mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
- New feature: Ammotype flag AMMO_ANTIMATERIEL (<ammoflag>4</ammoflag>) gives bullets the ability to destroy walls and other structures.
- Fix: SoldierToSoldierLineOfSightTest was called against NOBODY git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7069 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -16,6 +16,7 @@
|
||||
#define BULLET_FLAG_BUCKSHOT 0x0040
|
||||
#define BULLET_FLAG_FLAME 0x0080
|
||||
#define BULLET_FLAG_TRACER 0x0100
|
||||
#define BULLET_FLAG_ANTIMATERIEL 0x0200 // Flugente: bullet can destroy structures
|
||||
|
||||
//afp-start calculate line points between two point
|
||||
#define BULLET_TRACER_MAX_LENGTH 60
|
||||
|
||||
@@ -2378,6 +2378,15 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
|
||||
MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + cnt ] );
|
||||
cnt++;
|
||||
}
|
||||
|
||||
////////////////// ANTI-MATERIEL AMMO
|
||||
if ( AmmoTypes[Magazine[Item[ gpItemDescObject->usItem ].ubClassIndex].ubAmmoType].ammoflag & AMMO_ANTIMATERIEL )
|
||||
{
|
||||
swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[ 37 ], szUDBGenSecondaryStatsExplanationsTooltipText[ 37 ]);
|
||||
SetRegionFastHelpText( &(gUDBFasthelpRegions[ iFirstDataRegion + cnt ]), pStr );
|
||||
MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + cnt ] );
|
||||
cnt++;
|
||||
}
|
||||
}
|
||||
|
||||
if (Item[ gpItemDescObject->usItem ].usItemClass & IC_EXPLOSV)
|
||||
@@ -5724,6 +5733,13 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject )
|
||||
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 4, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
|
||||
cnt++;
|
||||
}
|
||||
|
||||
////////////////// ANTI-MATERIEL AMMO
|
||||
if ( AmmoTypes[Magazine[Item[ gpItemDescObject->usItem ].ubClassIndex].ubAmmoType].ammoflag & AMMO_ANTIMATERIEL )
|
||||
{
|
||||
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 36, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
|
||||
cnt++;
|
||||
}
|
||||
}
|
||||
|
||||
if (Item[ gpItemDescObject->usItem ].usItemClass & (IC_EXPLOSV))
|
||||
|
||||
@@ -4442,6 +4442,10 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
|
||||
fTracer = TRUE;
|
||||
}
|
||||
|
||||
// Flugente: anti-materiel ammo
|
||||
if ( AmmoTypes[(*pObjAttHand)[0]->data.gun.ubGunAmmoType].ammoflag & AMMO_ANTIMATERIEL )
|
||||
usBulletFlags |= BULLET_FLAG_ANTIMATERIEL;
|
||||
|
||||
ubImpact =(UINT8) GetDamage(&pFirer->inv[pFirer->ubAttackingHand]);
|
||||
//zilpin: Begin new code block for spread patterns, number of projectiles, impact adjustment, etc.
|
||||
{
|
||||
@@ -4922,6 +4926,10 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
|
||||
fTracer = TRUE;
|
||||
}
|
||||
|
||||
// Flugente: anti-materiel ammo
|
||||
if ( AmmoTypes[ pFirer->inv[pFirer->ubAttackingHand][0]->data.gun.ubGunAmmoType ].ammoflag & AMMO_ANTIMATERIEL )
|
||||
usBulletFlags |= BULLET_FLAG_ANTIMATERIEL;
|
||||
|
||||
ubImpact =(UINT8) GetDamage(pObjAttHand);
|
||||
//zilpin: pellet spread patterns externalized in XML
|
||||
/* zilpin: The section below, including line comments, is the original adjustment made to multiple projectile stats.
|
||||
@@ -5573,6 +5581,10 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
|
||||
ubSpreadIndex = 2;
|
||||
}
|
||||
|
||||
// Flugente: anti-materiel ammo
|
||||
if ( AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].ammoflag & AMMO_ANTIMATERIEL )
|
||||
usBulletFlags |= BULLET_FLAG_ANTIMATERIEL;
|
||||
|
||||
// no option to use fire bursts or autofire yet
|
||||
/*// HEADROCK HAM B2.5: Set tracer effect on/off for individual bullets in a Tracer Magazine, as part of the
|
||||
// New Tracer System.
|
||||
@@ -6872,6 +6884,16 @@ void MoveBullet( INT32 iBullet )
|
||||
// play animation to indicate structure being hit
|
||||
BulletHitStructure( pBullet, pStructure->usStructureID, 1, pBullet->qCurrX, pBullet->qCurrY, pBullet->qCurrZ, FALSE );
|
||||
gubLocalStructureNumTimesHit[iStructureLoop] = 1;
|
||||
|
||||
// Flugente: anti-materiel rifles have to be handled slightly different - we have to remove the bullet after impact.
|
||||
// Otherwise we might destroy a structure, but this function won't 'realize' it, leading to invalid memory access
|
||||
if ( pBullet->usFlags & BULLET_FLAG_ANTIMATERIEL )
|
||||
{
|
||||
// Moved here to keep ABC >0 as long as possible
|
||||
RemoveBullet( iBullet );
|
||||
// ReduceAttackBusyCount( );
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+20
-13
@@ -728,7 +728,7 @@ weaponEndElementHandle(void *userData, const XML_Char *name)
|
||||
pData->curElement = WEAPON_ELEMENT_WEAPON;
|
||||
pData->curWeapon.HeavyGun = (BOOLEAN) atof(pData->szCharData);
|
||||
}
|
||||
|
||||
|
||||
pData->maxReadDepth--;
|
||||
}
|
||||
|
||||
@@ -896,16 +896,16 @@ BOOLEAN WriteWeaponStats()
|
||||
FilePrintf(hFile,"\t\t<APsToReload>%d</APsToReload>\r\n", Weapon[cnt].APsToReload);
|
||||
FilePrintf(hFile,"\t\t<SwapClips>%d</SwapClips>\r\n", Weapon[cnt].swapClips );
|
||||
FilePrintf(hFile,"\t\t<MaxDistForMessyDeath>%d</MaxDistForMessyDeath>\r\n", Weapon[cnt].maxdistformessydeath);
|
||||
FilePrintf(hFile,"\t\t<AutoPenalty>%d</AutoPenalty>\r\n", Weapon[cnt].AutoPenalty);
|
||||
FilePrintf(hFile,"\t\t<NoSemiAuto>%d</NoSemiAuto>\r\n", Weapon[cnt].NoSemiAuto);
|
||||
FilePrintf(hFile,"\t\t<AutoPenalty>%d</AutoPenalty>\r\n", Weapon[cnt].AutoPenalty);
|
||||
FilePrintf(hFile,"\t\t<NoSemiAuto>%d</NoSemiAuto>\r\n", Weapon[cnt].NoSemiAuto);
|
||||
FilePrintf(hFile,"\t\t<ubAimLevels>%d</ubAimLevels>\r\n", Weapon[cnt].ubAimLevels );
|
||||
FilePrintf(hFile,"\t\t<EasyUnjam>%d</EasyUnjam>\r\n", Weapon[cnt].EasyUnjam);
|
||||
FilePrintf(hFile,"\t\t<Handling>%d</Handling>\r\n", Weapon[cnt].ubHandling);
|
||||
FilePrintf(hFile,"\t\t<EasyUnjam>%d</EasyUnjam>\r\n", Weapon[cnt].EasyUnjam);
|
||||
FilePrintf(hFile,"\t\t<Handling>%d</Handling>\r\n", Weapon[cnt].ubHandling);
|
||||
FilePrintf(hFile,"\t\t<usOverheatingJamThreshold>%4.2f</usOverheatingJamThreshold>\r\n", Weapon[cnt].usOverheatingJamThreshold); // Flugente FTW 1
|
||||
FilePrintf(hFile,"\t\t<usOverheatingDamageThreshold>%4.2f</usOverheatingDamageThreshold>\r\n", Weapon[cnt].usOverheatingDamageThreshold);
|
||||
FilePrintf(hFile,"\t\t<usOverheatingSingleShotTemperature>%4.2f</usOverheatingSingleShotTemperature>\r\n", Weapon[cnt].usOverheatingSingleShotTemperature);
|
||||
FilePrintf(hFile,"\t\t<HeavyGun>%d</HeavyGun>\r\n", Weapon[cnt].HeavyGun);
|
||||
|
||||
FilePrintf(hFile,"\t\t<HeavyGun>%d</HeavyGun>\r\n", Weapon[cnt].HeavyGun);
|
||||
|
||||
|
||||
FilePrintf(hFile,"\t</WEAPON>\r\n");
|
||||
}
|
||||
@@ -4661,7 +4661,7 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
|
||||
{
|
||||
pStructure = FindStructureByID( sGridNo, usStructureID );
|
||||
|
||||
DamageStructure( pStructure, (UINT8)iImpact, STRUCTURE_DAMAGE_GUNFIRE, sGridNo, sXPos, sYPos, ubAttackerID );
|
||||
DamageStructure( pStructure, (UINT8)iImpact, STRUCTURE_DAMAGE_GUNFIRE, sGridNo, sXPos, sYPos, ubAttackerID, pBullet->usFlags & BULLET_FLAG_ANTIMATERIEL ? pBullet->iImpact - pBullet->iImpactReduction : 0 );
|
||||
}
|
||||
|
||||
// HEADROCK HAM 5: Fragments are not fired from guns, so they need a special case.
|
||||
@@ -6784,21 +6784,28 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
|
||||
|
||||
sDistVis = pSoldier->GetMaxDistanceVisible(sGridNo, pSoldier->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE;
|
||||
iScopeVisionRangeBonus = GetTotalVisionRangeBonus(pSoldier, bLightLevel); // not an actual range value, simply a modifier for range calculations
|
||||
|
||||
if (ubTargetID != NOBODY && pSoldier->aiData.bOppList[ubTargetID] == SEEN_CURRENTLY || gbPublicOpplist[pSoldier->bTeam][ubTargetID] == SEEN_CURRENTLY)
|
||||
iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false );
|
||||
if (iSightRange == 0) { // didn't do a bodypart-based test or can't see specific body part aimed at
|
||||
|
||||
if (iSightRange == 0)
|
||||
{
|
||||
// didn't do a bodypart-based test or can't see specific body part aimed at
|
||||
iSightRange = SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, TRUE, NO_DISTANCE_LIMIT, false );
|
||||
fCoverObscured = true;
|
||||
}
|
||||
if (iSightRange == 0) { // Can't see the target but we still need to know what the sight range would be if we could so we can deal with cover penalties
|
||||
|
||||
if (ubTargetID != NOBODY && iSightRange == 0 )
|
||||
{ // Can't see the target but we still need to know what the sight range would be if we could so we can deal with cover penalties
|
||||
iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false, true );
|
||||
fCantSeeTarget = true;
|
||||
fCoverObscured = false;
|
||||
}
|
||||
gbForceWeaponReady = false;
|
||||
gbForceWeaponNotReady = true;
|
||||
|
||||
gbForceWeaponReady = false;
|
||||
gbForceWeaponNotReady = true;
|
||||
sDistVisNoScope = pSoldier->GetMaxDistanceVisible(sGridNo, pSoldier->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE;
|
||||
gbForceWeaponNotReady = false;
|
||||
gbForceWeaponNotReady = false;
|
||||
|
||||
// Flugente: blind soldiers have sDistVisNoScope = 0...
|
||||
if ( sDistVisNoScope )
|
||||
|
||||
+2
-2
@@ -178,8 +178,8 @@ enum
|
||||
// flags used for various ammo properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
|
||||
#define AMMO_NEUROTOXIN 0x00000001 //1 // this ammo adds the cyanide drug effect to its target, killing it in a few turns
|
||||
#define AMMO_BLIND 0x00000002 //2 // this ammo will blind if it hits the head
|
||||
/*#define SHOVEL 0x00000004 //4
|
||||
#define CONCERTINA 0x00000008 //8
|
||||
#define AMMO_ANTIMATERIEL 0x00000004 //4 // this ammo is anti-materiel, bullets can destroy structures
|
||||
/*#define CONCERTINA 0x00000008 //8
|
||||
|
||||
#define WATER_DRUM 0x00000010 //16 // water drums allow to refill canteens in the sector they are in
|
||||
#define MEAT_BLOODCAT 0x00000020 //32 // retrieve this by gutting a bloodcat
|
||||
|
||||
Reference in New Issue
Block a user