAULT_APS",80),80);
APBPConstants[DEFAULT_AIMSKILL] = iniReader.ReadInteger("APConstants","DEFAULT_AIMSKILL",80);
+3
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@@ -1451,6 +1451,9 @@ typedef struct
UINT8 ubExtremeIronManSavingTimeNotification;
UINT8 ubExtremeIronManSavingHour;
UINT8 ubAPSharedAmongPassengersAndVehicleMode;
UINT8 ubAPSharedAmongPassengersAndVehicleScale;
} GAME_EXTERNAL_OPTIONS;
typedef struct
+4
View File
@@ -156,6 +156,10 @@ AP_APPLYITEM,
AP_INVENTORY_ARM,
AP_SPOTTER,
AP_ENTER_VEHICLE,
AP_EXIT_VEHICLE,
AP_CHANGE_SEAT_VEHICLE,
DEFAULT_APS,
DEFAULT_AIMSKILL,
BP_RATIO_RED_PTS_TO_NORMAL,
+12 -2
View File
@@ -3496,12 +3496,15 @@ void InitAnimationSurfacesPerBodytype( )
// HUMVEE
gubAnimSurfaceIndex[ HUMVEE ][ STANDING ] = HUMVEE_BASIC;
gubAnimSurfaceIndex[ HUMVEE ][ WALKING ] = HUMVEE_BASIC;
gubAnimSurfaceIndex[ HUMVEE ][ RUNNING ] = HUMVEE_BASIC;
gubAnimSurfaceIndex[ HUMVEE ][ WALK_BACKWARDS ] = HUMVEE_BASIC;
gubAnimSurfaceIndex[ HUMVEE ][ VEHICLE_DIE ] = HUMVEE_DIE;
gubAnimSurfaceCorpseID[ HUMVEE ][ STANDING ] = HUMMER_DEAD;
// TANK
gubAnimSurfaceIndex[ TANK_NW ][ STANDING ] = TANKNW_READY;
gubAnimSurfaceIndex[ TANK_NW ][ WALKING ] = TANKNW_READY;
gubAnimSurfaceIndex[ TANK_NW ][ WALKING ] = TANKNW_READY;
gubAnimSurfaceIndex[ TANK_NW ][ WALK_BACKWARDS ] = TANKNW_READY;
gubAnimSurfaceIndex[ TANK_NW ][ TANK_SHOOT ] = TANKNW_SHOOT;
gubAnimSurfaceIndex[ TANK_NW ][ TANK_BURST ] = TANKNW_SHOOT;
gubAnimSurfaceIndex[ TANK_NW ][ VEHICLE_DIE ] = TANKNW_DIE;
@@ -3509,7 +3512,8 @@ void InitAnimationSurfacesPerBodytype( )
// TANK
gubAnimSurfaceIndex[ TANK_NE ][ STANDING ] = TANKNE_READY;
gubAnimSurfaceIndex[ TANK_NE ][ WALKING ] = TANKNE_READY;
gubAnimSurfaceIndex[ TANK_NE ][ WALKING ] = TANKNE_READY;
gubAnimSurfaceIndex[ TANK_NE ][ WALK_BACKWARDS ] = TANKNE_READY;
gubAnimSurfaceIndex[ TANK_NE ][ TANK_SHOOT ] = TANKNE_SHOOT;
gubAnimSurfaceIndex[ TANK_NE ][ TANK_BURST ] = TANKNE_SHOOT;
gubAnimSurfaceIndex[ TANK_NE ][ VEHICLE_DIE ] = TANKNE_DIE;
@@ -3518,17 +3522,23 @@ void InitAnimationSurfacesPerBodytype( )
// ELDORADO
gubAnimSurfaceIndex[ ELDORADO ][ STANDING ] = ELDORADO_BASIC;
gubAnimSurfaceIndex[ ELDORADO ][ WALKING ] = ELDORADO_BASIC;
gubAnimSurfaceIndex[ ELDORADO ][ RUNNING ] = ELDORADO_BASIC;
gubAnimSurfaceIndex[ ELDORADO ][ WALK_BACKWARDS ] = ELDORADO_BASIC;
gubAnimSurfaceIndex[ ELDORADO ][ VEHICLE_DIE ] = ELDORADO_DIE;
// ICECREAMTRUCK
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ STANDING ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ WALKING ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ RUNNING ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ WALK_BACKWARDS ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ VEHICLE_DIE ] = HUMVEE_DIE;
gubAnimSurfaceCorpseID[ ICECREAMTRUCK ][ STANDING ] = ICECREAM_DEAD;
// JEEP
gubAnimSurfaceIndex[ JEEP ][ STANDING ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ WALKING ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ RUNNING ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ WALK_BACKWARDS ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ VEHICLE_DIE ] = JEEP_DIE;
}
+14 -1
View File
@@ -1477,9 +1477,22 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
gUIActionModeChangeDueToMouseOver = FALSE;
// If we are a vehicle..... just show an X
//if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
//{
// if ( ( OK_ENTERABLE_VEHICLE( pSoldier ) ) )
// {
// if ( !UIHandleOnMerc( TRUE ) )
// {
// guiNewUICursor = FLOATING_X_UICURSOR;
// return( GAME_SCREEN );
// }
// }
//}
// If we are a passenger or driver just show an X
if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
{
if ( ( OK_ENTERABLE_VEHICLE( pSoldier ) ) )
if ( ( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER )) )
{
if ( !UIHandleOnMerc( TRUE ) )
{
+20 -9
View File
@@ -6287,13 +6287,14 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
if ( !gfInItemPickupMenu && gpItemPointer == NULL )
{
if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
{
pVehicle = GetSoldierStructureForVehicle( MercPtrs[ ubSoldierID ]->iVehicleId );
//if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
//if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER ) )
//{
// pVehicle = GetSoldierStructureForVehicle( MercPtrs[ ubSoldierID ]->iVehicleId );
HandleLocateSelectMerc( pVehicle->ubID, 0 );
}
else
// HandleLocateSelectMerc( pVehicle->ubID, 0 );
//}
//else
{
if ( !InOverheadMap( ) )
{
@@ -6350,7 +6351,8 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
if ( !InOverheadMap( ) )
{
// Only if guy is not dead!
if ( !( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_DEAD ) && !AM_AN_EPC( MercPtrs[ ubSoldierID ] ) && !( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) )
//if ( !( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_DEAD ) && !AM_AN_EPC( MercPtrs[ ubSoldierID ] ) && !( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) )
if ( !( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_DEAD ) && !AM_AN_EPC( MercPtrs[ ubSoldierID ] ) )
{
gfSwitchPanel = TRUE;
gbNewPanel = SM_PANEL;
@@ -6846,8 +6848,17 @@ void TMClickFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
if (iReason == MSYS_CALLBACK_REASON_LBUTTON_UP )
{
// Change to use cursor mode...
guiPendingOverrideEvent = A_ON_TERRAIN;
// anv: select vehicle by clicking on the steering wheel
if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_DRIVER )
{
SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( MercPtrs[ ubSoldierID ]->iVehicleId );
HandleLocateSelectMerc( pVehicle->ubID, 0 );
}
else
{
// Change to use cursor mode...
guiPendingOverrideEvent = A_ON_TERRAIN;
}
}
if (iReason == MSYS_CALLBACK_REASON_RBUTTON_UP )
+1 -1
View File
@@ -916,7 +916,7 @@ void PopupMovementMenu( UI_EVENT *pUIEvent )
//SetButtonSavedRect( iActionIcons[ RUN_ICON ] );
ButtonList[ iActionIcons[ RUN_ICON ] ]->UserData[0] = (UINT32)pUIEvent;
if ( pSoldier->MercInWater( ) || ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || ( pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT ) )
if ( pSoldier->MercInWater( ) || ( pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT ) )
{
DisableButton( iActionIcons[ RUN_ICON ] );
}
+39 -4
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@@ -2504,6 +2504,41 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
{
// Adjust AP/Breathing points to move
DeductPoints( pSoldier, sAPCost, sBPCost, MOVEMENT_INTERRUPT );
// anv: deduct points from vehicle passengers to prevent time travel paradoxes... yeah yeah, you get the idea
if ( gTacticalStatus.uiFlags & TURNBASED && pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleMode )
{
INT32 iId = pSoldier->bVehicleID;
// Loop through passengers and update each guy's AP
for( INT32 iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
SOLDIERTYPE *pPassenger = pVehicleList[ iId ].pPassengers[ iCounter ];
if( pPassenger != NULL )
{
//INT16 sPassengerAPCost = pPassenger->bInitialActionPoints * sAPCost / max(1, pSoldier->bInitialActionPoints) * gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleScale / 100;
INT16 sPassengerAPCost = 0;
switch( gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleMode )
{
case 1:
sPassengerAPCost = sAPCost;
break;
case 2:
sPassengerAPCost = pPassenger->bInitialActionPoints * sAPCost / max(1, pSoldier->bInitialActionPoints);
break;
case 3:
INT16 sPassengerAPTreshold = pPassenger->bInitialActionPoints * ( pSoldier->bActionPoints - sAPCost ) / max(1, pSoldier->bInitialActionPoints);
sPassengerAPCost = pPassenger->bInitialActionPoints * sAPCost / max(1, pSoldier->bInitialActionPoints) ;
if( pPassenger->bActionPoints - sPassengerAPCost > sPassengerAPTreshold )
sPassengerAPCost = max( sPassengerAPCost, ( pPassenger->bActionPoints - sPassengerAPCost ) - sPassengerAPTreshold );
else
sPassengerAPCost = 0;
break;
}
sPassengerAPCost = sPassengerAPCost * gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleScale / 100;
DeductPoints( pPassenger, sPassengerAPCost, 0, MOVEMENT_INTERRUPT );
}
}
}
}
// OK, let's check for monsters....
@@ -4449,7 +4484,7 @@ UINT8 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKL
if ( fGoodForLessOKLife )
{
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->bAssignment < ON_DUTY && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
@@ -4480,7 +4515,7 @@ UINT8 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKL
if ( fGoodForLessOKLife )
{
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->bAssignment < ON_DUTY && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
@@ -4559,7 +4594,7 @@ UINT8 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKL
if ( fGoodForLessOKLife )
{
// Check for bLife > 0
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->bAssignment < ON_DUTY && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
@@ -4589,7 +4624,7 @@ UINT8 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKL
if ( fGoodForLessOKLife )
{
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->bAssignment < ON_DUTY && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
+13 -13
View File
@@ -4849,19 +4849,19 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
}
// Are we a vehicle?
if ( pSold->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
// did we exceed WALK cost?
if ( sPointsSwat > sAPBudget)
{
sFootOrderIndex = 4;
}
else
{
sFootOrderIndex = 3;
}
}
else
//if ( pSold->flags.uiStatusFlags & SOLDIER_VEHICLE )
//{
// // did we exceed WALK cost?
// if ( sPointsSwat > sAPBudget)
// {
// sFootOrderIndex = 4;
// }
// else
// {
// sFootOrderIndex = 3;
// }
//}
//else
{
// did we exceed CRAWL cost?
if (sFootOrderIndex == 0 && sPointsCrawl > sAPBudget)
+6
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@@ -880,6 +880,12 @@ void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, UINT8 ub
sAPCost = 0;
}
// anv: there were weird things going on here, deducting fuel for strategic travel happens elsewhere anyway
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
iBPCost = 0;
}
// Get New points
sNewAP = pSoldier->bActionPoints - sAPCost;
+56 -15
View File
@@ -1728,7 +1728,8 @@ void HandleVehicleMovementSound( SOLDIERTYPE *pSoldier, BOOLEAN fOn )
{
if ( pVehicle->iMovementSoundID == NO_SAMPLE )
{
pVehicle->iMovementSoundID = PlayJA2Sample( pVehicle->iMoveSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
// anv: will be played in InternalPlaySoldierFootstepSound
//pVehicle->iMovementSoundID = PlayJA2Sample( pVehicle->iMoveSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
else
@@ -3384,7 +3385,7 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart
|| usNewState == SWATTING_WK)
{
// CHECK FOR SIDEWAYS!
if ( this->ubDirection == gPurpendicularDirection[ this->ubDirection ][ this->pathing.usPathingData[ this->pathing.usPathIndex ] ] )
if ( !( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) && this->ubDirection == gPurpendicularDirection[ this->ubDirection ][ this->pathing.usPathingData[ this->pathing.usPathIndex ] ] )
{
// We are perpendicular!
// SANDRO - wait wait wait!!! We need to determine if gonna sidestep with weapon raised
@@ -5289,9 +5290,10 @@ UINT16 SOLDIERTYPE::GetMoveStateBasedOnStance( UINT8 ubStanceHeight )
switch ( ubStanceHeight )
{
case ANIM_STAND:
if ( this->flags.fUIMovementFast && !( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
//if ( this->flags.fUIMovementFast && !( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
if ( this->flags.fUIMovementFast )
{
return( RUNNING );
return( RUNNING );
}
else
{
@@ -7876,14 +7878,29 @@ void SOLDIERTYPE::TurnSoldier( void )
INT32 cnt;
// If we are a vehicle... DON'T TURN!
// anv: YES PLIZ DO
if ( this->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
if ( this->ubBodyType != TANK_NW && this->ubBodyType != TANK_NE )
//if ( this->ubBodyType != TANK_NW && this->ubBodyType != TANK_NE )
//{
// return;
//}
// need to turn around passengers inside
INT32 iId = this->bVehicleID;
// Loop through passengers and update each guy's rotation
for( INT32 iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
return;
if( pVehicleList[ iId ].pPassengers[ iCounter ] != NULL )
{
pVehicleList[ iId ].pPassengers[ iCounter ]->flags.fDontChargeTurningAPs = TRUE;
pVehicleList[ iId ].pPassengers[ iCounter ]->EVENT_SetSoldierDesiredDirection( this->pathing.bDesiredDirection );
//pVehicleList[ iId ].pPassengers[ iCounter ]->pathing.bDesiredDirection = this->pathing.bDesiredDirection;
}
}
}
else // Lesh: patch for "Bug: Enemy turns around in turn based mode!"
//else // Lesh: patch for "Bug: Enemy turns around in turn based mode!"
{
// in case of errors in turning tasks
if ( this->pathing.bDesiredDirection > 7 || this->pathing.bDesiredDirection < 0)
@@ -8549,8 +8566,8 @@ void CalculateSoldierAniSpeed( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pStatsSoldier
UINT32 uiTerrainDelay;
UINT32 uiSpeed = 0;
INT8 bBreathDef, bLifeDef;
INT16 bAgilDef;
INT8 bBreathDef = 0, bLifeDef = 0;
INT16 bAgilDef = 0;
INT8 bAdditional = 0;
// for those animations which have a speed of zero, we have to calculate it
@@ -8675,13 +8692,29 @@ void CalculateSoldierAniSpeed( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pStatsSoldier
uiTerrainDelay = 40; // standing still
}
bBreathDef = 50 - ( pStatsSoldier->bBreath / 2 );
if( !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
bBreathDef = 50 - ( pStatsSoldier->bBreath / 2 );
if ( bBreathDef > 30 )
bBreathDef = 30;
if ( bBreathDef > 30 )
bBreathDef = 30;
bAgilDef = 50 - ( EffectiveAgility( pStatsSoldier, FALSE ) / 4 );
bLifeDef = 50 - ( pStatsSoldier->stats.bLife / 2 );
bAgilDef = 50 - ( EffectiveAgility( pStatsSoldier, FALSE ) / 4 );
bLifeDef = 50 - ( pStatsSoldier->stats.bLife / 2 );
}
else
{
// anv: vehicles have no agility and making them slower with less fuel would make no sense
// instead take gear into consideration here
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && pSoldier->usAnimState == RUNNING )
{
bAgilDef = 10;
}
else
{
bAgilDef = 30;
}
}
uiTerrainDelay += ( bLifeDef + bBreathDef + bAgilDef + bAdditional );
@@ -10237,7 +10270,9 @@ BOOLEAN SOLDIERTYPE::InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpe
if ( ( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
// Pick a passenger from vehicle....
pSoldier = PickRandomPassengerFromVehicle( this );
//pSoldier = PickRandomPassengerFromVehicle( this );
// anv: as vehicles can be controlled, get a driver
pSoldier = GetDriver(this->bVehicleID);
if ( pSoldier == NULL )
{
@@ -20453,6 +20488,12 @@ void InternalPlaySoldierFootstepSound( SOLDIERTYPE * pSoldier )
PlaySoldierJA2Sample( pSoldier->ubID, ubSoundBase + pSoldier->ubLastFootPrintSound, RATE_11025, SoundVolume( bVolume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE );
}
}
else
{
// anv: vehicle sounds
//PlaySoldierJA2Sample( pSoldier->ubID, S_VECH1_MOVE, RATE_11025, SoundVolume( bVolume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE );
PlaySoldierJA2Sample( pSoldier->ubID, pVehicleList[ pSoldier->bVehicleID ].iMoveSound, RATE_11025, SoundVolume( bVolume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE );
}
}
void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier )
+2 -1
View File
@@ -18,7 +18,8 @@
#define OK_ENEMY_MERC( p ) ( !p->aiData.bNeutral && (p->bSide != gbPlayerNum ) && p->stats.bLife >= OKLIFE && (p->bTeam < 5 ))
// Checks if our guy can be controllable .... checks bInSector, team, on duty, etc...
#define OK_CONTROLLABLE_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum && p->bAssignment < ON_DUTY )
//#define OK_CONTROLLABLE_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum && p->bAssignment < ON_DUTY )
#define OK_CONTROLLABLE_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum && ( p->bAssignment < ON_DUTY || p->bAssignment == VEHICLE ) )
// Checks if our guy can be controllable .... checks bInSector, team, on duty, etc...
#define OK_INSECTOR_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum && p->bAssignment < ON_DUTY )
+15 -2
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@@ -5565,7 +5565,15 @@ INT8 HandleMoveModeInteractiveClick( INT32 usMapPos, UINT32 *puiNewEvent )
// ATE: If we are a vehicle, no moving!
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ VEHICLE_CANT_MOVE_IN_TACTICAL ] );
// anv: yes moving
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ VEHICLE_CANT_MOVE_IN_TACTICAL ] );
//return( -3 );
}
if ( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
{
// anv: there's some weird bug with moving invisible passengers after loading game, that should solve it
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ VEHICLE_CANT_MOVE_IN_TACTICAL ] );
return( -3 );
}
@@ -5923,7 +5931,12 @@ void ToggleStealthMode( SOLDIERTYPE *pSoldier )
{
// nothing in hand and either not in SM panel, or the matching button is enabled if we are in SM panel
if ( ( gsCurInterfacePanel != SM_PANEL ) || ( ButtonList[ giSMStealthButton ]->uiFlags & BUTTON_ENABLED ) )
{
{
if( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
return;
}
// ATE: Toggle stealth
if ( gpSMCurrentMerc != NULL && pSoldier->ubID == gpSMCurrentMerc->ubID )
{
+67 -4
View File
@@ -41,6 +41,9 @@
#include "Queen Command.h"
#endif
#include "Points.h"
#include "Init.h"
//INT8 gubVehicleMovementGroups[ MAX_VEHICLES ];
std::vector<INT8> gubVehicleMovementGroups (MAX_VEHICLES, 0);
@@ -472,7 +475,7 @@ BOOLEAN IsThisVehicleAccessibleToSoldier( SOLDIERTYPE *pSoldier, INT32 iId )
}
BOOLEAN AddSoldierToVehicle( SOLDIERTYPE *pSoldier, INT32 iId )
BOOLEAN AddSoldierToVehicle( SOLDIERTYPE *pSoldier, INT32 iId, BOOLEAN fSpecificSeat, UINT8 ubSeatIndex )
{
INT32 iCounter = 0;
UINT32 vCount = 0;
@@ -556,8 +559,11 @@ BOOLEAN AddSoldierToVehicle( SOLDIERTYPE *pSoldier, INT32 iId )
if ( pVehicleSoldier )
{
// anv: when we enter vehicle in battle, we need to unbusy soldier BEFORE we change selected soldier or else we'll get lock
UnSetUIBusy( pSoldier->ubID );
// can't call SelectSoldier in mapscreen, that will initialize interface panels!!!
if ( guiCurrentScreen == GAME_SCREEN )
if ( guiCurrentScreen == GAME_SCREEN )
{
SelectSoldier( pVehicleSoldier->ubID, FALSE, TRUE );
}
@@ -713,6 +719,7 @@ BOOLEAN RemoveSoldierFromVehicle( SOLDIERTYPE *pSoldier, INT32 iId )
INT32 iCounter = 0;
BOOLEAN fSoldierLeft = FALSE;
BOOLEAN fSoldierFound = FALSE;
BOOLEAN fNewDriverNeeded = FALSE;
SOLDIERTYPE *pVehicleSoldier;
UINT8 iOldGroupID=0;
@@ -743,6 +750,12 @@ BOOLEAN RemoveSoldierFromVehicle( SOLDIERTYPE *pSoldier, INT32 iId )
pVehicleList[ iId ].pPassengers[ iCounter ] = NULL;
// anv: make sure someone else becomes driver if he was the previous one
if( pSoldier->flags.uiStatusFlags & SOLDIER_DRIVER )
{
fNewDriverNeeded = TRUE;
}
pSoldier->flags.uiStatusFlags &= ( ~( SOLDIER_DRIVER | SOLDIER_PASSENGER ) );
// check if anyone left in vehicle
@@ -752,6 +765,14 @@ BOOLEAN RemoveSoldierFromVehicle( SOLDIERTYPE *pSoldier, INT32 iId )
if( pVehicleList[ iId ].pPassengers[ iCounter ] != NULL )
{
fSoldierLeft = TRUE;
if( fNewDriverNeeded )
{
SOLDIERTYPE* pNewDriver = pVehicleList[ iId ].pPassengers[ iCounter ];
pNewDriver->flags.uiStatusFlags |= SOLDIER_DRIVER;
pNewDriver->flags.uiStatusFlags &= ~(SOLDIER_PASSENGER);
pVehicleList[ iId ].ubDriver = pNewDriver->ubID;
fNewDriverNeeded = FALSE;
}
}
}
@@ -801,6 +822,8 @@ BOOLEAN RemoveSoldierFromVehicle( SOLDIERTYPE *pSoldier, INT32 iId )
CancelPathForVehicle( &( pVehicleList[ iId ] ), FALSE );
}
pVehicleSoldier->EVENT_StopMerc( pVehicleSoldier->sGridNo, pVehicleSoldier->ubDirection );
// if the vehicle was abandoned between sectors
if ( pVehicleList[ iId ].fBetweenSectors )
{
@@ -1588,16 +1611,42 @@ BOOLEAN TakeSoldierOutOfVehicle( SOLDIERTYPE *pSoldier )
BOOLEAN EnterVehicle( SOLDIERTYPE *pVehicle, SOLDIERTYPE *pSoldier )
BOOLEAN EnterVehicle( SOLDIERTYPE *pVehicle, SOLDIERTYPE *pSoldier, BOOLEAN fSpecificSeat, UINT8 ubSeatIndex )
{
// TEST IF IT'S VALID...
if ( pVehicle->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
// Is there room...
if ( IsEnoughSpaceInVehicle( pVehicle->bVehicleID ) )
{
// anv: check if preferred seat is already taken, if so automatically choose another
if( fSpecificSeat )
{
if ( pVehicleList[ pVehicle->bVehicleID ].pPassengers[ubSeatIndex] != NULL )
{
fSpecificSeat = FALSE;
ubSeatIndex = 0;
}
}
INT16 sAPCost = APBPConstants[AP_ENTER_VEHICLE];
//Are we currently in combat?
if(gTacticalStatus.uiFlags & INCOMBAT)
{
if(EnoughPoints(pSoldier, sAPCost, 0, TRUE))
DeductPoints(pSoldier, sAPCost, 0);
else
return( FALSE );
}
// anv: since now they can shoot it's important to set passenger to proper stance
SendChangeSoldierStanceEvent( pSoldier, ANIM_CROUCH );
// bInitialActionPoints - point in time where soldier and vehicle start sharing timeline
pSoldier->bInitialActionPoints = pSoldier->bActionPoints;
// OK, add....
AddSoldierToVehicle( pSoldier, pVehicle->bVehicleID );
AddSoldierToVehicle( pSoldier, pVehicle->bVehicleID, fSpecificSeat, ubSeatIndex );
if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
@@ -1651,6 +1700,16 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier )
return( FALSE );
}
INT16 sAPCost = APBPConstants[AP_EXIT_VEHICLE];
//Are we currently in combat?
if(gTacticalStatus.uiFlags & INCOMBAT)
{
if(EnoughPoints(pSoldier, sAPCost, 0, TRUE))
DeductPoints(pSoldier, sAPCost, 0);
else
return( FALSE );
}
// TEST IF IT'S VALID...
if ( pVehicle->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
@@ -1677,6 +1736,10 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier )
// Add to sector....
pSoldier->EVENT_SetSoldierPosition( CenterX( sGridNo ), CenterY( sGridNo ) );
// anv: since now they can shoot it's important to set passenger to proper stance
// namely, back to standing, because we set them to crouching when entering
SendChangeSoldierStanceEvent( pSoldier, ANIM_STAND );
// Update visiblity.....
HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO );
+20 -2
View File
@@ -33,6 +33,24 @@ typedef struct
} NEW_CAR;
typedef struct
{
UINT8 ubSeatIndex; // index inside a vehicle (corresponding to .pPassengers[counter])
CHAR16 zSeatName[16]; // name (to display on entering menu and on team panel)
BOOLEAN fDriver; // seat has to be taken to steer the vehicle
BOOLEAN fView; // can look out of vehicle
BOOLEAN fDriveBy; // can shoot from this seat
BOOLEAN fSeatBelt; // for collisions
BOOLEAN fHidden; // merc on this seat is invisible from outside - spy as a driver smuggling in others?
UINT8 ubRotation; // rotation in relation to vehicle
UINT8 ubTunnelVision; // tunnel vision (small windows, etc.)
UINT8 ubProtection; // influence probability vehicle will be hit instead of passenger
UINT8 ubCompartment; // passenger can switch to another seat in the same compartment without exiting vehicle
UINT8 ubStructureLink; // link to physical part of structure (for hit calculations)
UINT32 usMountedGun; // passenger on this seat will use this gun instead of his own, link to Items.xml
} VEHICLE_SEAT;
extern NEW_CAR gNewVehicle[NUM_PROFILES];
extern BOOLEAN LoadNewVehiclesToSaveGameFile( HWFILE hFile );
@@ -313,7 +331,7 @@ BOOLEAN AnyAccessibleVehiclesInSoldiersSector( SOLDIERTYPE *pSoldier );
BOOLEAN IsThisVehicleAccessibleToSoldier( SOLDIERTYPE *pSoldier, INT32 iId );
// add soldier to Vehicle
BOOLEAN AddSoldierToVehicle( SOLDIERTYPE *pSoldier, INT32 iId );
BOOLEAN AddSoldierToVehicle( SOLDIERTYPE *pSoldier, INT32 iId, BOOLEAN fSpecificSeat = FALSE, UINT8 ubSeatIndex = 0 );
// remove soldier from vehicle
BOOLEAN RemoveSoldierFromVehicle( SOLDIERTYPE *pSoldier, INT32 iId );
@@ -369,7 +387,7 @@ INT32 GetNumberInVehicle( INT32 iId );
// grab # in vehicle skipping EPCs (who aren't allowed to drive :-)
INT32 GetNumberOfNonEPCsInVehicle( INT32 iId );
BOOLEAN EnterVehicle( SOLDIERTYPE *pVehicle, SOLDIERTYPE *pSoldier );
BOOLEAN EnterVehicle( SOLDIERTYPE *pVehicle, SOLDIERTYPE *pSoldier, BOOLEAN fSpecificSeat = FALSE, UINT8 ubSeatIndex = 0 );
SOLDIERTYPE *GetDriver( INT32 iID );