diff --git a/GameVersion.cpp b/GameVersion.cpp
index d5d9c117..301a5bc8 100644
--- a/GameVersion.cpp
+++ b/GameVersion.cpp
@@ -55,8 +55,8 @@
#endif
-CHAR8 czVersionNumber[16] = { "Build 18.07.21" }; //YY.MM.DD
+CHAR8 czVersionNumber[16] = { "Build 18.07.25" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
-CHAR16 zRevisionNumber[16] = { L"Revision 8580" };
+CHAR16 zRevisionNumber[16] = { L"Revision 8588" };
// SAVE_GAME_VERSION is defined in header, change it there
diff --git a/Strategic/Hourly Update.cpp b/Strategic/Hourly Update.cpp
index 85cfd333..33d46d25 100644
--- a/Strategic/Hourly Update.cpp
+++ b/Strategic/Hourly Update.cpp
@@ -347,28 +347,30 @@ UINT16 LarryItems[ NUM_LARRY_ITEMS ][ 3 ] =
{ WINE, 3, 50 },
{ REGEN_BOOSTER, 3, 100 },
{ BEER, 2, 100 },
-};*/
+};
-#define LARRY_FALLS_OFF_WAGON 8
+#define LARRY_FALLS_OFF_WAGON 8*/
void HourlyLarryUpdate()
{
SOLDIERTYPE * pSoldier = NULL;
SOLDIERTYPE * pOtherSoldier = NULL;
INT8 bSlot = NO_SLOT, bBoozeSlot;
- INT8 bLarryItemLoop;
UINT16 usTemptation = 0;
UINT16 usCashAmount;
BOOLEAN fBar = FALSE;
OBJECTTYPE* pObj = NULL;
+ BOOLEAN fTookDrugs = FALSE;
for( UINT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
{
pSoldier = MercPtrs[ cnt ];
- if ( pSoldier && pSoldier->bAssignment < ON_DUTY && !pSoldier->flags.fBetweenSectors && pSoldier->bActive && pSoldier->bInSector && !(gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN ) )
+ if ( pSoldier && pSoldier->bActive && ( pSoldier->ubProfile == LARRY_NORMAL || pSoldier->ubProfile == LARRY_DRUNK || pSoldier->HasBackgroundFlag( BACKGROUND_DRUGUSE ) ) )
{
- if ( pSoldier->ubProfile == LARRY_NORMAL || pSoldier->ubProfile == LARRY_DRUNK || pSoldier->HasBackgroundFlag( BACKGROUND_DRUGUSE ) )
+ fTookDrugs = FALSE;
+
+ if ( pSoldier->bAssignment < ON_DUTY && !pSoldier->flags.fBetweenSectors && pSoldier->bInSector && !( gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN ) )
{
// 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
@@ -447,73 +449,80 @@ void HourlyLarryUpdate()
}
}
- if ( fSnitchStoppedBehaviour )
- continue;
+ if ( !fSnitchStoppedBehaviour )
+ {
+ fTookDrugs = TRUE;
- if ( pSoldier->ubProfile == LARRY_DRUNK )
+ // Flugente: dynamic opinion
+ HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_ADDICT, TRUE, FALSE );
+
+ if ( fBar )
+ {
+ // take $ from player's account
+ // silversurfer: changed the price to reflect the changed amount of 25% below
+ //usCashAmount = Item[ ALCOHOL ].usPrice;
+ usCashAmount = (UINT16)( Item[ALCOHOL].usPrice / 4.0f );
+ AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin(), -( usCashAmount ) );
+ // give Larry some booze and set slot etc values appropriately
+ // CHRISL: Change final parameter to allow dynamic control of inventory slots
+ bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, NUM_INV_SLOTS );
+ if ( bBoozeSlot != NO_SLOT )
+ {
+ // give Larry booze here
+ // silversurfer: only give the merc a 25% bottle. This fixes the problem that the bottle of alcohol can go to any inventory slot even one that isn't available.
+ // Now the bottle will be fully consumed below and vanishes from inventory before the player even gets to see it. This simulates going to a bar to have a drink there.
+ //CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) );
+ CreateItem( ALCOHOL, 25, &( pSoldier->inv[bBoozeSlot] ) );
+ }
+ bSlot = bBoozeSlot;
+
+ if ( bSlot != NO_SLOT )
+ {
+ UseKitPoints( &( pSoldier->inv[bSlot] ), 25/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
+ }
+ }
+ else
+ {
+ if ( pObj )
+ UseKitPoints( pObj, 100/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
+ }
+ }
+ }
+ }
+
+ // special treatment for Larry, he switches personality if takes drugs
+ if ( pSoldier->ubProfile == LARRY_NORMAL || pSoldier->ubProfile == LARRY_DRUNK )
+ {
+ if ( fTookDrugs )
+ {
+ if ( pSoldier->ubProfile == LARRY_NORMAL )
+ {
+ SwapToProfile( pSoldier, LARRY_DRUNK );
+
+ gMercProfiles[LARRY_NORMAL].bNPCData = LARRY_FALLS_OFF_WAGON;
+ }
+ else
{
// NB store all drunkenness info in LARRY_NORMAL profile (to use same values)
// so long as he keeps consuming, keep number above level at which he cracked
- gMercProfiles[ LARRY_NORMAL ].bNPCData = __max( gMercProfiles[ LARRY_NORMAL ].bNPCData, LARRY_FALLS_OFF_WAGON );
- gMercProfiles[ LARRY_NORMAL ].bNPCData += (INT8) Random( usTemptation );
+ gMercProfiles[LARRY_NORMAL].bNPCData += (INT8)Random( usTemptation );
+
// allow value to keep going up to 24 (about 2 days since we subtract Random( 2 ) when he has no access )
- gMercProfiles[ LARRY_NORMAL ].bNPCData = __min( gMercProfiles[ LARRY_NORMAL ].bNPCData, 24 );
- }
- else
- {
- gMercProfiles[ pSoldier->ubProfile ].bNPCData += (INT8) Random( usTemptation );
-
- if ( gMercProfiles[ pSoldier->ubProfile ].bNPCData < LARRY_FALLS_OFF_WAGON )
- continue;
- }
-
- // Flugente: dynamic opinion
- HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_ADDICT, TRUE, FALSE );
-
- if ( fBar )
- {
- // take $ from player's account
- // silversurfer: changed the price to reflect the changed amount of 25% below
- //usCashAmount = Item[ ALCOHOL ].usPrice;
- usCashAmount = (UINT16)(Item[ ALCOHOL ].usPrice / 4.0f );
- AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin() , -( usCashAmount ) );
- // give Larry some booze and set slot etc values appropriately
- // CHRISL: Change final parameter to allow dynamic control of inventory slots
- bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, NUM_INV_SLOTS );
- if ( bBoozeSlot != NO_SLOT )
- {
- // give Larry booze here
- // silversurfer: only give the merc a 25% bottle. This fixes the problem that the bottle of alcohol can go to any inventory slot even one that isn't available.
- // Now the bottle will be fully consumed below and vanishes from inventory before the player even gets to see it. This simulates going to a bar to have a drink there.
- //CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) );
- CreateItem( ALCOHOL, 25, &(pSoldier->inv[bBoozeSlot]) );
- }
- bSlot = bBoozeSlot;
- bLarryItemLoop = 1;
-
- if ( pSoldier->ubProfile == LARRY_DRUNK )
- {
- SwapLarrysProfiles( pSoldier );
- }
-
- if ( bSlot != NO_SLOT )
- {
- UseKitPoints( &(pSoldier->inv[ bSlot ]), 25/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
- }
- }
- else
- {
- if ( pObj )
- UseKitPoints( pObj, 100/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
+ gMercProfiles[LARRY_NORMAL].bNPCData = __min( gMercProfiles[LARRY_NORMAL].bNPCData, 24 );
+ gMercProfiles[LARRY_NORMAL].bNPCData = __max( gMercProfiles[LARRY_NORMAL].bNPCData, LARRY_FALLS_OFF_WAGON );
}
}
- else if ( pSoldier->ubProfile == LARRY_DRUNK )
+ else
{
- gMercProfiles[ LARRY_NORMAL ].bNPCData -= (INT8) Random( 2 );
- if ( gMercProfiles[ LARRY_NORMAL ].bNPCData <= 0 )
+ if ( pSoldier->ubProfile == LARRY_DRUNK )
{
- // goes sober!
- SwapLarrysProfiles( pSoldier );
+ gMercProfiles[LARRY_NORMAL].bNPCData -= (INT8)Random( 2 );
+
+ if ( gMercProfiles[LARRY_NORMAL].bNPCData <= 0 )
+ {
+ // goes sober!
+ SwapToProfile( pSoldier, LARRY_NORMAL );
+ }
}
}
}
@@ -563,10 +572,10 @@ void HourlyDisabilityUpdate( )
{
pSoldier = MercPtrs[cnt];
- if ( pSoldier && pSoldier->bActive && !pSoldier->flags.fMercAsleep )
+ if ( pSoldier && pSoldier->bActive )
{
- // possibl self-harm
- if ( Chance(20) && DoesMercHaveDisability( pSoldier, SELF_HARM ) )
+ // possible self-harm
+ if ( !pSoldier->flags.fMercAsleep && Chance(20) && DoesMercHaveDisability( pSoldier, SELF_HARM ) )
{
// don't do this if we are at low health, or in combat, or travelling, or a patient or doctor
// only do this if we are rather healed
@@ -633,6 +642,23 @@ void HourlyDisabilityUpdate( )
}
}
}
+
+ // If Buns is in her alternate personality, she will eventually change back.
+ if ( pSoldier->ubProfile == BUNS_CHAOTIC )
+ {
+ gMercProfiles[BUNS].bNPCData = max(0, gMercProfiles[BUNS].bNPCData - 1 );
+
+ if ( gMercProfiles[BUNS].bNPCData <= 0 )
+ {
+ SwapToProfile( pSoldier, BUNS );
+
+ extern void SpecialDialogue( SOLDIERTYPE* pSoldier, STR8 azSoundString, STR16 azTextString );
+
+ SpecialDialogue( pSoldier, "Speech\\Special\\buns_ptsd_deactivation.MP3", L"I'm better now." );
+
+ //TacticalCharacterDialogue( pSoldier, QUOTE_WORK_UP_AND_RETURNING_TO_ASSIGNMENT );
+ }
+ }
}
}
}
diff --git a/Strategic/Merc Contract.cpp b/Strategic/Merc Contract.cpp
index 604f3233..8515fd9a 100644
--- a/Strategic/Merc Contract.cpp
+++ b/Strategic/Merc Contract.cpp
@@ -939,6 +939,15 @@ BOOLEAN StrategicRemoveMerc( SOLDIERTYPE *pSoldier )
EndCurrentContractRenewal( );
}
+ // Flugente: if this is Buns alternate personality, change her back.
+ // This way we don't have to deal with her transformation while she is absent (and we don't need additional laptop soundfiles).
+ if ( pSoldier->ubProfile == BUNS_CHAOTIC )
+ {
+ gMercProfiles[BUNS].bNPCData = 0;
+
+ SwapToProfile( pSoldier, BUNS );
+ }
+
// anv: let buddies react
HandleBuddiesReactionToFiringMerc(pSoldier, MORALE_BUDDY_FIRED);
diff --git a/Tactical/Dialogue Control.cpp b/Tactical/Dialogue Control.cpp
index c31dd49e..74a9c934 100644
--- a/Tactical/Dialogue Control.cpp
+++ b/Tactical/Dialogue Control.cpp
@@ -2231,6 +2231,25 @@ BOOLEAN LuaCallsToDoDialogueStuff( UINT8 ubProfile, INT32 iFaceIndex, const char
return TRUE;
}
+// Flugente: play sound file like normal dialogue or, if someone else is already talking, just play the sound
+void SpecialDialogue( SOLDIERTYPE* pSoldier, STR8 azSoundString, STR16 azTextString )
+{
+ // if possible, set up a proper dialogue. Otherwise just play the file
+ if ( !DialogueActive() && pSoldier->ubProfile != NO_PROFILE )
+ {
+ gpCurrentTalkingFace = &gFacesData[pSoldier->iFaceIndex];
+ gubCurrentTalkingID = pSoldier->ubID;
+
+ SetQuoteStr( azTextString );
+
+ LuaCallsToDoDialogueStuff( pSoldier->ubProfile, pSoldier->iFaceIndex, azSoundString );
+ }
+ else
+ {
+ PlayJA2SampleFromFile( azSoundString, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
+ }
+}
+
void CreateTalkingUI( INT8 bUIHandlerID, INT32 iFaceIndex, UINT8 ubCharacterNum, SOLDIERTYPE *pSoldier, STR16 zQuoteStr )
{
// Show text, if on
diff --git a/Tactical/Dialogue Control.h b/Tactical/Dialogue Control.h
index 3aeeea16..6cd3c6d6 100644
--- a/Tactical/Dialogue Control.h
+++ b/Tactical/Dialogue Control.h
@@ -376,9 +376,8 @@ void AdditionalTacticalCharacterDialogue_AllInSector( INT16 aSectorX, INT16 aSec
void AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( UINT8 ausIgnoreProfile, UINT16 usEventNr,
UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
-void SetQuoteStr( STR16 aStr );
-
-BOOLEAN LuaCallsToDoDialogueStuff( UINT8 ubProfile, INT32 iFaceIndex, const char* azSoundString );
+// Flugente: play sound file like normal dialogue or, if someone else is already talking, just play the sound
+void SpecialDialogue( SOLDIERTYPE* pSoldier, STR8 azSoundString, STR16 azTextString );
// Flugente: replace text with other text
BOOLEAN ReplaceTextWithOtherText( CHAR16 *pFinishedString, CHAR16 compare[32], CHAR16 replace[32] );
diff --git a/Tactical/Disease.h b/Tactical/Disease.h
index 4268c918..b4a12747 100644
--- a/Tactical/Disease.h
+++ b/Tactical/Disease.h
@@ -71,6 +71,7 @@ enum
#define DISEASE_PROPERTY_HIDESYMBOL 0x00000008 // do not show a symbol for this disease on the merc's face, even if diagnosed
#define DISEASE_PROPERTY_DISGUSTING 0x00000010 // other merc's will be disgusted by anyone with this disease if broken out
+#define DISEASE_PROPERTY_PTSD_BUNS 0x00000020 // if Buns has this disease, she can change personality
typedef struct
{
diff --git a/Tactical/Drugs And Alcohol.cpp b/Tactical/Drugs And Alcohol.cpp
index da4aa2a7..3fa3df90 100644
--- a/Tactical/Drugs And Alcohol.cpp
+++ b/Tactical/Drugs And Alcohol.cpp
@@ -151,13 +151,21 @@ BOOLEAN ApplyDrugs_New( SOLDIERTYPE *pSoldier, UINT16 usItem, UINT16 uStatusUsed
// do switch for Larry!!
if ( pSoldier->ubProfile == LARRY_NORMAL )
{
- pSoldier = SwapLarrysProfiles( pSoldier );
+ SwapToProfile( pSoldier, LARRY_DRUNK );
+
+ gMercProfiles[LARRY_NORMAL].bNPCData = LARRY_FALLS_OFF_WAGON;
}
else if ( pSoldier->ubProfile == LARRY_DRUNK )
{
- gMercProfiles[LARRY_DRUNK].bNPCData = 0;
- }
+ // NB store all drunkenness info in LARRY_NORMAL profile (to use same values)
+ // so long as he keeps consuming, keep number above level at which he cracked
+ gMercProfiles[LARRY_NORMAL].bNPCData += (INT8)Random( 5 );
+ // allow value to keep going up to 24 (about 2 days since we subtract Random( 2 ) when he has no access )
+ gMercProfiles[LARRY_NORMAL].bNPCData = __min( gMercProfiles[LARRY_NORMAL].bNPCData, 24 );
+ gMercProfiles[LARRY_NORMAL].bNPCData = __max( gMercProfiles[LARRY_NORMAL].bNPCData, LARRY_FALLS_OFF_WAGON );
+ }
+
if ( NewDrug[drugused].opinionevent )
{
HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_ADDICT, TRUE, TRUE );
diff --git a/Tactical/Drugs And Alcohol.h b/Tactical/Drugs And Alcohol.h
index 118ec4c6..887a89b7 100644
--- a/Tactical/Drugs And Alcohol.h
+++ b/Tactical/Drugs And Alcohol.h
@@ -57,6 +57,8 @@ enum {
HUNGOVER,
};
+#define LARRY_FALLS_OFF_WAGON 8
+
BOOLEAN ApplyDrugs_New( SOLDIERTYPE *pSoldier, UINT16 usItem, UINT16 uStatusUsed );
void HandleEndTurnDrugAdjustments_New( SOLDIERTYPE *pSoldier );
diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp
index ec5e4261..439bddc8 100644
--- a/Tactical/Overhead.cpp
+++ b/Tactical/Overhead.cpp
@@ -3577,9 +3577,8 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
}
break;
}
-
}
-
+
//Make a call to handle the strategic things, such as Life Insurance, record it in history file etc.
StrategicHandlePlayerTeamMercDeath( pSoldier );
@@ -8573,6 +8572,18 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
// If soldier is visible on-screen, report to player that they are cowering.
if ( pSoldier->bVisible != -1 )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[0], pSoldier->GetName() );
+
+ // Flugente: if we are Buns, and we have PTSD, this shock causes us to switch to a different personality
+ if ( pSoldier->ubProfile == BUNS && pSoldier->HasDiseaseWithFlag( DISEASE_PROPERTY_PTSD_BUNS ) )
+ {
+ SwapToProfile( pSoldier, BUNS_CHAOTIC );
+
+ gMercProfiles[BUNS].bNPCData += 3 + Random( 3 );
+
+ extern void SpecialDialogue( SOLDIERTYPE* pSoldier, STR8 azSoundString, STR16 azTextString );
+
+ SpecialDialogue( pSoldier, "Speech\\Special\\buns_ptsd_activation.MP3", L"Mustn't... get... angry... HOW COULD YOU LET THAT HAPPEN TO ME???" );
+ }
}
}
diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp
index cb906902..9af6b3c0 100644
--- a/Tactical/Soldier Control.cpp
+++ b/Tactical/Soldier Control.cpp
@@ -10279,7 +10279,7 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBr
}
// possibly get traumatized if damage gets close to killing us (not if we're slowly bleeding)
- if ( this->stats.bLife < OKLIFE && ubReason != TAKE_DAMAGE_BLOODLOSS )
+ if ( this->stats.bLife < OKLIFE )//&& ubReason != TAKE_DAMAGE_BLOODLOSS )
HandlePossibleInfection( this, NULL, INFECTION_TYPE_TRAUMATIC );
}
@@ -18937,7 +18937,25 @@ BOOLEAN SOLDIERTYPE::HasDisease( BOOLEAN fDiagnosedOnly, BOOLEAN fHealableOnly,
return FALSE;
}
-// get the magnitude os a disease we might have, used to determine wether there are any effects
+// Do we have an outbroken disease with a special property?
+BOOLEAN SOLDIERTYPE::HasDiseaseWithFlag( UINT32 aFlag )
+{
+ if ( !gGameExternalOptions.fDisease )
+ return FALSE;
+
+ for ( int i = 0; i < NUM_DISEASES; ++i )
+ {
+ // disease is relevant if we are infected and are not looking for symbols only while the disease has no symbol
+ if ( ( Disease[i].usDiseaseProperties & aFlag ) && this->sDiseasePoints[i] > 0 && ( this->sDiseaseFlag[i] & SOLDIERDISEASE_OUTBREAK ) )
+ {
+ return TRUE;
+ }
+ }
+
+ return FALSE;
+}
+
+// get the magnitude of a disease we might have, used to determine wether there are any effects
FLOAT SOLDIERTYPE::GetDiseaseMagnitude( UINT8 aDisease )
{
if ( !gGameExternalOptions.fDisease )
@@ -19071,6 +19089,12 @@ void SOLDIERTYPE::PrintDiseaseDesc( CHAR16* apStr, BOOLEAN fFullDesc )
wcscat( apStr, atStr );
}
}
+
+ if ( (this->ubProfile == BUNS || this->ubProfile == BUNS_CHAOTIC) && ( Disease[i].usDiseaseProperties & DISEASE_PROPERTY_PTSD_BUNS ) )
+ {
+ swprintf( atStr, szDiseaseText[TEXT_DISEASE_PTSD_BUNS_SPECIAL] );
+ wcscat( apStr, atStr );
+ }
}
}
else if ( fShowExactPoints && this->sDiseasePoints[i] > 0 )
diff --git a/Tactical/Soldier Control.h b/Tactical/Soldier Control.h
index 14a49b74..7dbd5800 100644
--- a/Tactical/Soldier Control.h
+++ b/Tactical/Soldier Control.h
@@ -1934,7 +1934,8 @@ public:
// fHealableOnly: check wether it can be healed
// fSymbolOnly: only show if symbol should be shown
BOOLEAN HasDisease(BOOLEAN fDiagnosedOnly, BOOLEAN fHealableOnly, BOOLEAN fSymbolOnly = FALSE);
- FLOAT GetDiseaseMagnitude( UINT8 aDisease ); // get the magnitude os a disease we might have, used to determine wether there are any effects
+ BOOLEAN HasDiseaseWithFlag(UINT32 aFlag);
+ FLOAT GetDiseaseMagnitude( UINT8 aDisease ); // get the magnitude of a disease we might have, used to determine wether there are any effects
void PrintDiseaseDesc( CHAR16* apStr, BOOLEAN fFullDesc = FALSE );
void PrintFoodDesc( CHAR16* apStr, BOOLEAN fFullDesc = FALSE );
void PrintSleepDesc( CHAR16* apStr );
diff --git a/Tactical/Soldier Profile.cpp b/Tactical/Soldier Profile.cpp
index 60062c13..eb98b7b4 100644
--- a/Tactical/Soldier Profile.cpp
+++ b/Tactical/Soldier Profile.cpp
@@ -2367,22 +2367,13 @@ BOOLEAN MercIsInTropicalSector( SOLDIERTYPE * pSoldier )
return( FALSE );
}
-SOLDIERTYPE * SwapLarrysProfiles( SOLDIERTYPE * pSoldier )
+SOLDIERTYPE* SwapToProfile( SOLDIERTYPE * pSoldier, UINT8 ubDestProfile )
{
- UINT8 ubSrcProfile;
- UINT8 ubDestProfile;
- MERCPROFILESTRUCT * pNewProfile;
+ MERCPROFILESTRUCT* pNewProfile;
+ UINT8 ubSrcProfile = pSoldier->ubProfile;
- ubSrcProfile = pSoldier->ubProfile;
- if ( ubSrcProfile == LARRY_NORMAL )
- {
- ubDestProfile = LARRY_DRUNK;
- }
- else if ( ubSrcProfile == LARRY_DRUNK )
- {
- ubDestProfile = LARRY_NORMAL;
- }
- else
+ // need a stop criteria...
+ if ( FALSE )
{
// I don't think so!
return( pSoldier );
diff --git a/Tactical/Soldier Profile.h b/Tactical/Soldier Profile.h
index f852b36d..b50845d9 100644
--- a/Tactical/Soldier Profile.h
+++ b/Tactical/Soldier Profile.h
@@ -88,6 +88,7 @@ extern BOOLEAN LoadNewSystemMercsToSaveGameFile( HWFILE hFile );
enum NPCIDs
{
VICKI = 4,// anv: check when hiring Speck
+ BUNS = 17,
BIFF = 40,
HAYWIRE,
GASKET,
@@ -248,6 +249,8 @@ enum NPCIDs
ELIO = 196,
JUAN = 197,
WAHAN = 198,
+
+ BUNS_CHAOTIC = 215,
} ;
BOOLEAN LoadMercProfiles(void);
@@ -285,7 +288,7 @@ extern BOOLEAN gubNumTerrorists;
void MakeRemainingTerroristsTougher( void );
void MakeRemainingAssassinsTougher( void );
-SOLDIERTYPE * SwapLarrysProfiles( SOLDIERTYPE * pSoldier );
+SOLDIERTYPE* SwapToProfile( SOLDIERTYPE * pSoldier, UINT8 ubDestProfile );
BOOLEAN DoesNPCOwnBuilding( SOLDIERTYPE *pSoldier, INT32 sGridNo );
diff --git a/Tactical/XML_Disease.cpp b/Tactical/XML_Disease.cpp
index 30ee6b28..c2c3b5c8 100644
--- a/Tactical/XML_Disease.cpp
+++ b/Tactical/XML_Disease.cpp
@@ -82,6 +82,7 @@ diseaseStartElementHandle( void *userData, const XML_Char *name, const XML_Char
strcmp( name, "fCanReInfect" ) == 0 ||
strcmp( name, "fHideSymbol" ) == 0 ||
strcmp( name, "fDisgusting" ) == 0 ||
+ strcmp( name, "fSpecialFlagPTSDBuns" ) == 0 ||
strcmp( name, "sEffStatAGI" ) == 0 ||
strcmp( name, "sEffStatDEX" ) == 0 ||
strcmp( name, "sEffStatSTR" ) == 0 ||
@@ -302,6 +303,12 @@ diseaseEndElementHandle( void *userData, const XML_Char *name )
if ( atol( pData->szCharData ) )
pData->curItem.usDiseaseProperties |= DISEASE_PROPERTY_DISGUSTING;
}
+ else if ( strcmp( name, "fSpecialFlagPTSDBuns" ) == 0 )
+ {
+ pData->curElement = ELEMENT;
+ if ( atol( pData->szCharData ) )
+ pData->curItem.usDiseaseProperties |= DISEASE_PROPERTY_PTSD_BUNS;
+ }
else if ( strcmp( name, "sEffStatAGI" ) == 0 )
{
pData->curElement = ELEMENT;
@@ -480,6 +487,7 @@ BOOLEAN WriteDiseaseStats( )
FilePrintf( hFile, "\t\t%d\r\n", (Disease[cnt].usDiseaseProperties & DISEASE_PROPERTY_CANREINFECT) ? 1 : 0 );
FilePrintf( hFile, "\t\t%d\r\n", (Disease[cnt].usDiseaseProperties & DISEASE_PROPERTY_HIDESYMBOL) ? 1 : 0 );
FilePrintf( hFile, "\t\t%d\r\n", (Disease[cnt].usDiseaseProperties & DISEASE_PROPERTY_DISGUSTING) ? 1 : 0 );
+ FilePrintf( hFile, "\t\t%d\r\n", ( Disease[cnt].usDiseaseProperties & DISEASE_PROPERTY_PTSD_BUNS ) ? 1 : 0 );
FilePrintf( hFile, "\t\t%d\r\n", Disease[cnt].sEffStat[INFST_AGI] );
FilePrintf( hFile, "\t\t%d\r\n", Disease[cnt].sEffStat[INFST_DEX] );
FilePrintf( hFile, "\t\t%d\r\n", Disease[cnt].sEffStat[INFST_STR] );
diff --git a/TileEngine/physics.cpp b/TileEngine/physics.cpp
index 31c1609d..faec7c4a 100644
--- a/TileEngine/physics.cpp
+++ b/TileEngine/physics.cpp
@@ -2715,7 +2715,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
// any merc nearby that can see this can warn us
if ( ( *pObj )[0]->data.misc.bDelay > 0 && pObject->ubOwner != NOBODY )//&& MercPtrs[pObject->ubOwner]->bTeam != gbPlayerNum )
{
- AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( NO_PROFILE, ADE_GRENADEWARNING, 0, 0, 0, pObject->sGridNo, 5 );
+ AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( NO_PROFILE, ADE_GRENADEWARNING, pObj->usItem, 0, 0, pObject->sGridNo, 5 );
}
if ( fDoImpact )
diff --git a/Utils/Text.h b/Utils/Text.h
index b2d27431..fada613b 100644
--- a/Utils/Text.h
+++ b/Utils/Text.h
@@ -2963,7 +2963,9 @@ enum
TEXT_DISEASE_CANCEL,
// (undiagnosed)
- TEXT_DISEASE_UNDIAGNOSED
+ TEXT_DISEASE_UNDIAGNOSED,
+
+ TEXT_DISEASE_PTSD_BUNS_SPECIAL,
};
enum
diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp
index 28921ca5..37978272 100644
--- a/Utils/_ChineseText.cpp
+++ b/Utils/_ChineseText.cpp
@@ -10999,6 +10999,8 @@ STR16 szDiseaseText[] =
L"取消", //L"Cancel",
L"\n\n%s (未诊断的) - %d / %d\n", //L"\n\n%s (undiagnosed) - %d / %d\n",
+
+ L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =
diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp
index 59e13b02..e455ecb7 100644
--- a/Utils/_DutchText.cpp
+++ b/Utils/_DutchText.cpp
@@ -11017,6 +11017,8 @@ STR16 szDiseaseText[] =
L"Cancel",
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
+
+ L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =
diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp
index 7fb18484..dfb10a3b 100644
--- a/Utils/_EnglishText.cpp
+++ b/Utils/_EnglishText.cpp
@@ -11001,6 +11001,8 @@ STR16 szDiseaseText[] =
L"Cancel",
L"\n\n%s (undiagnosed) - %d / %d\n",
+
+ L"High amount of distress can cause a personality split\n",
};
STR16 szSpyText[] =
diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp
index df3f7fed..82c180e2 100644
--- a/Utils/_FrenchText.cpp
+++ b/Utils/_FrenchText.cpp
@@ -10999,6 +10999,8 @@ STR16 szDiseaseText[] =
L"Cancel",
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
+
+ L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =
diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp
index 04bc19db..0e4cf9f7 100644
--- a/Utils/_GermanText.cpp
+++ b/Utils/_GermanText.cpp
@@ -10829,6 +10829,8 @@ STR16 szDiseaseText[] =
L"Cancel",
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
+
+ L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =
diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp
index 45d478c0..06e83639 100644
--- a/Utils/_ItalianText.cpp
+++ b/Utils/_ItalianText.cpp
@@ -11008,6 +11008,8 @@ STR16 szDiseaseText[] =
L"Cancel",
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
+
+ L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =
diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp
index b79ae44c..86f7dcfc 100644
--- a/Utils/_PolishText.cpp
+++ b/Utils/_PolishText.cpp
@@ -11021,6 +11021,8 @@ STR16 szDiseaseText[] =
L"Cancel",
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
+
+ L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =
diff --git a/Utils/_RussianText.cpp b/Utils/_RussianText.cpp
index 96d5ce6b..bde54504 100644
--- a/Utils/_RussianText.cpp
+++ b/Utils/_RussianText.cpp
@@ -11001,6 +11001,8 @@ STR16 szDiseaseText[] =
L"Отмена",
L"\n\n%s (недиагностирована) - %d / %d\n",
+
+ L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =