New feature: food system requires mercs to eat and drink in order to survive

- food and water levels are lowered every hour, eat food to survive
- not doing so leads to various penalties and ultimately death
- added food items for that purpose. Food can degrade over time. Rotten food poisons.
- Mercs automatically consume food if hungry/thirsty and food is in their inventories
- for more info, see http://www.bears-pit.com/board/ubbthreads.php/topics/307396/Re_Mercs_need_food_and_water_t.html#Post307396
- this feature requires new STI files from the GameDir trunk.

- added a bunch of filler variable to the soldier type, so hopefully savegame compatibility can be maintained easier in the future.

WARNING: This will break savegame compatibility

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5411 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-07-21 16:41:04 +00:00
parent b95d001812
commit f6bf6bf4aa
54 changed files with 2660 additions and 144 deletions
+3 -3
View File
@@ -11285,7 +11285,7 @@ void GunIncreaseHeat( OBJECTTYPE *pObj )
FLOAT singleshottemperature = GetSingleShotTemperature( pObj ); // ... get temperature rise ...
FLOAT newguntemperature = min(guntemperature + singleshottemperature, (FLOAT)(OVERHEATING_MAX_TEMPERATURE) ); // ... calculate new temperature ...
FLOAT newguntemperature = min(guntemperature + singleshottemperature, OVERHEATING_MAX_TEMPERATURE ); // ... calculate new temperature ...
(*pObj)[0]->data.bTemperature = newguntemperature; // ... apply new temperature
@@ -11353,7 +11353,7 @@ FLOAT GetGunOverheatJamPercentage( OBJECTTYPE * pObj )
FLOAT GetOverheatJamThreshold( OBJECTTYPE *pObj )
{
FLOAT jamthreshold = (FLOAT) (OVERHEATING_MAX_TEMPERATURE / 4.0);
FLOAT jamthreshold = OVERHEATING_MAX_TEMPERATURE / 4.0f;
if ( Item[pObj->usItem].usItemClass & (IC_GUN|IC_LAUNCHER) )
{
@@ -11379,7 +11379,7 @@ FLOAT GetOverheatJamThreshold( OBJECTTYPE *pObj )
FLOAT GetOverheatDamageThreshold( OBJECTTYPE *pObj )
{
FLOAT damagethreshold = (FLOAT) (OVERHEATING_MAX_TEMPERATURE / 4.0);
FLOAT damagethreshold = OVERHEATING_MAX_TEMPERATURE / 4.0f;
if ( Item[pObj->usItem].usItemClass & (IC_GUN|IC_LAUNCHER) )
{