**********************************************************

** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-02-28 18:38:52 +00:00
parent a98c44ac78
commit 14750c6903
461 changed files with 23615 additions and 120157 deletions
+106 -104
View File
@@ -1,10 +1,10 @@
#ifndef __SOLDER_CONTROL_H
#define __SOLDER_CONTROL_H
//Kris: November 10, 1997
//Please don't change this value from 10. It will invalidate all of the maps and soldiers.
#define MAXPATROLGRIDS 10 // *** THIS IS A DUPLICATION - MUST BE MOVED !
//dnl ch33 200909
// In the future MAXPATROLDGRIDS could be externalized but his value must always be >= OLD_MAXPATROLGRIDS
#define OLD_MAXPATROLGRIDS 10
#define MAXPATROLGRIDS OLD_MAXPATROLGRIDS
#include "Animation Cache.h"
#include "Timer Control.h"
@@ -340,6 +340,7 @@ enum
HIT_BY_MUSTARDGAS = 0x02,
HIT_BY_CREATUREGAS = 0x04,
HIT_BY_BURNABLEGAS = 0x08,
HIT_BY_SMOKEGAS = 0x10,//dnl ch40 200909
};
@@ -398,9 +399,9 @@ public:
INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database
INT8 bLastAction;
INT8 bAction;
UINT16 usActionData;
INT32 usActionData;
INT8 bNextAction;
UINT16 usNextActionData;
INT32 usNextActionData;
INT8 bActionInProgress;
INT8 bAlertStatus;
INT8 bOppCnt;
@@ -417,8 +418,8 @@ public:
INT8 bDominantDir; // AI main direction to face...
INT8 bPatrolCnt; // number of patrol gridnos
INT8 bNextPatrolPnt; // index to next patrol gridno
INT16 sPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL
INT16 sNoiseGridno;
INT32 sPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL
INT32 sNoiseGridno;
UINT8 ubNoiseVolume;
INT8 bLastAttackHit;
UINT8 ubXRayedBy;
@@ -430,11 +431,11 @@ public:
INT8 bAIMorale;
UINT8 ubPendingAction;
UINT8 ubPendingActionAnimCount;
UINT32 uiPendingActionData1;
INT16 sPendingActionData2;
UINT32 uiPendingActionData1;
INT32 sPendingActionData2;
INT8 bPendingActionData3;
INT8 ubDoorHandleCode;
UINT32 uiPendingActionData4;
UINT32 uiPendingActionData4;
INT8 bInterruptDuelPts;
INT8 bPassedLastInterrupt;
INT16 bIntStartAPs; //100AP
@@ -442,7 +443,7 @@ public:
INT8 bHunting;
UINT8 ubLastCall;
UINT8 ubCaller;
INT16 sCallerGridNo;
INT32 sCallerGridNo;
UINT8 bCallPriority;
INT8 bCallActedUpon;
INT8 bFrenzied;
@@ -626,9 +627,9 @@ public:
INT8 bDesiredDirection;
INT16 sDestXPos;
INT16 sDestYPos;
//INT16 sDesiredDest;//apparently not used
INT16 sDestination;
INT16 sFinalDestination;
//INT32 sDesiredDest;//apparently not used
INT32 sDestination;
INT32 sFinalDestination;
INT8 bLevel;
INT8 bStopped;
INT8 bNeedToLook;
@@ -636,7 +637,7 @@ public:
UINT16 usPathingData[ MAX_PATH_LIST_SIZE ];
UINT16 usPathDataSize;
UINT16 usPathIndex;
INT16 sBlackList;
INT32 sBlackList;
INT8 bPathStored; // good for AI to reduct redundancy
};
@@ -674,7 +675,7 @@ public:
UINT8 bReserved1;
CHAR16 name[ 10 ];
INT16 GetMaxDistanceVisible(INT16 sGridNo = -1, INT8 bLevel = -1, int calcAsType = -1);
INT16 GetMaxDistanceVisible(INT32 sGridNo = -1, INT8 bLevel = -1, int calcAsType = -1);
// DESCRIPTION / STATS, ETC
UINT8 ubBodyType;
@@ -721,12 +722,12 @@ public:
FLOAT dYPos;
FLOAT dOldXPos;
FLOAT dOldYPos;
INT16 sInitialGridNo;
INT16 sGridNo;
INT32 sInitialGridNo;
INT32 sGridNo;
UINT8 ubDirection;
INT16 sHeightAdjustment;
INT16 sDesiredHeight;
INT16 sTempNewGridNo; // New grid no for advanced animations
INT32 sTempNewGridNo; // New grid no for advanced animations
INT16 sRoomNo;
INT8 bOverTerrainType;
INT8 bOldOverTerrainType;
@@ -748,7 +749,7 @@ public:
UINT8 ubAttackerID;
UINT8 ubPreviousAttackerID;
INT16 sInsertionGridNo;
INT32 sInsertionGridNo;
AnimationSurfaceCacheType AnimCache; // will be 9 bytes once changed to pointers
@@ -764,15 +765,15 @@ public:
// MOVEMENT TO NEXT TILE HANDLING STUFF
UINT8 ubDelayedMovementCauseMerc;
INT16 sDelayedMovementCauseGridNo;
INT16 sReservedMovementGridNo;
INT32 sDelayedMovementCauseGridNo;
INT32 sReservedMovementGridNo;
// Weapon Stuff
INT16 sTargetGridNo;
INT32 sTargetGridNo;
INT8 bTargetLevel;
INT8 bTargetCubeLevel;
INT16 sLastTarget;
INT32 sLastTarget;
INT8 bTilesMoved;
FLOAT dNextBleed;
@@ -785,7 +786,7 @@ public:
// FULL 3-d TILE STUFF ( keep records of three tiles infront )
UINT16 usFrontArcFullTileList[ MAX_FULLTILE_DIRECTIONS ];
INT16 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ];
INT32 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ];
// PALETTE MANAGEMENT STUFF
@@ -822,7 +823,7 @@ public:
UINT16 usUnblitWidth, usUnblitHeight;
UINT8 ubStrategicInsertionCode;
UINT16 usStrategicInsertionData;
INT32 usStrategicInsertionData;
INT32 iLight;
@@ -848,7 +849,7 @@ public:
UINT16 usAnimSurface;
UINT16 sZLevel;
INT16 sWalkToAttackGridNo;
INT32 sWalkToAttackGridNo;
INT16 sWalkToAttackWalkToCost;
@@ -899,10 +900,10 @@ public:
INT16 sPlannedTargetX;
INT16 sPlannedTargetY;
INT16 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ];
INT16 sStartGridNo;
INT16 sEndGridNo;
INT16 sForcastGridno;
INT32 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ];
INT32 sStartGridNo;
INT32 sEndGridNo;
INT32 sForcastGridno;
INT16 sZLevelOverride;
INT8 bMovedPriorToInterrupt;
INT32 iEndofContractTime; // time, in global time(resolution, minutes) that merc will leave, or if its a M.E.R.C. merc it will be set to -1. -2 for NPC and player generated
@@ -929,7 +930,7 @@ public:
UINT32 uiSoldierUpdateNumber;
BYTE ubSoldierUpdateType;
UINT16 sScheduledStop; //hayden, used for scheduling a grid to stop
INT32 sScheduledStop; //hayden, used for scheduling a grid to stop
//END
INT32 iStartOfInsuranceContract;
@@ -953,22 +954,22 @@ public:
INT8 bEndDoorOpenCode;
UINT8 ubScheduleID;
INT16 sEndDoorOpenCodeData;
INT32 sEndDoorOpenCodeData;//dnl ch53 121009
INT8 bBlockedByAnotherMercDirection;
UINT16 usAttackingWeapon;
INT8 bWeaponMode;
UINT8 ubTargetID;
INT8 bAIScheduleProgress;
INT16 sOffWorldGridNo;
INT32 sOffWorldGridNo;
struct TAG_anitile *pAniTile;
INT8 bCamo;
INT16 sAbsoluteFinalDestination;
INT32 sAbsoluteFinalDestination;
UINT8 ubHiResDirection;
UINT8 ubHiResDesiredDirection;
UINT8 ubLastFootPrintSound;
INT8 bVehicleID;
INT8 bMovementDirection;
INT16 sOldGridNo;
INT32 sOldGridNo;
UINT16 usDontUpdateNewGridNoOnMoveAnimChange;
INT16 sBoundingBoxWidth;
INT16 sBoundingBoxHeight;
@@ -996,14 +997,14 @@ public:
UINT8 ubTurnsUntilCanSayHeardNoise;
UINT16 usQuoteSaidExtFlags;
UINT16 sContPathLocation;
INT32 sContPathLocation;//dnl ch53 was UINT16
INT8 bGoodContPath;
UINT8 ubPendingActionInterrupted;
INT8 bNoiseLevel;
INT8 bRegenerationCounter;
INT8 bRegenBoostersUsedToday;
INT8 bNumPelletsHitBy;
INT16 sSkillCheckGridNo;
INT32 sSkillCheckGridNo;
UINT8 ubLastEnemyCycledID;
UINT8 ubPrevSectorID;
@@ -1024,12 +1025,12 @@ public:
UINT8 ubMiscSoldierFlags;
UINT8 ubReasonCantFinishMove;
INT16 sLocationOfFadeStart;
INT32 sLocationOfFadeStart;
UINT8 bUseExitGridForReentryDirection;
UINT32 uiTimeSinceLastSpoke;
UINT8 ubContractRenewalQuoteCode;
INT16 sPreTraversalGridNo;
INT32 sPreTraversalGridNo;
UINT32 uiXRayActivatedTime;
INT8 bTurningFromUI;
INT8 bPendingActionData5;
@@ -1043,6 +1044,7 @@ public:
UINT32 uiTimeSoldierWillArrive;
INT8 bVehicleUnderRepairID;
INT32 iTimeCanSignElsewhere;
INT8 bHospitalPriceModifier;
@@ -1052,12 +1054,12 @@ public:
INT32 iPositionSndID;
INT32 iTuringSoundID;
UINT8 ubLastDamageReason;
INT16 sLastTwoLocations[2];
INT32 sLastTwoLocations[2];
INT32 uiTimeSinceLastBleedGrunt;
UINT8 ubNextToPreviousAttackerID;
UINT8 bDoAutofire;
INT8 numFlanks;
INT16 lastFlankSpot;
INT32 lastFlankSpot;
INT8 sniper;
INT16 origDir;
INT8 wornCamo;
@@ -1096,7 +1098,7 @@ public:
STRUCT_Pathing pathing;
// Debugging data - not saved
INT16 sPlotSrcGrid;
INT32 sPlotSrcGrid;
public:
@@ -1114,32 +1116,32 @@ public:
BOOLEAN ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAniCode, BOOLEAN fForce );
void EVENT_SetSoldierPosition( FLOAT dNewXPos, FLOAT dNewYPos );
void EVENT_SetSoldierDestination( UINT8 ubNewDirection );
void EVENT_GetNewSoldierPath( INT16 sDestGridNo, UINT16 usMovementAnim );
void EVENT_GetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim );
void EVENT_SetSoldierDirection( UINT16 usNewDirection );
void EVENT_SetSoldierDesiredDirection( UINT16 usNewDirection );
void EVENT_FireSoldierWeapon( INT16 sTargetGridNo );
void EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 ubDamage, INT16 sBreathLoss, UINT16 bDirection , UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT16 sLocationGridNo );
void EVENT_SoldierBeginBladeAttack( INT16 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginPunchAttack( INT16 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginFirstAid( INT16 sGridNo, UINT8 ubDirection );
void EVENT_StopMerc( INT16 sGridNo, INT8 bDirection );
void EVENT_SoldierBeginCutFence( INT16 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginRepair( INT16 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginRefuel( INT16 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginKnifeThrowAttack( INT16 sGridNo, UINT8 ubDirection );
void EVENT_FireSoldierWeapon( INT32 sTargetGridNo );
void EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 ubDamage, INT16 sBreathLoss, UINT16 bDirection , UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGridNo );
void EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginFirstAid( INT32 sGridNo, UINT8 ubDirection );
void EVENT_StopMerc( INT32 sGridNo, INT8 bDirection );
void EVENT_SoldierBeginCutFence( INT32 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginRepair( INT32 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginRefuel( INT32 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginKnifeThrowAttack( INT32 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginUseDetonator( void );
void EVENT_SoldierBeginDropBomb( void );
void EVENT_SoldierEnterVehicle( INT16 sGridNo, UINT8 ubDirection );
void EVENT_SoldierEnterVehicle( INT32 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginGiveItem( void );
void EVENT_SetSoldierPositionAndMaybeFinalDest( FLOAT dNewXPos, FLOAT dNewYPos, BOOLEAN fUpdateFinalDest );
void EVENT_SetSoldierPositionForceDelete( FLOAT dNewXPos, FLOAT dNewYPos );
void EVENT_SoldierBeginReloadRobot( INT16 sGridNo, UINT8 ubDirection, UINT8 ubMercSlot );
void EVENT_SoldierBeginTakeBlood( INT16 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginAttachCan( INT16 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginReloadRobot( INT32 sGridNo, UINT8 ubDirection, UINT8 ubMercSlot );
void EVENT_SoldierBeginTakeBlood( INT32 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginAttachCan( INT32 sGridNo, UINT8 ubDirection );
void EVENT_BeginMercTurn( BOOLEAN fFromRealTime, INT32 iRealTimeCounter );
BOOLEAN EVENT_InternalGetNewSoldierPath( INT16 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestart );
BOOLEAN EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestart );
void EVENT_InternalSetSoldierDestination( UINT16 usNewDirection, BOOLEAN fFromMove, UINT16 usAnimState );
void EVENT_InternalSetSoldierPosition( FLOAT dNewXPos, FLOAT dNewYPos ,BOOLEAN fUpdateDest, BOOLEAN fUpdateFinalDest, BOOLEAN fForceDelete );
@@ -1150,7 +1152,7 @@ public:
void ChangeSoldierStance( UINT8 ubDesiredStance );
void StopSoldier( void );
void ReviveSoldier( void );
UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, UINT8 ubAttacker, INT16 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage );
UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, UINT8 ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage );
// Palette functions for soldiers
@@ -1192,14 +1194,14 @@ public:
void SetSoldierCowerState( BOOLEAN fOn );
void SetSoldierAsUnderAiControl( void );
void ResetSoldierChangeStatTimer( void );
void SetSoldierGridNo( INT16 sNewGridNo, BOOLEAN fForceRemove );
void SetSoldierGridNo( INT32 sNewGridNo, BOOLEAN fForceRemove );
void SetSoldierHeight( FLOAT dNewHeight );
void InternalSetSoldierHeight( FLOAT dNewHeight, BOOLEAN fUpdateLevel );//this function did not have a forward declaration
BOOLEAN DoMercBattleSound( UINT8 ubBattleSoundID );
BOOLEAN InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpecialCode );
BOOLEAN GetProfileFlagsFromGridno( UINT16 usAnimState, UINT16 sTestGridNo, UINT16 *usFlags );
BOOLEAN GetProfileFlagsFromGridno( UINT16 usAnimState, INT32 sTestGridNo, UINT16 *usFlags );
void HaultSoldierFromSighting( BOOLEAN fFromSightingEnemy );
void ReLoadSoldierAnimationDueToHandItemChange( UINT16 usOldItem, UINT16 usNewItem );
void DoNinjaAttack( void );
@@ -1327,11 +1329,11 @@ BOOLEAN DeletePaletteData( );
// UTILITY FUNCTUIONS
void MoveMercFacingDirection( SOLDIERTYPE *pSoldier, BOOLEAN fReverse, FLOAT dMovementDist );
UINT8 GetDirectionFromXY( INT16 sXPos, INT16 sYPos, SOLDIERTYPE *pSoldier );
BOOLEAN GetDirectionChangeAmount( INT16 sGridNo, SOLDIERTYPE *pSoldier, UINT8 uiTurnAmount);
UINT8 GetDirectionFromGridNo( INT16 sGridNo, SOLDIERTYPE *pSoldier );
BOOLEAN GetDirectionChangeAmount( INT32 sGridNo, SOLDIERTYPE *pSoldier, UINT8 uiTurnAmount);
UINT8 GetDirectionFromGridNo( INT32 sGridNo, SOLDIERTYPE *pSoldier );
UINT8 atan8( INT16 sXPos, INT16 sYPos, INT16 sXPos2, INT16 sYPos2 );
UINT8 atan8FromAngle( DOUBLE dAngle );
INT16 GetDirectionToGridNoFromGridNo( INT16 sGridNoDest, INT16 sGridNoSrc );
INT16 GetDirectionToGridNoFromGridNo( INT32 sGridNoDest, INT32 sGridNoSrc );
// This function is now obsolete. Call ReduceAttackBusyCount instead.
// void ReleaseSoldiersAttacker( SOLDIERTYPE *pSoldier );
@@ -1340,16 +1342,16 @@ INT16 GetDirectionToGridNoFromGridNo( INT16 sGridNoDest, INT16 sGridNoSrc );
// WRAPPERS FOR SOLDIER EVENTS
void SendSoldierPositionEvent( SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos );
void SendSoldierDestinationEvent( SOLDIERTYPE *pSoldier, UINT16 usNewDestination );
void SendGetNewSoldierPathEvent( SOLDIERTYPE *pSoldier, INT16 sDestGridNo, UINT16 usMovementAnim );
void SendGetNewSoldierPathEvent( SOLDIERTYPE *pSoldier, INT32 sDestGridNo, UINT16 usMovementAnim );
void SendSoldierSetDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usNewDirection );
void SendSoldierSetDesiredDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection );
void SendChangeSoldierStanceEvent( SOLDIERTYPE *pSoldier, UINT8 ubNewStance );
void SendBeginFireWeaponEvent( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo );
void SendBeginFireWeaponEvent( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
void HandleAnimationProfile( SOLDIERTYPE *pSoldier, UINT16 usAnimState, BOOLEAN fRemove );
BOOLEAN GetProfileFlagsFromGridno( SOLDIERTYPE *pSoldier, UINT16 usAnimState, UINT16 sTestGridNo, UINT16 *usFlags );
BOOLEAN GetProfileFlagsFromGridno( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT32 sTestGridNo, UINT16 *usFlags );
BOOLEAN PreloadSoldierBattleSounds( SOLDIERTYPE *pSoldier, BOOLEAN fRemove );
void CrowsFlyAway( UINT8 ubTeam );
void DebugValidateSoldierData( );
@@ -1477,12 +1479,12 @@ public:
FLOAT dYPos;
FLOAT dOldXPos;
FLOAT dOldYPos;
INT16 sInitialGridNo;
INT16 sGridNo;
INT32 sInitialGridNo;
INT32 sGridNo;
UINT8 ubDirection;
INT16 sHeightAdjustment;
INT16 sDesiredHeight;
INT16 sTempNewGridNo; // New grid no for advanced animations
INT32 sTempNewGridNo; // New grid no for advanced animations
INT16 sRoomNo;
INT8 bOverTerrainType;
INT8 bOldOverTerrainType;
@@ -1528,7 +1530,7 @@ public:
BOOLEAN fPauseAllAnimation;
INT8 bExpLevel; // general experience level
INT16 sInsertionGridNo;
INT32 sInsertionGridNo;
BOOLEAN fContinueMoveAfterStanceChange;
@@ -1548,17 +1550,17 @@ public:
// MOVEMENT TO NEXT TILE HANDLING STUFF
INT8 bAgility; // agility (speed) value
UINT8 ubDelayedMovementCauseMerc;
INT16 sDelayedMovementCauseGridNo;
INT16 sReservedMovementGridNo;
INT32 sDelayedMovementCauseGridNo;
INT32 sReservedMovementGridNo;
INT8 bStrength;
// Weapon Stuff
BOOLEAN fHoldAttackerUntilDone;
INT16 sTargetGridNo;
INT32 sTargetGridNo;
INT8 bTargetLevel;
INT8 bTargetCubeLevel;
INT16 sLastTarget;
INT32 sLastTarget;
INT8 bTilesMoved;
INT8 bLeadership;
FLOAT dNextBleed;
@@ -1593,7 +1595,7 @@ public:
// FULL 3-d TILE STUFF ( keep records of three tiles infront )
UINT16 usFrontArcFullTileList[ MAX_FULLTILE_DIRECTIONS ];
INT16 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ];
INT32 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ];
SGPPaletteEntry *p8BPPPalette; // 4
@@ -1619,9 +1621,9 @@ public:
INT8 bDesiredDirection;
INT16 sDestXPos;
INT16 sDestYPos;
INT16 sDesiredDest;
INT16 sDestination;
INT16 sFinalDestination;
INT32 sDesiredDest;
INT32 sDestination;
INT32 sFinalDestination;
INT8 bLevel;
INT8 bStopped;
INT8 bNeedToLook;
@@ -1633,7 +1635,7 @@ public:
UINT16 usPathingData[ MAX_PATH_LIST_SIZE ];
UINT16 usPathDataSize;
UINT16 usPathIndex;
INT16 sBlackList;
INT32 sBlackList;
INT8 bAimTime;
INT8 bShownAimTime;
INT8 bPathStored; // good for AI to reduct redundancy
@@ -1647,7 +1649,7 @@ public:
UINT16 usUnblitWidth, usUnblitHeight;
UINT8 ubStrategicInsertionCode;
UINT16 usStrategicInsertionData;
INT32 usStrategicInsertionData;
INT32 iLight;
@@ -1673,9 +1675,9 @@ public:
INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database
INT8 bLastAction;
INT8 bAction;
UINT16 usActionData;
INT32 usActionData;
INT8 bNextAction;
UINT16 usNextActionData;
INT32 usNextActionData;
INT8 bActionInProgress;
INT8 bAlertStatus;
INT8 bOppCnt;
@@ -1692,8 +1694,8 @@ public:
INT8 bDominantDir; // AI main direction to face...
INT8 bPatrolCnt; // number of patrol gridnos
INT8 bNextPatrolPnt; // index to next patrol gridno
INT16 usPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL
INT16 sNoiseGridno;
INT16 usPatrolGrid[OLD_MAXPATROLGRIDS];//dnl ch27 230909
INT16 sNoiseGridNo;
UINT8 ubNoiseVolume;
INT8 bLastAttackHit;
UINT8 ubXRayedBy;
@@ -1706,7 +1708,7 @@ public:
UINT8 ubPendingAction;
UINT8 ubPendingActionAnimCount;
UINT32 uiPendingActionData1;
INT16 sPendingActionData2;
INT32 sPendingActionData2;
INT8 bPendingActionData3;
INT8 ubDoorHandleCode;
UINT32 uiPendingActionData4;
@@ -1717,7 +1719,7 @@ public:
INT8 bHunting;
UINT8 ubLastCall;
UINT8 ubCaller;
INT16 sCallerGridNo;
INT32 sCallerGridNo;
UINT8 bCallPriority;
INT8 bCallActedUpon;
INT8 bFrenzied;
@@ -1733,7 +1735,7 @@ public:
BOOLEAN fPrevInWater;
BOOLEAN fGoBackToAimAfterHit;
INT16 sWalkToAttackGridNo;
INT32 sWalkToAttackGridNo;
INT16 sWalkToAttackWalkToCost;
BOOLEAN fForceRenderColor;
@@ -1800,11 +1802,11 @@ public:
INT16 sPlannedTargetX;
INT16 sPlannedTargetY;
INT16 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ];
INT32 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ];
BOOLEAN fDoSpread;
INT16 sStartGridNo;
INT16 sEndGridNo;
INT16 sForcastGridno;
INT32 sStartGridNo;
INT32 sEndGridNo;
INT32 sForcastGridNo;
INT16 sZLevelOverride;
INT8 bMovedPriorToInterrupt;
INT32 iEndofContractTime; // time, in global time(resolution, minutes) that merc will leave, or if its a M.E.R.C. merc it will be set to -1. -2 for NPC and player generated
@@ -1886,10 +1888,10 @@ public:
INT8 bWeaponMode;
UINT8 ubTargetID;
INT8 bAIScheduleProgress;
INT16 sOffWorldGridNo;
INT32 sOffWorldGridNo;
struct TAG_anitile *pAniTile;
INT8 bCamo;
INT16 sAbsoluteFinalDestination;
INT32 sAbsoluteFinalDestination;
UINT8 ubHiResDirection;
UINT8 ubHiResDesiredDirection;
UINT8 ubLastFootPrintSound;
@@ -1897,7 +1899,7 @@ public:
INT8 fPastXDest;
INT8 fPastYDest;
INT8 bMovementDirection;
INT16 sOldGridNo;
INT32 sOldGridNo;
UINT16 usDontUpdateNewGridNoOnMoveAnimChange;
INT16 sBoundingBoxWidth;
INT16 sBoundingBoxHeight;
@@ -1941,14 +1943,14 @@ public:
UINT8 ubTurnsUntilCanSayHeardNoise;
UINT16 usQuoteSaidExtFlags;
UINT16 sContPathLocation;
UINT32 sContPathLocation;
INT8 bGoodContPath;
UINT8 ubPendingActionInterrupted;
INT8 bNoiseLevel;
INT8 bRegenerationCounter;
INT8 bRegenBoostersUsedToday;
INT8 bNumPelletsHitBy;
INT16 sSkillCheckGridNo;
INT32 sSkillCheckGridNo;
UINT8 ubLastEnemyCycledID;
UINT8 ubPrevSectorID;
@@ -1973,12 +1975,12 @@ public:
UINT8 ubMiscSoldierFlags;
UINT8 ubReasonCantFinishMove;
INT16 sLocationOfFadeStart;
INT32 sLocationOfFadeStart;
UINT8 bUseExitGridForReentryDirection;
UINT32 uiTimeSinceLastSpoke;
UINT8 ubContractRenewalQuoteCode;
INT16 sPreTraversalGridNo;
INT32 sPreTraversalGridNo;
UINT32 uiXRayActivatedTime;
INT8 bTurningFromUI;
INT8 bPendingActionData5;
@@ -2009,14 +2011,14 @@ public:
INT32 iTuringSoundID;
UINT8 ubLastDamageReason;
BOOLEAN fComplainedThatTired;
INT16 sLastTwoLocations[2];
INT32 sLastTwoLocations[2];
INT16 bFillerDude;
INT32 uiTimeSinceLastBleedGrunt;
UINT8 ubNextToPreviousAttackerID;
UINT8 bDoAutofire;
BOOLEAN autofireLastStep;
INT8 numFlanks;
INT16 lastFlankSpot;
INT32 lastFlankSpot;
BOOLEAN lastFlankLeft;
INT8 sniper;
INT16 origDir;
@@ -2046,7 +2048,7 @@ public:
std::vector<int> bNewItemCycleCount;
// Debugging data - not saved
INT16 sPlotSrcGrid;
INT32 sPlotSrcGrid;
}; // OLDSOLDIERTYPE_101;
#endif