mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
WARNING! This will break savegame compatibility. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5316 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2190 lines
75 KiB
C++
2190 lines
75 KiB
C++
#ifndef __SOLDER_CONTROL_H
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#define __SOLDER_CONTROL_H
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//dnl ch33 200909
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// In the future MAXPATROLDGRIDS could be externalized but his value must always be >= OLD_MAXPATROLGRIDS
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#define OLD_MAXPATROLGRIDS 10
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#define MAXPATROLGRIDS OLD_MAXPATROLGRIDS
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#include "Animation Cache.h"
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#include "Timer Control.h"
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#include "vobject.h"
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#include "Overhead Types.h"
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#include "Item Types.h"
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#include "worlddef.h"
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#include <vector>
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#include <iterator>
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#define PTR_CIVILIAN (pSoldier->bTeam == CIV_TEAM)
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#define PTR_CROUCHED (gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_CROUCH)
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#define PTR_STANDING (gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_STAND)
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#define PTR_PRONE (gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_PRONE)
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#define DRUG_TYPE_MAX 32
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// TEMP VALUES FOR NAMES
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#define MAXCIVLASTNAMES 30
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extern UINT16 CivLastNames[MAXCIVLASTNAMES][10];
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#ifdef JA2UB
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//ja25ub
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#define NUM_ASSIST_SLOTS 156 //used for when the player asssists in killing the enemty
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#endif
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// ANDREW: these are defines for OKDestanation usage - please move to approprite file
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#define IGNOREPEOPLE 0
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#define PEOPLETOO 1
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#define ALLPEOPLE 2
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#define FALLINGTEST 3
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#define LOCKED_NO_NEWGRIDNO 2
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// WANNE: Yes I know, we support up to 254 profiles, but because of compatibility, profile Id = 200
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// is not a valid profil. We in MercProfiles.xml, the profile id = 200 should not be used!
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#define NO_PROFILE 200
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#define BATTLE_SND_LOWER_VOLUME 1
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#define TAKE_DAMAGE_GUNFIRE 1
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#define TAKE_DAMAGE_BLADE 2
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#define TAKE_DAMAGE_HANDTOHAND 3
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#define TAKE_DAMAGE_FALLROOF 4
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#define TAKE_DAMAGE_BLOODLOSS 5
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#define TAKE_DAMAGE_EXPLOSION 6
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#define TAKE_DAMAGE_ELECTRICITY 7
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#define TAKE_DAMAGE_GAS 8
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#define TAKE_DAMAGE_TENTACLES 9
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#define TAKE_DAMAGE_STRUCTURE_EXPLOSION 10
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#define TAKE_DAMAGE_OBJECT 11
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#define SOLDIER_UNBLIT_SIZE (75*75*2)
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#define SOLDIER_IS_TACTICALLY_VALID 0x00000001
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#define SOLDIER_SHOULD_BE_TACTICALLY_VALID 0x00000002
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#define SOLDIER_MULTI_SELECTED 0x00000004
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#define SOLDIER_PC 0x00000008
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#define SOLDIER_ATTACK_NOTICED 0x00000010
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#define SOLDIER_PCUNDERAICONTROL 0x00000020
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#define SOLDIER_UNDERAICONTROL 0x00000040
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#define SOLDIER_DEAD 0x00000080
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#define SOLDIER_GREEN_RAY 0x00000100
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#define SOLDIER_LOOKFOR_ITEMS 0x00000200
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#define SOLDIER_ENEMY 0x00000400
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#define SOLDIER_ENGAGEDINACTION 0x00000800
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#define SOLDIER_ROBOT 0x00001000
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#define SOLDIER_MONSTER 0x00002000
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#define SOLDIER_ANIMAL 0x00004000
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#define SOLDIER_VEHICLE 0x00008000
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#define SOLDIER_MULTITILE_NZ 0x00010000
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#define SOLDIER_Z 0x00010000
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#define SOLDIER_MULTITILE_Z 0x00020000
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#define SOLDIER_MULTITILE ( SOLDIER_MULTITILE_Z | SOLDIER_MULTITILE_NZ )
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#define SOLDIER_RECHECKLIGHT 0x00040000
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#define SOLDIER_TURNINGFROMHIT 0x00080000
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#define SOLDIER_BOXER 0x00100000
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#define SOLDIER_LOCKPENDINGACTIONCOUNTER 0x00200000
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#define SOLDIER_COWERING 0x00400000
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#define SOLDIER_MUTE 0x00800000
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#define SOLDIER_GASSED 0x01000000
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#define SOLDIER_OFF_MAP 0x02000000
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#define SOLDIER_PAUSEANIMOVE 0x04000000
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#define SOLDIER_DRIVER 0x08000000
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#define SOLDIER_PASSENGER 0x10000000
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#define SOLDIER_NPC_DOING_PUNCH 0x20000000
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#define SOLDIER_NPC_SHOOTING 0x40000000
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#define SOLDIER_LOOK_NEXT_TURNSOLDIER 0x80000000
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/*
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#define SOLDIER_TRAIT_LOCKPICKING 0x0001
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#define SOLDIER_TRAIT_HANDTOHAND 0x0002
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#define SOLDIER_TRAIT_ELECTRONICS 0x0004
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#define SOLDIER_TRAIT_NIGHTOPS 0x0008
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#define SOLDIER_TRAIT_THROWING 0x0010
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#define SOLDIER_TRAIT_TEACHING 0x0020
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#define SOLDIER_TRAIT_HEAVY_WEAPS 0x0040
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#define SOLDIER_TRAIT_AUTO_WEAPS 0x0080
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#define SOLDIER_TRAIT_STEALTHY 0x0100
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#define SOLDIER_TRAIT_AMBIDEXT 0x0200
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#define SOLDIER_TRAIT_THIEF 0x0400
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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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// 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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#define SOLDIER_QUOTE_SAID_BEING_PUMMELED 0x0004
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#define SOLDIER_QUOTE_SAID_NEED_SLEEP 0x0008
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#define SOLDIER_QUOTE_SAID_LOW_MORAL 0x0010
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#define SOLDIER_QUOTE_SAID_MULTIPLE_CREATURES 0x0020
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#define SOLDIER_QUOTE_SAID_ANNOYING_MERC 0x0040
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#define SOLDIER_QUOTE_SAID_LIKESGUN 0x0080
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#define SOLDIER_QUOTE_SAID_DROWNING 0x0100
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#define SOLDIER_QUOTE_SAID_ROTTINGCORPSE 0x0200
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#define SOLDIER_QUOTE_SAID_SPOTTING_CREATURE_ATTACK 0x0400
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#define SOLDIER_QUOTE_SAID_SMELLED_CREATURE 0x0800
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#define SOLDIER_QUOTE_SAID_ANTICIPATING_DANGER 0x1000
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#define SOLDIER_QUOTE_SAID_WORRIED_ABOUT_CREATURES 0x2000
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#define SOLDIER_QUOTE_SAID_PERSONALITY 0x4000
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#define SOLDIER_QUOTE_SAID_FOUND_SOMETHING_NICE 0x8000
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#define SOLDIER_QUOTE_SAID_EXT_HEARD_SOMETHING 0x0001
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#define SOLDIER_QUOTE_SAID_EXT_SEEN_CREATURE_ATTACK 0x0002
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#define SOLDIER_QUOTE_SAID_EXT_USED_BATTLESOUND_HIT 0x0004
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#define SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL 0x0008
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//Ja25: no mike
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#ifdef JA2UB
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#define SOLDIER_QUOTE_SAID_EXT_MORRIS 0x0010 //Ja25 UB
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#else
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#define SOLDIER_QUOTE_SAID_EXT_MIKE 0x0010
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#endif
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#define SOLDIER_QUOTE_SAID_DONE_ASSIGNMENT 0x0020
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#define SOLDIER_QUOTE_SAID_BUDDY_1_WITNESSED 0x0040
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#define SOLDIER_QUOTE_SAID_BUDDY_2_WITNESSED 0x0080
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#define SOLDIER_QUOTE_SAID_BUDDY_3_WITNESSED 0x0100
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#ifdef JA2UB
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#define SOLDIER_QUOTE_SAID_THOUGHT_KILLED_YOU 0x0200
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#endif
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#define SOLDIER_CONTRACT_RENEW_QUOTE_NOT_USED 0
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#define SOLDIER_CONTRACT_RENEW_QUOTE_89_USED 1
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#define SOLDIER_CONTRACT_RENEW_QUOTE_115_USED 2
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#define SOLDIER_MISC_HEARD_GUNSHOT 0x01
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// make sure soldiers (esp tanks) are not hurt multiple times by explosions
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#define SOLDIER_MISC_HURT_BY_EXPLOSION 0x02
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// should be revealed due to xrays
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#define SOLDIER_MISC_XRAYED 0x04
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#define MAXBLOOD 40
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#define NOBLOOD MAXBLOOD
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#define BLOODTIME 5
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#define FOOTPRINTTIME 2
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#define MIN_BLEEDING_THRESHOLD 12 // you're OK while <4 Yellow life bars
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#define BANDAGED( s ) (s->stats.bLifeMax - s->stats.bLife - s->bBleeding)
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// amount of time a stats is to be displayed differently, due to change
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#define CHANGE_STAT_RECENTLY_DURATION 60000
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// MACROS
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// #######################################################
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#define NO_PENDING_ACTION 255
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#define NO_PENDING_ANIMATION 32001
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#define NO_PENDING_DIRECTION 253
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#define NO_PENDING_STANCE 254
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#define NO_DESIRED_HEIGHT 255
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#define MAX_FULLTILE_DIRECTIONS 3
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//DIGICRAB: Burst UnCap
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//move the size of the spread target buffer to a define
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//so that we can increase it if we can stand breaking the saves
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#define MAX_BURST_SPREAD_TARGETS 6
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#define TURNING_FROM_PRONE_OFF 0
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#define TURNING_FROM_PRONE_ON 1
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#define TURNING_FROM_PRONE_START_UP_FROM_MOVE 2
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#define TURNING_FROM_PRONE_ENDING_UP_FROM_MOVE 3
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//ENUMERATIONS FOR ACTIONS
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enum
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{
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MERC_OPENDOOR,
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MERC_OPENSTRUCT,
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MERC_PICKUPITEM,
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MERC_PUNCH,
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MERC_KNIFEATTACK,
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MERC_GIVEAID,
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MERC_GIVEITEM,
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MERC_WAITFOROTHERSTOTRIGGER,
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MERC_CUTFFENCE,
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MERC_DROPBOMB,
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MERC_STEAL,
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MERC_TALK,
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MERC_ENTER_VEHICLE,
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MERC_REPAIR,
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MERC_RELOADROBOT,
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MERC_TAKEBLOOD,
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MERC_ATTACH_CAN,
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MERC_FUEL_VEHICLE,
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};
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// ENUMERATIONS FOR THROW ACTIONS
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enum
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{
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NO_THROW_ACTION,
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THROW_ARM_ITEM,
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THROW_TARGET_MERC_CATCH,
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};
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// An enumeration for playing battle sounds
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enum
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{
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BATTLE_SOUND_OK1,
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BATTLE_SOUND_OK2,
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BATTLE_SOUND_COOL1,
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BATTLE_SOUND_CURSE1,
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BATTLE_SOUND_HIT1,
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BATTLE_SOUND_HIT2,
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BATTLE_SOUND_LAUGH1,
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BATTLE_SOUND_ATTN1,
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BATTLE_SOUND_DIE1,
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BATTLE_SOUND_HUMM,
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BATTLE_SOUND_NOTHING,
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BATTLE_SOUND_GOTIT,
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BATTLE_SOUND_LOWMARALE_OK1,
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BATTLE_SOUND_LOWMARALE_OK2,
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BATTLE_SOUND_LOWMARALE_ATTN1,
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BATTLE_SOUND_LOCKED,
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BATTLE_SOUND_ENEMY,
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NUM_MERC_BATTLE_SOUNDS
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};
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//different kinds of merc
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enum
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{
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MERC_TYPE__PLAYER_CHARACTER,
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MERC_TYPE__AIM_MERC,
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MERC_TYPE__MERC,
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MERC_TYPE__NPC,
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MERC_TYPE__EPC,
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MERC_TYPE__NPC_WITH_UNEXTENDABLE_CONTRACT,
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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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UINT32 uiSectorId;
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UINT32 uiEta;
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BOOLEAN fSpeed;
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struct path *pNext;
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struct path *pPrev;
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};
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typedef struct path PathSt;
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typedef PathSt *PathStPtr;
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//used for color codes, but also shows the enemy type for debugging purposes
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enum
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{
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SOLDIER_CLASS_NONE,
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SOLDIER_CLASS_ADMINISTRATOR,
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SOLDIER_CLASS_ELITE,
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SOLDIER_CLASS_ARMY,
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SOLDIER_CLASS_GREEN_MILITIA,
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SOLDIER_CLASS_REG_MILITIA,
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SOLDIER_CLASS_ELITE_MILITIA,
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SOLDIER_CLASS_CREATURE,
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SOLDIER_CLASS_MINER,
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SOLDIER_CLASS_ZOMBIE,
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};
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#define SOLDIER_CLASS_ENEMY( bSoldierClass ) ( ( bSoldierClass >= SOLDIER_CLASS_ADMINISTRATOR ) && ( bSoldierClass <= SOLDIER_CLASS_ARMY ) )
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#define SOLDIER_CLASS_MILITIA( bSoldierClass ) ( ( bSoldierClass >= SOLDIER_CLASS_GREEN_MILITIA ) && ( bSoldierClass <= SOLDIER_CLASS_ELITE_MILITIA ) )
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// Types of uniforms available
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enum
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{
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UNIFORM_ENEMY_ADMIN = 0,
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UNIFORM_ENEMY_TROOP,
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UNIFORM_ENEMY_ELITE,
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UNIFORM_MILITIA_ROOKIE,
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UNIFORM_MILITIA_REGULAR,
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UNIFORM_MILITIA_ELITE,
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NUM_UNIFORMS,
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};
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// enum of uniform pieces
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typedef struct
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{
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PaletteRepID vest;
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PaletteRepID pants;
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}UNIFORMCOLORS;
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// HEADROCK HAM 3.6: Uniform colors for the different soldier classes
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extern UNIFORMCOLORS gUniformColors[NUM_UNIFORMS];
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// This macro should be used whenever we want to see if someone is neutral
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// IF WE ARE CONSIDERING ATTACKING THEM. Creatures & bloodcats will attack neutrals
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// but they can't attack empty vehicles!!
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#define CONSIDERED_NEUTRAL( me, them ) ( (them->aiData.bNeutral) && ( me->bTeam != CREATURE_TEAM || (them->flags.uiStatusFlags & SOLDIER_VEHICLE) ) )
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typedef struct
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{
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UINT8 ubKeyID;
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UINT8 ubNumber;
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} KEY_ON_RING;
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typedef struct
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{
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float dX;
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float dY;
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float dZ;
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float dForceX;
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float dForceY;
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float dForceZ;
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float dLifeSpan;
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UINT8 ubActionCode;
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UINT32 uiActionData;
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} THROW_PARAMS;
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#define DELAYED_MOVEMENT_FLAG_PATH_THROUGH_PEOPLE 0x01
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// reasons for being unable to continue movement
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enum
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{
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REASON_STOPPED_NO_APS,
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REASON_STOPPED_SIGHT,
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};
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enum
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{
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HIT_BY_TEARGAS = 0x01,
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HIT_BY_MUSTARDGAS = 0x02,
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HIT_BY_CREATUREGAS = 0x04,
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HIT_BY_BURNABLEGAS = 0x08,
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HIT_BY_SMOKEGAS = 0x10,//dnl ch40 200909
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};
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struct LEVELNODE;
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//ADB makes the code clearer, used like "thisSoldier->foo();"
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//CHRISL: Not sure if it make the code easier to read or not, but it does make it harder to debug
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//#define thisSoldier this
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//forward declarations for versioning, it's so long I want it at the end
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class OLDSOLDIERTYPE_101;
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//ADB inventory needs a little work, for instance, how to get objects and counts to agree on sizes?
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//also makes things more bloated when saving
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class Inventory {
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public:
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// Constructors
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// Create an inventory with a fixed maximum number of slots
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Inventory(int slotCount = NUM_INV_SLOTS);
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// Copy Constructor
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Inventory(const Inventory&);
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// Assignment operator
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Inventory& operator=(const Inventory&);
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// Destructor
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~Inventory();
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// Index operator
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OBJECTTYPE& operator [] (unsigned int idx);
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BOOLEAN Load( HWFILE hFile );
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BOOLEAN Load( INT8** hBuffer, float dMajorMapVersion, UINT8 ubMinorMapVersion);
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BOOLEAN Save( HWFILE hFile, bool fSavingMap );
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// Removes all items from the inventory
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void clear();
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// How any slots are there in this inventory?
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unsigned int size() const;
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//temporarily? public
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std::vector<int> bNewItemCount;
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std::vector<int> bNewItemCycleCount;
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private:
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std::vector<OBJECTTYPE> inv;
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};
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// Added for new inventory system to work
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class STRUCT_AIData//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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public:
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// AI STUFF from before the changes to the memory structure
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INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database
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INT8 bLastAction;
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INT8 bAction;
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INT32 usActionData;
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INT8 bNextAction;
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INT32 usNextActionData;
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INT8 bActionInProgress;
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INT8 bAlertStatus;
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INT8 bOppCnt;
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INT8 bNeutral;
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INT8 bNewSituation;
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INT8 bNextTargetLevel;
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INT8 bOrders;
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INT8 bAttitude;
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INT8 bUnderFire;
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INT8 bShock;
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INT8 bUnderEscort;
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INT8 bBypassToGreen;
|
|
UINT8 ubLastMercToRadio;
|
|
INT8 bDominantDir; // AI main direction to face...
|
|
INT8 bPatrolCnt; // number of patrol gridnos
|
|
INT8 bNextPatrolPnt; // index to next patrol gridno
|
|
INT32 sPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL
|
|
INT32 sNoiseGridno;
|
|
UINT8 ubNoiseVolume;
|
|
INT8 bLastAttackHit;
|
|
UINT8 ubXRayedBy;
|
|
FLOAT dHeightAdjustment;
|
|
INT8 bMorale;
|
|
INT8 bTeamMoraleMod;
|
|
INT8 bTacticalMoraleMod;
|
|
INT8 bStrategicMoraleMod;
|
|
INT8 bAIMorale;
|
|
UINT8 ubPendingAction;
|
|
UINT8 ubPendingActionAnimCount;
|
|
UINT32 uiPendingActionData1;
|
|
INT32 sPendingActionData2;
|
|
INT8 bPendingActionData3;
|
|
INT8 ubDoorHandleCode;
|
|
UINT32 uiPendingActionData4;
|
|
INT8 bInterruptDuelPts;
|
|
INT8 bPassedLastInterrupt;
|
|
INT16 bIntStartAPs; //100AP
|
|
INT8 bMoved;
|
|
INT8 bHunting;
|
|
UINT8 ubLastCall;
|
|
UINT8 ubCaller;
|
|
INT32 sCallerGridNo;
|
|
UINT8 bCallPriority;
|
|
INT8 bCallActedUpon;
|
|
INT8 bFrenzied;
|
|
INT8 bNormalSmell;
|
|
INT8 bMonsterSmell;
|
|
INT8 bMobility;
|
|
INT8 bRTPCombat;
|
|
INT8 fAIFlags;
|
|
INT16 bAimTime; //100AP
|
|
INT8 bShownAimTime;
|
|
UINT8 ubInterruptCounter[MAX_NUM_SOLDIERS]; // SANDRO - interrupt counter added
|
|
};
|
|
|
|
class STRUCT_Flags//last edited at version 102
|
|
{
|
|
public:
|
|
void ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src);
|
|
|
|
public:
|
|
// flags from before the changes to the memory structure
|
|
INT8 bHasKeys; // allows AI controlled dudes to open locked doors
|
|
BOOLEAN fDelayedMovement;
|
|
BOOLEAN fTurnInProgress;
|
|
BOOLEAN fBeginFade;
|
|
INT8 bTurningFromPronePosition;
|
|
BOOLEAN fDontChargeReadyAPs;
|
|
BOOLEAN fPrevInWater;
|
|
BOOLEAN fGoBackToAimAfterHit;
|
|
BOOLEAN fForceRenderColor;
|
|
BOOLEAN fForceNoRenderPaletteCycle;
|
|
BOOLEAN fStopPendingNextTile;
|
|
BOOLEAN fUIMovementFast;
|
|
BOOLEAN fForceShade;
|
|
BOOLEAN fDeadSoundPlayed;
|
|
BOOLEAN fClosePanel;
|
|
BOOLEAN fClosePanelToDie;
|
|
BOOLEAN fDeadPanel;
|
|
BOOLEAN fOpenPanel;
|
|
BOOLEAN fIntendedTarget; // intentionally shot?
|
|
BOOLEAN fPauseAllAnimation;
|
|
BOOLEAN fContinueMoveAfterStanceChange;
|
|
BOOLEAN fHoldAttackerUntilDone;
|
|
BOOLEAN fWarnedAboutBleeding;
|
|
BOOLEAN fDyingComment;
|
|
BOOLEAN fTurningToShoot;
|
|
BOOLEAN fTurningToFall;
|
|
BOOLEAN fTurningUntilDone;
|
|
BOOLEAN fGettingHit;
|
|
BOOLEAN fInNonintAnim;
|
|
BOOLEAN fFlashLocator;
|
|
BOOLEAN fShowLocator;
|
|
BOOLEAN fFlashPortrait;
|
|
BOOLEAN fNoAPToFinishMove;
|
|
BOOLEAN fPausedMove;
|
|
BOOLEAN fUIdeadMerc; // UI Flags for removing a newly dead merc
|
|
BOOLEAN fUInewMerc; // UI Flags for adding newly created merc ( panels, etc )
|
|
BOOLEAN fUICloseMerc; // UI Flags for closing panels
|
|
BOOLEAN fUIFirstTimeNOAP; // UI Flag for diming guys when no APs ( dirty flags )
|
|
BOOLEAN fUIFirstTimeUNCON; // UI FLAG For unconscious dirty
|
|
BOOLEAN fReloading;
|
|
BOOLEAN fPauseAim;
|
|
BOOLEAN fInMissionExitNode;
|
|
BOOLEAN fBetweenSectors; //set when the group isn't actually in a sector.
|
|
BOOLEAN fReactingFromBeingShot;
|
|
BOOLEAN fCheckForNewlyAddedItems;
|
|
BOOLEAN fBlockedByAnotherMerc;
|
|
BOOLEAN fContractPriceHasIncreased;
|
|
BOOLEAN fFixingSAMSite;
|
|
BOOLEAN fFixingRobot;
|
|
BOOLEAN fSignedAnotherContract;
|
|
BOOLEAN fDontChargeTurningAPs;
|
|
BOOLEAN fChangingStanceDueToSuppression;
|
|
BOOLEAN fForcedToStayAwake; // forced by player to stay awake, reset to false, the moment they are set to rest or sleep
|
|
BOOLEAN fDoSpread;
|
|
BOOLEAN fIsSoldierMoving; // ie. Record time is on
|
|
BOOLEAN fIsSoldierDelayed; //Is the soldier delayed Soldier
|
|
BOOLEAN fSoldierUpdatedFromNetwork;
|
|
BOOLEAN fSayAmmoQuotePending;
|
|
BOOLEAN fMuzzleFlash;
|
|
BOOLEAN fMercCollapsedFlag;
|
|
BOOLEAN fDoneAssignmentAndNothingToDoFlag;
|
|
BOOLEAN fMercAsleep;
|
|
BOOLEAN fDontChargeAPsForStanceChange;
|
|
BOOLEAN fSoldierWasMoving;
|
|
BOOLEAN fDontUnsetLastTargetFromTurn;
|
|
BOOLEAN fUseMoverrideMoveSpeed;
|
|
BOOLEAN fDieSoundUsed;
|
|
BOOLEAN fUseLandingZoneForArrival;
|
|
BOOLEAN fComplainedThatTired;
|
|
BOOLEAN fRTInNonintAnim;
|
|
|
|
UINT8 fHitByGasFlags; // flags
|
|
INT8 fDisplayDamage;
|
|
INT8 fCloseCall;
|
|
INT8 fTryingToFall;
|
|
INT8 fPastXDest;
|
|
INT8 fPastYDest;
|
|
BOOLEAN fFallClockwise;
|
|
BOOLEAN fDoingExternalDeath;
|
|
BOOLEAN autofireLastStep;
|
|
BOOLEAN lastFlankLeft;
|
|
UINT32 uiStatusFlags;
|
|
|
|
//LBE node stuff
|
|
BOOLEAN ZipperFlag;
|
|
BOOLEAN DropPackFlag;
|
|
|
|
};
|
|
|
|
class STRUCT_TimeChanges//last edited at version 102
|
|
{
|
|
public:
|
|
void ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src);
|
|
// time changes...when a stat was changed according to GetJA2Clock();
|
|
UINT32 uiChangeLevelTime;
|
|
UINT32 uiChangeHealthTime;
|
|
UINT32 uiChangeStrengthTime;
|
|
UINT32 uiChangeDexterityTime;
|
|
UINT32 uiChangeAgilityTime;
|
|
UINT32 uiChangeWisdomTime;
|
|
UINT32 uiChangeLeadershipTime;
|
|
UINT32 uiChangeMarksmanshipTime;
|
|
UINT32 uiChangeExplosivesTime;
|
|
UINT32 uiChangeMedicalTime;
|
|
UINT32 uiChangeMechanicalTime;
|
|
};
|
|
|
|
class STRUCT_Drugs//last edited at version 102
|
|
{
|
|
public:
|
|
void ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src);
|
|
INT8 bFutureDrugEffect[DRUG_TYPE_MAX]; // value to represent effect of a needle
|
|
INT8 bDrugEffectRate[DRUG_TYPE_MAX]; // represents rate of increase and decrease of effect
|
|
INT8 bDrugEffect[DRUG_TYPE_MAX]; // value that affects AP & morale calc ( -ve is poorly )
|
|
INT8 bDrugSideEffectRate[DRUG_TYPE_MAX]; // duration of negative AP and morale effect
|
|
INT8 bDrugSideEffect[DRUG_TYPE_MAX]; // duration of negative AP and morale effect
|
|
INT8 bTimesDrugUsedSinceSleep[DRUG_TYPE_MAX];
|
|
};
|
|
|
|
class STRUCT_TimeCounters//last edited at version 102
|
|
{
|
|
public:
|
|
void ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src);
|
|
TIMECOUNTER UpdateCounter;
|
|
TIMECOUNTER DamageCounter;
|
|
TIMECOUNTER ReloadCounter;
|
|
TIMECOUNTER FlashSelCounter;
|
|
TIMECOUNTER AICounter;
|
|
TIMECOUNTER FadeCounter;
|
|
TIMECOUNTER PanelAnimateCounter;
|
|
TIMECOUNTER BlinkSelCounter;
|
|
TIMECOUNTER PortraitFlashCounter;
|
|
TIMECOUNTER NextTileCounter;
|
|
};
|
|
|
|
class STRUCT_Statistics//last edited at version 102
|
|
{
|
|
public:
|
|
void ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src);
|
|
INT8 bExpLevel; // general experience level
|
|
INT8 bLife; // current life (hit points or health)
|
|
INT8 bLifeMax; // maximum life for this merc
|
|
INT8 bStrength;
|
|
INT8 bAgility; // agility (speed) value
|
|
INT8 bDexterity; // dexterity (hand coord) value
|
|
INT8 bWisdom;
|
|
INT8 bLeadership;
|
|
INT8 bMarksmanship;
|
|
INT8 bMechanical;
|
|
INT8 bExplosive;
|
|
INT8 bMedical;
|
|
INT8 bScientific;
|
|
UINT8 ubSkillTraits[30];
|
|
//UINT8 ubSkillTrait2;
|
|
//UINT8 ubSkillTrait3; // added by SANDRO
|
|
};
|
|
|
|
class STRUCT_Pathing//last edited at version 102
|
|
{
|
|
public:
|
|
void ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src);
|
|
// WALKING STUFF
|
|
INT8 bDesiredDirection;
|
|
INT16 sDestXPos;
|
|
INT16 sDestYPos;
|
|
//INT32 sDesiredDest;//apparently not used
|
|
INT32 sDestination;
|
|
INT32 sFinalDestination;
|
|
INT8 bLevel;
|
|
INT8 bStopped;
|
|
INT8 bNeedToLook;
|
|
// PATH STUFF
|
|
UINT16 usPathingData[ MAX_PATH_LIST_SIZE ];
|
|
UINT16 usPathDataSize;
|
|
UINT16 usPathIndex;
|
|
INT32 sBlackList;
|
|
INT8 bPathStored; // good for AI to reduct redundancy
|
|
};
|
|
|
|
class SOLDIERTYPE//last edited at version 102
|
|
{
|
|
public:
|
|
// Conversion operator
|
|
SOLDIERTYPE& operator=(const OLDSOLDIERTYPE_101&);
|
|
|
|
// Constructor
|
|
SOLDIERTYPE();
|
|
// Copy Constructor
|
|
SOLDIERTYPE(const SOLDIERTYPE&);
|
|
// Assignment operator
|
|
SOLDIERTYPE& operator=(const SOLDIERTYPE&);
|
|
// Destructor
|
|
~SOLDIERTYPE();
|
|
|
|
BOOLEAN Load(HWFILE hFile);
|
|
BOOLEAN Save(HWFILE hFile);
|
|
UINT32 GetChecksum();
|
|
|
|
// Initialize the soldier.
|
|
// Use this instead of the old method of calling memset.
|
|
// Note that the constructor does this automatically.
|
|
void initialize();
|
|
bool exists();
|
|
|
|
// Note: Place all non-POD items at the end (after endOfPOD)
|
|
// The format of this structure affects what is written into and read from various
|
|
// files (maps, save files, etc.). If you change it then that code will not work
|
|
// properly until it is all fixed and the files updated.
|
|
public:
|
|
// ID
|
|
UINT8 ubID;
|
|
UINT8 bReserved1;
|
|
CHAR16 name[ 10 ];
|
|
|
|
INT16 GetMaxDistanceVisible(INT32 sGridNo = -1, INT8 bLevel = -1, int calcAsType = -1);
|
|
|
|
// DESCRIPTION / STATS, ETC
|
|
UINT8 ubBodyType;
|
|
INT16 bActionPoints; //100AP
|
|
INT16 bInitialActionPoints; //100AP
|
|
INT8 bOldLife; // life at end of last turn, recorded for monster AI
|
|
INT8 bVisible; // to render or not to render...
|
|
INT8 bActive;
|
|
INT8 bTeam; // Team identifier
|
|
|
|
|
|
OBJECTTYPE *pTempObject;
|
|
KEY_ON_RING *pKeyRing;
|
|
|
|
UINT8 bInSector;
|
|
INT8 bFlashPortraitFrame;
|
|
INT16 sFractLife; // fraction of life pts (in hundreths)
|
|
INT8 bBleeding; // blood loss control variable
|
|
INT8 bBreath; // current breath value
|
|
INT8 bBreathMax; // max breath, affected by fatigue/sleep
|
|
INT8 bStealthMode;
|
|
INT16 sBreathRed; // current breath value
|
|
|
|
|
|
UINT8 ubWaitActionToDo;
|
|
INT8 ubInsertionDirection;
|
|
INT8 bGunType;
|
|
UINT8 ubOppNum;
|
|
INT8 bLastRenderVisibleValue;
|
|
UINT8 ubAttackingHand;
|
|
INT16 sWeightCarriedAtTurnStart;
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
// SANDRO - added following
|
|
// values for surgery feature
|
|
INT32 iHealableInjury;
|
|
BOOLEAN fDoingSurgery;
|
|
// value for unregainable breath feature (for Martial Arts)
|
|
signed long lUnregainableBreath;
|
|
// this stores possible stats lost due to critical hits
|
|
UINT8 ubCriticalStatDamage[ NUM_DAMAGABLE_STATS ];
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//NEW MOVEMENT INFORMATION for Strategic Movement
|
|
UINT8 ubGroupID; //the movement group the merc is currently part of.
|
|
//sSectorX and sSectorY will reflect the sector the
|
|
//merc was at last.
|
|
|
|
UINT8 ubMovementNoiseHeard;// 8 flags by direction
|
|
|
|
|
|
// WORLD POSITION STUFF
|
|
FLOAT dXPos;
|
|
FLOAT dYPos;
|
|
// HEADROCK HAM 4: These two vars are appropriated for the new Shooting Mechanism.
|
|
// They represent the soldier's position at the start of his turn.
|
|
//FLOAT dOldXPos;
|
|
//FLOAT dOldYPos;
|
|
INT16 sOldXPos;
|
|
INT16 sOldYPos;
|
|
INT32 sInitialGridNo;
|
|
INT32 sGridNo;
|
|
UINT8 ubDirection;
|
|
INT16 sHeightAdjustment;
|
|
INT16 sDesiredHeight;
|
|
INT32 sTempNewGridNo; // New grid no for advanced animations
|
|
INT16 sRoomNo;
|
|
INT8 bOverTerrainType;
|
|
INT8 bOldOverTerrainType;
|
|
|
|
INT8 bCollapsed; // collapsed due to being out of APs
|
|
INT8 bBreathCollapsed; // collapsed due to being out of APs
|
|
|
|
|
|
UINT8 ubDesiredHeight;
|
|
UINT16 usPendingAnimation;
|
|
UINT8 ubPendingStanceChange;
|
|
UINT16 usAnimState;
|
|
|
|
|
|
|
|
|
|
UINT32 uiAIDelay;
|
|
INT16 sReloadDelay;
|
|
UINT8 ubAttackerID;
|
|
UINT8 ubPreviousAttackerID;
|
|
|
|
INT32 sInsertionGridNo;
|
|
|
|
|
|
AnimationSurfaceCacheType AnimCache; // will be 9 bytes once changed to pointers
|
|
|
|
UINT8 bSide;
|
|
UINT8 bViewRange;
|
|
INT8 bNewOppCnt;
|
|
INT8 bService; // first aid, or other time consuming process
|
|
|
|
UINT16 usAniCode;
|
|
UINT16 usAniFrame;
|
|
INT16 sAniDelay;
|
|
|
|
// MOVEMENT TO NEXT TILE HANDLING STUFF
|
|
UINT8 ubDelayedMovementCauseMerc;
|
|
INT32 sDelayedMovementCauseGridNo;
|
|
INT32 sReservedMovementGridNo;
|
|
|
|
|
|
// Weapon Stuff
|
|
INT32 sTargetGridNo;
|
|
INT8 bTargetLevel;
|
|
INT8 bTargetCubeLevel;
|
|
INT32 sLastTarget;
|
|
// HEADROCK HAM 4: the muzzle offset of the shooter's previous bullet. (NCTH)
|
|
FLOAT dPrevMuzzleOffsetX;
|
|
FLOAT dPrevMuzzleOffsetY;
|
|
// HEADROCK HAM 4: Two more values. These record the shooter's previous Counter Force applied on the gun.
|
|
FLOAT dPrevCounterForceX;
|
|
FLOAT dPrevCounterForceY;
|
|
// CHRISL: Track initial offsets for autofire
|
|
FLOAT dInitialMuzzleOffsetX;
|
|
FLOAT dInitialMuzzleOffsetY;
|
|
|
|
INT8 bTilesMoved;
|
|
FLOAT dNextBleed;
|
|
|
|
UINT8 ubTilesMovedPerRTBreathUpdate;
|
|
UINT16 usLastMovementAnimPerRTBreathUpdate;
|
|
|
|
INT16 sLocatorFrame;
|
|
|
|
INT32 iFaceIndex;
|
|
|
|
// FULL 3-d TILE STUFF ( keep records of three tiles infront )
|
|
UINT16 usFrontArcFullTileList[ MAX_FULLTILE_DIRECTIONS ];
|
|
INT32 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ];
|
|
|
|
|
|
// PALETTE MANAGEMENT STUFF
|
|
PaletteRepID HeadPal; // 30
|
|
PaletteRepID PantsPal; // 30
|
|
PaletteRepID VestPal; // 30
|
|
PaletteRepID SkinPal; // 30
|
|
PaletteRepID MiscPal; // 30
|
|
|
|
|
|
|
|
|
|
SGPPaletteEntry *p8BPPPalette; // 4
|
|
UINT16 *p16BPPPalette;
|
|
UINT16 *pShades[ NUM_SOLDIER_SHADES ]; // Shading tables
|
|
UINT16 *pGlowShades[ 20 ]; //
|
|
UINT16 *pCurrentShade;
|
|
UINT8 ubFadeLevel;
|
|
UINT8 ubServiceCount;
|
|
UINT8 ubServicePartner;
|
|
THROW_PARAMS *pThrowParams;
|
|
INT8 bReverse;
|
|
LEVELNODE *pLevelNode;
|
|
LEVELNODE *pExternShadowLevelNode;
|
|
LEVELNODE *pRoofUILevelNode;
|
|
|
|
|
|
|
|
|
|
// UNBLIT BACKGROUND
|
|
UINT16 *pBackGround;
|
|
UINT16 *pZBackground;
|
|
UINT16 usUnblitX, usUnblitY;
|
|
UINT16 usUnblitWidth, usUnblitHeight;
|
|
|
|
UINT8 ubStrategicInsertionCode;
|
|
INT32 usStrategicInsertionData;
|
|
|
|
|
|
INT32 iLight;
|
|
INT32 iMuzFlash;
|
|
INT8 bMuzFlashCount;
|
|
|
|
|
|
INT16 sX;
|
|
INT16 sY;
|
|
|
|
UINT16 usOldAniState;
|
|
INT16 sOldAniCode;
|
|
|
|
INT8 bBulletsLeft;
|
|
UINT8 ubSuppressionPoints;
|
|
|
|
// STUFF FOR RANDOM ANIMATIONS
|
|
UINT32 uiTimeOfLastRandomAction;
|
|
INT16 usLastRandomAnim;
|
|
|
|
|
|
|
|
UINT16 usAnimSurface;
|
|
UINT16 sZLevel;
|
|
|
|
INT32 sWalkToAttackGridNo;
|
|
INT16 sWalkToAttackWalkToCost;
|
|
|
|
|
|
INT16 sLocatorOffX;
|
|
INT16 sLocatorOffY;
|
|
UINT16 *pForcedShade;
|
|
|
|
INT8 bDisplayDamageCount;
|
|
INT16 sDamage;
|
|
INT16 sDamageX;
|
|
INT16 sDamageY;
|
|
INT8 bDamageDir;
|
|
INT8 bDoBurst;
|
|
INT16 usUIMovementMode;
|
|
INT8 bUIInterfaceLevel;
|
|
|
|
UINT8 ubProfile;
|
|
UINT8 ubQuoteRecord;
|
|
UINT8 ubQuoteActionID;
|
|
UINT8 ubBattleSoundID;
|
|
|
|
UINT8 ubClosePanelFrame;
|
|
UINT8 ubDeadPanelFrame;
|
|
INT8 bOpenPanelFrame;
|
|
|
|
INT16 sPanelFaceX;
|
|
INT16 sPanelFaceY;
|
|
|
|
// QUOTE STUFF
|
|
INT8 bNumHitsThisTurn;
|
|
UINT16 usQuoteSaidFlags;
|
|
INT8 bLastSkillCheck;
|
|
INT8 ubSkillCheckAttempts;
|
|
|
|
INT8 bVocalVolume; // verbal sounds need to differ in volume
|
|
|
|
INT8 bStartFallDir;
|
|
|
|
UINT8 ubPendingDirection;
|
|
UINT32 uiAnimSubFlags;
|
|
|
|
UINT8 bAimShotLocation;
|
|
UINT8 ubHitLocation;
|
|
|
|
UINT16 *pEffectShades[ NUM_SOLDIER_EFFECTSHADES ]; // Shading tables for effects
|
|
|
|
UINT8 ubPlannedUIAPCost;
|
|
INT16 sPlannedTargetX;
|
|
INT16 sPlannedTargetY;
|
|
|
|
INT32 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ];
|
|
INT32 sStartGridNo;
|
|
INT32 sEndGridNo;
|
|
INT32 sForcastGridno;
|
|
INT16 sZLevelOverride;
|
|
INT8 bMovedPriorToInterrupt;
|
|
INT32 iEndofContractTime; // time, in global time(resolution, minutes) that merc will leave, or if its a M.E.R.C. merc it will be set to -1. -2 for NPC and player generated
|
|
INT32 iStartContractTime;
|
|
INT32 iTotalContractLength; // total time of AIM mercs contract or the time since last paid for a M.E.R.C. merc
|
|
INT32 iNextActionSpecialData; // AI special action data record for the next action
|
|
UINT8 ubWhatKindOfMercAmI; //Set to the type of character it is
|
|
INT8 bAssignment; // soldiers current assignment
|
|
INT8 bOldAssignment; // old assignment, for autosleep purposes
|
|
INT8 bTrainStat; // current stat soldier is training
|
|
INT16 sSectorX; // X position on the Stategic Map
|
|
INT16 sSectorY; // Y position on the Stategic Map
|
|
INT8 bSectorZ; // Z sector location
|
|
INT32 iVehicleId; // the id of the vehicle the char is in
|
|
PathStPtr pMercPath; //Path Structure
|
|
UINT16 usMedicalDeposit; // is there a medical deposit on merc
|
|
UINT16 usLifeInsurance; // is there life insurance taken out on merc
|
|
|
|
|
|
//DEF: Used for the communications
|
|
UINT32 uiStartMovementTime; // the time since the merc first started moving
|
|
UINT32 uiOptimumMovementTime; // everytime in ececute overhead the time for the current ani will be added to this total
|
|
UINT32 usLastUpdateTime ; // The last time the soldier was in ExecuteOverhead
|
|
|
|
UINT32 uiSoldierUpdateNumber;
|
|
BYTE ubSoldierUpdateType;
|
|
INT32 sScheduledStop; //hayden, used for scheduling a grid to stop
|
|
//END
|
|
|
|
INT32 iStartOfInsuranceContract;
|
|
UINT32 uiLastAssignmentChangeMin; // timestamp of last assignment change in minutes
|
|
INT32 iTotalLengthOfInsuranceContract;
|
|
|
|
UINT8 ubSoldierClass; //admin, elite, troop (creature types?)
|
|
UINT8 ubAPsLostToSuppression;
|
|
UINT8 ubSuppressorID;
|
|
|
|
//Squad merging vars
|
|
UINT8 ubDesiredSquadAssignment;
|
|
UINT8 ubNumTraversalsAllowedToMerge;
|
|
|
|
UINT16 usPendingAnimation2;
|
|
UINT8 ubCivilianGroup;
|
|
|
|
|
|
UINT32 uiUniqueSoldierIdValue; // the unique value every instance of a soldier gets - 1 is the first valid value
|
|
|
|
INT8 bEndDoorOpenCode;
|
|
|
|
UINT8 ubScheduleID;
|
|
INT32 sEndDoorOpenCodeData;//dnl ch53 121009
|
|
INT8 bBlockedByAnotherMercDirection;
|
|
UINT16 usAttackingWeapon;
|
|
INT8 bWeaponMode;
|
|
UINT8 ubTargetID;
|
|
INT8 bAIScheduleProgress;
|
|
INT32 sOffWorldGridNo;
|
|
struct TAG_anitile *pAniTile;
|
|
INT8 bCamo;
|
|
INT32 sAbsoluteFinalDestination;
|
|
UINT8 ubHiResDirection;
|
|
UINT8 ubHiResDesiredDirection;
|
|
UINT8 ubLastFootPrintSound;
|
|
INT8 bVehicleID;
|
|
INT8 bMovementDirection;
|
|
INT32 sOldGridNo;
|
|
UINT16 usDontUpdateNewGridNoOnMoveAnimChange;
|
|
INT16 sBoundingBoxWidth;
|
|
INT16 sBoundingBoxHeight;
|
|
INT16 sBoundingBoxOffsetX;
|
|
INT16 sBoundingBoxOffsetY;
|
|
UINT32 uiTimeSameBattleSndDone;
|
|
INT8 bOldBattleSnd;
|
|
INT32 iBurstSoundID;
|
|
INT8 bSlotItemTakenFrom;
|
|
UINT8 ubAutoBandagingMedic;
|
|
UINT8 ubRobotRemoteHolderID;
|
|
UINT32 uiTimeOfLastContractUpdate;
|
|
INT8 bTypeOfLastContract;
|
|
INT8 bTurnsCollapsed;
|
|
INT8 bSleepDrugCounter;
|
|
UINT8 ubMilitiaKills;
|
|
|
|
|
|
INT8 bBlindedCounter;
|
|
|
|
UINT8 ubHoursOnAssignment; // used for assignments handled only every X hours
|
|
|
|
UINT8 ubMercJustFired; // the merc was just fired..there may be dialogue events occuring, this flag will prevent any interaction with contracts
|
|
// until after the merc leaves
|
|
UINT8 ubTurnsUntilCanSayHeardNoise;
|
|
UINT16 usQuoteSaidExtFlags;
|
|
|
|
INT32 sContPathLocation;//dnl ch53 was UINT16
|
|
INT8 bGoodContPath;
|
|
UINT8 ubPendingActionInterrupted;
|
|
INT8 bNoiseLevel;
|
|
INT8 bRegenerationCounter;
|
|
INT8 bRegenBoostersUsedToday;
|
|
INT8 bNumPelletsHitBy;
|
|
INT32 sSkillCheckGridNo;
|
|
UINT8 ubLastEnemyCycledID;
|
|
|
|
UINT8 ubPrevSectorID;
|
|
UINT8 ubNumTilesMovesSinceLastForget;
|
|
INT8 bTurningIncrement;
|
|
UINT32 uiBattleSoundID;
|
|
|
|
UINT16 usValueGoneUp;
|
|
|
|
UINT8 ubNumLocateCycles;
|
|
UINT8 ubDelayedMovementFlags;
|
|
UINT8 ubCTGTTargetID;
|
|
|
|
UINT32 uiMercChecksum;
|
|
|
|
INT8 bCurrentCivQuote;
|
|
INT8 bCurrentCivQuoteDelta;
|
|
UINT8 ubMiscSoldierFlags;
|
|
UINT8 ubReasonCantFinishMove;
|
|
|
|
INT32 sLocationOfFadeStart;
|
|
UINT8 bUseExitGridForReentryDirection;
|
|
|
|
UINT32 uiTimeSinceLastSpoke;
|
|
UINT8 ubContractRenewalQuoteCode;
|
|
INT32 sPreTraversalGridNo;
|
|
UINT32 uiXRayActivatedTime;
|
|
INT8 bTurningFromUI;
|
|
INT8 bPendingActionData5;
|
|
|
|
INT8 bDelayedStrategicMoraleMod;
|
|
UINT8 ubDoorOpeningNoise;
|
|
|
|
struct GROUP *pGroup;
|
|
UINT8 ubLeaveHistoryCode;
|
|
INT8 bOverrideMoveSpeed;
|
|
|
|
UINT32 uiTimeSoldierWillArrive;
|
|
|
|
|
|
INT8 bVehicleUnderRepairID;
|
|
INT32 iTimeCanSignElsewhere;
|
|
INT8 bHospitalPriceModifier;
|
|
UINT32 uiStartTimeOfInsuranceContract;
|
|
INT8 bCorpseQuoteTolerance;
|
|
INT8 bDeafenedCounter;
|
|
INT32 iPositionSndID;
|
|
INT32 iTuringSoundID;
|
|
UINT8 ubLastDamageReason;
|
|
INT32 sLastTwoLocations[2];
|
|
INT32 uiTimeSinceLastBleedGrunt;
|
|
UINT8 ubNextToPreviousAttackerID;
|
|
UINT8 bDoAutofire;
|
|
INT8 numFlanks;
|
|
INT32 lastFlankSpot;
|
|
INT8 sniper;
|
|
INT16 origDir;
|
|
INT8 wornCamo;
|
|
|
|
INT8 urbanCamo; // Madd: new camo types
|
|
INT8 wornUrbanCamo;
|
|
|
|
INT8 desertCamo;
|
|
INT8 wornDesertCamo;
|
|
|
|
INT8 snowCamo;
|
|
INT8 wornSnowCamo;
|
|
|
|
// HEADROCK HAM 3.6: Added integer tracking the facility this character is using.
|
|
INT16 sFacilityTypeOperated;
|
|
// HEADROCK HAM 3.6: I'm removing this filler to make room for the above variable. I'm very worried though,
|
|
// I don't know if this is a good idea at all...
|
|
//INT16 filler;
|
|
|
|
// Flugente: Is this the correct position?
|
|
INT8 bScopeMode;
|
|
|
|
///////////////////////////////////////////////////////
|
|
// Flugente Zombies: Added variables for the poison system
|
|
INT8 bPoisonBleeding; // The number of bleeding points that are also poison points
|
|
//INT8 bPoisonBandaged; // The number of bandaged lifepoints that are also poison points
|
|
INT8 bPoisonLife; // The number of Lifepoints that are also poison points
|
|
INT8 bPoisonSum; // The sum of poison points;
|
|
|
|
INT16 bPoisonResistance; // poison resistance reduces the amount of poison damage received. It is applied before poison absorption
|
|
INT16 bPoisonAbsorption; // for x points of poison damage received, you gain x * (bPoisonAbsorption / 100) poison life points
|
|
///////////////////////////////////////////////////////
|
|
|
|
|
|
#ifdef JA2UB
|
|
//ja25
|
|
BOOLEAN fIgnoreGetupFromCollapseCheck;
|
|
TIMECOUNTER GetupFromJA25StartCounter;
|
|
BOOLEAN fWaitingToGetupFromJA25Start;
|
|
|
|
UINT8 ubPercentDamageInflictedByTeam[NUM_ASSIST_SLOTS]; //The percent of damage inflicted by the player team. Each element corresponds to the Soldier ID. Each element contains the percent damage inflicted by that merc
|
|
#endif
|
|
|
|
char endOfPOD; // marker for end of POD (plain old data)
|
|
|
|
// Note: Place all non-POD items at the end (after endOfPOD)
|
|
// The format of this structure affects what is written into and read from various
|
|
// files (maps, save files, etc.). If you change it then that code will not work
|
|
// properly until it is all fixed and the files updated.
|
|
|
|
Inventory inv;
|
|
|
|
//data from version 101 wrapped into structs
|
|
STRUCT_AIData aiData;
|
|
STRUCT_Flags flags;
|
|
STRUCT_TimeChanges timeChanges;
|
|
STRUCT_TimeCounters timeCounters;
|
|
STRUCT_Drugs drugs;
|
|
STRUCT_Statistics stats;
|
|
STRUCT_Pathing pathing;
|
|
|
|
// Debugging data - not saved
|
|
INT32 sPlotSrcGrid;
|
|
//std::vector<UINT32> CTH;
|
|
|
|
|
|
public:
|
|
// CREATION FUNCTIONS
|
|
BOOLEAN DeleteSoldier( void );
|
|
BOOLEAN CreateSoldierLight( void );
|
|
BOOLEAN DeleteSoldierLight( void );
|
|
|
|
BOOLEAN CreateSoldierCommon( UINT8 ubBodyType, UINT16 usSoldierID, UINT16 usState );
|
|
|
|
|
|
// Soldier Management functions, called by Event Pump.c
|
|
BOOLEAN EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStartingAniCode, BOOLEAN fForce );
|
|
|
|
BOOLEAN ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAniCode, BOOLEAN fForce );
|
|
void EVENT_SetSoldierPosition( FLOAT dNewXPos, FLOAT dNewYPos );
|
|
void EVENT_SetSoldierDestination( UINT8 ubNewDirection );
|
|
void EVENT_GetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim );
|
|
|
|
void EVENT_SetSoldierDirection( UINT16 usNewDirection );
|
|
void EVENT_SetSoldierDesiredDirection( UINT16 usNewDirection );
|
|
void EVENT_FireSoldierWeapon( INT32 sTargetGridNo );
|
|
void EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 ubDamage, INT16 sBreathLoss, UINT16 bDirection , UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGridNo );
|
|
void EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirection );
|
|
void EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirection );
|
|
void EVENT_SoldierBeginFirstAid( INT32 sGridNo, UINT8 ubDirection );
|
|
void EVENT_StopMerc( INT32 sGridNo, INT8 bDirection );
|
|
void EVENT_SoldierBeginCutFence( INT32 sGridNo, UINT8 ubDirection );
|
|
void EVENT_SoldierBeginRepair( INT32 sGridNo, UINT8 ubDirection );
|
|
void EVENT_SoldierBeginRefuel( INT32 sGridNo, UINT8 ubDirection );
|
|
void EVENT_SoldierBeginKnifeThrowAttack( INT32 sGridNo, UINT8 ubDirection );
|
|
void EVENT_SoldierBeginUseDetonator( void );
|
|
void EVENT_SoldierBeginDropBomb( void );
|
|
void EVENT_SoldierEnterVehicle( INT32 sGridNo, UINT8 ubDirection );
|
|
void EVENT_SoldierBeginGiveItem( void );
|
|
void EVENT_SetSoldierPositionAndMaybeFinalDest( FLOAT dNewXPos, FLOAT dNewYPos, BOOLEAN fUpdateFinalDest );
|
|
void EVENT_SetSoldierPositionForceDelete( FLOAT dNewXPos, FLOAT dNewYPos );
|
|
void EVENT_SoldierBeginReloadRobot( INT32 sGridNo, UINT8 ubDirection, UINT8 ubMercSlot );
|
|
void EVENT_SoldierBeginTakeBlood( INT32 sGridNo, UINT8 ubDirection );
|
|
void EVENT_SoldierBeginAttachCan( INT32 sGridNo, UINT8 ubDirection );
|
|
void EVENT_BeginMercTurn( BOOLEAN fFromRealTime, INT32 iRealTimeCounter );
|
|
|
|
BOOLEAN EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestart );
|
|
void EVENT_InternalSetSoldierDestination( UINT16 usNewDirection, BOOLEAN fFromMove, UINT16 usAnimState );
|
|
void EVENT_InternalSetSoldierPosition( FLOAT dNewXPos, FLOAT dNewYPos ,BOOLEAN fUpdateDest, BOOLEAN fUpdateFinalDest, BOOLEAN fForceDelete );
|
|
|
|
|
|
// Soldier Management functions called by Overhead.c
|
|
BOOLEAN ConvertAniCodeToAniFrame( UINT16 usAniFrame );
|
|
void TurnSoldier( void );
|
|
void ChangeSoldierStance( UINT8 ubDesiredStance );
|
|
void StopSoldier( void );
|
|
void ReviveSoldier( void );
|
|
// Flugente: added poison damage, which should be smaller or equal than sLifeDeduct
|
|
UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sPoisonAdd, INT16 sBreathDeduct, UINT8 ubReason, UINT8 ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage );
|
|
|
|
|
|
// Palette functions for soldiers
|
|
BOOLEAN CreateSoldierPalettes( void );
|
|
|
|
// UTILITY FUNCTUIONS
|
|
void MoveMerc( FLOAT dMovementChange, FLOAT dAngle, BOOLEAN fCheckRange );
|
|
INT16 CalcActionPoints( void );
|
|
BOOLEAN IsActionInterruptable( void );
|
|
// This function is now obsolete. Call ReduceAttackBusyCount instead.
|
|
// void ReleaseSoldiersAttacker( SOLDIERTYPE *pSoldier );
|
|
BOOLEAN MercInWater( void );
|
|
BOOLEAN MercInShallowWater( void );
|
|
BOOLEAN MercInDeepWater( void );
|
|
BOOLEAN MercInHighWater( void );
|
|
UINT16 GetNewSoldierStateFromNewStance( UINT8 ubDesiredStance );
|
|
UINT16 GetMoveStateBasedOnStance( UINT8 ubStanceHeight );
|
|
void SoldierGotoStationaryStance( void );
|
|
BOOLEAN ReCreateSoldierLight( void );
|
|
void RemoveSoldierFromGridNo( void );
|
|
void InternalRemoveSoldierFromGridNo( BOOLEAN fForce );
|
|
|
|
|
|
void CalcNewActionPoints( void );
|
|
void AdjustNoAPToFinishMove( BOOLEAN fSet );
|
|
|
|
|
|
|
|
|
|
UINT32 SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT16 sStatus );
|
|
void ReceivingSoldierCancelServices( void );
|
|
void GivingSoldierCancelServices( void );
|
|
void InternalReceivingSoldierCancelServices( BOOLEAN fPlayEndAnim );
|
|
void InternalGivingSoldierCancelServices( BOOLEAN fPlayEndAnim );
|
|
|
|
|
|
void PositionSoldierLight( void );
|
|
void SetCheckSoldierLightFlag( void );
|
|
void SetSoldierCowerState( BOOLEAN fOn );
|
|
void SetSoldierAsUnderAiControl( void );
|
|
void ResetSoldierChangeStatTimer( void );
|
|
void SetSoldierGridNo( INT32 sNewGridNo, BOOLEAN fForceRemove );
|
|
void SetSoldierHeight( FLOAT dNewHeight );
|
|
void InternalSetSoldierHeight( FLOAT dNewHeight, BOOLEAN fUpdateLevel );//this function did not have a forward declaration
|
|
|
|
|
|
BOOLEAN DoMercBattleSound( UINT8 ubBattleSoundID );
|
|
BOOLEAN InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpecialCode );
|
|
BOOLEAN GetProfileFlagsFromGridno( UINT16 usAnimState, INT32 sTestGridNo, UINT16 *usFlags );
|
|
void HaultSoldierFromSighting( BOOLEAN fFromSightingEnemy );
|
|
void ReLoadSoldierAnimationDueToHandItemChange( UINT16 usOldItem, UINT16 usNewItem );
|
|
void DoNinjaAttack( void );
|
|
void PickDropItemAnimation( void );
|
|
|
|
|
|
void BeginSoldierGetup( void );
|
|
void BeginSoldierClimbUpRoof( void );
|
|
void BeginSoldierClimbDownRoof( void );
|
|
void BeginSoldierClimbFence( void );
|
|
void BeginTyingToFall( void );
|
|
|
|
//legion by Jazz
|
|
void BeginSoldierClimbWall( void );
|
|
void BeginSoldierClimbWindow( void );
|
|
void BeginSoldierClimbWallUp( void );
|
|
|
|
void HandleAnimationProfile( UINT16 usAnimState, BOOLEAN fRemove );
|
|
void HandleSoldierTakeDamageFeedback( void );
|
|
void ChangeToFlybackAnimation( UINT8 flyBackDirection );
|
|
void ChangeToFallbackAnimation( UINT8 fallBackDirection );
|
|
|
|
|
|
void UpdateRobotControllerGivenController( void );
|
|
void UpdateRobotControllerGivenRobot( void );
|
|
SOLDIERTYPE *GetRobotController( void );
|
|
BOOLEAN CanRobotBeControlled( void );
|
|
BOOLEAN ControllingRobot( void );
|
|
|
|
|
|
|
|
|
|
BOOLEAN SoldierReadyWeapon( INT16 sTargetXPos, INT16 sTargetYPos, BOOLEAN fEndReady );
|
|
BOOLEAN SoldierReadyWeapon( void );
|
|
BOOLEAN InternalSoldierReadyWeapon( UINT8 sFacingDir, BOOLEAN fEndReady );
|
|
|
|
BOOLEAN CheckSoldierHitRoof( void );
|
|
BOOLEAN CheckForBreathCollapse( void );
|
|
BOOLEAN PlayerSoldierStartTalking( UINT8 ubTargetID, BOOLEAN fValidate );
|
|
BOOLEAN InternalIsValidStance( INT8 bDirection, INT8 bNewStance );
|
|
BOOLEAN IsValidSecondHandShot( void );
|
|
BOOLEAN IsValidSecondHandShotForReloadingPurposes( void );
|
|
BOOLEAN SoldierCarriesTwoHandedWeapon( void );
|
|
void SoldierInventoryCoolDown( void ); // Flugente FTW 1: Cool down all items in inventory
|
|
BOOLEAN IsWeaponMounted( void ); // determine if we receive a bonus for mounting our weapon on something
|
|
OBJECTTYPE* GetUsedWeapon( OBJECTTYPE * pObj ); // if in an underbarrel fire mode, return underbarrel weapon
|
|
UINT16 GetUsedWeaponNumber( OBJECTTYPE * pObj ); // if in an underbarrel fire mode, return number of underbarrel weapon
|
|
|
|
// returns damage resistance in percent
|
|
INT32 GetDamageResistance( BOOLEAN fAutoResolve = FALSE, BOOLEAN fCalcBreathLoss = FALSE);
|
|
|
|
INT16 GetSoldierCriticalDamageBonus( void ); // Flugente: determines critical damage bonus depending on class, skill, etc.
|
|
|
|
// Flugente: Zombies
|
|
BOOLEAN IsZombie( void );
|
|
|
|
// Flugente: poison system
|
|
// These functions might one day be modified by traits etc. We'll keep that in these functions and not clutter the rest of the code
|
|
INT16 GetPoisonResistance( void );
|
|
INT16 GetPoisonAbsorption( void );
|
|
// returns the poison percentage of the damage we will be doing with the weapon currently in our hand
|
|
INT16 GetPoisonDamagePercentage( void );
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
}; // SOLDIERTYPE;
|
|
|
|
#define SIZEOF_SOLDIERTYPE_POD offsetof( SOLDIERTYPE, endOfPOD )
|
|
#define SIZEOF_OLDSOLDIERTYPE_101_POD offsetof( OLDSOLDIERTYPE_101, endOfPOD )
|
|
|
|
#define HEALTH_INCREASE 0x0001
|
|
#define STRENGTH_INCREASE 0x0002
|
|
#define DEX_INCREASE 0x0004
|
|
#define AGIL_INCREASE 0x0008
|
|
#define WIS_INCREASE 0x0010
|
|
#define LDR_INCREASE 0x0020
|
|
|
|
#define MRK_INCREASE 0x0040
|
|
#define MED_INCREASE 0x0080
|
|
#define EXP_INCREASE 0x0100
|
|
#define MECH_INCREASE 0x0200
|
|
|
|
#define LVL_INCREASE 0x0400
|
|
|
|
|
|
|
|
|
|
// Moved to weapons.h by ADB, rev 1513
|
|
/*enum WeaponModes
|
|
{
|
|
WM_NORMAL = 0,
|
|
WM_BURST,
|
|
WM_AUTOFIRE,
|
|
WM_ATTACHED_GL,
|
|
WM_ATTACHED_GL_BURST,
|
|
WM_ATTACHED_GL_AUTO,
|
|
NUM_WEAPON_MODES
|
|
} ;
|
|
*/
|
|
// TYPEDEFS FOR ANIMATION PROFILES
|
|
typedef struct
|
|
{
|
|
UINT16 usTileFlags;
|
|
INT8 bTileX;
|
|
INT8 bTileY;
|
|
|
|
} ANIM_PROF_TILE;
|
|
|
|
typedef struct
|
|
{
|
|
UINT8 ubNumTiles;
|
|
ANIM_PROF_TILE *pTiles;
|
|
|
|
} ANIM_PROF_DIR;
|
|
|
|
typedef struct ANIM_PROF
|
|
{
|
|
|
|
ANIM_PROF_DIR Dirs[8];
|
|
|
|
} ANIM_PROF;
|
|
|
|
|
|
|
|
// Globals
|
|
//////////
|
|
|
|
// VARIABLES FOR PALETTE REPLACEMENTS FOR HAIR, ETC
|
|
extern UINT32 guiNumPaletteSubRanges;
|
|
extern UINT8 *gubpNumReplacementsPerRange;
|
|
extern PaletteSubRangeType *gpPaletteSubRanges;
|
|
extern UINT32 guiNumReplacements;
|
|
extern PaletteReplacementType *gpPalRep;
|
|
|
|
extern UINT8 bHealthStrRanges[];
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|
|
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|
|
// Functions
|
|
////////////
|
|
|
|
// Soldier Management functions called by Overhead.c
|
|
void RevivePlayerTeam( );
|
|
|
|
BOOLEAN ReCreateSelectedSoldierLight( );
|
|
|
|
// Palette functions for soldiers
|
|
BOOLEAN GetPaletteRepIndexFromID( PaletteRepID aPalRep, UINT8 *pubPalIndex );
|
|
BOOLEAN SetPaletteReplacement( SGPPaletteEntry *p8BPPPalette, PaletteRepID aPalRep );
|
|
BOOLEAN LoadPaletteData( );
|
|
BOOLEAN DeletePaletteData( );
|
|
|
|
// UTILITY FUNCTUIONS
|
|
void MoveMercFacingDirection( SOLDIERTYPE *pSoldier, BOOLEAN fReverse, FLOAT dMovementDist );
|
|
UINT8 GetDirectionFromXY( INT16 sXPos, INT16 sYPos, SOLDIERTYPE *pSoldier );
|
|
BOOLEAN GetDirectionChangeAmount( INT32 sGridNo, SOLDIERTYPE *pSoldier, UINT8 uiTurnAmount);
|
|
UINT8 GetDirectionFromGridNo( INT32 sGridNo, SOLDIERTYPE *pSoldier );
|
|
UINT8 atan8( INT16 sXPos, INT16 sYPos, INT16 sXPos2, INT16 sYPos2 );
|
|
UINT8 atan8FromAngle( DOUBLE dAngle );
|
|
INT16 GetDirectionToGridNoFromGridNo( INT32 sGridNoDest, INT32 sGridNoSrc );
|
|
// This function is now obsolete. Call ReduceAttackBusyCount instead.
|
|
// void ReleaseSoldiersAttacker( SOLDIERTYPE *pSoldier );
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|
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|
|
// WRAPPERS FOR SOLDIER EVENTS
|
|
void SendSoldierPositionEvent( SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos );
|
|
void SendSoldierDestinationEvent( SOLDIERTYPE *pSoldier, UINT16 usNewDestination );
|
|
void SendGetNewSoldierPathEvent( SOLDIERTYPE *pSoldier, INT32 sDestGridNo, UINT16 usMovementAnim );
|
|
void SendSoldierSetDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usNewDirection );
|
|
void SendSoldierSetDesiredDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection );
|
|
void SendChangeSoldierStanceEvent( SOLDIERTYPE *pSoldier, UINT8 ubNewStance );
|
|
void SendBeginFireWeaponEvent( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
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|
|
|
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|
|
void HandleAnimationProfile( SOLDIERTYPE *pSoldier, UINT16 usAnimState, BOOLEAN fRemove );
|
|
BOOLEAN GetProfileFlagsFromGridno( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT32 sTestGridNo, UINT16 *usFlags );
|
|
BOOLEAN PreloadSoldierBattleSounds( SOLDIERTYPE *pSoldier, BOOLEAN fRemove );
|
|
void CrowsFlyAway( UINT8 ubTeam );
|
|
void DebugValidateSoldierData( );
|
|
void HandlePlayerTogglingLightEffects( BOOLEAN fToggleValue );
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|
|
|
// added by SANDRO
|
|
UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHigherLevel, BOOLEAN fDontCheckDistance );
|
|
UINT16 NumberOfDamagedStats( SOLDIERTYPE * pSoldier );
|
|
UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundredths );
|
|
BOOLEAN ResolvePendingInterrupt( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType );
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|
|
|
//typedef struct
|
|
class OLDSOLDIERTYPE_101
|
|
{
|
|
public:
|
|
UINT32 GetChecksum();
|
|
OLDSOLDIERTYPE_101() {
|
|
bNewItemCount.reserve(inv.size());
|
|
bNewItemCycleCount.reserve(inv.size());
|
|
for (int idx=0; idx < (int)inv.size(); ++idx) {
|
|
bNewItemCount.push_back(0);
|
|
bNewItemCycleCount.push_back(0);
|
|
}
|
|
initialize();
|
|
};
|
|
|
|
// Copy Constructor
|
|
OLDSOLDIERTYPE_101(const OLDSOLDIERTYPE_101& src) {
|
|
memcpy(this, &src, SIZEOF_OLDSOLDIERTYPE_101_POD);
|
|
inv = src.inv;
|
|
bNewItemCount = src.bNewItemCount;
|
|
bNewItemCycleCount = src.bNewItemCycleCount;
|
|
};
|
|
|
|
// Assignment operator
|
|
OLDSOLDIERTYPE_101& operator=(const OLDSOLDIERTYPE_101& src)
|
|
{
|
|
if (this != &src) {
|
|
memcpy(this, &src, SIZEOF_OLDSOLDIERTYPE_101_POD);
|
|
inv = src.inv;
|
|
bNewItemCount = src.bNewItemCount;
|
|
bNewItemCycleCount = src.bNewItemCycleCount;
|
|
}
|
|
return *this;
|
|
};
|
|
|
|
// Destructor
|
|
~OLDSOLDIERTYPE_101() {
|
|
};
|
|
|
|
// Initialize the soldier.
|
|
// Use this instead of the old method of calling memset!
|
|
// Note that the constructor does this automatically.
|
|
void initialize() {
|
|
memset( this, 0, SIZEOF_OLDSOLDIERTYPE_101_POD);
|
|
inv.clear();
|
|
for (int idx=0; idx < (int)inv.size(); ++idx) {
|
|
bNewItemCount[idx] = 0;
|
|
bNewItemCycleCount[idx] = 0;
|
|
}
|
|
};
|
|
|
|
// Ugly temporary solution
|
|
void CopyOldInventoryToNew();
|
|
|
|
public:
|
|
// ID
|
|
UINT8 ubID;
|
|
UINT8 bReserved1;
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|
|
|
// DESCRIPTION / STATS, ETC
|
|
UINT8 ubBodyType;
|
|
INT8 bActionPoints;
|
|
INT8 bInitialActionPoints;
|
|
|
|
UINT32 uiStatusFlags;
|
|
|
|
OLD_OBJECTTYPE_101 DO_NOT_USE_Inv[ OldInventory::NUM_INV_SLOTS ];
|
|
public:
|
|
OBJECTTYPE *pTempObject;
|
|
KEY_ON_RING *pKeyRing;
|
|
|
|
INT8 bOldLife; // life at end of last turn, recorded for monster AI
|
|
// attributes
|
|
UINT8 bInSector;
|
|
INT8 bFlashPortraitFrame;
|
|
INT16 sFractLife; // fraction of life pts (in hundreths)
|
|
INT8 bBleeding; // blood loss control variable
|
|
INT8 bBreath; // current breath value
|
|
INT8 bBreathMax; // max breath, affected by fatigue/sleep
|
|
INT8 bStealthMode;
|
|
|
|
INT16 sBreathRed; // current breath value
|
|
BOOLEAN fDelayedMovement;
|
|
|
|
BOOLEAN fReloading;
|
|
UINT8 ubWaitActionToDo;
|
|
BOOLEAN fPauseAim;
|
|
INT8 ubInsertionDirection;
|
|
INT8 bGunType;
|
|
// skills
|
|
UINT8 ubOppNum;
|
|
INT8 bLastRenderVisibleValue;
|
|
BOOLEAN fInMissionExitNode;
|
|
UINT8 ubAttackingHand;
|
|
INT8 bScientific;
|
|
// traits
|
|
INT16 sWeightCarriedAtTurnStart;
|
|
CHAR16 name[ 10 ];
|
|
|
|
INT8 bVisible; // to render or not to render...
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|
|
|
|
|
INT8 bActive;
|
|
|
|
INT8 bTeam; // Team identifier
|
|
|
|
//NEW MOVEMENT INFORMATION for Strategic Movement
|
|
UINT8 ubGroupID; //the movement group the merc is currently part of.
|
|
BOOLEAN fBetweenSectors; //set when the group isn't actually in a sector.
|
|
//sSectorX and sSectorY will reflect the sector the
|
|
//merc was at last.
|
|
|
|
UINT8 ubMovementNoiseHeard;// 8 flags by direction
|
|
|
|
// 23 bytes so far
|
|
|
|
// WORLD POSITION STUFF
|
|
FLOAT dXPos;
|
|
FLOAT dYPos;
|
|
//FLOAT dOldXPos; // HEADROCK HAM 4: These values have been reappropriated.
|
|
//FLOAT dOldYPos; // not sure what's going to happen with this though.
|
|
INT16 sOldXPos;
|
|
INT16 sOldYPos;
|
|
INT32 sInitialGridNo;
|
|
INT32 sGridNo;
|
|
UINT8 ubDirection;
|
|
INT16 sHeightAdjustment;
|
|
INT16 sDesiredHeight;
|
|
INT32 sTempNewGridNo; // New grid no for advanced animations
|
|
INT16 sRoomNo;
|
|
INT8 bOverTerrainType;
|
|
INT8 bOldOverTerrainType;
|
|
|
|
INT8 bCollapsed; // collapsed due to being out of APs
|
|
INT8 bBreathCollapsed; // collapsed due to being out of APs
|
|
// 50 bytes so far
|
|
|
|
|
|
UINT8 ubDesiredHeight;
|
|
UINT16 usPendingAnimation;
|
|
UINT8 ubPendingStanceChange;
|
|
UINT16 usAnimState;
|
|
BOOLEAN fNoAPToFinishMove;
|
|
BOOLEAN fPausedMove;
|
|
BOOLEAN fUIdeadMerc; // UI Flags for removing a newly dead merc
|
|
BOOLEAN fUInewMerc; // UI Flags for adding newly created merc ( panels, etc )
|
|
BOOLEAN fUICloseMerc; // UI Flags for closing panels
|
|
BOOLEAN fUIFirstTimeNOAP; // UI Flag for diming guys when no APs ( dirty flags )
|
|
BOOLEAN fUIFirstTimeUNCON; // UI FLAG For unconscious dirty
|
|
|
|
|
|
|
|
TIMECOUNTER UpdateCounter;
|
|
TIMECOUNTER DamageCounter;
|
|
TIMECOUNTER ReloadCounter;
|
|
TIMECOUNTER FlashSelCounter;
|
|
TIMECOUNTER AICounter;
|
|
TIMECOUNTER FadeCounter;
|
|
|
|
UINT8 ubSkillTrait1;
|
|
UINT8 ubSkillTrait2;
|
|
UINT8 ubSkillTrait3; // added by SANDRO
|
|
|
|
UINT32 uiAIDelay;
|
|
INT8 bDexterity; // dexterity (hand coord) value
|
|
INT8 bWisdom;
|
|
INT16 sReloadDelay;
|
|
UINT8 ubAttackerID;
|
|
UINT8 ubPreviousAttackerID;
|
|
BOOLEAN fTurnInProgress;
|
|
|
|
BOOLEAN fIntendedTarget; // intentionally shot?
|
|
BOOLEAN fPauseAllAnimation;
|
|
|
|
INT8 bExpLevel; // general experience level
|
|
INT32 sInsertionGridNo;
|
|
|
|
BOOLEAN fContinueMoveAfterStanceChange;
|
|
|
|
// 60
|
|
AnimationSurfaceCacheType AnimCache; // will be 9 bytes once changed to pointers
|
|
|
|
INT8 bLife; // current life (hit points or health)
|
|
UINT8 bSide;
|
|
UINT8 bViewRange;
|
|
INT8 bNewOppCnt;
|
|
INT8 bService; // first aid, or other time consuming process
|
|
|
|
UINT16 usAniCode;
|
|
UINT16 usAniFrame;
|
|
INT16 sAniDelay;
|
|
|
|
// MOVEMENT TO NEXT TILE HANDLING STUFF
|
|
INT8 bAgility; // agility (speed) value
|
|
UINT8 ubDelayedMovementCauseMerc;
|
|
INT32 sDelayedMovementCauseGridNo;
|
|
INT32 sReservedMovementGridNo;
|
|
|
|
INT8 bStrength;
|
|
|
|
// Weapon Stuff
|
|
BOOLEAN fHoldAttackerUntilDone;
|
|
INT32 sTargetGridNo;
|
|
INT8 bTargetLevel;
|
|
INT8 bTargetCubeLevel;
|
|
INT32 sLastTarget;
|
|
INT8 bTilesMoved;
|
|
INT8 bLeadership;
|
|
FLOAT dNextBleed;
|
|
BOOLEAN fWarnedAboutBleeding;
|
|
BOOLEAN fDyingComment;
|
|
|
|
UINT8 ubTilesMovedPerRTBreathUpdate;
|
|
UINT16 usLastMovementAnimPerRTBreathUpdate;
|
|
|
|
BOOLEAN fTurningToShoot;
|
|
BOOLEAN fTurningToFall;
|
|
BOOLEAN fTurningUntilDone;
|
|
BOOLEAN fGettingHit;
|
|
BOOLEAN fInNonintAnim;
|
|
BOOLEAN fFlashLocator;
|
|
INT16 sLocatorFrame;
|
|
BOOLEAN fShowLocator;
|
|
BOOLEAN fFlashPortrait;
|
|
INT8 bMechanical;
|
|
INT8 bLifeMax; // maximum life for this merc
|
|
|
|
INT32 iFaceIndex;
|
|
|
|
|
|
// PALETTE MANAGEMENT STUFF
|
|
PaletteRepID HeadPal; // 30
|
|
PaletteRepID PantsPal; // 30
|
|
PaletteRepID VestPal; // 30
|
|
PaletteRepID SkinPal; // 30
|
|
PaletteRepID MiscPal; // 30
|
|
|
|
|
|
// FULL 3-d TILE STUFF ( keep records of three tiles infront )
|
|
UINT16 usFrontArcFullTileList[ MAX_FULLTILE_DIRECTIONS ];
|
|
INT32 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ];
|
|
|
|
|
|
SGPPaletteEntry *p8BPPPalette; // 4
|
|
UINT16 *p16BPPPalette;
|
|
UINT16 *pShades[ NUM_SOLDIER_SHADES ]; // Shading tables
|
|
UINT16 *pGlowShades[ 20 ]; //
|
|
UINT16 *pCurrentShade;
|
|
INT8 bMedical;
|
|
BOOLEAN fBeginFade;
|
|
UINT8 ubFadeLevel;
|
|
UINT8 ubServiceCount;
|
|
UINT8 ubServicePartner;
|
|
INT8 bMarksmanship;
|
|
INT8 bExplosive;
|
|
THROW_PARAMS *pThrowParams;
|
|
INT8 bTurningFromPronePosition;
|
|
INT8 bReverse;
|
|
LEVELNODE *pLevelNode;
|
|
LEVELNODE *pExternShadowLevelNode;
|
|
LEVELNODE *pRoofUILevelNode;
|
|
|
|
// WALKING STUFF
|
|
INT8 bDesiredDirection;
|
|
INT16 sDestXPos;
|
|
INT16 sDestYPos;
|
|
INT32 sDesiredDest;
|
|
INT32 sDestination;
|
|
INT32 sFinalDestination;
|
|
INT8 bLevel;
|
|
INT8 bStopped;
|
|
INT8 bNeedToLook;
|
|
|
|
|
|
|
|
|
|
// PATH STUFF
|
|
UINT16 usPathingData[ MAX_PATH_LIST_SIZE ];
|
|
UINT16 usPathDataSize;
|
|
UINT16 usPathIndex;
|
|
INT32 sBlackList;
|
|
INT8 bAimTime;
|
|
INT8 bShownAimTime;
|
|
INT8 bPathStored; // good for AI to reduct redundancy
|
|
INT8 bHasKeys; // allows AI controlled dudes to open locked doors
|
|
|
|
|
|
// UNBLIT BACKGROUND
|
|
UINT16 *pBackGround;
|
|
UINT16 *pZBackground;
|
|
UINT16 usUnblitX, usUnblitY;
|
|
UINT16 usUnblitWidth, usUnblitHeight;
|
|
|
|
UINT8 ubStrategicInsertionCode;
|
|
INT32 usStrategicInsertionData;
|
|
|
|
|
|
INT32 iLight;
|
|
INT32 iMuzFlash;
|
|
INT8 bMuzFlashCount;
|
|
|
|
|
|
INT16 sX;
|
|
INT16 sY;
|
|
|
|
UINT16 usOldAniState;
|
|
INT16 sOldAniCode;
|
|
|
|
INT8 bBulletsLeft;
|
|
UINT8 ubSuppressionPoints;
|
|
|
|
// STUFF FOR RANDOM ANIMATIONS
|
|
UINT32 uiTimeOfLastRandomAction;
|
|
INT16 usLastRandomAnim;
|
|
|
|
|
|
// AI STUFF
|
|
INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database
|
|
INT8 bLastAction;
|
|
INT8 bAction;
|
|
INT32 usActionData;
|
|
INT8 bNextAction;
|
|
INT32 usNextActionData;
|
|
INT8 bActionInProgress;
|
|
INT8 bAlertStatus;
|
|
INT8 bOppCnt;
|
|
INT8 bNeutral;
|
|
INT8 bNewSituation;
|
|
INT8 bNextTargetLevel;
|
|
INT8 bOrders;
|
|
INT8 bAttitude;
|
|
INT8 bCharacterTrait; // Added by SANDRO
|
|
INT8 bUnderFire;
|
|
INT8 bShock;
|
|
INT8 bUnderEscort;
|
|
INT8 bBypassToGreen;
|
|
UINT8 ubLastMercToRadio;
|
|
INT8 bDominantDir; // AI main direction to face...
|
|
INT8 bPatrolCnt; // number of patrol gridnos
|
|
INT8 bNextPatrolPnt; // index to next patrol gridno
|
|
INT16 usPatrolGrid[OLD_MAXPATROLGRIDS];//dnl ch27 230909
|
|
INT16 sNoiseGridNo;
|
|
UINT8 ubNoiseVolume;
|
|
INT8 bLastAttackHit;
|
|
UINT8 ubXRayedBy;
|
|
FLOAT dHeightAdjustment;
|
|
INT8 bMorale;
|
|
INT8 bTeamMoraleMod;
|
|
INT8 bTacticalMoraleMod;
|
|
INT8 bStrategicMoraleMod;
|
|
INT8 bAIMorale;
|
|
UINT8 ubPendingAction;
|
|
UINT8 ubPendingActionAnimCount;
|
|
UINT32 uiPendingActionData1;
|
|
INT32 sPendingActionData2;
|
|
INT8 bPendingActionData3;
|
|
INT8 ubDoorHandleCode;
|
|
UINT32 uiPendingActionData4;
|
|
INT8 bInterruptDuelPts;
|
|
INT8 bPassedLastInterrupt;
|
|
INT8 bIntStartAPs;
|
|
INT8 bMoved;
|
|
INT8 bHunting;
|
|
UINT8 ubLastCall;
|
|
UINT8 ubCaller;
|
|
INT32 sCallerGridNo;
|
|
UINT8 bCallPriority;
|
|
INT8 bCallActedUpon;
|
|
INT8 bFrenzied;
|
|
INT8 bNormalSmell;
|
|
INT8 bMonsterSmell;
|
|
INT8 bMobility;
|
|
INT8 bRTPCombat;
|
|
INT8 fAIFlags;
|
|
|
|
BOOLEAN fDontChargeReadyAPs;
|
|
UINT16 usAnimSurface;
|
|
UINT16 sZLevel;
|
|
BOOLEAN fPrevInWater;
|
|
BOOLEAN fGoBackToAimAfterHit;
|
|
|
|
INT32 sWalkToAttackGridNo;
|
|
INT16 sWalkToAttackWalkToCost;
|
|
|
|
BOOLEAN fForceRenderColor;
|
|
BOOLEAN fForceNoRenderPaletteCycle;
|
|
|
|
INT16 sLocatorOffX;
|
|
INT16 sLocatorOffY;
|
|
BOOLEAN fStopPendingNextTile;
|
|
|
|
BOOLEAN fForceShade;
|
|
UINT16 *pForcedShade;
|
|
|
|
INT8 bDisplayDamageCount;
|
|
INT8 fDisplayDamage;
|
|
INT16 sDamage;
|
|
INT16 sDamageX;
|
|
INT16 sDamageY;
|
|
INT8 bDamageDir;
|
|
INT8 bDoBurst;
|
|
INT16 usUIMovementMode;
|
|
INT8 bUIInterfaceLevel;
|
|
BOOLEAN fUIMovementFast;
|
|
|
|
TIMECOUNTER BlinkSelCounter;
|
|
TIMECOUNTER PortraitFlashCounter;
|
|
BOOLEAN fDeadSoundPlayed;
|
|
UINT8 ubProfile;
|
|
UINT8 ubQuoteRecord;
|
|
UINT8 ubQuoteActionID;
|
|
UINT8 ubBattleSoundID;
|
|
|
|
BOOLEAN fClosePanel;
|
|
BOOLEAN fClosePanelToDie;
|
|
UINT8 ubClosePanelFrame;
|
|
BOOLEAN fDeadPanel;
|
|
UINT8 ubDeadPanelFrame;
|
|
BOOLEAN fOpenPanel;
|
|
INT8 bOpenPanelFrame;
|
|
|
|
INT16 sPanelFaceX;
|
|
INT16 sPanelFaceY;
|
|
|
|
// QUOTE STUFF
|
|
INT8 bNumHitsThisTurn;
|
|
UINT16 usQuoteSaidFlags;
|
|
INT8 fCloseCall;
|
|
INT8 bLastSkillCheck;
|
|
INT8 ubSkillCheckAttempts;
|
|
|
|
INT8 bVocalVolume; // verbal sounds need to differ in volume
|
|
|
|
INT8 bStartFallDir;
|
|
INT8 fTryingToFall;
|
|
|
|
UINT8 ubPendingDirection;
|
|
UINT32 uiAnimSubFlags;
|
|
|
|
UINT8 bAimShotLocation;
|
|
UINT8 ubHitLocation;
|
|
|
|
UINT16 *pEffectShades[ NUM_SOLDIER_EFFECTSHADES ]; // Shading tables for effects
|
|
|
|
UINT8 ubPlannedUIAPCost;
|
|
INT16 sPlannedTargetX;
|
|
INT16 sPlannedTargetY;
|
|
|
|
INT32 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ];
|
|
BOOLEAN fDoSpread;
|
|
INT32 sStartGridNo;
|
|
INT32 sEndGridNo;
|
|
INT32 sForcastGridNo;
|
|
INT16 sZLevelOverride;
|
|
INT8 bMovedPriorToInterrupt;
|
|
INT32 iEndofContractTime; // time, in global time(resolution, minutes) that merc will leave, or if its a M.E.R.C. merc it will be set to -1. -2 for NPC and player generated
|
|
INT32 iStartContractTime;
|
|
INT32 iTotalContractLength; // total time of AIM mercs contract or the time since last paid for a M.E.R.C. merc
|
|
INT32 iNextActionSpecialData; // AI special action data record for the next action
|
|
UINT8 ubWhatKindOfMercAmI; //Set to the type of character it is
|
|
INT8 bAssignment; // soldiers current assignment
|
|
INT8 bOldAssignment; // old assignment, for autosleep purposes
|
|
BOOLEAN fForcedToStayAwake; // forced by player to stay awake, reset to false, the moment they are set to rest or sleep
|
|
INT8 bTrainStat; // current stat soldier is training
|
|
INT16 sSectorX; // X position on the Stategic Map
|
|
INT16 sSectorY; // Y position on the Stategic Map
|
|
INT8 bSectorZ; // Z sector location
|
|
INT32 iVehicleId; // the id of the vehicle the char is in
|
|
PathStPtr pMercPath; //Path Structure
|
|
UINT8 fHitByGasFlags; // flags
|
|
UINT16 usMedicalDeposit; // is there a medical deposit on merc
|
|
UINT16 usLifeInsurance; // is there life insurance taken out on merc
|
|
|
|
|
|
//DEF: Used for the communications
|
|
UINT32 uiStartMovementTime; // the time since the merc first started moving
|
|
UINT32 uiOptimumMovementTime; // everytime in ececute overhead the time for the current ani will be added to this total
|
|
UINT32 usLastUpdateTime ; // The last time the soldier was in ExecuteOverhead
|
|
|
|
BOOLEAN fIsSoldierMoving; // ie. Record time is on
|
|
BOOLEAN fIsSoldierDelayed; //Is the soldier delayed Soldier
|
|
BOOLEAN fSoldierUpdatedFromNetwork;
|
|
UINT32 uiSoldierUpdateNumber;
|
|
BYTE ubSoldierUpdateType;
|
|
//END
|
|
|
|
INT32 iStartOfInsuranceContract;
|
|
UINT32 uiLastAssignmentChangeMin; // timestamp of last assignment change in minutes
|
|
INT32 iTotalLengthOfInsuranceContract;
|
|
|
|
UINT8 ubSoldierClass; //admin, elite, troop (creature types?)
|
|
UINT8 ubAPsLostToSuppression;
|
|
BOOLEAN fChangingStanceDueToSuppression;
|
|
UINT8 ubSuppressorID;
|
|
|
|
//Squad merging vars
|
|
UINT8 ubDesiredSquadAssignment;
|
|
UINT8 ubNumTraversalsAllowedToMerge;
|
|
|
|
UINT16 usPendingAnimation2;
|
|
UINT8 ubCivilianGroup;
|
|
|
|
// time changes...when a stat was changed according to GetJA2Clock();
|
|
UINT32 uiChangeLevelTime;
|
|
UINT32 uiChangeHealthTime;
|
|
UINT32 uiChangeStrengthTime;
|
|
UINT32 uiChangeDexterityTime;
|
|
UINT32 uiChangeAgilityTime;
|
|
UINT32 uiChangeWisdomTime;
|
|
UINT32 uiChangeLeadershipTime;
|
|
UINT32 uiChangeMarksmanshipTime;
|
|
UINT32 uiChangeExplosivesTime;
|
|
UINT32 uiChangeMedicalTime;
|
|
UINT32 uiChangeMechanicalTime;
|
|
|
|
UINT32 uiUniqueSoldierIdValue; // the unique value every instance of a soldier gets - 1 is the first valid value
|
|
INT8 UNUSED1; // This is unused at present and can be used for something else
|
|
|
|
//private:
|
|
INT8 DO_NOT_USE_bNewItemCount[ OldInventory::NUM_INV_SLOTS ];
|
|
INT8 DO_NOT_USE_bNewItemCycleCount[ OldInventory::NUM_INV_SLOTS ];
|
|
public:
|
|
BOOLEAN fCheckForNewlyAddedItems;
|
|
INT8 bEndDoorOpenCode;
|
|
|
|
UINT8 ubScheduleID;
|
|
INT16 sEndDoorOpenCodeData;
|
|
TIMECOUNTER NextTileCounter;
|
|
BOOLEAN fBlockedByAnotherMerc;
|
|
INT8 bBlockedByAnotherMercDirection;
|
|
UINT16 usAttackingWeapon;
|
|
INT8 bWeaponMode;
|
|
UINT8 ubTargetID;
|
|
INT8 bAIScheduleProgress;
|
|
INT32 sOffWorldGridNo;
|
|
struct TAG_anitile *pAniTile;
|
|
INT8 bCamo;
|
|
INT32 sAbsoluteFinalDestination;
|
|
UINT8 ubHiResDirection;
|
|
UINT8 ubHiResDesiredDirection;
|
|
UINT8 ubLastFootPrintSound;
|
|
INT8 bVehicleID;
|
|
INT8 fPastXDest;
|
|
INT8 fPastYDest;
|
|
INT8 bMovementDirection;
|
|
INT32 sOldGridNo;
|
|
UINT16 usDontUpdateNewGridNoOnMoveAnimChange;
|
|
INT16 sBoundingBoxWidth;
|
|
INT16 sBoundingBoxHeight;
|
|
INT16 sBoundingBoxOffsetX;
|
|
INT16 sBoundingBoxOffsetY;
|
|
UINT32 uiTimeSameBattleSndDone;
|
|
INT8 bOldBattleSnd;
|
|
BOOLEAN fReactingFromBeingShot;
|
|
BOOLEAN fContractPriceHasIncreased;
|
|
INT32 iBurstSoundID;
|
|
BOOLEAN fFixingSAMSite;
|
|
BOOLEAN fFixingRobot;
|
|
INT8 bSlotItemTakenFrom;
|
|
BOOLEAN fSignedAnotherContract;
|
|
UINT8 ubAutoBandagingMedic;
|
|
BOOLEAN fDontChargeTurningAPs;
|
|
UINT8 ubRobotRemoteHolderID;
|
|
UINT32 uiTimeOfLastContractUpdate;
|
|
INT8 bTypeOfLastContract;
|
|
INT8 bTurnsCollapsed;
|
|
INT8 bSleepDrugCounter;
|
|
UINT8 ubMilitiaKills;
|
|
|
|
INT8 bFutureDrugEffect[DRUG_TYPE_MAX]; // value to represent effect of a needle
|
|
INT8 bDrugEffectRate[DRUG_TYPE_MAX]; // represents rate of increase and decrease of effect
|
|
INT8 bDrugEffect[DRUG_TYPE_MAX]; // value that affects AP & morale calc ( -ve is poorly )
|
|
INT8 bDrugSideEffectRate[DRUG_TYPE_MAX]; // duration of negative AP and morale effect
|
|
INT8 bDrugSideEffect[DRUG_TYPE_MAX]; // duration of negative AP and morale effect
|
|
INT8 bTimesDrugUsedSinceSleep[DRUG_TYPE_MAX];
|
|
|
|
INT8 bBlindedCounter;
|
|
BOOLEAN fMercCollapsedFlag;
|
|
BOOLEAN fDoneAssignmentAndNothingToDoFlag;
|
|
BOOLEAN fMercAsleep;
|
|
BOOLEAN fDontChargeAPsForStanceChange;
|
|
|
|
UINT8 ubHoursOnAssignment; // used for assignments handled only every X hours
|
|
|
|
UINT8 ubMercJustFired; // the merc was just fired..there may be dialogue events occuring, this flag will prevent any interaction with contracts
|
|
// until after the merc leaves
|
|
UINT8 ubTurnsUntilCanSayHeardNoise;
|
|
UINT16 usQuoteSaidExtFlags;
|
|
|
|
UINT32 sContPathLocation;
|
|
INT8 bGoodContPath;
|
|
UINT8 ubPendingActionInterrupted;
|
|
INT8 bNoiseLevel;
|
|
INT8 bRegenerationCounter;
|
|
INT8 bRegenBoostersUsedToday;
|
|
INT8 bNumPelletsHitBy;
|
|
INT32 sSkillCheckGridNo;
|
|
UINT8 ubLastEnemyCycledID;
|
|
|
|
UINT8 ubPrevSectorID;
|
|
UINT8 ubNumTilesMovesSinceLastForget;
|
|
INT8 bTurningIncrement;
|
|
UINT32 uiBattleSoundID;
|
|
|
|
BOOLEAN fSoldierWasMoving;
|
|
BOOLEAN fSayAmmoQuotePending;
|
|
UINT16 usValueGoneUp;
|
|
|
|
UINT8 ubNumLocateCycles;
|
|
UINT8 ubDelayedMovementFlags;
|
|
BOOLEAN fMuzzleFlash;
|
|
UINT8 ubCTGTTargetID;
|
|
|
|
TIMECOUNTER PanelAnimateCounter;
|
|
UINT32 uiMercChecksum;
|
|
|
|
INT8 bCurrentCivQuote;
|
|
INT8 bCurrentCivQuoteDelta;
|
|
UINT8 ubMiscSoldierFlags;
|
|
UINT8 ubReasonCantFinishMove;
|
|
|
|
INT32 sLocationOfFadeStart;
|
|
UINT8 bUseExitGridForReentryDirection;
|
|
|
|
UINT32 uiTimeSinceLastSpoke;
|
|
UINT8 ubContractRenewalQuoteCode;
|
|
INT32 sPreTraversalGridNo;
|
|
UINT32 uiXRayActivatedTime;
|
|
INT8 bTurningFromUI;
|
|
INT8 bPendingActionData5;
|
|
|
|
INT8 bDelayedStrategicMoraleMod;
|
|
UINT8 ubDoorOpeningNoise;
|
|
|
|
struct GROUP *pGroup;
|
|
UINT8 ubLeaveHistoryCode;
|
|
BOOLEAN fDontUnsetLastTargetFromTurn;
|
|
INT8 bOverrideMoveSpeed;
|
|
BOOLEAN fUseMoverrideMoveSpeed;
|
|
|
|
UINT32 uiTimeSoldierWillArrive;
|
|
BOOLEAN fDieSoundUsed;
|
|
BOOLEAN fUseLandingZoneForArrival;
|
|
BOOLEAN fFallClockwise;
|
|
INT8 bVehicleUnderRepairID;
|
|
INT32 iTimeCanSignElsewhere;
|
|
INT8 bHospitalPriceModifier;
|
|
INT8 bFillerBytes[3];
|
|
UINT32 uiStartTimeOfInsuranceContract;
|
|
BOOLEAN fRTInNonintAnim;
|
|
BOOLEAN fDoingExternalDeath;
|
|
INT8 bCorpseQuoteTolerance;
|
|
INT8 bDeafenedCounter;
|
|
INT32 iPositionSndID;
|
|
INT32 iTuringSoundID;
|
|
UINT8 ubLastDamageReason;
|
|
BOOLEAN fComplainedThatTired;
|
|
INT32 sLastTwoLocations[2];
|
|
INT16 bFillerDude;
|
|
INT32 uiTimeSinceLastBleedGrunt;
|
|
UINT8 ubNextToPreviousAttackerID;
|
|
UINT8 bDoAutofire;
|
|
BOOLEAN autofireLastStep;
|
|
INT8 numFlanks;
|
|
INT32 lastFlankSpot;
|
|
BOOLEAN lastFlankLeft;
|
|
INT8 sniper;
|
|
INT16 origDir;
|
|
INT8 wornCamo;
|
|
|
|
INT8 urbanCamo; // Madd: new camo types
|
|
INT8 wornUrbanCamo;
|
|
|
|
INT8 desertCamo;
|
|
INT8 wornDesertCamo;
|
|
|
|
INT8 snowCamo;
|
|
INT8 wornSnowCamo;
|
|
|
|
#ifdef JA2UB
|
|
BOOLEAN fIgnoreGetupFromCollapseCheck;
|
|
TIMECOUNTER GetupFromJA25StartCounter;
|
|
BOOLEAN fWaitingToGetupFromJA25Start;
|
|
|
|
UINT8 ubPercentDamageInflictedByTeam[NUM_ASSIST_SLOTS]; //The percent of damage inflicted by the player team. Each element corresponds to the Soldier ID. Each element contains the percent damage inflicted by that merc
|
|
#endif
|
|
UINT8 bFiller[ 36 ];
|
|
|
|
//
|
|
// New and OO stuff goes after here. Above this point any changes will goof up reading from files.
|
|
//
|
|
char ef1,ef2,ef3; // Extra filler to get "offsetof(endOfPOD)" to match SIZEOF(oldstruct)
|
|
|
|
char endOfPOD; // marker for end of POD (plain old data)
|
|
|
|
Inventory inv;
|
|
|
|
std::vector<int> bNewItemCount;
|
|
std::vector<int> bNewItemCycleCount;
|
|
|
|
// Debugging data - not saved
|
|
INT32 sPlotSrcGrid;
|
|
}; // OLDSOLDIERTYPE_101;
|
|
|
|
#endif
|
|
|
|
|