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'Disease->Diagnose' assignment also checks for contaminated items and marks them permanently
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8595 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -6240,6 +6240,34 @@ void HandleDiseaseDiagnosis()
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}
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}
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}
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// loop over the inventory and check for contaminated items
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BOOLEAN contaminationfound = FALSE;
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INT8 invsize = (INT8)pTeamSoldier->inv.size(); // remember inventorysize, so we don't call size() repeatedly
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for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ...
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{
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if ( pTeamSoldier->inv[bLoop].exists() )
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{
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OBJECTTYPE * pObj = &( pTeamSoldier->inv[bLoop] ); // ... get pointer for this item ...
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if ( pObj != NULL ) // ... if pointer is not obviously useless ...
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{
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for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) // ... there might be multiple items here (item stack), so for each one ...
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{
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if ( ( *pObj )[i]->data.sObjectFlag & INFECTED && !( ( *pObj )[i]->data.sObjectFlag & INFECTION_DIAGNOSED ) && Chance( skill ) )
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{
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( *pObj )[i]->data.sObjectFlag |= INFECTION_DIAGNOSED;
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contaminationfound = TRUE;
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}
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}
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}
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}
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}
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if ( contaminationfound )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, szDiseaseText[TEXT_DISEASE_CONTAMINATION_FOUND], pTeamSoldier->GetName() );
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}
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}
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@@ -4051,6 +4051,26 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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gprintfinvalidate( sNewX, sNewY, pStr );
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}
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// Flugente: if this object is contaminated and we know that, show it
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if ( gGameExternalOptions.fDisease && gGameExternalOptions.fDiseaseContaminatesItems &&
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( *pObject )[0]->data.sObjectFlag & INFECTED && ( *pObject )[0]->data.sObjectFlag & INFECTION_DIAGNOSED )
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{
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if ( !guiASSIGNMENTICONS )
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{
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VOBJECT_DESC VObjectDesc;
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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FilenameForBPP( "INTERFACE\\AssignmentIcons.sti", VObjectDesc.ImageFile );
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AddVideoObject( &VObjectDesc, &guiASSIGNMENTICONS );
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}
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sNewX = sX + 5; // rather arbitrary
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sNewY = sY;
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiASSIGNMENTICONS, 28, sNewX, sNewY, VO_BLT_TRANSSHADOW, NULL );
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RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 );
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}
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if ( gGameExternalOptions.fScopeModes && gGameExternalOptions.fDisplayScopeModes
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&& pSoldier && pObject == &(pSoldier->inv[HANDPOS] ) && Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN )
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{
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@@ -824,6 +824,7 @@ extern OBJECTTYPE gTempObject;
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#define INFECTED 0x0000001000000000 // // this item is infected with disease 0, getting damaged by this will infect you
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#define DELAYED_GRENADE_EXPLOSION 0x0000002000000000 // // grenade will blow up on next turn
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#define INFECTION_DIAGNOSED 0x0000004000000000 // // the player knows that this item is infected
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// Flugente TODO 2012-09-17: next time we break savegame compatibility, extend the flagmasks from UINT32 to UINT64. I didn't do it this time (see double-used flag above), as we try to minimise those breaks. But it is needed.
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// ----------------------------------------------------------------
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@@ -2967,6 +2967,7 @@ enum
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TEXT_DISEASE_UNDIAGNOSED,
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TEXT_DISEASE_PTSD_BUNS_SPECIAL,
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TEXT_DISEASE_CONTAMINATION_FOUND,
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};
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enum
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@@ -11008,6 +11008,7 @@ STR16 szDiseaseText[] =
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L"\n\n%s (未诊断的) - %d / %d\n", //L"\n\n%s (undiagnosed) - %d / %d\n",
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L"High amount of distress can cause a personality split\n", // TODO.Translate
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L"Contaminated items found in %s' inventory.",
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};
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STR16 szSpyText[] =
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@@ -11026,6 +11026,7 @@ STR16 szDiseaseText[] =
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L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
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L"High amount of distress can cause a personality split\n", // TODO.Translate
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L"Contaminated items found in %s' inventory.",
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};
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STR16 szSpyText[] =
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@@ -11010,6 +11010,7 @@ STR16 szDiseaseText[] =
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L"\n\n%s (undiagnosed) - %d / %d\n",
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L"High amount of distress can cause a personality split\n",
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L"Contaminated items found in %s' inventory.",
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};
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STR16 szSpyText[] =
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@@ -11008,6 +11008,7 @@ STR16 szDiseaseText[] =
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L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
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L"High amount of distress can cause a personality split\n", // TODO.Translate
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L"Contaminated items found in %s' inventory.",
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};
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STR16 szSpyText[] =
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@@ -10838,6 +10838,7 @@ STR16 szDiseaseText[] =
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L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
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L"High amount of distress can cause a personality split\n", // TODO.Translate
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L"Contaminated items found in %s' inventory.",
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};
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STR16 szSpyText[] =
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@@ -11017,6 +11017,7 @@ STR16 szDiseaseText[] =
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L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
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L"High amount of distress can cause a personality split\n", // TODO.Translate
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L"Contaminated items found in %s' inventory.",
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};
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STR16 szSpyText[] =
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@@ -11030,6 +11030,7 @@ STR16 szDiseaseText[] =
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L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
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L"High amount of distress can cause a personality split\n", // TODO.Translate
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L"Contaminated items found in %s' inventory.",
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};
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STR16 szSpyText[] =
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@@ -11010,6 +11010,7 @@ STR16 szDiseaseText[] =
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L"\n\n%s (недиагностирована) - %d / %d\n",
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L"High amount of distress can cause a personality split\n", // TODO.Translate
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L"Contaminated items found in %s' inventory.",
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};
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STR16 szSpyText[] =
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