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


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

2394 lines
65 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "sgp.h"
#include "worlddef.h"
#include "points.h"
#include "overhead.h"
#include "Font control.h"
#include "interface.h"
#include "Isometric utils.h"
#include "pathai.h"
#include "interface.h"
#include "message.h"
#include "Animation Control.h"
#include "Weapons.h"
#include "structure wrap.h"
#include "dialogue control.h"
#include "items.h"
#include "rt time defines.h"
#include "ai.h"
#include "handle ui.h"
#include "text.h"
#include "SkillCheck.h"
#include "wcheck.h"
#include "Soldier Profile.h"
#include "Soldier macros.h"
#include "Random.h"
#include "Campaign.h"
#include "drugs and alcohol.h"
#include "GameSettings.h"
#include "worldman.h"
#include "math.h"
#include "Map Information.h"
#include "Interface Items.h"
#endif
//rain
//#define BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY 25
//end rain
extern BOOLEAN IsValidSecondHandShot( SOLDIERTYPE *pSoldier );
INT16 GetBreathPerAP( SOLDIERTYPE *pSoldier, UINT16 usAnimState );
INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT16 sGridno, INT8 bDir, INT8 bLevel )
{
INT16 sAPCost = 0;
INT16 sSwitchValue;
BOOLEAN fHiddenStructVisible; // Used for hidden struct visiblity
if ( pSoldier->bStealthMode )
sAPCost += AP_STEALTH_MODIFIER;
if ( pSoldier->bReverse || gUIUseReverse )
sAPCost += AP_REVERSE_MODIFIER;
//if (GridCost[gridno] == NPCMINECOST)
// switchValue = BackupGridCost[gridno];
//else
sSwitchValue = gubWorldMovementCosts[sGridno][bDir][ bLevel ];
// Check reality vs what the player knows....
if ( pSoldier->bTeam == gbPlayerNum )
{
// Is this obstcale a hidden tile that has not been revealed yet?
if( DoesGridnoContainHiddenStruct( (UINT16)sGridno, &fHiddenStructVisible ) )
{
// Are we not visible, if so use terrain costs!
if ( !fHiddenStructVisible )
{
// Set cost of terrain!
sSwitchValue = gTileTypeMovementCost[ gpWorldLevelData[ sGridno ].ubTerrainID ];
}
}
}
if ( sSwitchValue == TRAVELCOST_NOT_STANDING )
{
// use the cost of the terrain!
sSwitchValue = gTileTypeMovementCost[ gpWorldLevelData[ sGridno ].ubTerrainID ];
}
else if (IS_TRAVELCOST_DOOR( sSwitchValue ))
{
// Can't travel diagonally through a door
if (bDir & 1)
{
return -1;
}
sSwitchValue = DoorTravelCost( pSoldier, sGridno, (UINT8) sSwitchValue, (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), NULL );
}
else if (gfPlotPathToExitGrid && sSwitchValue == TRAVELCOST_EXITGRID)
{
sSwitchValue = gTileTypeMovementCost[ gpWorldLevelData[ sGridno ].ubTerrainID ];
}
if (sSwitchValue >= TRAVELCOST_BLOCKED && sSwitchValue != TRAVELCOST_DOOR)
{
return(-1); // Cost too much to be considered!
}
switch( sSwitchValue )
{
case TRAVELCOST_DIRTROAD :
case TRAVELCOST_FLAT : sAPCost += AP_MOVEMENT_FLAT;
break;
//case TRAVELCOST_BUMPY :
case TRAVELCOST_GRASS : sAPCost += AP_MOVEMENT_GRASS;
break;
case TRAVELCOST_THICK : sAPCost += AP_MOVEMENT_BUSH;
break;
case TRAVELCOST_DEBRIS : sAPCost += AP_MOVEMENT_RUBBLE;
break;
case TRAVELCOST_SHORE : sAPCost += AP_MOVEMENT_SHORE; // wading shallow water
break;
case TRAVELCOST_KNEEDEEP : sAPCost += AP_MOVEMENT_LAKE; // wading waist/chest deep - very slow
break;
case TRAVELCOST_DEEPWATER: sAPCost += AP_MOVEMENT_OCEAN; // can swim, so it's faster than wading
break;
/*
case TRAVELCOST_VEINEND :
case TRAVELCOST_VEINMID : sAPCost += AP_MOVEMENT_FLAT;
break;
*/
case TRAVELCOST_DOOR : sAPCost += AP_MOVEMENT_FLAT + AP_OPEN_DOOR + AP_OPEN_DOOR; // Include open and close costs!
break;
// cost for jumping a fence REPLACES all other AP costs!
case TRAVELCOST_FENCE : return( AP_JUMPFENCE );
case TRAVELCOST_NONE : return( 0 );
default:
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Calc AP: Unrecongnized MP type %d in %d, direction %d", sSwitchValue, sGridno, bDir ) );
break;
}
if (bDir & 1)
{
sAPCost = (sAPCost * 14) / 10;
}
return(sAPCost);
}
INT16 BreathPointAdjustmentForCarriedWeight( SOLDIERTYPE * pSoldier )
{
UINT32 uiCarriedPercent;
UINT32 uiPercentCost;
uiCarriedPercent = CalculateCarriedWeight( pSoldier );
if (uiCarriedPercent < 101)
{
// normal BP costs
uiPercentCost = 100;
}
else
{
if (uiCarriedPercent < 151)
{
// between 101 and 150% of max carried weight, extra BP cost
// of 1% per % above 100... so at 150%, we pay 150%
uiPercentCost = 100 + (uiCarriedPercent - 100) * 3;
}
else if (uiCarriedPercent < 201)
{
// between 151 and 200% of max carried weight, extra BP cost
// of 2% per % above 150... so at 200%, we pay 250%
uiPercentCost = 100 + (uiCarriedPercent - 100) * 3 + (uiCarriedPercent - 150);
}
else
{
// over 200%, extra BP cost of 3% per % above 200
uiPercentCost = 100 + (uiCarriedPercent - 100) * 3 + (uiCarriedPercent - 150) + (uiCarriedPercent - 200);
// so at 250% weight, we pay 400% breath!
}
}
return( (INT16) uiPercentCost );
}
INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT16 sGridno,INT8 bDir, UINT16 usMovementMode)
{
INT32 iPoints=0;
UINT8 ubMovementCost;
ubMovementCost = gubWorldMovementCosts[sGridno][bDir][0];
switch( ubMovementCost )
{
case TRAVELCOST_DIRTROAD :
case TRAVELCOST_FLAT : iPoints = BP_MOVEMENT_FLAT; break;
//case TRAVELCOST_BUMPY :
case TRAVELCOST_GRASS : iPoints = BP_MOVEMENT_GRASS; break;
case TRAVELCOST_THICK : iPoints = BP_MOVEMENT_BUSH; break;
case TRAVELCOST_DEBRIS : iPoints = BP_MOVEMENT_RUBBLE; break;
case TRAVELCOST_SHORE : iPoints = BP_MOVEMENT_SHORE; break; // wading shallow water
case TRAVELCOST_KNEEDEEP : iPoints = BP_MOVEMENT_LAKE; break; // wading waist/chest deep - very slow
case TRAVELCOST_DEEPWATER : iPoints = BP_MOVEMENT_OCEAN; break; // can swim, so it's faster than wading
// case TRAVELCOST_VEINEND :
// case TRAVELCOST_VEINMID : iPoints = BP_MOVEMENT_FLAT; break;
default:
if ( IS_TRAVELCOST_DOOR( ubMovementCost ) )
{
iPoints = BP_MOVEMENT_FLAT;
break;
}
/*
#ifdef TESTVERSION
NumMessage("ERROR: TerrainBreathPoints: Unrecognized grid cost = ",
GridCost[gridno]);
#endif
*/
return(0);
}
iPoints = iPoints * BreathPointAdjustmentForCarriedWeight( pSoldier ) / 100;
// ATE - MAKE MOVEMENT ALWAYS WALK IF IN WATER
if ( TERRAIN_IS_WATER( gpWorldLevelData[ sGridno ].ubTerrainID) )
{
usMovementMode = WALKING;
}
// so, then we must modify it for other movement styles and accumulate
switch(usMovementMode)
{
case RUNNING:
case ADULTMONSTER_WALKING:
case BLOODCAT_RUN:
iPoints *= BP_RUN_ENERGYCOSTFACTOR; break;
case SIDE_STEP:
case WALK_BACKWARDS:
case BLOODCAT_WALK_BACKWARDS:
case MONSTER_WALK_BACKWARDS:
case WALKING : iPoints *= BP_WALK_ENERGYCOSTFACTOR; break;
case START_SWAT:
case SWATTING:
case SWAT_BACKWARDS:
iPoints *= BP_SWAT_ENERGYCOSTFACTOR; break;
case CRAWLING: iPoints *= BP_CRAWL_ENERGYCOSTFACTOR; break;
}
// ATE: Adjust these by realtime movement
if (!(gTacticalStatus.uiFlags & TURNBASED) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
// ATE: ADJUST FOR RT - MAKE BREATH GO A LITTLE FASTER!
iPoints = (INT32)( iPoints * TB_BREATH_DEDUCT_MODIFIER );
}
return( (INT16) iPoints);
}
INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bDir, UINT16 usMovementMode )
{
INT16 sTileCost, sPoints, sSwitchValue;
sPoints = 0;
// get the tile cost for that tile based on WALKING
sTileCost = TerrainActionPoints( pSoldier, sGridNo, bDir, pSoldier->bLevel );
if (sTileCost == -1)
{
return 100;
}
// Get switch value...
sSwitchValue = gubWorldMovementCosts[ sGridNo ][ bDir ][ pSoldier->bLevel ];
// Tile cost should not be reduced based on movement mode...
if ( sSwitchValue == TRAVELCOST_FENCE )
{
return( sTileCost );
}
// ATE - MAKE MOVEMENT ALWAYS WALK IF IN WATER
if ( TERRAIN_IS_WATER( gpWorldLevelData[ sGridNo ].ubTerrainID) )
{
usMovementMode = WALKING;
}
// so, then we must modify it for other movement styles and accumulate
if (sTileCost > 0)
{
switch(usMovementMode)
{
case RUNNING:
case ADULTMONSTER_WALKING:
case BLOODCAT_RUN:
sPoints = (INT16)(DOUBLE)( (sTileCost / RUNDIVISOR) ); break;
case CROW_FLY:
case SIDE_STEP:
case WALK_BACKWARDS:
case ROBOT_WALK:
case BLOODCAT_WALK_BACKWARDS:
case MONSTER_WALK_BACKWARDS:
case LARVAE_WALK:
case WALKING : sPoints = (sTileCost + WALKCOST); break;
case START_SWAT:
case SWAT_BACKWARDS:
case SWATTING: sPoints = (sTileCost + SWATCOST); break;
case CRAWLING: sPoints = (sTileCost + CRAWLCOST); break;
default:
// Invalid movement mode
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Invalid movement mode %d used in ActionPointCost", usMovementMode ) );
sPoints = 1;
}
}
if (sSwitchValue == TRAVELCOST_NOT_STANDING)
{
switch(usMovementMode)
{
case RUNNING:
case WALKING :
case LARVAE_WALK:
case SIDE_STEP:
case WALK_BACKWARDS:
// charge crouch APs for ducking head!
sPoints += AP_CROUCH;
break;
default:
break;
}
}
return( sPoints );
}
INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength )
{
// This action point cost code includes the penalty for having to change
// stance after jumping a fence IF our path continues...
INT16 sTileCost, sPoints, sSwitchValue;
sPoints = 0;
// get the tile cost for that tile based on WALKING
sTileCost = TerrainActionPoints( pSoldier, sGridNo, bDir, pSoldier->bLevel );
if (sTileCost == -1)
{
return 100;
}
// so, then we must modify it for other movement styles and accumulate
if (sTileCost > 0)
{
switch(usMovementMode)
{
case RUNNING:
case ADULTMONSTER_WALKING:
case BLOODCAT_RUN:
sPoints = (INT16)(DOUBLE)( (sTileCost / RUNDIVISOR) ); break;
case CROW_FLY:
case SIDE_STEP:
case ROBOT_WALK:
case WALK_BACKWARDS:
case BLOODCAT_WALK_BACKWARDS:
case MONSTER_WALK_BACKWARDS:
case LARVAE_WALK:
case WALKING : sPoints = (sTileCost + WALKCOST); break;
case START_SWAT:
case SWAT_BACKWARDS:
case SWATTING: sPoints = (sTileCost + SWATCOST); break;
case CRAWLING: sPoints = (sTileCost + CRAWLCOST); break;
default:
// Invalid movement mode
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Invalid movement mode %d used in ActionPointCost", usMovementMode ) );
sPoints = 1;
}
}
// Get switch value...
sSwitchValue = gubWorldMovementCosts[ sGridNo ][ bDir ][ pSoldier->bLevel ];
// ATE: If we have a 'special cost, like jump fence...
if ( sSwitchValue == TRAVELCOST_FENCE )
{
// If we are changeing stance ( either before or after getting there....
// We need to reflect that...
switch(usMovementMode)
{
case SIDE_STEP:
case WALK_BACKWARDS:
case RUNNING:
case WALKING :
// Add here cost to go from crouch to stand AFTER fence hop....
// Since it's AFTER.. make sure we will be moving after jump...
if ( ( bPathIndex + 2 ) < bPathLength )
{
sPoints += AP_CROUCH;
}
break;
case SWATTING:
case START_SWAT:
case SWAT_BACKWARDS:
// Add cost to stand once there BEFORE....
sPoints += AP_CROUCH;
break;
case CRAWLING:
// Can't do it here.....
break;
}
}
else if (sSwitchValue == TRAVELCOST_NOT_STANDING)
{
switch(usMovementMode)
{
case RUNNING:
case WALKING :
case SIDE_STEP:
case WALK_BACKWARDS:
// charge crouch APs for ducking head!
sPoints += AP_CROUCH;
break;
default:
break;
}
}
return( sPoints );
}
BOOLEAN EnoughPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, BOOLEAN fDisplayMsg )
{
INT16 sNewAP = 0;
// If this guy is on a special move... don't care about APS, OR BPSs!
if ( pSoldier->ubWaitActionToDo )
{
return( TRUE );
}
if ( pSoldier->ubQuoteActionID >=QUOTE_ACTION_ID_TRAVERSE_EAST && pSoldier->ubQuoteActionID <= QUOTE_ACTION_ID_TRAVERSE_NORTH )
{
// AI guy on special move off map
return( TRUE );
}
// IN realtime.. only care about BPs
if ( ( gTacticalStatus.uiFlags & REALTIME ) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
sAPCost = 0;
}
#ifdef NETWORKED
if( !IsTheSolderUnderMyControl( pSoldier->ubID) )
{
return( TRUE );
}
#endif
// Get New points
sNewAP = pSoldier->bActionPoints - sAPCost;
// If we cannot deduct points, return FALSE
if ( sNewAP < 0 )
{
// Display message if it's our own guy
if ( pSoldier->bTeam == gbPlayerNum && fDisplayMsg )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ NOT_ENOUGH_APS_STR ] );
}
return( FALSE );
}
return( TRUE );
}
void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost,BOOLEAN fProactive )
{
INT16 sNewAP = 0, sNewBP = 0;
INT8 bNewBreath;
// in real time, there IS no AP cost, (only breath cost)
if (!(gTacticalStatus.uiFlags & TURNBASED) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
sAPCost = 0;
}
// Get New points
sNewAP = pSoldier->bActionPoints - sAPCost;
// If this is the first time with no action points, set UI flag
if ( sNewAP <= 0 && pSoldier->bActionPoints > 0 )
{
pSoldier->fUIFirstTimeNOAP = TRUE;
fInterfacePanelDirty = TRUE;
}
// If we cannot deduct points, return FALSE
if ( sNewAP < 0 )
{
sNewAP = 0;
}
pSoldier->bActionPoints = (INT8)sNewAP;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Deduct Points (%d at %d) %d %d", pSoldier->ubID, pSoldier->sGridNo, sAPCost, iBPCost ) );
if ( AM_A_ROBOT( pSoldier ) )
{
// zap all breath costs for robot
iBPCost = 0;
}
// is there a BREATH deduction/transaction to be made? (REMEMBER: could be a GAIN!)
// NB: iBPCost > 0 - breath loss, iBPCost < 0 - breath gain
if (iBPCost)
{
// Adjust breath changes due to spending or regaining of energy
iBPCost = AdjustBreathPts(pSoldier, iBPCost);
// Snap: award some health and strength for exertion
// Do 4 StatChange rolls for health (2 for strength) per 10 breath points spent?
// NB: The scale of iBPCost is 100 per breath point (BP_RATIO_RED_PTS_TO_NORMAL)
if ( PTR_OURTEAM && iBPCost >= BP_MOVEMENT_GRASS && fProactive
&& (INT32) PreRandom( 10 * BP_RATIO_RED_PTS_TO_NORMAL ) < iBPCost )
{
StatChange(pSoldier, HEALTHAMT, 4, FALSE);
StatChange(pSoldier, STRAMT, 2, FALSE);
}
// CJC: moved check for high breathred to below so that negative breath can be detected
// Snap: kill the overflow bug already!
// NB: normally, sBreathRed == (100 - bBreath)*BP_RATIO_RED_PTS_TO_NORMAL
const INT16 BREATH_RED_MAX = 100 * BP_RATIO_RED_PTS_TO_NORMAL;
if ( pSoldier->sBreathRed + iBPCost < 0 )
{
pSoldier->sBreathRed = 0;
}
else if ( pSoldier->sBreathRed + iBPCost > BREATH_RED_MAX )
{
// Snap: moved this up, because it had no effect below
// Take off 1 AP per 5 (negative) breath...
pSoldier->bActionPoints -= ( pSoldier->sBreathRed + iBPCost - BREATH_RED_MAX )
/ ( 5 * BP_RATIO_RED_PTS_TO_NORMAL );
if ( pSoldier->bActionPoints < 0 )
{
pSoldier->bActionPoints = 0;
}
pSoldier->sBreathRed = BREATH_RED_MAX;
}
else
{
pSoldier->sBreathRed += iBPCost;
}
// Get new breath
bNewBreath = ( pSoldier->bBreathMax * BP_RATIO_RED_PTS_TO_NORMAL - pSoldier->sBreathRed )
/ BP_RATIO_RED_PTS_TO_NORMAL;
// Snap: This should never happen...
if ( bNewBreath > pSoldier->bBreathMax )
{
bNewBreath = pSoldier->bBreathMax;
}
else if ( bNewBreath < 0 )
{
bNewBreath = 0;
}
pSoldier->bBreath = bNewBreath;
}
// UPDATE BAR
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL1 );
}
INT32 AdjustBreathPts(SOLDIERTYPE *pSold, INT32 iBPCost)
{
INT16 sBreathFactor = 100;
UINT8 ubBandaged;
//NumMessage("BEFORE adjustments, BREATH PTS = ",breathPts);
// in real time, there IS no AP cost, (only breath cost)
/*
if (!(gTacticalStatus.uiFlags & TURNBASED) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
// ATE: ADJUST FOR RT - MAKE BREATH GO A LITTLE FASTER!
iBPCost *= TB_BREATH_DEDUCT_MODIFIER;
}
*/
// adjust breath factor for current breath deficiency
sBreathFactor += (100 - pSold->bBreath);
// adjust breath factor for current life deficiency (but add 1/2 bandaging)
ubBandaged = pSold->bLifeMax - pSold->bLife - pSold->bBleeding;
//sBreathFactor += (pSold->bLifeMax - (pSold->bLife + (ubBandaged / 2)));
sBreathFactor += 100 * (pSold->bLifeMax - (pSold->bLife + (ubBandaged / 2))) / pSold->bLifeMax;
if ( pSold->bStrength > 80 )
{
// give % reduction to breath costs for high strength mercs
sBreathFactor -= (pSold->bStrength - 80) / 2;
}
/* THIS IS OLD JAGGED ALLIANCE STUFF (left for possible future reference)
// apply penalty due to high temperature, heat, and hot Metaviran sun
// if INDOORS, in DEEP WATER, or possessing HEAT TOLERANCE trait
if ((ptr->terrtype == FLOORTYPE) || (ptr->terr >= OCEAN21) ||
(ptr->trait == HEAT_TOLERANT))
breathFactor += (Status.heatFactor / 5); // 20% of normal heat penalty
else
breathFactor += Status.heatFactor; // not used to this!
*/
// if a non-swimmer type is thrashing around in deep water
if ( (pSold->ubProfile != NO_PROFILE ) && (gMercProfiles[ pSold->ubProfile ].bPersonalityTrait == NONSWIMMER) )
{
if ( pSold->usAnimState == DEEP_WATER_TRED || pSold->usAnimState == DEEP_WATER_SWIM)
{
sBreathFactor *= 5; // lose breath 5 times faster in deep water!
}
}
if ( sBreathFactor == 0 )
{
iBPCost = 0;
}
else if (iBPCost > 0) // breath DECREASE
// increase breath COST by breathFactor
iBPCost = ((iBPCost * sBreathFactor) / 100);
else // breath INCREASE
// decrease breath GAIN by breathFactor
iBPCost = ((iBPCost * 100) / sBreathFactor);
return(iBPCost);
}
void UnusedAPsToBreath(SOLDIERTYPE *pSold)
{
INT16 sUnusedAPs, sBreathPerAP = 0, sBreathChange, sRTBreathMod;
BOOLEAN fAnimTypeFound = FALSE;
// Note to Andrew (or whomever else it may concern):
// This function deals with BETWEEN TURN breath/energy gains. The basic concept is:
//
// - look at LAST (current) animation of merc to see what he's now doing
// - look at how many AP remain unspent (indicating duration of time doing that anim)
//
// figure out how much breath/energy (if any) he should recover. Obviously if a merc
// is STANDING BREATHING and hasn't spent any AP then it means he *stood around* for
// the entire duration of one turn (which, instead of spending energy, REGAINS energy)
// COMMENTED OUT FOR NOW SINCE MOST OF THE ANIMATION DEFINES DO NOT MATCH
// If we are not in turn-based combat...
if ( pSold->uiStatusFlags & SOLDIER_VEHICLE )
{
return;
}
if ( !( gTacticalStatus.uiFlags & TURNBASED ) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
// ALRIGHT, GIVE A FULL AMOUNT BACK, UNLES MODIFIED BY WHAT ACTIONS WE WERE DOING
sBreathPerAP = GetBreathPerAP( pSold, pSold->usAnimState );
// adjust for carried weight
sBreathPerAP = sBreathPerAP * 100 / BreathPointAdjustmentForCarriedWeight( pSold );
// If this value is -ve, we have a gain, else we have a loos which we should not really do
// We just want to limit this to no gain if we were doing stuff...
sBreathChange = 3 * sBreathPerAP;
// Adjust for on drugs
HandleBPEffectDueToDrugs( pSold, &sBreathChange );
if ( sBreathChange > 0 )
{
sBreathChange = 0;
}
else
{
// We have a gain, now limit this depending on what we were doing...
// OK for RT, look at how many tiles we have moved, our last move anim
if ( pSold->ubTilesMovedPerRTBreathUpdate > 0 )
{
// How long have we done this for?
// And what anim were we doing?
sBreathPerAP = GetBreathPerAP( pSold, pSold->usLastMovementAnimPerRTBreathUpdate );
sRTBreathMod = sBreathPerAP * pSold->ubTilesMovedPerRTBreathUpdate;
// Deduct some if we were exerting ourselves
// We add here because to gain breath, sBreathChange needs to be -ve
if ( sRTBreathMod > 0 )
{
sBreathChange += sRTBreathMod;
}
if ( sBreathChange < 0 )
{
sBreathChange = 0;
}
}
}
// Divide by a number to adjust that in realtimer we do not want to recover as
// as fast as the TB values do
sBreathChange *= TB_BREATH_RECOVER_MODIFIER;
// adjust breath only, don't touch action points!
DeductPoints(pSold,0,(INT16)sBreathChange );
// Reset value for RT breath update
pSold->ubTilesMovedPerRTBreathUpdate = 0;
}
else
{
// if merc has any APs left unused this turn (that aren't carrying over)
if (pSold->bActionPoints > MAX_AP_CARRIED)
{
sUnusedAPs = pSold->bActionPoints - MAX_AP_CARRIED;
sBreathPerAP = GetBreathPerAP( pSold, pSold->usAnimState );
if (sBreathPerAP < 0)
{
// can't gain any breath when we've just been gassed, OR
// if standing in tear gas without a gas mask on
if ( pSold->uiStatusFlags & SOLDIER_GASSED )
{
return; // can't breathe here, so get no breath back!
}
}
// adjust for carried weight
sBreathPerAP = sBreathPerAP * 100 / BreathPointAdjustmentForCarriedWeight( pSold );
if ( pSold->bTeam != CIV_TEAM && pSold->bTeam != gbPlayerNum)
{
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
sBreathChange = ((AP_MAXIMUM + gGameExternalOptions.iEasyAPBonus)- sUnusedAPs) * sBreathPerAP;
break;
case DIF_LEVEL_MEDIUM:
sBreathChange = ((AP_MAXIMUM + gGameExternalOptions.iExperiencedAPBonus)-sUnusedAPs) * sBreathPerAP;
break;
case DIF_LEVEL_HARD:
sBreathChange = ((AP_MAXIMUM + gGameExternalOptions.iExpertAPBonus)- sUnusedAPs) * sBreathPerAP;
break;
case DIF_LEVEL_INSANE:
sBreathChange = ((AP_MAXIMUM + gGameExternalOptions.iInsaneAPBonus)- sUnusedAPs) * sBreathPerAP;
break;
default:
sBreathChange = (AP_MAXIMUM - sUnusedAPs) * sBreathPerAP;
}
}
else
{
sBreathChange = ((AP_MAXIMUM + gGameExternalOptions.iPlayerAPBonus)- sUnusedAPs) * sBreathPerAP;
}
}
else
{
sBreathChange = 0;
}
// Adjust for on drugs
HandleBPEffectDueToDrugs( pSold, &sBreathChange );
// adjust breath only, don't touch action points!
DeductPoints(pSold,0,(INT16)sBreathChange );
}
}
//rain
extern INT8 gbCurrentRainIntensity;
//end rain
INT16 GetBreathPerAP( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
{
INT16 sBreathPerAP = 0;
BOOLEAN fAnimTypeFound = FALSE;
if ( gAnimControl[ usAnimState ].uiFlags & ANIM_VARIABLE_EFFORT )
{
// Default effort
sBreathPerAP = BP_PER_AP_MIN_EFFORT;
// OK, check if we are in water and are waling/standing
if ( MercInWater( pSoldier ) )
{
switch( usAnimState )
{
case STANDING:
sBreathPerAP = BP_PER_AP_LT_EFFORT;
break;
case WALKING:
sBreathPerAP = BP_PER_AP_MOD_EFFORT;
break;
}
}
else
{
switch( usAnimState )
{
case STANDING:
sBreathPerAP = BP_PER_AP_NO_EFFORT;
break;
case WALKING:
sBreathPerAP = BP_PER_AP_LT_EFFORT;
break;
}
}
fAnimTypeFound = TRUE;
}
switch ( EFFORT( gAnimControl[ usAnimState ].uiFlags) ) {
case 0: // No effort
sBreathPerAP = BP_PER_AP_NO_EFFORT;
fAnimTypeFound = TRUE;
break;
case 1: // Minimal effort
sBreathPerAP = BP_PER_AP_MIN_EFFORT;
fAnimTypeFound = TRUE;
break;
case 2: // Light effort
sBreathPerAP = BP_PER_AP_LT_EFFORT;
fAnimTypeFound = TRUE;
break;
case 3: // Moderate effort
sBreathPerAP = BP_PER_AP_MOD_EFFORT;
fAnimTypeFound = TRUE;
break;
}
if ( !fAnimTypeFound )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Unknown end-of-turn breath anim: %s", gAnimControl[ usAnimState ].zAnimStr ) );
}
//rain
// Reduce breath gain on 25%/rain intensity
// Lalien: only for soldiers that are in loaded sector,
if ( gfWorldLoaded && pSoldier->bInSector)
{
if( sBreathPerAP < 0 && ( pSoldier->bLevel || !FindStructure( pSoldier->sGridNo, STRUCTURE_ROOF ) ) && pSoldier->bBreath > 1)
{
sBreathPerAP -= (INT16)( sBreathPerAP * gbCurrentRainIntensity * gGameExternalOptions.ubBreathGainReductionPerRainIntensity / 100 );
}
}
//end rain
return( sBreathPerAP );
}
//UINT8 CalcAPsToBurst( INT8 bBaseActionPoints, UINT16 usItem )
UINT8 CalcAPsToBurst( INT8 bBaseActionPoints, OBJECTTYPE * pObj )
{
INT32 aps;
// base APs is what you'd get from CalcActionPoints();
// NB round UP, so 21-25 APs pay full
aps = ( Weapon[ pObj->usItem ].bBurstAP * bBaseActionPoints + (AP_MAXIMUM - 1) ) / AP_MAXIMUM;
/*if ( GetPercentBurstFireAPReduction(pObj)>0 )
{
aps = (aps * 100) / (100 + GetBurstFireAPReductionStatus(pObj) / (100/GetPercentBurstFireAPReduction(pObj)));
}
if ( GetPercentAPReduction(pObj)>0 )
{
aps = (aps * 100) / (100 + GetAPReductionStatus(pObj) / (100/GetPercentAPReduction(pObj)));
}*/
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToBurst: before bonus aps = %d, std bonus = %d, burst bonus = %d", aps,GetPercentAPReduction(pObj),GetPercentBurstFireAPReduction(pObj)));
// Snap: do this a little differently: % reduction means
// aps <- aps * ( 100 - red ) / 100
aps = ( aps * ( 100 - GetPercentAPReduction(pObj) ) ) / 100;
// Snap: moved this up to allow burst AP reduction up to 100%
aps = __max( aps, ( Weapon[ pObj->usItem ].bBurstAP + 1 ) / 2 );
aps = ( aps * ( 100 - GetPercentBurstFireAPReduction(pObj) ) ) / 100;
if ( aps < 0 ) aps = 0;
else if ( aps > AP_MAXIMUM ) aps = AP_MAXIMUM;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToBurst: return aps = %d", aps));
return (UINT8) aps;
}
UINT8 CalcAPsToAutofire( INT8 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire )
{
// INT8 bAttachPos;
INT32 aps=AP_MAXIMUM + 1;
if ( GetAutofireShotsPerFiveAPs (pObj) )
{
// Snap: Do this just like in CalcAPsToBurst
const INT32 autofireaps =
aps = ( ( 5 * bDoAutofire * bBaseActionPoints ) / GetAutofireShotsPerFiveAPs(pObj) + (AP_MAXIMUM - 1) ) / AP_MAXIMUM;
//DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToAutofire: base aps = %d, # shots = %d",aps,pSoldier->bDoAutofire ));
//check for spring and bolt
//bAttachPos = FindAttachment( &(pSoldier->inv[HANDPOS]), SPRING_AND_BOLT_UPGRADE );
//if ( bAttachPos != -1 )
//{
// aps = (aps * 100) / (100 + pSoldier->inv[HANDPOS].bAttachStatus[ bAttachPos ] / 5);
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToAutofire: found rod and spring, aps = %d, # shots = %d",aps,pSoldier->bDoAutofire ));
//}
//bAttachPos = FindAttachment( &(pSoldier->inv[HANDPOS]), REFLEX_SCOPED );
//if ( bAttachPos != -1 )
//{
// aps = (aps * 100) / (100 + pSoldier->inv[HANDPOS].bAttachStatus[ bAttachPos ] / 5);
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToAutofire: found reflex scope, aps = %d, # shots = %d",aps,pSoldier->bDoAutofire ));
//}
//bAttachPos = FindAttachment( &(pSoldier->inv[HANDPOS]), REFLEX_UNSCOPED );
//if ( bAttachPos != -1 )
//{
// aps = ( aps * 100 ) / (100 + pSoldier->inv[HANDPOS].bAttachStatus[ bAttachPos ] / 5);
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToAutofire: found reflex sight, aps = %d, # shots = %d",aps,pSoldier->bDoAutofire ));
//}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToAutoFire: before bonus aps = %d, std bonus = %d, auto bonus = %d", aps,GetPercentAPReduction(pObj),GetPercentAutofireAPReduction(pObj)));
aps = ( aps * ( 100 - GetPercentAPReduction(pObj) ) ) / 100;
aps = __max( aps, ( autofireaps + 1 ) / 2 );
// Snap: extend the burst bonus to autofire as well?
aps = ( aps * ( 100 - GetPercentAutofireAPReduction(pObj) ) ) / 100;
if ( aps < 0 ) aps = 0;
else if ( aps > AP_MAXIMUM ) aps = AP_MAXIMUM;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToAutoFire: return aps = %d", aps));
return (UINT8) aps;
}
UINT8 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost, INT8 bAimTime )
{
UINT16 sAPCost = 0;
UINT16 usItemNum;
INT16 sActionGridNo;
UINT8 ubDirection;
INT16 sAdjustedGridNo;
UINT32 uiItemClass;
// LOOK IN BUDDY'S HAND TO DETERMINE WHAT TO DO HERE
usItemNum = pSoldier->inv[HANDPOS].usItem;
uiItemClass = Item[ usItemNum ].usItemClass;
if ( uiItemClass == IC_GUN || uiItemClass == IC_LAUNCHER || uiItemClass == IC_TENTACLES || uiItemClass == IC_THROWING_KNIFE )
{
sAPCost = MinAPsToAttack( pSoldier, sGridNo, ubAddTurningCost );
if ( pSoldier->bDoBurst )
{
if(pSoldier->bDoAutofire && GetAutofireShotsPerFiveAPs(&pSoldier->inv[HANDPOS]) > 0 )
sAPCost += CalcAPsToAutofire( CalcActionPoints( pSoldier ), &(pSoldier->inv[HANDPOS]), pSoldier->bDoAutofire );
else
sAPCost += CalcAPsToBurst( CalcActionPoints( pSoldier ), &(pSoldier->inv[HANDPOS]) );
}
else
{
sAPCost += bAimTime;
}
}
//ATE: HERE, need to calculate APs!
if ( uiItemClass & IC_EXPLOSV )
{
sAPCost = MinAPsToAttack( pSoldier, sGridNo, ubAddTurningCost );
//sAPCost = 5;
}
if ( uiItemClass == IC_PUNCH || ( uiItemClass == IC_BLADE && uiItemClass != IC_THROWING_KNIFE ) )
{
// IF we are at this gridno, calc min APs but if not, calc cost to goto this lication
if ( pSoldier->sGridNo != sGridNo )
{
sAdjustedGridNo = NOWHERE;
// OK, in order to avoid path calculations here all the time... save and check if it's changed!
if ( pSoldier->sWalkToAttackGridNo == sGridNo )
{
sAdjustedGridNo = sGridNo;
sAPCost += (UINT8)( pSoldier->sWalkToAttackWalkToCost );
}
else
{
//INT32 cnt;
//INT16 sSpot;
UINT8 ubGuyThere;
INT16 sGotLocation = NOWHERE;
BOOLEAN fGotAdjacent = FALSE;
SOLDIERTYPE *pTarget;
ubGuyThere = WhoIsThere2( sGridNo, pSoldier->bLevel );
if ( ubGuyThere != NOBODY )
{
pTarget = MercPtrs[ ubGuyThere ];
if ( pSoldier->ubBodyType == BLOODCAT )
{
sGotLocation = FindNextToAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sGotLocation == -1 )
{
sGotLocation = NOWHERE;
}
}
else
{
sGotLocation = FindAdjacentPunchTarget( pSoldier, pTarget, &sAdjustedGridNo, &ubDirection );
}
}
if ( sGotLocation == NOWHERE && pSoldier->ubBodyType != BLOODCAT )
{
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == -1 )
{
sGotLocation = NOWHERE;
}
else
{
sGotLocation = sActionGridNo;
}
fGotAdjacent = TRUE;
}
if ( sGotLocation != NOWHERE )
{
if (pSoldier->sGridNo == sGotLocation || !fGotAdjacent )
{
pSoldier->sWalkToAttackWalkToCost = 0;
}
else
{
// Save for next time...
pSoldier->sWalkToAttackWalkToCost = PlotPath( pSoldier, sGotLocation, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
if (pSoldier->sWalkToAttackWalkToCost == 0)
{
return( 99 );
}
}
}
else
{
return( 0 );
}
sAPCost += pSoldier->sWalkToAttackWalkToCost;
}
// Save old location!
pSoldier->sWalkToAttackGridNo = sGridNo;
// Add points to attack
sAPCost += MinAPsToAttack( pSoldier, sAdjustedGridNo, ubAddTurningCost );
//sAPCost += APsToTurnAround(pSoldier, sAdjustedGridNo);
}
else
{
// Add points to attack
// Use our gridno
sAPCost += MinAPsToAttack( pSoldier, sGridNo, ubAddTurningCost );
}
// Add aim time...
sAPCost += bAimTime;
}
return( (INT8)sAPCost );
}
UINT8 MinAPsToAttack(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost)
{
UINT16 sAPCost = 0;
UINT32 uiItemClass;
if ( pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO )
{
INT16 glItem;
// look for an attached grenade launcher
glItem = GetAttachedGrenadeLauncher( &(pSoldier->inv[ HANDPOS ]) );
if ( glItem == NONE )
{
// default to hand
// LOOK IN BUDDY'S HAND TO DETERMINE WHAT TO DO HERE
uiItemClass = Item[ pSoldier->inv[HANDPOS].usItem ].usItemClass;
}
else
{
uiItemClass = Item[ glItem ].usItemClass;
}
}
else
{
// LOOK IN BUDDY'S HAND TO DETERMINE WHAT TO DO HERE
uiItemClass = Item[ pSoldier->inv[HANDPOS].usItem ].usItemClass;
}
if ( uiItemClass == IC_BLADE || uiItemClass == IC_GUN || uiItemClass == IC_LAUNCHER || uiItemClass == IC_TENTACLES || uiItemClass == IC_THROWING_KNIFE )
{
sAPCost = MinAPsToShootOrStab( pSoldier, sGridno, ubAddTurningCost, ubForceRaiseGunCost );
}
else if ( uiItemClass & ( IC_GRENADE | IC_THROWN ) )
{
sAPCost = MinAPsToThrow( pSoldier, sGridno, ubAddTurningCost );
}
else if ( uiItemClass == IC_PUNCH )
{
sAPCost = MinAPsToPunch( pSoldier, sGridno, ubAddTurningCost );
}
return( (UINT8)sAPCost );
}
INT8 CalcAimSkill( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
{
INT8 bAimSkill;
if ( Item[ usWeapon ].usItemClass == IC_GUN || Item[ usWeapon ].usItemClass == IC_LAUNCHER )
{
// GUNS: modify aiming cost by shooter's MARKSMANSHIP
bAimSkill = EffectiveMarksmanship( pSoldier );
}
else
// for now use this for all other weapons
//if ( Item[ usInHand ].usItemClass == IC_BLADE )
{
// KNIVES: modify aiming cost by avg of attacker's DEXTERITY & AGILITY
bAimSkill = ( EffectiveDexterity( pSoldier ) + EffectiveAgility( pSoldier ) ) / 2;
//return( 4 );
}
return( bAimSkill );
}
UINT8 BaseAPsToShootOrStab( INT8 bAPs, INT8 bAimSkill, OBJECTTYPE * pObj )
{
INT32 Top, Bottom, rof;
// INT8 bAttachPos;
// Calculate default top & bottom of the magic "aiming" formula!
// get this man's maximum possible action points (ignoring carryovers)
// the 2 times is here only to allow rounding off using integer math later
//Top = 2 * bAPs;//CalcActionPoints( pSoldier );
// Shots per turn rating is for max. aimSkill(100), drops down to 1/2 at = 0
// DIVIDE BY 4 AT THE END HERE BECAUSE THE SHOTS PER TURN IS NOW QUADRUPLED!
// NB need to define shots per turn for ALL Weapons then.
// 0verhaul: Do not calculate rate of fire bonus for stackable items (knives)
// Their info is an array of item status, not weapon info, and they don't repeat
// fire anyway.
rof = Weapon[ pObj->usItem ].ubShotsPer4Turns;
if (Item[ pObj->usItem ].ubPerPocket <= 1)
{
rof += GetRateOfFireBonus(pObj);
}
//Bottom = ( ( 50 + (bAimSkill / 2) ) * rof ) / 4;
// add minimum aiming time to the overall minimum AP_cost
// This here ROUNDS UP fractions of 0.5 or higher using integer math
// This works because 'top' is 2x what it really should be throughout
//return( ( ( ( 100 * Top ) / Bottom ) + 1) / 2);
// Snap: Refactored the formula to reduce the number of integer divisions
Top = 8 * bAPs;
if (Item[ pObj->usItem ].ubPerPocket <= 1)
{
Top *= ( 100 - GetPercentAPReduction(pObj) );
}
else
{
Top *= 100;
}
Bottom = ( 100 + bAimSkill ) * rof;
// (this will round to the nearest integer)
return ( Top + Bottom / 2 ) / Bottom;
}
void GetAPChargeForShootOrStabWRTGunRaises( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost, BOOLEAN *pfChargeTurning, BOOLEAN *pfChargeRaise )
{
UINT8 ubDirection;
UINT32 uiMercFlags;
UINT16 usTargID;
BOOLEAN fAddingTurningCost = FALSE;
BOOLEAN fAddingRaiseGunCost = FALSE;
if ( sGridNo != NOWHERE )
{
// OK, get a direction and see if we need to turn...
if (ubAddTurningCost)
{
// Given a gridno here, check if we are on a guy - if so - get his gridno
if ( FindSoldier( sGridNo, &usTargID, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
sGridNo = MercPtrs[ usTargID ]->sGridNo;
}
ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
// Is it the same as he's facing?
if ( ubDirection != pSoldier->ubDirection )
{
fAddingTurningCost = TRUE;
}
}
}
else
{
if (ubAddTurningCost)
{
// Assume we need to add cost!
fAddingTurningCost = TRUE;
}
}
if ( Item[ pSoldier->inv[ HANDPOS ].usItem ].usItemClass == IC_THROWING_KNIFE )
{
}
else
{
// Do we need to ready weapon?
if ( !( gAnimControl[ pSoldier->usAnimState ].uiFlags &( ANIM_FIREREADY | ANIM_FIRE ) ) )
{
fAddingRaiseGunCost = TRUE;
}
}
(*pfChargeTurning) = fAddingTurningCost;
(*pfChargeRaise ) = fAddingRaiseGunCost;
}
UINT8 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost)
{
UINT32 uiMercFlags;
UINT16 usTargID;
INT8 bFullAPs;
INT8 bAimSkill;
UINT8 bAPCost = AP_MIN_AIM_ATTACK;
BOOLEAN fAddingTurningCost = FALSE;
BOOLEAN fAddingRaiseGunCost = FALSE;
UINT16 usItem;
UINT16 usRaiseGunCost = 0;
UINT16 usTurningCost = 0;
if ( pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO )
{
usItem = GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS] );//UNDER_GLAUNCHER;
}
else
{
usItem = pSoldier->inv[ HANDPOS ].usItem;
}
GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sGridNo, ubAddTurningCost, &fAddingTurningCost, &fAddingRaiseGunCost );
if (ubForceRaiseGunCost)
{
fAddingRaiseGunCost = TRUE;
}
if ( Item[ usItem ].usItemClass == IC_THROWING_KNIFE )
{
// Do we need to stand up?
bAPCost += GetAPsToChangeStance( pSoldier, ANIM_STAND );
}
if ( AM_A_ROBOT( pSoldier ) )
{
fAddingRaiseGunCost = FALSE;
}
//Calculate usTurningCost
if ( fAddingTurningCost )
{
if ( Item[ usItem ].usItemClass == IC_THROWING_KNIFE )
usTurningCost = 1;
else
usTurningCost = GetAPsToLook( pSoldier );
}
//Calculate usRaiseGunCost
if (fAddingRaiseGunCost )
{
usRaiseGunCost = GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState );
pSoldier->fDontChargeReadyAPs = FALSE;
}
//charge the maximum of the 2
bAPCost += __max(usTurningCost,usRaiseGunCost);
if ( sGridNo != NOWHERE )
{
// Given a gridno here, check if we are on a guy - if so - get his gridno
if ( FindSoldier( sGridNo, &usTargID, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
sGridNo = MercPtrs[ usTargID ]->sGridNo;
}
}
// if attacking a new target (or if the specific target is uncertain)
if (ubForceRaiseGunCost || (( sGridNo != pSoldier->sLastTarget ) && !Item[usItem].rocketlauncher ))
{
bAPCost += AP_CHANGE_TARGET;
}
// Snap: reversed DIGICRAB's change.
// bFullAPs are BASE APs, which do not include APs caried over from the previous turn.
bFullAPs = CalcActionPoints( pSoldier );
// aim skill is the same whether we are using 1 or 2 guns
bAimSkill = CalcAimSkill( pSoldier, usItem );
if ( pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO )
{
INT16 glItem;
OBJECTTYPE GrenadeLauncher;
// look for an attached grenade launcher
glItem = GetAttachedGrenadeLauncher( &(pSoldier->inv[ HANDPOS ]));
// create temporary grenade launcher and use that
if ( glItem != NONE )
{
CreateItem( glItem, GetGrenadeLauncherStatus(&pSoldier->inv[ HANDPOS ]), &GrenadeLauncher );
}
else
{
// fake it, use a 100 status...
CreateItem( UNDER_GLAUNCHER, 100, &GrenadeLauncher );
}
bAPCost += BaseAPsToShootOrStab( bFullAPs, bAimSkill, &GrenadeLauncher );
}
else if ( IsValidSecondHandShot( pSoldier ) )
{
// charge the maximum of the two
bAPCost += __max(
BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[HANDPOS]) ),
BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[SECONDHANDPOS]) ) );
}
else
{
bAPCost += BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[HANDPOS]) );
}
// the minimum AP cost of ANY shot can NEVER be more than merc's maximum APs!
if ( bAPCost > bFullAPs )
bAPCost = bFullAPs;
// this SHOULD be impossible, but nevertheless...
if ( bAPCost < 1 )
bAPCost = 1;
if ( Item[pSoldier->inv[HANDPOS].usItem].rocketlauncher )
{
bAPCost += GetAPsToChangeStance( pSoldier, ANIM_STAND );
}
return ( bAPCost );
}
UINT8 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost)
{
UINT8 bAPCost = 0;
UINT16 usTargID;
UINT8 ubDirection;
// bAimSkill = ( pSoldier->bDexterity + pSoldier->bAgility) / 2;
if ( sGridNo != NOWHERE )
{
usTargID = WhoIsThere2( sGridNo, pSoldier->bTargetLevel );
// Given a gridno here, check if we are on a guy - if so - get his gridno
if ( usTargID != NOBODY )
{
sGridNo = MercPtrs[ usTargID ]->sGridNo;
// Check if target is prone, if so, calc cost...
if ( gAnimControl[ MercPtrs[ usTargID ]->usAnimState ].ubEndHeight == ANIM_PRONE )
{
bAPCost += GetAPsToChangeStance( pSoldier, ANIM_CROUCH );
}
else
{
if ( pSoldier->sGridNo == sGridNo )
{
bAPCost += GetAPsToChangeStance( pSoldier, ANIM_STAND );
}
}
}
if (ubAddTurningCost)
{
if ( pSoldier->sGridNo == sGridNo )
{
// ATE: Use standing turn cost....
ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
// Is it the same as he's facing?
if ( ubDirection != pSoldier->ubDirection )
{
bAPCost += AP_LOOK_STANDING;
}
}
}
}
bAPCost += 4;
return ( bAPCost );
}
INT8 MinPtsToMove(SOLDIERTYPE *pSoldier)
{
// look around all 8 directions and return lowest terrain cost
UINT8 cnt;
INT16 sLowest=127;
INT16 sGridno,sCost;
if ( TANK( pSoldier ) )
{
return( (INT8)sLowest);
}
for (cnt=0; cnt < 8; cnt++)
{
sGridno = NewGridNo(pSoldier->sGridNo,DirectionInc(cnt));
if (sGridno != pSoldier->sGridNo)
{
if ( (sCost=ActionPointCost( pSoldier, sGridno, cnt , pSoldier->usUIMovementMode ) ) < sLowest )
{
sLowest = sCost;
}
}
}
return( (INT8)sLowest);
}
INT8 PtsToMoveDirection(SOLDIERTYPE *pSoldier, INT8 bDirection )
{
INT16 sGridno,sCost;
INT8 bOverTerrainType;
UINT16 usMoveModeToUse;
sGridno = NewGridNo( pSoldier->sGridNo, DirectionInc(bDirection ) );
usMoveModeToUse = pSoldier->usUIMovementMode;
// ATE: Check if the new place is watter and we were tying to run....
bOverTerrainType = GetTerrainType( sGridno );
if ( TERRAIN_IS_WATER( bOverTerrainType) )
{
usMoveModeToUse = WALKING;
}
sCost = ActionPointCost( pSoldier, sGridno, bDirection , usMoveModeToUse );
if ( gubWorldMovementCosts[ sGridno ][ bDirection ][ pSoldier->bLevel ] != TRAVELCOST_FENCE )
{
if ( usMoveModeToUse == RUNNING && pSoldier->usAnimState != RUNNING )
{
sCost += AP_START_RUN_COST;
}
}
return( (INT8)sCost );
}
INT8 MinAPsToStartMovement( SOLDIERTYPE * pSoldier, UINT16 usMovementMode )
{
INT8 bAPs = 0;
switch( usMovementMode )
{
case RUNNING:
case WALKING:
if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE)
{
bAPs += AP_CROUCH + AP_PRONE;
}
else if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_CROUCH)
{
bAPs += AP_CROUCH;
}
break;
case SWATTING:
if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE)
{
bAPs += AP_PRONE;
}
else if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND)
{
bAPs += AP_CROUCH;
}
break;
case CRAWLING:
if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND)
{
bAPs += AP_CROUCH + AP_PRONE;
}
else if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_CROUCH)
{
bAPs += AP_CROUCH;
}
break;
default:
break;
}
if (usMovementMode == RUNNING && pSoldier->usAnimState != RUNNING )
{
bAPs += AP_START_RUN_COST;
}
return( bAPs );
}
BOOLEAN EnoughAmmo( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay, INT8 bInvPos )
{
if ( pSoldier->inv[ bInvPos ].usItem != NOTHING )
{
if ( pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO )
{
UINT16 glItem = GetAttachedGrenadeLauncher( &(pSoldier->inv[bInvPos]));
INT8 bAttachSlot = FindLaunchableAttachment( &(pSoldier->inv[bInvPos]), glItem);
if ( bAttachSlot != ITEM_NOT_FOUND )
{
return TRUE;
}
else
return FALSE;
}
else
{
if ( Item[pSoldier->inv[ bInvPos ].usItem].singleshotrocketlauncher )
{
// hack... they turn empty afterwards anyways
return( TRUE );
}
if (Item[ pSoldier->inv[ bInvPos ].usItem ].usItemClass == IC_LAUNCHER || Item[pSoldier->inv[ bInvPos ].usItem].cannon )
{
if ( FindAttachmentByClass( &(pSoldier->inv[ bInvPos ]), IC_GRENADE ) != ITEM_NOT_FOUND )
{
return( TRUE );
}
// ATE: Did an else if here...
if ( FindAttachmentByClass( &(pSoldier->inv[ bInvPos ]), IC_BOMB ) != ITEM_NOT_FOUND )
{
return( TRUE );
}
if ( fDisplay )
{
TacticalCharacterDialogue( pSoldier, QUOTE_OUT_OF_AMMO );
}
return( FALSE );
}
else if (Item[ pSoldier->inv[ bInvPos ].usItem ].usItemClass == IC_GUN)
{
if ( pSoldier->inv[ bInvPos ].ItemData.Gun.ubGunShotsLeft == 0 )
{
if ( fDisplay )
{
TacticalCharacterDialogue( pSoldier, QUOTE_OUT_OF_AMMO );
}
return( FALSE );
}
//<SB> manual recharge
if( pSoldier->bTeam == OUR_TEAM )
{
if ( !( pSoldier->inv[ bInvPos ].ItemData.Gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER ) )
{
return( FALSE );
}
}
//</SB>
}
}
return( TRUE );
}
return( FALSE );
}
void DeductAmmo( SOLDIERTYPE *pSoldier, INT8 bInvPos )
{
OBJECTTYPE * pObj;
// tanks never run out of MG ammo!
// unlimited cannon ammo is handled in AI
if ( TANK( pSoldier ) && !Item[pSoldier->inv[bInvPos].usItem].cannon )
{
return;
}
pObj = &(pSoldier->inv[ bInvPos ]);
if ( pObj->usItem != NOTHING )
{
if ( Item[pObj->usItem].cannon )
{
}
else if ( Item[ pObj->usItem ].usItemClass == IC_GUN && !Item[pObj->usItem].cannon && pSoldier->bWeaponMode != WM_ATTACHED_GL && pSoldier->bWeaponMode != WM_ATTACHED_GL_BURST && pSoldier->bWeaponMode != WM_ATTACHED_GL_AUTO )
{
if ( pSoldier->usAttackingWeapon == pObj->usItem)
{
// OK, let's see, don't overrun...
if ( pObj->ItemData.Gun.ubGunShotsLeft != 0 )
{
pObj->ItemData.Gun.ubGunShotsLeft--;
//Pulmu: Update weight after firing gun to account for bullets fired
if( gGameExternalOptions.fAmmoDynamicWeight == TRUE && pObj->ItemData.Gun.ubGunShotsLeft > 0)
{
pSoldier->inv[HANDPOS].ubWeight = CalculateObjectWeight( &(pSoldier->inv[HANDPOS]));
}
}
}
else
{
// firing an attachment?
}
}
else if ( Item[ pObj->usItem ].usItemClass == IC_LAUNCHER || Item[pObj->usItem].cannon || pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO )
{
INT8 bAttachPos;
bAttachPos = FindAttachmentByClass( pObj, IC_GRENADE );
if (bAttachPos == ITEM_NOT_FOUND )
{
bAttachPos = FindAttachmentByClass( pObj, IC_BOMB );
}
if (bAttachPos != ITEM_NOT_FOUND)
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DeductAmmo: deducting for GL: found attachment, about to decide whether to remove it"));
if ( Item[ pObj->usItem ].usItemClass == IC_LAUNCHER && GetMagSize(pObj) > 1 )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DeductAmmo: deducting for milkor"));
pObj->bAttachStatus[bAttachPos] = pObj->bAttachStatus[bAttachPos] - (INT8) ceil((double)( 100 / GetMagSize(pObj) )) ;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DeductAmmo: deducting for milkor: resulting status: %d, remove? = %d",pObj->bAttachStatus[bAttachPos],(pObj->bAttachStatus[bAttachPos] <= (INT8) ( 100 / Weapon[GetAttachedGrenadeLauncher(pObj)].ubMagSize ))));
if ( pObj->bAttachStatus[bAttachPos] <= (INT8) ceil((double)( 100 / GetMagSize(pObj) ) ))
{
RemoveAttachment( pObj, bAttachPos, NULL );
}
}
else if ( (pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO ) && Weapon[GetAttachedGrenadeLauncher(pObj)].ubMagSize > 1 )
{
pObj->bAttachStatus[bAttachPos] = pObj->bAttachStatus[bAttachPos] - (INT8) ceil((double)( 100 / Weapon[GetAttachedGrenadeLauncher(pObj)].ubMagSize )) ;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DeductAmmo: deducting for OICW GL: resulting status: %d, remove? = %d",pObj->bAttachStatus[bAttachPos],(pObj->bAttachStatus[bAttachPos] <= (INT8) ( 100 / Weapon[GetAttachedGrenadeLauncher(pObj)].ubMagSize ))));
if ( pObj->bAttachStatus[bAttachPos] <= (INT8) ceil((double)( 100 / Weapon[GetAttachedGrenadeLauncher(pObj)].ubMagSize ) ))
{
RemoveAttachment( pObj, bAttachPos, NULL );
}
}
else
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DeductAmmo: deducting for GL: removing attachment"));
RemoveAttachment( pObj, bAttachPos, NULL );
}
}
}
// Dirty Bars
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL1 );
}
}
UINT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, UINT16 usMapPos )
{
ITEM_POOL *pItemPool;
UINT16 sAPCost = 0;
INT16 sActionGridNo;
// Check if we are over an item pool
if ( GetItemPool( usMapPos, &pItemPool, pSoldier->bLevel ) )
{
// If we are in the same tile, just return pickup cost
sActionGridNo = AdjustGridNoForItemPlacement( pSoldier, usMapPos );
if ( pSoldier->sGridNo != sActionGridNo )
{
sAPCost = PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
// If point cost is zero, return 0
if ( sAPCost != 0 )
{
// ADD APS TO PICKUP
sAPCost += AP_PICKUP_ITEM;
}
}
else
{
sAPCost += AP_PICKUP_ITEM;
}
}
return( sAPCost );
}
UINT16 GetAPsToGiveItem( SOLDIERTYPE *pSoldier, UINT16 usMapPos )
{
UINT16 sAPCost = 0;
sAPCost = PlotPath( pSoldier, usMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
// If point cost is zero, return 0
if ( sAPCost != 0 || pSoldier->sGridNo == usMapPos )
{
// ADD APS TO PICKUP
sAPCost += AP_GIVE_ITEM;
}
return( sAPCost );
}
INT8 GetAPsToReloadGunWithAmmo( OBJECTTYPE * pGun, OBJECTTYPE * pAmmo )
{
if (Item[ pGun->usItem ].usItemClass == IC_LAUNCHER)
{
// always standard AP cost
//return( AP_RELOAD_GUN );
return GetAPsToReload(pGun);
}
if ( GetMagSize(pGun) == Magazine[Item[pAmmo->usItem].ubClassIndex].ubMagSize )
{
// normal situation
// return( AP_RELOAD_GUN );
return GetAPsToReload(pGun) ;
}
else
{
// trying to reload with wrong size of magazine
return (GetAPsToReload(pGun) * 2);
// return( AP_RELOAD_GUN + AP_RELOAD_GUN );
}
}
INT8 GetAPsToAutoReload( SOLDIERTYPE * pSoldier )
{
OBJECTTYPE * pObj;
INT8 bSlot, bSlot2, bExcludeSlot;
INT8 bAPCost = 0, bAPCost2 = 0;;
CHECKF( pSoldier );
pObj = &(pSoldier->inv[HANDPOS]);
//<SB> manual recharge
if (pObj->ItemData.Gun.ubGunShotsLeft && !(pObj->ItemData.Gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
{
return Weapon[Item[(pObj)->usItem].ubClassIndex].APsToReloadManually;
}
//</SB>
if (Item[pObj->usItem].usItemClass == IC_GUN || Item[pObj->usItem].usItemClass == IC_LAUNCHER)
{
bSlot = FindAmmoToReload( pSoldier, HANDPOS, NO_SLOT );
if (bSlot != NO_SLOT)
{
// we would reload using this ammo!
bAPCost += GetAPsToReloadGunWithAmmo( pObj, &(pSoldier->inv[bSlot] ) );
}
if ( IsValidSecondHandShotForReloadingPurposes( pSoldier ) )
{
pObj = &(pSoldier->inv[SECONDHANDPOS]);
bExcludeSlot = NO_SLOT;
bSlot2 = NO_SLOT;
// if the ammo for the first gun is the same we have to do special checks
if ( ValidAmmoType( pObj->usItem, pSoldier->inv[ bSlot ].usItem ) )
{
if ( pSoldier->inv[ bSlot ].ubNumberOfObjects == 1 )
{
// we must not consider this slot for reloading!
bExcludeSlot = bSlot;
}
else
{
// we can reload the 2nd gun from the same pocket!
bSlot2 = bSlot;
}
}
if (bSlot2 == NO_SLOT)
{
bSlot2 = FindAmmoToReload( pSoldier, SECONDHANDPOS, bExcludeSlot );
}
if (bSlot2 != NO_SLOT)
{
// we would reload using this ammo!
bAPCost2 = GetAPsToReloadGunWithAmmo( pObj, &(pSoldier->inv[bSlot2] ) );
if ( EnoughPoints( pSoldier, (INT16) (bAPCost + bAPCost2), 0, FALSE ) )
{
// we can afford to reload both guns; otherwise display just for 1 gun
bAPCost += bAPCost2;
}
}
}
}
return( bAPCost );
}
UINT16 GetAPsToReloadRobot( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pRobot )
{
UINT16 sAPCost = 0;
INT16 sActionGridNo;
UINT8 ubDirection;
INT16 sAdjustedGridNo;
sActionGridNo = FindAdjacentGridEx( pSoldier, pRobot->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
sAPCost = PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
// If point cost is zero, return 0
if ( sAPCost != 0 || sActionGridNo == pSoldier->sGridNo )
{
// ADD APS TO RELOAD
sAPCost += 4;
}
return( sAPCost );
}
UINT16 GetAPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight )
{
UINT16 sAPCost = 0;
INT8 bCurrentHeight;
bCurrentHeight = gAnimControl[ pSoldier->usAnimState ].ubEndHeight;
if ( bCurrentHeight == bDesiredHeight )
{
sAPCost = 0;
}
if ( bCurrentHeight == ANIM_STAND && bDesiredHeight == ANIM_PRONE )
{
sAPCost = AP_CROUCH + AP_PRONE;
}
if ( bCurrentHeight == ANIM_STAND && bDesiredHeight == ANIM_CROUCH )
{
sAPCost = AP_CROUCH;
}
if ( bCurrentHeight == ANIM_CROUCH && bDesiredHeight == ANIM_PRONE )
{
sAPCost = AP_PRONE;
}
if ( bCurrentHeight == ANIM_CROUCH && bDesiredHeight == ANIM_STAND )
{
sAPCost = AP_CROUCH;
}
if ( bCurrentHeight == ANIM_PRONE && bDesiredHeight == ANIM_STAND )
{
sAPCost = AP_PRONE + AP_CROUCH;
}
if ( bCurrentHeight == ANIM_PRONE && bDesiredHeight == ANIM_CROUCH )
{
sAPCost = AP_PRONE;
}
return( sAPCost );
}
UINT16 GetBPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight )
{
UINT16 sBPCost = 0;
INT8 bCurrentHeight;
bCurrentHeight = gAnimControl[ pSoldier->usAnimState ].ubEndHeight;
if ( bCurrentHeight == bDesiredHeight )
{
sBPCost = 0;
}
if ( bCurrentHeight == ANIM_STAND && bDesiredHeight == ANIM_PRONE )
{
sBPCost = BP_CROUCH + BP_PRONE;
}
if ( bCurrentHeight == ANIM_STAND && bDesiredHeight == ANIM_CROUCH )
{
sBPCost = BP_CROUCH;
}
if ( bCurrentHeight == ANIM_CROUCH && bDesiredHeight == ANIM_PRONE )
{
sBPCost = BP_PRONE;
}
if ( bCurrentHeight == ANIM_CROUCH && bDesiredHeight == ANIM_STAND )
{
sBPCost = BP_CROUCH;
}
if ( bCurrentHeight == ANIM_PRONE && bDesiredHeight == ANIM_STAND )
{
sBPCost = BP_PRONE + BP_CROUCH;
}
if ( bCurrentHeight == ANIM_PRONE && bDesiredHeight == ANIM_CROUCH )
{
sBPCost = BP_PRONE;
}
return( sBPCost );
}
UINT16 GetAPsToLook( SOLDIERTYPE *pSoldier )
{
// Set # of APs
switch( gAnimControl[ pSoldier->usAnimState ].ubEndHeight )
{
// Now change to appropriate animation
case ANIM_STAND:
return( AP_LOOK_STANDING );
break;
case ANIM_CROUCH:
return( AP_LOOK_CROUCHED );
break;
case ANIM_PRONE:
// AP_PRONE is the AP cost to go to or from the prone stance. To turn while prone, your merc has to get up to
// crouched, turn, and then go back down. Hence you go up (AP_PRONE), turn (AP_LOOK_PRONE) and down (AP_PRONE).
return( AP_LOOK_PRONE + AP_PRONE + AP_PRONE );
break;
// no other values should be possible
default:
Assert( FALSE );
return(0);
break;
}
}
BOOLEAN CheckForMercContMove( SOLDIERTYPE *pSoldier )
{
INT16 sAPCost;
INT16 sGridNo;
if ( !( gTacticalStatus.uiFlags & INCOMBAT ) )
{
return( FALSE );
}
if ( gpItemPointer != NULL )
{
return( FALSE );
}
if( pSoldier->bLife >= OKLIFE )
{
if( pSoldier->sGridNo != pSoldier->sFinalDestination || pSoldier->bGoodContPath )
{
// OK< check if we are the selected guy!
if ( pSoldier->ubID == gusSelectedSoldier )
{
if (SoldierOnScreen( pSoldier->ubID ) )
{
sGridNo = pSoldier->sFinalDestination;
if ( pSoldier->bGoodContPath )
{
sGridNo = pSoldier->sContPathLocation;
}
// Do a check if we can afford move here!
// get a path to dest...
if ( FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, 0 ) )
{
sAPCost = PtsToMoveDirection( pSoldier, (UINT8)guiPathingData[ 0 ] );
if ( EnoughPoints( pSoldier, sAPCost, 0 , FALSE ) )
{
return( TRUE );
}
}
else
{
return( FALSE );
}
}
}
}
}
return( FALSE );
}
INT16 GetAPsToReadyWeapon( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
{
UINT16 usItem;
usItem = pSoldier->inv[ HANDPOS ].usItem;
// If this is a dwel pistol anim
// ATE: What was I thinking, hooking into animations like this....
//if ( usAnimState == READY_DUAL_STAND || usAnimState == READY_DUAL_CROUCH )
//{
//return( AP_READY_DUAL );
//}
if ( IsValidSecondHandShot( pSoldier ) )
{
//Madd: return the greater of the two weapons + 1:
UINT8 rt1, rt2;
rt1 = Weapon[usItem].ubReadyTime * ( 100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[ HANDPOS ]) ) / 100;
rt2 = Weapon[pSoldier->inv[SECONDHANDPOS].usItem].ubReadyTime * ( 100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[ SECONDHANDPOS ]) ) / 100;
return( max(rt1,rt2) + AP_READY_DUAL );
}
// OK, now check type of weapon
if ( usItem == NOTHING )
{
return( 0 );
}
else
{
// CHECK FOR RIFLE
if ( Item[ usItem ].usItemClass == IC_GUN )
{
return ( Weapon[ usItem ].ubReadyTime
* ( 100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[ HANDPOS ]) ) ) / 100;
}
}
return( 0 );
}
INT8 GetAPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown )
{
if ( !fClimbDown )
{
// OK, add aps to goto stand stance...
return( (INT8)( AP_CLIMBROOF + GetAPsToChangeStance( pSoldier, ANIM_STAND ) ) );
}
else
{
// Add aps to goto crouch
return( (INT8)( AP_CLIMBOFFROOF + GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) ) );
}
}
INT16 GetBPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown )
{
if ( !fClimbDown )
{
return( BP_CLIMBROOF );
}
else
{
return( BP_CLIMBOFFROOF );
}
}
INT8 GetAPsToCutFence( SOLDIERTYPE *pSoldier )
{
// OK, it's normally just cost, but add some if different stance...
return( GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) + AP_USEWIRECUTTERS );
}
INT8 GetAPsToBeginFirstAid( SOLDIERTYPE *pSoldier )
{
// OK, it's normally just cost, but add some if different stance...
return( GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) + AP_START_FIRST_AID );
}
INT8 GetAPsToBeginRepair( SOLDIERTYPE *pSoldier )
{
// OK, it's normally just cost, but add some if different stance...
return( GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) + AP_START_REPAIR );
}
INT8 GetAPsToRefuelVehicle( SOLDIERTYPE *pSoldier )
{
// OK, it's normally just cost, but add some if different stance...
return( GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) + AP_REFUEL_VEHICLE );
}
#define TOSSES_PER_10TURNS 18 // max # of grenades tossable in 10 turns
#define AP_MIN_AIM_ATTACK 0 // minimum permitted extra aiming
#define AP_MAX_AIM_ATTACK 4 // maximum permitted extra aiming
INT16 MinAPsToThrow( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost )
{
INT32 iTop, iBottom;
INT32 iFullAPs;
INT32 iAPCost = AP_MIN_AIM_ATTACK;
UINT16 usInHand;
UINT16 usTargID;
UINT32 uiMercFlags;
UINT8 ubDirection;
// make sure the guy's actually got a throwable item in his hand!
usInHand = pSoldier->inv[ HANDPOS ].usItem;
if ( ( !(Item[ usInHand ].usItemClass & IC_GRENADE) ) )
{
//AXP 25.03.2007: See if we are about to throw grenade (grenade was not in hand, but in temp object)
if ( pSoldier->pTempObject != NULL && pSoldier->pThrowParams != NULL &&
pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM && (Item[ pSoldier->pTempObject->usItem ].usItemClass & IC_GRENADE) )
{
//nothing here
}
else
{
#ifdef JA2TESTVERSION
ScreenMsg( MSG_FONT_YELLOW, MSG_DEBUG, L"MinAPsToThrow - Called when in-hand item is %d", usInHand );
#endif
return(0);
}
}
if ( sGridNo != NOWHERE )
{
// Given a gridno here, check if we are on a guy - if so - get his gridno
if ( FindSoldier( sGridNo, &usTargID, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
sGridNo = MercPtrs[ usTargID ]->sGridNo;
}
// OK, get a direction and see if we need to turn...
if (ubAddTurningCost)
{
ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
// Is it the same as he's facing?
if ( ubDirection != pSoldier->ubDirection )
{
//Lalien: disabled it again
//AXP 25.03.2007: Reenabled look cost
//iAPCost += GetAPsToLook( pSoldier );
}
}
}
else
{
// Assume we need to add cost!
//iAPCost += GetAPsToLook( pSoldier );
}
// if attacking a new target (or if the specific target is uncertain)
//AXP 25.03.2007: Aim-at-same-tile AP cost/bonus doesn't make any sense for thrown objects
//if ( ( sGridNo != pSoldier->sLastTarget ) )
//{
// iAPCost += AP_CHANGE_TARGET;
//}
iAPCost += GetAPsToChangeStance( pSoldier, ANIM_STAND );
// Calculate default top & bottom of the magic "aiming" formula)
// get this man's maximum possible action points (ignoring carryovers)
iFullAPs = CalcActionPoints( pSoldier );
// the 2 times is here only to around rounding off using integer math later
iTop = 2 * iFullAPs;
// if it's anything but a mortar
// if ( usInHand != MORTAR)
// tosses per turn is for max dexterity, drops down to 1/2 at dexterity = 0
// bottom = (TOSSES_PER_10TURNS * (50 + (ptr->dexterity / 2)) / 10);
//else
iBottom = ( TOSSES_PER_10TURNS * (50 + ( pSoldier->bDexterity / 2 ) ) / 10 );
// add minimum aiming time to the overall minimum AP_cost
// This here ROUNDS UP fractions of 0.5 or higher using integer math
// This works because 'top' is 2x what it really should be throughout
iAPCost += ( ( ( 100 * iTop ) / iBottom) + 1) / 2;
// the minimum AP cost of ANY throw can NEVER be more than merc has APs!
if ( iAPCost > iFullAPs )
iAPCost = iFullAPs;
// this SHOULD be impossible, but nevertheless...
if ( iAPCost < 1 )
iAPCost = 1;
return ( (INT16)iAPCost );
}
UINT16 GetAPsToDropBomb( SOLDIERTYPE *pSoldier )
{
return( AP_DROP_BOMB );
}
UINT16 GetTotalAPsToDropBomb( SOLDIERTYPE *pSoldier, INT16 sGridNo )
{
INT16 sAPs = 0;
sAPs = PlotPath( pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
if ( sAPs > 0 )
{
sAPs += AP_DROP_BOMB;
}
return( sAPs );
}
UINT16 GetAPsToUseRemote( SOLDIERTYPE *pSoldier )
{
return( AP_USE_REMOTE );
}
INT8 GetAPsToStealItem( SOLDIERTYPE *pSoldier, INT16 usMapPos )
{
UINT16 sAPCost = 0;
if (usMapPos != -1)
{
sAPCost = PlotPath( pSoldier, usMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
}
// ADD APS TO PICKUP
sAPCost += AP_STEAL_ITEM;
// CJC August 13 2002: added cost to stand into equation
if (!(PTR_STANDING))
{
sAPCost += GetAPsToChangeStance( pSoldier, ANIM_STAND );
}
return( (INT8)sAPCost );
}
INT8 GetBPsToStealItem( SOLDIERTYPE *pSoldier )
{
return( BP_STEAL_ITEM );
}
INT8 GetAPsToUseJar( SOLDIERTYPE *pSoldier, INT16 usMapPos )
{
UINT16 sAPCost = 0;
sAPCost = PlotPath( pSoldier, usMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
// If point cost is zero, return 0
if ( sAPCost != 0 )
{
// ADD APS TO PICKUP
sAPCost += AP_TAKE_BLOOD;
}
return( (INT8)sAPCost );
}
INT8 GetAPsToUseCan( SOLDIERTYPE *pSoldier, INT16 usMapPos )
{
UINT16 sAPCost = 0;
sAPCost = PlotPath( pSoldier, usMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
// If point cost is zero, return 0
if ( sAPCost != 0 )
{
// ADD APS TO PICKUP
sAPCost += AP_ATTACH_CAN;
}
return( (INT8)sAPCost );
}
INT8 GetAPsToJumpOver( SOLDIERTYPE *pSoldier )
{
return( GetAPsToChangeStance( pSoldier, ANIM_STAND ) + AP_JUMP_OVER );
}