- Stat losses are now displayed in the laptop

- Breath regeneration through sleep is now displayed in a tooltip
- If NOTIFY_IF_SLEEP_FAILS is set to FALSE, there is no popup box is ordering a merc to sleep fails

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7884 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-06-01 20:23:02 +00:00
parent 2d5e68a86d
commit ec90c52bd2
20 changed files with 284 additions and 221 deletions
+2 -80
View File
@@ -617,8 +617,6 @@ BOOLEAN PlayerSoldierTooTiredToTravel( SOLDIERTYPE *pSoldier );
void AssignmentAborted( SOLDIERTYPE *pSoldier, UINT8 ubReason );
UINT8 CalcSoldierNeedForSleep( SOLDIERTYPE *pSoldier );
UINT32 GetLastSquadListedInSquadMenu( void );
BOOLEAN IsAnythingAroundForSoldierToRepair( SOLDIERTYPE * pSoldier );
@@ -4969,84 +4967,8 @@ INT8 GetRegainDueToSleepNeeded( SOLDIERTYPE *pSoldier, INT32 iRateOfReGain )
void RestCharacter( SOLDIERTYPE *pSoldier )
{
// handle the sleep of this character, update bBreathMax based on sleep they have
INT8 bMaxBreathRegain = 0;
INT16 sSectorModifier = 100;
FLOAT bDivisor = 0;
// Determine how many hours a day this merc must sleep. Normally this would range between 6 and 12 hours.
// Injuries and/or martial arts trait can change the limits to between 3 and 18 hours a day.
bDivisor = CalcSoldierNeedForSleep( pSoldier );
// HEADROCK HAM 3.6:
// Night ops specialists sleep better during the day. Others sleep better during the night.
// silversurfer: The code below did the complete opposite. A higher bDivisor means LESS regeneration. Fixed.
if (DayTime()) //if (NightTime())
{
if ( gGameOptions.fNewTraitSystem ) // SANDRO - Old/New traits
{
if ( !HAS_SKILL_TRAIT( pSoldier, NIGHT_OPS_NT ) )
bDivisor += 3;
}
else
bDivisor += 4-(2*NUM_SKILL_TRAITS( pSoldier, NIGHTOPS_OT ));
}
else
{
if ( gGameOptions.fNewTraitSystem ) // SANDRO - Old/New traits
{
if ( HAS_SKILL_TRAIT( pSoldier, NIGHT_OPS_NT ) )
bDivisor += 3;
}
else
bDivisor += (2*NUM_SKILL_TRAITS( pSoldier, NIGHTOPS_OT ));
}
// HEADROCK HAM 3.5: Read adjustment from local sector facilities
if (pSoldier->bSectorZ == 0)
{
if (pSoldier->flags.fMercAsleep)
{
sSectorModifier = GetSectorModifier( pSoldier, FACILITY_SLEEP_MOD );
}
else
{
// Resting can be done at a facility now, and the program will automatically apply a performance bonus
// to this if the facility has one. If the character is simply resting ("On Duty", assigned to a squad),
// then only Ambient effects take place.
sSectorModifier = GetSectorModifier( pSoldier, FACILITY_PERFORMANCE_MOD );
}
bDivisor = (bDivisor * 100) / sSectorModifier;
}
// silversurfer: Items can provide a bonus to regeneration, sleeping bags for example.
// They will not provide such bonus if the merc is already using a bed in a facility.
if ( GetSoldierFacilityAssignmentIndex( pSoldier ) != FAC_PATIENT && GetSoldierFacilityAssignmentIndex( pSoldier ) != FAC_REST )
{
bDivisor = ( bDivisor * 100 ) / ( 100 + GetInventorySleepModifier( pSoldier ) );
}
// silversurfer: I moved all modifiers above this point because we don't want anybody to rest faster or slower than the already extreme thresholds.
// Re-enforce limits
bDivisor = __min(18, __max(3, bDivisor));
// round up so the bonuses above make more sense
bMaxBreathRegain = ( 50 / bDivisor + 0.5 );
// Limit so that characters can't regain faster than 3 hours, ever
if (bMaxBreathRegain > 17)
{
bMaxBreathRegain = 17;
}
// if breath max is below the "really tired" threshold
if( pSoldier->bBreathMax < BREATHMAX_PRETTY_TIRED )
{
// real tired, rest rate is 50% higher (this is to prevent absurdly long sleep times for totally exhausted mercs)
bMaxBreathRegain = (UINT8)( bMaxBreathRegain * 3 / 2 );
}
pSoldier->bBreathMax += bMaxBreathRegain;
// handle the sleep of this character, update bBreathMax based on sleep they have
pSoldier->bBreathMax += pSoldier->GetSleepBreathRegeneration( );
// Flugente: diseases can affect stat effectivity
UINT16 diseasemaxbreathreduction = 0;