Files
source/Tactical/SkillCheck.cpp
T

534 lines
14 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "SkillCheck.h"
#include "Soldier Profile.h"
#include "Random.h"
#include "Items.h"
#include "Dialogue Control.h"
#include "Overhead.h"
#include "Soldier macros.h"
#include "Isometric Utils.h"
#include "Morale.h"
#include "drugs and alcohol.h"
#include "strategicmap.h"
#endif
INT8 EffectiveStrength( SOLDIERTYPE * pSoldier )
{
INT8 bBandaged;
INT32 iEffStrength;
// Effective strength is:
// 1/2 full strength
// plus 1/2 strength scaled according to how hurt we are
bBandaged = pSoldier->stats.bLifeMax - pSoldier->stats.bLife - pSoldier->bBleeding;
if (pSoldier->stats.bStrength > 0)
{
iEffStrength = pSoldier->stats.bStrength / 2;
iEffStrength += (pSoldier->stats.bStrength / 2) * (pSoldier->stats.bLife + bBandaged / 2) / (pSoldier->stats.bLifeMax);
}
else
{
iEffStrength = 0;
}
// ATE: Make sure at least 2...
iEffStrength = __max( iEffStrength, 2 );
return( (INT8) iEffStrength );
}
INT8 EffectiveWisdom( SOLDIERTYPE * pSoldier )
{
INT32 iEffWisdom;
iEffWisdom = pSoldier->stats.bWisdom;
iEffWisdom = EffectStatForBeingDrunk( pSoldier, iEffWisdom );
return( (INT8) iEffWisdom );
}
INT8 EffectiveAgility( SOLDIERTYPE * pSoldier )
{
INT32 iEffAgility;
iEffAgility = pSoldier->stats.bAgility;
iEffAgility = EffectStatForBeingDrunk( pSoldier, iEffAgility );
if ( pSoldier->sWeightCarriedAtTurnStart > 100 )
{
iEffAgility = (iEffAgility * 100) / pSoldier->sWeightCarriedAtTurnStart;
}
return( (INT8) iEffAgility );
}
INT8 EffectiveMechanical( SOLDIERTYPE * pSoldier )
{
INT32 iEffMechanical;
iEffMechanical = pSoldier->stats.bMechanical;
iEffMechanical = EffectStatForBeingDrunk( pSoldier, iEffMechanical );
return( (INT8) iEffMechanical );
}
INT8 EffectiveExplosive( SOLDIERTYPE * pSoldier )
{
INT32 iEffExplosive;
iEffExplosive = pSoldier->stats.bExplosive;
iEffExplosive = EffectStatForBeingDrunk( pSoldier, iEffExplosive );
return( (INT8) iEffExplosive );
}
INT8 EffectiveMedical( SOLDIERTYPE * pSoldier )
{
INT32 iEffMedical;
iEffMedical = pSoldier->stats.bMedical;
iEffMedical = EffectStatForBeingDrunk( pSoldier, iEffMedical );
return( (INT8) iEffMedical );
}
INT8 EffectiveLeadership( SOLDIERTYPE * pSoldier )
{
INT32 iEffLeadership;
INT8 bDrunkLevel;
iEffLeadership = pSoldier->stats.bLeadership;
// if we are drunk, effect leader ship in a +ve way...
bDrunkLevel = GetDrunkLevel( pSoldier );
if ( bDrunkLevel == FEELING_GOOD )
{
iEffLeadership = ( iEffLeadership * 120 / 100 );
}
return( (INT8) iEffLeadership );
}
INT8 EffectiveExpLevel( SOLDIERTYPE * pSoldier )
{
INT32 iEffExpLevel;
INT8 bDrunkLevel;
INT32 iExpModifier[] =
{ 0, // SOBER
0, // Feeling good
-1, // Borderline
-2, // Drunk
0, // Hung
};
iEffExpLevel = pSoldier->stats.bExpLevel;
bDrunkLevel = GetDrunkLevel( pSoldier );
iEffExpLevel = iEffExpLevel + iExpModifier[ bDrunkLevel ];
if (pSoldier->ubProfile != NO_PROFILE)
{
if ( (gMercProfiles[ pSoldier->ubProfile ].bPersonalityTrait == CLAUSTROPHOBIC) && pSoldier->bActive && pSoldier->bInSector && gbWorldSectorZ > 0)
{
// claustrophobic!
iEffExpLevel--;
}
}
if (iEffExpLevel < 1)
{
// can't go below 1
return( 1 );
}
else
{
return( (INT8) iEffExpLevel );
}
}
INT8 EffectiveMarksmanship( SOLDIERTYPE * pSoldier )
{
INT32 iEffMarksmanship;
iEffMarksmanship = pSoldier->stats.bMarksmanship;
iEffMarksmanship = EffectStatForBeingDrunk( pSoldier, iEffMarksmanship );
return( (INT8) iEffMarksmanship );
}
INT8 EffectiveDexterity( SOLDIERTYPE * pSoldier )
{
INT32 iEffDexterity;
iEffDexterity = pSoldier->stats.bDexterity;
iEffDexterity = EffectStatForBeingDrunk( pSoldier, iEffDexterity );
return( (INT8) iEffDexterity );
}
UINT8 GetPenaltyForFatigue( SOLDIERTYPE *pSoldier )
{
UINT8 ubPercentPenalty;
if ( pSoldier->bBreathMax >= 85 ) ubPercentPenalty = 0;
else if ( pSoldier->bBreathMax >= 70 ) ubPercentPenalty = 10;
else if ( pSoldier->bBreathMax >= 50 ) ubPercentPenalty = 25;
else if ( pSoldier->bBreathMax >= 30 ) ubPercentPenalty = 50;
else if ( pSoldier->bBreathMax >= 15 ) ubPercentPenalty = 75;
else if ( pSoldier->bBreathMax > 0 ) ubPercentPenalty = 90;
else ubPercentPenalty = 100;
return( ubPercentPenalty );
}
void ReducePointsForFatigue( SOLDIERTYPE *pSoldier, UINT16 *pusPoints )
{
*pusPoints -= (*pusPoints * GetPenaltyForFatigue( pSoldier )) / 100;
}
INT32 GetSkillCheckPenaltyForFatigue( SOLDIERTYPE *pSoldier, INT32 iSkill )
{
// use only half the full effect of fatigue for skill checks
return( ( (iSkill * GetPenaltyForFatigue( pSoldier ) ) / 100) / 2 );
}
INT32 SkillCheck( SOLDIERTYPE * pSoldier, INT8 bReason, INT8 bChanceMod )
{
INT32 iSkill;
INT32 iChance, iReportChance;
INT32 iRoll, iMadeItBy;
INT8 bSlot;
INT32 iLoop;
SOLDIERTYPE * pTeamSoldier;
INT8 bBuddyIndex;
BOOLEAN fForceDamnSound = FALSE;
iReportChance = -1;
switch (bReason)
{
case LOCKPICKING_CHECK:
case ELECTRONIC_LOCKPICKING_CHECK:
fForceDamnSound = TRUE;
iSkill = EffectiveMechanical( pSoldier );
if (iSkill == 0)
{
break;
}
// adjust skill based on wisdom (knowledge)
iSkill = iSkill * (EffectiveWisdom( pSoldier ) + 100) / 200;
// and dexterity (clumsy?)
iSkill = iSkill * (EffectiveDexterity( pSoldier ) + 100) / 200;
// factor in experience
iSkill = iSkill + EffectiveExpLevel( pSoldier ) * 3;
if (HAS_SKILL_TRAIT( pSoldier, LOCKPICKING ) )
{
// if we specialize in picking locks...
iSkill += gbSkillTraitBonus[LOCKPICKING] * NUM_SKILL_TRAITS( pSoldier, LOCKPICKING );
}
if (bReason == ELECTRONIC_LOCKPICKING_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS)) )
{
// if we are unfamiliar with electronics...
iSkill /= 2;
}
// adjust chance based on status of kit
bSlot = FindLocksmithKit( pSoldier );
if (bSlot == NO_SLOT)
{
// this should never happen, but might as well check...
iSkill = 0;
}
iSkill = iSkill * pSoldier->inv[bSlot][0]->data.objectStatus / 100;
break;
case ATTACHING_DETONATOR_CHECK:
case ATTACHING_REMOTE_DETONATOR_CHECK:
iSkill = EffectiveExplosive( pSoldier );
if (iSkill == 0)
{
break;
}
iSkill = (iSkill * 3 + EffectiveDexterity( pSoldier ) ) / 4;
if ( bReason == ATTACHING_REMOTE_DETONATOR_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS )) )
{
iSkill /= 2;
}
break;
case PLANTING_BOMB_CHECK:
case PLANTING_REMOTE_BOMB_CHECK:
iSkill = EffectiveExplosive( pSoldier ) * 7;
iSkill += EffectiveWisdom( pSoldier ) * 2;
iSkill += EffectiveExpLevel( pSoldier ) * 10;
iSkill = iSkill / 10; // bring the value down to a percentage
if ( bReason == PLANTING_REMOTE_BOMB_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS)) )
{
// deduct only a bit...
iSkill = (iSkill * 3) / 4;
}
// Ok, this is really damn easy, so skew the values...
// e.g. if calculated skill is 84, skewed up to 96
// 51 to 84
// 22 stays as is
iSkill = (iSkill + 100 * (iSkill / 25) ) / (iSkill / 25 + 1);
break;
case DISARM_TRAP_CHECK:
fForceDamnSound = TRUE;
iSkill = EffectiveExplosive( pSoldier ) * 7;
if ( iSkill == 0 )
{
break;
}
iSkill += EffectiveDexterity( pSoldier ) * 2;
iSkill += EffectiveExpLevel( pSoldier ) * 10;
iSkill = iSkill / 10; // bring the value down to a percentage
// penalty based on poor wisdom
iSkill -= (100 - EffectiveWisdom( pSoldier ) ) / 5;
break;
case DISARM_ELECTRONIC_TRAP_CHECK:
fForceDamnSound = TRUE;
iSkill = __max( EffectiveMechanical( pSoldier ) , EffectiveExplosive( pSoldier ) ) * 7;
if ( iSkill == 0 )
{
break;
}
iSkill += EffectiveDexterity( pSoldier ) * 2;
iSkill += EffectiveExpLevel( pSoldier ) * 10;
iSkill = iSkill / 10; // bring the value down to a percentage
// penalty based on poor wisdom
iSkill -= (100 - EffectiveWisdom( pSoldier ) ) / 5;
if ( !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS )) )
{
iSkill = (iSkill * 3) / 4;
}
break;
case OPEN_WITH_CROWBAR:
// Add for crowbar...
iSkill = EffectiveStrength( pSoldier ) + 20;
fForceDamnSound = TRUE;
break;
case SMASH_DOOR_CHECK:
iSkill = EffectiveStrength( pSoldier );
break;
case UNJAM_GUN_CHECK:
iSkill = 30 + EffectiveMechanical( pSoldier ) / 2;
break;
case NOTICE_DART_CHECK:
// only a max of ~20% chance
iSkill = EffectiveWisdom( pSoldier ) / 10 + EffectiveExpLevel( pSoldier );
break;
case LIE_TO_QUEEN_CHECK:
// competitive check vs the queen's wisdom and leadership... poor guy!
iSkill = 50 * ( EffectiveWisdom( pSoldier ) + EffectiveLeadership( pSoldier ) ) / ( gMercProfiles[ QUEEN ].bWisdom + gMercProfiles[ QUEEN ].bLeadership );
break;
case ATTACHING_SPECIAL_ITEM_CHECK:
case ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK:
iSkill = EffectiveMechanical( pSoldier );
if (iSkill == 0)
{
break;
}
// adjust skill based on wisdom (knowledge)
iSkill = iSkill * (EffectiveWisdom( pSoldier ) + 100) / 200;
// and dexterity (clumsy?)
iSkill = iSkill * (EffectiveDexterity( pSoldier ) + 100) / 200;
// factor in experience
iSkill = iSkill + EffectiveExpLevel( pSoldier ) * 3;
if (bReason == ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS)) )
{
// if we are unfamiliar with electronics...
iSkill /= 2;
}
break;
default:
iSkill = 0;
break;
}
iSkill -= GetSkillCheckPenaltyForFatigue( pSoldier, iSkill );
iChance = iSkill + bChanceMod;
switch (bReason)
{
case LOCKPICKING_CHECK:
case ELECTRONIC_LOCKPICKING_CHECK:
case DISARM_TRAP_CHECK:
case DISARM_ELECTRONIC_TRAP_CHECK:
case OPEN_WITH_CROWBAR:
case SMASH_DOOR_CHECK:
case ATTACHING_SPECIAL_ITEM_CHECK:
case ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK:
// for lockpicking and smashing locks, if the chance isn't reasonable
// we set it to 0 so they can never get through the door if they aren't
// good enough
if (iChance < 30)
{
iChance = 0;
break;
}
// else fall through
default:
iChance += GetMoraleModifier( pSoldier );
break;
}
if (iChance > 99)
{
iChance = 99;
}
else if (iChance < 0)
{
iChance = 0;
}
iRoll = PreRandom( 100 );
iMadeItBy = iChance - iRoll;
if (iMadeItBy < 0)
{
if ( (pSoldier->bLastSkillCheck == bReason) && (pSoldier->sGridNo == pSoldier->sSkillCheckGridNo) )
{
pSoldier->ubSkillCheckAttempts++;
if (pSoldier->ubSkillCheckAttempts > 2)
{
if (iChance == 0)
{
// do we realize that we just can't do this?
if ( (100 - (pSoldier->ubSkillCheckAttempts - 2) * 20) < EffectiveWisdom( pSoldier ) )
{
// say "I can't do this" quote
TacticalCharacterDialogue( pSoldier, QUOTE_DEFINITE_CANT_DO );
return( iMadeItBy );
}
}
}
}
else
{
pSoldier->bLastSkillCheck = bReason;
pSoldier->ubSkillCheckAttempts = 1;
pSoldier->sSkillCheckGridNo = pSoldier->sGridNo;
}
if ( fForceDamnSound || Random( 100 ) < 40 )
{
switch( bReason )
{
case UNJAM_GUN_CHECK:
case NOTICE_DART_CHECK:
case LIE_TO_QUEEN_CHECK:
// silent check
break;
default:
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
break;
}
}
}
else
{
// A buddy might make a positive comment based on our success;
// Increase the chance for people with higher skill and for more difficult tasks
iChance = 15 + iSkill / 20 + (-bChanceMod) / 20;
if (iRoll < iChance)
{
// If a buddy of this merc is standing around nearby, they'll make a positive comment.
iLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ iLoop ]; iLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; iLoop++,pTeamSoldier++ )
{
if ( OK_INSECTOR_MERC( pTeamSoldier ) )
{
bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
if (bBuddyIndex >= 0 && SpacesAway( pSoldier->sGridNo, pTeamSoldier->sGridNo ) < 15)
{
switch( bBuddyIndex )
{
case 0:
// buddy #1 did something good!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_1_GOOD );
break;
case 1:
// buddy #2 did something good!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_2_GOOD );
break;
case 2:
// learn to like buddy did something good!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_LEARNED_TO_LIKE_WITNESSED );
break;
default:
break;
}
}
}
}
}
}
return( iMadeItBy );
}
INT8 CalcTrapDetectLevel( SOLDIERTYPE * pSoldier, BOOLEAN fExamining )
{
// return the level of trap which the guy is able to detect
INT8 bDetectLevel;
// formula: 1 pt for every exp_level
// plus 1 pt for every 40 explosives
// less 1 pt for every 20 wisdom MISSING
bDetectLevel = EffectiveExpLevel( pSoldier );
bDetectLevel += (EffectiveExplosive( pSoldier ) / 40);
bDetectLevel -= ((100 - EffectiveWisdom( pSoldier ) ) / 20);
// if the examining flag is true, this isn't just a casual glance
// and the merc should have a higher chance
if (fExamining)
{
bDetectLevel += (INT8) PreRandom(bDetectLevel / 3 + 2);
}
// if substantially bleeding, or still in serious shock, randomly lower value
if ((pSoldier->bBleeding > 20) || (pSoldier->aiData.bShock > 1))
{
bDetectLevel -= (INT8) PreRandom(3);
}
if (bDetectLevel < 1)
{
bDetectLevel = 1;
}
return( bDetectLevel );
}