-tested and fixed new camouflage types and ammo weights

-fixed localization to read in XML file

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@400 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-08-04 05:21:14 +00:00
parent 13a8319fbb
commit d7ea36a736
9 changed files with 146 additions and 50 deletions
+105 -17
View File
@@ -2200,7 +2200,7 @@ UINT8 CalculateObjectWeight( OBJECTTYPE *pObject )
{
if (pObject->ubShotsLeft[cnt] > 0 )
{
usWeight += (INT16)(pObject->ubShotsLeft[cnt]/Magazine[pItem->usItemClass].ubMagSize) * pItem->ubWeight;
usWeight += (INT16)(pObject->ubShotsLeft[cnt]/Magazine[pItem->ubClassIndex].ubMagSize) * pItem->ubWeight;
}
}
}
@@ -5685,9 +5685,6 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
//get total camo bonus for kit -- note that camo kits now require the camobonus tag to be set
int itemCamo = Item[pObj->usItem].camobonus + Item[pObj->usItem].urbanCamobonus + Item[pObj->usItem].desertCamobonus + Item[pObj->usItem].snowCamobonus;
if ( itemCamo < 100 )
usTotalKitPoints = (INT16)((itemCamo / 100) * usTotalKitPoints);
int totalCamo = pSoldier->bCamo + pSoldier->wornCamo + pSoldier->urbanCamo+pSoldier->wornUrbanCamo+pSoldier->desertCamo+pSoldier->wornDesertCamo+pSoldier->snowCamo+pSoldier->wornSnowCamo;
if ((totalCamo) >= 100)
{
@@ -5701,15 +5698,15 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
//figure out proportions of each to be applied, one item can theoretically have more than one camouflage type this way
int urban = (int)((Item[pObj->usItem].urbanCamobonus / itemCamo) * bPointsToUse);
int jungle = (int)((Item[pObj->usItem].camobonus / itemCamo) * bPointsToUse);
int desert = (int)((Item[pObj->usItem].desertCamobonus / itemCamo) * bPointsToUse);
int snow = (int)((Item[pObj->usItem].snowCamobonus / itemCamo) * bPointsToUse);
int urban = (int)(Item[pObj->usItem].urbanCamobonus * bPointsToUse / itemCamo );
int jungle = (int)(Item[pObj->usItem].camobonus * bPointsToUse / itemCamo );
int desert = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse / itemCamo );
int snow = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse / itemCamo );
pSoldier->bCamo = __min( 100, pSoldier->bCamo + jungle * 2);
pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + urban * 2);
pSoldier->desertCamo = __min( 100, pSoldier->desertCamo + desert * 2);
pSoldier->snowCamo = __min( 100, pSoldier->snowCamo + snow * 2);
pSoldier->bCamo = __min( 100, pSoldier->bCamo + jungle );
pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + urban );
pSoldier->desertCamo = __min( 100, pSoldier->desertCamo + desert );
pSoldier->snowCamo = __min( 100, pSoldier->snowCamo + snow );
UseKitPoints( pObj, bPointsToUse, pSoldier );
@@ -7168,6 +7165,45 @@ INT16 GetCamoBonus( OBJECTTYPE * pObj )
}
return( bns );
}
INT16 GetUrbanCamoBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = (INT16) (Item[pObj->usItem].urbanCamobonus);// * (WEAPON_STATUS_MOD(pObj->bStatus[0]) / 100)) ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += (INT16) (Item[pObj->usAttachItem[bLoop]].urbanCamobonus);// * (WEAPON_STATUS_MOD(pObj->bAttachStatus[bLoop]) / 100));
}
return( bns );
}
INT16 GetDesertCamoBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = (INT16) (Item[pObj->usItem].desertCamobonus);// * (WEAPON_STATUS_MOD(pObj->bStatus[0]) / 100)) ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += (INT16) (Item[pObj->usAttachItem[bLoop]].desertCamobonus);// * (WEAPON_STATUS_MOD(pObj->bAttachStatus[bLoop]) / 100));
}
return( bns );
}
INT16 GetSnowCamoBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = (INT16) (Item[pObj->usItem].snowCamobonus);// * (WEAPON_STATUS_MOD(pObj->bStatus[0]) / 100)) ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += (INT16) (Item[pObj->usAttachItem[bLoop]].snowCamobonus);// * (WEAPON_STATUS_MOD(pObj->bAttachStatus[bLoop]) / 100));
}
return( bns );
}
INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
@@ -7181,6 +7217,45 @@ INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
return __min( ttl, 100 );
}
INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
{
if ( pSoldier->inv[bLoop].usItem > NONE )
ttl += GetUrbanCamoBonus(&pSoldier->inv[bLoop]);
}
return __min( ttl, 100 );
}
INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
{
if ( pSoldier->inv[bLoop].usItem > NONE )
ttl += GetDesertCamoBonus(&pSoldier->inv[bLoop]);
}
return __min( ttl, 100 );
}
INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
{
if ( pSoldier->inv[bLoop].usItem > NONE )
ttl += GetSnowCamoBonus(&pSoldier->inv[bLoop]);
}
return __min( ttl, 100 );
}
void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
{
@@ -7189,12 +7264,25 @@ void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
INT16 newCamo = GetWornCamo ( pSoldier );
INT16 oldCamo = pSoldier->wornCamo;
if ( oldCamo != newCamo )
{
pSoldier->wornCamo = newCamo;
pSoldier->wornCamo = (INT8)newCamo;
if ( newCamo > oldCamo && pSoldier->bTeam == OUR_TEAM )
DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
}
newCamo = GetWornUrbanCamo ( pSoldier );
oldCamo = pSoldier->wornUrbanCamo;
if ( oldCamo != newCamo )
pSoldier->wornUrbanCamo = (INT8)newCamo;
newCamo = GetWornDesertCamo ( pSoldier );
oldCamo = pSoldier->wornDesertCamo;
if ( oldCamo != newCamo )
pSoldier->wornDesertCamo = (INT8)newCamo;
newCamo = GetWornSnowCamo ( pSoldier );
oldCamo = pSoldier->wornSnowCamo;
if ( oldCamo != newCamo )
pSoldier->wornSnowCamo = (INT8)newCamo;
if ( newCamo > oldCamo && pSoldier->bTeam == OUR_TEAM )
DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
//Madd: do this regardless of camo. This will need to be called to do custom part colours and new overlays anyway.
if ( pSoldier->bInSector)