Disease update:

- <InfectionChance_WOUND_FIRE> can cause infections when taking fire damage
- <InfectionChance_WOUND_GAS> can cause infections when taking non-fire gas damage
- <fSpecialFlagLimitedUseArms> causes the infected to be unable to use one arm
- <fSpecialFlagLimitedUseLegs> causes the infected to be unable to run, and walk and travel slowly
- JA2_options.ini option DISEASE_SEVERE_LIMITATIONS controls whether <fSpecialFlagContractDisability>, <fSpecialFlagLimitedUseArms> and <fSpecialFlagLimitedUseLegs> are used

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22099&goto=360451&#msg_360451

- Gas damage split up in fire and non-fire damage.
- Flamethrower projectile damaged is affected by fire resistance.

Requires GameDir >= r2553.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8828 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2020-06-25 22:42:44 +00:00
parent 4e86046d0c
commit 098dc8e280
36 changed files with 694 additions and 89 deletions
+83 -2
View File
@@ -324,7 +324,8 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
Item[usHandItem].usItemClass != IC_MEDKIT &&
!Item[usHandItem].gascan &&
!ItemCanBeAppliedToOthers(usHandItem) &&
!HasItemFlag(usHandItem, EMPTY_BLOOD_BAG))
!HasItemFlag(usHandItem, EMPTY_BLOOD_BAG) &&
!HasItemFlag( usHandItem, MEDICAL_SPLINT ) )
{
if (pTargetSoldier->bTeam == gbPlayerNum || pTargetSoldier->aiData.bNeutral)
{
@@ -1555,7 +1556,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
}
}
// Flugente: apply misc items to other soldiers
// Flugente: take blood from a donor
if ( HasItemFlag( usHandItem, EMPTY_BLOOD_BAG ) )
{
// ATE: AI CANNOT GO THROUGH HERE!
@@ -1635,6 +1636,86 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
}
}
// Flugente: apply medical splint
if ( HasItemFlag( usHandItem, MEDICAL_SPLINT ) )
{
// ATE: AI CANNOT GO THROUGH HERE!
BOOLEAN fHadToUseCursorPos = FALSE;
// See if we can get there to stab
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == -1 )
{
// Try another location...
sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == -1 )
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
}
// Calculate AP costs...
sAPCost = GetAPsToApplyItem( pSoldier, sActionGridNo );
sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
// if we are at the action gridno, the item is a bomb, but nobody is at the gridno, do not apply and do not return - we will plant the bomb instead (handlded later in this function)
if ( Item[usHandItem].usItemClass == IC_BOMB && pSoldier->sGridNo == sActionGridNo && WhoIsThere2( usMapPos, pSoldier->pathing.bLevel ) == NOBODY )
{
;
}
else if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
// OK, set UI
SetUIBusy( pSoldier->ubID );
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_MEDICALSPLINT;
if ( fHadToUseCursorPos )
{
pSoldier->aiData.sPendingActionData2 = usMapPos;
}
else
{
if ( pTargetSoldier != NULL )
{
pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo;
}
else
{
pSoldier->aiData.sPendingActionData2 = sGridNo;
}
}
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->EVENT_SoldierApplySplintToPerson( sAdjustedGridNo, ubDirection );
UnSetUIBusy( pSoldier->ubID );
}
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_NOAPS );
}
}
if ( Item[usHandItem].canandstring )
{
STRUCTURE *pStructure;