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- Fix: CHANCE_SAY_ANNOYING_PHRASE wasn't used in english when spotting enemies
- removed obsolete drug code - if health is changed by drugs, display that via damage floater git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7899 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+19
-566
@@ -21,7 +21,18 @@
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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INT32 giDrunkModifier[] =
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{
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100, // Sober
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75, // Feeling good,
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65, // Bporderline
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50, // Drunk
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100, // HungOver
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};
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#define HANGOVER_AP_REDUCE 5
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#define HANGOVER_BP_REDUCE 200
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BOOLEAN ApplyDrugs_New( SOLDIERTYPE *pSoldier, UINT16 usItem, UINT16 uStatusUsed )
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{
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@@ -200,6 +211,9 @@ void HandleEndTurnDrugAdjustments_New( SOLDIERTYPE *pSoldier )
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// some effects are handled here
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if ( pSoldier->newdrugs.size[DRUG_EFFECT_HP] )
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{
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// note the current hp
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INT8 oldlife = pSoldier->stats.bLife;
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// increase life
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pSoldier->stats.bLife = __min( pSoldier->stats.bLife + pSoldier->newdrugs.size[DRUG_EFFECT_HP], pSoldier->stats.bLifeMax );
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@@ -219,6 +233,10 @@ void HandleEndTurnDrugAdjustments_New( SOLDIERTYPE *pSoldier )
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// got to reduce amount of bleeding
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pSoldier->bBleeding = (pSoldier->stats.bLifeMax - pSoldier->stats.bLife);
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}
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// display health change next time we are in tactical
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pSoldier->flags.fDisplayDamage = TRUE;
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pSoldier->sDamage -= pSoldier->stats.bLife - oldlife;
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}
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pSoldier->bExtraStrength += pSoldier->newdrugs.size[DRUG_EFFECT_STR];
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@@ -317,494 +335,6 @@ BOOLEAN DoesMercHavePersonality( SOLDIERTYPE *pSoldier, UINT8 aVal )
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return FALSE;
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}
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//-------------------------------------------------------
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/*UINT8 ubDrugTravelRate[] = { 4, 2 };
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UINT8 ubDrugWearoffRate[] = { 2, 2 };
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UINT8 ubDrugEffect[] = { 15, 8 };
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UINT8 ubDrugSideEffect[] = { 20, 10 };
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UINT8 ubDrugSideEffectRate[] = { 2, 1 };*/
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INT32 giDrunkModifier[] =
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{
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100, // Sober
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75, // Feeling good,
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65, // Bporderline
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50, // Drunk
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100, // HungOver
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};
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#define HANGOVER_AP_REDUCE 5
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#define HANGOVER_BP_REDUCE 200
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/*BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
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{
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UINT32 ubDrugType;
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INT8 bRegenPointsGained;
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UINT16 usItem;
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usItem = pObject->usItem;
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// Determine what type of drug....
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ubDrugType = Item[usItem].drugtype;
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// If not a drug, return
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if ( ubDrugType == 0 )
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{
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return( FALSE );
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}
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// do switch for Larry!!
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if ( pSoldier->ubProfile == LARRY_NORMAL )
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{
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pSoldier = SwapLarrysProfiles( pSoldier );
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}
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else if ( pSoldier->ubProfile == LARRY_DRUNK )
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{
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gMercProfiles[ LARRY_DRUNK ].bNPCData = 0;
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}
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BOOLEAN consumeitem = TRUE;
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// if item is also a food item, don't use it up here, it will be consumed in ApplyFood, which will be called afterwards
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UINT32 foodtype = Item[pObject->usItem].foodtype;
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// if not a food item, nothing to see here
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if ( gGameOptions.fFoodSystem && foodtype > 0 )
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consumeitem = FALSE;
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// Flugente: we have to check for every single type of drug ( a drug applied may consist of several 'pure' drug types)
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for (UINT8 i = DRUG_TYPE_ADRENALINE; i < DRUG_TYPE_MAX; ++i)
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{
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UINT32 drugtestflag = (1 << i); // comparing with this flag will determine the drug
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// we do not actually test for DRUG_REGENERATION, because that is checked afterwards separately
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if ( (drugtestflag & DRUG_REGENERATION ) != 0 )
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continue;
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if ( (ubDrugType & drugtestflag) != 0 )
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{
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// Add effects
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pSoldier->AddDrugValues( i, Drug[i].ubDrugEffect, Drug[i].ubDrugTravelRate, Drug[i].ubDrugSideEffect );
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// ATE: Make guy collapse from heart attack if too much stuff taken....
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if ( pSoldier->drugs.bDrugSideEffectRate[ i ] > ( Drug[i].ubDrugSideEffect * 3 ) )
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{
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// Keel over...
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DeductPoints( pSoldier, 0, 10000 );
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - if our stat is damaged through facility event, make it healable
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// Permanently lower certain stats...
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if ( gGameOptions.fNewTraitSystem )
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{
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// WISDOM decrease
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if ( pSoldier->stats.bWisdom > 5 )
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{
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pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_WISDOM ] += 5;
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pSoldier->stats.bWisdom -= 5;
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}
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else
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{
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pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_WISDOM ] += (pSoldier->stats.bWisdom - 1);
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pSoldier->stats.bWisdom = 1;
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}
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// DEXTERITY decrease
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if ( pSoldier->stats.bDexterity > 5 )
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{
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pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_DEXTERITY ] += 5;
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pSoldier->stats.bDexterity -= 5;
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}
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else
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{
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pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_DEXTERITY ] += (pSoldier->stats.bDexterity - 1);
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pSoldier->stats.bDexterity = 1;
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}
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// STRENGTH decrease
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if ( pSoldier->stats.bStrength > 5 )
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{
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pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_STRENGTH ] += 5;
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pSoldier->stats.bStrength -= 5;
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}
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else
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{
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pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_STRENGTH ] += (pSoldier->stats.bStrength - 1);
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pSoldier->stats.bStrength = 1;
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}
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// AGILITY decrease
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if ( pSoldier->stats.bAgility > 5 )
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{
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pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_AGILITY ] += 5;
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pSoldier->stats.bAgility -= 5;
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}
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else
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{
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pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_AGILITY ] += (pSoldier->stats.bAgility - 1);
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pSoldier->stats.bAgility = 1;
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}
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}
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else // old system
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{
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pSoldier->stats.bAgility = __max(1, pSoldier->stats.bWisdom-5);
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pSoldier->stats.bDexterity = __max(1, pSoldier->stats.bDexterity-5);
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pSoldier->stats.bStrength = __max(1, pSoldier->stats.bStrength-5);
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pSoldier->stats.bAgility = __max(1, pSoldier->stats.bAgility-5);
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// make those stats RED for a while...
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// SANDRO - we don't need to do this with new system, as we simply show all damaged stats in red until healed
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pSoldier->timeChanges.uiChangeWisdomTime = GetJA2Clock();
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pSoldier->usValueGoneUp &= ~( WIS_INCREASE );
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pSoldier->timeChanges.uiChangeDexterityTime = GetJA2Clock();
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pSoldier->usValueGoneUp &= ~( DEX_INCREASE );
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pSoldier->timeChanges.uiChangeStrengthTime = GetJA2Clock();
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pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
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pSoldier->timeChanges.uiChangeAgilityTime = GetJA2Clock();
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pSoldier->usValueGoneUp &= ~( AGIL_INCREASE );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// export stat changes to profile
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gMercProfiles[ pSoldier->ubProfile ].bWisdom = pSoldier->stats.bWisdom;
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gMercProfiles[ pSoldier->ubProfile ].bDexterity = pSoldier->stats.bDexterity;
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gMercProfiles[ pSoldier->ubProfile ].bStrength = pSoldier->stats.bStrength;
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gMercProfiles[ pSoldier->ubProfile ].bAgility = pSoldier->stats.bAgility;
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// SANDRO - merc records - stat damaged
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gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
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}
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// Flugente: if this can cure a disease, do so
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if ( Drug[i].ubDiseaseCure > 0 )
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{
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// we cure exactly enough to cure an outbreak
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// Drug[i].ubDiseaseCure - 1 - the xml value is simply one higher than the disease type, otherwise we couldn't identify disease 0
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pSoldier->AddDiseasePoints( Drug[i].ubDiseaseCure - 1, -Disease[Drug[i].ubDiseaseCure - 1].sInfectionPtsOutbreak );
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}
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}
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}
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if ( (ubDrugType & DRUG_REGENERATION) != 0 )
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{
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// each use of a regen booster over 1, each day, reduces the effect
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bRegenPointsGained = REGEN_POINTS_PER_BOOSTER * (*pObject)[0]->data.objectStatus / 100;
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// are there fractional %s left over?
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if ( ( (*pObject)[0]->data.objectStatus % (100 / REGEN_POINTS_PER_BOOSTER ) ) != 0 )
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{
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// chance of an extra point
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if ( PreRandom( 100 / REGEN_POINTS_PER_BOOSTER ) < (UINT32) ( (*pObject)[0]->data.objectStatus % (100 / REGEN_POINTS_PER_BOOSTER ) ) )
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{
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++bRegenPointsGained;
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}
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}
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bRegenPointsGained -= pSoldier->bRegenBoostersUsedToday;
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if (bRegenPointsGained > 0)
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{
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// can't go above the points you get for a full boost
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pSoldier->bRegenerationCounter = __min( pSoldier->bRegenerationCounter + bRegenPointsGained, REGEN_POINTS_PER_BOOSTER );
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}
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pSoldier->bRegenBoostersUsedToday++;
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// set flag: we are on drugs
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pSoldier->usSoldierFlagMask |= SOLDIER_DRUGGED;
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}
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// increase drug counter if not alcoholic drug
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if ( usItem != ALCOHOL && usItem != WINE && usItem != BEER )
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{
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if ( gMercProfiles[ pSoldier->ubProfile ].ubNumTimesDrugUseInLifetime != 255 )
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{
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gMercProfiles[ pSoldier->ubProfile ].ubNumTimesDrugUseInLifetime++;
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}
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}
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// ATE: use kit points...
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if ( consumeitem )
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{
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if ( usItem == ALCOHOL )
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UseKitPoints( pObject, 10, pSoldier );
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else if ( usItem == WINE )
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UseKitPoints( pObject, 20, pSoldier );
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else if ( usItem == BEER )
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UseKitPoints( pObject, 100, pSoldier );
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else
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{
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UINT16 ptsused = (*pObject)[0]->data.objectStatus;
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gCampaignStats.AddConsumption(CAMPAIGN_CONSUMED_MEDICAL, (FLOAT)(ptsused * Item[usItem].ubWeight / 100.0) );
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// remove object
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pObject->RemoveObjectsFromStack(1);
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}
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}
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if ( (ubDrugType & DRUG_ALCOHOL) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_DRANK_SOME ], pSoldier->GetName(), ShortItemNames[ usItem ] );
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// Flugente: dynamic opinions
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HandleDynamicOpinionTeamDrinking( pSoldier );
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}
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_TOOK_DRUG ], pSoldier->GetName() );
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}
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// Dirty panel
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fInterfacePanelDirty = DIRTYLEVEL2;
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if ( !consumeitem )
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ApplyFood( pSoldier, pObject, TRUE, TRUE );
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return( TRUE );
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}*/
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/*void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier )
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{
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INT32 cnt, cnt2;
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INT32 iNumLoops;
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// if were not on drugs, nothing to do here
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if ( ( pSoldier->usSoldierFlagMask & SOLDIER_DRUGGED ) == 0 )
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return;
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// We test for every 'pure' drug separately
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for (cnt = DRUG_TYPE_ADRENALINE; cnt < DRUG_TYPE_MAX; ++cnt)
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{
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// omit DRUG_TYPE_REGENERATION, because that is checked afterwards separately
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if ( cnt == DRUG_TYPE_REGENERATION )
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continue;
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// If side effect aret is non-zero....
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if ( pSoldier->drugs.bDrugSideEffectRate[ cnt ] > 0 )
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{
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// Subtract some...
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pSoldier->drugs.bDrugSideEffect[ cnt ] -= pSoldier->drugs.bDrugSideEffectRate[ cnt ];
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// If we're done, we're done!
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if ( pSoldier->drugs.bDrugSideEffect[ cnt ] <= 0 )
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{
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pSoldier->drugs.bDrugSideEffect[ cnt ] = 0;
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pSoldier->drugs.bDrugSideEffectRate[ cnt ] = 0;
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fInterfacePanelDirty = DIRTYLEVEL1;
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}
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}
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// IF drug rate is -ve, it's being worn off...
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if ( pSoldier->drugs.bDrugEffectRate[ cnt ] < 0 )
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{
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pSoldier->drugs.bDrugEffect[ cnt ] -= ( -1 * pSoldier->drugs.bDrugEffectRate[ cnt ] );
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// Have we run out?
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if ( pSoldier->drugs.bDrugEffect[ cnt ] <= 0 )
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{
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pSoldier->drugs.bDrugEffect[ cnt ] = 0;
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// Dirty panel
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fInterfacePanelDirty = DIRTYLEVEL2;
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// Start the bad news!
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pSoldier->drugs.bDrugSideEffectRate[ cnt ] = Drug[cnt].ubDrugSideEffectRate;
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// The drug rate is 0 now too
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pSoldier->drugs.bDrugEffectRate[ cnt ] = 0;
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// morale downer only if side effect exists and this effect is allowed for a drug
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if ( Drug[cnt].ubDrugSideEffect > 0 && Drug[cnt].ubMoralBacklash > 0 )
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{
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// Once for each 'level' of crash....
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iNumLoops = ( pSoldier->drugs.bDrugSideEffect[ cnt ] / Drug[cnt].ubDrugSideEffect ) + 1;
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for ( cnt2 = 0; cnt2 < iNumLoops; ++cnt2 )
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{
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// OK, give a much BIGGER morale downer
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if ( cnt == DRUG_TYPE_ALCOHOL )
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{
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HandleMoraleEvent( pSoldier, MORALE_ALCOHOL_CRASH, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
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}
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else
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{
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HandleMoraleEvent( pSoldier, MORALE_DRUGS_CRASH, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
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}
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}
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}
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}
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}
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// Add increase ineffect....
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if ( pSoldier->drugs.bDrugEffectRate[ cnt ] > 0 )
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{
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// Seap some in....
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pSoldier->drugs.bFutureDrugEffect[ cnt ] -= pSoldier->drugs.bDrugEffectRate[ cnt ];
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pSoldier->drugs.bDrugEffect[ cnt ] += pSoldier->drugs.bDrugEffectRate[ cnt ];
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// Refresh morale w/ new drug value...
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RefreshSoldierMorale( pSoldier );
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// Check if we need to stop 'adding'
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if ( pSoldier->drugs.bFutureDrugEffect[ cnt ] <= 0 )
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{
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pSoldier->drugs.bFutureDrugEffect[ cnt ] = 0;
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// Change rate to -ve..
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pSoldier->drugs.bDrugEffectRate[ cnt ] = -Drug[cnt].ubDrugWearoffRate;
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}
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}
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}
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if ( pSoldier->bRegenerationCounter > 0)
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{
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// increase life
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pSoldier->stats.bLife = __min( pSoldier->stats.bLife + LIFE_GAIN_PER_REGEN_POINT, pSoldier->stats.bLifeMax );
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//SANDRO - Insta-healable injury reduction
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if( pSoldier->iHealableInjury > 0 )
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{
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pSoldier->iHealableInjury = max(0, (pSoldier->iHealableInjury - (100 * LIFE_GAIN_PER_REGEN_POINT)));
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}
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if ( pSoldier->stats.bLife == pSoldier->stats.bLifeMax )
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{
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pSoldier->bBleeding = 0;
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pSoldier->iHealableInjury = 0;
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}
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else if ( pSoldier->bBleeding + pSoldier->stats.bLife > pSoldier->stats.bLifeMax )
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{
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// got to reduce amount of bleeding
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pSoldier->bBleeding = (pSoldier->stats.bLifeMax - pSoldier->stats.bLife);
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}
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// decrement counter
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pSoldier->bRegenerationCounter--;
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}
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// Flugente: always do the following checks. Thereby, if the effect runs out, our stats will be back to normal
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//////////////// STRENGTH ////////////////
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pSoldier->bExtraStrength = pSoldier->drugs.bDrugEffect[ DRUG_TYPE_STRENGTH ] - pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_STRENGTH ];
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//////////////// DEXTERITY ////////////////
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pSoldier->bExtraDexterity = pSoldier->drugs.bDrugEffect[ DRUG_TYPE_DEXTERITY ] - pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_DEXTERITY ];
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//////////////// AGILITY ////////////////
|
||||
pSoldier->bExtraAgility = pSoldier->drugs.bDrugEffect[ DRUG_TYPE_AGILITY ] - pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_AGILITY ];
|
||||
|
||||
//////////////// WISDOM ////////////////
|
||||
pSoldier->bExtraWisdom = pSoldier->drugs.bDrugEffect[ DRUG_TYPE_WISDOM ] - pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_WISDOM ];
|
||||
|
||||
// if our sideeffect count is 1 (which should occur a while AFTER we took the drug), we suddenly become blind for a few turns...
|
||||
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_BLIND ] == 0 && pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_BLIND ] == 1 )
|
||||
{
|
||||
pSoldier->bBlindedCounter = 3;
|
||||
}
|
||||
|
||||
// if our sideeffect count is 1 (which should occur a while AFTER we took the drug), we get a heart-attack and get knocked out...
|
||||
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_KNOCKOUT ] == 0 && pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_KNOCKOUT ] == 1 )
|
||||
{
|
||||
// Keel over...
|
||||
DeductPoints( pSoldier, 0, 20000 );
|
||||
}
|
||||
|
||||
// if we have a life damaging effect, deduct life points
|
||||
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_LIFEDAMAGE ] == 0 && pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_LIFEDAMAGE ] > 0 )
|
||||
{
|
||||
pSoldier->EVENT_SoldierGotHit( 0, 10, 0, pSoldier->ubDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, pSoldier->bAimShotLocation, 0, -1 );
|
||||
}
|
||||
|
||||
// etorphine stuns while it lasts. It can also damage and possibly kill the target if overdosed. The dosage depends on our bodytype
|
||||
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_STUNANDKILL ] )
|
||||
{
|
||||
// Keel over...
|
||||
DeductPoints( pSoldier, 0, 20000 );
|
||||
|
||||
UINT8 bodyweight = 10;
|
||||
switch ( pSoldier->ubBodyType )
|
||||
{
|
||||
case REGMALE:
|
||||
case MANCIV:
|
||||
bodyweight = 10;
|
||||
break;
|
||||
|
||||
case BIGMALE:
|
||||
case STOCKYMALE:
|
||||
bodyweight = 12;
|
||||
break;
|
||||
|
||||
case REGFEMALE:
|
||||
bodyweight = 9;
|
||||
break;
|
||||
|
||||
case ADULTFEMALEMONSTER:
|
||||
case AM_MONSTER:
|
||||
bodyweight = 30;
|
||||
break;
|
||||
|
||||
case YAF_MONSTER:
|
||||
case YAM_MONSTER:
|
||||
bodyweight = 20;
|
||||
break;
|
||||
|
||||
case LARVAE_MONSTER:
|
||||
bodyweight = 4;
|
||||
break;
|
||||
|
||||
case INFANT_MONSTER:
|
||||
bodyweight = 10;
|
||||
break;
|
||||
|
||||
case QUEENMONSTER:
|
||||
bodyweight = 100;
|
||||
break;
|
||||
|
||||
case FATCIV:
|
||||
case MINICIV:
|
||||
case DRESSCIV:
|
||||
bodyweight = 8;
|
||||
break;
|
||||
|
||||
case HATKIDCIV:
|
||||
case KIDCIV:
|
||||
bodyweight = 4;
|
||||
break;
|
||||
|
||||
case CRIPPLECIV:
|
||||
bodyweight = 7;
|
||||
break;
|
||||
|
||||
case COW:
|
||||
bodyweight = 20;
|
||||
break;
|
||||
|
||||
case CROW:
|
||||
bodyweight = 1;
|
||||
break;
|
||||
|
||||
case BLOODCAT:
|
||||
bodyweight = 20;
|
||||
break;
|
||||
|
||||
case ROBOTNOWEAPON:
|
||||
case HUMVEE:
|
||||
case TANK_NW:
|
||||
case TANK_NE:
|
||||
case ELDORADO:
|
||||
case ICECREAMTRUCK:
|
||||
case JEEP:
|
||||
// this should not happen anyway...
|
||||
bodyweight = 100;
|
||||
break;
|
||||
}
|
||||
|
||||
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_STUNANDKILL ] > bodyweight )
|
||||
{
|
||||
if ( Chance( 10 * (pSoldier->drugs.bDrugEffect[ DRUG_TYPE_STUNANDKILL ] - bodyweight) ) )
|
||||
pSoldier->EVENT_SoldierGotHit( 0, 400, 0, pSoldier->ubDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, pSoldier->bAimShotLocation, 0, -1 );
|
||||
}
|
||||
}
|
||||
|
||||
// if all drug effects have ended, delete flag
|
||||
if ( !MercUnderTheInfluence(pSoldier) )
|
||||
pSoldier->usSoldierFlagMask &= ~SOLDIER_DRUGGED;
|
||||
}*/
|
||||
|
||||
void HandleAPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *pubPoints )
|
||||
{
|
||||
*pubPoints += pSoldier->newdrugs.size[DRUG_EFFECT_AP];
|
||||
@@ -832,69 +362,11 @@ void HandleBPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *psPointReduction )
|
||||
}
|
||||
}
|
||||
|
||||
/*void HandleDamageResistanceEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT32 *psPointReduction )
|
||||
{
|
||||
// Are we in a side effect or good effect?
|
||||
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_RESISTANCE ] )
|
||||
{
|
||||
// Adjust!
|
||||
(*psPointReduction) += pSoldier->drugs.bDrugEffect[ DRUG_TYPE_RESISTANCE ];
|
||||
}
|
||||
else if ( pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_RESISTANCE ] )
|
||||
{
|
||||
// Adjust!
|
||||
(*psPointReduction) -= pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_RESISTANCE ];
|
||||
}
|
||||
}*/
|
||||
|
||||
/*INT8 GetDrunkLevel( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
INT8 bNumDrinks;
|
||||
|
||||
// If we have a -ve effect ...
|
||||
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_ALCOHOL ] == 0 && pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_ALCOHOL ] == 0 )
|
||||
{
|
||||
return( SOBER );
|
||||
}
|
||||
|
||||
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_ALCOHOL ] == 0 && pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_ALCOHOL ] != 0 )
|
||||
{
|
||||
return( HUNGOVER );
|
||||
}
|
||||
|
||||
// Calculate how many dinks we have had....
|
||||
bNumDrinks = ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_ALCOHOL ] / Drug[DRUG_TYPE_ALCOHOL].ubDrugEffect );
|
||||
|
||||
if ( bNumDrinks <= 3 )
|
||||
{
|
||||
return( FEELING_GOOD );
|
||||
}
|
||||
else if ( bNumDrinks <= 4 )
|
||||
{
|
||||
return( BORDERLINE );
|
||||
}
|
||||
else
|
||||
{
|
||||
return( DRUNK );
|
||||
}
|
||||
}*/
|
||||
|
||||
INT32 EffectStatForBeingDrunk( SOLDIERTYPE *pSoldier, INT32 iStat )
|
||||
{
|
||||
return( ( iStat * giDrunkModifier[ GetDrunkLevel( pSoldier ) ] / 100 ) );
|
||||
}
|
||||
|
||||
/*BOOLEAN MercUnderTheInfluence( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
for (UINT8 cnt = DRUG_TYPE_ADRENALINE; cnt < DRUG_TYPE_MAX; ++cnt)
|
||||
{
|
||||
if ( MercUnderTheInfluence(pSoldier, cnt) )
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return( FALSE );
|
||||
}*/
|
||||
|
||||
BOOLEAN MercDruggedOrDrunk( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
if ( pSoldier->newdrugs.drinkstaken )
|
||||
@@ -906,25 +378,6 @@ BOOLEAN MercDruggedOrDrunk( SOLDIERTYPE *pSoldier )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*BOOLEAN MercUnderTheInfluence( SOLDIERTYPE *pSoldier, UINT8 aDrugType )
|
||||
{
|
||||
// in case of wrong inout, stay safe
|
||||
if ( aDrugType >= DRUG_TYPE_MAX )
|
||||
return( FALSE );
|
||||
|
||||
// Are we in a side effect or good effect?
|
||||
if ( pSoldier->drugs.bDrugEffect[ aDrugType ] )
|
||||
return( TRUE );
|
||||
|
||||
if ( pSoldier->drugs.bDrugSideEffect[ aDrugType ] )
|
||||
return( TRUE );
|
||||
|
||||
if ( pSoldier->bRegenerationCounter > 0)
|
||||
return( TRUE );
|
||||
|
||||
return( FALSE );
|
||||
}*/
|
||||
|
||||
BOOLEAN MercDrugged( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
return (pSoldier->usSoldierFlagMask & SOLDIER_DRUGGED);
|
||||
|
||||
Reference in New Issue
Block a user