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:
silversurfer
2016-05-27 07:52:32 +00:00
parent d8c79675e7
commit 671b4527ac
3 changed files with 20 additions and 43 deletions
+9 -33
View File
@@ -1981,9 +1981,6 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
}
else if (pItem->usItemClass == IC_ARMOUR && (*pObj)[0]->data.objectStatus >= MINIMUM_REQUIRED_STATUS )
{
INT32 effectivearmour_obj = EffectiveArmour( pObj );
INT32 effectivearmour_currentpos = 0;
iTempValue = 0;
switch( Armour[pItem->ubClassIndex].ubArmourClass )
@@ -1991,56 +1988,35 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
case ARMOURCLASS_HELMET:
if (pSoldier->inv[HELMETPOS].exists() == false)
{
iTempValue = 200 + effectivearmour_obj;
iTempValue = 200 + EffectiveArmour( pObj );
}
else
else if ( EffectiveArmour( &(pSoldier->inv[HELMETPOS]) ) < EffectiveArmour( pObj ) )
{
effectivearmour_currentpos = EffectiveArmour( &(pSoldier->inv[HELMETPOS]) );
if ( effectivearmour_currentpos > 0 && effectivearmour_currentpos > effectivearmour_obj )
{
iTempValue = 100 * effectivearmour_obj / effectivearmour_currentpos;
}
iTempValue = 100 * EffectiveArmour( pObj ) / EffectiveArmour( &(pSoldier->inv[HELMETPOS]) );
}
break;
case ARMOURCLASS_VEST:
if (pSoldier->inv[VESTPOS].exists() == false)
{
iTempValue = 200 + effectivearmour_obj;
iTempValue = 200 + EffectiveArmour( pObj );
}
else
else if ( EffectiveArmour( &(pSoldier->inv[VESTPOS]) ) < EffectiveArmour( pObj ) )
{
effectivearmour_currentpos = EffectiveArmour( &(pSoldier->inv[VESTPOS]) );
if ( effectivearmour_currentpos > 0 && effectivearmour_currentpos > effectivearmour_obj )
{
iTempValue = 100 * effectivearmour_obj / effectivearmour_currentpos;
}
iTempValue = 100 * EffectiveArmour( pObj ) / EffectiveArmour( &(pSoldier->inv[VESTPOS]) );
}
break;
case ARMOURCLASS_LEGGINGS:
if (pSoldier->inv[LEGPOS].exists() == false)
{
iTempValue = 200 + effectivearmour_obj;
iTempValue = 200 + EffectiveArmour( pObj );
}
else
else if ( EffectiveArmour( &(pSoldier->inv[LEGPOS]) ) < EffectiveArmour( pObj ) )
{
effectivearmour_currentpos = EffectiveArmour( &(pSoldier->inv[LEGPOS]) );
if ( effectivearmour_currentpos > 0 && effectivearmour_currentpos > effectivearmour_obj )
{
iTempValue = 100 * effectivearmour_obj / effectivearmour_currentpos;
}
iTempValue = 100 * EffectiveArmour( pObj ) / EffectiveArmour( &(pSoldier->inv[LEGPOS]) );
}
break;
default:
// 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.
// Fixed by Tron (Stracciatella): Revision: 5719
// break;
// continue; <- silversurfer: bad idea, this causes the game to hang
// to make sure that the item isn't considered set iTempValue to zero and get out
{
iTempValue = 0;
break;
}
}