- New camo handling:

Camo Kits can now only be used to paint naked skin which usually means face and hands. Clothing will take care of the rest Together they can reach 100% camo.
CAMO_KIT_USABLE_AREA = 5 in Ja2_Options.ini sets the area that can be painted.

CAMO_LBE_OVER_VEST_MODIFIER = 0.2
CAMO_LBE_OVER_PANTS_MODIFIER = 0.6
These two set the amount of camo that armor vest/pants can provide if LBE is worn over them.
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327902/Re_Code_Snippets.html#Post327902

- New Mine avoidance for civilians (by Sevenfm)
Civilians can now avoid player placed mines.
CIVILIANS_AVOID_PLAYER_MINES = TRUE in Ja2_Options.INI takes care of that. I set the default to TRUE which will allow players to use mine fields in city sectors.
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327817/Re_Code_Snippets.html#Post327817

- Smoke effects and explosive attachments (by Sevenfm)
Normal explosions can now cause a smoke effect. Explosives can be attached to other exlosives to create a more potent bundle. Ja2_Options.INI has some new options for that:
ADD_SMOKE_AFTER_EXPLOSION = FALSE
ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327918/Re_Code_Snippets.html#Post327918


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6582 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-11-11 12:51:33 +00:00
parent c2549bf279
commit d7fa19068f
18 changed files with 379 additions and 172 deletions
+15 -1
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@@ -1340,6 +1340,18 @@ void LoadGameExternalOptions()
// Civils don't make too much actions (for faster civils turn)
gGameExternalOptions.bLazyCivilians = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_LAZY_CIVILIANS",FALSE);
// Neutral civilians can detect and avoid player's mines
gGameExternalOptions.bNeutralCiviliansAvoidPlayerMines = iniReader.ReadBoolean("Tactical Interface Settings","CIVILIANS_AVOID_PLAYER_MINES",FALSE);
// Add smoke after regular explosions
gGameExternalOptions.bAddSmokeAfterExplosion = iniReader.ReadBoolean("Tactical Interface Settings","ADD_SMOKE_AFTER_EXPLOSION",FALSE);
// Attachments now can explode
gGameExternalOptions.bAllowExplosiveAttachments = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_EXPLOSIVE_ATTACHMENTS",FALSE);
// <GasCan>, <Marbles> and <Alcohol> add special bonuses to explosion
gGameExternalOptions.bAllowSpecialExplosiveAttachments = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS",FALSE);
// Chance to Say Annoying Phrase (you can just turn of it by button in game)
gGameExternalOptions.iChanceSayAnnoyingPhrase = iniReader.ReadInteger("Tactical Interface Settings","CHANCE_SAY_ANNOYING_PHRASE",100);
@@ -1372,6 +1384,7 @@ void LoadGameExternalOptions()
// SANDRO - Improved camo applying and camo can be removed
gGameExternalOptions.fCamoRemoving = iniReader.ReadBoolean("Tactical Gameplay Settings", "CAMO_REMOVING", TRUE);
gGameExternalOptions.bCamoKitArea = iniReader.ReadInteger("Tactical Gameplay Settings", "CAMO_KIT_USABLE_AREA", 5, 0, 100);
// SANDRO - Enhanced close combat system
gGameExternalOptions.fEnhancedCloseCombatSystem = iniReader.ReadBoolean("Tactical Gameplay Settings", "ENHANCED_CLOSE_COMBAT_SYSTEM", TRUE);
@@ -2748,7 +2761,8 @@ void LoadItemSettings()
gItemSettings.fHandlingModifierLauncher = iniReader.ReadFloat ("Weapon Settings","HANDLING_LAUNCHER_MODIFIER", 1.0f, 0.1f, 5.0f);
// -------------- ARMOR MODIFIERS ----------------
gItemSettings.fCamoLBEoverArmorModifier = iniReader.ReadFloat ("Armor Settings","CAMO_LBE_OVER_ARMOR_MODIFIER", 0.2f, 0.0f, 1.0f);
gItemSettings.fCamoLBEoverVestModifier = iniReader.ReadFloat ("Armor Settings","CAMO_LBE_OVER_VEST_MODIFIER", 0.2f, 0.0f, 1.0f);
gItemSettings.fCamoLBEoverPantsModifier = iniReader.ReadFloat ("Armor Settings","CAMO_LBE_OVER_PANTS_MODIFIER", 0.2f, 0.0f, 1.0f);
// ------------ EXPLOSIVE MODIFIERS --------------
gItemSettings.fDamageHealthModifierExplosive = iniReader.ReadFloat ("Explosives Settings","DAMAGE_HEALTH_EXPLOSIVE_MODIFIER", 1.0f, 0.1f, 5.0f);
+8 -2
View File
@@ -342,6 +342,7 @@ typedef struct
INT8 bAssignedTraitsRarity;
BOOLEAN fCamoRemoving;
INT8 bCamoKitArea; // silversurfer added this. It defines how much of the body can be painted with camo kits (usually face and hands).
BOOLEAN fEnhancedCloseCombatSystem;
//BOOLEAN fImprovedInterruptSystem;
@@ -791,6 +792,10 @@ typedef struct
BOOLEAN bWeSeeWhatMilitiaSeesAndViceVersa;
BOOLEAN bAllowWearSuppressor;
BOOLEAN bLazyCivilians;
BOOLEAN bNeutralCiviliansAvoidPlayerMines; //sevenfm: Neutral civilians can detect mines with MAPELEMENT_PLAYER_MINE_PRESENT flag set
BOOLEAN bAddSmokeAfterExplosion;
BOOLEAN bAllowExplosiveAttachments;
BOOLEAN bAllowSpecialExplosiveAttachments;
INT16 iChanceSayAnnoyingPhrase;
BOOLEAN bNewTacticalAIBehavior;
FLOAT uShotHeadPenalty;
@@ -1197,7 +1202,7 @@ typedef struct
BOOLEAN fShowSkillsInHirePage;
UINT8 ubMercRandomStats;
BOOLEAN fMercRandomBellDistribution;
UINT8 ubMercRandomStatsRange;
@@ -1989,7 +1994,8 @@ typedef struct
FLOAT fHandlingModifierLauncher;
// -------------- ARMOR MODIFIERS ----------------
FLOAT fCamoLBEoverArmorModifier;
FLOAT fCamoLBEoverVestModifier;
FLOAT fCamoLBEoverPantsModifier;
// ------------ EXPLOSIVE MODIFIERS --------------
// Grenade Damage Modifiers
+24 -12
View File
@@ -1254,13 +1254,16 @@ void HourlyCamouflageUpdate( void )
{
if( pSoldier->bCamo > 0 )
{
// first limit camo to valid values
pSoldier->bCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->bCamo );
if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
{
pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
// pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
pSoldier->bCamo -= 2;
pSoldier->bCamo -= 1; // 2
if (pSoldier->bCamo <= 0)
{
@@ -1278,13 +1281,16 @@ void HourlyCamouflageUpdate( void )
}
if( pSoldier->urbanCamo > 0 )
{
// first limit camo to valid values
pSoldier->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->urbanCamo );
if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
{
pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
// pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
pSoldier->urbanCamo -= 2;
pSoldier->urbanCamo -= 1; // 2
if (pSoldier->urbanCamo <= 0)
{
@@ -1302,13 +1308,16 @@ void HourlyCamouflageUpdate( void )
}
if( pSoldier->desertCamo > 0 )
{
// first limit camo to valid values
pSoldier->desertCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->desertCamo );
if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
{
pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
// pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
pSoldier->desertCamo -= 2;
pSoldier->desertCamo -= 1; // 2
if (pSoldier->desertCamo <= 0)
{
@@ -1326,13 +1335,16 @@ void HourlyCamouflageUpdate( void )
}
if( pSoldier->snowCamo > 0 )
{
// first limit camo to valid values
pSoldier->snowCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->snowCamo );
if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
{
pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
// pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
pSoldier->snowCamo -= 2;
pSoldier->snowCamo -= 1; // 2
if (pSoldier->snowCamo <= 0)
{
@@ -1355,7 +1367,7 @@ void HourlyCamouflageUpdate( void )
// SANDRO - different types of Camouflaged trait have been merged together
if( ( pSoldier->bCamo > 0) && ( !( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT) ) ) )
{
pSoldier->bCamo -= 2;
pSoldier->bCamo -= 1; // 2
if (pSoldier->bCamo <= 0)
{
pSoldier->bCamo = 0;
@@ -1372,7 +1384,7 @@ void HourlyCamouflageUpdate( void )
}
if( ( pSoldier->urbanCamo > 0) && ( !( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT) ) ) )
{
pSoldier->urbanCamo -= 2;
pSoldier->urbanCamo -= 1; // 2
if (pSoldier->urbanCamo <= 0)
{
pSoldier->urbanCamo = 0;
@@ -1389,7 +1401,7 @@ void HourlyCamouflageUpdate( void )
}
if( ( pSoldier->desertCamo > 0) && ( !( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT) ) ) )
{
pSoldier->desertCamo -= 2;
pSoldier->desertCamo -= 1; // 2
if (pSoldier->desertCamo <= 0)
{
pSoldier->desertCamo = 0;
@@ -1406,7 +1418,7 @@ void HourlyCamouflageUpdate( void )
}
if( ( pSoldier->snowCamo > 0) && ( !( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT) ) ) )
{
pSoldier->snowCamo -= 2;
pSoldier->snowCamo -= 1; // 2
if (pSoldier->snowCamo <= 0)
{
pSoldier->snowCamo = 0;
+12 -11
View File
@@ -919,9 +919,10 @@ void SetAutoFaceInActive(INT32 iFaceIndex )
BOOLEAN SetCamoFace(SOLDIERTYPE * pSoldier)
{
INT8 worn = -1;
// silversurfer: Worn camo is not relevant for the face anymore. Only camo kits can paint our face.
// INT8 worn = -1;
INT8 applied = -1;
INT16 wornCamo[4];
// INT16 wornCamo[4];
INT16 appliedCamo[4];
//reset gCamoFace
@@ -934,27 +935,27 @@ BOOLEAN SetCamoFace(SOLDIERTYPE * pSoldier)
appliedCamo[1] = pSoldier->urbanCamo;
appliedCamo[2] = pSoldier->desertCamo;
appliedCamo[3] = pSoldier->snowCamo;
wornCamo[0] = pSoldier->wornCamo;
/* wornCamo[0] = pSoldier->wornCamo;
wornCamo[1] = pSoldier->wornUrbanCamo;
wornCamo[2] = pSoldier->wornDesertCamo;
wornCamo[3] = pSoldier->wornSnowCamo;
wornCamo[3] = pSoldier->wornSnowCamo;*/
for(INT8 loop = 0; loop < 4; loop ++)
{
if(wornCamo[loop] > 50)
worn = loop;
if(appliedCamo[loop] > 50)
// if(wornCamo[loop] > 50)
// worn = loop;
if(appliedCamo[loop] > 0 ) //50)
applied = loop;
}
BOOLEAN isCamoFace = FALSE;
if(applied != -1 && worn != -1)
if(applied != -1) // && worn != -1)
{
isCamoFace = TRUE;
if(appliedCamo[applied] >= wornCamo[worn])
// if(appliedCamo[applied] >= wornCamo[worn])
{
if(applied == 0)
gCamoFace[pSoldier->ubProfile].gCamoface = TRUE;
@@ -967,7 +968,7 @@ BOOLEAN SetCamoFace(SOLDIERTYPE * pSoldier)
return TRUE;
}
else
/* else
{
isCamoFace = TRUE;
@@ -992,7 +993,7 @@ BOOLEAN SetCamoFace(SOLDIERTYPE * pSoldier)
if(applied == 2 || worn == 2)
gCamoFace[pSoldier->ubProfile].gDesertCamoface = TRUE;
if(applied == 3 || worn == 3)
gCamoFace[pSoldier->ubProfile].gSnowCamoface = TRUE;
gCamoFace[pSoldier->ubProfile].gSnowCamoface = TRUE;*/
}
return isCamoFace;
+14 -4
View File
@@ -1835,7 +1835,7 @@ void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo )
if ( iResult < -20 && Item[ pSoldier->inv[ HANDPOS ].usItem ].tripwire != 1 )
{
// OOPS! ... BOOM!
IgniteExplosion( NOBODY, pSoldier->sX, pSoldier->sY, (INT16) (gpWorldLevelData[pSoldier->sGridNo].sHeight), pSoldier->sGridNo, pSoldier->inv[ HANDPOS ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection );
IgniteExplosion( NOBODY, pSoldier->sX, pSoldier->sY, (INT16) (gpWorldLevelData[pSoldier->sGridNo].sHeight), pSoldier->sGridNo, pSoldier->inv[ HANDPOS ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ HANDPOS ] );
pSoldier->inv[ HANDPOS ].MoveThisObjectTo(gTempObject, 1);
}
}
@@ -5019,7 +5019,7 @@ void BombMessageBoxCallBack( UINT8 ubExitValue )
if ( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].tripwire != 1 )
{
// OOPS! ... BOOM!
IgniteExplosion( NOBODY, gpTempSoldier->sX, gpTempSoldier->sY, (INT16) (gpWorldLevelData[gpTempSoldier->sGridNo].sHeight), gpTempSoldier->sGridNo, gpTempSoldier->inv[ HANDPOS ].usItem, gpTempSoldier->pathing.bLevel, gpTempSoldier->ubDirection );
IgniteExplosion( NOBODY, gpTempSoldier->sX, gpTempSoldier->sY, (INT16) (gpWorldLevelData[gpTempSoldier->sGridNo].sHeight), gpTempSoldier->sGridNo, gpTempSoldier->inv[ HANDPOS ].usItem, gpTempSoldier->pathing.bLevel, gpTempSoldier->ubDirection, &gpTempSoldier->inv[ HANDPOS ] );
}
return;
@@ -5774,7 +5774,9 @@ BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN f
*/
}
if (pSoldier->bSide == 0)
// sevenfm
// pSoldier->aiData.bNeutral is needed to prevent neutral civs stepping on player's mines
if (pSoldier->bSide == 0 || (pSoldier->aiData.bNeutral && gGameExternalOptions.bNeutralCiviliansAvoidPlayerMines))
{
fCheckFlag = MAPELEMENT_PLAYER_MINE_PRESENT;
}
@@ -5815,7 +5817,15 @@ BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN f
if (pMapElement->uiFlags & fCheckFlag)
{
// already know there's a mine there
continue;
// sevenfm
// if we try to step on known (planted by player) mine we should consider it wrong
if(!fCheckAroundGridNo)
{
*psProblemGridNo = sNextGridNo;
return( TRUE );
}else{
continue;
}
}
// check for boobytraps
+1 -1
View File
@@ -5683,7 +5683,7 @@ void HandleTexBecomingCamoed()
if( pSoldier != NULL )
{
//make him camoed
pSoldier->bCamo = 100;
pSoldier->bCamo = gGameExternalOptions.bCamoKitArea; // 100
pSoldier->CreateSoldierPalettes( );
}
+4 -4
View File
@@ -6213,7 +6213,7 @@ void ItemDescAttachmentsCallback( MOUSE_REGION * pRegion, INT32 iReason )
if ( guiCurrentScreen == GAME_SCREEN )
{
// ignite explosions manually - this item is not in the WorldBombs-structure, so we can't add it to the queue
IgniteExplosion( (*gpItemDescObject)[0]->data.misc.ubBombOwner - 2, gpItemPointerSoldier->sX, gpItemPointerSoldier->sY, (INT16) (gpWorldLevelData[gpItemPointerSoldier->sGridNo].sHeight), gpItemPointerSoldier->sGridNo, gpItemDescObject->usItem, gpItemPointerSoldier->pathing.bLevel, gpItemPointerSoldier->ubDirection );
IgniteExplosion( (*gpItemDescObject)[0]->data.misc.ubBombOwner - 2, gpItemPointerSoldier->sX, gpItemPointerSoldier->sY, (INT16) (gpWorldLevelData[gpItemPointerSoldier->sGridNo].sHeight), gpItemPointerSoldier->sGridNo, gpItemDescObject->usItem, gpItemPointerSoldier->pathing.bLevel, gpItemPointerSoldier->ubDirection, gpItemDescObject );
}
else if ( (guiCurrentScreen == MAP_SCREEN) || (guiCurrentScreen == MSG_BOX_SCREEN) )
{
@@ -13272,7 +13272,7 @@ void TransformationMenuPopup_Arm( OBJECTTYPE* pObj )
if ( screen == GAME_SCREEN )
{
// ignite explosions manually - this item is not in the WorldBombs-structure, so we can't add it to the queue
IgniteExplosion( gpItemDescSoldier->ubID, gpItemDescSoldier->sX, gpItemDescSoldier->sY, (INT16) (gpWorldLevelData[gpItemDescSoldier->sGridNo].sHeight), gpItemDescSoldier->sGridNo, pObj->usItem, gpItemDescSoldier->pathing.bLevel, gpItemDescSoldier->ubDirection );
IgniteExplosion( gpItemDescSoldier->ubID, gpItemDescSoldier->sX, gpItemDescSoldier->sY, (INT16) (gpWorldLevelData[gpItemDescSoldier->sGridNo].sHeight), gpItemDescSoldier->sGridNo, pObj->usItem, gpItemDescSoldier->pathing.bLevel, gpItemDescSoldier->ubDirection, pObj );
}
else
{
@@ -13411,7 +13411,7 @@ void BombInventoryMessageBoxCallBack( UINT8 ubExitValue )
if ( screen == GAME_SCREEN )
{
// ignite explosions manually - this item is not in the WorldBombs-structure, so we can't add it to the queue
IgniteExplosion( (*gpItemDescObject)[0]->data.misc.ubBombOwner - 2, gpItemDescSoldier->sX, gpItemDescSoldier->sY, (INT16) (gpWorldLevelData[gpItemDescSoldier->sGridNo].sHeight), gpItemDescSoldier->sGridNo, gpItemDescObject->usItem, gpItemDescSoldier->pathing.bLevel, gpItemDescSoldier->ubDirection );
IgniteExplosion( (*gpItemDescObject)[0]->data.misc.ubBombOwner - 2, gpItemDescSoldier->sX, gpItemDescSoldier->sY, (INT16) (gpWorldLevelData[gpItemDescSoldier->sGridNo].sHeight), gpItemDescSoldier->sGridNo, gpItemDescObject->usItem, gpItemDescSoldier->pathing.bLevel, gpItemDescSoldier->ubDirection, gpItemDescObject );
}
else if ( (screen == MAP_SCREEN) || (screen == MSG_BOX_SCREEN) )
{
@@ -13581,7 +13581,7 @@ void BombInventoryDisArmMessageBoxCallBack( UINT8 ubExitValue )
if ( screen == GAME_SCREEN )
{
// ignite explosions manually - this item is not in the WorldBombs-structure, so we can't add it to the queue
IgniteExplosion( (*gpItemDescObject)[0]->data.misc.ubBombOwner - 2, gpItemDescSoldier->sX, gpItemDescSoldier->sY, (INT16) (gpWorldLevelData[gpItemDescSoldier->sGridNo].sHeight), gpItemDescSoldier->sGridNo, gpItemDescObject->usItem, gpItemDescSoldier->pathing.bLevel, gpItemDescSoldier->ubDirection );
IgniteExplosion( (*gpItemDescObject)[0]->data.misc.ubBombOwner - 2, gpItemDescSoldier->sX, gpItemDescSoldier->sY, (INT16) (gpWorldLevelData[gpItemDescSoldier->sGridNo].sHeight), gpItemDescSoldier->sGridNo, gpItemDescObject->usItem, gpItemDescSoldier->pathing.bLevel, gpItemDescSoldier->ubDirection, gpItemDescObject );
}
else if ( (screen == MAP_SCREEN) || (screen == MSG_BOX_SCREEN) )
{
+4
View File
@@ -1438,6 +1438,10 @@ typedef enum
SMALL_CREATURE_GAS,
LARGE_CREATURE_GAS,
VERY_SMALL_CREATURE_GAS=270, // Renumbered because the original 160 was lost
SMALL_SMOKE=1702, // sevenfm - item for small smoke effect after explosion
MOLOTOV_EXPLOSION=979, // molotov - small fire explosion
GAS_EXPLOSION=1703, // molotov - small fire explosion
FRAG_EXPLOSION=1704, // molotov - small fire explosion
// armor
FLAK_JACKET=161, //= FIRST_ARMOUR, ( We're out of space! )
+152 -104
View File
@@ -8652,11 +8652,11 @@ void CheckEquipmentForDamage( SOLDIERTYPE *pSoldier, INT32 iDamage )
// blow it up!
if ( gTacticalStatus.ubAttackBusyCount )
{
IgniteExplosion( pSoldier->ubAttackerID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection );
IgniteExplosion( pSoldier->ubAttackerID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
}
else
{
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection );
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
}
//ADB when something in a stack blows up the whole stack goes, so no need to worry about number of items
@@ -8721,7 +8721,7 @@ BOOLEAN DamageItemOnGround( OBJECTTYPE * pObject, INT32 sGridNo, INT8 bLevel, IN
if ( fBlowsUp )
{
// OK, Ignite this explosion!
IgniteExplosion( ubOwner, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, pObject->usItem, bLevel, DIRECTION_IRRELEVANT );
IgniteExplosion( ubOwner, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, pObject->usItem, bLevel, DIRECTION_IRRELEVANT, pObject );
// SANDRO - merc records
if ( (pObject->fFlags & OBJECT_ARMED_BOMB) && ((*pObject)[0]->data.misc.ubBombOwner > 1) )
@@ -8873,8 +8873,9 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
// I've messed this part a little to be more clean, the different camouflaged traits have been merged into one
if ( gGameOptions.fNewTraitSystem)
{
// reduce camouflage by 2% per tile of deep water
// and 1% for medium water
// silversurfer: We only allow painting the face and hands now so in medium water camo shouldn't wear off anymore.
// reduce camouflage by 1% //2% per tile of deep water
// and 0% //1% for medium water
if ( pSoldier->bCamo > 0 )
{
if ( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
@@ -8882,19 +8883,19 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->MercInDeepWater( ) )
{
pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
//pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
/* else
{
pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
}*/
}
else
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 2 );
else
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 );
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 ); // 2
//else
// pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 );
}
if ( pSoldier->bCamo <= 0 )
@@ -8910,19 +8911,19 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->MercInDeepWater( ) )
{
pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
//pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
/* else
{
pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
}*/
}
else
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 2);
else
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1);
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1); // 2
//else
// pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1);
}
if ( pSoldier->urbanCamo <= 0 )
@@ -8938,19 +8939,19 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->MercInDeepWater( ) )
{
pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
//pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
/* else
{
pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
}*/
}
else
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 2);
else
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1);
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1); // 2
//else
// pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1);
}
if ( pSoldier->desertCamo <= 0 )
@@ -8966,19 +8967,19 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->MercInDeepWater( ) )
{
pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
//pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
/* else
{
pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
}*/
}
else
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 2);
else
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1);
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1); // 2
//else
// pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1);
}
if ( pSoldier->snowCamo <= 0 )
@@ -8995,9 +8996,9 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->bCamo > 0 )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 2 );
else
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 );
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 ); // 2
//else
// pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 );
if ( (pSoldier->bCamo)== 0)
camoWoreOff = TRUE;
@@ -9005,9 +9006,9 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->urbanCamo > 0 )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 2);
else
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1);
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1); // 2
//else
// pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1);
if ( (pSoldier->urbanCamo)== 0)
camoWoreOff = TRUE;
@@ -9015,9 +9016,9 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->desertCamo > 0 )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 2);
else
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1);
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1); // 2
//else
// pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1);
if ( (pSoldier->desertCamo)== 0)
camoWoreOff = TRUE;
@@ -9025,9 +9026,9 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->snowCamo > 0 )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 2);
else
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1);
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1); // 2
//else
// pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1);
if ( (pSoldier->snowCamo)== 0)
camoWoreOff = TRUE;
@@ -9149,33 +9150,32 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
if (gGameExternalOptions.fCamoRemoving)
{
int iJungleCamoTotal = pSoldier->bCamo + pSoldier->wornCamo;
int iUrbanCamoTotal = pSoldier->urbanCamo + pSoldier->wornUrbanCamo;
int iDesertCamoTotal = pSoldier->desertCamo + pSoldier->wornDesertCamo;
int iSnowCamoTotal = pSoldier->snowCamo + pSoldier->wornSnowCamo;
int totalCamo = iJungleCamoTotal + iUrbanCamoTotal + iDesertCamoTotal + iSnowCamoTotal;
int totalCamo = pSoldier->bCamo + pSoldier->urbanCamo + pSoldier->desertCamo + pSoldier->snowCamo;
// First, check if we have an item with major JUNGLE camobonus
if ( (Item[pObj->usItem].camobonus > Item[pObj->usItem].urbanCamobonus) &&
(Item[pObj->usItem].camobonus > Item[pObj->usItem].desertCamobonus) &&
(Item[pObj->usItem].camobonus > Item[pObj->usItem].snowCamobonus) )
{
if (iJungleCamoTotal >= 100)
if ( pSoldier->bCamo >= gGameExternalOptions.bCamoKitArea || Item[pObj->usItem].camobonus == 0 )
return( FALSE );
// determine how much we can add
bPointsToUse = (100 - (iJungleCamoTotal) + 1 ) / 2;
bPointsToUse = __max( 0, ( gGameExternalOptions.bCamoKitArea - pSoldier->bCamo ) );
// check how much of the kit we need for that
bPointsToUse = ( (FLOAT)bPointsToUse / ( (FLOAT)Item[pObj->usItem].camobonus / 100.0 ) );
// limit to what we have in the kit
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
// determine how much we will add
int iJungleCamoAdded = (int)(Item[pObj->usItem].camobonus * bPointsToUse * 2 / 100 );
int iJungleCamoAdded = (int)(Item[pObj->usItem].camobonus * bPointsToUse / 100 );
// if we have already too much different camo on ourselves, reduce some or all
if ( (totalCamo + iJungleCamoAdded) > 100 )
if ( (totalCamo + iJungleCamoAdded) > gGameExternalOptions.bCamoKitArea )
{
// first, determine how much we actually want to remove
int iCamoToRemove = (totalCamo + iJungleCamoAdded) - 100;
int iCamoToRemove = (totalCamo + iJungleCamoAdded) - gGameExternalOptions.bCamoKitArea;
// reduce camo.. IMPORTANT - third value is type of camo to skip (0=skip-none, 1=jungle, 2=urban, 3=desert,4=snow)
iRemainingCamoAfterRemoving = ReduceCamoFromSoldier( pSoldier, iCamoToRemove, 1 ); // "1" - we want to keep the JUNGLE camo
@@ -9188,36 +9188,39 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
return( FALSE );
else // otherwise apply the camo
{
pSoldier->bCamo = __min( 100, pSoldier->bCamo + iJungleCamoAdded );
pSoldier->bCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->bCamo + iJungleCamoAdded );
}
}
else // everything's fine, apply!!
{
pSoldier->bCamo = __min( 100, pSoldier->bCamo + iJungleCamoAdded );
pSoldier->bCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->bCamo + iJungleCamoAdded );
}
// update with amount that we really used
bPointsToUse = __min( bPointsToUse, (iJungleCamoAdded + 1) / 2 );
bPointsToUse = ( (FLOAT)iJungleCamoAdded / ( (FLOAT)Item[pObj->usItem].camobonus / 100.0 ) );
}
// Second, check if we have an item with major URBAN camobonus
else if ( (Item[pObj->usItem].urbanCamobonus > Item[pObj->usItem].camobonus) &&
(Item[pObj->usItem].urbanCamobonus > Item[pObj->usItem].desertCamobonus) &&
(Item[pObj->usItem].urbanCamobonus > Item[pObj->usItem].snowCamobonus) )
{
if (iUrbanCamoTotal >= 100)
if ( pSoldier->urbanCamo >= gGameExternalOptions.bCamoKitArea || Item[pObj->usItem].urbanCamobonus == 0 )
return( FALSE );
// determine how much we can add
bPointsToUse = (100 - (iUrbanCamoTotal) + 1 ) / 2;
bPointsToUse = __max( 0, ( gGameExternalOptions.bCamoKitArea - pSoldier->urbanCamo ) );
// check how much of the kit we need for that
bPointsToUse = ( (FLOAT)bPointsToUse / ( (FLOAT)Item[pObj->usItem].urbanCamobonus / 100.0 ) );
// limit to what we have in the kit
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
// determine how much we will add
int iUrbanCamoAdded = (int)(Item[pObj->usItem].urbanCamobonus * bPointsToUse * 2 / 100 );
int iUrbanCamoAdded = (int)(Item[pObj->usItem].urbanCamobonus * bPointsToUse / 100 );
// if we have already too much different camo on ourselves, reduce some or all
if ( (totalCamo + iUrbanCamoAdded) > 100 )
if ( (totalCamo + iUrbanCamoAdded) > gGameExternalOptions.bCamoKitArea )
{
// first, determine how much we actually want to remove
int iCamoToRemove = (totalCamo + iUrbanCamoAdded) - 100;
int iCamoToRemove = (totalCamo + iUrbanCamoAdded) - gGameExternalOptions.bCamoKitArea;
// reduce camo.. IMPORTANT - third value is type of camo to skip (0=skip-none, 1=jungle, 2=urban, 3=desert,4=snow)
iRemainingCamoAfterRemoving = ReduceCamoFromSoldier( pSoldier, iCamoToRemove, 2 ); // "2" - we want to keep the URBAN camo
@@ -9230,36 +9233,39 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
return( FALSE );
else // otherwise apply the camo
{
pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + iUrbanCamoAdded );
pSoldier->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->urbanCamo + iUrbanCamoAdded );
}
}
else // everything's fine, apply!!
{
pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + iUrbanCamoAdded );
pSoldier->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->urbanCamo + iUrbanCamoAdded );
}
// update with amount that we really used
bPointsToUse = __min( bPointsToUse, (iUrbanCamoAdded + 1) / 2 );
bPointsToUse = ( (FLOAT)iUrbanCamoAdded / ( (FLOAT)Item[pObj->usItem].urbanCamobonus / 100.0 ) );
}
// Third, check if we have an item with major DESERT camobonus
else if ( (Item[pObj->usItem].desertCamobonus > Item[pObj->usItem].camobonus) &&
(Item[pObj->usItem].desertCamobonus > Item[pObj->usItem].urbanCamobonus) &&
(Item[pObj->usItem].desertCamobonus > Item[pObj->usItem].snowCamobonus) )
{
if (iDesertCamoTotal >= 100)
if ( pSoldier->desertCamo >= gGameExternalOptions.bCamoKitArea || Item[pObj->usItem].desertCamobonus == 0 )
return( FALSE );
// determine how much we can add
bPointsToUse = (100 - (iDesertCamoTotal) + 1 ) / 2;
bPointsToUse = __max( 0, ( gGameExternalOptions.bCamoKitArea - pSoldier->desertCamo ) );
// check how much of the kit we need for that
bPointsToUse = ( (FLOAT)bPointsToUse / ( (FLOAT)Item[pObj->usItem].desertCamobonus / 100.0 ) );
// limit to what we have in the kit
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
// determine how much we will add
int iDesertCamoAdded = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse * 2 / 100 );
int iDesertCamoAdded = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse / 100 );
// if we have already too much different camo on ourselves, reduce some or all
if ( (totalCamo + iDesertCamoAdded) > 100 )
if ( (totalCamo + iDesertCamoAdded) > gGameExternalOptions.bCamoKitArea )
{
// first, determine how much we actually want to remove
int iCamoToRemove = (totalCamo + iDesertCamoAdded) - 100;
int iCamoToRemove = (totalCamo + iDesertCamoAdded) - gGameExternalOptions.bCamoKitArea;
// reduce camo.. IMPORTANT - third value is type of camo to skip (0=skip-none, 1=jungle, 2=urban, 3=desert,4=snow)
iRemainingCamoAfterRemoving = ReduceCamoFromSoldier( pSoldier, iCamoToRemove, 3 ); // "3" - we want to keep the DESERT camo
@@ -9272,36 +9278,39 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
return( FALSE );
else // otherwise apply the camo
{
pSoldier->desertCamo = __min( 100, pSoldier->desertCamo + iDesertCamoAdded );
pSoldier->desertCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->desertCamo + iDesertCamoAdded );
}
}
else // everything's fine, apply!!
{
pSoldier->desertCamo = __min( 100, pSoldier->desertCamo + iDesertCamoAdded );
pSoldier->desertCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->desertCamo + iDesertCamoAdded );
}
// update with amount that we really used
bPointsToUse = __min( bPointsToUse, (iDesertCamoAdded + 1) / 2 );
bPointsToUse = ( (FLOAT)iDesertCamoAdded / ( (FLOAT)Item[pObj->usItem].desertCamobonus / 100.0 ) );
}
// Fourth, check if we have an item with major SNOW camobonus
else if ( (Item[pObj->usItem].snowCamobonus > Item[pObj->usItem].camobonus) &&
(Item[pObj->usItem].snowCamobonus > Item[pObj->usItem].urbanCamobonus) &&
(Item[pObj->usItem].snowCamobonus > Item[pObj->usItem].desertCamobonus) )
{
if (iSnowCamoTotal >= 100)
if ( pSoldier->snowCamo >= gGameExternalOptions.bCamoKitArea || Item[pObj->usItem].snowCamobonus == 0 )
return( FALSE );
// determine how much we can add
bPointsToUse = (100 - (iSnowCamoTotal) + 1 ) / 2;
bPointsToUse = __max( 0, ( gGameExternalOptions.bCamoKitArea - pSoldier->snowCamo ) );
// check how much of the kit we need for that
bPointsToUse = ( (FLOAT)bPointsToUse / ( (FLOAT)Item[pObj->usItem].snowCamobonus / 100.0 ) );
// limit to what we have in the kit
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
// determine how much we will add
int iSnowCamoAdded = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse * 2 / 100 );
int iSnowCamoAdded = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse / 100 );
// if we have already too much different camo on ourselves, reduce some or all
if ( (totalCamo + iSnowCamoAdded) > 100 )
if ( (totalCamo + iSnowCamoAdded) > gGameExternalOptions.bCamoKitArea )
{
// first, determine how much we actually want to remove
int iCamoToRemove = (totalCamo + iSnowCamoAdded) - 100;
int iCamoToRemove = (totalCamo + iSnowCamoAdded) - gGameExternalOptions.bCamoKitArea;
// reduce camo.. IMPORTANT - third value is type of camo to skip (0=skip-none, 1=jungle, 2=urban, 3=desert,4=snow)
iRemainingCamoAfterRemoving = ReduceCamoFromSoldier( pSoldier, iCamoToRemove, 4 ); // "4" - we want to keep the SNOW camo
@@ -9314,15 +9323,15 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
return( FALSE );
else // otherwise apply the camo
{
pSoldier->snowCamo = __min( 100, pSoldier->snowCamo + iSnowCamoAdded );
pSoldier->snowCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->snowCamo + iSnowCamoAdded );
}
}
else // everything's fine, apply!!
{
pSoldier->snowCamo = __min( 100, pSoldier->snowCamo + iSnowCamoAdded );
pSoldier->snowCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->snowCamo + iSnowCamoAdded );
}
// update with amount that we really used
bPointsToUse = __min( bPointsToUse, (iSnowCamoAdded + 1) / 2 );
bPointsToUse = ( (FLOAT)iSnowCamoAdded / ( (FLOAT)Item[pObj->usItem].snowCamobonus / 100.0 ) );
}
else // the item has no major camo, return
return( FALSE );
@@ -9334,28 +9343,26 @@ 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;
int totalCamo = pSoldier->bCamo + pSoldier->wornCamo + pSoldier->urbanCamo+pSoldier->wornUrbanCamo+pSoldier->desertCamo+pSoldier->wornDesertCamo+pSoldier->snowCamo+pSoldier->wornSnowCamo;
if ((totalCamo) >= 100)
int iKitCamo = pSoldier->bCamo + pSoldier->urbanCamo + pSoldier->desertCamo + pSoldier->snowCamo;
if ( iKitCamo >= gGameExternalOptions.bCamoKitArea )
{
// nothing more to add
return( FALSE );
}
// points are used up at a rate of 50% kit = 100% cammo on guy
// add 1 to round off
bPointsToUse = (100 - (totalCamo) + 1 ) / 2;
bPointsToUse = (gGameExternalOptions.bCamoKitArea - iKitCamo);
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 * bPointsToUse * 2 / 100 );
int jungle = (int)(Item[pObj->usItem].camobonus * bPointsToUse * 2 / 100 );
int desert = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse * 2 / 100 );
int snow = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse * 2 / 100 );
int urban = (int)(Item[pObj->usItem].urbanCamobonus * bPointsToUse / 100 );
int jungle = (int)(Item[pObj->usItem].camobonus * bPointsToUse / 100 );
int desert = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse / 100 );
int snow = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse / 100 );
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 );
pSoldier->bCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->bCamo + jungle );
pSoldier->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->urbanCamo + urban );
pSoldier->desertCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->desertCamo + desert );
pSoldier->snowCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->snowCamo + snow );
}
UseKitPoints( pObj, bPointsToUse, pSoldier );
@@ -9400,7 +9407,8 @@ BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fUseAPs
// if not a clothes item, nothing to see here
if ( clothestype == 0 || clothestype > CLOTHES_MAX )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_UNIFORM_FOUND] );
// silversurfer: This produces an annoying message whenever any invalid item is used on the char so I removed it.
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_UNIFORM_FOUND] );
return( FALSE);
}
@@ -12372,8 +12380,18 @@ INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
if ( UsingNewInventorySystem() )
if ( bLoop == VESTPOS && pSoldier->inv[VESTPOCKPOS].exists() )
{
// silversurver: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= ( ( 1.0 - gItemSettings.fCamoLBEoverArmorModifier ) * Item[ pSoldier->inv[bLoop].usItem ].camobonus );
// silversurfer: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverVestModifier ) * Item[ pSoldier->inv[bLoop].usItem ].camobonus );
}
else if ( bLoop == LEGPOS )
{
FLOAT fLegPenalty = 0;
// depending on how many leg LBE we use the camo effect of the armor pants is higher or lower
fLegPenalty += pSoldier->inv[LTHIGHPOCKPOS].exists();
fLegPenalty += pSoldier->inv[RTHIGHPOCKPOS].exists();
// Using thigh rigs. Only apply partial bonus from armor pants.
if ( fLegPenalty > 0 )
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverPantsModifier ) * Item[ pSoldier->inv[bLoop].usItem ].camobonus * fLegPenalty / 2 );
}
}
}
@@ -12396,7 +12414,7 @@ INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
ttl += GetCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
}
return __min( ttl, 100 );
return __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) );
}
INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier )
{
@@ -12411,8 +12429,18 @@ INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier )
if ( UsingNewInventorySystem() )
if ( bLoop == VESTPOS && pSoldier->inv[VESTPOCKPOS].exists() )
{
// silversurver: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= ( ( 1.0 - gItemSettings.fCamoLBEoverArmorModifier ) * Item[ pSoldier->inv[bLoop].usItem ].urbanCamobonus );
// silversurfer: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverVestModifier ) * Item[ pSoldier->inv[bLoop].usItem ].urbanCamobonus );
}
else if ( bLoop == LEGPOS )
{
FLOAT fLegPenalty = 0;
// depending on how many leg LBE we use the camo effect of the armor pants is higher or lower
fLegPenalty += pSoldier->inv[LTHIGHPOCKPOS].exists();
fLegPenalty += pSoldier->inv[RTHIGHPOCKPOS].exists();
// Using thigh rigs. Only apply partial bonus from armor pants.
if ( fLegPenalty > 0 )
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverPantsModifier ) * Item[ pSoldier->inv[bLoop].usItem ].urbanCamobonus * fLegPenalty / 2 );
}
}
}
@@ -12435,7 +12463,7 @@ INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier )
ttl += GetUrbanCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
}
return __min( ttl, 100 );
return __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) );
}
INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier )
{
@@ -12450,8 +12478,18 @@ INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier )
if ( UsingNewInventorySystem() )
if ( bLoop == VESTPOS && pSoldier->inv[VESTPOCKPOS].exists() )
{
// silversurver: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= ( ( 1.0 - gItemSettings.fCamoLBEoverArmorModifier ) * Item[ pSoldier->inv[bLoop].usItem ].desertCamobonus );
// silversurfer: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverVestModifier ) * Item[ pSoldier->inv[bLoop].usItem ].desertCamobonus );
}
else if ( bLoop == LEGPOS )
{
FLOAT fLegPenalty = 0;
// depending on how many leg LBE we use the camo effect of the armor pants is higher or lower
fLegPenalty += pSoldier->inv[LTHIGHPOCKPOS].exists();
fLegPenalty += pSoldier->inv[RTHIGHPOCKPOS].exists();
// Using thigh rigs. Only apply partial bonus from armor pants.
if ( fLegPenalty > 0 )
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverPantsModifier ) * Item[ pSoldier->inv[bLoop].usItem ].desertCamobonus * fLegPenalty / 2 );
}
}
}
@@ -12473,7 +12511,7 @@ INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier )
if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetDesertCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
}
return __min( ttl, 100 );
return __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) );
}
INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier )
{
@@ -12488,8 +12526,18 @@ INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier )
if ( UsingNewInventorySystem() )
if ( bLoop == VESTPOS && pSoldier->inv[VESTPOCKPOS].exists() )
{
// silversurver: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= ( ( 1.0 - gItemSettings.fCamoLBEoverArmorModifier ) * Item[ pSoldier->inv[bLoop].usItem ].snowCamobonus );
// silversurfer: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverVestModifier ) * Item[ pSoldier->inv[bLoop].usItem ].snowCamobonus );
}
else if ( bLoop == LEGPOS )
{
FLOAT fLegPenalty = 0;
// depending on how many leg LBE we use the camo effect of the armor pants is higher or lower
fLegPenalty += pSoldier->inv[LTHIGHPOCKPOS].exists();
fLegPenalty += pSoldier->inv[RTHIGHPOCKPOS].exists();
// Using thigh rigs. Only apply partial bonus from armor pants.
if ( fLegPenalty > 0 )
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverPantsModifier ) * Item[ pSoldier->inv[bLoop].usItem ].snowCamobonus * fLegPenalty / 2 );
}
}
}
@@ -12511,7 +12559,7 @@ INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier )
if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetSnowCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
}
return __min( ttl, 100 );
return __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) );
}
void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
+8 -8
View File
@@ -2869,23 +2869,23 @@ UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo )
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_CAMO_PALETTE )
{
pNewSoldier->bCamo = 60;
pNewSoldier->wornCamo = 60;
pNewSoldier->bCamo = gGameExternalOptions.bCamoKitArea;
pNewSoldier->wornCamo = __max(0, ( 65 - gGameExternalOptions.bCamoKitArea ) );
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_URBAN_CAMO_PALETTE )
{
pNewSoldier->urbanCamo = 60;
pNewSoldier->wornUrbanCamo = 60;
pNewSoldier->urbanCamo = gGameExternalOptions.bCamoKitArea;
pNewSoldier->wornUrbanCamo = __max(0, ( 65 - gGameExternalOptions.bCamoKitArea ) );
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_DESERT_CAMO_PALETTE )
{
pNewSoldier->desertCamo = 60;
pNewSoldier->wornDesertCamo = 60;
pNewSoldier->desertCamo = gGameExternalOptions.bCamoKitArea;
pNewSoldier->wornDesertCamo = __max(0, ( 65 - gGameExternalOptions.bCamoKitArea ) );
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_SNOW_CAMO_PALETTE )
{
pNewSoldier->snowCamo = 60;
pNewSoldier->wornSnowCamo = 60;
pNewSoldier->snowCamo = gGameExternalOptions.bCamoKitArea;
pNewSoldier->wornSnowCamo = __max(0, ( 65 - gGameExternalOptions.bCamoKitArea ) );
}
// Reload palettes....
+9 -8
View File
@@ -900,7 +900,6 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->bAIScheduleProgress = src.bAIScheduleProgress;
this->sOffWorldGridNo = src.sOffWorldGridNo;
this->pAniTile = src.pAniTile;
this->bCamo = src.bCamo;
this->sAbsoluteFinalDestination = src.sAbsoluteFinalDestination;
this->ubHiResDirection = src.ubHiResDirection;
this->ubHiResDesiredDirection = src.ubHiResDesiredDirection;
@@ -997,16 +996,18 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->lastFlankSpot = src.lastFlankSpot;
this->sniper = src.sniper;
this->origDir = src.origDir;
this->wornCamo = src.wornCamo;
this->urbanCamo = src.urbanCamo; // Madd: new camo types
this->wornUrbanCamo = src.wornUrbanCamo;
this->bCamo = __min( gGameExternalOptions.bCamoKitArea, src.bCamo);
this->wornCamo = __min( ( 100 - gGameExternalOptions.bCamoKitArea ), src.wornCamo );
this->desertCamo = src.desertCamo;
this->wornDesertCamo = src.wornDesertCamo;
this->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, src.urbanCamo); // Madd: new camo types
this->wornUrbanCamo = __min( ( 100 - gGameExternalOptions.bCamoKitArea ), src.wornUrbanCamo );
this->snowCamo = src.snowCamo;
this->wornSnowCamo = src.wornSnowCamo;
this->desertCamo = __min( gGameExternalOptions.bCamoKitArea, src.desertCamo);
this->wornDesertCamo = __min( ( 100 - gGameExternalOptions.bCamoKitArea ), src.wornDesertCamo );
this->snowCamo = __min( gGameExternalOptions.bCamoKitArea, src.snowCamo);
this->wornSnowCamo = __min( ( 100 - gGameExternalOptions.bCamoKitArea ), src.wornSnowCamo );
this->bScopeMode = USE_BEST_SCOPE;
+18 -5
View File
@@ -936,10 +936,22 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
if ( i != NO_SLOT && Random( 5 ) < SoldierDifficultyLevel( &Soldier ))
{
// start camouflaged
Soldier.bCamo = (INT8)Item[Soldier.inv[ i ].usItem].camobonus;
Soldier.urbanCamo = (INT8)Item[Soldier.inv[ i ].usItem].urbanCamobonus;
Soldier.desertCamo = (INT8)Item[Soldier.inv[ i ].usItem].desertCamobonus;
Soldier.snowCamo = (INT8)Item[Soldier.inv[ i ].usItem].snowCamobonus;
Soldier.bCamo = (INT8)__min( gGameExternalOptions.bCamoKitArea, Item[Soldier.inv[ i ].usItem].camobonus );
Soldier.urbanCamo = (INT8)__min( gGameExternalOptions.bCamoKitArea, Item[Soldier.inv[ i ].usItem].urbanCamobonus );
Soldier.desertCamo = (INT8)__min( gGameExternalOptions.bCamoKitArea, Item[Soldier.inv[ i ].usItem].desertCamobonus );
Soldier.snowCamo = (INT8)__min( gGameExternalOptions.bCamoKitArea, Item[Soldier.inv[ i ].usItem].snowCamobonus );
// silversurfer: With the new balance setting for kit camo we would probably not see camouflaged soldiers anymore
// (the default for gGameExternalOptions.bCamoKitArea is 5 which is less than the required 50 to be shown as camouflaged).
// So let's give him some bonus to worn camo if kit camo is too low.
if ( Soldier.bCamo > 0 )
Soldier.wornCamo = __max(0, ( 50 - Soldier.bCamo ) );
if ( Soldier.urbanCamo > 0 )
Soldier.wornUrbanCamo = __max(0, ( 50 - Soldier.urbanCamo ) );
if ( Soldier.desertCamo > 0 )
Soldier.wornDesertCamo = __max(0, ( 50 - Soldier.desertCamo ) );
if ( Soldier.snowCamo > 0 )
Soldier.wornSnowCamo = __max(0, ( 50 - Soldier.snowCamo ) );
}
}
}
@@ -1224,7 +1236,8 @@ BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STR
if ( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT ) )
{
// set camouflaged to 100 automatically
pSoldier->bCamo = 100;
// silversurfer: No, set it to the new limit for camo kits.
pSoldier->bCamo = gGameExternalOptions.bCamoKitArea; // 100
}
//if ( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED ) )
//{
+3
View File
@@ -955,6 +955,9 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( )
//Save the Blood, smell and the revealed status for map elements
SaveBloodSmellAndRevealedStatesFromMapToTempFile();
// sevenfm
SaveMineFlagFromMapToTempFile();
// handle all reachable before save
HandleAllReachAbleItemsInTheSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
+71 -7
View File
@@ -273,7 +273,7 @@ void RecountExplosions( void )
extern void HandleLoyaltyForDemolitionOfBuilding( SOLDIERTYPE *pSoldier, INT16 sPointsDmg );
// GENERATE EXPLOSION
void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection )
void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection, OBJECTTYPE * pObj )
{
#ifdef JA2BETAVERSION
if (is_networked) {
@@ -377,13 +377,25 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32
// Flugente: Items can have secondary explosions
HandleBuddyExplosions(ubOwner, sX, sY, sZ, sGridNo, usItem, fLocate, bLevel, ubDirection );
// sevenfm: handle explosive items from attachments
if( gGameExternalOptions.bAllowExplosiveAttachments )
HandleAttachedExplosions(ubOwner, sX, sY, sZ, sGridNo, usItem, fLocate, bLevel, ubDirection, pObj );
// sevenfm: add smoke effect if not in room and not underground, only for normal explosions
if(!InARoom( sGridNo, &tmp ) && !gbWorldSectorZ && gGameExternalOptions.bAddSmokeAfterExplosion)
{
if( Explosive[ Item[ usItem ].ubClassIndex ].ubType == 0 )
{
NewSmokeEffect( sGridNo, SMALL_SMOKE, 0, NOBODY );
}
}
}
void IgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubDirection )
void IgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubDirection, OBJECTTYPE * pObj )
{
InternalIgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, usItem, TRUE, bLevel, ubDirection );
InternalIgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, usItem, TRUE, bLevel, ubDirection, pObj );
}
void GenerateExplosion( EXPLOSION_PARAMS *pExpParams )
@@ -4043,7 +4055,7 @@ void HandleExplosionQueue( void )
// bomb objects only store the SIDE who placed the bomb! :-(
if ( (*pObj)[0]->data.misc.ubBombOwner > 1 )
{
IgniteExplosion( (UINT8) ((*pObj)[0]->data.misc.ubBombOwner - 2), CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, (*pObj)[0]->data.misc.usBombItem, ubLevel, (*pObj)[0]->data.ubDirection );
IgniteExplosion( (UINT8) ((*pObj)[0]->data.misc.ubBombOwner - 2), CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, (*pObj)[0]->data.misc.usBombItem, ubLevel, (*pObj)[0]->data.ubDirection, pObj);
}
else
{
@@ -4204,7 +4216,7 @@ void DecayBombTimers( void )
}
// ignite explosions manually - this item is not in the WorldBombs-structure, so we can't add it to the queue
IgniteExplosion( gubPersonToSetOffExplosions, pSoldier->sX, pSoldier->sY, (INT16) (gpWorldLevelData[pSoldier->sGridNo].sHeight), pSoldier->sGridNo, pObj->usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection );
IgniteExplosion( gubPersonToSetOffExplosions, pSoldier->sX, pSoldier->sY, (INT16) (gpWorldLevelData[pSoldier->sGridNo].sHeight), pSoldier->sGridNo, pObj->usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, pObj );
DeleteObj( pObj );
}
@@ -4365,7 +4377,7 @@ void SetOffBombsByFrequency( UINT8 ubID, INT8 bFrequency )
gubPersonToSetOffExplosions = ubID;
// ignite explosions manually - this item is not in the WorldBobms-structure, so we can't add it to the queue
IgniteExplosion( ubID, pSoldier->sX, pSoldier->sY, (INT16) (gpWorldLevelData[pSoldier->sGridNo].sHeight), pSoldier->sGridNo, pObj->usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection );
IgniteExplosion( ubID, pSoldier->sX, pSoldier->sY, (INT16) (gpWorldLevelData[pSoldier->sGridNo].sHeight), pSoldier->sGridNo, pObj->usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, pObj );
DeleteObj( pObj );
}
@@ -5426,3 +5438,55 @@ void HandleBuddyExplosions(UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sG
}
}
}
// sevenfm: handle explosive items from attachments
void HandleAttachedExplosions(UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection, OBJECTTYPE * pObj)
{
BOOLEAN binderFound = FALSE;
attachmentList::iterator iterend;
attachmentList::iterator iter;
UINT8 direction;
if(pObj==NULL)
return;
// check all attachments, search for ELASTIC or DUCT_TAPE;
iterend = (*pObj)[0]->attachments.end();
for (iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if ( iter->exists() && Item[iter->usItem].usItemClass == IC_MISC )
{
if(Item[iter->usItem].uiIndex == ELASTIC || Item[iter->usItem].uiIndex == DUCT_TAPE )
{
binderFound = TRUE;
break;
}
}
}
if( !binderFound )
return;
// search for attached explosives
for (iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if ( iter->exists() && Item[iter->usItem].usItemClass & (IC_GRENADE|IC_BOMB) )
{
if(Item[iter->usItem].directional && ubDirection == DIRECTION_IRRELEVANT)
direction=Random(8);
else
direction=ubDirection;
if( Explosive[Item[iter->usItem].ubClassIndex].ubVolatility > 0 )
IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, Item[iter->usItem].uiIndex, bLevel, direction , NULL );
}
if ( gGameExternalOptions.bAllowSpecialExplosiveAttachments && iter->exists() && Item[iter->usItem].usItemClass & IC_MISC )
{
if(Item[iter->usItem].gascan)
IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, GAS_EXPLOSION, bLevel, DIRECTION_IRRELEVANT , NULL );
if(Item[iter->usItem].alcohol)
IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, MOLOTOV_EXPLOSION, bLevel, DIRECTION_IRRELEVANT , NULL );
if(Item[iter->usItem].marbles)
IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, FRAG_EXPLOSION, bLevel, DIRECTION_IRRELEVANT , NULL );
}
}
}
+4 -2
View File
@@ -98,8 +98,8 @@ extern EXPLOSIONTYPE gExplosionData[ NUM_EXPLOSION_SLOTS ];
extern UINT8 gubElementsOnExplosionQueue;
extern BOOLEAN gfExplosionQueueActive;
void IgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubDirection = DIRECTION_IRRELEVANT );
void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection = DIRECTION_IRRELEVANT );
void IgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubDirection = DIRECTION_IRRELEVANT, OBJECTTYPE * pObj =NULL );
void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection = DIRECTION_IRRELEVANT, OBJECTTYPE * pObj =NULL );
void GenerateExplosion( EXPLOSION_PARAMS *pExpParams );
@@ -163,4 +163,6 @@ extern void HandleSeeingFortifiedDoor( UINT32 sGridNo );//Ja25 UB
// Flugente: handle secondary explosive effects
void HandleBuddyExplosions(UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection );
// sevenfm: handle explosive items from attachments
void HandleAttachedExplosions(UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection, OBJECTTYPE * pObj );
#endif
+27 -2
View File
@@ -40,6 +40,8 @@ void AddRemoveExitGridToUnloadedMapTempFile( UINT32 usGridNo, INT16 sSectorX, IN
void RemoveSavedStructFromMap( INT32 uiMapIndex, UINT16 usIndex );
void AddObjectFromMapTempFileToMap( INT32 uiMapIndex, UINT16 usIndex );
void AddBloodOrSmellFromMapTempFileToMap( MODIFY_MAP *pMap );
// sevenfm
void AddMineFlagFromMapTempFileToMap( MODIFY_MAP *pMap );
void SetSectorsRevealedBit( UINT32 usMapIndex );
void SetMapRevealedStatus();
void DamageStructsFromMapTempFile( MODIFY_MAP * pMap );
@@ -450,7 +452,10 @@ BOOLEAN LoadAllMapChangesFromMapTempFileAndApplyThem( )
case SLM_BLOOD_SMELL:
AddBloodOrSmellFromMapTempFileToMap( pMap );
break;
// sevenfm
case SLM_MINE_PRESENT:
AddMineFlagFromMapTempFileToMap( pMap );
break;
case SLM_DAMAGED_STRUCT:
DamageStructsFromMapTempFile( pMap );
break;
@@ -665,8 +670,23 @@ void RemoveSavedStructFromMap( INT32 uiMapIndex, UINT16 usIndex )
}
// sevenfm
void SaveMineFlagFromMapToTempFile()
{
MODIFY_MAP Map;
INT32 cnt;
for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
{
if( gpWorldLevelData[cnt].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT )
{
memset( &Map, 0, sizeof( MODIFY_MAP ) );
Map.usGridNo = cnt;
Map.ubType = SLM_MINE_PRESENT;
SaveModifiedMapStructToMapTempFile( &Map, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
}
}
void SaveBloodSmellAndRevealedStatesFromMapToTempFile()
{
MODIFY_MAP Map;
@@ -786,6 +806,11 @@ void AddBloodOrSmellFromMapTempFileToMap( MODIFY_MAP *pMap )
gpWorldLevelData[ pMap->usGridNo ].ubSmellInfo = (UINT8)pMap->usSubImageIndex;
}
//sevenfm
void AddMineFlagFromMapTempFileToMap( MODIFY_MAP *pMap )
{
gpWorldLevelData[ pMap->usGridNo ].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT;
}
BOOLEAN SaveRevealedStatusArrayToRevealedTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
+4
View File
@@ -46,6 +46,8 @@ enum
#ifdef JA2UB
SLM_REMOVE_EXIT_GRID,
#endif
// sevenfm
SLM_MINE_PRESENT,
};
typedef struct
@@ -88,6 +90,8 @@ void AddRemoveObjectToMapTempFile( INT32 uiMapIndex, UINT16 usIndex );
void SaveBloodSmellAndRevealedStatesFromMapToTempFile();
// sevenfm
void SaveMineFlagFromMapToTempFile();
BOOLEAN SaveRevealedStatusArrayToRevealedTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
+1 -1
View File
@@ -2708,7 +2708,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
}
*/
IgniteExplosion( pObject->ubOwner, (INT16)pObject->Position.x, (INT16)pObject->Position.y, sZ, pObject->sGridNo, pObject->Obj.usItem, GET_OBJECT_LEVEL( pObject->Position.z - CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ pObject->sGridNo ].sHeight ) ) );
IgniteExplosion( pObject->ubOwner, (INT16)pObject->Position.x, (INT16)pObject->Position.y, sZ, pObject->sGridNo, pObject->Obj.usItem, GET_OBJECT_LEVEL( pObject->Position.z - CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ pObject->sGridNo ].sHeight ) ), DIRECTION_IRRELEVANT, &pObject->Obj );
}
else if ( Item[ pObject->Obj.usItem ].usItemClass == IC_BOMB ) //if ( pObject->Obj.usItem == MORTAR_SHELL )
{