New feature: Diseaes affect your mercenaries. They can be contracted in varíous ways and have varying effects.

For more info, see http://www.ja-galaxy-forum.com/ubbthreads.php/topics/334918#Post334918

Requires GameDir >= r2099.

Does not break savegame compatibility.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7384 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-08-10 13:45:11 +00:00
parent 09244c2369
commit 36e9d15edc
96 changed files with 5569 additions and 1573 deletions
+4 -6
View File
@@ -1725,14 +1725,12 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
PossiblyStartEnemyTaunt( pSoldier, TAUNT_SEEK_NOISE );
else if (pSoldier->aiData.bAction == AI_ACTION_RUN_AWAY )
PossiblyStartEnemyTaunt( pSoldier, TAUNT_RUN_AWAY );
#ifdef ENABLE_ZOMBIES
if ( Random( 5 ) == 0 )
{
if ( pSoldier->IsZombie() ) // Madd: Zombies randomly moan...
pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_LAUGH1 ) );
if ( !Random( 5 ) && pSoldier->IsZombie( ) )
{
// Madd: Zombies randomly moan...
pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_LAUGH1 ) );
}
#endif
}
}
case AI_ACTION_APPROACH_MERC: // walk up to someone to talk
-8
View File
@@ -700,11 +700,9 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
STR16 tempstr;
#endif
#ifdef ENABLE_ZOMBIES
// Flugente: to prevent an accidental call
if ( pSoldier->IsZombie() )
return( ZombieDecideActionGreen(pSoldier) );
#endif
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen, orders = %d",pSoldier->aiData.bOrders));
@@ -1543,11 +1541,9 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
STR16 tempstr;
#endif
#ifdef ENABLE_ZOMBIES
// Flugente: to prevent an accidental call
if ( pSoldier->IsZombie() )
return( ZombieDecideActionYellow(pSoldier) );
#endif
if (fCivilian || (gGameExternalOptions.fAllNamedNpcsDecideAction && pSoldier->ubProfile != NO_PROFILE))
{
@@ -2422,11 +2418,9 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
(pSoldier->aiData.bNeutral && gTacticalStatus.fCivGroupHostile[pSoldier->ubCivilianGroup] == CIV_GROUP_NEUTRAL) ||
(pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );
#ifdef ENABLE_ZOMBIES
// Flugente: to prevent an accidental call
if ( pSoldier->IsZombie() )
return( ZombieDecideActionRed(pSoldier, ubUnconsciousOK) );
#endif
// WANNE: Headrock informed me that I should remove that because it needs a lot of CPU!
// HEADROCK HAM B2.7: Calculate the overall tactical situation
@@ -4353,11 +4347,9 @@ INT16 ubMinAPCost;
#endif
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionBlack: soldier = %d, orders = %d, attitude = %d",pSoldier->ubID,pSoldier->aiData.bOrders,pSoldier->aiData.bAttitude));
#ifdef ENABLE_ZOMBIES
// Flugente: to prevent an accidental call
if ( pSoldier->IsZombie() )
return( ZombieDecideActionBlack(pSoldier) );
#endif
ATTACKTYPE BestShot, BestThrow, BestStab ,BestAttack;//dnl ch69 150913
BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || pSoldier->aiData.bNeutral || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );