mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Armour and its attachements can now alter the fire damage received by setting a value in the <sFireResistance>-tag. This is affected by item status.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8664 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -2345,6 +2345,18 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
|
||||
MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + cnt ] );
|
||||
cnt++;
|
||||
}
|
||||
|
||||
//////////////////// FIRE RESISTANCE
|
||||
if ( Item[gpItemDescObject->usItem].sFireResistance )
|
||||
{
|
||||
CHAR16 pStr2[256];
|
||||
swprintf( pStr2, szUDBGenSecondaryStatsExplanationsTooltipText[45], Item[gpItemDescObject->usItem].sFireResistance );
|
||||
|
||||
swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[45], pStr2 );
|
||||
SetRegionFastHelpText( &( gUDBFasthelpRegions[iFirstDataRegion + cnt] ), pStr );
|
||||
MSYS_EnableRegion( &gUDBFasthelpRegions[iFirstDataRegion + cnt] );
|
||||
cnt++;
|
||||
}
|
||||
}
|
||||
|
||||
if (Item[ gpItemDescObject->usItem ].usItemClass & IC_AMMO)
|
||||
@@ -6004,6 +6016,14 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject )
|
||||
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 5, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
|
||||
cnt++;
|
||||
}
|
||||
|
||||
////////////////// FIRE RESISTANCE
|
||||
if ( ( Item[gpItemDescObject->usItem].sFireResistance && !fComparisonMode ) ||
|
||||
( fComparisonMode && Item[gpComparedItemDescObject->usItem].sFireResistance ) )
|
||||
{
|
||||
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 43, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
|
||||
++cnt;
|
||||
}
|
||||
}
|
||||
|
||||
if (Item[ gpItemDescObject->usItem ].usItemClass & (IC_AMMO))
|
||||
|
||||
@@ -1195,6 +1195,8 @@ typedef struct
|
||||
UINT16 usRiotShieldStrength; // strength of shield
|
||||
UINT16 usRiotShieldGraphic; // graphic of shield (when deployed in tactical, taken from Tilecache/riotshield.sti)
|
||||
|
||||
// Flugente: fire resistance
|
||||
INT16 sFireResistance;
|
||||
} INVTYPE;
|
||||
|
||||
|
||||
|
||||
@@ -1255,6 +1255,43 @@ INT8 ArmourVersusExplosivesPercent( SOLDIERTYPE * pSoldier )
|
||||
return( (INT8) (iHelmet + iVest + iLeg + iVestPack) );
|
||||
}
|
||||
|
||||
// Flugente: fire resistance
|
||||
INT16 FireEffectiveArmour( OBJECTTYPE * pObj )
|
||||
{
|
||||
if ( pObj == NULL || Item[pObj->usItem].usItemClass != IC_ARMOUR )
|
||||
{
|
||||
return( 0 );
|
||||
}
|
||||
|
||||
INT32 iValue = Item[pObj->usItem].sFireResistance * ( *pObj )[0]->data.objectStatus / 100;
|
||||
|
||||
for ( attachmentList::iterator iter = ( *pObj )[0]->attachments.begin(); iter != ( *pObj )[0]->attachments.end(); ++iter )
|
||||
{
|
||||
if ( Item[iter->usItem].usItemClass == IC_ARMOUR && ( *iter )[0]->data.objectStatus > 0 && iter->exists() )
|
||||
{
|
||||
iValue += Item[iter->usItem].sFireResistance * ( *iter )[0]->data.objectStatus / 100;
|
||||
}
|
||||
}
|
||||
|
||||
return iValue;
|
||||
}
|
||||
|
||||
INT16 ArmourVersusFirePercent( SOLDIERTYPE * pSoldier )
|
||||
{
|
||||
INT16 val = 0;
|
||||
|
||||
for ( int i = BODYPOSSTART; i < BODYPOSFINAL; ++i )
|
||||
{
|
||||
if ( pSoldier->inv[i].exists() == true )
|
||||
{
|
||||
val += FireEffectiveArmour( &( pSoldier->inv[i] ) );
|
||||
}
|
||||
}
|
||||
|
||||
// resistance can't be higher than 100%. No, we don't allow healing by fire (yet?) ;-)
|
||||
return min(100, val);
|
||||
}
|
||||
|
||||
void AdjustImpactByHitLocation( INT32 iImpact, UINT8 ubHitLocation, INT32 * piNewImpact, INT32 * piImpactForCrits )
|
||||
{
|
||||
switch( ubHitLocation )
|
||||
|
||||
@@ -457,6 +457,8 @@ extern bool gbForceWeaponReady;
|
||||
|
||||
extern INT32 EffectiveArmour( OBJECTTYPE * pObj );
|
||||
extern INT8 ArmourVersusExplosivesPercent( SOLDIERTYPE * pSoldier );
|
||||
// Flugente: fire resistance
|
||||
INT16 ArmourVersusFirePercent( SOLDIERTYPE * pSoldier );
|
||||
extern BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo );
|
||||
extern void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange , UINT8 ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation );
|
||||
extern void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UINT8 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped );
|
||||
|
||||
Reference in New Issue
Block a user