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https://github.com/1dot13/source.git
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1058 lines
32 KiB
C++
1058 lines
32 KiB
C++
#include "SkillCheck.h"
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#include "Soldier Profile.h"
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#include "random.h"
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#include "Items.h"
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#include "Dialogue Control.h"
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#include "Overhead.h"
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#include "Soldier macros.h"
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#include "Isometric Utils.h"
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#include "Morale.h"
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#include "Drugs And Alcohol.h"
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#include "strategicmap.h"
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// added by SANDRO
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#include "GameSettings.h"
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#include "Animation Data.h"
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#include "Soldier Control.h"
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#include "Interface.h" // added by Flugente for zBackground
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#include "DynamicDialogue.h" // added by Flugente
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extern void ReducePointsForHunger( SOLDIERTYPE *pSoldier, UINT32 *pusPoints );
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INT16 EffectiveStrength( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer )
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{
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INT8 bBandaged;
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INT32 iEffStrength;
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// Effective strength is:
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// 1/2 full strength
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// plus 1/2 strength scaled according to how hurt we are
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bBandaged = pSoldier->stats.bLifeMax - pSoldier->stats.bLife - pSoldier->bBleeding;
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if (pSoldier->stats.bStrength > 0)
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{
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if ( fTrainer )
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{
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iEffStrength = pSoldier->stats.bStrength / 2;
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iEffStrength += ( pSoldier->stats.bStrength / 2) * (pSoldier->stats.bLife + bBandaged / 2) / (pSoldier->stats.bLifeMax);
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}
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else
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{
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iEffStrength = ( pSoldier->stats.bStrength + pSoldier->bExtraStrength )/ 2;
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iEffStrength += ( (pSoldier->stats.bStrength + pSoldier->bExtraStrength) / 2) * (pSoldier->stats.bLife + bBandaged / 2) / (pSoldier->stats.bLifeMax);
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}
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}
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else
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{
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iEffStrength = 0;
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}
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if (AM_A_ROBOT(pSoldier))
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{
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if (Item[pSoldier->inv[ROBOT_CHASSIS_SLOT].usItem].bRobotStrBonus > 0)
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{
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iEffStrength += Item[pSoldier->inv[ROBOT_CHASSIS_SLOT].usItem].bRobotStrBonus;
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}
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}
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// Flugente: diseases can affect stat effectivity
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INT16 diseaseeffect = 0;
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if ( gGameExternalOptions.fDisease )
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{
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for ( int i = 0; i < NUM_DISEASES; ++i )
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diseaseeffect += Disease[i].sEffStat[INFST_STR] * pSoldier->GetDiseaseMagnitude( i );
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}
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iEffStrength = (iEffStrength * (100 + diseaseeffect + pSoldier->GetBackgroundValue( BG_STRENGTH ))) / 100;
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// ATE: Make sure at least 2...
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iEffStrength = __max( iEffStrength, 2 );
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return( (INT16) iEffStrength );
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}
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INT16 EffectiveWisdom( SOLDIERTYPE * pSoldier)
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{
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INT32 iEffWisdom;
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iEffWisdom = pSoldier->stats.bWisdom;
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iEffWisdom += pSoldier->bExtraWisdom;
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iEffWisdom = EffectStatForBeingDrunk( pSoldier, iEffWisdom );
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// Flugente: diseases can affect stat effectivity
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INT16 diseaseeffect = 0;
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for ( int i = 0; i < NUM_DISEASES; ++i )
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diseaseeffect += Disease[i].sEffStat[INFST_WIS] * pSoldier->GetDiseaseMagnitude( i );
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iEffWisdom = (iEffWisdom * (100 + diseaseeffect + pSoldier->GetBackgroundValue( BG_WISDOM ))) / 100;
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return( (INT16) iEffWisdom );
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}
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INT16 EffectiveAgility( SOLDIERTYPE * pSoldier, BOOLEAN fTrainer )
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{
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INT32 iEffAgility;
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iEffAgility = pSoldier->stats.bAgility;
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if (AM_A_ROBOT(pSoldier))
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{
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if (Item[pSoldier->inv[ROBOT_CHASSIS_SLOT].usItem].bRobotAgiBonus > 0)
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{
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iEffAgility += Item[pSoldier->inv[ROBOT_CHASSIS_SLOT].usItem].bRobotAgiBonus;
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}
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}
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if ( !fTrainer )
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iEffAgility += pSoldier->bExtraAgility;
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iEffAgility = EffectStatForBeingDrunk( pSoldier, iEffAgility );
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if ( pSoldier->sWeightCarriedAtTurnStart > 100 )
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{
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iEffAgility = (iEffAgility * 100) / pSoldier->sWeightCarriedAtTurnStart;
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}
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// Flugente: diseases can affect stat effectivity
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INT16 diseaseeffect = 0;
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for ( int i = 0; i < NUM_DISEASES; ++i )
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diseaseeffect += Disease[i].sEffStat[INFST_AGI] * pSoldier->GetDiseaseMagnitude( i );
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iEffAgility = (iEffAgility * (100 + diseaseeffect + pSoldier->GetBackgroundValue( BG_AGILITY ))) / 100;
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return( (INT16) iEffAgility );
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}
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INT8 EffectiveMechanical( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffMechanical;
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iEffMechanical = pSoldier->stats.bMechanical;
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iEffMechanical = EffectStatForBeingDrunk( pSoldier, iEffMechanical );
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iEffMechanical = (iEffMechanical * (100 + pSoldier->GetBackgroundValue(BG_MECHANICAL))) / 100;
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return( (INT8) iEffMechanical );
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}
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INT8 EffectiveExplosive( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffExplosive;
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iEffExplosive = pSoldier->stats.bExplosive;
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iEffExplosive = EffectStatForBeingDrunk( pSoldier, iEffExplosive );
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iEffExplosive = (iEffExplosive * (100 + pSoldier->GetBackgroundValue(BG_EXPLOSIVE_ASSIGN))) / 100;
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return( (INT8) iEffExplosive );
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}
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INT8 EffectiveMedical( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffMedical;
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iEffMedical = pSoldier->stats.bMedical;
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iEffMedical = EffectStatForBeingDrunk( pSoldier, iEffMedical );
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iEffMedical = (iEffMedical * (100 + pSoldier->GetBackgroundValue(BG_MEDICAL))) / 100;
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return( (INT8) iEffMedical );
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}
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INT8 EffectiveLeadership( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffLeadership;
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INT8 bDrunkLevel;
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iEffLeadership = pSoldier->stats.bLeadership;
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// if we are drunk, effect leader ship in a +ve way...
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bDrunkLevel = GetDrunkLevel( pSoldier );
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if ( bDrunkLevel == FEELING_GOOD )
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{
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iEffLeadership = ( iEffLeadership * 120 / 100 );
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}
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iEffLeadership = (iEffLeadership * (100 + pSoldier->GetBackgroundValue(BG_LEADERSHIP))) / 100;
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return( (INT8) iEffLeadership );
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}
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// Flugente: modifiers that depend on physical position (squadleader, afraid of heights) only apply if fTactical is TRUE
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INT8 EffectiveExpLevel( SOLDIERTYPE * pSoldier, BOOLEAN fTactical )
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{
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INT32 iEffExpLevel;
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INT8 bDrunkLevel;
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INT32 iExpModifier[] =
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{ 0, // SOBER
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0, // Feeling good
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-1, // Borderline
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-2, // Drunk
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0, // Hung
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};
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iEffExpLevel = pSoldier->stats.bExpLevel;
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// SANDRO - STOMP traits - Squadleader bonus to effective level
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if ( fTactical && gGameOptions.fNewTraitSystem && IS_MERC_BODY_TYPE( pSoldier ))
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{
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iEffExpLevel += (gSkillTraitValues.ubSLEffectiveLevelInRadius * GetSquadleadersCountInVicinity( pSoldier, TRUE, FALSE ));
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}
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bDrunkLevel = GetDrunkLevel( pSoldier );
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iEffExpLevel = iEffExpLevel + iExpModifier[ bDrunkLevel ];
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if (pSoldier->ubProfile != NO_PROFILE)
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{
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// Flugente: drugs can temporarily cause a merc to be claustrophobic
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if ( DoesMercHaveDisability( pSoldier, CLAUSTROPHOBIC ) && pSoldier->bActive && pSoldier->bInSector )
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{
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INT8 sectorz = pSoldier->bSectorZ;
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if ( SPY_LOCATION( pSoldier->bAssignment ) )
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sectorz -= 10;
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// claustrophobic!
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if ( sectorz > 0 )
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iEffExpLevel -= 2;
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}
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if ( DoesMercHaveDisability( pSoldier, FEAR_OF_INSECTS ) && MercIsInTropicalSector( pSoldier ) )
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{
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// SANDRO - fear of insects, and we are in tropical sector
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iEffExpLevel -= 1;
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}
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else if ( fTactical & DoesMercHaveDisability( pSoldier, AFRAID_OF_HEIGHTS ) && pSoldier->pathing.bLevel > 0 )
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{
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// Flugente: fear of heights
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iEffExpLevel -= 2;
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}
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}
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// Flugente: diseases can affect stat effectivity
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INT16 diseaseeffect = 0;
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for ( int i = 0; i < NUM_DISEASES; ++i )
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diseaseeffect += Disease[i].sEffStat[INFST_EXP] * pSoldier->GetDiseaseMagnitude( i );
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iEffExpLevel += diseaseeffect + pSoldier->bExtraExpLevel;
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if (iEffExpLevel > 10)
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{
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// can't go over 10 - SANDRO
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return( 10 );
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}
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else if (iEffExpLevel < 1)
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{
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// can't go below 1
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return( 1 );
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}
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return( (INT8) iEffExpLevel );
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}
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INT8 EffectiveMarksmanship( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffMarksmanship;
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iEffMarksmanship = pSoldier->stats.bMarksmanship;
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iEffMarksmanship = EffectStatForBeingDrunk( pSoldier, iEffMarksmanship );
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iEffMarksmanship = (iEffMarksmanship * (100 + pSoldier->GetBackgroundValue(BG_MARKSMANSHIP))) / 100;
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return( (INT8) iEffMarksmanship );
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}
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INT16 EffectiveDexterity( SOLDIERTYPE * pSoldier, BOOLEAN fTrainer )
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{
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INT32 iEffDexterity;
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iEffDexterity = pSoldier->stats.bDexterity;
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if (AM_A_ROBOT(pSoldier))
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{
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if (Item[pSoldier->inv[ROBOT_CHASSIS_SLOT].usItem].bRobotDexBonus > 0)
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{
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iEffDexterity += Item[pSoldier->inv[ROBOT_CHASSIS_SLOT].usItem].bRobotDexBonus;
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}
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}
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if ( !fTrainer )
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iEffDexterity += pSoldier->bExtraDexterity;
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iEffDexterity = EffectStatForBeingDrunk( pSoldier, iEffDexterity );
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// Flugente: diseases can affect stat effectivity
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INT16 diseaseeffect = 0;
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for ( int i = 0; i < NUM_DISEASES; ++i )
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diseaseeffect += Disease[i].sEffStat[INFST_DEX] * pSoldier->GetDiseaseMagnitude( i );
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iEffDexterity = (iEffDexterity * (100 + diseaseeffect + pSoldier->GetBackgroundValue( BG_DEXTERITY ))) / 100;
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return( (INT16) iEffDexterity );
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}
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UINT8 GetPenaltyForFatigue( SOLDIERTYPE *pSoldier )
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{
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UINT8 ubPercentPenalty;
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if ( pSoldier->bBreathMax >= 85 ) ubPercentPenalty = 0;
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else if ( pSoldier->bBreathMax >= 70 ) ubPercentPenalty = 10;
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else if ( pSoldier->bBreathMax >= 50 ) ubPercentPenalty = 25;
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else if ( pSoldier->bBreathMax >= 30 ) ubPercentPenalty = 50;
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else if ( pSoldier->bBreathMax >= 15 ) ubPercentPenalty = 75;
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else if ( pSoldier->bBreathMax > 0 ) ubPercentPenalty = 90;
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else ubPercentPenalty = 100;
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return( ubPercentPenalty );
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}
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void ReducePointsForFatigue( SOLDIERTYPE *pSoldier, UINT32 *pusPoints )
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{
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*pusPoints -= (*pusPoints * GetPenaltyForFatigue( pSoldier )) / 100;
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}
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void ReducePointsForFatigue( SOLDIERTYPE *pSoldier, INT32 *psPoints )
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{
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*psPoints -= ( *psPoints * GetPenaltyForFatigue( pSoldier ) ) / 100;
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}
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INT32 GetSkillCheckPenaltyForFatigue( SOLDIERTYPE *pSoldier, INT32 iSkill )
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{
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// use only half the full effect of fatigue for skill checks
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return( ( (iSkill * GetPenaltyForFatigue( pSoldier ) ) / 100) / 2 );
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}
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INT32 SkillCheck( SOLDIERTYPE * pSoldier, INT8 bReason, INT8 bChanceMod )
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{
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INT32 iSkill;
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INT32 iChance, iReportChance;
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INT32 iRoll, iMadeItBy;
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SOLDIERTYPE * pTeamSoldier;
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INT8 bBuddyIndex;
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BOOLEAN fForceDamnSound = FALSE;
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iReportChance = -1;
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switch (bReason)
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{
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case LOCKPICKING_CHECK:
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case ELECTRONIC_LOCKPICKING_CHECK:
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INT8 bSlot;
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fForceDamnSound = TRUE;
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iSkill = EffectiveMechanical( pSoldier );
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if (iSkill == 0)
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{
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break;
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}
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// adjust skill based on wisdom (knowledge)
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iSkill = iSkill * (EffectiveWisdom( pSoldier ) + 100) / 200;
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// and dexterity (clumsy?)
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iSkill = iSkill * (EffectiveDexterity( pSoldier, FALSE ) + 100) / 200;
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// factor in experience
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iSkill = iSkill + EffectiveExpLevel( pSoldier ) * 3;
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// SANDRO - STOMP traits - Technician trait lockpicking bonus
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if ( gGameOptions.fNewTraitSystem )
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{
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iSkill += gSkillTraitValues.bCheckModifierLockpicking; // reduce skill value for untrained mercs
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// Simply reduce the skill value for this as usual
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if (bReason == ELECTRONIC_LOCKPICKING_CHECK)
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{
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iSkill /= 2;
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}
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// then add a flat bonus (undivided by the electronic lock penalty above)
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if ( HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ))
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{
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iSkill += gSkillTraitValues.usTELockpickingBonus * NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT );
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}
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}
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else // original code
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{
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if (HAS_SKILL_TRAIT( pSoldier, LOCKPICKING_OT ) )
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{
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// if we specialize in picking locks...
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iSkill += gbSkillTraitBonus[LOCKPICKING_OT] * NUM_SKILL_TRAITS( pSoldier, LOCKPICKING_OT );
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}
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if (bReason == ELECTRONIC_LOCKPICKING_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS_OT)) )
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{
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// if we are unfamiliar with electronics...
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iSkill /= 2;
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}
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}
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// adjust chance based on status of kit
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bSlot = FindLocksmithKit( pSoldier );
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if (bSlot == NO_SLOT)
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{
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// this should never happen, but might as well check...
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iSkill = 0;
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}
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else
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{
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//JMich_SkillsModifiers: Modifying the skill by the bonus from the lockpick, then reducing due to status
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iSkill += Item[pSoldier->inv[bSlot].usItem].LockPickModifier;
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}
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//JMich_SkillsModifiers: If skill goes negative due to crappy lockpicks, the status of them doesn't matter.
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if (iSkill > 0)
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{
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iSkill = (iSkill * pSoldier->inv[bSlot][0]->data.objectStatus) / 100;
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}
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break;
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case ATTACHING_DETONATOR_CHECK:
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case ATTACHING_REMOTE_DETONATOR_CHECK:
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iSkill = EffectiveExplosive( pSoldier );
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if (iSkill == 0)
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{
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break;
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}
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iSkill = (iSkill * 3 + EffectiveDexterity( pSoldier, FALSE ) ) / 4;
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// SANDRO - STOMP traits - Demolitions trait detonator attaching bonus
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if ( gGameOptions.fNewTraitSystem )
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{
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iSkill += gSkillTraitValues.bCheckModifierAttachDetonators; // reduce skill value for untrained mercs
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if ( bReason == ATTACHING_REMOTE_DETONATOR_CHECK )
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{
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iSkill /= 2;
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}
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// add a flat bonus instead of eliminating the penalty above
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if ( HAS_SKILL_TRAIT( pSoldier, DEMOLITIONS_NT ))
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{
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iSkill += gSkillTraitValues.ubDEAttachDetonatorCheckBonus;
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}
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}
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else // original code
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{
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if ( bReason == ATTACHING_REMOTE_DETONATOR_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS_OT )) )
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{
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iSkill /= 2;
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}
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}
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break;
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case PLANTING_BOMB_CHECK:
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case PLANTING_REMOTE_BOMB_CHECK:
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iSkill = EffectiveExplosive( pSoldier ) * 7;
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iSkill += EffectiveWisdom( pSoldier ) * 2;
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iSkill += EffectiveExpLevel( pSoldier ) * 10;
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iSkill = iSkill / 10; // bring the value down to a percentage
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// SANDRO - STOMP traits - Demolitions trait planting bombs bonus
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if ( gGameOptions.fNewTraitSystem )
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{
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iSkill += gSkillTraitValues.bCheckModifierSetExplosives; // reduce skill for untrained mercs
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if ( bReason == PLANTING_REMOTE_BOMB_CHECK )
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{
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iSkill = (iSkill * 3) / 4;
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}
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// add a flat bonus instead of eliminating the penalty above
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if ( HAS_SKILL_TRAIT( pSoldier, DEMOLITIONS_NT ))
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{
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iSkill += gSkillTraitValues.ubDEPlantAndRemoveBombCheckBonus;
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}
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}
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else // original code
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{
|
|
if ( bReason == PLANTING_REMOTE_BOMB_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS_OT)) )
|
|
{
|
|
// deduct only a bit...
|
|
iSkill = (iSkill * 3) / 4;
|
|
}
|
|
}
|
|
|
|
// Ok, this is really damn easy, so skew the values...
|
|
// e.g. if calculated skill is 84, skewed up to 96
|
|
// 51 to 84
|
|
// 22 stays as is
|
|
iSkill = (iSkill + 100 * (iSkill / 25) ) / (iSkill / 25 + 1);
|
|
break;
|
|
|
|
case PLANTING_MECHANICAL_BOMB_CHECK:
|
|
iSkill = EffectiveMechanical( pSoldier ) * 3;
|
|
iSkill += EffectiveStrength(pSoldier, FALSE) * 5;
|
|
iSkill += EffectiveDexterity( pSoldier, FALSE ) * 1.5f;
|
|
iSkill += EffectiveExpLevel( pSoldier ) * 5;
|
|
iSkill = iSkill / 10; // bring the value down to a percentage
|
|
break;
|
|
|
|
case DISARM_TRAP_CHECK:
|
|
|
|
fForceDamnSound = TRUE;
|
|
|
|
// SANDRO - normal(exploding) traps should be based at least a little on mechanical skill as well
|
|
if ( gGameOptions.fNewTraitSystem)
|
|
{
|
|
// It is impossible without both skills
|
|
if ( (EffectiveMechanical( pSoldier ) <= 0) || (EffectiveExplosive( pSoldier ) <= 0) )
|
|
{
|
|
iSkill = 0;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// The part that Mechanical plays is a bit too high. A merc with 90+ explosives will still fail
|
|
// a lot when his Mechanical is not in the 90+ as well. Even when disarming own mines which provides a bonus
|
|
// he will fail a lot which doesn't make sense. Let's change this from 5/2 to 6/1.
|
|
//iSkill = EffectiveExplosive( pSoldier ) * 5;
|
|
//iSkill += EffectiveMechanical( pSoldier ) * 2;
|
|
iSkill = EffectiveExplosive( pSoldier ) * 6;
|
|
iSkill += EffectiveMechanical( pSoldier );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
iSkill = EffectiveExplosive( pSoldier ) * 7;
|
|
if ( iSkill == 0 )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
iSkill += EffectiveDexterity( pSoldier, FALSE ) * 2;
|
|
iSkill += EffectiveExpLevel( pSoldier ) * 10;
|
|
|
|
// Flugente: backgrounds
|
|
iSkill += pSoldier->GetBackgroundValue( BG_PERC_DISARM );
|
|
|
|
iSkill = iSkill / 10; // bring the value down to a percentage
|
|
//JMich_SkillModifiers: Adding a Disarm Trap bonus
|
|
bSlot = FindDisarmKit( pSoldier);
|
|
if (bSlot != NO_SLOT)
|
|
{
|
|
iSkill += Item[pSoldier->inv[bSlot].usItem].DisarmModifier * pSoldier->inv[bSlot][0]->data.objectStatus / 100;
|
|
}
|
|
|
|
// SANDRO - STOMP traits - Demolitions trait removing traps bonus
|
|
if ( gGameOptions.fNewTraitSystem )
|
|
{
|
|
iSkill += gSkillTraitValues.bCheckModifierDisarmExplosiveTraps; // -15% for untrained mercs
|
|
|
|
if (HAS_SKILL_TRAIT( pSoldier, DEMOLITIONS_NT ))
|
|
iSkill += gSkillTraitValues.ubDEPlantAndRemoveBombCheckBonus; // +50% bonus for Demolitions
|
|
}
|
|
|
|
// penalty based on poor wisdom
|
|
iSkill -= (100 - EffectiveWisdom( pSoldier ) ) / 5;
|
|
break;
|
|
|
|
case DISARM_ELECTRONIC_TRAP_CHECK:
|
|
|
|
fForceDamnSound = TRUE;
|
|
|
|
// SANDRO - electronic traps are based more on mechanical skill
|
|
if ( gGameOptions.fNewTraitSystem)
|
|
{
|
|
// It is impossible without both skills
|
|
if ( (EffectiveMechanical( pSoldier ) <= 0) || (EffectiveExplosive( pSoldier ) <= 0) )
|
|
{
|
|
iSkill = 0;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
iSkill = EffectiveExplosive( pSoldier ) * 2;
|
|
iSkill += EffectiveMechanical( pSoldier ) * 5;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
iSkill = __max( EffectiveMechanical( pSoldier ) , EffectiveExplosive( pSoldier ) ) * 7;
|
|
if ( iSkill == 0 )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
iSkill += EffectiveDexterity( pSoldier, FALSE ) * 2;
|
|
iSkill += EffectiveExpLevel( pSoldier ) * 10;
|
|
iSkill = iSkill / 10; // bring the value down to a percentage
|
|
//JMich_SkillModifiers: Adding a Disarm Trap bonus
|
|
bSlot = FindDisarmKit( pSoldier);
|
|
if (bSlot != NO_SLOT)
|
|
{
|
|
iSkill += Item[pSoldier->inv[bSlot].usItem].DisarmModifier * pSoldier->inv[bSlot][0]->data.objectStatus / 100;
|
|
}
|
|
// penalty based on poor wisdom
|
|
iSkill -= (100 - EffectiveWisdom( pSoldier ) ) / 5;
|
|
|
|
// SANDRO - STOMP traits - Technician trait removing traps bonus
|
|
if ( gGameOptions.fNewTraitSystem )
|
|
{
|
|
iSkill += gSkillTraitValues.bCheckModifierDisarmElectronicTraps; // penalty for untrained mercs
|
|
|
|
iSkill = (iSkill * 3) / 4; // original penalty
|
|
|
|
// add a flat bonus instead of eliminating the penalty above
|
|
if ( HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ))
|
|
{
|
|
iSkill += gSkillTraitValues.usTEDisarmElTrapBonus * NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT );
|
|
}
|
|
}
|
|
else // original code
|
|
{
|
|
if ( !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS_OT)) )
|
|
{
|
|
iSkill = (iSkill * 3) / 4;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DISARM_MECHANICAL_TRAP_CHECK:
|
|
fForceDamnSound = TRUE;
|
|
|
|
// SANDRO - electronic traps are based more on mechanical skill
|
|
if ( gGameOptions.fNewTraitSystem)
|
|
{
|
|
// It is impossible without both skills
|
|
if ( (EffectiveMechanical( pSoldier ) <= 0) || (EffectiveStrength( pSoldier, FALSE ) <= 0) )
|
|
{
|
|
iSkill = 0;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
iSkill = EffectiveMechanical( pSoldier ) * 3;
|
|
iSkill += EffectiveStrength( pSoldier, FALSE ) * 5;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
iSkill = __max( EffectiveMechanical( pSoldier ) , EffectiveStrength( pSoldier, FALSE ) ) * 7;
|
|
if ( iSkill == 0 )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
iSkill += EffectiveDexterity( pSoldier, FALSE ) * 1.5f;
|
|
iSkill += EffectiveExpLevel( pSoldier ) * 5;
|
|
iSkill = iSkill / 10; // bring the value down to a percentage
|
|
|
|
//JMich_SkillModifiers: Adding a Disarm Trap bonus
|
|
bSlot = FindDisarmKit( pSoldier);
|
|
if (bSlot != NO_SLOT)
|
|
{
|
|
iSkill += Item[pSoldier->inv[bSlot].usItem].DisarmModifier * pSoldier->inv[bSlot][0]->data.objectStatus / 100;
|
|
}
|
|
break;
|
|
|
|
case OPEN_WITH_CROWBAR:
|
|
// Add for crowbar...
|
|
//JMich_SkillModifiers: Changing the +20 to the crowbar's bonus.
|
|
bSlot = FindUsableCrowbar( pSoldier );
|
|
if (bSlot != NO_SLOT)
|
|
{
|
|
iSkill = EffectiveStrength( pSoldier, FALSE ) + Item[pSoldier->inv[bSlot].usItem].CrowbarModifier;
|
|
}
|
|
else //how are we trying to force with a crowbar, without having one??
|
|
{
|
|
iSkill = 0;
|
|
}
|
|
fForceDamnSound = TRUE;
|
|
break;
|
|
|
|
case SMASH_DOOR_CHECK:
|
|
iSkill = EffectiveStrength( pSoldier, FALSE );
|
|
// SANDRO - STOMP traits - Martial Arts trait kick doors bonus
|
|
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ))
|
|
{
|
|
iSkill += gSkillTraitValues.ubMAChanceToCkickDoors * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT );
|
|
}
|
|
break;
|
|
case UNJAM_GUN_CHECK:
|
|
iSkill = 30 + EffectiveMechanical( pSoldier ) / 2;
|
|
// SANDRO - STOMP traits - Technician trait unjamming guns bonus
|
|
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ))
|
|
{
|
|
iSkill += gSkillTraitValues.ubTEUnjamGunBonus * NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT );
|
|
}
|
|
break;
|
|
case NOTICE_DART_CHECK:
|
|
// only a max of ~20% chance
|
|
iSkill = EffectiveWisdom( pSoldier ) / 10 + EffectiveExpLevel( pSoldier );
|
|
break;
|
|
case LIE_TO_QUEEN_CHECK:
|
|
// competitive check vs the queen's wisdom and leadership... poor guy!
|
|
iSkill = 50 * ( EffectiveWisdom( pSoldier ) + EffectiveLeadership( pSoldier ) ) / ( gMercProfiles[ QUEEN ].bWisdom + gMercProfiles[ QUEEN ].bLeadership );
|
|
// squadleader has bonus for this, muhehe - SANDRO
|
|
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SQUADLEADER_NT ))
|
|
{
|
|
iSkill += (20 * NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT ));
|
|
}
|
|
|
|
break;
|
|
case ATTACHING_SPECIAL_ITEM_CHECK:
|
|
case ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK:
|
|
iSkill = EffectiveMechanical( pSoldier );
|
|
if (iSkill == 0)
|
|
{
|
|
break;
|
|
}
|
|
// adjust skill based on wisdom (knowledge)
|
|
iSkill = iSkill * (EffectiveWisdom( pSoldier ) + 100) / 200;
|
|
// and dexterity (clumsy?)
|
|
iSkill = iSkill * (EffectiveDexterity( pSoldier, FALSE ) + 100) / 200;
|
|
// factor in experience
|
|
iSkill = iSkill + EffectiveExpLevel( pSoldier ) * 3;
|
|
|
|
// SANDRO - STOMP traits - Technician trait attaching special items bonus
|
|
if ( gGameOptions.fNewTraitSystem )
|
|
{
|
|
iSkill += gSkillTraitValues.bCheckModifierAttachSpecialItems; // penalty for untrained mercs
|
|
|
|
if ( bReason == ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK )
|
|
{
|
|
iSkill /= 2;
|
|
}
|
|
// add a flat bonus instead of eliminating the penalty above
|
|
if ( HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ))
|
|
{
|
|
iSkill += gSkillTraitValues.usTEAttachingItemsBonus * NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT );
|
|
}
|
|
}
|
|
else // original code
|
|
{
|
|
if (bReason == ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS_OT)) )
|
|
{
|
|
// if we are unfamiliar with electronics...
|
|
iSkill /= 2;
|
|
}
|
|
}
|
|
break;
|
|
case ATTACH_POWER_PACK: // added by Flugente
|
|
// technicians can attach it, other people can't
|
|
if ( HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ))
|
|
iSkill = 100;
|
|
else
|
|
iSkill = 0;
|
|
|
|
break;
|
|
default:
|
|
iSkill = 0;
|
|
break;
|
|
}
|
|
|
|
iSkill -= GetSkillCheckPenaltyForFatigue( pSoldier, iSkill );
|
|
|
|
iChance = iSkill + bChanceMod;
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
// SANDRO - STOMP - character traits and disabilities modifiers
|
|
|
|
//added heat intolerant penalty
|
|
if ( MercIsHot( pSoldier ) )
|
|
{
|
|
iChance -= 15;
|
|
}
|
|
// also added a small penalty for fear of insects in tropical sectors
|
|
else if ( DoesMercHaveDisability( pSoldier, FEAR_OF_INSECTS ) && MercIsInTropicalSector( pSoldier ) )
|
|
{
|
|
// fear of insects, and we are in tropical sector
|
|
iChance -= 5;
|
|
}
|
|
|
|
// character traits influence
|
|
// Sociable - better performance in groups
|
|
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_SOCIABLE ) )
|
|
{
|
|
INT8 bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_SOCIABLE );
|
|
if ( bNumMercs > 2 )
|
|
iChance += 5;
|
|
else if ( bNumMercs > 0 )
|
|
iChance += 2;
|
|
}
|
|
// Loner - better performance when alone
|
|
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_LONER ) )
|
|
{
|
|
INT8 bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_LONER );
|
|
if ( bNumMercs == 0 )
|
|
iChance += 5;
|
|
else if ( bNumMercs <= 1 )
|
|
iChance += 2;
|
|
}
|
|
// Aggressive - penalty for actions needing patience
|
|
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
|
|
{
|
|
switch ( bReason )
|
|
{
|
|
case LOCKPICKING_CHECK:
|
|
case ELECTRONIC_LOCKPICKING_CHECK:
|
|
case PLANTING_BOMB_CHECK:
|
|
case PLANTING_REMOTE_BOMB_CHECK:
|
|
case PLANTING_MECHANICAL_BOMB_CHECK:
|
|
case DISARM_TRAP_CHECK:
|
|
case DISARM_ELECTRONIC_TRAP_CHECK:
|
|
case DISARM_MECHANICAL_TRAP_CHECK:
|
|
case ATTACHING_SPECIAL_ITEM_CHECK:
|
|
case ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK:
|
|
iChance -= 10;
|
|
break;
|
|
}
|
|
}
|
|
// Phlegmatic - bonus for actions needing patience
|
|
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PHLEGMATIC ) )
|
|
{
|
|
switch ( bReason )
|
|
{
|
|
case LOCKPICKING_CHECK:
|
|
case ELECTRONIC_LOCKPICKING_CHECK:
|
|
case PLANTING_BOMB_CHECK:
|
|
case PLANTING_REMOTE_BOMB_CHECK:
|
|
case PLANTING_MECHANICAL_BOMB_CHECK:
|
|
case DISARM_TRAP_CHECK:
|
|
case DISARM_ELECTRONIC_TRAP_CHECK:
|
|
case DISARM_MECHANICAL_TRAP_CHECK:
|
|
case ATTACHING_SPECIAL_ITEM_CHECK:
|
|
case ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK:
|
|
iChance += 5;
|
|
break;
|
|
}
|
|
}
|
|
// Show-off - better performance if some babes around to impress
|
|
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_SHOWOFF ) )
|
|
{
|
|
INT8 bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_SHOWOFF );
|
|
if ( bNumMercs > 1 )
|
|
iChance += 5;
|
|
else if ( bNumMercs > 0 )
|
|
iChance += 2;
|
|
}
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
// CHRISL: If lock is flagged OPENING_NOT_POSSIBLE, then reset iChance to 0 regardless of mercs skills. Also, moved this check to after personality and
|
|
// disability checks since an unopenable door isn't going to suddenly be openable just cause we have some other bonus.
|
|
if(bChanceMod == -100)
|
|
iChance = 0;
|
|
|
|
// silversurfer: moved this down here where it belongs
|
|
// if this wasn't the last check a merc with certain disability modifiers would never completely fail
|
|
// to do something and would never do his speech telling that he can't do this
|
|
switch (bReason)
|
|
{
|
|
case LOCKPICKING_CHECK:
|
|
case ELECTRONIC_LOCKPICKING_CHECK:
|
|
case DISARM_TRAP_CHECK:
|
|
case DISARM_ELECTRONIC_TRAP_CHECK:
|
|
case DISARM_MECHANICAL_TRAP_CHECK:
|
|
case OPEN_WITH_CROWBAR:
|
|
case SMASH_DOOR_CHECK:
|
|
case ATTACHING_SPECIAL_ITEM_CHECK:
|
|
case ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK:
|
|
// for lockpicking and smashing locks, if the chance isn't reasonable
|
|
// we set it to 0 so they can never get through the door if they aren't
|
|
// good enough
|
|
//CHRISL: with this set to 30, some "hard" to open doors become basically impossible. Case in point, Drassen "dentist office" which imposes a
|
|
// -75 penalty on lockpicking/forcing chances. You find this near the start of the game but would need an 80 STR + Crowbar to open. It's
|
|
// impossible to force with just strength or lockpicking skills, regardless of how skilled you are.
|
|
if (iChance < 15)
|
|
{
|
|
iChance = 0;
|
|
break;
|
|
}
|
|
// else fall through
|
|
default:
|
|
iChance += GetMoraleModifier( pSoldier );
|
|
break;
|
|
}
|
|
|
|
if (iChance > 99)
|
|
{
|
|
iChance = 99;
|
|
}
|
|
else if (iChance < 0)
|
|
{
|
|
iChance = 0;
|
|
}
|
|
|
|
// silversurfer: changed this a little. I think this is supposed to represent "luck".
|
|
// A soldier that has low skills, attributes and experience should have to rely more on luck
|
|
// than someone that knows exactly what he is doing. This will produce more stable results
|
|
// for those that are good at their job.
|
|
// iRoll = PreRandom( 100 );
|
|
iRoll = PreRandom( UINT32( 115 - iChance / 3 ) );
|
|
iMadeItBy = iChance - iRoll;
|
|
if (iMadeItBy < 0)
|
|
{
|
|
if ( (pSoldier->bLastSkillCheck == bReason) && (pSoldier->sGridNo == pSoldier->sSkillCheckGridNo) )
|
|
{
|
|
pSoldier->ubSkillCheckAttempts++;
|
|
if (pSoldier->ubSkillCheckAttempts > 2)
|
|
{
|
|
if (iChance == 0)
|
|
{
|
|
if ( MercIsHot( pSoldier ) && pSoldier->ubWhatKindOfMercAmI != MERC_TYPE__PLAYER_CHARACTER) // SANDRO - added this
|
|
{
|
|
TacticalCharacterDialogue( pSoldier, QUOTE_PERSONALITY_TRAIT );
|
|
|
|
// Flugente: dynamic opinions
|
|
if (gGameExternalOptions.fDynamicOpinions)
|
|
{
|
|
HandleDynamicOpinionChange(pSoldier, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE);
|
|
}
|
|
}
|
|
// do we realize that we just can't do this?
|
|
if ( (100 - (pSoldier->ubSkillCheckAttempts - 2) * 20) < EffectiveWisdom( pSoldier ) )
|
|
{
|
|
// say "I can't do this" quote
|
|
TacticalCharacterDialogue( pSoldier, QUOTE_DEFINITE_CANT_DO );
|
|
return( iMadeItBy );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pSoldier->bLastSkillCheck = bReason;
|
|
pSoldier->ubSkillCheckAttempts = 1;
|
|
pSoldier->sSkillCheckGridNo = pSoldier->sGridNo;
|
|
}
|
|
|
|
if ( fForceDamnSound || Random( 100 ) < 40 )
|
|
{
|
|
switch( bReason )
|
|
{
|
|
case UNJAM_GUN_CHECK:
|
|
case NOTICE_DART_CHECK:
|
|
case LIE_TO_QUEEN_CHECK:
|
|
// silent check
|
|
break;
|
|
default:
|
|
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
// A buddy might make a positive comment based on our success;
|
|
// Increase the chance for people with higher skill and for more difficult tasks
|
|
iChance = 15 + iSkill / 20 + (-bChanceMod) / 20;
|
|
if (iRoll < iChance)
|
|
{
|
|
// If a buddy of this merc is standing around nearby, they'll make a positive comment.
|
|
SoldierID iLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
|
for ( ; iLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++iLoop )
|
|
{
|
|
pTeamSoldier = iLoop;
|
|
if ( OK_INSECTOR_MERC( pTeamSoldier ) )
|
|
{
|
|
if ( SpacesAway( pSoldier->sGridNo, pTeamSoldier->sGridNo ) < 15 )
|
|
{
|
|
bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
|
|
if ( bBuddyIndex >= 0 )
|
|
{
|
|
switch ( bBuddyIndex )
|
|
{
|
|
case 0:
|
|
// buddy #1 did something good!
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_1_GOOD );
|
|
break;
|
|
case 1:
|
|
// buddy #2 did something good!
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_2_GOOD );
|
|
break;
|
|
case 2:
|
|
// buddy #3 did something good!
|
|
if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_3_GOOD );
|
|
else
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_3_GOOD );
|
|
break;
|
|
case 3:
|
|
// buddy #4 did something good!
|
|
if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_4_GOOD );
|
|
else
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_4_GOOD );
|
|
break;
|
|
case 4:
|
|
// buddy #5 did something good!
|
|
if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_5_GOOD );
|
|
else
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_5_GOOD );
|
|
break;
|
|
case 5:
|
|
// learn to like buddy did something good!
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_LEARNED_TO_LIKE_WITNESSED );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Flugente: additional dialogue
|
|
AdditionalTacticalCharacterDialogue_CallsLua( pTeamSoldier, ADE_WITNESS_GOOD, pSoldier->ubProfile, 1 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return( iMadeItBy );
|
|
}
|
|
|
|
|
|
INT16 CalcTrapDetectLevel( SOLDIERTYPE * pSoldier, BOOLEAN fExamining )
|
|
{
|
|
// return the level of trap which the guy is able to detect
|
|
|
|
INT16 bDetectLevel;
|
|
|
|
// formula: 1 pt for every exp_level
|
|
// plus 1 pt for every 40 explosives
|
|
// less 1 pt for every 20 wisdom MISSING
|
|
|
|
bDetectLevel = EffectiveExpLevel( pSoldier );
|
|
bDetectLevel += (EffectiveExplosive( pSoldier ) / 40);
|
|
bDetectLevel -= ((100 - EffectiveWisdom( pSoldier ) ) / 20);
|
|
|
|
// STOMP traits - Technician trait detecting traps bonus - SANDRO
|
|
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ))
|
|
{
|
|
bDetectLevel += (gSkillTraitValues.ubTEChanceToDetectTrapsBonus * NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT )); // +2 trap level per trait
|
|
}
|
|
|
|
// if the examining flag is true, this isn't just a casual glance
|
|
// and the merc should have a higher chance
|
|
if (fExamining)
|
|
{
|
|
bDetectLevel += (INT8) PreRandom(bDetectLevel / 3 + 2);
|
|
}
|
|
// SANDRO - optimists just don't even think about the traps, randomly ignoring this all
|
|
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_OPTIMIST ) )
|
|
{
|
|
if ( Chance(50) )
|
|
bDetectLevel = 1;
|
|
else
|
|
bDetectLevel -= 2;
|
|
}
|
|
|
|
// if substantially bleeding, or still in serious shock, randomly lower value
|
|
if ((pSoldier->bBleeding > 20) || (pSoldier->aiData.bShock > 1))
|
|
{
|
|
bDetectLevel -= (INT8) PreRandom(3);
|
|
}
|
|
|
|
if (bDetectLevel < 1)
|
|
{
|
|
bDetectLevel = 1;
|
|
}
|
|
|
|
return( bDetectLevel );
|
|
}
|