- fix: combo food/drug items have to be eaten if drug effect was already attributed

- new food situation level for the transition from food refusal to dangerous levels
- more useful stat damage warings for food

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5468 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-08-13 21:25:51 +00:00
parent 660d8d126f
commit a61d724335
4 changed files with 33 additions and 17 deletions
+4 -1
View File
@@ -20,6 +20,7 @@ typedef enum
{
FOOD_STUFFED,
FOOD_EXTREMELY_FULL,
FOOD_VERY_FULL,
FOOD_FULL,
FOOD_SLIGHTLY_FULL,
FOOD_NORMAL,
@@ -34,6 +35,7 @@ typedef enum
#define FOOD_MERC_START_CONSUME FOOD_EVEN_LOWER
#define FOOD_MERC_STOP_FACILITY FOOD_FULL
#define FOOD_MERC_REFUSAL FOOD_VERY_FULL
typedef struct
{
@@ -73,7 +75,8 @@ typedef enum
} FoodSectorWaterSupply;
// eat a food object. if fForce = FALSE, the soldier can reject to eat this once
BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce );
// if fForceFromDrugs = TRUE, we HAVE to eat this, because we already got the effects from the ApplyDrugs-function (item is both drug and food)
BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, BOOLEAN fForceFromDrugs );
void GetFoodSituation( SOLDIERTYPE *pSoldier, UINT8* pFoodSituation, UINT8* pWaterSituation );
void FoodMaxMoraleModifiy( SOLDIERTYPE *pSoldier, UINT8* pubMaxMorale );