If ALLOW_BANDAGING_DURING_TRAVEL is set to TRUE, travelling mercs will bandage themselves if they bleed. This behaviour is off by default.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7772 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-03-07 15:53:25 +00:00
parent 62f0461f96
commit 68869f77b2
19 changed files with 610 additions and 444 deletions
+352 -3
View File
@@ -95,6 +95,7 @@
#include "Interface Panels.h"
#include "Queen Command.h" // added by Flugente
#include "Town Militia.h" // added by Flugente
#include "Auto Bandage.h" // added by Flugente
#endif
#include "ub_config.h"
@@ -10092,14 +10093,18 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sPo
HandlePossibleInfection( this, NULL, INFECTION_TYPE_TRAUMATIC );
}
// Flugente: bandaging during retreat
if ( gGameExternalOptions.fAllowBandagingDuringTravel && ubReason == TAKE_DAMAGE_BLOODLOSS && this->flags.fBetweenSectors && GetBestRetreatingMercDoctor( this ) != NOBODY )
{
SetRetreatBandaging( TRUE );
}
// Calculate damage to our items if from an explosion!
if ( ubReason == TAKE_DAMAGE_EXPLOSION || ubReason == TAKE_DAMAGE_STRUCTURE_EXPLOSION )
{
CheckEquipmentForDamage( this, sLifeDeduct );
}
// Calculate bleeding
if ( ubReason != TAKE_DAMAGE_GAS && !AM_A_ROBOT( this ) )
{
@@ -22449,3 +22454,347 @@ void SetDamageDisplayCounter( SOLDIERTYPE* pSoldier )
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - This whole procedure was merged with the surgery ability of the doctor trait
UINT32 VirtualSoldierDressWound( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVictim, OBJECTTYPE *pKit, INT16 sKitPts, INT16 sStatus, BOOLEAN fOnSurgery )
{
UINT32 uiDressSkill, uiPossible, uiActual, uiMedcost, uiDeficiency, uiAvailAPs, uiUsedAPs;
UINT8 bBelowOKlife, bPtsLeft;
INT8 bInitialBleeding;
if ( pVictim->bBleeding < 1 && !fOnSurgery )
return 0; // nothing to do, shouldn't have even been called!
if ( pVictim->stats.bLife == 0 )
return 0;
if ( fOnSurgery && pVictim->ubID == pSoldier->ubID ) // cannot make surgery on self
return 0;
bInitialBleeding = pVictim->bBleeding;
if ( !gGameOptions.fNewTraitSystem && fOnSurgery ) // cannot make surgery if not new traits
fOnSurgery = FALSE;
// calculate wound-dressing skill (3x medical, 2x equip, 1x level, 1x dex)
if ( gGameOptions.fNewTraitSystem )
{
uiDressSkill = ((7 * EffectiveMedical( pSoldier )) + // medical knowledge
(sStatus)+ // state of medical kit
(10 * EffectiveExpLevel( pSoldier )) + // battle injury experience
EffectiveDexterity( pSoldier, FALSE )) / 10; // general "handiness"
}
else
{
uiDressSkill = ((3 * EffectiveMedical( pSoldier )) + // medical knowledge
(2 * sStatus) + // state of medical kit
(10 * EffectiveExpLevel( pSoldier )) + // battle injury experience
EffectiveDexterity( pSoldier, FALSE )) / 7; // general "handiness"
}
// try to use every AP that the merc has left
uiAvailAPs = pSoldier->bActionPoints;
// OK, If we are in real-time, use another value...
if ( !(gTacticalStatus.uiFlags & TURNBASED) || !(gTacticalStatus.uiFlags & INCOMBAT) )
{ // Set to a value which looks good based on out tactical turns duration
uiAvailAPs = RT_FIRST_AID_GAIN_MODIFIER;
}
// calculate how much bandaging CAN be done this turn
uiPossible = (uiAvailAPs * uiDressSkill) / 50; // max rate is 2 * fullAPs
// if no healing is possible (insufficient APs or insufficient dressSkill)
if ( !uiPossible )
return 0;
if ( Item[pSoldier->inv[0].usItem].medicalkit && !(fOnSurgery) ) // using the GOOD medic stuff
uiPossible += (uiPossible / 2); // add extra 50 %
// Doctor trait improves basic bandaging ability
if ( !(fOnSurgery) && gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, DOCTOR_NT ) )
{
uiPossible = uiPossible * (100 - gSkillTraitValues.bSpeedModifierBandaging) / 100;
uiPossible += (uiPossible * gSkillTraitValues.ubDOBandagingSpeedPercent * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ) + pSoldier->GetBackgroundValue( BG_PERC_BANDAGING )) / 100;
}
uiActual = uiPossible; // start by assuming maximum possible
// figure out how far below OKLIFE the victim is
if ( pVictim->stats.bLife >= OKLIFE )
bBelowOKlife = 0;
else
bBelowOKlife = OKLIFE - pVictim->stats.bLife;
// figure out how many healing pts we need to stop dying (2x cost)
uiDeficiency = (2 * bBelowOKlife);
// if, after that, the patient will still be bleeding
if ( (pVictim->bBleeding - bBelowOKlife) > 0 )
{ // then add how many healing pts we need to stop bleeding (1x cost)
uiDeficiency += (pVictim->bBleeding - bBelowOKlife);
}
// On surgery, alter this by amount of life we can heal
if ( fOnSurgery )
{
uiDeficiency += (pVictim->iHealableInjury / 100);
}
// now, make sure we weren't going to give too much
if ( uiActual > uiDeficiency ) // if we were about to apply too much
uiActual = uiDeficiency; // reduce actual not to waste anything
// now make sure we HAVE that much
if ( Item[pKit->usItem].medicalkit )
{
if ( fOnSurgery )
uiMedcost = (uiActual * gSkillTraitValues.usDOSurgeryMedBagConsumption) / 100; // surgery drains the kit a lot
else
uiMedcost = (uiActual + 1) / 2; // cost is only half, rounded up
if ( uiMedcost == 0 && uiActual > 0 )
uiMedcost = 1;
if ( uiMedcost > (UINT32)sKitPts ) // if we can't afford this
{
uiMedcost = sKitPts; // what CAN we afford?
if ( fOnSurgery ) // surgery check
uiActual = (uiMedcost * 100) / gSkillTraitValues.usDOSurgeryMedBagConsumption;
else
uiActual = uiMedcost * 2; // give double this as aid
}
}
else
{
uiMedcost = uiActual;
if ( uiMedcost == 0 && uiActual > 0 )
uiMedcost = 1;
if ( uiMedcost > (UINT32)sKitPts ) // can't afford it
uiMedcost = uiActual = sKitPts; // recalc cost AND aid
}
bPtsLeft = (INT8)uiActual;
// heal real life points first (if below OKLIFE) because we don't want the
// patient still DYING if bandages run out, or medic is disabled/distracted!
// NOTE: Dressing wounds for life below OKLIFE now costs 2 pts/life point!
if ( bPtsLeft && pVictim->stats.bLife < OKLIFE )
{
// if we have enough points to bring him all the way to OKLIFE this turn
if ( bPtsLeft >= (2 * bBelowOKlife) )
{
// insta-healable injury check
if ( pVictim->iHealableInjury > 0 )
{
pVictim->iHealableInjury -= ((OKLIFE - pVictim->stats.bLife) * 100);
if ( pVictim->iHealableInjury < 0 )
pVictim->iHealableInjury = 0;
}
// raise life to OKLIFE
pVictim->stats.bLife = OKLIFE;
// reduce bleeding by the same number of life points healed up
pVictim->bBleeding -= bBelowOKlife;
// Flugente: increase bPoisonLife, decrease bPoisonBleeding
pVictim->bPoisonLife = min( pVictim->bPoisonSum, pVictim->bPoisonLife + bBelowOKlife );
pVictim->bPoisonBleeding = max( 0, pVictim->bPoisonBleeding - bBelowOKlife );
// use up appropriate # of actual healing points
bPtsLeft -= (2 * bBelowOKlife);
}
else
{
// insta-healable injury check
if ( pVictim->iHealableInjury > 0 )
{
pVictim->iHealableInjury -= ((bPtsLeft / 2) * 100);
if ( pVictim->iHealableInjury < 0 )
pVictim->iHealableInjury = 0;
}
pVictim->stats.bLife += (bPtsLeft / 2);
pVictim->bBleeding -= (bPtsLeft / 2);
// Flugente: increase bPoisonLife, decrease bPoisonBleeding
pVictim->bPoisonLife = min( pVictim->bPoisonSum, pVictim->bPoisonLife + (bPtsLeft / 2) );
pVictim->bPoisonBleeding = max( 0, pVictim->bPoisonBleeding - (bPtsLeft / 2) );
bPtsLeft = bPtsLeft % 2; // if ptsLeft was odd, ptsLeft = 1
}
// this should never happen any more, but make sure bleeding not negative
if ( pVictim->bBleeding < 0 )
{
pVictim->bBleeding = 0;
pVictim->bPoisonBleeding = 0;
}
// if this healing brought the patient out of the worst of it, cancel dying
if ( pVictim->stats.bLife >= OKLIFE )
{ // turn off merc QUOTE flags
pVictim->flags.fDyingComment = FALSE;
}
if ( pVictim->bBleeding <= MIN_BLEEDING_THRESHOLD )
{
pVictim->flags.fWarnedAboutBleeding = FALSE;
}
}
// SURGERY
// first return the real life back, then bandage the rest if possible
if ( fOnSurgery && gGameOptions.fNewTraitSystem ) // double check for new traits
{
INT32 iLifeReturned = 0;
UINT16 usReturnDamagedStatRate = 0;
// find out if we will repair any stats...
if ( NumberOfDamagedStats( pVictim ) > 0 )
{
usReturnDamagedStatRate = ((gSkillTraitValues.usDORepairStatsRateBasic + gSkillTraitValues.usDORepairStatsRateOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT )));
usReturnDamagedStatRate -= max( 0, ((usReturnDamagedStatRate * gSkillTraitValues.ubDORepStPenaltyIfAlsoHealing) / 100) );
// ... in which case, reduce the points
bPtsLeft = max( 0, ((bPtsLeft * (100 - gSkillTraitValues.ubDOHealingPenaltyIfAlsoStatRepair)) / 100) );
}
// Important note! : HealableInjury is always stores the total HPs the victim is missing, not the amount which we will heal,
// so we always take a portion of patient's damage here, reduce the HealableInjury by this portion, while only healing a portion of this portion in actual HPs;
// this means the rest of HPs will remain as "unhealable", the patient will miss X HPs but has no HealableInjury on self..
if ( bPtsLeft >= (pVictim->iHealableInjury / 100) )
{
iLifeReturned = pVictim->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT )) / 100;
pVictim->iHealableInjury = 0;
// keep the rest of the points to bandaging if neccessary
if ( pVictim->bBleeding > 0 )
{
bPtsLeft = max( 0, (bPtsLeft - (iLifeReturned / 100)) );
bPtsLeft += (bPtsLeft / 2); // we use medical bag so add the bonus for that.
}
else
{
bPtsLeft = 0;
}
// add to record - another surgery undergoed
if ( pVictim->ubProfile != NO_PROFILE && iLifeReturned >= 100 )
gMercProfiles[pVictim->ubProfile].records.usTimesSurgeryUndergoed++;
// add to record - another surgery made
if ( pSoldier->ubProfile != NO_PROFILE && iLifeReturned >= 100 )
gMercProfiles[pSoldier->ubProfile].records.usSurgeriesMade++;
}
else
{
iLifeReturned = bPtsLeft * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ));
pVictim->iHealableInjury -= (bPtsLeft * 100);
bPtsLeft = 0;
}
// repair the stats here!
if ( usReturnDamagedStatRate > 0 )
{
RegainDamagedStats( pVictim, (iLifeReturned * usReturnDamagedStatRate / 100) );
}
// some paranoya checks for sure
if ( (pVictim->stats.bLife + (iLifeReturned / 100)) <= pVictim->stats.bLifeMax )
{
pVictim->stats.bLife += (iLifeReturned / 100);
pVictim->bPoisonLife = min( pVictim->bPoisonSum, pVictim->bPoisonLife + (iLifeReturned / 100) );
if ( pVictim->bBleeding >= (iLifeReturned / 100) )
{
pVictim->bBleeding -= (iLifeReturned / 100);
pVictim->bPoisonBleeding = max( 0, pVictim->bPoisonBleeding - (iLifeReturned / 100) );
uiMedcost += (iLifeReturned / 200); // add medkit points cost for unbandaged part
}
else
{
pVictim->bBleeding = 0;
pVictim->bPoisonBleeding = 0;
uiMedcost += max( 0, (((iLifeReturned / 100) - pVictim->bBleeding) / 2) ); // add medkit points cost for unbandaged part
}
}
else // this shouldn't even happen, but we still want to have it here for sure
{
pVictim->stats.bLife = pVictim->stats.bLifeMax;
pVictim->bPoisonLife = pVictim->bPoisonSum;
pVictim->iHealableInjury = 0;
pVictim->bBleeding = 0;
pVictim->bPoisonBleeding = 0;
}
// Reduce max breath based on life returned
if ( (pVictim->bBreathMax - (((iLifeReturned / 100) * gSkillTraitValues.usDOSurgeryMaxBreathLoss) / 100)) <= BREATHMAX_ABSOLUTE_MINIMUM )
{
pVictim->bBreathMax = BREATHMAX_ABSOLUTE_MINIMUM;
}
else
{
pVictim->bBreathMax -= (((iLifeReturned / 100) * gSkillTraitValues.usDOSurgeryMaxBreathLoss) / 100);
}
if ( pVictim->iHealableInjury > ((pVictim->stats.bLifeMax - pVictim->stats.bLife) * 100) )
pVictim->iHealableInjury = ((pVictim->stats.bLifeMax - pVictim->stats.bLife) * 100);
else if ( pVictim->iHealableInjury < 0 )
pVictim->iHealableInjury = 0;
// Flugente: campaign stats
gCurrentIncident.usIncidentFlags |= INCIDENT_SURGERY;
}
// if any healing points remain, apply that to any remaining bleeding (1/1)
// DON'T spend any APs/kit pts to cure bleeding until merc is no longer dying
//if ( bPtsLeft && pVictim->bBleeding && !pVictim->dying)
if ( bPtsLeft && pVictim->bBleeding )
{ // if we have enough points to bandage all remaining bleeding this turn
if ( bPtsLeft >= pVictim->bBleeding )
{
bPtsLeft -= pVictim->bBleeding;
pVictim->bBleeding = 0;
pVictim->bPoisonBleeding = 0;
}
else // bandage what we can
{
pVictim->bBleeding -= bPtsLeft;
pVictim->bPoisonBleeding = max( 0, pVictim->bPoisonBleeding - bPtsLeft );
bPtsLeft = 0;
}
}
//CHRISL: If by some chance ubPtsLeft ends up being higher then uiActual, we'll end up with a huge value since uiActual is an unsigned variable.
// if there are any ptsLeft now, then we didn't actually get to use them
uiActual = max( 0, (INT32)(uiActual - bPtsLeft) );
// usedAPs equals (actionPts) * (%of possible points actually used)
uiUsedAPs = (uiActual * uiAvailAPs) / uiPossible;
if ( Item[pSoldier->inv[0].usItem].medicalkit && !(fOnSurgery) ) // using the GOOD medic stuff
uiUsedAPs = (uiUsedAPs * 2) / 3; // reverse 50% bonus by taking 2/3rds
// surgery is harder so cost more BPs
if ( fOnSurgery )
DeductPoints( pSoldier, (INT16)uiUsedAPs, (INT16)(uiUsedAPs * 15) );
else
DeductPoints( pSoldier, (INT16)uiUsedAPs, (INT16)((uiUsedAPs * APBPConstants[BP_PER_AP_LT_EFFORT])) );
// surgery is harder so gives more exp
if ( fOnSurgery )
{
// MEDICAL GAIN (actual / 2): Helped someone by giving first aid
StatChange( pSoldier, MEDICALAMT, (UINT16)(uiActual + 2), FALSE );
// DEXTERITY GAIN (actual / 6): Helped someone by giving first aid
StatChange( pSoldier, DEXTAMT, (UINT16)((uiActual / 3) + 2), FALSE );
}
else
{
if ( uiActual / 2 )
// MEDICAL GAIN (actual / 2): Helped someone by giving first aid
StatChange( pSoldier, MEDICALAMT, ((UINT16)(uiActual / 2)), FALSE );
if ( uiActual / 4 )
// DEXTERITY GAIN (actual / 4): Helped someone by giving first aid
StatChange( pSoldier, DEXTAMT, (UINT16)((uiActual / 4)), FALSE );
}
// merc records - bandaging
if ( bInitialBleeding > 1 && pVictim->bBleeding == 0 && pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[pSoldier->ubProfile].records.usMercsBandaged++;
return uiMedcost;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////