Files
source/Tactical/Spread Burst.cpp
T
Overhaul dd0d6ea66d Fixed appearance of save game corruption when a game with different inventory set is loaded. Note that such games can still cause odd behavior and CTD's
Fixed old-style behavior when creating a soldier struct (caused memory corruption and leaks)
Fixed soldiers unable to fire if an error happened while firing the off-hand weapon
Fix animation system problems with soldiers interrupted while changing stance, such as twitching and not being able to navigate around obstacles
Prevent splitting money while an item is in the hand, which would result in losing the original item
Fix reverse of X,Y when checking visibility through a roof, which could make soldiers falsely visible/invisible
Prevent militia from simply waiting on the border when enemies are known to be in the sector
Fix stack overflow for soldier inventory debug display
Optimized A* pathing and cleaned up VS2K5 specific code
AI can now use all climb points for climbable buildings, not just a random few
Fix to not allow flat roof butted against slanted roof to be identified as a climb point
Prevent soldiers who cause an interrupt from a special action from continuing on their path after being interrupted
Prevent soldiers who enter or leave deep water from moving a space too far and turning back
Prevent soldiers from trying to crouch while in shallow water
Make soldier turn in the closest direction when he must get up from prone and turn then fall back to prone
Allow a soldier to swat for a tile before returning to prone if unable to return to prone immediately after a turn
Fix civilians that should show up in a sector, missing because of others that aren't
Fix a memset on a C++ class
Place Skyrider in a sector near his helecopter once available and the helicopter is present
Fix soldier corruption if too many shots burst-spread into too few tiles
Include both first and last tile in spread when some locations must be skipped
Fix to shoot at last location in burst
Fix to remove other previous spread locations when calculating a new spread
Fix to reload or rechamber off-hand when necessary, such as having a pistol shotgun in that hand


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1532 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-10-20 08:09:03 +00:00

314 lines
8.6 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include <stdio.h>
#include <string.h>
#include "wcheck.h"
#include "stdlib.h"
#include "debug.h"
#include "soldier control.h"
#include "weapons.h"
#include "cursor control.h"
#include "cursors.h"
#include "soldier find.h"
#include "isometric utils.h"
#include "renderworld.h"
#include "render dirty.h"
#include "interface.h"
#include "spread burst.h"
#include "points.h"
#endif
BURST_LOCATIONS gsBurstLocations[ MAX_BURST_LOCATIONS ];
INT8 gbNumBurstLocations = 0;
extern BOOLEAN gfBeginBurstSpreadTracking;
void ResetBurstLocations( )
{
gbNumBurstLocations = 0;
}
void InternalAccumulateBurstLocation( INT16 sGridNo )
{
INT32 cnt;
if ( gbNumBurstLocations < MAX_BURST_LOCATIONS )
{
// Check if it already exists!
for ( cnt = 0; cnt < gbNumBurstLocations; cnt++ )
{
if ( gsBurstLocations[ cnt ].sGridNo == sGridNo )
{
return;
}
}
gsBurstLocations[ gbNumBurstLocations ].sGridNo = sGridNo;
// Get cell X, Y from mouse...
GetMouseWorldCoords( &( gsBurstLocations[ gbNumBurstLocations ].sX ), &( gsBurstLocations[ gbNumBurstLocations ].sY ) );
gbNumBurstLocations++;
}
}
//Madd: to add a bit more usefulness to spread fire, I'm making it so that
//it will automatically latch onto enemies within iSearchRange tiles of the mouse drag.
void AccumulateBurstLocation( INT16 sGridNo )
{
SOLDIERTYPE* pTarget;
int iSearchRange = 2; // number of tiles beside the mouse drag to look at
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset, sAdjacentGridNo;
BOOLEAN foundTarget = FALSE;
//first see if we can find a guy standing right on the spot
pTarget = SimpleFindSoldier(sGridNo,0);
if (!pTarget)
pTarget = SimpleFindSoldier(sGridNo, 1); //try on a roof
if (pTarget)
{
InternalAccumulateBurstLocation(sGridNo);
foundTarget = TRUE;
}
//let's now look around this square - maybe there are some adjacent enemies we can latch onto
// stay away from the edges
// determine maximum horizontal limits
sMaxLeft = min( iSearchRange, (sGridNo % MAXCOL));
sMaxRight = min( iSearchRange, MAXCOL - ((sGridNo % MAXCOL) + 1));
// determine maximum vertical limits
sMaxUp = min( iSearchRange, (sGridNo / MAXROW));
sMaxDown = min( iSearchRange, MAXROW - ((sGridNo / MAXROW) + 1));
// reset the "reachable" flags in the region we're looking at
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
{
for (sXOffset = -sMaxLeft; sXOffset <= sMaxRight; sXOffset++)
{
sAdjacentGridNo = sGridNo + sXOffset + (MAXCOL * sYOffset);
if ( !(sAdjacentGridNo >=0 && sAdjacentGridNo < WORLD_MAX) )
{
continue;
}
pTarget = SimpleFindSoldier(sAdjacentGridNo,0); // look for a guy in that gridno
if (!pTarget)
pTarget = SimpleFindSoldier(sAdjacentGridNo, 1); //try on a roof
if (pTarget)
{
InternalAccumulateBurstLocation(sAdjacentGridNo); //there's somebody there! let's latch onto him
foundTarget = TRUE;
}
}
}
if ( !foundTarget )
{
//didn't find anyone nearby, but we should target this space anyway to prevent players from abusing this feature
InternalAccumulateBurstLocation(sGridNo);
}
}
void PickBurstLocations( SOLDIERTYPE *pSoldier )
{
UINT8 ubShotsPerBurst = 0;
FLOAT dAccumulator = 0;
FLOAT dStep = 0;
INT32 cnt;
UINT8 ubLocationNum;
// OK, using the # of locations, spread them evenly between our current weapon shots per burst value
// Get shots per burst
//DIGICRAB: Burst UnCap
//if we fire more than MAX_BURST_SPREAD_TARGETS bullets, make sure there's no buffer overflow
if(pSoldier->bDoAutofire)
{
INT16 sAPCosts;
if ( pSoldier->bDoAutofire <= gbNumBurstLocations )
{
pSoldier->bDoAutofire = 1;
do
{
pSoldier->bDoAutofire++;
sAPCosts = CalcTotalAPsToAttack( pSoldier, gsBurstLocations[0].sGridNo, TRUE, 0);
}
while(EnoughPoints( pSoldier, sAPCosts, 0, FALSE ) && pSoldier->inv[ pSoldier->ubAttackingHand ].ItemData.Gun.ubGunShotsLeft >= pSoldier->bDoAutofire && gbNumBurstLocations >= pSoldier->bDoAutofire);
pSoldier->bDoAutofire--;
ubShotsPerBurst = pSoldier->bDoAutofire;
}
else if ( gbNumBurstLocations > 0 )
ubShotsPerBurst = pSoldier->bDoAutofire; // / gbNumBurstLocations;
}
else
{
if ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST )
ubShotsPerBurst = Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS])].ubShotsPerBurst;
else
ubShotsPerBurst = GetShotsPerBurst(&pSoldier->inv[ HANDPOS ]);
}
ubShotsPerBurst = __min( ubShotsPerBurst, MAX_BURST_SPREAD_TARGETS);
if (ubShotsPerBurst == 1)
{
pSoldier->fDoSpread = FALSE;
return;
}
// Use # gridnos accululated and # burst shots to determine accululator
// Calculate it so that the actual last chosen shot location is the last spread point
dStep = (gbNumBurstLocations-1) / (FLOAT)(ubShotsPerBurst-1);
//Loop through our shots!
for ( cnt = 0; cnt < ubShotsPerBurst; cnt++ )
{
// Get index into list
ubLocationNum = (UINT8)( dAccumulator );
// Add to merc location
pSoldier->sSpreadLocations[ cnt ] = gsBurstLocations[ ubLocationNum ].sGridNo;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("PickBurstLocations: loc#%d = %d", cnt, pSoldier->sSpreadLocations[ cnt ]));
// Acculuate index value
dAccumulator += dStep;
}
for (; cnt < MAX_BURST_SPREAD_TARGETS; cnt++)
{
pSoldier->sSpreadLocations[ cnt ] = 0;
}
// OK, they have been added
}
void AIPickBurstLocations( SOLDIERTYPE *pSoldier, INT8 bTargets, SOLDIERTYPE *pTargets[5] )
{
UINT8 ubShotsPerBurst;
FLOAT dAccululator = 0;
FLOAT dStep = 0;
INT32 cnt;
UINT8 ubLocationNum;
// OK, using the # of locations, spread them evenly between our current weapon shots per burst value
// Get shots per burst
//DIGICRAB: Burst UnCap
//if we fire more than MAX_BURST_SPREAD_TARGETS bullets, make sure there's no buffer overflow
if(pSoldier->bDoAutofire)
ubShotsPerBurst = __min(pSoldier->bDoAutofire,MAX_BURST_SPREAD_TARGETS);
else
ubShotsPerBurst = __min(GetShotsPerBurst (&pSoldier->inv[ HANDPOS ]),MAX_BURST_SPREAD_TARGETS);
if ( ubShotsPerBurst <= 0 )
ubShotsPerBurst = 1;
// Use # gridnos accululated and # burst shots to determine accululator
//dStep = gbNumBurstLocations / (FLOAT)ubShotsPerBurst;
// CJC: tweak!
dStep = bTargets / (FLOAT)ubShotsPerBurst;
//Loop through our shots!
for ( cnt = 0; cnt < ubShotsPerBurst; cnt++ )
{
// Get index into list
ubLocationNum = (UINT8)( dAccululator );
// Add to merc location
pSoldier->sSpreadLocations[ cnt ] = pTargets[ubLocationNum]->sGridNo;
// Acculuate index value
dAccululator += dStep;
}
for (; cnt < MAX_BURST_SPREAD_TARGETS; cnt++)
{
pSoldier->sSpreadLocations[ cnt ] = 0;
}
// OK, they have been added
}
extern HVOBJECT GetCursorFileVideoObject( UINT32 uiCursorFile );
void RenderAccumulatedBurstLocations( )
{
INT32 cnt;
INT16 sGridNo;
HVOBJECT hVObject;
if ( !gfBeginBurstSpreadTracking )
{
return;
}
if ( gbNumBurstLocations == 0 )
{
return;
}
// Loop through each location...
GetVideoObject( &hVObject, guiBURSTACCUM );
// If on screen, render
// Check if it already exists!
for ( cnt = 0; cnt < gbNumBurstLocations; cnt++ )
{
sGridNo = gsBurstLocations[ cnt ].sGridNo;
if ( GridNoOnScreen( sGridNo ) )
{
FLOAT dOffsetX, dOffsetY;
FLOAT dTempX_S, dTempY_S;
INT16 sXPos, sYPos;
INT32 iBack;
dOffsetX = (FLOAT)( gsBurstLocations[ cnt ].sX - gsRenderCenterX );
dOffsetY = (FLOAT)( gsBurstLocations[ cnt ].sY - gsRenderCenterY );
// Calculate guy's position
FloatFromCellToScreenCoordinates( dOffsetX, dOffsetY, &dTempX_S, &dTempY_S );
sXPos = ( ( gsVIEWPORT_END_X - gsVIEWPORT_START_X ) /2 ) + (INT16)dTempX_S;
sYPos = ( ( gsVIEWPORT_END_Y - gsVIEWPORT_START_Y ) /2 ) + (INT16)dTempY_S - gpWorldLevelData[ sGridNo ].sHeight;
// Adjust for offset position on screen
sXPos -= gsRenderWorldOffsetX;
sYPos -= gsRenderWorldOffsetY;
// Adjust for render height
sYPos += gsRenderHeight;
//sScreenY -= gpWorldLevelData[ sGridNo ].sHeight;
// Center circle!
//sXPos -= 10;
//sYPos -= 10;
iBack = RegisterBackgroundRect( BGND_FLAG_SINGLE, NULL, sXPos, sYPos, (INT16)(sXPos +40 ), (INT16)(sYPos + 40 ) );
if ( iBack != -1 )
{
SetBackgroundRectFilled( iBack );
}
BltVideoObject( FRAME_BUFFER, hVObject, 1, sXPos, sYPos, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
}