Files
source/Tactical/Drugs And Alcohol.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

463 lines
11 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "sgp.h"
#include "soldier control.h"
#include "soldier profile.h"
#include "drugs and alcohol.h"
#include "items.h"
#include "drugs and alcohol.h"
#include "morale.h"
#include "points.h"
#include "message.h"
#include "Random.h"
#include "Text.h"
#include "Interface.h"
#endif
UINT8 ubDrugTravelRate[] = { 4, 2 };
UINT8 ubDrugWearoffRate[] = { 2, 2 };
UINT8 ubDrugEffect[] = { 15, 8 };
UINT8 ubDrugSideEffect[] = { 20, 10 };
UINT8 ubDrugSideEffectRate[] = { 2, 1 };
INT32 giDrunkModifier[] =
{
100, // Sober
75, // Feeling good,
65, // Bporderline
50, // Drunk
100, // HungOver
};
#define HANGOVER_AP_REDUCE 5
#define HANGOVER_BP_REDUCE 200
UINT8 GetDrugType( UINT16 usItem )
{
if ( usItem == ADRENALINE_BOOSTER )
{
return( DRUG_TYPE_ADRENALINE );
}
if ( usItem == REGEN_BOOSTER )
{
return( DRUG_TYPE_REGENERATION );
}
if ( usItem == ALCOHOL || usItem == WINE || usItem == BEER )
{
return( DRUG_TYPE_ALCOHOL );
}
return( NO_DRUG );
}
BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
{
UINT8 ubDrugType;
UINT8 ubKitPoints;
INT8 bRegenPointsGained;
UINT16 usItem;
usItem = pObject->usItem;
// If not a syringe, return
ubDrugType = GetDrugType( usItem );
// Determine what type of drug....
if ( ubDrugType == NO_DRUG )
{
return( FALSE );
}
// do switch for Larry!!
if ( pSoldier->ubProfile == LARRY_NORMAL )
{
pSoldier = SwapLarrysProfiles( pSoldier );
}
else if ( pSoldier->ubProfile == LARRY_DRUNK )
{
gMercProfiles[ LARRY_DRUNK ].bNPCData = 0;
}
if ( ubDrugType < NUM_COMPLEX_DRUGS )
{
// Add effects
if ( ( pSoldier->bFutureDrugEffect[ ubDrugType ] + ubDrugEffect[ ubDrugType ] ) < 127 )
{
pSoldier->bFutureDrugEffect[ ubDrugType ] += ubDrugEffect[ ubDrugType ];
}
pSoldier->bDrugEffectRate[ ubDrugType ] = ubDrugTravelRate[ ubDrugType ];
// Increment times used during lifetime...
// CAP!
if ( ubDrugType == DRUG_TYPE_ADRENALINE )
{
if ( gMercProfiles[ pSoldier->ubProfile ].ubNumTimesDrugUseInLifetime != 255 )
{
gMercProfiles[ pSoldier->ubProfile ].ubNumTimesDrugUseInLifetime++;
}
}
// Reset once we sleep...
pSoldier->bTimesDrugUsedSinceSleep[ ubDrugType ]++;
// Increment side effects..
if ( ( pSoldier->bDrugSideEffect[ ubDrugType ] + ubDrugSideEffect[ ubDrugType ] ) < 127 )
{
pSoldier->bDrugSideEffect[ ubDrugType ] += ( ubDrugSideEffect[ ubDrugType ] );
}
// Stop side effects until were done....
pSoldier->bDrugSideEffectRate[ ubDrugType ] = 0;
if ( ubDrugType == DRUG_TYPE_ALCOHOL )
{
// ATE: use kit points...
if ( usItem == ALCOHOL )
{
ubKitPoints = 10;
}
else if ( usItem == WINE )
{
ubKitPoints = 20;
}
else
{
ubKitPoints = 100;
}
UseKitPoints( pObject, ubKitPoints, pSoldier );
}
else
{
// Remove the object....
DeleteObj( pObject );
// ATE: Make guy collapse from heart attack if too much stuff taken....
if ( pSoldier->bDrugSideEffectRate[ ubDrugType ] > ( ubDrugSideEffect[ ubDrugType ] * 3 ) )
{
// Keel over...
DeductPoints( pSoldier, 0, 10000 );
// Permanently lower certain stats...
pSoldier->bWisdom -= 5;
pSoldier->bDexterity -= 5;
pSoldier->bStrength -= 5;
if (pSoldier->bWisdom < 1)
pSoldier->bWisdom = 1;
if (pSoldier->bDexterity < 1)
pSoldier->bDexterity = 1;
if (pSoldier->bStrength < 1)
pSoldier->bStrength = 1;
// export stat changes to profile
gMercProfiles[ pSoldier->ubProfile ].bWisdom = pSoldier->bWisdom;
gMercProfiles[ pSoldier->ubProfile ].bDexterity = pSoldier->bDexterity;
gMercProfiles[ pSoldier->ubProfile ].bStrength = pSoldier->bStrength;
// make those stats RED for a while...
pSoldier->uiChangeWisdomTime = GetJA2Clock();
pSoldier->usValueGoneUp &= ~( WIS_INCREASE );
pSoldier->uiChangeDexterityTime = GetJA2Clock();
pSoldier->usValueGoneUp &= ~( DEX_INCREASE );
pSoldier->uiChangeStrengthTime = GetJA2Clock();
pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
}
}
}
else
{
if ( ubDrugType == DRUG_TYPE_REGENERATION )
{
// each use of a regen booster over 1, each day, reduces the effect
bRegenPointsGained = REGEN_POINTS_PER_BOOSTER * pObject->bStatus[0] / 100;
// are there fractional %s left over?
if ( ( pObject->bStatus[0] % (100 / REGEN_POINTS_PER_BOOSTER ) ) != 0 )
{
// chance of an extra point
if ( PreRandom( 100 / REGEN_POINTS_PER_BOOSTER ) < (UINT32) ( pObject->bStatus[0] % (100 / REGEN_POINTS_PER_BOOSTER ) ) )
{
bRegenPointsGained++;
}
}
bRegenPointsGained -= pSoldier->bRegenBoostersUsedToday;
if (bRegenPointsGained > 0)
{
// can't go above the points you get for a full boost
pSoldier->bRegenerationCounter = __min( pSoldier->bRegenerationCounter + bRegenPointsGained, REGEN_POINTS_PER_BOOSTER );
}
pSoldier->bRegenBoostersUsedToday++;
}
// remove object
DeleteObj( pObject );
}
if ( ubDrugType == DRUG_TYPE_ALCOHOL )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_DRANK_SOME ], pSoldier->name, ShortItemNames[ usItem ] );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_TOOK_DRUG ], pSoldier->name );
}
// Dirty panel
fInterfacePanelDirty = DIRTYLEVEL2;
return( TRUE );
}
void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier )
{
INT32 cnt, cnt2;
INT32 iNumLoops;
// INT8 bBandaged;
for ( cnt = 0; cnt < NUM_COMPLEX_DRUGS; cnt++ )
{
// If side effect aret is non-zero....
if ( pSoldier->bDrugSideEffectRate[ cnt ] > 0 )
{
// Subtract some...
pSoldier->bDrugSideEffect[ cnt ] -= pSoldier->bDrugSideEffectRate[ cnt ];
// If we're done, we're done!
if ( pSoldier->bDrugSideEffect[ cnt ] <= 0 )
{
pSoldier->bDrugSideEffect[ cnt ] = 0;
fInterfacePanelDirty = DIRTYLEVEL1;
}
}
// IF drug rate is -ve, it's being worn off...
if ( pSoldier->bDrugEffectRate[ cnt ] < 0 )
{
pSoldier->bDrugEffect[ cnt ] -= ( -1 * pSoldier->bDrugEffectRate[ cnt ] );
// Have we run out?
if ( pSoldier->bDrugEffect[ cnt ] <= 0 )
{
pSoldier->bDrugEffect[ cnt ] = 0;
// Dirty panel
fInterfacePanelDirty = DIRTYLEVEL2;
// Start the bad news!
pSoldier->bDrugSideEffectRate[ cnt ] = ubDrugSideEffectRate[ cnt ];
// The drug rate is 0 now too
pSoldier->bDrugEffectRate[ cnt ] = 0;
// Once for each 'level' of crash....
iNumLoops = ( pSoldier->bDrugSideEffect[ cnt ] / ubDrugSideEffect[ cnt ] ) + 1;
for ( cnt2 = 0; cnt2 < iNumLoops; cnt2++ )
{
// OK, give a much BIGGER morale downer
if ( cnt == DRUG_TYPE_ALCOHOL )
{
HandleMoraleEvent( pSoldier, MORALE_ALCOHOL_CRASH, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
else
{
HandleMoraleEvent( pSoldier, MORALE_DRUGS_CRASH, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
}
}
}
// Add increase ineffect....
if ( pSoldier->bDrugEffectRate[ cnt ] > 0 )
{
// Seap some in....
pSoldier->bFutureDrugEffect[ cnt ] -= pSoldier->bDrugEffectRate[ cnt ];
pSoldier->bDrugEffect[ cnt ] += pSoldier->bDrugEffectRate[ cnt ];
// Refresh morale w/ new drug value...
RefreshSoldierMorale( pSoldier );
// Check if we need to stop 'adding'
if ( pSoldier->bFutureDrugEffect[ cnt ] <= 0 )
{
pSoldier->bFutureDrugEffect[ cnt ] = 0;
// Change rate to -ve..
pSoldier->bDrugEffectRate[ cnt ] = -ubDrugWearoffRate[ cnt ];
}
}
}
if ( pSoldier->bRegenerationCounter > 0)
{
// bBandaged = BANDAGED( pSoldier );
// increase life
pSoldier->bLife = __min( pSoldier->bLife + LIFE_GAIN_PER_REGEN_POINT, pSoldier->bLifeMax );
if ( pSoldier->bLife == pSoldier->bLifeMax )
{
pSoldier->bBleeding = 0;
}
else if ( pSoldier->bBleeding + pSoldier->bLife > pSoldier->bLifeMax )
{
// got to reduce amount of bleeding
pSoldier->bBleeding = (pSoldier->bLifeMax - pSoldier->bLife);
}
// decrement counter
pSoldier->bRegenerationCounter--;
}
}
INT8 GetDrugEffect( SOLDIERTYPE *pSoldier, UINT8 ubDrugType )
{
return( pSoldier->bDrugEffect[ ubDrugType ] );
}
INT8 GetDrugSideEffect( SOLDIERTYPE *pSoldier, UINT8 ubDrugType )
{
// If we have a o-positive effect
if ( pSoldier->bDrugEffect[ ubDrugType ] > 0 )
{
return( 0 );
}
else
{
return( pSoldier->bDrugSideEffect[ ubDrugType ] );
}
}
void HandleAPEffectDueToDrugs( SOLDIERTYPE *pSoldier, UINT8 *pubPoints )
{
INT8 bDrunkLevel;
INT16 sPoints = (*pubPoints);
// Are we in a side effect or good effect?
if ( pSoldier->bDrugEffect[ DRUG_TYPE_ADRENALINE ] )
{
// Adjust!
sPoints += pSoldier->bDrugEffect[ DRUG_TYPE_ADRENALINE ];
}
else if ( pSoldier->bDrugSideEffect[ DRUG_TYPE_ADRENALINE ] )
{
// Adjust!
sPoints -= pSoldier->bDrugSideEffect[ DRUG_TYPE_ADRENALINE ];
if ( sPoints < AP_MINIMUM )
{
sPoints = AP_MINIMUM;
}
}
bDrunkLevel = GetDrunkLevel( pSoldier );
if ( bDrunkLevel == HUNGOVER )
{
// Reduce....
sPoints -= HANGOVER_AP_REDUCE;
if ( sPoints < AP_MINIMUM )
{
sPoints = AP_MINIMUM;
}
}
(*pubPoints) = (UINT8)sPoints;
}
void HandleBPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *psPointReduction )
{
INT8 bDrunkLevel;
// Are we in a side effect or good effect?
if ( pSoldier->bDrugEffect[ DRUG_TYPE_ADRENALINE ] )
{
// Adjust!
(*psPointReduction) -= ( pSoldier->bDrugEffect[ DRUG_TYPE_ADRENALINE ] * BP_RATIO_RED_PTS_TO_NORMAL );
}
else if ( pSoldier->bDrugSideEffect[ DRUG_TYPE_ADRENALINE ] )
{
// Adjust!
(*psPointReduction) += ( pSoldier->bDrugSideEffect[ DRUG_TYPE_ADRENALINE ] * BP_RATIO_RED_PTS_TO_NORMAL );
}
bDrunkLevel = GetDrunkLevel( pSoldier );
if ( bDrunkLevel == HUNGOVER )
{
// Reduce....
(*psPointReduction) += HANGOVER_BP_REDUCE;
}
}
INT8 GetDrunkLevel( SOLDIERTYPE *pSoldier )
{
INT8 bNumDrinks;
// If we have a -ve effect ...
if ( pSoldier->bDrugEffect[ DRUG_TYPE_ALCOHOL ] == 0 && pSoldier->bDrugSideEffect[ DRUG_TYPE_ALCOHOL ] == 0 )
{
return( SOBER );
}
if ( pSoldier->bDrugEffect[ DRUG_TYPE_ALCOHOL ] == 0 && pSoldier->bDrugSideEffect[ DRUG_TYPE_ALCOHOL ] != 0 )
{
return( HUNGOVER );
}
// Calculate how many dinks we have had....
bNumDrinks = ( pSoldier->bDrugEffect[ DRUG_TYPE_ALCOHOL ] / ubDrugEffect[ DRUG_TYPE_ALCOHOL ] );
if ( bNumDrinks <= 3 )
{
return( FEELING_GOOD );
}
else if ( bNumDrinks <= 4 )
{
return( BORDERLINE );
}
else
{
return( DRUNK );
}
}
INT32 EffectStatForBeingDrunk( SOLDIERTYPE *pSoldier, INT32 iStat )
{
return( ( iStat * giDrunkModifier[ GetDrunkLevel( pSoldier ) ] / 100 ) );
}
BOOLEAN MercUnderTheInfluence( SOLDIERTYPE *pSoldier )
{
// Are we in a side effect or good effect?
if ( pSoldier->bDrugEffect[ DRUG_TYPE_ADRENALINE ] )
{
return( TRUE );
}
else if ( pSoldier->bDrugSideEffect[ DRUG_TYPE_ADRENALINE ] )
{
return( TRUE );
}
if ( GetDrunkLevel( pSoldier ) != SOBER )
{
return( TRUE );
}
return( FALSE );
}