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Original Source for 1.13 Mod High Resolution version from 12/06/05
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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#ifndef _OPPLIST_H
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#define _OPPLIST_H
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#define EVERYBODY MAXMERCS
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#define MAX_MISC_NOISE_DURATION 12 // max dur for VERY loud NOBODY noises
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#define DOOR_NOISE_VOLUME 2
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#define WINDOW_CRACK_VOLUME 4
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#define WINDOW_SMASH_VOLUME 8
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#define MACHETE_VOLUME 9
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#define TRIMMER_VOLUME 18
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#define CHAINSAW_VOLUME 30
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#define SMASHING_DOOR_VOLUME 6
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#define CROWBAR_DOOR_VOLUME 4
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#define ITEM_THROWN_VOLUME 2
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#define TIME_BETWEEN_RT_OPPLIST_DECAYS 20
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// this is a fake "level" value (0 on ground, 1 on roof) for
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// HearNoise to ignore the effects of lighting(?)
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#define LIGHT_IRRELEVANT 127
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#define AUTOMATIC_INTERRUPT 100
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#define NO_INTERRUPT 127
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#define MOVEINTERRUPT 0
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#define SIGHTINTERRUPT 1
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#define NOISEINTERRUPT 2
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// noise type constants
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enum
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{
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NOISE_UNKNOWN = 0,
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NOISE_MOVEMENT,
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NOISE_CREAKING,
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NOISE_SPLASHING,
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NOISE_BULLET_IMPACT,
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NOISE_GUNFIRE,
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NOISE_EXPLOSION,
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NOISE_SCREAM,
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NOISE_ROCK_IMPACT,
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NOISE_GRENADE_IMPACT,
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NOISE_WINDOW_SMASHING,
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NOISE_DOOR_SMASHING,
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NOISE_SILENT_ALARM, // only heard by enemies
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MAX_NOISES
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};
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enum
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{
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EXPECTED_NOSEND, // other nodes expecting noise & have all info
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EXPECTED_SEND, // other nodes expecting noise, but need info
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UNEXPECTED // other nodes are NOT expecting this noise
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};
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#define NUM_WATCHED_LOCS 3
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extern INT8 gbPublicOpplist[MAXTEAMS][ TOTAL_SOLDIERS ];
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extern INT8 gbSeenOpponents[TOTAL_SOLDIERS][TOTAL_SOLDIERS];
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extern INT16 gsLastKnownOppLoc[TOTAL_SOLDIERS][TOTAL_SOLDIERS]; // merc vs. merc
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extern INT8 gbLastKnownOppLevel[TOTAL_SOLDIERS][TOTAL_SOLDIERS];
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extern INT16 gsPublicLastKnownOppLoc[MAXTEAMS][TOTAL_SOLDIERS]; // team vs. merc
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extern INT8 gbPublicLastKnownOppLevel[MAXTEAMS][TOTAL_SOLDIERS];
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extern UINT8 gubPublicNoiseVolume[MAXTEAMS];
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extern INT16 gsPublicNoiseGridno[MAXTEAMS];
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extern INT8 gbPublicNoiseLevel[MAXTEAMS];
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extern UINT8 gubKnowledgeValue[10][10];
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extern INT8 gbLookDistance[8][8];
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extern INT8 gfKnowAboutOpponents;
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extern BOOLEAN gfPlayerTeamSawJoey;
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extern BOOLEAN gfMikeShouldSayHi;
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extern INT16 gsWatchedLoc[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ];
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extern INT8 gbWatchedLocLevel[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ];
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extern UINT8 gubWatchedLocPoints[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ];
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extern BOOLEAN gfWatchedLocReset[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ];
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#define BEST_SIGHTING_ARRAY_SIZE 6
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#define BEST_SIGHTING_ARRAY_SIZE_ALL_TEAMS_LOOK_FOR_ALL 6
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#define BEST_SIGHTING_ARRAY_SIZE_NONCOMBAT 3
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#define BEST_SIGHTING_ARRAY_SIZE_INCOMBAT 0
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extern UINT8 gubBestToMakeSightingSize;
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INT16 AdjustMaxSightRangeForEnvEffects( SOLDIERTYPE *pSoldier, INT8 bLightLevel, INT16 sDistVisible );
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INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCaller);
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void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags);
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void AllTeamsLookForAll(UINT8 ubAllowInterrupts);
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void GloballyDecideWhoSeesWho(void);
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UINT16 GetClosestMerc( UINT16 usSoldierIndex );
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void ManLooksForOtherTeams(SOLDIERTYPE *pSoldier);
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void OtherTeamsLookForMan(SOLDIERTYPE *pOpponent);
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void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT16 sOppGridno, INT8 bOppLevel, UINT8 ubCaller, UINT8 ubCaller2);
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void DecideTrueVisibility(SOLDIERTYPE *pSoldier, UINT8 ubLocate);
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void AddOneOpponent(SOLDIERTYPE *pSoldier);
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void RemoveOneOpponent(SOLDIERTYPE *pSoldier);
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void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT8 ubID, INT8 bNewOpplist, INT16 sGridno, INT8 bLevel);
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INT16 MaxDistanceVisible( void );
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INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT16 sSubjectGridNo, INT8 bLevel );
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void ResetLastKnownLocs(SOLDIERTYPE *ptr);
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void RecalculateOppCntsDueToNoLongerNeutral( SOLDIERTYPE * pSoldier );
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void InitOpponentKnowledgeSystem(void);
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void InitSoldierOppList(SOLDIERTYPE *pSoldier);
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void BetweenTurnsVisibilityAdjustments(void);
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void RemoveManAsTarget(SOLDIERTYPE *pSoldier);
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void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT16 sGridno, INT8 bLevel );
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void RadioSightings(SOLDIERTYPE *pSoldier, UINT8 ubAbout, UINT8 ubTeamToRadioTo );
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void OurTeamRadiosRandomlyAbout(UINT8 ubAbout);
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void DebugSoldierPage1( );
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void DebugSoldierPage2( );
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void DebugSoldierPage3( );
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void DebugSoldierPage4( );
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UINT8 MovementNoise( SOLDIERTYPE *pSoldier );
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UINT8 DoorOpeningNoise( SOLDIERTYPE *pSoldier );
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void MakeNoise(UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType );
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void OurNoise( UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType );
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void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType);
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void VerifyAndDecayOpplist(SOLDIERTYPE *pSoldier);
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void DecayIndividualOpplist(SOLDIERTYPE *pSoldier);
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void VerifyPublicOpplistDueToDeath( SOLDIERTYPE * pSoldier );
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void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT8 bReason );
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BOOLEAN MercSeesCreature( SOLDIERTYPE * pSoldier );
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INT8 GetWatchedLocPoints( UINT8 ubID, INT16 sGridNo, INT8 bLevel );
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INT8 GetHighestVisibleWatchedLoc( UINT8 ubID );
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INT8 GetHighestWatchedLocPoints( UINT8 ubID );
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void TurnOffEveryonesMuzzleFlashes( void );
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void TurnOffTeamsMuzzleFlashes( UINT8 ubTeam );
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void EndMuzzleFlash( SOLDIERTYPE * pSoldier );
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void NonCombatDecayPublicOpplist( UINT32 uiTime );
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void CheckHostileOrSayQuoteList( void );
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void InitOpplistForDoorOpening( void );
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UINT8 DoorOpeningNoise( SOLDIERTYPE * pSoldier );
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void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID );
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extern INT8 gbLightSighting[1][16];
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#endif
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