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:
Flugente
2019-02-10 20:42:39 +00:00
parent 0f558da7e4
commit de8bf8a7d6
14 changed files with 94 additions and 3 deletions
+37
View File
@@ -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 )