- new item: when planting tripwire roll (Item# 1640), a tripwire item is created, thereby making planting multiple wires much easier. Teipwires can be merged to create a roll

- new item tag: <buddyitem> connects items to other items. Connection specifics depend on items involved

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6455 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-09-29 17:06:37 +00:00
parent 2169fbd6a9
commit 3c01b5364e
4 changed files with 72 additions and 9 deletions
+25 -5
View File
@@ -4986,27 +4986,47 @@ void BombMessageBoxCallBack( UINT8 ubExitValue )
}
}
if ( ArmBomb( &(gpTempSoldier->inv[HANDPOS]), ubExitValue ) )
// Flugente: tripwire rolls are not planted - instead we spawn tripwire and plant that
OBJECTTYPE* pObj = &(gpTempSoldier->inv[HANDPOS]);
if ( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usItemFlag & TRIPWIREROLL && Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usBuddyItem != NOTHING )
{
(*pObj)[0]->data.objectStatus--;
if ( !(*pObj)[0]->data.objectStatus )
{
// Delete object
DeleteObj( pObj );
// dirty interface panel
DirtyMercPanelInterface( gpTempSoldier, DIRTYLEVEL2 );
}
CreateItem( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usBuddyItem, 100, &gTempObject );
pObj = &gTempObject;
}
if ( ArmBomb( pObj, ubExitValue ) )
{
// SANDRO - STOMP traits - Demolitions bonus to trap level
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( gpTempSoldier, DEMOLITIONS_NT ))
{
// increase trap level for Demolitions trait
gpTempSoldier->inv[ HANDPOS ][0]->data.bTrap = __min( max( 10, (8 + gSkillTraitValues.ubDEPlacedBombLevelBonus)), (( EffectiveExplosive( gpTempSoldier ) / 20) + (EffectiveExpLevel( gpTempSoldier ) / 3) + gSkillTraitValues.ubDEPlacedBombLevelBonus) );
(*pObj)[0]->data.bTrap = __min( max( 10, (8 + gSkillTraitValues.ubDEPlacedBombLevelBonus)), (( EffectiveExplosive( gpTempSoldier ) / 20) + (EffectiveExpLevel( gpTempSoldier ) / 3) + gSkillTraitValues.ubDEPlacedBombLevelBonus) );
}
else
{
gpTempSoldier->inv[ HANDPOS ][0]->data.bTrap = __min( 10, ( EffectiveExplosive( gpTempSoldier ) / 20) + (EffectiveExpLevel( gpTempSoldier ) / 3) );
(*pObj)[0]->data.bTrap = __min( 10, ( EffectiveExplosive( gpTempSoldier ) / 20) + (EffectiveExpLevel( gpTempSoldier ) / 3) );
}
// Flugente: backgrounds
if ( gpTempSoldier->HasBackgroundFlag( BACKGROUND_TRAPLEVEL ) )
gpTempSoldier->inv[ HANDPOS ][0]->data.bTrap++;
(*pObj)[0]->data.bTrap++;
// HACK IMMINENT!
// value of 1 is stored in maps for SIDE of bomb owner... when we want to use IDs!
// so we add 2 to all owner IDs passed through here and subtract 2 later
if (gpTempSoldier->inv[HANDPOS].MoveThisObjectTo(gTempObject, 1) == 0)
if ( pObj != &(gpTempSoldier->inv[HANDPOS]) || gpTempSoldier->inv[HANDPOS].MoveThisObjectTo(gTempObject, 1) == 0)
{
gTempObject[0]->data.misc.ubBombOwner = gpTempSoldier->ubID + 2;
gTempObject[0]->data.ubDirection = gpTempSoldier->ubDirection; // Flugente: direction of bomb is direction of soldier
+7 -3
View File
@@ -758,8 +758,8 @@ extern OBJECTTYPE gTempObject;
#define SCUBA_MASK 0x00400000 //4194304 // item is a scuba gear breathing mask
#define SCUBA_FINS 0x00800000 //8388608 // this item speed up swimming, but slows walking and running
/*#define PLAYER_NET_1_LVL_3 0x01000000 //16777216
#define PLAYER_NET_2_LVL_3 0x02000000 //33554432
#define TRIPWIREROLL 0x01000000 //16777216 // this item is a tripwire roll
/*#define PLAYER_NET_2_LVL_3 0x02000000 //33554432
#define PLAYER_NET_3_LVL_3 0x04000000 //67108864
#define PLAYER_NET_4_LVL_3 0x08000000 //134217728
@@ -1157,6 +1157,9 @@ typedef struct
// Flugente: determine wether the AI should pick this item for its choices only at certain times
UINT8 usItemChoiceTimeSetting;
// Flugente: item is connected to another item. Type of connection depends on item specifics
UINT16 usBuddyItem;
} INVTYPE;
@@ -1762,7 +1765,8 @@ typedef enum
TEMPERATURE,
EXPLOSIVE_MERGE_EASY, //Madd: new merge types
MECHANICAL_MERGE_EASY,
MECHANICAL_MERGE_HARD
MECHANICAL_MERGE_HARD,
TRIPWIRE_ROLL,
} MergeType;
extern UINT16 Merge[MAXITEMS+1][6];
+32
View File
@@ -5151,6 +5151,32 @@ BOOLEAN OBJECTTYPE::AttachObjectNAS( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttac
}
break;
case TRIPWIRE_ROLL:
{
// check if this can work
if ( Item[ this->usItem ].tripwire && Item[pAttachment->usItem].tripwire && Item[ this->usItem ].usItemFlag == TRIPWIREROLL )
{
if ( (*this)[subObject]->data.objectStatus < 100 )
(*this)[subObject]->data.objectStatus++;
else
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
pAttachment->RemoveObjectsFromStack(1);
}
//UINT16 usOldItem = this->usItem;
//this->usItem = usResult;
//WarmSteel - Replaced this with one that also checks default attachments, otherwise you could not replace built-in bonuses with default inseperable attachments.
//RemoveProhibitedAttachments(pSoldier, this, usResult);
//ReInitMergedItem(pSoldier, this, usOldItem, 0);
}
break;
// fall through
case ELECTRONIC_MERGE:
if ( pSoldier )
{
@@ -5312,6 +5338,12 @@ BOOLEAN OBJECTTYPE::AttachObjectNAS( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttac
if ( ubType != TREAT_ARMOUR )
{
(*this)[subObject]->data.objectStatus = ((*this)[subObject]->data.objectStatus + (*pAttachment)[0]->data.objectStatus) / 2;
// Flugente: if the new item has the TRIPWIREROLL property, it only gets status 2 upon creation via merges
if ( Item[ this->usItem ].usItemFlag == TRIPWIREROLL )
{
(*this)[subObject]->data.objectStatus = 2;
}
}
//ADB ubWeight has been removed, see comments in OBJECTTYPE