We can now use interactive actions to alter decals on walls, so it is possible to simulate taking off an object from the scenery and add it as an item.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=363513&#msg_363513

Requires GameDir >= r2601

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9141 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2021-07-13 19:50:49 +00:00
parent 174b870afe
commit 6cad680b02
17 changed files with 244 additions and 69 deletions
+2 -2
View File
@@ -55,8 +55,8 @@
#endif
CHAR8 czVersionNumber[16] = { "Build 21.06.27" }; //YY.MM.DD
CHAR8 czVersionNumber[16] = { "Build 21.07.13" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
CHAR16 zRevisionNumber[16] = { L"Revision 9113" };
CHAR16 zRevisionNumber[16] = { L"Revision 9141" };
// SAVE_GAME_VERSION is defined in header, change it there
+28
View File
@@ -864,6 +864,7 @@ static int l_CreateCivilian( lua_State *L );
static int l_BuildFortification( lua_State *L );
static int l_RemoveFortification( lua_State *L );
static int l_DestroyAndReplaceDecal( lua_State *L );
static int l_GetFact( lua_State *L );
static int l_SetFact( lua_State *L );
@@ -1762,6 +1763,7 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
lua_register( L, "BuildFortification", l_BuildFortification );
lua_register( L, "RemoveFortification", l_RemoveFortification );
lua_register( L, "DestroyAndReplaceDecal", l_DestroyAndReplaceDecal );
lua_register(L, "GetFact", l_GetFact );
lua_register(L, "SetFact", l_SetFact );
@@ -13126,6 +13128,32 @@ static int l_RemoveFortification( lua_State *L )
return 0;
}
static int l_DestroyAndReplaceDecal( lua_State *L )
{
if ( lua_gettop( L ) >= 3 )
{
INT32 sGridNo = lua_tointeger( L, 1 );
size_t len = 0;
const char* str = lua_tolstring( L, 2, &len );
UINT8 index = lua_tointeger( L, 3 );
ApplyMapChangesToMapTempFile( TRUE );
RemoveAllStructsOfTypeRange( sGridNo, FIRSTWALLDECAL, FOURTHWALLDECAL );
RemoveAllStructsOfTypeRange( sGridNo, FIFTHWALLDECAL, EIGTHWALLDECAL );
RemoveAllStructsOfTypeRange( sGridNo, FIRSTDECORATIONS, FOURTHDECORATIONS );
BuildStructFromName( sGridNo, 0, str, index );
ApplyMapChangesToMapTempFile( FALSE );
}
return 0;
}
static int l_GetFact( lua_State *L )
{
if ( lua_gettop( L ) )
+1
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@@ -18,6 +18,7 @@
#define BULLET_FLAG_TRACER 0x0100
#define BULLET_FLAG_ANTIMATERIEL 0x0200 // Flugente: bullet can destroy structures
#define BULLET_FLAG_INFECTED 0x0400 // Flugente: bullet is infected
#define BULLET_FLAG_WHITESMOKE 0x0800 // Flugente: bullet leaves a white smoke trail (for fire extinguisher)
//afp-start calculate line points between two point
#define BULLET_TRACER_MAX_LENGTH 60
+80
View File
@@ -7694,6 +7694,86 @@ UINT8 CheckBuildFortification( INT32 sGridNo, INT8 sLevel, UINT8 usIndex, UINT32
return 1;
}
BOOLEAN BuildStructFromName( INT32 sGridNo, INT8 sLevel, const char* aStr, UINT8 usIndex )
{
INT16 sUseObjIndex = -1;
// needs to be a valid location
if ( TileIsOutOfBounds( sGridNo ) )
return FALSE;
// if we want to build on a roof, a roof is required
if ( sLevel && !FlatRoofAboveGridNo( sGridNo ) )
return FALSE;
// don't build in water
if ( TERRAIN_IS_WATER( GetTerrainType( sGridNo ) ) )
return FALSE;
// do not build into people
if ( NOBODY != WhoIsThere2( sGridNo, sLevel ) )
return FALSE;
// search wether structure exists in the current tilesets. If not, well, too bad
for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType )
{
// if tileset is from the current tileset, check that
if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType][0] )
{
if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], aStr, 10 ) )
{
sUseObjIndex = iType;
break;
}
}
// otherwise, check first tileset (GENERIC 1)
else if ( gTilesets[0].TileSurfaceFilenames[iType][0] )
{
if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[iType], aStr, 10 ) )
{
sUseObjIndex = iType;
break;
}
}
}
if ( sUseObjIndex < 0 )
return FALSE;
// Check with Structure Database (aka ODB) if we can put the object here!
BOOLEAN fOkayToAdd = OkayToAddStructureToWorld( sGridNo, sLevel, gTileDatabase[( gTileTypeStartIndex[sUseObjIndex] + usIndex )].pDBStructureRef, INVALID_STRUCTURE_ID );
if ( fOkayToAdd || ( gTileDatabase[( gTileTypeStartIndex[sUseObjIndex] + usIndex )].pDBStructureRef == NULL ) )
{
// Remove old graphic
ApplyMapChangesToMapTempFile( TRUE );
//dnl Remove existing structure before adding the same, seems to solve problem with stacking but still need test to be sure that is not removed something what should stay
// Actual structure info is added by the functions below
if ( sLevel )
{
RemoveOnRoofStruct( sGridNo, (UINT16)( gTileTypeStartIndex[sUseObjIndex] + usIndex ) );
AddOnRoofToTail( sGridNo, (UINT16)( gTileTypeStartIndex[sUseObjIndex] + usIndex ) );
}
else
{
RemoveStruct( sGridNo, (UINT16)( gTileTypeStartIndex[sUseObjIndex] + usIndex ) );
AddStructToHead( sGridNo, (UINT16)( gTileTypeStartIndex[sUseObjIndex] + usIndex ) );
}
RecompileLocalMovementCosts( sGridNo );
// Turn off permanent changes....
ApplyMapChangesToMapTempFile( FALSE );
SetRenderFlags( RENDER_FLAG_FULL );
return TRUE;
}
return FALSE;
}
UINT16 gusTempDragBuildSoldierID = NOBODY;
BOOLEAN BuildStructDrag( INT32 sGridNo, INT8 sLevel, UINT32 uiTileType, UINT8 usIndex, UINT16 usSoldierID )
+2
View File
@@ -288,6 +288,8 @@ BOOLEAN RemoveFortification( INT32 sGridNo, SOLDIERTYPE *pSoldier, OBJECTTYPE *p
UINT8 CheckBuildFortification( INT32 sGridNo, INT8 sLevel, UINT8 usIndex, UINT32 usStructureconstructindex );
BOOLEAN BuildFortification( INT32 sGridNo, INT8 sLevel, UINT8 usIndex, UINT32 usStructureconstructindex );
BOOLEAN BuildStructFromName( INT32 sGridNo, INT8 sLevel, const char* aStr, UINT8 usIndex );
BOOLEAN CanRemoveFortification( INT32 sGridNo, INT8 sLevel, UINT32 usStructureconstructindex );
BOOLEAN RemoveFortification( INT32 sGridNo, INT8 sLevel, UINT32 usStructureconstructindex );
+1
View File
@@ -779,6 +779,7 @@ extern OBJECTTYPE gTempObject;
// extended flagmask to UINT64
#define EMPTY_BLOOD_BAG 0x0000000100000000 // this item is a empty blood bag
#define MEDICAL_SPLINT 0x0000000200000000 // this item is a medical splint that can be applied to some diseases
#define FIREEXTINGUISHER 0x0000000400000000 // this item is a fire extinguisher, which results in a white trail of smoke when firing
// ----------------------------------------------------------------
+1
View File
@@ -30,6 +30,7 @@ enum
EXPLOSV_FLASHBANG,
EXPLOSV_SIGNAL_SMOKE,
EXPLOSV_SMOKE_DEBRIS,
EXPLOSV_SMOKE_FIRERETARDANT,
EXPLOSV_ANY_TYPE,
};
+31 -11
View File
@@ -1938,7 +1938,7 @@ INT32 LineOfSightTest( FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX,
// leaving a tile, check to see if it had gas in it
// if ( pMapElement->ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS) )
if ( pMapElement->ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS | MAPELEMENT_EXT_BURNABLEGAS | MAPELEMENT_EXT_DEBRIS_SMOKE) )
if ( pMapElement->ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS | MAPELEMENT_EXT_BURNABLEGAS | MAPELEMENT_EXT_DEBRIS_SMOKE | MAPELEMENT_EXT_FIRERETARDANT_SMOKE ) )
{
if ( (pMapElement->ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_DEBRIS_SMOKE) ) && !fSmell )
{
@@ -3593,7 +3593,7 @@ INT32 HandleBulletStructureInteraction( BULLET * pBullet, STRUCTURE * pStructure
*pfHit = FALSE;
if (pBullet->usFlags & BULLET_FLAG_KNIFE || pBullet->usFlags & BULLET_FLAG_MISSILE || pBullet->usFlags & BULLET_FLAG_TANK_CANNON || pBullet->usFlags & BULLET_FLAG_FLAME )
if (pBullet->usFlags & BULLET_FLAG_KNIFE || pBullet->usFlags & BULLET_FLAG_MISSILE || pBullet->usFlags & BULLET_FLAG_TANK_CANNON || pBullet->usFlags & (BULLET_FLAG_FLAME | BULLET_FLAG_WHITESMOKE) )
{
// stops!
*pfHit = TRUE;
@@ -3746,7 +3746,7 @@ INT32 CTGTHandleBulletStructureInteraction( BULLET * pBullet, STRUCTURE * pStruc
INT32 iCurrImpact;
INT32 iImpactReduction;
if (pBullet->usFlags & BULLET_FLAG_KNIFE || pBullet->usFlags & BULLET_FLAG_MISSILE || pBullet->usFlags & BULLET_FLAG_FLAME || pBullet->usFlags & BULLET_FLAG_TANK_CANNON )
if (pBullet->usFlags & BULLET_FLAG_KNIFE || pBullet->usFlags & BULLET_FLAG_MISSILE || pBullet->usFlags & (BULLET_FLAG_FLAME | BULLET_FLAG_WHITESMOKE) || pBullet->usFlags & BULLET_FLAG_TANK_CANNON )
{
// knife/rocket stops when it hits anything, and people block completely
return( pBullet->iImpact );
@@ -4677,7 +4677,7 @@ INT8 FireBullet( UINT8 ubFirer, BULLET * pBullet, BOOLEAN fFake )
else
{
//afp-start //always a fast bullet
if ( pBullet->usFlags & ( BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_KNIFE | BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME /*| BULLET_FLAG_TRACER*/ ) )
if ( pBullet->usFlags & ( BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_KNIFE | BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_WHITESMOKE /*| BULLET_FLAG_TRACER*/ ) )
pBullet->usClockTicksPerUpdate = (Weapon[ pBullet->pFirer->usAttackingWeapon ].ubBulletSpeed + GetBulletSpeedBonus(&pBullet->pFirer->inv[pBullet->pFirer->ubAttackingHand]) ) / 10;
else
if (gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS])
@@ -4824,6 +4824,11 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
usBulletFlags |= BULLET_FLAG_FLAME;
ubSpreadIndex = 2;
}
else if ( Item[usHandItem].usItemFlag & FIREEXTINGUISHER )
{
usBulletFlags |= BULLET_FLAG_WHITESMOKE;
ubSpreadIndex = 2;
}
// HEADROCK HAM B2.5: Set tracer effect on/off for individual bullets in a Tracer Magazine, as part of the
// New Tracer System.
else if (gGameExternalOptions.ubRealisticTracers > 0 && gGameExternalOptions.ubNumBulletsPerTracer > 0 && (pFirer->bDoAutofire > 0 || pFirer->bDoBurst > 0)
@@ -5318,6 +5323,11 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
usBulletFlags |= BULLET_FLAG_FLAME;
ubSpreadIndex = 2;
}
else if ( Item[usHandItem].usItemFlag & FIREEXTINGUISHER )
{
usBulletFlags |= BULLET_FLAG_WHITESMOKE;
ubSpreadIndex = 2;
}
// HEADROCK HAM B2.5: Set tracer effect on/off for individual bullets in a Tracer Magazine, as part of the
// New Tracer System.
else if (gGameExternalOptions.ubRealisticTracers > 0 && gGameExternalOptions.ubNumBulletsPerTracer > 0 && (pFirer->bDoAutofire > 0 || pFirer->bDoBurst > 0)
@@ -5999,6 +6009,11 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
usBulletFlags |= BULLET_FLAG_FLAME;
ubSpreadIndex = 2;
}
else if ( Item[usItem].usItemFlag & FIREEXTINGUISHER )
{
usBulletFlags |= BULLET_FLAG_WHITESMOKE;
ubSpreadIndex = 2;
}
// Flugente: anti-materiel ammo
if ( AmmoTypes[ammotype].ammoflag & AMMO_ANTIMATERIEL )
@@ -6579,6 +6594,11 @@ INT8 FireBulletGivenTarget_NoObjectNoSoldier( UINT16 usItem, UINT8 ammotype, UIN
usBulletFlags |= BULLET_FLAG_FLAME;
ubSpreadIndex = 2;
}
else if ( Item[usItem].usItemFlag & FIREEXTINGUISHER )
{
usBulletFlags |= BULLET_FLAG_WHITESMOKE;
ubSpreadIndex = 2;
}
// Flugente: anti-materiel ammo
if ( AmmoTypes[ammotype].ammoflag & AMMO_ANTIMATERIEL )
@@ -7451,7 +7471,7 @@ void MoveBullet( INT32 iBullet )
// HEADROCK HAM B2.5: Changed condition to read fTracer flag directly from bullet's struct.
// This is for the New Tracer System.
if (( pBullet->usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT /*| BULLET_FLAG_TRACER*/ ) )
if (( pBullet->usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_WHITESMOKE /*| BULLET_FLAG_TRACER*/ ) )
|| ((gGameExternalOptions.ubRealisticTracers > 0 && gGameExternalOptions.ubNumBulletsPerTracer > 0 && pBullet->fTracer == TRUE) || (gGameExternalOptions.ubRealisticTracers == 0 && fTracer == TRUE)))
{
INT8 bStepsPerMove = STEPS_FOR_BULLET_MOVE_TRAILS;
@@ -7460,7 +7480,7 @@ void MoveBullet( INT32 iBullet )
{
bStepsPerMove = STEPS_FOR_BULLET_MOVE_SMALL_TRAILS;
}
else if ( pBullet->usFlags & ( BULLET_FLAG_FLAME ) )
else if ( pBullet->usFlags & ( BULLET_FLAG_FLAME | BULLET_FLAG_WHITESMOKE ) )
{
bStepsPerMove = STEPS_FOR_BULLET_MOVE_FIRE_TRAILS;
}
@@ -7711,7 +7731,7 @@ void MoveBullet( INT32 iBullet )
if (fHitStructure)
{
// ATE: NOT if we are a special bullet like a LAW trail...
if (pStructure->fFlags & STRUCTURE_CORPSE && !( pBullet->usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT ) ) )
if (pStructure->fFlags & STRUCTURE_CORPSE && !( pBullet->usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_WHITESMOKE ) ) )
{
// ATE: In enemy territory here... ;)
// Now that we have hit a corpse, make the bugger twich!
@@ -7820,7 +7840,7 @@ void MoveBullet( INT32 iBullet )
// HEADROCK HAM B2.5: Changed condition to read fTracer flag directly from bullet's struct.
// This is for the New Tracer System.
if (( pBullet->usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT /*| BULLET_FLAG_TRACER */) )
if (( pBullet->usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_WHITESMOKE /*| BULLET_FLAG_TRACER */) )
|| ((gGameExternalOptions.ubRealisticTracers > 0 && gGameExternalOptions.ubNumBulletsPerTracer > 0 && pBullet->fTracer == TRUE) || (gGameExternalOptions.ubRealisticTracers == 0 && fTracer == TRUE)))
{
INT8 bStepsPerMove = STEPS_FOR_BULLET_MOVE_TRAILS;
@@ -7829,7 +7849,7 @@ void MoveBullet( INT32 iBullet )
{
bStepsPerMove = STEPS_FOR_BULLET_MOVE_SMALL_TRAILS;
}
else if ( pBullet->usFlags & ( BULLET_FLAG_FLAME ) )
else if ( pBullet->usFlags & ( BULLET_FLAG_FLAME | BULLET_FLAG_WHITESMOKE ) )
{
bStepsPerMove = STEPS_FOR_BULLET_MOVE_FIRE_TRAILS;
}
@@ -7876,7 +7896,7 @@ void MoveBullet( INT32 iBullet )
//pBullet->qIncrZ -= INT32_TO_FIXEDPT( 100 ) / (pBullet->iRange * 2);
pBullet->qIncrZ -= INT32_TO_FIXEDPT( 100 ) / (pBullet->iRange * gGameCTHConstants.GRAVITY_COEFFICIENT);
}
else if ( (pBullet->usFlags & BULLET_FLAG_FLAME) && (dDistanceMoved > pBullet->iRange) )
else if ( (pBullet->usFlags & (BULLET_FLAG_FLAME | BULLET_FLAG_WHITESMOKE)) && (dDistanceMoved > pBullet->iRange) )
{
//pBullet->qIncrZ -= INT32_TO_FIXEDPT( 100 ) / (pBullet->iRange * 2);
pBullet->qIncrZ -= INT32_TO_FIXEDPT( 100 ) / (pBullet->iRange * (gGameCTHConstants.GRAVITY_COEFFICIENT / 2) );
@@ -7891,7 +7911,7 @@ void MoveBullet( INT32 iBullet )
// decrement is scaled down depending on how fast the bullet is (effective range)
pBullet->qIncrZ -= INT32_TO_FIXEDPT( 100 ) / (pBullet->iRange * 2);
}
else if ( (pBullet->usFlags & BULLET_FLAG_FLAME) && ( pBullet->iLoop > pBullet->iRange ) )
else if ( (pBullet->usFlags & (BULLET_FLAG_FLAME|BULLET_FLAG_WHITESMOKE) ) && ( pBullet->iLoop > pBullet->iRange ) )
{
pBullet->qIncrZ -= INT32_TO_FIXEDPT( 100 ) / (pBullet->iRange * 2);
}
+7
View File
@@ -2459,6 +2459,13 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
}
}
if ( gpWorldLevelData[pSoldier->sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_FIRERETARDANT_SMOKE )
{
{
pExplosive = &( Explosive[Item[GetFirstExplosiveOfType( EXPLOSV_SMOKE_FIRERETARDANT )].ubClassIndex] );
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pSoldier->flags.fHitByGasFlags: %d", pSoldier->flags.fHitByGasFlags );
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
+8 -3
View File
@@ -294,7 +294,7 @@ void UpdateBullets( )
{
// ALRIGHTY, CHECK WHAT TYPE OF BULLET WE ARE
if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_KNIFE | BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME /*| BULLET_FLAG_TRACER*/ ) )
if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_KNIFE | BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_WHITESMOKE /*| BULLET_FLAG_TRACER*/ ) )
{
}
else
@@ -350,7 +350,7 @@ void UpdateBullets( )
}
}
// Are we a missle?
else if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT ) )
else if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_WHITESMOKE | BULLET_FLAG_CREATURE_SPIT ) )
{
}
/*
@@ -474,7 +474,7 @@ void AddMissileTrail( BULLET *pBullet, FIXEDPT qCurrX, FIXEDPT qCurrY, FIXEDPT q
ANITILE_PARAMS AniParams;
// If we are a small missle, don't show
if ( pBullet->usFlags & ( BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT /*| BULLET_FLAG_TRACER*/ ) )
if ( pBullet->usFlags & ( BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_WHITESMOKE /*| BULLET_FLAG_TRACER*/ ) )
{
if ( pBullet->iLoop < 5 )
{
@@ -532,6 +532,11 @@ void AddMissileTrail( BULLET *pBullet, FIXEDPT qCurrX, FIXEDPT qCurrY, FIXEDPT q
strcpy( AniParams.zCachedFile, "TILECACHE\\FLMTHR2.STI" );
AniParams.sDelay = (INT16)( 100 );
}
else if ( pBullet->usFlags & BULLET_FLAG_WHITESMOKE )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\white_smoke_trail.sti" );
AniParams.sDelay = (INT16)( 100 );
}
//else if ( pBullet->usFlags & ( BULLET_FLAG_TRACER ) )
// HEADROCK HAM B2.5: Created new bullet flag that tells us whether this specific bullet is a tracer.
// The condition now reads that flag and creates a lightshow only for tracer bullets. This flag is only
+1 -1
View File
@@ -2261,7 +2261,7 @@ BOOLEAN InWaterGasOrSmoke( SOLDIERTYPE *pSoldier, INT32 sGridNo )
BOOLEAN InGasOrSmoke( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
// smoke
if ( gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_SIGNAL_SMOKE | MAPELEMENT_EXT_DEBRIS_SMOKE) )
if ( gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_SIGNAL_SMOKE | MAPELEMENT_EXT_DEBRIS_SMOKE | MAPELEMENT_EXT_FIRERETARDANT_SMOKE ) )
return TRUE;
return InGas(pSoldier,sGridNo);
+27 -3
View File
@@ -2001,7 +2001,7 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
}
}
else if ( pExplosive->ubType == EXPLOSV_SMOKE || pExplosive->ubType == EXPLOSV_SMOKE_DEBRIS )//dnl ch40 200909
else if ( pExplosive->ubType == EXPLOSV_SMOKE || pExplosive->ubType == EXPLOSV_SMOKE_DEBRIS | pExplosive->ubType == EXPLOSV_SMOKE_FIRERETARDANT )//dnl ch40 200909
{
// robots are unaffected by smoke
if( AM_A_ROBOT(pSoldier) )
@@ -2108,6 +2108,7 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
break;
case EXPLOSV_SMOKE://dnl ch40 200909
case EXPLOSV_SMOKE_DEBRIS:
case EXPLOSV_SMOKE_FIRERETARDANT:
pSoldier->flags.fHitByGasFlags |= HIT_BY_SMOKEGAS;
break;
default:
@@ -2262,6 +2263,12 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
bSmokeEffectType = DEBRIS_SMOKE_EFFECT;
fBlastEffect = FALSE;
break;
case EXPLOSV_SMOKE_FIRERETARDANT:
fSmokeEffect = TRUE;
bSmokeEffectType = FIRERETARDANT_SMOKE_EFFECT;
fBlastEffect = FALSE;
break;
}
}
@@ -2464,6 +2471,15 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
}
else if ( fSmokeEffect )
{
// Flugente: if adding fire retardant, remove fire
if ( pExplosive->ubType == EXPLOSV_SMOKE_FIRERETARDANT )
{
if ( gpWorldLevelData[sGridNo].ubExtFlags[bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
{
RemoveSmokeEffectFromTile( sGridNo, bLevel );
}
}
// If tear gar, determine turns to spread.....
if ( sSubsequent == ERASE_SPREAD_EFFECT )
{
@@ -2945,7 +2961,15 @@ void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
gfMPDebugOutputRandoms = true;
#endif
}
// Flugente: if tile has a fire retardant effect, don't create new fire
if ( Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_BURNABLEGAS )
{
if ( gpWorldLevelData[sGridNo].ubExtFlags[bLevel] & MAPELEMENT_EXT_FIRERETARDANT_SMOKE )
{
return;
}
}
INT32 uiNewSpot, uiTempSpot, uiBranchSpot, cnt, branchCnt;
INT32 uiTempRange, ubBranchRange;
@@ -2965,7 +2989,7 @@ void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
case EXPLOSV_CREATUREGAS:
case EXPLOSV_SIGNAL_SMOKE:
case EXPLOSV_SMOKE_DEBRIS:
case EXPLOSV_SMOKE_FIRERETARDANT:
fSmokeEffect = TRUE;
break;
}
+31 -47
View File
@@ -137,6 +137,10 @@ INT8 FromWorldFlagsToSmokeType( UINT16 ubWorldFlags )
{
return(DEBRIS_SMOKE_EFFECT);
}
else if ( ubWorldFlags & MAPELEMENT_EXT_FIRERETARDANT_SMOKE )
{
return FIRERETARDANT_SMOKE_EFFECT;
}
return(NO_SMOKE_EFFECT);
}
@@ -180,6 +184,10 @@ UINT16 FromSmokeTypeToWorldFlags( INT8 bType )
return(MAPELEMENT_EXT_DEBRIS_SMOKE);
break;
case FIRERETARDANT_SMOKE_EFFECT:
return MAPELEMENT_EXT_FIRERETARDANT_SMOKE;
break;
default:
return( 0 );
@@ -288,6 +296,10 @@ INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner,
case EXPLOSV_SMOKE_DEBRIS:
bSmokeEffectType = DEBRIS_SMOKE_EFFECT;
break;
case EXPLOSV_SMOKE_FIRERETARDANT:
bSmokeEffectType = FIRERETARDANT_SMOKE_EFFECT;
break;
}
pSmoke->ubDuration = (UINT8)Explosive[ Item[ usItem ].ubClassIndex ].ubDuration;
@@ -395,6 +407,9 @@ INT32 NewSmokeEffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, B
case EXPLOSV_SMOKE_DEBRIS:
bSmokeEffectType = DEBRIS_SMOKE_EFFECT;
break;
case EXPLOSV_SMOKE_FIRERETARDANT:
bSmokeEffectType = FIRERETARDANT_SMOKE_EFFECT;
break;
}
// sevenfm: use custom duration/radius
@@ -607,59 +622,19 @@ void AddSmokeEffectToTile( INT32 iSmokeEffectID, INT8 bType, INT32 sGridNo, INT8
break;
case CREATURE_SMOKE_EFFECT:
if ( !( gGameSettings.fOptions[ TOPTION_ANIMATE_SMOKE ] ) )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\spit_gas.STI" );
}
else
{
if ( fDissipating )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\spit_gas.STI" );
}
else
{
strcpy( AniParams.zCachedFile, "TILECACHE\\spit_gas.STI" );
}
}
strcpy( AniParams.zCachedFile, "TILECACHE\\spit_gas.STI" );
break;
case SIGNAL_SMOKE_EFFECT:
if ( !( gGameSettings.fOptions[ TOPTION_ANIMATE_SMOKE ] ) )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\signal_gas.STI" );
}
else
{
if ( fDissipating )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\signal_gas.STI" );
}
else
{
strcpy( AniParams.zCachedFile, "TILECACHE\\signal_gas.STI" );
}
}
strcpy( AniParams.zCachedFile, "TILECACHE\\signal_gas.STI" );
break;
case DEBRIS_SMOKE_EFFECT:
if ( !(gGameSettings.fOptions[TOPTION_ANIMATE_SMOKE]) )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\debris_smoke.STI" );
}
else
{
if ( fDissipating )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\debris_smoke.STI" );
}
else
{
strcpy( AniParams.zCachedFile, "TILECACHE\\debris_smoke.STI" );
}
}
strcpy( AniParams.zCachedFile, "TILECACHE\\debris_smoke.STI" );
break;
case FIRERETARDANT_SMOKE_EFFECT:
strcpy( AniParams.zCachedFile, "TILECACHE\\white_smoke.STI" );
break;
}
@@ -769,6 +744,15 @@ void DecaySmokeEffects( UINT32 uiTime )
}
}
// Flugente: if tile has a fire retardant effect, don't create new fire
if ( Explosive[Item[pSmoke->usItem].ubClassIndex].ubType == EXPLOSV_BURNABLEGAS )
{
if ( gpWorldLevelData[pSmoke->sGridNo].ubExtFlags[bLevel] & MAPELEMENT_EXT_FIRERETARDANT_SMOKE )
{
pSmoke->bAge = pSmoke->ubDuration + 1;
}
}
if ( fUpdate )
{
pSmoke->uiTimeOfLastUpdate = uiTime;
+1
View File
@@ -13,6 +13,7 @@ enum
BURNABLEGAS_SMOKE_EFFECT,
SIGNAL_SMOKE_EFFECT, // added by Flugente for artillery
DEBRIS_SMOKE_EFFECT, // added by Flugente for collapsing roofs
FIRERETARDANT_SMOKE_EFFECT, // added by Flugente for fire extinguishers
};
#define SMOKE_EFFECT_INDOORS 0x01
+12 -1
View File
@@ -560,8 +560,19 @@ void UpdateAniTiles( )
ubExpType = Explosive[ Item[ (UINT16)pNode->uiUserData ].ubClassIndex ].ubType;
// Flugente: if tile has a fire retardant effect, don't create new fire
if ( ubExpType == EXPLOSV_BURNABLEGAS )
{
if ( gpWorldLevelData[pNode->sGridNo].ubExtFlags[gExplosionData[pNode->uiUserData3].Params.bLevel] & MAPELEMENT_EXT_FIRERETARDANT_SMOKE )
{
// don't add fire
return;
}
}
if ( ubExpType == EXPLOSV_TEARGAS || ubExpType == EXPLOSV_MUSTGAS ||
ubExpType == EXPLOSV_SMOKE || ubExpType == EXPLOSV_BURNABLEGAS || ubExpType == EXPLOSV_SIGNAL_SMOKE || ubExpType == EXPLOSV_SMOKE_DEBRIS || ubExpType == EXPLOSV_CREATUREGAS)
ubExpType == EXPLOSV_SMOKE || ubExpType == EXPLOSV_BURNABLEGAS || ubExpType == EXPLOSV_SIGNAL_SMOKE || ubExpType == EXPLOSV_SMOKE_DEBRIS || ubExpType == EXPLOSV_CREATUREGAS ||
ubExpType == EXPLOSV_SMOKE_FIRERETARDANT )
{
// Do sound....
// PlayJA2Sample( AIR_ESCAPING_1, RATE_11025, SoundVolume( HIGHVOLUME, pNode->sGridNo ), 1, SoundDir( pNode->sGridNo ) );
+2 -1
View File
@@ -133,12 +133,13 @@ class SOLDIERTYPE;
#define MAPELEMENT_EXT_CLIMBPOINT 0x0200 //0x200
#define MAPELEMENT_EXT_SIGNAL_SMOKE 0x0400 //0x400 // added by Flugente
#define MAPELEMENT_EXT_DEBRIS_SMOKE 0x0800 //0x800 // added by Flugente
#define MAPELEMENT_EXT_FIRERETARDANT_SMOKE 0x1000 //0x800 // added by Flugente
#define FIRST_LEVEL 0
#define SECOND_LEVEL 1
//#define ANY_SMOKE_EFFECT ( MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS )
#define ANY_SMOKE_EFFECT ( MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS | MAPELEMENT_EXT_BURNABLEGAS | MAPELEMENT_EXT_SIGNAL_SMOKE | MAPELEMENT_EXT_DEBRIS_SMOKE )
#define ANY_SMOKE_EFFECT ( MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS | MAPELEMENT_EXT_BURNABLEGAS | MAPELEMENT_EXT_SIGNAL_SMOKE | MAPELEMENT_EXT_DEBRIS_SMOKE | MAPELEMENT_EXT_FIRERETARDANT_SMOKE )
// WDS - Clean up inventory handling
+9
View File
@@ -298,6 +298,7 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at
strcmp(name, "bloodbag" ) == 0 ||
strcmp(name, "emptybloodbag" ) == 0 ||
strcmp(name, "medicalsplint" ) == 0 ||
strcmp(name, "fireextinguisher" ) == 0 ||
strcmp(name, "sFireResistance" ) == 0 ||
strcmp(name, "usAdministrationModifier" ) == 0))
{
@@ -1543,6 +1544,13 @@ itemEndElementHandle(void *userData, const XML_Char *name)
if ( (BOOLEAN)atol( pData->szCharData ) )
pData->curItem.usItemFlag |= MEDICAL_SPLINT;
}
else if ( strcmp( name, "fireextinguisher" ) == 0 )
{
pData->curElement = ELEMENT;
if ( (BOOLEAN)atol( pData->szCharData ) )
pData->curItem.usItemFlag |= FIREEXTINGUISHER;
}
else if ( strcmp( name, "sFireResistance" ) == 0 )
{
pData->curElement = ELEMENT;
@@ -2192,6 +2200,7 @@ BOOLEAN WriteItemStats()
if ( HasItemFlag( cnt, BLOOD_BAG) ) FilePrintf( hFile, "\t\t<bloodbag>%d</bloodbag>\r\n", 1 );
if ( HasItemFlag( cnt, EMPTY_BLOOD_BAG ) ) FilePrintf( hFile, "\t\t<emptybloodbag>%d</emptybloodbag>\r\n", 1 );
if ( HasItemFlag( cnt, MEDICAL_SPLINT ) ) FilePrintf( hFile, "\t\t<medicalsplint>%d</medicalsplint>\r\n", 1 );
if ( HasItemFlag( cnt, FIREEXTINGUISHER ) ) FilePrintf( hFile, "\t\t<fireextinguisher>%d</fireextinguisher>\r\n", 1 );
FilePrintf(hFile,"\t\t<usRiotShieldStrength>%d</usRiotShieldStrength>\r\n", Item[cnt].usRiotShieldStrength );
FilePrintf(hFile,"\t\t<usRiotShieldGraphic>%d</usRiotShieldGraphic>\r\n", Item[cnt].usRiotShieldGraphic );