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
+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);
}