mirror of
https://github.com/1dot13/source.git
synced 2026-08-26 14:30:26 +02:00
New merc (somewhat): Similar to Larry's two personalities, Buns now has an alternate personality as well.
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&th=23806&goto=354149&#msg_354149 Requires GameDir >= r2430. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8588 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -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
|
||||
|
||||
@@ -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] );
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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 );
|
||||
|
||||
@@ -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 );
|
||||
|
||||
+13
-2
@@ -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???" );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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 )
|
||||
|
||||
@@ -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 );
|
||||
|
||||
@@ -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 );
|
||||
|
||||
@@ -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 );
|
||||
|
||||
|
||||
@@ -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<fCanReInfect>%d</fCanReInfect>\r\n", (Disease[cnt].usDiseaseProperties & DISEASE_PROPERTY_CANREINFECT) ? 1 : 0 );
|
||||
FilePrintf( hFile, "\t\t<fHideSymbol>%d</fHideSymbol>\r\n", (Disease[cnt].usDiseaseProperties & DISEASE_PROPERTY_HIDESYMBOL) ? 1 : 0 );
|
||||
FilePrintf( hFile, "\t\t<fDisgusting>%d</fDisgusting>\r\n", (Disease[cnt].usDiseaseProperties & DISEASE_PROPERTY_DISGUSTING) ? 1 : 0 );
|
||||
FilePrintf( hFile, "\t\t<fSpecialFlagPTSDBuns>%d</fSpecialFlagPTSDBuns>\r\n", ( Disease[cnt].usDiseaseProperties & DISEASE_PROPERTY_PTSD_BUNS ) ? 1 : 0 );
|
||||
FilePrintf( hFile, "\t\t<sEffStatAGI>%d</sEffStatAGI>\r\n", Disease[cnt].sEffStat[INFST_AGI] );
|
||||
FilePrintf( hFile, "\t\t<sEffStatDEX>%d</sEffStatDEX>\r\n", Disease[cnt].sEffStat[INFST_DEX] );
|
||||
FilePrintf( hFile, "\t\t<sEffStatSTR>%d</sEffStatSTR>\r\n", Disease[cnt].sEffStat[INFST_STR] );
|
||||
|
||||
Reference in New Issue
Block a user