- New feature: zombies can now spawn from corpses, if you specify that option in the preferences screen (by Flugente)

o if set to off, no zombies will spawn. This can also be changed in mid-game
o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746
o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation)
o The zombie option can only be enabled in a single player game

o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-05-29 22:49:17 +00:00
parent 744ce2ee9c
commit c90f4bce47
73 changed files with 4481 additions and 609 deletions
+30 -4
View File
@@ -6975,10 +6975,12 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
if (pTeamSoldier->iHealableInjury < 0)
pTeamSoldier->iHealableInjury = 0;
pTeamSoldier->bPoisonLife = min(pTeamSoldier->bPoisonSum, pTeamSoldier->bPoisonLife + OKLIFE - pTeamSoldier->stats.bLife);
pTeamSoldier->stats.bLife = OKLIFE;
}
pTeamSoldier->bBleeding = 0; // let's think, the autobandage was done for the militia too
pTeamSoldier->bPoisonBleeding = 0;
}
}
gTacticalStatus.Team[ MILITIA_TEAM ].bAwareOfOpposition = FALSE;
@@ -7255,6 +7257,26 @@ UINT8 NumEnemyInSector( )
}
UINT8 NumZombiesInSector( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumZombies = 0;
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; ++pTeamSoldier, ++cnt )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 )
{
if ( pTeamSoldier->IsZombie() )
{
++ubNumZombies;
}
}
}
return( ubNumZombies );
}
UINT8 NumEnemyInSectorExceptCreatures()
{
SOLDIERTYPE *pTeamSoldier;
@@ -7582,13 +7604,13 @@ BOOLEAN KillIncompacitatedEnemyInSector( )
// KIll......
// SANDRO - if the soldier is bleeding out, consider this damage as done by the last attacker
if ( pTeamSoldier->ubAttackerID != NOBODY )
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubAttackerID, NOWHERE, 0, TRUE );
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 0, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubAttackerID, NOWHERE, 0, TRUE );
else if ( pTeamSoldier->ubPreviousAttackerID != NOBODY )
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubPreviousAttackerID, NOWHERE, 0, TRUE );
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 0, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubPreviousAttackerID, NOWHERE, 0, TRUE );
else if ( pTeamSoldier->ubNextToPreviousAttackerID != NOBODY )
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubNextToPreviousAttackerID, NOWHERE, 0, TRUE );
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 0, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubNextToPreviousAttackerID, NOWHERE, 0, TRUE );
else
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE );
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 0, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE );
fReturnVal = TRUE;
}
@@ -7767,6 +7789,10 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: loop = %d, numslots = %d ",uiLoop, guiNumMercSlots));
pSoldier = MercSlots[uiLoop];
// Flugente: zombies do not receive any suppression at all!
if ( pSoldier != NULL && pSoldier->IsZombie() )
continue;
// Has this character received any Suppression Points since the last attack?
// HEADROCK: Suppression Points accumulate by bullets flying near the character. It includes
// friendly fire at a certain distance. As of HAM 3.2, it also happens with nearby explosions.