Bugfixes (by Flugente)

- fixed a bug that prevented zombies from rising in turnbased mode
- fixed a bug that prevented weapons on the floor from cooling down in turnbased mode
- fixed a bug that caused gun traps with buckshot ammo to deduct to much ammo
- fixed a bug that could crash the game when firing a lot of gun traps at the same time

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5346 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-06-16 22:57:53 +00:00
parent 99d9567f35
commit 88155e52d0
11 changed files with 272 additions and 246 deletions
+3
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@@ -1356,6 +1356,9 @@ void LoadGameExternalOptions()
gGameExternalOptions.sZombiePoisonDamagePercentage = iniReader.ReadInteger("Tactical Poison Settings", "ZOMBIE_POISON_DAMAGE_PERCENTAGE", 50, 0, 100);
gGameExternalOptions.sPoisonInfectionDamageMultiplier = iniReader.ReadFloat("Tactical Poison Settings", "POISON_INFECTION_DAMAGE_MULTIPLIER", 4.0, 1.0, 10.0);
//################# Tactical Fortification Settings ##################
gGameExternalOptions.fFortificationAllowInHostileSector = iniReader.ReadBoolean("Tactical Fortification Settings", "FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR", FALSE);
//################# Strategic Gamestart Settings ##################
//Lalien: Game starting time
+3
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@@ -382,6 +382,9 @@ typedef struct
INT16 sZombiePoisonDamagePercentage;
FLOAT sPoisonInfectionDamageMultiplier;
// Flugente: fortification settings
BOOLEAN fFortificationAllowInHostileSector;
//Animation settings
FLOAT giPlayerTurnSpeedUpFactor;
FLOAT giEnemyTurnSpeedUpFactor;
+7 -15
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@@ -1133,6 +1133,13 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
{
return( ITEM_HANDLE_REFUSAL );
}
// we can only do this on certain terraintypes
INT8 bOverTerrainType = GetTerrainType( sGridNo );
if( bOverTerrainType != FLAT_GROUND && bOverTerrainType != DIRT_ROAD && bOverTerrainType != LOW_GRASS )
{
return( ITEM_HANDLE_REFUSAL );
}
}
// if we have a shovel in our hands, the targetted gridno must be a fortification (debris will do for this check)
@@ -5982,8 +5989,6 @@ void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
SetCustomizableTimerCallbackAndDelay( 1000, CheckForPickedOwnership, TRUE );
}
extern UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
BOOLEAN BuildFortification( UINT32 flag )
{
INT32 sGridNo;
@@ -5997,19 +6002,6 @@ BOOLEAN BuildFortification( UINT32 flag )
if ( gusSelectedSoldier == NOBODY )
return FALSE;
// comment this in to forbid building while enemies are around
/*if( (gTacticalStatus.uiFlags & INCOMBAT) && (gTacticalStatus.uiFlags & TURNBASED) )
{
return FALSE;
}
if( gWorldSectorX != -1 && gWorldSectorY != -1 && gWorldSectorX != 0 && gWorldSectorY != 0 &&
NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) > 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Cannot build while enemies are in this sector" );
return FALSE;
}*/
if( gbWorldSectorZ > 0 || gsInterfaceLevel > 0)
{
return FALSE;
+121 -122
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@@ -5693,132 +5693,131 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
pBullet->fTracer = FALSE;
}
}*/
///////////////////////// SOUND ////////////////////////////
//PLAY SOUND
// ( For throwing knife.. it's earlier in the animation
if ( Weapon[ pObj->usItem ].sSound != 0 && Item[ pObj->usItem ].usItemClass != IC_THROWING_KNIFE )
{
// Switch on silencer...
UINT16 noisefactor = GetPercentNoiseVolume( pObj );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ pObj->usItem ].ubAttackVolume <= 10 )
{
INT32 uiSound;
uiSound = Weapon [ pObj->usItem ].silencedSound;
PlayJA2Sample( uiSound, RATE_11025, SoundVolume( HIGHVOLUME, gridno ), 1, SoundDir( gridno ) );
}
else
{
INT8 volume = HIGHVOLUME;
if ( noisefactor < 100 ) volume = (volume * noisefactor) / 100;
PlayJA2Sample( Weapon[ pObj->usItem ].sSound, RATE_11025, SoundVolume( volume, gridno ), 1, SoundDir( gridno ) );
}
}
///////////////////////// SOUND ////////////////////////////
// deduct ammo
(*pObj)[0]->data.gun.ubGunShotsLeft = max(0, (*pObj)[0]->data.gun.ubGunShotsLeft - 1);
//gTacticalStatus.ubAttackBusyCount++;
if(is_client)send_bullet( pBullet, pObj->usItem );
FireBullet( pThrower, pBullet, FALSE );
///////////////////////// SOUND ////////////////////////////
UINT8 ubVolume = Weapon[ pObj->usItem ].ubAttackVolume;
// Snap: get cumulative noise reduction from the weapon and its attachments
UINT16 noisefactor = GetPercentNoiseVolume( pObj );
if ( ubVolume * noisefactor > 25000 )
{ // Snap: hack this to prevent overflow (damn miserly programmers!)
ubVolume = 250;
}
else
{
ubVolume = __max( 1, ( ubVolume * GetPercentNoiseVolume( pObj ) ) / 100 );
}
MakeNoise( NOBODY, gridno, 0, pThrower->bOverTerrainType, ubVolume, NOISE_GUNFIRE );
///////////////////////// SOUND ////////////////////////////
///////////////////////// OVERHEATING AND STATUS REDUCTION ////////////////////////////
INT16 iOverheatReliabilityMalus = 0;
// Flugente: Increase Weapon Temperature
if ( gGameOptions.fWeaponOverheating )
{
FLOAT overheatjampercentage = GetGunOverheatDamagePercentage( pObj ); // ... how much above the gun's usOverheatingDamageThreshold are we? ...
if ( overheatjampercentage > 1.0 )
iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
GunIncreaseHeat( pObj );
}
// Flugente : Added a malus to reliability for overheated guns
// HEADROCK HAM 5: Variable NCTH base change
UINT32 uiDepreciateTest = 0;
if ( UsingNewCTHSystem() == true)
{
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)BASIC_DEPRECIATE_CHANCE); // Compare original odds to new odds.
uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * GetReliability( pObj ) - iOverheatReliabilityMalus);
uiDepreciateTest = max(0, uiDepreciateTest);
}
else
{
uiDepreciateTest = max( BASIC_DEPRECIATE_CHANCE + 3 * GetReliability( pObj ) - iOverheatReliabilityMalus, 0);
}
if ( !PreRandom( uiDepreciateTest ) && ( (*pObj)[0]->data.objectStatus > 1) )
{
(*pObj)[0]->data.objectStatus--;
}
///////////////////////// OVERHEATING AND STATUS REDUCTION ////////////////////////////
///////////////////////// JAMMING ////////////////////////////
// Algorithm for jamming
int maxJamChance = 50; // Externalize this?
int reliability = GetReliability( pObj );
int condition = (*pObj)[0]->data.gun.bGunStatus;
int invertedBaseJamChance = condition + (reliability * 2) - gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * 1;
// Flugente FTW 1: If overheating is allowed, a gun will be prone to more overheating if its temperature is high
if ( gGameOptions.fWeaponOverheating )
{
FLOAT overheatjampercentage = GetGunOverheatJamPercentage( pObj ); // how much above the gun's usOverheatingJamThreshold are we? ...
int overheatjamfactor = (int)(100* overheatjampercentage); // We need an integer value and rough percentages
overheatjamfactor = max(0, overheatjamfactor - 100); // If we haven't reached the OverheatJamThreshold, no increased chance of jamming because of overheating
invertedBaseJamChance -= overheatjamfactor; // lower invertedBaseJamChance (thereby increasing jamChance later on)
}
if (invertedBaseJamChance < 0)
invertedBaseJamChance = 0;
else if (invertedBaseJamChance > 100)
invertedBaseJamChance = 100;
int jamChance = 100 - (int)sqrt((double)invertedBaseJamChance * (75.0 + (double)invertedBaseJamChance / 2.0));
if (jamChance < 0)
jamChance = 0;
else if (jamChance > maxJamChance - reliability)
jamChance = maxJamChance - reliability;
if ((INT32) PreRandom( 100 ) < jamChance )
{
// jam! negate the gun ammo status.
(*pObj)[0]->data.gun.bGunAmmoStatus *= -1;
}
///////////////////////// JAMMING ////////////////////////////
//<SB> manual recharge
if (Weapon[Item[pObj->usItem].ubClassIndex].APsToReloadManually > 0)
(*pObj)[0]->data.gun.ubGunState &= ~GS_CARTRIDGE_IN_CHAMBER;
//<SB>
}
///////////////////////// SOUND ////////////////////////////
//PLAY SOUND
// ( For throwing knife.. it's earlier in the animation
if ( Weapon[ pObj->usItem ].sSound != 0 && Item[ pObj->usItem ].usItemClass != IC_THROWING_KNIFE )
{
// Switch on silencer...
UINT16 noisefactor = GetPercentNoiseVolume( pObj );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ pObj->usItem ].ubAttackVolume <= 10 )
{
INT32 uiSound;
uiSound = Weapon [ pObj->usItem ].silencedSound;
PlayJA2Sample( uiSound, RATE_11025, SoundVolume( HIGHVOLUME, gridno ), 1, SoundDir( gridno ) );
}
else
{
INT8 volume = HIGHVOLUME;
if ( noisefactor < 100 ) volume = (volume * noisefactor) / 100;
PlayJA2Sample( Weapon[ pObj->usItem ].sSound, RATE_11025, SoundVolume( volume, gridno ), 1, SoundDir( gridno ) );
}
}
///////////////////////// SOUND ////////////////////////////
// deduct ammo
(*pObj)[0]->data.gun.ubGunShotsLeft = max(0, (*pObj)[0]->data.gun.ubGunShotsLeft - 1);
//gTacticalStatus.ubAttackBusyCount++;
///////////////////////// SOUND ////////////////////////////
UINT8 ubVolume = Weapon[ pObj->usItem ].ubAttackVolume;
// Snap: get cumulative noise reduction from the weapon and its attachments
UINT16 noisefactor = GetPercentNoiseVolume( pObj );
if ( ubVolume * noisefactor > 25000 )
{ // Snap: hack this to prevent overflow (damn miserly programmers!)
ubVolume = 250;
}
else
{
ubVolume = __max( 1, ( ubVolume * GetPercentNoiseVolume( pObj ) ) / 100 );
}
MakeNoise( NOBODY, gridno, 0, pThrower->bOverTerrainType, ubVolume, NOISE_GUNFIRE );
///////////////////////// SOUND ////////////////////////////
///////////////////////// OVERHEATING AND STATUS REDUCTION ////////////////////////////
INT16 iOverheatReliabilityMalus = 0;
// Flugente: Increase Weapon Temperature
if ( gGameOptions.fWeaponOverheating )
{
FLOAT overheatjampercentage = GetGunOverheatDamagePercentage( pObj ); // ... how much above the gun's usOverheatingDamageThreshold are we? ...
if ( overheatjampercentage > 1.0 )
iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
GunIncreaseHeat( pObj );
}
// Flugente : Added a malus to reliability for overheated guns
// HEADROCK HAM 5: Variable NCTH base change
UINT32 uiDepreciateTest = 0;
if ( UsingNewCTHSystem() == true)
{
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)BASIC_DEPRECIATE_CHANCE); // Compare original odds to new odds.
uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * GetReliability( pObj ) - iOverheatReliabilityMalus);
uiDepreciateTest = max(0, uiDepreciateTest);
}
else
{
uiDepreciateTest = max( BASIC_DEPRECIATE_CHANCE + 3 * GetReliability( pObj ) - iOverheatReliabilityMalus, 0);
}
if ( !PreRandom( uiDepreciateTest ) && ( (*pObj)[0]->data.objectStatus > 1) )
{
(*pObj)[0]->data.objectStatus--;
}
///////////////////////// OVERHEATING AND STATUS REDUCTION ////////////////////////////
///////////////////////// JAMMING ////////////////////////////
// Algorithm for jamming
int maxJamChance = 50; // Externalize this?
int reliability = GetReliability( pObj );
int condition = (*pObj)[0]->data.gun.bGunStatus;
int invertedBaseJamChance = condition + (reliability * 2) - gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * 1;
// Flugente FTW 1: If overheating is allowed, a gun will be prone to more overheating if its temperature is high
if ( gGameOptions.fWeaponOverheating )
{
FLOAT overheatjampercentage = GetGunOverheatJamPercentage( pObj ); // how much above the gun's usOverheatingJamThreshold are we? ...
int overheatjamfactor = (int)(100* overheatjampercentage); // We need an integer value and rough percentages
overheatjamfactor = max(0, overheatjamfactor - 100); // If we haven't reached the OverheatJamThreshold, no increased chance of jamming because of overheating
invertedBaseJamChance -= overheatjamfactor; // lower invertedBaseJamChance (thereby increasing jamChance later on)
}
if (invertedBaseJamChance < 0)
invertedBaseJamChance = 0;
else if (invertedBaseJamChance > 100)
invertedBaseJamChance = 100;
int jamChance = 100 - (int)sqrt((double)invertedBaseJamChance * (75.0 + (double)invertedBaseJamChance / 2.0));
if (jamChance < 0)
jamChance = 0;
else if (jamChance > maxJamChance - reliability)
jamChance = maxJamChance - reliability;
if ((INT32) PreRandom( 100 ) < jamChance )
{
// jam! negate the gun ammo status.
(*pObj)[0]->data.gun.bGunAmmoStatus *= -1;
}
///////////////////////// JAMMING ////////////////////////////
//<SB> manual recharge
if (Weapon[Item[pObj->usItem].ubClassIndex].APsToReloadManually > 0)
(*pObj)[0]->data.gun.ubGunState &= ~GS_CARTRIDGE_IN_CHAMBER;
//<SB>
return( TRUE );
}
+1 -4
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@@ -2232,13 +2232,10 @@ void CreateZombiefromCorpse( ROTTING_CORPSE * pCorpse, UINT16 usAnimState )
MercCreateStruct.fVisible = TRUE;
// do not generate a new palette, thereby using the old palette of the corpse
MercCreateStruct.fNoGenNewPalette = TRUE;
INT8 iNewIndex;
if ( TacticalCreateSoldier( &MercCreateStruct, (UINT8 *)&iNewIndex ) )
{
/* certain values have to be set afterwards - the alternative to edit each and every function that gets called from TacticalCreateSoldier() subsequently and
/* certain values have to be set afterwards - the alternative would be to edit each and every function that gets called from TacticalCreateSoldier() subsequently and
* make an exception for zombies every time...
*/
SOLDIERTYPE* pNewSoldier = MercPtrs[ (UINT8)iNewIndex ];
+13
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@@ -14374,10 +14374,23 @@ void SOLDIERTYPE::EVENT_SoldierBeginAttachCan( INT32 sGridNo, UINT8 ubDirection
}
extern UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
void SOLDIERTYPE::EVENT_SoldierBuildStructure( INT32 sGridNo, UINT8 ubDirection )
{
BOOLEAN fSuccess = FALSE;
// if specified by the ini, building/disassembling stuff is disabled while enemies are around
if ( !gGameExternalOptions.fFortificationAllowInHostileSector )
{
if( gWorldSectorX != -1 && gWorldSectorY != -1 && gWorldSectorX != 0 && gWorldSectorY != 0 &&
NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) > 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Cannot build while enemies are in this sector" );
return;
}
}
// do checks here...
OBJECTTYPE* pObj = &(this->inv[HANDPOS]);
+5 -4
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@@ -341,7 +341,6 @@ SOLDIERCREATE_STRUCT::SOLDIERCREATE_STRUCT() {
SOLDIERCREATE_STRUCT::SOLDIERCREATE_STRUCT(const SOLDIERCREATE_STRUCT& src) {
memcpy(this, &src, SIZEOF_SOLDIERCREATE_STRUCT_POD);
this->Inv = src.Inv;
this->fNoGenNewPalette = src.fNoGenNewPalette;
}
// Assignment operator
@@ -350,7 +349,6 @@ SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const SOLDIERCREATE_STRUCT
if (this != &src) {
memcpy(this, &src, SIZEOF_SOLDIERCREATE_STRUCT_POD);
this->Inv = src.Inv;
this->fNoGenNewPalette = src.fNoGenNewPalette;
}
return *this;
}
@@ -1360,6 +1358,10 @@ void GeneratePaletteForSoldier( SOLDIERTYPE *pSoldier, UINT8 ubSoldierClass )
BOOLEAN fMercClothingScheme;
hair = -1;
// Flugente: if all palettes are already set, no need to rebuild them. This allows zombies to use a corpses palettes
if( pSoldier->PantsPal[0] && pSoldier->VestPal[0] && pSoldier->SkinPal[0] && pSoldier->HeadPal[0] )
return;
//choose random skin tone which will limit the choice of hair colors.
skin = (INT8)Random( NUMSKINS );
switch( skin )
@@ -1739,8 +1741,7 @@ BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREAT
}
//Generate colors for soldier based on the body type.
if ( !pCreateStruct->fNoGenNewPalette )
GeneratePaletteForSoldier( pSoldier, pCreateStruct->ubSoldierClass );
GeneratePaletteForSoldier( pSoldier, pCreateStruct->ubSoldierClass );
// Copy item info over
pSoldier->inv = pCreateStruct->Inv;
-3
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@@ -305,9 +305,6 @@ public:
INT8 bUseGivenVehicleID;
BOOLEAN fHasKeys;
// Flugente: do not generate new palette for soldier (for soldiers that are created from existing soldiers/corpses, like doppelgangers and zombies)
BOOLEAN fNoGenNewPalette;
//
// New and OO stuff goes after here. Above this point any changes will goof up reading from files.
//
+1 -1
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@@ -271,7 +271,7 @@ void HandleTacticalEndTurn( )
HandleRPCDescription( );
#endif
// Flugente FTW 1: Cool down all items not in a soldier's inventory
// Flugente: Cool down all items not in a soldier's inventory
CoolDownWorldItems( FALSE );
// Flugente: raise zombies if in gamescreen and option set
if ( guiCurrentScreen == GAME_SCREEN )
+8
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@@ -459,6 +459,14 @@ void EndTurnEvents( void )
DecaySmokeEffects( GetWorldTotalSeconds( ) );
DecayLightEffects( GetWorldTotalSeconds( ) );
// Flugente: Cool down all items not in a soldier's inventory
CoolDownWorldItems( FALSE );
// Flugente: raise zombies if in gamescreen and option set
if ( guiCurrentScreen == GAME_SCREEN )
{
RaiseZombies();
}
// decay AI warning values from corpses
DecayRottingCorpseAIWarnings();
+110 -97
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@@ -3607,62 +3607,66 @@ BOOLEAN ActivateSurroundingTripwire( UINT8 ubID, INT32 sGridNo, INT8 bLevel, UIN
if ( Item[pObj->usItem].tripwireactivation == 1 )
{
// tripwire just gets activated
// this is important - we have to check for the tripwire's temperature.
// The temperature serves as a temporary flag replacement, marking that a tripwire has already been activated, adn shouldn't be activated again
if ( Item[pObj->usItem].tripwire == 1 && (*pObj)[0]->data.bTemperature < 1 )
if ( Item[pObj->usItem].tripwire == 1 )
{
// determine this tripwire's flag
UINT32 ubWireNetworkFlag = (*pObj)[0]->data.ubWireNetworkFlag;
// check if a) tripwire belongs to the same tripwire network and b) its of the same or lower hierarchy level
BOOLEAN samenetwork = FALSE;
BOOLEAN sameorlowerhierarchy = FALSE;
if ( ubWireNetworkFlag <= ubFlag ) // hierarchy of a group is sorted, so this suffices
sameorlowerhierarchy = TRUE;
if ( !sameorlowerhierarchy )
continue;
for (INT8 i = 0; i < 2; ++i) // 2 runs: first for enemy networks, second for player networks
// this is important - we have to check for the tripwire's temperature.
// The temperature serves as a temporary flag replacement, marking that a tripwire has already been activated, and shouldn't be activated again
if ( (*pObj)[0]->data.bTemperature < 1 )
{
for (INT8 j = 0; j < 4; ++j)
{
UINT32 samenetworkflag = ( ENEMY_NET_1_LVL_1 | ENEMY_NET_1_LVL_2 | ENEMY_NET_1_LVL_3 | ENEMY_NET_1_LVL_4 ) << (16*i + j); // comparing with this flag will determine the network
// determine this tripwire's flag
UINT32 ubWireNetworkFlag = (*pObj)[0]->data.ubWireNetworkFlag;
if ( ( (ubFlag & samenetworkflag) != 0 ) && ( (ubWireNetworkFlag & samenetworkflag) != 0 ) )
samenetwork = TRUE;
// check if a) tripwire belongs to the same tripwire network and b) its of the same or lower hierarchy level
BOOLEAN samenetwork = FALSE;
BOOLEAN sameorlowerhierarchy = FALSE;
if ( samenetwork )
break;
}
}
if ( samenetwork && sameorlowerhierarchy )
{
gubPersonToSetOffExplosions = ubID;
// put this bomb on the queue
AddBombToQueue( uiWorldBombIndex, uiTimeStamp );
if (pObj->usItem != ACTION_ITEM || (*pObj)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP)
{
uiTimeStamp += BOMB_QUEUE_DELAY;
}
if ( ubWireNetworkFlag <= ubFlag ) // hierarchy of a group is sorted, so this suffices
sameorlowerhierarchy = TRUE;
if ( (*pObj)[0]->data.misc.usBombItem != NOTHING && Item[ (*pObj)[0]->data.misc.usBombItem ].usItemClass & IC_EXPLOSV )
if ( !sameorlowerhierarchy )
continue;
for (INT8 i = 0; i < 2; ++i) // 2 runs: first for enemy networks, second for player networks
{
fFoundMine = TRUE;
for (INT8 j = 0; j < 4; ++j)
{
UINT32 samenetworkflag = ( ENEMY_NET_1_LVL_1 | ENEMY_NET_1_LVL_2 | ENEMY_NET_1_LVL_3 | ENEMY_NET_1_LVL_4 ) << (16*i + j); // comparing with this flag will determine the network
if ( ( (ubFlag & samenetworkflag) != 0 ) && ( (ubWireNetworkFlag & samenetworkflag) != 0 ) )
samenetwork = TRUE;
if ( samenetwork )
break;
}
}
if ( samenetwork && sameorlowerhierarchy )
{
gubPersonToSetOffExplosions = ubID;
/*if (pObj->usItem != ACTION_ITEM || (*pObj)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP)
{
uiTimeStamp += BOMB_QUEUE_DELAY;
}*/
// put this bomb on the queue
AddBombToQueue( uiWorldBombIndex, uiTimeStamp );
if ( (*pObj)[0]->data.misc.usBombItem != NOTHING && Item[ (*pObj)[0]->data.misc.usBombItem ].usItemClass & IC_EXPLOSV )
{
fFoundMine = TRUE;
}
// Flugente hack: the tripwire will get removed in HandleExplosionQueue (it is still needed in there until the bomb gets called).
// Because of this, ActivateSurroundingTripwire wouldm normally find this wire again, a loop would occur.
// As i do not want to create an itm flag for this purpose right now (but its on my TODO-list), we set the temperature of the wire to a higher value
// (temperature for tripwire isn't needed anywhere else, so its ok)
(*pObj)[0]->data.bTemperature = 1000.0;
// Flugente hack: the tripwire will get removed in HandleExplosionQueue (it is still needed in there until the bomb gets called).
// Because of this, ActivateSurroundingTripwire wouldm normally find this wire again, a loop would occur.
// As i do not want to create an itm flag for this purpose right now (but its on my TODO-list), we set the temperature of the wire to a higher value
// (temperature for tripwire isn't needed anywhere else, so its ok)
(*pObj)[0]->data.bTemperature = 1000.0;
// activate surrounding tripwires, unless tripwire is too much damaged and we are unlucky..
if ( (*pObj)[0]->data.objectStatus > (INT16)Random(50) )
fFoundMine = ActivateSurroundingTripwire(ubID, adjgrid, bLevel, ubWireNetworkFlag);
// activate surrounding tripwires, unless tripwire is too much damaged and we are unlucky..
if ( (*pObj)[0]->data.objectStatus > (INT16)Random(50) )
fFoundMine = ActivateSurroundingTripwire(ubID, adjgrid, bLevel, ubWireNetworkFlag);
}
}
}
// bombs go off
@@ -3678,12 +3682,13 @@ BOOLEAN ActivateSurroundingTripwire( UINT8 ubID, INT32 sGridNo, INT8 bLevel, UIN
gMercProfiles[ MercPtrs[ ((*pObj)[0]->data.misc.ubBombOwner - 2) ]->ubProfile ].records.usExpDetonated++;
}
// put this bomb on the queue
AddBombToQueue( uiWorldBombIndex, uiTimeStamp );
if (pObj->usItem != ACTION_ITEM || (*pObj)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP)
/*if (pObj->usItem != ACTION_ITEM || (*pObj)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP)
{
uiTimeStamp += BOMB_QUEUE_DELAY;
}
}*/
// put this bomb on the queue
AddBombToQueue( uiWorldBombIndex, uiTimeStamp );
if ( (*pObj)[0]->data.misc.usBombItem != NOTHING && Item[ (*pObj)[0]->data.misc.usBombItem ].usItemClass & IC_EXPLOSV )
{
@@ -3706,45 +3711,27 @@ void CheckAndFireTripwireGun( OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel, UINT
if ( !pObj )
return;
// search for attached guns
BOOLEAN fgunfound = FALSE;
OBJECTTYPE* pAttGun = NULL;
// check all attachments
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
// we actually found a gun.
// if the gun has ammo and is not jammed, fire it
if ( (*pObj)[0]->data.gun.ubGunShotsLeft > 0 && (*pObj)[0]->data.gun.bGunAmmoStatus > 0 )
{
if ( iter->exists() && Item[iter->usItem].usItemClass == IC_GUN )
// Increment attack counter...
if (gubElementsOnExplosionQueue == 0)
{
fgunfound = TRUE;
pAttGun = &(*iter);
break;
}
}
// single explosion, disable sight until the end, and set flag
// to check sight at end of attack
if ( fgunfound && pAttGun )
{
// we actually found a gun.
// if the gun has ammo and is not jammed, fire it
if ( (*pAttGun)[0]->data.gun.ubGunShotsLeft > 0 && (*pAttGun)[0]->data.gun.bGunAmmoStatus > 0 )
{
// Increment attack counter...
if (gubElementsOnExplosionQueue == 0)
{
// single explosion, disable sight until the end, and set flag
// to check sight at end of attack
gTacticalStatus.uiFlags |= (DISALLOW_SIGHT | CHECK_SIGHT_AT_END_OF_ATTACK);
}
FireFragmentsTrapGun( MercPtrs[ubId], sGridNo, 0, pAttGun, ubDirection );
// this is important... if not set, the game will remain in a loop
gTacticalStatus.ubAttackBusyCount = 0;
gTacticalStatus.uiFlags |= (DISALLOW_SIGHT | CHECK_SIGHT_AT_END_OF_ATTACK);
}
// add this gun to the floor
AddItemToPool( sGridNo, pAttGun, 1, bLevel, 0, -1 );
FireFragmentsTrapGun( MercPtrs[ubId], sGridNo, 0, pObj, ubDirection );
// this is important... if not set, the game will remain in a loop
gTacticalStatus.ubAttackBusyCount = 0;
}
// add this gun to the floor
AddItemToPool( sGridNo, pObj, 1, bLevel, 0, -1 );
}
void HandleExplosionQueue( void )
@@ -3795,15 +3782,40 @@ void HandleExplosionQueue( void )
// tripwire gets called and activated in ActivateSurroundingTripwire
else if ( Item[pObj->usItem].tripwire == 1 )
{
// check if there is a gun attached to this piece of wire, and eventually fire it
CheckAndFireTripwireGun( pObj, gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].sGridNo, ubLevel, (*pObj)[0]->data.misc.ubBombOwner, (*pObj)[0]->data.ubDirection );
OBJECTTYPE newtripwireObject;
CreateItem( pObj->usItem, (*pObj)[0]->data.objectStatus, &newtripwireObject );
// determine this tripwire's flag
UINT32 ubWireNetworkFlag = (*pObj)[0]->data.ubWireNetworkFlag;
// search for attached guns
BOOLEAN fgunfound = FALSE;
OBJECTTYPE* pAttGun = NULL;
// check all attachments
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if ( iter->exists() && Item[iter->usItem].usItemClass == IC_GUN )
{
fgunfound = TRUE;
pAttGun = &(*iter);
break;
}
}
if ( fgunfound && pAttGun && pAttGun->exists() )
{
// Flugente 2012-06-16: I ran into a weird bug. If activating multiple guntraps, an errro would occur when placing a gun on the floor.
// The problem is the function GetFreeWorldItemIndex( ) in AddItemToWorld() in World Items.cpp.
// It gets a free index for the item that should be placed. If there is no free index, it creates a bigger array, copies the current array into it, and then deletes the old index.
// For some reason still unknown to me, this corrupts the pObj-pointer. It also corrupts the pAttGun-pointer, this is the reason I create a new object.
// I had to move some functions here to take care of that. It would be good if spmeone with more knowledge could take a look at this.
// fire with this gun, if possible. Afterwards palce it on the floor
OBJECTTYPE object(*pAttGun);
CheckAndFireTripwireGun( &object, sGridNo, ubLevel, (*pObj)[0]->data.misc.ubBombOwner, (*pObj)[0]->data.ubDirection );
}
// this is important: delete the tripwire, otherwise we get into an infinite loop if there are two piecs of tripwire....
RemoveItemFromPool( sGridNo, gWorldBombs[ uiWorldBombIndex ].iItemIndex, ubLevel );
@@ -4287,14 +4299,14 @@ BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8
{
gubPersonToSetOffExplosions = ubID;
// put this bomb on the queue
AddBombToQueue( uiWorldBombIndex, uiTimeStamp );
if (pObj->usItem != ACTION_ITEM || (*pObj)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP)
/*if (pObj->usItem != ACTION_ITEM || (*pObj)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP)
{
uiTimeStamp += BOMB_QUEUE_DELAY;
//uiTimeStamp += BOMB_QUEUE_DELAY;
}
}*/
// put this bomb on the queue
AddBombToQueue( uiWorldBombIndex, uiTimeStamp );
if ( (*pObj)[0]->data.misc.usBombItem != NOTHING && Item[ (*pObj)[0]->data.misc.usBombItem ].usItemClass & IC_EXPLOSV )
{
fFoundMine = TRUE;
@@ -4302,7 +4314,7 @@ BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8
// Flugente hack: the tripwire will get removed in HandleExplosionQueue (it is still needed in there until the bomb gets called).
// Because of this, ActivateSurroundingTripwire wouldm normally find this wire again, a loop would occur.
// As i do not want to create an itm flag for this purpose right now (but its on my TODO-list), we set the temperature of the wire to a higher value
// As i do not want to create an item flag for this purpose right now (but its on my TODO-list), we set the temperature of the wire to a higher value
// (temperature for tripwire isn't needed anywhere else, so its ok)
(*pObj)[0]->data.bTemperature = 1000.0;
@@ -4322,12 +4334,13 @@ BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8
gMercProfiles[ MercPtrs[ ((*pObj)[0]->data.misc.ubBombOwner - 2) ]->ubProfile ].records.usExpDetonated++;
}
// put this bomb on the queue
AddBombToQueue( uiWorldBombIndex, uiTimeStamp );
if (pObj->usItem != ACTION_ITEM || (*pObj)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP)
/*if (pObj->usItem != ACTION_ITEM || (*pObj)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP)
{
uiTimeStamp += BOMB_QUEUE_DELAY;
}
}*/
// put this bomb on the queue
AddBombToQueue( uiWorldBombIndex, uiTimeStamp );
if ( (*pObj)[0]->data.misc.usBombItem != NOTHING && Item[ (*pObj)[0]->data.misc.usBombItem ].usItemClass & IC_EXPLOSV )
{