upon decapitating or gutting, a knife may take damage

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5952 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-03-24 18:56:09 +00:00
parent 401323b524
commit 90be8171ec
3 changed files with 52 additions and 18 deletions
+24 -4
View File
@@ -4948,15 +4948,21 @@ void CorpseMessageBoxCallBack( UINT8 ubExitValue )
INT16 sAPCost = CalcTotalAPsToAttack( gpTempSoldier, nextGridNoinSight, FALSE, gpTempSoldier->aiData.bAimTime );
BOOLEAN fDamageKnife = FALSE;
switch (ubExitValue)
{
case 1:
DecapitateCorpse( gpTempSoldier, nextGridNoinSight, level );
DeductPoints( gpTempSoldier, sAPCost, 0 );
if ( DecapitateCorpse( gpTempSoldier, nextGridNoinSight, level ) )
fDamageKnife = TRUE;
DeductPoints( gpTempSoldier, sAPCost, 0 );
break;
case 2:
GutCorpse( gpTempSoldier, nextGridNoinSight, level );
DeductPoints( gpTempSoldier, sAPCost, 0 );
if ( GutCorpse( gpTempSoldier, nextGridNoinSight, level ) )
fDamageKnife = TRUE;
DeductPoints( gpTempSoldier, sAPCost, 0 );
break;
case 3:
StripCorpse( gpTempSoldier, nextGridNoinSight, level );
@@ -4969,6 +4975,20 @@ void CorpseMessageBoxCallBack( UINT8 ubExitValue )
default:
break;
}
// 35% chance to damage our knife a bit
if ( fDamageKnife && Chance(35) )
{
if ( Item[ gpTempSoldier->inv[HANDPOS].usItem ].usItemClass & IC_BLADE )
{
gpTempSoldier->inv[HANDPOS][0]->data.objectStatus--;
if ( Random(100) < Item[ gpTempSoldier->inv[HANDPOS].usItem ].usDamageChance )
{
gpTempSoldier->inv[HANDPOS][0]->data.sRepairThreshold--;
}
}
}
}
}
+24 -10
View File
@@ -1811,7 +1811,7 @@ ROTTING_CORPSE *GetCorpseAtGridNo( INT32 sGridNo, INT8 bLevel )
}
void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
BOOLEAN DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
{
ROTTING_CORPSE *pCorpse;
ROTTING_CORPSE_DEFINITION CorpseDef;
@@ -1821,9 +1821,7 @@ void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
pCorpse = GetCorpseAtGridNo( sGridNo, bLevel );
if ( pCorpse == NULL )
{
return;
}
return FALSE;
if ( IsValidDecapitationCorpse( pCorpse ) )
{
@@ -1894,12 +1892,16 @@ void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
// All teams lok for this...
NotifySoldiersToLookforItems( );
return TRUE;
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_HEAD_ITEM] );
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_DECAPITATION] );
return FALSE;
}
// Flugente: can this corpse be gutted?
@@ -1912,12 +1914,12 @@ BOOLEAN IsValidGutCorpse( ROTTING_CORPSE *pCorpse )
}
// Flugente: gut a corpse
void GutCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
BOOLEAN GutCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
{
ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, bLevel );
if ( pCorpse == NULL )
return;
return FALSE;
// can this thing be gutted?
if ( IsValidGutCorpse( pCorpse ) )
@@ -1947,12 +1949,16 @@ void GutCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
// All teams lok for this...
NotifySoldiersToLookforItems( );
return TRUE;
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_MEAT_ITEM] );
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_GUTTING] );
return FALSE;
}
// Flugente: can clothes be taken off of this corpse?
@@ -1966,12 +1972,12 @@ BOOLEAN IsValidStripCorpse( ROTTING_CORPSE *pCorpse )
// Flugente: take the clothes off a corpse
void StripCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
BOOLEAN StripCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
{
ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, bLevel );
if ( pCorpse == NULL || !pSoldier )
return;
return FALSE;
// can this thing be stripped?
if ( IsValidStripCorpse( pCorpse ) )
@@ -2005,9 +2011,13 @@ void StripCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
// we took the clothes, mark this
pCorpse->def.usFlags |= (ROTTING_CORPSE_NO_VEST|ROTTING_CORPSE_NO_PANTS);
return TRUE;
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_CLOTHESFOUND] );
return FALSE;
}
// Flugente: can this corpse be carried?
@@ -2020,12 +2030,12 @@ BOOLEAN IsValidTakeCorpse( ROTTING_CORPSE *pCorpse )
}
// Flugente: take a corpse into your hand, thereby removing it from the field
void TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
BOOLEAN TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
{
ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, bLevel );
if ( pCorpse == NULL || !pSoldier )
return;
return FALSE;
// can this corpse be picked up?
if ( IsValidTakeCorpse( pCorpse ) )
@@ -2175,6 +2185,8 @@ void TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
RemoveCorpse( pCorpse->iID );
}
}
return TRUE;
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_FREEHAND] );
@@ -2184,6 +2196,8 @@ void TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_TAKING] );
return FALSE;
}
// Flugente: create a corpse from an object and place it in the world
+4 -4
View File
@@ -199,15 +199,15 @@ extern UINT8 gb4DirectionsFrom8[8];
ROTTING_CORPSE *GetCorpseAtGridNo( INT32 sGridNo , INT8 bLevel );
BOOLEAN IsValidDecapitationCorpse( ROTTING_CORPSE *pCorpse );
void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
BOOLEAN DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
// Flugente: actions for the covert opts trait
BOOLEAN IsValidGutCorpse( ROTTING_CORPSE *pCorpse );
void GutCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
BOOLEAN GutCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
BOOLEAN IsValidStripCorpse( ROTTING_CORPSE *pCorpse );
void StripCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
BOOLEAN StripCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
BOOLEAN IsValidTakeCorpse( ROTTING_CORPSE *pCorpse );
void TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
BOOLEAN TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
BOOLEAN AddCorpseFromObject(OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel );