Fix, improv.: NO_REMOVE_RANDOM_SECTOR_ITEMS (by sun_alf).

fix: it was using doubled number of arrived enemies (NumEnemiesInAnySector counts the same enemies twice if called prior to RemovePGroup.)
improvement:
* chance to steal a WORLDITEM is it's coolness * 10%.
* looters can steal up to "3 kg * numEnemies" of items in total, and no more.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9362 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2022-04-08 21:00:58 +00:00
parent 89e0fd33ec
commit 186a722519
3 changed files with 33 additions and 14 deletions
+27 -4
View File
@@ -1106,10 +1106,30 @@ void HandleLoyaltyForDemolitionOfBuilding( SOLDIERTYPE *pSoldier, INT16 sPointsD
}
void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, UINT8 ubChance )
static BOOLEAN CanRemoveWorldItem( WORLDITEM *worlditem, UINT32 uiMaxWeight, UINT32 *pStackWeight )
{
BOOLEAN result = FALSE;
UINT32 uiChance = 10UL * Item[worlditem->object.usItem].ubCoolness;
UINT32 uiStackWeight = 0;
for ( int objIndex = 0; objIndex < worlditem->object.ubNumberOfObjects; objIndex++ )
uiStackWeight += worlditem->object.GetWeightOfObjectInStack( objIndex );
if ( Chance( uiChance ) && uiStackWeight <= uiMaxWeight )
result = TRUE;
*pStackWeight = uiStackWeight;
return result;
}
void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, UINT32 uiNumEnemies )
{
const UINT32 uiCarryWeightPerSoldier = 30; // 3 kg
// remove random items in sector
UINT32 uiNumberOfItems = 0, iCounter = 0;
UINT32 uiNumberOfItems = 0, iCounter = 0, uiStackWeight = 0;
UINT32 uiWeightToSteal = uiCarryWeightPerSoldier * uiNumEnemies;
std::vector<WORLDITEM> pItemList;//dnl ch75 271013
UINT32 uiNewTotal = 0;
CHAR16 wSectorName[ 128 ];
@@ -1149,11 +1169,12 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
//if the item exists, and is visible and reachable, see if it should be stolen
if ( pItemList[ iCounter ].fExists && pItemList[ iCounter ].bVisible == TRUE && pItemList[ iCounter ].usFlags & WORLD_ITEM_REACHABLE )
{
if ( Chance( ubChance ) )
if ( CanRemoveWorldItem( &pItemList[iCounter], uiWeightToSteal, &uiStackWeight ) )
{
// remove
--uiNewTotal;
pItemList[ iCounter ].fExists = FALSE;
uiWeightToSteal -= uiStackWeight;
// debug message
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"%s stolen in %s!", ItemNames[ pItemList[ iCounter ].object.usItem ], wSectorName );
@@ -1174,9 +1195,11 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
// note, can't do reachable test here because we'd have to do a path call...
if ( gWorldItems[ iCounter ].fExists && gWorldItems[ iCounter ].bVisible == TRUE )
{
if ( Chance( ubChance ) )
if ( CanRemoveWorldItem( &gWorldItems[iCounter], uiWeightToSteal, &uiStackWeight ) )
{
RemoveItemFromPool( gWorldItems[ iCounter ].sGridNo , iCounter, gWorldItems[ iCounter ].ubLevel );
uiWeightToSteal -= uiStackWeight;
// debug message
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"%s stolen in %s!", ItemNames[ gWorldItems[ iCounter ].object.usItem ], wSectorName );
}