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* Merged Source Code from Development Trunk: Revision 4063 *
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- Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- This will be the Source for the Beta 2011 Test

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2011-01-18 09:11:09 +00:00
parent 44e1646410
commit 91087ca8c0
469 changed files with 118108 additions and 24678 deletions
+33 -7
View File
@@ -113,6 +113,7 @@
#define AP_JUMPFENCE 6 // time to jump over a fence
#define AP_JUMPFENCEBPACK 10 // time to jump over a fence
#define AP_JUMPWINDOW 10 // APs to Jump window
#define AP_OPEN_SAFE 8 // time to use combination
@@ -195,8 +196,6 @@
#define BP_JUMPFENCE 200 // BPs to jump fence
#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!
@@ -277,8 +276,12 @@
extern INT16 APBPConstants[TOTAL_APBP_VALUES];
INT16 BaseAPsToShootOrStab( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
// HEADROCK HAM 4: Same function as above, except no modifier.
INT16 BaseAPsToShootOrStabNoModifier( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
// HEADROCK HAM 4: Same function as above, except no modifier.
INT16 BaseAPsToShootOrStabNoModifier( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8 bLevel );
INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridno, INT8 bDir, INT8 bLevel );
INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode );
INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength );
BOOLEAN SelectedMercCanAffordMove( );
@@ -301,11 +304,21 @@ void DeductAmmo( SOLDIERTYPE *pSoldier, INT8 bInvPos );
UINT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, INT32 usMapPos );
INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost );
INT16 ApsToPunch( SOLDIERTYPE *pSoldier ); // SANDRO added this
INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, INT16 bAimTime );
INT16 CalcAPsToBurst( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
// HEADROCK HAM 4: Same as above, without percent modifiers.
INT16 CalcAPsToBurstNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
// HEADROCK HAM 4: Same as above, without percent modifiers.
INT16 CalcAPsToBurstNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
INT16 CalcAPsToAutofire( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
// HEADROCK HAM 4: Same as above, without modifiers
INT16 CalcAPsToAutofireNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
// HEADROCK HAM 4: Same as above, without modifiers
INT16 CalcAPsToAutofireNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
INT16 GetAPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
INT16 GetBPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
// SANDRO - actually this procedure is nowhere used in the entire JA2 code - commented out
//INT16 GetBPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
INT16 GetAPsToLook( SOLDIERTYPE *pSoldier );
UINT16 GetAPsToGiveItem( SOLDIERTYPE *pSoldier, INT32 usMapPos );
@@ -317,8 +330,10 @@ INT16 GetAPsToReadyWeapon( SOLDIERTYPE *pSoldier, UINT16 usAnimState );
INT16 GetAPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown );
INT16 GetBPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown );
INT16 GetAPsToJumpFence( SOLDIERTYPE *pSoldier );
INT16 GetBPsToJumpFence( SOLDIERTYPE *pSoldier );
INT16 GetAPsToJumpThroughWindows( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown ); //Jump
// SANDRO - changed these 2
INT16 GetAPsToJumpFence( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack );
INT16 GetBPsToJumpFence( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack );
INT16 GetAPsToCutFence( SOLDIERTYPE *pSoldier );
INT16 GetAPsToBeginFirstAid( SOLDIERTYPE *pSoldier );
@@ -332,7 +347,7 @@ INT16 GetAPsToPlantMine( SOLDIERTYPE *pSoldier );
UINT16 GetTotalAPsToDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo );
INT16 GetAPsToUseRemote( SOLDIERTYPE *pSoldier );
INT16 GetAPsToStealItem( SOLDIERTYPE *pSoldier, INT32 usMapPos );
INT16 GetAPsToStealItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, INT16 sMapPos ); // SANDRO - added target
INT16 GetBPsToStealItem( SOLDIERTYPE *pSoldier );
INT16 GetAPsToUseJar( SOLDIERTYPE *pSoldier, INT32 usMapPos );
@@ -350,4 +365,15 @@ INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier );
INT32 CalcAPCostForAiming( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAimTime );
INT8 CalcAimingLevelsAvailableWithAP( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAPsLeft );
// SANDRO - added these:
INT16 GetAPsCrouch( SOLDIERTYPE *pSoldier, BOOLEAN fBackpackCheck );
INT16 GetAPsProne( SOLDIERTYPE *pSoldier, BOOLEAN fBackpackCheck );
INT16 GetAPsStartRun( SOLDIERTYPE *pSoldier );
INT16 GetAPsToOpenDoor( SOLDIERTYPE *pSoldier );
INT16 GetAPsToPicklock( SOLDIERTYPE *pSoldier );
INT16 GetAPsToBombDoor( SOLDIERTYPE *pSoldier );
INT16 GetAPsToUntrapDoor( SOLDIERTYPE *pSoldier );
INT16 GetBasicAPsToPickupItem( SOLDIERTYPE *pSoldier );
INT16 GetAPsToDisarmMine( SOLDIERTYPE *pSoldier );
#endif