New feature: new drug system (by Flugente)

- added many new drug effects. A drug can now have several effects, these can be set via the <DrugType>-tag in Items.xml. 
- Control effect magnitude in Drugs.xml. Added new drugs in Items.xml.
- gave Buns drugs in Kit 5 "Druggist" for demonstration reasons, added drugs to Howard's inventory.
- see also first post in http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303950#Post303950

WARNING! This will break savegame compatibility!


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5225 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-04-27 13:22:35 +00:00
parent 4f120f152f
commit fc88abaa5b
24 changed files with 908 additions and 426 deletions
+11
View File
@@ -46,6 +46,7 @@
#include "Soldier macros.h"
#include "Soldier Profile.h"
#include "NPC.h"
#include "drugs and alcohol.h" // added by Flugente
#endif
#ifdef JA2UB
@@ -1879,6 +1880,16 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT8 ubOpponentID, BOOLEAN f
}
}
// Flugente: drugs can alter our perception
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_PERCEPTION ] )
{
iPoints += 1;
}
else if ( pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_PERCEPTION ] )
{
iPoints -= 1;
}
// if he's a computer soldier
// CJC note: this will affect friendly AI as well...