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
+110 -97
View File
@@ -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 )
{