- 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:
Flugente
2014-03-15 17:54:04 +00:00
parent bc94c319c6
commit 69f4b2cf34
17 changed files with 118 additions and 35 deletions
+36 -17
View File
@@ -40,6 +40,7 @@
#include "Random.h"
#include "Tile Animation.h"
#include "Explosion Control.h" // added by Flugente
#endif
#ifdef COUNT_PATHS
@@ -1674,14 +1675,12 @@ BOOLEAN StructureDensity( STRUCTURE * pStructure, UINT8 * pubLevel0, UINT8 * pub
return( TRUE );
}
BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner )
BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner, INT32 sAntiMaterialImpact )
{
// do damage to a structure; returns TRUE if the structure should be removed
STRUCTURE *pBase;
UINT8 ubArmour;
//LEVELNODE *pNode;
UINT8 ubArmour;
CHECKF( pStructure );
if (pStructure->fFlags & STRUCTURE_PERSON || pStructure->fFlags & STRUCTURE_CORPSE)
{
@@ -1694,16 +1693,18 @@ BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason,
return( FALSE );
}
UINT8 ubBaseArmour = gubMaterialArmour[ pStructure->pDBStructureRef->pDBStructure->ubArmour ];
// Account for armour!
if (ubReason == STRUCTURE_DAMAGE_EXPLOSION)
{
if ( pStructure->fFlags & STRUCTURE_EXPLOSIVE )
{
ubArmour = gubMaterialArmour[ pStructure->pDBStructureRef->pDBStructure->ubArmour ] / 3;
ubArmour = ubBaseArmour / 3;
}
else
{
ubArmour = gubMaterialArmour[ pStructure->pDBStructureRef->pDBStructure->ubArmour ] / 2;
ubArmour = ubBaseArmour / 2;
}
if (ubArmour > ubDamage)
@@ -1753,19 +1754,37 @@ BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason,
}
// Make hit sound....
if ( pStructure->fFlags & STRUCTURE_CAVEWALL )
{
PlayJA2Sample( S_VEG_IMPACT1, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
}
else
{
if ( guiMaterialHitSound[ pStructure->pDBStructureRef->pDBStructure->ubArmour ] != -1 )
if ( pStructure->fFlags & STRUCTURE_CAVEWALL )
{
PlayJA2Sample( guiMaterialHitSound[ pStructure->pDBStructureRef->pDBStructure->ubArmour ], RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
PlayJA2Sample( S_VEG_IMPACT1, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
}
}
else
{
if ( guiMaterialHitSound[ pStructure->pDBStructureRef->pDBStructure->ubArmour ] != -1 )
{
PlayJA2Sample( guiMaterialHitSound[ pStructure->pDBStructureRef->pDBStructure->ubArmour ], RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
}
}
// Flugente: anti-material rifles can damage and even destroy structures, but some structures remain indestructible (otherwise the player might gain access to inaccessible spots)
// the impact must be damaging enough, otherwise this won't have an effect
if ( ubBaseArmour < 75 && ubBaseArmour > 0 && sAntiMaterialImpact > ubBaseArmour * 5 / 12 )
{
// we will run into this exact function again. In order to damage the object, we need to do damage of at least half the armour value
INT16 damage = ubBaseArmour / 2;
// this is the damage we will cause. The higher our damage, the faster can we destroy a structure
damage += max(1, 2 * sAntiMaterialImpact / ubBaseArmour);
BOOLEAN recompile = FALSE;
ExplosiveDamageGridNo( sGridNo, damage, 10, &recompile, FALSE, -1, FALSE, ubOwner, 0 );
//Since the structure is being damaged, set the map element that a structure is damaged
gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED;
}
// Don't update damage HPs....
return( TRUE );
return TRUE;
}
// OK, LOOK FOR A SAM SITE, UPDATE....