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Fixes (by Sevenfm):
- Armor search routine had incorrect calculations - Tiles adjacent to buildings could be assigned to a building git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8239 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+9
-9
@@ -15,9 +15,9 @@
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#ifdef JA2EDITOR
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8212 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8239 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8212 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8239 (Development Build)" };
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#endif
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// ------------------------------
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@@ -27,11 +27,11 @@
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//DEBUG BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8212 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8239 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8212 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8239 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8212 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8239 (Development Build)" };
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#endif
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#elif defined CRIPPLED_VERSION
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@@ -46,16 +46,16 @@
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//RELEASE BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8212 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8239 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8212 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8239 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8212 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8239 (Development Build)" };
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#endif
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#endif
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CHAR8 czVersionNumber[16] = { "Build 16.05.15" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 16.05.27" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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// SAVE_GAME_VERSION is defined in header, change it there
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@@ -1981,9 +1981,6 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
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}
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else if (pItem->usItemClass == IC_ARMOUR && (*pObj)[0]->data.objectStatus >= MINIMUM_REQUIRED_STATUS )
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{
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INT32 effectivearmour_obj = EffectiveArmour( pObj );
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INT32 effectivearmour_currentpos = 0;
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iTempValue = 0;
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switch( Armour[pItem->ubClassIndex].ubArmourClass )
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@@ -1991,56 +1988,35 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
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case ARMOURCLASS_HELMET:
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if (pSoldier->inv[HELMETPOS].exists() == false)
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{
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iTempValue = 200 + effectivearmour_obj;
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iTempValue = 200 + EffectiveArmour( pObj );
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}
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else
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else if ( EffectiveArmour( &(pSoldier->inv[HELMETPOS]) ) < EffectiveArmour( pObj ) )
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{
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effectivearmour_currentpos = EffectiveArmour( &(pSoldier->inv[HELMETPOS]) );
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if ( effectivearmour_currentpos > 0 && effectivearmour_currentpos > effectivearmour_obj )
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{
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iTempValue = 100 * effectivearmour_obj / effectivearmour_currentpos;
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}
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iTempValue = 100 * EffectiveArmour( pObj ) / EffectiveArmour( &(pSoldier->inv[HELMETPOS]) );
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}
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break;
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case ARMOURCLASS_VEST:
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if (pSoldier->inv[VESTPOS].exists() == false)
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{
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iTempValue = 200 + effectivearmour_obj;
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iTempValue = 200 + EffectiveArmour( pObj );
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}
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else
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else if ( EffectiveArmour( &(pSoldier->inv[VESTPOS]) ) < EffectiveArmour( pObj ) )
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{
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effectivearmour_currentpos = EffectiveArmour( &(pSoldier->inv[VESTPOS]) );
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if ( effectivearmour_currentpos > 0 && effectivearmour_currentpos > effectivearmour_obj )
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{
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iTempValue = 100 * effectivearmour_obj / effectivearmour_currentpos;
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}
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iTempValue = 100 * EffectiveArmour( pObj ) / EffectiveArmour( &(pSoldier->inv[VESTPOS]) );
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}
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break;
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case ARMOURCLASS_LEGGINGS:
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if (pSoldier->inv[LEGPOS].exists() == false)
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{
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iTempValue = 200 + effectivearmour_obj;
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iTempValue = 200 + EffectiveArmour( pObj );
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}
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else
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else if ( EffectiveArmour( &(pSoldier->inv[LEGPOS]) ) < EffectiveArmour( pObj ) )
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{
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effectivearmour_currentpos = EffectiveArmour( &(pSoldier->inv[LEGPOS]) );
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if ( effectivearmour_currentpos > 0 && effectivearmour_currentpos > effectivearmour_obj )
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{
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iTempValue = 100 * effectivearmour_obj / effectivearmour_currentpos;
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}
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iTempValue = 100 * EffectiveArmour( pObj ) / EffectiveArmour( &(pSoldier->inv[LEGPOS]) );
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}
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break;
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default:
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// WANNE: Fix a vanilla bug: When an enemy soldier is looking for items and finds a non-helmet/vest/leggings piece of armour it was incorrectly considered for pickup.
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// Fixed by Tron (Stracciatella): Revision: 5719
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// break;
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// continue; <- silversurfer: bad idea, this causes the game to hang
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// to make sure that the item isn't considered set iTempValue to zero and get out
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{
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iTempValue = 0;
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break;
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}
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}
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@@ -432,7 +432,8 @@ BUILDING * GenerateBuilding( INT32 sDesiredSpot )
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{
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gpWorldLevelData[ sCurrGridNo ].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
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gubBuildingInfo[ sCurrGridNo ] = ubBuildingID;
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if( InARoom(sCurrGridNo, NULL) )
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gubBuildingInfo[ sCurrGridNo ] = ubBuildingID;
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// consider this location as possible climb gridno
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// there must be a regular wall adjacent to this for us to consider it a
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