Fix: movement costs are not recompiled if a structure is destroyed by gunfire or vehicular collision

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9085 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2021-06-15 21:56:37 +00:00
parent fc6973d022
commit 9bdb2adfac
+34 -20
View File
@@ -1895,21 +1895,28 @@ INT8 DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, IN
// this is the damage we will cause. The higher our damage, the faster can we destroy a structure // this is the damage we will cause. The higher our damage, the faster can we destroy a structure
damage += max(1, 2 * sAntiMaterialImpact / ubBaseArmour); damage += max(1, 2 * sAntiMaterialImpact / ubBaseArmour);
// the structure might not exists afterwards, thus we store the gridno
INT32 tmpgridno = pStructure->sGridNo;
BOOLEAN recompile = FALSE; BOOLEAN recompile = FALSE;
ExplosiveDamageGridNo( pStructure->sGridNo, damage, 10, &recompile, FALSE, -1, FALSE, ubOwner, 0, ubReason ); ExplosiveDamageGridNo( tmpgridno, damage, 10, &recompile, FALSE, -1, FALSE, ubOwner, 0, ubReason );
//Since the structure is being damaged, set the map element that a structure is damaged //Since the structure is being damaged, set the map element that a structure is damaged
gpWorldLevelData[ pStructure->sGridNo ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED; gpWorldLevelData[ tmpgridno ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED;
// if we destroyed something, the roof might get damaged too
// recompile = TRUE means that we destroyed something // recompile = TRUE means that we destroyed something
if ( fWallHere && recompile ) if ( recompile )
{ {
HandleRoofDestruction( pStructure->sGridNo, damage * 0.75f ); // if we destroyed something, the roof might get damaged too
HandleRoofDestruction( NewGridNo( pStructure->sGridNo, DirectionInc( NORTH ) ), damage * 0.75f ); if ( fWallHere )
HandleRoofDestruction( NewGridNo( pStructure->sGridNo, DirectionInc( EAST ) ), damage * 0.75f ); {
HandleRoofDestruction( NewGridNo( pStructure->sGridNo, DirectionInc( WEST ) ), damage * 0.75f ); HandleRoofDestruction( tmpgridno, damage * 0.75f );
HandleRoofDestruction( NewGridNo( pStructure->sGridNo, DirectionInc( SOUTH ) ), damage * 0.75f ); HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( NORTH ) ), damage * 0.75f );
HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( EAST ) ), damage * 0.75f );
HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( WEST ) ), damage * 0.75f );
HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( SOUTH ) ), damage * 0.75f );
}
RecompileLocalMovementCostsFromRadius( tmpgridno, 2 );
} }
} }
@@ -1919,11 +1926,13 @@ INT8 DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, IN
{ {
INT16 damage = 255; INT16 damage = 255;
// the structure might not exists afterwards, thus we store the gridno
INT32 tmpgridno = pStructure->sGridNo;
BOOLEAN recompile = FALSE; BOOLEAN recompile = FALSE;
ExplosiveDamageGridNo( sGridNo, damage, 10, &recompile, FALSE, -1, FALSE, ubOwner, 0, ubReason ); ExplosiveDamageGridNo( tmpgridno, damage, 10, &recompile, FALSE, -1, FALSE, ubOwner, 0, ubReason );
//Since the structure is being damaged, set the map element that a structure is damaged //Since the structure is being damaged, set the map element that a structure is damaged
gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED; gpWorldLevelData[ tmpgridno ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED;
// handle structure revenge - damage to vehicle // handle structure revenge - damage to vehicle
if ( ubOwner != NOBODY && MercPtrs[ubOwner] && !ARMED_VEHICLE( MercPtrs[ubOwner] ) ) if ( ubOwner != NOBODY && MercPtrs[ubOwner] && !ARMED_VEHICLE( MercPtrs[ubOwner] ) )
@@ -1931,18 +1940,23 @@ INT8 DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, IN
MercPtrs[ ubOwner ]->SoldierTakeDamage( 0, Random(max(0,(ubBaseArmour-10)/5))+max(0,(ubBaseArmour-10)/5), 0, TAKE_DAMAGE_STRUCTURE_EXPLOSION, NOBODY, MercPtrs[ ubOwner ]->sGridNo, 0, TRUE ); MercPtrs[ ubOwner ]->SoldierTakeDamage( 0, Random(max(0,(ubBaseArmour-10)/5))+max(0,(ubBaseArmour-10)/5), 0, TAKE_DAMAGE_STRUCTURE_EXPLOSION, NOBODY, MercPtrs[ ubOwner ]->sGridNo, 0, TRUE );
} }
// Flugente: if we destroyed a wall, the roof might get damaged too
// recompile = TRUE means that we destroyed something // recompile = TRUE means that we destroyed something
if ( fWallHere && recompile ) if ( recompile )
{ {
// lets not make it that extreme // if we destroyed something, the roof might get damaged too
damage = 100; if ( fWallHere )
{
// lets not make it that extreme
damage = 100;
HandleRoofDestruction( sGridNo, damage * 0.75f ); HandleRoofDestruction( tmpgridno, damage * 0.75f );
HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( NORTH ) ), damage * 0.75f ); HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( NORTH ) ), damage * 0.75f );
HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( EAST ) ), damage * 0.75f ); HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( EAST ) ), damage * 0.75f );
HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( WEST ) ), damage * 0.75f ); HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( WEST ) ), damage * 0.75f );
HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( SOUTH ) ), damage * 0.75f ); HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( SOUTH ) ), damage * 0.75f );
}
RecompileLocalMovementCostsFromRadius( tmpgridno, 2 );
} }
} }