Fix obstacle flags for ranged attacks
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parent
7b98bc76e2
commit
6e4f7e6c8c
25
src/combat.c
25
src/combat.c
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@ -5647,22 +5647,27 @@ bool _combat_is_shot_blocked(Object* a1, int from, int to, Object* a4, int* a5)
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*a5 = 0;
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}
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Object* v9 = a1;
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Object* obstacle = a1;
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int current = from;
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while (v9 != NULL && current != to) {
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_make_straight_path_func(a1, current, to, 0, &v9, 32, _obj_shoot_blocking_at);
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if (v9 != NULL) {
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if ((v9->fid & 0xF000000) >> 24 != OBJ_TYPE_CRITTER && v9 != a4) {
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while (obstacle != NULL && current != to) {
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_make_straight_path_func(a1, current, to, 0, &obstacle, 32, _obj_shoot_blocking_at);
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if (obstacle != NULL) {
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if ((obstacle->fid & 0xF000000) >> 24 != OBJ_TYPE_CRITTER && obstacle != a4) {
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return true;
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}
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if (a5 != NULL) {
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if (v9 != a4) {
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if (obstacle != a4) {
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if (a4 != NULL) {
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if ((a4->data.critter.combat.results & DAM_DEAD) == 0) {
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// SFALL: Fix for combat_is_shot_blocked_ engine
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// function not taking the flags of critters in the
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// line of fire into account when calculating the hit
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// chance penalty of ranged attacks in
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// determine_to_hit_func_ engine function.
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if ((obstacle->data.critter.combat.results & (DAM_DEAD | DAM_KNOCKED_DOWN | DAM_KNOCKED_OUT)) == 0) {
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*a5 += 1;
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if ((a4->flags & OBJECT_FLAG_0x800) != 0) {
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if ((obstacle->flags & OBJECT_FLAG_0x800) != 0) {
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*a5 += 1;
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}
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}
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@ -5670,11 +5675,11 @@ bool _combat_is_shot_blocked(Object* a1, int from, int to, Object* a4, int* a5)
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}
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}
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if ((v9->flags & OBJECT_FLAG_0x800) != 0) {
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if ((obstacle->flags & OBJECT_FLAG_0x800) != 0) {
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int rotation = tileGetRotationTo(current, to);
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current = tileGetTileInDirection(current, rotation, 1);
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} else {
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current = v9->tile;
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current = obstacle->tile;
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}
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}
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}
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