New Feature: Drug System Overhaul. The drug system has been completely overhauled.

Requires GameDir >= r2257.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=341541&#msg_341541

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7896 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-06-28 17:47:25 +00:00
parent ceea35b0e9
commit 4d9140da57
61 changed files with 1667 additions and 871 deletions
+71 -60
View File
@@ -100,7 +100,64 @@ void AddFoodpoints( INT32& arCurrentFood, INT32 aVal )
arCurrentFood = max(arCurrentFood, FOOD_MIN);
}
BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, BOOLEAN fForceFromDrugs )
BOOLEAN DoesSoldierRefuseToEat( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
{
if ( gGameOptions.fFoodSystem )
{
// static variables to remember the last food someone was forced to eat
static UINT8 lasteater = 0;
static UINT16 lastitem = 0;
UINT32 foodtype = Item[pObj->usItem].foodtype;
if ( !foodtype )
return FALSE;
// check if we are willing to eat this: if we're filled, the merc refuses
if ( ((Food[foodtype].bFoodPoints > 0 && pSoldier->bFoodLevel > FoodMoraleMods[FOOD_MERC_REFUSAL].bThreshold) || Food[foodtype].bFoodPoints <= 0) &&
((Food[foodtype].bDrinkPoints > 0 && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_MERC_REFUSAL].bThreshold) || Food[foodtype].bDrinkPoints <= 0) )
{
// Say quote!
TacticalCharacterDialogue( pSoldier, QUOTE_PRE_NOT_SMART );
return TRUE;
}
// we have to determine wether the food is rotten, that might influence its condition and poison us
FLOAT foodcondition = (*pObj)[0]->data.bTemperature / OVERHEATING_MAX_TEMPERATURE;
// food in bad condition is harmful!
if ( foodcondition < FOOD_BAD_THRESHOLD )
{
// if we can choose to reject a food and haven't yet done so with this type of bad food, do so. Works only once
if ( (lasteater != pSoldier->ubID || lastitem != pObj->usItem) )
{
lasteater = pSoldier->ubID;
lastitem = pObj->usItem;
// notification
// do we eat or drink this stuff?
UINT8 type = AP_EAT;
if ( Food[foodtype].bDrinkPoints > Food[foodtype].bFoodPoints )
type = AP_DRINK;
if ( type == AP_EAT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_EAT], pSoldier->GetName( ), Item[pObj->usItem].szItemName );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_DRINK], pSoldier->GetName( ), Item[pObj->usItem].szItemName );
// Say quote!
TacticalCharacterDialogue( pSoldier, QUOTE_PRE_NOT_SMART );
return TRUE;
}
}
}
return FALSE;
}
BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, UINT16 usPointsToUse )
{
// static variables to remember the last food someone was forced to eat
static UINT8 lasteater = 0;
@@ -128,46 +185,13 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, B
UINT8 type = AP_EAT;
if ( Food[foodtype].bDrinkPoints > Food[foodtype].bFoodPoints )
type = AP_DRINK;
// return if we don't have enough APs
if ( !fForceFromDrugs && !EnoughPoints( pSoldier, APBPConstants[type], 0, TRUE ) )
{
return( FALSE );
}
// check if we are willing to eat this: if we're filled, the merc refuses
if ( !fForceFromDrugs && ( ( Food[foodtype].bFoodPoints > 0 && pSoldier->bFoodLevel > FoodMoraleMods[FOOD_MERC_REFUSAL].bThreshold ) || Food[foodtype].bFoodPoints <= 0 ) && ( ( Food[foodtype].bDrinkPoints > 0 && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_MERC_REFUSAL].bThreshold ) || Food[foodtype].bDrinkPoints <= 0 ) )
{
// Say quote!
TacticalCharacterDialogue( pSoldier, 61 );
return( FALSE);
}
// we have to determine wether the food is rotten, that might influence its condition and poison us
FLOAT foodcondition = (*pObject)[0]->data.bTemperature / OVERHEATING_MAX_TEMPERATURE;
// food in bad condition is harmful!
if ( !fForceFromDrugs && foodcondition < FOOD_BAD_THRESHOLD )
{
// if we can choose to reject a food and haven't yet done so with this type of bad food, do so. Works only once
if ( !fForce && ( lasteater != pSoldier->ubID || lastitem != pObject->usItem) )
{
lasteater = pSoldier->ubID;
lastitem = pObject->usItem;
// notification
if ( type == AP_EAT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_EAT], pSoldier->GetName(), Item[pObject->usItem].szItemName );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_DRINK], pSoldier->GetName(), Item[pObject->usItem].szItemName );
// Say quote!
TacticalCharacterDialogue( pSoldier, 61 );
return( FALSE);
}
if ( foodcondition < FOOD_BAD_THRESHOLD )
{
// determine the max nutritional value
INT32 maxpts = max(Food[foodtype].bFoodPoints, Food[foodtype].bDrinkPoints);
@@ -178,7 +202,7 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, B
FLOAT conditionmodifier = 0.5f * (1.0f + sqrt(foodcondition));
FLOAT percentualsize = min(Food[foodtype].ubPortionSize, (*pObject)[0]->data.objectStatus) / 100.0f;
FLOAT percentualsize = usPointsToUse / 100.0f;
INT32 foodpts = (INT32) (Food[foodtype].bFoodPoints * percentualsize * conditionmodifier );
INT32 drinkpts = (INT32) (Food[foodtype].bDrinkPoints * percentualsize * conditionmodifier );
@@ -240,17 +264,14 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, B
else if ( (*pObject)[0]->data.sObjectFlag & INFECTED && gGameExternalOptions.fDiseaseContaminatesItems )
pSoldier->Infect( 0 );
// now remove a portion of the food item (or the whole item altogether)
UINT16 ptsconsumed = UseKitPoints( pObject, Food[foodtype].ubPortionSize, pSoldier );
INT32 sBPAdjustment = 0;
// if the food is more of a drink, we also restore breath points
if ( Food[foodtype].bDrinkPoints > Food[foodtype].bFoodPoints )
{
sBPAdjustment = 2 * ptsconsumed * -(100 - pSoldier->bBreath);
sBPAdjustment = 2 * usPointsToUse * -(100 - pSoldier->bBreath);
}
DeductPoints( pSoldier, APBPConstants[type], sBPAdjustment );
DeductPoints( pSoldier, 0, sBPAdjustment );
// let it be known that we are eating
if ( pSoldier->bTeam == gbPlayerNum && gGameExternalOptions.fFoodEatingSounds )
@@ -370,7 +391,7 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
INT8 sectortemperaturemod = SectorTemperature( 0, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
// if we are heat intolerant, increase modifier
if ( sectortemperaturemod > 0 && (gMercProfiles[ pSoldier->ubProfile ].bDisability == HEAT_INTOLERANT || MercUnderTheInfluence(pSoldier, DRUG_TYPE_HEATINTOLERANT) ) )
if ( sectortemperaturemod > 0 && DoesMercHaveDisability( pSoldier, HEAT_INTOLERANT ) )
++sectortemperaturemod;
FLOAT temperaturemodifier = (FLOAT)(3 + sectortemperaturemod)/3;
@@ -648,7 +669,7 @@ void EatFromInventory( SOLDIERTYPE *pSoldier, BOOLEAN fcanteensonly )
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop) // ... for all items in our inventory ...
{
// ... if Item exists and is food ...
if (pSoldier->inv[bLoop].exists() == true && Item[pSoldier->inv[bLoop].usItem].foodtype > 0 )
if ( pSoldier->inv[bLoop].exists() && Item[pSoldier->inv[bLoop].usItem].foodtype )
{
OBJECTTYPE * pObj = &(pSoldier->inv[bLoop]); // ... get pointer for this item ...
@@ -680,14 +701,9 @@ void EatFromInventory( SOLDIERTYPE *pSoldier, BOOLEAN fcanteensonly )
// if we're thirsty or hungry, and this is nutritious, consume it
if ( ( pSoldier->bDrinkLevel < FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold && Food[foodtype].bDrinkPoints > 0 ) || ( pSoldier->bFoodLevel < FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold && Food[foodtype].bFoodPoints > 0 ) )
{
while ( (*pObj)[0]->data.objectStatus > 1 )
// cannot reject to eat this, we chose to eat this ourself!
while ( (*pObj)[0]->data.objectStatus > 1 && ApplyConsumable( pSoldier, pObj, TRUE, FALSE ) )
{
// if food is also a drug, ApplyDrugs will also call ApplyFood
if ( Item[pObj->usItem].drugtype > 0 )
ApplyDrugs( pSoldier, pObj );
else
ApplyFood( pSoldier, pObj, TRUE, FALSE ); // cannot reject to eat this, we chose to eat this ourself!
// if we're full, finish
if ( pSoldier->bFoodLevel > FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold )
return;
@@ -701,7 +717,7 @@ void EatFromInventory( SOLDIERTYPE *pSoldier, BOOLEAN fcanteensonly )
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop) // ... for all items in our inventory ...
{
// ... if Item exists and is food ...
if (pSoldier->inv[bLoop].exists() == true && Item[pSoldier->inv[bLoop].usItem].foodtype > 0 )
if ( pSoldier->inv[bLoop].exists() && Item[pSoldier->inv[bLoop].usItem].foodtype )
{
OBJECTTYPE * pObj = &(pSoldier->inv[bLoop]); // ... get pointer for this item ...
@@ -719,14 +735,9 @@ void EatFromInventory( SOLDIERTYPE *pSoldier, BOOLEAN fcanteensonly )
// if we're thirsty or hungry, and this is nutritious, consume it
if ( ( pSoldier->bDrinkLevel < FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold && Food[foodtype].bDrinkPoints > 0 ) || ( pSoldier->bFoodLevel < FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold && Food[foodtype].bFoodPoints > 0 ) )
{
while ( (*pObj)[0]->data.objectStatus > 1 )
// cannot reject to eat this, we chose to eat this ourself!
while ( (*pObj)[0]->data.objectStatus > 1 && ApplyConsumable( pSoldier, pObj, TRUE, FALSE ) )
{
// if food is also a drug, ApplyDrugs will also call ApplyFood
if ( Item[pObj->usItem].drugtype > 0 )
ApplyDrugs( pSoldier, pObj );
else
ApplyFood( pSoldier, pObj, TRUE, FALSE ); // cannot reject to eat this, we chose to eat this ourself!
// if we're full, finish
if ( ( pSoldier->bFoodLevel > FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold || Food[foodtype].bFoodPoints == 0 ) && ( pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold|| Food[foodtype].bDrinkPoints == 0 ) )
return;