mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Requires GameDir >= r2320. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23061&goto=345526&#msg_345526 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8212 3b4a5df2-a311-0410-b5c6-a8a6f20db521
599 lines
21 KiB
C++
599 lines
21 KiB
C++
#ifndef _SOLDIER_CREATE_H
|
|
#define _SOLDIER_CREATE_H
|
|
|
|
#include "Animation Cache.h"
|
|
#include "Timer Control.h"
|
|
#include "vobject.h"
|
|
#include "Overhead Types.h"
|
|
//#include "Item Types.h"
|
|
#include "soldier control.h"
|
|
|
|
#include <vector>
|
|
#include <iterator>
|
|
|
|
//forward declarations of common classes to eliminate includes
|
|
class OBJECTTYPE;
|
|
class SOLDIERTYPE;
|
|
class SOLDIERCREATE_STRUCT;//dnl ch33 130909
|
|
class _OLD_SOLDIERCREATE_STRUCT;//dnl ch42 250909
|
|
|
|
#define SOLDIER_CREATE_AUTO_TEAM -1
|
|
|
|
// WDS - make number of mercenaries, etc. be configurable
|
|
//Kris:
|
|
//This value is the total maximum number of slots in a map.
|
|
//Players 20
|
|
//Enemies 32
|
|
//Creatures 32
|
|
//Rebels 32
|
|
//Civilians 32
|
|
//Total 148
|
|
#define MAX_INDIVIDUALS TOTAL_SOLDIERS
|
|
|
|
enum
|
|
{
|
|
PINKSKIN,
|
|
TANSKIN,
|
|
DARKSKIN,
|
|
BLACKSKIN,
|
|
NUMSKINS
|
|
};
|
|
|
|
enum
|
|
{
|
|
BROWNHEAD, //dark skin (this line plus all above)
|
|
BLACKHEAD, //black skin (only this line )
|
|
WHITEHEAD,
|
|
BLONDEHEAD,
|
|
REDHEAD, //pink/tan skin (this line plus all above )
|
|
NUMHEADS
|
|
};
|
|
|
|
enum
|
|
{
|
|
WHITEVEST,
|
|
GYELLOWSHIRT,
|
|
YELLOWVEST,
|
|
GREYVEST,
|
|
BROWNVEST,
|
|
PURPLESHIRT,
|
|
BLUEVEST,
|
|
JEANVEST,
|
|
GREENVEST,
|
|
REDVEST,
|
|
BLACKSHIRT,
|
|
NUMSHIRTS
|
|
};
|
|
|
|
enum
|
|
{
|
|
BLUEPANTS,
|
|
BLACKPANTS,
|
|
JEANPANTS,
|
|
TANPANTS,
|
|
BEIGEPANTS,
|
|
GREENPANTS,
|
|
NUMPANTS
|
|
};
|
|
|
|
//Kris: SERIALIZING INFORMATION
|
|
//All maps must have:
|
|
// -MAPCREATE_STRUCT
|
|
// MAPCREATE_STRUCT.ubNumIndividuals determines how many BASIC_SOLDIERCREATE_STRUCTs there are
|
|
// -The BASIC_SOLDIERCREATE_STRUCTS are saved contiguously, but if any of them
|
|
// fDetailedPlacement set, then there is a SOLDIERCREATE_STRUCT saved immediately after.
|
|
|
|
//These are the placement slots used by the editor to define where characters are in a map, what
|
|
//they are, what team they are on, personality traits, etc. The Merc section of the editor is
|
|
//what is used to define these values.
|
|
//dnl ch42 250909
|
|
// WANNE - BMP: DONE!
|
|
typedef struct
|
|
{
|
|
BOOLEAN fDetailedPlacement; //Specialized information. Has a counterpart containing all info.
|
|
INT16 sStartingGridNo; //Where the placement position is.
|
|
INT8 bTeam; //The team this individual is part of.
|
|
INT8 bRelativeAttributeLevel;
|
|
INT8 bRelativeEquipmentLevel;
|
|
UINT8 ubDirection; //1 of 8 values (always mandatory)
|
|
INT8 bOrders;
|
|
INT8 bAttitude;
|
|
INT8 ubBodyType; //up to 128 body types, -1 means random
|
|
INT16 sPatrolGrid[OLD_MAXPATROLGRIDS];//dnl ch27 230909 Possible locations to visit, patrol, etc.
|
|
INT8 bPatrolCnt;
|
|
BOOLEAN fOnRoof;
|
|
UINT8 ubSoldierClass; //army, administrator, elite
|
|
UINT8 ubCivilianGroup;
|
|
BOOLEAN fPriorityExistance; //These slots are used first
|
|
BOOLEAN fHasKeys;
|
|
INT8 PADDINGSLOTS[ 14 ];
|
|
} _OLD_BASIC_SOLDIERCREATE_STRUCT; //50 bytes
|
|
|
|
class BASIC_SOLDIERCREATE_STRUCT
|
|
{
|
|
public:
|
|
BOOLEAN fDetailedPlacement; // Specialized information, has a counterpart containing all info
|
|
INT32 usStartingGridNo; // Where the placement position is
|
|
INT8 bTeam; // The team this individual is part of
|
|
INT8 bRelativeAttributeLevel;
|
|
INT8 bRelativeEquipmentLevel;
|
|
UINT8 ubDirection; // 1 of 8 values (always mandatory)
|
|
INT8 bOrders;
|
|
INT8 bAttitude;
|
|
INT8 ubBodyType; // Up to 128 body types, -1 means random
|
|
INT32 sPatrolGrid[MAXPATROLGRIDS]; // Possible locations to visit, patrol, etc.
|
|
INT8 bPatrolCnt;
|
|
BOOLEAN fOnRoof;
|
|
UINT8 ubSoldierClass; // Army, administrator, elite
|
|
UINT8 ubCivilianGroup;
|
|
BOOLEAN fPriorityExistance; // These slots are used first
|
|
BOOLEAN fHasKeys;
|
|
public:
|
|
BASIC_SOLDIERCREATE_STRUCT& operator=(const _OLD_BASIC_SOLDIERCREATE_STRUCT& src);
|
|
BOOLEAN Load(INT8** hBuffer, FLOAT dMajorMapVersion);
|
|
BOOLEAN Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);
|
|
};
|
|
|
|
class OLD_SOLDIERCREATE_STRUCT_101
|
|
{
|
|
public:
|
|
// Constructor
|
|
OLD_SOLDIERCREATE_STRUCT_101();
|
|
// Copy Constructor
|
|
OLD_SOLDIERCREATE_STRUCT_101(const OLD_SOLDIERCREATE_STRUCT_101&);
|
|
// Assignment operator
|
|
OLD_SOLDIERCREATE_STRUCT_101& operator=(const OLD_SOLDIERCREATE_STRUCT_101&);
|
|
OLD_SOLDIERCREATE_STRUCT_101& operator=(SOLDIERCREATE_STRUCT&);//dnl ch33 130909
|
|
// Destructor
|
|
~OLD_SOLDIERCREATE_STRUCT_101();
|
|
|
|
// Initialize the soldier.
|
|
// Use this instead of the old method of calling memset!
|
|
// Note that the constructor does this automatically.
|
|
void initialize();
|
|
|
|
// Note! These two functions should ONLY be used either just before saving to a
|
|
// file (NewToOld) or after loading a file (OldToNew).
|
|
void CopyOldInventoryToNew();
|
|
|
|
public:
|
|
//Bulletproofing so static detailed placements aren't used to tactically create soldiers.
|
|
//Used by editor for validation purposes.
|
|
BOOLEAN fStatic;
|
|
|
|
//Profile information used for special NPCs and player mercs.
|
|
UINT8 ubProfile;
|
|
BOOLEAN fPlayerMerc;
|
|
BOOLEAN fPlayerPlan;
|
|
BOOLEAN fCopyProfileItemsOver;
|
|
|
|
//Location information
|
|
INT16 sSectorX;
|
|
INT16 sSectorY;
|
|
UINT8 ubDirection;
|
|
INT16 sInsertionGridNo;
|
|
|
|
// Can force a team, but needs flag set
|
|
INT8 bTeam;
|
|
INT8 ubBodyType;
|
|
|
|
//Orders and attitude settings
|
|
INT8 bAttitude;
|
|
INT8 bOrders;
|
|
|
|
//Attributes
|
|
INT8 bLifeMax;
|
|
INT8 bLife;
|
|
INT8 bAgility;
|
|
INT8 bDexterity;
|
|
INT8 bExpLevel;
|
|
INT8 bMarksmanship;
|
|
INT8 bMedical;
|
|
INT8 bMechanical;
|
|
INT8 bExplosive;
|
|
INT8 bLeadership;
|
|
INT8 bStrength;
|
|
INT8 bWisdom;
|
|
INT8 bMorale;
|
|
INT8 bAIMorale;
|
|
|
|
private:
|
|
//Inventory
|
|
OLD_OBJECTTYPE_101 DO_NOT_USE_Inv[ OldInventory::NUM_INV_SLOTS ];
|
|
public:
|
|
|
|
//Palette information for soldiers.
|
|
PaletteRepID HeadPal;
|
|
PaletteRepID PantsPal;
|
|
PaletteRepID VestPal;
|
|
PaletteRepID SkinPal;
|
|
PaletteRepID MiscPal;
|
|
|
|
//Waypoint information for patrolling
|
|
INT16 sPatrolGrid[OLD_MAXPATROLGRIDS];//dnl ch33 200909
|
|
INT8 bPatrolCnt;
|
|
|
|
//Kris: Additions November 16, 1997 (padding down to 129 from 150)
|
|
BOOLEAN fVisible;
|
|
CHAR16 name[ 10 ];
|
|
|
|
UINT8 ubSoldierClass; //army, administrator, elite
|
|
|
|
BOOLEAN fOnRoof;
|
|
|
|
INT8 bSectorZ;
|
|
|
|
SOLDIERTYPE *pExistingSoldier;
|
|
BOOLEAN fUseExistingSoldier;
|
|
UINT8 ubCivilianGroup;
|
|
|
|
BOOLEAN fKillSlotIfOwnerDies;
|
|
UINT8 ubScheduleID;
|
|
|
|
BOOLEAN fUseGivenVehicle;
|
|
INT8 bUseGivenVehicleID;
|
|
BOOLEAN fHasKeys;
|
|
|
|
INT8 bPadding[115];
|
|
|
|
//
|
|
// New and OO stuff goes after here. Above this point any changes will goof up reading from files.
|
|
//
|
|
char ef1,ef2; // Extra filler to get "offsetof(endOfPOD)" to match SIZEOF(oldstruct)
|
|
|
|
char endOfPOD; // marker for end of POD (plain old data)
|
|
|
|
Inventory Inv;
|
|
}; // OLD_SOLDIERCREATE_STRUCT_101;
|
|
|
|
// WANNE - BMP: DONE!
|
|
class SOLDIERCREATE_STRUCT
|
|
{
|
|
public:
|
|
// Constructor
|
|
SOLDIERCREATE_STRUCT();
|
|
// Copy Constructor
|
|
SOLDIERCREATE_STRUCT(const SOLDIERCREATE_STRUCT&);
|
|
// Assignment operator
|
|
SOLDIERCREATE_STRUCT& operator=(const SOLDIERCREATE_STRUCT&);
|
|
// Conversion operator from old to new
|
|
SOLDIERCREATE_STRUCT& operator=(const OLD_SOLDIERCREATE_STRUCT_101&);
|
|
// Conversion operator from SOLDIERTYPE to SOLDIERCREATE_STRUCT
|
|
SOLDIERCREATE_STRUCT& operator=(const SOLDIERTYPE&);
|
|
// Destructor
|
|
~SOLDIERCREATE_STRUCT();
|
|
|
|
UINT16 GetChecksum();
|
|
|
|
SOLDIERCREATE_STRUCT& operator=(const _OLD_SOLDIERCREATE_STRUCT& src);//dnl ch42 250909
|
|
|
|
// Initialize the soldier.
|
|
// Use this instead of the old method of calling memset!
|
|
// Note that the constructor does this automatically.
|
|
void initialize();
|
|
|
|
BOOLEAN Load(HWFILE hFile, int versionToLoad, bool loadChecksum);
|
|
BOOLEAN Load(INT8 **hBuffer, float dMajorMapVersion, UINT8 ubMinorMapVersion);
|
|
BOOLEAN Save(HWFILE hFile, bool fSavingMap, FLOAT dMajorMapVersion=MAJOR_MAP_VERSION, UINT8 ubMinorMapVersion=MINOR_MAP_VERSION);//dnl ch42 250909
|
|
|
|
public:
|
|
//Bulletproofing so static detailed placements aren't used to tactically create soldiers.
|
|
//Used by editor for validation purposes.
|
|
BOOLEAN fStatic;
|
|
|
|
//Profile information used for special NPCs and player mercs.
|
|
UINT8 ubProfile;
|
|
BOOLEAN fPlayerMerc;
|
|
BOOLEAN fPlayerPlan;
|
|
BOOLEAN fCopyProfileItemsOver;
|
|
|
|
//Location information
|
|
INT16 sSectorX;
|
|
INT16 sSectorY;
|
|
UINT8 ubDirection;
|
|
INT32 sInsertionGridNo;//dnl ch42 290909
|
|
|
|
// Can force a team, but needs flag set
|
|
INT8 bTeam;
|
|
INT8 ubBodyType;
|
|
|
|
//Orders and attitude settings
|
|
INT8 bAttitude;
|
|
INT8 bOrders;
|
|
|
|
//Attributes
|
|
INT8 bLifeMax;
|
|
INT8 bLife;
|
|
INT8 bAgility;
|
|
INT8 bDexterity;
|
|
INT8 bExpLevel;
|
|
INT8 bMarksmanship;
|
|
INT8 bMedical;
|
|
INT8 bMechanical;
|
|
INT8 bExplosive;
|
|
INT8 bLeadership;
|
|
INT8 bStrength;
|
|
INT8 bWisdom;
|
|
INT8 bMorale;
|
|
INT8 bAIMorale;
|
|
|
|
public:
|
|
|
|
//Palette information for soldiers.
|
|
PaletteRepID HeadPal;
|
|
PaletteRepID PantsPal;
|
|
PaletteRepID VestPal;
|
|
PaletteRepID SkinPal;
|
|
PaletteRepID MiscPal;
|
|
|
|
//Waypoint information for patrolling
|
|
INT32 sPatrolGrid[MAXPATROLGRIDS];//dnl ch42 290909
|
|
INT8 bPatrolCnt;
|
|
|
|
//Kris: Additions November 16, 1997 (padding down to 129 from 150)
|
|
BOOLEAN fVisible;
|
|
CHAR16 name[ 10 ];
|
|
|
|
UINT8 ubSoldierClass; //army, administrator, elite
|
|
|
|
BOOLEAN fOnRoof;
|
|
|
|
INT8 bSectorZ;
|
|
|
|
SOLDIERTYPE *pExistingSoldier;
|
|
BOOLEAN fUseExistingSoldier;
|
|
UINT8 ubCivilianGroup;
|
|
|
|
BOOLEAN fKillSlotIfOwnerDies;
|
|
UINT8 ubScheduleID;
|
|
|
|
BOOLEAN fUseGivenVehicle;
|
|
INT8 bUseGivenVehicleID;
|
|
BOOLEAN fHasKeys;
|
|
|
|
//
|
|
// New and OO stuff goes after here. Above this point any changes will goof up reading from files.
|
|
//
|
|
char endOfPOD; // marker for end of POD (plain old data)
|
|
|
|
Inventory Inv;
|
|
}; // SOLDIERCREATE_STRUCT;
|
|
|
|
// WANNE - BMP: DONE!
|
|
class _OLD_SOLDIERCREATE_STRUCT
|
|
{
|
|
public:
|
|
//Bulletproofing so static detailed placements aren't used to tactically create soldiers.
|
|
//Used by editor for validation purposes.
|
|
BOOLEAN fStatic;
|
|
|
|
//Profile information used for special NPCs and player mercs.
|
|
UINT8 ubProfile;
|
|
BOOLEAN fPlayerMerc;
|
|
BOOLEAN fPlayerPlan;
|
|
BOOLEAN fCopyProfileItemsOver;
|
|
|
|
//Location information
|
|
INT16 sSectorX;
|
|
INT16 sSectorY;
|
|
UINT8 ubDirection;
|
|
INT16 sInsertionGridNo;
|
|
|
|
// Can force a team, but needs flag set
|
|
INT8 bTeam;
|
|
INT8 ubBodyType;
|
|
|
|
//Orders and attitude settings
|
|
INT8 bAttitude;
|
|
INT8 bOrders;
|
|
|
|
//Attributes
|
|
INT8 bLifeMax;
|
|
INT8 bLife;
|
|
INT8 bAgility;
|
|
INT8 bDexterity;
|
|
INT8 bExpLevel;
|
|
INT8 bMarksmanship;
|
|
INT8 bMedical;
|
|
INT8 bMechanical;
|
|
INT8 bExplosive;
|
|
INT8 bLeadership;
|
|
INT8 bStrength;
|
|
INT8 bWisdom;
|
|
INT8 bMorale;
|
|
INT8 bAIMorale;
|
|
|
|
public:
|
|
|
|
//Palette information for soldiers.
|
|
PaletteRepID HeadPal;
|
|
PaletteRepID PantsPal;
|
|
PaletteRepID VestPal;
|
|
PaletteRepID SkinPal;
|
|
PaletteRepID MiscPal;
|
|
|
|
//Waypoint information for patrolling
|
|
INT16 sPatrolGrid[OLD_MAXPATROLGRIDS];//dnl ch27 230909
|
|
INT8 bPatrolCnt;
|
|
|
|
//Kris: Additions November 16, 1997 (padding down to 129 from 150)
|
|
BOOLEAN fVisible;
|
|
CHAR16 name[ 10 ];
|
|
|
|
UINT8 ubSoldierClass; //army, administrator, elite
|
|
|
|
BOOLEAN fOnRoof;
|
|
|
|
INT8 bSectorZ;
|
|
|
|
SOLDIERTYPE *pExistingSoldier;
|
|
BOOLEAN fUseExistingSoldier;
|
|
UINT8 ubCivilianGroup;
|
|
|
|
BOOLEAN fKillSlotIfOwnerDies;
|
|
UINT8 ubScheduleID;
|
|
|
|
BOOLEAN fUseGivenVehicle;
|
|
INT8 bUseGivenVehicleID;
|
|
BOOLEAN fHasKeys;
|
|
|
|
//
|
|
// New and OO stuff goes after here. Above this point any changes will goof up reading from files.
|
|
//
|
|
char endOfPOD; // marker for end of POD (plain old data)
|
|
|
|
Inventory Inv;
|
|
}; // _OLD_SOLDIERCREATE_STRUCT;
|
|
|
|
#define SIZEOF_OLD_SOLDIERCREATE_STRUCT_101_POD offsetof( OLD_SOLDIERCREATE_STRUCT_101, endOfPOD )
|
|
#define SIZEOF_SOLDIERCREATE_STRUCT_POD offsetof( SOLDIERCREATE_STRUCT, endOfPOD )
|
|
#define _OLD_SIZEOF_SOLDIERCREATE_STRUCT_POD offsetof( _OLD_SOLDIERCREATE_STRUCT, endOfPOD )
|
|
|
|
|
|
//Original functions currently used throughout the game.
|
|
BOOLEAN TacticalRemoveSoldier( UINT16 usSoldierIndex );
|
|
BOOLEAN TacticalRemoveSoldierPointer( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveVehicle );
|
|
|
|
INT8 CalcDifficultyModifier( UINT8 ubSoldierClass );
|
|
|
|
void RandomizeNewSoldierStats( SOLDIERCREATE_STRUCT *pCreateStruct );
|
|
|
|
//Kris:
|
|
//Modified return type from BOOLEAN to SOLDIERTYPE*
|
|
SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID );
|
|
|
|
//Randomly generated enemies used by strategic AI.
|
|
SOLDIERTYPE* TacticalCreateAdministrator();
|
|
SOLDIERTYPE* TacticalCreateEliteEnemy();
|
|
SOLDIERTYPE* TacticalCreateArmyTroop();
|
|
SOLDIERTYPE* TacticalCreateZombie(); // Flugente Zombies
|
|
SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass, INT16 sX, INT16 sY ); // Flugente: added sector coordinates
|
|
SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType );
|
|
SOLDIERTYPE* TacticalCreateEnemyTank();
|
|
SOLDIERTYPE* TacticalCreateEnemyJeep( );
|
|
|
|
// Flugente: create an armed civilian
|
|
SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass = SOLDIER_CLASS_ARMY );
|
|
|
|
SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8 usTraderID,
|
|
INT8 sBodyType, INT8 aVest, INT8 aPants, INT8 aHair, INT8 aSkin,
|
|
INT16 sItem1, INT16 sItem2, INT16 sItem3, INT16 sItem4 );
|
|
|
|
// Flugente: assassins are elite soldiers of the civ team that go hostile on a certain event, otherwise they just blend in
|
|
SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype);
|
|
void CreateAssassin(UINT8 disguisetype);
|
|
|
|
// create a prisoner (in a prison cell) in the current sector
|
|
void CreatePrisonerOfWar();
|
|
|
|
// create a downed pilot in a random location in the current sector
|
|
void CreateDownedPilot();
|
|
|
|
// randomly generates a relative level rating (attributes or equipment)
|
|
void RandomizeRelativeLevel( INT8 *pbRelLevel, UINT8 ubSoldierClass );
|
|
|
|
// get the pythag. distance from the passed sector to the palace..
|
|
UINT8 GetPythDistanceFromPalace( INT16 sSectorX, INT16 sSectorY );
|
|
|
|
|
|
//These following functions are currently used exclusively by the editor.
|
|
//Now, this will be useful for the strategic AI.
|
|
//Definitions:
|
|
//Soldier (s): Currently in the game, but subject to modifications. The editor has the capability to
|
|
// modify soldier attributes on the fly for testing purposes.
|
|
//BasicPlacement (bp): A BASIC_SOLDIERCREATE_STRUCT that contains compact, very general, information about
|
|
// a soldier. The BasicPlacement is then used to generate a DetailedPlacement before creating a soldier.
|
|
// Most of the soldiers saved in the maps will be saved in this manner.
|
|
//DetailedPlacement (pp): A SOLDIERCREATE_STRUCT ready to be passed to TacticalCreateSoldier to generate
|
|
// and add a new soldier to the world. The DetailedPlacement contains all of the necessary information
|
|
// to do this. This information won't be saved in maps. In most cases, only very few attributes are static,
|
|
// and the rest are generated at runtime. Because of this situation, saved detailed placements must be in a
|
|
// different format.
|
|
//StaticDetailedPlacement (spp): A hybrid version of the DetailedPlacement. This is the information saved in
|
|
// the map via the editor. When loaded, this information is converted to a normal detailed placement, but
|
|
// must also use the BasicPlacement information to complete this properly. Once the conversion is complete,
|
|
// the static information is lost. This gives us complete flexibility. The basic placements contain relative
|
|
// values that work in conjunction with the strategic AI's relative values to generate soldiers. In no
|
|
// circumstances will static detailed placements be used outside of the editor. Note, that this hybrid version
|
|
// uses the identical structure as detailed placements. All non-static values are set to -1.
|
|
|
|
//Used to generate a detailed placement from a basic placement. This assumes that the detailed placement
|
|
//doesn't exist, meaning there are no static attributes. This is called when you wish to convert a basic
|
|
//placement into a detailed placement just before creating a soldier.
|
|
// Flugente: added sector coordinates, used for militia using sector equipment
|
|
void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, BASIC_SOLDIERCREATE_STRUCT *bp, INT16 sX = -1, INT16 sY = -1 );
|
|
|
|
//Used exclusively by the editor when the user wishes to change a basic placement into a detailed placement.
|
|
//Because the intention is to make some of the attributes static, all of the information that can be generated
|
|
//are defaulted to -1. When an attribute is made to be static, that value in replaced by the new static value.
|
|
//This information is NOT compatible with TacticalCreateSoldier. Before doing so, you must first convert the
|
|
//static detailed placement to a regular detailed placement.
|
|
void CreateStaticDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *spp, BASIC_SOLDIERCREATE_STRUCT *bp );
|
|
|
|
//When you are ready to generate a soldier with a static detailed placement slot, this function will generate
|
|
//the proper priority placement slot given the static detailed placement and it's accompanying basic placment.
|
|
//For the purposes of merc editing, the static detailed placement is preserved.
|
|
// Flugente: added sector coordinates, used for militia using sector equipment
|
|
void CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo(
|
|
SOLDIERCREATE_STRUCT *pp, SOLDIERCREATE_STRUCT *spp, BASIC_SOLDIERCREATE_STRUCT *bp, INT16 sX = -1, INT16 sY = -1);
|
|
|
|
//Used to update a existing soldier's attributes with the new static detailed placement info. This is used
|
|
//by the editor upon exiting the editor into the game, to update the existing soldiers with new information.
|
|
//This gives flexibility of testing mercs. Upon entering the editor again, this call will reset all the
|
|
//mercs to their original states.
|
|
void UpdateSoldierWithStaticDetailedInformation( SOLDIERTYPE *s, SOLDIERCREATE_STRUCT *spp );
|
|
|
|
//In the case of setting a profile ID in order to extract a soldier from the profile array, we
|
|
//also want to copy that information to the static detailed placement, for editor viewing purposes.
|
|
void UpdateStaticDetailedPlacementWithProfileInformation( SOLDIERCREATE_STRUCT *spp, UINT8 ubProfile );
|
|
|
|
//When the editor modifies the soldier's relative attribute level,
|
|
//this function is called to update that information.
|
|
void ModifySoldierAttributesWithNewRelativeLevel( SOLDIERTYPE *s, INT8 bLevel );
|
|
|
|
// Force the soldier to be a different ID
|
|
void ForceSoldierProfileID( SOLDIERTYPE *pSoldier, UINT8 ubProfileID );
|
|
|
|
void GeneratePaletteForSoldier( SOLDIERTYPE *pSoldier, UINT8 ubSoldierClass, UINT8 ubTeam );
|
|
|
|
void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID );
|
|
|
|
BOOLEAN InternalTacticalRemoveSoldier( UINT16 usSoldierIndex, BOOLEAN fRemoveVehicle );
|
|
|
|
//SPECIAL! Certain events in the game can cause profiled NPCs to become enemies. The two cases are
|
|
//adding Mike and Iggy. We will only add one NPC in any given combat and the conditions for setting
|
|
//the associated facts are done elsewhere. The function will set the profile for the SOLDIERCREATE_STRUCT
|
|
//and the rest will be handled automatically so long the ubProfile field doesn't get changed.
|
|
//NOTE: We don't want to add Mike or Iggy if this is being called from autoresolve!
|
|
void OkayToUpgradeEliteToSpecialProfiledEnemy( SOLDIERCREATE_STRUCT *pp );
|
|
extern BOOLEAN gfProfiledEnemyAdded; //needs to be saved (used by the above function)
|
|
|
|
//Legion by Jazz
|
|
//void BeginSoldierClimbUpOkno( SOLDIERTYPE *pSoldier );
|
|
void BeginSoldierFenceUp( SOLDIERTYPE *pSoldier );
|
|
//dnl ch27 240909
|
|
typedef enum
|
|
{
|
|
UINT8_UINT8,
|
|
UINT16_UINT16,
|
|
UINT32_UINT32,
|
|
UINT8_UINT16,
|
|
UINT16_UINT8,
|
|
INT16_INT32,
|
|
INT32_INT16,
|
|
}TranslateArrayFieldsCommands;
|
|
BOOLEAN TranslateArrayFields(void* out, const void* inp, int len, int cmd);
|
|
|
|
//dnl ch56 141009
|
|
#define CENTRAL_GRIDNO (MAPROWCOLTOPOS(WORLD_ROWS/2,WORLD_COLS/2))
|
|
#define CENTRAL_RADIUS (min(WORLD_ROWS,WORLD_COLS)/5)
|
|
|
|
void ResetNumSquadleadersInArmyGroup( void ); // added by SANDRO
|
|
BOOLEAN AssignTraitsToSoldier( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruct ); // Added a function to add traits to soldiers - SANDRO
|
|
|
|
INT32 ChooseHairColor( UINT8 usBodyType, INT32 skin );
|
|
|
|
// Flugente: set palettes for vest/shirt
|
|
void SetClothes( SOLDIERTYPE* pSoldier, INT8 aVest, INT8 aPants, INT8 aHair = -1, INT8 aSkin = -1 );
|
|
|
|
#endif |