- 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
+13 -52
View File
@@ -1577,21 +1577,10 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
// Bodybuilding damage resistance
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, BODYBUILDING_NT ) )
sNewWoundAmt = max( 1, (INT16)(sNewWoundAmt * (100 - gSkillTraitValues.ubBBDamageResistance) / 100));
// Damage resistance for Militia
if (pSoldier->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA && gGameExternalOptions.bGreenMilitiaDamageResistance != 0)
sNewWoundAmt -= ((sNewWoundAmt * gGameExternalOptions.bGreenMilitiaDamageResistance) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA && gGameExternalOptions.bRegularMilitiaDamageResistance != 0)
sNewWoundAmt -= ((sNewWoundAmt * gGameExternalOptions.bRegularMilitiaDamageResistance) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA && gGameExternalOptions.bVeteranMilitiaDamageResistance != 0)
sNewWoundAmt -= ((sNewWoundAmt * gGameExternalOptions.bVeteranMilitiaDamageResistance) /100);
// bonus for enemy too
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR && gGameExternalOptions.sEnemyAdminDamageResistance != 0)
sNewWoundAmt -= ((sNewWoundAmt * gGameExternalOptions.sEnemyAdminDamageResistance) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ARMY && gGameExternalOptions.sEnemyRegularDamageResistance != 0)
sNewWoundAmt -= ((sNewWoundAmt * gGameExternalOptions.sEnemyRegularDamageResistance) /100);
else if (pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE && gGameExternalOptions.sEnemyEliteDamageResistance != 0)
sNewWoundAmt -= ((sNewWoundAmt * gGameExternalOptions.sEnemyEliteDamageResistance) /100);
// Flugente: moved the damage calculation into a separate function
if ( pSoldier->GetDamageResistance(FALSE, FALSE) > 0 )
sNewWoundAmt -= ((sNewWoundAmt * pSoldier->GetDamageResistance(FALSE, FALSE)) /100);
// we can loose stats due to being hit by the blast
else if ( gGameOptions.fNewTraitSystem && Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_NORMAL &&
@@ -1790,41 +1779,12 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
sNewWoundAmt = max(1, sNewWoundAmt);
}
//////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
// SANDRO - option to make special NPCs stronger - damage resistance
if (gGameExternalOptions.usSpecialNPCStronger > 0)
{
switch( pSoldier->ubProfile )
{
case CARMEN:
case QUEEN:
case JOE:
case ANNIE:
case CHRIS:
case KINGPIN:
case TIFFANY:
case T_REX:
case DRUGGIST:
case GENERAL:
case JACK:
case OLAF:
case RAY:
case OLGA:
case TYRONE:
case MIKE:
sNewWoundAmt -= (sNewWoundAmt * gGameExternalOptions.usSpecialNPCStronger / 200);
sNewWoundAmt = max( 1, sNewWoundAmt);
break;
}
}
// SANDRO - new merc records - times wounded (blasted by explosion)
if ( ( sNewWoundAmt > 1 || sBreathAmt > 1000 ) && pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesWoundedBlasted++;
////////////////////////////////////////////////////////////////////////////////////
// Lesh: flashbang does affect on soldier or not - check it
if ( (Item[usItem].usItemClass & IC_EXPLOSV) && fFlashbang )
{
@@ -1918,7 +1878,8 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
{
if ( pExplosive->ubType == EXPLOSV_TEARGAS )
{
if ( AM_A_ROBOT( pSoldier ) )
// zombies and robots are unaffected by tear gas
if ( AM_A_ROBOT( pSoldier ) || pSoldier->IsZombie() )
{
return( fRecompileMovementCosts );
}
@@ -1932,7 +1893,8 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
}
else if ( pExplosive->ubType == EXPLOSV_MUSTGAS )
{
if ( AM_A_ROBOT( pSoldier ) )
// zombies and robots are unaffected by mustard gas
if ( AM_A_ROBOT( pSoldier ) || pSoldier->IsZombie() )
{
return( fRecompileMovementCosts );
}
@@ -2030,9 +1992,8 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
case EXPLOSV_TEARGAS:
pSoldier->flags.fHitByGasFlags |= HIT_BY_TEARGAS;
break;
case EXPLOSV_MUSTGAS:
case EXPLOSV_MUSTGAS:
pSoldier->flags.fHitByGasFlags |= HIT_BY_MUSTARDGAS;
break;
case EXPLOSV_BURNABLEGAS:
pSoldier->flags.fHitByGasFlags |= HIT_BY_BURNABLEGAS;
break;
@@ -2046,7 +2007,7 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"ExpControl pSoldier->flags.fHitByGasFlags: %d", pSoldier->flags.fHitByGasFlags );
// a gas effect, take damage directly...
pSoldier->SoldierTakeDamage( ANIM_STAND, sWoundAmt, sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE );
pSoldier->SoldierTakeDamage( ANIM_STAND, sWoundAmt, 0, sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE );
if (is_networked && is_client)
{
@@ -2480,7 +2441,7 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
break;
}
// a gas effect, take damage directly...
pSoldier->SoldierTakeDamage( ANIM_STAND, sWoundAmt, sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE );
pSoldier->SoldierTakeDamage( ANIM_STAND, sWoundAmt, 0, sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE );
if ( pSoldier->stats.bLife >= CONSCIOUSNESS )
{
pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + Random( 2 ) ) );