A paramedic can use empty bloodbags (<emptybloodbag>-tag, item #1756) to create blood bags (<bloodbag>-tag, item #1757) from other mercs. These can then boost the health returned by surgery by ONTOP_PERCENT_SURGERY_HEAL_BLOODBAG percent.

Requires GameDir >= r2467.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8662 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2019-02-10 16:26:48 +00:00
parent be7005c3f8
commit 84d08a8821
40 changed files with 754 additions and 59 deletions
+87 -5
View File
@@ -319,8 +319,10 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
if ( fFromUI && pSoldier->bTeam == gbPlayerNum && pTargetSoldier &&
(pTargetSoldier->bTeam == gbPlayerNum || pTargetSoldier->aiData.bNeutral) && pTargetSoldier->ubBodyType != CROW &&
Item[usHandItem].usItemClass != IC_MEDKIT && !Item[usHandItem].gascan &&
!ItemCanBeAppliedToOthers( usHandItem ) )
Item[usHandItem].usItemClass != IC_MEDKIT &&
!Item[usHandItem].gascan &&
!ItemCanBeAppliedToOthers( usHandItem ) &&
!HasItemFlag( usHandItem, EMPTY_BLOOD_BAG ) )
{
if ( pSoldier->ubProfile != NO_PROFILE )
{
@@ -1525,6 +1527,86 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
}
}
// Flugente: apply misc items to other soldiers
if ( HasItemFlag( usHandItem, EMPTY_BLOOD_BAG ) )
{
// ATE: AI CANNOT GO THROUGH HERE!
BOOLEAN fHadToUseCursorPos = FALSE;
// See if we can get there to stab
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == -1 )
{
// Try another location...
sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == -1 )
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
}
// Calculate AP costs...
sAPCost = GetAPsToFillBloodbag( pSoldier, sActionGridNo );
sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
// if we are at the action gridno, the item is a bomb, but nobody is at the gridno, do not apply and do not return - we will plant the bomb instead (handlded later in this function)
if ( Item[usHandItem].usItemClass == IC_BOMB && pSoldier->sGridNo == sActionGridNo && WhoIsThere2( usMapPos, pSoldier->pathing.bLevel ) == NOBODY )
{
;
}
else if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
// OK, set UI
SetUIBusy( pSoldier->ubID );
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_FILLBLOODBAG;
if ( fHadToUseCursorPos )
{
pSoldier->aiData.sPendingActionData2 = usMapPos;
}
else
{
if ( pTargetSoldier != NULL )
{
pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo;
}
else
{
pSoldier->aiData.sPendingActionData2 = sGridNo;
}
}
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->EVENT_SoldierTakeBloodFromPerson( sAdjustedGridNo, ubDirection );
UnSetUIBusy( pSoldier->ubID );
}
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_NOAPS );
}
}
if ( Item[usHandItem].canandstring )
{
STRUCTURE *pStructure;
@@ -5431,7 +5513,7 @@ void BombMessageBoxCallBack( UINT8 ubExitValue )
// Flugente: tripwire rolls are not planted - instead we spawn tripwire and plant that
OBJECTTYPE* pObj = &(gpTempSoldier->inv[HANDPOS]);
if ( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usItemFlag & TRIPWIREROLL && Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usBuddyItem != NOTHING )
if ( HasItemFlag( gpTempSoldier->inv[HANDPOS].usItem, TRIPWIREROLL ) && Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usBuddyItem != NOTHING )
{
(*pObj)[0]->data.objectStatus--;
@@ -5794,11 +5876,11 @@ void BoobyTrapDialogueCallBack( void )
// now prompt the user...
if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
{
DoScreenIndependantMessageBox( TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapInMapScreenMessageBoxCallBack );
DoScreenIndependantMessageBox( TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], MSG_BOX_FLAG_YESNO, BoobyTrapInMapScreenMessageBoxCallBack );
}
else
{
DoScreenIndependantMessageBox( TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapMessageBoxCallBack );
DoScreenIndependantMessageBox( TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], MSG_BOX_FLAG_YESNO, BoobyTrapMessageBoxCallBack );
}
}
+87 -11
View File
@@ -1157,10 +1157,10 @@ UINT32 UIHandleNewBadMerc( UI_EVENT *pUIEvent )
return( GAME_SCREEN );
}
usRandom = (UINT16)Random( 20 );
usRandom = 12;// (UINT16)Random( 20 );
if( usRandom < 5 )
pSoldier = TacticalCreateAdministrator();
else if( usRandom < 10 )
else if( usRandom < 15 )
pSoldier = TacticalCreateArmyTroop();
else if ( usRandom < 12 )
pSoldier = TacticalCreateEnemyTank( );
@@ -2838,14 +2838,35 @@ void AttackRequesterCallback( UINT8 bExitValue )
// SANDRO - added function
void SurgeryRequesterCallback( UINT8 bExitValue )
{
if( bExitValue == MSG_BOX_RETURN_YES )
if ( bExitValue == 1 || bExitValue == MSG_BOX_RETURN_YES )
{
//gpRequesterMerc->ubSurgeryApprovalMerc = gpRequesterTargetMerc->ubID;
// Flugente: use up a blood bag if we've requested that and boost surgery
if ( bExitValue == 1 )
{
OBJECTTYPE* pObj = gpRequesterMerc->GetObjectWithItemFlag( BLOOD_BAG );
if ( pObj )
{
// if object is infected, infect the victim
if ( ( *pObj )[0]->data.sObjectFlag & INFECTED && gGameExternalOptions.fDiseaseContaminatesItems )
gpRequesterTargetMerc->Infect( 0 );
pObj->RemoveObjectsFromStack( 1 );
if ( pObj->ubNumberOfObjects <= 0 )
{
DeleteObj( pObj );
}
gpRequesterMerc->usSoldierFlagMask2 |= SOLDIER_SURGERY_BOOSTED;
}
}
gTacticalStatus.ubLastRequesterSurgeryTargetID = gpRequesterTargetMerc->ubID;
UIHandleMercAttack( gpRequesterMerc , gpRequesterTargetMerc, gsRequesterGridNo );
}
else if( bExitValue == MSG_BOX_RETURN_NO )
else if( bExitValue == MSG_BOX_RETURN_NO || bExitValue == 4 )
{
gTacticalStatus.ubLastRequesterSurgeryTargetID = NOBODY;
@@ -2920,20 +2941,43 @@ UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent )
gsRequesterGridNo = usMapPos;
fDidRequester = TRUE;
INT32 healwithout_bloodbag = pTSoldier->iHealableInjury * ( gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ) ) / 10000;
// Flugente: if we wouldn't really heal anything due to the wound being too small, tell us so
if ( !pTSoldier->bBleeding && ( pTSoldier->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT )) / 10000 ) <= 0 )
if ( !pTSoldier->bBleeding && healwithout_bloodbag <= 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[19], pTSoldier->GetName( ) );
}
else
{
if (pTSoldier->bBleeding)
swprintf( zStr, New113Message[ MSG113_DO_WE_WANT_SURGERY_FIRST ], pTSoldier->GetName(), (pTSoldier->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT )) / 10000) );
else
swprintf( zStr, New113Message[ MSG113_DO_WE_WANT_SURGERY ], pTSoldier->GetName(), (pTSoldier->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT )) / 10000) );
// Flugente: check whether we have a bloodbag we can use
INT32 healwith_bloodbag = -1;
if ( gSkillTraitValues.ubDOSurgeryHealPercentBloodbag > 0 && pSoldier->GetObjectWithItemFlag( BLOOD_BAG ) != NULL )
healwith_bloodbag = pTSoldier->iHealableInjury * ( gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentBloodbag + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ) ) / 10000;
DoMessageBox( MSG_BOX_BASIC_STYLE, zStr, GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, SurgeryRequesterCallback, NULL );
if ( healwith_bloodbag > healwithout_bloodbag )
{
if ( pTSoldier->bBleeding )
swprintf( zStr, New113Message[MSG113_DO_WE_WANT_SURGERY_FIRST_BLOODBAG], pTSoldier->GetName(), healwithout_bloodbag, healwith_bloodbag );
else
swprintf( zStr, New113Message[MSG113_DO_WE_WANT_SURGERY_BLOODBAG], pTSoldier->GetName(), healwithout_bloodbag, healwith_bloodbag );
wcscpy( gzUserDefinedButton[0], L"Yes*" );
wcscpy( gzUserDefinedButton[1], L"Yes" );
wcscpy( gzUserDefinedButton[2], L"No" );
wcscpy( gzUserDefinedButton[3], L"No" );
DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, zStr, GAME_SCREEN, (MSG_BOX_FLAG_GENERIC_FOUR_BUTTONS| MSG_BOX_BUTTONS_HORIZONTAL_ORIENTATION), SurgeryRequesterCallback, NULL );
}
else
{
if ( pTSoldier->bBleeding )
swprintf( zStr, New113Message[MSG113_DO_WE_WANT_SURGERY_FIRST], pTSoldier->GetName(), healwithout_bloodbag );
else
swprintf( zStr, New113Message[MSG113_DO_WE_WANT_SURGERY], pTSoldier->GetName(), healwithout_bloodbag );
DoMessageBox( MSG_BOX_BASIC_STYLE, zStr, GAME_SCREEN, (UINT8)MSG_BOX_FLAG_YESNO, SurgeryRequesterCallback, NULL );
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
@@ -4541,6 +4585,24 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags )
}
}
}
else if ( uiFlags == MOVEUI_TARGET_BLOODBAG )
{
sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, NULL, FALSE, TRUE );
if ( sActionGridNo == -1 )
{
sActionGridNo = usMapPos;
}
sAPCost = GetAPsToFillBloodbag( pSoldier, sActionGridNo );
sAPCost += UIPlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
if ( sActionGridNo != pSoldier->sGridNo )
{
gfUIHandleShowMoveGrid = TRUE;
gsUIHandleShowMoveGridLocation = sActionGridNo;
}
}
else
{
sAPCost += UIPlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
@@ -4737,6 +4799,20 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
return FALSE;
}
if ( ubItemCursor == BLOODBAGCURS )
{
if ( HasItemFlag( ( &( pSoldier->inv[HANDPOS] ) )->usItem, EMPTY_BLOOD_BAG ) )
{
if ( gfUIFullTargetFound )
{
if ( pSoldier->ubID != gusUIFullTargetID && MercPtrs[gusUIFullTargetID]->IsValidBloodDonor() )
return( TRUE );
}
}
return( FALSE );
}
if ( ubItemCursor == APPLYITEMCURS )
{
if ( ItemCanBeAppliedToOthers( (&(pSoldier->inv[HANDPOS]))->usItem ) )
+1
View File
@@ -33,6 +33,7 @@
#define MOVEUI_TARGET_HANDCUFF 14
#define MOVEUI_TARGET_APPLYITEM 15
#define MOVEUI_TARGET_INTERACTIVEACTION 16
#define MOVEUI_TARGET_BLOODBAG 17
#define MOVEUI_RETURN_ON_TARGET_MERC 1
+3
View File
@@ -235,6 +235,9 @@ UICursor gUICursors[ NUM_UI_CURSORS ] =
CAMERA_GREY_UICURSOR, UICURSOR_FREEFLOWING, CURSOR_CAMERA, 0,
CAMERA_RED_UICURSOR, UICURSOR_FREEFLOWING, CURSOR_CAMERA_RED, 0,
BLOODBAG_GREY_UICURSOR, UICURSOR_FREEFLOWING, CURSOR_BLOODBAG, 0,
BLOODBAG_RED_UICURSOR, UICURSOR_FREEFLOWING, CURSOR_BLOODBAG_RED, 0,
};
+3
View File
@@ -213,6 +213,9 @@ typedef enum
CAMERA_GREY_UICURSOR,
CAMERA_RED_UICURSOR,
BLOODBAG_GREY_UICURSOR,
BLOODBAG_RED_UICURSOR,
NUM_UI_CURSORS
} UICursorDefines;
+36 -2
View File
@@ -2729,7 +2729,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
MSYS_EnableRegion( &gUDBFasthelpRegions[iFirstDataRegion + cnt] );
++cnt;
}
//////////////////// BURIAL MODIFIER
if ( Item[gpItemDescObject->usItem].usBurialModifier )
{
@@ -2738,6 +2738,24 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
MSYS_EnableRegion( &gUDBFasthelpRegions[iFirstDataRegion + cnt] );
++cnt;
}
//////////////////// EMPTY BLOOD BAG
if ( HasItemFlag( gpItemDescObject->usItem, EMPTY_BLOOD_BAG ) )
{
swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[43], szUDBGenSecondaryStatsExplanationsTooltipText[43] );
SetRegionFastHelpText( &( gUDBFasthelpRegions[iFirstDataRegion + cnt] ), pStr );
MSYS_EnableRegion( &gUDBFasthelpRegions[iFirstDataRegion + cnt] );
++cnt;
}
//////////////////// BLOOD BAG
if ( HasItemFlag( gpItemDescObject->usItem, BLOOD_BAG ) )
{
swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[44], szUDBGenSecondaryStatsExplanationsTooltipText[44] );
SetRegionFastHelpText( &( gUDBFasthelpRegions[iFirstDataRegion + cnt] ), pStr );
MSYS_EnableRegion( &gUDBFasthelpRegions[iFirstDataRegion + cnt] );
++cnt;
}
}
//////////////////////////////////////////////////////
@@ -6334,7 +6352,7 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject )
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 39, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
cnt++;
}
//////////////////// BURIAL MODIFIER
if ( ( Item[gpItemDescObject->usItem].usBurialModifier && !fComparisonMode ) ||
( fComparisonMode && Item[gpComparedItemDescObject->usItem].usBurialModifier ) )
@@ -6342,6 +6360,22 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject )
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 40, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
cnt++;
}
//////////////////// EMPTY BLOOD BAG
if ( ( HasItemFlag( gpItemDescObject->usItem, EMPTY_BLOOD_BAG ) && !fComparisonMode ) ||
( fComparisonMode && HasItemFlag( gpComparedItemDescObject->usItem, EMPTY_BLOOD_BAG ) ) )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 41, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
++cnt;
}
//////////////////// BLOOD BAG
if ( ( HasItemFlag( gpItemDescObject->usItem, BLOOD_BAG ) && !fComparisonMode ) ||
( fComparisonMode && HasItemFlag( gpComparedItemDescObject->usItem, BLOOD_BAG ) ) )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 42, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
++cnt;
}
}
void DrawPropertyValueInColour( INT16 iValue, UINT8 ubNumLine, UINT8 ubNumRegion, BOOLEAN fComparisonMode, BOOLEAN fModifier, BOOLEAN fHigherBetter, UINT16 uiOverwriteColour = 0, BOOLEAN fPercentSign = FALSE )
+7 -2
View File
@@ -178,6 +178,7 @@ typedef enum ATTACHMENT_SLOT{
#define HANDCUFFCURS 25
#define APPLYITEMCURS 26
#define INTERACTIVEACTIONCURS 27
#define BLOODBAGCURS 28
#define CAMERARANGE 10
@@ -734,7 +735,7 @@ extern OBJECTTYPE gTempObject;
// -------- added by Flugente: various item flags --------
// flags used for various item properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
// note that these should not be used to determine what kind of an attachment an item is, that is determined by attachmentclass and the AC_xxx flags above
//#define EMPTY_SANDBAG 0x00000001 //1
#define BLOOD_BAG 0x00000001 //1 // this item is a blood bag can can be used to boost surgery
#define MANPAD 0x00000002 //2 // this item is a MAn-Portable Air-Defense System
#define BEARTRAP 0x00000004 //4 // a mechanical trap that does no explosion, but causes leg damage to whoever activates it
#define CAMERA 0x00000008 //8
@@ -773,6 +774,10 @@ extern OBJECTTYPE gTempObject;
#define DISEASEPROTECTION_1 0x20000000 //536870912 // this item protects us from getting diseases by human contact if kept in inventory
#define DISEASEPROTECTION_2 0x40000000 //1073741824 // this item protects us from getting diseases by human contact if kept in inventory
#define LBE_EXPLOSIONPROOF 0x80000000 //2147483648 // any gear in LBE with this flag is protected from explosions
// extended flagmask to UINT64
#define EMPTY_BLOOD_BAG 0x0000000100000000 // this item is a empty blood bag
// ----------------------------------------------------------------
// -------- added by Flugente: flags for objects --------
@@ -1133,7 +1138,7 @@ typedef struct
BOOLEAN blockironsight; // if a gun or any attachment have this property, the iron sight won't be usable (if there is at least one other usable sight)
UINT32 usItemFlag; // bitflags to store various item properties (better than introducing 32 BOOLEAN values). If I only had thought of this earlier....
UINT64 usItemFlag; // bitflags to store various item properties (better than introducing 32 BOOLEAN values). If I only had thought of this earlier....
// Flugente: food type
UINT32 foodtype;
+4 -4
View File
@@ -5324,7 +5324,7 @@ BOOLEAN OBJECTTYPE::AttachObjectNAS( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttac
case TRIPWIRE_ROLL:
{
// check if this can work
if ( Item[ this->usItem ].tripwire && Item[pAttachment->usItem].tripwire && Item[ this->usItem ].usItemFlag == TRIPWIREROLL )
if ( Item[ this->usItem ].tripwire && Item[pAttachment->usItem].tripwire && HasItemFlag( this->usItem, TRIPWIREROLL ) )
{
if ( (*this)[subObject]->data.objectStatus < 100 )
(*this)[subObject]->data.objectStatus++;
@@ -5509,7 +5509,7 @@ BOOLEAN OBJECTTYPE::AttachObjectNAS( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttac
(*this)[subObject]->data.objectStatus = ((*this)[subObject]->data.objectStatus + (*pAttachment)[0]->data.objectStatus) / 2;
// Flugente: if the new item has the TRIPWIREROLL property, it only gets status 2 upon creation via merges
if ( Item[ this->usItem ].usItemFlag == TRIPWIREROLL )
if ( HasItemFlag( this->usItem, TRIPWIREROLL ) )
{
(*this)[subObject]->data.objectStatus = 2;
}
@@ -14927,13 +14927,13 @@ void CheckBombSpecifics( OBJECTTYPE * pObj, INT8* detonatortype, INT8* setting,
}
// Flugente: check for specific flags
BOOLEAN HasItemFlag( UINT16 usItem, UINT32 aFlag )
BOOLEAN HasItemFlag( UINT16 usItem, UINT64 aFlag )
{
return( (Item[usItem].usItemFlag & aFlag) != 0 );
}
// Flugente: get first item number that has this flag. Use with caution, as we search in all items
BOOLEAN GetFirstItemWithFlag( UINT16* pusItem, UINT32 aFlag )
BOOLEAN GetFirstItemWithFlag( UINT16* pusItem, UINT64 aFlag )
{
register UINT16 i;
for ( i = 1; i < gMAXITEMS_READ; ++i )
+2 -2
View File
@@ -479,10 +479,10 @@ UINT64 GetAvailableAttachmentPoint ( OBJECTTYPE * pObject, UINT8 subObject );
void CheckBombSpecifics( OBJECTTYPE * pObj, INT8* detonatortype, INT8* setting, INT8* defusefrequency );
// Flugente: check for specific flags
BOOLEAN HasItemFlag( UINT16 usItem, UINT32 aFlag );
BOOLEAN HasItemFlag( UINT16 usItem, UINT64 aFlag );
// Flugente: get first item number that has this flag. Use with caution, as we search in all items
BOOLEAN GetFirstItemWithFlag( UINT16* pusItem, UINT32 aFlag );
BOOLEAN GetFirstItemWithFlag( UINT16* pusItem, UINT64 aFlag );
// Flugente: check if this object is currently fed from an external source (belts in inventory, other mercs)
BOOLEAN ObjectIsBeingFedExternal(SOLDIERTYPE* pSoldier, OBJECTTYPE * pObject);
+6 -1
View File
@@ -1567,7 +1567,12 @@ BOOLEAN ExecuteOverhead( )
pSoldier->EVENT_SoldierInteractiveAction( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_FILLBLOODBAG )
{
pSoldier->EVENT_SoldierTakeBloodFromPerson( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
if ( fNoAPsForPendingAction )
{
// Change status of guy to waiting
+11
View File
@@ -4111,6 +4111,17 @@ INT16 GetAPsToApplyItem( SOLDIERTYPE *pSoldier, INT32 usMapPos )
return sAPCost;
}
INT16 GetAPsToFillBloodbag( SOLDIERTYPE *pSoldier, INT32 usMapPos )
{
INT16 sAPCost = 0;
sAPCost = PlotPath( pSoldier, usMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
sAPCost += APBPConstants[AP_FILLBLOODBAG];
return sAPCost;
}
// added by Flugente
INT16 GetAPsForMultiTurnAction( SOLDIERTYPE *pSoldier, UINT8 usActionType )
{
+1 -1
View File
@@ -350,10 +350,10 @@ INT16 GetBPsToStealItem( SOLDIERTYPE *pSoldier );
INT16 GetAPsToUseJar( SOLDIERTYPE *pSoldier, INT32 usMapPos );
INT16 GetAPsToUseCan( SOLDIERTYPE *pSoldier, INT32 usMapPos );
INT16 GetBPsTouseJar( SOLDIERTYPE *pSoldier );
INT16 GetAPsToHandcuff( SOLDIERTYPE *pSoldier, INT32 usMapPos ); // added by Flugente
INT16 GetAPsToApplyItem( SOLDIERTYPE *pSoldier, INT32 usMapPos ); // added by Flugente
INT16 GetAPsToFillBloodbag( SOLDIERTYPE *pSoldier, INT32 usMapPos ); // added by Flugente
INT16 GetAPsForMultiTurnAction( SOLDIERTYPE *pSoldier, UINT8 usActionType ); // added by Flugente
INT16 GetAPsForInteractiveAction( SOLDIERTYPE *pSoldier, UINT8 usActionType ); // added by Flugente
+171 -5
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@@ -13315,7 +13315,10 @@ UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT1
// this means the rest of HPs will remain as "unhealable", the patient will miss X HPs but has no HealableInjury on self..
if ( ubPtsLeft >= (pVictim->iHealableInjury / 100) )
{
usLifeReturned = pVictim->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( this, DOCTOR_NT )) / 100;
if ( this->usSoldierFlagMask2 & SOLDIER_SURGERY_BOOSTED )
usLifeReturned = pVictim->iHealableInjury * ( gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentBloodbag + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( this, DOCTOR_NT ) ) / 100;
else
usLifeReturned = pVictim->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( this, DOCTOR_NT )) / 100;
pVictim->iHealableInjury = 0;
//CHRISL: Why would we arbitrarily use all ubPtsLeft when a victim isn't bleeding? And why would the medical bag, which we have to use in order to
@@ -13352,7 +13355,10 @@ UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT1
}
else
{
usLifeReturned = ubPtsLeft * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( this, DOCTOR_NT ));
if ( this->usSoldierFlagMask2 & SOLDIER_SURGERY_BOOSTED )
usLifeReturned = ubPtsLeft * ( gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentBloodbag + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( this, DOCTOR_NT ) );
else
usLifeReturned = ubPtsLeft * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( this, DOCTOR_NT ));
pVictim->iHealableInjury -= (ubPtsLeft * 100);
ubPtsLeft = 0;
@@ -13547,6 +13553,8 @@ void SOLDIERTYPE::InternalReceivingSoldierCancelServices( BOOLEAN fPlayEndAnim )
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_CallsLua( pTSoldier, ADE_BANDAGE_PERFORM_END, this->ubProfile );
AdditionalTacticalCharacterDialogue_CallsLua( this, ADE_BANDAGE_RECEIVE_END, pTSoldier->ubProfile );
pTSoldier->usSoldierFlagMask2 &= ~SOLDIER_SURGERY_BOOSTED;
}
}
}
@@ -15159,7 +15167,7 @@ BOOLEAN SOLDIERTYPE::IsFeedingExternal( UINT8* pubId1, UINT16* pGunSlot1, UINT1
}
// Flugente: return first found object with a specific flag from our inventory
OBJECTTYPE* SOLDIERTYPE::GetObjectWithFlag( UINT32 aFlag )
OBJECTTYPE* SOLDIERTYPE::GetObjectWithFlag( UINT64 aFlag )
{
OBJECTTYPE* pObj = NULL;
@@ -20099,6 +20107,87 @@ void SOLDIERTYPE::DrugAutoUse()
}
}
OBJECTTYPE* SOLDIERTYPE::GetObjectWithItemFlag( UINT64 aFlag )
{
for ( INT8 bLoop = 0, invsize = (INT8)inv.size(); bLoop < invsize; ++bLoop )
{
if ( inv[bLoop].exists() )
{
OBJECTTYPE* pObj = &( inv[bLoop] );
if ( pObj && HasItemFlag( pObj->usItem, aFlag ) )
{
return pObj;
}
}
}
return NULL;
}
void SOLDIERTYPE::DestroyOneObjectWithItemFlag( UINT64 aFlag )
{
for ( INT8 bLoop = 0, invsize = (INT8)inv.size(); bLoop < invsize; ++bLoop )
{
if ( inv[bLoop].exists() )
{
OBJECTTYPE* pObj = &( inv[bLoop] );
if ( pObj && HasItemFlag( pObj->usItem, aFlag ) )
{
pObj->RemoveObjectsFromStack( 1 );
if ( pObj->ubNumberOfObjects <= 0 )
{
DeleteObj( pObj );
}
}
}
}
}
#define BLOODDONATION_AMOUNT 10
// Flugente: can we fill a blood bag from this guy?
BOOLEAN SOLDIERTYPE::IsValidBloodDonor()
{
// not during combat
if ( gTacticalStatus.uiFlags & INCOMBAT )
return FALSE;
// must be player team
if ( this->bTeam != gbPlayerNum )
return FALSE;
// not if wounded
if ( this->stats.bLife < this->stats.bLifeMax )
return FALSE;
// not if doing so would drop us into coma
if ( this->stats.bLife - BLOODDONATION_AMOUNT < OKLIFE )
return FALSE;
// not if we have any KNOWN disease
if ( this->HasDisease( TRUE, FALSE ) )
return FALSE;
// not if we're drunk or drugged
if ( MercDruggedOrDrunk( this ) )
return FALSE;
// need to be properly fed and watered
if ( UsingFoodSystem() )
{
UINT8 foodsituation;
UINT8 watersituation;
GetFoodSituation( this, &foodsituation, &watersituation );
if ( foodsituation > FOOD_NORMAL || watersituation > FOOD_NORMAL )
return FALSE;
}
return TRUE;
}
INT32 CheckBleeding( SOLDIERTYPE *pSoldier )
{
INT8 bBandaged; //,savedOurTurn;
@@ -21200,6 +21289,77 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
}
}
void SOLDIERTYPE::EVENT_SoldierTakeBloodFromPerson( INT32 sGridNo, UINT8 ubDirection )
{
UINT8 ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
if ( ubPerson != NOBODY && ubPerson != this->ubID )
{
// we found someone
SOLDIERTYPE* pSoldier = MercPtrs[ubPerson];
OBJECTTYPE* pObj = &( this->inv[HANDPOS] );
if ( pSoldier && pObj->exists() && HasItemFlag( pObj->usItem, EMPTY_BLOOD_BAG ) && pSoldier->IsValidBloodDonor() )
{
// delete empty blood bag
DeleteObj( pObj );
// create full blood bag
static UINT16 bloodbagitem = 1757;
if ( HasItemFlag( bloodbagitem, BLOOD_BAG ) || GetFirstItemWithFlag( &bloodbagitem, BLOOD_BAG ) )
{
CreateItem( bloodbagitem, 100, &gTempObject );
// Flugente: if this guy has the disease, infect object
if ( pSoldier->sDiseasePoints[0] > 0 )
gTempObject[0]->data.sObjectFlag |= INFECTED;
if ( !AutoPlaceObject( this, &gTempObject, FALSE ) )
AddItemToPool( pSoldier->sGridNo, &gTempObject, VISIBLE, this->pathing.bLevel, 0, -1 );
// wound the donor
// we don't want the health loss taken to be healable by surgery (how would surgery restore that), so reset it afterwards
INT32 healableinjury_tmp = pSoldier->iHealableInjury;
INT8 bleeding_tmp = pSoldier->bBleeding;
// we need to set attacker as NOBODY, otherwise this calls dialogue events. This can be justified since they 'volunteered' for this
pSoldier->SoldierTakeDamage( 0, BLOODDONATION_AMOUNT, 0, TAKE_DAMAGE_BLOODLOSS, NOBODY, sGridNo, 0, TRUE );
pSoldier->iHealableInjury = healableinjury_tmp;
pSoldier->bBleeding = bleeding_tmp;
DeductPoints( this, GetAPsToFillBloodbag( this, sGridNo ), APBPConstants[BP_FILLBLOODBAG], AFTERACTION_INTERRUPT );
return;
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Error: no blood bag item found in Items.xml!" );
}
}
// Say NOTHING quote...
this->DoMercBattleSound( BATTLE_SOUND_NOTHING );
}
else
{
// if this is bomb, but nobody is there, plant the bomb instead
OBJECTTYPE* pObj = &( this->inv[HANDPOS] );
if ( pObj->exists() )
{
UINT16 usItem = pObj->usItem;
if ( Item[usItem].usItemClass == IC_BOMB )
{
this->EVENT_SoldierBeginDropBomb();
}
}
}
}
void SOLDIERTYPE::EVENT_SoldierInteractiveAction( INT32 sGridNo, UINT16 usActionType )
{
DoInteractiveAction( sGridNo, this );
@@ -23782,7 +23942,10 @@ UINT32 VirtualSoldierDressWound( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVictim, OB
// 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;
if ( pSoldier->usSoldierFlagMask2 & SOLDIER_SURGERY_BOOSTED )
iLifeReturned = pVictim->iHealableInjury * ( gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentBloodbag + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ) ) / 100;
else
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
@@ -23806,7 +23969,10 @@ UINT32 VirtualSoldierDressWound( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVictim, OB
}
else
{
iLifeReturned = bPtsLeft * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ));
if ( pSoldier->usSoldierFlagMask2 & SOLDIER_SURGERY_BOOSTED )
iLifeReturned = bPtsLeft * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentBloodbag + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ));
else
iLifeReturned = bPtsLeft * ( gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ) );
pVictim->iHealableInjury -= (bPtsLeft * 100);
bPtsLeft = 0;
+11 -2
View File
@@ -232,6 +232,7 @@ enum
MERC_HANDCUFF_PERSON,
MERC_APPLYITEM,
MERC_INTERACTIVEACTION,
MERC_FILLBLOODBAG,
};
// ENUMERATIONS FOR THROW ACTIONS
@@ -418,7 +419,8 @@ enum
#define SOLDIER_CONCEALINSERTION 0x00008000 // we enteri a sector by transition from concealed state (which causes us to spawn at the location we left the sector in)
#define SOLDIER_CONCEALINSERTION_DISCOVERED 0x00010000 // we enter a sector by transition from concealed state, but as we were 'discovered', set red alert
#define SOLDIER_MERC_POW_LOCATIONKNOWN 0x00020000 // we are a POW, but the player has discovered our location
#define SOLDIER_MERC_POW_LOCATIONKNOWN 0x00020000 // we are a POW, but the player has discovered our location
#define SOLDIER_SURGERY_BOOSTED 0x00040000 // we are a boosted performing surgery (e.g. by using up a blood bag)
#define SOLDIER_INTERROGATE_ALL 0x000001F8 // all interrogation flags
// ----------------------------------------------------------------
@@ -1658,6 +1660,7 @@ public:
void EVENT_SoldierBuildStructure( INT32 sGridNo, UINT8 ubDirection ); // added by Flugente
void EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection ); // added by Flugente
void EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirection ); // added by Flugente
void EVENT_SoldierTakeBloodFromPerson( INT32 sGridNo, UINT8 ubDirection ); // added by Flugente
void EVENT_SoldierInteractiveAction( INT32 sGridNo, UINT16 usActionType ); // added by Flugente
BOOLEAN EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestart );
@@ -1795,7 +1798,7 @@ public:
BOOLEAN IsFeedingExternal(UINT8* pubId1, UINT16* pGunSlot1, UINT16* pAmmoSlot1, UINT8* pubId2, UINT16* pGunSlot2, UINT16* pAmmoSlot2);
// Flugente: return first found object with a specific flag from our inventory
OBJECTTYPE* GetObjectWithFlag( UINT32 aFlag );
OBJECTTYPE* GetObjectWithFlag( UINT64 aFlag );
// Flugente: functions for the covert ops trait
@@ -1992,6 +1995,12 @@ public:
void StopChatting();
void DrugAutoUse();
OBJECTTYPE* GetObjectWithItemFlag( UINT64 aFlag );
void DestroyOneObjectWithItemFlag( UINT64 aFlag );
// Flugente: can we fill a blood bag from this guy ?
BOOLEAN IsValidBloodDonor();
//////////////////////////////////////////////////////////////////////////////
}; // SOLDIERTYPE;
+28
View File
@@ -52,6 +52,7 @@ UINT8 HandleRepairCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorF
UINT8 HandleRefuelCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
UINT8 HandleRemoteCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleCameraCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleBloodbagCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleBombCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleJarCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
UINT8 HandleTinCanCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
@@ -283,6 +284,10 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos
ubCursorID = HandleCameraCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
break;
case BLOODBAGCURS:
ubCursorID = HandleBloodbagCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
break;
case REMOTECURS:
ubCursorID = HandleRemoteCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
@@ -2203,6 +2208,25 @@ UINT8 HandleCameraCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivat
return CAMERA_RED_UICURSOR;
}
UINT8 HandleBloodbagCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags )
{
// DRAW PATH TO GUY
HandleUIMovementCursor( pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_APPLYITEM );
if ( HasItemFlag( ( &( pSoldier->inv[HANDPOS] ) )->usItem, EMPTY_BLOOD_BAG ) )
{
// is there a person here?
UINT8 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
if ( usSoldierIndex != pSoldier->ubID && MercPtrs[usSoldierIndex]->IsValidBloodDonor() )
return BLOODBAG_GREY_UICURSOR;
}
}
return BLOODBAG_RED_UICURSOR;
}
UINT8 HandleBombCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags )
{
@@ -2869,6 +2893,10 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
if ( HasItemFlag( usInHand, CAMERA ) )
ubCursor = CAMERACURS;
// Flugente: blood bag cursor
if ( HasItemFlag( usInHand, EMPTY_BLOOD_BAG ) )
ubCursor = BLOODBAGCURS;
// Flugente: interactive actions
// we only check whether an action is possible in principle, not whether this particular guy can do it. That way we know an action is possible here even if we can't perform it at the moment.
// only do this if the item doesn't already allow us to do something else