Update (by anv):

- fix: data read from Data/AdditionalProperties,
- new tag: <bTrapBonus> + updated data for tiles, trap level influenced by terrain,
- new feature/option: COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7016 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-03-03 20:38:26 +00:00
parent 95b1c783eb
commit 8e06bdaf4c
9 changed files with 49 additions and 3 deletions
+9
View File
@@ -1826,6 +1826,14 @@ void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo )
if ( pSoldier->HasBackgroundFlag( BACKGROUND_TRAPLEVEL ) )
pSoldier->inv[ HANDPOS ][0]->data.bTrap++;
// anv: additional tile properties - modify trap level depending on its placement
if(gGameExternalOptions.fAdditionalTileProperties && Item[ pSoldier->inv[ HANDPOS ].usItem ].tripwire != 1 )
{
ADDITIONAL_TILE_PROPERTIES_VALUES zAllTileValues = GetAllAdditonalTilePropertiesForGrid( sGridNo, pSoldier->pathing.bLevel );
pSoldier->inv[ HANDPOS ][0]->data.bTrap += zAllTileValues.bTrapBonus;
}
pSoldier->inv[ HANDPOS ][0]->data.bTrap = __max( 0, pSoldier->inv[ HANDPOS ][0]->data.bTrap );
pSoldier->inv[ HANDPOS ][0]->data.misc.ubBombOwner = pSoldier->ubID + 2;
// Flugente: determine the direction we are looking at and apply that direction to our explosive
@@ -5765,6 +5773,7 @@ BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN f
BOOLEAN fMining, fFoundMetal = FALSE;
// ITEM_POOL * pItemPool;
UINT8 ubMovementCost;
INT8 bTrapBonus = 0;
ubDetectLevel = 0;
@@ -45,6 +45,7 @@ additionalTilePropertyStartElementHandle(void *userData, const XML_Char *name, c
strcmp(name, "bCamoStanceModifer") == 0 ||
strcmp(name, "bSoundModifier") == 0 ||
strcmp(name, "bStealthDifficultyModifer") == 0 ||
strcmp(name, "bTrapBonus") == 0 ||
strcmp(name, "fBlockedWindow") == 0
))
{
@@ -122,6 +123,11 @@ additionalTilePropertyEndElementHandle(void *userData, const XML_Char *name)
pData->curElement = ELEMENT;
zAdditionalTileProperties.bStealthDifficultyModifer = (INT8) atol(pData->szCharData);
}
else if(strcmp(name, "bTrapBonus") == 0)
{
pData->curElement = ELEMENT;
zAdditionalTileProperties.bTrapBonus = (INT8) atol(pData->szCharData);
}
else if(strcmp(name, "fBlockedWindow") == 0)
{
pData->curElement = ELEMENT;