Bugfix from Flugente: enemies collapsing

-during the drug upkeep, the strength value of the soldiers was set to 1, which is why they were exhausted very fast by what little inventory they had

Also - Now we read in (and OR together) a variable number of AvailableAttachmentPoint tags from items.xml. 

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5238 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2012-04-30 05:11:35 +00:00
parent dafc7d8bec
commit 145c437857
3 changed files with 93 additions and 88 deletions
+90 -87
View File
@@ -358,118 +358,121 @@ void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier )
}
// Flugente: always do the following checks. Thereby, if the effect runs out, our stats will be back to normal
// only do the checks for the player team, as soldiers do not have a gMercProfiles
if ( pSoldier->bTeam == gbPlayerNum)
{
//////////////// STRENGTH ////////////////
// strength we would normally have right now
INT8 strength = gMercProfiles[ pSoldier->ubProfile ].bStrength - pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_STRENGTH ];
//////////////// STRENGTH ////////////////
// strength we would normally have right now
INT8 strength = gMercProfiles[ pSoldier->ubProfile ].bStrength - pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_STRENGTH ];
INT8 strengthmodifier = pSoldier->drugs.bDrugEffect[ DRUG_TYPE_STRENGTH ] - pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_STRENGTH ];
INT8 strengthmodifier = pSoldier->drugs.bDrugEffect[ DRUG_TYPE_STRENGTH ] - pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_STRENGTH ];
// cap modifier at 25, as currently stats cant go above 127 (INT8)
strengthmodifier = min(25, strengthmodifier);
// cap modifier at 25, as currently stats cant go above 127 (INT8)
strengthmodifier = min(25, strengthmodifier);
UINT32 newstrength = max(1, strength + strengthmodifier);
newstrength = min(126, newstrength);
UINT32 newstrength = max(1, strength + strengthmodifier);
newstrength = min(126, newstrength);
pSoldier->stats.bStrength = (INT8)newstrength;
pSoldier->stats.bStrength = (INT8)newstrength;
if ( strengthmodifier > 0 )
{
pSoldier->timeChanges.uiChangeStrengthTime = GetJA2Clock();
pSoldier->usValueGoneUp |= ( STRENGTH_INCREASE );
}
else if ( strengthmodifier < 0 )
{
pSoldier->timeChanges.uiChangeStrengthTime = GetJA2Clock();
pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
}
if ( strengthmodifier > 0 )
{
pSoldier->timeChanges.uiChangeStrengthTime = GetJA2Clock();
pSoldier->usValueGoneUp |= ( STRENGTH_INCREASE );
}
else if ( strengthmodifier < 0 )
{
pSoldier->timeChanges.uiChangeStrengthTime = GetJA2Clock();
pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
}
//////////////// DEXTERITY ////////////////
// dexterity we would normally have right now
INT8 dexterity = gMercProfiles[ pSoldier->ubProfile ].bDexterity - pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_DEXTERITY ];
//////////////// DEXTERITY ////////////////
// dexterity we would normally have right now
INT8 dexterity = gMercProfiles[ pSoldier->ubProfile ].bDexterity - pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_DEXTERITY ];
INT8 dexteritymodifier = pSoldier->drugs.bDrugEffect[ DRUG_TYPE_DEXTERITY ] - pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_DEXTERITY ];
INT8 dexteritymodifier = pSoldier->drugs.bDrugEffect[ DRUG_TYPE_DEXTERITY ] - pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_DEXTERITY ];
// cap modifier at 25, as currently stats cant go above 127 (INT8)
dexteritymodifier = min(25, dexteritymodifier);
// cap modifier at 25, as currently stats cant go above 127 (INT8)
dexteritymodifier = min(25, dexteritymodifier);
UINT32 newdexterity = max(1, dexterity + dexteritymodifier);
newdexterity = min(126, newdexterity);
UINT32 newdexterity = max(1, dexterity + dexteritymodifier);
newdexterity = min(126, newdexterity);
pSoldier->stats.bDexterity = newdexterity;
pSoldier->stats.bDexterity = newdexterity;
if ( dexteritymodifier > 0 )
{
pSoldier->timeChanges.uiChangeDexterityTime = GetJA2Clock();
pSoldier->usValueGoneUp |= ( DEX_INCREASE );
}
else if ( dexteritymodifier < 0 )
{
pSoldier->timeChanges.uiChangeDexterityTime = GetJA2Clock();
pSoldier->usValueGoneUp &= ~( DEX_INCREASE );
}
if ( dexteritymodifier > 0 )
{
pSoldier->timeChanges.uiChangeDexterityTime = GetJA2Clock();
pSoldier->usValueGoneUp |= ( DEX_INCREASE );
}
else if ( dexteritymodifier < 0 )
{
pSoldier->timeChanges.uiChangeDexterityTime = GetJA2Clock();
pSoldier->usValueGoneUp &= ~( DEX_INCREASE );
}
//////////////// AGILITY ////////////////
// agility we would normally have right now
INT8 agility = gMercProfiles[ pSoldier->ubProfile ].bAgility - pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_AGILITY ];
//////////////// AGILITY ////////////////
// agility we would normally have right now
INT8 agility = gMercProfiles[ pSoldier->ubProfile ].bAgility - pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_AGILITY ];
INT8 agilitymodifier = pSoldier->drugs.bDrugEffect[ DRUG_TYPE_AGILITY ] - pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_AGILITY ];
INT8 agilitymodifier = pSoldier->drugs.bDrugEffect[ DRUG_TYPE_AGILITY ] - pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_AGILITY ];
// cap modifier at 25, as currently stats cant go above 127 (INT8)
agilitymodifier = min(25, agilitymodifier);
// cap modifier at 25, as currently stats cant go above 127 (INT8)
agilitymodifier = min(25, agilitymodifier);
UINT32 newagility = max(1, agility + agilitymodifier);
newagility = min(126, newagility);
UINT32 newagility = max(1, agility + agilitymodifier);
newagility = min(126, newagility);
pSoldier->stats.bAgility = newagility;
pSoldier->stats.bAgility = newagility;
if ( agilitymodifier > 0 )
{
pSoldier->timeChanges.uiChangeAgilityTime = GetJA2Clock();
pSoldier->usValueGoneUp |= ( AGIL_INCREASE );
}
else if ( agilitymodifier < 0 )
{
pSoldier->timeChanges.uiChangeAgilityTime = GetJA2Clock();
pSoldier->usValueGoneUp &= ~( AGIL_INCREASE );
}
if ( agilitymodifier > 0 )
{
pSoldier->timeChanges.uiChangeAgilityTime = GetJA2Clock();
pSoldier->usValueGoneUp |= ( AGIL_INCREASE );
}
else if ( agilitymodifier < 0 )
{
pSoldier->timeChanges.uiChangeAgilityTime = GetJA2Clock();
pSoldier->usValueGoneUp &= ~( AGIL_INCREASE );
}
//////////////// WISDOM ////////////////
// wisdom we would normally have right now
INT8 wisdom = gMercProfiles[ pSoldier->ubProfile ].bWisdom - pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_WISDOM ];
//////////////// WISDOM ////////////////
// wisdom we would normally have right now
INT8 wisdom = gMercProfiles[ pSoldier->ubProfile ].bWisdom - pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_WISDOM ];
INT8 wisdommodifier = pSoldier->drugs.bDrugEffect[ DRUG_TYPE_WISDOM ] - pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_WISDOM ];
INT8 wisdommodifier = pSoldier->drugs.bDrugEffect[ DRUG_TYPE_WISDOM ] - pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_WISDOM ];
// cap modifier at 25, as currently stats cant go above 127 (INT8)
wisdommodifier = min(25, wisdommodifier);
// cap modifier at 25, as currently stats cant go above 127 (INT8)
wisdommodifier = min(25, wisdommodifier);
UINT32 newwisdom = max(1, wisdom + wisdommodifier);
newwisdom = min(126, newwisdom);
UINT32 newwisdom = max(1, wisdom + wisdommodifier);
newwisdom = min(126, newwisdom);
pSoldier->stats.bWisdom = newwisdom;
pSoldier->stats.bWisdom = newwisdom;
if ( wisdommodifier > 0 )
{
pSoldier->timeChanges.uiChangeWisdomTime = GetJA2Clock();
pSoldier->usValueGoneUp |= ( WIS_INCREASE );
}
else if ( wisdommodifier < 0 )
{
pSoldier->timeChanges.uiChangeWisdomTime = GetJA2Clock();
pSoldier->usValueGoneUp &= ~( WIS_INCREASE );
}
if ( wisdommodifier > 0 )
{
pSoldier->timeChanges.uiChangeWisdomTime = GetJA2Clock();
pSoldier->usValueGoneUp |= ( WIS_INCREASE );
}
else if ( wisdommodifier < 0 )
{
pSoldier->timeChanges.uiChangeWisdomTime = GetJA2Clock();
pSoldier->usValueGoneUp &= ~( WIS_INCREASE );
}
// if our sideeffect count is 1 (which should occur a while AFTER we took the drug), we suddenly become blind for a few turns...
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_BLIND ] == 0 && pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_BLIND ] == 1 )
{
pSoldier->bBlindedCounter = 3;
}
// if our sideeffect count is 1 (which should occur a while AFTER we took the drug), we suddenly become blind for a few turns...
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_BLIND ] == 0 && pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_BLIND ] == 1 )
{
pSoldier->bBlindedCounter = 3;
}
// if our sideeffect count is 1 (which should occur a while AFTER we took the drug), we get a heart-attack and get knocked out...
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_KNOCKOUT ] == 0 && pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_KNOCKOUT ] == 1 )
{
// Keel over...
DeductPoints( pSoldier, 0, 20000 );
// if our sideeffect count is 1 (which should occur a while AFTER we took the drug), we get a heart-attack and get knocked out...
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_KNOCKOUT ] == 0 && pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_KNOCKOUT ] == 1 )
{
// Keel over...
DeductPoints( pSoldier, 0, 20000 );
}
}
}
+2
View File
@@ -12,6 +12,8 @@
#define REGEN_POINTS_PER_BOOSTER 4
#define LIFE_GAIN_PER_REGEN_POINT 10
extern UINT8 gbPlayerNum;
enum {
DRUG_TYPE_ADRENALINE = 0,
DRUG_TYPE_ALCOHOL,
+1 -1
View File
@@ -541,7 +541,7 @@ itemEndElementHandle(void *userData, const XML_Char *name)
else if(strcmp(name, "AvailableAttachmentPoint") == 0)
{
pData->curElement = ELEMENT;
pData->curItem.ulAvailableAttachmentPoint = (UINT64) atof(pData->szCharData);
pData->curItem.ulAvailableAttachmentPoint |= (UINT64) atof(pData->szCharData);
}
else if(strcmp(name, "AttachmentPoint") == 0)
{