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************************************************************
* Merged Source Code from Development Trunk: Revision 4063 * ************************************************************ - 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:
+71
-16
@@ -104,8 +104,11 @@ extern UINT16 CivLastNames[MAXCIVLASTNAMES][10];
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#define SOLDIER_TRAIT_MARTIALARTS 0x0800
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#define SOLDIER_TRAIT_KNIFING 0x1000
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*/
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#define HAS_SKILL_TRAIT( s, t ) (s->stats.ubSkillTrait1 == t || s->stats.ubSkillTrait2 == t)
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#define NUM_SKILL_TRAITS( s, t ) ( (s->stats.ubSkillTrait1 == t) ? ( (s->stats.ubSkillTrait2 == t) ? 2 : 1 ) : ( (s->stats.ubSkillTrait2 == t) ? 1 : 0 ) )
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// SANDRO was here, messed this..
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//#define HAS_SKILL_TRAIT( s, t ) (s->stats.ubSkillTrait1 == t || s->stats.ubSkillTrait2 == t)
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//#define NUM_SKILL_TRAITS( s, t ) ( (s->stats.ubSkillTrait1 == t) ? ( (s->stats.ubSkillTrait2 == t) ? 2 : 1 ) : ( (s->stats.ubSkillTrait2 == t) ? 1 : 0 ) )
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BOOLEAN HAS_SKILL_TRAIT( SOLDIERTYPE * pSoldier, UINT8 uiSkillTraitNumber );
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INT8 NUM_SKILL_TRAITS( SOLDIERTYPE * pSoldier, UINT8 uiSkillTraitNumber );
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#define SOLDIER_QUOTE_SAID_IN_SHIT 0x0001
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#define SOLDIER_QUOTE_SAID_LOW_BREATH 0x0002
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@@ -245,6 +248,22 @@ enum
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MERC_TYPE__VEHICLE,
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};
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// SANDRO - added for healing damaged stats
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enum
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{
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DAMAGED_STAT_HEALTH,
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DAMAGED_STAT_DEXTERITY,
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DAMAGED_STAT_AGILITY,
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DAMAGED_STAT_STRENGTH,
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DAMAGED_STAT_WISDOM,
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DAMAGED_STAT_LEADERSHIP,
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DAMAGED_STAT_MARKSMANSHIP,
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DAMAGED_STAT_MECHANICAL,
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DAMAGED_STAT_EXPLOSIVES,
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DAMAGED_STAT_MEDICAL,
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NUM_DAMAGABLE_STATS,
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};
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// vehicle/human path structure
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struct path
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{
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@@ -602,21 +621,22 @@ class STRUCT_Statistics//last edited at version 102
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{
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public:
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void ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src);
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INT8 bExpLevel; // general experience level
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INT8 bLife; // current life (hit points or health)
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INT8 bLifeMax; // maximum life for this merc
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INT8 bExpLevel; // general experience level
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INT8 bAgility; // agility (speed) value
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INT8 bStrength;
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INT8 bMechanical;
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INT8 bMarksmanship;
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INT8 bExplosive;
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UINT8 ubSkillTrait1;
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UINT8 ubSkillTrait2;
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INT8 bAgility; // agility (speed) value
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INT8 bDexterity; // dexterity (hand coord) value
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INT8 bWisdom;
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INT8 bLeadership;
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INT8 bMarksmanship;
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INT8 bMechanical;
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INT8 bExplosive;
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INT8 bMedical;
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INT8 bScientific;
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INT8 bLeadership;
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UINT8 ubSkillTraits[30];
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//UINT8 ubSkillTrait2;
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//UINT8 ubSkillTrait3; // added by SANDRO
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};
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class STRUCT_Pathing//last edited at version 102
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@@ -664,6 +684,7 @@ public:
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// Use this instead of the old method of calling memset.
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// Note that the constructor does this automatically.
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void initialize();
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bool exists();
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// Note: Place all non-POD items at the end (after endOfPOD)
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// The format of this structure affects what is written into and read from various
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@@ -708,6 +729,16 @@ public:
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UINT8 ubAttackingHand;
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INT16 sWeightCarriedAtTurnStart;
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/////////////////////////////////////////////////////////////////////////////////
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// SANDRO - added following
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// values for surgery feature
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INT32 iHealableInjury;
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BOOLEAN fDoingSurgery;
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// value for unregainable breath feature (for Martial Arts)
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signed long lUnregainableBreath;
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// this stores possible stats lost due to critical hits
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UINT8 ubCriticalStatDamage[ NUM_DAMAGABLE_STATS ];
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/////////////////////////////////////////////////////////////////////////////////
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//NEW MOVEMENT INFORMATION for Strategic Movement
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UINT8 ubGroupID; //the movement group the merc is currently part of.
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@@ -720,8 +751,12 @@ public:
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// WORLD POSITION STUFF
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FLOAT dXPos;
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FLOAT dYPos;
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FLOAT dOldXPos;
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FLOAT dOldYPos;
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// HEADROCK HAM 4: These two vars are appropriated for the new Shooting Mechanism.
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// They represent the soldier's position at the start of his turn.
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//FLOAT dOldXPos;
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//FLOAT dOldYPos;
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INT16 sOldXPos;
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INT16 sOldYPos;
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INT32 sInitialGridNo;
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INT32 sGridNo;
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UINT8 ubDirection;
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@@ -774,6 +809,13 @@ public:
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INT8 bTargetLevel;
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INT8 bTargetCubeLevel;
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INT32 sLastTarget;
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// HEADROCK HAM 4: the muzzle offset of the shooter's previous bullet. (NCTH)
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FLOAT dPrevMuzzleOffsetX;
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FLOAT dPrevMuzzleOffsetY;
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// HEADROCK HAM 4: Two more values. These record the shooter's previous Counter Force applied on the gun.
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FLOAT dPrevCounterForceX;
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FLOAT dPrevCounterForceY;
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INT8 bTilesMoved;
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FLOAT dNextBleed;
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@@ -1099,6 +1141,7 @@ public:
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// Debugging data - not saved
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INT32 sPlotSrcGrid;
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//std::vector<UINT32> CTH;
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public:
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@@ -1213,6 +1256,12 @@ public:
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void BeginSoldierClimbDownRoof( void );
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void BeginSoldierClimbFence( void );
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void BeginTyingToFall( void );
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//legion by Jazz
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void BeginSoldierFence( void );
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void BeginSoldierFenceUp( void );
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void BeginSoldierClimbWindow( void );
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void HandleAnimationProfile( UINT16 usAnimState, BOOLEAN fRemove );
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void HandleSoldierTakeDamageFeedback( void );
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void ChangeToFlybackAnimation( UINT8 flyBackDirection );
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@@ -1357,6 +1406,10 @@ void CrowsFlyAway( UINT8 ubTeam );
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void DebugValidateSoldierData( );
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void HandlePlayerTogglingLightEffects( BOOLEAN fToggleValue );
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// added by SANDRO
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UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHigherLevel, BOOLEAN fDontCheckDistance );
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UINT16 NumberOfDamagedStats( SOLDIERTYPE * pSoldier );
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UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundredths );
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//typedef struct
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class OLDSOLDIERTYPE_101
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@@ -1477,8 +1530,10 @@ public:
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// WORLD POSITION STUFF
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FLOAT dXPos;
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FLOAT dYPos;
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FLOAT dOldXPos;
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FLOAT dOldYPos;
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//FLOAT dOldXPos; // HEADROCK HAM 4: These values have been reappropriated.
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//FLOAT dOldYPos; // not sure what's going to happen with this though.
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INT16 sOldXPos;
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INT16 sOldYPos;
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INT32 sInitialGridNo;
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INT32 sGridNo;
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UINT8 ubDirection;
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@@ -1517,6 +1572,7 @@ public:
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UINT8 ubSkillTrait1;
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UINT8 ubSkillTrait2;
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UINT8 ubSkillTrait3; // added by SANDRO
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UINT32 uiAIDelay;
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INT8 bDexterity; // dexterity (hand coord) value
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@@ -1686,6 +1742,7 @@ public:
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INT8 bNextTargetLevel;
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INT8 bOrders;
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INT8 bAttitude;
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INT8 bCharacterTrait; // Added by SANDRO
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INT8 bUnderFire;
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INT8 bShock;
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INT8 bUnderEscort;
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@@ -2054,5 +2111,3 @@ public:
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#endif
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