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New feature: we have to bury corpses, or their rot causes diseases in sectors
Requires GameDir >= r2436. Fopr more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&th=23828&goto=354321&#msg_354321 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8591 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+2
-2
@@ -1731,8 +1731,8 @@ void LoadGameExternalOptions()
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gGameExternalOptions.fZombieOnlyHeadShotsPermanentlyKill = iniReader.ReadBoolean("Tactical Zombie Settings", "ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", TRUE);
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//################# Corpse Settings ##################
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gGameExternalOptions.usCorpseDelayUntilRotting = iniReader.ReadInteger( "Corpse Settings", "CORPSE_DELAY_UNTIL_ROTTING", NUM_SEC_IN_DAY / 60, 720, 7 * NUM_SEC_IN_DAY / 60 );
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gGameExternalOptions.usCorpseDelayUntilDoneRotting = iniReader.ReadInteger( "Corpse Settings", "CORPSE_DELAY_UNTIL_DONE_ROTTING", 3 * NUM_SEC_IN_DAY / 60, NUM_SEC_IN_DAY / 60, 14 * NUM_SEC_IN_DAY / 60 );
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gGameExternalOptions.usCorpseDelayUntilRotting = iniReader.ReadInteger( "Corpse Settings", "CORPSE_DELAY_UNTIL_ROTTING", NUM_SEC_IN_DAY / 60, 0, 7 * NUM_SEC_IN_DAY / 60 );
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gGameExternalOptions.usCorpseDelayUntilDoneRotting = iniReader.ReadInteger( "Corpse Settings", "CORPSE_DELAY_UNTIL_DONE_ROTTING", 3 * NUM_SEC_IN_DAY / 60, 0, 14 * NUM_SEC_IN_DAY / 60 );
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//################# Tactical Fortification Settings ##################
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gGameExternalOptions.fFortificationAllowInHostileSector = iniReader.ReadBoolean("Tactical Fortification Settings", "FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR", FALSE);
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+2
-2
@@ -55,8 +55,8 @@
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#endif
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CHAR8 czVersionNumber[16] = { "Build 18.07.25" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 18.08.12" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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CHAR16 zRevisionNumber[16] = { L"Revision 8588" };
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CHAR16 zRevisionNumber[16] = { L"Revision 8591" };
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// SAVE_GAME_VERSION is defined in header, change it there
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+2
-1
@@ -22,6 +22,7 @@ extern CHAR16 zRevisionNumber[16];
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// Keeps track of the saved game version. Increment the saved game version whenever
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// you will invalidate the saved game file
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#define CORPSE_DISPOSAL 179 // Flugente: corpses can be removed by assignment
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#define RAID_EVENTS 178 // Flugente: added bloodcat/zombie/bandit raids
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#define INDIVIDUAL_MILITIA_EXP_FLOAT 177 // Flugente: changed the way we store individual militia experience
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#define CHAT_TO_DISTRACT 176 // Flugente: internal variable allows us to distract enemies by engrossing them in conversation
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@@ -98,7 +99,7 @@ extern CHAR16 zRevisionNumber[16];
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#define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes
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#define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system
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#define SAVE_GAME_VERSION RAID_EVENTS
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#define SAVE_GAME_VERSION CORPSE_DISPOSAL
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//#define RUSSIANGOLD
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#ifdef __cplusplus
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+267
-41
@@ -145,6 +145,7 @@ enum{
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enum {
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DISEASE_MENU_DIAGNOSE,
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DISEASE_MENU_SECTOR_TREATMENT,
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DISEASE_MENU_BURIAL,
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DISEASE_MENU_CANCEL,
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};
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@@ -491,7 +492,7 @@ void HandleRadioScanInSector( INT16 sMapX, INT16 sMapY, INT8 bZ );
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// Flugente: disease
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void HandleDiseaseDiagnosis();
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void HandleDiseaseSectorTreatment( );
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void HandleStrategicDiseaseAndBurial( );
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// Flugente: fortification
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void HandleFortification();
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@@ -1002,7 +1003,7 @@ BOOLEAN CanCharacterTreatSectorDisease( SOLDIERTYPE *pSoldier )
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SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
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// we can only treat disease if we have data on it - either our team diagnosed it, or the WHO did and we have access to their data
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if ( pSectorInfo && ((pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) || (gubFact[FACT_DISEASE_WHODATA_ACCESS] && pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_WHO)) )
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if ( pSectorInfo && ((pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) || gubFact[FACT_DISEASE_WHODATA_ACCESS] ) )
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return TRUE;
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// all criteria fit, can doctor
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@@ -1055,6 +1056,27 @@ BOOLEAN CanCharacterSpyAssignment( SOLDIERTYPE *pSoldier )
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return TRUE;
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}
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BOOLEAN CanCharacterBurial( SOLDIERTYPE *pSoldier )
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{
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if ( !gGameExternalOptions.fDisease || !gGameExternalOptions.fDiseaseStrategic )
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return FALSE;
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AssertNotNIL( pSoldier );
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if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
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return( FALSE );
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if ( pSoldier->bSectorZ )
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return FALSE;
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SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )] );
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if ( !pSectorInfo || (!( pSectorInfo->uiFlags & SF_ROTTING_CORPSE_TEMP_FILE_EXISTS ) && !pSectorInfo->usNumCorpses ) )
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return FALSE;
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return TRUE;
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}
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BOOLEAN IsAnythingAroundForSoldierToRepair( SOLDIERTYPE * pSoldier )
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{
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AssertNotNIL(pSoldier);
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@@ -2895,7 +2917,7 @@ void UpdateAssignments()
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// Flugente: disease
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HandleDisease();
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HandleDiseaseDiagnosis(); // this must come after HandleDisease() so we discover fresh infections
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HandleDiseaseSectorTreatment();
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HandleStrategicDiseaseAndBurial();
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// Flugente: PMC recruits new personnel
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HourlyUpdatePMC();
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@@ -6228,8 +6250,8 @@ void HandleDiseaseDiagnosis()
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SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
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if ( pSectorInfo && pSectorInfo->usInfected &&
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!((pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) || (gubFact[FACT_DISEASE_WHODATA_ACCESS] && pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_WHO)) &&
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if ( pSectorInfo && pSectorInfo->fDiseasePoints &&
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!(pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) &&
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Chance( skill ) )
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{
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pSectorInfo->usInfectionFlag |= SECTORDISEASE_DIAGNOSED_PLAYER;
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@@ -6242,57 +6264,236 @@ void HandleDiseaseDiagnosis()
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}
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}
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extern BOOLEAN SaveRottingCorpsesToTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ, std::vector<ROTTING_CORPSE_DEFINITION> aCorpseDefVector );
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// handle treating the population (NOT our mercs) against diseases
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// our mercs are healed via the regular doctoring procedure
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void HandleDiseaseSectorTreatment()
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void HandleStrategicDiseaseAndBurial()
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{
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// requires dieases, duh
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if ( !gGameExternalOptions.fDisease || !gGameExternalOptions.fDiseaseStrategic )
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return;
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// every merc on diagnosis examines every other merc in this sector for diseases that are currently now known
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// depending on his skills how far an infection has gotten, the infection will be made public, giving us more time to cure it
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UINT32 currenttime = GetWorldTotalMin();
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// turn corpses into disease once they are old enough
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for ( INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for ( INT16 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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{
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SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( sX, sY )] );
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if ( pSectorInfo )
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{
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if ( ( pSectorInfo->uiFlags & SF_ROTTING_CORPSE_TEMP_FILE_EXISTS ) || pSectorInfo->usNumCorpses )
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{
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// determine corpse removal points of all mercs on assignment here
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FLOAT corpseremovalpoints = pSectorInfo->dBurial_UnappliedProgress;
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SOLDIERTYPE *pSoldier = NULL;
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UINT32 uiCnt = 0;
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for ( uiCnt = 0, pSoldier = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt, ++pSoldier )
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{
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if ( pSoldier->bActive && pSoldier->bAssignment == BURIAL && !pSoldier->flags.fMercAsleep &&
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pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && !pSoldier->bSectorZ && EnoughTimeOnAssignment( pSoldier ) )
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{
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corpseremovalpoints += pSoldier->GetBurialPoints( NULL );
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}
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}
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INT32 corpsesremoved_burial = 0;
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INT32 corpsesremoved_rot = 0;
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// open corpse table, check them for age, remove those ones old enough and add disease and a loyalty penalty
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if ( sX == gWorldSectorX && sY == gWorldSectorY )
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{
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INT32 corpsesleft = 0;
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for ( INT32 iCount = 0; iCount < giNumRottingCorpse; ++iCount )
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{
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if ( ( gRottingCorpse[iCount].fActivated ) )
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{
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if ( corpseremovalpoints >= CORPSEREMOVALPOINTSPERCORPSE )
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{
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corpseremovalpoints -= CORPSEREMOVALPOINTSPERCORPSE;
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RemoveCorpse( iCount );
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++corpsesremoved_burial;
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}
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else if ( ( ( currenttime - gRottingCorpse[iCount].def.uiTimeOfDeath ) > gGameExternalOptions.usCorpseDelayUntilDoneRotting ) )
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{
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// add disease
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pSectorInfo->fDiseasePoints = min( DISEASE_MAX_SECTOR, pSectorInfo->fDiseasePoints + DISEASE_PER_ROTTINGCORPSE );
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RemoveCorpse( iCount );
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++corpsesremoved_rot;
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}
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else
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{
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++corpsesleft;
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}
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}
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}
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pSectorInfo->usNumCorpses = corpsesleft;
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}
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else
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{
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HWFILE hFile;
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UINT32 uiNumBytesRead = 0;
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CHAR8 zMapName[128];
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UINT32 uiNumberOfCorpses = 0;
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ROTTING_CORPSE_DEFINITION def;
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std::vector<ROTTING_CORPSE_DEFINITION> corpsedefvector;
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GetMapTempFileName( SF_ROTTING_CORPSE_TEMP_FILE_EXISTS, zMapName, sX, sY, 0 );
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//Check to see if the file exists
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if ( FileExists( zMapName ) )
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{
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//Open the file for reading
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hFile = FileOpen( zMapName, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE );
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if ( hFile != 0 )
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{
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// Load the number of Rotting corpses
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FileRead( hFile, &uiNumberOfCorpses, sizeof( UINT32 ), &uiNumBytesRead );
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if ( uiNumBytesRead != sizeof( UINT32 ) )
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{
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// Error Writing size of array to disk
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FileClose( hFile );
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}
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else
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{
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// we loop over all corpses and remove some of them, either by rotting or assignment
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// if we chang anything, we save the now reduced array
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for ( UINT32 cnt = 0; cnt < uiNumberOfCorpses; ++cnt )
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{
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// Load the Rotting corpses info
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FileRead( hFile, &def, sizeof( ROTTING_CORPSE_DEFINITION ), &uiNumBytesRead );
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if ( uiNumBytesRead != sizeof( ROTTING_CORPSE_DEFINITION ) )
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{
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//Error Writing size of array to disk
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continue;
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}
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if ( corpseremovalpoints >= CORPSEREMOVALPOINTSPERCORPSE )
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{
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corpseremovalpoints -= CORPSEREMOVALPOINTSPERCORPSE;
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++corpsesremoved_burial;
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}
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else if ( ( ( currenttime - def.uiTimeOfDeath ) > gGameExternalOptions.usCorpseDelayUntilDoneRotting ) )
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{
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// add disease
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pSectorInfo->fDiseasePoints = min( DISEASE_MAX_SECTOR, pSectorInfo->fDiseasePoints + DISEASE_PER_ROTTINGCORPSE);
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++corpsesremoved_rot;
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}
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else
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{
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corpsedefvector.push_back( def );
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}
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}
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FileClose( hFile );
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pSectorInfo->usNumCorpses = corpsedefvector.size();
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// now save the corpses under the same filename
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if ( corpsesremoved_burial + corpsesremoved_rot )
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SaveRottingCorpsesToTempCorpseFile( sX, sY, 0, corpsedefvector );
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}
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}
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}
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}
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// the population doesn't like it when their neighbourhood suffers from disease
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if ( corpsesremoved_rot )
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{
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INT8 bTownId = GetTownIdForSector( sX, sY );
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// if NOT in a town
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if ( bTownId != BLANK_SECTOR )
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{
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UINT32 uiLoyaltyChange = corpsesremoved_rot * LOYALTY_PENALTY_ROTTED_CORPSE;
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DecrementTownLoyalty( bTownId, uiLoyaltyChange );
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}
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}
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// if we removed corpses, award experience to the undertakers
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if ( corpsesremoved_burial )
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{
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for ( uiCnt = 0, pSoldier = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt, ++pSoldier )
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{
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if ( pSoldier->bActive && pSoldier->bAssignment == BURIAL && !pSoldier->flags.fMercAsleep &&
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pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && !pSoldier->bSectorZ && EnoughTimeOnAssignment( pSoldier ) )
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{
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StatChange( pSoldier, STRAMT, 8, FALSE );
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}
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}
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}
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// store unapplied assignment progress
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pSectorInfo->dBurial_UnappliedProgress = max( 0.0f, corpseremovalpoints );
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}
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// disease from corpses decays over time
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// if this the hospital sector, the amount of doctoring is increased to marvellous levels
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if ( sX == gModSettings.ubHospitalSectorX && sY == gModSettings.ubHospitalSectorY )
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pSectorInfo->fDiseasePoints = max( 0.0f, min( pSectorInfo->fDiseasePoints * 0.9f, pSectorInfo->fDiseasePoints - 10.0f ) );
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else
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pSectorInfo->fDiseasePoints = max( 0.0f, min( pSectorInfo->fDiseasePoints * 0.98f, pSectorInfo->fDiseasePoints - 2.0f ) );
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}
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}
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}
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// mercs remove strategic disease
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SOLDIERTYPE *pSoldier = NULL;
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UINT32 uiCnt = 0;
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for ( uiCnt = 0, pSoldier = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt, pSoldier++ )
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for ( uiCnt = 0, pSoldier = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt, ++pSoldier )
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{
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if ( pSoldier->bActive && pSoldier->bAssignment == DISEASE_DOCTOR_SECTOR && CanCharacterTreatSectorDisease( pSoldier ) && !pSoldier->flags.fMercAsleep && EnoughTimeOnAssignment( pSoldier ) )
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if ( pSoldier->bActive && pSoldier->bAssignment == DISEASE_DOCTOR_SECTOR && !pSoldier->bSectorZ &&
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!pSoldier->flags.fMercAsleep && EnoughTimeOnAssignment( pSoldier ) && CanCharacterTreatSectorDisease( pSoldier ) )
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{
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MakeSureMedKitIsInHand( pSoldier );
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// get available healing pts
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UINT16 max = 0;
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UINT16 ptsavailable = CalculateHealingPointsForDoctor( pSoldier, &max, TRUE );
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ptsavailable = (ptsavailable * (100 + pSoldier->GetBackgroundValue( BG_PERC_DISEASE_TREAT ))) / 100;
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// calculate how much total points we have in all medical bags
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UINT16 usTotalMedPoints = TotalMedicalKitPoints( pSoldier );
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// doctoring points are limited by medical supplies
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ptsavailable = min( ptsavailable, usTotalMedPoints * 100 );
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// if we are doctoring in a sector, then we know for sure that there is disease here
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SECTORINFO *pSectorInfo = &(SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ]);
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SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )] );
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if ( pSectorInfo && pSectorInfo->usInfected )
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if ( pSectorInfo && pSectorInfo->fDiseasePoints )
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{
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pSectorInfo->usInfectionFlag |= SECTORDISEASE_DIAGNOSED_PLAYER;
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UINT32 ptsused = HealSectorPopulation( pSoldier->sSectorX, pSoldier->sSectorY, ptsavailable );
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// Finaly use all kit points (we are sure, we have that much)
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if ( !UseTotalMedicalKitPoints( pSoldier, ptsused / 100 ) )
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{
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// throw message if this went wrong for feedback on debugging
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_MCOLOR_RED, MSG_TESTVERSION, L"Warning! UseTotalKitPOints returned false, not all points were probably used." );
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#endif
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}
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MakeSureMedKitIsInHand( pSoldier );
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// increment skills based on healing pts used
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StatChange( pSoldier, MEDICALAMT, (UINT16)(ptsused / 100), FALSE );
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StatChange( pSoldier, DEXTAMT, (UINT16)(ptsused / 100), FALSE );
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StatChange( pSoldier, WISDOMAMT, (UINT16)(ptsused / 100), FALSE );
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// get available healing pts
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UINT16 max = 0;
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UINT16 ptsavailable = CalculateHealingPointsForDoctor( pSoldier, &max, TRUE );
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ptsavailable = ( ptsavailable * ( 100 + pSoldier->GetBackgroundValue( BG_PERC_DISEASE_TREAT ) ) ) / 100;
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// calculate how much total points we have in all medical bags
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UINT16 usTotalMedPoints = TotalMedicalKitPoints( pSoldier );
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// doctoring points are limited by medical supplies
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ptsavailable = min( ptsavailable, usTotalMedPoints * 100 );
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UINT32 ptsused = HealSectorPopulation( pSoldier->sSectorX, pSoldier->sSectorY, ptsavailable );
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// Finaly use all kit points (we are sure, we have that much)
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if ( !UseTotalMedicalKitPoints( pSoldier, ptsused / 100 ) )
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{
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// throw message if this went wrong for feedback on debugging
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_MCOLOR_RED, MSG_TESTVERSION, L"Warning! UseTotalMedicalKitPoints returned false, not all points were probably used." );
|
||||
#endif
|
||||
}
|
||||
|
||||
// increment skills based on healing pts used
|
||||
StatChange( pSoldier, MEDICALAMT, 3, FALSE );
|
||||
StatChange( pSoldier, DEXTAMT, 1, FALSE );
|
||||
StatChange( pSoldier, WISDOMAMT, 1, FALSE );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -17572,6 +17773,10 @@ void ReEvaluateEveryonesNothingToDo( BOOLEAN aDoExtensiveCheck )
|
||||
fNothingToDo = !CanCharacterDrillMilitia( pSoldier );
|
||||
break;
|
||||
|
||||
case BURIAL:
|
||||
fNothingToDo = !CanCharacterBurial( pSoldier );
|
||||
break;
|
||||
|
||||
case VEHICLE:
|
||||
default: // squads
|
||||
fNothingToDo = FALSE;
|
||||
@@ -17909,6 +18114,15 @@ void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
|
||||
}
|
||||
break;
|
||||
|
||||
case BURIAL:
|
||||
if ( CanCharacterBurial( pSoldier ) )
|
||||
{
|
||||
pSoldier->bOldAssignment = pSoldier->bAssignment;
|
||||
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0, 0 );
|
||||
fItWorked = TRUE;
|
||||
}
|
||||
break;
|
||||
|
||||
case( SQUAD_1 ):
|
||||
case( SQUAD_2 ):
|
||||
case( SQUAD_3 ):
|
||||
@@ -21645,6 +21859,7 @@ BOOLEAN DisplayDiseaseMenu( SOLDIERTYPE *pSoldier )
|
||||
|
||||
AddMonoString( (UINT32 *)&hStringHandle, szDiseaseText[TEXT_DISEASE_DIAGNOSIS] );
|
||||
AddMonoString( (UINT32 *)&hStringHandle, szDiseaseText[TEXT_DISEASE_TREATMENT] );
|
||||
AddMonoString( (UINT32 *)&hStringHandle, szDiseaseText[TEXT_DISEASE_BURIAL] );
|
||||
|
||||
// cancel
|
||||
AddMonoString( (UINT32 *)&hStringHandle, szDiseaseText[TEXT_DISEASE_CANCEL] );
|
||||
@@ -21672,6 +21887,7 @@ void HandleShadingOfLinesForDiseaseMenu( void )
|
||||
return;
|
||||
}
|
||||
|
||||
UnShadeStringInBox( ghDiseaseBox, iCount++ );
|
||||
UnShadeStringInBox( ghDiseaseBox, iCount++ );
|
||||
UnShadeStringInBox( ghDiseaseBox, iCount++ );
|
||||
|
||||
@@ -21740,7 +21956,15 @@ void CreateDestroyMouseRegionForDiseaseMenu( void )
|
||||
MSYS_SetRegionUserData( &gDisease[iCount], 0, iCount );
|
||||
MSYS_SetRegionUserData( &gDisease[iCount], 1, iCount );
|
||||
++iCount;
|
||||
|
||||
|
||||
// burial assignment
|
||||
MSYS_DefineRegion( &gDisease[iCount], (INT16)( iBoxXPosition ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* iCount ), (INT16)( iBoxXPosition + iBoxWidth ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight )* ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4,
|
||||
MSYS_NO_CURSOR, DiseaseMenuMvtCallback, DiseaseMenuBtnCallback );
|
||||
|
||||
MSYS_SetRegionUserData( &gDisease[iCount], 0, iCount );
|
||||
MSYS_SetRegionUserData( &gDisease[iCount], 1, iCount );
|
||||
++iCount;
|
||||
|
||||
// cancel
|
||||
MSYS_DefineRegion( &gDisease[iCount], (INT16)(iBoxXPosition), (INT16)(iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* iCount), (INT16)(iBoxXPosition + iBoxWidth), (INT16)(iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* (iCount + 1)), MSYS_PRIORITY_HIGHEST - 4,
|
||||
MSYS_NO_CURSOR, DiseaseMenuMvtCallback, DiseaseMenuBtnCallback );
|
||||
@@ -21801,6 +22025,8 @@ void DiseaseMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
INT8 newassignment = DISEASE_DIAGNOSE;
|
||||
if ( iWhat == DISEASE_MENU_SECTOR_TREATMENT )
|
||||
newassignment = DISEASE_DOCTOR_SECTOR;
|
||||
else if ( iWhat == DISEASE_MENU_BURIAL )
|
||||
newassignment = BURIAL;
|
||||
|
||||
if ( pSoldier->bAssignment != newassignment )
|
||||
{
|
||||
|
||||
@@ -96,6 +96,7 @@ enum
|
||||
GATHERINTEL, // gathers information while disguised in enemy territory
|
||||
DOCTOR_MILITIA, // heal militia
|
||||
DRILL_MILITIA, // train existing militia (does not create new ones)
|
||||
BURIAL, // merc removes corpses in this sector
|
||||
NUM_ASSIGNMENTS,
|
||||
};
|
||||
|
||||
@@ -187,6 +188,8 @@ BOOLEAN CanCharacterFortify( SOLDIERTYPE *pSoldier );
|
||||
|
||||
BOOLEAN CanCharacterSpyAssignment( SOLDIERTYPE *pSoldier );
|
||||
|
||||
BOOLEAN CanCharacterBurial( SOLDIERTYPE *pSoldier );
|
||||
|
||||
// can this character be assigned as a repairman?
|
||||
BOOLEAN CanCharacterRepair( SOLDIERTYPE *pCharacter );
|
||||
|
||||
|
||||
@@ -4799,10 +4799,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
|
||||
{
|
||||
AddRaidPersonnel( -( pTarget->pSoldier->ubBodyType == BLOODCAT ), -( pTarget->pSoldier->ubSoldierClass == SOLDIER_CLASS_ZOMBIE ), -( pTarget->pSoldier->ubSoldierClass == SOLDIER_CLASS_BANDIT ) );
|
||||
}
|
||||
|
||||
// Flugente: disease
|
||||
HandleDeathDiseaseImplications( pTarget->pSoldier );
|
||||
|
||||
|
||||
if( pAttacker->uiFlags & CELL_MERC )
|
||||
{ //Player killed the enemy soldier -- update his stats as well as any assisters.
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
@@ -5028,10 +5025,7 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
|
||||
{
|
||||
AddRaidPersonnel( -( pTarget->pSoldier->ubBodyType == BLOODCAT ), -( pTarget->pSoldier->ubSoldierClass == SOLDIER_CLASS_ZOMBIE ), -( pTarget->pSoldier->ubSoldierClass == SOLDIER_CLASS_BANDIT ) );
|
||||
}
|
||||
|
||||
// Flugente: disease
|
||||
HandleDeathDiseaseImplications( pTarget->pSoldier );
|
||||
|
||||
|
||||
//soldier has been killed
|
||||
if( pTarget->pAttacker[ index ]->uiFlags & CELL_PLAYER )
|
||||
{ //Player killed the enemy soldier -- update his stats as well as any assisters.
|
||||
|
||||
@@ -518,9 +518,9 @@ typedef struct SECTORINFO
|
||||
UINT8 ubTanksInBattle;
|
||||
|
||||
// Flugente: disease
|
||||
UINT16 usInfected; // how many people (civilians + enemy + militia) are infected in this sector? Does NOT count our mercs
|
||||
FLOAT fInfectionSeverity; // mean infection rate of those infected (percentage)
|
||||
UINT8 usDiseaseDoctoringDelay; // AI doctoring in this sector is delayed due to player interference
|
||||
UINT16 usNumCorpses; // number of corpses in this sector
|
||||
FLOAT fDiseasePoints; // disease points
|
||||
UINT8 bFiller4;
|
||||
UINT8 usInfectionFlag;
|
||||
|
||||
// Flugente: fortification
|
||||
@@ -537,7 +537,10 @@ typedef struct SECTORINFO
|
||||
// Flugente: localized weather
|
||||
UINT32 usWeather;
|
||||
|
||||
INT8 bPadding[ 16 ];
|
||||
// Flugente: burial assignment
|
||||
FLOAT dBurial_UnappliedProgress; // progress done via assignment work. This way no work gets lost
|
||||
|
||||
INT8 bPadding[ 12 ];
|
||||
|
||||
}SECTORINFO;
|
||||
|
||||
|
||||
@@ -705,46 +705,43 @@ void HandleShowingOfEnemiesWithMilitiaOn( void )
|
||||
// aType = 2: intel
|
||||
INT32 GetMapColour( INT16 sX, INT16 sY, UINT8 aType )
|
||||
{
|
||||
UINT8 sector = SECTOR( sX, sY );
|
||||
|
||||
if ( aType == 0 )
|
||||
{
|
||||
UINT16 population = GetSectorPopulation( sX, sY );
|
||||
{
|
||||
SECTORINFO *pSectorInfo = &( SectorInfo[sector] );
|
||||
|
||||
if ( population )
|
||||
// display sector information only if we know about infection there
|
||||
if ( pSectorInfo && ( ( pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER ) || gubFact[FACT_DISEASE_WHODATA_ACCESS] ) )
|
||||
{
|
||||
UINT8 sector = SECTOR( sX, sY );
|
||||
FLOAT diseaseratio = pSectorInfo->fDiseasePoints / DISEASE_MAX_SECTOR;
|
||||
|
||||
SECTORINFO *pSectorInfo = &( SectorInfo[sector] );
|
||||
|
||||
// display sector information only if we know about infection there
|
||||
if ( pSectorInfo && ( ( pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER ) || ( gubFact[FACT_DISEASE_WHODATA_ACCESS] && pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_WHO ) ) )
|
||||
{
|
||||
FLOAT infectedpercentage = (FLOAT)pSectorInfo->usInfected / (FLOAT)( population );
|
||||
|
||||
if ( infectedpercentage < 0.2f )
|
||||
return MAP_SHADE_DK_GREEN;
|
||||
else if ( infectedpercentage < 0.3f )
|
||||
return MAP_SHADE_MD_GREEN;
|
||||
else if ( infectedpercentage < 0.4f )
|
||||
return MAP_SHADE_LT_GREEN;
|
||||
else if ( infectedpercentage < 0.5f )
|
||||
return MAP_SHADE_DK_YELLOW;
|
||||
else if ( infectedpercentage < 0.6f )
|
||||
return MAP_SHADE_MD_YELLOW;
|
||||
else if ( infectedpercentage < 0.7f )
|
||||
return MAP_SHADE_LT_YELLOW;
|
||||
else if ( infectedpercentage < 0.8f )
|
||||
return MAP_SHADE_DK_RED;
|
||||
else if ( infectedpercentage < 0.9f )
|
||||
return MAP_SHADE_MD_RED;
|
||||
else
|
||||
return MAP_SHADE_LT_RED;
|
||||
}
|
||||
if ( pSectorInfo->fDiseasePoints < 0.1f )
|
||||
return MAP_SHADE_BLACK;
|
||||
else if ( diseaseratio < 0.05f )
|
||||
return MAP_SHADE_DK_GREEN;
|
||||
else if ( diseaseratio < 0.1f )
|
||||
return MAP_SHADE_MD_GREEN;
|
||||
else if ( diseaseratio < 0.2f )
|
||||
return MAP_SHADE_LT_GREEN;
|
||||
else if ( diseaseratio < 0.3f )
|
||||
return MAP_SHADE_DK_YELLOW;
|
||||
else if ( diseaseratio < 0.4f )
|
||||
return MAP_SHADE_MD_YELLOW;
|
||||
else if ( diseaseratio < 0.5f )
|
||||
return MAP_SHADE_LT_YELLOW;
|
||||
else if ( diseaseratio < 0.65f )
|
||||
return MAP_SHADE_ORANGE;
|
||||
else if ( diseaseratio < 0.8f )
|
||||
return MAP_SHADE_DK_RED;
|
||||
else if ( diseaseratio < 0.9f )
|
||||
return MAP_SHADE_MD_RED;
|
||||
else
|
||||
return MAP_SHADE_LT_RED;
|
||||
}
|
||||
}
|
||||
else if ( aType == 1 )
|
||||
{
|
||||
UINT8 sector = SECTOR( sX, sY );
|
||||
|
||||
SECTORINFO *pSectorInfo = &( SectorInfo[sector] );
|
||||
|
||||
// display sector information only if we know about infection there
|
||||
@@ -773,8 +770,6 @@ INT32 GetMapColour( INT16 sX, INT16 sY, UINT8 aType )
|
||||
}
|
||||
else if ( aType == 2 )
|
||||
{
|
||||
UINT8 sector = SECTOR( sX, sY );
|
||||
|
||||
return gMapIntelData[sector].mapcolour;
|
||||
}
|
||||
|
||||
@@ -7248,7 +7243,6 @@ void ShowDiseaseOnMap()
|
||||
}
|
||||
|
||||
SetFont(MapItemsFont);
|
||||
SetFontForeground(FONT_MCOLOR_LTGREEN);
|
||||
SetFontBackground(FONT_MCOLOR_BLACK);
|
||||
|
||||
// run through sectors
|
||||
@@ -7260,42 +7254,34 @@ void ShowDiseaseOnMap()
|
||||
|
||||
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
|
||||
|
||||
if ( pSectorInfo && ((pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) || (gubFact[FACT_DISEASE_WHODATA_ACCESS] && pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_WHO)) )
|
||||
if ( pSectorInfo && ((pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) || gubFact[FACT_DISEASE_WHODATA_ACCESS] ) )
|
||||
{
|
||||
// hide this information, as it might allow the player to deduct enemy positions and numbers
|
||||
/*{
|
||||
UINT16 population = GetSectorPopulation( sMapX, sMapY );
|
||||
|
||||
if ( population )
|
||||
{
|
||||
sXCorner = (INT16)(MAP_VIEW_START_X + (sMapX * MAP_GRID_X));
|
||||
sYCorner = (INT16)(MAP_VIEW_START_Y + (sMapY * MAP_GRID_Y));
|
||||
|
||||
SetFontForeground( FONT_MCOLOR_WHITE );
|
||||
if ( pSectorInfo->usInfectionFlag & SECTORDISEASE_OUTBREAK )
|
||||
swprintf( sString, L"%d/%d", pSectorInfo->usInfected, population );
|
||||
else
|
||||
swprintf( sString, L"%d", population );
|
||||
|
||||
FindFontCenterCoordinates( sXCorner, sYCorner, MAP_GRID_X, MAP_GRID_Y, sString, MapItemsFont, &usXPos, &usYPos );
|
||||
|
||||
mprintf( usXPos, usYPos, sString );
|
||||
}
|
||||
}*/
|
||||
sXCorner = (INT16)( MAP_VIEW_START_X + ( sMapX * MAP_GRID_X ) );
|
||||
sYCorner = (INT16)( MAP_VIEW_START_Y + ( sMapY * MAP_GRID_Y ) );
|
||||
|
||||
if ( pSectorInfo->usNumCorpses > 0 )
|
||||
{
|
||||
if ( pSectorInfo->fInfectionSeverity > 0 )
|
||||
{
|
||||
sXCorner = (INT16)(MAP_VIEW_START_X + (sMapX * MAP_GRID_X));
|
||||
sYCorner = (INT16)(MAP_VIEW_START_Y + (sMapY * MAP_GRID_Y));
|
||||
SetFontForeground( FONT_MCOLOR_WHITE );
|
||||
|
||||
SetFontForeground( FONT_MCOLOR_WHITE );
|
||||
swprintf( sString, L"%4.1f%%", 100 * pSectorInfo->fInfectionSeverity );
|
||||
swprintf( sString, L"%d", pSectorInfo->usNumCorpses );
|
||||
|
||||
FindFontCenterCoordinates( sXCorner, sYCorner, MAP_GRID_X, MAP_GRID_Y, sString, MapItemsFont, &usXPos, &usYPos );
|
||||
FindFontCenterCoordinates( sXCorner, sYCorner, MAP_GRID_X, MAP_GRID_Y, sString, MapItemsFont, &usXPos, &usYPos );
|
||||
|
||||
mprintf( usXPos, usYPos, sString );
|
||||
}
|
||||
mprintf( usXPos, usYPos, sString );
|
||||
}
|
||||
|
||||
if ( pSectorInfo->fDiseasePoints > 0 )
|
||||
{
|
||||
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
||||
|
||||
// as the healing displayed is always divided by 10 (see in face display), we do the same thinh here to not confuse the player
|
||||
swprintf( sString, L"%6.1f", pSectorInfo->fDiseasePoints / 10.0f );
|
||||
|
||||
sYCorner += GetFontHeight( MapItemsFont );
|
||||
|
||||
FindFontCenterCoordinates( sXCorner, sYCorner, MAP_GRID_X, MAP_GRID_Y, sString, MapItemsFont, &usXPos, &usYPos );
|
||||
|
||||
mprintf( usXPos, usYPos, sString );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -365,7 +365,17 @@ void HandleHourlyMilitiaHealing( )
|
||||
{
|
||||
if ( !((*it).flagmask & MILITIAFLAG_DEAD) )
|
||||
{
|
||||
(*it).healthratio = min( 100.0f, (*it).healthratio + gGameExternalOptions.dIndividualMilitiaHourlyHealthPercentageGain );
|
||||
FLOAT healingmodifier = 1.0f;
|
||||
|
||||
if ( gGameExternalOptions.fDisease && gGameExternalOptions.fDiseaseStrategic )
|
||||
{
|
||||
SECTORINFO *pSectorInfo = &( SectorInfo[(*it).sector] );
|
||||
|
||||
if ( pSectorInfo && pSectorInfo->fDiseasePoints )
|
||||
healingmodifier -= 2.5f * pSectorInfo->fDiseasePoints / DISEASE_MAX_SECTOR;
|
||||
}
|
||||
|
||||
(*it).healthratio = min( 100.0f, (*it).healthratio + healingmodifier * gGameExternalOptions.dIndividualMilitiaHourlyHealthPercentageGain );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -277,9 +277,6 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
|
||||
// Flugente: update individual militia data
|
||||
ApplyTacticalLifeRatioToMilitia( );
|
||||
|
||||
// Flugente: disease
|
||||
PopulationMove( sMapX, sMapY, sTMapX, sTMapY, elites + regulars + greens );
|
||||
|
||||
// Erase ALL militia from both locations.
|
||||
StrategicRemoveMilitiaFromSector( sMapX, sMapY, GREEN_MILITIA, pSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ] );
|
||||
StrategicRemoveMilitiaFromSector( sMapX, sMapY, REGULAR_MILITIA, pSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] );
|
||||
@@ -321,10 +318,7 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
|
||||
|
||||
// Flugente: update individual militia data
|
||||
ApplyTacticalLifeRatioToMilitia( );
|
||||
|
||||
// Flugente: disease
|
||||
PopulationMove( sMapX, sMapY, sTMapX, sTMapY, elites + regulars + greens );
|
||||
|
||||
|
||||
// Remove half team from source sector
|
||||
StrategicRemoveMilitiaFromSector( sMapX, sMapY, GREEN_MILITIA, bGreensDestTeam );
|
||||
StrategicRemoveMilitiaFromSector( sMapX, sMapY, REGULAR_MILITIA, bRegularsDestTeam );
|
||||
@@ -414,10 +408,7 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
|
||||
|
||||
// Flugente: update individual militia data
|
||||
ApplyTacticalLifeRatioToMilitia( );
|
||||
|
||||
// Flugente: disease
|
||||
PopulationMove( sMapX, sMapY, sTMapX, sTMapY, elites + regulars + greens );
|
||||
|
||||
|
||||
// Erase ALL militia from both locations.
|
||||
StrategicRemoveMilitiaFromSector( sMapX, sMapY, GREEN_MILITIA, pSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ] );
|
||||
StrategicRemoveMilitiaFromSector( sMapX, sMapY, REGULAR_MILITIA, pSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] );
|
||||
|
||||
@@ -2131,6 +2131,24 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
|
||||
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, ubTotalSoldiers );
|
||||
#endif
|
||||
|
||||
extern INT16 gsStrategicDiseaseOriginSector;
|
||||
|
||||
// Flugente: we need to set the sector of origin to determine from which sector to take the disease ratio that affects health
|
||||
gsStrategicDiseaseOriginSector = -1;
|
||||
|
||||
if ( !gbWorldSectorZ )
|
||||
{
|
||||
switch ( ubStrategicInsertionCode )
|
||||
{
|
||||
case INSERTION_CODE_NORTH: gsStrategicDiseaseOriginSector = SECTOR( gWorldSectorX, gWorldSectorY - 1 ); break;
|
||||
case INSERTION_CODE_EAST: gsStrategicDiseaseOriginSector = SECTOR( gWorldSectorX + 1, gWorldSectorY ); break;
|
||||
case INSERTION_CODE_SOUTH: gsStrategicDiseaseOriginSector = SECTOR( gWorldSectorX, gWorldSectorY + 1 ); break;
|
||||
case INSERTION_CODE_WEST: gsStrategicDiseaseOriginSector = SECTOR( gWorldSectorX - 1, gWorldSectorY ); break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
ubCurrSlot = 0;
|
||||
while( ubTotalSoldiers )
|
||||
{
|
||||
@@ -2265,6 +2283,9 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
|
||||
gCurrentIncident.usIncidentFlags |= INCIDENT_REINFORCEMENTS_ENEMY;
|
||||
}
|
||||
}
|
||||
|
||||
// set this back so it doesn't affect others
|
||||
gsStrategicDiseaseOriginSector = -1;
|
||||
|
||||
#ifdef JA2UB
|
||||
gsGridNoForMapEdgePointInfo = -1;
|
||||
|
||||
@@ -226,9 +226,6 @@ UINT8 DoReinforcementAsPendingNonPlayer( INT16 sMapX, INT16 sMapY, UINT8 usTeam
|
||||
{
|
||||
while ( (pGroup = GetNonPlayerGroupInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), usTeam )) != NULL )
|
||||
{
|
||||
// Flugente: disease
|
||||
PopulationMove( pGroup->ubSectorX, pGroup->ubSectorY, sMapX, sMapY, pGroup->ubGroupSize );
|
||||
|
||||
pGroup->ubPrevX = pGroup->ubSectorX;
|
||||
pGroup->ubPrevY = pGroup->ubSectorY;
|
||||
|
||||
|
||||
@@ -1932,13 +1932,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Flugente: disease
|
||||
if ( pGroup->usGroupTeam != OUR_TEAM )
|
||||
{
|
||||
PopulationMove( pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubNextX, pGroup->ubNextY, pGroup->ubGroupSize );
|
||||
}
|
||||
|
||||
|
||||
//Update the position of the group
|
||||
pGroup->ubPrevX = pGroup->ubSectorX;
|
||||
pGroup->ubPrevY = pGroup->ubSectorY;
|
||||
|
||||
@@ -47,6 +47,9 @@
|
||||
//Madd:
|
||||
#define LOYALTY_PENALTY_INACTIVE 0 // (10 * GAIN_PTS_PER_LOYALTY_PT)
|
||||
|
||||
// Flugente: a rotting corpse is so decayed that it disappeared (we're the ones making all those corpses, the last we could do is clean up afterwards)
|
||||
#define LOYALTY_PENALTY_ROTTED_CORPSE (1 * GAIN_PTS_PER_LOYALTY_PT)
|
||||
|
||||
typedef enum
|
||||
{
|
||||
// There are only for distance-adjusted global loyalty effects. Others go into list above instead!
|
||||
|
||||
@@ -5593,6 +5593,14 @@ BOOLEAN LoadStrategicInfoFromSavedFile( HWFILE hFile )
|
||||
SectorInfo[sectorID].usWorkers = SectorExternalData[sectorID][0].maxworkers * gGameExternalOptions.dInitialWorkerRate;
|
||||
SectorInfo[sectorID].ubWorkerTrainingHundredths = 0;
|
||||
}
|
||||
|
||||
if ( guiCurrentSaveGameVersion < CORPSE_DISPOSAL )
|
||||
{
|
||||
SectorInfo[sectorID].usNumCorpses = 0; // this will get updated on the next full hour anyway
|
||||
SectorInfo[sectorID].fDiseasePoints = 0.0f;
|
||||
SectorInfo[sectorID].usInfectionFlag &= ~3;
|
||||
SectorInfo[sectorID].dBurial_UnappliedProgress = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// uiSize = sizeof( SECTORINFO ) * 256;
|
||||
|
||||
+25
-352
@@ -124,54 +124,14 @@ void HandleDisease()
|
||||
}
|
||||
}
|
||||
|
||||
// we can also be infected by the population
|
||||
// we can also be infected by the disease left from corpses
|
||||
if ( gGameExternalOptions.fDiseaseStrategic )
|
||||
{
|
||||
UINT16 population = GetSectorPopulation( pSoldier->sSectorX, pSoldier->sSectorY );
|
||||
SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )] );
|
||||
|
||||
if ( population )
|
||||
if ( pSectorInfo && pSectorInfo->fDiseasePoints )
|
||||
{
|
||||
UINT8 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
|
||||
|
||||
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
|
||||
|
||||
if ( pSectorInfo )
|
||||
{
|
||||
// if there are infected people, we might get an infection (disease 0 only)
|
||||
if ( pSectorInfo->usInfected )
|
||||
{
|
||||
// infection is also possible by human contact
|
||||
FLOAT dChance = Disease[0].dInfectionChance[INFECTION_TYPE_CONTACT_HUMAN];
|
||||
|
||||
// if disease is known, mercs will avoid the infected, lowering the chance of them being infected
|
||||
UINT16 max = min(20, pSectorInfo->usInfected);
|
||||
if ( (pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) || (gubFact[FACT_DISEASE_WHODATA_ACCESS] && pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_WHO) )
|
||||
max /= 4;
|
||||
|
||||
for ( UINT16 i = 0; i < max; ++i )
|
||||
{
|
||||
// chances can be smaller than 1%, so we use a trick here by altering our 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
|
||||
if ( Random( 10000 ) < dChance * 100 )
|
||||
HandlePossibleInfection( pSoldier, NULL, INFECTION_TYPE_CONTACT_HUMAN, 1.0f, TRUE );
|
||||
}
|
||||
}
|
||||
|
||||
// if we are infected, WE might infect other people
|
||||
if ( pSoldier->sDiseasePoints[0] > 0 )
|
||||
{
|
||||
if ( pSectorInfo->usInfected < population )
|
||||
{
|
||||
// chances can be smaller than 1%, so we use a trick here by altering our 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
|
||||
if ( Random( 10000 ) < Disease[0].dInfectionChance[INFECTION_TYPE_CONTACT_HUMAN] * 100 )
|
||||
{
|
||||
FLOAT infectedseverity = (FLOAT)Disease[0].sInfectionPtsInitial / (FLOAT)Disease[0].sInfectionPtsFull;
|
||||
|
||||
pSectorInfo->fInfectionSeverity = (pSectorInfo->fInfectionSeverity * pSectorInfo->usInfected + infectedseverity * 1) / (pSectorInfo->usInfected + 1);
|
||||
++pSectorInfo->usInfected;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
HandlePossibleInfection( pSoldier, NULL, INFECTION_TYPE_CONTACT_CORPSE, ( pSectorInfo->fDiseasePoints / DISEASE_MAX_SECTOR ) );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -217,191 +177,6 @@ void HandleDisease()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// now to handle strategic disease
|
||||
if ( !gGameExternalOptions.fDiseaseStrategic )
|
||||
return;
|
||||
|
||||
for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
|
||||
{
|
||||
for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
|
||||
{
|
||||
UINT8 sector = SECTOR( sX, sY );
|
||||
|
||||
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
|
||||
|
||||
if ( !pSectorInfo )
|
||||
continue;
|
||||
|
||||
// first, existing infections get worse
|
||||
if ( pSectorInfo->fInfectionSeverity > 0 )
|
||||
{
|
||||
pSectorInfo->fInfectionSeverity = min( 1.0f, pSectorInfo->fInfectionSeverity + ( FLOAT )(Disease[0].sInfectionPtsGainPerHour) / (FLOAT)(Disease[0].sInfectionPtsFull) );
|
||||
}
|
||||
|
||||
UINT16 population = GetSectorPopulation( sX, sY );
|
||||
|
||||
if ( population )
|
||||
{
|
||||
// how many people are already infected?
|
||||
if ( pSectorInfo->usInfected < population )
|
||||
{
|
||||
UINT16 lefttoinfect = population - pSectorInfo->usInfected;
|
||||
UINT16 newinfected = 0;
|
||||
|
||||
// population might get infected if this a swamp or tropical sector
|
||||
switch ( SectorInfo[sector].ubTraversability[THROUGH_STRATEGIC_MOVE] )
|
||||
{
|
||||
case TROPICS_SAM_SITE:
|
||||
case TROPICS:
|
||||
case TROPICS_ROAD:
|
||||
{
|
||||
FLOAT dChance = Disease[0].dInfectionChance[INFECTION_TYPE_TROPICS];
|
||||
for ( UINT16 i = 0; i < lefttoinfect; ++i )
|
||||
{
|
||||
// chances can be smaller than 1%, so we use a trick here by altering our 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
|
||||
if ( Random( 10000 ) < dChance * 100 )
|
||||
++newinfected;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SWAMP:
|
||||
case SWAMP_ROAD:
|
||||
{
|
||||
FLOAT dChance = Disease[0].dInfectionChance[INFECTION_TYPE_SWAMP];
|
||||
for ( UINT16 i = 0; i < lefttoinfect; ++i )
|
||||
{
|
||||
// chances can be smaller than 1%, so we use a trick here by altering our 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
|
||||
if ( Random( 10000 ) < dChance * 100 )
|
||||
++newinfected;
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if ( lefttoinfect - newinfected > 1 && pSectorInfo->usInfected )
|
||||
{
|
||||
// infection is also possible by human contact
|
||||
FLOAT dChance = Disease[0].dInfectionChance[INFECTION_TYPE_CONTACT_HUMAN];
|
||||
UINT16 max = sqrt( (FLOAT) min( lefttoinfect - newinfected, pSectorInfo->usInfected ) );
|
||||
for ( UINT16 i = 0; i < max; ++i )
|
||||
{
|
||||
// chances can be smaller than 1%, so we use a trick here by altering our 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
|
||||
if ( Random( 10000 ) < dChance * 100 )
|
||||
++newinfected;
|
||||
}
|
||||
}
|
||||
|
||||
if ( lefttoinfect - newinfected > 0 )
|
||||
{
|
||||
// there is also the chance to be infected by bad food, sex, contact with animals etc.
|
||||
// For now, we assume this to be very rare events, so just add a small chance to be infected this way
|
||||
FLOAT populationpercentage = (FLOAT)(lefttoinfect - newinfected) / (FLOAT)(population);
|
||||
FLOAT basechance = sqrt( (FLOAT) min( lefttoinfect, pSectorInfo->usInfected + newinfected ) ) * 0.5f;
|
||||
|
||||
FLOAT chance_sex = Disease[0].dInfectionChance[INFECTION_TYPE_SEX] * basechance * populationpercentage;
|
||||
FLOAT chance_corpse = 0;
|
||||
|
||||
// if there was a fight here in the last 48 hours, then corpses will still be here - increase chance of infection
|
||||
if ( pSectorInfo->uiTimeLastPlayerLiberated && pSectorInfo->uiTimeLastPlayerLiberated + (48 * 3600) > GetWorldTotalSeconds( ) )
|
||||
chance_corpse = Disease[0].dInfectionChance[INFECTION_TYPE_CONTACT_CORPSE] * populationpercentage;
|
||||
|
||||
// chances can be smaller than 1%, so we use a trick here by altering our 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
|
||||
if ( Random( 10000 ) < chance_sex * 100 )
|
||||
++newinfected;
|
||||
|
||||
if ( Random( 10000 ) < chance_corpse * 100 )
|
||||
++newinfected;
|
||||
}
|
||||
|
||||
if ( lefttoinfect - newinfected > 0 )
|
||||
{
|
||||
// adjacent sectors can infect us too
|
||||
for ( UINT8 dir = 0; dir < SP_DIR_MAX; ++dir )
|
||||
{
|
||||
INT16 othersector = GetAdjacentSector( sector, dir );
|
||||
|
||||
if ( othersector > -1 )
|
||||
{
|
||||
UINT16 population_other = GetSectorPopulation( SECTORX( othersector ), SECTORY( othersector ) );
|
||||
SECTORINFO *pSectorInfo_Other = &(SectorInfo[othersector]);
|
||||
|
||||
if ( pSectorInfo_Other && pSectorInfo_Other->usInfected && population_other )
|
||||
{
|
||||
FLOAT infectedothersector = (FLOAT)pSectorInfo_Other->usInfected / (FLOAT)(population_other);
|
||||
|
||||
if ( infectedothersector > DISEASE_STRATEGIC_ADJACENTINFECTION )
|
||||
{
|
||||
FLOAT percentage = (FLOAT)((lefttoinfect - newinfected) * Disease[0].dInfectionChance[INFECTION_TYPE_CONTACT_HUMAN]) / (FLOAT)(100 * population);
|
||||
|
||||
// chances can be smaller than 1%, so we use a trick here by altering ou 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
|
||||
if ( Random( 10000 ) < percentage * 100 * 100 )
|
||||
++newinfected;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( pSectorInfo->usInfected + newinfected > 0 && Disease[0].sInfectionPtsFull )
|
||||
{
|
||||
FLOAT infectedseverity = (FLOAT)Disease[0].sInfectionPtsInitial / (FLOAT)Disease[0].sInfectionPtsFull;
|
||||
|
||||
pSectorInfo->fInfectionSeverity = (pSectorInfo->fInfectionSeverity * pSectorInfo->usInfected + infectedseverity * newinfected) / (pSectorInfo->usInfected + newinfected);
|
||||
pSectorInfo->usInfected += newinfected;
|
||||
|
||||
pSectorInfo->usInfected = min( pSectorInfo->usInfected , population);
|
||||
}
|
||||
}
|
||||
|
||||
// if infection is high enough, disease officially breaks out
|
||||
FLOAT infectedpercentage = (FLOAT)pSectorInfo->usInfected / (FLOAT)(population);
|
||||
|
||||
if ( infectedpercentage >= GetSectorDiseaseOverFlowThreshold() || pSectorInfo->fInfectionSeverity > ((FLOAT)Disease[0].sInfectionPtsOutbreak / (FLOAT)Disease[0].sInfectionPtsFull) )
|
||||
{
|
||||
pSectorInfo->usInfectionFlag |= (SECTORDISEASE_OUTBREAK | SECTORDISEASE_DIAGNOSED_WHO);
|
||||
}
|
||||
|
||||
// if disease is known and doctoring isn't inhibited, use doctoring to remove disease
|
||||
// doctors (civilian and military) can fight the disease
|
||||
if ( (pSectorInfo->usInfectionFlag & (SECTORDISEASE_DIAGNOSED_WHO | SECTORDISEASE_DIAGNOSED_PLAYER)) && !pSectorInfo->usDiseaseDoctoringDelay)
|
||||
{
|
||||
// the country doesn't have many doctors...
|
||||
UINT32 doctors = GetSectorPopulation( sX, sY, FALSE ) * GetCivPopulationDoctorRate();
|
||||
|
||||
// if this the hospital sector, the amount of doctoring is increased to marvellous levels
|
||||
if ( sX == gModSettings.ubHospitalSectorX && sY == gModSettings.ubHospitalSectorY )
|
||||
{
|
||||
doctors += 200;
|
||||
}
|
||||
|
||||
// the bulk of doctoring will come from the military
|
||||
doctors += NumNonPlayerTeamMembersInSector( sX, sY, ENEMY_TEAM ) * GetMilitaryPopulationDoctorRate( );
|
||||
|
||||
UINT32 doctorpower = doctors * GetPopulationDoctorPoints( );
|
||||
|
||||
// if the disease escalates, increase doctor power!
|
||||
if ( infectedpercentage > GetSectorDiseaseOverFlowThreshold( ) + 0.1f )
|
||||
doctorpower += doctors * 0.3f * GetPopulationDoctorPoints();
|
||||
|
||||
HealSectorPopulation( sX, sY, doctorpower );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// if nobody is there, be sure to set infection data to 0
|
||||
pSectorInfo->usInfected = 0;
|
||||
pSectorInfo->usInfectionFlag = 0;
|
||||
pSectorInfo->fInfectionSeverity = 0;
|
||||
pSectorInfo->usDiseaseDoctoringDelay = 0;
|
||||
}
|
||||
|
||||
// in any case, one hour has passed, update possible doctor replacements
|
||||
pSectorInfo->usDiseaseDoctoringDelay = max( 0, pSectorInfo->usDiseaseDoctoringDelay - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// chance gets modified by aModifier (contextual modifier)
|
||||
@@ -503,95 +278,6 @@ UINT16 GetSectorPopulation( INT16 sX, INT16 sY, BOOLEAN fWithMilitary )
|
||||
return population;
|
||||
}
|
||||
|
||||
// handle infection redistribution if people move from A to B (set sXB and sYB to negative values to simply remove infected people in A)
|
||||
void PopulationMove( INT16 sXA, INT16 sYA, INT16 sXB, INT16 sYB, UINT16 usAmount )
|
||||
{
|
||||
// we have to handle the impact on a sector's disease if people other than mercs move from A to B
|
||||
if ( !gGameExternalOptions.fDiseaseStrategic )
|
||||
return;
|
||||
|
||||
UINT8 sectorA = SECTOR( sXA, sYA );
|
||||
|
||||
SECTORINFO *pSectorInfoA = &(SectorInfo[sectorA]);
|
||||
|
||||
UINT16 populationA = GetSectorPopulation( sXA, sYA );
|
||||
|
||||
if ( populationA )
|
||||
{
|
||||
// how many people are already infected?
|
||||
if ( pSectorInfoA )
|
||||
{
|
||||
FLOAT infectionrateA = (FLOAT)(pSectorInfoA->usInfected) / (FLOAT)(populationA);
|
||||
|
||||
UINT16 movinginfected = usAmount * infectionrateA;
|
||||
|
||||
// we have to add the infection of movinginfected new infected with an infection level of pSectorInfoA->usInfectionSeverity
|
||||
if ( movinginfected )
|
||||
{
|
||||
// it is possible that there is no other sector
|
||||
if ( sXB > -1 && sYB > -1 )
|
||||
{
|
||||
UINT8 sectorB = SECTOR( sXB, sYB );
|
||||
|
||||
SECTORINFO *pSectorInfoB = &(SectorInfo[sectorB]);
|
||||
|
||||
if ( pSectorInfoB )
|
||||
{
|
||||
// new infection severity is the mean of old and new infected times their infection ratios
|
||||
pSectorInfoB->fInfectionSeverity = (pSectorInfoB->fInfectionSeverity * pSectorInfoB->usInfected + pSectorInfoA->fInfectionSeverity * movinginfected) / (pSectorInfoB->usInfected + movinginfected);
|
||||
pSectorInfoB->usInfected += movinginfected;
|
||||
|
||||
// disease moves before population moves, so we have to add those too
|
||||
UINT16 populationB = GetSectorPopulation( sXB, sYB ) + movinginfected;
|
||||
|
||||
FLOAT infectedpercentage = 0;
|
||||
if ( populationB )
|
||||
infectedpercentage = (FLOAT)pSectorInfoB->usInfected / (FLOAT)(populationB);
|
||||
|
||||
if ( infectedpercentage >= GetSectorDiseaseOverFlowThreshold() || pSectorInfoB->fInfectionSeverity > ((FLOAT)Disease[0].sInfectionPtsOutbreak / (FLOAT)Disease[0].sInfectionPtsFull) )
|
||||
pSectorInfoB->usInfectionFlag |= (SECTORDISEASE_OUTBREAK | SECTORDISEASE_DIAGNOSED_WHO);
|
||||
}
|
||||
}
|
||||
|
||||
// reduce the amount of infected in sector A
|
||||
pSectorInfoA->usInfected -= movinginfected;
|
||||
|
||||
// if no infected remain, clean up data
|
||||
if ( !pSectorInfoA->usInfected )
|
||||
{
|
||||
pSectorInfoA->fInfectionSeverity = 0;
|
||||
pSectorInfoA->usInfectionFlag &= ~(SECTORDISEASE_OUTBREAK | SECTORDISEASE_DIAGNOSED_WHO | SECTORDISEASE_DIAGNOSED_PLAYER);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleDeathDiseaseImplications( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
if ( !gGameExternalOptions.fDisease || !gGameExternalOptions.fDiseaseStrategic || !pSoldier )
|
||||
return;
|
||||
|
||||
UINT8 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
|
||||
|
||||
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
|
||||
|
||||
if ( pSectorInfo )
|
||||
{
|
||||
// if the deceased was infected and not a merc, reduce sector number of infected
|
||||
if ( pSoldier->sDiseasePoints[0] && pSoldier->bTeam != OUR_TEAM )
|
||||
{
|
||||
pSectorInfo->usInfected = max( 0, pSectorInfo->usInfected - 1 );
|
||||
}
|
||||
|
||||
// if this guy was a medic, then medical personnel was killed - it will take a while before he will be replaced
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, DOCTOR_NT ) )
|
||||
{
|
||||
pSectorInfo->usDiseaseDoctoringDelay = min( 255, pSectorInfo->usDiseaseDoctoringDelay + 12 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleDiseaseDailyRefresh()
|
||||
{
|
||||
if ( gGameExternalOptions.fDisease && gGameExternalOptions.fDiseaseStrategic && gubFact[FACT_DISEASE_WHODATA_SUBSCRIBED] && LaptopSaveInfo.iCurrentBalance > gGameExternalOptions.sDiseaseWHOSubscriptionCost )
|
||||
@@ -619,31 +305,21 @@ UINT32 HealSectorPopulation( INT16 sX, INT16 sY, UINT32 uHealpts )
|
||||
|
||||
UINT32 ptsused = uHealpts;
|
||||
|
||||
// the amount of points needed to cure a single patient
|
||||
UINT32 ptsneededforcure = pSectorInfo->fInfectionSeverity * Disease[0].sInfectionPtsFull;
|
||||
|
||||
// if possible, cure people (we prioritise on this, as we want to lower the number os possible infection sources)
|
||||
while ( pSectorInfo->usInfected && uHealpts >= ptsneededforcure )
|
||||
if ( uHealpts >= pSectorInfo->fDiseasePoints )
|
||||
{
|
||||
uHealpts -= ptsneededforcure;
|
||||
--pSectorInfo->usInfected;
|
||||
uHealpts -= pSectorInfo->fDiseasePoints;
|
||||
pSectorInfo->fDiseasePoints = 0;
|
||||
}
|
||||
|
||||
// if there are still points let, but we cannot cure someone, at least lower their disease
|
||||
if ( pSectorInfo->usInfected && uHealpts > 0 && Disease[0].sInfectionPtsFull )
|
||||
else
|
||||
{
|
||||
UINT32 totaldiseasepoints = pSectorInfo->usInfected * ptsneededforcure;
|
||||
totaldiseasepoints = max( 0, totaldiseasepoints - uHealpts );
|
||||
|
||||
pSectorInfo->fInfectionSeverity = (FLOAT)totaldiseasepoints / (FLOAT)(pSectorInfo->usInfected * Disease[0].sInfectionPtsFull);
|
||||
pSectorInfo->fDiseasePoints -= uHealpts;
|
||||
uHealpts = 0;
|
||||
}
|
||||
|
||||
|
||||
// if there are no more infected, or infection is at 0, remove all traces of disease
|
||||
if ( !pSectorInfo->usInfected || !pSectorInfo->fInfectionSeverity )
|
||||
if ( pSectorInfo->fDiseasePoints <= 0 )
|
||||
{
|
||||
pSectorInfo->usInfected = 0;
|
||||
pSectorInfo->fInfectionSeverity = 0;
|
||||
pSectorInfo->usInfectionFlag &= ~(SECTORDISEASE_OUTBREAK | SECTORDISEASE_DIAGNOSED_WHO | SECTORDISEASE_DIAGNOSED_PLAYER);
|
||||
pSectorInfo->usInfectionFlag &= ~(SECTORDISEASE_DIAGNOSED_PLAYER);
|
||||
}
|
||||
|
||||
ptsused -= uHealpts;
|
||||
@@ -658,7 +334,8 @@ FLOAT GetWorkforceEffectivenessWithDisease( INT8 bTownId, UINT8 usTeam )
|
||||
return 1.0f;
|
||||
|
||||
FLOAT val = 0.0f;
|
||||
UINT8 sectors = 0;
|
||||
UINT16 population_healthy = 0;
|
||||
UINT16 population_total = 0;
|
||||
|
||||
for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
|
||||
{
|
||||
@@ -675,33 +352,29 @@ FLOAT GetWorkforceEffectivenessWithDisease( INT8 bTownId, UINT8 usTeam )
|
||||
continue;
|
||||
|
||||
UINT8 sector = SECTOR( sX, sY );
|
||||
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
|
||||
SECTORINFO *pSector = &(SectorInfo[sector]);
|
||||
|
||||
if ( !pSectorInfo )
|
||||
if ( !pSector )
|
||||
continue;
|
||||
|
||||
UINT16 population = GetSectorPopulation( sX, sY, FALSE );
|
||||
// at least 1 to be safe
|
||||
UINT16 population = max(1, GetSectorPopulation( sX, sY, FALSE ) );
|
||||
|
||||
population_total += population;
|
||||
|
||||
// only civilian population is relevant here
|
||||
if ( population )
|
||||
{
|
||||
// workforce effectivity in a sector is population minus cumulated effectivity loss of all infected, divided by entire population
|
||||
val += (population - min( pSectorInfo->usInfected, population ) * pSectorInfo->fInfectionSeverity ) / population;
|
||||
}
|
||||
// if no population is here, then there is no part of te population that is not working, so retrun 1.0 here :-)
|
||||
// this is basically a fix for players using this feature who have faulty xmls with population 0
|
||||
else
|
||||
{
|
||||
val += 1.0f;
|
||||
// workforce effectivity is linearly dependent on disease
|
||||
population = max( 0, ( ( DISEASE_MAX_SECTOR - pSector->fDiseasePoints) / DISEASE_MAX_SECTOR ) * population );
|
||||
}
|
||||
|
||||
++sectors;
|
||||
population_healthy += population;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( sectors )
|
||||
val /= sectors;
|
||||
val = (FLOAT)(population_healthy) / (FLOAT)(population_total);
|
||||
|
||||
return val;
|
||||
}
|
||||
|
||||
+4
-7
@@ -60,8 +60,6 @@ enum
|
||||
};
|
||||
|
||||
// disase flags for a sector
|
||||
#define SECTORDISEASE_OUTBREAK 0x01 //1 // disease has officially broken out here - it can now be seen on the map, and the AI will try to remove it
|
||||
#define SECTORDISEASE_DIAGNOSED_WHO 0x02 //2 // disease has been diagnosed by the WHO. This information can only be seen if the player has a contract with the WHO
|
||||
#define SECTORDISEASE_DIAGNOSED_PLAYER 0x04 //4 // disease has been diagnosed by the player
|
||||
|
||||
// properties of diseases
|
||||
@@ -73,6 +71,10 @@ enum
|
||||
#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
|
||||
|
||||
#define CORPSEREMOVALPOINTSPERCORPSE 1.0f // number of corpse removal points required to, you guessed it, remove a corpse
|
||||
#define DISEASE_PER_ROTTINGCORPSE 100.0f // if a corpse is removed by rotting, add this many disease points to the sector
|
||||
#define DISEASE_MAX_SECTOR 10000.0f // max disease points in a sector
|
||||
|
||||
typedef struct
|
||||
{
|
||||
UINT8 uiIndex;
|
||||
@@ -138,11 +140,6 @@ INT16 GetAdjacentSector( UINT8 sector, UINT8 spdir );
|
||||
// get a sector population (not the tactical one - we use an xml estimation + troops present)
|
||||
UINT16 GetSectorPopulation( INT16 sX, INT16 sY, BOOLEAN fWithMilitary = TRUE );
|
||||
|
||||
// handle infection redistribution if people move from A to B (set sXB and sYB to negative values to simply remove infected people in A)
|
||||
void PopulationMove( INT16 sXA, INT16 sYA, INT16 sXB, INT16 sYB, UINT16 usAmount );
|
||||
|
||||
void HandleDeathDiseaseImplications( SOLDIERTYPE *pSoldier );
|
||||
|
||||
void HandleDiseaseDailyRefresh();
|
||||
|
||||
// heal sector population, return number of points used
|
||||
|
||||
@@ -2491,7 +2491,15 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
|
||||
usTextWidth = StringPixLength( sString, FONT10ARIAL ) - 10;
|
||||
}
|
||||
break;
|
||||
|
||||
case BURIAL:
|
||||
sIconIndex_Assignment = 35;
|
||||
fDoIcon_Assignment = TRUE;
|
||||
fShowCustomText = TRUE;
|
||||
bPtsAvailable = MercPtrs[pFace->ubSoldierID]->GetBurialPoints( &usMaximumPts );
|
||||
|
||||
swprintf( sString, L"%3.1f/%d", bPtsAvailable, usMaximumPts );
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
@@ -2729,6 +2729,15 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
|
||||
MSYS_EnableRegion( &gUDBFasthelpRegions[iFirstDataRegion + cnt] );
|
||||
++cnt;
|
||||
}
|
||||
|
||||
//////////////////// BURIAL MODIFIER
|
||||
if ( Item[gpItemDescObject->usItem].usBurialModifier )
|
||||
{
|
||||
swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[42], szUDBGenSecondaryStatsExplanationsTooltipText[42] );
|
||||
SetRegionFastHelpText( &( gUDBFasthelpRegions[iFirstDataRegion + cnt] ), pStr );
|
||||
MSYS_EnableRegion( &gUDBFasthelpRegions[iFirstDataRegion + cnt] );
|
||||
++cnt;
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////
|
||||
@@ -6273,6 +6282,14 @@ 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 ) )
|
||||
{
|
||||
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 40, 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 )
|
||||
|
||||
@@ -201,6 +201,7 @@ enum {
|
||||
BG_CROUCHEDDEFENSE, // lowers enemy cth if they fire at us while we are crouched against cover in the direction the shots come from
|
||||
BG_FORTIFY_ASSIGNMENT, // modifies effectivity of 'FORTIFICATION' assignment
|
||||
BG_HACKERSKILL, // hacking skill from 0 to 100, > 0 means hacking is possible
|
||||
BG_BURIAL_ASSIGNMENT, // modifies effectivity of 'BURIAL' assignment
|
||||
|
||||
BG_MAX,
|
||||
};
|
||||
|
||||
@@ -1146,6 +1146,9 @@ typedef struct
|
||||
// Flugente: a modifier to hacking
|
||||
UINT8 usHackingModifier;
|
||||
|
||||
// Flugente: a modifier for burial effectiveness
|
||||
UINT8 usBurialModifier;
|
||||
|
||||
// Flugente: advanced repair/dirt system
|
||||
UINT8 usDamageChance; // chance that damage to the status will also damage the repair threshold
|
||||
FLOAT dirtIncreaseFactor; // one shot causes this much dirt on a gun
|
||||
@@ -1172,7 +1175,7 @@ typedef struct
|
||||
// silversurfer: item provides breath regeneration bonus while resting
|
||||
UINT8 ubSleepModifier;
|
||||
|
||||
// Flugente: spoting effectiveness
|
||||
// Flugente: spotting effectiveness
|
||||
INT16 usSpotting;
|
||||
|
||||
//JMich.BackpackClimb
|
||||
|
||||
@@ -49,6 +49,7 @@
|
||||
#include "Vehicles.h" // added by silversurfer
|
||||
#include "ai.h" // added by Flugente
|
||||
#include "PreBattle Interface.h" // added by Flugente
|
||||
#include "Strategic Town Loyalty.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "Animation Control.h"
|
||||
@@ -677,6 +678,15 @@ INT32 AddRottingCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef )
|
||||
}
|
||||
}
|
||||
|
||||
// Flugente: update number of corpses in this sector
|
||||
if ( !gbWorldSectorZ )
|
||||
{
|
||||
SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )] );
|
||||
|
||||
if ( pSectorInfo )
|
||||
pSectorInfo->usNumCorpses = giNumRottingCorpse;
|
||||
}
|
||||
|
||||
// OK, we're done!
|
||||
return( iIndex );
|
||||
}
|
||||
@@ -1614,7 +1624,7 @@ void VaporizeCorpse( INT32 sGridNo, INT8 asLevel, UINT16 usStructureID )
|
||||
{
|
||||
// Add explosion
|
||||
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
|
||||
AniParams.sGridNo = sBaseGridNo;
|
||||
AniParams.sGridNo = sBaseGridNo;
|
||||
|
||||
// Check if on roof or not...
|
||||
if ( pCorpse->def.bLevel == 0 )
|
||||
@@ -1622,12 +1632,12 @@ void VaporizeCorpse( INT32 sGridNo, INT8 asLevel, UINT16 usStructureID )
|
||||
else
|
||||
AniParams.ubLevelID = ANI_ONROOF_LEVEL;
|
||||
|
||||
AniParams.sDelay = (INT16)( 80 );
|
||||
AniParams.sStartFrame = 0;
|
||||
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD;
|
||||
AniParams.sX = CenterX( sBaseGridNo );
|
||||
AniParams.sY = CenterY( sBaseGridNo );
|
||||
AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment;
|
||||
AniParams.sDelay = (INT16)( 80 );
|
||||
AniParams.sStartFrame = 0;
|
||||
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD;
|
||||
AniParams.sX = CenterX( sBaseGridNo );
|
||||
AniParams.sY = CenterY( sBaseGridNo );
|
||||
AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment;
|
||||
|
||||
strcpy( AniParams.zCachedFile, "TILECACHE\\GEN_BLOW.STI" );
|
||||
CreateAnimationTile( &AniParams );
|
||||
@@ -1636,6 +1646,25 @@ void VaporizeCorpse( INT32 sGridNo, INT8 asLevel, UINT16 usStructureID )
|
||||
RemoveCorpse( pCorpse->iID );
|
||||
SetRenderFlags( RENDER_FLAG_FULL );
|
||||
|
||||
// add disease
|
||||
if ( !gbWorldSectorZ )
|
||||
{
|
||||
SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )] );
|
||||
|
||||
if ( pSectorInfo )
|
||||
pSectorInfo->fDiseasePoints = min( DISEASE_MAX_SECTOR, pSectorInfo->fDiseasePoints + DISEASE_PER_ROTTINGCORPSE );
|
||||
|
||||
// the population doesn't like it when we blow chunks of people all over the place
|
||||
INT8 bTownId = GetTownIdForSector( gWorldSectorX, gWorldSectorY );
|
||||
|
||||
// if NOT in a town
|
||||
if ( bTownId != BLANK_SECTOR )
|
||||
{
|
||||
UINT32 uiLoyaltyChange = LOYALTY_PENALTY_ROTTED_CORPSE;
|
||||
DecrementTownLoyalty( bTownId, uiLoyaltyChange );
|
||||
}
|
||||
}
|
||||
|
||||
if ( pCorpse->def.bLevel == 0 )
|
||||
{
|
||||
// Set some blood......
|
||||
|
||||
@@ -4081,10 +4081,7 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
|
||||
|
||||
UpdateMilitia(militia);
|
||||
}
|
||||
|
||||
// Flugente: disease
|
||||
HandleDeathDiseaseImplications( pSoldier );
|
||||
|
||||
|
||||
if ( TurnSoldierIntoCorpse( pSoldier, TRUE, TRUE ) )
|
||||
{
|
||||
*pfMadeCorpse = TRUE;
|
||||
|
||||
@@ -18834,17 +18834,6 @@ void SOLDIERTYPE::Infect( UINT8 aDisease )
|
||||
// we are getting infected. Raise our disease points, but not over the level of an infection
|
||||
if ( aDisease < NUM_DISEASES && this->sDiseasePoints[aDisease] < Disease[aDisease].sInfectionPtsInitial )
|
||||
{
|
||||
// if this guy is not of our team, note that a new infected person is in the sector
|
||||
if ( this->bTeam != gbPlayerNum && aDisease == 0 && this->sDiseasePoints[0] <= 0 )
|
||||
{
|
||||
UINT8 sector = SECTOR( this->sSectorX, this->sSectorY );
|
||||
|
||||
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
|
||||
|
||||
if ( pSectorInfo )
|
||||
++pSectorInfo->usInfected;
|
||||
}
|
||||
|
||||
this->sDiseasePoints[aDisease] = min( this->sDiseasePoints[aDisease] + Disease[aDisease].sInfectionPtsInitial, Disease[aDisease].sInfectionPtsInitial );
|
||||
|
||||
if ( this->sDiseasePoints[aDisease] > Disease[aDisease].sInfectionPtsOutbreak )
|
||||
@@ -19274,6 +19263,70 @@ INT16 SOLDIERTYPE::GetDiseaseResistance( )
|
||||
return(val);
|
||||
}
|
||||
|
||||
FLOAT SOLDIERTYPE::GetBurialPoints( UINT16* apCorpses )
|
||||
{
|
||||
if ( this->stats.bLife < OKLIFE || this->bSectorZ || ( this->usSoldierFlagMask & SOLDIER_POW ) )
|
||||
return 0.0f;
|
||||
|
||||
if ( apCorpses )
|
||||
{
|
||||
SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( this->sSectorX, this->sSectorY )] );
|
||||
|
||||
if ( pSectorInfo )
|
||||
*apCorpses = pSectorInfo->usNumCorpses;
|
||||
}
|
||||
|
||||
// if not on correct assignment, no gain
|
||||
if ( this->bAssignment != BURIAL )
|
||||
return 0.0f;
|
||||
|
||||
UINT32 val = 4 * EffectiveStrength( this, FALSE );
|
||||
|
||||
ReducePointsForFatigue( this, &val );
|
||||
|
||||
// personality/disability modifiers
|
||||
FLOAT persmodifier = 1.0f;
|
||||
if ( DoesMercHaveDisability( this, HEAT_INTOLERANT ) ) persmodifier -= 0.01f;
|
||||
if ( DoesMercHaveDisability( this, FEAR_OF_INSECTS ) ) persmodifier -= 0.03f;
|
||||
|
||||
// background modifier
|
||||
persmodifier += ( this->GetBackgroundValue( BG_BURIAL_ASSIGNMENT ) ) / 100.0f;
|
||||
|
||||
// equipment modifier
|
||||
FLOAT bestequipmentmodifier = 1.0f;
|
||||
|
||||
OBJECTTYPE* pObj = NULL;
|
||||
|
||||
INT8 invsize = (INT8)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 Item exists and is canteen (that can have drink points) ...
|
||||
if ( inv[bLoop].exists() == true && Item[inv[bLoop].usItem].usBurialModifier )
|
||||
{
|
||||
OBJECTTYPE * pObj = &( this->inv[bLoop] ); // ... get pointer for this item ...
|
||||
|
||||
if ( pObj != NULL ) // ... if pointer is not obviously useless ...
|
||||
{
|
||||
for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i )
|
||||
{
|
||||
FLOAT modifier = 1.0f + ( Item[inv[bLoop].usItem].usBurialModifier * ( *pObj )[i]->data.objectStatus ) / 10000.0f;
|
||||
|
||||
if ( modifier > bestequipmentmodifier )
|
||||
bestequipmentmodifier = modifier;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FLOAT totalvalue = val * persmodifier * bestequipmentmodifier * 0.01f;
|
||||
|
||||
// A most awesome merc in Meduna palace, disguised as a soldier, would have a value of 1.15 * 4.63 * 2 = 10.649 at this point.
|
||||
// This would be the place where we modify our intel gain rate.
|
||||
|
||||
return totalvalue;
|
||||
}
|
||||
|
||||
// Flugente: hourly breath regen calculation
|
||||
INT8 SOLDIERTYPE::GetSleepBreathRegeneration( )
|
||||
{
|
||||
@@ -19558,16 +19611,13 @@ UINT16 SOLDIERTYPE::GetInteractiveActionSkill( INT32 sGridNo, UINT8 usLevel, UIN
|
||||
return 0;
|
||||
|
||||
FLOAT bestmodifier = 1.0f;
|
||||
|
||||
UINT8 bestequipmentbonus = 0;
|
||||
|
||||
|
||||
OBJECTTYPE* pObj = NULL;
|
||||
|
||||
INT8 invsize = (INT8)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 Item exists and is canteen (that can have drink points) ...
|
||||
if ( inv[bLoop].exists( ) == true && Item[inv[bLoop].usItem].usHackingModifier )
|
||||
{
|
||||
OBJECTTYPE * pObj = &(this->inv[bLoop]); // ... get pointer for this item ...
|
||||
@@ -19584,7 +19634,6 @@ UINT16 SOLDIERTYPE::GetInteractiveActionSkill( INT32 sGridNo, UINT8 usLevel, UIN
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return (UINT16)(skill * bestmodifier);
|
||||
}
|
||||
|
||||
@@ -1941,6 +1941,7 @@ public:
|
||||
void PrintSleepDesc( CHAR16* apStr );
|
||||
FLOAT GetDiseaseContactProtection(); // get percentage protection from infections via contact
|
||||
INT16 GetDiseaseResistance();
|
||||
FLOAT GetBurialPoints( UINT16* apCorpses );
|
||||
|
||||
// Flugente: hourly breath regen calculation
|
||||
INT8 GetSleepBreathRegeneration();
|
||||
|
||||
+25
-29
@@ -568,6 +568,12 @@ void DecideToAssignSniperOrders( SOLDIERCREATE_STRUCT * pp )
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Flugente: disease in a sector affects the health of any NPC spawning there.
|
||||
// This causes an issue if someone enters a sector from an adjacent sector - they should be affected by their point of origin, not the current sector
|
||||
// For this reason, we add a little helper variable that stores such a sector.
|
||||
INT16 gsStrategicDiseaseOriginSector = -1;
|
||||
|
||||
SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID )
|
||||
{
|
||||
SOLDIERTYPE Soldier;
|
||||
@@ -810,50 +816,40 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
|
||||
Soldier.bOldLife = Soldier.stats.bLifeMax;
|
||||
|
||||
// Flugente: disease can affect a soldier's health
|
||||
if ( gGameExternalOptions.fDisease && gGameExternalOptions.fDiseaseStrategic && Soldier.bTeam != OUR_TEAM && Soldier.bTeam != CREATURE_TEAM && !ARMED_VEHICLE((&Soldier)) )
|
||||
// not for us, and not for individual militia (their health is affected by their hourly healing instead)
|
||||
if ( gGameExternalOptions.fDisease && gGameExternalOptions.fDiseaseStrategic && Soldier.bTeam != OUR_TEAM && Soldier.bTeam != CREATURE_TEAM && !ARMED_VEHICLE((&Soldier)) &&
|
||||
!( Soldier.bTeam == MILITIA_TEAM && gGameExternalOptions.fIndividualMilitia && gGameExternalOptions.fIndividualMilitia_ManageHealth ) )
|
||||
{
|
||||
UINT8 sector = SECTOR( Soldier.sSectorX, Soldier.sSectorY );
|
||||
UINT16 population = GetSectorPopulation( Soldier.sSectorX, Soldier.sSectorY );
|
||||
|
||||
// if this is autoresolve, we have to get the sector in a different way..
|
||||
if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
|
||||
{
|
||||
sector = GetAutoResolveSectorID( );
|
||||
|
||||
population = GetSectorPopulation( SECTORX( sector ), SECTORY( sector ) );
|
||||
}
|
||||
if ( gsStrategicDiseaseOriginSector > 0 )
|
||||
sector = (UINT8)gsStrategicDiseaseOriginSector;
|
||||
|
||||
if ( population )
|
||||
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
|
||||
|
||||
if ( pSectorInfo )
|
||||
{
|
||||
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
|
||||
INT32 diseaseamount = (Disease[0].sInfectionPtsFull * pSectorInfo->fDiseasePoints) / DISEASE_MAX_SECTOR;
|
||||
Soldier.AddDiseasePoints( 0, diseaseamount );
|
||||
|
||||
if ( pSectorInfo && pSectorInfo->usInfected )
|
||||
// if disease has broken out, lower life points
|
||||
if ( Soldier.sDiseaseFlag[0] & SOLDIERDISEASE_OUTBREAK )
|
||||
{
|
||||
UINT16 chanceofinfection = 100 * (FLOAT)(pSectorInfo->usInfected) / (FLOAT)(population);
|
||||
// we only alter breath and life points here, stats effectivity will be handled automatically
|
||||
FLOAT magnitude = Soldier.GetDiseaseMagnitude( 0 );
|
||||
|
||||
if ( Chance( chanceofinfection ) )
|
||||
{
|
||||
INT32 diseaseamount = Disease[0].sInfectionPtsFull * pSectorInfo->fInfectionSeverity;
|
||||
Soldier.AddDiseasePoints( 0, diseaseamount );
|
||||
UINT16 diseasemaxbreathreduction = Disease[0].usMaxBreath * magnitude;
|
||||
|
||||
// if disease has broken out, lower life points
|
||||
if ( Soldier.sDiseaseFlag[0] & SOLDIERDISEASE_OUTBREAK )
|
||||
{
|
||||
// we only alter breath and life points here, stats effectivity will be handled automatically
|
||||
FLOAT magnitude = Soldier.GetDiseaseMagnitude( 0 );
|
||||
Soldier.bBreathMax = min( Soldier.bBreathMax, 100 - diseasemaxbreathreduction );
|
||||
Soldier.bBreath = min( Soldier.bBreath, Soldier.bBreathMax );
|
||||
|
||||
UINT16 diseasemaxbreathreduction = Disease[0].usMaxBreath * magnitude;
|
||||
INT8 lifereduction = (6 * Disease[0].sLifeRegenHundreds) * (magnitude / 100.0f);
|
||||
|
||||
Soldier.bBreathMax = min( Soldier.bBreathMax, 100 - diseasemaxbreathreduction );
|
||||
Soldier.bBreath = min( Soldier.bBreath, Soldier.bBreathMax );
|
||||
|
||||
INT8 lifereduction = (6 * Disease[0].sLifeRegenHundreds) * (magnitude / 100);
|
||||
|
||||
Soldier.stats.bLifeMax = max( OKLIFE, Soldier.stats.bLifeMax + lifereduction );
|
||||
Soldier.stats.bLifeMax = min( 100, Soldier.stats.bLifeMax );
|
||||
Soldier.stats.bLife = min( Soldier.stats.bLife, Soldier.stats.bLifeMax );
|
||||
}
|
||||
}
|
||||
Soldier.stats.bLife = max( OKLIFE, min(100, Soldier.stats.bLife + lifereduction) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+37
-54
@@ -108,7 +108,7 @@ BOOLEAN RetrieveTempFileFromSavedGame( HWFILE hFile, UINT32 uiType, INT16 sMapX,
|
||||
BOOLEAN AddTempFileToSavedGame( HWFILE hFile, UINT32 uiType, INT16 sMapX, INT16 sMapY, INT8 bMapZ );
|
||||
|
||||
|
||||
BOOLEAN SaveRottingCorpsesToTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
|
||||
BOOLEAN SaveRottingCorpsesToTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ, std::vector<ROTTING_CORPSE_DEFINITION> aCorpseDefVector );
|
||||
BOOLEAN LoadRottingCorpsesFromTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
|
||||
|
||||
void LoadNPCInformationFromProfileStruct();
|
||||
@@ -1021,8 +1021,17 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( )
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
std::vector<ROTTING_CORPSE_DEFINITION> corpsedefvector;
|
||||
|
||||
//Determine how many rotting corpses there are
|
||||
for ( INT32 iCount = 0; iCount < giNumRottingCorpse; ++iCount )
|
||||
{
|
||||
if ( gRottingCorpse[iCount].fActivated )
|
||||
corpsedefvector.push_back( gRottingCorpse[iCount].def );
|
||||
}
|
||||
|
||||
//Save the rotting corpse array to the temp rotting corpse file
|
||||
if( !SaveRottingCorpsesToTempCorpseFile( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) )
|
||||
if( !SaveRottingCorpsesToTempCorpseFile( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, corpsedefvector ) )
|
||||
{
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("SaveCurrentSectorsInformationToTempItemFile: failed in SaveRottingCorpsesToTempCorpseFile()" ) );
|
||||
EnableModifiedFileSetCache(cacheResetValue);
|
||||
@@ -1706,27 +1715,22 @@ BOOLEAN InitTacticalSave( BOOLEAN fCreateTempDir )
|
||||
}
|
||||
|
||||
|
||||
|
||||
BOOLEAN SaveRottingCorpsesToTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
|
||||
BOOLEAN SaveRottingCorpsesToTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ, std::vector<ROTTING_CORPSE_DEFINITION> aCorpseDefVector )
|
||||
{
|
||||
HWFILE hFile;
|
||||
UINT32 uiNumBytesWritten=0;
|
||||
// CHAR8 zTempName[ 128 ];
|
||||
CHAR8 zMapName[ 128 ];
|
||||
UINT32 uiNumberOfCorpses=0;
|
||||
INT32 iCount;
|
||||
CHAR8 zMapName[ 128 ];
|
||||
|
||||
// if we have no corpses at all, we have nothing to write - erase the 'corpse file exists flag', the next time we add a corpse, a new file will be created
|
||||
if ( aCorpseDefVector.empty() )
|
||||
{
|
||||
ReSetSectorFlag( sMapX, sMapY, bMapZ, SF_ROTTING_CORPSE_TEMP_FILE_EXISTS );
|
||||
|
||||
/*
|
||||
//Convert the current sector location into a file name
|
||||
GetMapFileName( sMapX,sMapY, bMapZ, zTempName, FALSE );
|
||||
|
||||
//add the 'r' for 'Rotting Corpses' to the front of the map name
|
||||
sprintf( zMapName, "%s\\r_%s", MAPS_DIR, zTempName);
|
||||
*/
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
GetMapTempFileName( SF_ROTTING_CORPSE_TEMP_FILE_EXISTS, zMapName, sMapX, sMapY, bMapZ );
|
||||
|
||||
|
||||
|
||||
//Open the file for writing, Create it if it doesnt exist
|
||||
hFile = FileOpen( zMapName, FILE_ACCESS_WRITE | FILE_OPEN_ALWAYS, FALSE );
|
||||
if( hFile == 0 )
|
||||
@@ -1734,16 +1738,9 @@ BOOLEAN SaveRottingCorpsesToTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ
|
||||
//Error opening map modification file
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
|
||||
//Determine how many rotting corpses there are
|
||||
for(iCount=0; iCount < giNumRottingCorpse; iCount++)
|
||||
{
|
||||
if( gRottingCorpse[iCount].fActivated == TRUE )
|
||||
uiNumberOfCorpses++;
|
||||
}
|
||||
|
||||
|
||||
|
||||
UINT32 uiNumberOfCorpses = aCorpseDefVector.size();
|
||||
|
||||
//Save the number of the Rotting Corpses array table
|
||||
FileWrite( hFile, &uiNumberOfCorpses, sizeof( UINT32 ), &uiNumBytesWritten );
|
||||
if( uiNumBytesWritten != sizeof( UINT32 ) )
|
||||
@@ -1754,31 +1751,26 @@ BOOLEAN SaveRottingCorpsesToTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ
|
||||
}
|
||||
|
||||
//Loop through all the carcases in the array and save the active ones
|
||||
for(iCount=0; iCount < giNumRottingCorpse; iCount++)
|
||||
for( std::vector<ROTTING_CORPSE_DEFINITION>::iterator it = aCorpseDefVector.begin(); it != aCorpseDefVector.end(); ++it )
|
||||
{
|
||||
if( gRottingCorpse[iCount].fActivated == TRUE )
|
||||
//Save the RottingCorpse info array
|
||||
FileWrite( hFile, &(*it), sizeof( ROTTING_CORPSE_DEFINITION ), &uiNumBytesWritten );
|
||||
if ( uiNumBytesWritten != sizeof( ROTTING_CORPSE_DEFINITION ) )
|
||||
{
|
||||
//Save the RottingCorpse info array
|
||||
FileWrite( hFile, &gRottingCorpse[iCount].def, sizeof( ROTTING_CORPSE_DEFINITION ), &uiNumBytesWritten );
|
||||
if( uiNumBytesWritten != sizeof( ROTTING_CORPSE_DEFINITION ) )
|
||||
{
|
||||
//Error Writing size of array to disk
|
||||
FileClose( hFile );
|
||||
return( FALSE );
|
||||
}
|
||||
//Error Writing size of array to disk
|
||||
FileClose( hFile );
|
||||
return( FALSE );
|
||||
}
|
||||
}
|
||||
|
||||
FileClose( hFile );
|
||||
|
||||
// Set the flag indicating that there is a rotting corpse Temp File
|
||||
// SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags |= SF_ROTTING_CORPSE_TEMP_FILE_EXISTS;
|
||||
SetSectorFlag( sMapX, sMapY, bMapZ, SF_ROTTING_CORPSE_TEMP_FILE_EXISTS );
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
|
||||
BOOLEAN DeleteTempItemMapFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
|
||||
{
|
||||
UINT8 bSectorId = 0;
|
||||
@@ -1813,26 +1805,18 @@ BOOLEAN LoadRottingCorpsesFromTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMa
|
||||
{
|
||||
HWFILE hFile;
|
||||
UINT32 uiNumBytesRead=0;
|
||||
// CHAR8 zTempName[ 128 ];
|
||||
CHAR8 zMapName[ 128 ];
|
||||
UINT32 uiNumberOfCorpses=0;
|
||||
UINT32 cnt;
|
||||
ROTTING_CORPSE_DEFINITION def;
|
||||
BOOLEAN fDontAddCorpse = FALSE;
|
||||
INT8 bTownId;
|
||||
|
||||
|
||||
BOOLEAN fDontAddCorpse = FALSE;
|
||||
INT8 bTownId;
|
||||
|
||||
//Delete the existing rotting corpse array
|
||||
RemoveCorpses( );
|
||||
/*
|
||||
//Convert the current sector location into a file name
|
||||
GetMapFileName( sMapX,sMapY, bMapZ, zTempName, FALSE );
|
||||
|
||||
sprintf( zMapName, "%s\\r_%s", MAPS_DIR, zTempName);
|
||||
*/
|
||||
GetMapTempFileName( SF_ROTTING_CORPSE_TEMP_FILE_EXISTS, zMapName, sMapX, sMapY, bMapZ );
|
||||
|
||||
|
||||
|
||||
//Check to see if the file exists
|
||||
if( !FileExists( zMapName ) )
|
||||
{
|
||||
@@ -1864,7 +1848,7 @@ BOOLEAN LoadRottingCorpsesFromTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMa
|
||||
// Get town ID for use later....
|
||||
bTownId = GetTownIdForSector( gWorldSectorX, gWorldSectorY );
|
||||
|
||||
for( cnt=0; cnt<uiNumberOfCorpses; cnt++ )
|
||||
for( cnt=0; cnt<uiNumberOfCorpses; ++cnt )
|
||||
{
|
||||
fDontAddCorpse = FALSE;
|
||||
|
||||
@@ -1876,8 +1860,7 @@ BOOLEAN LoadRottingCorpsesFromTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMa
|
||||
FileClose( hFile );
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Check the flags to see if we have to find a gridno to place the rotting corpses at
|
||||
if( def.usFlags & ROTTING_CORPSE_FIND_SWEETSPOT_FROM_GRIDNO )
|
||||
{
|
||||
|
||||
@@ -3367,19 +3367,23 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
//Get the gridno the cursor is at
|
||||
GetMouseMapPos( &usGridNo );
|
||||
|
||||
//if there is a selected soldier, and the cursor location is valid
|
||||
if( gusSelectedSoldier != NOBODY && !TileIsOutOfBounds(usGridNo))
|
||||
// if the cursor location is valid
|
||||
if ( !TileIsOutOfBounds(usGridNo) )
|
||||
{
|
||||
//if the cursor is over someone
|
||||
if( gfUIFullTargetFound )
|
||||
// if there is a selected soldier
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
//Display the range to the target
|
||||
DisplayRangeToTarget( MercPtrs[ gusSelectedSoldier ], MercPtrs[ gusUIFullTargetID ]->sGridNo );
|
||||
}
|
||||
else
|
||||
{
|
||||
//Display the range to the target
|
||||
DisplayRangeToTarget( MercPtrs[ gusSelectedSoldier ], usGridNo );
|
||||
//if the cursor is over someone
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
//Display the range to the target
|
||||
DisplayRangeToTarget( MercPtrs[gusSelectedSoldier], MercPtrs[gusUIFullTargetID]->sGridNo );
|
||||
}
|
||||
else
|
||||
{
|
||||
//Display the range to the target
|
||||
DisplayRangeToTarget( MercPtrs[gusSelectedSoldier], usGridNo );
|
||||
}
|
||||
}
|
||||
|
||||
CHAR16 zOutputString[512];
|
||||
@@ -3389,7 +3393,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
// Flugente: print out structure tileset
|
||||
if ( gGameExternalOptions.fPrintStructureTileset )
|
||||
{
|
||||
STRUCTURE * pStruct = FindStructure( usGridNo, (STRUCTURE_GENERIC) );
|
||||
STRUCTURE * pStruct = FindStructure( usGridNo, ( STRUCTURE_TYPE_DEFINED ) );
|
||||
if ( pStruct )
|
||||
{
|
||||
// if this is a multi-tile structure, be sure to use the base gridno
|
||||
@@ -3420,16 +3424,20 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern BOOLEAN InARoom( INT32 sGridNo, UINT16 *pusRoomNo );
|
||||
|
||||
UINT16 usRoom;
|
||||
if ( InARoom( usGridNo, &usRoom ) )
|
||||
{
|
||||
swprintf( zOutputString, L"Room number: %d", usRoom );
|
||||
ScreenMsg( FONT_MCOLOR_LTGREEN, MSG_INTERFACE, zOutputString );
|
||||
}
|
||||
}
|
||||
|
||||
extern BOOLEAN InARoom( INT32 sGridNo, UINT16 *pusRoomNo );
|
||||
|
||||
UINT16 usRoom;
|
||||
if ( InARoom( usGridNo, &usRoom ) )
|
||||
{
|
||||
swprintf( zOutputString, L"Room number: %d", usRoom );
|
||||
ScreenMsg( FONT_MCOLOR_LTGREEN, MSG_INTERFACE, zOutputString );
|
||||
}
|
||||
|
||||
// display height
|
||||
swprintf( zOutputString, L"Floor height: %d", gpWorldLevelData[usGridNo].sHeight );
|
||||
ScreenMsg( FONT_MCOLOR_LTGREEN, MSG_INTERFACE, zOutputString );
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -138,6 +138,7 @@ backgroundStartElementHandle(void *userData, const XML_Char *name, const XML_Cha
|
||||
strcmp(name, "croucheddefense" ) == 0 ||
|
||||
strcmp(name, "fortify_assignment" ) == 0 ||
|
||||
strcmp(name, "hackerskill" ) == 0 ||
|
||||
strcmp(name, "burial_assignment" ) == 0 ||
|
||||
strcmp(name, "druguse") == 0 ||
|
||||
strcmp(name, "xenophobic") == 0 ||
|
||||
strcmp(name, "corruptionspread") == 0 ||
|
||||
@@ -597,6 +598,11 @@ backgroundEndElementHandle(void *userData, const XML_Char *name)
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curBackground.value[BG_HACKERSKILL] = min( 100, max( 0, (INT16)atol( pData->szCharData ) ) );
|
||||
}
|
||||
else if ( strcmp( name, "burial_assignment" ) == 0 )
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curBackground.value[BG_BURIAL_ASSIGNMENT] = min( 1000, max( -50, (INT16)atol( pData->szCharData ) ) );
|
||||
}
|
||||
else if(strcmp(name, "druguse") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
|
||||
@@ -2960,6 +2960,7 @@ enum
|
||||
// menu entries
|
||||
TEXT_DISEASE_DIAGNOSIS,
|
||||
TEXT_DISEASE_TREATMENT,
|
||||
TEXT_DISEASE_BURIAL,
|
||||
TEXT_DISEASE_CANCEL,
|
||||
|
||||
// (undiagnosed)
|
||||
|
||||
@@ -276,6 +276,7 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at
|
||||
strcmp(name, "DisarmModifier") == 0 ||
|
||||
strcmp(name, "RepairModifier") == 0 ||
|
||||
strcmp(name, "usHackingModifier" ) == 0 ||
|
||||
strcmp(name, "usBurialModifier" ) == 0 ||
|
||||
|
||||
strcmp(name, "usActionItemFlag") == 0 ||
|
||||
strcmp(name, "clothestype") == 0 ||
|
||||
@@ -1404,6 +1405,11 @@ itemEndElementHandle(void *userData, const XML_Char *name)
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curItem.usHackingModifier = min(100, (UINT8)atol( pData->szCharData ) );
|
||||
}
|
||||
else if ( strcmp( name, "usBurialModifier" ) == 0 )
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curItem.usBurialModifier = min( 100, (UINT8)atol( pData->szCharData ) );
|
||||
}
|
||||
else if(strcmp(name, "DamageChance") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
@@ -2125,6 +2131,7 @@ BOOLEAN WriteItemStats()
|
||||
FilePrintf(hFile, "\t\t<DisarmModifier>%d</DisarmModifier>\r\n", Item[cnt].DisarmModifier );
|
||||
FilePrintf(hFile, "\t\t<RepairModifier>%d</RepairModifier>\r\n", Item[cnt].RepairModifier );
|
||||
FilePrintf(hFile, "\t\t<usHackingModifier>%d</usHackingModifier>\r\n", Item[cnt].usHackingModifier );
|
||||
FilePrintf(hFile, "\t\t<usBurialModifier>%d</usBurialModifier>\r\n", Item[cnt].usBurialModifier );
|
||||
|
||||
FilePrintf(hFile,"\t\t<DamageChance>%d</DamageChance>\r\n", Item[cnt].usDamageChance );
|
||||
FilePrintf(hFile,"\t\t<DirtIncreaseFactor>%4.2f</DirtIncreaseFactor>\r\n", Item[cnt].dirtIncreaseFactor );
|
||||
|
||||
@@ -2475,6 +2475,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"GetIntel",
|
||||
L"DoctorM.",
|
||||
L"DMilitia",
|
||||
L"Burial",
|
||||
};
|
||||
|
||||
|
||||
@@ -2582,6 +2583,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -2648,6 +2650,7 @@ STR16 pLongAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -6248,7 +6251,7 @@ STR16 zMarksMapScreenText[] =
|
||||
L"地图概况",//"Map Overview", // 24
|
||||
|
||||
// Flugente: disease texts describing what a map view does //文本描述疾病查看地图并做翻译。
|
||||
L"这个视图会展示出哪个地区爆发了瘟疫,这个数字表明,平均每个人的感染程度,颜色表示它的范围。 灰色=无病。 绿色到红色=不断升级的感染程度。", //L"This view shows in which sectors disease has broken out. The number indicates the mean magnitude of infection per person, the colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of infection.",
|
||||
L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate
|
||||
|
||||
// Flugente: weather texts describing what a map view does
|
||||
L"这个视图显示了目前的天气。没有颜色=晴天。青色为雨天。蓝色为雷暴。橙色为沙尘暴。白色为下雪",//L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.",
|
||||
@@ -8444,6 +8447,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|感|染|防|护", //L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
|
||||
L"|护|盾", //L"|S|h|i|e|l|d",
|
||||
L"|C|a|m|e|r|a", // TODO.Translate
|
||||
L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -8490,6 +8494,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \n如果保存在物品栏\n降低\n传染给其他人的几率。", //L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
|
||||
L"\n \n拿在手里,就可以抵挡前方的伤害。", //L"\n \nIf equipped in a hand, this will block incoming damage.",
|
||||
L"\n \nYou can take photos with this.", // TODO.Translate
|
||||
L"\n \nThis item makes you more effective at burying corpses.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -9063,6 +9068,7 @@ STR16 szBackgroundText_Value[]=
|
||||
L" %s%d%% 如果在蹲下状态,视野方向发现敌人,即可瞄准\n", //L" %s%d%% enemy CTH if crouched against thick cover in their direction\n",
|
||||
L" %s%d%% 建设速度\n",//L" %s%d%% building speed\n",
|
||||
L"黑客技能: %s%d ",//L" hacking skill: %s%d ",
|
||||
L" %s%d%% burial speed\n", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szBackgroundTitleText[] =
|
||||
@@ -10996,6 +11002,7 @@ STR16 szDiseaseText[] =
|
||||
|
||||
L"诊断", // L"Diagnosis",
|
||||
L"治疗", //L"Treatment",
|
||||
L"Burial", // TODO.Translate
|
||||
L"取消", //L"Cancel",
|
||||
|
||||
L"\n\n%s (未诊断的) - %d / %d\n", //L"\n\n%s (undiagnosed) - %d / %d\n",
|
||||
|
||||
@@ -2474,6 +2474,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"GetIntel",
|
||||
L"DoctorM.",
|
||||
L"DMilitia",
|
||||
L"Burial",
|
||||
};
|
||||
|
||||
|
||||
@@ -2581,6 +2582,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -2647,6 +2649,7 @@ STR16 pLongAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -6256,7 +6259,7 @@ STR16 zMarksMapScreenText[] =
|
||||
L"Map Overview", // 24
|
||||
|
||||
// Flugente: disease texts describing what a map view does TODO.Translate
|
||||
L"This view shows in which sectors disease has broken out. The number indicates the mean magnitude of infection per person, the colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of infection.",
|
||||
L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate
|
||||
|
||||
// Flugente: weather texts describing what a map view does
|
||||
L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate
|
||||
@@ -8461,6 +8464,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
|
||||
L"|S|h|i|e|l|d", // TODO.Translate
|
||||
L"|C|a|m|e|r|a", // TODO.Translate
|
||||
L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -8507,6 +8511,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
|
||||
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
|
||||
L"\n \nYou can take photos with this.", // TODO.Translate
|
||||
L"\n \nThis item makes you more effective at burying corpses.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -9083,6 +9088,7 @@ STR16 szBackgroundText_Value[]=
|
||||
L" %s%d%% enemy CTH if crouched against thick cover in their direction\n",
|
||||
L" %s%d%% building speed\n",
|
||||
L" hacking skill: %s%d ", // TODO.Translate
|
||||
L" %s%d%% burial speed\n", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szBackgroundTitleText[] = // TODO.Translate
|
||||
@@ -11014,6 +11020,7 @@ STR16 szDiseaseText[] =
|
||||
|
||||
L"Diagnosis",
|
||||
L"Treatment",
|
||||
L"Burial", // TODO.Translate
|
||||
L"Cancel",
|
||||
|
||||
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
|
||||
|
||||
@@ -2475,6 +2475,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"GetIntel",
|
||||
L"DoctorM.",
|
||||
L"DMilitia",
|
||||
L"Burial",
|
||||
};
|
||||
|
||||
|
||||
@@ -2582,6 +2583,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -2648,6 +2650,7 @@ STR16 pLongAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -6249,7 +6252,7 @@ STR16 zMarksMapScreenText[] =
|
||||
L"Map Overview", // 24
|
||||
|
||||
// Flugente: disease texts describing what a map view does
|
||||
L"This view shows in which sectors disease has broken out. The number indicates the mean magnitude of infection per person, the colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of infection.",
|
||||
L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.",
|
||||
|
||||
// Flugente: weather texts describing what a map view does
|
||||
L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.",
|
||||
@@ -8445,6 +8448,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
|
||||
L"|S|h|i|e|l|d",
|
||||
L"|C|a|m|e|r|a",
|
||||
L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -8491,6 +8495,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
|
||||
L"\n \nIf equipped in a hand, this will block incoming damage.",
|
||||
L"\n \nYou can take photos with this.",
|
||||
L"\n \nThis item makes you more effective at burying corpses.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -9064,6 +9069,7 @@ STR16 szBackgroundText_Value[]=
|
||||
L" %s%d%% enemy CTH if crouched against thick cover in their direction\n",
|
||||
L" %s%d%% building speed\n",
|
||||
L" hacking skill: %s%d ",
|
||||
L" %s%d%% burial speed\n",
|
||||
};
|
||||
|
||||
STR16 szBackgroundTitleText[] =
|
||||
@@ -10998,6 +11004,7 @@ STR16 szDiseaseText[] =
|
||||
|
||||
L"Diagnosis",
|
||||
L"Treatment",
|
||||
L"Burial",
|
||||
L"Cancel",
|
||||
|
||||
L"\n\n%s (undiagnosed) - %d / %d\n",
|
||||
|
||||
@@ -2483,6 +2483,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"GetIntel",
|
||||
L"DoctorM.",
|
||||
L"DMilitia",
|
||||
L"Burial",
|
||||
};
|
||||
|
||||
|
||||
@@ -2590,6 +2591,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -2656,6 +2658,7 @@ STR16 pLongAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -6261,7 +6264,7 @@ STR16 zMarksMapScreenText[] =
|
||||
L"Écran carte", // 24
|
||||
|
||||
// Flugente: disease texts describing what a map view does TODO.Translate
|
||||
L"This view shows in which sectors disease has broken out. The number indicates the mean magnitude of infection per person, the colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of infection.",
|
||||
L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate
|
||||
|
||||
// Flugente: weather texts describing what a map view does
|
||||
L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate
|
||||
@@ -8448,6 +8451,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
|
||||
L"|S|h|i|e|l|d", // TODO.Translate
|
||||
L"|C|a|m|e|r|a", // TODO.Translate
|
||||
L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -8494,6 +8498,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
|
||||
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
|
||||
L"\n \nYou can take photos with this.", // TODO.Translate
|
||||
L"\n \nThis item makes you more effective at burying corpses.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -9065,6 +9070,7 @@ STR16 szBackgroundText_Value[]=
|
||||
L" %s%d%% enemy CTH if crouched against thick cover in their direction\n",
|
||||
L" %s%d%% building speed\n",
|
||||
L" hacking skill: %s%d ", // TODO.Translate
|
||||
L" %s%d%% burial speed\n", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szBackgroundTitleText[] =
|
||||
@@ -10996,6 +11002,7 @@ STR16 szDiseaseText[] =
|
||||
|
||||
L"Diagnosis",
|
||||
L"Treatment",
|
||||
L"Burial", // TODO.Translate
|
||||
L"Cancel",
|
||||
|
||||
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
|
||||
|
||||
@@ -2488,6 +2488,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"GetIntel",
|
||||
L"DoctorM.",
|
||||
L"DMilitia",
|
||||
L"Burial",
|
||||
};
|
||||
|
||||
STR16 pMilitiaString[] =
|
||||
@@ -2591,6 +2592,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
// refer to above for comments
|
||||
@@ -2655,6 +2657,7 @@ STR16 pLongAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
// the contract options
|
||||
@@ -6101,7 +6104,7 @@ STR16 zMarksMapScreenText[] =
|
||||
L"Kartenübersicht", // 24
|
||||
|
||||
// Flugente: disease texts describing what a map view does TODO.Translate
|
||||
L"This view shows in which sectors disease has broken out. The number indicates the mean magnitude of infection per person, the colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of infection.",
|
||||
L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate
|
||||
|
||||
// Flugente: weather texts describing what a map view does
|
||||
L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate
|
||||
@@ -8277,6 +8280,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
|
||||
L"|S|h|i|e|l|d", // TODO.Translate
|
||||
L"|C|a|m|e|r|a", // TODO.Translate
|
||||
L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -8323,6 +8327,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
|
||||
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
|
||||
L"\n \nYou can take photos with this.", // TODO.Translate
|
||||
L"\n \nThis item makes you more effective at burying corpses.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -8895,6 +8900,7 @@ STR16 szBackgroundText_Value[]=
|
||||
L" %s%d%% enemy CTH if crouched against thick cover in their direction\n",
|
||||
L" %s%d%% building speed\n",
|
||||
L" hacking skill: %s%d ", // TODO.Translate
|
||||
L" %s%d%% burial speed\n", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szBackgroundTitleText[] = // TODO.Translate
|
||||
@@ -10826,6 +10832,7 @@ STR16 szDiseaseText[] =
|
||||
|
||||
L"Diagnosis",
|
||||
L"Treatment",
|
||||
L"Burial", // TODO.Translate
|
||||
L"Cancel",
|
||||
|
||||
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
|
||||
|
||||
@@ -2469,6 +2469,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"GetIntel",
|
||||
L"DoctorM.",
|
||||
L"DMilitia",
|
||||
L"Burial",
|
||||
};
|
||||
|
||||
|
||||
@@ -2576,6 +2577,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -2642,6 +2644,7 @@ STR16 pLongAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -6239,7 +6242,7 @@ STR16 zMarksMapScreenText[] =
|
||||
L"Il contratto del mercenario non è assicurato",
|
||||
|
||||
// Flugente: disease texts describing what a map view does TODO.Translate
|
||||
L"This view shows in which sectors disease has broken out. The number indicates the mean magnitude of infection per person, the colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of infection.",
|
||||
L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate
|
||||
|
||||
// Flugente: weather texts describing what a map view does
|
||||
L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate
|
||||
@@ -8451,6 +8454,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
|
||||
L"|S|h|i|e|l|d", // TODO.Translate
|
||||
L"|C|a|m|e|r|a", // TODO.Translate
|
||||
L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -8497,6 +8501,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
|
||||
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
|
||||
L"\n \nYou can take photos with this.", // TODO.Translate
|
||||
L"\n \nThis item makes you more effective at burying corpses.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -9074,6 +9079,7 @@ STR16 szBackgroundText_Value[]=
|
||||
L" %s%d%% enemy CTH if crouched against thick cover in their direction\n",
|
||||
L" %s%d%% building speed\n",
|
||||
L" hacking skill: %s%d ", // TODO.Translate
|
||||
L" %s%d%% burial speed\n", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szBackgroundTitleText[] = // TODO.Translate
|
||||
@@ -11005,6 +11011,7 @@ STR16 szDiseaseText[] =
|
||||
|
||||
L"Diagnosis",
|
||||
L"Treatment",
|
||||
L"Burial", // TODO.Translate
|
||||
L"Cancel",
|
||||
|
||||
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
|
||||
|
||||
@@ -2481,6 +2481,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"GetIntel",
|
||||
L"DoctorM.",
|
||||
L"DMilitia",
|
||||
L"Burial",
|
||||
};
|
||||
|
||||
|
||||
@@ -2588,6 +2589,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -2654,6 +2656,7 @@ STR16 pLongAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -6257,7 +6260,7 @@ STR16 zMarksMapScreenText[] =
|
||||
L"Mapa", // 24
|
||||
|
||||
// Flugente: disease texts describing what a map view does TODO.Translate
|
||||
L"This view shows in which sectors disease has broken out. The number indicates the mean magnitude of infection per person, the colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of infection.",
|
||||
L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate
|
||||
|
||||
// Flugente: weather texts describing what a map view does
|
||||
L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate
|
||||
@@ -8463,6 +8466,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
|
||||
L"|S|h|i|e|l|d", // TODO.Translate
|
||||
L"|C|a|m|e|r|a", // TODO.Translate
|
||||
L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -8509,6 +8513,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
|
||||
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
|
||||
L"\n \nYou can take photos with this.", // TODO.Translate
|
||||
L"\n \nThis item makes you more effective at burying corpses.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -9087,6 +9092,7 @@ STR16 szBackgroundText_Value[]=
|
||||
L" %s%d%% enemy CTH if crouched against thick cover in their direction\n",
|
||||
L" %s%d%% building speed\n",
|
||||
L" hacking skill: %s%d ", // TODO.Translate
|
||||
L" %s%d%% burial speed\n", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szBackgroundTitleText[] = // TODO.Translate
|
||||
@@ -11018,6 +11024,7 @@ STR16 szDiseaseText[] =
|
||||
|
||||
L"Diagnosis",
|
||||
L"Treatment",
|
||||
L"Burial", // TODO.Translate
|
||||
L"Cancel",
|
||||
|
||||
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
|
||||
|
||||
@@ -2475,6 +2475,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"GetIntel",
|
||||
L"DoctorM.",
|
||||
L"DMilitia",
|
||||
L"Burial",
|
||||
};
|
||||
|
||||
|
||||
@@ -2582,6 +2583,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -2648,6 +2650,7 @@ STR16 pLongAssignmentStrings[] =
|
||||
L"Get intel while disguised",
|
||||
L"Doctor wounded militia",
|
||||
L"Drill existing militia",
|
||||
L"Bury corpses",
|
||||
};
|
||||
|
||||
|
||||
@@ -6249,7 +6252,7 @@ STR16 zMarksMapScreenText[] =
|
||||
L"Стратегическая карта",
|
||||
|
||||
// Flugente: disease texts describing what a map view does
|
||||
L"Здесь показаны вспышки заболеваний по секторам. Число указывает средний показатель инфекции на человека, цвет - насколько широко распространена инфекция. СЕРЫЙ= нет информации о заболеваемости. ЗЕЛЁНЫЙ - КРАСНЫЙ = уровень роста заболеваемости.",
|
||||
L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate
|
||||
|
||||
// Flugente: weather texts describing what a map view does
|
||||
L"Здесь паказана актуальная погода. Без цвета=солнечно, зеленый=дождь, Синий=Гроза, Оранжевый=песчаная буря, Белый=снег.",
|
||||
@@ -8445,6 +8448,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|И|н|ф|е|к|ц|и|о|н|н|а|я |з|а|щ|и|т|а", // 39
|
||||
L"|S|h|i|e|l|d", // TODO.Translate
|
||||
L"|C|a|m|e|r|a", // TODO.Translate
|
||||
L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -8491,6 +8495,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nЕсли хранить в своём кармане,\nпонижается шанс заражения\n от других людей.",
|
||||
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
|
||||
L"\n \nYou can take photos with this.", // TODO.Translate
|
||||
L"\n \nThis item makes you more effective at burying corpses.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -9064,6 +9069,7 @@ STR16 szBackgroundText_Value[]=
|
||||
L" %s%d%% enemy CTH if crouched against thick cover in their direction\n",
|
||||
L" %s%d%% кровотечение\n",
|
||||
L" Взлом: %s%d ",
|
||||
L" %s%d%% burial speed\n", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szBackgroundTitleText[] =
|
||||
@@ -10998,6 +11004,7 @@ STR16 szDiseaseText[] =
|
||||
|
||||
L"Обследование",
|
||||
L"Лечение населения",
|
||||
L"Burial", // TODO.Translate
|
||||
L"Отмена",
|
||||
|
||||
L"\n\n%s (недиагностирована) - %d / %d\n",
|
||||
|
||||
Reference in New Issue
Block a user