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
+74 -2
View File
@@ -46,6 +46,7 @@
#include "Campaign Types.h"
//#include "Queen Command.h"
#include "text.h" // added by Flugente
#endif
#include "Animation Control.h"
@@ -2268,8 +2269,20 @@ void CreateZombiefromCorpse( ROTTING_CORPSE * pCorpse, UINT16 usAnimState )
pNewSoldier->bPoisonAbsorption = 200 + Random(100);
//////////////////////////////////////////////////////////////////////
memcpy( &(pNewSoldier->name), &(pCorpse->name), sizeof(CHAR16) * 10 );
pNewSoldier->name[9] = '\0';
if ( !memcmp( pCorpse->name, TacticalStr[ CIV_TEAM_MINER_NAME ], sizeof(pCorpse->name) )
|| !memcmp( pCorpse->name, TacticalStr[ MILITIA_TEAM_MERC_NAME ], sizeof(pCorpse->name) )
|| !memcmp( pCorpse->name, TacticalStr[ CREATURE_TEAM_MERC_NAME ], sizeof(pCorpse->name) )
|| !memcmp( pCorpse->name, TacticalStr[ CIV_TEAM_MERC_NAME ], sizeof(pCorpse->name) )
|| !memcmp( pCorpse->name, TacticalStr[ ZOMBIE_TEAM_MERC_NAME ], sizeof(pCorpse->name) )
|| !memcmp( pCorpse->name, TacticalStr[ ENEMY_TEAM_MERC_NAME ], sizeof(pCorpse->name) ) )
{
swprintf( pNewSoldier->name, TacticalStr[ ZOMBIE_TEAM_MERC_NAME ] );
}
else
{
memcpy( &(pNewSoldier->name), &(pCorpse->name), sizeof(CHAR16) * 10 );
pNewSoldier->name[9] = '\0';
}
// add skills according to difficulty level
switch( gGameExternalOptions.sZombieDifficultyLevel )
@@ -2369,6 +2382,65 @@ void CreateZombiefromCorpse( ROTTING_CORPSE * pCorpse, UINT16 usAnimState )
// Set a pending animation to change stance first...
//SendChangeSoldierStanceEvent( pNewSoldier, ANIM_CROUCH );
// search for armour and equip if found
if ( gGameExternalOptions.fZombieRiseWithArmour )
{
BOOLEAN fHelmetFound = FALSE;
BOOLEAN fVestFound = FALSE;
BOOLEAN fPantsFound = FALSE;
ITEM_POOL * pItemPool, * pItemPoolNext;
GetItemPool( pCorpse->def.sGridNo, &pItemPool, pCorpse->def.bLevel );
while( pItemPool && ( !fHelmetFound || !fVestFound ||!fPantsFound ) )
{
pItemPoolNext = pItemPool->pNext;
OBJECTTYPE* pObj = &(gWorldItems[ pItemPool->iItemIndex ].object);
if ( Item[ pObj->usItem ].usItemClass == IC_ARMOUR )
{
switch (Armour[Item[pObj->usItem].ubClassIndex].ubArmourClass)
{
case ARMOURCLASS_HELMET:
{
if( !fHelmetFound && AutoPlaceObject(pNewSoldier, pObj, FALSE))
{
// remove item from the ground
RemoveItemFromPool( pCorpse->def.sGridNo, pItemPool->iItemIndex, pCorpse->def.bLevel );
fHelmetFound = TRUE;
}
break;
}
case ARMOURCLASS_VEST:
{
if( !fVestFound && AutoPlaceObject(pNewSoldier, pObj, FALSE))
{
// remove item from the ground
RemoveItemFromPool( pCorpse->def.sGridNo, pItemPool->iItemIndex, pCorpse->def.bLevel );
fVestFound = TRUE;
}
break;
}
case ARMOURCLASS_LEGGINGS:
{
if( !fPantsFound && AutoPlaceObject(pNewSoldier, pObj, FALSE))
{
// remove item from the ground
RemoveItemFromPool( pCorpse->def.sGridNo, pItemPool->iItemIndex, pCorpse->def.bLevel );
fPantsFound = TRUE;
}
break;
}
default:
break;
}
}
pItemPool = pItemPoolNext;
}
}
// Change to standing,unless we can getup with an animation
pNewSoldier->EVENT_InitNewSoldierAnim( STANDING, 0, TRUE );