Files
source/Tactical/Soldier Profile.h

431 lines
8.4 KiB
C

#ifndef __SOLDER_PROFILE_H
#define __SOLDER_PROFILE_H
#include "Soldier Control.h"
#include "Soldier Profile Type.h"
#include "Merc Hiring.h"
typedef struct
{
UINT16 uiIndex;
BOOLEAN Enabled;
INT8 BaseAttribute;
BOOLEAN RandomExpLevel;
BOOLEAN RandomLife;
BOOLEAN RandomAgility;
BOOLEAN RandomDexterity;
BOOLEAN RandomStrength;
BOOLEAN RandomLeadership;
BOOLEAN RandomWisdom;
BOOLEAN RandomMarksmanship;
BOOLEAN RandomMechanical;
BOOLEAN RandomExplosive;
BOOLEAN RandomMedical;
BOOLEAN RandomScientific;
} RANDOM_STATS_VALUES;
extern RANDOM_STATS_VALUES gRandomStatsValue[NUM_PROFILES];
extern void RandomStats ();
extern INT8 gbSkillTraitBonus[NUM_SKILLTRAITS_OT];
extern UINT8 gubTerrorists[];
extern INT16 gsTerroristSector[][5][2];
extern BOOLEAN gfPotentialTeamChangeDuringDeath;
extern MERCPROFILESTRUCT gMercProfiles[ NUM_PROFILES ];
extern MERCPROFILEGEAR gMercProfileGear[ NUM_PROFILES ][ NUM_MERCSTARTINGGEAR_KITS ];
#define AIM_AND_MERC_MERCS 51 // A.I.M. is 0-39, M.E.R.C.s are 40-50
//use this to sort out the above define
BOOLEAN IsProfileIdAnAimOrMERCMerc( UINT8 ubProfileID );
//enums for the mercs
enum ProfileType
{
PROFILETYPE_NONE = 0,
PROFILETYPE_AIM,
PROFILETYPE_MERC,
PROFILETYPE_RPC,
PROFILETYPE_NPC,
PROFILETYPE_VEHICLE,
PROFILETYPE_IMP,
PROFILETYPE_MAX
};
// Flugente: why do we require 6 different structures and arrays if all we keep track of is the profile type? A simple array is enough (and only needed during loading anyway)
extern UINT8 gProfileType[NUM_PROFILES];
extern BOOLEAN LoadNewSystemMercsToSaveGameFile( HWFILE hFile );
//---------------------------------------------------
enum NPCIDs
{
VICKI = 4,// anv: check when hiring Speck
BUNS = 17,
BIFF = 40,
HAYWIRE,
GASKET,
RAZOR,
FLO,
GUMPY,
LARRY_NORMAL,
LARRY_DRUNK,
COUGAR,
NUMB,
BUBBA,
#ifdef JA2UB
MIGUEL = 58, //Ja25: Was 57
#else
MIGUEL = 57,
#endif
CARLOS,
IRA,
DIMITRI,
DEVIN, // 61
ROBOT,
HAMOUS,
SLAY,
#ifdef JA2UB
// RPC65,
#else
RPC65,
#endif
DYNAMO,
SHANK,
IGGY,
VINCE,
CONRAD,
RPC71, // 71
MADDOG,
DARREL,
PERKO,
QUEEN,
AUNTIE,
ENRICO, //GABBY, //ENRICO,
CARMEN,
JOE,
STEVE,
RAT, // 81
ANNIE,
CHRIS,
BOB,
BRENDA,
KINGPIN,
DARREN,
MARIA,
ANGEL,
JOEY,
TONY, // 91
FRANK,
SPIKE,
DAMON,
KYLE,
MICKY,
SKYRIDER,
PABLO,
SAL,
FATHER,
FATIMA, // 101
WARDEN,
GORDON,
GABBY, //ENRICO, //GABBY,
ERNEST,
FRED,
MADAME,
YANNI,
MARTHA,
TIFFANY,
T_REX, // 111
DRUGGIST, // ELGIN
JAKE,
PACOS,
GERARD,
SKIPPER,
HANS,
JOHN,
MARY,
GENERAL,
SERGEANT, // 121
ARMAND,
LORA,
FRANZ,
HOWARD,
SAM,
ELDIN,
ARNIE,
TINA,
FREDO,
WALTER, // 131
JENNY,
BILLY,
BREWSTER,
ELLIOT,
DEREK,
OLIVER,
WALDO,
DOREEN,
JIM,
JACK, // 141
OLAF,
RAY,
OLGA,
TYRONE,
MADLAB,
KEITH,
MATT,
MIKE,
DARYL,
HERVE, // 151
PETER,
ALBERTO,
CARLO,
MANNY,
OSWALD,
CALVIN,
CARL,
SPECK,
PROF_HUMMER,
PROF_ELDERODO, // 161
PROF_ICECREAM,
PROF_HELICOPTER,
NPC164,
#ifdef JA2UB
NPC165,
NPC166,
NPC167,
NPC168,
NPC169,
#else
GASTON,
STOGIE,
TEX,
BIGGENS,
NPC169,
#endif
NPC170 = NPC169 + 84,
SPECK_PLAYABLE = 191,// anv
// Those 4 only available in JA2 113 and not in JA2 UB!
JOHN_MERC = 195,
ELIO = 196,
JUAN = 197,
WAHAN = 198,
BUNS_CHAOTIC = 215,
} ;
BOOLEAN LoadMercProfiles(void);
// This function will overload the default for the face index ( which is the ubCharNum )
void SetProfileFaceData( UINT8 ubCharNum, UINT8 ubFaceIndex, UINT16 usEyesX, UINT16 usEyesY, UINT16 usMouthX, UINT16 usMouthY );
SOLDIERTYPE * FindSoldierByProfileID( UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly );
BOOLEAN RecruitRPC( UINT8 ubCharNum );
BOOLEAN RecruitEPC( UINT8 ubCharNum );
BOOLEAN UnRecruitEPC( UINT8 ubCharNum );
INT8 WhichBuddy( UINT8 ubCharNum, UINT8 ubBuddy );
INT8 WhichHated( UINT8 ubCharNum, UINT8 ubHated );
SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam );
BOOLEAN IsProfileATerrorist( UINT8 ubProfile );
BOOLEAN IsProfileAHeadMiner( UINT8 ubProfile );
void UpdateSoldierPointerDataIntoProfile( BOOLEAN fPlayerMercs );
// Returns true if a buddy of the merc is on team
BOOLEAN DoesMercHaveABuddyOnTheTeam( UINT8 ubMercID );
BOOLEAN MercIsHot( SOLDIERTYPE * pSoldier ); // added by SANDRO
BOOLEAN MercIsInTropicalSector( SOLDIERTYPE * pSoldier ); // added by SANDRO
void StartSomeMercsOnAssignment( void );
void DecideOnAssassin( void );
extern BOOLEAN gubNumTerrorists;
void MakeRemainingTerroristsTougher( void );
void MakeRemainingAssassinsTougher( void );
SOLDIERTYPE* SwapToProfile( SOLDIERTYPE * pSoldier, UINT8 ubDestProfile );
BOOLEAN DoesNPCOwnBuilding( SOLDIERTYPE *pSoldier, INT32 sGridNo );
typedef struct
{
CHAR16 zName[NAME_LENGTH];
CHAR16 zNickname[ NICKNAME_LENGTH ];
UINT8 ubFaceIndex;
UINT16 usEyesX;
UINT16 usEyesY;
UINT16 usMouthX;
UINT16 usMouthY;
UINT32 uiEyeDelay;
UINT32 uiMouthDelay;
UINT32 uiBlinkFrequency;
UINT32 uiExpressionFrequency;
PaletteRepID PANTS;
PaletteRepID VEST;
PaletteRepID SKIN;
PaletteRepID HAIR;
INT8 bSex;
UINT8 ubBodyType;
UINT32 uiBodyTypeSubFlags;
INT8 bAttitude;
INT8 bCharacterTrait; // added by SANDRO
INT8 bDisability;
UINT8 ubNeedForSleep;
INT8 bReputationTolerance;
INT8 bDeathRate;
INT8 bLifeMax;
INT8 bLife;
INT8 bStrength;
INT8 bAgility;
INT8 bDexterity;
INT8 bWisdom;
INT8 bMarksmanship;
INT8 bExplosive;
INT8 bLeadership;
INT8 bMedical;
INT8 bMechanical;
INT8 bExpLevel;
BOOLEAN fRegresses;
INT16 bGrowthModifierLife;
INT16 bGrowthModifierStrength;
INT16 bGrowthModifierAgility;
INT16 bGrowthModifierDexterity;
INT16 bGrowthModifierWisdom;
INT16 bGrowthModifierMarksmanship;
INT16 bGrowthModifierExplosive;
INT16 bGrowthModifierLeadership;
INT16 bGrowthModifierMedical;
INT16 bGrowthModifierMechanical;
INT16 bGrowthModifierExpLevel;
// changed by SANDRO
INT8 bOldSkillTrait;
INT8 bOldSkillTrait2;
// added by SANDRO
INT8 bNewSkillTrait1;
INT8 bNewSkillTrait2;
INT8 bNewSkillTrait3;
INT8 bNewSkillTrait4;
INT8 bNewSkillTrait5;
INT8 bNewSkillTrait6;
INT8 bNewSkillTrait7;
INT8 bNewSkillTrait8;
INT8 bNewSkillTrait9;
INT8 bNewSkillTrait10;
INT8 bNewSkillTrait11;
INT8 bNewSkillTrait12;
INT8 bNewSkillTrait13;
INT8 bNewSkillTrait14;
INT8 bNewSkillTrait15;
INT8 bNewSkillTrait16;
INT8 bNewSkillTrait17;
INT8 bNewSkillTrait18;
INT8 bNewSkillTrait19;
INT8 bNewSkillTrait20;
INT8 bNewSkillTrait21;
INT8 bNewSkillTrait22;
INT8 bNewSkillTrait23;
INT8 bNewSkillTrait24;
INT8 bNewSkillTrait25;
INT8 bNewSkillTrait26;
INT8 bNewSkillTrait27;
INT8 bNewSkillTrait28;
INT8 bNewSkillTrait29;
INT8 bNewSkillTrait30;
UINT8 bBuddy[5];
UINT8 bLearnToLike;
INT8 bLearnToLikeTime;
UINT8 bHated[5];
INT8 bHatedTime[5];
UINT8 bLearnToHate;
INT8 bLearnToHateTime;
INT8 bRace;
INT8 bNationality;
INT8 bAppearance;
INT8 bAppearanceCareLevel;
INT8 bRefinement;
INT8 bRefinementCareLevel;
INT8 bHatedNationality;
INT8 bHatedNationalityCareLevel;
INT8 bRacist;
UINT8 bSexist;
INT16 sSalary;
UINT32 uiWeeklySalary;
UINT32 uiBiWeeklySalary;
INT8 bMedicalDeposit;
UINT16 sMedicalDepositAmount;
UINT16 usOptionalGearCost;
INT8 bArmourAttractiveness;
INT8 bMainGunAttractiveness;
// This boolean DOES NOT EXIST in gMercProfiles - it is part of a flag set called ubMiscFlags. This code
// reads the boolean and applies the flag to that flagset, if true.
BOOLEAN fGoodGuy;
UINT16 usApproachFactor[4];
INT8 bMercOpinion[NUMBER_OF_OPINIONS];
UINT32 Type;
UINT16 sSectorX;
UINT16 sSectorY;
INT8 bSectorZ;
UINT8 ubCivilianGroup;
INT8 bTown;
INT8 bTownAttachment;
// Flugente: backgrounds
UINT16 usBackground;
UINT32 usVoiceIndex;
} TEMPPROFILETYPE;
extern TEMPPROFILETYPE tempProfiles[NUM_PROFILES+1];
extern BOOLEAN WriteMercProfiles();
extern BOOLEAN WriteMercOpinions();
void OverwriteMercProfileWithXMLData( UINT32 uiLoop );
void OverwriteMercOpinionsWithXMLData( UINT32 uiLoop );
// SANDRO - added functions
INT8 CheckMercsNearForCharTraits( UINT8 ubProfileID, INT8 bCharTraitID );
INT8 ProfileHasSkillTrait( INT32 ubProfileID, INT8 bSkillTrait );
#endif