Zombie Update (by Flugente)

- new variables for additional strength, dexterity, agility, wisdom and experience level due to drugs, traits etc.
- new flagmask for soldiers (so no new variables have to be added in the future)
- fix: stat-altering drugs work again and can now have a higher magnitude
- drug-altered stats now show up purple
- fix: option screen help texts were missing

WARING! This will break savegame compatibility

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5325 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-06-02 15:50:54 +00:00
parent defef00330
commit 4750b07f16
38 changed files with 339 additions and 326 deletions
+5 -4
View File
@@ -306,7 +306,8 @@ BOOLEAN AttemptToLockDoor( SOLDIERTYPE * pSoldier, DOOR * pDoor )
BOOLEAN AttemptToCrowbarLock( SOLDIERTYPE * pSoldier, DOOR * pDoor )
{
INT32 iResult;
INT8 bStress, bSlot;
INT16 bStress;
INT8 bSlot;
bSlot = FindUsableCrowbar( pSoldier );
if ( bSlot == ITEM_NOT_FOUND )
@@ -339,7 +340,7 @@ BOOLEAN AttemptToCrowbarLock( SOLDIERTYPE * pSoldier, DOOR * pDoor )
}
// possibly damage crowbar
bStress = __min( EffectiveStrength( pSoldier ), LockTable[pDoor->ubLockID].ubSmashDifficulty + 30 );
bStress = __min( EffectiveStrength( pSoldier, FALSE ), LockTable[pDoor->ubLockID].ubSmashDifficulty + 30 );
// reduce crowbar status by random % between 0 and 5%
DamageObj( &(pSoldier->inv[ bSlot ]), (INT8) PreRandom( bStress / 20 ) );
@@ -597,7 +598,7 @@ BOOLEAN AttemptToUntrapDoor( SOLDIERTYPE * pSoldier, DOOR * pDoor )
BOOLEAN ExamineDoorForTraps( SOLDIERTYPE * pSoldier, DOOR * pDoor )
{
// Check to see if there is a trap or not on this door
INT8 bDetectLevel;
INT16 bDetectLevel;
if (pDoor->ubTrapID == NO_TRAP)
{
@@ -632,7 +633,7 @@ BOOLEAN ExamineDoorForTraps( SOLDIERTYPE * pSoldier, DOOR * pDoor )
BOOLEAN HasDoorTrapGoneOff( SOLDIERTYPE * pSoldier, DOOR * pDoor )
{
// Check to see if the soldier causes the trap to go off
INT8 bDetectLevel;
INT16 bDetectLevel;
if (pDoor->ubTrapID != NO_TRAP)
{