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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:
+57
-57
@@ -9,32 +9,32 @@
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extern BOOLEAN gfTurnBasedAI;
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#define MAX_DIST 160
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// THIS IS AN ITEM # - AND FOR NOW JUST COMPLETELY FAKE...
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// THIS IS AN ITEM # - AND FOR NOW JUST COMPLETELY FAKE...
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#define MAX_TOSS_SEARCH_DIST 1 // must throw within this of opponent
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#define NPC_TOSS_SAFETY_MARGIN 4 // all friends must be this far away
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#define MAX_TOSS_SEARCH_DIST 1 // must throw within this of opponent
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#define NPC_TOSS_SAFETY_MARGIN 4 // all friends must be this far away
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#define ACTING_ON_SCHEDULE( p ) ( (p)->fAIFlags & AI_CHECK_SCHEDULE )
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#define ACTING_ON_SCHEDULE( p ) ( (p)->aiData.fAIFlags & AI_CHECK_SCHEDULE )
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// the AI should try to have this many APs before climbing a roof, if possible
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#define AI_AP_CLIMBROOF 15
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#define TEMPORARILY 0
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#define FOREVER 1
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#define TEMPORARILY 0
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#define FOREVER 1
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#define IGNORE_PATH 0
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#define ENSURE_PATH 1
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#define ENSURE_PATH_COST 2
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#define IGNORE_PATH 0
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#define ENSURE_PATH 1
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#define ENSURE_PATH_COST 2
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//Kris: November 10, 1997
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//Please don't change this value from 10. It will invalidate all of the maps and soldiers.
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#define MAXPATROLGRIDS 10
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//Kris: November 10, 1997
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//Please don't change this value from 10. It will invalidate all of the maps and soldiers.
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#define MAXPATROLGRIDS 10
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#define NOWATER 0
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#define WATEROK 1
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#define NOWATER 0
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#define WATEROK 1
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#define DONTADDTURNCOST 0
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#define ADDTURNCOST 1
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#define ADDTURNCOST 1
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enum
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{
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@@ -44,17 +44,17 @@ enum
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NUM_URGENCY_STATES
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};
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#define NOWATER 0
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#define WATEROK 1
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#define NOWATER 0
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#define WATEROK 1
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#define IGNORE_PATH 0
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#define ENSURE_PATH 1
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#define ENSURE_PATH_COST 2
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#define IGNORE_PATH 0
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#define ENSURE_PATH 1
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#define ENSURE_PATH_COST 2
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#define DONTFORCE 0
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#define FORCE 1
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#define DONTFORCE 0
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#define FORCE 1
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#define MAX_ROAMING_RANGE WORLD_COLS
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#define MAX_ROAMING_RANGE WORLD_COLS
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#define PTR_CIV_OR_MILITIA ( PTR_CIVILIAN || (pSoldier->bTeam == MILITIA_TEAM) )
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@@ -62,40 +62,40 @@ enum
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#define REALTIME_CIV_AI_DELAY ( 1000 * (gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector + gTacticalStatus.Team[ CIV_TEAM ].bMenInSector) + 5000 + 2000 * Random( 3 ) )
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#define REALTIME_CREATURE_AI_DELAY ( 10000 + 1000 * Random( 3 ) )
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//#define PLAYINGMODE 0
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//#define CAMPAIGNLENGTH 1
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//#define LASTUSABLESLOT 2
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//#define RANDOMMERCS 3
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//#define AVAILABLEMERCS 4
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//#define HIRINGKNOWLEDGE 5
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//#define EQUIPMENTLEVEL 6
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//#define ENEMYTEAMSIZE 7
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#define ENEMYDIFFICULTY 8 // this is being used in this module
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//#define FOG_OF_WAR 9
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//#define TURNLENGTH 10
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//#define INCREASEDAP 11
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//#define BLOODSTAINS 12
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//#define STARTINGBALANCE 13
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#define MAXGAMEOPTIONS 14
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//#define PLAYINGMODE 0
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//#define CAMPAIGNLENGTH 1
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//#define LASTUSABLESLOT 2
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//#define RANDOMMERCS 3
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//#define AVAILABLEMERCS 4
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//#define HIRINGKNOWLEDGE 5
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//#define EQUIPMENTLEVEL 6
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//#define ENEMYTEAMSIZE 7
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#define ENEMYDIFFICULTY 8 // this is being used in this module
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//#define FOG_OF_WAR 9
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//#define TURNLENGTH 10
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//#define INCREASEDAP 11
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//#define BLOODSTAINS 12
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//#define STARTINGBALANCE 13
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#define MAXGAMEOPTIONS 14
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#define NOSHOOT_WAITABIT -1
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#define NOSHOOT_WATER -2
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#define NOSHOOT_MYSELF -3
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#define NOSHOOT_HURT -4
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#define NOSHOOT_NOAMMO -5
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#define NOSHOOT_NOLOAD -6
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#define NOSHOOT_NOWEAPON -7
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#define NOSHOOT_WAITABIT -1
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#define NOSHOOT_WATER -2
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#define NOSHOOT_MYSELF -3
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#define NOSHOOT_HURT -4
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#define NOSHOOT_NOAMMO -5
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#define NOSHOOT_NOLOAD -6
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#define NOSHOOT_NOWEAPON -7
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#define PERCENT_TO_IGNORE_THREAT 50 // any less, use threat value
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#define PERCENT_TO_IGNORE_THREAT 50 // any less, use threat value
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#define ACTION_TIMEOUT_CYCLES 50 // # failed cycles through AI
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#define MAX_THREAT_RANGE 400 // 30 tiles worth
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#define MAX_THREAT_RANGE 400 // 30 tiles worth
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#define MIN_PERCENT_BETTER 5 // 5% improvement in cover is good
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#define TOSSES_PER_10TURNS 18 // max # of grenades tossable in 10 turns
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#define SHELLS_PER_10TURNS 13 // max # of shells firable in 10 turns
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#define TOSSES_PER_10TURNS 18 // max # of grenades tossable in 10 turns
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#define SHELLS_PER_10TURNS 13 // max # of shells firable in 10 turns
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#define SEE_THRU_COVER_THRESHOLD 5 // min chance to get through
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#define SEE_THRU_COVER_THRESHOLD 5 // min chance to get through
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#undef min
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#define min(a,b) ((a) < (b) ? (a) : (b))
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@@ -119,15 +119,15 @@ typedef struct
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typedef struct
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{
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UINT8 ubPossible; // is this attack form possible? T/F
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UINT8 ubOpponent; // which soldier is the victim?
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UINT8 ubPossible; // is this attack form possible? T/F
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UINT8 ubOpponent; // which soldier is the victim?
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UINT8 ubAimTime; // how many extra APs to spend on aiming
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UINT8 ubChanceToReallyHit; // chance to hit * chance to get through cover
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INT32 iAttackValue; // relative worthiness of this type of attack
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UINT8 ubChanceToReallyHit; // chance to hit * chance to get through cover
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INT32 iAttackValue; // relative worthiness of this type of attack
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INT16 sTarget; // target gridno of this attack
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INT8 bTargetLevel; // target level of this attack
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INT8 bTargetLevel; // target level of this attack
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UINT8 ubAPCost; // how many APs the attack will use up
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INT8 bWeaponIn; // the inv slot of the weapon in question
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INT8 bWeaponIn; // the inv slot of the weapon in question
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} ATTACKTYPE;
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extern THREATTYPE Threat[MAXMERCS];
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@@ -226,5 +226,5 @@ void CheckIfShotPossible(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN s
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INT16 FindBestCoverNearTheGridNo(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubSearchRadius );
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INT8 FindDirectionForClimbing( INT16 sGridNo, INT8 bLevel);
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INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel);
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