When displaying a merc's maximum assignment points, factor in backgrounds values.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8050 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-02-05 22:18:05 +00:00
parent d1e1759aa2
commit 330925b0ef
8 changed files with 37 additions and 79 deletions
+1
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@@ -65,6 +65,7 @@
// sevenfm: needed for _KeyDown(SHIFT)
#include "english.h"
#include "DisplayCover.h"
#include "SkillCheck.h" // added by Flugente
#endif
#include "InterfaceItemImages.h"
+1
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@@ -54,6 +54,7 @@
#include "Soldier Functions.h" // added by Flugente for DoesSoldierWearGasMask(...)
#include "CampaignStats.h" // added by Flugente
#include "AIInternals.h"//dnl ch61 180813
#include "SkillCheck.h" // added by Flugente
#include "GameInitOptionsScreen.h"
-9
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@@ -245,13 +245,4 @@ void CalcRecoilOffset( SOLDIERTYPE *pShooter, FLOAT *dMuzzleOffsetX, FLOAT *dMuz
// HEADROCK HAM 5: New function, completely replaces the Counter Force Frequency check.
FLOAT CalcCounterForceChange( SOLDIERTYPE * pShooter, UINT32 uiCounterForceAccuracy, FLOAT dCounterForceMax, FLOAT dMuzzleOffset, FLOAT bRecoil, FLOAT dPrevCounterForce, UINT32 uiIntendedBullets );
// HEADROCK HAM 4: Required for shooting mechanic
extern INT8 EffectiveMarksmanship( SOLDIERTYPE * pSoldier );
extern INT16 EffectiveWisdom( SOLDIERTYPE * pSoldier );
extern INT8 EffectiveExpLevel( SOLDIERTYPE * pSoldier );
extern INT16 EffectiveDexterity( SOLDIERTYPE * pSoldier, BOOLEAN fTrainer );
extern INT16 EffectiveStrength( SOLDIERTYPE * pSoldier, BOOLEAN fTrainer );
extern INT16 EffectiveAgility( SOLDIERTYPE * pSoldier, BOOLEAN fTrainer );
extern INT8 EffectiveLeadership( SOLDIERTYPE * pSoldier ); // anv: and passed to Hourly Update.cpp apparently, so added this one too
#endif
+14 -17
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@@ -1,27 +1,24 @@
#ifndef __SKILL_CHECK_H
#define __SKILL_CHECK_H
#include "types.h"
#include "Soldier Control.h"
extern void ReducePointsForFatigue( SOLDIERTYPE *pSoldier, UINT32 *pusPoints );
extern INT32 GetSkillCheckPenaltyForFatigue( SOLDIERTYPE *pSoldier, INT32 iSkill );
extern INT32 SkillCheck( SOLDIERTYPE *pSoldier, INT8 bReason, INT8 bDifficulty );
extern INT16 CalcTrapDetectLevel( SOLDIERTYPE *pSoldier, BOOLEAN fExamining );
extern INT16 EffectiveStrength( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
extern INT16 EffectiveWisdom( SOLDIERTYPE *pSoldier );
extern INT16 EffectiveAgility( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
extern INT8 EffectiveMechanical( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveExplosive( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveLeadership( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveMarksmanship( SOLDIERTYPE *pSoldier );
extern INT16 EffectiveDexterity( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
extern INT8 EffectiveExpLevel( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveMedical( SOLDIERTYPE *pSoldier );
void ReducePointsForFatigue( SOLDIERTYPE *pSoldier, UINT32 *pusPoints );
INT32 GetSkillCheckPenaltyForFatigue( SOLDIERTYPE *pSoldier, INT32 iSkill );
INT32 SkillCheck( SOLDIERTYPE *pSoldier, INT8 bReason, INT8 bDifficulty );
INT16 CalcTrapDetectLevel( SOLDIERTYPE *pSoldier, BOOLEAN fExamining );
INT16 EffectiveStrength( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
INT16 EffectiveWisdom( SOLDIERTYPE *pSoldier );
INT16 EffectiveAgility( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
INT8 EffectiveMechanical( SOLDIERTYPE *pSoldier );
INT8 EffectiveExplosive( SOLDIERTYPE *pSoldier );
INT8 EffectiveLeadership( SOLDIERTYPE *pSoldier );
INT8 EffectiveMarksmanship( SOLDIERTYPE *pSoldier );
INT16 EffectiveDexterity( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
INT8 EffectiveExpLevel( SOLDIERTYPE *pSoldier );
INT8 EffectiveMedical( SOLDIERTYPE *pSoldier );
enum SkillChecks
{