Files
source/Tactical/SkillCheck.h
T
Wanne c90f4bce47 - New feature: zombies can now spawn from corpses, if you specify that option in the preferences screen (by Flugente)
o if set to off, no zombies will spawn. This can also be changed in mid-game
o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746
o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation)
o The zombie option can only be enabled in a single player game

o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-05-29 22:49:17 +00:00

49 lines
1.5 KiB
C

#ifndef __SKILL_CHECK_H
#define __SKILL_CHECK_H
#include "types.h"
#include "Soldier Control.h"
extern void ReducePointsForFatigue( SOLDIERTYPE *pSoldier, UINT16 *pusPoints );
extern INT32 GetSkillCheckPenaltyForFatigue( SOLDIERTYPE *pSoldier, INT32 iSkill );
extern INT32 SkillCheck( SOLDIERTYPE *pSoldier, INT8 bReason, INT8 bDifficulty );
extern INT8 CalcTrapDetectLevel( SOLDIERTYPE *pSoldier, BOOLEAN fExamining );
extern INT8 EffectiveStrength( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveWisdom( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveAgility( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveMechanical( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveExplosive( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveLeadership( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveMarksmanship( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveDexterity( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveExpLevel( SOLDIERTYPE *pSoldier );
extern INT8 EffectiveMedical( SOLDIERTYPE *pSoldier );
enum SkillChecks
{
NO_CHECK = 0,
LOCKPICKING_CHECK,
ELECTRONIC_LOCKPICKING_CHECK,
ATTACHING_DETONATOR_CHECK,
ATTACHING_REMOTE_DETONATOR_CHECK,
PLANTING_BOMB_CHECK,
PLANTING_REMOTE_BOMB_CHECK,
OPEN_WITH_CROWBAR,
SMASH_DOOR_CHECK,
DISARM_TRAP_CHECK,
UNJAM_GUN_CHECK,
NOTICE_DART_CHECK,
LIE_TO_QUEEN_CHECK,
ATTACHING_SPECIAL_ITEM_CHECK,
ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK,
DISARM_ELECTRONIC_TRAP_CHECK,
ATTACH_POWER_PACK, // Flugente: attach a power pack to power armor
} ;
#endif