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added new disability "Self-Harming"
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8359 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -23,6 +23,7 @@
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#include "Drugs And Alcohol.h" // added by Flugente for HourlyDrugUpdate()
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#include "Interface.h" // added by Flugente
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#include "SkillCheck.h" // added by Flugente
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#include "Isometric Utils.h" // added by Flugente for NOWHERE
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#endif
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#include "Luaglobal.h"
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@@ -45,6 +46,7 @@
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void HourlyQuestUpdate();
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void HourlyLarryUpdate();
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void HourlySmokerUpdate();
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void HourlyDisabilityUpdate();
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void HourlyStealUpdate(); // Flugente: certain characters might steal equipment (backgrounds)
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void HourlySnitchUpdate(); // anv: decreasing cooldown after exposition
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@@ -121,6 +123,8 @@ CHAR16 zString[128];
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HourlySmokerUpdate( );
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HourlyDisabilityUpdate();
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HourlyStealUpdate();
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HourlySnitchUpdate();
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@@ -550,6 +554,86 @@ void HourlySmokerUpdate( )
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}
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}
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void HourlyDisabilityUpdate( )
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{
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SOLDIERTYPE* pSoldier = NULL;
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SOLDIERTYPE* pOtherSoldier = NULL;
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for ( UINT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt )
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{
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pSoldier = MercPtrs[cnt];
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if ( pSoldier && pSoldier->bActive && !pSoldier->flags.fMercAsleep )
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{
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// possibl self-harm
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if ( Chance(20) && DoesMercHaveDisability( pSoldier, SELF_HARM ) )
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{
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// don't do this if we are at low health, or in combat, or travelling, or a patient or doctor
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// only do this if we are rather healed
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if ( pSoldier->stats.bLife >= OKLIFE && pSoldier->stats.bLifeMax > 0 && (FLOAT)(pSoldier->stats.bLife) / (FLOAT)(pSoldier->stats.bLifeMax) > 0.9f
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&& !pSoldier->flags.fBetweenSectors && !gTacticalStatus.fEnemyInSector
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&& !IS_PATIENT( pSoldier->bAssignment ) && pSoldier->bAssignment != IN_TRANSIT )
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{
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// anv: snitches stop mercs from getting wasted
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BOOLEAN fSnitchStoppedBehaviour = FALSE;
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for ( INT32 cnt2 = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt2 <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt2 )
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{
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pOtherSoldier = MercPtrs[cnt2];
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// note - snitches stop others, but can get wasted themselves (if they have drug use specifically set in background...)
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if ( pOtherSoldier && !pOtherSoldier->flags.fBetweenSectors && pOtherSoldier->bActive && !pOtherSoldier->flags.fMercAsleep && pSoldier->ubProfile != pOtherSoldier->ubProfile )
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{
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if ( ProfileHasSkillTrait( pOtherSoldier->ubProfile, SNITCH_NT ) && !(pSoldier->usSoldierFlagMask2 & SOLDIER_PREVENT_MISBEHAVIOUR_OFF) )
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{
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if ( pSoldier->sSectorX == pOtherSoldier->sSectorX && pSoldier->sSectorY == pOtherSoldier->sSectorY && pSoldier->bSectorZ == pOtherSoldier->bSectorZ )
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{
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UINT16 bPreventChance = (EffectiveLeadership( pOtherSoldier ) + EffectiveExpLevel( pOtherSoldier ) / 2);
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if ( gGameOptions.fNewTraitSystem )
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{
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bPreventChance += 25 * NUM_SKILL_TRAITS( pOtherSoldier, SQUADLEADER_NT );
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bPreventChance -= 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_NT );
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}
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else
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{
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bPreventChance -= 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_OT );
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}
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// keep 1% chance no matter what
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bPreventChance = max( 0, min( 99, bPreventChance ) );
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if ( Chance( bPreventChance ) )
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{
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// merc is not amused by being prevented
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HandleMoraleEvent( pSoldier, MORALE_PREVENTED_MISBEHAVIOUR, pSoldier->sSectorX, pSoldier->sSectorX, pSoldier->bSectorZ );
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// also here would be a place for dynamic relationship decrease between them
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// Flugente: then lets do that, shall we?
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AddOpinionEvent( pSoldier->ubProfile, pOtherSoldier->ubProfile, OPINIONEVENT_SNITCHINTERFERENCE );
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fSnitchStoppedBehaviour = TRUE;
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continue;
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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 ( !fSnitchStoppedBehaviour )
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{
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// take damage, but not bleeding damage (otherwise we'd constantly have to check in on this merc and manually bandage them, which is tedious)
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INT8 oldbleeding = pSoldier->bBleeding;
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pSoldier->SoldierTakeDamage( 0, 1, 0, TAKE_DAMAGE_BLADE, pSoldier->ubID, NOWHERE, 0, FALSE );
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pSoldier->bBleeding = oldbleeding;
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// Flugente: dynamic opinions
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HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, 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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}
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// anv: decrease exposed snitch cooldown (for simplified exposition handling)
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void HourlySnitchUpdate()
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{
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