Files
source/Tactical/Weapons.cpp
T

11578 lines
437 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "sgp.h"
#include "overhead types.h"
#include "Sound Control.h"
#include "overhead.h"
#include "Event Pump.h"
#include "weapons.h"
#include "Animation Control.h"
#include "sys globals.h"
#include "Handle UI.h"
#include "Isometric Utils.h"
#include "worldman.h"
#include "math.h"
#include "points.h"
#include "ai.h"
#include "los.h"
#include "renderworld.h"
#include "opplist.h"
#include "interface.h"
#include "message.h"
#include "campaign.h"
#include "items.h"
#include "text.h"
#include "Soldier Profile.h"
#include "tile animation.h"
#include "Dialogue Control.h"
#include "SkillCheck.h"
#include "explosion control.h"
#include "Quests.h"
#include "Physics.h"
#include "Random.h"
#include "Vehicles.h"
#include "bullets.h"
#include "morale.h"
#include "meanwhile.h"
#include "SkillCheck.h"
#include "gamesettings.h"
#include "SaveLoadMap.h"
#include "Debug Control.h"
#include "expat.h"
#include "XML.h"
#include "Soldier macros.h"
#include "SmokeEffects.h"
#include "lighting.h"
#include "Auto Resolve.h"
#include "Soldier Functions.h" // added by SANDRO
#include "Drugs And Alcohol.h" // HEADROCK HAM 4: Get drunk level
#include "LOS.h" // HEADROCK HAM 4: Required for new shooting mechanism. Alternately, maybe move the functions to LOS.h.
#include "Campaign Types.h" // added by Flugente
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
#include "connect.h"
//rain
//#define WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY 0
extern INT8 gbCurrentRainIntensity;
//end rain
extern SECTOR_EXT_DATA SectorExternalData[256][4]; // added by Flugente
// HEADROCK HAM B1: Externalized both values to INI
//#define MINCHANCETOHIT 1
//#define MAXCHANCETOHIT 99
#define NORMAL_RANGE 90 // # world units considered an 'avg' shot
#define MIN_SCOPE_RANGE 60 // # world units after which scope's useful
#define MIN_TANK_RANGE 120 // range at which tank starts really having trouble aiming
// percent reduction in sight range per point of aiming
#define SNIPERSCOPE_AIM_BONUS 20
// bonus to hit with working laser scope
#define LASERSCOPE_BONUS 20
// percent reduction in sight range per point of aiming
#define REFLEXSCOPE_AIM_BONUS 10
#define MANDATORY_WEAPON_DELAY 1200
#define NO_WEAPON_SOUND 0
#define HEAD_DAMAGE_ADJUSTMENT( x ) ((x * 3) / 2)
#define LEGS_DAMAGE_ADJUSTMENT( x ) (x / 2)
#define CRITICAL_HIT_THRESHOLD 30
#define HTH_MODE_PUNCH 1
#define HTH_MODE_STAB 2
#define HTH_MODE_STEAL 3
extern void TeamChangesSides( UINT8 ubTeam, INT8 bSide );
extern BOOLEAN gfNextFireJam;
BOOLEAN WillExplosiveWeaponFail( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj );
BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo );
BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo );
BOOLEAN UseBlade( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo );
BOOLEAN UseThrown( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo );
BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo );
INT32 HTHImpact( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget, INT32 iHitBy, BOOLEAN fBladeAttack );
BOOLEAN gfNextShotKills = FALSE;
BOOLEAN gfReportHitChances = FALSE;
// HEADROCK HAM B2.5:Using this boolean to tell the CTH formula that it is being called by UseGun(), rather than
// by other functions. This is mostly to assist the new Tracer Fire system...
BOOLEAN fCalculateCTHDuringGunfire = FALSE;
//GLOBALS
// TODO: Move strings to extern file
#define PISTOL( ammo, update, impact, rt, rof, burstrof, burstpenal, deadl, acc, clip, range, av, hv, sd, bsd) { HANDGUNCLASS, GUN_PISTOL, ammo, rt, rof, burstrof, burstpenal, update, (UINT8) (impact), deadl, acc, clip, range, 200, av, hv, sd, bsd, S_RELOAD_PISTOL, S_LNL_PISTOL }
#define M_PISTOL( ammo, update, impact, rt, rof, burstrof, burstpenal, deadl, acc, clip, range, av, hv, sd, bsd) { HANDGUNCLASS, GUN_M_PISTOL, ammo, rt, rof, burstrof, burstpenal, update, (UINT8) (impact), deadl, acc, clip, range, 200, av, hv, sd, bsd, S_RELOAD_PISTOL, S_LNL_PISTOL }
#define SMG( ammo, update, impact, rt, rof, burstrof, burstpenal, deadl, acc, clip, range, av, hv, sd, bsd ) { SMGCLASS, GUN_SMG, ammo, rt, rof, burstrof, burstpenal, update, (UINT8) (impact), deadl, acc, clip, range, 200, av, hv, sd, bsd, S_RELOAD_SMG, S_LNL_SMG }
#define SN_RIFLE( ammo, update, impact, rt, rof, burstrof, deadl, acc, clip, range, av, hv, sd, bsd ) { RIFLECLASS, GUN_SN_RIFLE, ammo, rt, rof, burstrof, 0, update, (UINT8) (impact), deadl, acc, clip, range, 200, av, hv, sd, bsd, S_RELOAD_RIFLE, S_LNL_RIFLE }
#define RIFLE( ammo, update, impact, rt, rof, burstrof, deadl, acc, clip, range, av, hv, sd, bsd ) { RIFLECLASS, GUN_RIFLE, ammo, rt, rof, burstrof, 0, update, (UINT8) (impact), deadl, acc, clip, range, 200, av, hv, sd, bsd, S_RELOAD_RIFLE, S_LNL_RIFLE }
#define ASRIFLE( ammo, update, impact, rt, rof, burstrof, burstpenal, deadl, acc, clip, range, av, hv, sd, bsd ) { RIFLECLASS, GUN_AS_RIFLE, ammo, rt, rof, burstrof, burstpenal, update, (UINT8) (impact), deadl, acc, clip, range, 200, av, hv, sd, bsd, S_RELOAD_RIFLE, S_LNL_RIFLE }
#define SHOTGUN( ammo, update, impact, rt, rof, burstrof, burstpenal, deadl, acc, clip, range, av, hv, sd, bsd ) { SHOTGUNCLASS, GUN_SHOTGUN, ammo, rt, rof, burstrof, burstpenal, update, (UINT8) (impact), deadl, acc, clip, range, 200, av, hv, sd, bsd, S_RELOAD_SHOTGUN, S_LNL_SHOTGUN }
#define LMG( ammo, update, impact, rt, rof, burstrof, burstpenal, deadl, acc, clip, range, av, hv, sd, bsd ) { MGCLASS, GUN_LMG, ammo, rt, rof, burstrof, burstpenal, update, (UINT8) (impact), deadl, acc, clip, range, 200, av, hv, sd, bsd, S_RELOAD_LMG, S_LNL_LMG }
#define BLADE( impact, rof, deadl, range, av, sd ) { KNIFECLASS, NOT_GUN, 0, APBPConstants[AP_READY_KNIFE], rof, 0, 0, 0, (UINT8) (impact), deadl, 0, 0, range, 200, av, 0, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define THROWINGBLADE( impact, rof, deadl, range, av, sd ) { KNIFECLASS, NOT_GUN, 0, APBPConstants[AP_READY_KNIFE], rof, 0, 0, 0, (UINT8) (impact), deadl, 0, 0, range, 200, av, 0, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define PUNCHWEAPON( impact, rof, deadl, av, sd ) { KNIFECLASS, NOT_GUN, 0, 0, rof, 0, 0, 0, (UINT8) (impact), deadl, 0, 0, 10, 200, av, 0, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define LAUNCHER( update, rt, rof, deadl, acc, range, av, hv, sd) { RIFLECLASS, NOT_GUN, NOAMMO, rt, rof, 0, 0, update, 1, deadl, acc, 0, range, 200, av, hv, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define LAW( update, rt, rof, deadl, acc, range, av, hv, sd) { RIFLECLASS, NOT_GUN, NOAMMO, rt, rof, 0, 0, update, 80, deadl, acc, 1, range, 200, av, hv, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define CANNON( update, rt, rof, deadl, acc, range, av, hv, sd) { RIFLECLASS, NOT_GUN, NOAMMO, rt, rof, 0, 0, update, 80, deadl, acc, 1, range, 200, av, hv, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
#define MONSTSPIT( impact, rof, deadl, clip, range, av, hv, sd) { MONSTERCLASS, NOT_GUN, AMMOMONST, APBPConstants[AP_READY_KNIFE], rof, 0, 0, 250, (UINT8) (impact), deadl, 0, clip, range, 200, av, hv, sd, NO_WEAPON_SOUND, NO_WEAPON_SOUND, NO_WEAPON_SOUND }
// ranges are in world units, calculated by:
// 100 + real-range-in-metres/10
// then I scaled them down... I forget how much by!
// Accuracy is based on probability of shot being within 10cm of bullseye target on chest at 25m
// from Compendium of Modern Firearms (Edge of the Sword Vol 1)
// JA2 GOLD: reduced pistol ready time to 0, tweaked sniper rifle values and G11 range
WEAPONTYPE Weapon[ MAXITEMS ];
// MADD MARKER
MAGTYPE Magazine[MAXITEMS+1];
// =
//{
// // calibre, mag size, ammo type
// { AMMO9, 15, AMMO_REGULAR },
// { AMMO9, 30, AMMO_REGULAR },
// { AMMO9, 15, AMMO_AP },
// { AMMO9, 30, AMMO_AP },
// { AMMO9, 15, AMMO_HP },
// { AMMO9, 30, AMMO_HP },
// { AMMO38, 6, AMMO_REGULAR },
// { AMMO38, 6, AMMO_AP },
// { AMMO38, 6, AMMO_HP },
// { AMMO45, 7, AMMO_REGULAR },
// { AMMO45, 30, AMMO_REGULAR },
// { AMMO45, 7, AMMO_AP },
// { AMMO45, 30, AMMO_AP },
// { AMMO45, 7, AMMO_HP },
// { AMMO45, 30, AMMO_HP },
// { AMMO357, 6, AMMO_REGULAR },
// { AMMO357, 9, AMMO_REGULAR },
// { AMMO357, 6, AMMO_AP },
// { AMMO357, 9, AMMO_AP },
// { AMMO357, 6, AMMO_HP },
// { AMMO357, 9, AMMO_HP },
// { AMMO545, 30, AMMO_AP },
// { AMMO545, 30, AMMO_HP },
// { AMMO556, 30, AMMO_AP },
// { AMMO556, 30, AMMO_HP },
// { AMMO762W, 10, AMMO_AP },
// { AMMO762W, 30, AMMO_AP },
// { AMMO762W, 10, AMMO_HP },
// { AMMO762W, 30, AMMO_HP },
// { AMMO762N, 5, AMMO_AP },
// { AMMO762N, 20, AMMO_AP },
// { AMMO762N, 5, AMMO_HP },
// { AMMO762N, 20, AMMO_HP },
// { AMMO47, 50, AMMO_SUPER_AP },
// { AMMO57, 50, AMMO_AP },
// { AMMO57, 50, AMMO_HP },
// { AMMO12G, 7, AMMO_REGULAR },
// { AMMO12G, 7, AMMO_BUCKSHOT },
// { AMMOCAWS, 10, AMMO_SUPER_AP },
// { AMMOCAWS, 10, AMMO_BUCKSHOT },
// { AMMOROCKET, 5, AMMO_SUPER_AP },
// { AMMOROCKET, 5, AMMO_HE },
// { AMMOROCKET, 5, AMMO_HEAT },
// { AMMODART, 1, AMMO_SLEEP_DART },
// { AMMOFLAME, 5, AMMO_BUCKSHOT },
//// MADD MARKER
// { AMMO50, 11, AMMO_SUPER_AP },
// { AMMO9H, 20, AMMO_SUPER_AP },
// { AMMO9, 50, AMMO_REGULAR },
// { AMMO9, 50, AMMO_AP },
// { AMMO9, 50, AMMO_HP },
// { AMMO545, 75, AMMO_AP },
// { AMMO545, 75, AMMO_HP },
// { AMMO556, 200, AMMO_AP },
// { AMMO556, 200, AMMO_HP },
// { AMMO762N, 100, AMMO_AP },
// { AMMO762N, 100, AMMO_HP },
// { AMMO57, 20, AMMO_AP },
// { AMMO57, 20, AMMO_HP },
// { NOAMMO, 0, 0 }
//};
ARMOURTYPE Armour[MAXITEMS+1];// =
//{
// // Class Protection Degradation% Description
// // ------------- ---------- ------------ ----------------
// { ARMOURCLASS_VEST, 10, 25 }, /* Flak jacket */
// { ARMOURCLASS_VEST, 13, 20 }, /* Flak jacket w X */
// { ARMOURCLASS_VEST, 16, 15 }, /* Flak jacket w Y */
// { ARMOURCLASS_VEST, 15, 20 }, /* Kevlar jacket */
// { ARMOURCLASS_VEST, 19, 15 }, /* Kevlar jack w X */
// { ARMOURCLASS_VEST, 24, 10 }, /* Kevlar jack w Y */
// { ARMOURCLASS_VEST, 30, 15 }, /* Spectra jacket */
// { ARMOURCLASS_VEST, 36, 10 }, /* Spectra jack w X*/
// { ARMOURCLASS_VEST, 42, 5 }, /* Spectra jack w Y*/
// { ARMOURCLASS_LEGGINGS, 15, 20 }, /* Kevlar leggings */
// { ARMOURCLASS_LEGGINGS, 19, 15 }, /* Kevlar legs w X */
//
// { ARMOURCLASS_LEGGINGS, 24, 10 }, /* Kevlar legs w Y */
// { ARMOURCLASS_LEGGINGS, 30, 15 }, /* Spectra leggings*/
// { ARMOURCLASS_LEGGINGS, 36, 10 }, /* Spectra legs w X*/
// { ARMOURCLASS_LEGGINGS, 42, 5 }, /* Spectra legs w Y*/
// { ARMOURCLASS_HELMET, 10, 5 }, /* Steel helmet */
// { ARMOURCLASS_HELMET, 15, 20 }, /* Kevlar helmet */
// { ARMOURCLASS_HELMET, 19, 15 }, /* Kevlar helm w X */
// { ARMOURCLASS_HELMET, 24, 10 }, /* Kevlar helm w Y */
// { ARMOURCLASS_HELMET, 30, 15 }, /* Spectra helmet */
// { ARMOURCLASS_HELMET, 36, 10 }, /* Spectra helm w X*/
//
// { ARMOURCLASS_HELMET, 42, 5 }, /* Spectra helm w Y*/
// { ARMOURCLASS_PLATE, 15, 200 }, /* Ceramic plates */
// { ARMOURCLASS_MONST, 3, 0 }, /* Infant creature hide */
// { ARMOURCLASS_MONST, 5, 0 }, /* Young male creature hide */
// { ARMOURCLASS_MONST, 6, 0 }, /* Male creature hide */
// { ARMOURCLASS_MONST, 20, 0 }, /* Queen creature hide */
// { ARMOURCLASS_VEST, 2, 25 }, /* Leather jacket */
// { ARMOURCLASS_VEST, 12, 30 }, /* Leather jacket w kevlar */
// { ARMOURCLASS_VEST, 16, 25 }, /* Leather jacket w kevlar & compound 18 */
// { ARMOURCLASS_VEST, 19, 20 }, /* Leather jacket w kevlar & queen blood */
//
// { ARMOURCLASS_MONST, 7, 0 }, /* Young female creature hide */
// { ARMOURCLASS_MONST, 8, 0 }, /* Old female creature hide */
// { ARMOURCLASS_VEST, 1, 25 }, /* T-shirt */
// { ARMOURCLASS_VEST, 22, 20 }, /* Kevlar 2 jacket */
// { ARMOURCLASS_VEST, 27, 15 }, /* Kevlar 2 jack w X */
// { ARMOURCLASS_VEST, 32, 10 }, /* Kevlar 2 jack w Y */
//};
EXPLOSIVETYPE Explosive[MAXITEMS+1];// =
//{
// // Type Yield Yield2 Radius Volume Volatility Animation Description
// // ----- ------- ------ ------ ---------- --------- ------------------
// { EXPLOSV_STUN, 1, 70*2, 4, 0, 0, STUN_BLAST /* stun grenade */},
// { EXPLOSV_TEARGAS, 0, 20*2, 4, 0, 0, TARGAS_EXP /* tear gas grenade */},
// { EXPLOSV_MUSTGAS, 15, 40, 4, 0, 0, MUSTARD_EXP /* mustard gas grenade*/},
// { EXPLOSV_NORMAL, 15, 7, 3, 15, 1, BLAST_1 /* mini hand grenade */},
// { EXPLOSV_NORMAL, 25, 10, 4, 25, 1, BLAST_1 /* reg hand grenade */},
// { EXPLOSV_NORMAL, 40, 12, 5, 20, 10, BLAST_2 /* RDX */},
// { EXPLOSV_NORMAL, 50, 15, 5, 50, 2, BLAST_2 /* TNT (="explosives")*/},
// { EXPLOSV_NORMAL, 60, 15, 6, 60, 2, BLAST_2 /* HMX (=RDX+TNT) */},
// { EXPLOSV_NORMAL, 55, 15, 6, 55, 0, BLAST_2 /* C1 (=RDX+min oil) */},
// { EXPLOSV_NORMAL, 50, 22, 6, 50, 2, BLAST_2 /* mortar shell */},
//
// { EXPLOSV_NORMAL, 30, 30, 2, 30, 2, BLAST_1 /* mine */},
// { EXPLOSV_NORMAL, 65, 30, 7, 65, 0, BLAST_1 /* C4 ("plastique") */},
// { EXPLOSV_FLARE, 0, 0, 10, 0, 0, BLAST_1 /* trip flare */},
// { EXPLOSV_NOISE, 0, 0, 50, 50, 0, BLAST_1 /* trip klaxon */},
// { EXPLOSV_NORMAL, 20, 0, 1, 20, 0, BLAST_1 /* shaped charge */},
// { EXPLOSV_FLARE, 0, 0, 10, 0, 0, BLAST_1, /* break light */},
// { EXPLOSV_NORMAL, 25, 5, 4, 25, 1, BLAST_1, /* GL grenade */},
// { EXPLOSV_TEARGAS, 0, 20*2, 3, 0, 0, TARGAS_EXP, /* GL tear gas grenade*/},
// { EXPLOSV_STUN, 1, 60*2, 4, 0, 0, STUN_BLAST, /* GL stun grenade */},
// { EXPLOSV_SMOKE, 0, 0, 3, 0, 0, SMOKE_EXP, /* GL smoke grenade */},
//
// { EXPLOSV_SMOKE, 0, 0, 4, 0, 0, SMOKE_EXP, /* smoke grenade */},
// { EXPLOSV_NORMAL, 60, 20, 6, 60, 2, BLAST_2, /* Tank Shell */},
// { EXPLOSV_NORMAL, 100, 0, 0, 0, 0, BLAST_1, /* Fake structure igniter*/},
// { EXPLOSV_NORMAL, 100, 0, 1, 0, 0, BLAST_1, /* creature cocktail */},
// { EXPLOSV_NORMAL, 50, 10, 5, 50, 2, BLAST_2, /* fake struct explosion*/},
// { EXPLOSV_NORMAL, 50, 10, 5, 50, 2, BLAST_3, /* fake vehicle explosion*/},
// { EXPLOSV_TEARGAS, 0, 40*2, 4, 0, 0, TARGAS_EXP /* big tear gas */},
// { EXPLOSV_CREATUREGAS, 5, 0, 1, 0, 0, NO_BLAST /* small creature gas*/},
// { EXPLOSV_CREATUREGAS, 8, 0, 3, 0, 0, NO_BLAST /* big creature gas*/},
// { EXPLOSV_CREATUREGAS, 0, 0, 0, 0, 0, NO_BLAST /* vry sm creature gas*/},
// { EXPLOSV_NORMAL, 55, 15, 6, 55, 0, BLAST_2 /* RPG_HE_ROCKET */},
// { EXPLOSV_NORMAL, 100, 10, 3, 75, 0, BLAST_1 /* RPG_AP_ROCKET */},
// { EXPLOSV_NORMAL, 25, 200, 8, 65, 0, BLAST_2 /* RPG_FRAG_ROCKET */},
//};
CHAR8 gzBurstSndStrings[MAXITEMS*2][128];// =
//{
// "", // NOAMMO
// "", // 38
// "9mm Burst ", // 9mm
// "45 Caliber Burst ", // 45
// "", // 357
// "", // 12G
// "Shotgun Burst ", // CAWS
// "5,45 Burst ", // 5.45
// "5,56 Burst ", // 5.56
// "7,62 NATO Burst ", // 7,62 N
// "7,62 WP Burst ", // 7,62 W
// "4,7 Caliber Burst ", // 4.7
// "5,7 Burst ", // 5,7
// "", // Monster
// "RL Automatic ", // Rocket
// "", // Dart
// "", // Flame (unused)
// "", // 50 Cal
// "", // 9MM HEavy
//};
AMMOTYPE AmmoTypes[MAXITEMS];
// the amount of momentum reduction for the head, torso, and legs
// used to determine whether the bullet will go through someone
UINT8 BodyImpactReduction[4] = { 0, 15, 30, 23 };
bool gbForceWeaponNotReady = false;
bool gbForceWeaponReady = false;
enum
{
WEAPON_ELEMENT_NONE = 0,
WEAPON_ELEMENT_WEAPONLIST,
WEAPON_ELEMENT_WEAPON,
WEAPON_ELEMENT_WEAPON_PROPERY,
}
typedef WEP_PARSE_STAGE;
struct
{
WEP_PARSE_STAGE curElement;
CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1];
WEAPONTYPE curWeapon;
WEAPONTYPE * curWeaponList;
UINT32 maxWeapons;
UINT32 currentDepth;
UINT32 maxReadDepth;
}
typedef weaponParseData;
static void XMLCALL
weaponStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
{
weaponParseData * pData = (weaponParseData *)userData;
if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
{
if(strcmp(name, "WEAPONLIST") == 0 && pData->curElement == WEAPON_ELEMENT_NONE)
{
pData->curElement = WEAPON_ELEMENT_WEAPONLIST;
memset(pData->curWeaponList,0,sizeof(WEAPONTYPE)*pData->maxWeapons);
pData->maxReadDepth++; //we are not skipping this element
}
else if(strcmp(name, "WEAPON") == 0 && pData->curElement == WEAPON_ELEMENT_WEAPONLIST)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
memset(&pData->curWeapon,0,sizeof(WEAPONTYPE));
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == WEAPON_ELEMENT_WEAPON &&
(strcmp(name, "uiIndex") == 0 ||
strcmp(name, "szWeaponName") == 0 ||
strcmp(name, "ubWeaponClass") == 0 ||
strcmp(name, "ubWeaponType") == 0 ||
strcmp(name, "ubCalibre") == 0 ||
strcmp(name, "ubReadyTime") == 0 ||
strcmp(name, "ubShotsPer4Turns") == 0 ||
strcmp(name, "ubShotsPerBurst") == 0 ||
strcmp(name, "ubBurstPenalty") == 0 ||
strcmp(name, "ubBulletSpeed") == 0 ||
strcmp(name, "ubImpact") == 0 ||
strcmp(name, "ubDeadliness") == 0 ||
strcmp(name, "bAccuracy") == 0 ||
strcmp(name, "nAccuracy") == 0 ||
strcmp(name, "ubMagSize") == 0 ||
strcmp(name, "usRange") == 0 ||
strcmp(name, "usReloadDelay") == 0 ||
strcmp(name, "ubAttackVolume") == 0 ||
strcmp(name, "ubHitVolume") == 0 ||
strcmp(name, "sSound") == 0 ||
strcmp(name, "sBurstSound") == 0 ||
strcmp(name, "sSilencedBurstSound") == 0 ||
strcmp(name, "sReloadSound") == 0 ||
strcmp(name, "sLocknLoadSound") == 0 ||
strcmp(name, "bBurstAP") == 0 ||
strcmp(name, "bAutofireShotsPerFiveAP") == 0 ||
strcmp(name, "APsToReload") == 0 ||
strcmp(name, "SwapClips") == 0 ||
strcmp(name, "AutoPenalty") == 0 ||
strcmp(name, "NoSemiAuto") == 0 ||
strcmp(name, "EasyUnjam") == 0 ||
strcmp(name, "MaxDistForMessyDeath") == 0 ||
strcmp(name, "SilencedSound") == 0 || // Lesh: add new field (OR operand)
strcmp(name, "BurstAniDelay") == 0 || // Lesh: add new field (field itself)
strcmp(name, "APsToReloadManually") == 0 ||
strcmp(name, "ManualReloadSound") == 0 ||
strcmp(name, "ubAimLevels") == 0 ||// HEADROCK HAM 4: Allowed aiming levels for this gun.
strcmp(name, "bRecoilX") == 0 || // HEADROCK HAM 4:
strcmp(name, "bRecoilY") == 0 || // HEADROCK HAM 4:
strcmp(name, "ubRecoilDelay") == 0 || // HEADROCK HAM 4:
strcmp(name, "Handling") == 0 || // CHRISL HAM 4
strcmp(name, "usOverheatingJamThreshold") == 0 || // Flugente
strcmp(name, "usOverheatingDamageThreshold") == 0 || // Flugente
strcmp(name, "usOverheatingSingleShotTemperature") == 0 || // Flugente
strcmp(name, "HeavyGun") == 0)) // SANDRO - cannot be shouldered while standing
{
pData->curElement = WEAPON_ELEMENT_WEAPON_PROPERY;
pData->maxReadDepth++; //we are not skipping this element
}
pData->szCharData[0] = '\0';
}
pData->currentDepth++;
}
static void XMLCALL
weaponCharacterDataHandle(void *userData, const XML_Char *str, int len)
{
weaponParseData * pData = (weaponParseData *)userData;
if( (pData->currentDepth <= pData->maxReadDepth) &&
(strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
){
strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData)));
}
}
static void XMLCALL
weaponEndElementHandle(void *userData, const XML_Char *name)
{
weaponParseData * pData = (weaponParseData *)userData;
if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading
{
if(strcmp(name, "WEAPONLIST") == 0)
{
pData->curElement = WEAPON_ELEMENT_NONE;
}
else if(strcmp(name, "WEAPON") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPONLIST;
if(pData->curWeapon.uiIndex < pData->maxWeapons)
{
pData->curWeaponList[pData->curWeapon.uiIndex] = pData->curWeapon; //write the weapon into the table
}
}
else if(strcmp(name, "uiIndex") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.uiIndex = atol(pData->szCharData);
}
else if(strcmp(name, "szWeaponName") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
if(MAX_WEAPON_NAME_LENGTH >= strlen(pData->szCharData))
strcpy(pData->curWeapon.szWeaponName,pData->szCharData);
else
{
strncpy(pData->curWeapon.szWeaponName,pData->szCharData,MAX_WEAPON_NAME_LENGTH);
pData->curWeapon.szWeaponName[MAX_WEAPON_NAME_LENGTH] = '\0';
}
}
else if(strcmp(name, "ubWeaponClass") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubWeaponClass = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubWeaponType") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubWeaponType = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubCalibre") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubCalibre = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubReadyTime") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubReadyTime = (UINT8) atol(pData->szCharData);
pData->curWeapon.ubReadyTime = (UINT8)DynamicAdjustAPConstants(pData->curWeapon.ubReadyTime, pData->curWeapon.ubReadyTime);
}
else if(strcmp(name, "ubShotsPer4Turns") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubShotsPer4Turns = (FLOAT) atof(pData->szCharData);
}
else if(strcmp(name, "ubShotsPerBurst") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubShotsPerBurst = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubBurstPenalty") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubBurstPenalty = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubBulletSpeed") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubBulletSpeed = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubImpact") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubImpact = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubDeadliness") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubDeadliness = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "bAccuracy") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.bAccuracy = (INT8) atol(pData->szCharData);
}
else if(strcmp(name, "nAccuracy") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.nAccuracy = (INT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubMagSize") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubMagSize = (UINT16) atol(pData->szCharData);
}
else if(strcmp(name, "usRange") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.usRange = (UINT16) atol(pData->szCharData);
}
else if(strcmp(name, "usReloadDelay") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.usReloadDelay = (UINT16) atol(pData->szCharData);
}
else if(strcmp(name, "ubAttackVolume") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubAttackVolume = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubHitVolume") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubHitVolume = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "sSound") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.sSound = (UINT16) atol(pData->szCharData);
}
else if(strcmp(name, "sBurstSound") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.sBurstSound = (UINT16) atol(pData->szCharData);
}
else if(strcmp(name, "sSilencedBurstSound") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.sSilencedBurstSound = (UINT16) atol(pData->szCharData);
}
else if(strcmp(name, "sReloadSound") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.sReloadSound = (UINT16) atol(pData->szCharData);
}
else if(strcmp(name, "sLocknLoadSound") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.sLocknLoadSound = (UINT16) atol(pData->szCharData);
}
else if(strcmp(name, "bBurstAP") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.bBurstAP = (UINT8) atol(pData->szCharData);
pData->curWeapon.bBurstAP = (UINT8)DynamicAdjustAPConstants(pData->curWeapon.bBurstAP, pData->curWeapon.bBurstAP);
}
else if(strcmp(name, "bAutofireShotsPerFiveAP") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.bAutofireShotsPerFiveAP = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "APsToReload") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.APsToReload = (UINT8) atol(pData->szCharData);
pData->curWeapon.APsToReload = (UINT8)DynamicAdjustAPConstants(pData->curWeapon.APsToReload, pData->curWeapon.APsToReload);
}
else if(strcmp(name, "SilencedSound") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.silencedSound = (UINT16) atol(pData->szCharData);
}
else if(strcmp(name, "SwapClips") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.swapClips = (BOOLEAN) atol(pData->szCharData);
}
else if(strcmp(name, "MaxDistForMessyDeath") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.maxdistformessydeath = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "AutoPenalty") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.AutoPenalty = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "NoSemiAuto") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.NoSemiAuto = (BOOLEAN) atol(pData->szCharData);
}
// Lesh: xmlreader must handle new field
else if(strcmp(name, "BurstAniDelay") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.sAniDelay = (INT16) atol(pData->szCharData);
}
// Lesh: end
else if(strcmp(name, "APsToReloadManually") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.APsToReloadManually = (UINT8) atol(pData->szCharData);
pData->curWeapon.APsToReloadManually = (UINT8)DynamicAdjustAPConstants(pData->curWeapon.APsToReloadManually, pData->curWeapon.APsToReloadManually);
}
else if(strcmp(name, "ManualReloadSound") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ManualReloadSound = (UINT16) atol(pData->szCharData);
}
else if(strcmp(name, "EasyUnjam") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.EasyUnjam = (BOOLEAN) atol(pData->szCharData);
}
else if(strcmp(name, "ubAimLevels") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubAimLevels = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "bRecoilX") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.bRecoilX = (INT8) atol(pData->szCharData);
}
else if(strcmp(name, "bRecoilY") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.bRecoilY = (INT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubRecoilDelay") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubRecoilDelay = (INT8) atol(pData->szCharData);
}
else if(strcmp(name, "Handling") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.ubHandling = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "usOverheatingJamThreshold") == 0) // Flugente FTW 1
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.usOverheatingJamThreshold = (FLOAT) atof(pData->szCharData);
}
else if(strcmp(name, "usOverheatingDamageThreshold") == 0) // Flugente FTW 1
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.usOverheatingDamageThreshold = (FLOAT) atof(pData->szCharData);
}
else if(strcmp(name, "usOverheatingSingleShotTemperature") == 0) // Flugente FTW 1
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.usOverheatingSingleShotTemperature = (FLOAT) atof(pData->szCharData);
}
else if(strcmp(name, "HeavyGun") == 0)
{
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.HeavyGun = (BOOLEAN) atof(pData->szCharData);
}
pData->maxReadDepth--;
}
pData->currentDepth--;
}
BOOLEAN ReadInWeaponStats(STR fileName)
{
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8 * lpcBuffer;
XML_Parser parser = XML_ParserCreate(NULL);
weaponParseData pData;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading weapons.xml" );
// Open weapons file
hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );
if ( !hFile )
return( FALSE );
uiFSize = FileGetSize(hFile);
lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1);
//Read in block
if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
{
MemFree(lpcBuffer);
return( FALSE );
}
lpcBuffer[uiFSize] = 0; //add a null terminator
FileClose( hFile );
XML_SetElementHandler(parser, weaponStartElementHandle, weaponEndElementHandle);
XML_SetCharacterDataHandler(parser, weaponCharacterDataHandle);
memset(&pData,0,sizeof(pData));
pData.curWeaponList = Weapon;
pData.maxWeapons = MAXITEMS;
XML_SetUserData(parser, &pData);
if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
{
CHAR8 errorBuf[511];
sprintf(errorBuf, "XML Parser Error in Weapons.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
LiveMessage(errorBuf);
MemFree(lpcBuffer);
return FALSE;
}
MemFree(lpcBuffer);
XML_ParserFree(parser);
return( TRUE );
}
BOOLEAN WriteWeaponStats()
{
HWFILE hFile;
//Debug code; make sure that what we got from the file is the same as what's there
// Open a new file
hFile = FileOpen( "TABLEDATA\\Weapons out.xml", FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
if ( !hFile )
return( FALSE );
{
UINT32 cnt;
FilePrintf(hFile,"<WEAPONLIST>\r\n");
for(cnt = 0;cnt < MAXITEMS;cnt++)
{
CHAR8 * szRemainder = Weapon[cnt].szWeaponName; //the remaining string to be output (for making valid XML)
FilePrintf(hFile,"\t<WEAPON>\r\n");
FilePrintf(hFile,"\t\t<uiIndex>%d</uiIndex>\r\n", cnt);//Weapon[cnt].uiIndex);
FilePrintf(hFile,"\t\t<szWeaponName>");
while(szRemainder[0] != '\0')
{
UINT32 uiCharLoc = strcspn(szRemainder,"&<>\'\"\0");
INT8 invChar = szRemainder[uiCharLoc];
if(uiCharLoc)
{
szRemainder[uiCharLoc] = '\0';
FilePrintf(hFile,"%s",szRemainder);
szRemainder[uiCharLoc] = invChar;
}
szRemainder += uiCharLoc;
switch(invChar)
{
case '&':
FilePrintf(hFile,"&amp;");
szRemainder++;
break;
case '<':
FilePrintf(hFile,"&lt;");
szRemainder++;
break;
case '>':
FilePrintf(hFile,"&gt;");
szRemainder++;
break;
case '\'':
FilePrintf(hFile,"&apos;");
szRemainder++;
break;
case '\"':
FilePrintf(hFile,"&quot;");
szRemainder++;
break;
}
}
FilePrintf(hFile,"</szWeaponName>\r\n");
FilePrintf(hFile,"\t\t<ubWeaponClass>%d</ubWeaponClass>\r\n", Weapon[cnt].ubWeaponClass);
FilePrintf(hFile,"\t\t<ubWeaponType>%d</ubWeaponType>\r\n", Weapon[cnt].ubWeaponType);
FilePrintf(hFile,"\t\t<ubCalibre>%d</ubCalibre>\r\n", Weapon[cnt].ubCalibre);
FilePrintf(hFile,"\t\t<ubReadyTime>%d</ubReadyTime>\r\n", Weapon[cnt].ubReadyTime);
FilePrintf(hFile,"\t\t<ubShotsPer4Turns>%d</ubShotsPer4Turns>\r\n", Weapon[cnt].ubShotsPer4Turns);
FilePrintf(hFile,"\t\t<ubShotsPerBurst>%d</ubShotsPerBurst>\r\n", Weapon[cnt].ubShotsPerBurst);
FilePrintf(hFile,"\t\t<ubBurstPenalty>%d</ubBurstPenalty>\r\n", Weapon[cnt].ubBurstPenalty);
FilePrintf(hFile,"\t\t<bRecoilX>%d<\bRecoilX>", Weapon[cnt].bRecoilX);
FilePrintf(hFile,"\t\t<bRecoilY>%d<\bRecoilY>", Weapon[cnt].bRecoilY);
FilePrintf(hFile,"\t\t<ubBulletSpeed>%d</ubBulletSpeed>\r\n", Weapon[cnt].ubBulletSpeed);
FilePrintf(hFile,"\t\t<ubImpact>%d</ubImpact>\r\n", Weapon[cnt].ubImpact);
FilePrintf(hFile,"\t\t<ubDeadliness>%d</ubDeadliness>\r\n", Weapon[cnt].ubDeadliness);
FilePrintf(hFile,"\t\t<bAccuracy>%d</bAccuracy>\r\n", Weapon[cnt].bAccuracy);
FilePrintf(hFile,"\t\t<nAccuracy>%d</nAccuracy>\r\n", Weapon[cnt].nAccuracy);
FilePrintf(hFile,"\t\t<ubMagSize>%d</ubMagSize>\r\n", Weapon[cnt].ubMagSize);
FilePrintf(hFile,"\t\t<usRange>%d</usRange>\r\n", Weapon[cnt].usRange);
FilePrintf(hFile,"\t\t<usReloadDelay>%d</usReloadDelay>\r\n", Weapon[cnt].usReloadDelay);
FilePrintf(hFile,"\t\t<BurstAniDelay>%d</BurstAniDelay>\r\n", Weapon[cnt].sAniDelay);
FilePrintf(hFile,"\t\t<ubAttackVolume>%d</ubAttackVolume>\r\n", Weapon[cnt].ubAttackVolume);
FilePrintf(hFile,"\t\t<ubHitVolume>%d</ubHitVolume>\r\n", Weapon[cnt].ubHitVolume);
FilePrintf(hFile,"\t\t<sSound>%d</sSound>\r\n", Weapon[cnt].sSound);
FilePrintf(hFile,"\t\t<sBurstSound>%d</sBurstSound>\r\n", Weapon[cnt].sBurstSound);
FilePrintf(hFile,"\t\t<sSilencedBurstSound>%d</sSilencedBurstSound>\r\n", Weapon[cnt].sSilencedBurstSound);
FilePrintf(hFile,"\t\t<sReloadSound>%d</sReloadSound>\r\n", Weapon[cnt].sReloadSound);
FilePrintf(hFile,"\t\t<sLocknLoadSound>%d</sLocknLoadSound>\r\n", Weapon[cnt].sLocknLoadSound);
FilePrintf(hFile,"\t\t<SilencedSound>%d</SilencedSound>\r\n", Weapon[cnt].silencedSound );
FilePrintf(hFile,"\t\t<bBurstAP>%d</bBurstAP>\r\n", Weapon[cnt].bBurstAP);
FilePrintf(hFile,"\t\t<bAutofireShotsPerFiveAP>%d</bAutofireShotsPerFiveAP>\r\n", Weapon[cnt].bAutofireShotsPerFiveAP);
FilePrintf(hFile,"\t\t<APsToReload>%d</APsToReload>\r\n", Weapon[cnt].APsToReload);
FilePrintf(hFile,"\t\t<SwapClips>%d</SwapClips>\r\n", Weapon[cnt].swapClips );
FilePrintf(hFile,"\t\t<MaxDistForMessyDeath>%d</MaxDistForMessyDeath>\r\n", Weapon[cnt].maxdistformessydeath);
FilePrintf(hFile,"\t\t<AutoPenalty>%d</AutoPenalty>\r\n", Weapon[cnt].AutoPenalty);
FilePrintf(hFile,"\t\t<NoSemiAuto>%d</NoSemiAuto>\r\n", Weapon[cnt].NoSemiAuto);
FilePrintf(hFile,"\t\t<ubAimLevels>%d</ubAimLevels>\r\n", Weapon[cnt].ubAimLevels );
FilePrintf(hFile,"\t\t<EasyUnjam>%d</EasyUnjam>\r\n", Weapon[cnt].EasyUnjam);
FilePrintf(hFile,"\t\t<Handling>%d</Handling>\r\n", Weapon[cnt].ubHandling);
FilePrintf(hFile,"\t\t<usOverheatingJamThreshold>%4.2f</usOverheatingJamThreshold>\r\n", Weapon[cnt].usOverheatingJamThreshold); // Flugente FTW 1
FilePrintf(hFile,"\t\t<usOverheatingDamageThreshold>%4.2f</usOverheatingDamageThreshold>\r\n", Weapon[cnt].usOverheatingDamageThreshold);
FilePrintf(hFile,"\t\t<usOverheatingSingleShotTemperature>%4.2f</usOverheatingSingleShotTemperature>\r\n", Weapon[cnt].usOverheatingSingleShotTemperature);
FilePrintf(hFile,"\t\t<HeavyGun>%d</HeavyGun>\r\n", Weapon[cnt].HeavyGun);
FilePrintf(hFile,"\t</WEAPON>\r\n");
}
FilePrintf(hFile,"</WEAPONLIST>\r\n");
}
FileClose( hFile );
return( TRUE );
}
UINT16 GunRange( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier ) // SANDRO - added argument
{
//INT8 bAttachPos;
UINT16 rng;
if ( Item[ pObj->usItem ].usItemClass & IC_WEAPON )
{
//bAttachPos = FindAttachment( pObj, GUN_BARREL_EXTENDER );
//if ( bAttachPos == ITEM_NOT_FOUND )
//{
// rng = ( Weapon[ pObj->usItem ].usRange );
// DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("GunRange: base rng=%d",rng));
//}
//else
//{
// rng = ( Weapon[ pObj->usItem ].usRange + (GUN_BARREL_RANGE_BONUS * WEAPON_STATUS_MOD(pObj->bAttachStatus[ bAttachPos ]) / 100 ) );
// DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("GunRange: Found extender rng=%d",rng));
//}
//if ( Weapon [ pObj->usItem ].ubWeaponType == GUN_SHOTGUN && (*pObj)[0]->data.gun.ubGunAmmoType != AMMO_BUCKSHOT )
//{
// rng += SOLID_SLUG_RANGE_BONUS;
// DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("GunRange: Found solid slug rng=%d",rng));
//}
//else
//{
// bAttachPos = FindAttachment( pObj, DUCKBILL );
// if ( bAttachPos != ITEM_NOT_FOUND )
// {
// rng += DUCKBILL_RANGE_BONUS * (WEAPON_STATUS_MOD(pObj->bAttachStatus[ bAttachPos ]) / 100 );
// DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("GunRange: Found duckbill rng=%d",rng));
// }
//}
UINT16 usRange = GetModifiedGunRange(pObj->usItem);
// Snap: attachment status is factored into the range bonus calculation
rng = usRange + GetRangeBonus(pObj);
// SANDRO - STOMP traits - Gunslinger bonus range with pistols
if ( pSoldier != NULL && Item[ pObj->usItem ].usItemClass & IC_GUN )
{
if ((Weapon[ pObj->usItem ].ubWeaponType == GUN_PISTOL || Weapon[ pObj->usItem ].ubWeaponType == GUN_M_PISTOL) &&
gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) )
{
rng += (rng * gSkillTraitValues.ubGSEffectiveRangeBonusPistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) / 100 );
}
}
return rng;
}
else
{
// return a minimal value of 1 tile
return( CELL_X_SIZE );
}
}
INT32 EffectiveArmour( OBJECTTYPE * pObj )
{
INT32 iValue;
if (pObj == NULL || Item[pObj->usItem].usItemClass != IC_ARMOUR)
{
return( 0 );
}
iValue = Armour[ Item[pObj->usItem].ubClassIndex ].ubProtection;
iValue = iValue * (*pObj)[0]->data.objectStatus * Armour[ Item[pObj->usItem].ubClassIndex ].ubCoverage / 10000;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].usItemClass == IC_ARMOUR && (*iter)[0]->data.objectStatus > 0 && iter->exists())
{
INT32 iValue2;
iValue2 = Armour[ Item[ iter->usItem ].ubClassIndex ].ubProtection;
iValue2 = iValue2 * (*iter)[0]->data.objectStatus * Armour[ Item[ iter->usItem ].ubClassIndex ].ubCoverage / 10000;
iValue += iValue2;
}
}
return( max(iValue,1) );
}
INT32 ArmourPercent( SOLDIERTYPE * pSoldier )
{
INT32 iVest, iHelmet, iLeg;
INT32 iDivideValue;
if (pSoldier->inv[VESTPOS].exists() == true)
{
iVest = EffectiveArmour( &(pSoldier->inv[VESTPOS]) );
iDivideValue = ( ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection * Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubCoverage ) + ( Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection * Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubCoverage ) );
// WANNE: Just to be on the save side
if (iDivideValue > 0)
{
// convert to % of best; ignoring bug-treated stuff
iVest = 6500 * iVest / iDivideValue;
}
else
{
iVest = 65 * iVest / ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection + Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
}
}
else
{
iVest = 0;
}
if (pSoldier->inv[HELMETPOS].exists() == true)
{
iHelmet = EffectiveArmour( &(pSoldier->inv[HELMETPOS]) );
iDivideValue = ( Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection * Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubCoverage );
// WANNE: Just to be on the save side
if (iDivideValue > 0)
{
// convert to % of best; ignoring bug-treated stuff
iHelmet = 1500 * iHelmet / iDivideValue;
}
else
{
iHelmet = 15 * iHelmet / Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection;
}
}
else
{
iHelmet = 0;
}
if (pSoldier->inv[LEGPOS].exists() == true)
{
iLeg = EffectiveArmour( &(pSoldier->inv[LEGPOS]) );
iDivideValue = ( Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection * Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubCoverage );
// WANNE: Just to be on the save side
if (iDivideValue > 0)
{
// convert to % of best; ignoring bug-treated stuff
iLeg = 2500 * iLeg / iDivideValue;
}
else
{
iLeg = 25 * iLeg / Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection;
}
}
else
{
iLeg = 0;
}
return( (iHelmet + iVest + iLeg) );
}
INT32 ExplosiveEffectiveArmour( OBJECTTYPE * pObj )
{
INT32 iValue;
if (pObj == NULL || Item[pObj->usItem].usItemClass != IC_ARMOUR)
{
return( 0 );
}
iValue = Armour[ Item[pObj->usItem].ubClassIndex ].ubProtection;
iValue = iValue * (*pObj)[0]->data.objectStatus * Armour[ Item[pObj->usItem].ubClassIndex ].ubCoverage / 10000;
if ( Item[pObj->usItem].flakjacket )
{
// increase value for flak jackets!
iValue *= 3;
}
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].usItemClass == IC_ARMOUR && (*iter)[0]->data.objectStatus > 0 && iter->exists())
{
INT32 iValue2;
iValue2 = Armour[ Item[ iter->usItem ].ubClassIndex ].ubProtection;
iValue2 *= (*iter)[0]->data.objectStatus * Armour[ Item[ iter->usItem ].ubClassIndex ].ubCoverage / 10000;
iValue += iValue2;
}
}
return( max(iValue,1) );
}
INT8 ArmourVersusExplosivesPercent( SOLDIERTYPE * pSoldier )
{
// returns the % damage reduction from grenades
INT32 iVest, iHelmet, iLeg;
if (pSoldier->inv[VESTPOS].exists() == true)
{
iVest = ExplosiveEffectiveArmour( &(pSoldier->inv[VESTPOS]) );
// convert to % of best; ignoring bug-treated stuff
iVest = __min( 65, 6500 * iVest / ( ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection * Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubCoverage ) + ( Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection * Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubCoverage ) ) );
}
else
{
iVest = 0;
}
if (pSoldier->inv[HELMETPOS].exists() == true)
{
iHelmet = ExplosiveEffectiveArmour( &(pSoldier->inv[HELMETPOS]) );
// convert to % of best; ignoring bug-treated stuff
iHelmet = __min( 15, 1500 * iHelmet / ( Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection * Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubCoverage ) );
}
else
{
iHelmet = 0;
}
if (pSoldier->inv[LEGPOS].exists() == true)
{
iLeg = ExplosiveEffectiveArmour( &(pSoldier->inv[LEGPOS]) );
// convert to % of best; ignoring bug-treated stuff
iLeg = __min( 25, 2500 * iLeg / ( Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection * Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubCoverage ) );
}
else
{
iLeg = 0;
}
return( (INT8) (iHelmet + iVest + iLeg) );
}
void AdjustImpactByHitLocation( INT32 iImpact, UINT8 ubHitLocation, INT32 * piNewImpact, INT32 * piImpactForCrits )
{
switch( ubHitLocation )
{
case AIM_SHOT_HEAD:
// 1.5x damage from successful hits to the head!
//*piImpactForCrits = HEAD_DAMAGE_ADJUSTMENT( iImpact ); //comm by ddd
*piImpactForCrits = INT32(gGameExternalOptions.fShotHeadDivisor*iImpact);
*piNewImpact = *piImpactForCrits;
break;
case AIM_SHOT_LEGS:
// half damage for determining critical hits
// quarter actual damage
*piImpactForCrits = LEGS_DAMAGE_ADJUSTMENT( iImpact );
*piNewImpact = LEGS_DAMAGE_ADJUSTMENT( *piImpactForCrits );
break;
default:
*piImpactForCrits = iImpact;
*piNewImpact = iImpact;
break;
}
}
// #define TESTGUNJAM
//rain
extern INT8 gbCurrentRainIntensity;
//end rain
BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
{
OBJECTTYPE * pObj;
// INT32 iChance, iResult;
// should jams apply to enemies?
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
{
if ( Item[pSoldier->usAttackingWeapon].usItemClass == IC_GUN && !EXPLOSIVE_GUN( pSoldier->usAttackingWeapon ) && !(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO) )
{
pObj = pSoldier->GetUsedWeapon(&pSoldier->inv[pSoldier->ubAttackingHand]);
if ((*pObj)[0]->data.gun.bGunAmmoStatus > 0)
{
// Algorithm for jamming
int maxJamChance = 50; // Externalize this?
int reliability = GetReliability( pObj );
int condition = (*pObj)[0]->data.gun.bGunStatus;
int invertedBaseJamChance = condition + (reliability * 2) -
gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * gbCurrentRainIntensity;
// Flugente: If overheating is allowed, a gun will be prone to more overheating if its temperature is high
if ( gGameOptions.fWeaponOverheating )
{
FLOAT overheatjampercentage = GetGunOverheatJamPercentage( pObj ); // how much above the gun's usOverheatingJamThreshold are we? ...
int overheatjamfactor = (int)(100* overheatjampercentage); // We need an integer value and rough percentages
overheatjamfactor = max(0, overheatjamfactor - 100); // If we haven't reached the OverheatJamThreshold, no increased chance of jamming because of overheating
invertedBaseJamChance -= overheatjamfactor; // lower invertedBaseJamChance (thereby increasing jamChance later on)
}
// Flugente: dirt can also influence a gun's jamming behaviour
if ( gGameExternalOptions.fDirtSystem )
{
FLOAT dirtpercentage = (*pObj)[0]->data.bDirtLevel / OVERHEATING_MAX_TEMPERATURE;
int dirtjamfactor = (int)(100 * dirtpercentage*dirtpercentage);
invertedBaseJamChance -= dirtjamfactor;
}
if (invertedBaseJamChance < 0)
invertedBaseJamChance = 0;
else if (invertedBaseJamChance > 100)
invertedBaseJamChance = 100;
int jamChance = 100;
if ( pSoldier->ubAttackingHand == SECONDHANDPOS && pSoldier->IsValidSecondHandBurst() )
jamChance -= (int)sqrt((double)invertedBaseJamChance * ((75.0-(int)((pSoldier->bDoBurst/2)>1)*15) + (double)invertedBaseJamChance / 2.0));
else
jamChance -= (int)sqrt((double)invertedBaseJamChance * ((75.0-(int)(pSoldier->bDoBurst>1)*15) + (double)invertedBaseJamChance / 2.0));
if (jamChance < 0)
jamChance = 0;
else if (jamChance > maxJamChance - reliability)
jamChance = maxJamChance - reliability;
/* Old jam code
// gun might jam, figure out the chance
//iChance = (80 - pObj->bGunStatus);
//rain
iChance = (80 - pObj->ItemData.Gun.bGunStatus) + gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * gbCurrentRainIntensity;
//end rain
// CJC: removed reliability from formula...
// jams can happen to unreliable guns "earlier" than normal or reliable ones.
//iChance = iChance - Item[pObj->usItem].bReliability * 2;
// decrease the chance of a jam by 20% per point of reliability;
// increased by 20% per negative point...
//iChance = iChance * (10 - Item[pObj->usItem].bReliability * 2) / 10;
//rain
// iChance = iChance * (10 - Item[pObj->usItem].bReliability * 2) / 10; // Madd: took it back out
//end rain
if (pSoldier->bDoBurst > 1)
{
// if at bullet in a burst after the first, higher chance
iChance -= PreRandom( 80 );
}
else
{
iChance -= PreRandom( 100 );
}
*/
#ifdef TESTGUNJAM
if ( 1 )
#else
if ((INT32) PreRandom( 100 ) < jamChance || gfNextFireJam )
#endif
{
gfNextFireJam = FALSE;
// jam! negate the gun ammo status.
(*pObj)[0]->data.gun.bGunAmmoStatus *= -1;
// Deduct AMMO!
DeductAmmo( pSoldier, pSoldier->ubAttackingHand );
TacticalCharacterDialogue( pSoldier, QUOTE_JAMMED_GUN );
return( TRUE );
}
}
else if ((*pObj)[0]->data.gun.bGunAmmoStatus < 0)
{
// try to unjam gun
if(EnoughPoints(pSoldier, APBPConstants[AP_UNJAM], APBPConstants[BP_UNJAM], FALSE))
{
DeductPoints(pSoldier, APBPConstants[AP_UNJAM], APBPConstants[BP_UNJAM] );
INT8 bChanceMod;
if ( Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].EasyUnjam )
bChanceMod = 100;
else
bChanceMod = (INT8) (GetReliability( pObj )* 4);
int iResult = SkillCheck( pSoldier, UNJAM_GUN_CHECK, bChanceMod);
if (iResult > 0)
{
// yay! unjammed the gun
(*pObj)[0]->data.gun.bGunAmmoStatus *= -1;
// MECHANICAL/DEXTERITY GAIN: Unjammed a gun
if (bChanceMod < 100) // don't give exp for unjamming an easily unjammable gun
{
StatChange( pSoldier, MECHANAMT, 5, FALSE );
StatChange( pSoldier, DEXTAMT, 5, FALSE );
}
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
// We unjammed gun, return appropriate value!
return( 255 );
}
else
{
return( TRUE );
}
}
else
return( TRUE );
}
}
}
return( FALSE );
}
BOOLEAN OKFireWeapon( SOLDIERTYPE *pSoldier )
{
BOOLEAN bGunJamVal;
// 1) Are we attacking with our second hand?
if ( pSoldier->ubAttackingHand == SECONDHANDPOS )
{
//if ( Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].NoSemiAuto ) // Madd: no autofire w/second hand (yet)
//{
// return( FALSE );
//}
if ( !EnoughAmmo( pSoldier, FALSE, pSoldier->ubAttackingHand ) )
{
if ( pSoldier->bTeam == gbPlayerNum )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_2ND_CLIP_DEPLETED ] );
return( FALSE );
}
}
}
bGunJamVal = CheckForGunJam( pSoldier );
if ( bGunJamVal == 255 )
{
return( 255 );
}
if ( bGunJamVal )
{
return( FALSE );
}
return( TRUE );
}
// Flugente FTW 1: Get percentage: temperature/damagethreshold
FLOAT GetGunOverheatDamagePercentage( FLOAT usTemperature, UINT16 usIndx )
{
FLOAT damagethreshold = Weapon[Item[ usIndx ].ubClassIndex].usOverheatingDamageThreshold;
return usTemperature/ damagethreshold ;
}
// Flugente FTW 1: Get percentage: temperature/jamthreshold
FLOAT GetGunOverheatJamPercentage( FLOAT usTemperature, UINT16 usIndx )
{
FLOAT jamthreshold = Weapon[Item[ usIndx ].ubClassIndex].usOverheatingJamThreshold;
return usTemperature/ jamthreshold ;
}
BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{
// ignore passed in target gridno for now
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("FireWeapon"));
// If realtime and we are reloading - do not fire until counter is done!
if ( ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) ) && !pSoldier->bDoBurst )
{
if ( pSoldier->flags.fReloading )
{
return( FALSE );
}
}
// if target gridno is the same as ours, do not fire!
if (sTargetGridNo == pSoldier->sGridNo)
{
// FREE UP NPC!
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - attack on own gridno!") );
FreeUpAttacker( );
return( FALSE );
}
// SET ATTACKER TO NOBODY, WILL GET SET EVENTUALLY
pSoldier->ubOppNum = NOBODY ;
UINT32 usItemClass = Item[ pSoldier->usAttackingWeapon ].usItemClass;
if ( pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO )
usItemClass = IC_LAUNCHER;
switch( usItemClass )
{
case IC_THROWING_KNIFE:
case IC_GUN:
if ( pSoldier->bWeaponMode == WM_ATTACHED_GL )
UseLauncher ( pSoldier, sTargetGridNo );
else
{
// ATE: PAtch up - bookkeeping for spreading done out of whak
if ( pSoldier->flags.fDoSpread)
{
// 0verhaul: This check does not work! All auto-fire has bDoBurst turned on. And only allowing a spread
// for a single-shot mode is useless.
//if (pSoldier->flags.fDoBurst )
//{
// pSoldier->flags.fDoSpread = FALSE;
//}
//else
// 0verhaul: The original code seemed brain damaged: If the current spread target was 0 it would shoot at the
// non-spread target grid # instead. Also fDoSpread is used as a counter from 1 to MAX_BURST_SPREAD_TARGETS,
// but was actually reset before it got there. So the final spread target would never be shot at. Hopefully this
// will work better.
if (pSoldier->flags.fDoSpread > MAX_BURST_SPREAD_TARGETS ||
pSoldier->sSpreadLocations[ pSoldier->flags.fDoSpread - 1 ] == 0)
{
if (pSoldier->flags.fDoSpread == 1)
{
// If no spread locations are defined, don't spread
pSoldier->flags.fDoSpread = 0;
}
else
{
// If we hit the end of the array, either by finding a 0 or by exceeding its size, reset
pSoldier->flags.fDoSpread = 1;
}
}
}
if ( pSoldier->flags.fDoSpread )
{
UseGun( pSoldier, pSoldier->sSpreadLocations[ pSoldier->flags.fDoSpread - 1 ] );
pSoldier->flags.fDoSpread++;
}
else
{
UseGun( pSoldier, sTargetGridNo );
}
}
break;
case IC_BLADE:
UseBlade( pSoldier, sTargetGridNo );
break;
case IC_PUNCH:
UseHandToHand( pSoldier, sTargetGridNo, FALSE );
break;
case IC_LAUNCHER:
if ( Item[pSoldier->usAttackingWeapon].rocketlauncher ){
UseGun( pSoldier, sTargetGridNo );
} else {
// ATE: PAtch up - bookkeeping for spreading done out of whak
if ( pSoldier->flags.fDoSpread)
{
if (!pSoldier->bDoBurst )
{
pSoldier->flags.fDoSpread = FALSE;
}
// 0verhaul: The original code seemed brain damaged: If the current spread target was 0 it would shoot at the
// non-spread target grid # instead. Also fDoSpread is used as a counter from 1 to MAX_BURST_SPREAD_TARGETS,
// but was actually reset before it got there. So the final spread target would never be shot at. Hopefully this
// will work better.
else if ( pSoldier->flags.fDoSpread > MAX_BURST_SPREAD_TARGETS ||
pSoldier->sSpreadLocations[ pSoldier->flags.fDoSpread - 1 ] == 0)
{
if (pSoldier->flags.fDoSpread == 1)
{
// If no spread locations are defined, don't spread
pSoldier->flags.fDoSpread = 0;
}
else
{
// If we hit the end of the array, either by finding a 0 or by exceeding its size, reset
pSoldier->flags.fDoSpread = 1;
}
}
}
if ( pSoldier->flags.fDoSpread )
{
UseLauncher( pSoldier, pSoldier->sSpreadLocations[ pSoldier->flags.fDoSpread - 1 ] );
pSoldier->flags.fDoSpread++;
}
else
{
UseLauncher( pSoldier, sTargetGridNo );
}
}
break;
default:
// attempt to throw
UseThrown( pSoldier, sTargetGridNo );
break;
}
return( TRUE );
}
void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, FLOAT *pdXPos, FLOAT *pdYPos, FLOAT *pdZPos )
{
FLOAT dTargetX;
FLOAT dTargetY;
FLOAT dTargetZ;
SOLDIERTYPE *pTargetSoldier;
INT8 bStructHeight;
INT16 sXMapPos, sYMapPos;
UINT32 uiRoll;
pTargetSoldier = SimpleFindSoldier( sTargetGridNo, pSoldier->bTargetLevel );
if ( pTargetSoldier )
{
// SAVE OPP ID
pSoldier->ubOppNum = pTargetSoldier->ubID;
dTargetX = (FLOAT) CenterX( pTargetSoldier->sGridNo );
dTargetY = (FLOAT) CenterY( pTargetSoldier->sGridNo );
if (pSoldier->bAimShotLocation == AIM_SHOT_RANDOM)
{
uiRoll = PreRandom( 100 );
if (uiRoll < 15)
{
pSoldier->bAimShotLocation = AIM_SHOT_LEGS;
}
else if (uiRoll > 94)
{
pSoldier->bAimShotLocation = AIM_SHOT_HEAD;
}
else
{
pSoldier->bAimShotLocation = AIM_SHOT_TORSO;
}
if ( pSoldier->bAimShotLocation != AIM_SHOT_HEAD )
{
UINT32 uiChanceToGetThrough = SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, pTargetSoldier, pSoldier->bAimShotLocation );
if ( uiChanceToGetThrough < 25 )
{
if ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, pTargetSoldier, AIM_SHOT_HEAD ) > uiChanceToGetThrough * 2 )
{
// try for a head shot then
pSoldier->bAimShotLocation = AIM_SHOT_HEAD;
}
}
}
}
switch( pSoldier->bAimShotLocation )
{
case AIM_SHOT_HEAD:
CalculateSoldierZPos( pTargetSoldier, HEAD_TARGET_POS, &dTargetZ );
break;
case AIM_SHOT_TORSO:
CalculateSoldierZPos( pTargetSoldier, TORSO_TARGET_POS, &dTargetZ );
break;
case AIM_SHOT_LEGS:
CalculateSoldierZPos( pTargetSoldier, LEGS_TARGET_POS, &dTargetZ );
break;
default:
// %)@#&(%?
CalculateSoldierZPos( pTargetSoldier, TARGET_POS, &dTargetZ );
break;
}
}
else
{
// GET TARGET XY VALUES
ConvertGridNoToCenterCellXY( sTargetGridNo, &sXMapPos, &sYMapPos );
// fire at centre of tile
dTargetX = (FLOAT) sXMapPos;
dTargetY = (FLOAT) sYMapPos;
if (pSoldier->bTargetCubeLevel)
{
// fire at the centre of the cube specified
dTargetZ = ( (FLOAT) (pSoldier->bTargetCubeLevel + pSoldier->bTargetLevel * PROFILE_Z_SIZE) - 0.5f) * HEIGHT_UNITS_PER_INDEX;
}
else
{
bStructHeight = GetStructureTargetHeight( sTargetGridNo, (BOOLEAN) (pSoldier->bTargetLevel == 1) );
if (bStructHeight > 0)
{
// fire at the centre of the cube *one below* the tallest of the tallest structure
if (bStructHeight > 1)
{
// reduce target level by 1
bStructHeight--;
}
dTargetZ = ((FLOAT) (bStructHeight + pSoldier->bTargetLevel * PROFILE_Z_SIZE) - 0.5f) * HEIGHT_UNITS_PER_INDEX;
}
else
{
// fire at 1 unit above the level of the ground
dTargetZ = (FLOAT) (pSoldier->bTargetLevel * PROFILE_Z_SIZE) * HEIGHT_UNITS_PER_INDEX + 1;
}
}
// adjust for terrain height
dTargetZ += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[sTargetGridNo].sHeight );
}
*pdXPos = dTargetX;
*pdYPos = dTargetY;
*pdZPos = dTargetZ;
}
// HEADROCK HAM 4: The CTH formula has been radically altered, and the value it returns is used very differently.
// This function now no longer rolls any random variables - that is relegated to other functions. However, this
// function is now responsible for altering the "center point" for the attack, given target movement and previous
// bullets fired in a volley.
BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{
// CTH is now used as a Muzzle Sway value. That is, it determines how wide our shot can go off the "center point"
// of the attack. Later on, we'll randomize just how far the shot actually goes within that sway radius.
UINT32 uiMuzzleSway;
INT16 sXMapPos, sYMapPos;
INT16 sAPCost;
INT32 iBPCost;
FLOAT dTargetX;
FLOAT dTargetY;
FLOAT dTargetZ;
UINT16 usItemNum;
BOOLEAN fBuckshot;
UINT8 ubVolume;
CHAR8 zBurstString[512];
UINT8 ubDirection;
INT32 sNewGridNo;
UINT8 ubMerc;
BOOLEAN fGonnaHit = FALSE;
FLOAT dExpGain = 0;
UINT32 uiDepreciateTest;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("UseGun") );
// Calculate total APs required to complete the entire attack, including all relevant weapon AP costs
// with possible turning and gun-raising costs as well.
sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, FALSE, pSoldier->aiData.bAimTime );
// SANDRO - get BP cost for weapon manipulating
if ( gGameExternalOptions.ubEnergyCostForWeaponWeight && !IsAutoResolveActive() ) // rather not in atuoresolve, since we can't choose stance there
iBPCost = sAPCost * GetBPCostPer10APsForGunHolding( pSoldier ) / 10;
else
iBPCost = 0;
usItemNum = pSoldier->usAttackingWeapon;
// Flugente: check for underbarrel weapons and use that object if necessary
OBJECTTYPE* pObjHand = pSoldier->GetUsedWeapon( &(pSoldier->inv[HANDPOS]) );
OBJECTTYPE* pObjAttHand = pSoldier->GetUsedWeapon( &pSoldier->inv[ pSoldier->ubAttackingHand ] );
UINT16 usUBItem = pSoldier->GetUsedWeaponNumber( &pSoldier->inv[ pSoldier->ubAttackingHand ] );
// CALC MUZZLE SWAY
if ( Item[ usUBItem ].usItemClass == IC_THROWING_KNIFE )
{
uiMuzzleSway = 100 - CalcThrownChanceToHit( pSoldier, sTargetGridNo, pSoldier->aiData.bAimTime, pSoldier->bAimShotLocation );
}
else
{
uiMuzzleSway = 100 - CalcChanceToHitGun( pSoldier, sTargetGridNo, pSoldier->aiData.bAimTime, pSoldier->bAimShotLocation );
}
//ATE: Added if we are in meanwhile, we always hit...
if ( AreInMeanwhile( ) )
{
uiMuzzleSway = 0; // HEADROCK HAM 4: This ensures a direct shot at the target.
}
#ifdef JA2BETAVERSION
if ( gfReportHitChances )
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Hit chance was %ld, roll %ld (range %d)", uiHitChance, uiDiceRoll, PythSpacesAway( pSoldier->sGridNo, pSoldier->sTargetGridNo ) );
}
#endif
if ( pSoldier->bDoBurst )
{
// Only deduct points once for Burst and Autofire (on firing the first bullet).
if ( pSoldier->bDoBurst == 1 )
{
INT8 bShotsToFire = pSoldier->bDoAutofire ? pSoldier->bDoAutofire : GetShotsPerBurst(pObjHand);
//if (pSoldier->IsValidSecondHandBurst())
// bShotsToFire = bShotsToFire*2;
if ( Weapon[ usUBItem ].sBurstSound != NO_WEAPON_SOUND )
{
UINT16 noisefactor;
// IF we are silenced?
noisefactor = GetPercentNoiseVolume( pObjAttHand );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usUBItem ].ubAttackVolume <= 10 )
{
// Pick sound file baed on how many bullets we are going to fire...
sprintf( zBurstString, gzBurstSndStrings[ Weapon[ usUBItem ].sSilencedBurstSound ], bShotsToFire );
// Try playing sound...
pSoldier->iBurstSoundID = PlayJA2SampleFromFile( zBurstString, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
else
{
// Pick sound file baed on how many bullets we are going to fire...
// Lesh: changed next line
sprintf( zBurstString, gzBurstSndStrings[ Weapon[ usUBItem ].sBurstSound ], bShotsToFire );
INT8 volume = HIGHVOLUME;
if ( noisefactor < 100 ) volume = (INT8) ((volume * noisefactor) / 100);
// Try playing sound...
pSoldier->iBurstSoundID = PlayJA2SampleFromFile( zBurstString, RATE_11025, SoundVolume( (INT8) volume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
/*
//DIGICRAB: We don't need this anymore, because of the burst sound modification
// If we don't have the burst sound, a normal shot will be played for each shot
if ( pSoldier->iBurstSoundID == NO_SAMPLE )
{
// If failed, play normal default....
pSoldier->iBurstSoundID = PlayJA2Sample( Weapon[ usItemNum ].sBurstSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
*/
}
DeductPoints( pSoldier, sAPCost, iBPCost, AFTERSHOT_INTERRUPT );
}
}
else
{
// ONLY DEDUCT FOR THE FIRST HAND when doing two-pistol attacks
if ( pSoldier->IsValidSecondHandShot( ) && (*pObjHand)[0]->data.gun.bGunStatus >= USABLE && (*pObjHand)[0]->data.gun.bGunAmmoStatus > 0 )
{
// only deduct APs when the main gun fires
if ( pSoldier->ubAttackingHand == HANDPOS )
{
DeductPoints( pSoldier, sAPCost, iBPCost, AFTERSHOT_INTERRUPT );
}
}
else
{
DeductPoints( pSoldier, sAPCost, iBPCost, AFTERSHOT_INTERRUPT );
}
//PLAY SOUND
// ( For throwing knife.. it's earlier in the animation
if ( Weapon[ usUBItem ].sSound != NO_WEAPON_SOUND && Item[ usUBItem ].usItemClass != IC_THROWING_KNIFE )
{
// Switch on silencer...
UINT16 noisefactor = GetPercentNoiseVolume( pObjAttHand );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usUBItem ].ubAttackVolume <= 10 )
{
INT32 uiSound;
uiSound = Weapon [ usUBItem ].silencedSound ;
//if ( Weapon[ usItemNum ].ubCalibre == AMMO9 || Weapon[ usItemNum ].ubCalibre == AMMO38 || Weapon[ usItemNum ].ubCalibre == AMMO57 )
//{
// uiSound = S_SILENCER_1;
//}
//else
//{
// uiSound = S_SILENCER_2;
//}
PlayJA2Sample( uiSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
else
{
INT8 volume = HIGHVOLUME;
if ( noisefactor < 100 ) volume = (volume * noisefactor) / 100;
PlayJA2Sample( Weapon[ usUBItem ].sSound, RATE_11025, SoundVolume( volume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
}
// SANDRO - pay BP cost for weapon recoil kick
if ( gGameExternalOptions.ubEnergyCostForWeaponRecoilKick && !IsAutoResolveActive() ) // rather not in atuoresolve, since we can't choose stance there
{
iBPCost = GetBPCostForRecoilkick( pSoldier );
DeductPoints( pSoldier, 0, iBPCost );
}
if ( (Item[ usUBItem ].usItemClass == IC_GUN) && gGameExternalOptions.bAllowWearSuppressor )
{
if ( IsFlashSuppressor(pObjAttHand, pSoldier ) )
{
for (attachmentList::iterator iter = (*pObjAttHand)[0]->attachments.begin(); iter != (*pObjAttHand)[0]->attachments.end(); ++iter)
{
if (Item[iter->usItem].hidemuzzleflash )
{
OBJECTTYPE* pA= &(*iter);
if ( (*pA)[0]->data.objectStatus >=USABLE)
{
INT16 ammoReliability = Item[(*pObjAttHand)[0]->data.gun.usGunAmmoItem].bReliability;
// HEADROCK HAM 5: Variable base chance
if ( UsingNewCTHSystem() == true)
{
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)BASIC_DEPRECIATE_CHANCE); // Compare original odds to new odds.
uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * (Item[ iter->usItem ].bReliability + ammoReliability) );
uiDepreciateTest = max(0, uiDepreciateTest);
}
else
{
uiDepreciateTest = max(0,BASIC_DEPRECIATE_CHANCE + 3 * (Item[ iter->usItem ].bReliability + ammoReliability));
}
if ( !PreRandom( uiDepreciateTest ) && ( (*pObjAttHand)[0]->data.objectStatus > 1) )
{
(*pA)[0]->data.objectStatus--;
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"rel =%d ",Item[ iter->usItem ].bReliability );
if ( Random(100) < Item[pA->usItem].usDamageChance )
{
(*pA)[0]->data.sRepairThreshold--;
}
}
}
}
}
}
} //if ( Item[ usItemNum ].usItemClass == IC_GUN )
//ddd}
//DIGICRAB: Barrel extender wear code
// Relocated from CalcChanceToHitGun
if ( Item[ usUBItem ].usItemClass == IC_GUN )
{
// lalien: search for barrel extender not for any item with range bonus. (else barrel extender will fall off even when none is attached)
OBJECTTYPE* pAttachment = FindAttachment( pObjHand, GUN_BARREL_EXTENDER );
if ( pAttachment )
{
// reduce status and see if it falls off
INT8 reduction = (INT8) Random( 2 );
(*pAttachment)[0]->data.objectStatus -= reduction;
// Flugente: reduce repair threshold
if ( reduction > 0 && Random(100) < Item[pAttachment->usItem].usDamageChance )
{
(*pAttachment)[0]->data.sRepairThreshold--;
}
if ( (*pAttachment)[0]->data.objectStatus - Random( 35 ) - Random( 35 ) < USABLE )
{
//CHRISL: This setup assumes that remove() will work successfully, but if it doesn't we'll duplicate the item.
// barrel extender falls off!
// drop it to ground
//AddItemToPool( pSoldier->sGridNo, pAttachment, 1, pSoldier->pathing.bLevel, 0, -1 );
// since barrel extenders are not removable we cannot call RemoveAttachment here
// and must create the item by hand
//(*pInHand)[0]->attachments.remove(*pAttachment);
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pInHand->ubWeight = CalculateObjectWeight( pInHand );
//CHRISL: Instead of the above, use this function which is basially redundant to what remove() does, but includes
// a failsafe so we don't cause an item duplication.
for(std::list<OBJECTTYPE>::iterator iter = (*pObjHand)[0]->attachments.begin();
iter != (*pObjHand)[0]->attachments.end(); ++iter){
if(*iter == *pAttachment)
{
AddItemToPool( pSoldier->sGridNo, pAttachment, 1, pSoldier->pathing.bLevel, 0, -1 );
iter = (*pObjHand)[0]->RemoveAttachmentAtIter(iter);
break;
}
}
// big penalty to hit
// HEADROCK HAM 4: Muzzle sway INCREASES when a barrel extender falls off.
if(uiMuzzleSway > 70)
{
uiMuzzleSway = 100;
}
else
{
uiMuzzleSway += 30;
}
// curse!
if ( pSoldier->bTeam == OUR_TEAM )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 46 ], pSoldier->GetName() );
}
}
}
}
// Some things we don't do for knives...
if ( Item[ usUBItem ].usItemClass != IC_THROWING_KNIFE )
{
// If realtime - set counter to freeup from attacking once done
if ( ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) ) )
{
// Set delay based on stats, weapon type, etc
pSoldier->sReloadDelay = (INT16)( Weapon[ usUBItem ].usReloadDelay + MANDATORY_WEAPON_DELAY );
// If a bad guy, double the delay!
if ( (pSoldier->flags.uiStatusFlags & SOLDIER_ENEMY ) )
{
pSoldier->sReloadDelay = ( pSoldier->sReloadDelay * 2 );
}
// slow down demo mode!
if ( gTacticalStatus.uiFlags & DEMOMODE )
{
pSoldier->sReloadDelay *= 2;
}
//pSoldier->flags.fReloading = TRUE;
//RESETTIMECOUNTER( pSoldier->timeCounters.ReloadCounter, pSoldier->sReloadDelay );
}
// Deduct AMMO!
DeductAmmo( pSoldier, pSoldier->ubAttackingHand );
// ATE: Check if we should say quote...
if ( (*pObjHand)[0]->data.gun.ubGunShotsLeft == 0 && !Item[usUBItem].rocketlauncher )
{
if ( pSoldier->bTeam == gbPlayerNum )
{
pSoldier->flags.fSayAmmoQuotePending = TRUE;
}
}
}
else // throwing knife
{
fBuckshot = FALSE;
pSoldier->flags.fMuzzleFlash = FALSE;
// Deduct knife from inv! (not here, later?)
}
if ( Item[usUBItem].rocketlauncher )
{
if ( WillExplosiveWeaponFail( pSoldier, pObjHand ) )
{
if ( Item[usUBItem].singleshotrocketlauncher )
{
CreateItem( Item[usItemNum].discardedlauncheritem , (*pObjHand)[0]->data.objectStatus, pObjHand );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, C1, pSoldier->pathing.bLevel );
}
else
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("StructureHit: RPG7 item: %d, Ammo: %d", usUBItem , (*pObjHand)[0]->data.gun.usGunAmmoItem ) );
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, (*pObjHand)[0]->data.gun.usGunAmmoItem, pSoldier->pathing.bLevel );
pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE;
}
// Reduce again for attack end 'cause it has been incremented for a normal attack
//
// Not anymore. Only the attack animation was increased, and it will decrease itself.
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - ATTACK ANIMATION %s ENDED BY BAD EXPLOSIVE CHECK, Now %d", gAnimControl[ pSoldier->usAnimState ].zAnimStr, gTacticalStatus.ubAttackBusyCount ) );
DebugAttackBusy( String("@@@@@@@ Freeing up attacker - ATTACK ANIMATION %s ENDED BY BAD EXPLOSIVE CHECK\n", gAnimControl[ pSoldier->usAnimState ].zAnimStr ) );
// ReduceAttackBusyCount( pSoldier->ubID, FALSE );
return( FALSE );
}
}
// GET TARGET XY VALUES
ConvertGridNoToCenterCellXY( sTargetGridNo, &sXMapPos, &sYMapPos );
// ATE; Moved a whole blotch if logic code for finding target positions to a function
// so other places can use it
// If the target contains a soldier, this function determines the x,y,z coordinates of the center of the
// targeted bodypart.
GetTargetWorldPositions( pSoldier, sTargetGridNo, &dTargetX, &dTargetY, &dTargetZ );
//////////////////////////////////////////////////////////////////////////////////////////////
// HEADROCK HAM 4: New Shooting Mechanism
//
// This single function is now responsible for determining the point where the bullet will go. It adjusts
// the target x/y/z coordinates autonomously, based on the various effects of the new shooting mechanism.
//
// Therefore, once we reach FireBulletGivenTarget, the coordinates passed to that function are the ABSOLUTE
// final coordinates of the bullet, so FireBullet doesn't actually need to calculate anything beyond that except
// the angle increments required to put the bullet through those coordinates.
INT16 sApertureRatio = 0;
if ( !AreInMeanwhile() )
{
AdjustTargetCenterPoint( pSoldier, sTargetGridNo, &dTargetX, &dTargetY, &dTargetZ, pObjAttHand, uiMuzzleSway, &sApertureRatio );
}
//////////////////////////////////////////////////////////////////////////////////////////////
// HEADROCK HAM 4: Basic Experience Gain
//
// This part gives out basic experience gain for taking a shot or throwing a knife. It gives a few number of
// "free" points for any attack, and then an additional number of points based on how difficult the shot is,
// and how well the gun is being aimed.
// All points given here are FAILURE type, and cannot cause level gain.
// In addition, once the target is HIT, the shooter receives an additional number of points.
if ( Item[ usUBItem ].usItemClass != IC_THROWING_KNIFE )
{
// NB bDoBurst will be 2 at this point for the first shot since it was incremented
// above
// HEADROCK: Actually, it's 1 for the first shot. Works fine regardless though.
// HEADROCK HAM 4: Extra experience gain now given when the target is hit. This part only gives basic points
// for the attack (FAILURE type).
if ( PTR_OURTEAM && pSoldier->ubTargetID != NOBODY && (!pSoldier->bDoBurst || pSoldier->bDoBurst == 2 ) && (gTacticalStatus.uiFlags & INCOMBAT ) && ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, MercPtrs[ pSoldier->ubTargetID ], pSoldier->bAimShotLocation ) > 0 ) )
{
// add base pts for taking a shot, whether it hits or misses
dExpGain = 2.0f;
if ( pSoldier->IsValidSecondHandShot( ) && (*pObjHand)[0]->data.gun.bGunStatus >= USABLE && (*pObjHand)[0]->data.gun.bGunAmmoStatus > 0 )
{
// reduce exp gain for two pistol shooting since both shots give xp
dExpGain = (dExpGain * 2) / 3;
}
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
{
dExpGain /= 2;
}
else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
{
// no exp from shooting a vehicle that you can't damage and can't move!
dExpGain = 0;
}
UINT16 usDextGain = (UINT16)(dExpGain / 2);
UINT16 usAgilGain = (UINT16)(dExpGain / 2);
UINT16 usMrksGain = 0;
// Extra marksmanship/dexterity bonus for aiming.
if (pSoldier->aiData.bAimTime)
{
dExpGain += (3 * sApertureRatio) / 100; // At this point, usExpGain could equal up to 5.
usDextGain += (UINT16)(dExpGain / 3);
usMrksGain += (UINT16)((dExpGain * 2) / 3);
}
// DEXTERITY/AGILITY/MARKSMANSHIP GAIN: gun attack
StatChange( pSoldier, AGILAMT, usAgilGain, FROM_FAILURE );
StatChange( pSoldier, DEXTAMT, usDextGain, FROM_FAILURE );
StatChange( pSoldier, MARKAMT, usMrksGain, FROM_FAILURE );
}
}
else
{
// HEADROCK HAM 4: Extra experience gain now done when the bullet hits the target. This part only
// gives basic experience for the attack (FAILURE type).
// Improve for using a throwing knife....
if (PTR_OURTEAM && pSoldier->ubTargetID != NOBODY)
{
// add base pts for taking a shot, whether it hits or misses
dExpGain = 5.0f;
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
{
dExpGain /= 2;
}
else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
{
// no exp from shooting a vehicle that you can't damage and can't move!
dExpGain = 0;
}
UINT16 usDextGain = (UINT16)(dExpGain / 2);
UINT16 usAgilGain = (UINT16)(dExpGain / 2);
UINT16 usMrksGain = 0;
// Extra marksmanship/dexterity bonus for aiming.
if (pSoldier->aiData.bAimTime)
{
dExpGain += (5 * sApertureRatio) / 100; // At this point, usExpGain could equal up to 10.
usDextGain += (UINT16)(dExpGain / 3);
usMrksGain += (UINT16)((dExpGain * 2) / 3);
}
// DEXTERITY/AGILITY/MARKSMANSHIP GAIN: gun attack
StatChange( pSoldier, AGILAMT, usAgilGain, FROM_FAILURE );
StatChange( pSoldier, DEXTAMT, usDextGain, FROM_FAILURE );
StatChange( pSoldier, MARKAMT, usMrksGain, FROM_FAILURE );
}
}
/////////////////////////////// Fire bullet at the target coordinates.
//hayden
if((is_server && pSoldier->ubID<120) || (!is_server && is_client && pSoldier->ubID<20) || (!is_server && !is_client) )
{
FireBulletGivenTarget( pSoldier, dTargetX, dTargetY, dTargetZ, usUBItem, sApertureRatio, fBuckshot, FALSE );
}
else
{
FireBulletGivenTarget( pSoldier, dTargetX, dTargetY, dTargetZ, usUBItem, sApertureRatio, fBuckshot, TRUE );
}
//bottom one is fake (ie not in my control)
ubVolume = Weapon[ usUBItem ].ubAttackVolume;
if ( Item[ usItemNum ].usItemClass == IC_THROWING_KNIFE )
{
// Here, remove the knife... or (for now) rocket launcher
pSoldier->inv[ HANDPOS ].RemoveObjectsFromStack(1);
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
else if ( Item[usUBItem].rocketlauncher )
{
if ( Item[usUBItem].singleshotrocketlauncher )
{
CreateItem( Item[usUBItem].discardedlauncheritem, (*pObjHand)[0]->data.objectStatus, pObjHand );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
// Direction to center of explosion
ubDirection = gOppositeDirection[ pSoldier->ubDirection ];
sNewGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)(1 * DirectionInc( ubDirection ) ) );
// Check if a person exists here and is not prone....
ubMerc = WhoIsThere2( sNewGridNo, pSoldier->pathing.bLevel );
if ( ubMerc != NOBODY )
{
if ( gAnimControl[ MercPtrs[ ubMerc ]->usAnimState ].ubHeight != ANIM_PRONE )
{
// Increment attack counter...
// gTacticalStatus.ubAttackBusyCount++;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Incrementing Attack: Exaust from LAW", gTacticalStatus.ubAttackBusyCount ) );
DebugAttackBusy( "Incrementing Attack: Exaust from LAW\n" );
MercPtrs[ ubMerc ]->EVENT_SoldierGotHit( MINI_GRENADE, 10, 200, pSoldier->ubDirection, 0, pSoldier->ubID, 0, ANIM_CROUCH, 0, sNewGridNo );
}
}
}
else
{
// Snap: get cumulative noise reduction from the weapon and its attachments
UINT16 noisefactor = GetPercentNoiseVolume( pObjAttHand );
if ( ubVolume * noisefactor > 25000 )
{ // Snap: hack this to prevent overflow (damn miserly programmers!)
ubVolume = 250;
}
else
{
ubVolume = __max( 1, ( ubVolume * GetPercentNoiseVolume( pObjAttHand ) ) / 100 );
}
}
MakeNoise( pSoldier->ubID, pSoldier->sGridNo, pSoldier->pathing.bLevel, pSoldier->bOverTerrainType, ubVolume, NOISE_GUNFIRE );
if ( pSoldier->bDoBurst )
{
// done, if bursting, increment
pSoldier->bDoBurst++;
}
INT16 iOverheatReliabilityMalus = 0;
// Flugente: Increase Weapon Temperature
if ( gGameOptions.fWeaponOverheating )
{
FLOAT overheatjampercentage = GetGunOverheatDamagePercentage( pObjAttHand ); // ... how much above the gun's usOverheatingDamageThreshold are we? ...
if ( overheatjampercentage > 1.0 )
iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
}
GunIncreaseHeat( pObjAttHand );
// CJC: since jamming is no longer affected by reliability, increase chance of status going down for really unreliabile guns
//INT16 ammoReliability = 0; // Madd: ammo reliability affects gun
//if ( Item[usItemNum].usItemClass == IC_GUN )
//{
// OBJECTTYPE *pGun = &(pSoldier->inv[pSoldier->ubAttackingHand]);
// ammoReliability = Item[(*pGun)[0]->data.gun.usGunAmmoItem].bReliability;
//}
// Flugente FTW 1: Added a malus to reliability for overheated guns
// HEADROCK HAM 5: Variable NCTH base change
if ( UsingNewCTHSystem() == true)
{
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)BASIC_DEPRECIATE_CHANCE); // Compare original odds to new odds.
uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * GetReliability( &(pSoldier->inv[pSoldier->ubAttackingHand]) ) - iOverheatReliabilityMalus);
uiDepreciateTest = max(0, uiDepreciateTest);
}
else
{
uiDepreciateTest = max( BASIC_DEPRECIATE_CHANCE + 3 * GetReliability( pObjAttHand ) - iOverheatReliabilityMalus, 0);
}
if ( !PreRandom( uiDepreciateTest ) && ( (*pObjAttHand)[0]->data.objectStatus > 1) )
{
(*pObjAttHand)[0]->data.objectStatus--;
// Flugente: reduce repair threshold
if ( Random(100) < Item[pObjAttHand->usItem].usDamageChance )
{
(*pObjAttHand)[0]->data.sRepairThreshold--;
}
}
// reduce monster smell (gunpowder smell)
if ( pSoldier->aiData.bMonsterSmell > 0 && Random( 2 ) == 0 )
{
pSoldier->aiData.bMonsterSmell--;
}
//<SB> manual recharge
if (Weapon[Item[usUBItem].ubClassIndex].APsToReloadManually > 0)
(*pObjAttHand)[0]->data.gun.ubGunState &= ~GS_CARTRIDGE_IN_CHAMBER;
//<SB>
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("UseGun: done"));
return( TRUE );
}
BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{
if(UsingNewCTHSystem() == true)
return UseGunNCTH(pSoldier, sTargetGridNo);
UINT32 uiHitChance, uiDiceRoll;
INT16 sXMapPos, sYMapPos;
INT16 sAPCost;
INT32 iBPCost;
FLOAT dTargetX;
FLOAT dTargetY;
FLOAT dTargetZ;
UINT16 usItemNum;
BOOLEAN fBuckshot;
UINT8 ubVolume;
CHAR8 zBurstString[512];
UINT8 ubDirection;
INT32 sNewGridNo;
UINT8 ubMerc;
BOOLEAN fGonnaHit = FALSE;
UINT16 usExpGain = 0;
UINT32 uiDepreciateTest;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("UseGun") );
// Deduct points!
sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, FALSE, pSoldier->aiData.bAimTime );
// SANDRO: get BP cost for weapon manipulating
if ( gGameExternalOptions.ubEnergyCostForWeaponWeight && !IsAutoResolveActive() ) // rather not in atuoresolve, since we can't choose stance there
iBPCost = sAPCost * GetBPCostPer10APsForGunHolding( pSoldier ) / 10;
else
iBPCost = 0;
// Flugente: check for underbarrel weapons and use that object if necessary
OBJECTTYPE* pObjUsed = pSoldier->GetUsedWeapon( &pSoldier->inv[pSoldier->ubAttackingHand] );
UINT16 usUBItem = pSoldier->GetUsedWeaponNumber( &pSoldier->inv[pSoldier->ubAttackingHand] );
usItemNum = pSoldier->usAttackingWeapon;
// DEDUCT APs
if ( pSoldier->bDoBurst )
{
// ONly deduct points once
if ( pSoldier->bDoBurst == 1 )
{
INT8 bShotsToFire = pSoldier->bDoAutofire ? pSoldier->bDoAutofire : GetShotsPerBurst(pObjUsed);
//if (pSoldier->IsValidSecondHandBurst())
// bShotsToFire = bShotsToFire*2;
if ( Weapon[ usUBItem ].sBurstSound != NO_WEAPON_SOUND )
{
// IF we are silenced?
UINT16 noisefactor = GetPercentNoiseVolume( pObjUsed );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usUBItem ].ubAttackVolume <= 10 )
{
// Pick sound file baed on how many bullets we are going to fire...
sprintf( zBurstString, gzBurstSndStrings[ Weapon[ usUBItem ].sSilencedBurstSound ], bShotsToFire );
// Try playing sound...
pSoldier->iBurstSoundID = PlayJA2SampleFromFile( zBurstString, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
else
{
// Pick sound file baed on how many bullets we are going to fire...
// Lesh: changed next line
sprintf( zBurstString, gzBurstSndStrings[ Weapon[ usUBItem ].sBurstSound ], bShotsToFire );
INT8 volume = HIGHVOLUME;
if ( noisefactor < 100 ) volume = (INT8) ((volume * noisefactor) / 100);
// Try playing sound...
pSoldier->iBurstSoundID = PlayJA2SampleFromFile( zBurstString, RATE_11025, SoundVolume( (INT8) volume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
/*
//DIGICRAB: We don't need this anymore, because of the burst sound modification
// If we don't have the burst sound, a normal shot will be played for each shot
if ( pSoldier->iBurstSoundID == NO_SAMPLE )
{
// If failed, play normal default....
pSoldier->iBurstSoundID = PlayJA2Sample( Weapon[ usItemNum ].sBurstSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
*/
}
DeductPoints( pSoldier, sAPCost, iBPCost, AFTERSHOT_INTERRUPT );
}
}
else
{
// ONLY DEDUCT FOR THE FIRST HAND when doing two-pistol attacks
if ( pSoldier->IsValidSecondHandShot( ) && (*pObjUsed)[0]->data.gun.bGunStatus >= USABLE && (*pObjUsed)[0]->data.gun.bGunAmmoStatus > 0 )
{
// only deduct APs when the main gun fires
if ( pSoldier->ubAttackingHand == HANDPOS )
{
DeductPoints( pSoldier, sAPCost, iBPCost, AFTERSHOT_INTERRUPT );
}
}
else
{
DeductPoints( pSoldier, sAPCost, iBPCost, AFTERSHOT_INTERRUPT );
}
//PLAY SOUND
// ( For throwing knife.. it's earlier in the animation
if ( Weapon[ usUBItem ].sSound != NO_WEAPON_SOUND && Item[ usUBItem ].usItemClass != IC_THROWING_KNIFE )
{
// Switch on silencer...
UINT16 noisefactor = GetPercentNoiseVolume( pObjUsed );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usUBItem ].ubAttackVolume <= 10 )
{
INT32 uiSound;
uiSound = Weapon [ usUBItem ].silencedSound ;
//if ( Weapon[ usItemNum ].ubCalibre == AMMO9 || Weapon[ usItemNum ].ubCalibre == AMMO38 || Weapon[ usItemNum ].ubCalibre == AMMO57 )
//{
// uiSound = S_SILENCER_1;
//}
//else
//{
// uiSound = S_SILENCER_2;
//}
PlayJA2Sample( uiSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
else
{
INT8 volume = HIGHVOLUME;
if ( noisefactor < 100 ) volume = (volume * noisefactor) / 100;
PlayJA2Sample( Weapon[ usUBItem ].sSound, RATE_11025, SoundVolume( volume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
}
// SANDRO: pay BP cost for weapon recoil kick
if ( gGameExternalOptions.ubEnergyCostForWeaponRecoilKick && !IsAutoResolveActive() ) // rather not in atuoresolve, since we can't choose stance there
{
iBPCost = GetBPCostForRecoilkick( pSoldier );
DeductPoints( pSoldier, 0, iBPCost );
}
// CALC CHANCE TO HIT
if ( Item[ usUBItem ].usItemClass == IC_THROWING_KNIFE )
{
uiHitChance = CalcThrownChanceToHit( pSoldier, sTargetGridNo, pSoldier->aiData.bAimTime, pSoldier->bAimShotLocation );
}
else
{
fCalculateCTHDuringGunfire = TRUE;
uiHitChance = CalcChanceToHitGun( pSoldier, sTargetGridNo, pSoldier->aiData.bAimTime, pSoldier->bAimShotLocation );
//CHRISL:
//pSoldier->CTH.push_back(uiHitChance);
//if(pSoldier->bDoAutofire == pSoldier->bDoBurst && pSoldier->CTH.size() > 0)
// pSoldier->CTH.clear();
}
fCalculateCTHDuringGunfire = FALSE;
//ddd{ . silencer
if ( (Item[ usUBItem ].usItemClass == IC_GUN) && gGameExternalOptions.bAllowWearSuppressor )
{
if ( IsFlashSuppressor(pObjUsed, pSoldier ) )
{
for (attachmentList::iterator iter = (*pObjUsed)[0]->attachments.begin(); iter != (*pObjUsed)[0]->attachments.end(); ++iter)
{
if (Item[iter->usItem].hidemuzzleflash )
{
OBJECTTYPE* pA= &(*iter);
if ( (*pA)[0]->data.objectStatus >=USABLE)
{
INT16 ammoReliability = Item[(*pObjUsed)[0]->data.gun.usGunAmmoItem].bReliability;
// HEADROCK HAM 5: Variable base chance
if ( UsingNewCTHSystem() == true )
{
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)BASIC_DEPRECIATE_CHANCE); // Compare original odds to new odds.
uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * (Item[ iter->usItem ].bReliability + ammoReliability) );
uiDepreciateTest = __max(0, uiDepreciateTest);
}
else
{
uiDepreciateTest = __max(0,BASIC_DEPRECIATE_CHANCE + 3 * (Item[ iter->usItem ].bReliability + ammoReliability));
}
if ( !PreRandom( uiDepreciateTest ) && ( (*pObjUsed)[0]->data.objectStatus > 1) )
{
(*pA)[0]->data.objectStatus--;
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"rel =%d ",Item[ iter->usItem ].bReliability );
// Flugente: reduce repair threshold
if ( Random(100) < Item[pA->usItem].usDamageChance )
{
(*pA)[0]->data.sRepairThreshold--;
}
}
}
}
}
}
} //if ( Item[ usItemNum ].usItemClass == IC_GUN )
//ddd}
//DIGICRAB: Barrel extender wear code
// Relocated from CalcChanceToHitGun
if ( Item[ usUBItem ].usItemClass == IC_GUN )
{
// lalien: search for barrel extender not for any item with range bonus. (else barrel extender will fall off even when none is attached)
OBJECTTYPE* pAttachment = FindAttachment( pObjUsed, GUN_BARREL_EXTENDER );
if ( pAttachment->exists() )
{
// reduce status and see if it falls off
INT8 reduction = (INT8) Random( 2 );
(*pAttachment)[0]->data.objectStatus -= reduction;
// Flugente: reduce repair threshold
if ( reduction > 0 && Random(100) < Item[pAttachment->usItem].usDamageChance )
{
(*pAttachment)[0]->data.sRepairThreshold--;
}
if ( (*pAttachment)[0]->data.objectStatus - Random( 35 ) - Random( 35 ) < USABLE )
{
//CHRISL: This setup assumes that remove() will work successfully, but if it doesn't we'll duplicate the item.
// barrel extender falls off!
// drop it to ground
//AddItemToPool( pSoldier->sGridNo, pAttachment, 1, pSoldier->pathing.bLevel, 0, -1 );
// since barrel extenders are not removable we cannot call RemoveAttachment here
// and must create the item by hand
//(*pInHand)[0]->attachments.remove(*pAttachment);
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pInHand->ubWeight = CalculateObjectWeight( pInHand );
//CHRISL: Instead of the above, use this function which is basially redundant to what remove() does, but includes
// a failsafe so we don't cause an item duplication.
for(std::list<OBJECTTYPE>::iterator iter = (*pObjUsed)[0]->attachments.begin();
iter != (*pObjUsed)[0]->attachments.end(); ++iter){
if(*iter == *pAttachment)
{
AddItemToPool( pSoldier->sGridNo, pAttachment, 1, pSoldier->pathing.bLevel, 0, -1 );
iter = (*pObjUsed)[0]->RemoveAttachmentAtIter(iter);
break;
}
}
// big penalty to hit
// WDS 07/06/2008 fix randoms
//if(uiHitChance < 30)
// HEADROCK: Altered formula to accept variable MINIMUM CTH.
//if(uiHitChance <= 30)
// uiHitChance = MINCHANCETOHIT;
//else
// uiHitChance -= 30;
if(uiHitChance <= (UINT16)(__max(30, gGameExternalOptions.ubMinimumCTH + 30)))
{
uiHitChance = gGameExternalOptions.ubMinimumCTH ;
}
else
{
uiHitChance -= 30;
}
// curse!
if ( pSoldier->bTeam == OUR_TEAM )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 46 ], pSoldier->GetName() );
}
}
}
}
//ATE: Added if we are in meanwhile, we always hit...
if ( AreInMeanwhile( ) )
{
uiHitChance = 100;
}
// ROLL DICE
uiDiceRoll = PreRandom( 100 );
#ifdef JA2BETAVERSION
if ( gfReportHitChances )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Hit chance was %ld, roll %ld (range %d)", uiHitChance, uiDiceRoll, PythSpacesAway( pSoldier->sGridNo, pSoldier->sTargetGridNo ) );
}
#endif
// WDS 07/06/2008 fix randoms
//fGonnaHit = uiDiceRoll <= uiHitChance;
fGonnaHit = uiDiceRoll < uiHitChance;
// GET TARGET XY VALUES
ConvertGridNoToCenterCellXY( sTargetGridNo, &sXMapPos, &sYMapPos );
// ATE; Moved a whole blotch if logic code for finding target positions to a function
// so other places can use it
GetTargetWorldPositions( pSoldier, sTargetGridNo, &dTargetX, &dTargetY, &dTargetZ );
// Some things we don't do for knives...
if ( Item[ usUBItem ].usItemClass != IC_THROWING_KNIFE )
{
// If realtime - set counter to freeup from attacking once done
if ( ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) ) )
{
// Set delay based on stats, weapon type, etc
pSoldier->sReloadDelay = (INT16)( Weapon[ usUBItem ].usReloadDelay + MANDATORY_WEAPON_DELAY );
// If a bad guy, double the delay!
if ( (pSoldier->flags.uiStatusFlags & SOLDIER_ENEMY ) )
{
pSoldier->sReloadDelay = ( pSoldier->sReloadDelay * 2 );
}
// slow down demo mode!
if ( gTacticalStatus.uiFlags & DEMOMODE )
{
pSoldier->sReloadDelay *= 2;
}
//pSoldier->flags.fReloading = TRUE;
//RESETTIMECOUNTER( pSoldier->timeCounters.ReloadCounter, pSoldier->sReloadDelay );
}
// Deduct AMMO!
DeductAmmo( pSoldier, pSoldier->ubAttackingHand );
// ATE: Check if we should say quote...
if ( (*pObjUsed)[0]->data.gun.ubGunShotsLeft == 0 && !Item[usUBItem].rocketlauncher )
{
if ( pSoldier->bTeam == gbPlayerNum )
{
pSoldier->flags.fSayAmmoQuotePending = TRUE;
}
}
// NB bDoBurst will be 2 at this point for the first shot since it was incremented
// above
if ( PTR_OURTEAM && pSoldier->ubTargetID != NOBODY && (!pSoldier->bDoBurst || pSoldier->bDoBurst == 2 ) && (gTacticalStatus.uiFlags & INCOMBAT ) && ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, MercPtrs[ pSoldier->ubTargetID ], pSoldier->bAimShotLocation ) > 0 ) )
{
if ( fGonnaHit )
{
// grant extra exp for hitting a difficult target
usExpGain += (UINT8) (100 - uiHitChance) / 25;
if ( pSoldier->aiData.bAimTime && !pSoldier->bDoBurst )
{
// gain extra exp for aiming, up to the amount from
// the difficulty of the shot
usExpGain += __min( pSoldier->aiData.bAimTime, usExpGain );
}
// base pts extra for hitting
usExpGain += 3;
}
// add base pts for taking a shot, whether it hits or misses
usExpGain += 3;
if ( pSoldier->IsValidSecondHandShot( ) && pSoldier->inv[ HANDPOS ][0]->data.gun.bGunStatus >= USABLE && (*pObjUsed)[0]->data.gun.bGunAmmoStatus > 0 )
{
// reduce exp gain for two pistol shooting since both shots give xp
usExpGain = (usExpGain * 2) / 3;
}
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
{
usExpGain /= 2;
}
else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
{
// no exp from shooting a vehicle that you can't damage and can't move!
usExpGain = 0;
}
// MARKSMANSHIP GAIN: gun attack
StatChange( pSoldier, MARKAMT, usExpGain, ( UINT8 )( fGonnaHit ? FALSE : FROM_FAILURE ) );
}
// set buckshot and muzzle flash
fBuckshot = FALSE;
if (!CREATURE_OR_BLOODCAT( pSoldier ) )
{
if ( IsFlashSuppressor( pObjUsed, pSoldier ) )
pSoldier->flags.fMuzzleFlash = FALSE;
else
pSoldier->flags.fMuzzleFlash = TRUE;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("UseGun: Muzzle flash = %d",pSoldier->flags.fMuzzleFlash));
if ( AmmoTypes[(*pObjUsed)[0]->data.gun.ubGunAmmoType].numberOfBullets > 1 )
fBuckshot = TRUE;
//switch ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunAmmoType )
//{
// case AMMO_BUCKSHOT:
// fBuckshot = TRUE;
// break;
// case AMMO_SLEEP_DART:
// pSoldier->flags.fMuzzleFlash = FALSE;
// break;
// default:
// break;
//}
}
}
else // throwing knife
{
fBuckshot = FALSE;
pSoldier->flags.fMuzzleFlash = FALSE;
// Deduct knife from inv! (not here, later?)
// Improve for using a throwing knife....
if (PTR_OURTEAM && pSoldier->ubTargetID != NOBODY)
{
if ( fGonnaHit )
{
// grant extra exp for hitting a difficult target
usExpGain += (UINT8) (100 - uiHitChance) / 10;
if (pSoldier->aiData.bAimTime)
{
// gain extra exp for aiming, up to the amount from
// the difficulty of the throw
usExpGain += ( 2 * __min( pSoldier->aiData.bAimTime, usExpGain ) );
}
// base pts extra for hitting
usExpGain += 10;
}
// add base pts for taking a shot, whether it hits or misses
usExpGain += 10;
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
{
usExpGain /= 2;
}
else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
{
// no exp from shooting a vehicle that you can't damage and can't move!
usExpGain = 0;
}
// MARKSMANSHIP/DEXTERITY GAIN: throwing knife attack
StatChange( pSoldier, MARKAMT, ( UINT16 )( usExpGain / 2 ), ( UINT8 )( fGonnaHit ? FALSE : FROM_FAILURE ) );
StatChange( pSoldier, DEXTAMT, ( UINT16 )( usExpGain / 2 ), ( UINT8 )( fGonnaHit ? FALSE : FROM_FAILURE ) );
}
}
if ( Item[usUBItem].rocketlauncher )
{
if ( WillExplosiveWeaponFail( pSoldier, pObjUsed ) )
{
if ( Item[usUBItem].singleshotrocketlauncher )
{
CreateItem( Item[usUBItem].discardedlauncheritem , (*pObjUsed)[0]->data.objectStatus, pObjUsed );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, C1, pSoldier->pathing.bLevel );
}
else
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("StructureHit: RPG7 item: %d, Ammo: %d", usUBItem , (*pObjUsed)[0]->data.gun.usGunAmmoItem ) );
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, (*pObjUsed)[0]->data.gun.usGunAmmoItem, pSoldier->pathing.bLevel );
OBJECTTYPE * pLaunchable = FindLaunchableAttachment( pObjUsed, usUBItem );
if(pLaunchable)
{
(*pObjUsed)[0]->data.gun.usGunAmmoItem = pLaunchable->usItem;
}
else
{
(*pObjUsed)[0]->data.gun.usGunAmmoItem = NONE;
}
}
// Reduce again for attack end 'cause it has been incremented for a normal attack
//
// Not anymore. Only the attack animation was increased, and it will decrease itself.
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - ATTACK ANIMATION %s ENDED BY BAD EXPLOSIVE CHECK, Now %d", gAnimControl[ pSoldier->usAnimState ].zAnimStr, gTacticalStatus.ubAttackBusyCount ) );
DebugAttackBusy( String("@@@@@@@ Freeing up attacker - ATTACK ANIMATION %s ENDED BY BAD EXPLOSIVE CHECK\n", gAnimControl[ pSoldier->usAnimState ].zAnimStr ) );
//ReduceAttackBusyCount( pSoldier->ubID, FALSE );
return( FALSE );
}
}
//hayden
if((is_server && pSoldier->ubID<120) || (!is_server && is_client && pSoldier->ubID<20) || (!is_server && !is_client) )
{
FireBulletGivenTarget( pSoldier, dTargetX, dTargetY, dTargetZ, usUBItem, (UINT16) (uiHitChance - uiDiceRoll), fBuckshot, FALSE );
}
else
{
FireBulletGivenTarget( pSoldier, dTargetX, dTargetY, dTargetZ, usUBItem, (UINT16) (uiHitChance - uiDiceRoll), fBuckshot, TRUE );
}
//bottom one is fake (ie not in my control)
ubVolume = Weapon[ usUBItem ].ubAttackVolume;
if ( Item[ usUBItem ].usItemClass == IC_THROWING_KNIFE )
{
// Here, remove the knife... or (for now) rocket launcher
pSoldier->inv[ HANDPOS ].RemoveObjectsFromStack(1);
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
else if ( Item[usUBItem].rocketlauncher )
{
if ( Item[usUBItem].singleshotrocketlauncher )
{
CreateItem( Item[usUBItem].discardedlauncheritem, (*pObjUsed)[0]->data.objectStatus, pObjUsed );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
// Direction to center of explosion
ubDirection = gOppositeDirection[ pSoldier->ubDirection ];
sNewGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)(1 * DirectionInc( ubDirection ) ) );
// Check if a person exists here and is not prone....
ubMerc = WhoIsThere2( sNewGridNo, pSoldier->pathing.bLevel );
if ( ubMerc != NOBODY )
{
if ( gAnimControl[ MercPtrs[ ubMerc ]->usAnimState ].ubHeight != ANIM_PRONE )
{
// Increment attack counter...
// gTacticalStatus.ubAttackBusyCount++;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Incrementing Attack: Exaust from LAW", gTacticalStatus.ubAttackBusyCount ) );
DebugAttackBusy( "Incrementing Attack: Exaust from LAW\n" );
MercPtrs[ ubMerc ]->EVENT_SoldierGotHit( MINI_GRENADE, 10, 200, pSoldier->ubDirection, 0, pSoldier->ubID, 0, ANIM_CROUCH, 0, sNewGridNo );
}
}
}
else
{
// Snap: get cumulative noise reduction from the weapon and its attachments
UINT16 noisefactor = GetPercentNoiseVolume( pObjUsed );
if ( ubVolume * noisefactor > 25000 )
{ // Snap: hack this to prevent overflow (damn miserly programmers!)
ubVolume = 250;
}
else
{
ubVolume = __max( 1, ( ubVolume * noisefactor ) / 100 );
}
}
MakeNoise( pSoldier->ubID, pSoldier->sGridNo, pSoldier->pathing.bLevel, pSoldier->bOverTerrainType, ubVolume, NOISE_GUNFIRE );
if ( pSoldier->bDoBurst )
{
// done, if bursting, increment
pSoldier->bDoBurst++;
}
INT16 iOverheatReliabilityMalus = 0;
// Flugente FTW 1: Increase Weapon Temperature
if ( gGameOptions.fWeaponOverheating )
{
FLOAT overheatjampercentage = GetGunOverheatDamagePercentage( pObjUsed ); // ... how much above the gun's usOverheatingDamageThreshold are we? ...
if ( overheatjampercentage > 1.0 )
iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
}
GunIncreaseHeat( pObjUsed );
/* //WarmSteel - Replaced with GetReliability( pObj )
// CJC: since jamming is no longer affected by reliability, increase chance of status going down for really unreliabile guns
INT16 ammoReliability = 0; // Madd: ammo reliability affects gun
if ( Item[usItemNum].usItemClass == IC_GUN )
{
OBJECTTYPE *pGun = &(pSoldier->inv[pSoldier->ubAttackingHand]);
ammoReliability = Item[(*pGun)[0]->data.gun.usGunAmmoItem].bReliability;
}
*/
// Flugente FTW 1: Added a malus to reliability for overheated guns
if ( UsingNewCTHSystem() == true )
{
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)BASIC_DEPRECIATE_CHANCE); // Compare original odds to new odds.
uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * GetReliability( &(pSoldier->inv[ pSoldier->ubAttackingHand ])) - iOverheatReliabilityMalus);
uiDepreciateTest = max(0, uiDepreciateTest);
}
else
{
uiDepreciateTest = max( BASIC_DEPRECIATE_CHANCE + 3 * ( GetReliability( pObjUsed ) ) - iOverheatReliabilityMalus, 0);
}
if ( !PreRandom( uiDepreciateTest ) && ( (*pObjUsed)[0]->data.objectStatus > 1) )
{
(*pObjUsed)[0]->data.objectStatus--;
// Flugente: reduce repair threshold
if ( Random(100) < Item[pObjUsed->usItem].usDamageChance )
{
(*pObjUsed)[0]->data.sRepairThreshold--;
}
}
// reduce monster smell (gunpowder smell)
if ( pSoldier->aiData.bMonsterSmell > 0 && Random( 2 ) == 0 )
{
pSoldier->aiData.bMonsterSmell--;
}
//<SB> manual recharge
if (Weapon[Item[usUBItem].ubClassIndex].APsToReloadManually > 0)
{
(*pObjUsed)[0]->data.gun.ubGunState &= ~GS_CARTRIDGE_IN_CHAMBER;
}
//<SB>
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("UseGun: done"));
return( TRUE );
}
BOOLEAN UseBlade( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{
SOLDIERTYPE * pTargetSoldier;
INT32 iHitChance, iDiceRoll;
INT16 sXMapPos, sYMapPos;
INT16 sAPCost;
EV_S_WEAPONHIT SWeaponHit;
INT32 iImpact, iImpactForCrits;
BOOLEAN fGonnaHit = FALSE;
UINT16 usExpGain = 0;
INT8 bMaxDrop;
BOOLEAN fSurpriseAttack;
// Deduct points!
sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, FALSE, pSoldier->aiData.bAimTime );
DeductPoints( pSoldier, sAPCost, 0, AFTERACTION_INTERRUPT );
// GET TARGET XY VALUES
ConvertGridNoToCenterCellXY( sTargetGridNo, &sXMapPos, &sYMapPos );
// See if a guy is here!
pTargetSoldier = SimpleFindSoldier( sTargetGridNo, pSoldier->bTargetLevel );
if ( pTargetSoldier )
{
// set target as noticed attack
pSoldier->flags.uiStatusFlags |= SOLDIER_ATTACK_NOTICED;
pTargetSoldier->flags.fIntendedTarget = TRUE;
// SAVE OPP ID
pSoldier->ubOppNum = pTargetSoldier->ubID;
// CHECK IF BUDDY KNOWS ABOUT US
if ( pTargetSoldier->aiData.bOppList[ pSoldier->ubID ] == NOT_HEARD_OR_SEEN || pTargetSoldier->stats.bLife < OKLIFE || pTargetSoldier->bCollapsed )
{
iHitChance = 100;
fSurpriseAttack = TRUE;
}
else
{
iHitChance = CalcChanceToStab( pSoldier, pTargetSoldier, pSoldier->aiData.bAimTime );
fSurpriseAttack = FALSE;
}
// ROLL DICE
iDiceRoll = (INT32) PreRandom( 100 );
//sprintf( gDebugStr, "Hit Chance: %d %d", (int)uiHitChance, uiDiceRoll );
// SANDRO - new mercs' records
if ( pSoldier->bTeam == gbPlayerNum && pSoldier->ubProfile != NO_PROFILE )
{
gMercProfiles[ pSoldier->ubProfile ].records.usBladeAttacks++;
if ( iDiceRoll < iHitChance )
{
gMercProfiles[ pSoldier->ubProfile ].records.usShotsHit++;
}
}
// WDS 07/19/2008 - Random number use fix
if ( iDiceRoll < iHitChance )
{
fGonnaHit = TRUE;
// CALCULATE DAMAGE!
// attack HITS, calculate damage (base damage is 1-maximum knife sImpact)
iImpact = HTHImpact( pSoldier, pTargetSoldier, (iHitChance - iDiceRoll), TRUE );
// Flugente: check for underbarrel weapons and use that object if necessary (think of bayonets)
OBJECTTYPE* pObj = pSoldier->GetUsedWeapon( &pSoldier->inv[pSoldier->ubAttackingHand] );
// modify this by the knife's condition (if it's dull, not much good)
iImpact = ( iImpact * WEAPON_STATUS_MOD( (*pObj)[0]->data.objectStatus) ) / 100;
// modify by hit location
AdjustImpactByHitLocation( iImpact, pSoldier->bAimShotLocation, &iImpact, &iImpactForCrits );
// bonus for surprise
if ( fSurpriseAttack )
{
iImpact = (iImpact * 3) / 2;
}
// any successful hit does at LEAST 1 pt minimum damage
if (iImpact < 1)
{
iImpact = 1;
}
if ( (*pObj)[0]->data.objectStatus > USABLE )
{
bMaxDrop = (iImpact / 20);
// the duller they get, the slower they get any worse...
bMaxDrop = __min( bMaxDrop, (*pObj)[0]->data.objectStatus / 10 );
// as long as its still > USABLE, it drops another point 1/2 the time
bMaxDrop = __max( bMaxDrop, 2 );
(*pObj)[0]->data.objectStatus -= (INT8) Random( bMaxDrop ); // 0 to (maxDrop - 1)
// Flugente: reduce repair threshold
if ( bMaxDrop > 0 && Random(100) < Item[pObj->usItem].usDamageChance )
{
(*pObj)[0]->data.sRepairThreshold = max((*pObj)[0]->data.objectStatus, (*pObj)[0]->data.sRepairThreshold - 1);
}
}
// SANDRO - new merc records - times wounded (stabbed)
if ( pTargetSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pTargetSoldier->ubProfile ].records.usTimesWoundedStabbed++;
// Send event for getting hit
memset( &(SWeaponHit), 0, sizeof( SWeaponHit ) );
SWeaponHit.usSoldierID = pTargetSoldier->ubID;
SWeaponHit.uiUniqueId = pTargetSoldier->uiUniqueSoldierIdValue;
SWeaponHit.usWeaponIndex = pSoldier->usAttackingWeapon;
SWeaponHit.sDamage = (INT16) iImpact;
SWeaponHit.usDirection = (UINT8)GetDirectionFromGridNo( pSoldier->sGridNo, pTargetSoldier );
SWeaponHit.sXPos = (INT16)pTargetSoldier->dXPos;
SWeaponHit.sYPos = (INT16)pTargetSoldier->dYPos;
SWeaponHit.sZPos = 20;
SWeaponHit.sRange = 1;
SWeaponHit.ubAttackerID = pSoldier->ubID;
SWeaponHit.fHit = TRUE;
SWeaponHit.ubSpecial = FIRE_WEAPON_NO_SPECIAL;
AddGameEvent( S_WEAPONHIT, (UINT16) 20, &SWeaponHit );
}
else
{
// if it was another team shooting at someone under our control
if ( (pSoldier->bTeam != Menptr[ pTargetSoldier->ubID ].bTeam ) )
{
if (pTargetSoldier->bTeam == gbPlayerNum)
{
// AGILITY GAIN (10): Target avoids a knife attack
// Snap: stat gains should match stat requirements
StatChange( MercPtrs[ pTargetSoldier->ubID ], DEXTAMT, 15, FALSE);
StatChange( MercPtrs[ pTargetSoldier->ubID ], AGILAMT, 5, FALSE);
StatChange( MercPtrs[ pTargetSoldier->ubID ], STRAMT, 5, FALSE);
}
}
// 0verhaul: Another case that is handled by the animation transition system.
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - missed in knife attack") );
// FreeUpAttacker( (UINT8) pSoldier->ubID );
}
if ( PTR_OURTEAM && pSoldier->ubTargetID != NOBODY)
{
if ( fGonnaHit )
{
// grant extra exp for hitting a difficult target
usExpGain += (UINT8) (100 - iHitChance) / 10;
if (pSoldier->aiData.bAimTime)
{
// gain extra exp for aiming, up to the amount from
// the difficulty of the attack
usExpGain += ( 2 * __min( pSoldier->aiData.bAimTime, usExpGain ) );
}
// base pts extra for hitting
usExpGain += 10;
}
// add base pts for taking a shot, whether it hits or misses
usExpGain += 10;
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
{
usExpGain /= 2;
}
else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
{
// no exp from shooting a vehicle that you can't damage and can't move!
usExpGain = 0;
}
// DEXTERITY GAIN: Made a knife attack, successful or not
StatChange( pSoldier, DEXTAMT, usExpGain, ( UINT8 )( fGonnaHit ? FALSE : FROM_FAILURE ) );
StatChange( pSoldier, AGILAMT, usExpGain/3, ( UINT8 )( fGonnaHit ? FALSE : FROM_FAILURE ) );
StatChange( pSoldier, STRAMT, usExpGain/3, ( UINT8 )( fGonnaHit ? FALSE : FROM_FAILURE ) );
}
}
// 0verhaul: This case is also handled by the animation translations
// else
// {
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - missed in knife attack") );
// FreeUpAttacker( (UINT8) pSoldier->ubID );
// }
// possibly reduce monster smell
if ( pSoldier->aiData.bMonsterSmell > 0 && Random( 5 ) == 0 )
{
pSoldier->aiData.bMonsterSmell--;
}
return( TRUE );
}
BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStealing )
{
SOLDIERTYPE * pTargetSoldier;
INT32 iHitChance, iDiceRoll;
INT16 sXMapPos, sYMapPos;
INT16 sAPCost;
EV_S_WEAPONHIT SWeaponHit;
INT32 iImpact;
UINT16 usOldItem, usNewItem;
UINT8 ubExpGain;
UINT8 ubIndexRet;
BOOLEAN fFailure; // no stealing occured
BOOLEAN fNoMoreItems = FALSE; // The enemy has no more items to steal!
BOOLEAN fNoMoreItemInHand = FALSE;
BOOLEAN fSoldierCollapsed = FALSE;
BOOLEAN fStealAttempt = FALSE; // added - SANDRO
// Deduct points!
// August 13 2002: unless stealing - APs already deducted elsewhere
// Punch the enemy
if (!fStealing)
{
sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, FALSE, pSoldier->aiData.bAimTime );
DeductPoints( pSoldier, sAPCost, 0, AFTERACTION_INTERRUPT );
}
// Steal from the enemy
else
{
// APs were already reduced!
//SANDRO - actually we will redure them here, but lower and based on number of items stolen.
}
// See if a guy is here!
pTargetSoldier = SimpleFindSoldier( sTargetGridNo, pSoldier->bTargetLevel );
if ( pTargetSoldier )
{
// set target as noticed attack
pSoldier->flags.uiStatusFlags |= SOLDIER_ATTACK_NOTICED;
pTargetSoldier->flags.fIntendedTarget = TRUE;
// SAVE OPP ID
pSoldier->ubOppNum = pTargetSoldier->ubID;
if (fStealing)
{
// Calculate the possible chance to steal!
// Flugente: if we are on the same team, allow guaranteed full access
if ( AllowedToStealFromTeamMate(pSoldier->ubID, pTargetSoldier->ubID) )
{
iHitChance = 100;
}
else if ( AM_A_ROBOT( pTargetSoldier ) || TANK( pTargetSoldier ) || CREATURE_OR_BLOODCAT( pTargetSoldier ) || TANK( pTargetSoldier ) || (SOLDIER_CLASS_MILITIA(pTargetSoldier->ubSoldierClass) && (gGameExternalOptions.ubMilitiaDropEquipment != 2)) ) // added militia here - SANDRO
{
iHitChance = 0;
}
else if ( pTargetSoldier->aiData.bOppList[ pSoldier->ubID ] == NOT_HEARD_OR_SEEN )
{
// give bonus for surprise, but not so much as struggle would still occur
iHitChance = CalcChanceToSteal( pSoldier, pTargetSoldier, pSoldier->aiData.bAimTime ) + 20;
}
else if ( pTargetSoldier->stats.bLife < OKLIFE || pTargetSoldier->bCollapsed )
{
iHitChance = 100;
fSoldierCollapsed = TRUE;
}
else
{
iHitChance = CalcChanceToSteal( pSoldier, pTargetSoldier, pSoldier->aiData.bAimTime );
}
}
else
{
if ( pTargetSoldier->aiData.bOppList[ pSoldier->ubID ] == NOT_HEARD_OR_SEEN || pTargetSoldier->stats.bLife < OKLIFE || pTargetSoldier->bCollapsed )
{
iHitChance = 100;
}
else
{
iHitChance = CalcChanceToPunch( pSoldier, pTargetSoldier, pSoldier->aiData.bAimTime );
}
}
// ROLL DICE
iDiceRoll = (INT32) PreRandom( 100 );
//sprintf( gDebugStr, "Hit Chance: %d %d", (int)uiHitChance, uiDiceRoll );
#ifdef JA2BETAVERSION
if ( gfReportHitChances )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Hit chance was %ld, roll %ld", iHitChance, iDiceRoll );
}
#endif
// GET TARGET XY VALUES
ConvertGridNoToCenterCellXY( sTargetGridNo, &sXMapPos, &sYMapPos );
// -----------------------------------
// Steal from the Enemy
// -----------------------------------
if (fStealing )
{
// SANDRO - unable to steal from militia if they are not allowed to drop equipment
if (SOLDIER_CLASS_MILITIA(pTargetSoldier->ubSoldierClass) && (gGameExternalOptions.ubMilitiaDropEquipment != 2) )
{
DeductPoints( pSoldier, (APBPConstants[AP_STEAL_ITEM] / 5), 0, AFTERACTION_INTERRUPT );
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return ( TRUE );
}
fFailure=FALSE;
// Flugente: if we are disguised and try to steal from a conscious enemy, there is a chance that he notices us and we lose our disguise. If he can see us this always happens
if ( !fSoldierCollapsed && pSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
{
BOOLEAN fUncovered = FALSE;
// if he sees us, always loose disguise
if ( pTargetSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
fUncovered = TRUE;
else
{
UINT8 chance = 10;
if ( pTargetSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_LAST_TURN )
chance += 40;
chance += pSoldier->aiData.bAlertStatus * 10;
if ( Chance(chance) )
fUncovered = TRUE;
}
if ( fUncovered )
{
pSoldier->LooseDisguise();
pSoldier->Strip();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_STEAL_FAIL], pSoldier->GetName() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pTargetSoldier->GetName(), pSoldier->GetName() );
}
}
// WDS 07/19/2008 - Random number use fix
// Do we have the chance to steal more than 1 item?
// SANDRO - taking items from collapsed soldiers is treated differently
// Flugente: if we are on the same team, allow guaranteed full access
if ( AllowedToStealFromTeamMate(pSoldier->ubID, pTargetSoldier->ubID) || ( fSoldierCollapsed || (!gGameExternalOptions.fEnhancedCloseCombatSystem && iDiceRoll < (iHitChance * 2 / 3))) && pSoldier->bTeam == gbPlayerNum )
{
// first, charge extra Aps, because it's difficlut to pickup from other soldier
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
DeductPoints( pSoldier, (GetBasicAPsToPickupItem( pSoldier ) * 2), 0, AFTERACTION_INTERRUPT );
// The item that the enemy holds in his hand before the stealing
usOldItem = pTargetSoldier->inv[HANDPOS].usItem;
INT16 sNumStolenItems = StealItems(pSoldier, pTargetSoldier,&ubIndexRet);
// We have only stolen 1 item, because the enemy has not more than one item.
if ( sNumStolenItems == 1)
{
// charge Aps
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
DeductPoints( pSoldier, GetBasicAPsToPickupItem( pSoldier ), 0, AFTERACTION_INTERRUPT );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_STOLE_SOMETHING ], pSoldier->GetName(), ShortItemNames[ pTargetSoldier->inv[ubIndexRet].usItem ] );
if (pTargetSoldier->inv[ubIndexRet].MoveThisObjectTo(gTempObject, 1) == 0) {
// Try to place the item in the merc inventory
if (!AutoPlaceObject( pSoldier, &gTempObject, TRUE ))
{
// Place the item on the ground
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
}
}
// The item that the enemy holds in his hand before the stealing
usNewItem = pTargetSoldier->inv[HANDPOS].usItem;
if (usOldItem != usNewItem)
{
pTargetSoldier->ReLoadSoldierAnimationDueToHandItemChange( usOldItem, usNewItem );
}
}
// The enemy has no more items to steal
else if (sNumStolenItems == 0)
{
fNoMoreItems = TRUE;
}
}
// WDS 07/19/2008 - Random number use fix
// Do we have luck on stealing?
else if ( iDiceRoll < iHitChance && iHitChance > 0 )
{
if ( pTargetSoldier->inv[HANDPOS].exists() == true )
{
UINT16 usOldItemTarget = pTargetSoldier->inv[HANDPOS].usItem;
fStealAttempt = TRUE; // added for check
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_STOLE_SOMETHING ], pSoldier->GetName(), ShortItemNames[ pTargetSoldier->inv[HANDPOS].usItem ] );
// if successful - place the item to our hands
if (iDiceRoll < (iHitChance * 2 / 3) && gGameExternalOptions.fEnhancedCloseCombatSystem)
{
usOldItem = pSoldier->inv[HANDPOS].usItem;
OBJECTTYPE oTempObjectSecondHand;
INT8 bEmptySl;
oTempObjectSecondHand.usItem = 0;
// if we have something in main hand, place it into inventory or on the ground
if (pSoldier->inv[HANDPOS].exists() == true )
{
if( pSoldier->bTeam != gbPlayerNum ) // for enemies, ignore rules and place it anywhere
{
bEmptySl = FindEmptySlotWithin( pSoldier, BIGPOCKSTART, NUM_INV_SLOTS );
SwapObjs( pSoldier, HANDPOS, bEmptySl, TRUE );
}
else if (!PlaceInAnyPocket( pSoldier, &pSoldier->inv[HANDPOS], FALSE, 5))
{
if (!AutoPlaceObject( pSoldier, &pSoldier->inv[HANDPOS], FALSE, 5))
AddItemToPool( pSoldier->sGridNo, &pSoldier->inv[HANDPOS], 1, pSoldier->pathing.bLevel, 0, -1 );
}
}
// if twohanded item, place the secondhand item if any to temp space
if (pSoldier->inv[SECONDHANDPOS].exists() == true && Item[pTargetSoldier->inv[HANDPOS].usItem].twohanded)
{
if( pSoldier->bTeam != gbPlayerNum ) // for enemies, ignore rules and place it anywhere
{
bEmptySl = FindEmptySlotWithin( pSoldier, BIGPOCKSTART, NUM_INV_SLOTS );
SwapObjs( pSoldier, SECONDHANDPOS, bEmptySl, TRUE );
}
else
{
pSoldier->inv[SECONDHANDPOS].MoveThisObjectTo(oTempObjectSecondHand, 1);
}
}
// now take the item
if (pTargetSoldier->inv[HANDPOS].MoveThisObjectTo(gTempObject, 1) == 0)
{
if (PlaceObject( pSoldier, HANDPOS, &gTempObject ))
{
pSoldier->ReLoadSoldierAnimationDueToHandItemChange( usOldItem, gTempObject.usItem );
if( pSoldier->bTeam != gbPlayerNum ) // make sure item is droppable now, so we don't lose our gun if killed this enemy
{
pSoldier->inv[HANDPOS].fFlags &= ~OBJECT_UNDROPPABLE;
}
}
else
{
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
}
}
// if second hand item was removed place it now somewhere
if (oTempObjectSecondHand.usItem != 0 )
{
if (!PlaceInAnyPocket( pSoldier, &oTempObjectSecondHand, FALSE, 5))
{
if (!AutoPlaceObject( pSoldier, &oTempObjectSecondHand, FALSE ))
{
AddItemToPool( pSoldier->sGridNo, &oTempObjectSecondHand, 1, pSoldier->pathing.bLevel, 0, -1 );
}
}
}
// add to merc records
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsStolen++;
}
// Item dropped somewhere... roll based on the same chance to determine where!
else
{
if ( pSoldier->bTeam == gbPlayerNum )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
if (pTargetSoldier->inv[HANDPOS].MoveThisObjectTo(gTempObject, 1) == 0)
{
iDiceRoll = (INT32) PreRandom( 100 );
if (iDiceRoll < iHitChance)
{
// Drop item in the our tile
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
}
else
{
// Drop item in the target's tile
AddItemToPool( pTargetSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
}
}
// add to merc records
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsStolen++;
}
// Reload buddy's animation...
pTargetSoldier->ReLoadSoldierAnimationDueToHandItemChange( usOldItemTarget, NOTHING );
}
// Enemy has no item in his hand.
else
{
fNoMoreItemInHand = TRUE;
}
// Reload buddy's animation...
//pTargetSoldier->ReLoadSoldierAnimationDueToHandItemChange( usOldItem, NOTHING );
}
// We could not steal from the enemy, we had no luck
else
{
fFailure=TRUE;
}
// SANDRO - Enhanced Close Combat System
// Deduct APs for stealing now (moved from Soldier Control.cpp) - SANDRO
// If stolen something or fail to steal, reduce APs by the full amount
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
{
if (fSoldierCollapsed)
{
// APs are reduced in Handle Items.cpp in "SoldierStealItemFromSoldier"
}
else if ( fStealAttempt || (fFailure == TRUE))
{
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && ( gGameOptions.fNewTraitSystem ))
{
DeductPoints( pSoldier, max( 1, (INT16)((APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100) + 0.5)), 200, AFTERACTION_INTERRUPT );
}
else
{
DeductPoints( pSoldier, APBPConstants[AP_STEAL_ITEM], 200, AFTERACTION_INTERRUPT );
}
}
// Only 1/7 of original AP cost, if the enemy has nothing to steal
else if ((fNoMoreItems == TRUE) || (fNoMoreItemInHand == TRUE))
{
DeductPoints( pSoldier, (APBPConstants[AP_STEAL_ITEM] / 7), 0, AFTERACTION_INTERRUPT );
}
}
else
{
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && ( gGameOptions.fNewTraitSystem ))
{
DeductPoints( pSoldier, max( 1, (INT16)((APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100) + 0.5)), 0, AFTERACTION_INTERRUPT );
}
else
{
DeductPoints( pSoldier, APBPConstants[AP_STEAL_ITEM], 0, AFTERACTION_INTERRUPT );
}
}
// We failed to steal something!
if (fFailure)
{
// Only report if it was not the Nada item!
if (pTargetSoldier->inv[HANDPOS].exists() == true)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE,
Message[ STR_FAILED_TO_STEAL_SOMETHING ],
pSoldier->GetName(), ShortItemNames[ pTargetSoldier->inv[HANDPOS].usItem ] );
if ( pSoldier->bTeam == gbPlayerNum )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE,
Message[ STR_NO_MORE_ITEM_IN_HAND ]);
}
}
// Enemy had no item in its hand
else if (fNoMoreItemInHand == TRUE)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE,
Message[ STR_NO_MORE_ITEM_IN_HAND ]);
}
// The enemy has no more items to steal
else if (fNoMoreItems == TRUE)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE,
Message[ STR_NO_MORE_ITEMS_TO_STEAL ]);
}
// Give some experience
if ( iHitChance > 0 && pSoldier->bTeam == gbPlayerNum && pTargetSoldier->bTeam != gbPlayerNum && !(pTargetSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pTargetSoldier ) && !TANK( pTargetSoldier ) )
{
if (fFailure == FALSE)
{
// SANDRO - Enhanced Close Combat System - experience for stealing changed
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
{
// stealing from unconsious opponents is not rewarded much
if (fSoldierCollapsed)
{
StatChange( pSoldier, DEXTAMT, 1, FALSE );
}
else
{
// We were successfull in stealing. Give some experience
StatChange( pSoldier, STRAMT, 6, FALSE );
StatChange( pSoldier, DEXTAMT, 10, FALSE );
StatChange( pSoldier, AGILAMT, 10, FALSE );
}
}
else
{
// We were successfull in stealing. Give some experience
StatChange( pSoldier, STRAMT, 8, FALSE );
StatChange( pSoldier, DEXTAMT, 3, FALSE );
StatChange( pSoldier, AGILAMT, 3, FALSE );
}
}
else
{
// SANDRO - Enhanced Close Combat System - experience for stealing changed
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
{
// failed a steal; give some experience - slightly changed by SANDRO
StatChange( pSoldier, STRAMT, 2, FROM_FAILURE );
StatChange( pSoldier, DEXTAMT, 4, FROM_FAILURE );
StatChange( pSoldier, AGILAMT, 4, FROM_FAILURE );
}
else
{
// failed a steal; give some experience
StatChange( pSoldier, STRAMT, 4, FROM_FAILURE );
StatChange( pSoldier, DEXTAMT, 1, FROM_FAILURE );
StatChange( pSoldier, AGILAMT, 1, FROM_FAILURE );
}
}
}
// SANDRO - Enhanced Close Combat System - Notice merc after stealing
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
pTargetSoldier->EVENT_SetSoldierDesiredDirection( GetDirectionFromGridNo( pSoldier->sGridNo, pTargetSoldier ) );
// 0verhaul: Also handled in the animation transition
// #ifdef JA2BETAVERSION
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - steal") );
// #endif
// FreeUpAttacker( (UINT8) pSoldier->ubID );
}
// -----------------------------------
// Punch, Kick the Enemy
// -----------------------------------
else
{
// SANDRO - new mercs' records
if ( pSoldier->bTeam == gbPlayerNum && pSoldier->ubProfile != NO_PROFILE )
{
gMercProfiles[ pSoldier->ubProfile ].records.usHtHAttacks++;
if ( iDiceRoll < iHitChance )
{
gMercProfiles[ pSoldier->ubProfile ].records.usShotsHit++;
}
}
// SANDRO - Enhanced Close Combat System - spinning kick is not automatic but just more damaging
if (!gGameExternalOptions.fEnhancedCloseCombatSystem)
{
// ATE/CC: if doing ninja spin kick (only), automatically make it a hit
if ( pSoldier->usAnimState == NINJA_SPINKICK)
{
// Let him to succeed by a random amount
iDiceRoll = PreRandom( iHitChance );
}
}
if ( pSoldier->bTeam == gbPlayerNum && pTargetSoldier->bTeam != gbPlayerNum )
{
// WDS 07/19/2008 - Random number use fix
// made an HTH attack; give experience
if ( iDiceRoll < iHitChance )
{
ubExpGain = 8;
// SANDRO - Enhanced Close Combat System - EXP given based on type of attack
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
{
// Increased EXP for head strike
if (pSoldier->bAimShotLocation == AIM_SHOT_HEAD)
{
ubExpGain += 2;
}
// Decreased EXP for leg strike
else if (pSoldier->bAimShotLocation == AIM_SHOT_LEGS)
{
ubExpGain -= 4;
}
// Double EXP for focused attack
if ( (pSoldier->usAnimState == NINJA_SPINKICK || pSoldier->aiData.bAimTime >= (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedPunches : 6)) &&
((HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT)) && gGameOptions.fNewTraitSystem ))
{
ubExpGain *= 2;
}
}
if ( pTargetSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pTargetSoldier ) || TANK( pTargetSoldier ) )
{
ubExpGain = 0;
}
else if ( pTargetSoldier->ubBodyType == COW || pTargetSoldier->ubBodyType == CROW )
{
ubExpGain /= 2;
}
// SANDRO - Enhanced Close Combat System
if ( gGameExternalOptions.fEnhancedCloseCombatSystem && pTargetSoldier->bCollapsed)
{
// beating unconscious enemy is a matter of brute strength, so give exp mostly to Stregnth
StatChange( pSoldier, DEXTAMT, (ubExpGain+1)/3, FALSE );
StatChange( pSoldier, STRAMT, ubExpGain + 1, FALSE );
StatChange( pSoldier, AGILAMT, (ubExpGain+1)/3, FALSE );
}
else
{
StatChange( pSoldier, DEXTAMT, ubExpGain, FALSE );
StatChange( pSoldier, STRAMT, (ubExpGain+1)/3, FALSE );
StatChange( pSoldier, AGILAMT, (ubExpGain+1)/3, FALSE );
}
}
else
{
ubExpGain = 4;
// SANDRO - Enhanced Close Combat System - EXP given based on type of attack
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
{
// Increased EXP for head strike
if (pSoldier->bAimShotLocation == AIM_SHOT_HEAD)
{
ubExpGain += 1;
}
// Decreased EXP for leg strike
else if (pSoldier->bAimShotLocation == AIM_SHOT_LEGS)
{
ubExpGain -= 2;
}
// Double EXP for focused attack
if ( (pSoldier->usAnimState == NINJA_SPINKICK || pSoldier->aiData.bAimTime >= (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedPunches : 6)) &&
((HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT)) && gGameOptions.fNewTraitSystem ) )
{
ubExpGain *= 2;
}
}
if ( pTargetSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pTargetSoldier ) || TANK( pTargetSoldier ) )
{
ubExpGain = 0;
}
else if ( pTargetSoldier->ubBodyType == COW || pTargetSoldier->ubBodyType == CROW )
{
ubExpGain /= 2;
}
StatChange( pSoldier, DEXTAMT, ubExpGain, FALSE );
StatChange( pSoldier, STRAMT, (ubExpGain+1)/3, FALSE );
StatChange( pSoldier, AGILAMT, (ubExpGain+1)/3, FALSE );
}
}
else if ( pSoldier->bTeam != gbPlayerNum && pTargetSoldier->bTeam == gbPlayerNum )
{
// being attacked... if successfully dodged, give experience
if ( iDiceRoll > iHitChance )
{
// SANDRO - Enhanced Close Combat System - More logical - give EXP for dodging to Agility most
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
{
StatChange( pTargetSoldier, DEXTAMT, 5, FALSE ); // 4 istead of 8
StatChange( pTargetSoldier, STRAMT, 2, FALSE ); // 2 instead of 3
StatChange( pTargetSoldier, AGILAMT, 8, FALSE ); // 8 instead of 3
}
else
{
StatChange( pTargetSoldier, DEXTAMT, 8, FALSE );
StatChange( pTargetSoldier, STRAMT, 3, FALSE );
StatChange( pTargetSoldier, AGILAMT, 3, FALSE );
}
}
}
// SANDRO - Enhanced Close Combat System - Add dodge animation of target if missed ninja spin kick
//if ( (iDiceRoll >= iHitChance) && pSoldier->usAnimState == NINJA_SPINKICK && gGameExternalOptions.fEnhancedCloseCombatSystem
// && gAnimControl[ pTargetSoldier->usAnimState ].ubHeight == ANIM_STAND && IS_MERC_BODY_TYPE( pTargetSoldier ))
//{
// pTargetSoldier->ChangeSoldierState( DODGE_ONE, 0 , FALSE );
// // after dodging melee attack go to apropriate stance
// if ( (gAnimControl[ pTargetSoldier->usAnimState ].ubHeight == ANIM_STAND) && (Item[pTargetSoldier->inv[HANDPOS].usItem].usItemClass & (IC_NONE | IC_PUNCH)) && pTargetSoldier->stats.bLife > 30 && pTargetSoldier->bBreath > 25 )
// {
// if ((((NUM_SKILL_TRAITS( pTargetSoldier, MARTIAL_ARTS_NT ) >= ((gSkillTraitValues.fPermitExtraAnimationsOnlyToMA) ? 2 : 1 )) && gGameOptions.fNewTraitSystem ) ||
// (HAS_SKILL_TRAIT( pTargetSoldier, MARTIALARTS_OT ) && !gGameOptions.fNewTraitSystem ) ) &&
// pTargetSoldier->ubBodyType == REGMALE )
// {
// //pTSoldier->usPendingAnimation = NINJA_GOTOBREATH;
// pTargetSoldier->usPendingAnimation = NINJA_BREATH ;
// }
// else
// {
// pTargetSoldier->usPendingAnimation = PUNCH_BREATH ;
// }
// }
// else if ( (gAnimControl[ pTargetSoldier->usAnimState ].ubHeight == ANIM_STAND) && (Item[pTargetSoldier->inv[HANDPOS].usItem].usItemClass == IC_BLADE))
// {
// //pTSoldier->usPendingAnimation = KNIFE_GOTOBREATH;
// pTargetSoldier->usPendingAnimation = KNIFE_BREATH ;
// }
//}
// WDS 07/19/2008 - Random number use fix
#if (defined JA2UB)
//Ja25 no meanwhiles
if ( iDiceRoll < iHitChance )
#else
if ( iDiceRoll < iHitChance || AreInMeanwhile( ) )
#endif
{
// CALCULATE DAMAGE!
iImpact = HTHImpact( pSoldier, pTargetSoldier, (iHitChance - iDiceRoll), FALSE );
// SANDRO - new merc records - times wounded (punched)
if ( pTargetSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pTargetSoldier->ubProfile ].records.usTimesWoundedPunched++;
// Send event for getting hit
memset( &(SWeaponHit), 0, sizeof( SWeaponHit ) );
SWeaponHit.usSoldierID = pTargetSoldier->ubID;
SWeaponHit.usWeaponIndex = pSoldier->usAttackingWeapon;
SWeaponHit.sDamage = (INT16) iImpact;
SWeaponHit.usDirection = (UINT8)GetDirectionFromGridNo( pSoldier->sGridNo, pTargetSoldier );
SWeaponHit.sXPos = (INT16)pTargetSoldier->dXPos;
SWeaponHit.sYPos = (INT16)pTargetSoldier->dYPos;
SWeaponHit.sZPos = 20;
SWeaponHit.sRange = 1;
SWeaponHit.ubAttackerID = pSoldier->ubID;
SWeaponHit.fHit = TRUE;
SWeaponHit.ubSpecial = FIRE_WEAPON_NO_SPECIAL;
AddGameEvent( S_WEAPONHIT, (UINT16) 20, &SWeaponHit );
}
// 0verhaul: And this too
// else
// {
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - missed in HTH attack") );
// FreeUpAttacker( (UINT8) pSoldier->ubID );
// }
}
}
// possibly reduce monster smell (gunpowder smell)
if ( pSoldier->aiData.bMonsterSmell > 0 && Random( 5 ) == 0 )
{
pSoldier->aiData.bMonsterSmell--;
}
return( TRUE );
}
BOOLEAN UseThrown( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
{
UINT32 uiHitChance, uiDiceRoll;
INT8 bLoop;
UINT8 ubTargetID;
SOLDIERTYPE * pTargetSoldier;
INT16 sAPCost = 0;
uiHitChance = CalcThrownChanceToHit( pSoldier, sTargetGridNo, pSoldier->aiData.bAimTime, AIM_SHOT_TORSO );
uiDiceRoll = PreRandom( 100 );
#ifdef JA2BETAVERSION
if ( gfReportHitChances )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Hit chance was %ld, roll %ld (range %d)", uiHitChance, uiDiceRoll, PythSpacesAway( pSoldier->sGridNo, sTargetGridNo ) );
}
#endif
if ( pSoldier->bTeam == gbPlayerNum && gTacticalStatus.uiFlags & INCOMBAT )
{
// check target gridno
ubTargetID = WhoIsThere2( pSoldier->sTargetGridNo, pSoldier->bTargetLevel );
if ( ubTargetID == NOBODY )
{
pTargetSoldier = NULL;
}
else
{
pTargetSoldier = MercPtrs[ ubTargetID ];
}
if ( pTargetSoldier && pTargetSoldier->bTeam == pSoldier->bTeam )
{
// ignore!
pTargetSoldier = NULL;
}
// Snap: Find the number of real targets for grenade attack
UINT16 usNumTargets = 0;
if ( pTargetSoldier != NULL )
{
usNumTargets++;
}
// search for an opponent near the target gridno
for ( bLoop = 0; bLoop < NUM_WORLD_DIRECTIONS; bLoop++ )
{
ubTargetID = WhoIsThere2( NewGridNo( pSoldier->sTargetGridNo, DirectionInc( bLoop ) ), pSoldier->bTargetLevel );
pTargetSoldier = NULL;
if ( ubTargetID != NOBODY )
{
pTargetSoldier = MercPtrs[ ubTargetID ];
if ( pTargetSoldier->bTeam != pSoldier->bTeam )
{
usNumTargets++;
}
}
}
if ( usNumTargets )
{
// ok this is a real attack on someone, grant experience
// Snap: calculate experience points for strength: weight x distance
UINT16 usHandItem = pSoldier->inv[HANDPOS].usItem;
// calculate actual range (in world units)
INT32 iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sTargetGridNo );
// 10 points for a regular grenade thrown at 100 units (1 cell = 10 units)
UINT16 usExpGain = ( Item[usHandItem].ubWeight * iRange + 30) / 60;
StatChange( pSoldier, STRAMT, usExpGain, FALSE );
// Snap: calculate experience points for dexterity and marksmanship
usExpGain = 5 // For at least one target
+ 2*(usNumTargets-1); // For every additional target
BOOLEAN fGonnaHit = uiDiceRoll < uiHitChance;
if ( fGonnaHit ) usExpGain *= 2; // For actually hitting the target :)
usExpGain += (UINT16) (100 - uiHitChance) / 10; // Extra exp for a difficult target
StatChange( pSoldier, DEXTAMT, usExpGain / 2, ( fGonnaHit ? FALSE : FROM_FAILURE ) );
StatChange( pSoldier, MARKAMT, usExpGain / 2, ( fGonnaHit ? FALSE : FROM_FAILURE ) );
/*if ( uiDiceRoll < uiHitChance )
{
usExpGain *= 2;
usExpGain += (UINT16) ( 100 - uiHitChance ) / 10;
StatChange( pSoldier, DEXTAMT, usExpGain / 2, FALSE );
StatChange( pSoldier, MARKAMT, usExpGain / 2, FALSE );
}
else
{
StatChange( pSoldier, DEXTAMT, usExpGain / 2, FROM_FAILURE );
StatChange( pSoldier, MARKAMT, usExpGain / 2, FROM_FAILURE );
}*/
}
}
/////////////////////////////////////////////////////////////////////////////////////
// SANDRO - new mercs' records
if ( Item[ pSoldier->inv[HANDPOS].usItem ].usItemClass == IC_GRENADE || Item[ pSoldier->inv[HANDPOS].usItem ].usItemClass == IC_BOMB || Item[ pSoldier->inv[HANDPOS].usItem ].usItemClass == IC_THROWN)
{
gMercProfiles[ pSoldier->ubProfile ].records.usGrenadesThrown++;
}
/////////////////////////////////////////////////////////////////////////////////////
CalculateLaunchItemParamsForThrow( pSoldier, sTargetGridNo, pSoldier->bTargetLevel, (INT16)(pSoldier->bTargetLevel * 256 ), &(pSoldier->inv[ HANDPOS ] ), (INT8)(uiDiceRoll - uiHitChance), THROW_ARM_ITEM, 0 );
//AXP 25.03.2007: Cleaned up throwing AP costs. Now only turning + stance change AP
// costs are deducted. Final throw cost is deducted on creating the grenade object
if ( (UINT8)GetDirectionFromGridNo( sTargetGridNo, pSoldier ) != pSoldier->ubDirection )
sAPCost += (INT16)GetAPsToLook( pSoldier );
sAPCost += GetAPsToChangeStance( pSoldier, ANIM_STAND );
HandleSoldierThrowItem( pSoldier, pSoldier->sTargetGridNo );
DeductPoints( pSoldier, sAPCost, 0, AFTERSHOT_INTERRUPT );
pSoldier->inv[ HANDPOS ].RemoveObjectsFromStack(1);
/*
// Madd: Next 2 lines added: Deduct points!
sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, FALSE, pSoldier->aiData.bAimTime );
// Kaiden: Deducting points too early, moving the line down
//DeductPoints( pSoldier, sAPCost, 0 );
// OK, goto throw animation
HandleSoldierThrowItem( pSoldier, pSoldier->sTargetGridNo );
// Kaiden: Deducting points too early, moving the line down
DeductPoints( pSoldier, sAPCost, 0 );
RemoveObjs( &(pSoldier->inv[ HANDPOS ] ), 1 );
*/
return( TRUE );
}
BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
{
UINT32 uiHitChance, uiDiceRoll;
INT16 sAPCost = 0;
INT32 iBPCost = 0;
OBJECTTYPE Launchable;
OBJECTTYPE * pObj;
UINT16 usItemNum;
INT32 iID;
REAL_OBJECT *pObject;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("UseLauncher, target = %d", sTargetGridNo) );
usItemNum = pSoldier->usAttackingWeapon;
if ( !EnoughAmmo( pSoldier, TRUE, pSoldier->ubAttackingHand ) )
{
return( FALSE );
}
pObj = &(pSoldier->inv[HANDPOS]);
attachmentList::iterator iter;
for (iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if ( Item[ iter->usItem ].usItemClass & IC_EXPLOSV && iter->exists())
{
break;
}
}
if (iter == (*pObj)[0]->attachments.end())
{
// this should not happen!!
return( FALSE );
}
//CHRISL: Added a magsize value to Explosives.xml which is checked by GetExpMagSize. This will allow OAS to load individual grenades into
// multi-launch grenades and fire correctly
//if ( Weapon[GetAttachedGrenadeLauncher(pObj)].ubMagSize > 1 || ( Item[pObj->usItem].grenadelauncher && GetMagSize(pObj) > 1 ))
if(GetExpMagSize(&(*iter)) > 1)
CreateItem( iter->usItem, 100, &Launchable );
else
CreateItem( iter->usItem, (*iter)[0]->data.objectStatus, &Launchable );
//if ( pSoldier->usAttackingWeapon == pObj->usItem )
//{
DeductAmmo( pSoldier, HANDPOS );
//}
//else
//{
// // Firing an attached grenade launcher... the attachment we found above
// // is the one to remove!
// RemoveAttachment( pObj, bAttachPos);
//}
// Flugente fix: until now, pobj was always used to determine wether the explosive weapon will fail - but in the case of underbarrel weapons that wasn't the gun fired
// we now determine the real weapon being fired
OBJECTTYPE* pgunobj = pObj;
if ( pSoldier->bWeaponMode & (WM_ATTACHED_GL|WM_ATTACHED_GL_BURST|WM_ATTACHED_GL_AUTO) )
{
// firing an attached weapon
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if ( iter->exists() && Item[ iter->usItem ].usItemClass & IC_LAUNCHER )
{
pgunobj = &(*iter);
break;
}
}
}
// ATE: Check here if the launcher should fail 'cause of bad status.....
if ( WillExplosiveWeaponFail( pSoldier, pgunobj ) )
{
GunIncreaseHeat( pgunobj );
// Explode dude!
// So we still should have ABC > 0
// Begin explosion due to failure...
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, Launchable.usItem, pSoldier->pathing.bLevel );
// Reduce again for attack end 'cause it has been incremented for a normal attack
// Nope, not anymore.
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - ATTACK ANIMATION %s ENDED BY BAD EXPLOSIVE CHECK, Now %d", gAnimControl[ pSoldier->usAnimState ].zAnimStr, gTacticalStatus.ubAttackBusyCount ) );
DebugAttackBusy( String("@@@@@@@ Freeing up attacker - ATTACK ANIMATION %s ENDED BY BAD EXPLOSIVE CHECK\n", gAnimControl[ pSoldier->usAnimState ].zAnimStr ) );
// ReduceAttackBusyCount( pSoldier->ubID, FALSE );
// So all's well, should be good from here....
return( FALSE );
}
GunIncreaseHeat( pgunobj );
// Flugente: if we are using a rifle grenade, we also use up one of the gun's bullets
if ( IsAttachmentClass(pgunobj->usItem, AC_RIFLEGRENADE) )
{
if ( (*pObj)[0]->data.gun.ubGunShotsLeft> 0 )
(*pObj)[0]->data.gun.ubGunShotsLeft--;
// increase heat, as we 'fired' a bullet
GunIncreaseHeat( pObj );
}
if ( Weapon[ usItemNum ].sSound != NO_WEAPON_SOUND )
{
if (Item[ usItemNum ].usItemClass == IC_GUN )
PlayJA2Sample( Weapon[ UNDER_GLAUNCHER ].sSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
else
PlayJA2Sample( Weapon[ usItemNum ].sSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
uiHitChance = CalcThrownChanceToHit( pSoldier, sTargetGridNo, pSoldier->aiData.bAimTime, AIM_SHOT_TORSO );
uiDiceRoll = PreRandom( 100 );
#ifdef JA2BETAVERSION
if ( gfReportHitChances )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Hit chance was %ld, roll %ld (range %d)", uiHitChance, uiDiceRoll, PythSpacesAway( pSoldier->sGridNo, sTargetGridNo ) );
}
#endif
if ( Item[ usItemNum ].usItemClass == IC_LAUNCHER )
{
// Preserve gridno!
//pSoldier->sLastTarget = sTargetGridNo;
//sAPCost = MinAPsToAttack( pSoldier, sTargetGridNo, TRUE );
sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, FALSE, pSoldier->aiData.bShownAimTime );
// SANDRO: get BP cost for weapon manipulating
if ( gGameExternalOptions.ubEnergyCostForWeaponWeight )
iBPCost = sAPCost * GetBPCostPer10APsForGunHolding( pSoldier ) / 10;
else
iBPCost = 0;
}
else
{
// Throw....
sAPCost = MinAPsToThrow( pSoldier, sTargetGridNo, FALSE );
// SANDRO: get BP cost for weapon manipulating
if ( gGameExternalOptions.ubEnergyCostForWeaponWeight )
iBPCost = sAPCost * GetBPCostPer10APsForGunHolding( pSoldier ) / 10;
else
iBPCost = 0;
}
if ( pSoldier->bDoBurst )
{
// ONly deduct points once
if ( pSoldier->bDoBurst == 1 )
{
DeductPoints( pSoldier, sAPCost, iBPCost, AFTERSHOT_INTERRUPT );
}
}
else
{
DeductPoints( pSoldier, sAPCost, iBPCost, AFTERSHOT_INTERRUPT );
}
/////////////////////////////////////////////////////////////////////////////////////
// SANDRO - new mercs' records
if ( Item[ usItemNum ].usItemClass == IC_LAUNCHER || Item[usItemNum].grenadelauncher ||
Item[usItemNum].rocketlauncher || Item[usItemNum].singleshotrocketlauncher || Item[usItemNum].mortar )
{
gMercProfiles[ pSoldier->ubProfile ].records.usMissilesLaunched++;
}
/////////////////////////////////////////////////////////////////////////////////////
CalculateLaunchItemParamsForThrow( pSoldier, sTargetGridNo, pSoldier->bTargetLevel, 0, &Launchable, (INT8)(uiDiceRoll - uiHitChance), THROW_ARM_ITEM, 0 );
iID = CreatePhysicalObject( pSoldier->pTempObject, pSoldier->pThrowParams->dLifeSpan, pSoldier->pThrowParams->dX, pSoldier->pThrowParams->dY, pSoldier->pThrowParams->dZ, pSoldier->pThrowParams->dForceX, pSoldier->pThrowParams->dForceY, pSoldier->pThrowParams->dForceZ, pSoldier->ubID, pSoldier->pThrowParams->ubActionCode, pSoldier->pThrowParams->uiActionData, FALSE );
// OJW - 20091002 - Explosives
if (is_networked && is_client)
{
if (pSoldier->bTeam == 0 || (pSoldier->bTeam == 1 && is_server))
{
send_grenade( pSoldier->pTempObject , pSoldier->pThrowParams->dLifeSpan, pSoldier->pThrowParams->dX, pSoldier->pThrowParams->dY, pSoldier->pThrowParams->dZ, pSoldier->pThrowParams->dForceX, pSoldier->pThrowParams->dForceY, pSoldier->pThrowParams->dForceZ, sTargetGridNo, pSoldier->ubID, pSoldier->pThrowParams->ubActionCode, pSoldier->pThrowParams->uiActionData, iID , false);
}
}
pObject = &( ObjectSlots[ iID ] );
//pObject->fPotentialForDebug = TRUE;
OBJECTTYPE::DeleteMe( &pSoldier->pTempObject );
MemFree( pSoldier->pThrowParams );
pSoldier->pThrowParams = NULL;
if ( pSoldier->bDoBurst )
{
// done, if bursting, increment
pSoldier->bDoBurst++;
}
return( TRUE );
}
BOOLEAN DoSpecialEffectAmmoMiss( UINT8 ubAttackerID, INT32 sGridNo, INT16 sXPos, INT16 sYPos, INT16 sZPos, BOOLEAN fSoundOnly, BOOLEAN fFreeupAttacker, INT32 iBullet )
{
ANITILE_PARAMS AniParams;
UINT8 ubAmmoType;
UINT16 usItem;
// Flugente: check for underbarrel weapons and use that object if necessary
OBJECTTYPE* pObj = MercPtrs[ ubAttackerID ]->GetUsedWeapon( &MercPtrs[ ubAttackerID ]->inv[ MercPtrs[ ubAttackerID ]->ubAttackingHand ] );
ubAmmoType = (*pObj)[0]->data.gun.ubGunAmmoType;
usItem = (*pObj).usItem;
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
if ( AmmoTypes[ubAmmoType].explosionSize == 1 )
{
if ( !fSoundOnly )
{
AniParams.sGridNo = sGridNo;
AniParams.ubLevelID = ANI_TOPMOST_LEVEL;
AniParams.sDelay = (INT16)( 100 );
AniParams.sStartFrame = 0;
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_ALWAYS_TRANSLUCENT;
AniParams.sX = sXPos;
AniParams.sY = sYPos;
AniParams.sZ = sZPos;
strcpy( AniParams.zCachedFile, "TILECACHE\\MINIBOOM.STI" );
CreateAnimationTile( &AniParams );
if ( fFreeupAttacker )
{
RemoveBullet( iBullet );
// 0verhaul: No longer necessary
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - bullet hit structure - explosive ammo") );
// FreeUpAttacker( (UINT8) ubAttackerID );
}
}
if (!TileIsOutOfBounds(sGridNo))
{
PlayJA2Sample( SMALL_EXPLODE_1 , RATE_11025, SoundVolume( (INT8)HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
}
else
{
PlayJA2Sample( SMALL_EXPLODE_1 , RATE_11025, MIDVOLUME, 1, MIDDLE );
}
return( TRUE );
}
else if ( AmmoTypes[ubAmmoType].explosionSize == 2 )
{
if ( !fSoundOnly )
{
AniParams.sGridNo = sGridNo;
AniParams.ubLevelID = ANI_TOPMOST_LEVEL;
AniParams.sDelay = (INT16)( 100 );
AniParams.sStartFrame = 0;
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_ALWAYS_TRANSLUCENT;
AniParams.sX = sXPos;
AniParams.sY = sYPos;
AniParams.sZ = sZPos;
strcpy( AniParams.zCachedFile, "TILECACHE\\ZGRAV_D.STI" );
CreateAnimationTile( &AniParams );
if ( fFreeupAttacker )
{
RemoveBullet( iBullet );
// 0verhaul: No longer necessary.
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - bullet hit structure - explosive ammo") );
// FreeUpAttacker( (UINT8) ubAttackerID );
}
}
if (!TileIsOutOfBounds(sGridNo))
{
PlayJA2Sample( EXPLOSION_1 , RATE_11025, SoundVolume( (INT8)HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
}
else
{
PlayJA2Sample( EXPLOSION_1 , RATE_11025, MIDVOLUME, 1, MIDDLE );
}
return( TRUE );
}
else if ( AmmoTypes[ubAmmoType].explosionSize == 3 )
{
if ( !fSoundOnly )
{
AniParams.sGridNo = sGridNo;
AniParams.ubLevelID = ANI_TOPMOST_LEVEL;
AniParams.sDelay = (INT16)( 100 );
AniParams.sStartFrame = 0;
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_ALWAYS_TRANSLUCENT;
AniParams.sX = sXPos;
AniParams.sY = sYPos;
AniParams.sZ = sZPos;
strcpy( AniParams.zCachedFile, "TILECACHE\\ZGRAV_C.STI" );
CreateAnimationTile( &AniParams );
if ( fFreeupAttacker )
{
RemoveBullet( iBullet );
// 0verhaul: No longer necessary.
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - bullet hit structure - explosive ammo") );
// FreeUpAttacker( (UINT8) ubAttackerID );
}
}
if (!TileIsOutOfBounds(sGridNo))
{
PlayJA2Sample( EXPLOSION_BLAST_2 , RATE_11025, SoundVolume( (INT8)HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
}
else
{
PlayJA2Sample( EXPLOSION_BLAST_2 , RATE_11025, MIDVOLUME, 1, MIDDLE );
}
return( TRUE );
}
else if ( AmmoTypes[ubAmmoType].monsterSpit )
{
// Increment attack busy...
// gTacticalStatus.ubAttackBusyCount++;
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Incrementing Attack: Explosion gone off, COunt now %d", gTacticalStatus.ubAttackBusyCount ) );
PlayJA2Sample( CREATURE_GAS_NOISE, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
// 0verhaul: Not ready to simplify this to a single call yet. What we need in order to
// fix this correctly is to detach 'alien spit' as a special caliber and instead add 3 new calibers for actual "ammo":
// very small spit, small spit, and large spit. Then we need to add a special effect miss index to point to the
// appropriate smoke effect to disperse.
//NewSmokeEffect( sGridNo, usItem, 0, ubAttackerID);
// Do Spread effect.......
switch( usItem )
{
case CREATURE_YOUNG_MALE_SPIT:
case CREATURE_INFANT_SPIT:
NewSmokeEffect( sGridNo, VERY_SMALL_CREATURE_GAS, 0, ubAttackerID );
break;
case CREATURE_OLD_MALE_SPIT:
NewSmokeEffect( sGridNo, SMALL_CREATURE_GAS, 0, ubAttackerID );
break;
case CREATURE_QUEEN_SPIT:
NewSmokeEffect( sGridNo, LARGE_CREATURE_GAS, 0, ubAttackerID );
break;
}
}
return( FALSE );
}
void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange , UINT8 ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation )
{
SOLDIERTYPE *pTargetSoldier, *pSoldier;
OBJECTTYPE *pObj;
// Get attacker
pSoldier = MercPtrs[ ubAttackerID ];
// Flugente: check for underbarrel weapons and use that object if necessary
pObj = pSoldier->GetUsedWeapon( &pSoldier->inv[pSoldier->ubAttackingHand] );
// Get Target
pTargetSoldier = MercPtrs[ usSoldierID ];
MakeNoise( ubAttackerID, pTargetSoldier->sGridNo, pTargetSoldier->pathing.bLevel, gpWorldLevelData[pTargetSoldier->sGridNo].ubTerrainID, Weapon[ usWeaponIndex ].ubHitVolume, NOISE_BULLET_IMPACT );
// CALLAHAN START BUGFIX
// Provisions for Fragments, which are resulting from a different weapon than the one we are holding in our hand.
UINT8 ubAmmoType = 0;
if ( pObj->usItem == usWeaponIndex || EXPLOSIVE_GUN( usWeaponIndex )) // WANNE: This fixes the bug, that ONE shot LAWs do not explode on a direct target hit!
{
ubAmmoType = (*pObj)[0]->data.gun.ubGunAmmoType;
}
else
{
// Must be a fragment.
ubAmmoType = Explosive[Item[usWeaponIndex].ubClassIndex].ubFragType;
usWeaponIndex = 1; // Set to default gun.
}
if ( EXPLOSIVE_GUN( usWeaponIndex ) || AmmoTypes[ubAmmoType].explosionSize > 1)
// CALLAHAN END BUGFIX
{
// Reduce attacker count!
//TODO: Madd --- I don't think this code will ever get called for the HE ammo -- the EXPLOSIVE_GUN check filters out regular guns
// marke test mag ammo type: pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.ubGunAmmoType
// 2cond 'or' added
if ( Item[usWeaponIndex].rocketlauncher || AmmoTypes[ubAmmoType].explosionSize > 1 )
{
if ( Item[usWeaponIndex].singleshotrocketlauncher )
{
IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos ), C1, pTargetSoldier->pathing.bLevel );
}
// changed rpg type to work only with two flags matching
else if ( !Item[usWeaponIndex].singleshotrocketlauncher && Item[usWeaponIndex].rocketlauncher)
//we shouldn't be able to have an underbarrel firing mode in this step, so we keep the original code :JMich
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("WeaponHit: RPG7 item: %d, Ammo: %d",pSoldier->inv[HANDPOS].usItem , pSoldier->inv[HANDPOS][0]->data.gun.usGunAmmoItem ) );
IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos ), pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem, pTargetSoldier->pathing.bLevel );
//This is just to make multishot launchers work in semi auto. It's not really a permanent solution because it still doesn't allow autofire, but it will do for now.
OBJECTTYPE * pLaunchable = FindLaunchableAttachment( &(pSoldier->inv[pSoldier->ubAttackingHand ]), pSoldier->inv[pSoldier->ubAttackingHand ].usItem );
if(pLaunchable){
pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem = pLaunchable->usItem;
} else {
pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE;
}
}
else if ( AmmoTypes[ubAmmoType].explosionSize > 1)
{
// re-routed the Highexplosive value to define exposion type
IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos ), AmmoTypes[ubAmmoType].highExplosive , pTargetSoldier->pathing.bLevel );
// pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE;
}
}
else // tank cannon
{
// HEADROCK HAM 5 TODO: TANK_SHELL!
IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos ), TANK_SHELL, pTargetSoldier->pathing.bLevel );
}
// 0verhaul: No longer necessary
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - end of LAW fire") );
// FreeUpAttacker( ubAttackerID );
return;
}
DoSpecialEffectAmmoMiss( ubAttackerID, pTargetSoldier->sGridNo, sXPos, sYPos, sZPos, FALSE, FALSE, 0 );
// OK, SHOT HAS HIT, DO THINGS APPROPRIATELY
// ATE: This is 'cause of that darn smoke effect that could potentially kill
// the poor bastard .. so check
if ( !pTargetSoldier->flags.fDoingExternalDeath )
{
pTargetSoldier->EVENT_SoldierGotHit( usWeaponIndex, sDamage, sBreathLoss, usDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation, 0, NOWHERE );
}
// else
// {
// Buddy had died from additional damage - free up attacker here...
// ReduceAttackBusyCount( pTargetSoldier->ubAttackerID, FALSE );
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Special effect killed before bullet impact, attack count now %d", gTacticalStatus.ubAttackBusyCount) );
// OutputDebugString( "Special effect killed before bullet impact\n" );
// }
}
void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UINT8 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped )
{
BOOLEAN fDoMissForGun = FALSE;
ANITILE *pNode;
INT32 sGridNo;
ANITILE_PARAMS AniParams;
UINT16 usMissTileIndex, usMissTileType;
STRUCTURE *pStructure = NULL;
UINT32 uiMissVolume = MIDVOLUME;
BOOLEAN fHitSameStructureAsBefore;
BULLET * pBullet;
SOLDIERTYPE * pAttacker = NULL;
OBJECTTYPE * pObj;
pBullet = GetBulletPtr( iBullet );
// Flugente: check for underbarrel weapons and use that object if necessary
pObj = MercPtrs[ ubAttackerID ]->GetUsedWeapon( &MercPtrs [ ubAttackerID ]->inv[MercPtrs[ubAttackerID]->ubAttackingHand] );
// Get attacker
if (ubAttackerID != NOBODY)
{
pAttacker = MercPtrs[ ubAttackerID ];
}
// HEADROCK HAM 5: Define differently for fragments
UINT8 ubHitVolume = 0;
UINT8 ubAmmoType = 0;
if (pBullet->fFragment)
{
ubHitVolume = 1;
ubAmmoType = Explosive[Item[pBullet->fromItem].ubClassIndex].ubFragType;
}
else
{
ubHitVolume = Weapon[usWeaponIndex].ubHitVolume;
ubAmmoType = (*pObj)[0]->data.gun.ubGunAmmoType;
}
if ( fStopped && ubAttackerID != NOBODY )
{
if ( pAttacker->ubOppNum != NOBODY )
{
// if it was another team shooting at someone under our control
if ( (pAttacker->bTeam != Menptr[ pAttacker->ubOppNum ].bTeam ) )
{
// if OPPONENT is under our control
if (Menptr[ pAttacker->ubOppNum ].bTeam == gbPlayerNum )
{
// AGILITY GAIN: Opponent "dodged" a bullet shot at him (it missed)
StatChange( MercPtrs[ pAttacker->ubOppNum ], AGILAMT, 5, FROM_FAILURE );
}
}
}
}
if ( pBullet )
{
fHitSameStructureAsBefore = ( usStructureID == pBullet->usLastStructureHit );
}
else
{
// WTF?
fHitSameStructureAsBefore = FALSE;
}
sGridNo = MAPROWCOLTOPOS( (sYPos/CELL_Y_SIZE), (sXPos/CELL_X_SIZE) );
if ( !fHitSameStructureAsBefore )
{
if (sZPos > WALL_HEIGHT)
{
MakeNoise( ubAttackerID, sGridNo, 1, gpWorldLevelData[sGridNo].ubTerrainID, ubHitVolume, NOISE_BULLET_IMPACT );
}
else
{
MakeNoise( ubAttackerID, sGridNo, 0, gpWorldLevelData[sGridNo].ubTerrainID, ubHitVolume, NOISE_BULLET_IMPACT );
}
}
if (fStopped)
{
// marke need another attacker id assignment
SOLDIERTYPE *pSoldier;
// Get attacker
pSoldier = MercPtrs[ ubAttackerID ];
// marke added one 'or' to get this working with HE ammo
if ( Item[usWeaponIndex].rocketlauncher || AmmoTypes[ (*pObj)[0]->data.gun.ubGunAmmoType].explosionSize > 1)
{
// Reduce attacker count!
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - end of LAW fire") );
// FreeUpAttacker( ubAttackerID );
// HEADROCK HAM 5: Fragments fired by such weapons should not explode.
if ( pBullet->fFragment == false)
{
if ( Item[usWeaponIndex].singleshotrocketlauncher )
{
// HEADROCK HAM 5 TODO: C1!!!
IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, C1, (INT8)( sZPos >= WALL_HEIGHT ) );
}
// changed too to use 2 flag to determine
else if ( !Item[usWeaponIndex].singleshotrocketlauncher && Item[usWeaponIndex].rocketlauncher)
//there shouldn't be a way to enter here with an UnderBarrel weapon, so retaining original code :JMich
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("StructureHit: RPG7 item: %d, Ammo: %d",pAttacker->inv[HANDPOS].usItem , pAttacker->inv[HANDPOS][0]->data.gun.usGunAmmoItem ) );
IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, pAttacker->inv[pAttacker->ubAttackingHand ][0]->data.gun.usGunAmmoItem , (INT8)( sZPos >= WALL_HEIGHT ) );
//This is just to make multishot launchers work in semi auto. It's not really a permanent solution because it still doesn't allow autofire, but it will do for now.
OBJECTTYPE * pLaunchable = FindLaunchableAttachment( &(pAttacker->inv[pAttacker->ubAttackingHand ]), pAttacker->inv[pAttacker->ubAttackingHand ].usItem );
if(pLaunchable){
pAttacker->inv[pAttacker->ubAttackingHand ][0]->data.gun.usGunAmmoItem = pLaunchable->usItem;
} else {
pAttacker->inv[pAttacker->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE;
}
}
else if ( AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].explosionSize > 1)
{
// re-routed the Highexplosive value to define exposion type
IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, AmmoTypes[ (*pObj)[0]->data.gun.ubGunAmmoType].highExplosive , (INT8)( sZPos >= WALL_HEIGHT ) );
// pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE;
}
}
// Moved here to make sure ABC stays >0 until everything done
RemoveBullet( iBullet );
return;
}
if ( Item[usWeaponIndex].cannon )
{
// Reduce attacker count!
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - end of TANK fire") );
//FreeUpAttacker( ubAttackerID );
// HEADROCK HAM 5 TODO: Tank shell!!
IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, TANK_SHELL, (INT8)( sZPos >= WALL_HEIGHT ) );
//FreeUpAttacker( (UINT8) ubAttackerID );
// Moved here to keep ABC >0 as long as possible
RemoveBullet( iBullet );
return;
}
}
// Get Structure pointer and damage it!
if ( usStructureID != INVALID_STRUCTURE_ID )
{
pStructure = FindStructureByID( sGridNo, usStructureID );
DamageStructure( pStructure, (UINT8)iImpact, STRUCTURE_DAMAGE_GUNFIRE, sGridNo, sXPos, sYPos, ubAttackerID );
}
// HEADROCK HAM 5: Fragments are not fired from guns, so they need a special case.
if (pBullet->fFragment == false)
{
switch( Weapon[ usWeaponIndex ].ubWeaponClass )
{
case HANDGUNCLASS:
case RIFLECLASS:
case SHOTGUNCLASS:
case SMGCLASS:
case MGCLASS:
// Guy has missed, play random sound
if ( MercPtrs[ ubAttackerID ]->bTeam == gbPlayerNum )
{
if ( !MercPtrs[ ubAttackerID ]->bDoBurst )
{
if ( Random( 40 ) == 0 )
{
MercPtrs[ ubAttackerID ]->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
}
}
//fDoMissForGun = TRUE;
//break;
fDoMissForGun = TRUE;
break;
case MONSTERCLASS:
DoSpecialEffectAmmoMiss( ubAttackerID, sGridNo, sXPos, sYPos, sZPos, FALSE, TRUE, iBullet );
RemoveBullet( iBullet );
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - monster attack hit structure") );
// FreeUpAttacker( (UINT8) ubAttackerID );
//PlayJA2Sample( SPIT_RICOCHET , RATE_11025, uiMissVolume, 1, SoundDir( sGridNo ) );
break;
case KNIFECLASS:
// When it hits the ground, leave on map...
if ( Item[ usWeaponIndex ].usItemClass == IC_THROWING_KNIFE )
{
// OK, have we hit ground?
if ( usStructureID == INVALID_STRUCTURE_ID )
{
// Add item
CreateItem( usWeaponIndex, bWeaponStatus, &gTempObject );
AddItemToPool( sGridNo, &gTempObject, -1 , 0, 0, -1 );
// Make team look for items
NotifySoldiersToLookforItems( );
}
if ( !fHitSameStructureAsBefore )
{
PlayJA2Sample( MISS_KNIFE, RATE_11025, uiMissVolume, 1, SoundDir( sGridNo ) );
}
RemoveBullet( iBullet );
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - knife attack hit structure") );
// FreeUpAttacker( (UINT8) ubAttackerID );
}
}
}
else
{
if ( sZPos == 0 )
{
PlayJA2Sample( MISS_G2 , RATE_11025, 5, 1, SoundDir( sGridNo ) );
}
else
{
PlayJA2Sample( MISS_1 + Random(8), RATE_11025, 5, 1, SoundDir( sGridNo ) );
}
RemoveBullet( iBullet );
}
if ( fDoMissForGun )
{
// OK, are we a shotgun, if so , make sounds lower...
if ( Weapon[ usWeaponIndex ].ubWeaponClass == SHOTGUNCLASS )
{
uiMissVolume = LOWVOLUME;
}
// Free guy!
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - bullet hit structure") );
//FreeUpAttacker( (UINT8) ubAttackerID );
// PLAY SOUND AND FLING DEBRIS
// RANDOMIZE SOUND SYSTEM
// IF WE HIT THE GROUND
if ( fHitSameStructureAsBefore )
{
if ( fStopped )
{
RemoveBullet( iBullet );
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - bullet hit same structure twice") );
// FreeUpAttacker( (UINT8) ubAttackerID );
}
}
else
{
if ( !fStopped || !DoSpecialEffectAmmoMiss( ubAttackerID, sGridNo, sXPos, sYPos, sZPos, FALSE, TRUE, iBullet ) )
{
if ( sZPos == 0 )
{
PlayJA2Sample( MISS_G2 , RATE_11025, uiMissVolume, 1, SoundDir( sGridNo ) );
}
else
{
PlayJA2Sample( MISS_1 + Random(8), RATE_11025, uiMissVolume, 1, SoundDir( sGridNo ) );
}
// Default hit is the ground
usMissTileIndex = FIRSTMISS1;
usMissTileType = FIRSTMISS;
// Check if we are in water...
if ( TERRAIN_IS_WATER( gpWorldLevelData[ sGridNo ].ubTerrainID) )
{
usMissTileIndex = SECONDMISS1;
usMissTileType = SECONDMISS;
// Add ripple
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
AniParams.sGridNo = sGridNo;
AniParams.ubLevelID = ANI_STRUCT_LEVEL;
AniParams.usTileType = THIRDMISS;
AniParams.usTileIndex = THIRDMISS1;
AniParams.sDelay = 50;
AniParams.sStartFrame = 0;
AniParams.uiFlags = ANITILE_FORWARD;
pNode = CreateAnimationTile( &AniParams );
// Adjust for absolute positioning
pNode->pLevelNode->uiFlags |= LEVELNODE_USEABSOLUTEPOS;
pNode->pLevelNode->sRelativeX = sXPos;
pNode->pLevelNode->sRelativeY = sYPos;
pNode->pLevelNode->sRelativeZ = sZPos;
}
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
AniParams.sGridNo = sGridNo;
AniParams.ubLevelID = ANI_STRUCT_LEVEL;
AniParams.usTileType = usMissTileType;
AniParams.usTileIndex = usMissTileIndex;
AniParams.sDelay = 80;
AniParams.sStartFrame = 0;
if (fStopped)
{
AniParams.uiFlags = ANITILE_FORWARD | ANITILE_RELEASE_ATTACKER_WHEN_DONE;
}
else
{
AniParams.uiFlags = ANITILE_FORWARD;
}
// Save bullet ID!
AniParams.uiUserData3 = iBullet;
pNode = CreateAnimationTile( &AniParams );
// Set attacker ID
pNode->usMissAnimationPlayed = usMissTileType;
pNode->ubAttackerMissed = ubAttackerID;
// Adjust for absolute positioning
pNode->pLevelNode->uiFlags |= LEVELNODE_USEABSOLUTEPOS;
pNode->pLevelNode->sRelativeX = sXPos;
pNode->pLevelNode->sRelativeY = sYPos;
pNode->pLevelNode->sRelativeZ = sZPos;
// ATE: Show misses...( if our team )
if ( gGameSettings.fOptions[ TOPTION_SHOW_MISSES ] )
{
if ( ubAttackerID != NOBODY )
{
if ( MercPtrs[ ubAttackerID ]->bTeam == gbPlayerNum )
{
LocateGridNo( sGridNo );
}
}
}
}
pBullet->usLastStructureHit = usStructureID;
}
}
}
void WindowHit( INT32 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce )
{
STRUCTURE * pWallAndWindow;
DB_STRUCTURE * pWallAndWindowInDB;
INT32 sShatterGridNo;
UINT16 usTileIndex;
ANITILE * pNode;
ANITILE_PARAMS AniParams;
// ATE: Make large force always for now ( feel thing )
fLargeForce = TRUE;
// we have to do two things here: swap the window structure
// (right now just using the partner stuff in a chain from
// intact to cracked to shattered) and display the
// animation if we've reached shattered
// find the wall structure, and go one length along the chain
pWallAndWindow = FindStructureByID( sGridNo, usStructureID );
if (pWallAndWindow == NULL)
{
return;
}
pWallAndWindow = SwapStructureForPartner( sGridNo, pWallAndWindow);
if (pWallAndWindow == NULL)
{
return;
}
// record window smash
AddWindowHitToMapTempFile( sGridNo );
pWallAndWindowInDB = pWallAndWindow->pDBStructureRef->pDBStructure;
if ( fLargeForce )
{
// Force to destruction animation!
if (pWallAndWindowInDB->bPartnerDelta != NO_PARTNER_STRUCTURE )
{
pWallAndWindow = SwapStructureForPartner( sGridNo, pWallAndWindow);
if ( pWallAndWindow )
{
// record 2nd window smash
AddWindowHitToMapTempFile( sGridNo );
pWallAndWindowInDB = pWallAndWindow->pDBStructureRef->pDBStructure;
}
}
}
SetRenderFlags( RENDER_FLAG_FULL );
if (pWallAndWindowInDB->ubArmour == MATERIAL_THICKER_METAL_WITH_SCREEN_WINDOWS)
{
// don't play any sort of animation or sound
return;
}
if (pWallAndWindowInDB->bPartnerDelta != NO_PARTNER_STRUCTURE )
{ // just cracked; don't display the animation
MakeNoise( NOBODY, sGridNo, 0, gpWorldLevelData[sGridNo].ubTerrainID, WINDOW_CRACK_VOLUME, NOISE_BULLET_IMPACT );
return;
}
MakeNoise( NOBODY, sGridNo, 0, gpWorldLevelData[sGridNo].ubTerrainID, WINDOW_SMASH_VOLUME, NOISE_BULLET_IMPACT );
if (pWallAndWindowInDB->ubWallOrientation == INSIDE_TOP_RIGHT || pWallAndWindowInDB->ubWallOrientation == OUTSIDE_TOP_RIGHT)
{
/*
sShatterGridNo = sGridNo + 1;
// check for wrapping around edge of map
if (sShatterGridNo % WORLD_COLS == 0)
{
// in which case we don't play the animation!
return;
}*/
if (fBlowWindowSouth)
{
usTileIndex = WINDOWSHATTER1;
sShatterGridNo = sGridNo + 1;
}
else
{
usTileIndex = WINDOWSHATTER11;
sShatterGridNo = sGridNo;
}
}
else
{
/*
sShatterGridNo = sGridNo + WORLD_COLS;
// check for wrapping around edge of map
if (sShatterGridNo % WORLD_ROWS == 0)
{
// in which case we don't play the animation!
return;
}*/
if (fBlowWindowSouth)
{
usTileIndex = WINDOWSHATTER6;
sShatterGridNo = sGridNo + WORLD_COLS;
}
else
{
usTileIndex = WINDOWSHATTER16;
sShatterGridNo = sGridNo;
}
}
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
AniParams.sGridNo = sShatterGridNo;
AniParams.ubLevelID = ANI_STRUCT_LEVEL;
AniParams.usTileType = WINDOWSHATTER;
AniParams.usTileIndex = usTileIndex;
AniParams.sDelay = 50;
AniParams.sStartFrame = 0;
AniParams.uiFlags = ANITILE_FORWARD;
pNode = CreateAnimationTile( &AniParams );
//dddokno{
CompileWorldMovementCosts();
//dddokno}
PlayJA2Sample( GLASS_SHATTER1 + Random(2), RATE_11025, MIDVOLUME, 1, SoundDir( sGridNo ) );
}
BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
INT32 sRange;
UINT16 usInHand;
OBJECTTYPE *pObj;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("InRange"));
// Flugente: check for underbarrel weapons and use that object if necessary
pObj = pSoldier->GetUsedWeapon( &pSoldier->inv[HANDPOS] );
usInHand = (*pObj).usItem;
INVTYPE* pItemInHand = &Item[ usInHand ];
if ( pItemInHand->usItemClass == IC_GUN || pItemInHand->usItemClass == IC_THROWING_KNIFE || (pItemInHand->rocketlauncher && !pItemInHand->singleshotrocketlauncher))
{
// Determine range
sRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
if ( pItemInHand->usItemClass == IC_THROWING_KNIFE )
{
// NB CalcMaxTossRange returns range in tiles, not in world units
if ( sRange <= CalcMaxTossRange( pSoldier, usInHand, TRUE ) * CELL_X_SIZE )
{
return( TRUE );
}
}
else
{
// For given weapon, check range
if ( sRange <= GunRange( pObj, pSoldier ) ) // SANDRO - added argument
{
return( TRUE );
}
}
}
return( FALSE );
}
UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
{
//////////////////////////////////////////////////////////////////////////////////
// HEADROCK HAM 4:
//
// The CTH/Firing system has been completely revamped. CTH is now the result of
// two completely separate calculations. One takes into account skill and conditions,
// the other relies on gun accuracy.
// See also UseGun() for further notes.
//
//////////////////////////////////////////////////////////////////////////////////
// Basic defines
SOLDIERTYPE * pTarget;
INT32 iChance, iRange, iSightRange; //, minRange;
UINT16 usInHand;
OBJECTTYPE * pInHand;
INT8 bBandaged, iTraitModifier;
INT16 sDistVis, sDistVisNoScope;
UINT8 ubTargetID;
bool highPowerScope = false;
INT16 sTotalAutofirePenalty = 0;
bool fCantSeeTarget = false;
FLOAT scopeRangeMod;
// make sure the guy's actually got a weapon in his hand!
pInHand = &(pSoldier->inv[pSoldier->ubAttackingHand]);
// Flugente: check for underbarrel weapons and use that object if necessary
OBJECTTYPE* pObjAttHand = pSoldier->GetUsedWeapon( &(pSoldier->inv[pSoldier->ubAttackingHand]) );
UINT16 usItemAttHand = pSoldier->GetUsedWeaponNumber( &(pSoldier->inv[pSoldier->ubAttackingHand]) );
usInHand = pSoldier->usAttackingWeapon;
gCTHDisplay.fMaxAimReached = FALSE;
// calculate actual range (in units, 10 units = 1 tile)
iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
FLOAT dDeltaX = (FLOAT)(CenterX( pSoldier->sGridNo ) - CenterX( sGridNo ));
FLOAT dDeltaY = (FLOAT)(CenterY( pSoldier->sGridNo ) - CenterY( sGridNo ));
FLOAT d2DDistance = sqrt((dDeltaX*dDeltaX)+(dDeltaY*dDeltaY));
// Find a target in the tile
ubTargetID = WhoIsThere2( sGridNo, pSoldier->bTargetLevel ); // Target ubID
pTarget = SimpleFindSoldier( sGridNo, pSoldier->bTargetLevel ); // Target Pointer
// Calculate how easy it is to handle this gun.
FLOAT iGunDifficulty = (FLOAT)(( Weapon[ usInHand ].ubHandling * (100 - GetPercentReadyTimeAPReduction(pInHand) )) / 100);
iGunDifficulty *= (FLOAT)(100 / APBPConstants[AP_MAXIMUM]); // Adjust for 100AP/25AP
FLOAT iGunBaseDifficulty = iGunDifficulty;
FLOAT iGunAimDifficulty = iGunDifficulty;
UINT8 stance = gAnimControl[ pSoldier->usAnimState ].ubEndHeight;
// Flugente: new feature: if the next tile in our sight direction has a height so that we could rest our weapon on it, we do that, thereby gaining the prone boni instead. This includes bipods
if ( gGameExternalOptions.fWeaponResting && pSoldier->IsWeaponMounted() )
stance = ANIM_PRONE;
/////////////////////////////////////////////////////////////////////////////////////////////////////
//
// CALCULATE LINE OF SIGHT
//
/////////////////////////////////////////////////////////////////////////////////////////////////////
//CHRISL: We have a new way to do this using a global variable
if ( !pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) ) // ignore scopes when firing from hip or on fast shot with pistol
gbForceWeaponReady = true;
sDistVis = pSoldier->GetMaxDistanceVisible(sGridNo, pSoldier->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE;
iSightRange = 0;
if (ubTargetID != NOBODY && pSoldier->aiData.bOppList[ubTargetID] == SEEN_CURRENTLY || gbPublicOpplist[pSoldier->bTeam][ubTargetID] == SEEN_CURRENTLY)
iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false );
if (iSightRange == 0) { // didn't do a bodypart-based test or can't see specific body part aimed at
iSightRange = SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, TRUE, NO_DISTANCE_LIMIT, false );
}
if (iSightRange == 0) { // Can't see the target but we still need to know what the sight range would be if we could so we can deal with cover penalties
iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false, true );
fCantSeeTarget = true;
}
gbForceWeaponReady = false;
//CHRIS: This next value needs to be determined with no vision modifiers from our weapon
gbForceWeaponNotReady = true;
sDistVisNoScope = pSoldier->GetMaxDistanceVisible(sGridNo, pSoldier->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE;
gbForceWeaponNotReady = false;
scopeRangeMod = (float)sDistVis / (float)sDistVisNoScope; // percentage DistVis has been enhanced due to an attached scope
iSightRange = (INT32)(iSightRange / scopeRangeMod);
if(iSightRange > 0){
//CHRISL: The LOS system, which determines whether to display an enemy unit, does not factor in the AimBonus tag during it's calculations. So having
// the CTH system use that tag to adjust iSightRange for AimBonus applied from armor might not be the best option. Especially as it can sometimes
// result in 0% CTH when everything looks like you could actually hit the target. Let's try applying this penalty to CTH at the same point we would
// apply the "invisible target" penalty.
//iSightRange -= GetGearAimBonus ( pSoldier, iSightRange, ubAimTime ) * iSightRange / 100;
if ( gGameOptions.fNewTraitSystem ) {
if ( HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) ) {
iSightRange -= ((gSkillTraitValues.ubSNEffRangeToTargetReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) * iSightRange) /100;
}
}
else if ( HAS_SKILL_TRAIT( pSoldier, PROF_SNIPER_OT ) ) {
iSightRange -= ((gbSkillTraitBonus[ PROF_SNIPER_OT ] * NUM_SKILL_TRAITS( pSoldier, PROF_SNIPER_OT )) * iSightRange) /100;
}
if (iSightRange < 1) {
iSightRange = 1;
}
}
// CHRISL: There are conditions where iSightRange can still return 0. If that happens, the result is that "impossible" shots are actually easier then
// simply "really hard" shots. As a result, if we can't see the target and we have a 0 sight range, we need to create an iSightRange based on iRange
if(iSightRange == 0)
iSightRange = __max((INT16)(sDistVis*1.5), iRange*2);
if(iSightRange > sDistVis)
fCantSeeTarget = true;
//////////////////////////////////////////////////////////////////////////////////
// First step: Calculate a base CTH value
//
// This "Base" CTH is a percentage value describing how well our gun's muzzle is aimed
// when not spending any extra effort on aiming. In other words, it's the most basic state,
// where the shooter only brings up the gun into the general direction of the target, and
// pulls the trigger.
//
// This is calculated first by factoring in skills, and later by adding up various conditional
// factors into a percentage which is then applied to those skills.
//
// The most important skill here is EXPERIENCE.
FLOAT iBaseModifier = 0;
INT8 bExperience = EffectiveExpLevel( pSoldier );
INT8 bMarksmanship = EffectiveMarksmanship( pSoldier );
INT16 bDexterity = EffectiveDexterity( pSoldier, FALSE );
INT16 bWisdom = EffectiveWisdom( pSoldier );
if ( bMarksmanship == 0 || bDexterity == 0 )
{
return( gGameExternalOptions.ubMinimumCTH );
}
// Calculate the basic value for BASE CTH by factoring in all the character's skills.
FLOAT iCombinedSkill = (FLOAT)(gGameCTHConstants.BASE_EXP*(bExperience*10));
iCombinedSkill += (FLOAT)(gGameCTHConstants.BASE_MARKS * bMarksmanship);
iCombinedSkill += (FLOAT)(gGameCTHConstants.BASE_WIS * bWisdom);
iCombinedSkill += (FLOAT)(gGameCTHConstants.BASE_DEX * bDexterity);
// Divide by the total coefficient value.
iCombinedSkill = (FLOAT)(iCombinedSkill /
(gGameCTHConstants.BASE_EXP+
gGameCTHConstants.BASE_MARKS+
gGameCTHConstants.BASE_WIS+
gGameCTHConstants.BASE_DEX));
// At this point we have a value of 1 to 100. Divide by 3.
iCombinedSkill /= 3;
// iCombinedSkill is now our basic CTH. Its range is 0 to 33.
iChance = (INT32)iCombinedSkill;
// Add a flat Base bonus from the item and its attachments.
INT32 moda = GetFlatBaseModifier( pInHand, stance );
INT32 modb = GetFlatBaseModifier( pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight );
iChance += (INT32)((gGameExternalOptions.ubProneModifierPercentage * moda + (100 - gGameExternalOptions.ubProneModifierPercentage) * modb)/100);
// We now begin adding up factors that may increase or decrease Base CTH. They are pooled together to form a percentage
// value.
// FIRING FROM ALTERNATIVE WEAPON HOLDING (faster shot, less accuracy)
if ( pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) )
{
iBaseModifier -= gGameExternalOptions.ubAltWeaponHoldingCtHPenaly;
}
// MORALE
INT8 iCurrentMorale = GetMoraleModifier(pSoldier);
if (iCurrentMorale > 0)
{
iBaseModifier += (FLOAT)(iCurrentMorale * gGameCTHConstants.BASE_HIGH_MORALE);
}
else if (iCurrentMorale < 0)
{
iBaseModifier += (FLOAT)(iCurrentMorale * gGameCTHConstants.BASE_LOW_MORALE);
}
// Flugente: moved trait modifiers into a member function
UINT8 targetprofile = NOBODY;
if ( pTarget && pTarget->ubProfile != NOBODY )
targetprofile = pTarget->ubProfile;
iTraitModifier = pSoldier->GetTraitCTHModifier( usInHand, ubAimTime, targetprofile );
// SHOOTING AT SAME TARGET AGAIN
if (sGridNo == pSoldier->sLastTarget )
iBaseModifier += (FLOAT)gGameCTHConstants.BASE_SAME_TARGET;
/////////////////////////////////////////////////////////////////////////////////////
// SANDRO - Bonus CtH for Militia
if (pSoldier->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA && gGameExternalOptions.sGreenMilitiaCtHBonusPercent != 0)
iBaseModifier += gGameExternalOptions.sGreenMilitiaCtHBonusPercent;
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA && gGameExternalOptions.sRegularMilitiaCtHBonusPercent != 0)
iBaseModifier += gGameExternalOptions.sRegularMilitiaCtHBonusPercent;
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA && gGameExternalOptions.sVeteranMilitiaCtHBonusPercent != 0)
iBaseModifier += gGameExternalOptions.sVeteranMilitiaCtHBonusPercent;
// bonus for enemy
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR && gGameExternalOptions.sEnemyAdminCtHBonusPercent != 0)
iBaseModifier += gGameExternalOptions.sEnemyAdminCtHBonusPercent;
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ARMY && gGameExternalOptions.sEnemyRegularCtHBonusPercent != 0)
iBaseModifier += gGameExternalOptions.sEnemyRegularCtHBonusPercent;
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE && gGameExternalOptions.sEnemyEliteCtHBonusPercent != 0)
iBaseModifier += gGameExternalOptions.sEnemyEliteCtHBonusPercent;
// SANDRO - option to make special NPCs stronger - chance to hit
if (gGameExternalOptions.usSpecialNPCStronger > 0)
{
switch( pSoldier->ubProfile )
{
case CARMEN:
case QUEEN:
case JOE:
case ANNIE:
case CHRIS:
case KINGPIN:
case TIFFANY:
case T_REX:
case DRUGGIST:
case GENERAL:
case JIM:
case JACK:
case OLAF:
case RAY:
case OLGA:
case TYRONE:
case MIKE:
iBaseModifier += gGameExternalOptions.usSpecialNPCStronger;
break;
}
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////
// Gun Difficulty Modifiers
// FIRING 1-HANDED WEAPONS
if ( !(Item[ usInHand ].twohanded ) ) //JMich todo: underbarrel
{
if (pSoldier->inv[SECONDHANDPOS].exists() != false)
{
if ( pSoldier->IsValidSecondHandShot( ) )
{
// Penalty for shooting two pistols. Ambidextrous trait halves this, once per skill level.
// SANDRO - Ambidextrous trait has only one level
FLOAT iTempPenalty = (gGameCTHConstants.BASE_TWO_GUNS * iGunBaseDifficulty) - iGunBaseDifficulty;
//INT8 traitLoop = (gGameOptions.fNewTraitSystem?NUM_SKILL_TRAITS( pSoldier, AMBIDEXTROUS_NT ):NUM_SKILL_TRAITS( pSoldier, AMBIDEXT_OT ));
if (gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ))
{
iTempPenalty = iTempPenalty * (100 - gSkillTraitValues.ubAMPenaltyDoubleReduction) / 100;
}
else if (!gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ))
{
iTempPenalty = 0;
}
//for (INT32 x = 0; x < traitLoop; x++)
//{
// iTempPenalty /= 2;
//}
iGunBaseDifficulty += iTempPenalty;
}
else
{
// Penalty for shooting a pistol with just one hand
iGunBaseDifficulty *= gGameCTHConstants.BASE_ONE_HANDED;
}
}
}
// HEAVY WEAPON
if (Item[usInHand].rocketlauncher && !(gGameOptions.fNewTraitSystem) )
{
// Penalty for shooting heavy weapons (launchers). Heavy Weapons skill halves this, once per skill level.
FLOAT iTempPenalty = (gGameCTHConstants.BASE_HEAVY_WEAPON * iGunBaseDifficulty) - iGunBaseDifficulty;
for (INT32 x=0; x < NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPS_OT ); x++)
{
iTempPenalty /= 2;
}
iGunBaseDifficulty += iTempPenalty;
}
// STANCE
switch ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight )
{
case ANIM_CROUCH:
iGunBaseDifficulty *= gGameCTHConstants.BASE_CROUCHING_STANCE;
break;
case ANIM_PRONE:
iGunBaseDifficulty *= gGameCTHConstants.BASE_PRONE_STANCE;
break;
}
// Percent based modifier from the gun and its attachments
FLOAT umoda = (iGunBaseDifficulty * GetPercentHandlingModifier( pInHand, stance )) / 100;
FLOAT umodb = (iGunBaseDifficulty * GetPercentHandlingModifier( pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight )) / 100;
iGunBaseDifficulty += ((gGameExternalOptions.ubProneModifierPercentage * umoda + (100 - gGameExternalOptions.ubProneModifierPercentage) * umodb)/100);
// End gun difficulty modifiers
/////////////////////////////////////////////
// Now apply Gun Difficulty to the Base Modifier.
iBaseModifier -= iGunBaseDifficulty * gGameCTHConstants.BASE_DRAW_COST;
// INJURY
if (pSoldier->stats.bLife < pSoldier->stats.bLifeMax)
{
FLOAT iTempPenalty = gGameCTHConstants.BASE_INJURY;
// Bleeding damage is used as a percentage off the Max Life, giving a penalty of up to BASE_INJURY.
iBaseModifier += (pSoldier->bBleeding * iTempPenalty) / pSoldier->stats.bLifeMax;
// Bandage damage is used similarly, but is only 1/3 as bad.
bBandaged = pSoldier->stats.bLifeMax - pSoldier->stats.bLife - pSoldier->bBleeding;
iBaseModifier += ((bBandaged * iTempPenalty) / pSoldier->stats.bLifeMax) / 3;
}
// FATIGUE
iBaseModifier += (gGameCTHConstants.BASE_FATIGUE * (100 - pSoldier->bBreath)) / 100;
// DRUNKNESS
INT8 iDrunkness = GetDrunkLevel(pSoldier);
if (iDrunkness > 0)
{
iDrunkness -= 1;
iBaseModifier += gGameCTHConstants.BASE_DRUNK[iDrunkness];
}
// GASSED
if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED )
{
iBaseModifier += gGameCTHConstants.BASE_GASSED;
}
// BEING BANDAGED
if (pSoldier->ubServiceCount > 0)
{
iBaseModifier += gGameCTHConstants.BASE_BEING_BANDAGED;
}
// SHOCK (SHOOTER)
if (pSoldier->aiData.bShock)
{
FLOAT iTempPenalty = gGameCTHConstants.BASE_SHOCK;
INT32 iShockPercentage = (pSoldier->aiData.bShock * 100) / gGameExternalOptions.ubMaxSuppressionShock;
iBaseModifier += (iTempPenalty * iShockPercentage) / 100;
}
/////////////
// Target-specific tests
INT32 iHeightDifference = 0;
if ( pTarget == NULL )
{
// Shooting to roof.
if ( pSoldier->bTargetLevel > pSoldier->pathing.bLevel )
{
iHeightDifference = 3 * pSoldier->bTargetLevel;
}
}
else
{
// HEIGHT DIFFERENCE
UINT32 uiShooterHeight = 0;
UINT32 uiTargetHeight = 0;
if ( pSoldier->pathing.bLevel > 0 )
{
uiShooterHeight += 3 * pSoldier->pathing.bLevel;
}
switch ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight )
{
case ANIM_STAND:
uiShooterHeight += 2;
break;
case ANIM_CROUCH:
uiShooterHeight += 1;
break;
}
if (pTarget->pathing.bLevel > 0)
{
uiTargetHeight += 3 * pTarget->pathing.bLevel;
}
switch ( gAnimControl[ pTarget->usAnimState ].ubEndHeight )
{
case ANIM_STAND:
switch (ubAimPos)
{
case AIM_SHOT_HEAD:
uiTargetHeight += 2;
break;
case AIM_SHOT_TORSO:
case AIM_SHOT_RANDOM:
case AIM_SHOT_GLAND:
uiTargetHeight += 1;
break;
}
break;
case ANIM_CROUCH:
switch (ubAimPos)
{
case AIM_SHOT_HEAD:
uiTargetHeight += 1;
break;
}
break;
}
iHeightDifference = uiShooterHeight - uiTargetHeight;
if (iHeightDifference < 0)
{
iHeightDifference *= -1;
}
else
{
iHeightDifference = 0;
}
// AGILITY OR EXPERIENCE
FLOAT iTempPenalty = (FLOAT)__max((pTarget->stats.bExpLevel*10), pTarget->stats.bAgility);
iBaseModifier += (iTempPenalty * gGameCTHConstants.BASE_AGILE_TARGET) / 100;
}
// Height difference is mitigated by range. A LONGER range reduces this penalty!
if (iRange > 0 && iHeightDifference > 0)
{
FLOAT iTempPenalty = gGameCTHConstants.BASE_SHOOTING_UPWARDS * iHeightDifference;
iTempPenalty /= iRange;
iBaseModifier += iTempPenalty;
}
// INVIS TARGET
if (fCantSeeTarget)
{
iBaseModifier += gGameCTHConstants.BASE_TARGET_INVISIBLE;
}
//CHRISL: Applying the Gear AimBonus (penalty) here, and directly to iBaseModifier as a flat penalty, instead of altering iSightRange above. For now
// I'm just applying this to the BaseModifier which means that aiming can overcome the Gear AimBonus (penalty).
iBaseModifier += GetGearAimBonus ( pSoldier, iSightRange, ubAimTime );
// GAME DIFFICULTY
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
iBaseModifier += gGameCTHConstants.BASE_DIFFICULTY[gGameOptions.ubDifficultyLevel];
}
// Percentage based-modifier from the weapon and its attachments
umoda = (iGunBaseDifficulty * GetPercentBaseModifier( pInHand, stance )) / 100;
umodb = (iGunBaseDifficulty * GetPercentBaseModifier( pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight )) / 100;
iBaseModifier += ((gGameExternalOptions.ubProneModifierPercentage * umoda + (100 - gGameExternalOptions.ubProneModifierPercentage) * umodb)/100);
////////////////////////////////////
// Finish BASE CTH calculation:
iChance = (INT32)(iChance * (100+iBaseModifier)) / 100;
iChance = __max( iChance, 0 );
iChance = __min( iChance, 100 );
//////////////////////////////////////////////////////////////////////////////////
// Second step: Calculate bonuses from aiming
//
// In this step, we figure out how much CTH we get from aiming. Naturally, we
// need extra aiming (bAimTime) to be applied.
//
// CTH is capped by a value determined by the shooter's skills. The better
// your skills, the higher CTH can go. A steady hand (DEX) and training
// (MRK) are paramount here.
// After that, the cap is raised or lowered by other factors, like fatigue
// or the size of the gun.
//
// Finally, we determine how much each Aim Click will give us. Returns are
// diminishing, so the more clicks we put in, the less CTH for each additional
// click. However, the last few points can be absolutely crucial for long-range
// shooting.
//
// Scope magnification can be important here, but only if the target is closer
// than the scope's minimum aiming range. If it is closer, the shooter begins
// to suffer aiming penalties which can render aiming almost useless.
if (ubAimTime > 0)
{
// Are we using a scope? If so, what's the range factor?
FLOAT iScopeMagFactor, rangeModifier;
//CHRISL: This does make sense but it effectively makes high powered scopes worthless if a target is actually visible. As an example, a Battle Scope
// is going to have a iScopeMagFactor of 7. With a "NORMAL_SHOOTING_DISTANCE" also of 7, we're going to end up with uiBestScopeRange of 49. That's
// effectilvey saying that any target within 490m is "too close" for the scope to be effective. That by itself isn't realistic. But in JA2 it's also
// a big drawback. Consider that normally (excluding terrain, lighting and environment) you can see 26 tiles. The Battle Scope increases that by 50%
// in bright light, meaning you can see up to 39 tiles away. A target standing 49 tiles is considered "invisible" to you because the target is beyond
// your 39 tile vision range. Sniper scopes (10 iScopeMagFactor) are even worse (uiBestScopeRange = 70 but visible range limited to 49 tiles). So the
// only way to get the full benefit of a higher powered scope is to have a spotter AND to suffer the various "TARGET_INVISIBLE" penalties. This makes
// no sense. Admittedly, higher powered scopes should be less efficienct at "close range" but is 490m (700m for sniper scope) really "close range"?
// Also, we can't simply change NORMAL_SHOOTING_DISTANCE because this value also effects shooting without a scope. We don't want ot make it harder for
// "scopeless" shooting. So to try and counter some of this, while still showing that scopes are less effecient at "close range", I'm going to cut the
// uiBestScopeRange value in half. This should allow a Battle Scope to reach full effeciency at 24 tiles and a Sniper scope will be fully effecient at
// 35 tiles. ACOG becomes fully effecient at 14 tiles and 2x is fully effeciency at 7 tiles (compared to 28 and 14 respectively). This does mean that a
// 2x scope reaches full effeciency at the same point as "scopeless" shooting, but I don't think this will be a serious problem.
if ( !pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) ) // ignore scopes when firing from hip/fast shot from pistol
{
iScopeMagFactor = GetBestScopeMagnificationFactor( pSoldier, &(pSoldier->inv[pSoldier->ubAttackingHand]), d2DDistance );
rangeModifier = GetScopeRangeMultiplier(pSoldier, &(pSoldier->inv[pSoldier->ubAttackingHand]), (FLOAT)iRange);
}
else
{
iScopeMagFactor = 1.0f;
rangeModifier = gGameCTHConstants.SCOPE_RANGE_MULTIPLIER;
}
UINT32 uiBestScopeRange = (UINT32)(iScopeMagFactor * gGameCTHConstants.NORMAL_SHOOTING_DISTANCE * rangeModifier);
FLOAT iAimModifier = 0;
// "AIMING" FROM ALTERNATIVE WEAPON HOLDING (faster shots, no scopes, less accuracy)
if ( pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ))
{
//due to the way aiming levels are handled in NCTH, this penalty is increased here by 1/3 (it is harmonized by reduced aiming clicks)
iAimModifier -= gGameExternalOptions.ubAltWeaponHoldingAimingPenaly * 4 / 3;
}
// WEAPON CONDITION
if ( (*pInHand)[0]->data.objectStatus < 50 )
{
iAimModifier += gGameCTHConstants.AIM_GUN_CONDITION * (50 - (*pInHand)[0]->data.objectStatus);
}
// MORALE
INT32 iTempModifier = GetMoraleModifier( pSoldier );
if ( iTempModifier > 0 )
{
iAimModifier += gGameCTHConstants.AIM_HIGH_MORALE * iTempModifier;
}
else if ( iTempModifier < 0 )
{
iAimModifier += gGameCTHConstants.AIM_LOW_MORALE * iTempModifier;
}
if(gGameOptions.fNewTraitSystem)
{
//Give 60% the normal stomp modifier as the aim mod
iAimModifier += (FLOAT)iTraitModifier * 0.6f;
}
//else
//{
// Flugente: drugs can temporarily cause a merc to go psycho
if ( pSoldier->ubProfile != NO_PROFILE && (gMercProfiles[ pSoldier->ubProfile ].bDisability == PSYCHO || MercUnderTheInfluence(pSoldier, DRUG_TYPE_PSYCHO) ) )
{
iAimModifier += gGameCTHConstants.AIM_PSYCHO;
}
//}
//////////////////////////////////////////
// Gun Handling modifiers
switch (gAnimControl[ pSoldier->usAnimState ].ubEndHeight)
{
case ANIM_STAND:
iGunAimDifficulty *= gGameCTHConstants.AIM_STANDING_STANCE;
break;
case ANIM_CROUCH:
iGunAimDifficulty *= gGameCTHConstants.AIM_CROUCHING_STANCE;
break;
case ANIM_PRONE:
iGunAimDifficulty *= gGameCTHConstants.AIM_PRONE_STANCE;
break;
}
// FIRING 1-HANDED WEAPONS
if ( !(Item[ usInHand ].twohanded ) ) //JMich Todo: fix for UnderBarrel firing
{
if (pSoldier->inv[SECONDHANDPOS].exists() != false)
{
if ( pSoldier->IsValidSecondHandShot( ) )
{
// Penalty for shooting two pistols. Ambidextrous trait halves this, once per skill level.
// SANDRO - Ambidextrous trait has only one level
FLOAT iTempPenalty = (gGameCTHConstants.AIM_TWO_GUNS * iGunAimDifficulty) - iGunAimDifficulty;
//INT8 traitLoop = (gGameOptions.fNewTraitSystem?NUM_SKILL_TRAITS( pSoldier, AMBIDEXTROUS_NT ):NUM_SKILL_TRAITS( pSoldier, AMBIDEXT_OT ));
if (gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ))
{
iTempPenalty = iTempPenalty * (100 - gSkillTraitValues.ubAMPenaltyDoubleReduction) / 100;
}
else if (!gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ))
{
iTempPenalty = 0;
}
//for (INT32 x = 0; x < traitLoop; x++)
//{
// iTempPenalty /= 2;
//}
iGunAimDifficulty += iTempPenalty;
}
else
{
// Penalty for shooting a pistol with just one hand
iGunAimDifficulty *= gGameCTHConstants.AIM_ONE_HANDED;
}
}
}
// HEAVY WEAPON
if (Item[usInHand].rocketlauncher && !(gGameOptions.fNewTraitSystem) )
{
// Penalty for shooting heavy weapons (launchers). Heavy Weapons skill halves this, once per skill level.
FLOAT iTempPenalty = (gGameCTHConstants.AIM_HEAVY_WEAPON * iGunAimDifficulty) - iGunAimDifficulty;
for (INT32 x=0; x < NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPS_OT ); x++)
{
iTempPenalty /= 2;
}
iGunAimDifficulty += iTempPenalty;
}
FLOAT umoda = (iGunAimDifficulty * GetPercentHandlingModifier( pInHand, stance )) / 100;
FLOAT umodb = (iGunAimDifficulty * GetPercentHandlingModifier( pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight )) / 100;
iGunAimDifficulty += (gGameExternalOptions.ubProneModifierPercentage * umoda + (100 - gGameExternalOptions.ubProneModifierPercentage) * umodb)/100;
// End Gun Handling modifiers
//////////////////////////////////////////
iAimModifier -= gGameCTHConstants.AIM_DRAW_COST * iGunAimDifficulty;
// VISIBILITY
if (iRange > 0 && iSightRange > iRange)
{
FLOAT iTempPenalty = (FLOAT)((FLOAT)iSightRange / (FLOAT)iRange);
iTempPenalty = (FLOAT)(100 / iTempPenalty);
iAimModifier += ((100-iTempPenalty) * gGameCTHConstants.AIM_VISIBILITY)/100;
iAimModifier = __max( gGameCTHConstants.AIM_TARGET_INVISIBLE, iAimModifier );
}
//if (iSightRange == -1)
if(fCantSeeTarget)
{
iAimModifier += gGameCTHConstants.AIM_TARGET_INVISIBLE;
}
// INJURY
if (pSoldier->stats.bLife < pSoldier->stats.bLifeMax)
{
FLOAT iTempPenalty = gGameCTHConstants.AIM_INJURY;
// Bleeding damage is used as a percentage off the Max Life, giving a penalty of up to BASE_INJURY.
iAimModifier += (pSoldier->bBleeding * iTempPenalty) / pSoldier->stats.bLifeMax;
// Bandage damage is used similarly, but is only 1/3 as bad.
bBandaged = pSoldier->stats.bLifeMax - pSoldier->stats.bLife - pSoldier->bBleeding;
iAimModifier += ((bBandaged * iTempPenalty) / pSoldier->stats.bLifeMax) / 3;
}
// FATIGUE
iAimModifier += (gGameCTHConstants.AIM_FATIGUE * (100 - pSoldier->bBreath)) / 100;
// DRUNKNESS
INT8 iDrunkness = GetDrunkLevel(pSoldier);
if (iDrunkness > 0)
{
iDrunkness -= 1;
iAimModifier += gGameCTHConstants.AIM_DRUNK[iDrunkness];
}
// GASSED
if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED )
{
iAimModifier += gGameCTHConstants.AIM_GASSED;
}
// BEING BANDAGED
if (pSoldier->ubServiceCount > 0)
{
iAimModifier += gGameCTHConstants.AIM_BEING_BANDAGED;
}
// SHOCK (SHOOTER)
if (pSoldier->aiData.bShock)
{
FLOAT iTempPenalty = gGameCTHConstants.AIM_SHOCK;
INT32 iShockPercentage = (pSoldier->aiData.bShock * 100) / gGameExternalOptions.ubMaxSuppressionShock;
iAimModifier += (iTempPenalty * iShockPercentage) / 100;
}
/////////////
// Target-specific tests
INT32 iHeightDifference = 0;
if ( pTarget == NULL )
{
// Shooting to roof.
if ( pSoldier->bTargetLevel > pSoldier->pathing.bLevel )
{
iHeightDifference = 3 * pSoldier->bTargetLevel;
}
}
else
{
// HEIGHT DIFFERENCE
UINT32 uiShooterHeight = 0;
UINT32 uiTargetHeight = 0;
if ( pSoldier->pathing.bLevel > 0 )
{
uiShooterHeight += 3 * pSoldier->pathing.bLevel;
}
switch ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight )
{
case ANIM_STAND:
uiShooterHeight += 2;
break;
case ANIM_CROUCH:
uiShooterHeight += 1;
break;
}
if (pTarget->pathing.bLevel > 0)
{
uiTargetHeight += 3 * pTarget->pathing.bLevel;
}
switch ( gAnimControl[ pTarget->usAnimState ].ubEndHeight )
{
case ANIM_STAND:
switch (ubAimPos)
{
case AIM_SHOT_HEAD:
uiTargetHeight += 2;
break;
case AIM_SHOT_TORSO:
case AIM_SHOT_RANDOM:
case AIM_SHOT_GLAND:
uiTargetHeight += 1;
break;
}
break;
case ANIM_CROUCH:
switch (ubAimPos)
{
case AIM_SHOT_HEAD:
uiTargetHeight += 1;
break;
}
break;
}
iHeightDifference = uiShooterHeight - uiTargetHeight;
if (iHeightDifference < 0)
{
iHeightDifference *= -1;
}
else
{
iHeightDifference = 0;
}
}
// Height difference is mitigated by range. A LONGER range reduces this penalty!
if (iRange > 0 && iHeightDifference > 0)
{
FLOAT iTempPenalty = gGameCTHConstants.AIM_SHOOTING_UPWARDS * iHeightDifference;
iTempPenalty /= iRange;
iAimModifier += iTempPenalty;
}
// GAME DIFFICULTY
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
iAimModifier += gGameCTHConstants.AIM_DIFFICULTY[gGameOptions.ubDifficultyLevel];
}
// Percent modifier from the weapon and its attachments
INT32 moda = GetPercentAimModifier( pInHand, stance );
INT32 modb = GetPercentAimModifier( pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight );
iAimModifier += (gGameExternalOptions.ubProneModifierPercentage * moda + (100 - gGameExternalOptions.ubProneModifierPercentage) * modb)/100;
// Calculate final max aiming
//////////////////////////////////////////
// Start by calculating the CTH cap, the absolute maximum CTH a shooter can get.
iCombinedSkill = ( gGameCTHConstants.AIM_EXP * bExperience * 10 );
iCombinedSkill += ( gGameCTHConstants.AIM_MARKS * bMarksmanship );
iCombinedSkill += ( gGameCTHConstants.AIM_WIS * bWisdom );
iCombinedSkill += ( gGameCTHConstants.AIM_DEX * bDexterity );
iCombinedSkill /= (gGameCTHConstants.AIM_EXP + gGameCTHConstants.AIM_MARKS + gGameCTHConstants.AIM_WIS + gGameCTHConstants.AIM_DEX);
INT32 uiCap = (INT32)iCombinedSkill;
// Add percent-based modifier from the gun and its attachments
INT32 uimoda = (INT32)(uiCap * GetPercentCapModifier( pInHand, stance )) / 100;
INT32 uimodb = (INT32)(uiCap * GetPercentCapModifier( pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight )) / 100;
uiCap += (INT32)((gGameExternalOptions.ubProneModifierPercentage * uimoda + (100 - gGameExternalOptions.ubProneModifierPercentage) * uimodb)/100);
// Add bonuses from Sniper Skill. Applies only when using a scope at or above its "best" range.
INT16 sDifference = 99 - uiCap;
INT16 sSniperSkillBonus = 0;
// SANDRO - added support to Throwing trait
if ( uiCap < gGameExternalOptions.ubMaximumCTH && Item[ usInHand ].usItemClass == IC_THROWING_KNIFE )
{
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, THROWING_NT ) )
{
uiCap += (INT16)((sDifference * gSkillTraitValues.ubTHBladesCtHBonusPerClick*3) / gGameExternalOptions.ubMaximumCTH);
//uiCap += gSkillTraitValues.ubTHBladesCtHBonusPerClick*2;
}
}
else if ( !pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) )
{
if (uiCap < gGameExternalOptions.ubMaximumCTH && iScopeMagFactor > 1.0 && iRange >= (INT32)uiBestScopeRange )
{
INT8 loop;
if(gGameOptions.fNewTraitSystem)
{
if ( Weapon[usInHand].ubWeaponType == GUN_PISTOL || Weapon[usInHand].ubWeaponType == GUN_M_PISTOL )
loop = NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT );
else
loop = NUM_SKILL_TRAITS( pSoldier, SNIPER_NT );
}
else
loop = NUM_SKILL_TRAITS( pSoldier, PROF_SNIPER_OT );
for (INT8 cnt = 0; cnt < loop; cnt++)
{
// For each level of the sniper skill, cover a defined distance between the current CTH Cap and 99 (the
// maximum...
// SANDRO - this results in giving us total bonus on uiCap of lame 3-8%... compared to 10-20% bonus *PER AIM CLICK* in OCTH
// ..as an artificial solution multiply the bonus by at least 2 to achieve some meaningful results
if(gGameOptions.fNewTraitSystem)
{
if ( Weapon[usInHand].ubWeaponType == GUN_PISTOL || Weapon[usInHand].ubWeaponType == GUN_M_PISTOL )
sSniperSkillBonus += (INT16)((sDifference * gSkillTraitValues.ubGSAimingBonusPerClick * 2) / gGameExternalOptions.ubMaximumCTH);
else
sSniperSkillBonus += (INT16)((sDifference * gSkillTraitValues.ubSNAimingBonusPerClick * 2) / gGameExternalOptions.ubMaximumCTH);
}
else
sSniperSkillBonus += (INT16)((sDifference * gGameCTHConstants.AIM_SNIPER_SKILL * 2) / gGameExternalOptions.ubMaximumCTH);
sDifference -= sSniperSkillBonus;
}
uiCap += sSniperSkillBonus;
}
}
// Make sure cap is within limits
uiCap = __max(uiCap, __max(0,(UINT32)iChance));
uiCap = __min(uiCap, gGameExternalOptions.ubMaximumCTH);
// Now figure out the distance between the Base CTH and the CTH Cap. This is the distance we'll potentially
// cover when applying the maximum number of aiming clicks for this gun.
INT32 iMaxAimBonus = uiCap - iChance;
iMaxAimBonus = (INT32)((iMaxAimBonus * (100+iAimModifier)) / 100);
iMaxAimBonus = __max(0, iMaxAimBonus); // can't get less than 0 points for aiming...
// factor in scopes under their range
if ( !pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) )
{
if (iScopeMagFactor > 1.0 && iRange < (INT32)uiBestScopeRange)
{
// Calculate how much penalty this scope should give at this range
FLOAT dScopePenaltyRatio = ((FLOAT)uiBestScopeRange / (FLOAT)iRange);
INT32 iScopePenalty = (INT32)(dScopePenaltyRatio * gGameCTHConstants.AIM_TOO_CLOSE_SCOPE * (iScopeMagFactor /2));
iMaxAimBonus += iScopePenalty;
}
else if (iScopeMagFactor == 1.0f && GetHighestScopeMagnificationFactor( &(pSoldier->inv[pSoldier->ubAttackingHand]) ) > 1.0f )
{
// Not using a scope, but it's still there. Give half the penalty based on the size of the scope.
INT32 iScopePenalty = (INT32)(((GetHighestScopeMagnificationFactor( &(pSoldier->inv[pSoldier->ubAttackingHand]) )/2) * gGameCTHConstants.AIM_TOO_CLOSE_SCOPE)/2);
iMaxAimBonus += iScopePenalty;
}
iMaxAimBonus = __max(0, iMaxAimBonus); // can't get less than 0 points for aiming...
}
// Now let's find out how many CTH points we get per aiming level.
UINT8 ubAllowedAimingLevels = AllowedAimingLevels( pSoldier, sGridNo );
if(ubAimTime == ubAllowedAimingLevels)
gCTHDisplay.fMaxAimReached = TRUE;
FLOAT dAimFractionsDivisor = 0.0;
for (UINT8 cnt = 0; cnt < ubAllowedAimingLevels; cnt++)
{
dAimFractionsDivisor += (cnt+1);
}
FLOAT iAimPoints = 0;
FLOAT iAimPointFraction = (FLOAT)((FLOAT)iMaxAimBonus / dAimFractionsDivisor);
for (UINT8 x = 0; x < ubAimTime; x++)
{
iAimPoints += iAimPointFraction * (ubAllowedAimingLevels-x);
// Add Flat Modifier from the weapon and its attachments
INT32 moda = GetFlatAimModifier( pInHand, stance );
INT32 modb = GetFlatAimModifier( pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight );
iAimPoints += (gGameExternalOptions.ubProneModifierPercentage * moda + (100 - gGameExternalOptions.ubProneModifierPercentage) * modb)/100;
}
// Finally, add the appropriate number of CTH points to our chance-to-hit, and limit it into good values.
iChance = __max(iChance + (INT32)iAimPoints, iChance);
iChance = __min(iChance, (INT32)uiCap);
}
// Impose global limits.
iChance = __min(iChance, gGameExternalOptions.ubMaximumCTH);
iChance = __max(iChance, gGameExternalOptions.ubMinimumCTH);
return (iChance);
}
/*
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcChanceToHitGun"));
if ( AM_A_ROBOT( pSoldier ) )
{
SOLDIERTYPE * pSoldier2;
pSoldier2 = pSoldier->GetRobotController( );
if ( pSoldier2 )
{
uiExperience = EffectiveExpLevel( pSoldier2 );
uiMarksmanship = EffectiveMarksmanship( pSoldier2 );
uiDexterity = EffectiveDexterity( pSoldier2 );;
uiWisdom = EffectiveWisdom( pSoldier2 );
}
}
// calculate actual range (in units, 10 units = 1 tile)
iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
// If in burst mode, deduct points for change to hit for each shot after the first
if ( pSoldier->bDoBurst && pSoldier->bDoAutofire == 0 )
{
// Snap: bipod may reduce burst penalty
iPenalty = GetBurstPenalty(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE)
* (pSoldier->bDoBurst - 1);
// halve the penalty for people with the autofire trait
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPS ) )
{
iPenalty /= 2 * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPS );
}
iChance -= iPenalty;
}
else if ( pSoldier->bDoAutofire > 0 )
{
// Snap: bipod may reduce auto penalty
iPenalty = GetAutoPenalty(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE)
* (pSoldier->bDoBurst - 1);
// halve the penalty for people with the autofire trait
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPS ) )
{
iPenalty /= 2 * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPS );
}
iChance -= iPenalty;
// HEADROCK HAM 3.5: Store the penalty
sTotalAutofirePenalty = iPenalty;
}
// WANNE: Changed this, because RPGs are not in the calculation, only guns
//if ( Item[ usInHand ].usItemClass == IC_GUN )
if ( Item[ usInHand ].usItemClass == IC_GUN || Item[ usInHand ].usItemClass == IC_LAUNCHER)
{
iMaxRange = GunRange( pInHand );
}
else
{
iMaxRange = CELL_X_SIZE; // one tile
}
// HEADROCK HAM B2.1 : The TARGET's shock now also affects aiming. If the target is prone
// and in shock, they are harder to hit! This represents a target that's cowering as close
// to the ground (and as close to any possible cover, like a small dune or a fold of earth
// or anything like that).
if ( gGameExternalOptions.ubAimPenaltyPerTargetShock > 0 )
{
// HEADROCK HAM B2.1 : This value determines how much penalty the target's shock-value gives the shooter.
// As of HAM B2.3: There's a maximum range at which 100% penalty is given.
// As of HAM B2.8: Target's stance and the targetted bodypart will affect the end result.
INT8 AIM_PENALTY_PER_TARGET_SHOCK;
INT16 sCoweringPenalty = 0;
UINT8 ubCoweringDivisor;
UINT16 MIN_RANGE_FOR_FULL_COWER;
UINT16 MAX_TARGET_COWERING_PENALTY;
AIM_PENALTY_PER_TARGET_SHOCK = gGameExternalOptions.ubAimPenaltyPerTargetShock;
MIN_RANGE_FOR_FULL_COWER = gGameExternalOptions.usMinRangeForFullCoweringPenalty;
MAX_TARGET_COWERING_PENALTY = gGameExternalOptions.usMaxTargetCoweringPenalty;
pTarget = SimpleFindSoldier( sGridNo, pSoldier->bTargetLevel );
if (pTarget != NULL)
{
if (pTarget->aiData.bShock )
{
if (gAnimControl[ pTarget->usAnimState ].ubHeight == ANIM_PRONE)
{
ubCoweringDivisor = gGameExternalOptions.ubCoweringPenaltyDivisorProne;
sCoweringPenalty = (pTarget->aiData.bShock * AIM_PENALTY_PER_TARGET_SHOCK);
sCoweringPenalty = sCoweringPenalty / ubCoweringDivisor;
sCoweringPenalty = (sCoweringPenalty * __min(iSightRange,MIN_RANGE_FOR_FULL_COWER)) / MIN_RANGE_FOR_FULL_COWER;
if (gGameExternalOptions.usMaxTargetCoweringPenalty > 0)
{
if ( sCoweringPenalty > gGameExternalOptions.usMaxTargetCoweringPenalty )
sCoweringPenalty = gGameExternalOptions.usMaxTargetCoweringPenalty;
}
if ( sCoweringPenalty < 1 )
sCoweringPenalty = 1;
iChance -= sCoweringPenalty;
}
else if (gAnimControl[ pTarget->usAnimState ].ubHeight == ANIM_CROUCH)
{
switch ( ubAimPos )
{
case AIM_SHOT_HEAD:
ubCoweringDivisor = gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedHead;
break;
case AIM_SHOT_TORSO:
case AIM_SHOT_RANDOM:
case AIM_SHOT_GLAND:
ubCoweringDivisor = gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedTorso;
break;
case AIM_SHOT_LEGS:
ubCoweringDivisor = gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedLegs;
break;
}
sCoweringPenalty = (pTarget->aiData.bShock * AIM_PENALTY_PER_TARGET_SHOCK);
sCoweringPenalty = sCoweringPenalty / ubCoweringDivisor;
sCoweringPenalty = (sCoweringPenalty * __min(iSightRange,MIN_RANGE_FOR_FULL_COWER)) / MIN_RANGE_FOR_FULL_COWER;
if (gGameExternalOptions.usMaxTargetCoweringPenalty > 0)
{
if ( sCoweringPenalty > gGameExternalOptions.usMaxTargetCoweringPenalty )
sCoweringPenalty = gGameExternalOptions.usMaxTargetCoweringPenalty;
}
if ( sCoweringPenalty < 1 )
sCoweringPenalty = 1;
// HEADROCK HAM B2.8.1: Added formula to make sure that cowering target penalties
// are not given when on the roof.
if (pSoldier->pathing.bLevel == pTarget->pathing.bLevel && pSoldier->pathing.bLevel > 0)
sCoweringPenalty = 0; // No cowering penalties when both are on the roof!
else if (pSoldier->pathing.bLevel < pSoldier->pathing.bLevel && gAnimControl[ pTarget->usAnimState ].ubHeight == ANIM_PRONE)
sCoweringPenalty *= 2; // Much harder to shoot at anyone cowering above you.
else if (pSoldier->pathing.bLevel > pSoldier->pathing.bLevel)
sCoweringPenalty /= 2; // Much easier to shoot at cowerers below you.
iChance -= sCoweringPenalty;
}
}
}
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcChanceToHitGun: after scope bonus - ubAimTime = %d, iSightRange = %d, iChance = %d ", ubAimTime, iSightRange, iChance));
UINT8 bLightLevel = LightTrueLevel(sGridNo, pSoldier->bTargetLevel);
// Apply flat to-hit bonus (e.g. from laser scope)
// Snap: If prone and range is good, apply bipod bonus here as well
iChance += GetToHitBonus( pInHand, iSightRange, bLightLevel,
gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE && iRange > MIN_PRONE_RANGE );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcChanceToHitGun: after to hit bonus - ubAimTime = %d, iSightRange = %d, iChance = %d ", ubAimTime, iSightRange, iChance));
}
if ( TANK( pSoldier ) && ( iRange / CELL_X_SIZE < MaxNormalDistanceVisible() ) )
{
// tank; penalize at close range!
// 2 percent per tile closer than max visible distance
iChance -= 2 * ( MaxNormalDistanceVisible() - (iRange / CELL_X_SIZE) );
}
if (iSightRange == 0)
{
// firing blind!
iChance -= AIM_PENALTY_BLIND;
}
// HEADROCK HAM 3.5: Moved this here for now.
// HEADROCK HAM B2.5: One of every X bullets in a tracer magazine is a tracer round, which will
// bump the CTH up by a certain amount.
if (AmmoTypes[(*pInHand)[0]->data.gun.ubGunAmmoType].tracerEffect == 1 && gGameExternalOptions.ubRealisticTracers > 0 )
{
UINT16 iBulletsLeft, iTracersFired, iBulletsPerTracer, iBulletsSinceLastTracer;
UINT8 cnt;
//UINT16 iAutoPenaltySinceLastTracer;
iTracersFired = 0;
iBulletsPerTracer = gGameExternalOptions.ubNumBulletsPerTracer;
// Calculate number of bullets left right before firing this bullet
if (fCalculateCTHDuringGunfire)
{
iBulletsLeft = (*pInHand)[0]->data.gun.ubGunShotsLeft + (pSoldier->bDoBurst - 1);
}
else
{
iBulletsLeft = (*pInHand)[0]->data.gun.ubGunShotsLeft;
}
iBulletsSinceLastTracer = 0;
for (cnt=0;cnt<pSoldier->bDoBurst;cnt++)
{
iBulletsSinceLastTracer++;
if ((( iBulletsLeft - (cnt - 1) ) / iBulletsPerTracer) - ((iBulletsLeft - cnt) / iBulletsPerTracer) == 1)
{
iBulletsSinceLastTracer = 0;
}
}
iTracersFired = ((iBulletsLeft+1) / iBulletsPerTracer) - (((iBulletsLeft+1) - (pSoldier->bDoBurst)) / iBulletsPerTracer);
if ( iTracersFired > 0 )
{
// HEADROCK HAM 3.5: I'm going to revise this - my current system makes no sense at all. What was I
// thinking?!
// Correct all autofire penalty so far
//iBonus = iPenalty;
// Add Tracer Bump if previous bullet was a tracer
//iBonus += (gGameExternalOptions.ubCTHBumpPerTracer * iTracersFired);
iBonus = (gGameExternalOptions.ubCTHBumpPerTracer * iTracersFired);
// Calculate penalty since last tracer was fired
UINT8 ubAutoPenaltySinceLastTracer = GetAutoPenalty(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE) * iBulletsSinceLastTracer;
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPS ) )
{
ubAutoPenaltySinceLastTracer /= 2 * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPS );
}
// Add penalty to bonus.
//iBonus -= iAutoPenaltySinceLastTracer;
///////////////////////////////////////////////////
// HEADROCK HAM 3.5: Limit maximum bonus by range.
INT16 sBaseChance = iChance + sTotalAutofirePenalty;
// We don't want to enforce a limit unless the tracers have actually put us over the original CtH.
if (sBaseChance <= iChance+iBonus) // Base_Chance without AutoPen, less or equal to Current_Chance plus tracer bumps
{
// store lowest: Chance+Tracer bumps, or Range-enforced limit
INT16 sChanceLimit = __min(iChance+iBonus, sBaseChance+(((iRange-100) / CELL_X_SIZE) * gGameExternalOptions.ubRangeDifficultyAimingWithTracers));
// store highest: Chance Delta or base CtH
//sChanceDelta = __max(sChanceDelta, sBaseChance);
// iBonus is the distance between the enforced limit (if any) and the current chance with all penalties so far.
// But it can't be negative, 'cause it's a bonus.
iBonus = __max(0,sChanceLimit - iChance);
// Add autopenalty since last tracer
if (iBulletsSinceLastTracer < iBulletsPerTracer)
{
iBonus -= ubAutoPenaltySinceLastTracer;
}
}
iChance += iBonus;
}
}
pTarget = SimpleFindSoldier( sGridNo, pSoldier->bTargetLevel );
if (pTarget != NULL)
{
// targeting a merc
// adjust for crouched/prone target
switch( gAnimControl[ pTarget->usAnimState ].ubHeight )
{
case ANIM_CROUCH:
if ( TANK( pSoldier ) && iRange < MIN_TANK_RANGE )
{
// 13% penalty per tile closer than min range
iChance -= 13 * ( ( MIN_TANK_RANGE - iRange ) / CELL_X_SIZE );
}
else
{
// at anything other than point-blank range
if (iRange > POINT_BLANK_RANGE + 10 * (AIM_PENALTY_TARGET_CROUCHED / 3) )
{
iChance -= AIM_PENALTY_TARGET_CROUCHED;
}
else if (iRange > POINT_BLANK_RANGE)
{
// at close range give same bonus as prone, up to maximum of AIM_PENALTY_TARGET_CROUCHED
iChance -= 3 * ((iRange - POINT_BLANK_RANGE) / CELL_X_SIZE); // penalty -3%/tile
}
}
break;
case ANIM_PRONE:
if ( TANK( pSoldier ) && iRange < MIN_TANK_RANGE )
{
// 25% penalty per tile closer than min range
iChance -= 25 * ( ( MIN_TANK_RANGE - iRange ) / CELL_X_SIZE );
}
else
{
// at anything other than point-blank range
if (iRange > POINT_BLANK_RANGE)
{
// reduce chance to hit with distance to the prone/immersed target
iPenalty = 3 * ((iRange - POINT_BLANK_RANGE) / CELL_X_SIZE); // penalty -3%/tile
iPenalty = __min( iPenalty, AIM_PENALTY_TARGET_PRONE );
iChance -= iPenalty;
}
}
break;
case ANIM_STAND:
// if we are prone and at close range, then penalize shots to the torso or head!
if ( iRange <= MIN_PRONE_RANGE && gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE )
{
if ( ubAimPos == AIM_SHOT_RANDOM || ubAimPos == AIM_SHOT_GLAND )
{
ubAdjAimPos = AIM_SHOT_TORSO;
}
else
{
ubAdjAimPos = ubAimPos;
}
// lose 10% per height difference, lessened by distance
// e.g. 30% to aim at head at range 1, only 10% at range 3
// or 20% to aim at torso at range 1, no penalty at range 3
// NB torso aim position is 2, so (5-aimpos) is 3, for legs it's 2, for head 4
iChance -= (5 - ubAdjAimPos - iRange / CELL_X_SIZE) * 10;
}
break;
default:
break;
}
// penalty for amount that enemy has moved
// HEADROCK HAM B2.6: Externalized the value
iPenalty = __min( (UINT16)((float)pTarget->bTilesMoved * (float)gGameExternalOptions.iMovementEffectOnAiming), 30 );
iChance -= iPenalty;
// reduce dodge ability by the attacker's stats
iBonus = ( EffectiveDexterity( pSoldier ) / 5 + EffectiveExpLevel( pSoldier ) * 2);
if ( TANK( pTarget ) || (pSoldier->ubBodyType != QUEENMONSTER) )
{
// reduce ability to track shots
iBonus = iBonus / 2;
}
if ( iPenalty > iBonus )
{
iChance -= (iPenalty - iBonus);
}
}
}
// CHECK IF TARGET IS WITHIN GUN'S EFFECTIVE MAXIMUM RANGE
if ( iRange > iMaxRange )
{
// a bullet WILL travel that far if not blocked, but it's NOT accurate,
// because beyond maximum range, the bullet drops rapidly
// This won't cause the bullet to be off to the left or right, only make it
// drop in flight.
iChance /= 2;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcChanceToHitGun: ichance = %d",iChance));
return (iChance);
}*/
UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
{
if(UsingNewCTHSystem() == true)
return CalcNewChanceToHitGun(pSoldier, sGridNo, ubAimTime, ubAimPos);
//CHRISL: I've tried to sort and reorganize this function to make it a little easier to follow. I've removed most of the unused code fragments and removed
// alot of the notes. I've also tried to sort the various portions of the function so that similar actions orrucr at the same place in the code. The
// following is the newly written function
SOLDIERTYPE * pTarget;
OBJECTTYPE * pInHand;
INT32 iChance; //CTH
INT32 iRange; //Actual range to target
INT32 iSightRange = 0; //LOS range
INT32 iCoverRange; //Amount sight range is modified due to cover
INT32 iMaxRange; //Weapon maximum range
INT32 iMinRange; //Minimum effective range
INT32 iGunCondition; //Weapons effective condition
INT32 iMarksmanship; //Mercs effective marksmanship
INT32 iAccRangeMod; //Range modifier granted from weapon accuracy
INT32 iBonus, iPenalty;
INT16 sDistVis, sDistVisNoScope, iMaxNormRange, iScopeVisionRangeBonus, sCoweringPenalty = 0, sTotalAutofirePenalty = 0;
INT16 bonusProgression[8] = {500,500,600,600,750,750,750,1000}; //Aiming progression
UINT16 usInHand, usShockPenalty, MIN_RANGE_FOR_FULL_COWER, MAX_TARGET_COWERING_PENALTY;
UINT16 iBulletsLeft, iTracersFired = 0, iBulletsPerTracer, iBulletsSinceLastTracer=0, iRoundsFiredPreviously;
INT8 bBandaged, maxClickBonus = 10, AIM_PENALTY_PER_TARGET_SHOCK;
UINT8 ubAdjAimPos, ubTargetID, bLightLevel, ubCoweringDivisor, ubAutoPenaltySinceLastTracer=0;
FLOAT maxBonus, aimTimeBonus, scopeRangeMod, iAimBonus;
bool fCantSeeTarget = false, fCoverObscured = false;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcChanceToHitGun"));
if ( pSoldier->stats.bMarksmanship == 0 ) {
return( gGameExternalOptions.ubMinimumCTH );
}
/////////////////////////////////////////////////////////////////////////////////////
// Assign basic variables
// Flugente: check for underbarrel weapons and use that object if necessary
pInHand = pSoldier->GetUsedWeapon( &(pSoldier->inv[pSoldier->ubAttackingHand]) );
UINT16 usItemUsed = pSoldier->GetUsedWeaponNumber( &(pSoldier->inv[pSoldier->ubAttackingHand]) );
pTarget = SimpleFindSoldier( sGridNo, pSoldier->bTargetLevel );
iGunCondition = WEAPON_STATUS_MOD( (*pInHand)[0]->data.gun.bGunStatus );
usInHand = pSoldier->usAttackingWeapon;
ubTargetID = WhoIsThere2( sGridNo, pSoldier->bTargetLevel );
bLightLevel = LightTrueLevel(sGridNo, pSoldier->bTargetLevel);
usShockPenalty = pSoldier->aiData.bShock * AIM_PENALTY_PER_SHOCK;
iBulletsPerTracer = gGameExternalOptions.ubNumBulletsPerTracer;
AIM_PENALTY_PER_TARGET_SHOCK = gGameExternalOptions.ubAimPenaltyPerTargetShock;
MIN_RANGE_FOR_FULL_COWER = gGameExternalOptions.usMinRangeForFullCoweringPenalty;
MAX_TARGET_COWERING_PENALTY = gGameExternalOptions.usMaxTargetCoweringPenalty;
/////////////////////////////////////////////////////////////////////////////////////
UINT8 stance = gAnimControl[ pSoldier->usAnimState ].ubEndHeight;
// Flugente: new feature: if the next tile in our sight direction has a height so that we could rest our weapon on it, we do that, thereby gaining the prone boni instead. This includes bipods
if ( gGameExternalOptions.fWeaponResting && pSoldier->IsWeaponMounted() )
stance = ANIM_PRONE;
/////////////////////////////////////////////////////////////////////////////////////
// Assign range variables -- all range values are in units (10 units = 1 tile)
iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo ); // calculate actual range
if ( !pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) ) // ignore scopes when firing from hip
gbForceWeaponReady = true;
sDistVis = pSoldier->GetMaxDistanceVisible(sGridNo, pSoldier->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE;
iScopeVisionRangeBonus = GetTotalVisionRangeBonus(pSoldier, bLightLevel); // not an actual range value, simply a modifier for range calculations
if (ubTargetID != NOBODY && pSoldier->aiData.bOppList[ubTargetID] == SEEN_CURRENTLY || gbPublicOpplist[pSoldier->bTeam][ubTargetID] == SEEN_CURRENTLY)
iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false );
if (iSightRange == 0) { // didn't do a bodypart-based test or can't see specific body part aimed at
iSightRange = SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, TRUE, NO_DISTANCE_LIMIT, false );
fCoverObscured = true;
}
if (iSightRange == 0) { // Can't see the target but we still need to know what the sight range would be if we could so we can deal with cover penalties
iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false, true );
fCantSeeTarget = true;
fCoverObscured = false;
}
gbForceWeaponReady = false;
gbForceWeaponNotReady = true;
sDistVisNoScope = pSoldier->GetMaxDistanceVisible(sGridNo, pSoldier->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE;
gbForceWeaponNotReady = false;
scopeRangeMod = (float)sDistVis / (float)sDistVisNoScope; // percentage DistVis has been enhanced due to an attached scope
iMaxNormRange = MaxNormalDistanceVisible() * CELL_X_SIZE;
if ( Item[ usItemUsed ].usItemClass == IC_GUN || Item[ usItemUsed ].usItemClass == IC_LAUNCHER)
iMaxRange = GunRange( pInHand, pSoldier ); // SANDRO - added argument
else
iMaxRange = CELL_X_SIZE; // one tile
iCoverRange = __max(0,iSightRange - iRange);
iMinRange = iMaxRange / 10;
// Flugente: If overheating is allowed, an overheated gun receives a slight malus to accuracy
FLOAT accuracyheatmultiplicator = 1.0;
if ( gGameOptions.fWeaponOverheating )
{
FLOAT overheatjampercentage = GetGunOverheatJamPercentage( pInHand );
FLOAT accuracymalus = (FLOAT)((max(1.0, overheatjampercentage) - 1.0) * 0.1);
accuracyheatmultiplicator = (FLOAT)max(0.0, 1.0 - accuracymalus);
}
iAccRangeMod = (INT32)(iRange * accuracyheatmultiplicator * Weapon[usItemUsed].bAccuracy / 100);
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Modify Sight and Physical Range
iSightRange = (INT32)(iSightRange / scopeRangeMod);
if(iSightRange > 0 && !pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) ){
//CHRISL: The LOS system, which determines whether to display an enemy unit, does not factor in the AimBonus tag during it's calculations. So having
// the CTH system use that tag to adjust iSightRange for AimBonus applied from armor might not be the best option. Especially as it can sometimes
// result in 0% CTH when everything looks like you could actually hit the target. Let's try applying this penalty to CTH at the same point we would
// apply the "invisible target" penalty.
//iSightRange -= GetGearAimBonus ( pSoldier, iSightRange, ubAimTime ) * iSightRange / 100;
if ( gGameOptions.fNewTraitSystem ) {
if ( HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) ) {
iSightRange -= ((gSkillTraitValues.ubSNEffRangeToTargetReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) * iSightRange) /100;
}
}
else if ( HAS_SKILL_TRAIT( pSoldier, PROF_SNIPER_OT ) ) {
iSightRange -= ((gbSkillTraitBonus[ PROF_SNIPER_OT ] * NUM_SKILL_TRAITS( pSoldier, PROF_SNIPER_OT )) * iSightRange) /100;
}
if (iRange < GetMinRangeForAimBonus(pSoldier, &(pSoldier->inv[pSoldier->ubAttackingHand])) && iScopeVisionRangeBonus > 50){ // iSightRange penalty for using a high power scope within min range due to poor focus
iPenalty = 0;
for(UINT8 loop = 0; loop < ((GetMinRangeForAimBonus(pSoldier, &(pSoldier->inv[pSoldier->ubAttackingHand])) - iRange)/CELL_X_SIZE); loop++){
iPenalty += iSightRange * iScopeVisionRangeBonus / 100;
}
iSightRange += iPenalty;
}
if (iSightRange < 1) {
iSightRange = 1;
}
}
if(iSightRange > sDistVis)
fCantSeeTarget = true;
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Determine iMarksmanship and Base CTH
if (Item[usItemUsed].rocketlauncher ){
// use the same calculation as for mechanical thrown weapons
iMarksmanship = ( EffectiveDexterity( pSoldier, FALSE ) + EffectiveMarksmanship( pSoldier ) + EffectiveWisdom( pSoldier ) + (10 * EffectiveExpLevel( pSoldier ) )) / 4;
// heavy weapons trait helps out
if (HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPS_OT ) && !( gGameOptions.fNewTraitSystem )) // SANDRO - old/new traits
iMarksmanship += gbSkillTraitBonus[HEAVY_WEAPS_OT] * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPS_OT );
} else {
iMarksmanship = EffectiveMarksmanship( pSoldier );
if ( AM_A_ROBOT( pSoldier ) ) {
SOLDIERTYPE * pSoldier2;
pSoldier2 = pSoldier->GetRobotController( );
if ( pSoldier2 )
iMarksmanship = __max( iMarksmanship, EffectiveMarksmanship( pSoldier2 ) );
}
}
// modify chance to hit by morale
iMarksmanship += GetMoraleModifier( pSoldier );
// penalize marksmanship for fatigue
iMarksmanship -= GetSkillCheckPenaltyForFatigue( pSoldier, iMarksmanship );
if (iGunCondition >= iMarksmanship) // base chance is equal to the shooter's marksmanship skill
iChance = iMarksmanship;
else // base chance is equal to the average of marksmanship & gun's condition!
iChance = (iMarksmanship + iGunCondition) / 2;
// if shooting same target as the last shot
if (sGridNo == pSoldier->sLastTarget ) // give a bonus to hit
iChance += AIM_BONUS_SAME_TARGET;
// if shooting from alternative weapon holding, apply the preset penalty
if ( pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) )
iChance -= gGameExternalOptions.ubAltWeaponHoldingCtHPenaly;
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Range and Size modifiers
// Effects of actual gun max range... the numbers are based on wanting -40%
// at range 26for a pistol with range 13, and -0 for a sniper rifle with range 80
// The result is about 1.5% penalty per tile but only after about 30% of max range. Within 30% max range, there is no modifier
iPenalty = ((iMaxRange - (iRange-iAccRangeMod) * 3) * 10) / (17 * CELL_X_SIZE);
if ( iPenalty < 0 )
iChance += iPenalty;
if ( TANK( pSoldier ) && ( iRange / CELL_X_SIZE < MaxNormalDistanceVisible() ) )
iChance -= 2 * ( MaxNormalDistanceVisible() - (iRange / CELL_X_SIZE) );
// Like the above modifier, only this applies to long range weapons trying to be used in close quater. Penalty will result when within 10% of max range
iPenalty = (((iRange - iMinRange - iAccRangeMod) * 12) * 10) / (17 * CELL_X_SIZE);
if ( iPenalty < 0 )
iChance += iPenalty;
// Effects of visual range
// From for JA2.5: 3% bonus/penalty for each tile different from range NORMAL_RANGE.
if (!TANK(pSoldier)) // WANNE: No penalty on the tank
iPenalty = 3 * ( NORMAL_RANGE - iSightRange ) / CELL_X_SIZE;
if ( fCantSeeTarget ){
// CHRISL: There are conditions where iSightRange can still return 0. If that happens, the result is that "impossible" shots are actually easier then
// simply "really hard" shots. As a result, if we can't see the target and we have a 0 sight range, we should reevaluate the above penalty but use
// iRange instead of iSightRange, then include the unseen penalty.
if(iSightRange == 0)
iPenalty = (3 * ( NORMAL_RANGE - iRange ) / CELL_X_SIZE) - gGameExternalOptions.iPenaltyShootUnSeen;
iPenalty = min(iPenalty, -gGameExternalOptions.iPenaltyShootUnSeen);
}
iChance += iPenalty;
//CHRISL: Applying the Gear AimBonus (penalty) here, and directly to iChance as a flat penalty, instead of altering iSightRange above.
if ( !pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) )
iChance += GetGearAimBonus ( pSoldier, iSightRange, ubAimTime );
//CHRISL: We should probably include these target size penalties even if we can't see the target so that shooting a "hidden" head is harder then a "hidden" body
// if aiming at the head, reduce chance to hit
if (ubAimPos == AIM_SHOT_HEAD)
{
// penalty of 3% per tile
//iPenalty = 3 * iSightRange / 10; //comm by ddd
iPenalty = INT32(gGameExternalOptions.uShotHeadPenalty * iSightRange / 10);
iChance -= iPenalty;
}
else if (ubAimPos == AIM_SHOT_LEGS)
{
// penalty of 1% per tile
iPenalty = iSightRange / 10;
iChance -= iPenalty;
}
//CHRISL: A target's stance should have no impact on an aimed, headshot. The head doesn't get any smaller just because the target is crouching down.
if (pTarget != NULL && ubAimPos != AIM_SHOT_HEAD)
{
// targeting a merc
// adjust for crouched/prone target
switch( gAnimControl[ pTarget->usAnimState ].ubHeight )
{
case ANIM_CROUCH:
if ( TANK( pSoldier ) && iRange < MIN_TANK_RANGE )
{
// 13% penalty per tile closer than min range
iChance -= (INT32)(13 * ( ( MIN_TANK_RANGE - iRange ) / CELL_X_SIZE ));
}
else
{
// at anything other than point-blank range
if (iRange > POINT_BLANK_RANGE + 10 * (AIM_PENALTY_TARGET_CROUCHED / 3) )
{
iChance -= (INT32)(AIM_PENALTY_TARGET_CROUCHED);
}
else if (iRange > POINT_BLANK_RANGE)
{
// at close range give same bonus as prone, up to maximum of AIM_PENALTY_TARGET_CROUCHED
iChance -= (INT32)(3 * ((iRange - POINT_BLANK_RANGE) / CELL_X_SIZE)); // penalty -3%/tile
}
}
break;
case ANIM_PRONE:
if ( TANK( pSoldier ) && iRange < MIN_TANK_RANGE )
{
// 25% penalty per tile closer than min range
iChance -= (INT32)(25 * ( ( MIN_TANK_RANGE - iRange ) / CELL_X_SIZE ) * iPenalty);
}
else
{
// at anything other than point-blank range
if (iRange > POINT_BLANK_RANGE)
{
// reduce chance to hit with distance to the prone/immersed target
iPenalty = 3 * ((iRange - POINT_BLANK_RANGE) / CELL_X_SIZE); // penalty -3%/tile
iPenalty = __min( iPenalty, AIM_PENALTY_TARGET_PRONE );
iChance -= iPenalty;
}
}
break;
case ANIM_STAND:
// if we are prone and at close range, then penalize shots to the torso or head!
if ( iRange <= MIN_PRONE_RANGE && stance == ANIM_PRONE )
{
if ( ubAimPos == AIM_SHOT_RANDOM || ubAimPos == AIM_SHOT_GLAND )
{
ubAdjAimPos = AIM_SHOT_TORSO;
}
else
{
ubAdjAimPos = ubAimPos;
}
// lose 10% per height difference, lessened by distance
// e.g. 30% to aim at head at range 1, only 10% at range 3
// or 20% to aim at torso at range 1, no penalty at range 3
// NB torso aim position is 2, so (5-aimpos) is 3, for legs it's 2, for head 4
iChance -= (INT32)((5 - ubAdjAimPos - iRange / CELL_X_SIZE) * 10 * iPenalty);
}
break;
default:
break;
}
}
if (pTarget != NULL)
{
// penalty for amount that enemy has moved
// HEADROCK HAM B2.6: Externalized the value
iPenalty = __min( (UINT16)((float)pTarget->bTilesMoved * (float)gGameExternalOptions.iMovementEffectOnAiming), 30 );
///////////////////////////////////////////////////////////////////////////////////
// SANDRO - fearless characters do not even take their head down no matter what
if ( gGameOptions.fNewTraitSystem && pTarget->ubProfile != NO_PROFILE )
{
if ( gMercProfiles[ pTarget->ubProfile ].bCharacterTrait == CHAR_TRAIT_DAUNTLESS )
iPenalty -= (iPenalty * 2 / 3); // two thirds only
}
///////////////////////////////////////////////////////////////////////////////////
iChance -= iPenalty;
// if target sees us, he may have a chance to dodge before the gun goes off
// but ability to dodge is reduced if crouched or prone!
if (pTarget->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY && !TANK( pTarget ) && !(pSoldier->ubBodyType != QUEENMONSTER) )
{
iPenalty = ( EffectiveAgility( pTarget, FALSE ) / 5 + EffectiveExpLevel( pTarget ) * 2);
switch( gAnimControl[ pTarget->usAnimState ].ubHeight )
{
case ANIM_CROUCH:
iPenalty = iPenalty * 2 / 3;
break;
case ANIM_PRONE:
iPenalty /= 3;
break;
}
// reduce dodge ability by the attacker's stats
iBonus = ( EffectiveDexterity( pSoldier, FALSE ) / 5 + EffectiveExpLevel( pSoldier ) * 2);
if ( TANK( pTarget ) || (pSoldier->ubBodyType != QUEENMONSTER) )
{
// reduce ability to track shots
iBonus = iBonus / 2;
}
if ( iPenalty > iBonus )
{
iChance -= (iPenalty - iBonus);
}
}
if(fCoverObscured){ // If we can't see the body part but can see the tile include a -1%/tile penalty
iPenalty = iCoverRange / CELL_X_SIZE;
iChance -= iPenalty;
}
}
else if ( TANK( pSoldier ) && iRange < MIN_TANK_RANGE )
{
// 25% penalty per tile closer than min range
iChance -= 25 * ( ( MIN_TANK_RANGE - iRange ) / CELL_X_SIZE );
}
attachmentList::iterator iter_end = (*&(pSoldier->inv[pSoldier->ubAttackingHand]))[0]->attachments.end();
for(attachmentList::iterator iter = (*&(pSoldier->inv[pSoldier->ubAttackingHand]))[0]->attachments.begin(); iter != iter_end; ++iter)
{
if(iter->exists() && !IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT ) && Item[iter->usItem].aimbonus >= gGameExternalOptions.sHighPowerScope && iRange > Item[iter->usItem].minrangeforaimbonus)
{
iPenalty = (Item[iter->usItem].aimbonus * (iRange - Item[iter->usItem].minrangeforaimbonus)) / 1000;
iPenalty = min(AIM_BONUS_PRONE, iPenalty);
iChance -= iPenalty;
}
}
// Flugente: check for scope mode
if ( Item[(&(pSoldier->inv[pSoldier->ubAttackingHand]))->usItem].usItemClass == IC_GUN && !pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) )
{
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists((&(pSoldier->inv[pSoldier->ubAttackingHand])), ObjList);
if ( ObjList[pSoldier->bScopeMode] != NULL )
{
iPenalty = (Item[ObjList[pSoldier->bScopeMode]->usItem].aimbonus * (iRange - Item[ObjList[pSoldier->bScopeMode]->usItem].minrangeforaimbonus)) / 1000;
iPenalty = min(AIM_BONUS_PRONE, iPenalty);
iChance -= iPenalty;
}
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Modify for traits
// Flugente: moved trait modifiers into a member function
UINT8 targetprofile = NOBODY;
if ( pTarget && pTarget->ubProfile != NOBODY )
targetprofile = pTarget->ubProfile;
iChance += pSoldier->GetTraitCTHModifier( usInHand, ubAimTime, targetprofile );
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Modify for stance and weapon
// if shooter is crouched, he aims slightly better (to max of AIM_BONUS_CROUCHING)
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_CROUCH )
{
iBonus = iRange / 10;
if (iBonus > AIM_BONUS_CROUCHING)
{
iBonus = AIM_BONUS_CROUCHING;
}
// if our weapon is rested, factor in the prone position
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != stance )
{
INT32 pronebonus = iRange / 10;
if (pronebonus > AIM_BONUS_PRONE)
{
pronebonus = AIM_BONUS_PRONE;
}
iBonus = (INT32)((gGameExternalOptions.ubProneModifierPercentage * pronebonus + (100 - gGameExternalOptions.ubProneModifierPercentage) * iBonus)/100);
}
iChance += iBonus;
}
else if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND )
{
// if our weapon is rested, factor in the prone position
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != stance )
{
iBonus = iRange / 10;
if (iBonus > AIM_BONUS_PRONE)
{
iBonus = AIM_BONUS_PRONE;
}
iChance += (INT32)((gGameExternalOptions.ubProneModifierPercentage * iBonus )/100);
}
}
// if shooter is prone, he aims even better, except at really close range
else if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE )
{
if (iRange > MIN_PRONE_RANGE)
{
iBonus = iRange / 10;
if (iBonus > AIM_BONUS_PRONE)
{
iBonus = AIM_BONUS_PRONE;
}
iChance += iBonus;
}
}
//Madd: inherent weapon accuracy bonus
//iChance += Weapon[usInHand].bAccuracy;
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Modify for using one hand
if ( !(Item[ usInHand ].twohanded ) )
//check for 2weapon, retaining original code :JMich
{
if (pSoldier->inv[SECONDHANDPOS].exists() == false)
{
// firing with gun in right hand, and second hand empty (ie: no grenade, med kit or anything there)
// Madd: easier to fire pistol/smg w/one hand free, essentially this will make pistols a little bit more accurate, and hopefully still useful later in the game
if (Weapon[usInHand].ubWeaponClass == HANDGUNCLASS)
iChance += AIM_BONUS_TWO_HANDED_PISTOL;
}
else
{
// Madd: harder to fire smgs w/something in other hand
// SMGs are treated as pistols for these purpose except there is a -5 penalty;
if (Weapon[usInHand].ubWeaponClass == SMGCLASS)
{
iChance -= AIM_PENALTY_SMG;
}
if (gGameOptions.fNewTraitSystem)
{
// Okay, we will shoot from both weapons, calculate penalty to CtH
if ( pSoldier->IsValidSecondHandShot() )
{
// penaly to shoot from dual weapons
iChance -= (INT32)(gSkillTraitValues.ubCtHPenaltyDualShot * (HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) ? ((100 - gSkillTraitValues.ubAMPenaltyDoubleReduction)/100) : 1 ));
}
}
else // original code
{
if ( !HAS_SKILL_TRAIT( pSoldier, AMBIDEXT_OT ) )
{
if ( pSoldier->IsValidSecondHandShot( ) )
{
// penalty to aim when firing two pistols
iChance -= AIM_PENALTY_DUAL_PISTOLS;
}
/*
else
{
// penalty to aim with pistol being fired one-handed
iChance -= AIM_PENALTY_ONE_HANDED_PISTOL;
}
*/
}
}
}
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Modify for Recoil and Tracer effects
if ( pSoldier->bDoBurst && pSoldier->bDoAutofire == 0 )
{
/*CHRISL: At this point in the calculation, Bipods, Foregrips and other "recoil stabalizing" bonuses should reduce the weapons "recoil penalty"
(BurstPenalty) by a percentage. This reduction should apply to the recoil per shot and not as a "flat" initial reduction. Later in the code,
Bipods also grant their flat CTH bonus so we don't need to mess this that here*/
if(gGameExternalOptions.ubFlatAFTHBtoPrecentMultiplier)
{
INT16 moda = GetBurstToHitBonus(pInHand, stance == ANIM_PRONE) * gGameExternalOptions.ubFlatAFTHBtoPrecentMultiplier;
INT16 modb = GetBurstToHitBonus(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE) * gGameExternalOptions.ubFlatAFTHBtoPrecentMultiplier;
iBonus = (INT32)((gGameExternalOptions.ubProneModifierPercentage * moda + (100 - gGameExternalOptions.ubProneModifierPercentage) * modb)/100);
iPenalty = Weapon[pInHand->usItem].ubBurstPenalty * (pSoldier->bDoBurst - 1) * (gGameExternalOptions.bAimedBurstEnabled?gGameExternalOptions.uAimedBurstPenalty:1);
iPenalty = max(0, (iPenalty * (100 - iBonus))/100 );
}
else
{
// Snap: bipod may reduce burst penalty
INT16 moda = GetBurstPenalty(pInHand, stance == ANIM_PRONE) * (pSoldier->bDoBurst - 1);
INT16 modb = GetBurstPenalty(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE) * (pSoldier->bDoBurst - 1);
iPenalty = (INT32)((gGameExternalOptions.ubProneModifierPercentage * moda + (100 - gGameExternalOptions.ubProneModifierPercentage) * modb)/100);
if(gGameExternalOptions.bAimedBurstEnabled)
iPenalty += Weapon[usInHand].ubBurstPenalty * (pSoldier->bDoBurst - 1) * gGameExternalOptions.uAimedBurstPenalty;
}
// SAMDRO - shooting dual bursts is somehow harder to control
if ( pSoldier->IsValidSecondHandBurst() )
{
iPenalty = iPenalty*6/5; // +10%
}
// halve the penalty for people with the autofire trait
if ( gGameOptions.fNewTraitSystem ) // old/new traits - SANDRO
{
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
{
iPenalty = max(0, ((iPenalty * (100 - gSkillTraitValues.ubAWAutoFirePenaltyReduction * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT )))/100));
}
}
else
{
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPS_OT ) )
{
iPenalty /= 2 * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPS_OT );
}
}
iChance -= iPenalty;
}
else if ( pSoldier->bDoAutofire > 0 )
{
/*CHRISL: At this point in the calculation, Bipods, Foregrips and other "recoil stabalizing" bonuses should reduce the weapons "recoil penalty"
(AutoPenalty) by a percentage. This reduction should apply the the recoil per shot and not as a "flat" initial reduction. Later in the code,
Bipods also grant their flat CTH bonus so we don't need to mess this that here*/
if(gGameExternalOptions.ubFlatAFTHBtoPrecentMultiplier)
{
INT16 moda = GetAutoToHitBonus(pInHand, stance == ANIM_PRONE) * gGameExternalOptions.ubFlatAFTHBtoPrecentMultiplier;
INT16 modb = GetAutoToHitBonus(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE) * gGameExternalOptions.ubFlatAFTHBtoPrecentMultiplier;
iBonus = (INT32)((gGameExternalOptions.ubProneModifierPercentage * moda + (100 - gGameExternalOptions.ubProneModifierPercentage) * modb)/100);
iPenalty = Weapon[pInHand->usItem].AutoPenalty * (pSoldier->bDoBurst - 1) * (gGameExternalOptions.bAimedBurstEnabled?gGameExternalOptions.uAimedBurstPenalty:1);
iPenalty = max(0, (iPenalty * (100 - iBonus))/100 );
}
else
{
// Snap: bipod may reduce auto penalty
INT16 moda = GetAutoPenalty(pInHand, stance == ANIM_PRONE) * (pSoldier->bDoBurst - 1);
INT16 modb = GetAutoPenalty(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE) * (pSoldier->bDoBurst - 1);
iPenalty = (INT32)((gGameExternalOptions.ubProneModifierPercentage * moda + (100 - gGameExternalOptions.ubProneModifierPercentage) * modb)/100);
if(gGameExternalOptions.bAimedBurstEnabled)
iPenalty += Weapon[usInHand].AutoPenalty * (pSoldier->bDoBurst - 1) * gGameExternalOptions.uAimedBurstPenalty;
}
// SAMDRO - shooting dual bursts is somehow harder to control
if ( pSoldier->IsValidSecondHandBurst() )
{
iPenalty = iPenalty*6/5; // +10%
}
// halve the penalty for people with the autofire trait
if ( gGameOptions.fNewTraitSystem ) // old/new traits - SANDRO
{
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
{
iPenalty = max(0, ((iPenalty * (100 - gSkillTraitValues.ubAWAutoFirePenaltyReduction * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT )))/100));
}
}
else
{
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPS_OT ) )
{
iPenalty /= 2 * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPS_OT );
}
}
iChance -= iPenalty;
// HEADROCK HAM 3.5: Store the penalty
sTotalAutofirePenalty = iPenalty;
}
if (AmmoTypes[(*pInHand)[0]->data.gun.ubGunAmmoType].tracerEffect == 1 && gGameExternalOptions.ubRealisticTracers > 0 )
{
/*CHRISL: We want to know here is how many tracers have been fired during this autofire sequence. But we also want to figure that based on how
much ammo we've used from the current mag. If every 3rd round is a tracer, and we previously fired 5 rounds from our "mag", then the first
round of this burst is a tracer, the 2nd & 3rd are normal, the 4th is a tracer, 5th & 6th are normal, etc.*/
if (fCalculateCTHDuringGunfire) // Calculate number of bullets left right before firing this burst
iBulletsLeft = (*pInHand)[0]->data.gun.ubGunShotsLeft + (pSoldier->bDoBurst - 1);
else
iBulletsLeft = (*pInHand)[0]->data.gun.ubGunShotsLeft;
iRoundsFiredPreviously = GetMagSize(pInHand) - iBulletsLeft; //How many rounds had been fired before this autofire sequence
for( UINT8 cnt = 1; cnt <= pSoldier->bDoBurst; cnt++ ){ //How many tracers have been fired prior to this bullet in this autofire sequence
if((iRoundsFiredPreviously+cnt)%iBulletsPerTracer == 0)
iTracersFired++;
}
if ( iTracersFired > 0 ) {
if(sTotalAutofirePenalty > 0){
INT16 sChanceLimit = min(gGameExternalOptions.ubCTHBumpPerTracer, ((iRange-(gGameExternalOptions.ubMinRangeTracerEffect*CELL_X_SIZE)) / CELL_X_SIZE) * gGameExternalOptions.ubRangeDifficultyAimingWithTracers);
sChanceLimit = max(0, sChanceLimit);
iBonus = sChanceLimit * iTracersFired;
iBonus = min(iBonus, sTotalAutofirePenalty);
}
iChance += iBonus;
}
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Modify for Aim
if(ubAimTime)
{
// CHRISL: Rather then a flat +10/click bonus, we're going to try a bonus that's based on MRK and Lvl which gets
// progressivly less the more we aim. Everything is based on the maxBonus that a merc can possibly get which
// uses the equation: 20+(MRK/20*LVL)+Accuracy+(Sniper trait * 10). This value is then split between the 8
// possible AimTime's using a max aimTime bonus of 10.
// Flugente: If overheating is allowed, an overheated gun receives a slight malus to accuracy
FLOAT accuracyheatmultiplicator = 1.0;
if ( gGameOptions.fWeaponOverheating )
{
FLOAT overheatdamagepercentage = GetGunOverheatDamagePercentage( pInHand );
FLOAT accuracymalus = (FLOAT)((max(1.0, overheatdamagepercentage) - 1.0) * 0.1);
accuracyheatmultiplicator = (FLOAT)max(0.0, 1.0 - accuracymalus);
}
if ( gGameOptions.fNewTraitSystem )
{
// bonus to snipers and gunslingers
if ( Weapon[usInHand].ubWeaponType == GUN_PISTOL || Weapon[usInHand].ubWeaponType == GUN_M_PISTOL )
maxBonus = 20+((FLOAT)iMarksmanship/20*(EffectiveExpLevel(pSoldier)))+(accuracyheatmultiplicator * Weapon[Item[pInHand->usItem].ubClassIndex].bAccuracy*2)+(NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT )*gSkillTraitValues.ubGSAimingBonusPerClick);
else
maxBonus = 20+((FLOAT)iMarksmanship/20*(EffectiveExpLevel(pSoldier)))+(accuracyheatmultiplicator * Weapon[Item[pInHand->usItem].ubClassIndex].bAccuracy*2)+(NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )*gSkillTraitValues.ubSNAimingBonusPerClick);
}
else
{
if(gGameExternalOptions.bAltAimEnabled)
maxBonus = (20*(iMarksmanship/100))+((FLOAT)iMarksmanship/20*pSoldier->stats.bExpLevel)+(accuracyheatmultiplicator * Weapon[Item[pInHand->usItem].ubClassIndex].bAccuracy*2)+(NUM_SKILL_TRAITS( pSoldier, PROF_SNIPER_OT )*10);
else
maxBonus = 20+((FLOAT)iMarksmanship/20*pSoldier->stats.bExpLevel)+(accuracyheatmultiplicator * Weapon[Item[pInHand->usItem].ubClassIndex].bAccuracy*2)+(NUM_SKILL_TRAITS( pSoldier, PROF_SNIPER_OT )*10);
}
iAimBonus = (float)GetAimBonus( pSoldier, pInHand, 100, 1 );
// penalty when aiming from alternative weapon holding
if ( pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) )
iAimBonus = iAimBonus * (100 - gGameExternalOptions.ubAltWeaponHoldingAimingPenaly) / 100;
for(int i = 0; i < ubAimTime; i++) {
aimTimeBonus = __min((maxBonus*bonusProgression[i]/1000),maxClickBonus);
maxBonus -= aimTimeBonus;
iChance += (INT32)floor(aimTimeBonus+.5);
//CHRISL: This is a slight extra bonus granted from a scopes AimBonus score
aimTimeBonus = __min(ceil((float)(iAimBonus * bonusProgression[i] / 1000)), 3);
iAimBonus -= aimTimeBonus;
iChance+= (INT32)floor(aimTimeBonus+.5);
}
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// AI Modifiers
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) ) // if this is a computer AI controlled enemy
{
if ( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
{
// On easy, penalize all enemies by 5%
iChance -= 5;
}
else
{
iChance += __min( 0, gbDiff[ DIFF_ENEMY_TO_HIT_MOD ][ SoldierDifficultyLevel( pSoldier ) ] );
}
}
// SANDRO - Bonus CtH for Militia
if (pSoldier->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA && gGameExternalOptions.sGreenMilitiaCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sGreenMilitiaCtHBonusPercent) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA && gGameExternalOptions.sRegularMilitiaCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sRegularMilitiaCtHBonusPercent) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA && gGameExternalOptions.sVeteranMilitiaCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sVeteranMilitiaCtHBonusPercent) /100);
// bonus for enemy
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR && gGameExternalOptions.sEnemyAdminCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sEnemyAdminCtHBonusPercent) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ARMY && gGameExternalOptions.sEnemyRegularCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sEnemyRegularCtHBonusPercent) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE && gGameExternalOptions.sEnemyEliteCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sEnemyEliteCtHBonusPercent) /100);
// SANDRO - option to make special NPCs stronger - chance to hit
if (gGameExternalOptions.usSpecialNPCStronger > 0)
{
switch( pSoldier->ubProfile )
{
case CARMEN:
case QUEEN:
case JOE:
case ANNIE:
case CHRIS:
case KINGPIN:
case TIFFANY:
case T_REX:
case DRUGGIST:
case GENERAL:
case JIM:
case JACK:
case OLAF:
case RAY:
case OLGA:
case TYRONE:
case MIKE:
iChance += (iChance * gGameExternalOptions.usSpecialNPCStronger / 100);
break;
}
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Situational modifiers
if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED )
iChance -= AIM_PENALTY_GASSED;
if (pSoldier->ubServiceCount > 0)
iChance -= AIM_PENALTY_GETTINGAID;
if (pSoldier->aiData.bShock)
{
if (gGameExternalOptions.usMaxShooterCoweringPenalty > 0)
{
if ( usShockPenalty > gGameExternalOptions.usMaxShooterCoweringPenalty )
usShockPenalty = gGameExternalOptions.usMaxShooterCoweringPenalty;
}
if ( usShockPenalty < 1 )
usShockPenalty = 1;
iChance -= usShockPenalty;
}
// adjust for roof/not on roof
if ( pSoldier->pathing.bLevel == 0 )
{
if ( pSoldier->bTargetLevel > 0 )
{
// penalty for firing up
iChance -= AIM_PENALTY_FIRING_UP;
}
}
else // pSoldier->pathing.bLevel > 0 )
{
if ( pSoldier->bTargetLevel == 0 )
{
iChance += AIM_BONUS_FIRING_DOWN;
}
}
// IF CHANCE EXISTS, BUT SHOOTER IS INJURED
if ((iChance > 0) && (pSoldier->stats.bLife < pSoldier->stats.bLifeMax))
{
// if bandaged, give 1/2 of the bandaged life points back into equation
bBandaged = pSoldier->stats.bLifeMax - pSoldier->stats.bLife - pSoldier->bBleeding;
// injury penalty is based on % damage taken (max 2/3rds chance)
iPenalty = (iChance * 2 * (pSoldier->stats.bLifeMax - pSoldier->stats.bLife + (bBandaged / 2))) /
(3 * pSoldier->stats.bLifeMax);
// reduce injury penalty due to merc's experience level (he can take it!)
iChance -= (iPenalty * (100 - (10 * ( EffectiveExpLevel( pSoldier ) - 1)))) / 100;
}
// IF CHANCE EXISTS, BUT SHOOTER IS LOW ON BREATH
if ((iChance > 0) && (pSoldier->bBreath < 100))
{
// breath penalty is based on % breath missing (max 1/2 chance)
iPenalty = (iChance * (100 - pSoldier->bBreath)) / 200;
// reduce breath penalty due to merc's dexterity (he can compensate!)
iChance -= (iPenalty * (100 - ( EffectiveDexterity( pSoldier, FALSE ) - 10))) / 100;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Equipment Modifiers
iChance += GetGearToHitBonus ( pSoldier );
INT16 moda = GetToHitBonus( pInHand, iRange, bLightLevel, stance && iRange > MIN_PRONE_RANGE );
INT16 modb = GetToHitBonus( pInHand, iRange, bLightLevel, gAnimControl[ pSoldier->usAnimState ].ubEndHeight && iRange > MIN_PRONE_RANGE );
iChance += (INT32)((gGameExternalOptions.ubProneModifierPercentage * moda + (100 - gGameExternalOptions.ubProneModifierPercentage) * modb)/100);
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Suppression modifiers
if ( gGameExternalOptions.ubAimPenaltyPerTargetShock > 0 )
{
if (pTarget != NULL)
{
if (pTarget->aiData.bShock )
{
if (gAnimControl[ pTarget->usAnimState ].ubHeight == ANIM_PRONE)
{
ubCoweringDivisor = gGameExternalOptions.ubCoweringPenaltyDivisorProne;
sCoweringPenalty = (pTarget->aiData.bShock * AIM_PENALTY_PER_TARGET_SHOCK);
sCoweringPenalty = sCoweringPenalty / ubCoweringDivisor;
sCoweringPenalty = (sCoweringPenalty * __min(iSightRange,MIN_RANGE_FOR_FULL_COWER)) / MIN_RANGE_FOR_FULL_COWER;
if (gGameExternalOptions.usMaxTargetCoweringPenalty > 0)
{
if ( sCoweringPenalty > gGameExternalOptions.usMaxTargetCoweringPenalty )
sCoweringPenalty = gGameExternalOptions.usMaxTargetCoweringPenalty;
}
if ( sCoweringPenalty < 1 )
sCoweringPenalty = 1;
iChance -= sCoweringPenalty;
}
else if (gAnimControl[ pTarget->usAnimState ].ubHeight == ANIM_CROUCH)
{
switch ( ubAimPos )
{
case AIM_SHOT_HEAD:
ubCoweringDivisor = gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedHead;
break;
case AIM_SHOT_TORSO:
case AIM_SHOT_RANDOM:
case AIM_SHOT_GLAND:
ubCoweringDivisor = gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedTorso;
break;
case AIM_SHOT_LEGS:
ubCoweringDivisor = gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedLegs;
break;
}
sCoweringPenalty = (pTarget->aiData.bShock * AIM_PENALTY_PER_TARGET_SHOCK);
sCoweringPenalty = sCoweringPenalty / ubCoweringDivisor;
sCoweringPenalty = (sCoweringPenalty * __min(iSightRange,MIN_RANGE_FOR_FULL_COWER)) / MIN_RANGE_FOR_FULL_COWER;
if (gGameExternalOptions.usMaxTargetCoweringPenalty > 0)
{
if ( sCoweringPenalty > gGameExternalOptions.usMaxTargetCoweringPenalty )
sCoweringPenalty = gGameExternalOptions.usMaxTargetCoweringPenalty;
}
if ( sCoweringPenalty < 1 )
sCoweringPenalty = 1;
// HEADROCK HAM B2.8.1: Added formula to make sure that cowering target penalties
// are not given when on the roof.
if (pSoldier->pathing.bLevel == pTarget->pathing.bLevel && pSoldier->pathing.bLevel > 0)
sCoweringPenalty = 0; // No cowering penalties when both are on the roof!
else if (pSoldier->pathing.bLevel < pSoldier->pathing.bLevel && gAnimControl[ pTarget->usAnimState ].ubHeight == ANIM_PRONE)
sCoweringPenalty *= 2; // Much harder to shoot at anyone cowering above you.
else if (pSoldier->pathing.bLevel > pSoldier->pathing.bLevel)
sCoweringPenalty /= 2; // Much easier to shoot at cowerers below you.
iChance -= sCoweringPenalty;
}
}
}
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Max range modifier. This needs to be here, near the end of the function to
// guarantee that the max range penalty is properly calculated.
/////////////////////////////////////////////////////////////////////////////////////
if ( iRange > iMaxRange )
{
// a bullet WILL travel that far if not blocked, but it's NOT accurate,
// because beyond maximum range, the bullet drops rapidly
// This won't cause the bullet to be off to the left or right, only make it
// drop in flight.
//iChance /= 2; //ddd
iChance = (INT32)(iChance / gGameExternalOptions.fOutOfGunRangeOrSight);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Adjust for Max and Min values
// HEADROCK: (HAM) Altered so called "Defined Limits" to accept external arguments.
// The divisor argument only works when the minimum is set to 0. It has a chance of 1 in X to
// bump the minimum back to 1, where X = the Divisor value. So a divisor value of 50 gives a 1/50
// chance of getting some actual chance to hit despite the 0 minimum. The overall total would then
// be an effective CTH of only 1/5000 (50 chances to get a 1 out of 100 CTH, hehehe)
if (iChance <= gGameExternalOptions.ubMinimumCTH)
{
if ( TANK( pSoldier ) )
{
// allow absolute minimums
iChance = 0;
}
else
{
iChance = gGameExternalOptions.ubMinimumCTH;
if ( gGameExternalOptions.ubMinimumCTH == 0 )
{
if ( PreRandom( gGameExternalOptions.usMinimumCTHDivisor ) == (gGameExternalOptions.usMinimumCTHDivisor - 1) )
{
iChance = 1;
}
}
}
}
else
{
// HEADROCK (HAM): Externalized maximum to JA2_OPTIONS.INI
// if (iChance > MAXCHANCETOHIT)
// iChance = MAXCHANCETOHIT;
if (iChance > gGameExternalOptions.ubMaximumCTH)
iChance = gGameExternalOptions.ubMaximumCTH;
}
/////////////////////////////////////////////////////////////////////////////////////
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcChanceToHitGun: ichance = %d",iChance));
return (iChance);
/*CHRISL: I've tried to sort and reorganize this function to make it a little easier to follow. All of this is the original function
//SOLDIERTYPE *vicpSoldier;
SOLDIERTYPE * pTarget;
INT32 iChance; //CTH
INT32 iRange; //Actual range to target
INT32 iSightRange; //LOS range
INT32 iTileRange; //LOS range to the tile target is in - in case we can't see the target
INT32 iVisionRange; //Effective visual range
INT32 iMaxRange; //Weapon maximum range
INT32 iGunCondition; //Weapons effective condition
INT32 iMarksmanship; //Mercs effective marksmanship
INT32 iBonus, iPenalty;
//rain
//INT32 iScopeBonus;
//end rain
UINT16 usInHand;
OBJECTTYPE * pInHand;
// INT8 bAttachPos;
INT8 bBandaged;
INT16 sDistVis;
UINT8 ubAdjAimPos;
UINT8 ubTargetID;
bool highPowerScope = false;
UINT32 pScope;
UINT8 bLightLevel = LightTrueLevel(sGridNo, pSoldier->bTargetLevel);
// HEADROCK HAM 3.5: Variable holds total autofire penalty.
INT16 sTotalAutofirePenalty = 0;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcChanceToHitGun"));
if ( pSoldier->stats.bMarksmanship == 0 )
{
// HEADROCK: (HAM) Altered to accept external arguments
// return( MINCHANCETOHIT );
return( gGameExternalOptions.ubMinimumCTH );
}
// make sure the guy's actually got a weapon in his hand!
pInHand = &(pSoldier->inv[pSoldier->ubAttackingHand]);
usInHand = pSoldier->usAttackingWeapon;
//CHRISL: We have new modifiers when using a high power scope so find out if we have one from the start
for(attachmentList::iterator iter = (*pInHand)[0]->attachments.begin(); iter != (*pInHand)[0]->attachments.end(); iter++)
{
if(Item[iter->usItem].aimbonus >= gGameExternalOptions.sHighPowerScope && iter->exists())
{
highPowerScope = true;
pScope = iter->usItem;
break;
}
}
/////////////////////////////////////////////////////////////////////////////////////
// DETERMINE BASE CHANCE OF HITTING
iGunCondition = WEAPON_STATUS_MOD( (*pInHand)[0]->data.gun.bGunStatus );
if (Item[usInHand].rocketlauncher )
{
// use the same calculation as for mechanical thrown weapons
iMarksmanship = ( EffectiveDexterity( pSoldier ) + EffectiveMarksmanship( pSoldier ) + EffectiveWisdom( pSoldier ) + (10 * EffectiveExpLevel( pSoldier ) )) / 4;
// heavy weapons trait helps out
if (HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPS_OT ) && !( gGameOptions.fNewTraitSystem )) // SANDRO - old/new traits
{
iMarksmanship += gbSkillTraitBonus[HEAVY_WEAPS_OT] * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPS_OT );
}
}
else
{
iMarksmanship = EffectiveMarksmanship( pSoldier );
if ( AM_A_ROBOT( pSoldier ) )
{
SOLDIERTYPE * pSoldier2;
pSoldier2 = pSoldier->GetRobotController( );
if ( pSoldier2 )
{
iMarksmanship = __max( iMarksmanship, EffectiveMarksmanship( pSoldier2 ) );
}
}
}
// modify chance to hit by morale
iMarksmanship += GetMoraleModifier( pSoldier );
// penalize marksmanship for fatigue
iMarksmanship -= GetSkillCheckPenaltyForFatigue( pSoldier, iMarksmanship );
//if ( PTR_OURTEAM )
//{
// iChance = ( iMarksmanship * iGunCondition ) / 100;
//}
//else
{
if (iGunCondition >= iMarksmanship)
// base chance is equal to the shooter's marksmanship skill
iChance = iMarksmanship;
else
// base chance is equal to the average of marksmanship & gun's condition!
iChance = (iMarksmanship + iGunCondition) / 2;
}
/////////////////////////////////////////////////////////////////////////////////////
// if shooting same target as the last shot
if (sGridNo == pSoldier->sLastTarget )
iChance += AIM_BONUS_SAME_TARGET; // give a bonus to hit
/////////////////////////////////////////////////////////////////////////////////////
// SANDRO - STOMP traits
////////////////////////////////////////////////////
// For every type of gun, there was added a penalty for untrained mercs. This penalty
// is rather small and is often compensated by single trait of that type
if( gGameOptions.fNewTraitSystem )
{
// Bonus for heavy weapons moved here from above to get instant CtH bonus and not marksmanship bonus,
// which is supressed by weapon condition
if (Item[usInHand].rocketlauncher || Item[usInHand].singleshotrocketlauncher)
{
iChance += gSkillTraitValues.bCtHModifierRocketLaunchers; // -25% for untrained mercs !!!
if (HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPONS_NT ))
iChance += gSkillTraitValues.ubHWBonusCtHRocketLaunchers * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ); // +25% per trait
}
// Added CtH bonus for Gunslinger trait on pistols and machine-pistols
else if ( Weapon[usInHand].ubWeaponType == GUN_PISTOL )
{
iChance += gSkillTraitValues.bCtHModifierPistols; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) && pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0 )
iChance += gSkillTraitValues.ubGSBonusCtHPistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ); // +10% per trait
}
else if ( Weapon[usInHand].ubWeaponType == GUN_M_PISTOL )
{
iChance += gSkillTraitValues.bCtHModifierMachinePistols; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) && ((pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0) || !gSkillTraitValues.ubGSCtHMPExcludeAuto))
iChance += gSkillTraitValues.ubGSBonusCtHMachinePistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ); // +5% per trait
}
// Added CtH bonus for Machinegunner skill on assault rifles, SMGs and LMGs
else if ( Weapon[usInHand].ubWeaponType == GUN_AS_RIFLE )
{
iChance += gSkillTraitValues.bCtHModifierAssaultRifles; // -5% for untrained mercs.
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
iChance += gSkillTraitValues.ubAWBonusCtHAssaultRifles * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT ); // +5% per trait
}
else if ( Weapon[usInHand].ubWeaponType == GUN_SMG )
{
iChance += gSkillTraitValues.bCtHModifierSMGs; // -5% for untrained mercs.
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
iChance += gSkillTraitValues.ubAWBonusCtHSMGs * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT ); // +5% per trait
}
else if ( Weapon[usInHand].ubWeaponType == GUN_LMG )
{
iChance += gSkillTraitValues.bCtHModifierLMGs; // -10% for untrained mercs.
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
iChance += gSkillTraitValues.ubAWBonusCtHLMGs * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT ); // +5% per trait
}
// Added CtH bonus for Gunslinger trait on pistols and machine-pistols
else if ( Weapon[usInHand].ubWeaponType == GUN_SN_RIFLE )
{
iChance += gSkillTraitValues.bCtHModifierSniperRifles; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) && pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0 )
iChance += gSkillTraitValues.ubSNBonusCtHSniperRifles * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ); // +5% per trait
}
// Added CtH bonus for Ranger skill on rifles and shotguns
else if ( Weapon[usInHand].ubWeaponType == GUN_RIFLE )
{
iChance += gSkillTraitValues.bCtHModifierRifles; // -5% for untrained mercs.
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) && pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0 )
iChance += gSkillTraitValues.ubRABonusCtHRifles * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ); // +5% per trait
//CHRISL: Why wouldn't sniper training include standard rifles which are often used as "poor-man sniper rifles"
// this bonus is applied only on single shots!
if ( HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) && pSoldier->bDoBurst == 0 && pSoldier->bDoAutofire == 0 )
iChance += gSkillTraitValues.ubSNBonusCtHRifles * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ); // +5% per trait
}
else if ( Weapon[usInHand].ubWeaponType == GUN_SHOTGUN )
{
iChance += gSkillTraitValues.bCtHModifierShotguns; // -5% for untrained mercs.
if ( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
iChance += gSkillTraitValues.ubRABonusCtHShotguns * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ); // +10% per trait
}
// Added small CtH penalty for robot if controller hasn't the Technician trait
if( AM_A_ROBOT( pSoldier ) )
{
iChance += gSkillTraitValues.bCtHModifierRobot; // -10%
if ( HAS_SKILL_TRAIT( pSoldier->GetRobotController(), TECHNICIAN_NT ) )
iChance += gSkillTraitValues.ubTECtHControlledRobotBonus * NUM_SKILL_TRAITS( pSoldier->GetRobotController(), TECHNICIAN_NT ); // +10% per trait
}
// Added character traits influence
if ( pSoldier->ubProfile != NO_PROFILE )
{
// Sociable - better performance in groups
if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_SOCIABLE )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_SOCIABLE );
if ( bNumMercs > 2 )
iChance += 5;
else if ( bNumMercs > 0 )
iChance += 2;
}
// Loner - better performance when alone
else if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_LONER )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_LONER );
if ( bNumMercs == 0 )
iChance += 5;
else if ( bNumMercs <= 1 )
iChance += 2;
}
// Aggressive - bonus on bursts/autofire
else if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
{
if (( pSoldier->bDoBurst || pSoldier->bDoAutofire ) && !ubAimTime )
iChance += 5;
}
// Show-off - better performance if some babes around to impress
else if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_SHOWOFF )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_SHOWOFF );
if ( bNumMercs > 1 )
iChance += 5;
else if ( bNumMercs > 0 )
iChance += 2;
}
// Added disabilities
if ( pSoldier->ubProfile != NO_PROFILE )
{
// Heat intolerant penalty
if ( MercIsHot( pSoldier ) )
{
iChance -= 15;
}
// Small penalty for fear of insects in tropical sectors
else if ( (gMercProfiles[ pSoldier->ubProfile ].bDisability == FEAR_OF_INSECTS) && MercIsInTropicalSector( pSoldier ) )
{
// fear of insects, and we are in tropical sector
iChance -= 5;
}
}
}
// Dauntless - penalty for not taking proper cover
pTarget = SimpleFindSoldier( sGridNo, pSoldier->bTargetLevel );
if (pTarget != NULL)
{
if ( pTarget->ubProfile != NO_PROFILE )
{
if ( gMercProfiles[ pTarget->ubProfile ].bCharacterTrait == CHAR_TRAIT_DAUNTLESS )
iChance += 5;
}
}
}
else
{
// this rather unlogical bonus for psychotic characters applies only with old traits
if ( pSoldier->ubProfile != NO_PROFILE && gMercProfiles[ pSoldier->ubProfile ].bDisability == PSYCHO )
{
iChance += AIM_BONUS_PSYCHO;
}
}
// calculate actual range (in units, 10 units = 1 tile)
iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
//CHRISL: Incur a penalty if using a highPowerScope
if(highPowerScope == true && iRange > Item[pScope].minrangeforaimbonus)
{
iPenalty = (Item[pScope].aimbonus * (iRange-Item[pScope].minrangeforaimbonus)) / 1000;
if (iPenalty > AIM_BONUS_PRONE)
{
iPenalty = AIM_BONUS_PRONE;
}
iChance -= iPenalty;
}
// if shooter is crouched, he aims slightly better (to max of AIM_BONUS_CROUCHING)
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_CROUCH )
{
iBonus = iRange / 10;
if (iBonus > AIM_BONUS_CROUCHING)
{
iBonus = AIM_BONUS_CROUCHING;
}
iChance += iBonus;
}
// if shooter is prone, he aims even better, except at really close range
else if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE )
{
if (iRange > MIN_PRONE_RANGE)
{
iBonus = iRange / 10;
if (iBonus > AIM_BONUS_PRONE)
{
iBonus = AIM_BONUS_PRONE;
}
// Snap: bipod bonus is now calculated in GetToHitBonus
//bAttachPos = FindAttachment( pInHand, BIPOD );
//if (bAttachPos != ITEM_NOT_FOUND)
//{ // extra bonus to hit for a bipod, up to half the prone bonus itself
// iBonus += (iBonus * WEAPON_STATUS_MOD(GetBipodStatus(pInHand)) / 100) / 2;
//}
iChance += iBonus;
}
}
//Madd: inherent weapon accuracy bonus
iChance += Weapon[usInHand].bAccuracy;
// if ( !(Item[ usInHand ].fFlags & ITEM_TWO_HANDED) )
if ( !(Item[ usInHand ].twohanded ) )
{
if (pSoldier->inv[SECONDHANDPOS].exists() == false)
{
// firing with gun in right hand, and second hand empty (ie: no grenade, med kit or anything there)
// Madd: easier to fire pistol/smg w/one hand free, essentially this will make pistols a little bit more accurate, and hopefully still useful later in the game
if (Weapon[usInHand].ubWeaponClass == HANDGUNCLASS)
iChance += AIM_BONUS_TWO_HANDED_PISTOL;
}
else
{
// Madd: harder to fire smgs w/something in other hand
// SMGs are treated as pistols for these purpose except there is a -5 penalty;
if (Weapon[usInHand].ubWeaponClass == SMGCLASS)
{
iChance -= AIM_PENALTY_SMG;
}
//////////////////////////////////////////////////////////////////
// SANDRO - old/new traits
if (gGameOptions.fNewTraitSystem)
{
// Okay, we will shoot from both weapons, calculate penalty to CtH
if ( pSoldier->IsValidSecondHandShot() )
{
// penaly to shoot from dual weapons
iChance -= (INT32)(gSkillTraitValues.ubCtHPenaltyDualShot * (HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) ? ((100 - gSkillTraitValues.ubAMPenaltyDoubleReduction)/100) : 1 ));
}
}
else // original code
{
if ( !HAS_SKILL_TRAIT( pSoldier, AMBIDEXT_OT ) )
{
if ( pSoldier->IsValidSecondHandShot( ) )
{
// penalty to aim when firing two pistols
iChance -= AIM_PENALTY_DUAL_PISTOLS;
}
// else
// {
// // penalty to aim with pistol being fired one-handed
// iChance -= AIM_PENALTY_ONE_HANDED_PISTOL;
// }
}
}
//////////////////////////////////////////////////////////////////
}
}
// If in burst mode, deduct points for chance to hit for each shot after the first
if ( pSoldier->bDoBurst && pSoldier->bDoAutofire == 0 )
{
// CHRISL: At this point in the calculation, Bipods, Foregrips and other "recoil stabalizing" bonuses should reduce the weapons "recoil penalty"
// (BurstPenalty) by a percentage. This reduction should apply the the recoil per shot and not as a "flat" initial reduction. Later in the code,
// Bipods also grant their flat CTH bonus so we don't need to mess this that here
if(gGameExternalOptions.ubFlatAFTHBtoPrecentMultiplier)
{
iBonus = GetBurstToHitBonus(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE) * gGameExternalOptions.ubFlatAFTHBtoPrecentMultiplier;
iPenalty = Weapon[pInHand->usItem].ubBurstPenalty * (pSoldier->bDoBurst - 1) * (gGameExternalOptions.bAimedBurstEnabled?gGameExternalOptions.uAimedBurstPenalty:1);
iPenalty = max(0, (iPenalty * (100 - iBonus))/100 );
}
else
{
// Snap: bipod may reduce burst penalty
iPenalty = GetBurstPenalty(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE) * (pSoldier->bDoBurst - 1);
if(gGameExternalOptions.bAimedBurstEnabled)
iPenalty += Weapon[usInHand].ubBurstPenalty * (pSoldier->bDoBurst - 1) * gGameExternalOptions.uAimedBurstPenalty;
}
// halve the penalty for people with the autofire trait
//////////////////////////////////////////////////////////////////
if ( gGameOptions.fNewTraitSystem ) // old/new traits - SANDRO
{
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
{
iPenalty = max(0, ((iPenalty * (100 - gSkillTraitValues.ubAWAutoFirePenaltyReduction * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT )))/100));
}
}
else
{
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPS_OT ) )
{
iPenalty /= 2 * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPS_OT );
}
}
//////////////////////////////////////////////////////////////////
iChance -= iPenalty;
}
else if ( pSoldier->bDoAutofire > 0 )
{
// CHRISL: At this point in the calculation, Bipods, Foregrips and other "recoil stabalizing" bonuses should reduce the weapons "recoil penalty"
// (AutoPenalty) by a percentage. This reduction should apply the the recoil per shot and not as a "flat" initial reduction. Later in the code,
// Bipods also grant their flat CTH bonus so we don't need to mess this that here
if(gGameExternalOptions.ubFlatAFTHBtoPrecentMultiplier)
{
iBonus = GetAutoToHitBonus(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE) * gGameExternalOptions.ubFlatAFTHBtoPrecentMultiplier;
iPenalty = Weapon[pInHand->usItem].AutoPenalty * (pSoldier->bDoBurst - 1) * (gGameExternalOptions.bAimedBurstEnabled?gGameExternalOptions.uAimedBurstPenalty:1);
iPenalty = max(0, (iPenalty * (100 - iBonus))/100 );
}
else
{
// Snap: bipod may reduce auto penalty
iPenalty = GetAutoPenalty(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE) * (pSoldier->bDoBurst - 1);
if(gGameExternalOptions.bAimedBurstEnabled)
iPenalty += Weapon[usInHand].AutoPenalty * (pSoldier->bDoBurst - 1) * gGameExternalOptions.uAimedBurstPenalty;
}
// halve the penalty for people with the autofire trait
//////////////////////////////////////////////////////////////////
if ( gGameOptions.fNewTraitSystem ) // old/new traits - SANDRO
{
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
{
iPenalty = max(0, ((iPenalty * (100 - gSkillTraitValues.ubAWAutoFirePenaltyReduction * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT )))/100));
}
}
else
{
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPS_OT ) )
{
iPenalty /= 2 * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPS_OT );
}
}
//////////////////////////////////////////////////////////////////
iChance -= iPenalty;
// HEADROCK HAM 3.5: Store the penalty
sTotalAutofirePenalty = iPenalty;
}
//ADB we need to calculate the distance visible and SoldierTo...LOSTests that we want to
//calculate it when firing, so the scope can be accounted for when the weapon is raised
//I consider this a hack to change the global, but passing a var alllll the way down to GetVisionBonus was worse
//if anyone wants to change it go for it, I don't know what usAnimState should be set
//store old flag
UINT32 oldFlag = gAnimControl[ pSoldier->usAnimState ].uiFlags;
//add the necessary bits to the flag
gAnimControl[ pSoldier->usAnimState ].uiFlags |= (ANIM_FIREREADY | ANIM_FIRE);
// 0verhaul: Changed to take expanded range from shooting at different levels into account
//ADB this change does nothing - either way it is random - we don't know what level we are shooting to, which is
//what the last parameter is, and the soldier's current level is as good a guess as ground level.
//so if you really want to fix this, pass in a value
sDistVis = pSoldier->GetMaxDistanceVisible(sGridNo, pSoldier->bTargetLevel, CALC_FROM_ALL_DIRS );
// CJC August 13 2002: Wow, this has been wrong the whole time. bTargetCubeLevel seems to be generally set to 2 -
// but if a character is shooting at an enemy in a particular spot, then we should be using the target position on the body.
// CJC August 13, 2002
// If the start soldier has a body part they are aiming at, and know about the person in the tile, then use that height instead
iSightRange = -1;
// give some leeway to allow people to spot for each other...
//so make the range to calculate the bullet at 255+
ubTargetID = WhoIsThere2( sGridNo, pSoldier->bTargetLevel );
// best to use team knowledge as well, in case of spotting for someone else
// 0verhaul: Why not use the distance visible as the max for line of sight testing?
//ADB because A) the bullet can travel farther than I can see and B) I might have a spotter
//We are firing a gun, and so the gun will be pointed and the scope will be used, even if it isn't now, so don't forget that we are in a firing animation
if (ubTargetID != NOBODY && pSoldier->aiData.bOppList[ubTargetID] == SEEN_CURRENTLY || gbPublicOpplist[pSoldier->bTeam][ubTargetID] == SEEN_CURRENTLY)
{
iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false );
}
//CHRISL: This is useful if we're trying to target an opponent we can't actually see
iTileRange = SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, TRUE, NO_DISTANCE_LIMIT, false );
if (iSightRange == -1) // didn't do a bodypart-based test
{
iSightRange = iTileRange;
}
// WANNE: Changed this, because RPGs are not in the calculation, only guns
//if ( Item[ usInHand ].usItemClass == IC_GUN )
if ( Item[ usInHand ].usItemClass == IC_GUN || Item[ usInHand ].usItemClass == IC_LAUNCHER)
{
iMaxRange = GunRange( pInHand, pSoldier ); // SANDRO - added argument
}
else
{
iMaxRange = CELL_X_SIZE; // one tile
}
if(iSightRange > 0){
//Madd: Some gear can affect the to-hit bonus and the bonus from aiming
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcChanceToHitGun: before bonus - ubAimTime = %d, iSightRange = %d, iChance = %d ", ubAimTime, iSightRange, iChance));
//CHRISL: This is supposed to be a percentage increase/decrease
//iSightRange -= GetGearAimBonus ( pSoldier, iRange, ubAimTime );
iSightRange -= GetGearAimBonus ( pSoldier, iRange, ubAimTime ) * iSightRange / 100;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcChanceToHitGun: after gear bonus - ubAimTime = %d, iSightRange = %d, iChance = %d ", ubAimTime, iSightRange, iChance));
//CHRISL: We want our AimBonus to be based on our visual range, not our actual range
// Reduce effective range by the aiming bonus (e.g. from sniper scope)
//iSightRange -= GetAimBonus( pInHand, iRange, ubAimTime );
iSightRange -= GetAimBonus( pInHand, iSightRange, ubAimTime );
//CHRISL: If we have the Sniper skill, reduce effective range
//////////////////////////////////////////////////////////////////
// SANDRO - old/new traits
if ( gGameOptions.fNewTraitSystem )
{
if ( HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) )
{
iSightRange -= ((gSkillTraitValues.ubSNEffRangeToTargetReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) * iSightRange) /100;
}
}
else if ( HAS_SKILL_TRAIT( pSoldier, PROF_SNIPER_OT ) )
{
iSightRange -= ((gbSkillTraitBonus[ PROF_SNIPER_OT ] * NUM_SKILL_TRAITS( pSoldier, PROF_SNIPER_OT )) * iSightRange) /100;
}
//////////////////////////////////////////////////////////////////
if (iSightRange < 1)
{
iSightRange = 1;
}
}
//restore old flag
gAnimControl[ pSoldier->usAnimState ].uiFlags = oldFlag;
//CHRISL: Because of the changes I've made to how scopes modify iSightRange, this penalty makes it basically impossible
// to shot at targets you can't see yourself. While this isn't an issue for most weapons, it overly restricts the
// effectiveness of sniper rifles. So pull this penalty but leave the one that comes later in the code.
//if ( iSightRange > (sDistVis * CELL_X_SIZE) )
//{
// shooting beyond max normal vision... penalize such distance at double (also later we halve the remaining chance)
//iSightRange += (iSightRange - sDistVis * CELL_X_SIZE);
//}
//CHRISL: Not being able to actually see the target should not restrict out ability to aim a weapon. Aiming is more then just sighting a specific target. It's
// also steadying the weapon and aiming where you think the target is. We will eventually get hit with a serious "Can't See the Target" penalty and aiming is
// the only way to even attempt to counter that. This is one reason for "Kevlar Grass"
// if shooter spent some extra time aiming and can see the target
//if (iSightRange > 0 && ubAimTime && !pSoldier->bDoBurst ) //comm by ddd
//if (iSightRange > 0 && ubAimTime )
//////////////////////////////////////////////////////////////////
if(ubAimTime)
{
// CHRISL: Rather then a flat +10/click bonus, we're going to try a bonus that's based on MRK and Lvl which gets
// progressivly less the more we aim. Everything is based on the maxBonus that a merc can possibly get which
// uses the equation: 20+(MRK/20*LVL)+Accuracy+(Sniper trait * 10). This value is then split between the 8
// possible AimTime's using a max aimTime bonus of 10.
INT16 bonusProgression[8] = {500,500,600,600,750,750,750,1000};
//FLOAT maxBonus = 20+((FLOAT)iMarksmanship/20*pSoldier->stats.bExpLevel)+(Weapon[Item[pInHand->usItem].ubClassIndex].bAccuracy*2)+(NUM_SKILL_TRAITS( pSoldier, PROF_SNIPER )*10);
//////////////////////////////////////////////////////////////////
// SANDRO - old/new traits
FLOAT maxBonus;
if ( gGameOptions.fNewTraitSystem )
{
// bonus to snipers and gunslingers
if ( Weapon[usInHand].ubWeaponType == GUN_PISTOL || Weapon[usInHand].ubWeaponType == GUN_PISTOL )
maxBonus = 20+((FLOAT)iMarksmanship/20*(EffectiveExpLevel(pSoldier)))+(Weapon[Item[pInHand->usItem].ubClassIndex].bAccuracy*2)+(NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT )*gSkillTraitValues.ubGSAimingBonusPerClick);
else
maxBonus = 20+((FLOAT)iMarksmanship/20*(EffectiveExpLevel(pSoldier)))+(Weapon[Item[pInHand->usItem].ubClassIndex].bAccuracy*2)+(NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )*gSkillTraitValues.ubSNAimingBonusPerClick);
}
else
{
if(gGameExternalOptions.bAltAimEnabled)
maxBonus = (20*(iMarksmanship/100))+((FLOAT)iMarksmanship/20*pSoldier->stats.bExpLevel)+(Weapon[Item[pInHand->usItem].ubClassIndex].bAccuracy*2)+(NUM_SKILL_TRAITS( pSoldier, PROF_SNIPER_OT )*10);
else
maxBonus = 20+((FLOAT)iMarksmanship/20*pSoldier->stats.bExpLevel)+(Weapon[Item[pInHand->usItem].ubClassIndex].bAccuracy*2)+(NUM_SKILL_TRAITS( pSoldier, PROF_SNIPER_OT )*10);
}
//}ddd
//////////////////////////////////////////////////////////////////
INT8 maxClickBonus = 10;
FLOAT aimTimeBonus;
for(int i = 0; i < ubAimTime; i++)
{
aimTimeBonus = __min((maxBonus*bonusProgression[i]/1000),maxClickBonus);
maxBonus -= aimTimeBonus;
iChance += (INT32)floor(aimTimeBonus+.5);
}
///ddd{
//zilpin: aimed burst
//Reduce the aim time bonus based on weapon burst penalty, after the first shot.
//The burst penalty was already applied, but it also reduces the benefit of aiming.
// CHRISL: This is actaully applying the weapons AutoPenalty a second time. We already apply AutoPenalty/round (after the first) in the autofire
// section earlier in this code. We shouldn't be applying this again here. Plus, this modification should occur regardless of whether we aim
// or not. I've moved this condition to the burst/autofire portion of the code above.
// if(gGameExternalOptions.bAimedBurstEnabled)
// {
// //if( pSoldier->bDoAutofire )
// // iChance -= Weapon[usInHand].AutoPenalty * pSoldier->bDoBurst * gGameExternalOptions.uAimedBurstPenalty;
// //else if( pSoldier->bDoBurst>1 )
// // iChance -= Weapon[usInHand].ubBurstPenalty * pSoldier->bDoBurst * gGameExternalOptions.uAimedBurstPenalty;
// if( pSoldier->bDoAutofire>0 && pSoldier->bDoBurst>1)
// iChance -= Weapon[usInHand].AutoPenalty * pSoldier->bDoBurst * gGameExternalOptions.uAimedBurstPenalty;
// //if( pSoldier->bDoAutofire>10 )
// // iChance -= Weapon[usInHand].AutoPenalty * pSoldier->bDoBurst * gGameExternalOptions.uAimedBurstPenalty;
// //else
// if( pSoldier->bDoBurst>1 && pSoldier->bDoAutofire==0)
// iChance -= Weapon[usInHand].ubBurstPenalty * pSoldier->bDoBurst * gGameExternalOptions.uAimedBurstPenalty;
//
// }
///ddd}
// if(highPowerScope == true)
// {
// {
// if ( NUM_SKILL_TRAITS( pSoldier, PROF_SNIPER ) == 2 )
// aimTimeBonus = -((__max(0,75-pSoldier->stats.bMarksmanship))/(pSoldier->stats.bExpLevel*2));
// else if( NUM_SKILL_TRAITS( pSoldier, PROF_SNIPER ) == 1 )
// aimTimeBonus = -((__max(0,85-pSoldier->stats.bMarksmanship))/(pSoldier->stats.bExpLevel*2));
// else
// aimTimeBonus = -((__max(0,100-pSoldier->stats.bMarksmanship))/(pSoldier->stats.bExpLevel));
// aimTimeBonus = __max(-9, aimTimeBonus);
// aimTimeBonus = __min(0, aimTimeBonus);
// aimTimeBonus += AIM_BONUS_PER_AP;
// }
// else
// aimTimeBonus = AIM_BONUS_PER_AP;
// iChance += (aimTimeBonus * ubAimTime); // bonus for every pt of aiming
}
//////////////////////////////////////////////////////////////////
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) ) // if this is a computer AI controlled enemy
{
if ( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
{
// On easy, penalize all enemies by 5%
iChance -= 5;
}
else
{
// max with 0 to prevent this being a bonus, for JA2 it's just a penalty to make early enemies easy
// CJC note: IDIOT! This should have been a min. It's kind of too late now...
// CJC 2002-05-17: changed the max to a min to make this work.
iChance += __min( 0, gbDiff[ DIFF_ENEMY_TO_HIT_MOD ][ SoldierDifficultyLevel( pSoldier ) ] );
}
}
// if shooter is being affected by gas
if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED )
{
iChance -= AIM_PENALTY_GASSED;
}
// if shooter is being bandaged at the same time, his concentration is off
if (pSoldier->ubServiceCount > 0)
iChance -= AIM_PENALTY_GETTINGAID;
// if shooter is still in shock
if (pSoldier->aiData.bShock)
{
// HEADROCK HAM B2.8: Placed a maximum here, as shock is now also used in suppression.
UINT16 usShockPenalty;
usShockPenalty = pSoldier->aiData.bShock * AIM_PENALTY_PER_SHOCK;
if (gGameExternalOptions.usMaxShooterCoweringPenalty > 0)
{
if ( usShockPenalty > gGameExternalOptions.usMaxShooterCoweringPenalty )
usShockPenalty = gGameExternalOptions.usMaxShooterCoweringPenalty;
}
if ( usShockPenalty < 1 )
usShockPenalty = 1;
iChance -= usShockPenalty;
}
//CHRISL: Just because we can't see a target, doesn't mean these armor/helmet modifiers should be ignored
iChance += GetGearToHitBonus ( pSoldier );
if ( iSightRange > 0 )
{
//CHRISL: Moved iSightRange modifications to the range section above
// SANDRO - DELETED POINTLESS UNUSED PARTS OF CODE
// HEADROCK HAM B2.1 : The TARGET's shock now also affects aiming. If the target is prone
// and in shock, they are harder to hit! This represents a target that's cowering as close
// to the ground (and as close to any possible cover, like a small dune or a fold of earth
// or anything like that).
if ( gGameExternalOptions.ubAimPenaltyPerTargetShock > 0 )
{
// HEADROCK HAM B2.1 : This value determines how much penalty the target's shock-value gives the shooter.
// As of HAM B2.3: There's a maximum range at which 100% penalty is given.
// As of HAM B2.8: Target's stance and the targetted bodypart will affect the end result.
INT8 AIM_PENALTY_PER_TARGET_SHOCK;
INT16 sCoweringPenalty = 0;
UINT8 ubCoweringDivisor;
UINT16 MIN_RANGE_FOR_FULL_COWER;
UINT16 MAX_TARGET_COWERING_PENALTY;
AIM_PENALTY_PER_TARGET_SHOCK = gGameExternalOptions.ubAimPenaltyPerTargetShock;
MIN_RANGE_FOR_FULL_COWER = gGameExternalOptions.usMinRangeForFullCoweringPenalty;
MAX_TARGET_COWERING_PENALTY = gGameExternalOptions.usMaxTargetCoweringPenalty;
pTarget = SimpleFindSoldier( sGridNo, pSoldier->bTargetLevel );
if (pTarget != NULL)
{
if (pTarget->aiData.bShock )
{
if (gAnimControl[ pTarget->usAnimState ].ubHeight == ANIM_PRONE)
{
ubCoweringDivisor = gGameExternalOptions.ubCoweringPenaltyDivisorProne;
sCoweringPenalty = (pTarget->aiData.bShock * AIM_PENALTY_PER_TARGET_SHOCK);
sCoweringPenalty = sCoweringPenalty / ubCoweringDivisor;
sCoweringPenalty = (sCoweringPenalty * __min(iSightRange,MIN_RANGE_FOR_FULL_COWER)) / MIN_RANGE_FOR_FULL_COWER;
if (gGameExternalOptions.usMaxTargetCoweringPenalty > 0)
{
if ( sCoweringPenalty > gGameExternalOptions.usMaxTargetCoweringPenalty )
sCoweringPenalty = gGameExternalOptions.usMaxTargetCoweringPenalty;
}
if ( sCoweringPenalty < 1 )
sCoweringPenalty = 1;
iChance -= sCoweringPenalty;
}
else if (gAnimControl[ pTarget->usAnimState ].ubHeight == ANIM_CROUCH)
{
switch ( ubAimPos )
{
case AIM_SHOT_HEAD:
ubCoweringDivisor = gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedHead;
break;
case AIM_SHOT_TORSO:
case AIM_SHOT_RANDOM:
case AIM_SHOT_GLAND:
ubCoweringDivisor = gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedTorso;
break;
case AIM_SHOT_LEGS:
ubCoweringDivisor = gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedLegs;
break;
}
sCoweringPenalty = (pTarget->aiData.bShock * AIM_PENALTY_PER_TARGET_SHOCK);
sCoweringPenalty = sCoweringPenalty / ubCoweringDivisor;
sCoweringPenalty = (sCoweringPenalty * __min(iSightRange,MIN_RANGE_FOR_FULL_COWER)) / MIN_RANGE_FOR_FULL_COWER;
if (gGameExternalOptions.usMaxTargetCoweringPenalty > 0)
{
if ( sCoweringPenalty > gGameExternalOptions.usMaxTargetCoweringPenalty )
sCoweringPenalty = gGameExternalOptions.usMaxTargetCoweringPenalty;
}
if ( sCoweringPenalty < 1 )
sCoweringPenalty = 1;
// HEADROCK HAM B2.8.1: Added formula to make sure that cowering target penalties
// are not given when on the roof.
if (pSoldier->pathing.bLevel == pTarget->pathing.bLevel && pSoldier->pathing.bLevel > 0)
sCoweringPenalty = 0; // No cowering penalties when both are on the roof!
else if (pSoldier->pathing.bLevel < pSoldier->pathing.bLevel && gAnimControl[ pTarget->usAnimState ].ubHeight == ANIM_PRONE)
sCoweringPenalty *= 2; // Much harder to shoot at anyone cowering above you.
else if (pSoldier->pathing.bLevel > pSoldier->pathing.bLevel)
sCoweringPenalty /= 2; // Much easier to shoot at cowerers below you.
iChance -= sCoweringPenalty;
}
}
}
}
}
//CHRISL: This should effect us regardless of whether we can see the target or not
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcChanceToHitGun: after scope bonus - ubAimTime = %d, iSightRange = %d, iChance = %d ", ubAimTime, iSightRange, iChance));
// Apply flat to-hit bonus (e.g. from laser scope)
// Snap: If prone and range is good, apply bipod bonus here as well
iChance += GetToHitBonus( pInHand, iRange, bLightLevel,gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE && iRange > MIN_PRONE_RANGE );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcChanceToHitGun: after to hit bonus - ubAimTime = %d, iSightRange = %d, iChance = %d ", ubAimTime, iSightRange, iChance));
//NumMessage("EFFECTIVE RANGE = ",range);
// ADJUST FOR RANGE
// bonus if range is less than normal range, penalty if it's more
//iChance += (NORMAL_RANGE - iRange) / (CELL_X_SIZE / 5); // 5% per tile
// Effects of actual gun max range... the numbers are based on wanting -40%
// at range 26for a pistol with range 13, and -0 for a sniper rifle with range 80
iPenalty = ((iMaxRange - iRange * 3) * 10) / (17 * CELL_X_SIZE);
if ( iPenalty < 0 )
{
// No penalty on tanks
//if (!TANK(pSoldier))
iChance += iPenalty;
}
//iChance -= 20 * iRange / iMaxRange;
if ( TANK( pSoldier ) && ( iRange / CELL_X_SIZE < MaxNormalDistanceVisible() ) )
{
// tank; penalize at close range!
// 2 percent per tile closer than max visible distance
iChance -= 2 * ( MaxNormalDistanceVisible() - (iRange / CELL_X_SIZE) );
}
/////////////////////////////////////////////////////////////////////////////////////////
// Target Size Penalties
//if (iSightRange == 0)
//{
// firing blind!
//iChance -= AIM_PENALTY_BLIND;
//}
if ( pSoldier->aiData.bOppList[ubTargetID] != SEEN_CURRENTLY &&(pSoldier->flags.uiStatusFlags & SOLDIER_PC) )
iChance -=gGameExternalOptions.iPenaltyShootUnSeen;
else
{
// Effects based on aiming & sight
// From for JA2.5: 3% bonus/penalty for each tile different from range NORMAL_RANGE.
// This doesn't provide a bigger bonus at close range, but stretches it out, making medium
// range less penalized, and longer range more penalized
// WANNE: No penalty on the tank
if (!TANK(pSoldier))
iChance += 3 * ( NORMAL_RANGE - iSightRange ) / CELL_X_SIZE;
// if aiming at the head, reduce chance to hit
if (ubAimPos == AIM_SHOT_HEAD)
{
// penalty of 3% per tile
//iPenalty = 3 * iSightRange / 10; //comm by ddd
iPenalty = INT32(gGameExternalOptions.uShotHeadPenalty * iSightRange / 10);
iChance -= iPenalty;
}
else if (ubAimPos == AIM_SHOT_LEGS)
{
// penalty of 1% per tile
iPenalty = iSightRange / 10;
iChance -= iPenalty;
}
// if (iSightRange < NORMAL_RANGE)
// {
// // bonus to hit of 20% at point blank (would be 25% at range 0);
// //at NORMAL_RANGE, bonus is 0
// iChance += 25 * (NORMAL_RANGE - iSightRange) / NORMAL_RANGE;
// }
// else
// {
// // penalty of 2% / tile
// iChance -= (iSightRange - NORMAL_RANGE) / 5;
// }
}
/////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
// Tracer effects
// HEADROCK HAM 3.5: Moved this here for now.
// HEADROCK HAM B2.5: One of every X bullets in a tracer magazine is a tracer round, which will
// bump the CTH up by a certain amount.
if (AmmoTypes[(*pInHand)[0]->data.gun.ubGunAmmoType].tracerEffect == 1 && gGameExternalOptions.ubRealisticTracers > 0 )
{
UINT16 iBulletsLeft, iTracersFired, iBulletsPerTracer, iBulletsSinceLastTracer=0, iRoundsFiredPreviously;
UINT8 cnt;
UINT8 ubAutoPenaltySinceLastTracer=0;
//UINT16 iAutoPenaltySinceLastTracer;
iTracersFired = 0;
iBulletsPerTracer = gGameExternalOptions.ubNumBulletsPerTracer;
// Calculate number of bullets left right before firing this burst
if (fCalculateCTHDuringGunfire)
{
iBulletsLeft = (*pInHand)[0]->data.gun.ubGunShotsLeft + (pSoldier->bDoBurst - 1);
}
else
{
iBulletsLeft = (*pInHand)[0]->data.gun.ubGunShotsLeft;
}
// CHRISL: What we want to know here is how many tracers have been fired during this autofire sequence. But we also want to figure that based on how
// much ammo we've used from the current load. If every 3rd round is a tracer, and we previously fired 5 rounds from our "mag", then the first
// round of this burst is a tracer, the 2nd & 3rd are normal, the 4th is a tracer, 5th & 6th are normal, etc.
iRoundsFiredPreviously = GetMagSize(pInHand) - iBulletsLeft; //How many rounds had been fired before this autofire sequence
for( cnt = 1; cnt <= pSoldier->bDoBurst; cnt++ ){
if((iRoundsFiredPreviously+cnt)%iBulletsPerTracer == 0)
iTracersFired++;
}
// iBulletsSinceLastTracer = 0;
// for (cnt=0;cnt<pSoldier->bDoBurst;cnt++)
// {
// iBulletsSinceLastTracer++;
// if ((( iBulletsLeft - (cnt - 1) ) / iBulletsPerTracer) - ((iBulletsLeft - cnt) / iBulletsPerTracer) == 1)
// {
// iBulletsSinceLastTracer = 0;
// }
// }
//
// iTracersFired = ((iBulletsLeft+1) / iBulletsPerTracer) - (((iBulletsLeft+1) - (pSoldier->bDoBurst)) / iBulletsPerTracer);
if ( iTracersFired > 0 )
{
// HEADROCK HAM 3.5: I'm going to revise this - my current system makes no sense at all. What was I
// thinking?!
// CHRISL: Headrock may come around later and revise this again, but for the time being, I'm making some adjustments. With the current code
// the number of tracer rounds fired doesn't really matter. In most cases, the range is going to limit the max bonus so much that 1 tracer or
// 20 will have the same effect because we currently look at the "bump" value times the number of rouns and THEN modify for range. What we
// should be doing is modify the bump for range, multiply that by the number of tracer rounds fired, then make sure the bonus isn't more then
// our combined autofire penalty.
// Correct all autofire penalty so far
//iBonus = iPenalty;
// Add Tracer Bump if previous bullet was a tracer
//iBonus += (gGameExternalOptions.ubCTHBumpPerTracer * iTracersFired);
//iBonus = (gGameExternalOptions.ubCTHBumpPerTracer * iTracersFired);
// Calculate penalty since last tracer was fired
// CHRISL: We already look at GetAutoPenalty earlier in the code, and that result was stored as sTotalAutofirePenalty so why this wonky recalculation?
//UINT8 ubAutoPenaltySinceLastTracer = GetAutoPenalty(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE) * iBulletsSinceLastTracer;
//////////////////////////////////////////////////////////////////
// if ( gGameOptions.fNewTraitSystem ) // old/new traits - SANDRO
// {
// if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
// {
// ubAutoPenaltySinceLastTracer = max(0, ((ubAutoPenaltySinceLastTracer * (100 - gSkillTraitValues.ubAWAutoFirePenaltyReduction * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT )))/100));
// }
// }
// else
// {
// if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPS_OT ) )
// {
// ubAutoPenaltySinceLastTracer /= 2 * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPS_OT );
// }
// }
// //////////////////////////////////////////////////////////////////
// // Add penalty to bonus.
// //iBonus -= iAutoPenaltySinceLastTracer;
///////////////////////////////////////////////////
// HEADROCK HAM 3.5: Limit maximum bonus by range.
// CHRISL: We want to limit the maximum bonus "per round" by range. The way we have been doing it, it's max bonus by range, regardless of the
// number of rounds fired. This means firing 1 tracer or 20 makes no difference. And we can run this calculation directly again
// sTotalAutofirePenalty.
if(sTotalAutofirePenalty > 0){
INT16 sChanceLimit = min(gGameExternalOptions.ubCTHBumpPerTracer, ((iRange-(gGameExternalOptions.ubMinRangeTracerEffect*CELL_X_SIZE)) / CELL_X_SIZE) * gGameExternalOptions.ubRangeDifficultyAimingWithTracers);
sChanceLimit = max(0, sChanceLimit);
iBonus = sChanceLimit * iTracersFired;
iBonus = min(iBonus, sTotalAutofirePenalty);
}
//INT16 sChanceLimit = __min(0, sTotalAutofirePenalty+(((iRange-100) / CELL_X_SIZE) * gGameExternalOptions.ubRangeDifficultyAimingWithTracers));
//INT16 sBaseChance = iChance + sTotalAutofirePenalty;
// We don't want to enforce a limit unless the tracers have actually put us over the original CtH.
// if (sBaseChance <= iChance+iBonus) // Base_Chance without AutoPen, less or equal to Current_Chance plus tracer bumps
// {
// // store lowest: Chance+Tracer bumps, or Range-enforced limit
// INT16 sChanceLimit = __min(iChance+iBonus, sBaseChance+(((iRange-100) / CELL_X_SIZE) * gGameExternalOptions.ubRangeDifficultyAimingWithTracers));
// // store highest: Chance Delta or base CtH
// //sChanceDelta = __max(sChanceDelta, sBaseChance);
//
// // iBonus is the distance between the enforced limit (if any) and the current chance with all penalties so far.
// // But it can't be negative, 'cause it's a bonus.
// iBonus = __max(0,sChanceLimit - iChance);
// // Add autopenalty since last tracer
// if (iBulletsSinceLastTracer < iBulletsPerTracer)
// {
// iBonus -= ubAutoPenaltySinceLastTracer;
// }
//
// }
iChance += iBonus;
}
}
/////////////////////////////////////////////////////////////////////////////////////////
// adjust for roof/not on roof
if ( pSoldier->pathing.bLevel == 0 )
{
if ( pSoldier->bTargetLevel > 0 )
{
// penalty for firing up
iChance -= AIM_PENALTY_FIRING_UP;
}
}
else // pSoldier->pathing.bLevel > 0 )
{
if ( pSoldier->bTargetLevel == 0 )
{
iChance += AIM_BONUS_FIRING_DOWN;
}
}
pTarget = SimpleFindSoldier( sGridNo, pSoldier->bTargetLevel );
//CHRISL: A target's stance should have no impact on an aimed, headshot. The head doesn't get any smaller just because the target is crouching down.
if (pTarget != NULL && ubAimPos != AIM_SHOT_HEAD)
{
// targeting a merc
// adjust for crouched/prone target
switch( gAnimControl[ pTarget->usAnimState ].ubHeight )
{
case ANIM_CROUCH:
if ( TANK( pSoldier ) && iRange < MIN_TANK_RANGE )
{
// 13% penalty per tile closer than min range
iChance -= 13 * ( ( MIN_TANK_RANGE - iRange ) / CELL_X_SIZE );
}
else
{
// at anything other than point-blank range
if (iRange > POINT_BLANK_RANGE + 10 * (AIM_PENALTY_TARGET_CROUCHED / 3) )
{
iChance -= AIM_PENALTY_TARGET_CROUCHED;
}
else if (iRange > POINT_BLANK_RANGE)
{
// at close range give same bonus as prone, up to maximum of AIM_PENALTY_TARGET_CROUCHED
iChance -= 3 * ((iRange - POINT_BLANK_RANGE) / CELL_X_SIZE); // penalty -3%/tile
}
}
break;
case ANIM_PRONE:
if ( TANK( pSoldier ) && iRange < MIN_TANK_RANGE )
{
// 25% penalty per tile closer than min range
iChance -= 25 * ( ( MIN_TANK_RANGE - iRange ) / CELL_X_SIZE );
}
else
{
// at anything other than point-blank range
if (iRange > POINT_BLANK_RANGE)
{
// reduce chance to hit with distance to the prone/immersed target
iPenalty = 3 * ((iRange - POINT_BLANK_RANGE) / CELL_X_SIZE); // penalty -3%/tile
iPenalty = __min( iPenalty, AIM_PENALTY_TARGET_PRONE );
iChance -= iPenalty;
}
}
break;
case ANIM_STAND:
// if we are prone and at close range, then penalize shots to the torso or head!
if ( iRange <= MIN_PRONE_RANGE && gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE )
{
if ( ubAimPos == AIM_SHOT_RANDOM || ubAimPos == AIM_SHOT_GLAND )
{
ubAdjAimPos = AIM_SHOT_TORSO;
}
else
{
ubAdjAimPos = ubAimPos;
}
// lose 10% per height difference, lessened by distance
// e.g. 30% to aim at head at range 1, only 10% at range 3
// or 20% to aim at torso at range 1, no penalty at range 3
// NB torso aim position is 2, so (5-aimpos) is 3, for legs it's 2, for head 4
iChance -= (5 - ubAdjAimPos - iRange / CELL_X_SIZE) * 10;
}
break;
default:
break;
}
// penalty for amount that enemy has moved
// HEADROCK HAM B2.6: Externalized the value
iPenalty = __min( (UINT16)((float)pTarget->bTilesMoved * (float)gGameExternalOptions.iMovementEffectOnAiming), 30 );
///////////////////////////////////////////////////////////////////////////////////
// SANDRO - fearless characters do not even take their head down no matter what
if ( gGameOptions.fNewTraitSystem && pTarget->ubProfile != NO_PROFILE )
{
if ( gMercProfiles[ pTarget->ubProfile ].bCharacterTrait == CHAR_TRAIT_DAUNTLESS )
iPenalty -= (iPenalty * 2 / 3); // two thirds only
}
///////////////////////////////////////////////////////////////////////////////////
iChance -= iPenalty;
// if target sees us, he may have a chance to dodge before the gun goes off
// but ability to dodge is reduced if crouched or prone!
if (pTarget->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY && !TANK( pTarget ) && !(pSoldier->ubBodyType != QUEENMONSTER) )
{
iPenalty = ( EffectiveAgility( pTarget ) / 5 + EffectiveExpLevel( pTarget ) * 2);
switch( gAnimControl[ pTarget->usAnimState ].ubHeight )
{
case ANIM_CROUCH:
iPenalty = iPenalty * 2 / 3;
break;
case ANIM_PRONE:
iPenalty /= 3;
break;
}
// reduce dodge ability by the attacker's stats
iBonus = ( EffectiveDexterity( pSoldier ) / 5 + EffectiveExpLevel( pSoldier ) * 2);
if ( TANK( pTarget ) || (pSoldier->ubBodyType != QUEENMONSTER) )
{
// reduce ability to track shots
iBonus = iBonus / 2;
}
if ( iPenalty > iBonus )
{
iChance -= (iPenalty - iBonus);
}
}
}
else if ( TANK( pSoldier ) && iRange < MIN_TANK_RANGE )
{
// 25% penalty per tile closer than min range
iChance -= 25 * ( ( MIN_TANK_RANGE - iRange ) / CELL_X_SIZE );
}
// add camo effects
#if 0
if ((victim = WhoIsThere(sGridNo)) < TOTAL_SOLDIERS)
{
// if victim is 5 or more tiles away and camouflaged, reduce
// chance to hit by 5% (ALREADY HAVE THIS INFO)
if (range > 75 && vicpSoldier->camouflage)
{
switch(vicpSoldier->terrtype)
{
case GROUNDTYPE:
case SANDTYPE :
case GRASSTYPE :
case TGRASSTYPE:
case DGRASSTYPE:
case ROUGHTYPE : iChance += CAMOUFLAGE_TO_HIT_PENALTY;
break;
case FLOORTYPE :
case LAKETYPE :
case OCEANTYPE : break;
#ifdef BETAVERSION
default : NumMessage("CHANCE TO HIT ERROR: Unknown camo terrtype ",vicpSoldier->terrtype);
#endif
}
}
}
#endif
// IF CHANCE EXISTS, BUT SHOOTER IS INJURED
if ((iChance > 0) && (pSoldier->stats.bLife < pSoldier->stats.bLifeMax))
{
// if bandaged, give 1/2 of the bandaged life points back into equation
bBandaged = pSoldier->stats.bLifeMax - pSoldier->stats.bLife - pSoldier->bBleeding;
// injury penalty is based on % damage taken (max 2/3rds chance)
iPenalty = (iChance * 2 * (pSoldier->stats.bLifeMax - pSoldier->stats.bLife + (bBandaged / 2))) /
(3 * pSoldier->stats.bLifeMax);
// reduce injury penalty due to merc's experience level (he can take it!)
iChance -= (iPenalty * (100 - (10 * ( EffectiveExpLevel( pSoldier ) - 1)))) / 100;
}
// IF CHANCE EXISTS, BUT SHOOTER IS LOW ON BREATH
if ((iChance > 0) && (pSoldier->bBreath < 100))
{
// breath penalty is based on % breath missing (max 1/2 chance)
iPenalty = (iChance * (100 - pSoldier->bBreath)) / 200;
// reduce breath penalty due to merc's dexterity (he can compensate!)
iChance -= (iPenalty * (100 - ( EffectiveDexterity( pSoldier ) - 10))) / 100;
}
// CHECK IF TARGET IS WITHIN GUN'S EFFECTIVE MAXIMUM RANGE
if ( iRange > iMaxRange )
{
// a bullet WILL travel that far if not blocked, but it's NOT accurate,
// because beyond maximum range, the bullet drops rapidly
// This won't cause the bullet to be off to the left or right, only make it
// drop in flight.
//iChance /= 2; //ddd
iChance /= gGameExternalOptions.fOutOfGunRangeOrSight;
}
if ( iSightRange > (sDistVis * CELL_X_SIZE) )
{
// penalize out of sight shots, cumulative to effective range penalty
iChance /= 2;
}
////////////////////////////////////////////////////////////////////////////////////
// SANDRO - Bonus CtH for Militia
if (pSoldier->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA && gGameExternalOptions.sGreenMilitiaCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sGreenMilitiaCtHBonusPercent) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA && gGameExternalOptions.sRegularMilitiaCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sRegularMilitiaCtHBonusPercent) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA && gGameExternalOptions.sVeteranMilitiaCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sVeteranMilitiaCtHBonusPercent) /100);
// bonus for enemy
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR && gGameExternalOptions.sEnemyAdminCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sEnemyAdminCtHBonusPercent) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ARMY && gGameExternalOptions.sEnemyRegularCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sEnemyRegularCtHBonusPercent) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE && gGameExternalOptions.sEnemyEliteCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sEnemyEliteCtHBonusPercent) /100);
//////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
// SANDRO - option to make special NPCs stronger - chance to hit
if (gGameExternalOptions.usSpecialNPCStronger > 0)
{
switch( pSoldier->ubProfile )
{
case CARMEN:
case QUEEN:
case JOE:
case ANNIE:
case CHRIS:
case KINGPIN:
case TIFFANY:
case T_REX:
case DRUGGIST:
case GENERAL:
case JIM:
case JACK:
case OLAF:
case RAY:
case OLGA:
case TYRONE:
case MIKE:
iChance += (iChance * gGameExternalOptions.usSpecialNPCStronger / 100);
break;
}
}
////////////////////////////////////////////////////////////////////////////////////
// MAKE SURE CHANCE TO HIT IS WITHIN DEFINED LIMITS
// HEADROCK: (HAM) Altered so called "Defined Limits" to accept external arguments.
// The divisor argument only works when the minimum is set to 0. It has a chance of 1 in X to
// bump the minimum back to 1, where X = the Divisor value. So a divisor value of 50 gives a 1/50
// chance of getting some actual chance to hit despite the 0 minimum. The overall total would then
// be an effective CTH of only 1/5000 (50 chances to get a 1 out of 100 CTH, hehehe)
if (iChance <= gGameExternalOptions.ubMinimumCTH)
{
if ( TANK( pSoldier ) )
{
// allow absolute minimums
iChance = 0;
}
else
{
iChance = gGameExternalOptions.ubMinimumCTH;
if ( gGameExternalOptions.ubMinimumCTH == 0 )
{
if ( PreRandom( gGameExternalOptions.usMinimumCTHDivisor ) == (gGameExternalOptions.usMinimumCTHDivisor - 1) )
{
iChance = 1;
}
}
}
}
else
{
// HEADROCK (HAM): Externalized maximum to JA2_OPTIONS.INI
// if (iChance > MAXCHANCETOHIT)
// iChance = MAXCHANCETOHIT;
if (iChance > gGameExternalOptions.ubMaximumCTH)
iChance = gGameExternalOptions.ubMaximumCTH;
}
// NumMessage("ChanceToHit = ",chance);
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcChanceToHitGun: ichance = %d",iChance));
return (iChance);*/
}
UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
{
UINT16 usTrueState;
UINT32 uiChance;
// same as CCTHG but fakes the attacker always standing
usTrueState = pSoldier->usAnimState;
pSoldier->usAnimState = STANDING;
uiChance = CalcChanceToHitGun( pSoldier, sGridNo, ubAimTime, ubAimPos );
pSoldier->usAnimState = usTrueState;
if(UsingNewCTHSystem() == true)
{
////////////////////////////////////////////////////////////////////////////////////
// HEADROCK HAM 4: NCTH calculation
//
// In the new CTH system, the value returned by CalcChanceToHitGun is not an actual
// chance to hit the target. In fact, it is simply a measure of how well the gun is
// aimed. To get a good idea of whether or not a shot is likely to hit the target,
// we need to take other factors into consideration.
FLOAT d2DDistance = (FLOAT) PythSpacesAway( pSoldier->sGridNo, sGridNo ) * 10.0f;
FLOAT dMagFactor = CalcMagFactor( pSoldier, &(pSoldier->inv[pSoldier->ubAttackingHand]), d2DDistance, sGridNo, (UINT8)ubAimTime );
FLOAT dDistanceFactor = (d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE);
uiChance = (UINT32)((uiChance * dMagFactor) / dDistanceFactor);
FLOAT dBasicAperture = CalcBasicAperture( );
FLOAT dAperture = (dBasicAperture * (100-uiChance)) / 100.0f;
if (dAperture == 0)
{
return 100;
}
else
{
FLOAT dTargetArea = 28.26f; // Calculated area of a target given known homan body size.
FLOAT dApertureArea = (FLOAT)(PI * (dAperture * dAperture));
uiChance = (UINT32)__min(100, (dTargetArea / dApertureArea) * 100);
}
FLOAT dGunRange;
// Flugente: check for underbarrel weapons and use that object if necessary
OBJECTTYPE* pObjAttHand = pSoldier->GetUsedWeapon( &(pSoldier->inv[pSoldier->ubAttackingHand]) );
dGunRange = (FLOAT)(GunRange( pObjAttHand, pSoldier ) );
FLOAT dMaxGunRange = dGunRange * gGameCTHConstants.MAX_EFFECTIVE_RANGE_MULTIPLIER;
if ( dMaxGunRange < d2DDistance)
{
// Weapon out of conceivable hit range. Reduce chance to hit to 0!
return (0);
}
else if ( dGunRange < d2DDistance)
{
FLOAT dChance = (FLOAT)uiChance;
FLOAT dMaxChanceReduction = (dChance * gGameCTHConstants.MAX_EFFECTIVE_RANGE_REDUCTION);
if (gGameCTHConstants.MAX_EFFECTIVE_USE_GRADIENT)
{
// Just outside range. Reduce considerably!
return min(uiChance, (UINT)(dChance - (dMaxChanceReduction * ((d2DDistance - dGunRange) / (dMaxGunRange - dGunRange)))));
}
else
{
return (UINT)(dChance - dMaxChanceReduction);
}
}
}
return( uiChance );
}
INT32 CalcBodyImpactReduction( UINT8 ubAmmoType, UINT8 ubHitLocation )
{
// calculate how much bullets are slowed by passing through someone
INT32 iReduction = BodyImpactReduction[ubHitLocation];
iReduction = (INT32)(iReduction * AmmoTypes[ubAmmoType].armourImpactReductionMultiplier / max(1,AmmoTypes[ubAmmoType].armourImpactReductionDivisor));
//switch (ubAmmoType)
//{
// case AMMO_HP:
// iReduction = AMMO_ARMOUR_ADJUSTMENT_HP( iReduction );
// break;
// case AMMO_AP:
// case AMMO_HEAT:
// iReduction = AMMO_ARMOUR_ADJUSTMENT_AP( iReduction );
// break;
// case AMMO_SUPER_AP:
// iReduction = AMMO_ARMOUR_ADJUSTMENT_SAP( iReduction );
// break;
// default:
// break;
//}
return( iReduction );
}
INT32 ArmourProtection( SOLDIERTYPE * pTarget, UINT16 ubArmourType, INT16 * pbStatus, INT32 iImpact, UINT8 ubAmmoType, BOOLEAN *plateHit)
{
INT32 iProtection, iAppliedProtection, iFailure, iCoverage;
iProtection = Armour[ ubArmourType ].ubProtection;
iCoverage = Armour [ ubArmourType ].ubCoverage;
if ( *plateHit ) iCoverage = 100;
if ( !AM_A_ROBOT( pTarget ) )
{
// check for the bullet missing armor due to coverage
iFailure = PreRandom( 100 ) + 1 - iCoverage;
if (iFailure > 0 )
{
if (Armour[ ubArmourType ].ubArmourClass == ARMOURCLASS_VEST && !AmmoTypes[ubAmmoType].ignoreArmour)
{
return ( iImpact/2 );
}
else return ( 0 );
}
// check for the bullet hitting a weak spot in the armour
iFailure = PreRandom( 100 ) + 1 - *pbStatus;
if (iFailure > 0)
{
iProtection -= iFailure;
if (iProtection < 0)
{
if (Armour[ ubArmourType ].ubArmourClass == ARMOURCLASS_PLATE ) *plateHit=true;
return( 0 );
}
}
}
// adjust protection of armour due to different ammo types
iProtection = (INT32)(iProtection * AmmoTypes[ubAmmoType].armourImpactReductionMultiplier / max(1,AmmoTypes[ubAmmoType].armourImpactReductionDivisor) );
//switch (ubAmmoType)
//{
// case AMMO_HP:
// iProtection = AMMO_ARMOUR_ADJUSTMENT_HP( iProtection );
// break;
// case AMMO_AP:
// case AMMO_HEAT:
// iProtection = AMMO_ARMOUR_ADJUSTMENT_AP( iProtection );
// break;
// case AMMO_SUPER_AP:
// iProtection = AMMO_ARMOUR_ADJUSTMENT_SAP( iProtection );
// break;
// default:
// break;
//}
// figure out how much of the armour's protection value is necessary
// in defending against this bullet
if (iProtection > iImpact )
{
iAppliedProtection = iImpact;
}
else
{
// applied protection is the full strength of the armour, before AP/HP changes
iAppliedProtection = Armour[ ubArmourType ].ubProtection;
}
// reduce armour condition
if ( AmmoTypes[ubAmmoType].acidic )
{
// creature spit damages armour a lot! an extra 3x for a total of 4x normal
*pbStatus -= 3 * (iAppliedProtection * Armour[ubArmourType].ubDegradePercent) / 100;
// reduce amount of protection from armour
iProtection /= 2;
}
else if ( AmmoTypes[ubAmmoType].ignoreArmour )
{
// knives and darts damage armour but are not stopped by kevlar
if ( Armour[ ubArmourType ].ubArmourClass == ARMOURCLASS_VEST || Armour[ ubArmourType ].ubArmourClass == ARMOURCLASS_LEGGINGS )
{
iProtection = 0;
}
}
if ( !AM_A_ROBOT( pTarget ) )
{
*pbStatus -= (iAppliedProtection * Armour[ubArmourType].ubDegradePercent) / 100;
}
// return armour protection
if (Armour[ ubArmourType ].ubArmourClass == ARMOURCLASS_PLATE ) *plateHit=true;
return( iProtection );
}
INT32 TotalArmourProtection( SOLDIERTYPE *pFirer, SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 iImpact, UINT8 ubAmmoType )
{
INT32 iTotalProtection = 0, iSlot;
OBJECTTYPE * pArmour;
BOOLEAN plateHit = false;
if (pTarget->flags.uiStatusFlags & SOLDIER_VEHICLE)
{
INT16 bDummyStatus = 100;
BOOLEAN dummyCoverage = true;
//bDummyStatus = pVehicleList[ pTarget->bVehicleID ].sExternalArmorLocationsStatus[ ubHitLocation ];
iTotalProtection += ArmourProtection( pTarget, (UINT8) pVehicleList[ pTarget->bVehicleID ].sArmourType, &bDummyStatus, iImpact, ubAmmoType, &dummyCoverage );
//pVehicleList[ pTarget->bVehicleID ].sExternalArmorLocationsStatus[ ubHitLocation ] = bDummyStatus;
}
else
{
switch( ubHitLocation )
{
case AIM_SHOT_GLAND:
// creature hit in the glands!!! no armour there!
return( 0 );
case AIM_SHOT_HEAD:
iSlot = HELMETPOS;
break;
case AIM_SHOT_LEGS:
iSlot = LEGPOS;
break;
case AIM_SHOT_TORSO:
default:
iSlot = VESTPOS;
break;
}
pArmour = &(pTarget->inv[ iSlot ]);
if (pArmour->exists() == true)
{
for (attachmentList::iterator iter = (*pArmour)[0]->attachments.begin(); iter != (*pArmour)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].usItemClass == IC_ARMOUR && (*iter)[0]->data.objectStatus > 0 && iter->exists())
{
// bullet got through jacket; apply ceramic plate armour
iTotalProtection += ArmourProtection( pTarget, Item[iter->usItem].ubClassIndex, &((*iter)[0]->data.objectStatus), iImpact, ubAmmoType, &plateHit );
if ( (*iter)[0]->data.objectStatus < USABLE )
{
// destroy plates!
pArmour->RemoveAttachment(&(*iter));
DirtyMercPanelInterface( pTarget, DIRTYLEVEL2 );
//#ifdef ENGLISH
if ( pTarget->bTeam == gbPlayerNum )
{
// report plates destroyed!
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[61], pTarget->name );
}
//#endif
}
break;//original code only used the first ceramic plate
}
}
// if the plate didn't stop the bullet...
if ( iImpact > iTotalProtection )
{
iTotalProtection += ArmourProtection( pTarget, Item[pArmour->usItem].ubClassIndex, &((*pArmour)[0]->data.objectStatus), iImpact, ubAmmoType, &plateHit );
if ( (*pArmour)[0]->data.objectStatus < USABLE )
{
//Madd: put any attachments that someone might have added to the armour in the merc's inventory
for (attachmentList::iterator iter = (*pArmour)[0]->attachments.begin(); iter != (*pArmour)[0]->attachments.end(); ++iter) {
if ( !AutoPlaceObject( pTarget, &(*iter), FALSE ) && iter->exists())
{ // put it on the ground
AddItemToPool( pTarget->sGridNo, &(*iter), 1, pTarget->pathing.bLevel, 0 , -1 );
}
}
DeleteObj( pArmour );//takes care of attachments, no need to remove() or erase()
DirtyMercPanelInterface( pTarget, DIRTYLEVEL2 );
}
}
}
}
return( iTotalProtection );
}
// HEADROCK HAM 5: Added argument the bullet!
INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 iOrigImpact, INT16 sHitBy, UINT8 * pubSpecial )
{
UINT16 usAttackingWeapon = 0;
INT32 sOrigGridNo = 0;
BOOLEAN fFragment = FALSE;
if (pBullet == NULL)
{
usAttackingWeapon = pFirer->inv[pFirer->ubAttackingHand][0]->data.gun.ubGunAmmoType;
sOrigGridNo = pFirer->sGridNo;
}
else
{
usAttackingWeapon = pBullet->fromItem;
sOrigGridNo = pBullet->sOrigGridNo;
fFragment = pBullet->fFragment;
}
INT32 iImpact, iFluke, iBonus, iImpactForCrits = 0;
INT8 bStatLoss = 0;
UINT8 ubAmmoType;
#ifdef ENABLE_ZOMBIES
if ( pTarget->IsZombie() )
{
// if bullet does not hits anything other than the head, it doesn't do any damage
if ( gGameExternalOptions.fZombieOnlyHeadshotsWork && ubHitLocation != AIM_SHOT_HEAD )
return 0;
// set a flag if this was a headshot, unset if it wasn't. Thus we can determine if this was a headshot kill (only if life > 0, ignore if already dead)
if ( gGameExternalOptions.fZombieOnlyHeadShotsPermanentlyKill && pTarget->stats.bLife > 0 )
{
if ( ubHitLocation == AIM_SHOT_HEAD )
pTarget->bSoldierFlagMask |= SOLDIER_HEADSHOT;
else
pTarget->bSoldierFlagMask &= ~SOLDIER_HEADSHOT;
}
}
#endif
// NOTE: reduction of bullet impact due to range and obstacles is handled
// in MoveBullet.
// Set a few things up:
if ( Item[ usAttackingWeapon ].usItemClass == IC_THROWING_KNIFE )
{
ubAmmoType = AMMO_KNIFE;
}
// HEADROCK HAM 5: Added provisions for fragments, which are not fired from the weapon in your hand.
else if ( fFragment == FALSE )
{
// Flugente: check for underbarrel weapons and use that object if necessary
OBJECTTYPE* pObj = pFirer->GetUsedWeapon( &pFirer->inv[pFirer->ubAttackingHand] );
ubAmmoType = (*pObj)[0]->data.gun.ubGunAmmoType;
}
else
{
ubAmmoType = Explosive[Item[usAttackingWeapon].ubClassIndex].ubFragType;
}
if ( TANK( pTarget ) )
{
if ( !AmmoTypes[ubAmmoType].antiTank )
{
// ping!
return( 0 );
}
}
// plus/minus up to 25% due to "random" factors (major organs hit or missed,
// lucky lighter in breast pocket, divine intervention on behalf of "Rev"...)
iFluke = PreRandom(51) - 25; // gives (0 to 50 -25)->-25% to +25%
//NumMessage("Fluke = ",fluke);
// up to 50% extra impact for making particularly accurate successful shots
iBonus = sHitBy / 2;
//NumMessage("Bonus = ",bonus);
iOrigImpact = iOrigImpact * (100 + iFluke + iBonus) / 100;
// at very long ranges (1.5x maxRange and beyond) impact could go negative
if (iOrigImpact < 1)
{
iOrigImpact = 1; // raise impact to a minimum of 1 for any hit
}
// adjust for HE rounds
if ( AmmoTypes[ubAmmoType].highExplosive )
{
// iOrigImpact = AMMO_DAMAGE_ADJUSTMENT_HE( iOrigImpact );
iOrigImpact = (INT32)(iOrigImpact * AmmoTypes[ubAmmoType].beforeArmourDamageMultiplier / max(1,AmmoTypes[ubAmmoType].beforeArmourDamageDivisor) );
if ( TANK( pTarget ) )
{
// HEAT round on tank, divide by 3 for damage
iOrigImpact /= 2;
}
}
if (pubSpecial && (*pubSpecial == FIRE_WEAPON_BLINDED_BY_SPIT_SPECIAL || *pubSpecial == FIRE_WEAPON_BLINDED_SPECIAL) )
{
iImpact = iOrigImpact;
}
else
{
iImpact = iOrigImpact - TotalArmourProtection( pFirer, pTarget, ubHitLocation, iOrigImpact, ubAmmoType );
}
// calc minimum damage
if ( AmmoTypes[ubAmmoType].zeroMinimumDamage )
{
if (iImpact < 0)
{
iImpact = 0;
}
}
else
{
if (iImpact < ((iOrigImpact + 5) / 10) )
{
iImpact = (iOrigImpact + 5) / 10;
}
if ( (AmmoTypes[ubAmmoType].numberOfBullets > 1 ) && (pTarget->bNumPelletsHitBy > 0) )
{
iImpact += (pTarget->bNumPelletsHitBy - 1) / 2;
}
}
if (gfNextShotKills)
{
// big time cheat key effect!
iImpact = 100;
gfNextShotKills = FALSE;
}
if ( iImpact > 0 && !TANK( pTarget ) )
{
// Flugente: ammo can now add the lifedamage drug effect. This will kill the target in a few turns.
// this is intended to work on darts, but it is possible on any ammo
if ( AmmoTypes[ubAmmoType].ammoflag & AMMO_NEUROTOXIN )
{
pTarget->bSoldierFlagMask |= SOLDIER_DRUGGED;
// Add lifedamage effects
pTarget->AddDrugValues( DRUG_TYPE_LIFEDAMAGE, Drug[DRUG_TYPE_LIFEDAMAGE].ubDrugEffect, Drug[DRUG_TYPE_LIFEDAMAGE].ubDrugTravelRate, Drug[DRUG_TYPE_LIFEDAMAGE].ubDrugSideEffect );
}
else if ( AmmoTypes[ubAmmoType].dart && sHitBy > 20 )
{
if (pubSpecial)
{
*pubSpecial = FIRE_WEAPON_SLEEP_DART_SPECIAL;
}
return( iImpact );
}
iImpact = (INT32)(iImpact * AmmoTypes[ubAmmoType].afterArmourDamageMultiplier / max(1,AmmoTypes[ubAmmoType].afterArmourDamageDivisor) ) ;
//if (ubAmmoType == AMMO_HP)
//{ // good solid hit with a hollow-point bullet, which got through armour!
// iImpact = AMMO_DAMAGE_ADJUSTMENT_HP( iImpact );
//}
////////////////////////////////////////////////////////////////////////////////////
if ( gGameOptions.fNewTraitSystem ) // new traits bonuses - SANDRO
{
// Throwing skill increases damage of knives here
if ( (ubAmmoType == AMMO_KNIFE) && HAS_SKILL_TRAIT( pFirer, THROWING_NT ))
{
iImpact += (INT32)(iImpact * (gSkillTraitValues.ubTHBladesDamageBonus + (gSkillTraitValues.ubTHBladesDamageBonusPerClick * pFirer->aiData.bAimTime))/100);
}
// Sniper trait adds bonus damage per aim click
if (HAS_SKILL_TRAIT( pFirer, SNIPER_NT ) && (pFirer->aiData.bAimTime >= gSkillTraitValues.ubSNDamageBonusFromNumClicks) && !fFragment)
{
iImpact += (INT32)(iImpact * (pFirer->aiData.bAimTime - gSkillTraitValues.ubSNDamageBonusFromNumClicks + 1) * gSkillTraitValues.ubSNDamageBonusPerClick * NUM_SKILL_TRAITS( pFirer, SNIPER_NT ))/100; // +5% per trait
}
}
// Flugente: moved the damage calculation into a separate function
BOOLEAN autoresolve = IsAutoResolveActive();
// HEADROCK HAM 5.1: Oh sandro, you rendered zerominimumdamage moot...
if ( AmmoTypes[ubAmmoType].zeroMinimumDamage )
{
iImpact = __max( 0, (INT32)(iImpact * (100 - pTarget->GetDamageResistance(autoresolve, FALSE)) / 100 ) );
}
else
{
iImpact = __max( 1, (INT32)(iImpact * (100 - pTarget->GetDamageResistance(autoresolve, FALSE)) / 100 ) );
}
AdjustImpactByHitLocation( iImpact, ubHitLocation, &iImpact, &iImpactForCrits );
switch( ubHitLocation )
{
case AIM_SHOT_HEAD:
// is the blow deadly enough for an instant kill?
// HEADROCK HAM 3.6: Reattached "Max Distance For Messy Death" tag from the XML! God knows why it wasn't attached when they MADE THAT TAG.
//if ( PythSpacesAway( pFirer->sGridNo, pTarget->sGridNo ) <= MAX_DISTANCE_FOR_MESSY_DEATH || (PythSpacesAway( pFirer->sGridNo, pTarget->sGridNo ) <= MAX_BARRETT_DISTANCE_FOR_MESSY_DEATH && pFirer->usAttackingWeapon == BARRETT ))
// HEADROCK HAM 5.1: Using usAttackingWeapon
if ( PythSpacesAway( sOrigGridNo, pTarget->sGridNo ) <= Weapon[ usAttackingWeapon ].maxdistformessydeath )
{
if (iImpactForCrits > MIN_DAMAGE_FOR_INSTANT_KILL && iImpactForCrits < pTarget->stats.bLife)
{
// blow to the head is so deadly that it causes instant death;
// the target has more life than iImpact so we increase it
if( iImpact < pTarget->stats.bLife ) // Added check here to see the real impact in game if bigger than life - SANDRO
iImpact = pTarget->stats.bLife + Random( 10 );
else
iImpact += Random( 10 );
iImpactForCrits = iImpact;
}
if (pubSpecial)
{
// is the blow deadly enough to cause a head explosion?
if ( iImpactForCrits >= pTarget->stats.bLife )
{
if (iImpactForCrits > MIN_DAMAGE_FOR_HEAD_EXPLOSION )
{
*pubSpecial = FIRE_WEAPON_HEAD_EXPLODE_SPECIAL;
}
else if ( iImpactForCrits > (MIN_DAMAGE_FOR_HEAD_EXPLOSION / 2) && ( PreRandom( MIN_DAMAGE_FOR_HEAD_EXPLOSION / 2 ) < (UINT32)(iImpactForCrits - MIN_DAMAGE_FOR_HEAD_EXPLOSION / 2) ) )
{
*pubSpecial = FIRE_WEAPON_HEAD_EXPLODE_SPECIAL;
}
}
}
}
break;
case AIM_SHOT_LEGS:
// is the damage enough to make us fall over?
if ( pubSpecial && IS_MERC_BODY_TYPE( pTarget ) && gAnimControl[ pTarget->usAnimState ].ubEndHeight == ANIM_STAND && !pTarget->MercInWater() )
{
if (iImpactForCrits > MIN_DAMAGE_FOR_AUTO_FALL_OVER )
{
*pubSpecial = FIRE_WEAPON_LEG_FALLDOWN_SPECIAL;
}
// else ramping up chance from 1/2 the automatic value onwards
else if ( iImpactForCrits > (MIN_DAMAGE_FOR_AUTO_FALL_OVER / 2) && ( PreRandom( MIN_DAMAGE_FOR_AUTO_FALL_OVER / 2 ) < (UINT32)(iImpactForCrits - MIN_DAMAGE_FOR_AUTO_FALL_OVER / 2) ) )
{
*pubSpecial = FIRE_WEAPON_LEG_FALLDOWN_SPECIAL;
}
}
break;
case AIM_SHOT_TORSO:
// normal damage to torso
// is the blow deadly enough for an instant kill?
// since this value is much lower than the others, it only applies at short range...
// HEADROCK HAM 3.6: Reattached "Max Distance For Messy Death" tag from the XML! God knows why it wasn't attached when they MADE THAT TAG.
//if ( PythSpacesAway( pFirer->sGridNo, pTarget->sGridNo ) <= MAX_DISTANCE_FOR_MESSY_DEATH || (PythSpacesAway( pFirer->sGridNo, pTarget->sGridNo ) <= MAX_BARRETT_DISTANCE_FOR_MESSY_DEATH && pFirer->usAttackingWeapon == BARRETT ))
// HEADROCK HAM 5.1: Using usAttackingWeapon
if ( PythSpacesAway( sOrigGridNo, pTarget->sGridNo ) <= Weapon[ usAttackingWeapon ].maxdistformessydeath )
{
if (iImpact > MIN_DAMAGE_FOR_INSTANT_KILL && iImpact < pTarget->stats.bLife)
{
// blow to the chest is so deadly that it causes instant death;
// the target has more life than iImpact so we increase it
if( iImpact < pTarget->stats.bLife ) // Added check here to see the real impact in game if bigger than life - SANDRO
iImpact = pTarget->stats.bLife + Random( 10 );
else
iImpact += Random( 10 );
iImpactForCrits = iImpact;
}
// special thing for hitting chest - allow cumulative damage to count
else if ( (iImpact + pTarget->sDamage) > (MIN_DAMAGE_FOR_BLOWN_AWAY + MIN_DAMAGE_FOR_INSTANT_KILL) )
{
if( iImpact < pTarget->stats.bLife ) // Added check here to see the real impact in game if bigger than life - SANDRO
iImpact = pTarget->stats.bLife + Random( 10 );
else
iImpact += Random( 10 );
iImpactForCrits = iImpact;
}
// is the blow deadly enough to cause a chest explosion?
if (pubSpecial)
{
if (iImpact > MIN_DAMAGE_FOR_BLOWN_AWAY && iImpact >= pTarget->stats.bLife)
{
*pubSpecial = FIRE_WEAPON_CHEST_EXPLODE_SPECIAL;
}
}
}
break;
}
}
if ( AM_A_ROBOT( pTarget ) )
{
iImpactForCrits = 0;
}
// don't do critical hits against people who are gonna die!
if( !IsAutoResolveActive() )
{
if ( AmmoTypes[ubAmmoType].knife && pFirer->aiData.bOppList[ pTarget->ubID ] == SEEN_CURRENTLY && !fFragment )
{
// is this a stealth attack?
if ( pTarget->aiData.bOppList[ pFirer->ubID ] == NOT_HEARD_OR_SEEN && !CREATURE_OR_BLOODCAT( pTarget )
&& (ubHitLocation == AIM_SHOT_HEAD || ubHitLocation == AIM_SHOT_TORSO ) && (pTarget->aiData.bAlertStatus < STATUS_RED || !gGameExternalOptions.fEnhancedCloseCombatSystem) ) // Added check if enemy is alerted - SANDRO
{
// HEADROCK HAM 4: With the original CTH system, the HitBy value represented a randomal margin by
// which the shooter surpassed his CTH value. Therefore, only a high CTH shot which randomly succeeded
// by a wide margin could reach values of 80 and above, and even then they were rare.
// In the new system, HitBy represents a shooter's effort to make his shot more accurate, so shots
// done with large amounts of aiming and skill would always result in high HitBy values (up to ~70-80%
// regularly for the average shooting using maximum aiming). This means that high HitBy values are now
// somewhat more common.
// With regards to this bit of code, an increase in average HitBy means that its effect on the formula
// should be lessened a little to maintain the same ratio of instant-deaths as in JA2. However, I am
// reluctant to make any changes, mainly because I think there's no problem with stealth knife hits
// being deadlier. If, however, it is discovered that stealth insta-kills are too common and too powerful,
// reduce the effect of this sHitBy, possibly by dividing it here.
//////////////////////////////////////////////////////////////////////////////////
// SANDRO - old/new traits
if( !gGameOptions.fNewTraitSystem )
{
if ( PreRandom( 100 ) < (UINT32)(sHitBy + 10 * NUM_SKILL_TRAITS( pFirer, THROWING_OT )) )
{
// instant death!
if( iImpact < pTarget->stats.bLife ) // Added check here to see the real impact in game if bigger than life - SANDRO
iImpact = pTarget->stats.bLife + Random( 10 );
else
iImpact += Random( 10 );
iImpactForCrits = iImpact;
}
}
else
{
// Throwing trait increases chance to silent critical hit
if ( PreRandom( 100 ) < (UINT32)(sHitBy + (HAS_SKILL_TRAIT( pFirer, THROWING_NT ) ? gSkillTraitValues.ubTHBladesSilentCriticalHitChance : 0)) )
{
// No no no, we don't want instant kill in this case,
// but rather tripled damage, so it also always matters what knife we use - SANDRO
iImpact *= ( 3 + gSkillTraitValues.ubTHBladesCriticalHitMultiplierBonus);
iImpactForCrits = iImpact;
}
}
//////////////////////////////////////////////////////////////////////////////////
}
}
if (iImpactForCrits > 0 && iImpactForCrits < pTarget->stats.bLife && !(pTarget->flags.uiStatusFlags & SOLDIER_MONSTER) ) // not to monsters - SANDRO
{
UINT32 uiCritChance = 0;
if (fFragment)
{
uiCritChance = (iImpactForCrits / 2);
}
else
{
uiCritChance = (iImpactForCrits / 2) + (pFirer->aiData.bAimTime * 5);
}
BOOLEAN fMaliciousHit = FALSE;
// SANDRO - Malicious characters inflict stat loss more often
if ( gGameOptions.fNewTraitSystem && pFirer->ubProfile != NO_PROFILE && !fFragment)
{
if ( gMercProfiles[ pFirer->ubProfile ].bCharacterTrait == CHAR_TRAIT_MALICIOUS )
{
uiCritChance += 8;
fMaliciousHit = TRUE;
}
}
// SANDRO - with new traits, the chance for stat loss is higher as we are now able to repair it
if ((PreRandom( uiCritChance ) + 1) > (UINT8)(gGameOptions.fNewTraitSystem ? gSkillTraitValues.ubDamageNeededToLoseStats : CRITICAL_HIT_THRESHOLD))
{
bStatLoss = (INT8) PreRandom( iImpactForCrits / 2 ) + 1;
// SANDRO - malicious hit
if ( fMaliciousHit && Chance( max( 15, uiCritChance )) && ( ubHitLocation == AIM_SHOT_TORSO || ubHitLocation == AIM_SHOT_LEGS ) &&
( sHitBy >= 20 ) && ( pTarget->ubBodyType <= STOCKYMALE ) && ( gAnimControl[ pTarget->usAnimState ].ubHeight != ANIM_PRONE ) )
{
// no stats to lose, but drain breath a lot
DeductPoints( pTarget, 0, (5 * APBPConstants[BP_GET_HIT]) );
SoldierCollapse( pTarget );
if (pTarget->name[0] && pTarget->bVisible == TRUE)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SOLDIER_HIT_TO_GROIN], pTarget->GetName() );
}
// Gain morale for inflicting critical hit
HandleMoraleEvent( pFirer, MORALE_MALICIOUS_HIT, pFirer->sSectorX, pFirer->sSectorY, pFirer->bSectorZ );
}
else
{
switch( ubHitLocation )
{
case AIM_SHOT_HEAD:
if (bStatLoss >= pTarget->stats.bWisdom)
{
bStatLoss = pTarget->stats.bWisdom - 1;
}
if ( bStatLoss > 0 )
{
pTarget->stats.bWisdom -= bStatLoss;
// SANDRO - added this for healing lost stats feature
pTarget->ubCriticalStatDamage[DAMAGED_STAT_WISDOM] += bStatLoss;
if (pTarget->ubProfile != NO_PROFILE)
{
gMercProfiles[ pTarget->ubProfile ].bWisdom = pTarget->stats.bWisdom;
}
if (pTarget->name[0] && pTarget->bVisible == TRUE)
{
// make stat RED for a while...
pTarget->timeChanges.uiChangeWisdomTime = GetJA2Clock();
pTarget->usValueGoneUp &= ~( WIS_INCREASE );
if (bStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_WISDOM], pTarget->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_WISDOM], pTarget->GetName(), bStatLoss );
}
}
}
else if ( pTarget->bNumPelletsHitBy == 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_HEAD_HIT], pTarget->GetName() );
}
// HEADROCK HAM 3.2: Critical headshots may now cause blindness, based on shot damage.
if (gGameExternalOptions.ubChanceBlindedByHeadshot)
{
if (PreRandom(gGameExternalOptions.ubChanceBlindedByHeadshot) == 0)
{
if (pTarget->bBlindedCounter < iImpact / 10 )
pTarget->bBlindedCounter = iImpact / 10;
}
}
break;
case AIM_SHOT_TORSO:
// SANDRO - added a 20% chance to loose maximum health
if ( PreRandom( 5 ) == 0 )
{
if (bStatLoss >= (pTarget->stats.bLifeMax - OKLIFE))
{
bStatLoss = pTarget->stats.bLifeMax - OKLIFE - 1;
}
if ( bStatLoss > iImpact)
{
bStatLoss = iImpact;
}
if ( bStatLoss > 0 )
{
pTarget->stats.bLifeMax -= bStatLoss;
// SANDRO - added this for healing lost stats feature
pTarget->ubCriticalStatDamage[DAMAGED_STAT_HEALTH] += bStatLoss;
if (pTarget->ubProfile != NO_PROFILE)
{
gMercProfiles[ pTarget->ubProfile ].bLifeMax = pTarget->stats.bLifeMax;
}
if (pTarget->name[0] && pTarget->bVisible == TRUE)
{
// make stat RED for a while...
pTarget->timeChanges.uiChangeDexterityTime = GetJA2Clock();
pTarget->usValueGoneUp &= ~( HEALTH_INCREASE );
if (bStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_ONE_POINT_MAX_HEALTH], pTarget->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_X_POINTS_MAX_HEALTH], pTarget->GetName(), bStatLoss );
}
}
}
}
else
{
// 50:50 to lose strength or dexterity
if (PreRandom( 3 ) < 4 )
{
if (bStatLoss >= pTarget->stats.bDexterity)
{
bStatLoss = pTarget->stats.bDexterity - 1;
}
if ( bStatLoss > 0 )
{
pTarget->stats.bDexterity -= bStatLoss;
// SANDRO - added this for healing lost stats feature
pTarget->ubCriticalStatDamage[DAMAGED_STAT_DEXTERITY] += bStatLoss;
if (pTarget->ubProfile != NO_PROFILE)
{
gMercProfiles[ pTarget->ubProfile ].bDexterity = pTarget->stats.bDexterity;
}
if (pTarget->name[0] && pTarget->bVisible == TRUE)
{
// make stat RED for a while...
pTarget->timeChanges.uiChangeDexterityTime = GetJA2Clock();
pTarget->usValueGoneUp &= ~( DEX_INCREASE );
if (bStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_DEX], pTarget->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_DEX], pTarget->GetName(), bStatLoss );
}
}
}
}
else
{
if (bStatLoss >= pTarget->stats.bStrength)
{
bStatLoss = pTarget->stats.bStrength - 1;
}
if ( bStatLoss > 0 )
{
pTarget->stats.bStrength -= bStatLoss;
// SANDRO - added this for healing lost stats feature
pTarget->ubCriticalStatDamage[DAMAGED_STAT_STRENGTH] += bStatLoss;
if (pTarget->ubProfile != NO_PROFILE)
{
gMercProfiles[ pTarget->ubProfile ].bStrength = pTarget->stats.bStrength;
}
if (pTarget->name[0] && pTarget->bVisible == TRUE)
{
// make stat RED for a while...
pTarget->timeChanges.uiChangeStrengthTime = GetJA2Clock();
pTarget->usValueGoneUp &= ~( STRENGTH_INCREASE );
if (bStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_STRENGTH], pTarget->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_STRENGTH], pTarget->GetName(), bStatLoss );
}
}
}
}
}
break;
case AIM_SHOT_LEGS:
if (bStatLoss >= pTarget->stats.bAgility)
{
bStatLoss = pTarget->stats.bAgility - 1;
}
if ( bStatLoss > 0 )
{
pTarget->stats.bAgility -= bStatLoss;
// SANDRO - added this for healing lost stats feature
pTarget->ubCriticalStatDamage[DAMAGED_STAT_AGILITY] += bStatLoss;
if (pTarget->ubProfile != NO_PROFILE)
{
gMercProfiles[ pTarget->ubProfile ].bAgility = pTarget->stats.bAgility;
}
if (pTarget->name[0] && pTarget->bVisible == TRUE)
{
// make stat RED for a while...
pTarget->timeChanges.uiChangeAgilityTime = GetJA2Clock();
pTarget->usValueGoneUp &= ~( AGIL_INCREASE );
if (bStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_AGIL], pTarget->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_AGIL], pTarget->GetName(), bStatLoss );
}
}
}
break;
}
// SANDRO - Gain morale for inflicting critical hit if malicious character
if ( fMaliciousHit )
{
HandleMoraleEvent( pFirer, MORALE_MALICIOUS_HIT, pFirer->sSectorX, pFirer->sSectorY, pFirer->bSectorZ );
}
// SANDRO - new merc records - times stat damaged
if ( bStatLoss > 0 && pTarget->ubProfile != NO_PROFILE )
gMercProfiles[ pTarget->ubProfile ].records.usTimesStatDamaged++;
}
}
else if ( ubHitLocation == AIM_SHOT_HEAD && pTarget->bNumPelletsHitBy == 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_HEAD_HIT], pTarget->GetName() );
}
}
}
return( iImpact );
}
INT32 HTHImpact( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget, INT32 iHitBy, BOOLEAN fBladeAttack )
{
////////////////////////////////////////////
// SANDRO - this all was somehow messed up
////////////////////////////////////////////
INT32 iImpact, iFluke, iBonus;
// Flugente: check for underbarrel weapons and use that object if necessary (think of bayonets)
OBJECTTYPE* pObj = pSoldier->GetUsedWeapon( &(pSoldier->inv[HANDPOS]) );
if (fBladeAttack)
{
iImpact = ( EffectiveExpLevel( pSoldier ) / 2); // 0 to 4 for level
iImpact += GetDamage(pObj);
iImpact += EffectiveStrength( pSoldier, FALSE ) / 20; // 0 to 5 for strength, adjusted by damage taken
if ( AM_A_ROBOT( pTarget ) )
{
iImpact /= 4;
}
}
else
{
iImpact = ( EffectiveExpLevel( pSoldier ) / 2); // 0 to 4 for level
iImpact += EffectiveStrength( pSoldier, FALSE ) / 5; // 0 to 20 for strength, adjusted by damage taken
// NB martial artists don't get a bonus for using brass knuckles! - oh, they do in STOMP - SANDRO
if (pSoldier->usAttackingWeapon )
{
if ( gGameOptions.fNewTraitSystem )
{
iImpact += GetDamage(&pSoldier->inv[HANDPOS]);
if ( AM_A_ROBOT( pTarget ) )
{
iImpact /= 2;
}
}
else
{
if (!HAS_SKILL_TRAIT( pSoldier, MARTIALARTS_OT ))
{
iImpact += GetDamage(&pSoldier->inv[HANDPOS]);
}
if ( AM_A_ROBOT( pTarget ) )
{
iImpact /= 2;
}
}
}
else
{
// base HTH damage
// Enhanced Close Combat System - Slightly reduced for we can now attack to head for bigger damage
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
{
iImpact += 4;
}
else
{
iImpact += 5;
}
// Add melee damage multiplier to HtH attacks as well - SANDRO
// actually I make the influence a little lesser, because to the blades and so,
// only the item impact is multiplied, not the level and strength bonus, but here it does
iImpact = (INT32)(iImpact * gGameExternalOptions.iMeleeDamageModifier / 100 );
if ( AM_A_ROBOT( pTarget ) )
{
iImpact = 0;
}
}
}
iFluke = PreRandom( 51 ) - 25; // +/-25% bonus due to random factors
iBonus = iHitBy / 2; // up to 50% extra impact for accurate attacks
iImpact = iImpact * (100 + iFluke + iBonus) / 100;
iBonus = 0;
if (!fBladeAttack)
{
if ( gGameOptions.fNewTraitSystem )
{
if (!pSoldier->usAttackingWeapon || Item[pSoldier->inv[HANDPOS].usItem].brassknuckles)
{
if ( gGameExternalOptions.fEnhancedCloseCombatSystem )
{
// add bonus for martial arts
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) )
{
iBonus += ( gSkillTraitValues.ubMABonusDamageHandToHand * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) );
}
// add bonus for focused punch
if (pSoldier->usAnimState == NINJA_SPINKICK || pSoldier->usAnimState == FOCUSED_PUNCH || pSoldier->usAnimState == FOCUSED_HTH_KICK )
{
iBonus += 50;
// ...and martial arts
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) )
{
//iImpact = (INT32)((iImpact * (100 + gSkillTraitValues.usMAAimedPunchDamageBonus * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) ) / 100) + 0.5); // +75% damage per trait
iBonus += ( gSkillTraitValues.usMAAimedPunchDamageBonus * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) );
}
}
}
else
{
// add bonuses for martial arts
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) )
{
iBonus += ( gSkillTraitValues.ubMABonusDamageHandToHand * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) );
// The Spinning kicks or aimed punch bonus - SANDRO
if (pSoldier->usAnimState == NINJA_SPINKICK || (pSoldier->aiData.bAimTime >= (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedPunches : 6)))
{
//iImpact = (INT32)((iImpact * (100 + gSkillTraitValues.usMAAimedPunchDamageBonus * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) ) / 100) + 0.5); // +75% damage per trait
iBonus += ( (gSkillTraitValues.ubMABonusDamageHandToHand + 25 )* NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) );
}
}
}
}
else
{
// bonus damage of blunt weapons for melee character
if (HAS_SKILL_TRAIT( pSoldier, MELEE_NT ))
{
iBonus += gSkillTraitValues.ubMEDamageBonusBlunt;
// bonus for aimed attack
if ( pSoldier->aiData.bAimTime >= (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedBladedAttackes : 6) )
{
iBonus += gSkillTraitValues.usMEAimedMeleeAttackDamageBonus; // incresed damage if focused melee attack
}
}
}
}
else // original code
{
if ( gGameExternalOptions.fEnhancedCloseCombatSystem && (pSoldier->usAnimState == NINJA_SPINKICK || pSoldier->usAnimState == FOCUSED_PUNCH || pSoldier->usAnimState == FOCUSED_HTH_KICK ))
{
iBonus += 50;
}
// add bonuses for hand-to-hand and martial arts
if ( HAS_SKILL_TRAIT( pSoldier, MARTIALARTS_OT ) )
{
iBonus += gbSkillTraitBonus[MARTIALARTS_OT] * NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT );
if (pSoldier->usAnimState == NINJA_SPINKICK)
{
iBonus += 100;
}
}
if ( HAS_SKILL_TRAIT( pSoldier, HANDTOHAND_OT ) )
{
// SPECIAL - give TRIPLE bonus for damage for hand-to-hand trait
// because the HTH bonus is half that of martial arts, and gets only 1x for to-hit bonus
iBonus += 3 * gbSkillTraitBonus[HANDTOHAND_OT] * NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT );
}
}
// Enhanced Close Combat System - aiming at body parts makes difference
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
{
if ( pSoldier->bAimShotLocation == AIM_SHOT_HEAD )
{
iBonus += 25; // Punch or kick to head deal more damage (vs -20% accuracy)
}
else if ( pSoldier->bAimShotLocation == AIM_SHOT_LEGS )
{
// Punch or kick to legs deal less damage but takes some AP per damage out of target adjusted by AP_MAXIMUM
// NO, better to make hit to legs have a much better chance to hit, while only 50% damage is dealt
iBonus -= 50;
//DeductPoints( pTarget, (APBPConstants[AP_MAXIMUM] / 10), 0 );
}
else if (gAnimControl[ pTarget->usAnimState ].ubEndHeight == ANIM_PRONE)
{
iBonus += 30; // 30% incresed damage to lying characters
}
// Surprising attack deals more damage
if (pTarget->aiData.bOppList[ pSoldier->ubID ] == NOT_HEARD_OR_SEEN && !CREATURE_OR_BLOODCAT( pTarget ) )
{
iBonus += 50; // 50% incresed damage on suprising attacks
}
}
// Flugente: power armour reduces damage taken
// SANDRO - huh?!
/*INT8 iSlot = VESTPOS;
switch( pSoldier->bAimShotLocation )
{
case AIM_SHOT_HEAD:
iSlot = HELMETPOS;
break;
case AIM_SHOT_LEGS:
iSlot = LEGPOS;
break;
default:
iSlot = VESTPOS;
break;
}*/
}
// DAMAGE BONUS TO KNIFE ATTACK WITH MELEE SKILL
else
{
if ( HAS_SKILL_TRAIT( pSoldier, MELEE_NT ) && ( gGameOptions.fNewTraitSystem ))
{
iBonus += gSkillTraitValues.ubMEDamageBonusBlades; // +30% damage
if (pSoldier->usAnimState == FOCUSED_STAB)
{
iBonus += gSkillTraitValues.usMEAimedMeleeAttackDamageBonus; // 50% incresed damage if focused melee attack
}
}
// Enhanced Close Combat System
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
{
if (gAnimControl[ pTarget->usAnimState ].ubEndHeight == ANIM_PRONE)
{
iBonus += 30; // incresed damage to lying characters
}
}
// Flugente: power armour reduces damage taken
// SANDRO - huh?!
/*INT8 iSlot = VESTPOS;
switch( pSoldier->bAimShotLocation )
{
case AIM_SHOT_HEAD:
iSlot = HELMETPOS;
break;
case AIM_SHOT_LEGS:
iSlot = LEGPOS;
break;
default:
iSlot = VESTPOS;
break;
}*/
}
// bonus damage for aggressive characters
if ( gGameOptions.fNewTraitSystem && gMercProfiles[pSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
{
iBonus += 10; // +10%
}
// Flugente: if we are using a garotte, there is a chance that we score an instakill
// our level in covert ops and wether the target is aware of us has a huge impact
if ( pObj && HasItemFlag(pObj->usItem, GAROTTE) )
{
INT32 instakillchance = 0;
INT32 resistchance = 20;
if ( !SoldierTo3DLocationLineOfSightTest( pSoldier, pTarget->sGridNo, pTarget->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
instakillchance += 30;
UINT8 skilllevel = NUM_SKILL_TRAITS( pSoldier, COVERT_NT );
instakillchance += skilllevel * gSkillTraitValues.sCoMeleeInstakillBonus;
if ( pTarget->aiData.bAlertStatus == STATUS_YELLOW )
resistchance += 20;
else if ( pTarget->aiData.bAlertStatus >= STATUS_RED )
resistchance += 50;
if ( pTarget->bCollapsed )
resistchance = 0;
// killchance gets lowered if garotte is in bad shape
instakillchance *= ( (*pObj)[0]->data.objectStatus / 100 );
if ( Random(instakillchance) >= Random(resistchance) )
iImpact += 500;
}
// apply all bonuses
iImpact = (iImpact * (100 + iBonus) + 50) / 100; // round it properly
// Flugente: moved the damage calculation into a separate function
BOOLEAN autoresolve = IsAutoResolveActive();
iImpact = max( 1, (INT32)(iImpact * (100 - pTarget->GetDamageResistance(autoresolve, FALSE)) / 100 ) );
#ifdef ENABLE_ZOMBIES
// Flugente: if the target is a zombie, any melee attack, regardless of hit location, will set the headshot flag. Thus any zombie killed in melee will stay dead (if you play with that option)
if ( pTarget->IsZombie() )
{
// set a flag if this was a headshot, unset if it wasn't. Thus we can determine if this was a headshot kill (only if life > 0, ignore if already dead)
if ( gGameExternalOptions.fZombieOnlyHeadShotsPermanentlyKill && pTarget->stats.bLife > 0 )
{
pTarget->bSoldierFlagMask |= SOLDIER_HEADSHOT;
}
}
#endif
return( iImpact );
}
void ShotMiss( UINT8 ubAttackerID, INT32 iBullet )
{
BOOLEAN fDoMissForGun = FALSE;
SOLDIERTYPE *pAttacker;
BULLET *pBullet;
pAttacker = MercPtrs[ ubAttackerID ];
if ( pAttacker->ubOppNum != NOBODY )
{
// if it was another team shooting at someone under our control
if ( (pAttacker->bTeam != Menptr[ pAttacker->ubOppNum ].bTeam ) )
{
// if OPPONENT is under our control
if (Menptr[ pAttacker->ubOppNum ].bTeam == gbPlayerNum )
{
// AGILITY GAIN: Opponent "dodged" a bullet shot at him (it missed)
StatChange( MercPtrs[ pAttacker->ubOppNum ], AGILAMT, 5, FROM_FAILURE );
}
}
}
switch( Weapon[ MercPtrs[ ubAttackerID ]->usAttackingWeapon ].ubWeaponClass )
{
case HANDGUNCLASS:
case RIFLECLASS:
case SHOTGUNCLASS:
case SMGCLASS:
case MGCLASS:
// Guy has missed, play random sound
if ( MercPtrs[ ubAttackerID ]->bTeam == gbPlayerNum )
{
if ( Random(40) == 0 )
{
MercPtrs[ ubAttackerID ]->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
}
fDoMissForGun = TRUE;
break;
case MONSTERCLASS:
PlayJA2Sample( SPIT_RICOCHET, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
break;
}
if ( fDoMissForGun )
{
// PLAY SOUND AND FLING DEBRIS
// RANDOMIZE SOUND SYSTEM
if ( !DoSpecialEffectAmmoMiss( ubAttackerID, NOWHERE, 0, 0, 0, TRUE, TRUE, 0 ) )
{
PlayJA2Sample( MISS_1 + Random(8), RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
}
// ATE: Show misses...( if our team )
if ( gGameSettings.fOptions[ TOPTION_SHOW_MISSES ] )
{
pBullet = GetBulletPtr( iBullet );
if ( pAttacker->bTeam == gbPlayerNum )
{
LocateGridNo( pBullet->sGridNo );
}
}
}
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - bullet missed") );
// FreeUpAttacker( ubAttackerID );
}
UINT32 CalcChanceHTH( SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAimTime, UINT8 ubMode )
{
UINT16 usInHand;
UINT8 ubBandaged;
INT32 iAttRating, iDefRating;
INT32 iChance;
usInHand = pAttacker->usAttackingWeapon;
if ( (usInHand != CREATURE_QUEEN_TENTACLES ) && (pDefender->stats.bLife < OKLIFE || pDefender->bBreath < OKBREATH) )
{
// there is NO way to miss
return( 100 );
}
if (ubMode == HTH_MODE_STAB)
{
// safety check
if (Weapon[usInHand].ubWeaponClass != KNIFECLASS)
{
#ifdef BETAVERSION
NumMessage("CalcChanceToStab: ERROR - Attacker isn't holding a knife, usInHand = ",usInHand);
#endif
return(0);
}
}
else
{
if ( Item[ usInHand ].usItemClass != IC_PUNCH )
{
return(0);
}
}
// CALCULATE ATTACKER'S CLOSE COMBAT RATING (1-100)
if (ubMode == HTH_MODE_STEAL)
{
///////////////////////////////////////////////////////////////////////////////////////
// SANDRO - Enhanced Close Combat System - different calculation for stealing
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
{
// We need to be agile and dexterous
iAttRating = ( 2 * EffectiveDexterity( pAttacker, FALSE ) + // coordination, accuracy *
2 * EffectiveAgility( pAttacker, FALSE ) + // speed & reflexes
pAttacker->stats.bStrength + // physical strength
pDefender->bExtraStrength + // additional strength from power armour
(10 * EffectiveExpLevel( pAttacker ) ) ); // experience, knowledge
}
else
{
// this is more of a brute force strength-vs-strength check
iAttRating = ( EffectiveDexterity( pAttacker, FALSE ) + // coordination, accuracy
EffectiveAgility( pAttacker, FALSE ) + // speed & reflexes
3 * pAttacker->stats.bStrength + // physical strength (TRIPLED!)
3 * pDefender->bExtraStrength + // additional strength from power armour
(10 * EffectiveExpLevel( pAttacker ) ) ); // experience, knowledge
}
///////////////////////////////////////////////////////////////////////////////////////
}
else
{
iAttRating = (3 * EffectiveDexterity( pAttacker, FALSE ) + // coordination, accuracy (TRIPLED!)
EffectiveAgility( pAttacker, FALSE ) + // speed & reflexes
pAttacker->stats.bStrength + // physical strength
pDefender->bExtraStrength + // additional strength from power armour
(10 * EffectiveExpLevel( pAttacker ) ) ); // experience, knowledge
}
iAttRating /= 6; // convert from 6-600 to 1-100
// psycho bonus - only with old traits - SANDRO
// Flugente: drugs can temporarily cause a merc to go psycho
if ( !( gGameOptions.fNewTraitSystem ) && pAttacker->ubProfile != NO_PROFILE && (gMercProfiles[ pAttacker->ubProfile ].bDisability == PSYCHO || MercUnderTheInfluence(pAttacker, DRUG_TYPE_PSYCHO) ) )
{
iAttRating += AIM_BONUS_PSYCHO;
}
// modify chance to hit by morale
iAttRating += GetMoraleModifier( pAttacker );
// modify for fatigue
iAttRating -= GetSkillCheckPenaltyForFatigue( pAttacker, iAttRating );
// if attacker spent some extra time aiming
if (ubAimTime)
{
// use only HALF of the normal aiming bonus for knife aiming.
// since there's no range penalty, the bonus is otherwise too generous
// SANDRO - Enhanced Close Combat System - Because you can only aim once, I've rather put here a flat number
// SANDRO again - changed this to behave differenty... on focused punches we go for DAMAGE, but the hit may be more predictable, so don't add any CtH
// if we want more CtH, just use the APs to try to punch again, while the focused punch is good either on weakened or unaware enemies
// on focused stabs however, we go for the opposite, we want to hit at all cost, since the knife deals good damage always
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
{
if (ubMode == HTH_MODE_STAB)
iAttRating += 30;
//else
//iAttRating += 20;
}
else
{
iAttRating += ((AIM_BONUS_PER_AP * ubAimTime) / 2); //bonus for aiming
}
}
if (! (pAttacker->flags.uiStatusFlags & SOLDIER_PC) ) // if attacker is a computer AI controlled enemy
{
iAttRating += gbDiff[ DIFF_ENEMY_TO_HIT_MOD ][ SoldierDifficultyLevel( pAttacker ) ];
}
// if attacker is being affected by gas
if ( pAttacker->flags.uiStatusFlags & SOLDIER_GASSED )
iAttRating -= AIM_PENALTY_GASSED;
// if attacker is being bandaged at the same time, his concentration is off
if (pAttacker->ubServiceCount > 0)
iAttRating -= AIM_PENALTY_GETTINGAID;
// if attacker is still in shock
if (pAttacker->aiData.bShock)
iAttRating -= (pAttacker->aiData.bShock * AIM_PENALTY_PER_SHOCK);
// if the attacker is an A.I.M. mercenary
//if (pAttacker->characternum < MAX_AIM_MERCS) // exclude Gus
// iAttRating += AdjustChanceForProfile(pAttacker,pDefender);
// If attacker injured, reduce chance accordingly (by up to 2/3rds)
if ((iAttRating > 0) && (pAttacker->stats.bLife < pAttacker->stats.bLifeMax))
{
// if bandaged, give 1/2 of the bandaged life points back into equation
ubBandaged = pAttacker->stats.bLifeMax - pAttacker->stats.bLife - pAttacker->bBleeding;
iAttRating -= (2 * iAttRating * (pAttacker->stats.bLifeMax - pAttacker->stats.bLife + (ubBandaged / 2))) / (3 * pAttacker->stats.bLifeMax);
}
// If attacker tired, reduce chance accordingly (by up to 1/2)
if ((iAttRating > 0) && (pAttacker->bBreath < 100))
iAttRating -= (iAttRating * (100 - pAttacker->bBreath)) / 200;
////////////////////////////////////////////////////////////////////////////////////
// SANDRO - old/new traits
if (ubMode == HTH_MODE_STAB)
{
// add bonus for melee/knifing
if ( gGameOptions.fNewTraitSystem )
{
iAttRating += gSkillTraitValues.bCtHModifierKnifeAttack; // Make melee attacks a little more problematic for untrained mercs
if (HAS_SKILL_TRAIT( pAttacker, MELEE_NT ))
{
iAttRating += gSkillTraitValues.ubMECtHBladesBonus;
}
}
else if (HAS_SKILL_TRAIT( pAttacker, KNIFING_OT ))
{
iAttRating += gbSkillTraitBonus[KNIFING_OT] * NUM_SKILL_TRAITS( pAttacker, KNIFING_OT );
}
}
else
{
// add bonus for martial arts/melee
if ( gGameOptions.fNewTraitSystem )
{
iAttRating += gSkillTraitValues.bCtHModifierHtHAttack; // Make HtH attacks a little more problematic for untrained mercs
// Flugente: if we are using a garotte, alter the attack rating on wether we are used in to this weapon, and wether our target can see us
if ( HasItemFlag(usInHand, GAROTTE) )
{
// using a garotte is pretty hard, we get a malus as default value
INT32 garottemodifier = -30;
UINT8 skilllevel = NUM_SKILL_TRAITS( pAttacker, COVERT_NT );
garottemodifier += skilllevel * gSkillTraitValues.sCOMeleeCTHBonus;
if ( pDefender->bCollapsed )
garottemodifier += 80;
// if this guy can see us, get a big malus!
else if ( SoldierTo3DLocationLineOfSightTest( pAttacker, pDefender->sGridNo, pDefender->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
garottemodifier -= 80;
iAttRating += garottemodifier;
}
// bare hands - bonus for Martial arts
if (!pAttacker->usAttackingWeapon && HAS_SKILL_TRAIT( pAttacker, MARTIAL_ARTS_NT ))
{
iAttRating += gSkillTraitValues.ubMABonusCtHBareHands * NUM_SKILL_TRAITS( pAttacker, MARTIAL_ARTS_NT );
}
// brass knuckles - bonus for Martial Arts (but a little lesser)
else if (Item[pAttacker->inv[HANDPOS].usItem].brassknuckles && HAS_SKILL_TRAIT( pAttacker, MARTIAL_ARTS_NT ))
{
iAttRating += gSkillTraitValues.ubMABonusCtHBrassKnuckles * NUM_SKILL_TRAITS( pAttacker, MARTIAL_ARTS_NT );
}
// blunt melee weapons - bonus for Melee
else if (HAS_SKILL_TRAIT( pAttacker, MELEE_NT ))
{
iAttRating += gSkillTraitValues.ubMECtHBluntBonus;
}
}
else // original code
{
if (HAS_SKILL_TRAIT( pAttacker, MARTIALARTS_OT ))
{
iAttRating += gbSkillTraitBonus[MARTIALARTS_OT] * NUM_SKILL_TRAITS( pAttacker, MARTIALARTS_OT );
}
if ( HAS_SKILL_TRAIT( pAttacker, HANDTOHAND_OT ) )
{
iAttRating += gbSkillTraitBonus[HANDTOHAND_OT] * NUM_SKILL_TRAITS( pAttacker, HANDTOHAND_OT );
}
}
}
// Added character traits influence
if ( gGameOptions.fNewTraitSystem && pAttacker->ubProfile != NO_PROFILE )
{
// Sociable - better performance in groups
if ( gMercProfiles[ pAttacker->ubProfile ].bCharacterTrait == CHAR_TRAIT_SOCIABLE )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pAttacker->ubProfile, CHAR_TRAIT_SOCIABLE );
if ( bNumMercs > 2 )
iAttRating += 5;
else if ( bNumMercs > 0 )
iAttRating += 2;
}
// Loner - better performance when alone
else if ( gMercProfiles[ pAttacker->ubProfile ].bCharacterTrait == CHAR_TRAIT_LONER )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pAttacker->ubProfile, CHAR_TRAIT_LONER );
if ( bNumMercs == 0 )
iAttRating += 5;
else if ( bNumMercs <= 1 )
iAttRating += 2;
}
// Show-off - better performance if some babes around to impress
else if ( gMercProfiles[ pAttacker->ubProfile ].bCharacterTrait == CHAR_TRAIT_SHOWOFF )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pAttacker->ubProfile, CHAR_TRAIT_SHOWOFF );
if ( bNumMercs > 1 )
iAttRating += 5;
else if ( bNumMercs > 0 )
iAttRating += 2;
}
}
////////////////////////////////////////////////////////////////////////////////////
if (iAttRating < 1)
iAttRating = 1;
// CALCULATE DEFENDER'S CLOSE COMBAT RATING (0-100)
if (ubMode == HTH_MODE_STEAL)
{
// SANDRO - Enhanced Close Combat System - stealing defence based on dexterity and strength
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
{
iDefRating = ( EffectiveAgility( pDefender, FALSE )) + // speed & reflexes
2 * EffectiveDexterity( pDefender, FALSE ) + // coordination, accuracy
2 * pDefender->stats.bStrength + // physical strength
2 * pDefender->bExtraStrength + // additional strength from power armour
(10 * EffectiveExpLevel( pDefender ) ); // experience, knowledge
}
else
{
iDefRating = (EffectiveAgility( pDefender, FALSE )) + // speed & reflexes
EffectiveDexterity( pDefender, FALSE ) + // coordination, accuracy
3 * pDefender->stats.bStrength + // physical strength (TRIPLED!)
3 * pDefender->bExtraStrength + // additional strength from power armour
(10 * EffectiveExpLevel( pDefender ) ); // experience, knowledge
}
}
else
{
iDefRating = (3 * EffectiveAgility( pDefender, FALSE ) ) + // speed & reflexes (TRIPLED!)
EffectiveDexterity( pDefender, FALSE ) + // coordination, accuracy
pDefender->stats.bStrength + // physical strength
pDefender->bExtraStrength + // additional strength from power armour
(10 * EffectiveExpLevel( pDefender ) ); // experience, knowledge
}
iDefRating /= 6; // convert from 6-600 to 1-100
// modify chance to dodge by morale
iDefRating += GetMoraleModifier( pDefender );
// modify for fatigue
iDefRating -= GetSkillCheckPenaltyForFatigue( pDefender, iDefRating );
// if attacker is being affected by gas
if ( pDefender->flags.uiStatusFlags & SOLDIER_GASSED )
iDefRating -= AIM_PENALTY_GASSED;
// if defender is being bandaged at the same time, his concentration is off
if (pDefender->ubServiceCount > 0)
iDefRating -= AIM_PENALTY_GETTINGAID;
// if defender is still in shock
if (pDefender->aiData.bShock)
iDefRating -= (pDefender->aiData.bShock * AIM_PENALTY_PER_SHOCK);
// If defender injured, reduce chance accordingly (by up to 2/3rds)
if ((iDefRating > 0) && (pDefender->stats.bLife < pDefender->stats.bLifeMax))
{
// if bandaged, give 1/2 of the bandaged life points back into equation
ubBandaged = pDefender->stats.bLifeMax - pDefender->stats.bLife - pDefender->bBleeding;
iDefRating -= (2 * iDefRating * (pDefender->stats.bLifeMax - pDefender->stats.bLife + (ubBandaged / 2))) / (3 * pDefender->stats.bLifeMax);
}
// If defender tired, reduce chance accordingly (by up to 1/2)
if ((iDefRating > 0) && (pDefender->bBreath < 100))
iDefRating -= (iDefRating * (100 - pDefender->bBreath)) / 200;
if ( usInHand == CREATURE_QUEEN_TENTACLES && pDefender->ubBodyType == LARVAE_MONSTER || pDefender->ubBodyType == INFANT_MONSTER )
{
// try to prevent queen from killing the kids, ever!
iDefRating += 10000;
}
if (gAnimControl[ pDefender->usAnimState ].ubEndHeight < ANIM_STAND)
{
if (usInHand == CREATURE_QUEEN_TENTACLES)
{
if ( gAnimControl[ pDefender->usAnimState ].ubEndHeight == ANIM_PRONE )
{
// make it well-nigh impossible to hit someone who is prone!
iDefRating += 1000;
}
else
{
iDefRating += BAD_DODGE_POSITION_PENALTY * 2;
}
}
else
{
// if defender crouched, reduce chance accordingly (harder to dodge)
iDefRating -= BAD_DODGE_POSITION_PENALTY;
// If our target is prone, double the penalty!
if ( gAnimControl[ pDefender->usAnimState ].ubEndHeight == ANIM_PRONE )
{
iDefRating -= BAD_DODGE_POSITION_PENALTY;
}
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - old/new traits
if (ubMode == HTH_MODE_STAB)
{
if ( gGameOptions.fNewTraitSystem )
{
iDefRating += gSkillTraitValues.bModifierDodgeKnifeChance; // Make HtH dodging a little more problematic for untrained mercs
// Give bonus to dodge melee blade to MA and/or Melee trait - SANDRO
// Note that it is no longer dependant on what you have in hands
if (HAS_SKILL_TRAIT( pDefender, MARTIAL_ARTS_NT ))
{
iDefRating += ( gSkillTraitValues.ubMAChanceToDodgeMelee * NUM_SKILL_TRAITS( pDefender, MARTIAL_ARTS_NT ) );
}
if (HAS_SKILL_TRAIT( pDefender, MELEE_NT ))
{
iDefRating += gSkillTraitValues.ubMEDodgeBladesBonus;
if (Item[pDefender->inv[HANDPOS].usItem].usItemClass == IC_BLADE)
{
// knife-to-knife combat, we are the best around at this
iDefRating += gSkillTraitValues.ubMECtDBladesOnTopWithBladeInHands;
}
}
}
else
{
if ( HAS_SKILL_TRAIT( pDefender, KNIFING_OT ) )
{
if (Item[pDefender->inv[HANDPOS].usItem].usItemClass == IC_BLADE)
{
// good with knives, got one, so we're good at parrying
iDefRating += gbSkillTraitBonus[KNIFING_OT] * NUM_SKILL_TRAITS( pDefender, KNIFING_OT );
}
else
{
// good with knives, don't have one, but we know a bit about dodging
iDefRating += ( gbSkillTraitBonus[KNIFING_OT] * NUM_SKILL_TRAITS( pDefender, KNIFING_OT ) ) / 3;
}
}
if (HAS_SKILL_TRAIT( pDefender, MARTIALARTS_OT ))
{
// bonus for dodging knives
iDefRating += ( gbSkillTraitBonus[MARTIALARTS_OT] * NUM_SKILL_TRAITS( pDefender, MARTIALARTS_OT ) )/ 2;
}
}
}
else
{ // punch/hand-to-hand/martial arts attack/steal
if ( gGameOptions.fNewTraitSystem )
{
iDefRating += gSkillTraitValues.bModifierDodgeHtHChance; // Make HtH dodging a little more problematic for untrained mercs
if ( !pAttacker->usAttackingWeapon || Item[pAttacker->inv[HANDPOS].usItem].brassknuckles )
{
if (HAS_SKILL_TRAIT( pDefender, MARTIAL_ARTS_NT ))
{
// Bonus to dodge to MA trait - SANDRO
// Note that it no longer depends on whatever having in hands, because before
// you would have unlogicaly lesser chance to dodge with a knife in hands than with a gun
iDefRating += gSkillTraitValues.ubMAChanceToDodgeHtH * NUM_SKILL_TRAITS( pDefender, MARTIAL_ARTS_NT ); // +35% per trait
if ( !pDefender->inv[HANDPOS].exists() )
{
iDefRating += ( gSkillTraitValues.ubMAOnTopCTDHtHBareHanded * NUM_SKILL_TRAITS( pDefender, MARTIAL_ARTS_NT ) );
}
else if ( Item[pDefender->inv[HANDPOS].usItem].brassknuckles )
{
iDefRating += ( gSkillTraitValues.ubMAOnTopCTDHtHBrassKnuckles * NUM_SKILL_TRAITS( pDefender, MARTIAL_ARTS_NT ) );
}
}
}
else
{
if (HAS_SKILL_TRAIT( pDefender, MARTIAL_ARTS_NT ))
{
iDefRating += gSkillTraitValues.ubMAChanceToDodgeMelee * NUM_SKILL_TRAITS( pDefender, MARTIAL_ARTS_NT ); // +35% per trait
}
if (HAS_SKILL_TRAIT( pDefender, MELEE_NT ))
{
iDefRating += gSkillTraitValues.ubMEDodgeBluntBonus;
if (Item[pDefender->inv[HANDPOS].usItem].usItemClass == IC_BLADE)
{
// bonus, when we have our knife in hands
iDefRating += gSkillTraitValues.ubMECtDBluntOnTopWithBladeInHands;
}
}
}
}
else
{
// SANDRO - this is so idiotic, it actiually means, that martial artists and HtH
// soldiers do not get their dodging bonus if they have a knife in hands, but do
// have it if having anything else! I just had to change it, for it is a bug more
// than an intended feature
if (HAS_SKILL_TRAIT( pDefender, KNIFING_OT ) && Item[pDefender->inv[HANDPOS].usItem].usItemClass == IC_BLADE && ubMode != HTH_MODE_STEAL)
{
// with our knife, we get some bonus at defending from HTH attacks
iDefRating += ( gbSkillTraitBonus[KNIFING_OT] * NUM_SKILL_TRAITS( pDefender, KNIFING_OT ) ) / 2;
}
if (HAS_SKILL_TRAIT( pDefender, MARTIALARTS_OT ))
{
// now the bonus depends on what we have in hands
if ( pDefender->inv[HANDPOS].exists() )
{
// if we have something in hands, the chance is reduced
iDefRating += gbSkillTraitBonus[MARTIALARTS_OT] * NUM_SKILL_TRAITS( pDefender, MARTIALARTS_OT )*2/3;
}
else
{
// else we are unbeatable
iDefRating += gbSkillTraitBonus[MARTIALARTS_OT] * NUM_SKILL_TRAITS( pDefender, MARTIALARTS_OT );
}
}
if (HAS_SKILL_TRAIT( pDefender, HANDTOHAND_OT ))
{
iDefRating += gbSkillTraitBonus[HANDTOHAND_OT] * NUM_SKILL_TRAITS( pDefender, HANDTOHAND_OT );
}
}
}
// Added character traits influence
if ( gGameOptions.fNewTraitSystem && pDefender->ubProfile != NO_PROFILE )
{
// Sociable - better performance in groups
if ( gMercProfiles[ pDefender->ubProfile ].bCharacterTrait == CHAR_TRAIT_SOCIABLE )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pDefender->ubProfile, CHAR_TRAIT_SOCIABLE );
if ( bNumMercs > 2 )
iDefRating += 5;
else if ( bNumMercs > 0 )
iDefRating += 2;
}
// Loner - better performance when alone
else if ( gMercProfiles[ pDefender->ubProfile ].bCharacterTrait == CHAR_TRAIT_LONER )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pDefender->ubProfile, CHAR_TRAIT_LONER );
if ( bNumMercs == 0 )
iDefRating += 5;
else if ( bNumMercs <= 1 )
iDefRating += 2;
}
// Show-off - better performance if some babes around to impress
else if ( gMercProfiles[ pDefender->ubProfile ].bCharacterTrait == CHAR_TRAIT_SHOWOFF )
{
INT8 bNumMercs = CheckMercsNearForCharTraits( pDefender->ubProfile, CHAR_TRAIT_SHOWOFF );
if ( bNumMercs > 1 )
iDefRating += 5;
else if ( bNumMercs > 0 )
iDefRating += 2;
}
else if ( gMercProfiles[ pDefender->ubProfile ].bCharacterTrait == CHAR_TRAIT_DAUNTLESS )
{
iDefRating -= 5;
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////
if (iDefRating < 1)
iDefRating = 1;
//NumMessage("CalcChanceToStab - Attacker's Rating = ",iAttRating);
//NumMessage("CalcChanceToStab - Defender's Rating = ",iDefRating);
// calculate chance to hit by comparing the 2 opponent's ratings
// iChance = (100 * iAttRating) / (iAttRating + iDefRating);
if (ubMode == HTH_MODE_STEAL)
{
// make this more extreme so that weak people have a harder time stealing from
// the stronger
iChance = 50 * iAttRating / iDefRating;
}
else
{
// Changed from DG by CJC to give higher chances of hitting with a stab or punch
iChance = 67 + (iAttRating - iDefRating) / 3;
// SANDRO - Enhanced Close Combat System - chances to hit for punches aimed at body parts
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
{
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pAttacker, MARTIAL_ARTS_NT ) &&
((pAttacker->usAnimState == NINJA_SPINKICK) || (pAttacker->aiData.bAimTime >= (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedPunches : 6))) )
{
// spinning kick or focused punch modifier
iChance += gSkillTraitValues.bMAAimedPunchCtHModifier * NUM_SKILL_TRAITS( pAttacker, MARTIAL_ARTS_NT );
}
if ( pAttacker->bAimShotLocation == AIM_SHOT_HEAD )
{
// Harder to hit head (but higher damage there)
iChance -= 20;
}
else if( pAttacker->bAimShotLocation == AIM_SHOT_LEGS )
{
// easy to hit legs (but low damage there)
iChance += 25;
}
}
else
{
if ( pAttacker->bAimShotLocation == AIM_SHOT_HEAD )
{
// make this harder!
iChance -= 20;
}
}
}
////////////////////////////////////////////////////////////////////////////////////
// SANDRO - Bonus CtH for Militia
if (pAttacker->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA && gGameExternalOptions.sGreenMilitiaCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sGreenMilitiaCtHBonusPercent) /100);
else if (pAttacker->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA && gGameExternalOptions.sRegularMilitiaCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sRegularMilitiaCtHBonusPercent) /100);
else if (pAttacker->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA && gGameExternalOptions.sVeteranMilitiaCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sVeteranMilitiaCtHBonusPercent) /100);
// bonus for enemy
else if (pAttacker->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR && gGameExternalOptions.sEnemyAdminCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sEnemyAdminCtHBonusPercent) /100);
else if (pAttacker->ubSoldierClass == SOLDIER_CLASS_ARMY && gGameExternalOptions.sEnemyRegularCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sEnemyRegularCtHBonusPercent) /100);
else if (pAttacker->ubSoldierClass == SOLDIER_CLASS_ELITE && gGameExternalOptions.sEnemyEliteCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sEnemyEliteCtHBonusPercent) /100);
//////////////////////////////////////////////////////////////////////////////////////
// MAKE SURE CHANCE TO HIT IS WITHIN DEFINED LIMITS
// HEADROCK: I urinate on your Defined Limits! Power Rangers, Externalize!
// Disclaimer: No offense meant, all in good fun ;)
if (iChance < gGameExternalOptions.ubMinimumCTH)
{
iChance = gGameExternalOptions.ubMinimumCTH;
}
else
{
// HEADROCK (HAM): Externalized maximum to JA2_OPTIONS.INI
//if (iChance > MAXCHANCETOHIT)
// iChance = MAXCHANCETOHIT;
if (iChance > gGameExternalOptions.ubMaximumCTH)
iChance = gGameExternalOptions.ubMaximumCTH;
}
//NumMessage("ChanceToStab = ",chance);
return (iChance);
}
UINT32 CalcChanceToStab(SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAimTime)
{
return( CalcChanceHTH( pAttacker, pDefender, ubAimTime, HTH_MODE_STAB ) );
}
UINT32 CalcChanceToPunch(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, INT16 ubAimTime)
{
return( CalcChanceHTH( pAttacker, pDefender, ubAimTime, HTH_MODE_PUNCH ) );
}
UINT32 CalcChanceToSteal(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, INT16 ubAimTime)
{
return( CalcChanceHTH( pAttacker, pDefender, ubAimTime, HTH_MODE_STEAL ) );
}
void ReloadWeapon( SOLDIERTYPE *pSoldier, UINT8 ubHandPos )
{
// NB this is a cheat function, don't award experience
if ( pSoldier->inv[ ubHandPos ].exists() == true )
{
pSoldier->inv[ ubHandPos ][0]->data.gun.ubGunShotsLeft = GetMagSize(&pSoldier->inv[ ubHandPos ]);
// Dirty Bars
if ( IsUnderBarrelAttached(&pSoldier->inv[ ubHandPos ]))
{
(*FindAttachment_UnderBarrel(&pSoldier->inv[ ubHandPos ]))[0]->data.gun.ubGunShotsLeft = GetMagSize(FindAttachment_UnderBarrel(&pSoldier->inv[ ubHandPos ]));
}
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL1 );
}
}
// Changed by ADB, rev 1513
//BOOLEAN IsGunWeaponModeCapable( SOLDIERTYPE *pSoldier, UINT8 ubHandPos , UINT8 bWpnMode)
BOOLEAN IsGunWeaponModeCapable( OBJECTTYPE* pObject, WeaponMode bWpnMode, SOLDIERTYPE *pSoldier )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("IsGunWeaponModeCapable: weapon mode=%d",bWpnMode));
// Flugente: if have a riflegrenade device attached, and that thing has a launchable grenade, block all other firing modes
if ( HasAttachmentOfClass(pObject, AC_RIFLEGRENADE) )
{
OBJECTTYPE* pRifleGrenadeDeviceObj = FindAttachment_GrenadeLauncher(pObject);
if ( pRifleGrenadeDeviceObj && FindLaunchableAttachment( pObject, pRifleGrenadeDeviceObj->usItem) )
{
if ( bWpnMode == WM_ATTACHED_GL )
{
return TRUE;
}
else
return FALSE;
}
}
switch(bWpnMode)
{
case WM_NORMAL:
//return (pSoldier->inv[ ubHandPos ].exists() == true && Item[ pSoldier->inv[ ubHandPos ].usItem ].usItemClass & IC_WEAPON && !Weapon[ pSoldier->inv[ ubHandPos ].usItem ].NoSemiAuto ); // Check for being a weapon....
return (pObject->exists() == true && Item[ pObject->usItem ].usItemClass & IC_WEAPON && !Weapon[ pObject->usItem ].NoSemiAuto ); // Check for being a weapon....
case WM_BURST:
//return IsGunBurstCapable(pSoldier, ubHandPos, FALSE);
return IsGunBurstCapable(pObject, FALSE, pSoldier);
case WM_AUTOFIRE:
//return ((IsGunAutofireCapable(pSoldier, ubHandPos) || Weapon[ pSoldier->inv[ ubHandPos ].usItem ].NoSemiAuto )&& !Item[pSoldier->inv[ubHandPos].usItem].grenadelauncher );
return ((IsGunAutofireCapable(pObject) || Weapon[ pObject->usItem ].NoSemiAuto )&& !Item[pObject->usItem].grenadelauncher );
case WM_ATTACHED_GL:
// return (FindAttachment( &(pSoldier->inv[ubHandPos]), UNDER_GLAUNCHER ) != 0 && FindLaunchableAttachment( &(pSoldier->inv[ubHandPos]), UNDER_GLAUNCHER ) != 0 );
//return (!Item[pSoldier->inv[ubHandPos].usItem].grenadelauncher && IsGrenadeLauncherAttached( &(pSoldier->inv[ubHandPos]) ) && FindLaunchableAttachment( &(pSoldier->inv[ubHandPos]), GetAttachedGrenadeLauncher( &(pSoldier->inv[ubHandPos]) )) != 0 );
return ( (!Item[pObject->usItem].grenadelauncher && !IsAttachmentClass(pObject->usItem, AC_RIFLEGRENADE) ) && IsGrenadeLauncherAttached( pObject ) && FindLaunchableAttachment( pObject, GetAttachedGrenadeLauncher( pObject )) != 0 );
case WM_ATTACHED_GL_BURST:
//return (!Item[pSoldier->inv[ubHandPos].usItem].grenadelauncher && IsGrenadeLauncherAttached( &(pSoldier->inv[ubHandPos]) ) && Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[ubHandPos])].ubShotsPerBurst > 0 && FindLaunchableAttachment( &(pSoldier->inv[ubHandPos]), GetAttachedGrenadeLauncher( &(pSoldier->inv[ubHandPos]))) != 0 );
return ( (!Item[pObject->usItem].grenadelauncher && !HasAttachmentOfClass( pObject, AC_RIFLEGRENADE ) ) && IsGrenadeLauncherAttached( pObject ) && Weapon[GetAttachedGrenadeLauncher(pObject)].ubShotsPerBurst > 0 && FindLaunchableAttachment( pObject, GetAttachedGrenadeLauncher( pObject)) != 0 );
case WM_ATTACHED_GL_AUTO:
return FALSE;
// return (!Item[pSoldier->inv[ubHandPos].usItem].grenadelauncher && Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[ubHandPos])].bAutofireShotsPerFiveAP > 0 && FindLaunchableAttachment( &(pSoldier->inv[ubHandPos]), GetAttachedGrenadeLauncher( &(pSoldier->inv[ubHandPos]) ) != ITEM_NOT_FOUND );
case WM_ATTACHED_UB:
return (IsUnderBarrelAttached( pObject ) && !Weapon[FindAttachment_UnderBarrel(pObject)->usItem].NoSemiAuto );
case WM_ATTACHED_UB_BURST:
return (IsUnderBarrelAttached( pObject ) && IsGunBurstCapable(FindAttachment_UnderBarrel(pObject), FALSE, pSoldier));
case WM_ATTACHED_UB_AUTO:
return (IsUnderBarrelAttached( pObject ) && (IsGunAutofireCapable(FindAttachment_UnderBarrel(pObject)) || Weapon[FindAttachment_UnderBarrel(pObject)->usItem].NoSemiAuto));
default:
return FALSE;
}
}
// Changed by ADB, rev 1513
//BOOLEAN IsGunAutofireCapable( SOLDIERTYPE *pSoldier, UINT8 ubHandPos )
BOOLEAN IsGunAutofireCapable( OBJECTTYPE* pObject )
{
BOOLEAN fCapable = FALSE;
//if ( pSoldier->inv[ ubHandPos ].exists() == true )
if ( pObject->exists() == true )
{
// ATE: Check for being a weapon....
//if ( Item[ pSoldier->inv[ ubHandPos ].usItem ].usItemClass & IC_WEAPON )
if ( Item[ pObject->usItem ].usItemClass & IC_WEAPON )
{
//if ( GetAutofireShotsPerFiveAPs(&pSoldier->inv[ ubHandPos ]) > 0 )
if ( GetAutofireShotsPerFiveAPs(pObject) > 0 )
{
fCapable = TRUE;
}
}
}
return( fCapable );
}
// Changed by ADB, rev 1513
//BOOLEAN IsGunBurstCapable( SOLDIERTYPE *pSoldier, UINT8 ubHandPos , BOOLEAN fNotify )
BOOLEAN IsGunBurstCapable(OBJECTTYPE* pObject, BOOLEAN fNotify, SOLDIERTYPE* pSoldier )
{
BOOLEAN fCapable = FALSE;
//if ( pSoldier->inv[ ubHandPos ].exists() == true )
if ( pObject->exists() == true )
{
// ATE: Check for being a weapon....
//if ( Item[ pSoldier->inv[ ubHandPos ].usItem ].usItemClass & IC_WEAPON )
if ( Item[ pObject->usItem ].usItemClass & IC_WEAPON )
{
//if ( GetShotsPerBurst(&pSoldier->inv[ ubHandPos ]) > 0 )
if ( GetShotsPerBurst(pObject) > 0 )
{
fCapable = TRUE;
}
}
}
//ADB fNotify is always false, so notify and pSoldier are not necessary parameters
if ( fNotify && !fCapable && pSoldier != NULL )
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_NOT_BURST_CAPABLE ], pSoldier->GetName() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_NOT_BURST_CAPABLE ], pSoldier->GetName() );
}
return( fCapable );
}
void HandleTacticalEffectsOfEquipmentChange( SOLDIERTYPE *pSoldier, UINT32 uiInvPos, UINT16 usOldItem, UINT16 usNewItem )
{
#ifdef ADB_TODO
SetBurstAndAutoFireMode(pSoldier, GetWeaponMode(&pSoldier->inv[uiInvPos]));
#endif
// if in attached weapon mode and don't have weapon with GL attached in hand, reset weapon mode
if ( ( (pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO )&& !IsGrenadeLauncherAttached( &(pSoldier->inv[ HANDPOS ]) ) ) ||
( (pSoldier->bWeaponMode == WM_ATTACHED_UB || pSoldier->bWeaponMode == WM_ATTACHED_UB_BURST || pSoldier->bWeaponMode == WM_ATTACHED_UB_AUTO )&& !IsUnderBarrelAttached( &(pSoldier->inv[ HANDPOS ] ) ) ) )
{
if ( !Weapon[pSoldier->inv[ HANDPOS ].usItem].NoSemiAuto )
{
pSoldier->bWeaponMode = WM_NORMAL;
pSoldier->bDoBurst = FALSE;
pSoldier->bDoAutofire = 0;
}
else
{
pSoldier->bWeaponMode = WM_AUTOFIRE;
pSoldier->bDoBurst = TRUE;
pSoldier->bDoAutofire = 1;
}
if ( Item[ pSoldier->inv[ HANDPOS ].usItem ].twohanded && Weapon[ pSoldier->inv[ HANDPOS ].usItem ].HeavyGun && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 )
pSoldier->bScopeMode = USE_ALT_WEAPON_HOLD;
else
pSoldier->bScopeMode = USE_BEST_SCOPE;
}
// if he is loaded tactically
if ( pSoldier->bInSector )
{
// If this is our main hand
if ( uiInvPos == HANDPOS || uiInvPos == SECONDHANDPOS )
{
// check if we need to change animation!
pSoldier->ReLoadSoldierAnimationDueToHandItemChange( usOldItem, usNewItem );
}
// if this is head gear
if ( uiInvPos == HEAD1POS || uiInvPos == HEAD2POS )
{
// Could be because of GOGGLES change... Re-create light...
pSoldier->DeleteSoldierLight( );
pSoldier->PositionSoldierLight( );
}
}
else
{
// as a minimum
if ( (Item[ pSoldier->inv[ HANDPOS ].usItem ].usItemClass & IC_WEAPON) && GetShotsPerBurst(&pSoldier->inv[ HANDPOS ]) == 0 )
{
if ( !Weapon[pSoldier->inv[ HANDPOS ].usItem].NoSemiAuto )
{
pSoldier->bWeaponMode = WM_NORMAL;
pSoldier->bDoBurst = FALSE;
pSoldier->bDoAutofire = 0;
}
else
{
pSoldier->bWeaponMode = WM_AUTOFIRE;
pSoldier->bDoAutofire = 1;
pSoldier->bDoBurst = TRUE;
}
if ( Item[ pSoldier->inv[ HANDPOS ].usItem ].twohanded && Weapon[ pSoldier->inv[ HANDPOS ].usItem ].HeavyGun && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 )
pSoldier->bScopeMode = USE_ALT_WEAPON_HOLD;
else
pSoldier->bScopeMode = USE_BEST_SCOPE;
}
}
// Flugente: if we are using dual weapons, only allow iron sights (we can't look through two scopes simultaneously, can we?)
if ( uiInvPos == HANDPOS || uiInvPos == SECONDHANDPOS )
{
if ( (Item[ pSoldier->inv[ HANDPOS ].usItem ].usItemClass & IC_WEAPON) && (Item[ pSoldier->inv[ SECONDHANDPOS ].usItem ].usItemClass & IC_WEAPON) )
{
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(&pSoldier->inv[ HANDPOS ], ObjList);
std::map<INT8, OBJECTTYPE*>::iterator itend = ObjList.end();
for (std::map<INT8, OBJECTTYPE*>::iterator it = ObjList.begin(); it != itend; ++it)
{
if ( (*it).second != NULL )
{
pSoldier->bScopeMode = (*it).first;
}
else
break;
}
}
}
}
INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fArmed )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"calcmaxtossrange");
INT32 iRange = 0;
UINT16 usSubItem = NOTHING;
if ( EXPLOSIVE_GUN( usItem ) )
{
// oops! return value in weapons table
return( GetModifiedGunRange(usItem) / CELL_X_SIZE );
}
// if item's fired mechanically
// ATE: If we are sent in a LAUNCHABLE, get the LAUCNHER, and sub ONLY if we are armed...
//MM: this only works if every launcher for a given launchable has the same range!!
//usSubItem = GetLauncherFromLaunchable( usItem );
//MM: So instead, let's look at the soldier's hand, and check his gun for an underbarrel GL
if ( fArmed )
{
OBJECTTYPE *pObj = NULL;
pObj = pSoldier->GetUsedWeapon( &pSoldier->inv[pSoldier->ubAttackingHand] );
if ( pObj != NULL )
{
if (Item[pObj->usItem].usItemClass == IC_LAUNCHER)
usSubItem = pObj->usItem;
else if (Item[pObj->usItem].usItemClass == IC_GUN)
{
usSubItem = GetAttachedGrenadeLauncher(pObj);
}
}
}
if ( fArmed && usSubItem != NOTHING )
{
usItem = usSubItem;
}
if ( Item[ usItem ].usItemClass == IC_LAUNCHER && fArmed )
{
// this function returns range in tiles so, stupidly, we have to divide by 10 here
iRange = GetModifiedGunRange(usItem) / CELL_X_SIZE;
}
else
{
// if ( Item[ usItem ].fFlags & ITEM_UNAERODYNAMIC )
if ( Item[ usItem ].unaerodynamic )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"calcmaxtossrange: not aerodynamic");
iRange = 1;
}
else if ( Item[ usItem ].usItemClass == IC_GRENADE )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"calcmaxtossrange: grenade");
// start with the range based on the soldier's strength and the item's weight
// Altered by Digicrab on 14 March, 2004
// Reversed a Ja2Gold change that made grenades of weight 3 or more have the same throw distance as those of weight 3.
INT32 iThrowingStrength = ( EffectiveStrength( pSoldier, FALSE ) * 2 + 100 ) / 3;
iRange = 2 + ( iThrowingStrength / (3 + (Item[usItem].ubWeight) / 3 ));
}
else
{ // not as aerodynamic!
// start with the range based on the soldier's strength and the item's weight
iRange = 2 + ( ( EffectiveStrength( pSoldier, FALSE ) / ( 5 + Item[usItem].ubWeight) ) );
}
// adjust for thrower's remaining breath (lose up to 1/2 of range)
iRange -= (iRange * (100 - pSoldier->bBreath)) / 200;
////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - old/new traits
if( gGameOptions.fNewTraitSystem )
{
if ( (Item[ usItem ].usItemClass == IC_THROWING_KNIFE) && (HAS_SKILL_TRAIT( pSoldier, THROWING_NT )) )
{
// better max range due to expertise
iRange += ((iRange * gSkillTraitValues.ubTHBladesMaxRange ) / 100);
}
else if ( (Item[ usItem ].usItemClass == IC_GRENADE) && (HAS_SKILL_TRAIT( pSoldier, DEMOLITIONS_NT )) )
{
// better max range due to expertise
iRange += ((iRange * gSkillTraitValues.ubDEMaxRangeToThrowGrenades) / 100);
}
}
else
{
if ( HAS_SKILL_TRAIT( pSoldier, THROWING_OT ) )
{
// better max range due to expertise
iRange = iRange * (100 + gbSkillTraitBonus[THROWING_OT] * NUM_SKILL_TRAITS( pSoldier, THROWING_OT ) ) / 100;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
// Adjust for thrower's stance
if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight < ANIM_STAND)
{
// For now we just assume the thrower is crouched since we don't allow prone tossing at the moment
// So dock 30% from the distance
iRange = (iRange * 70) / 100;
}
}
if (iRange < 1)
{
iRange = 1;
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"calcmaxtossrange done");
return( iRange );
}
UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
{
INT32 iChance, iMaxRange, iRange;
UINT16 usHandItem;
INT8 bPenalty, bBandaged;
if ( pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO )
{
usHandItem = GetAttachedGrenadeLauncher (&pSoldier->inv[HANDPOS]);// UNDER_GLAUNCHER;
}
else
{
usHandItem = pSoldier->inv[HANDPOS].usItem;
}
/*
// CJC: Grenade Launchers don't fire in a straight line!
#ifdef BETAVERSION
if (usHandItem == GLAUNCHER)
{
PopMessage("CalcThrownChanceToHit: DOESN'T WORK ON GLAUNCHERs!");
return(0);
}
#endif
*/
if ( Item[ usHandItem ].usItemClass != IC_LAUNCHER && pSoldier->bWeaponMode != WM_ATTACHED_GL && pSoldier->bWeaponMode != WM_ATTACHED_GL_BURST && pSoldier->bWeaponMode != WM_ATTACHED_GL_AUTO )
{
// PHYSICALLY THROWN arced projectile (ie. grenade)
// for lack of anything better, base throwing accuracy on dex & marskmanship
iChance = ( EffectiveDexterity( pSoldier, FALSE ) + EffectiveMarksmanship( pSoldier ) ) / 2;
////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - old/new traits
if ( gGameOptions.fNewTraitSystem )
{
// throwing trait helps out on grenades and knives
if ( Item[ usHandItem ].usItemClass == IC_THROWING_KNIFE )
{
iChance += gSkillTraitValues.bCtHModifierThrowingKnives; // -15% for untrained mercs
if ( HAS_SKILL_TRAIT( pSoldier, THROWING_NT ) )
iChance += (gSkillTraitValues.ubTHBladesCtHBonus + (gSkillTraitValues.ubTHBladesCtHBonusPerClick * pSoldier->aiData.bAimTime) );
}
else
{
iChance += gSkillTraitValues.bCtHModifierThrowingGrenades; // -10% for untrained mercs
if ( HAS_SKILL_TRAIT( pSoldier, DEMOLITIONS_NT ) )
iChance += gSkillTraitValues.ubDECtHWhenThrowingGrenades; // +30% chance
}
}
else
{
if ( HAS_SKILL_TRAIT( pSoldier, THROWING_OT ) )
iChance += gbSkillTraitBonus[THROWING_OT] * NUM_SKILL_TRAITS( pSoldier, THROWING_OT );
}
////////////////////////////////////////////////////////////////////////////////////////////////
}
else
{
// MECHANICALLY FIRED arced projectile (ie. mortar), need brains & know-how
iChance = ( EffectiveDexterity( pSoldier, FALSE ) + EffectiveMarksmanship( pSoldier ) + EffectiveWisdom( pSoldier ) + pSoldier->stats.bExpLevel ) / 4;
////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - old/new traits
if ( gGameOptions.fNewTraitSystem )
{
if ( Item[ usHandItem ].mortar )
{
if (HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPONS_NT ))
iChance += (gSkillTraitValues.sCtHModifierMortar * max( 0, ((100 - gSkillTraitValues.ubHWMortarCtHPenaltyReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ))/100)));
else
iChance += gSkillTraitValues.sCtHModifierMortar; // -60% for untrained mercs
}
else
{
iChance += gSkillTraitValues.bCtHModifierGrenadeLaunchers; // -25% for untrained mercs
if (HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPONS_NT ))
iChance += gSkillTraitValues.ubHWBonusCtHGrenadeLaunchers * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ); // +25% per trait - SANDRO
}
}
else
{
// This feature is available only if not having new traits on - SANDRO
// Also.. this was moved here before the Heavy Weapons bonus
// HEADROCK HAM 3.2: External divisor for CTH with mortars, now that they are more prevalent in the battlefield.
if ( Item[ usHandItem ].mortar )
{
iChance = iChance / gGameExternalOptions.ubMortarCTHDivisor;
}
// heavy weapons trait helps out
if (HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPS_OT ))
{
iChance += gbSkillTraitBonus[HEAVY_WEAPS_OT] * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPS_OT );
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
}
if ( UsingNewCTHSystem() == false && pSoldier->bDoBurst )
{
int iPenalty = ( Weapon[usHandItem].ubBurstPenalty
- GetBurstToHitBonus(&pSoldier->inv[HANDPOS], gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE) )
* (pSoldier->bDoBurst - 1);
// SAMDRO - shooting dual bursts is somehow harder to control
if ( pSoldier->IsValidSecondHandBurst() )
{
iPenalty = iPenalty*6/5; // +10%
}
// halve the penalty for people with the autofire trait
/////////////////////////////////////////////////////////////////////////
// SANDRO - old/new traits
if ( gGameOptions.fNewTraitSystem )
{
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) )
{
iPenalty = max(0, ((iPenalty * (100 - gSkillTraitValues.ubAWAutoFirePenaltyReduction * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT )))/100));
}
}
else
{
if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPS_OT ) )
{
iPenalty /= 2 * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPS_OT );
}
}
/////////////////////////////////////////////////////////////////////////
iChance -= iPenalty;
}
// modify based on morale
iChance += GetMoraleModifier( pSoldier );
// modify by fatigue
iChance -= GetSkillCheckPenaltyForFatigue( pSoldier, iChance );
// if shooting same target from same position as the last shot
if (sGridNo == pSoldier->sLastTarget)
{
iChance += AIM_BONUS_SAME_TARGET; // give a bonus to hit
}
// ADJUST FOR EXTRA AIMING TIME
if (ubAimTime)
{
iChance += (AIM_BONUS_PER_AP * ubAimTime); // bonus for every pt of aiming
}
/*
if (!pSoldier->human) // if this is a computer AI controlled enemy
{
iChance += Diff[DIFF_ENEMY_TO_HIT_MOD][GameOption[ENEMYDIFFICULTY]];
}
*/
// if shooter is being affected by gas
if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED )
{
iChance -= AIM_PENALTY_GASSED;
}
// if shooter is being bandaged at the same time, his concentration is off
if (pSoldier->ubServiceCount > 0)
{
iChance -= AIM_PENALTY_GETTINGAID;
}
// if shooter is still in shock
if (pSoldier->aiData.bShock)
{
iChance -= (pSoldier->aiData.bShock * AIM_PENALTY_PER_SHOCK);
}
// calculate actual range (in world units)
iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
//NumMessage("ACTUAL RANGE = ",range);
// Snap: Use tohitbonus or aimbonus instead
/*if ( GetDayVisionRangeBonus (pSoldier) >0) // pSoldier->inv[HEAD1POS].usItem == SUNGOGGLES || pSoldier->inv[HEAD2POS].usItem == SUNGOGGLES)
{
// decrease effective range by 10% when using sungoggles (w or w/o scope)
iRange -= iRange / 10; //basically, +1% to hit per every 2 squares
}*/
//NumMessage("EFFECTIVE RANGE = ",range);
// ADJUST FOR RANGE
if ( Item[usHandItem].mortar && iRange < MIN_MORTAR_RANGE)
{
return(0);
}
else
{
iMaxRange = CalcMaxTossRange( pSoldier, usHandItem , TRUE ) * CELL_X_SIZE;
//NumMessage("MAX RANGE = ",maxRange);
// bonus if range is less than 1/2 maximum range, penalty if it's more
// bonus is 50% at range 0, -50% at maximum range
iChance += 50 * 2 * ( (iMaxRange / 2) - iRange ) / iMaxRange;
//iChance += ((iMaxRange / 2) - iRange); // increments of 1% per pixel
// IF TARGET IS BEYOND MAXIMUM THROWING RANGE
if (iRange > iMaxRange)
{
// the object CAN travel that far if not blocked, but it's NOT accurate!
iChance /= 2;
}
}
// IF CHANCE EXISTS, BUT ATTACKER IS INJURED
if ((iChance > 0) && (pSoldier->stats.bLife < pSoldier->stats.bLifeMax))
{
// if bandaged, give 1/2 of the bandaged life points back into equation
bBandaged = pSoldier->stats.bLifeMax - pSoldier->stats.bLife - pSoldier->bBleeding;
// injury penalty is based on % damage taken (max 2/3rds iChance)
bPenalty = (2 * iChance * (pSoldier->stats.bLifeMax - pSoldier->stats.bLife + (bBandaged / 2))) /
(3 * pSoldier->stats.bLifeMax);
// for mechanically-fired projectiles, reduce penalty in half
if ( Item[ usHandItem ].usItemClass == IC_LAUNCHER )
{
bPenalty /= 2;
}
// reduce injury penalty due to merc's experience level (he can take it!)
iChance -= (bPenalty * (100 - (10 * ( EffectiveExpLevel( pSoldier ) - 1)))) / 100;
}
// IF CHANCE EXISTS, BUT ATTACKER IS LOW ON BREATH
if ((iChance > 0) && (pSoldier->bBreath < 100))
{
// breath penalty is based on % breath missing (max 1/2 iChance)
bPenalty = (iChance * (100 - pSoldier->bBreath)) / 200;
// for mechanically-fired projectiles, reduce penalty in half
if ( Item[ usHandItem ].usItemClass == IC_LAUNCHER )
bPenalty /= 2;
// reduce breath penalty due to merc's dexterity (he can compensate!)
iChance -= (bPenalty * (100 - ( EffectiveDexterity( pSoldier, FALSE ) - 10))) / 100;
}
// if iChance exists, but it's a mechanical item being used
if ((iChance > 0) && (Item[ usHandItem ].usItemClass == IC_LAUNCHER ))
// reduce iChance to hit DIRECTLY by the item's working condition
iChance = (iChance * WEAPON_STATUS_MOD(pSoldier->inv[HANDPOS][0]->data.objectStatus)) / 100;
// HEADROCK HAM 3.2: External divisor for CTH with mortars, now that they are more prevalent in the battlefield.
// SANDRO - moved this up
//if ( Item[ usHandItem ].mortar )
//{
// iChance = iChance / gGameExternalOptions.ubMortarCTHDivisor;
//}
////////////////////////////////////////////////////////////////////////////////////
// SANDRO - Bonus CtH for Militia
if (pSoldier->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA && gGameExternalOptions.sGreenMilitiaCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sGreenMilitiaCtHBonusPercent) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA && gGameExternalOptions.sRegularMilitiaCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sRegularMilitiaCtHBonusPercent) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA && gGameExternalOptions.sVeteranMilitiaCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sVeteranMilitiaCtHBonusPercent) /100);
// bonus for enemy
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR && gGameExternalOptions.sEnemyAdminCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sEnemyAdminCtHBonusPercent) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ARMY && gGameExternalOptions.sEnemyRegularCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sEnemyRegularCtHBonusPercent) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE && gGameExternalOptions.sEnemyEliteCtHBonusPercent != 0)
iChance += ((iChance * gGameExternalOptions.sEnemyEliteCtHBonusPercent) /100);
//////////////////////////////////////////////////////////////////////////////////////
// What's with all these defined limits? Let's think out of the box for a minute, shall we?
// HEADROCK (HAM): externalized, effective immediately.
if (iChance < gGameExternalOptions.ubMinimumCTH)
iChance = gGameExternalOptions.ubMinimumCTH;
else
{
// HEADROCK (HAM): Externalized maximum to JA2_OPTIONS.INI
//if (iChance > MAXCHANCETOHIT)
// iChance = MAXCHANCETOHIT;
if (iChance > gGameExternalOptions.ubMaximumCTH)
iChance = gGameExternalOptions.ubMaximumCTH;
}
//NumMessage("ThrownChanceToHit = ",iChance);
return (iChance);
}
void ChangeWeaponMode( SOLDIERTYPE * pSoldier )
{
// ATE: Don't do this if in a fire amimation.....
if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIRE )
{
return;
}
do
{
pSoldier->bWeaponMode++;
if(pSoldier->bWeaponMode == NUM_WEAPON_MODES)
{
if ( Weapon[pSoldier->inv[HANDPOS].usItem].NoSemiAuto )
pSoldier->bWeaponMode = WM_AUTOFIRE;
else
pSoldier->bWeaponMode = WM_NORMAL;
if ( HasAttachmentOfClass( &(pSoldier->inv[HANDPOS]), AC_RIFLEGRENADE) )
{
OBJECTTYPE* pRifleGrenadeDeviceObj = FindAttachment_GrenadeLauncher( &(pSoldier->inv[HANDPOS]) );
if ( pRifleGrenadeDeviceObj && FindLaunchableAttachment( &(pSoldier->inv[HANDPOS]), pRifleGrenadeDeviceObj->usItem) )
{
pSoldier->bWeaponMode = WM_ATTACHED_GL;
}
}
}
}
// Changed by ADB, rev 1513
//while(IsGunWeaponModeCapable( pSoldier, HANDPOS, pSoldier->bWeaponMode ) == FALSE && pSoldier->bWeaponMode != WM_NORMAL);
while(IsGunWeaponModeCapable( &pSoldier->inv[HANDPOS], static_cast<WeaponMode>(pSoldier->bWeaponMode), pSoldier ) == FALSE && pSoldier->bWeaponMode != WM_NORMAL);
if (pSoldier->bWeaponMode == WM_AUTOFIRE || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO || pSoldier->bWeaponMode == WM_ATTACHED_UB_AUTO)
{
pSoldier->bDoAutofire = 1;
pSoldier->bDoBurst = 1;
}
else if(pSoldier->bWeaponMode == WM_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_UB_BURST)
{
pSoldier->bDoAutofire = 0;
pSoldier->bDoBurst = 1;
}
else
{
pSoldier->bDoBurst = 0;
pSoldier->bDoAutofire = 0;
}
// Changed by ADB, rev 1513
//pSoldier->flags.fDoSpread = 0;
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
gfUIForceReExamineCursorData = TRUE;
}
// Flugente: use a different scope
void ChangeScopeMode( SOLDIERTYPE * pSoldier, INT32 iTrgGridNo )
{
// just to be safe...
if ( !pSoldier )
return;
// ATE: Don't do this if in a fire animation.....
if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIRE )
return;
if ( (&pSoldier->inv[HANDPOS])->exists() != true )
return;
INT8 bOldAimTime = pSoldier->aiData.bShownAimTime;
// SANDRO - if the gun is flagged as HeavyGun, then we can only fire it from hip, thus no scopes to use at all, not even iron sights
if ( Item[pSoldier->inv[HANDPOS].usItem].twohanded && Weapon[pSoldier->inv[HANDPOS].usItem].HeavyGun && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 )
{
pSoldier->bScopeMode = USE_ALT_WEAPON_HOLD;
}
else
{
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(&pSoldier->inv[HANDPOS], ObjList);
do
{
pSoldier->bScopeMode++;
if(pSoldier->bScopeMode == NUM_SCOPE_MODES)
{
// SANDRO - this is where we offer firing from alternative weapon hold
pSoldier->bScopeMode = USE_ALT_WEAPON_HOLD; // USE_BEST_SCOPE;
}
}
while( ObjList[pSoldier->bScopeMode] == NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD); //USE_BEST_SCOPE);
// If this mode is not allowed, or we are not standing, or holding something weird, skip it
if ( pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD && ( gGameExternalOptions.ubAllowAlternativeWeaponHolding != 3 || gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND || AM_A_ROBOT(pSoldier) || Item[pSoldier->inv[HANDPOS].usItem].rocketlauncher || Item[pSoldier->inv[HANDPOS].usItem].singleshotrocketlauncher ) )
pSoldier->bScopeMode = USE_BEST_SCOPE;
}
// changing scope mode can change number of aiming levels, we should reset the aiming variable here
// for the luxury of the payer, I've made it so if he had aiming set to a higher value, we give him the maximum value for the new scope mode,
// assuming he wants to go for the most accurate shot
if ( iTrgGridNo != 0 )
{
if ( bOldAimTime > AllowedAimingLevels(pSoldier, iTrgGridNo) )
{
pSoldier->aiData.bShownAimTime = AllowedAimingLevels(pSoldier, iTrgGridNo);
}
}
else // wtf, reset to zero just to be sure
{
pSoldier->aiData.bShownAimTime = 0;
}
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
gfUIForceReExamineCursorData = TRUE;
}
void DishoutQueenSwipeDamage( SOLDIERTYPE *pQueenSoldier )
{
INT8 bValidDishoutDirs[3][3] = { NORTH, NORTHEAST, -1,
EAST, SOUTHEAST, -1,
SOUTH, -1, -1 };
UINT32 cnt, cnt2;
SOLDIERTYPE *pSoldier;
INT8 bDir;
INT32 iChance;
INT32 iImpact;
INT32 iHitBy;
// Loop through all mercs and make go
for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
pSoldier = MercSlots[ cnt ];
if (pSoldier != NULL )
{
if ( pSoldier->ubID != pQueenSoldier->ubID )
{
// ATE: Ok, lets check for some basic things here!
if ( pSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pSoldier->sGridNo) && pSoldier->bActive && pSoldier->bInSector )
{
UINT16 usRange = GetModifiedGunRange(CREATURE_QUEEN_TENTACLES);
// Get Pyth spaces away....
if ( GetRangeInCellCoordsFromGridNoDiff( pQueenSoldier->sGridNo, pSoldier->sGridNo ) <= usRange )
{
// get direction
bDir = (INT8)GetDirectionFromGridNo( pSoldier->sGridNo, pQueenSoldier );
//
for ( cnt2 = 0; cnt2 < 2; cnt2++ )
{
if ( bValidDishoutDirs[ pQueenSoldier->aiData.uiPendingActionData1 ][ cnt2 ] == bDir )
{
iChance = CalcChanceToStab( pQueenSoldier, pSoldier, 0 );
// CC: Look here for chance to hit, damage, etc...
// May want to not hit if target is prone, etc....
iHitBy = iChance - (INT32) PreRandom( 100 );
if ( iHitBy > 0 )
{
// Hit!
iImpact = HTHImpact( pQueenSoldier, pSoldier, iHitBy, TRUE );
// SANDRO - new merc records - well, crepitus queen's tentackles are brutal, count them as "stabbed"
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesWoundedStabbed++;
pSoldier->EVENT_SoldierGotHit( CREATURE_QUEEN_TENTACLES, (INT16) iImpact, (INT16) iImpact, gOppositeDirection[ bDir ], 50, pQueenSoldier->ubID, 0, ANIM_CROUCH, 0, 0 );
}
}
}
}
}
}
}
}
pQueenSoldier->aiData.uiPendingActionData1++;
}
BOOLEAN WillExplosiveWeaponFail( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
{
if ( pSoldier->bTeam == gbPlayerNum || pSoldier->bVisible == 1 )
{
// malus for overheating
INT16 iOverheatMalus = 0;
if ( gGameOptions.fWeaponOverheating )
{
FLOAT overheatjampercentage = GetGunOverheatDamagePercentage( pObj);
if ( overheatjampercentage > 1.0 )
iOverheatMalus = (INT16)floor(5*overheatjampercentage*overheatjampercentage);
iOverheatMalus = max(0, iOverheatMalus - 1);
}
if ( (INT8)(PreRandom( 40 ) + PreRandom( 40 ) + iOverheatMalus) > (*pObj)[0]->data.objectStatus )
{
// Do second dice roll
if ( PreRandom( 2 ) == 1 )
{
// Fail
return( TRUE );
}
}
}
return( FALSE );
}
BOOLEAN IsWeapon ( UINT16 itemIndex )
{
UINT32 usItemClass = Item[itemIndex].usItemClass;
return (usItemClass == IC_GUN || usItemClass == IC_PUNCH || usItemClass == IC_BLADE ||
usItemClass == IC_LAUNCHER || usItemClass == IC_THROWING_KNIFE || usItemClass == IC_THROWN ||
usItemClass == IC_GRENADE || usItemClass == IC_TENTACLES);
}
UINT8 GetDamage ( OBJECTTYPE *pObj )
{
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("GetDamage"));
if ( Item[pObj->usItem].usItemClass == IC_BLADE || Item[pObj->usItem].usItemClass == IC_PUNCH || Item[pObj->usItem].usItemClass == IC_TENTACLES )
{
UINT8 ubDamage;
// HEADROCK HAM 3.6: Can now take a negative modifier
if(UsingNewCTHSystem() == true)
{
ubDamage = Weapon[ pObj->usItem ].ubImpact;
ubDamage += GetMeleeDamageBonus(pObj);
ubDamage = (UINT8)GetModifiedMeleeDamage( ubDamage );
}
else
{
ubDamage = (UINT8)GetModifiedMeleeDamage( Weapon[ pObj->usItem ].ubImpact );
ubDamage += GetMeleeDamageBonus(pObj);
}
//return min(255, (UINT8)( (ubDamage) + ( (double)ubDamage / 100) * gGameExternalOptions.iMeleeDamageModifier ) );
return min(255, (UINT8)ubDamage);
}
else
{
UINT8 ubDamage;
// HEADROCK HAM 3.6: Can now take a negative modifier
if(UsingNewCTHSystem() == true)
{
ubDamage = Weapon[ pObj->usItem ].ubImpact;
// HEADROCK HAM 4: I've decided to remove this condition. It makes no friggin sense.
//if (FitsInSmallPocket(pObj) == true)
//{
ubDamage += GetDamageBonus(pObj);
//}
ubDamage = (UINT8)GetModifiedGunDamage( ubDamage );
}
else
{
ubDamage = (UINT8)GetModifiedGunDamage( Weapon[ pObj->usItem ].ubImpact );
// WTF? Why do only small weapons get their damage bonus?!
if (FitsInSmallPocket(pObj) == true)
{
ubDamage += GetDamageBonus(pObj);
}
}
return min(255, (UINT8)ubDamage );
}
}
// HEADROCK HAM 4: Same function as above, but without modifiers from attached items.
UINT8 GetBasicDamage ( OBJECTTYPE *pObj )
{
if ( Item[pObj->usItem].usItemClass == IC_BLADE || Item[pObj->usItem].usItemClass == IC_PUNCH || Item[pObj->usItem].usItemClass == IC_TENTACLES )
{
// HEADROCK HAM 3.6: Can now take a negative modifier
UINT8 ubDamage = (UINT8)GetModifiedMeleeDamage( Weapon[ pObj->usItem ].ubImpact );
return ubDamage;
}
else
{
// HEADROCK HAM 3.6: Can now take a negative modifier
UINT8 ubDamage = (UINT8)GetModifiedGunDamage( Weapon[ pObj->usItem ].ubImpact );
return ubDamage;
}
}
UINT8 GetShotsPerBurst( OBJECTTYPE *pObj )
{
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("GetShotsPerBurst"));
return Weapon[ pObj->usItem ].ubShotsPerBurst + GetBurstSizeBonus(pObj);
}
UINT8 GetBurstPenalty( OBJECTTYPE *pObj, BOOLEAN fProneStance )
{
// Snap: Make sure burst bonus does not exceed burst penalty!
INT16 bns = GetBurstToHitBonus(pObj, fProneStance);
if ( bns > Weapon[ pObj->usItem ].ubBurstPenalty ) {
return 0;
}
return Weapon[ pObj->usItem ].ubBurstPenalty - bns;
}
UINT8 GetAutoPenalty( OBJECTTYPE *pObj, BOOLEAN fProneStance )
{
// Snap: Make sure burst bonus does not exceed burst penalty!
INT16 bns = GetAutoToHitBonus(pObj, fProneStance);
if ( bns > Weapon[ pObj->usItem ].AutoPenalty ) {
return 0;
}
return Weapon[ pObj->usItem ].AutoPenalty - bns;
}
// HEADROCK HAM 4: This determines whether the previous bullet in a volley was a tracer bullet.
BOOLEAN WasPrevBulletATracer( SOLDIERTYPE *pSoldier, OBJECTTYPE *pWeapon )
{
if (!AmmoTypes[ (*pWeapon)[0]->data.gun.ubGunAmmoType ].tracerEffect)
{
// Not a tracer magazine
return (FALSE);
}
if (pSoldier->bDoBurst == 0)
{
// No volley? Tracers are irrelevant
return (FALSE);
}
if (gGameExternalOptions.ubRealisticTracers == 0 || gGameExternalOptions.ubNumBulletsPerTracer == 1)
{
// All bullets are tracers anyway.
return (TRUE);
}
UINT16 usShotsLeft = (*pWeapon)[0]->data.gun.ubGunShotsLeft;
UINT16 usMagSize = GetMagSize(pWeapon);
UINT16 usBulletsFired = usMagSize-usShotsLeft;
UINT16 usBulletsSinceTracer = (usBulletsFired+1)%gGameExternalOptions.ubNumBulletsPerTracer;
if (usBulletsSinceTracer == 1)
{
return (TRUE);
}
else
{
return (FALSE);
}
}
UINT8 GetAutofireShotsPerFiveAPs( OBJECTTYPE *pObj )
{
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("GetAutofireShotsPerFiveAPs"));
// HEADROCK HAM B2.6: Added overall modifier
if (Weapon[ pObj->usItem ].bAutofireShotsPerFiveAP > 0)
{
// WANNE: Fix by Headrock
// Weapons shouldn't ever lose their Bp5AP due to this modifier.
return __max((Weapon[ pObj->usItem ].bAutofireShotsPerFiveAP + gGameExternalOptions.bAutofireBulletsPer5APModifier), 1);
//return __max((Weapon[ pObj->usItem ].bAutofireShotsPerFiveAP + gGameExternalOptions.bAutofireBulletsPer5APModifier), 0);
}
else
return 0;
}
UINT16 GetMagSize( OBJECTTYPE *pObj, UINT8 subObject )
{
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("GetMagSize"));
return Weapon[ pObj->usItem ].ubMagSize + GetMagSizeBonus(pObj, subObject);
}
UINT16 GetExpMagSize( OBJECTTYPE *pObj )
{
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("GetMagSize"));
UINT16 magSize = 0;
if(Item[pObj->usItem].usItemClass & IC_EXPLOSV)
magSize = Explosive[Item[pObj->usItem].ubClassIndex].ubMagSize;
else
magSize = Weapon[pObj->usItem].ubMagSize;
//return Weapon[ pObj->usItem ].ubMagSize + GetMagSizeBonus(pObj);
return magSize;
}
// HEADROCK HAM 3.3: Function to get a weapon's current ammotype.
UINT8 GetAmmoType( OBJECTTYPE *pObj )
{
return (*pObj)[0]->data.gun.ubGunAmmoType;
}
bool WeaponReady(SOLDIERTYPE * pSoldier)
{
#ifdef ROBOT_ALWAYS_READY
if ( AM_A_ROBOT( pSoldier) )
return true;
#endif
if (gbForceWeaponNotReady)
return false;
if (gbForceWeaponReady)
return true;
if (( (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIREREADY ) ||
(gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIRE ) ) &&
!(gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_ALT_WEAPON_HOLDING ) )
return true;
else
return false;
}
INT8 GetAPsToReload( OBJECTTYPE *pObj )
{
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("GetAPsToReload"));
return ( Weapon[ pObj->usItem ].APsToReload *
( 100 - GetPercentReloadTimeAPReduction(pObj) ) ) / 100;
}
// HEADROCK HAM 3.4: Estimates the number of bullets left in the gun. For use during combat.
CHAR16 gBulletCount[10]; // This is a global containing the bullet count string
void EstimateBulletsLeft( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
{
UINT16 usExpLevel;
UINT32 usDexterity;
UINT32 usWisdom;
UINT16 ubMagSize = Weapon[pObj->usItem].ubMagSize;
UINT16 usRealBulletCount = (*pObj)[0]->data.gun.ubGunShotsLeft;
UINT16 i = 0;
BOOLEAN fPsycho = FALSE;
INT16 sEffectiveSkill;
INT8 bDeviation = 0;
// HEADROCK HAM 3.5: Bugfix, failsafe
if ( pSoldier == NULL )
{
// No soldier... Return true count.
swprintf(gBulletCount, L"%d", usRealBulletCount);
return;
}
usExpLevel = EffectiveExpLevel(pSoldier);
usDexterity = EffectiveDexterity(pSoldier, FALSE);
usWisdom = EffectiveWisdom(pSoldier);
if ( gGameExternalOptions.usBulletHideIntensity <= 0 )
{
// Feature is disabled. Print the real bullet count.
swprintf(gBulletCount, L"%d", usRealBulletCount);
return;
}
// Is this Soldier a psycho?
// Flugente: drugs can temporarily cause a merc to go psycho
if ( pSoldier->ubProfile != NO_PROFILE && (gMercProfiles[ pSoldier->ubProfile ].bDisability == PSYCHO || MercUnderTheInfluence(pSoldier, DRUG_TYPE_PSYCHO) ) )
{
fPsycho = TRUE;
}
// High EXP Level, Wisdom and Dexterity required for any estimation to be possible.
// When Experience goes up, the required WIS+DEX goes down.
// At ExpLevel 1 -> WIS+DEX must be > 180. A high requirement!
// At ExpLevel 2 -> WIS+DEX must be > 160.
// ...
// At ExpLevel 5 -> WIS+DEX must be > 100. Most characters have already attained estimation ability by now.
// At ExpLevel 10 -> WIS+DEX must be > 0, which is always.
if ( (usWisdom + usDexterity) < (200 - (usExpLevel * 20)) )
{
// Soldier is not skilled enough to know how many bullets are left in the gun. Print a "??" indicating that
// the real bullet count may be anywhere between empty and full.
swprintf(gBulletCount, L"%s", L"??");
return;
}
else // Soldier good enough for at least a rough estimate.
{
// HEADROCK HAM 3.5: Moved this here. If the character fails the above requirement, he shouldn't even know if the
// gun is empty or full.
//-------------------------
// If the magazine is empty or full, he knows it automatically.
if (usRealBulletCount == ubMagSize)
{
// Magazine is fresh. Let the soldier know this.
swprintf(gBulletCount, L"%d", usRealBulletCount);
return;
}
if (usRealBulletCount == 0)
{
// Magazine is empty, so it will also show as empty.
swprintf(gBulletCount, L"%d", usRealBulletCount);
return;
}
//-------------------------
// Let's see by how much we've beaten the requirement!
sEffectiveSkill = ( (usWisdom + usDexterity) - (200 - (usExpLevel * 20)) ) / 2;
}
// So from now on we've got the sEffectiveSkill value, which can go from 0 to 100
// This value represents getting better in all three stats (WIS,DEX,EXP), because as
// they go up the result of the calculation above also goes up. Having a particularly high
// value in any of the three stats, in fact, reduces the need to have high values in others.
//
// The higher your EXP level, the less WIS+DEX you need for an accurate estimate, so even
// inept characters will eventually be able to make a fair estimate, provided the EXP
// level goes high enough.
//
// On the other hand, WIS and DEX work together. In fact, it is the average of these
// skills that determines how soon you can start estimating, and how good your estimation gets
// as you gain levels. So while one high skill can bring better estimates sooner, it requires
// both skills to be improved for a really good estimate.
//
// The range of sEffectiveSkill is 0 to 100
//``````````````````````````````````````````
// Psychos are eligible for an estimate just the same as any other character. But the trait reduces
// effective skill by 10, so It'll take them longer before they can get a good estimate.
sEffectiveSkill -= (fPsycho * (10));
sEffectiveSkill = __max(0, sEffectiveSkill);
sEffectiveSkill = __min(100, sEffectiveSkill);
// Now, we invert the effective skill
bDeviation = 100-sEffectiveSkill; // range is still 0-100, but lower is better
// Use this as a percentage, and figure out the deviation based on magazine size and current bullet. The nearer
// you get to the bottom of a magazine, the harder it is to accurately estimate how many bullets are in there.
bDeviation = ((ubMagSize - usRealBulletCount) * (bDeviation * bDeviation)) / 10000;
// Add externalized difficulty modifier
bDeviation = (bDeviation * gGameExternalOptions.usBulletHideIntensity) / 100;
// If the deviation surpasses the character's EXP level, then he/she is not able to know how many bullets are
// left in the gun, but can still give a rough estimate. There are currently three estimate stages - High, Mid,
// and Low.
if (bDeviation > usExpLevel)
{
if (usRealBulletCount >= (ubMagSize*2)/3)
{
swprintf(gBulletCount, L"%s", L"?H");
}
else if (usRealBulletCount < (ubMagSize*2)/3 && usRealBulletCount >= ubMagSize/3)
{
swprintf(gBulletCount, L"%s", L"?M");
}
else if (usRealBulletCount < ubMagSize/3)
{
swprintf(gBulletCount, L"%s", L"?L");
}
return;
}
// Default - return true count.
swprintf(gBulletCount, L"%d", usRealBulletCount);
return;
}
// HEADROCK HAM 4: Calculate the ratio between current Mag Factor and Target Factor. Used for the CTH bars.
void CalcMagFactorSimple( SOLDIERTYPE *pSoldier, FLOAT d2DDistance, INT16 bAimTime, INT32 iGridNo )
{
OBJECTTYPE *pWeapon = &(pSoldier->inv[pSoldier->ubAttackingHand]);
FLOAT iActualMagFactor = 0;
FLOAT iHighestMagFactor = 0;
FLOAT iScopeFactor = 0;
FLOAT iProjectionFactor = 0;
// Flugente: if scope modes are allowed, player team uses them. We either use a scope or we don't, so the magnification factor isn't fitted to range (this is actually bad)
if ( gGameExternalOptions.fScopeModes && pSoldier && pSoldier->bTeam == gbPlayerNum && pWeapon->exists() == true && Item[pWeapon->usItem].usItemClass == IC_GUN )
{
if ( !pSoldier->IsValidAlternativeFireMode( bAimTime, iGridNo ) )
iScopeFactor = GetBestScopeMagnificationFactor( pSoldier, pWeapon, d2DDistance );
else
iScopeFactor = 1.0f;
// Set a display variable
gCTHDisplay.ScopeMagFactor = iScopeFactor;
iProjectionFactor = CalcProjectionFactor(pSoldier, pWeapon, d2DDistance, (UINT8)bAimTime);
// Set a display variable
gCTHDisplay.ProjectionFactor = iProjectionFactor;
// The final factor is the largest of the two.
iHighestMagFactor = __max( iScopeFactor, iProjectionFactor );
}
else
{
FLOAT iTargetMagFactor = d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE;
FLOAT rangeModifier = GetScopeRangeMultiplier(pSoldier, pWeapon, d2DDistance);
if (bAimTime > 0)
{
if ( !pSoldier->IsValidAlternativeFireMode( bAimTime, iGridNo ) )
iScopeFactor = GetBestScopeMagnificationFactor( pSoldier, pWeapon, d2DDistance );
else
iScopeFactor = 1.0f;
// Set a display variable
gCTHDisplay.ScopeMagFactor = iScopeFactor;
iScopeFactor = __min(iScopeFactor, __max(1.0f, iTargetMagFactor/rangeModifier));
iProjectionFactor = CalcProjectionFactor(pSoldier, pWeapon, d2DDistance, (UINT8)bAimTime);
// Set a display variable
gCTHDisplay.ProjectionFactor = iProjectionFactor;
// The final factor is the largest of the two.
iHighestMagFactor = __max( iScopeFactor, iProjectionFactor );
}
else
{
gCTHDisplay.ScopeMagFactor = 1.0;
gCTHDisplay.ProjectionFactor = 1.0;
iHighestMagFactor = 1.0;
}
}
gCTHDisplay.FinalMagFactor = iHighestMagFactor;
}
// Flugente: Increase temperature/dirt of gun in ubAttackingHand due to firing a shot
void GunIncreaseHeat( OBJECTTYPE *pObj )
{
if ( gGameOptions.fWeaponOverheating )
{
if ( Item[pObj->usItem].usItemClass & (IC_GUN|IC_LAUNCHER) ) // if item is a gun pr launcher...
{
FLOAT guntemperature = (*pObj)[0]->data.bTemperature; // ... get current temperature ...
FLOAT singleshottemperature = GetSingleShotTemperature( pObj ); // ... get temperature rise ...
FLOAT newguntemperature = min(guntemperature + singleshottemperature, OVERHEATING_MAX_TEMPERATURE ); // ... calculate new temperature ...
(*pObj)[0]->data.bTemperature = newguntemperature; // ... apply new temperature
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Gun temperature increased from %4.2f to %4.2f", guntemperature, newguntemperature );
#endif
}
}
// firing a gun also increases dirt
if ( gGameExternalOptions.fDirtSystem )
{
FLOAT dirtincreasefactor = GetItemDirtIncreaseFactor(pObj, TRUE); // ... get dirt increase factor ...
// get sector-specific dirt threshold
UINT16 sectormod = 0;
UINT8 ubSectorId = SECTOR(gWorldSectorX, gWorldSectorY);
if ( gbWorldSectorZ > 0 )
sectormod = 100;
else if ( ubSectorId >= 0 && ubSectorId < 256 )
{
sectormod = SectorExternalData[ubSectorId][gbWorldSectorZ].usNaturalDirt;
}
// the current sector determines how much dirt increases
dirtincreasefactor *= (sectormod)/100;
if ( dirtincreasefactor > 0.0f ) // ... item can get dirtier ...
{
(*pObj)[0]->data.bDirtLevel = min((*pObj)[0]->data.bDirtLevel + dirtincreasefactor, OVERHEATING_MAX_TEMPERATURE ); // dirt and overheating use the same threshold
}
}
}
// Flugente: Overheating Weapons
FLOAT GetSingleShotTemperature( OBJECTTYPE *pObj )
{
FLOAT singleshottemperature = 0.0;
if ( Item[pObj->usItem].usItemClass & (IC_GUN|IC_LAUNCHER) )
{
singleshottemperature = Weapon[ pObj->usItem ].usOverheatingSingleShotTemperature;
// determine modificator according to attachments
FLOAT modificator = 1.0f;
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if (iter->exists())
{
modificator += Item[iter->usItem].overheatTemperatureModificator;
}
}
// determine modificator according to ammo
modificator += AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].temperatureModificator;
singleshottemperature *= modificator;
// multiply again for global modifer
singleshottemperature *= gGameExternalOptions.iOverheatTemperatureGlobalModfier;
}
return singleshottemperature;
}
// Flugente: Get percentage: temperature/damagethreshold
FLOAT GetGunOverheatDamagePercentage( OBJECTTYPE * pObj )
{
FLOAT damagethreshold = GetOverheatDamageThreshold(pObj);
FLOAT temperature = (*pObj)[0]->data.bTemperature;
// to avert nonsense...
damagethreshold = max( (FLOAT)(1.0), damagethreshold);
return temperature/ damagethreshold ;
}
// Flugente: Get percentage: temperature/jamthreshold
FLOAT GetGunOverheatJamPercentage( OBJECTTYPE * pObj )
{
FLOAT jamthreshold = GetOverheatJamThreshold(pObj);
FLOAT temperature = (*pObj)[0]->data.bTemperature;
// to avert nonsense...
jamthreshold = max( (FLOAT)(1.0), jamthreshold);
return temperature/ jamthreshold ;
}
FLOAT GetOverheatJamThreshold( OBJECTTYPE *pObj )
{
FLOAT jamthreshold = OVERHEATING_MAX_TEMPERATURE / 4.0f;
if ( Item[pObj->usItem].usItemClass & (IC_GUN|IC_LAUNCHER) )
{
jamthreshold = Weapon[ pObj->usItem ].usOverheatingJamThreshold;
// determine modificator according to attachments
FLOAT modificator = 1.0;
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if (iter->exists())
{
modificator += Item[iter->usItem].overheatJamThresholdModificator;
}
}
jamthreshold *= modificator;
}
return jamthreshold;
}
FLOAT GetOverheatDamageThreshold( OBJECTTYPE *pObj )
{
FLOAT damagethreshold = OVERHEATING_MAX_TEMPERATURE / 4.0f;
if ( Item[pObj->usItem].usItemClass & (IC_GUN|IC_LAUNCHER) )
{
damagethreshold = Weapon[ pObj->usItem ].usOverheatingDamageThreshold;
// determine modificator according to attachments
FLOAT modificator = 1.0;
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if (iter->exists())
{
modificator += Item[iter->usItem].overheatDamageThresholdModificator;
}
}
damagethreshold *= modificator;
}
return damagethreshold;
}