-Fix for throwing explosives with attachments (by Sevenfm)

Weight is now considered correctly.

-Civilians now take care not to step on player placed tripwire. (by Sevenfm)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6585 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-11-12 11:46:45 +00:00
parent 010e967948
commit 8257d11276
6 changed files with 23 additions and 14 deletions
+2
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@@ -5077,6 +5077,8 @@ void BombMessageBoxCallBack( UINT8 ubExitValue )
else
AddItemToPool( gsTempGridNo, &gTempObject, VISIBLE, gpTempSoldier->pathing.bLevel, WORLD_ITEM_ARMED_BOMB, 0 );
}
// sevenfm: we now know there is something nasty here
gpWorldLevelData[ gsTempGridNo ].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT;
}
}
}
+2
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@@ -2006,6 +2006,8 @@ UINT8 HandleNonActivatedTossCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEA
OBJECTTYPE* pObject = &(pSoldier->inv[HANDPOS]);
// Do we have a launcable?
pObj = &(pSoldier->inv[HANDPOS]);
//sevenfm this should be checked only for guns because we can throw items with attached explosives
if(Item[pObj->usItem].usItemClass & IC_WEAPON )
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if ( Item[ iter->usItem ].usItemClass & IC_EXPLOSV && iter->exists())
{
+7 -3
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@@ -11090,7 +11090,7 @@ void HandleTacticalEffectsOfEquipmentChange( SOLDIERTYPE *pSoldier, UINT32 uiInv
}
INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fArmed )
INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fArmed, OBJECTTYPE* pObject)
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"calcmaxtossrange");
INT32 iRange = 0;
@@ -11147,7 +11147,11 @@ INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fArmed )
// Altered by Digicrab on 14 March, 2004
// Reversed a Ja2Gold change that made grenades of weight 3 or more have the same throw distance as those of weight 3.
INT32 iThrowingStrength = ( EffectiveStrength( pSoldier, FALSE ) * 2 + 100 ) / 3;
iRange = 2 + ( iThrowingStrength / (3 + (Item[usItem].ubWeight) / 3 ));
// sevenfm: calculate total weight of object with all attachments
if(pObject!= NULL)
iRange = 2 + ( iThrowingStrength / (3 + (CalculateObjectWeight(pObject)) / 3 ));
else
iRange = 2 + ( iThrowingStrength / (3 + (Item[usItem].ubWeight) / 3 ));
}
else
{ // not as aerodynamic!
@@ -11401,7 +11405,7 @@ UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
}
else
{
iMaxRange = CalcMaxTossRange( pSoldier, usHandItem , TRUE ) * CELL_X_SIZE;
iMaxRange = CalcMaxTossRange( pSoldier, usHandItem , TRUE , &pSoldier->inv[HANDPOS]) * CELL_X_SIZE;
//NumMessage("MAX RANGE = ",maxRange);
+1 -1
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@@ -490,7 +490,7 @@ extern BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier );
extern FLOAT GetGunOverheatDamagePercentage( FLOAT usTemperature, UINT16 usIndx ); // Flugente: Get percentage: temperature/damagethreshold
extern FLOAT GetGunOverheatJamPercentage( FLOAT usTemperature, UINT16 usIndx ); // Flugente: Get percentage: temperature/jamthreshold
extern INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fArmed );
extern INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fArmed, OBJECTTYPE* pObject =NULL );
extern UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos );
extern void ChangeWeaponMode( SOLDIERTYPE * pSoldier );
+10 -9
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@@ -5464,22 +5464,23 @@ void HandleAttachedExplosions(UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32
}
}
if( !binderFound )
return;
// search for attached explosives
for (iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if ( iter->exists() && Item[iter->usItem].usItemClass & (IC_GRENADE|IC_BOMB) )
{
if(Item[iter->usItem].directional && ubDirection == DIRECTION_IRRELEVANT)
direction=Random(8);
else
direction=ubDirection;
if( Explosive[Item[iter->usItem].ubClassIndex].ubVolatility > 0 )
// no need for binder if both item and attachment are tripwire-activated
if( ( Item[pObj->usItem].tripwireactivation && Item[iter->usItem].tripwireactivation ) ||
( binderFound && Explosive[Item[iter->usItem].ubClassIndex].ubVolatility > 0 ) )
{
if(Item[iter->usItem].directional && ubDirection == DIRECTION_IRRELEVANT)
direction=Random(8);
else
direction=ubDirection;
IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, Item[iter->usItem].uiIndex, bLevel, direction , NULL );
}
}
if ( gGameExternalOptions.bAllowSpecialExplosiveAttachments && iter->exists() && Item[iter->usItem].usItemClass & IC_MISC )
if ( binderFound && gGameExternalOptions.bAllowSpecialExplosiveAttachments && iter->exists() && Item[iter->usItem].usItemClass & IC_MISC )
{
if(Item[iter->usItem].gascan)
IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, GAS_EXPLOSION, bLevel, DIRECTION_IRRELEVANT , NULL );
+1 -1
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@@ -2194,7 +2194,7 @@ FLOAT CalculateSoldierMaxForce( SOLDIERTYPE *pSoldier, FLOAT dDegrees , OBJECTTY
dDegrees = (FLOAT)( PI/4 );
uiMaxRange = CalcMaxTossRange( pSoldier, pItem->usItem, fArmed );
uiMaxRange = CalcMaxTossRange( pSoldier, pItem->usItem, fArmed, pItem );
dMagForce = CalculateForceFromRange( pItem->usItem, (INT16) uiMaxRange, dDegrees );