- new option for militia command menu: crouch/all crouch

- Larry now consumes every drug

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5638 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-10-21 16:57:45 +00:00
parent 38bcb34702
commit 63a09bba5f
12 changed files with 108 additions and 14 deletions
+29 -9
View File
@@ -296,7 +296,9 @@ void HourlyQuestUpdate( void )
}
#define BAR_TEMPTATION 4
#define NUM_LARRY_ITEMS 6
// Flugente: abandoned the LarryItems for the new drug system
/*#define NUM_LARRY_ITEMS 6
UINT16 LarryItems[ NUM_LARRY_ITEMS ][ 3 ] =
{
// item, temptation, points to use
@@ -306,18 +308,19 @@ UINT16 LarryItems[ NUM_LARRY_ITEMS ][ 3 ] =
{ WINE, 3, 50 },
{ REGEN_BOOSTER, 3, 100 },
{ BEER, 2, 100 },
};
};*/
#define LARRY_FALLS_OFF_WAGON 8
void HourlyLarryUpdate( void )
{
SOLDIERTYPE * pSoldier;
INT8 bSlot = NO_SLOT, bBoozeSlot;
INT8 bLarryItemLoop;
SOLDIERTYPE * pSoldier;
INT8 bSlot = NO_SLOT, bBoozeSlot;
INT8 bLarryItemLoop;
UINT16 usTemptation = 0;
UINT16 usCashAmount;
BOOLEAN fBar = FALSE;
OBJECTTYPE* pObj = NULL;
pSoldier = FindSoldierByProfileID( LARRY_NORMAL, TRUE );
if ( !pSoldier )
@@ -339,8 +342,23 @@ void HourlyLarryUpdate( void )
return;
}
// Flugente: reworked this for the new drug system. We now loop over our entire inventory
INT8 invsize = (INT8)pSoldier->inv.size(); // remember inventorysize, so we don't call size() repeatedly
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop) // ... for all items in our inventory ...
{
if ( pSoldier->inv[bLoop].exists() && Item[ pSoldier->inv[bLoop].usItem ].drugtype > 0 )
{
pObj = &(pSoldier->inv[bLoop]);
usTemptation = 5;
// any drug will do... I'm not going to create a new tag for sth minor like this
break;
}
}
// look for items in Larry's inventory to maybe use
for ( bLarryItemLoop = 0; bLarryItemLoop < NUM_LARRY_ITEMS; bLarryItemLoop++ )
/*for ( bLarryItemLoop = 0; bLarryItemLoop < NUM_LARRY_ITEMS; bLarryItemLoop++ )
{
bSlot = FindObj( pSoldier, LarryItems[ bLarryItemLoop ][ 0 ] );
if ( bSlot != NO_SLOT )
@@ -348,7 +366,7 @@ void HourlyLarryUpdate( void )
usTemptation = LarryItems[ bLarryItemLoop ][ 1 ];
break;
}
}
}*/
// check to see if we're in a bar sector, if we are, we have access to alcohol
// which may be better than anything we've got...
@@ -397,7 +415,7 @@ void HourlyLarryUpdate( void )
SwapLarrysProfiles( pSoldier );
if ( bSlot != NO_SLOT )
{
UseKitPoints( &(pSoldier->inv[ bSlot ]), LarryItems[ bLarryItemLoop ][ 2 ], pSoldier );
UseKitPoints( &(pSoldier->inv[ bSlot ]), 25/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
}
}
}
@@ -427,8 +445,10 @@ void HourlyLarryUpdate( void )
}
if ( bSlot != NO_SLOT )
{
// Flugente: abandoned LarryItems
// ahhhh!!!
UseKitPoints( &(pSoldier->inv[ bSlot ]), LarryItems[ bLarryItemLoop ][ 2 ], pSoldier );
if ( pObj )
UseKitPoints( pObj, 100/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
}
}
}