100AP project integration

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2402 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
ChrisL
2008-11-06 00:46:54 +00:00
parent d63ae7501b
commit 3cd3ef39cb
64 changed files with 1436 additions and 781 deletions
+51 -46
View File
@@ -1,6 +1,8 @@
#ifndef __POINTS_H_
#define __POINTS_H_
#include "Init.h"
/*THESE ARE EXTERNALIZED NOW! AN ENUM WILL REFERENCE A CONSTANT ARRAY! 7/1/08 GOTTHARD
#define AP_MINIMUM 10 // no merc can have less for his turn
#define AP_MAXIMUM 25 // no merc can have more for his turn
#define AP_MONSTER_MAXIMUM 40 // no monster can have more for his turn
@@ -45,12 +47,12 @@
#define AP_TOSS_ITEM 8 // toss item from inv
#define AP_REFUEL_VEHICLE 10
/*
#define AP_MOVE_ITEM_FREE 0 // same place, pocket->pocket
#define AP_MOVE_ITEM_FAST 2 // hand, holster, ground only
#define AP_MOVE_ITEM_AVG 4 // everything else!
#define AP_MOVE_ITEM_SLOW 6 // vests, protective gear
*/
//#define AP_MOVE_ITEM_FREE 0 // same place, pocket->pocket
//#define AP_MOVE_ITEM_FAST 2 // hand, holster, ground only
//#define AP_MOVE_ITEM_AVG 4 // everything else!
//#define AP_MOVE_ITEM_SLOW 6 // vests, protective gear
#define AP_MOVE_ITEM_FAST 4 // hand, holster, ground only
#define AP_MOVE_ITEM_SLOW 6 // vests, protective gear
@@ -194,12 +196,12 @@
#define BP_JUMPFENCEBPACK 500 // BPs to jump fence
/*
#define BP_MOVE_ITEM_FREE 0 // same place, pocket->pocket
#define BP_MOVE_ITEM_FAST 0 // hand, holster, ground only
#define BP_MOVE_ITEM_AVG 0 // everything else!
#define BP_MOVE_ITEM_SLOW 20 // vests, protective gear
*/
//#define BP_MOVE_ITEM_FREE 0 // same place, pocket->pocket
//#define BP_MOVE_ITEM_FAST 0 // hand, holster, ground only
//#define BP_MOVE_ITEM_AVG 0 // everything else!
//#define BP_MOVE_ITEM_SLOW 20 // vests, protective gear
#define BP_MOVE_ITEM_FAST 0 // hand, holster, ground only
#define BP_MOVE_ITEM_SLOW 20 // vests, protective gear
@@ -267,12 +269,14 @@
#define BP_JUMP_OVER 250
#define DEFAULT_APS 20
#define DEFAULT_AIMSKILL 80
*/
UINT8 BaseAPsToShootOrStab( INT8 bAPs, INT8 bAimSkill, OBJECTTYPE * pObj );
//Just so the compiler will be able to use it in init.cpp, I'm a careful person. Gotthard 1/18/07
extern INT16 APBPConstants[TOTAL_APBP_VALUES];
INT16 BaseAPsToShootOrStab( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT16 sGridno, INT8 bDir, INT8 bLevel );
INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bDir, UINT16 usMovementMode );
@@ -284,63 +288,64 @@ void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, BOOLEAN
INT32 AdjustBreathPts(SOLDIERTYPE *pSold, INT32 iBPCost);
void UnusedAPsToBreath(SOLDIERTYPE *pSold);
INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT16 sGridno,INT8 bDir, UINT16 usMovementMode);
UINT8 MinAPsToAttack(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost = 0);
INT8 MinPtsToMove(SOLDIERTYPE *pSoldier);
INT16 MinAPsToAttack(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost = 0);
INT16 MinPtsToMove(SOLDIERTYPE *pSoldier);
INT8 MinAPsToStartMovement( SOLDIERTYPE * pSoldier, UINT16 usMovementMode );
INT8 PtsToMoveDirection(SOLDIERTYPE *pSoldier, INT8 bDirection );
UINT16 CalculateTurningCost(SOLDIERTYPE *pSoldier, UINT16 usItem, BOOLEAN fAddingTurningCost);
UINT16 CalculateRaiseGunCost(SOLDIERTYPE *pSoldier, BOOLEAN fAddingRaiseGunCost);
UINT8 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost = 0 );
INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost = 0 );
BOOLEAN EnoughAmmo( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay, INT8 bInvPos );
void DeductAmmo( SOLDIERTYPE *pSoldier, INT8 bInvPos );
UINT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, INT16 sMapPos );
UINT8 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost );
UINT8 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, INT8 bAimTime );
UINT8 CalcAPsToBurst( INT8 bBaseActionPoints, OBJECTTYPE * pObj );
UINT8 CalcAPsToAutofire( INT8 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
UINT16 GetAPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
UINT16 GetBPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
INT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, INT16 sMapPos );
INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost );
INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, INT16 bAimTime );
INT16 CalcAPsToBurst( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
INT16 CalcAPsToAutofire( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
INT16 GetAPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
INT16 GetBPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
UINT16 GetAPsToLook( SOLDIERTYPE *pSoldier );
UINT16 GetAPsToGiveItem( SOLDIERTYPE *pSoldier, INT16 sMapPos );
INT16 GetAPsToLook( SOLDIERTYPE *pSoldier );
INT16 GetAPsToGiveItem( SOLDIERTYPE *pSoldier, INT16 sMapPos );
BOOLEAN CheckForMercContMove( SOLDIERTYPE *pSoldier );
INT16 GetAPsToReadyWeapon( SOLDIERTYPE *pSoldier, UINT16 usAnimState );
INT8 GetAPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown );
INT16 GetAPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown );
INT16 GetBPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown );
INT8 GetAPsToJumpFence( SOLDIERTYPE *pSoldier );
INT8 GetBPsToJumpFence( SOLDIERTYPE *pSoldier );
INT16 GetAPsToJumpFence( SOLDIERTYPE *pSoldier );
INT16 GetBPsToJumpFence( SOLDIERTYPE *pSoldier );
INT8 GetAPsToCutFence( SOLDIERTYPE *pSoldier );
INT8 GetAPsToBeginFirstAid( SOLDIERTYPE *pSoldier );
INT8 GetAPsToBeginRepair( SOLDIERTYPE *pSoldier );
INT8 GetAPsToRefuelVehicle( SOLDIERTYPE *pSoldier );
INT16 GetAPsToCutFence( SOLDIERTYPE *pSoldier );
INT16 GetAPsToBeginFirstAid( SOLDIERTYPE *pSoldier );
INT16 GetAPsToBeginRepair( SOLDIERTYPE *pSoldier );
INT16 GetAPsToRefuelVehicle( SOLDIERTYPE *pSoldier );
INT16 MinAPsToThrow( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost );
UINT16 GetAPsToDropBomb( SOLDIERTYPE *pSoldier );
UINT16 GetTotalAPsToDropBomb( SOLDIERTYPE *pSoldier, INT16 sGridNo );
UINT16 GetAPsToUseRemote( SOLDIERTYPE *pSoldier );
INT16 GetAPsToDropBomb( SOLDIERTYPE *pSoldier );
INT16 GetAPsToPlantMine( SOLDIERTYPE *pSoldier );
INT16 GetTotalAPsToDropBomb( SOLDIERTYPE *pSoldier, INT16 sGridNo );
INT16 GetAPsToUseRemote( SOLDIERTYPE *pSoldier );
INT8 GetAPsToStealItem( SOLDIERTYPE *pSoldier, INT16 sMapPos );
INT8 GetBPsToStealItem( SOLDIERTYPE *pSoldier );
INT16 GetAPsToStealItem( SOLDIERTYPE *pSoldier, INT16 sMapPos );
INT16 GetBPsToStealItem( SOLDIERTYPE *pSoldier );
INT8 GetAPsToUseJar( SOLDIERTYPE *pSoldier, INT16 sMapPos );
INT8 GetAPsToUseCan( SOLDIERTYPE *pSoldier, INT16 sMapPos );
INT8 GetBPsTouseJar( SOLDIERTYPE *pSoldier );
INT16 GetAPsToUseJar( SOLDIERTYPE *pSoldier, INT16 sMapPos );
INT16 GetAPsToUseCan( SOLDIERTYPE *pSoldier, INT16 sMapPos );
INT16 GetBPsTouseJar( SOLDIERTYPE *pSoldier );
INT8 GetAPsToJumpOver( SOLDIERTYPE *pSoldier );
INT16 GetAPsToJumpOver( SOLDIERTYPE *pSoldier );
void GetAPChargeForShootOrStabWRTGunRaises( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost, BOOLEAN *pfChargeTurning, BOOLEAN *pfChargeRaise );
UINT16 GetAPsToReloadRobot( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pRobot );
INT8 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo, BOOLEAN usAllAPs = TRUE );
INT8 GetAPsToAutoReload( SOLDIERTYPE * pSoldier );
INT16 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo, BOOLEAN usAllAPs = TRUE );
INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier );
#endif
#endif