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Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+43
-37
@@ -23,7 +23,7 @@
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#define MIN_AMB_LEVEL_FOR_MERC_LIGHTS 9
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#define MAXTEAMS 6
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#define MAXTEAMS 6
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#define MAXMERCS MAX_NUM_SOLDIERS
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//TACTICAL OVERHEAD STUFF
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@@ -37,7 +37,7 @@
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// TACTICAL ENGINE STATUS FLAGS
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#define REALTIME 0x000000002
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#define TURNBASED 0x000000004
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#define IN_ENDGAME_SEQUENCE 0x000000008
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#define IN_ENDGAME_SEQUENCE 0x000000008
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#define SHOW_ALL_ITEMS 0x000000010
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#define SHOW_AP_LEFT 0x000000020
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#define SHOW_ALL_MERCS 0x000000040
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@@ -48,7 +48,7 @@
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#define NPC_TEAM_DEAD 0x000000800
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#define DISALLOW_SIGHT 0x000001000
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#define CHECK_SIGHT_AT_END_OF_ATTACK 0x000002000
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#define IN_CREATURE_LAIR 0x000004000
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#define IN_CREATURE_LAIR 0x000004000
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#define HIDE_TREES 0x000008000
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#define NOHIDE_REDUNDENCY 0x000010000
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#define DEBUGCLIFFS 0x000020000
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@@ -73,7 +73,7 @@
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#define CONSCIOUSNESS 10
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// VIEWRANGE DEFINES
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#define NORMAL_VIEW_RANGE 13
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#define NORMAL_VIEW_RANGE 13
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#define MIN_RANGE_FOR_BLOWNAWAY 40
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// MODIFIERS FOR AP COST FOR MOVEMENT
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@@ -82,6 +82,12 @@
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#define SWATCOST 0
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#define CRAWLCOST 1
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// CHRISL: AP Cost Movement modifiers when wearing a backpack
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#define RUNDIVISORBPACK 1.5
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#define WALKCOSTBPACK 0
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#define SWATCOSTBPACK 1
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#define CRAWLCOSTBPACK 2
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// defines
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// ######################################################
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#define MAX_PATH_LIST_SIZE 30
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@@ -94,26 +100,26 @@
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#define FLASH_SELECTOR_DELAY 4000
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#define BLINK_SELECTOR_DELAY 250
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#define PTR_OURTEAM (pSoldier->bTeam == gbPlayerNum)
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#define PTR_OURTEAM (pSoldier->bTeam == gbPlayerNum)
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#define DONTLOOK 0
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#define LOOK 1
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#define NOLOCATE 0
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#define LOCATE 1
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#define NOLOCATE 0
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#define LOCATE 1
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#define DONTSETLOCATOR 0
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#define SETLOCATOR 1
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#define SETANDREMOVEPREVIOUSLOCATOR 2
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#define SETLOCATORFAST 3
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#define NOCENTERING 0
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#define NOCENTERING 0
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#define NOUPDATE 0
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#define UPDATE 1
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#define NOUPDATE 0
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#define UPDATE 1
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// ORDERS
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@@ -179,15 +185,15 @@ enum
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#define FIRE_WEAPON_BLINDED_AND_DEAFENED 11
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#define NO_INTERRUPTS 0
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#define ALLOW_INTERRUPTS 1
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#define NO_INTERRUPTS 0
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#define ALLOW_INTERRUPTS 1
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#define SIGHT_LOOK 0x1
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//#define SIGHT_SEND 0x2 // no longer needed using LOCAL OPPLISTs
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#define SIGHT_RADIO 0x4
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#define SIGHT_LOOK 0x1
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//#define SIGHT_SEND 0x2 // no longer needed using LOCAL OPPLISTs
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#define SIGHT_RADIO 0x4
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#define SIGHT_INTERRUPT 0x8
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#define SIGHT_ALL 0xF
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#define SIGHT_ALL 0xF
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// CHANGE THIS VALUE TO AFFECT TOTAL SIGHT RANGE
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@@ -204,27 +210,27 @@ enum
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#define BEHIND_RATIO 0
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// looking distance defines
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//#define BEHIND (INT8)( BEHIND_RATIO * STRAIGHT_RANGE )
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//#define SBEHIND (INT8)( SBEHIND_RATIO * STRAIGHT_RANGE )
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//#define SIDE (INT8)( SIDE_RATIO * STRAIGHT_RANGE )
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//#define ANGLE (INT8)( ANGLE_RATIO * STRAIGHT_RANGE )
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//#define STRAIGHT (INT8)( STRAIGHT_RATIO * STRAIGHT_RANGE )
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//#define BEHIND (INT8)( BEHIND_RATIO * STRAIGHT_RANGE )
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//#define SBEHIND (INT8)( SBEHIND_RATIO * STRAIGHT_RANGE )
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//#define SIDE (INT8)( SIDE_RATIO * STRAIGHT_RANGE )
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//#define ANGLE (INT8)( ANGLE_RATIO * STRAIGHT_RANGE )
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//#define STRAIGHT (INT8)( STRAIGHT_RATIO * STRAIGHT_RANGE )
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// opplist value constants
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#define HEARD_3_TURNS_AGO -4
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#define HEARD_2_TURNS_AGO -3
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#define HEARD_LAST_TURN -2
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#define HEARD_THIS_TURN -1
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#define NOT_HEARD_OR_SEEN 0
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#define SEEN_CURRENTLY 1
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#define SEEN_THIS_TURN 2
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#define SEEN_LAST_TURN 3
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#define SEEN_2_TURNS_AGO 4
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#define SEEN_3_TURNS_AGO 5
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#define HEARD_3_TURNS_AGO -4
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#define HEARD_2_TURNS_AGO -3
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#define HEARD_LAST_TURN -2
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#define HEARD_THIS_TURN -1
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#define NOT_HEARD_OR_SEEN 0
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#define SEEN_CURRENTLY 1
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#define SEEN_THIS_TURN 2
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#define SEEN_LAST_TURN 3
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#define SEEN_2_TURNS_AGO 4
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#define SEEN_3_TURNS_AGO 5
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#define OLDEST_SEEN_VALUE SEEN_3_TURNS_AGO
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#define OLDEST_HEARD_VALUE HEARD_3_TURNS_AGO
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#define OLDEST_SEEN_VALUE SEEN_3_TURNS_AGO
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#define OLDEST_HEARD_VALUE HEARD_3_TURNS_AGO
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#define UNDER_FIRE 2
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#define UNDER_FIRE_LAST_TURN 1
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@@ -319,9 +325,9 @@ enum BoxingStates
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LOST_ROUND
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} ;
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//NOTE: The editor uses these enumerations, so please update the text as well if you modify or
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// add new groups. Try to abbreviate the team name as much as possible. The text is in
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// EditorMercs.c
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//NOTE: The editor uses these enumerations, so please update the text as well if you modify or
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// add new groups. Try to abbreviate the team name as much as possible. The text is in
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// EditorMercs.c
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#ifdef JA2EDITOR
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extern CHAR16 gszCivGroupNames[ NUM_CIV_GROUPS ][ 20 ];
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#endif
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@@ -353,6 +359,6 @@ typedef struct
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// This will set an animation ID
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#define SET_PALETTEREP_ID( a, b ) ( strcpy( a, b ) )
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// strcmp returns 0 if true!
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#define COMPARE_PALETTEREP_ID( a, b ) ( strcmp( a, b ) ? FALSE : TRUE )
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#define COMPARE_PALETTEREP_ID( a, b ) ( strcmp( a, b ) ? FALSE : TRUE )
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#endif
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