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synced 2026-09-02 14:36:06 +02:00
HAM5.5b2 merged in!
Notes: -There may still be bugs!! (In fact, I almost guarantee it -- there's -Ammo box code added to HR's crate code -Splitting a crate/box also automatically refills half empty magazines -new pathing arrows for map screen not included -code for scouts to know where enemies are going doesn't appear to work... but i'm not sure it was completed. -lots of gobledy gook (chinese?) comments turned back to english -also added Bob's popups -other languages besides english still need to have there language.cpp files updated with array changes -AI enhancements by Warmsteel (reloading, suppression, roaming, avoiding gas, and other fixes) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5181 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4,6 +4,9 @@
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#include "types.h"
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#include <vector>
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#include <list>
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// THE_BOB : added for pocket popup definitions
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#include <map>
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#include "popup_definition.h"
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//if the number of slots are ever changed, the loading / saving checksum should use this value to make conversion easier
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#define NUM_ORIGINAL_INV_SLOTS 19
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@@ -264,6 +267,20 @@ extern std::list<LBENODE> LBEArray;
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#define OLD_MAX_ATTACHMENTS_101 4
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#define OLD_MAX_OBJECTS_PER_SLOT_101 8
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// HEADROCK HAM 5: Define Self-Transformations
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// Have to define this early on, because this struct is used in OBJECTTYPE
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#define MAX_NUM_TRANSFORMATION_RESULTS 10
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typedef struct
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{
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UINT16 usItem;
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UINT16 usResult[MAX_NUM_TRANSFORMATION_RESULTS];
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UINT16 usAPCost;
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INT32 iBPCost;
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CHAR16 szMenuRowText[50];
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CHAR16 szTooltipText[300];
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} TransformInfoStruct;
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namespace Version101
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{
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//union was originally unnamed
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@@ -526,6 +543,8 @@ public:
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BOOLEAN AttachObjectOAS( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttachment, BOOLEAN playSound = TRUE, UINT8 subObject = 0);
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BOOLEAN AttachObjectNAS( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttachment, BOOLEAN playSound = TRUE, UINT8 subObject = 0, INT32 iItemPos = -1, BOOLEAN fRemoveProhibited = TRUE, std::vector<UINT16> usAttachmentSlotIndexVector = std::vector<UINT16>());
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BOOLEAN RemoveAttachment( OBJECTTYPE* pAttachment, OBJECTTYPE * pNewObj = NULL, UINT8 subObject = 0, SOLDIERTYPE * pSoldier = NULL, BOOLEAN fForceInseperable = FALSE, BOOLEAN fRemoveProhibited = TRUE);
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// HEADROCK HAM 5: Object Transformation
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BOOLEAN TransformObject( SOLDIERTYPE * pSoldier, UINT8 ubStatusIndex, TransformInfoStruct * Transform, OBJECTTYPE *pParent );
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//see comments in .cpp
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static void DeleteMe(OBJECTTYPE** ppObject);
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@@ -590,6 +609,17 @@ extern OBJECTTYPE gTempObject;
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#define IC_BOBBY_GUN ( IC_GUN | IC_LAUNCHER )
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#define IC_BOBBY_MISC ( IC_GRENADE | IC_BOMB | IC_MISC | IC_MEDKIT | IC_KIT | IC_BLADE | IC_THROWING_KNIFE | IC_PUNCH | IC_FACE | IC_LBEGEAR )
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// HEADROCK HAM 5: Inventory Filter Types
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#define IC_MAPFILTER_GUN ( IC_GUN | IC_LAUNCHER )
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#define IC_MAPFILTER_AMMO ( IC_AMMO )
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#define IC_MAPFILTER_EXPLOSV ( IC_GRENADE | IC_BOMB )
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#define IC_MAPFILTER_MELEE ( IC_BLADE | IC_PUNCH | IC_THROWN | IC_THROWING_KNIFE )
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#define IC_MAPFILTER_KIT ( IC_KIT | IC_MEDKIT | IC_APPLIABLE )
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#define IC_MAPFILTER_LBE ( IC_LBEGEAR | IC_BELTCLIP )
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#define IC_MAPFILTER_ARMOR ( IC_ARMOUR | IC_FACE )
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#define IC_MAPFILTER_MISC ( IC_TENTACLES | IC_KEY | IC_MISC | IC_MONEY | IC_NONE )
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#define IC_MAPFILTER_ALL ( IC_MAPFILTER_GUN | IC_MAPFILTER_AMMO | IC_MAPFILTER_EXPLOSV | IC_MAPFILTER_MELEE | IC_MAPFILTER_KIT | IC_MAPFILTER_LBE | IC_MAPFILTER_ARMOR | IC_MAPFILTER_MISC )
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// Chrisl: Define attachment classes
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#define AC_DEFAULT1 0x00000001 //1
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#define AC_BARREL 0x00000002 //2
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@@ -904,6 +934,10 @@ public:
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};
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#define SIZEOF_POCKETTYPE offsetof( POCKETTYPE, POD )
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extern std::vector<POCKETTYPE> LBEPocketType;
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// THE_BOB : added for pocket popup definitions
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extern std::map<UINT8,popupDef> LBEPocketPopup;
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typedef enum ePOCKET_TYPE
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{
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NO_POCKET_TYPE = 0,
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@@ -1445,6 +1479,9 @@ typedef struct
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UINT32 uiIndex;
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} ComboMergeInfoStruct;
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// HEADROCK HAM 5: Defining this here because we need MAXITEMS. The struct is defined earlier.
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extern TransformInfoStruct Transform[MAXITEMS+1];
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extern ComboMergeInfoStruct AttachmentComboMerge[MAXITEMS+1];
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BOOLEAN EXPLOSIVE_GUN(UINT16 x );
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