Files
source/Init.h
T
Flugente 8275a1231b New feature: advanced repair/dirt system
- items now have an internal repair value that can be lowered through damage taken. They can only be repaired up to that value by your mercs, onyl smiths can fully restore it to 100%
- guns get dirty over time, especially when shooting. Thsi can cause them to jam. Use cleaning kits (item #1576) to clean them by pressing 'Alt' + '.'
- more on this feature in http://www.bears-pit.com/board/ubbthreads.php/topics/308926/New_feature_advanced_repair_di.html#Post308926
- this requires GameDir revision 1496 or higher

WARING! THIS BREAKS SAVEGAME COMPATIBIITY!

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5480 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-08-18 00:03:40 +00:00

206 lines
4.0 KiB
C

#ifndef _INIT_H
#define _INIT_H
UINT32 InitializeJA2( );
void ShutdownJA2( );
BOOLEAN LoadExternalGameplayData(STR directoryName);
void SetupMaxActionPointsAnimation();
//This is an enum to reference to array of ints that holds the values for all these constants. Gotthard 1/18/07
enum {
AP_MAXIMUM,
AP_MINIMUM,
MIN_APS_TO_INTERRUPT,
AP_MONSTER_MAXIMUM,
AP_VEHICLE_MAXIMUM,
MAX_AP_CARRIED,
AP_YOUNG_MONST_FACTOR,
AP_MONST_FRENZY_FACTOR,
AP_CLAUSTROPHOBE,
AP_AFRAID_OF_INSECTS,
AP_EXCHANGE_PLACES,
AP_REVERSE_MODIFIER,
AP_STEALTH_MODIFIER,
AP_STEAL_ITEM,
AP_TAKE_BLOOD,
AP_TALK,
AP_MOVEMENT_FLAT,
AP_MOVEMENT_GRASS,
AP_MOVEMENT_BUSH,
AP_MOVEMENT_RUBBLE,
AP_MOVEMENT_SHORE,
AP_MOVEMENT_LAKE,
AP_MOVEMENT_OCEAN,
AP_MODIFIER_RUN,
AP_MODIFIER_WALK,
AP_MODIFIER_SWAT,
AP_MODIFIER_CRAWL,
AP_MODIFIER_PACK,
AP_MODIFIER_READY,
AP_CHANGE_FACING,
AP_CHANGE_TARGET,
AP_TOSS_ITEM,
AP_REFUEL_VEHICLE,
AP_RADIO,
AP_CROUCH,
AP_PRONE,
AP_LOOK_STANDING,
AP_LOOK_CROUCHED,
AP_LOOK_PRONE,
AP_READY_KNIFE,
AP_READY_DUAL,
AP_MIN_AIM_ATTACK,
AP_DROP_BOMB,
AP_RELOAD_GUN,
AP_START_FIRST_AID,
AP_START_REPAIR,
AP_GET_WOUNDED_DIVISOR,
AP_FALL_DOWN,
AP_OPEN_DOOR,
AP_PICKLOCK,
AP_EXAMINE_DOOR,
AP_BOOT_DOOR,
AP_USE_CROWBAR,
AP_UNLOCK_DOOR,
AP_LOCK_DOOR,
AP_EXPLODE_DOOR,
AP_UNTRAP_DOOR,
AP_USEWIRECUTTERS,
AP_CLIMBROOF,
AP_CLIMBOFFROOF,
AP_JUMPFENCE,
AP_JUMPFENCEBPACK,
AP_USE_REMOTE,
AP_PULL_TRIGGER,
AP_PUNCH,
AP_PICKUP_ITEM,
AP_GIVE_ITEM,
AP_BURY_MINE,
AP_DISARM_MINE,
AP_DRINK,
AP_CAMOFLAGE,
AP_START_RUN_COST,
AP_ATTACH_CAN,
AP_JUMP_OVER,
AP_BACK_PACK,
AP_OPEN_ZIPPER,
AP_CLOSE_ZIPPER,
AP_CLICK_AIM,
// HEADROCK HAM 3.1: Eight different settings for each aiming click with a scope.
AP_FIRST_CLICK_AIM_SCOPE,
AP_SECOND_CLICK_AIM_SCOPE,
AP_THIRD_CLICK_AIM_SCOPE,
AP_FOURTH_CLICK_AIM_SCOPE,
AP_FIFTH_CLICK_AIM_SCOPE,
AP_SIXTH_CLICK_AIM_SCOPE,
AP_SEVENTH_CLICK_AIM_SCOPE,
AP_EIGHTH_CLICK_AIM_SCOPE,
AP_RELOAD_LOOSE,
AP_UNJAM,
AP_JUMPWINDOW, //WANNE: jump window APs
AP_WRONG_MAG,
AP_MAX_SUPPRESSED,
AP_MAX_TURN_SUPPRESSED,
AP_MIN_LIMIT,
AP_LOST_PER_MORALE_DROP,
AP_SUPPRESSION_MOD,
// HEADROCK HAM 3.5: Ratio of AP loss to Suppression Shock gain.
AP_SUPPRESSION_SHOCK_DIVISOR,
// HEADROCK HAM 3.3: AP loss per point of damage, inflicted when a character is knocked down by a hit to the legs.
AP_LOSS_PER_LEGSHOT_DAMAGE,
AUTOFIRE_SHOTS_AP_VALUE,
BAD_AP_COST,
//Cost to take item from position
AP_INV_FROM_NONE,
AP_INV_FROM_HANDS,
AP_INV_FROM_EQUIPMENT,
AP_INV_FROM_VEST,
AP_INV_FROM_RIG,
AP_INV_FROM_CPACK,
AP_INV_FROM_BPACK,
AP_INV_FROM_SLING,
AP_INV_FROM_KNIFE,
AP_INV_FROM_FACE,
AP_INV_FROM_BIG_POCKET,
AP_INV_FROM_SMALL_POCKET,
//Cost to move item to position
AP_INV_TO_NONE,
AP_INV_TO_HANDS,
AP_INV_TO_EQUIPMENT,
AP_INV_TO_VEST,
AP_INV_TO_RIG,
AP_INV_TO_CPACK,
AP_INV_TO_BPACK,
AP_INV_TO_SLING,
AP_INV_TO_KNIFE,
AP_INV_TO_FACE,
AP_INV_TO_BIG_POCKET,
AP_INV_TO_SMALL_POCKET,
//Max inventory cost
AP_INV_MAX_COST,
DEFAULT_APS,
DEFAULT_AIMSKILL,
BP_RATIO_RED_PTS_TO_NORMAL,
BP_RUN_ENERGYCOSTFACTOR,
BP_WALK_ENERGYCOSTFACTOR,
BP_SWAT_ENERGYCOSTFACTOR,
BP_CRAWL_ENERGYCOSTFACTOR,
BP_RADIO,
BP_USE_DETONATOR,
BP_PER_AP_NO_EFFORT,
BP_PER_AP_MIN_EFFORT,
BP_PER_AP_LT_EFFORT,
BP_PER_AP_MOD_EFFORT,
BP_MOVEMENT_FLAT,
BP_MOVEMENT_GRASS,
BP_MOVEMENT_BUSH,
BP_MOVEMENT_RUBBLE,
BP_MOVEMENT_SHORE,
BP_MOVEMENT_LAKE,
BP_MOVEMENT_OCEAN,
BP_MOVEMENT_READY,
BP_CROUCH,
BP_PRONE,
BP_CLIMBROOF,
BP_CLIMBOFFROOF,
BP_JUMPFENCE,
BP_JUMPFENCEBPACK,
BP_STEAL_ITEM,
BP_START_FIRST_AID,
BP_GET_HIT,
BP_GET_WOUNDED,
BP_FALL_DOWN,
BP_OPEN_DOOR,
BP_PICKLOCK,
BP_EXAMINE_DOOR,
BP_BOOT_DOOR,
BP_USE_CROWBAR,
BP_UNLOCK_DOOR,
BP_EXPLODE_DOOR,
BP_UNTRAP_DOOR,
BP_LOCK_DOOR,
BP_USEWIRECUTTERS,
BP_DROP_BOMB,
BP_BURY_MINE,
BP_DISARM_MINE,
BP_JUMP_OVER,
BP_BACK_PACK,
BP_WORK_ZIPPER,
BP_UNJAM,
BP_JUMPOFFWALL,
BP_JUMPWALL,
AP_JUMPWALL,
AP_JUMPOFFWALL,
AP_FORTIFICATION,
AP_EAT,
AP_CLEANINGKIT,
TOTAL_APBP_VALUES
};
#endif