- bugfix: Endless clock after stealing

- changed: APs for stealing from 10 to 14 (because stealing is more than simple picking enemies gun)
- changed: You cannot steal items from head, body, leg or face until the enemy is collapsed (lying on the ground)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@631 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2006-11-13 08:36:36 +00:00
parent ac117f7143
commit c351c27e37
15 changed files with 107 additions and 31 deletions
+51 -12
View File
@@ -5319,31 +5319,70 @@ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet
ITEM_POOL *pItemPool,*pTempItemPool,*pTempLastItemPool;
OBJECTTYPE *pObject;
UINT8 i;
BOOLEAN fStealItem = FALSE;
//Create a temporary item pool, with index in Opponent's inventory as index
pItemPool=NULL;
for(i=0 ; i<NUM_INV_SLOTS; i++)
{
fStealItem = FALSE;
pObject=pOpponent->inv+i;
if (pObject->usItem!=0)
{
pTempItemPool = (ITEM_POOL*)MemAlloc(sizeof(ITEM_POOL));
++ubCount;
if (pItemPool == NULL)
// Is the enemy collapsed
if ( pOpponent->bLife < OKLIFE || pOpponent->bCollapsed )
{
pItemPool = pTempItemPool;
pItemPool->pPrev = NULL;
// We can steal any of his items in the inventory
fStealItem = TRUE;
}
else
{
pTempItemPool->pPrev = pTempLastItemPool;
pTempLastItemPool->pNext = pTempItemPool;
// Check, if we can steal the item
switch (i)
{
case HANDPOS:
case SECONDHANDPOS:
case BIGPOCK1POS:
case BIGPOCK2POS:
case BIGPOCK3POS:
case BIGPOCK4POS:
case SMALLPOCK1POS:
case SMALLPOCK2POS:
case SMALLPOCK3POS:
case SMALLPOCK4POS:
case SMALLPOCK5POS:
case SMALLPOCK6POS:
case SMALLPOCK7POS:
case SMALLPOCK8POS:
fStealItem = TRUE;
break;
default:
fStealItem = FALSE;
break;
}
}
if (fStealItem == TRUE)
{
pTempItemPool = (ITEM_POOL*)MemAlloc(sizeof(ITEM_POOL));
++ubCount;
if (pItemPool == NULL)
{
pItemPool = pTempItemPool;
pItemPool->pPrev = NULL;
}
else
{
pTempItemPool->pPrev = pTempLastItemPool;
pTempLastItemPool->pNext = pTempItemPool;
}
pTempItemPool->pNext = NULL;
pTempItemPool->iItemIndex = i;
//very bad, jack, to test if we are stealing?
pTempItemPool->pLevelNode=NULL;//finally not used
pTempLastItemPool=pTempItemPool;
}
pTempItemPool->pNext = NULL;
pTempItemPool->iItemIndex = i;
//very bad, jack, to test if we are stealing?
pTempItemPool->pLevelNode=NULL;//finally not used
pTempLastItemPool=pTempItemPool;
}
}
if (ubCount == 0)