Bugfix for JaggZilla Bug #637

When a throwing knife hits a window structure it won't duplicate anymore.
Throwing knifes that land on a roof will be created there instead of ground level.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6536 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-10-27 14:01:12 +00:00
parent 6e98818e16
commit 954b2bffc0
2 changed files with 89 additions and 19 deletions
+19 -17
View File
@@ -6538,27 +6538,27 @@ void MoveBullet( INT32 iBullet )
{
if (pStructure->fFlags & STRUCTURE_PERSON)
{
if(!(UsingNewCTHSystem() || pBullet->fFragment || (pBullet->usFlags & BULLET_FLAG_BUCKSHOT)) && fIntended && pBullet->sHitBy < 0 && pBullet->pFirer->ubTargetID == pStructure->usStructureID)//dnl ch60 010913 don't hit target if CTH roll decide to miss
{
gpLocalStructure[iStructureLoop] = NULL;
//SendFmtMsg("shoot me, miss me, lucky me :-)");
}
else
{
// hit someone!
fStopped = BulletHitMerc( pBullet, pStructure, fIntended );
if (fStopped)
if(!(UsingNewCTHSystem() || pBullet->fFragment || (pBullet->usFlags & BULLET_FLAG_BUCKSHOT)) && fIntended && pBullet->sHitBy < 0 && pBullet->pFirer->ubTargetID == pStructure->usStructureID)//dnl ch60 010913 don't hit target if CTH roll decide to miss
{
// remove bullet function now called from within BulletHitMerc, so just quit
return;
gpLocalStructure[iStructureLoop] = NULL;
//SendFmtMsg("shoot me, miss me, lucky me :-)");
}
else
{
// set pointer to null so that we don't consider hitting this person again
gpLocalStructure[iStructureLoop] = NULL;
// hit someone!
fStopped = BulletHitMerc( pBullet, pStructure, fIntended );
if (fStopped)
{
// remove bullet function now called from within BulletHitMerc, so just quit
return;
}
else
{
// set pointer to null so that we don't consider hitting this person again
gpLocalStructure[iStructureLoop] = NULL;
}
}
}
}
else if (pStructure->fFlags & STRUCTURE_WALLNWINDOW && pBullet->qCurrZ >= qWindowBottomHeight && pBullet->qCurrZ <= qWindowTopHeight)
{
fResolveHit = ResolveHitOnWall( pStructure, iGridNo, pBullet->bLOSIndexX, pBullet->bLOSIndexY, pBullet->ddHorizAngle );
@@ -6573,7 +6573,9 @@ void MoveBullet( INT32 iBullet )
iRemainingImpact = HandleBulletStructureInteraction( pBullet, pStructure, &fHitStructure );
if ( iRemainingImpact <= 0 )
{
// check angle of knife and place on ground appropriately
// silversurfer: Bugfix for JaggZilla Bug #637
// This is now done in function BulletHitStructure(). Otherwise we would create two items.
/* // check angle of knife and place on ground appropriately
OBJECTTYPE Object;
INT32 iKnifeGridNo;
@@ -6616,7 +6618,7 @@ void MoveBullet( INT32 iBullet )
}
// Make team look for items
NotifySoldiersToLookforItems( );
NotifySoldiersToLookforItems( );*/
// bullet must end here!
StopBullet( pBullet->iBullet );
+70 -2
View File
@@ -4621,8 +4621,10 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
// When it hits the ground, leave on map...
if ( Item[ usWeaponIndex ].usItemClass == IC_THROWING_KNIFE )
{
// silversurfer: We better don't do this randomly. It looks strange when the knife suddenly appears at the other side of a wall
// or other structure that it can't pass. We want the knife on that side of the structure where it hit.
//dnl ch67 080913
INT8 bMaxLeft, bMaxRight, bMaxUp, bMaxDown, bXOffset, bYOffset, ubSearchRange;
/* INT8 bMaxLeft, bMaxRight, bMaxUp, bMaxDown, bXOffset, bYOffset, ubSearchRange;
INT32 iGridNo = NOWHERE;
for(ubSearchRange = 0; ubSearchRange < 4 && iGridNo == NOWHERE; ubSearchRange++)
{
@@ -4636,7 +4638,61 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
break;
iGridNo = NOWHERE;
}
}*/
// by default knife at same tile as structure
INT32 iGridNo = sGridNo;
// we hit a wall structure
if ( pStructure != NULL )
{
if (pStructure->ubWallOrientation == INSIDE_TOP_RIGHT || pStructure->ubWallOrientation == OUTSIDE_TOP_RIGHT)
{
if ( pBullet->qIncrX > 0)
{
// heading east so place knife on west, in same tile
}
else
{
// place to east of structure
iGridNo += 1;
}
}
else
{
if (pBullet->qIncrY > 0)
{
// heading south so place knife to north, in same tile of structure
}
else
{
iGridNo += WORLD_ROWS;
}
}
}
// something else that blocks our way
else if ( FindStructure(iGridNo, STRUCTURE_BLOCKSMOVES) )
{
if ( pBullet->qIncrX > 0)
{
// heading east
}
else
{
// heading west, place to east of structure
iGridNo += 1;
}
if (pBullet->qIncrY > 0)
{
// heading south
}
else
{
// heading north, place to south of structure
iGridNo += WORLD_ROWS;
}
}
if(iGridNo != NOWHERE)
{
UINT16 usItem = pBullet->fromItem;
@@ -4650,7 +4706,19 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
}
}
CreateItem(usItem, (pBullet->ubItemStatus>1 ? pBullet->ubItemStatus-Random(2) : pBullet->ubItemStatus), &gTempObject);
AddItemToPool(iGridNo, &gTempObject, -1, 0, 0, -1);
if ( pBullet->bEndCubesAboveLevelZ >= 3 )
{
// roof
AddItemToPool( iGridNo, &gTempObject, -1, 1, 0, -1 );
}
else
{
// ground level
AddItemToPool( iGridNo, &gTempObject, -1, 0, 0, -1 );
}
// AddItemToPool(iGridNo, &gTempObject, -1, 0, 0, -1);
NotifySoldiersToLookforItems();
}
/*