Fix critters dying on exit grids
This commit is contained in:
parent
280b55ab05
commit
6f62cfd466
|
@ -120,6 +120,15 @@ int actionKnockdown(Object* obj, int* anim, int maxDistance, int rotation, int d
|
|||
distance--;
|
||||
break;
|
||||
}
|
||||
|
||||
// CE: Fix to prevent critters (including player) cross an exit grid as
|
||||
// a result of knockback. Sfall has similar fix done differently and it
|
||||
// affects the player only. This approach is better since it also
|
||||
// prevents unreachable (=unlootable) corpses on exit grids.
|
||||
if (isExitGridAt(tile, obj->elevation)) {
|
||||
distance--;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const char* soundEffectName = sfxBuildCharName(obj, *anim, CHARACTER_SOUND_EFFECT_KNOCKDOWN);
|
||||
|
@ -349,16 +358,31 @@ void _show_damage_to_object(Object* a1, int damage, int flags, Object* weapon, b
|
|||
int randomDistance = randomBetween(2, 5);
|
||||
int randomRotation = randomBetween(0, 5);
|
||||
|
||||
while (randomDistance > 0) {
|
||||
int tile = tileGetTileInDirection(a1->tile, randomRotation, randomDistance);
|
||||
Object* v35 = NULL;
|
||||
_make_straight_path(a1, a1->tile, tile, NULL, &v35, 4);
|
||||
if (v35 == NULL) {
|
||||
animationRegisterRotateToTile(a1, tile);
|
||||
animationRegisterMoveToTileStraight(a1, tile, a1->elevation, anim, 0);
|
||||
// CE: Fix to prevent critters (including player) to cross
|
||||
// an exit grid as a result of fire dance animation. See
|
||||
// `actionKnockdown` for notes.
|
||||
int rotation = randomRotation;
|
||||
int distance = randomDistance;
|
||||
while (true) {
|
||||
int tile = tileGetTileInDirection(a1->tile, (rotation + randomRotation) % ROTATION_COUNT, distance);
|
||||
if (!isExitGridAt(tile, a1->elevation)) {
|
||||
Object* obstacle = NULL;
|
||||
_make_straight_path(a1, a1->tile, tile, NULL, &obstacle, 4);
|
||||
if (obstacle == NULL) {
|
||||
animationRegisterRotateToTile(a1, tile);
|
||||
animationRegisterMoveToTileStraight(a1, tile, a1->elevation, anim, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (distance > 0) {
|
||||
distance--;
|
||||
} else if (rotation < ROTATION_COUNT) {
|
||||
rotation++;
|
||||
distance = randomDistance;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
randomDistance--;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -5243,4 +5243,22 @@ Object* objectTypedFindById(int id, int type)
|
|||
return NULL;
|
||||
}
|
||||
|
||||
bool isExitGridAt(int tile, int elevation)
|
||||
{
|
||||
ObjectListNode* objectListNode = gObjectListHeadByTile[tile];
|
||||
while (objectListNode != NULL) {
|
||||
Object* obj = objectListNode->obj;
|
||||
if (obj->elevation == elevation) {
|
||||
if ((obj->flags & OBJECT_HIDDEN) == 0) {
|
||||
if (isExitGridPid(obj->pid)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
objectListNode = objectListNode->next;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
} // namespace fallout
|
||||
|
|
|
@ -100,6 +100,7 @@ int _obj_load_dude(File* stream);
|
|||
void _obj_fix_violence_settings(int* fid);
|
||||
|
||||
Object* objectTypedFindById(int id, int type);
|
||||
bool isExitGridAt(int tile, int elevation);
|
||||
|
||||
} // namespace fallout
|
||||
|
||||
|
|
Loading…
Reference in New Issue