- Fix: item name in spy disguise notification was wrong

- MTAs don't have to stop when no hand item is found (the ones in the trunk use this though)
- Fix: militia drops sector equipment it took, even if it should not drop other gear - otherwise militia ould 'consume' sector invetories

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6141 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-06-20 17:41:23 +00:00
parent 3ade79cf63
commit 821893ce68
2 changed files with 71 additions and 66 deletions
+48 -43
View File
@@ -925,19 +925,19 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
{
Corpse.usFlags |= ROTTING_CORPSE_VEHICLE;
if ( pSoldier->ubBodyType != ICECREAMTRUCK && pSoldier->ubBodyType != HUMVEE )
{
Corpse.ubDirection = 7;
}
else
{
Corpse.ubDirection = gb2DirectionsFrom8[ Corpse.ubDirection ];
}
if ( pSoldier->ubBodyType != ICECREAMTRUCK && pSoldier->ubBodyType != HUMVEE )
{
Corpse.ubDirection = 7;
}
else
{
Corpse.ubDirection = gb2DirectionsFrom8[ Corpse.ubDirection ];
}
}
if ( ubType == QUEEN_MONSTER_DEAD || ubType == BURNT_DEAD || ubType == EXPLODE_DEAD )
{
Corpse.ubDirection = 7;
Corpse.ubDirection = 7;
}
@@ -971,42 +971,42 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
}
else if ( ubType == QUEEN_MONSTER_DEAD )
{
gTacticalStatus.fLockItemLocators = FALSE;
gTacticalStatus.fLockItemLocators = FALSE;
ubNumGoo = 6 - ( gGameOptions.ubDifficultyLevel - DIF_LEVEL_EASY );
ubNumGoo = 6 - ( gGameOptions.ubDifficultyLevel - DIF_LEVEL_EASY );
sNewGridNo = pSoldier->sGridNo + ( WORLD_COLS * 2 );
sNewGridNo = pSoldier->sGridNo + ( WORLD_COLS * 2 );
for ( cnt = 0; cnt < ubNumGoo; cnt++ )
{
CreateItem( JAR_QUEEN_CREATURE_BLOOD, 100, &gTempObject );
for ( cnt = 0; cnt < ubNumGoo; cnt++ )
{
CreateItem( JAR_QUEEN_CREATURE_BLOOD, 100, &gTempObject );
AddItemToPool( sNewGridNo, &gTempObject, bVisible , pSoldier->pathing.bLevel, usItemFlags, -1 );
}
AddItemToPool( sNewGridNo, &gTempObject, bVisible , pSoldier->pathing.bLevel, usItemFlags, -1 );
}
}
else
{
// OK, Place what objects this guy was carrying on the ground!
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
{
pObj = &( pSoldier->inv[ cnt ] );
if ( pObj->exists() == true )
// OK, Place what objects this guy was carrying on the ground!
for ( cnt = 0; cnt < pSoldier->inv.size(); ++cnt )
{
// Check if it's supposed to be dropped
if ( !( (*pObj).fFlags & OBJECT_UNDROPPABLE ) || pSoldier->bTeam == gbPlayerNum )
pObj = &( pSoldier->inv[ cnt ] );
if ( pObj->exists() == true )
{
// and make sure that it really is a droppable item type
// if ( !(Item[ pObj->usItem ].fFlags & ITEM_DEFAULT_UNDROPPABLE) )
if ( !(Item[ pObj->usItem ].defaultundroppable ) )
// Check if it's supposed to be dropped
if ( !( (*pObj).fFlags & OBJECT_UNDROPPABLE ) || pSoldier->bTeam == gbPlayerNum )
{
ReduceAmmoDroppedByNonPlayerSoldiers( pSoldier, cnt );
//if this soldier was an enemy
// Kaiden: Added from UB's reveal all items after combat feature!
// HEADROCK HAM B2.8: Now also reveals equipment dropped by militia, if requirement is met.
if( pSoldier->bTeam == ENEMY_TEAM ||
( gGameExternalOptions.ubMilitiaDropEquipment == 2 && pSoldier->bTeam == MILITIA_TEAM ) ||
( gGameExternalOptions.ubMilitiaDropEquipment == 1 && pSoldier->bTeam == MILITIA_TEAM && Menptr[ pSoldier->ubAttackerID ].bTeam != OUR_TEAM ))
// and make sure that it really is a droppable item type
// if ( !(Item[ pObj->usItem ].fFlags & ITEM_DEFAULT_UNDROPPABLE) )
if ( !(Item[ pObj->usItem ].defaultundroppable ) )
{
ReduceAmmoDroppedByNonPlayerSoldiers( pSoldier, cnt );
//if this soldier was an enemy
// Kaiden: Added from UB's reveal all items after combat feature!
// HEADROCK HAM B2.8: Now also reveals equipment dropped by militia, if requirement is met.
if( pSoldier->bTeam == ENEMY_TEAM ||
( gGameExternalOptions.ubMilitiaDropEquipment == 2 && pSoldier->bTeam == MILITIA_TEAM ) ||
( gGameExternalOptions.ubMilitiaDropEquipment == 1 && pSoldier->bTeam == MILITIA_TEAM && Menptr[ pSoldier->ubAttackerID ].bTeam != OUR_TEAM ))
{
//add a flag to the item so when all enemies are killed, we can run through and reveal all the enemies items
usItemFlags |= WORLD_ITEM_DROPPED_FROM_ENEMY;
@@ -1020,21 +1020,26 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
}
}
if(UsingNewAttachmentSystem()==true){
if(UsingNewAttachmentSystem()==true)
{
ReduceAttachmentsOnGunForNonPlayerChars(pSoldier, pObj);
}
// HEADROCK HAM B2.8: Militia will drop items only if allowed.
if (!(gGameExternalOptions.ubMilitiaDropEquipment == 0 && pSoldier->bTeam == MILITIA_TEAM ) &&
!(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pSoldier->bTeam == MILITIA_TEAM && Menptr[ pSoldier->ubAttackerID ].bTeam == OUR_TEAM ))
{
AddItemToPool( pSoldier->sGridNo, pObj, bVisible , pSoldier->pathing.bLevel, usItemFlags, -1 );
// HEADROCK HAM B2.8: Militia will drop items only if allowed.
if (!(gGameExternalOptions.ubMilitiaDropEquipment == 0 && pSoldier->bTeam == MILITIA_TEAM ) &&
!(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pSoldier->bTeam == MILITIA_TEAM && Menptr[ pSoldier->ubAttackerID ].bTeam == OUR_TEAM ))
{
AddItemToPool( pSoldier->sGridNo, pObj, bVisible , pSoldier->pathing.bLevel, usItemFlags, -1 );
}
}
}
}
}
}
DropKeysInKeyRing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, bVisible, FALSE, 0, FALSE );
DropKeysInKeyRing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, bVisible, FALSE, 0, FALSE );
// Flugente: even if we forbid militia from dropping their equipment, they will still drop what they took via sector inventory (this functions only drops what they took)
pSoldier->DropSectorEquipment();
}
// Make team look for items
+23 -23
View File
@@ -14722,7 +14722,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 )
)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[bLoop].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[this->inv[bLoop].usItem].szItemName );
return FALSE;
}
}
@@ -14744,7 +14744,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 )
)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[bLoop].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[this->inv[bLoop].usItem].szItemName );
return FALSE;
}
}
@@ -15657,13 +15657,13 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
// determine the gridno before us and the item we have in our main hand, this is enough for the current actions
OBJECTTYPE* pObj = &(this->inv[HANDPOS]);
if ( !pObj || !(pObj->exists()) )
fActionStillValid = FALSE;
// error if the gridno we started working on is not the gridno we are currently looking at
if ( usMultiTurnAction == MTA_FORTIFY || usMultiTurnAction == MTA_REMOVE_FORTIFY || usMultiTurnAction == MTA_FILL_SANDBAG )
{
if ( this->sMTActionGridNo != NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ) )
if ( !pObj || !(pObj->exists()) )
fActionStillValid = FALSE;
else if ( this->sMTActionGridNo != NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ) )
fActionStillValid = FALSE;
}
@@ -15731,29 +15731,29 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
return FALSE;
}
// if we are not in turnbased and no enemies are around, we reduce the number of necessary action points to 0. No need to keep waiting if there's nobody around anyway
if ( !( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT ) )
bOverTurnAPS = 0;
// otherwise this might take longer, so we refresh our animation
else
// refresh animations
switch( usMultiTurnAction )
{
// refresh animations
switch( usMultiTurnAction )
case MTA_FORTIFY:
case MTA_REMOVE_FORTIFY:
case MTA_FILL_SANDBAG:
{
case MTA_FORTIFY:
case MTA_REMOVE_FORTIFY:
case MTA_FILL_SANDBAG:
{
if (!is_networked)
this->EVENT_InitNewSoldierAnim( CUTTING_FENCE, 0 , FALSE );
// if we are not in turnbased and no enemies are around, we reduce the number of necessary action points to 0. No need to keep waiting if there's nobody around anyway
if ( !( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT ) )
bOverTurnAPS = 0;
// otherwise this might take longer, so we refresh our animation
else
this->ChangeSoldierState( CUTTING_FENCE, 0, 0 );
{
if (!is_networked)
this->EVENT_InitNewSoldierAnim( CUTTING_FENCE, 0 , FALSE );
else
this->ChangeSoldierState( CUTTING_FENCE, 0, 0 );
// as setting the new animation costs APBPConstants[AP_USEWIRECUTTERS] APs every time, account for that
this->bActionPoints += APBPConstants[AP_USEWIRECUTTERS];
// as setting the new animation costs APBPConstants[AP_USEWIRECUTTERS] APs every time, account for that
this->bActionPoints += APBPConstants[AP_USEWIRECUTTERS];
}
break;
}
break;
}
// if we can afford it, do it now