Merged New Inventory Project into main branch

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+50 -53
View File
@@ -17,13 +17,13 @@
/*
* Smell & Blood system
*
* Smell and blood trails decay as time passes.
*
* Decay Rate Maximum Strength Decay Time: Min Max (for biggest volume)
*
* Smell 1 per turn 31 31 31
* Blood 1 every 1-3 turns 7 7 21
* Smell and blood trails decay as time passes.
*
* Decay Rate Maximum Strength Decay Time: Min Max (for biggest volume)
*
* Smell 1 per turn 31 31 31
* Blood 1 every 1-3 turns 7 7 21
*
* Smell has a much finer resolution so that creatures which track by smell
* can do so effectively.
@@ -33,23 +33,23 @@
* Time for some crazy-ass macros!
* The smell byte is spit as follows:
* O \
* O \
* O \ Smell
* O / Strength (only on ground)
* O /
* O \
* O \ Smell
* O / Strength (only on ground)
* O /
* O /
* O > Type of blood on roof
* O > Type of smell/blood on ground
* O > Type of blood on roof
* O > Type of smell/blood on ground
*
* The blood byte is split as follows:
* O \
* O > Blood quantity on roof
* O > Blood quantity on roof
* O /
* O \
* O > Blood quantity on ground
* O \
* O > Blood quantity on ground
* O /
* O \ Blood decay
* O / time (roof and ground decay together)
* O \ Blood decay
* O / time (roof and ground decay together)
*/
/*
@@ -58,20 +58,20 @@
*/
// LUT for which graphic to use based on strength
// 0 1, 2, 3, 4, 5, 6, 7
UINT8 ubBloodGraphicLUT [ ] = { 3, 3, 2, 2, 1, 1, 0, 0 };
// 0 1, 2, 3, 4, 5, 6, 7
UINT8 ubBloodGraphicLUT [ ] = { 3, 3, 2, 2, 1, 1, 0, 0 };
#define SMELL_STRENGTH_MAX 63
#define BLOOD_STRENGTH_MAX 7
#define BLOOD_DELAY_MAX 3
#define BLOOD_DELAY_MAX 3
#define SMELL_TYPE_BITS( s ) (s & 0x03)
#define BLOOD_ROOF_TYPE( s ) (s & 0x02)
#define BLOOD_ROOF_TYPE( s ) (s & 0x02)
#define BLOOD_FLOOR_TYPE( s ) (s & 0x01)
#define BLOOD_ROOF_STRENGTH( b ) (b & 0xE0)
#define BLOOD_ROOF_STRENGTH( b ) (b & 0xE0)
#define BLOOD_FLOOR_STRENGTH( b ) ( (b & 0x1C) >> 2 )
#define BLOOD_DELAY_TIME( b ) (b & 0x03)
#define NO_BLOOD_STRENGTH( b ) ((b & 0xFC) == 0)
@@ -151,7 +151,7 @@ void RemoveBlood( INT16 sGridNo, INT8 bLevel )
void DecaySmells( void )
{
{
UINT32 uiLoop;
MAP_ELEMENT * pMapElement;
@@ -215,7 +215,7 @@ void DecayBlood()
if (NO_BLOOD_STRENGTH( pMapElement->ubBloodInfo ))
{
// wipe the whole byte to zero
pMapElement->ubBloodInfo = 0;
pMapElement->ubBloodInfo = 0;
}
}
}
@@ -241,7 +241,7 @@ void DecayBloodAndSmells( UINT32 uiTime )
{
return;
}
// period between checks, in game seconds
switch( giTimeCompressMode )
{
@@ -279,11 +279,11 @@ void DropSmell( SOLDIERTYPE * pSoldier )
UINT8 ubStrength;
/*
* Here we are creating a new smell on the ground. If there is blood in
* the tile, it overrides dropping smells of any type
*/
* Here we are creating a new smell on the ground. If there is blood in
* the tile, it overrides dropping smells of any type
*/
if (pSoldier->bLevel == 0)
if (pSoldier->pathing.bLevel == 0)
{
pMapElement = &(gpWorldLevelData[pSoldier->sGridNo]);
if (pMapElement->ubBloodInfo)
@@ -292,14 +292,14 @@ void DropSmell( SOLDIERTYPE * pSoldier )
return;
}
if (pSoldier->bNormalSmell > pSoldier->bMonsterSmell)
if (pSoldier->aiData.bNormalSmell > pSoldier->aiData.bMonsterSmell)
{
ubStrength = pSoldier->bNormalSmell - pSoldier->bMonsterSmell;
ubStrength = pSoldier->aiData.bNormalSmell - pSoldier->aiData.bMonsterSmell;
ubSmell = HUMAN;
}
else
{
ubStrength = pSoldier->bMonsterSmell - pSoldier->bNormalSmell;
ubStrength = pSoldier->aiData.bMonsterSmell - pSoldier->aiData.bNormalSmell;
if (ubStrength == 0)
{
// don't drop any smell
@@ -360,11 +360,11 @@ void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStreng
UINT8 ubOldStrength=0;
UINT8 ubNewStrength=0;
UINT8 bOverTerrainType;
/*
* Dropping some blood;
* We can check the type of blood by consulting the type in the smell byte
*/
* Dropping some blood;
* We can check the type of blood by consulting the type in the smell byte
*/
bOverTerrainType = GetTerrainType( sGridNo);
// If we are in water...
@@ -396,7 +396,7 @@ void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStreng
if (BLOOD_FLOOR_TYPE( pMapElement->ubBloodInfo ) == ubType)
{
// combine blood strengths!
ubNewStrength = __min( ( ubOldStrength + ubStrength ), BLOOD_STRENGTH_MAX );
ubNewStrength = __min( ( ubOldStrength + ubStrength ), BLOOD_STRENGTH_MAX );
SET_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo, ubNewStrength );
}
@@ -414,7 +414,7 @@ void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStreng
else
{
// no blood on the ground yet, so drop this amount!
// set decay time
// set decay time
SET_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
SET_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo, ubStrength );
// NB blood floor type stored in smell byte!
@@ -431,8 +431,8 @@ void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStreng
if (BLOOD_ROOF_TYPE( pMapElement->ubSmellInfo ) == ubType)
{
// combine blood strengths!
ubNewStrength = __max( ubOldStrength, ubStrength ) + 1;
// make sure the strength is legal
ubNewStrength = __max( ubOldStrength, ubStrength ) + 1;
// make sure the strength is legal
ubNewStrength = __max( ubNewStrength, BLOOD_STRENGTH_MAX );
SET_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo, ubNewStrength );
}
@@ -450,7 +450,7 @@ void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStreng
else
{
// no blood on the roof yet, so drop this amount!
// set decay time
// set decay time
SET_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
SET_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo, ubNewStrength );
SET_BLOOD_ROOF_TYPE( pMapElement->ubSmellInfo, ubType );
@@ -471,18 +471,15 @@ void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStreng
void DropBlood( SOLDIERTYPE * pSoldier, UINT8 ubStrength, INT8 bVisible )
{
UINT8 ubType;
UINT8 ubOldStrength=0;
UINT8 ubNewStrength=0;
/*
* Dropping some blood;
* We can check the type of blood by consulting the type in the smell byte
*/
* Dropping some blood;
* We can check the type of blood by consulting the type in the smell byte
*/
// figure out the type of blood that we're dropping
if ( pSoldier->uiStatusFlags & SOLDIER_MONSTER )
if ( pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER )
{
if ( pSoldier->bLevel == 0 )
if ( pSoldier->pathing.bLevel == 0 )
{
ubType = CREATURE_ON_FLOOR;
}
@@ -497,7 +494,7 @@ void DropBlood( SOLDIERTYPE * pSoldier, UINT8 ubStrength, INT8 bVisible )
}
InternalDropBlood( pSoldier->sGridNo, pSoldier->bLevel, ubType, ubStrength, bVisible );
InternalDropBlood( pSoldier->sGridNo, pSoldier->pathing.bLevel, ubType, ubStrength, bVisible );
}
@@ -507,7 +504,7 @@ void UpdateBloodGraphics( INT16 sGridNo, INT8 bLevel )
MAP_ELEMENT * pMapElement;
INT8 bValue;
UINT16 usIndex, usNewIndex;
// OK, based on level, type, display graphics for blood
pMapElement = &(gpWorldLevelData[ sGridNo ]);
@@ -527,7 +524,7 @@ void UpdateBloodGraphics( INT16 sGridNo, INT8 bLevel )
if ( bLevel == 0 )
{
bValue = BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo );
// OK, remove tile graphic if one exists....
if ( TypeRangeExistsInObjectLayer( sGridNo, HUMANBLOOD, CREATUREBLOOD, &usIndex ) )
{
@@ -579,4 +576,4 @@ void UpdateBloodGraphics( INT16 sGridNo, INT8 bLevel )
}
}
}
}