- New behaviour for gas grenades:

Gas grenades now don't cause direct damage on hit anymore. They will cause damage on start of turn or if you move inside a gas cloud. Of course gas mask still helps (except for creature gas and fire).
Every tile moved inside a gas cloud deals a percentage of the normal damage (default 10%). This is set in Item_Settings.ini (DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER, DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER).
Tiles can now have multiple gas effects on them. Unfortunately this is not visualized (yet).
Smoke doesn't make a character immune to other gas types anymore.
The 25% chance of taking damage while moving through a gas cloud has been removed. Damage is now applied 100% of the time.

- New modifiers for explosive damage in Item_Settings.ini (DAMAGE_HEALTH_EXPLOSIVE_MODIFIER, DAMAGE_BREATH_EXPLOSIVE_MODIFIER). These could fully replace EXPLOSIVES_DAMAGE_MODIFIER in Ja2_Options.ini but I left that general modifier untouched for now.

- Some compiler warning fixes.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6517 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-10-21 07:13:15 +00:00
parent a71f8745ab
commit 3346fddf09
20 changed files with 141 additions and 78 deletions
+4
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@@ -2696,6 +2696,10 @@ void LoadItemSettings()
// -------------- ARMOR MODIFIERS ----------------
// ------------ EXPLOSIVE MODIFIERS --------------
gItemSettings.fDamageHealthModifierExplosive = iniReader.ReadFloat ("Explosives Settings","DAMAGE_HEALTH_EXPLOSIVE_MODIFIER", 1.0f, 0.1f, 5.0f);
gItemSettings.fDamageBreathModifierExplosive = iniReader.ReadFloat ("Explosives Settings","DAMAGE_BREATH_EXPLOSIVE_MODIFIER", 1.0f, 0.1f, 5.0f);
gItemSettings.fDamageHealthMoveModifierExplosive = iniReader.ReadFloat ("Explosives Settings","DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER", 0.1f, 0.0f, 1.0f);
gItemSettings.fDamageBreathMoveModifierExplosive = iniReader.ReadFloat ("Explosives Settings","DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER", 0.1f, 0.0f, 1.0f);
}
+6 -1
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@@ -1253,7 +1253,7 @@ typedef struct
UINT8 ubPrisonerProcessInfoDirectionChance;
UINT8 ubPrisonerProcessRansomBaseChance;
UINT16 ubPrisonerInterrogationPoints[4]; // points needed to interrogate a prisoner of a specific type
// Flugente: sexism/racism/etc.
INT8 sMoraleModAppearance;
INT8 sMoraleModRefinement;
@@ -1928,6 +1928,11 @@ typedef struct
// -------------- ARMOR MODIFIERS ----------------
// ------------ EXPLOSIVE MODIFIERS --------------
// Grenade Damage Modifiers
FLOAT fDamageHealthModifierExplosive;
FLOAT fDamageBreathModifierExplosive;
FLOAT fDamageHealthMoveModifierExplosive; // applies when character moves through gas cloud without a gas mask
FLOAT fDamageBreathMoveModifierExplosive; // applies when character moves through gas cloud without a gas mask
}ITEM_SETTINGS;
+4 -4
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@@ -2258,7 +2258,7 @@ UINT16 DisplayExplosiveDamage(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight
DrawTextToScreen(BobbyRText[BOBBYR_GUNS_DAMAGE], BOBBYR_ITEM_WEIGHT_TEXT_X, (UINT16)usPosY, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
UINT16 explDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usIndex ].ubClassIndex].ubDamage );
UINT16 explDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usIndex ].ubClassIndex].ubDamage, 0 );
swprintf(sTemp, L"%4d", explDamage);
DrawTextToScreen(sTemp, BOBBYR_ITEM_WEIGHT_NUM_X, (UINT16)usPosY, BOBBYR_ITEM_WEIGHT_NUM_WIDTH, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_ITEM_DESC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
@@ -2272,7 +2272,7 @@ UINT16 DisplayExplosiveStunDamage(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHe
DrawTextToScreen(BobbyRText[BOBBYR_GUNS_STUN], BOBBYR_ITEM_WEIGHT_TEXT_X, (UINT16)usPosY, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
UINT16 explStunDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usIndex ].ubClassIndex].ubStunDamage );
UINT16 explStunDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usIndex ].ubClassIndex].ubStunDamage, 1 );
swprintf(sTemp, L"%4d", explStunDamage);
DrawTextToScreen(sTemp, BOBBYR_ITEM_WEIGHT_NUM_X, (UINT16)usPosY, BOBBYR_ITEM_WEIGHT_NUM_WIDTH, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_ITEM_DESC_TEXT_COLOR_ALT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
@@ -4242,8 +4242,8 @@ void GetHelpTextForItemInLaptop( STR16 pzStr, UINT16 usItemNumber )
// HEADROCK HAM 3.6: Can now use negative modifier.
//UINT16 explDamage = (UINT16)( Explosive[Item[ usItemNumber ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ usItemNumber ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.bExplosivesDamageModifier );
//UINT16 explStunDamage = (UINT16)( Explosive[Item[ usItemNumber ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ usItemNumber ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
UINT16 explDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItemNumber ].ubClassIndex].ubDamage );
UINT16 explStunDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItemNumber ].ubClassIndex].ubStunDamage );
UINT16 explDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItemNumber ].ubClassIndex].ubDamage, 0 );
UINT16 explStunDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItemNumber ].ubClassIndex].ubStunDamage, 1 );
swprintf( pzStr, L"%s\n%s %d\n%s %d\n%s %1.1f %s",
+1 -1
View File
@@ -3076,7 +3076,7 @@ BOOLEAN AreAnyOfTheNewMercsAvailable()
return( FALSE );
//for(i=(LARRY_NORMAL-BIFF); i<=LaptopSaveInfo.gubLastMercIndex; i++)
for(UINT16 i=0; i<=NUM_PROFILES; i++)
for(UINT8 i=0; i<=NUM_PROFILES; i++)
{
if ( gConditionsForMercAvailability[i].NewMercsAvailable == FALSE && gProfilesMERC[i].ProfilId != 0 )
{
+2 -2
View File
@@ -8309,7 +8309,7 @@ void DrawExplosiveValues( OBJECTTYPE * gpItemDescObject )
sHeight = gItemDescGenRegions[ubNumLine][1].sBottom - sTop;
// Get final damage
INT16 iFinalDamage = GetModifiedExplosiveDamage( Explosive[Item[ gpItemDescObject->usItem ].ubClassIndex ].ubDamage );
INT16 iFinalDamage = GetModifiedExplosiveDamage( Explosive[Item[ gpItemDescObject->usItem ].ubClassIndex ].ubDamage, 0 );
// Get base damage
INT16 iDamage = iFinalDamage;
@@ -8350,7 +8350,7 @@ void DrawExplosiveValues( OBJECTTYPE * gpItemDescObject )
sHeight = gItemDescGenRegions[ubNumLine][1].sBottom - sTop;
// Get final damage
INT16 iFinalStunDamage = GetModifiedExplosiveDamage( Explosive[Item[ gpItemDescObject->usItem ].ubClassIndex ].ubStunDamage);
INT16 iFinalStunDamage = GetModifiedExplosiveDamage( Explosive[Item[ gpItemDescObject->usItem ].ubClassIndex ].ubStunDamage, 1 );
// Get base damage
INT16 iStunDamage = iFinalStunDamage;
+2 -2
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@@ -12023,8 +12023,8 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
// HEADROCK HAM 3.6: Can now use negative modifier.
//UINT16 explDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
//UINT16 explStunDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
UINT16 explDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItem ].ubClassIndex].ubDamage );
UINT16 explStunDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItem ].ubClassIndex].ubStunDamage );
UINT16 explDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItem ].ubClassIndex].ubDamage, 0 );
UINT16 explStunDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItem ].ubClassIndex].ubStunDamage, 1 );
#ifdef CHINESE
swprintf( pStr, ChineseSpecString5,
+23 -11
View File
@@ -5479,23 +5479,28 @@ std::vector<UINT16> GetItemSlots(OBJECTTYPE* pObj, UINT8 subObject, BOOLEAN fAtt
UINT64 uiClass = (UINT64)pow((double)2, (int)sClass);
UINT32 slotSize = tempItemSlots.size();
if(fItemSlots & uiClass){ //don't bother with this slot if it's not a valid class
for(UINT32 sCount = 1; sCount < MAXITEMS+1; sCount++){
for(UINT32 sCount = 1; sCount < MAXITEMS+1; sCount++)
{
if(AttachmentSlots[sCount].uiSlotIndex == 0)
break;
if(AttachmentSlots[sCount].nasAttachmentClass & uiClass && AttachmentSlots[sCount].nasLayoutClass & fItemLayout){ //found a slot
if(AttachmentSlots[sCount].nasAttachmentClass & uiClass && AttachmentSlots[sCount].nasLayoutClass & fItemLayout) //found a slot
{
if(magSize > 0 && AttachmentSlots[sCount].fMultiShot)
magSize--;
else if(AttachmentSlots[sCount].fMultiShot)
continue;
if(Item[pObj->usItem].usItemClass == IC_LBEGEAR && AttachmentSlots[sCount].ubPocketMapping > 0){
if(LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbePocketsAvailable & (UINT16)pow((double)2, AttachmentSlots[sCount].ubPocketMapping - 1)){
tempItemSlots.push_back(AttachmentSlots[sCount].uiSlotIndex);
}
}else{
if(Item[pObj->usItem].usItemClass == IC_LBEGEAR && AttachmentSlots[sCount].ubPocketMapping > 0)
{
if(LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbePocketsAvailable & (UINT16)pow((double)2, AttachmentSlots[sCount].ubPocketMapping - 1))
{
tempItemSlots.push_back(AttachmentSlots[sCount].uiSlotIndex);
}
}
else
{
tempItemSlots.push_back(AttachmentSlots[sCount].uiSlotIndex);
}
}
}
}
if(slotSize == tempItemSlots.size()){ //we didn't find a layout specific slot so try to find a default layout slot
@@ -13840,14 +13845,21 @@ INT8 FindBackpackOnSoldier( SOLDIERTYPE * pSoldier )
}
// HEADROCK HAM 3.6: This applies the INI modifier to explosives
UINT8 GetModifiedExplosiveDamage( UINT16 sDamage )
UINT8 GetModifiedExplosiveDamage( UINT16 sDamage, UINT8 ubType )
{
if (sDamage == 0)
{
return(0);
}
sDamage = (INT16)(( sDamage * gGameExternalOptions.iExplosivesDamageModifier ) / 100);
// apply ini modifiers by type
if ( ubType == 0 ) // type 0 is health damage
sDamage = (FLOAT)(( sDamage * gGameExternalOptions.iExplosivesDamageModifier * gItemSettings.fDamageHealthModifierExplosive ) / 100);
else if ( ubType == 1 ) // type 1 is breath damage
sDamage = (FLOAT)(( sDamage * gGameExternalOptions.iExplosivesDamageModifier * gItemSettings.fDamageBreathModifierExplosive ) / 100);
else
return(0); // undefined type
sDamage = __max(1, sDamage);
sDamage = __min(255, sDamage);
+1 -1
View File
@@ -441,7 +441,7 @@ INT16 GetSnowCamoBonus( OBJECTTYPE * pObj );
INT8 FindBackpackOnSoldier( SOLDIERTYPE * pSoldier );
// HEADROCK HAM 3.6: Handler functions to get modified damage with INI parameter.
UINT8 GetModifiedExplosiveDamage( UINT16 ubDamage );
UINT8 GetModifiedExplosiveDamage( UINT16 ubDamage, UINT8 ubType );
UINT8 GetModifiedMeleeDamage( UINT16 ubDamage );
UINT8 GetModifiedGunDamage( UINT16 ubDamage );
+27 -16
View File
@@ -2264,13 +2264,17 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
{
BOOLEAN fDontContinue = FALSE;
if ( pSoldier->pathing.usPathIndex > 0 )
{
// silversurfer: Moved this further down. We will now check for gas at the starting point.
// Otherwise the soldier might just run out of the gas and take no damage when next tile has no gas.
// This change was necessary because we don't apply gas damage directly anymore when a gas grenade is tossed.
// if ( pSoldier->pathing.usPathIndex > 0 )
// {
// check for running into gas
// note: this will have to use the minimum types of structures for tear/creature gas
// since there isn't a way to retrieve the smoke effect structure
if ( (gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & ANY_SMOKE_EFFECT && PreRandom( 4 ) == 0 ) || gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
// silversurfer: removed the randomness. Character is running through a gas cloud so make him suffer without a gas mask!
if ( (gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & ANY_SMOKE_EFFECT /* && PreRandom( 4 ) == 0*/ ) || gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
{
EXPLOSIVETYPE * pExplosive = NULL;
INT8 bPosOfMask;
@@ -2287,12 +2291,15 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
// since they only had one of each gas item?!?)
// anyway, it means that we can only have one set of health/breath damage values for each gas type, until someone has time
// to dig into this further and actually make it find the original item that caused the gas
//
// silversurfer: Changed the way the HitByGasFlags are handled. The old way allowed to run through a gas cloud and be immune to gas
// as long as you have been affected once. This is now handled by function DishOutGasDamage() that is used below.
if ( !AM_A_ROBOT( pSoldier ) )
{
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_SMOKE )
{
if ( bPosOfMask == NO_SLOT && !(pSoldier->flags.fHitByGasFlags & HIT_BY_SMOKEGAS) )//dnl ch40 200909
if ( bPosOfMask == NO_SLOT ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_SMOKEGAS) )//dnl ch40 200909
{
pExplosive = &( Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_SMOKE) ].ubClassIndex ]);
}
@@ -2301,7 +2308,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_TEARGAS )
{
if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_TEARGAS) && bPosOfMask == NO_SLOT )
if ( bPosOfMask == NO_SLOT ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_TEARGAS) )
{
pExplosive = &( Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_TEARGAS) ].ubClassIndex ]);
}
@@ -2310,7 +2317,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_MUSTARDGAS )
{
if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_MUSTARDGAS) && bPosOfMask == NO_SLOT )
if ( bPosOfMask == NO_SLOT ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_MUSTARDGAS) )
{
pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_MUSTGAS) ].ubClassIndex ]);
}
@@ -2319,39 +2326,43 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_CREATUREGAS )
{
if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_CREATUREGAS) ) // gas mask doesn't help vs creaturegas
//if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_CREATUREGAS) ) // gas mask doesn't help vs creaturegas
{
pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_CREATUREGAS) ].ubClassIndex ]);
pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_CREATUREGAS) ].ubClassIndex ]);
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
{
if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_BURNABLEGAS) )
//if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_BURNABLEGAS) ) // gas mask doesn't help vs fire damage
{
pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_BURNABLEGAS) ].ubClassIndex ]);
pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_BURNABLEGAS) ].ubClassIndex ]);
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pSoldier->flags.fHitByGasFlags: %d", pSoldier->flags.fHitByGasFlags );
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( !(gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_SMOKE ))
// silversurfer: Why this? Smoke on a tile makes us immune to other damage types? I don't think so...
//if ( !(gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_SMOKE ))
{
if ( pExplosive )
{
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
fDontContinue = TRUE;
// silversurfer: Don't stop the merc anymore. Let him run and suffer!
//pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
//fDontContinue = TRUE;
INT16 iGasHealthDamage = GetModifiedExplosiveDamage( pExplosive->ubDamage, 0 ) + (INT16)PreRandom( GetModifiedExplosiveDamage( pExplosive->ubDamage, 0 ));
INT16 iGasBreathDamage = ( 100 * ( GetModifiedExplosiveDamage( pExplosive->ubStunDamage, 1 ) + (INT16)PreRandom( ( GetModifiedExplosiveDamage( pExplosive->ubStunDamage, 1 ) / 2 ) ) ) );
DishOutGasDamage( pSoldier, pExplosive, TRUE, FALSE,
(INT16) (pExplosive->ubDamage + (UINT8)PreRandom( pExplosive->ubDamage ) ),
(INT16) (100 * ( pExplosive->ubStunDamage + (INT16)PreRandom( ( pExplosive->ubStunDamage / 2 ) ) ) ), NOBODY );
DishOutGasDamage( pSoldier, pExplosive, TRUE, FALSE, iGasHealthDamage, iGasBreathDamage, NOBODY );
}
}
}
}
if ( pSoldier->pathing.usPathIndex > 0 )
{
if ( !fDontContinue )
{
+1 -1
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@@ -7201,7 +7201,7 @@ void SwapMercPortraits ( SOLDIERTYPE *pSoldier, INT8 bDirection )
if ( gpCurrentTalkingFace != NULL )
return;
UINT8 ubSourceMerc = gusSelectedSoldier;
UINT8 ubSourceMerc = (UINT8)gusSelectedSoldier;
UINT8 ubTargetMerc;
UINT8 ubGroupID = pSoldier->ubGroupID;
INT8 bOldPosition = GetTeamSlotFromPlayerID ( MercPtrs[ ubSourceMerc ]->ubID );
+1 -1
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@@ -6111,7 +6111,7 @@ else
}
}
// Make sure cap is within limits
uiCap = __max(uiCap, __max(0,(UINT32)iChance));
uiCap = __max(uiCap, __max(0, 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
+3 -3
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@@ -1405,7 +1405,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
}
else
{
ubMaxPossibleAimTime = APBPConstants[AP_MIN_AIM_ATTACK];//dnl ch63 240813
ubMaxPossibleAimTime = (UINT8)APBPConstants[AP_MIN_AIM_ATTACK];//dnl ch63 240813
// NB grenade launcher is NOT a direct fire weapon!
ubRawAPCost = (UINT8) MinAPsToThrow( pSoldier, sGridNo, FALSE );
DebugMsg(TOPIC_JA2 , DBG_LEVEL_3 , String("Raw AP Cost = %d",ubRawAPCost ));
@@ -2107,8 +2107,8 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *
}
iExplosDamage = ( ( (INT32) Explosive[ ubExplosiveIndex ].ubDamage ) * 3) / 2;
iBreathDamage = ( ( (INT32) Explosive[ ubExplosiveIndex ].ubStunDamage ) * 5) / 4;
iExplosDamage = ( ( (INT32) GetModifiedExplosiveDamage( Explosive[ ubExplosiveIndex ].ubDamage, 0 ) ) * 3) / 2;
iBreathDamage = ( ( (INT32) GetModifiedExplosiveDamage( Explosive[ ubExplosiveIndex ].ubStunDamage, 1 ) ) * 5) / 4;
if ( Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_TEARGAS || Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_MUSTGAS )
{
+5 -5
View File
@@ -5424,7 +5424,7 @@ L_NEWAIM:
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT) )
iChance += 30 * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT);
if( PreRandom( 100 ) <= iChance )
if( (INT32)PreRandom( 100 ) <= iChance )
{
pSoldier->aiData.bAimTime = (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedPunches : 6);
}
@@ -5436,7 +5436,7 @@ L_NEWAIM:
if (HAS_SKILL_TRAIT( pSoldier, MELEE_NT))
iChance += 30;
if( PreRandom( 100 ) <= iChance )
if( (INT32)PreRandom( 100 ) <= iChance )
{
pSoldier->aiData.bAimTime = (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedBladedAttackes : 6);
}
@@ -5584,7 +5584,7 @@ L_NEWAIM:
// if yes, and we are facing it, jump
// if no, go on, nothing to see here
// determine direction of our target
UINT8 targetdirection = GetDirectionToGridNoFromGridNo(pSoldier->sGridNo, sClosestOpponent);
INT8 targetdirection = (INT8)GetDirectionToGridNoFromGridNo(pSoldier->sGridNo, sClosestOpponent);
// determine if there is a jumpable window here, in the direction of our target
// store old direction for this check
@@ -5592,7 +5592,7 @@ L_NEWAIM:
pSoldier->ubDirection = targetdirection;
INT8 windowdirection = DIRECTION_IRRELEVANT;
if ( FindWindowJumpDirection(pSoldier, pSoldier->sGridNo, pSoldier->ubDirection, &windowdirection) && targetdirection == (UINT8)windowdirection )
if ( FindWindowJumpDirection(pSoldier, pSoldier->sGridNo, pSoldier->ubDirection, &windowdirection) && targetdirection == windowdirection )
{
pSoldier->ubDirection = tmpdirection;
@@ -8074,7 +8074,7 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier )
// if yes, and we are facing it, jump
// if no, go on, nothing to see here
// determine direction of our target
INT8 targetdirection = GetDirectionToGridNoFromGridNo(pSoldier->sGridNo, sClosestOpponent);
INT8 targetdirection = (INT8)GetDirectionToGridNoFromGridNo(pSoldier->sGridNo, sClosestOpponent);
// determine if there is a jumpable window here, in the direction of our target
// store old direction for this check
+43 -15
View File
@@ -1904,7 +1904,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner , BOOL fFromRemoteClient )
{
// OJW - 20091028
// OJW - 20091028
if (is_networked && is_client)
{
// only the owner of a merc may send damage (as this takes into account equipped gas mask)
@@ -1925,6 +1925,8 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
#endif
}
FLOAT fGasDamageModifier = 1.0;
FLOAT fGasBreathDamageModifier = 1.0;
INT8 bPosOfMask = NO_SLOT;
if (!pSoldier->bActive || !pSoldier->bInSector || !pSoldier->stats.bLife || AM_A_ROBOT( pSoldier ) )
@@ -1941,6 +1943,7 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
}
}
// no gas mask helps from creature attacks and fire
if ( pExplosive->ubType == EXPLOSV_CREATUREGAS || pExplosive->ubType == EXPLOSV_BURNABLEGAS)
{
if ( sSubsequent && pSoldier->flags.fHitByGasFlags & HIT_BY_CREATUREGAS )
@@ -1948,13 +1951,16 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
// already affected by creature gas this turn
return( fRecompileMovementCosts );
}
if ( sSubsequent && pSoldier->flags.fHitByGasFlags & HIT_BY_BURNABLEGAS )
// Who cares if he was affected already? Running through a gas cloud is not good for health so let him suffer!
if ( /*sSubsequent &&*/ pSoldier->flags.fHitByGasFlags & HIT_BY_BURNABLEGAS )
{
// already affected by BURNABLEGAS this turn
return( fRecompileMovementCosts );
// Already affected by burnable gas this turn. Lower damage value by ini setting.
fGasDamageModifier = gItemSettings.fDamageHealthMoveModifierExplosive;
fGasBreathDamageModifier = gItemSettings.fDamageBreathMoveModifierExplosive;
//return( fRecompileMovementCosts );
}
}
else // no gas mask help from creature attacks
else //
// ATE/CJC: gas stuff
{
if ( pExplosive->ubType == EXPLOSV_TEARGAS )
@@ -1970,10 +1976,13 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
}
// ignore whether subsequent or not if hit this turn
// Who cares if he was affected already? Running through a gas cloud is not good for health so let him suffer!
if ( pSoldier->flags.fHitByGasFlags & HIT_BY_TEARGAS )
{
// already affected by creature gas this turn
return( fRecompileMovementCosts );
// Already affected by tear gas this turn. Lower damage value by ini setting.
fGasDamageModifier = gItemSettings.fDamageHealthMoveModifierExplosive;
fGasBreathDamageModifier = gItemSettings.fDamageBreathMoveModifierExplosive;
//return( fRecompileMovementCosts );
}
}
else if ( pExplosive->ubType == EXPLOSV_MUSTGAS )
@@ -1988,20 +1997,36 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
return( fRecompileMovementCosts );
}
if ( sSubsequent && pSoldier->flags.fHitByGasFlags & HIT_BY_MUSTARDGAS )
// Who cares if he was affected already? Running through a gas cloud is not good for health so let him suffer!
if ( /*sSubsequent &&*/ pSoldier->flags.fHitByGasFlags & HIT_BY_MUSTARDGAS )
{
// already affected by creature gas this turn
return( fRecompileMovementCosts );
// Already affected by mustard gas this turn. Lower damage value by ini setting.
fGasDamageModifier = gItemSettings.fDamageHealthMoveModifierExplosive;
fGasBreathDamageModifier = gItemSettings.fDamageBreathMoveModifierExplosive;
//return( fRecompileMovementCosts );
}
}
else if(pExplosive->ubType == EXPLOSV_SMOKE)//dnl ch40 200909
{
// ignore whether subsequent or not if hit this turn
if(AM_A_ROBOT(pSoldier) || (pSoldier->flags.fHitByGasFlags & HIT_BY_SMOKEGAS))
// robots are unaffected by smoke
if( AM_A_ROBOT(pSoldier) )
return(fRecompileMovementCosts);
// Who cares if he was affected already? Running through a gas cloud is not good for health so let him suffer!
if ( pSoldier->flags.fHitByGasFlags & HIT_BY_SMOKEGAS )
{
// Already affected by smoke this turn. Lower damage value by ini setting.
fGasDamageModifier = gItemSettings.fDamageHealthMoveModifierExplosive;
fGasBreathDamageModifier = gItemSettings.fDamageBreathMoveModifierExplosive;
//return( fRecompileMovementCosts );
}
}
// modify damage values
sWoundAmt *= fGasDamageModifier;
sBreathAmt *= fGasBreathDamageModifier;
bPosOfMask = FindGasMask(pSoldier);
if(!DoesSoldierWearGasMask(pSoldier))//dnl ch40 200909
bPosOfMask = NO_SLOT;
@@ -2212,7 +2237,7 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
// Calculate wound amount
// HEADROCK HAM 3.6: Can now use negative modifier.
INT16 newDamage = (INT16)GetModifiedExplosiveDamage( pExplosive->ubDamage );
INT16 newDamage = (INT16)GetModifiedExplosiveDamage( pExplosive->ubDamage, 0 );
//INT16 newDamage = pExplosive->ubDamage + (INT16)(( pExplosive->ubDamage * gGameExternalOptions.ubExplosivesDamageMultiplier) / 100); //lal
//DBrot: apply a modifier to confined explosions
@@ -2222,7 +2247,7 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
sWoundAmt = newDamage + (INT16) ( (newDamage * uiRoll) / 100 );
// Calculate breath amount ( if stun damage applicable )
INT16 newBreath = (INT16)GetModifiedExplosiveDamage( pExplosive->ubStunDamage );
INT16 newBreath = (INT16)GetModifiedExplosiveDamage( pExplosive->ubStunDamage, 1 );
//INT16 newBreath = pExplosive->ubStunDamage + (INT16)(( pExplosive->ubStunDamage * gGameExternalOptions.ubExplosivesDamageMultiplier) / 100); //lal
if(InARoom(sBombGridNo, NULL)){
@@ -2416,7 +2441,10 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
pSoldier = MercPtrs[ ubPerson ]; // someone is here, and they're gonna get hurt
fRecompileMovementCosts = DishOutGasDamage( pSoldier, pExplosive, sSubsequent, fRecompileMovementCosts, sWoundAmt, sBreathAmt, ubOwner );
// silversurfer: Gas now only has an effect when the container had time to emit some. Initially it will do nothing.
// This prevents the problem that we have to suffer two times without a chance to react (1st when the grenade hits our position, 2nd when our turn starts)
if ( sSubsequent > 0 )
fRecompileMovementCosts = DishOutGasDamage( pSoldier, pExplosive, sSubsequent, fRecompileMovementCosts, sWoundAmt, sBreathAmt, ubOwner );
/*
if (!pSoldier->bActive || !pSoldier->bInSector || !pSoldier->stats.bLife || AM_A_ROBOT( pSoldier ) )
{
+3
View File
@@ -315,8 +315,11 @@ void AddSmokeEffectToTile( INT32 iSmokeEffectID, INT8 bType, INT32 sGridNo, INT8
// If smoke effect exists already.... stop
// silversurfer: Why? What if we throw another grenade of different type? Set at least the flag for the gas type...
if ( gpWorldLevelData[ sGridNo ].ubExtFlags[ bLevel ] & ANY_SMOKE_EFFECT )
{
// Set world flags
gpWorldLevelData[ sGridNo ].ubExtFlags[ bLevel ] |= FromSmokeTypeToWorldFlags( bType );
return;
}
+2 -2
View File
@@ -841,7 +841,7 @@ BOOLEAN LightAddTile(UINT32 uiLightType, INT16 iSrcX, INT16 iSrcY, INT16 iX, INT
{
LEVELNODE *pLand, *pStruct, *pObject, *pMerc, *pRoof, *pOnRoof;
UINT8 ubShadeAdd;
UINT32 uiTile;
INT32 uiTile;
BOOLEAN fLitWall=FALSE;
BOOLEAN fFake;
@@ -983,7 +983,7 @@ BOOLEAN LightSubtractTile(UINT32 uiLightType, INT16 iSrcX, INT16 iSrcY, INT16 iX
{
LEVELNODE *pLand, *pStruct, *pObject, *pMerc, *pRoof, *pOnRoof;
UINT8 ubShadeSubtract;
UINT32 uiTile;
INT32 uiTile;
BOOLEAN fLitWall=FALSE;
BOOLEAN fFake; // only passed in to land and roof layers; others get fed FALSE
+3 -3
View File
@@ -131,7 +131,7 @@ void InitNewOverheadDB( UINT8 ubTilesetID )
UINT32 dbSize = 0;
for (uiLoop = 0; uiLoop < giNumberOfTileTypes; uiLoop++)
for (uiLoop = 0; uiLoop < (UINT32)giNumberOfTileTypes; uiLoop++)
{
// Create video object
@@ -189,7 +189,7 @@ void InitNewOverheadDB( UINT8 ubTilesetID )
}
// NOW LOOP THROUGH AND CREATE DATABASE
for( cnt1 = 0; cnt1 < giNumberOfTileTypes; cnt1++ )
for( cnt1 = 0; cnt1 < (UINT32)giNumberOfTileTypes; cnt1++ )
{
// Get number of regions
s = gSmTileSurf[ cnt1 ];
@@ -2051,7 +2051,7 @@ void CopyOverheadDBShadetablesFromTileset( )
// Loop through tileset
for (uiLoop = 0; uiLoop < giNumberOfTileTypes; uiLoop++)
for (uiLoop = 0; uiLoop < (UINT32)giNumberOfTileTypes; uiLoop++)
{
pTileSurf = ( gTileSurfaceArray[ uiLoop ] );
+4 -4
View File
@@ -648,7 +648,7 @@ void CreateTileDatabase( )
TILE_ELEMENT TileElement;
// Loop through all surfaces and tiles and build database
for( cnt1 = 0; cnt1 < giNumberOfTileTypes; cnt1++ )
for( cnt1 = 0; cnt1 < (UINT32)giNumberOfTileTypes; cnt1++ )
{
// Get number of regions
TileSurf = gTileSurfaceArray[ cnt1 ];
@@ -1013,7 +1013,7 @@ BOOLEAN GetTypeSubIndexFromTileIndex( UINT32 uiCheckType, UINT16 usIndex, UINT16
*pusSubIndex = 0xffff;
CHECKF ( uiCheckType < giNumberOfTileTypes );
CHECKF ( uiCheckType < (UINT32)giNumberOfTileTypes );
*pusSubIndex = usIndex - gTileTypeStartIndex[ uiCheckType ] + 1;
@@ -1026,7 +1026,7 @@ BOOLEAN GetTypeSubIndexFromTileIndexChar( UINT32 uiCheckType, UINT16 usIndex, UI
// Tile database is zero-based, Type indecies are 1-based!
CHECKF ( uiCheckType < giNumberOfTileTypes );
CHECKF ( uiCheckType < (UINT32)giNumberOfTileTypes );
*pubSubIndex = (UINT8)(usIndex - gTileTypeStartIndex[ uiCheckType ] + 1);
@@ -1039,7 +1039,7 @@ BOOLEAN GetTileIndexFromTypeSubIndex( UINT32 uiCheckType, UINT16 usSubIndex, UIN
*pusTileIndex = 0xffff;
CHECKF ( uiCheckType < giNumberOfTileTypes );
CHECKF ( uiCheckType < (UINT32)giNumberOfTileTypes );
*pusTileIndex = usSubIndex + gTileTypeStartIndex[ uiCheckType ] - 1;
+5 -5
View File
@@ -398,7 +398,7 @@ BOOLEAN LoadTileSurfaces( char ppTileSurfaceFilenames[][32], UINT8 ubTilesetID )
}
else
{
for (uiLoop = 0; uiLoop < giNumberOfTileTypes; uiLoop++)
for (uiLoop = 0; uiLoop < (UINT32)giNumberOfTileTypes; uiLoop++)
strcpy( TileSurfaceFilenames[uiLoop], ppTileSurfaceFilenames[uiLoop] );//(ppTileSurfaceFilenames + (65 * uiLoop)) );
}
@@ -412,7 +412,7 @@ BOOLEAN LoadTileSurfaces( char ppTileSurfaceFilenames[][32], UINT8 ubTilesetID )
//uiFillColor = Get16BPPColor(FROMRGB( 100, 0, 0 ));
// load the tile surfaces
SetRelativeStartAndEndPercentage( 0, 1, 35, L"Tile Surfaces" );
for (uiLoop = 0; uiLoop < giNumberOfTileTypes; uiLoop++)
for (uiLoop = 0; uiLoop < (UINT32)giNumberOfTileTypes; uiLoop++)
{
@@ -711,7 +711,7 @@ void BuildTileShadeTables( )
memset( gbNewTileSurfaceLoaded, 1, sizeof( gbNewTileSurfaceLoaded ) );
}
for (uiLoop = 0; uiLoop < giNumberOfTileTypes; uiLoop++)
for (uiLoop = 0; uiLoop < (UINT32)giNumberOfTileTypes; uiLoop++)
{
if ( gTileSurfaceArray[ uiLoop ] != NULL )
{
@@ -757,7 +757,7 @@ void DestroyTileShadeTables( )
{
UINT32 uiLoop;
for (uiLoop = 0; uiLoop < giNumberOfTileTypes; uiLoop++)
for (uiLoop = 0; uiLoop < (UINT32)giNumberOfTileTypes; uiLoop++)
{
if ( gTileSurfaceArray[ uiLoop ] != NULL )
{
@@ -781,7 +781,7 @@ void DestroyTileSurfaces( )
{
UINT32 uiLoop;
for (uiLoop = 0; uiLoop < giNumberOfTileTypes; uiLoop++)
for (uiLoop = 0; uiLoop < (UINT32)giNumberOfTileTypes; uiLoop++)
{
if ( gTileSurfaceArray[ uiLoop ] != NULL )
{
+1 -1
View File
@@ -1436,7 +1436,7 @@ itemEndElementHandle(void *userData, const XML_Char *name)
else if(strcmp(name, "SleepModifier") == 0)
{
pData->curElement = ELEMENT;
pData->curItem.ubSleepModifier = (UINT16) atol(pData->szCharData);
pData->curItem.ubSleepModifier = (UINT8) atol(pData->szCharData);
}
pData->maxReadDepth--;