Fix: armour comparison compares helmet with vest/legs and is unsafe

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8238 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-05-26 19:05:58 +00:00
parent c20232a740
commit d8c79675e7
+26 -18
View File
@@ -1981,48 +1981,56 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
}
else if (pItem->usItemClass == IC_ARMOUR && (*pObj)[0]->data.objectStatus >= MINIMUM_REQUIRED_STATUS )
{
INT32 effectivearmour_obj = EffectiveArmour( pObj );
INT32 effectivearmour_currentpos = 0;
iTempValue = 0;
switch( Armour[pItem->ubClassIndex].ubArmourClass )
{
case ARMOURCLASS_HELMET:
if (pSoldier->inv[HELMETPOS].exists() == false)
{
iTempValue = 200 + EffectiveArmour( pObj );
}
else if ( EffectiveArmour( &(pSoldier->inv[HELMETPOS]) ) > EffectiveArmour( pObj ) )
{
iTempValue = 100 * EffectiveArmour( pObj ) / EffectiveArmour( &(pSoldier->inv[HELMETPOS]) );
iTempValue = 200 + effectivearmour_obj;
}
else
{
iTempValue = 0;
effectivearmour_currentpos = EffectiveArmour( &(pSoldier->inv[HELMETPOS]) );
if ( effectivearmour_currentpos > 0 && effectivearmour_currentpos > effectivearmour_obj )
{
iTempValue = 100 * effectivearmour_obj / effectivearmour_currentpos;
}
}
break;
case ARMOURCLASS_VEST:
if (pSoldier->inv[VESTPOS].exists() == false)
{
iTempValue = 200 + EffectiveArmour( pObj );
}
else if ( EffectiveArmour( &(pSoldier->inv[HELMETPOS]) ) > EffectiveArmour( pObj ) )
{
iTempValue = 100 * EffectiveArmour( pObj ) / EffectiveArmour( &(pSoldier->inv[VESTPOS]) );
iTempValue = 200 + effectivearmour_obj;
}
else
{
iTempValue = 0;
effectivearmour_currentpos = EffectiveArmour( &(pSoldier->inv[VESTPOS]) );
if ( effectivearmour_currentpos > 0 && effectivearmour_currentpos > effectivearmour_obj )
{
iTempValue = 100 * effectivearmour_obj / effectivearmour_currentpos;
}
}
break;
case ARMOURCLASS_LEGGINGS:
if (pSoldier->inv[LEGPOS].exists() == false)
{
iTempValue = 200 + EffectiveArmour( pObj );
}
else if ( EffectiveArmour( &(pSoldier->inv[HELMETPOS]) ) > EffectiveArmour( pObj ) )
{
iTempValue = 100 * EffectiveArmour( pObj ) / EffectiveArmour( &(pSoldier->inv[LEGPOS]) );
iTempValue = 200 + effectivearmour_obj;
}
else
{
iTempValue = 0;
effectivearmour_currentpos = EffectiveArmour( &(pSoldier->inv[LEGPOS]) );
if ( effectivearmour_currentpos > 0 && effectivearmour_currentpos > effectivearmour_obj )
{
iTempValue = 100 * effectivearmour_obj / effectivearmour_currentpos;
}
}
break;
default: