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source/Tactical/Soldier Control.h
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106 KiB
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#ifndef __SOLDER_CONTROL_H
#define __SOLDER_CONTROL_H
//dnl ch33 200909
// In the future MAXPATROLDGRIDS could be externalized but his value must always be >= OLD_MAXPATROLGRIDS
#define OLD_MAXPATROLGRIDS 10
#define MAXPATROLGRIDS OLD_MAXPATROLGRIDS
// WANNE: Yes I know, we support up to 254 profiles, but because of compatibility, profile Id = 200
// is not a valid profil. We in MercProfiles.xml, the profile id = 200 should not be used!
#define NO_PROFILE 200
#include "Animation Cache.h"
#include "Timer Control.h"
#include "vobject.h"
#include "Overhead Types.h"
#include "Item Types.h"
#include "worlddef.h"
#include <vector>
#include <iterator>
#include "GameSettings.h" // added by Flugente
#include "Disease.h" // added by Flugente
#define PTR_CIVILIAN (pSoldier->bTeam == CIV_TEAM)
#define PTR_CROUCHED (gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_CROUCH)
#define PTR_STANDING (gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_STAND)
#define PTR_PRONE (gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_PRONE)
#define DRUG_TYPE_MAX 32
#define FOOD_TYPE_MAX 500
// TEMP VALUES FOR NAMES
#define MAXCIVLASTNAMES 30
extern UINT16 CivLastNames[MAXCIVLASTNAMES][10];
#ifdef JA2UB
//ja25ub
#define NUM_ASSIST_SLOTS 156 //used for when the player asssists in killing the enemty
#endif
// ANDREW: these are defines for OKDestanation usage - please move to approprite file
#define IGNOREPEOPLE 0
#define PEOPLETOO 1
#define ALLPEOPLE 2
#define FALLINGTEST 3
#define LOCKED_NO_NEWGRIDNO 2
#define BATTLE_SND_LOWER_VOLUME 1
#define TAKE_DAMAGE_GUNFIRE 1
#define TAKE_DAMAGE_BLADE 2
#define TAKE_DAMAGE_HANDTOHAND 3
#define TAKE_DAMAGE_FALLROOF 4
#define TAKE_DAMAGE_BLOODLOSS 5
#define TAKE_DAMAGE_EXPLOSION 6
#define TAKE_DAMAGE_ELECTRICITY 7
#define TAKE_DAMAGE_GAS 8
#define TAKE_DAMAGE_TENTACLES 9
#define TAKE_DAMAGE_STRUCTURE_EXPLOSION 10
#define TAKE_DAMAGE_OBJECT 11
#define TAKE_DAMAGE_VEHICLE_TRAUMA 12
#define SOLDIER_UNBLIT_SIZE (75*75*2)
#define SOLDIER_IS_TACTICALLY_VALID 0x00000001
#define SOLDIER_SHOULD_BE_TACTICALLY_VALID 0x00000002
#define SOLDIER_MULTI_SELECTED 0x00000004
#define SOLDIER_PC 0x00000008
#define SOLDIER_ATTACK_NOTICED 0x00000010
#define SOLDIER_PCUNDERAICONTROL 0x00000020
#define SOLDIER_UNDERAICONTROL 0x00000040
#define SOLDIER_DEAD 0x00000080
#define SOLDIER_GREEN_RAY 0x00000100
#define SOLDIER_LOOKFOR_ITEMS 0x00000200
#define SOLDIER_ENEMY 0x00000400
#define SOLDIER_ENGAGEDINACTION 0x00000800
#define SOLDIER_ROBOT 0x00001000
#define SOLDIER_MONSTER 0x00002000
#define SOLDIER_ANIMAL 0x00004000
#define SOLDIER_VEHICLE 0x00008000
#define SOLDIER_MULTITILE_NZ 0x00010000
#define SOLDIER_Z 0x00010000
#define SOLDIER_MULTITILE_Z 0x00020000
#define SOLDIER_MULTITILE ( SOLDIER_MULTITILE_Z | SOLDIER_MULTITILE_NZ )
#define SOLDIER_RECHECKLIGHT 0x00040000
#define SOLDIER_TURNINGFROMHIT 0x00080000
#define SOLDIER_BOXER 0x00100000
#define SOLDIER_LOCKPENDINGACTIONCOUNTER 0x00200000
#define SOLDIER_COWERING 0x00400000
#define SOLDIER_MUTE 0x00800000
#define SOLDIER_GASSED 0x01000000
#define SOLDIER_OFF_MAP 0x02000000
#define SOLDIER_PAUSEANIMOVE 0x04000000
#define SOLDIER_DRIVER 0x08000000
#define SOLDIER_PASSENGER 0x10000000
#define SOLDIER_NPC_DOING_PUNCH 0x20000000
#define SOLDIER_NPC_SHOOTING 0x40000000
#define SOLDIER_LOOK_NEXT_TURNSOLDIER 0x80000000
/*
#define SOLDIER_TRAIT_LOCKPICKING 0x0001
#define SOLDIER_TRAIT_HANDTOHAND 0x0002
#define SOLDIER_TRAIT_ELECTRONICS 0x0004
#define SOLDIER_TRAIT_NIGHTOPS 0x0008
#define SOLDIER_TRAIT_THROWING 0x0010
#define SOLDIER_TRAIT_TEACHING 0x0020
#define SOLDIER_TRAIT_HEAVY_WEAPS 0x0040
#define SOLDIER_TRAIT_AUTO_WEAPS 0x0080
#define SOLDIER_TRAIT_STEALTHY 0x0100
#define SOLDIER_TRAIT_AMBIDEXT 0x0200
#define SOLDIER_TRAIT_THIEF 0x0400
#define SOLDIER_TRAIT_MARTIALARTS 0x0800
#define SOLDIER_TRAIT_KNIFING 0x1000
*/
// SANDRO was here, messed this..
//#define HAS_SKILL_TRAIT( s, t ) (s->stats.ubSkillTrait1 == t || s->stats.ubSkillTrait2 == t)
//#define NUM_SKILL_TRAITS( s, t ) ( (s->stats.ubSkillTrait1 == t) ? ( (s->stats.ubSkillTrait2 == t) ? 2 : 1 ) : ( (s->stats.ubSkillTrait2 == t) ? 1 : 0 ) )
BOOLEAN HAS_SKILL_TRAIT( SOLDIERTYPE * pSoldier, UINT8 uiSkillTraitNumber );
INT8 NUM_SKILL_TRAITS( SOLDIERTYPE * pSoldier, UINT8 uiSkillTraitNumber );
#define SOLDIER_QUOTE_SAID_IN_SHIT 0x0001
#define SOLDIER_QUOTE_SAID_LOW_BREATH 0x0002
#define SOLDIER_QUOTE_SAID_BEING_PUMMELED 0x0004
#define SOLDIER_QUOTE_SAID_NEED_SLEEP 0x0008
#define SOLDIER_QUOTE_SAID_LOW_MORAL 0x0010
#define SOLDIER_QUOTE_SAID_MULTIPLE_CREATURES 0x0020
#define SOLDIER_QUOTE_SAID_ANNOYING_MERC 0x0040
#define SOLDIER_QUOTE_SAID_LIKESGUN 0x0080
#define SOLDIER_QUOTE_SAID_DROWNING 0x0100
#define SOLDIER_QUOTE_SAID_ROTTINGCORPSE 0x0200
#define SOLDIER_QUOTE_SAID_SPOTTING_CREATURE_ATTACK 0x0400
#define SOLDIER_QUOTE_SAID_SMELLED_CREATURE 0x0800
#define SOLDIER_QUOTE_SAID_ANTICIPATING_DANGER 0x1000
#define SOLDIER_QUOTE_SAID_WORRIED_ABOUT_CREATURES 0x2000
#define SOLDIER_QUOTE_SAID_PERSONALITY 0x4000
#define SOLDIER_QUOTE_SAID_FOUND_SOMETHING_NICE 0x8000
#define SOLDIER_QUOTE_SAID_EXT_HEARD_SOMETHING 0x0001
#define SOLDIER_QUOTE_SAID_EXT_SEEN_CREATURE_ATTACK 0x0002
#define SOLDIER_QUOTE_SAID_EXT_USED_BATTLESOUND_HIT 0x0004
#define SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL 0x0008
//Ja25: no mike
#ifdef JA2UB
#define SOLDIER_QUOTE_SAID_EXT_MORRIS 0x0010 //Ja25 UB
#else
#define SOLDIER_QUOTE_SAID_EXT_MIKE 0x0010
#endif
#define SOLDIER_QUOTE_SAID_DONE_ASSIGNMENT 0x0020
#define SOLDIER_QUOTE_SAID_BUDDY_1_WITNESSED 0x0040
#define SOLDIER_QUOTE_SAID_BUDDY_2_WITNESSED 0x0080
#define SOLDIER_QUOTE_SAID_BUDDY_3_WITNESSED 0x0100
#define SOLDIER_QUOTE_SAID_BUDDY_4_WITNESSED 0x0400
#define SOLDIER_QUOTE_SAID_BUDDY_5_WITNESSED 0x0800
#define SOLDIER_QUOTE_SAID_BUDDY_6_WITNESSED 0x1000
#ifdef JA2UB
#define SOLDIER_QUOTE_SAID_THOUGHT_KILLED_YOU 0x0200
#endif
#define SOLDIER_CONTRACT_RENEW_QUOTE_NOT_USED 0
#define SOLDIER_CONTRACT_RENEW_QUOTE_89_USED 1
#define SOLDIER_CONTRACT_RENEW_QUOTE_115_USED 2
#define SOLDIER_MISC_HEARD_GUNSHOT 0x01
// make sure soldiers (esp tanks) are not hurt multiple times by explosions
#define SOLDIER_MISC_HURT_BY_EXPLOSION 0x02
// should be revealed due to xrays
#define SOLDIER_MISC_XRAYED 0x04
#define MAXBLOOD 40
#define NOBLOOD MAXBLOOD
#define BLOODTIME 5
#define FOOTPRINTTIME 2
#define MIN_BLEEDING_THRESHOLD 12 // you're OK while <4 Yellow life bars
#define BANDAGED( s ) (s->stats.bLifeMax - s->stats.bLife - s->bBleeding)
// amount of time a stats is to be displayed differently, due to change
#define CHANGE_STAT_RECENTLY_DURATION 60000
// MACROS
// #######################################################
#define NO_PENDING_ACTION 255
#define NO_PENDING_ANIMATION 32001
#define NO_PENDING_DIRECTION 253
#define NO_PENDING_STANCE 254
#define NO_DESIRED_HEIGHT 255
#define MAX_FULLTILE_DIRECTIONS 3
//DIGICRAB: Burst UnCap
//move the size of the spread target buffer to a define
//so that we can increase it if we can stand breaking the saves
#define MAX_BURST_SPREAD_TARGETS 6
#define TURNING_FROM_PRONE_OFF 0
#define TURNING_FROM_PRONE_ON 1
#define TURNING_FROM_PRONE_START_UP_FROM_MOVE 2
#define TURNING_FROM_PRONE_ENDING_UP_FROM_MOVE 3
#define TURNING_FROM_PRONE_FOR_PUNCH_OR_STAB 4//dnl ch73 290913
//ENUMERATIONS FOR ACTIONS
enum
{
MERC_OPENDOOR,
MERC_OPENSTRUCT,
MERC_PICKUPITEM,
MERC_PUNCH,
MERC_KNIFEATTACK,
MERC_GIVEAID,
MERC_GIVEITEM,
MERC_WAITFOROTHERSTOTRIGGER,
MERC_CUTFFENCE,
MERC_DROPBOMB,
MERC_STEAL,
MERC_TALK,
MERC_ENTER_VEHICLE,
MERC_REPAIR,
MERC_RELOADROBOT,
MERC_TAKEBLOOD,
MERC_ATTACH_CAN,
MERC_FUEL_VEHICLE,
MERC_BUILD_FORTIFICATION,
MERC_HANDCUFF_PERSON,
MERC_APPLYITEM,
MERC_INTERACTIVEACTION,
};
// ENUMERATIONS FOR THROW ACTIONS
enum
{
NO_THROW_ACTION,
THROW_ARM_ITEM,
THROW_TARGET_MERC_CATCH,
};
// An enumeration for playing battle sounds
enum
{
BATTLE_SOUND_OK1,
BATTLE_SOUND_COOL1,
BATTLE_SOUND_CURSE1,
BATTLE_SOUND_HIT1,
BATTLE_SOUND_LAUGH1,
BATTLE_SOUND_ATTN1,
BATTLE_SOUND_DIE1,
BATTLE_SOUND_HUMM,
BATTLE_SOUND_NOTHING,
BATTLE_SOUND_GOTIT,
BATTLE_SOUND_LOWMARALE_OK1,
BATTLE_SOUND_LOWMARALE_ATTN1,
BATTLE_SOUND_LOCKED,
BATTLE_SOUND_ENEMY,
NUM_MERC_BATTLE_SOUNDS
};
//different kinds of merc
enum
{
MERC_TYPE__PLAYER_CHARACTER,
MERC_TYPE__AIM_MERC,
MERC_TYPE__MERC,
MERC_TYPE__NPC,
MERC_TYPE__EPC,
MERC_TYPE__NPC_WITH_UNEXTENDABLE_CONTRACT,
MERC_TYPE__VEHICLE,
};
// SANDRO - added for healing damaged stats
enum
{
DAMAGED_STAT_HEALTH,
DAMAGED_STAT_DEXTERITY,
DAMAGED_STAT_AGILITY,
DAMAGED_STAT_STRENGTH,
DAMAGED_STAT_WISDOM,
DAMAGED_STAT_LEADERSHIP,
DAMAGED_STAT_MARKSMANSHIP,
DAMAGED_STAT_MECHANICAL,
DAMAGED_STAT_EXPLOSIVES,
DAMAGED_STAT_MEDICAL,
NUM_DAMAGABLE_STATS,
};
// SANDRO - this is for determining what stance to go back after being hit
enum
{
NO_SPEC_STANCE_AFTER_HIT,
GO_TO_AIM_AFTER_HIT,
GO_TO_ALTERNATIVE_AIM_AFTER_HIT,
GO_TO_HTH_BREATH_AFTER_HIT,
GO_TO_COWERING_AFTER_HIT,
};
// vehicle/human path structure
struct path
{
UINT32 uiSectorId;
UINT32 uiEta;
BOOLEAN fSpeed;
struct path *pNext;
struct path *pPrev;
};
typedef struct path PathSt;
typedef PathSt *PathStPtr;
//used for color codes, but also shows the enemy type for debugging purposes
enum
{
SOLDIER_CLASS_NONE,
SOLDIER_CLASS_ADMINISTRATOR,
SOLDIER_CLASS_ELITE,
SOLDIER_CLASS_ARMY,
SOLDIER_CLASS_GREEN_MILITIA,
SOLDIER_CLASS_REG_MILITIA,
SOLDIER_CLASS_ELITE_MILITIA,
SOLDIER_CLASS_CREATURE,
SOLDIER_CLASS_MINER,
SOLDIER_CLASS_ZOMBIE,
SOLDIER_CLASS_TANK,
SOLDIER_CLASS_JEEP,
SOLDIER_CLASS_BANDIT,
SOLDIER_CLASS_MAX,
};
// Flugente: there are now separate gun choices, depending on a soldier's class
#define SOLDIER_GUN_CHOICE_SELECTIONS SOLDIER_CLASS_CREATURE
#define SOLDIER_CLASS_ENEMY( bSoldierClass ) ( ( bSoldierClass >= SOLDIER_CLASS_ADMINISTRATOR ) && ( bSoldierClass <= SOLDIER_CLASS_ARMY ) )
#define SOLDIER_CLASS_MILITIA( bSoldierClass ) ( ( bSoldierClass >= SOLDIER_CLASS_GREEN_MILITIA ) && ( bSoldierClass <= SOLDIER_CLASS_ELITE_MILITIA ) )
// Types of uniforms available
enum
{
UNIFORM_ENEMY_ADMIN = 0,
UNIFORM_ENEMY_TROOP,
UNIFORM_ENEMY_ELITE,
UNIFORM_MILITIA_ROOKIE,
UNIFORM_MILITIA_REGULAR,
UNIFORM_MILITIA_ELITE,
NUM_UNIFORMS,
};
// -------- added by Flugente: various flags for soldiers --------
// easier than adding 32 differently named variables. DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
#define SOLDIER_DRUGGED 0x00000001 //1 // Soldier is on (non-alcoholic) drugs
#define SOLDIER_NO_AP 0x00000002 //2 // Soldier has no APs this turn (fix for reinforcement bug)
#define SOLDIER_COVERT_CIV 0x00000004 //4 // Soldier is currently disguised as a civilian
#define SOLDIER_COVERT_SOLDIER 0x00000008 //8 // Soldier is currently disguised as an enemy soldier
#define SOLDIER_DAMAGED_VEST 0x00000010 //16 // Soldier's vest is damaged (and thus can't be taken off)
#define SOLDIER_COVERT_NPC_SPECIAL 0x00000020 //32 // Special flag for NPCs when recruited (used for covert stuff)
#define SOLDIER_NEW_VEST 0x00000040 //64 // Soldier is wearing new vest. if having both vest and pants, he can disguise
#define SOLDIER_NEW_PANTS 0x00000080 //128 // Soldier is wearing new pants
#define SOLDIER_DAMAGED_PANTS 0x00000100 //256 // Soldier's vest is damaged (and thus can't be taken off)
#define SOLDIER_HEADSHOT 0x00000200 //512 // last hit received was a headshot (attack to the head, so knifes/punches also work)
#define SOLDIER_POW 0x00000400 //1024 // we are a prisoner of war
#define SOLDIER_ASSASSIN 0x00000800 //2048 // we are an enemy assassin, and thus we will behave very different from normal enemies (not set on Kingpin's assassins intentionally)
#define SOLDIER_POW_PRISON 0x00001000 //4096 // this guy is a prisoner of war in a prison sector. SOLDIER_POW refers to people we capture, this refers to people we hold captive
#define SOLDIER_EQUIPMENT_DROPPED 0x00002000 //8192 // under certain circumstances, militia can be ordered to drop their gear twice. Thus we set a marker to avoid that.
#define SOLDIER_ACCESSTEAMMEMBER 0x00004000 //16384 // this merc is accessing another team member'S inventory (via abusing the stealing mechanic)
#define SOLDIER_REDOFLASHLIGHT 0x00008000 //32768 // this flag signifies that we somehow interacted with the items in our hands. Thus we have to possible redo lighting from flashlights
#define SOLDIER_LIGHT_OWNER 0x00010000 //65536 // we 'own' at least one light source (via flashlights)
#define SOLDIER_AIRDROP_TURN 0x00020000 //131072 // we are entering a sector via airdrop this turn
#define SOLDIER_ASSAULT_BONUS 0x00040000 //262144 // backgrounds: our first turn in an assault
#define SOLDIER_RADIO_OPERATOR_LISTENING 0x00080000 //524288 // radio operator is listening with his set
#define SOLDIER_RADIO_OPERATOR_JAMMING 0x00100000 //1048576 // radio operator is jamming frequencies
#define SOLDIER_RADIO_OPERATOR_SCANNING 0x00200000 //2097152 // radio operator is scanning for jammers
#define SOLDIER_AIRDROP 0x00400000 //4194304 // soldier is entering the sector via airdrop from a helicopter. Slightly different from SOLDIER_AIRDROP_TURN
#define SOLDIER_FRESHWOUND 0x00800000 //8388608 // campaign stats: soldier was wounded in this battle
#define SOLDIER_BATTLE_PARTICIPATION 0x01000000 //16777216 // campaign stats: soldier took part in this battle
#define SOLDIER_RAISED_REDALERT 0x02000000 //33554432 // this (AI) soldier has raised red alert. Don't allow him to do so again this turn - either it already worked, or the signal is blocked
#define SOLDIER_ENEMY_OFFICER 0x04000000 //67108864 // soldier is an enemy officer
#define SOLDIER_ENEMY_OBSERVEDTHISTURN 0x08000000 //134217728 // enemy soldier was seen by the player this turn
#define SOLDIER_VIP 0x10000000 //268435456 // soldier is a VIP - the player will likely try to assassinate him
#define SOLDIER_BODYGUARD 0x20000000 //536870912 // soldier is a bodyguard for a VIP
#define SOLDIER_COVERT_TEMPORARY_OVERT 0x40000000 //1073741824 // we are covert, but just performed a obviously suspicious task. For a short time, we can be uncovered more easily
#define SOLDIER_MOVEITEM_RESTRICTED 0x80000000 //2147483648 // when moving item, this soldier will not pick up equipment the militia might use
// ----------------------------------------------------------------
// ------------------- more flags for soldiers --------------------
#define SOLDIER_SNITCHING_OFF 0x00000001 //1 // isn't allowed to snitch
#define SOLDIER_PREVENT_MISBEHAVIOUR_OFF 0x00000002 //2 // isn't allowed to prevent misbehaviour
#define SOLDIER_RAM_THROUGH_OBSTACLES 0x00000004 //4 // vehicle
#define SOLDIER_INTERROGATE_ADMIN 0x00000008 //8 // interrogate admins. Flags might not be the best solution, but I won't add an extra variable for this
#define SOLDIER_INTERROGATE_TROOP 0x00000010 //16 // interrogate troops
#define SOLDIER_INTERROGATE_ELITE 0x00000020 //32 // interrogate elites
#define SOLDIER_INTERROGATE_OFFICER 0x00000040 //64 // interrogate officers
#define SOLDIER_INTERROGATE_GENERAL 0x00000080 //128 // interrogate generals
#define SOLDIER_INTERROGATE_CIVILIAN 0x00000100 //256 // interrogate civilian
#define SOLDIER_POTENTIAL_VOLUNTEER 0x00000200 //512 // this civilian _might_ join us as a volunteer if conditions are right
#define SOLDIER_HUNGOVER 0x00000400 //1024 // we drank alcohol recently, and are now hungover
#define SOLDIER_TAKEN_LARGE_HIT 0x00000800 // we recently received a lot of damage in a single hit
#define SOLDIER_COVERT_NOREDISGUISE 0x00001000 // this soldier does not want to be redisguised
#define SOLDIER_TRAIT_FOCUS 0x00002000 // 'focus' skill is active
#define SOLDIER_BAYONET_RUNBONUS 0x00004000 // we are performing a bayonet attack after transitioning from running, giving our attack extra force
#define SOLDIER_CONCEALINSERTION 0x00008000 // we enteri a sector by transition from concealed state (which causes us to spawn at the location we left the sector in)
#define SOLDIER_CONCEALINSERTION_DISCOVERED 0x00010000 // we enter a sector by transition from concealed state, but as we were 'discovered', set red alert
#define SOLDIER_MERC_POW_LOCATIONKNOWN 0x00020000 // we are a POW, but the player has discovered our location
#define SOLDIER_INTERROGATE_ALL 0x000001F8 // all interrogation flags
// ----------------------------------------------------------------
// -------- added by Flugente: disease property flags --------
// easier than adding 32 differently named variables. DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
// these flags describe how a disease has affected us so far
#define SOLDIERDISEASE_DIAGNOSED 0x00000001 //1 // it is now known that we have this disease - either a doctor diagnosed it, or it broke out an we are currently suffering
#define SOLDIERDISEASE_OUTBREAK 0x00000002 //2 // disease has broken out - we suffer the effects now. Without this flag, it is active but does not do any damage to us
#define SOLDIERDISEASE_REVERSEAL 0x00000004 //4 // disease is reversing - every hour we receive negative points. This is used to simulate a disease healing itself
// -------- added by Flugente: background property flags --------
// easier than adding 32 differently named variables. DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
// a merc's background info reveals data about his previous life, like former regiments. These backgrounds add small abilities/disabilities. Nothing substantial, just small bits do
// diversify your mercs and add more personality
#define BACKGROUND_DRUGUSE 0x0000000000000001 //1 // might use drugs on his own (the 'Larry'-effect)
#define BACKGROUND_XENOPHOBIC 0x0000000000000002 //2 // arrogant towards others without this background
#define BACKGROUND_EXP_UNDERGROUND 0x0000000000000004 //4 // extra level in underground sectors
#define BACKGROUND_SCROUNGING 0x0000000000000008 //8 // might pick up valuable items on his own
#define BACKGROUND_TRAPLEVEL 0x0000000000000010 //16 // trap level +1
#define BACKGROUND_CORRUPTIONSPREAD 0x0000000000000020 //32 // spreads corruption to others - not used in trunk!
#define BACKGROUND_NO_MALE 0x0000000000000040 //64 // background cannot be selected by males (IMP creation)
#define BACKGROUND_NO_FEMALE 0x0000000000000080 //128 // background cannot be selected by females (IMP creation)
#define BACKGROUND_GLOBALOYALITYLOSSONDEATH 0x0000000000000100 //256 // if character dies, huge loyalty loss in entire country
#define BACKGROUND_FLAG_MAX 9 // number of flagged backgrounds - keep this updated, or properties will get lost!
// some properties are hidden (forbid background in MP creation)
// corruption property is not relevant in 1.13
#define BACKGROUND_HIDDEN_FLAGS (BACKGROUND_NO_MALE|BACKGROUND_NO_FEMALE|BACKGROUND_CORRUPTIONSPREAD)
// anv: externalised taunts
// taunt properties
// attitudes
#define TAUNT_A_CUNNING_SOLO 0x0000000000000001 //1
#define TAUNT_A_CUNNING_AID 0x0000000000000002 //2
#define TAUNT_A_BRAVE_SOLO 0x0000000000000004 //4
#define TAUNT_A_BRAVE_AID 0x0000000000000008 //8
#define TAUNT_A_AGGRESSIVE 0x0000000000000010 //16
#define TAUNT_A_DEFENSIVE 0x0000000000000020 //32
// situations
// actions
#define TAUNT_S_FIRE_GUN 0x0000000000000040 //64
#define TAUNT_S_FIRE_LAUNCHER 0x0000000000000080 //128
#define TAUNT_S_ATTACK_BLADE 0x0000000000000100 //256
#define TAUNT_S_ATTACK_HTH 0x0000000000000200 //512
#define TAUNT_S_THROW_KNIFE 0x0000000000000400 //1024
#define TAUNT_S_THROW_GRENADE 0x0000000000000800 //2048
#define TAUNT_S_OUT_OF_AMMO 0x0000000000001000 //4096
#define TAUNT_S_RELOAD 0x0000000000002000 //8192
#define TAUNT_S_STEAL 0x0000000000004000 //16384
// AI routines
#define TAUNT_S_CHARGE_BLADE 0x0000000000008000 //32768
#define TAUNT_S_CHARGE_HTH 0x0000000000010000 //65536
#define TAUNT_S_RUN_AWAY 0x0000000000020000 //131072
#define TAUNT_S_SEEK_NOISE 0x0000000000040000 //262144
#define TAUNT_S_ALERT 0x0000000000080000 //...
#define TAUNT_S_SUSPICIOUS 0x0000000000100000
#define TAUNT_S_NOTICED_UNSEEN 0x0000000000200000 //
#define TAUNT_S_SAY_HI 0x0000000000400000 //
#define TAUNT_S_INFORM_ABOUT 0x0000000000800000
// got_hit_xxx
#define TAUNT_S_GOT_HIT 0x0000000001000000 //
#define TAUNT_S_GOT_HIT_GUNFIRE 0x0000000002000000 //
#define TAUNT_S_GOT_HIT_BLADE 0x0000000004000000 //
#define TAUNT_S_GOT_HIT_HTH 0x0000000008000000 //
#define TAUNT_S_GOT_HIT_FALLROOF 0x0000000010000000 //
#define TAUNT_S_GOT_HIT_BLOODLOSS 0x0000000020000000 //
#define TAUNT_S_GOT_HIT_EXPLOSION 0x0000000040000000 //
#define TAUNT_S_GOT_HIT_GAS 0x0000000080000000 //
#define TAUNT_S_GOT_HIT_TENTACLES 0x0000000100000000 //
#define TAUNT_S_GOT_HIT_STRUCTURE_EXPLOSION 0x0000000200000000 //
#define TAUNT_S_GOT_HIT_OBJECT 0x0000000400000000 //
#define TAUNT_S_GOT_HIT_THROWING_KNIFE 0x0000000800000000 //
#define TAUNT_S_GOT_DEAFENED 0x0000001000000000 //
#define TAUNT_S_GOT_BLINDED 0x0000002000000000 //
#define TAUNT_S_GOT_ROBBED 0x0000004000000000 //
// got_missed_xxx
#define TAUNT_S_GOT_MISSED 0x0000008000000000 //
#define TAUNT_S_GOT_MISSED_GUNFIRE 0x0000010000000000 //
#define TAUNT_S_GOT_MISSED_BLADE 0x0000020000000000 //
#define TAUNT_S_GOT_MISSED_HTH 0x0000040000000000 //
#define TAUNT_S_GOT_MISSED_THROWING_KNIFE 0x0000080000000000 //
// hit_xxx
#define TAUNT_S_HIT 0x0000100000000000 //
#define TAUNT_S_HIT_GUNFIRE 0x0000200000000000 //
#define TAUNT_S_HIT_BLADE 0x0000400000000000 //
#define TAUNT_S_HIT_HTH 0x0000800000000000 //
#define TAUNT_S_HIT_EXPLOSION 0x0001000000000000 //
#define TAUNT_S_HIT_THROWING_KNIFE 0x0002000000000000 //
// kill_xxx
#define TAUNT_S_KILL 0x0004000000000000 //
#define TAUNT_S_KILL_GUNFIRE 0x0008000000000000 //
#define TAUNT_S_KILL_BLADE 0x0010000000000000 //
#define TAUNT_S_KILL_HTH 0x0020000000000000 //
#define TAUNT_S_KILL_THROWING_KNIFE 0x0040000000000000 //
#define TAUNT_S_HEAD_POP 0x0080000000000000 //
// miss_xxx
#define TAUNT_S_MISS 0x0100000000000000 //
#define TAUNT_S_MISS_GUNFIRE 0x0200000000000000 //
#define TAUNT_S_MISS_BLADE 0x0400000000000000 //
#define TAUNT_S_MISS_HTH 0x0800000000000000 //
#define TAUNT_S_MISS_THROWING_KNIFE 0x1000000000000000 //
// NEW FLAGS, starting from the beginning (UINT128 is redundant? yeah, right)
// class
#define TAUNT_C_ADMIN 0x0000000000000004 //4
#define TAUNT_C_ARMY 0x0000000000000008 //8
#define TAUNT_C_ELITE 0x0000000000000010 //16
#define TAUNT_C_GREEN 0x0000000000000020 //32
#define TAUNT_C_REGULAR 0x0000000000000040 //64
#define TAUNT_C_VETERAN 0x0000000000000080 //128
// sex
#define TAUNT_G_MALE 0x0000000000000100 //256
#define TAUNT_G_FEMALE 0x0000000000000200 //512
// target
#define TAUNT_T_MALE 0x0000000000000400 //1024
#define TAUNT_T_FEMALE 0x0000000000000800 //2048
#define TAUNT_T_ZOMBIE 0x0000000000001000 //4096
#define TAUNT_FLAG_1_MAX 64
#define TAUNT_FLAG_2_MAX 13
#define TAUNT_FLAG_MAX TAUNT_FLAG_1_MAX + TAUNT_FLAG_2_MAX
// Flugente: types of multi-turn actions
enum
{
MTA_NONE = 0,
MTA_FORTIFY,
MTA_REMOVE_FORTIFY,
MTA_HACK,
NUM_MTA,
};
//Flugente skills from traits and other sources
enum{
// first skill
SKILLS_FIRST = 0,
// radio operator
SKILLS_RADIO_FIRST = SKILLS_FIRST,
SKILLS_RADIO_ARTILLERY = SKILLS_RADIO_FIRST,
SKILLS_RADIO_JAM,
SKILLS_RADIO_SCAN_FOR_JAM,
SKILLS_RADIO_LISTEN,
SKILLS_RADIO_CALLREINFORCEMENTS,
SKILLS_RADIO_TURNOFF,
SKILLS_RADIO_LAST = SKILLS_RADIO_TURNOFF,
// spy
SKILLS_INTEL_FIRST,
SKILLS_INTEL_CONCEAL = SKILLS_INTEL_FIRST, // assignment: spy hides among the population
SKILLS_INTEL_GATHERINTEL, // assignment: spy gathers information while disguised
SKILLS_INTEL_LAST = SKILLS_INTEL_GATHERINTEL,
// various
SKILLS_VARIOUS_FIRST,
SKILLS_SPOTTER = SKILLS_VARIOUS_FIRST,
SKILLS_FOCUS,
SKILLS_DRAG,
SKILLS_VARIOUS_LAST = SKILLS_DRAG,
SKILLS_MAX,
};
// Flugente: certain skills/traits/taints add effects that require a counter, here are enums for these
enum {
SOLDIER_COUNTER_RADIO_ARTILLERY, // there is actually no need for an artillery timer, but we use one to forbid the same AI guy ordering multiple strikes at once
SOLDIER_COUNTER_SPOTTER, // used to determine wether we are a spotter
SOLDIER_COUNTER_ROLE_OBSERVED, // every turn that the player observes an enemy, the enemies counter is increased. If it is high enough, we know his role
SOLDIER_COUNTER_MAX = 20, // enough space for fillers
};
// Flugente: certain skills/traits/taints require a cooldown timer
enum {
SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_SECONDS = 0,
SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_APS,
SOLDIER_COOLDOWN_CRYO, // counts how many turns character will be frozen
SOLDIER_COOLDOWN_INTEL_PENALTY, // after being discovered, we can't gain intel from the assignment for this many hours
SOLDIER_COOLDOWN_DRUGUSER_COMBAT, // after a drug user deliberately took drugs, he will not do so on his own for a while
SOLDIER_COOLDOWN_MAX = 20, // enough space for fillers
};
// enum of uniform pieces
typedef struct
{
PaletteRepID vest;
PaletteRepID pants;
}UNIFORMCOLORS;
// HEADROCK HAM 3.6: Uniform colors for the different soldier classes
extern UNIFORMCOLORS gUniformColors[NUM_UNIFORMS];
// Flugente: a structure for clothing items
typedef struct
{
UINT16 uiIndex;
CHAR16 szName[80]; // name of these clothes
PaletteRepID vest;
PaletteRepID pants;
} CLOTHES_STRUCT;
#define CLOTHES_MAX 50
extern CLOTHES_STRUCT Clothes[CLOTHES_MAX];
// This macro should be used whenever we want to see if someone is neutral
// IF WE ARE CONSIDERING ATTACKING THEM. Creatures & bloodcats will attack neutrals
// but they can't attack empty vehicles!!
// the_bob: also, creatures won't attack crows, because it seems to confuse the AI and cause freezes
#define CONSIDERED_NEUTRAL( me, them ) (\
( them->aiData.bNeutral || them->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER|SOLDIER_POW) || (them->flags.uiStatusFlags & SOLDIER_PC && them->stats.bLife < OKLIFE) ) \
&& ( me->bTeam != CREATURE_TEAM || ( (them->flags.uiStatusFlags & SOLDIER_VEHICLE) || (them->ubBodyType == CROW) ) ) \
&& !( me->flags.uiStatusFlags & SOLDIER_BOXER && them->flags.uiStatusFlags & SOLDIER_BOXER ) \
)
typedef struct
{
UINT8 ubKeyID;
UINT8 ubNumber;
} KEY_ON_RING;
typedef struct
{
float dX;
float dY;
float dZ;
float dForceX;
float dForceY;
float dForceZ;
float dLifeSpan;
UINT8 ubActionCode;
UINT32 uiActionData;
} THROW_PARAMS;
#define DELAYED_MOVEMENT_FLAG_PATH_THROUGH_PEOPLE 0x01
// reasons for being unable to continue movement
enum
{
REASON_STOPPED_NO_APS,
REASON_STOPPED_SIGHT,
};
enum
{
HIT_BY_TEARGAS = 0x01,
HIT_BY_MUSTARDGAS = 0x02,
HIT_BY_CREATUREGAS = 0x04,
HIT_BY_BURNABLEGAS = 0x08,
HIT_BY_SMOKEGAS = 0x10,//dnl ch40 200909
};
struct LEVELNODE;
//ADB makes the code clearer, used like "thisSoldier->foo();"
//CHRISL: Not sure if it make the code easier to read or not, but it does make it harder to debug
//#define thisSoldier this
//forward declarations for versioning, it's so long I want it at the end
class OLDSOLDIERTYPE_101;
//ADB inventory needs a little work, for instance, how to get objects and counts to agree on sizes?
//also makes things more bloated when saving
class Inventory {
public:
// Constructors
// Create an inventory with a fixed maximum number of slots
Inventory(int slotCount = NUM_INV_SLOTS);
// Copy Constructor
Inventory(const Inventory&);
// Assignment operator
Inventory& operator=(const Inventory&);
// Destructor
~Inventory();
// Index operator
OBJECTTYPE& operator [] (unsigned int idx);
BOOLEAN Load( HWFILE hFile );
BOOLEAN Load( INT8** hBuffer, float dMajorMapVersion, UINT8 ubMinorMapVersion);
BOOLEAN Save( HWFILE hFile, bool fSavingMap );
// Removes all items from the inventory
void clear();
// How any slots are there in this inventory?
unsigned int size() const;
//temporarily? public
std::vector<int> bNewItemCount;
std::vector<int> bNewItemCycleCount;
private:
std::vector<OBJECTTYPE> inv;
};
// Added for new inventory system to work
class STRUCT_AIData//last edited at version 102
{
public:
void ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src);
public:
// AI STUFF from before the changes to the memory structure
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 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
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;
INT8 bGoBackToAimAfterHit;
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];
};
// Flugente: everything drug-related has been redone
enum {
DRUG_EFFECT_HP = 0,
DRUG_EFFECT_BP,
DRUG_EFFECT_AP,
DRUG_EFFECT_MORALE,
DRUG_EFFECT_PHYS_RES,
DRUG_EFFECT_STR,
DRUG_EFFECT_AGI,
DRUG_EFFECT_DEX,
DRUG_EFFECT_WIS,
DRUG_EFFECT_MAX = 20,
};
struct DRUGS
{
UINT16 duration[DRUG_EFFECT_MAX];
INT16 size[DRUG_EFFECT_MAX];
UINT8 drugpersonality;
UINT16 drugpersonality_duration;
UINT8 drugdisability;
UINT16 drugdisability_duration;
FLOAT drinkstaken; // number of alcoholic drinks we habe in our system, lowered by 1 every hour
};
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;
};
// forward declaration for modularized tactical ai
namespace AI
{
namespace tactical
{
class Plan;
}
}
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();
// 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 loss 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[2];
FLOAT dPrevMuzzleOffsetY[2];
// HEADROCK HAM 4: Two more values. These record the shooter's previous Counter Force applied on the gun.
FLOAT dPrevCounterForceX[2];
FLOAT dPrevCounterForceY[2];
// 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?) Nav: 2 seems to mean elite, 3 troop so admin is 1
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; // Flugente: not used anymore!
INT8 bRegenBoostersUsedToday; // Flugente: not used anymore!
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: this was the location of required variables required for the now removed poison feature. They can be used again
UINT8 ubMilitiaAssists; // Flugente: stores militia assists
INT8 sNonNPCTraderID; // Flugente: we can set up non-NPC soldiers to be merchants, we store their dealer id here (value > 0 means arms dealer entry x)
//INT8 bUnusedINT8_3;
UINT8 usDragPersonID; // Flugente: id of person we are dragging
//INT16 bUnusedINT16_4;
INT16 sDragCorpseID; // Flugente: id of corpse we are dragging
UINT16 usChatPartnerID; // Flugente: the id of another merc we are 'chatting' with
// Flugente: new variables for extra stats
INT16 bExtraStrength; // additional strength gained via power armor
INT16 bExtraDexterity; // additional dexterity gained via drugs
INT16 bExtraAgility; // additional agility gained via drugs
INT16 bExtraWisdom; // additional wisdom gained via drugs
INT8 bExtraExpLevel; // corruption can temporarily alter our ExpLevel without messing up our stats this way
UINT32 usSoldierFlagMask; // for various soldier-related flags (Illusion, Kill streak, etc.). Easier than adding 32 bool variables
// Flugente: food system
INT32 bFoodLevel; // current level of food saturation
INT32 bDrinkLevel; // current level of drink saturation
UINT8 usStarveDamageHealth; // damage to health due to starvation. Can be cured by surgery, but only if nutrition level is high enough again
UINT8 usStarveDamageStrength; // damage to strength due to starvation. Can be cured by surgery, but only if nutrition level is high enough again
// Flugente: multi-turn actions
INT16 bOverTurnAPS; // remaining AP cost for the next turns (allows actions to be performed for more than one turn)
INT32 sMTActionGridNo; // gridno on which we perfrom our multi-turn action
UINT8 usMultiTurnAction; // specifies which multi-turn action we are currently performing, 0: none
INT16 bAIIndex; // feynman: PlanFactory from the modularized tactical AI that shall be used
UINT16 usSoldierProfile; // Flugente: allow linking to a xml-based profile specifiying name, visuals, traits etc.
// Flugente: sector ID for move items assignment
UINT8 usItemMoveSectorID;
// Flugente: skill stuff
UINT8 usAISkillUse; // this variable allows the AI to remember which skill it wants to use
UINT16 usSkillCounter[SOLDIER_COUNTER_MAX]; // counters used for various skill/trait/taint effects
UINT32 usSkillCooldown[SOLDIER_COOLDOWN_MAX]; // cooldown used for various skill/trait/taint effects
// Flugente: diseases
INT16 sDiseasePoints[NUM_DISEASES]; // we store the state of our diseases here
UINT8 sDiseaseFlag[NUM_DISEASES]; // we need to store some special flags for every disease
// Flugente: Decrease this filler by 1 for each new UINT8 / BOOLEAN variable, so we can maintain savegame compatibility!!
// Note that we also have to account for padding, so you might need to substract more than just the size of the new variables
UINT8 ubFiller[16];
// Flugente: focus skill gridno
INT32 sFocusGridNo;
UINT32 usSoldierFlagMask2; // anv: another usSoldierFlagMask
UINT32 usIndividualMilitiaID; // Flugente: if this is a militia, this is the ID of the militia data
#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;
AI::tactical::Plan* ai_masterplan_; // Interface object for ModularizedTacticalAI
//data from version 101 wrapped into structs
STRUCT_AIData aiData;
STRUCT_Flags flags;
STRUCT_TimeChanges timeChanges;
STRUCT_TimeCounters timeCounters;
//STRUCT_Drugs drugs; // Flugente: drug values are now in newdrugs
DRUGS newdrugs;
STRUCT_Statistics stats;
STRUCT_Pathing pathing;
// Debugging data - not saved
INT32 sPlotSrcGrid;
//std::vector<UINT32> CTH;
// sevenfm: remember suppression points, shock from last attack
// these counters are used only for showing suppression values above soldier (similar to damage counter)
// these values are not saved
UINT8 ubLastShock;
UINT8 ubLastSuppression;
UINT8 ubLastAP;
UINT8 ubLastMorale;
UINT8 ubLastShockFromHit;
UINT8 ubLastAPFromHit;
UINT8 ubLastMoraleFromHit;
UINT8 iLastBulletImpact;
UINT8 iLastArmourProtection;
UINT16 usQuickItemId;
UINT8 ubQuickItemSlot;
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 EVENT_SoldierDefuseTripwire( INT32 sGridNo, INT32 sItem );
void EVENT_SoldierEnterVehicle( INT32 sGridNo, UINT8 ubDirection, UINT8 ubSeatIndex = 0 );
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 );
void EVENT_SoldierBuildStructure( INT32 sGridNo, UINT8 ubDirection ); // added by Flugente
void EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection ); // added by Flugente
void EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirection ); // added by Flugente
void EVENT_SoldierInteractiveAction( INT32 sGridNo, UINT16 usActionType ); // added by Flugente
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
// Flugente: frozen soldiers do not move. We simulate this by using fixed animation frames, which we determine here
UINT16 CryoAniFrame();
BOOLEAN ConvertAniCodeToAniFrame( UINT16 usAniFrame );
void TurnSoldier( void );
void ChangeSoldierStance( UINT8 ubDesiredStance );
void StopSoldier( void );
void ReviveSoldier( void );
UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, 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 fRaiseToHipOnly );
BOOLEAN SoldierReadyWeapon( void );
BOOLEAN InternalSoldierReadyWeapon( UINT8 sFacingDir, BOOLEAN fEndReady, BOOLEAN fRaiseToHipOnly );
BOOLEAN CheckSoldierHitRoof( void );
BOOLEAN CheckForBreathCollapse( void );
BOOLEAN PlayerSoldierStartTalking( UINT8 ubTargetID, BOOLEAN fValidate );
BOOLEAN InternalIsValidStance( INT8 bDirection, INT8 bNewStance );
BOOLEAN IsValidSecondHandShot( void );
BOOLEAN IsValidSecondHandBurst( void );
BOOLEAN IsValidSecondHandShotForReloadingPurposes( void );
BOOLEAN IsValidAlternativeFireMode( INT16 bAimTime, INT32 iTrgGridNo );
BOOLEAN IsValidShotFromHip( INT16 bAimTime, INT32 iTrgGridNo );
BOOLEAN IsValidPistolFastShot( INT16 bAimTime, INT32 iTrgGridNo );
BOOLEAN SoldierCarriesTwoHandedWeapon( void );
void SoldierInventoryCoolDown( void ); // Flugente: Cool down/decay 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);
INT8 GetHearingBonus();
INT16 GetSightRangeBonus();
INT16 GetSoldierCriticalDamageBonus( void ); // Flugente: determines critical damage bonus depending on class, skill, etc.
// Flugente: Zombies
BOOLEAN IsZombie( void );
// reset the extra stat variables
void ResetExtraStats();
// Flugente: inventory bombs can ignite while in mapscreen. Workaround: Damage items and health
void InventoryExplosion( void );
// Flugente: do we currently provide ammo (pAmmoSlot) for someone else's (pubId) gun (pGunSlot)?
BOOLEAN IsFeedingExternal(UINT8* pubId1, UINT16* pGunSlot1, UINT16* pAmmoSlot1, UINT8* pubId2, UINT16* pGunSlot2, UINT16* pAmmoSlot2);
// Flugente: return first found object with a specific flag from our inventory
OBJECTTYPE* GetObjectWithFlag( UINT32 aFlag );
// Flugente: functions for the covert ops trait
// do we look like a civilian?
BOOLEAN LooksLikeACivilian( void );
// do we look like a soldier?
BOOLEAN LooksLikeASoldier( void );
// what kind of uniform are we wearing? returns -1 if none is worn
INT8 GetUniformType();
// is our equipment too good for a soldier?
BOOLEAN EquipmentTooGood( BOOLEAN fCloselook );
// does soldier ubObserverID recognize us as his enemy?
BOOLEAN SeemsLegit( UINT8 ubObserverID );
// do we recognize someone else as a combatant?
BOOLEAN RecognizeAsCombatant(UINT8 ubTargetID);
// loose covert property
void LooseDisguise( void );
// sevenfm: auto disguise if have correct clothes
void Disguise();
void ApplyCovert(BOOLEAN aWithMessage);
// lose disguise or take off any clothes item and switch back to original clothes
void Strip();
// check wether our disguise is any good
void SpySelfTest();
// Flugente: prisoner system
BOOLEAN CanProcessPrisoners();
UINT32 GetSurrenderStrength();
BOOLEAN FreePrisoner(); // used for an enemy liberating fellow prisoners
BOOLEAN CanBeCaptured(); // can this guy be captured (by handcuffing or asking him to surrender)?
// Flugente: scuba gear
BOOLEAN UsesScubaGear();
// Flugente: are we an assassin?
BOOLEAN IsAssassin();
// Flugente: multi-turn actions
UINT8 GetMultiTurnAction();
void StartMultiTurnAction( UINT8 usActionType, INT32 asGridNo );
void CancelMultiTurnAction(BOOLEAN fFinished);
BOOLEAN UpdateMultiTurnAction();
void DropSectorEquipment();
// sevenfm: Take new bomb with id = usItem from iventory to HANDPOS
void TakeNewBombFromInventory(UINT16 usItem);
void TakeNewItemFromInventory(UINT16 usItem);
// Flugente: switch hand item for gunsling weapon, or pistol, or knife
void SwitchWeapons( BOOLEAN fKnife = FALSE, BOOLEAN fSideArm = FALSE );
// Flugente: return a soldier's name. This allows for very easy manipulation of a soldier's name with pre- an suffixes, ranks etc.
STR16 GetName();
INT8 GetTraitCTHModifier( UINT16 usItem, INT16 ubAimTime, UINT8 ubTargetProfile );
//void AddDrugValues(UINT8 uDrugType, UINT8 usEffect, UINT8 usTravelRate, UINT8 usSideEffect );
void HandleFlashLights();
UINT8 GetBestEquippedFlashLightRange();
// Flugente: soldier profiles
INT8 GetSoldierProfileType(UINT8 usTeam); // retrieves the correct sub-array
// Flugente: do we have a specific background flag?
BOOLEAN HasBackgroundFlag( UINT64 aFlag );
INT16 GetBackgroundValue( UINT16 aNr );
INT8 GetSuppressionResistanceBonus(); // bonus to resistance against suppression
INT16 GetMeleeDamageBonus();
INT16 GetAPBonus();
INT8 GetFearResistanceBonus(); // fear resistance lowers shock and morale damage from horror
UINT8 GetMoraleThreshold();
FLOAT GetMoraleModifier();
INT16 GetInterruptModifier( UINT8 usDistance );
void SoldierPropertyUpkeep(); // update functions for various properties (updating counters, resetting flags etc.)
// Flugente: functions for skill usage
// traits can allow use of certain skills
// check if Soldier can use the spell skillwise, with fAPCheck = TRUE also check current APs
BOOLEAN CanUseSkill( INT8 iSkill, BOOLEAN fAPCheck = TRUE, INT32 sGridNo = -1 );
// use a skill. For safety reasons, this calls CanUseSkill again (it is possible to switch the soldier while the menu is open)
BOOLEAN UseSkill( UINT8 iSkill, INT32 usMapPos, UINT32 ID );
// is the AI allowed to use a skill? we have to check how much breath and life using this skill would cost, as otherwise the AI might commit suicide by casting
BOOLEAN IsAIAllowedtoUseSkill( INT8 iSkill );
// print a small description of the skill if we can use it, or its requirements if we cannot
STR16 PrintSkillDesc( INT8 iSkill);
// Flugente: functions for the radio operator trait
BOOLEAN CanUseRadio(BOOLEAN fCheckForAP = TRUE); // can we use radio, if we even have one?
BOOLEAN UseRadio(); // simply drain the batteries
BOOLEAN HasMortar();
BOOLEAN GetSlotOfSignalShellIfMortar(UINT8* pbLoop); // if we have a mortar and a fitting signal shell, return the inventory slot it is in
BOOLEAN CanAnyArtilleryStrikeBeOrdered(UINT32* pSectorID); // can any artillery strikes be ordered by this guy's team from the neighbouring sectors?
BOOLEAN OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridNo, UINT8 bTeam );
BOOLEAN IsJamming(); // are we currently jamming communication frequencies?
BOOLEAN JamCommunications();
BOOLEAN IsScanning();
BOOLEAN ScanForJam();
BOOLEAN IsRadioListening();
BOOLEAN RadioListen();
BOOLEAN RadioCallReinforcements( UINT32 usSector, UINT16 sNumber );
BOOLEAN SwitchOffRadio();
void RadioFail(); // display and error sound used either when the radio set fails or the sector is jammed - the player knows of the error, but cannot be sure of the cause
// Flugente: spotter
BOOLEAN IsSpotting();
BOOLEAN CanSpot( INT32 sTargetGridNo = -1 );
BOOLEAN BecomeSpotter( INT32 sTargetGridNo );
// Flugente: enemy roles
BOOLEAN HasSniper();
BOOLEAN CanMedicAI(); // AI-only: can we heal a wounded ally? Do NOT, repeat, NOT use this with mercs!
BOOLEAN AIDoctorFriend(); // AI-only: heal a wounded friend. Do NOT, repeat, NOT use this with mercs!
BOOLEAN AIDoctorSelf(); // AI-only: heal self. Do NOT, repeat, NOT use this with mercs!
// Flugente: boxing fix: this shall be the only location where the boxing flag gets removed (easier debugging)
void DeleteBoxingFlag();
// Flugente: disease
void Infect( UINT8 aDisease );
void AddDiseasePoints( UINT8 aDisease, INT32 aVal );
void AnnounceDisease( UINT8 aDisease );
// do we have any disease?
// fDiagnosedOnly: check for wether we know of this infection
// fHealableOnly: check wether it can be healed
// fSymbolOnly: only show if symbol should be shown
BOOLEAN HasDisease(BOOLEAN fDiagnosedOnly, BOOLEAN fHealableOnly, BOOLEAN fSymbolOnly = FALSE);
BOOLEAN HasDiseaseWithFlag(UINT32 aFlag);
FLOAT GetDiseaseMagnitude( UINT8 aDisease ); // get the magnitude of a disease we might have, used to determine wether there are any effects
void PrintDiseaseDesc( CHAR16* apStr, BOOLEAN fFullDesc = FALSE );
void PrintFoodDesc( CHAR16* apStr, BOOLEAN fFullDesc = FALSE );
void PrintSleepDesc( CHAR16* apStr );
FLOAT GetDiseaseContactProtection(); // get percentage protection from infections via contact
INT16 GetDiseaseResistance();
FLOAT GetBurialPoints( UINT16* apCorpses );
// Flugente: hourly breath regen calculation
INT8 GetSleepBreathRegeneration();
// Flugente: assumed character weight (without any items)
FLOAT GetBodyWeight();
// Flugente: are we crouched against cover from a specific direction? WARNING: This does not suffice to determine our cover!
BOOLEAN IsCrouchedAgainstCoverFromDir( UINT8 aDirection );
// Flugente: fortification
FLOAT GetConstructionPoints( );
// Flugente: do we have a specific item in our inventory?
BOOLEAN HasItem( UINT16 usItem );
BOOLEAN SelfDetonate(); // AI-only: blow up explosive in own inventory. Do NOT, repeat, NOT use this with mercs!
// Flugente: chance to defeat a water snake instead of being hit by it
UINT8 GetWaterSnakeDefenseChance( );
// Flugente: interactive actions
UINT16 GetInteractiveActionSkill( INT32 sGridNo, UINT8 usLevel, UINT16 usType );
// Flugente: riot shields
OBJECTTYPE* GetEquippedRiotShield();
BOOLEAN IsRiotShieldEquipped();
void DestroyEquippedRiotShield();
void RiotShieldTakeDamage(INT32 sDamage);
// Flugente: drag people
BOOLEAN CanDragInPrinciple();
BOOLEAN CanDragPerson( UINT8 usID );
BOOLEAN CanDragCorpse( UINT16 usCorpseNum );
BOOLEAN IsDraggingSomeone();
void SetDragOrderPerson( UINT16 usID );
void SetDragOrderCorpse( UINT32 usID );
void CancelDrag();
// Flugente: spy assignments
UINT8 GetUncoverRisk();
FLOAT GetIntelGain();
void StopChatting();
void DrugAutoUse();
//////////////////////////////////////////////////////////////////////////////
}; // 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[];
// 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 );
// 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 );
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 );
// 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 );
BOOLEAN AIDecideHipOrShoulderStance( SOLDIERTYPE * pSoldier, INT32 iGridNo );
BOOLEAN DecideAltAnimForBigMerc( SOLDIERTYPE * pSoldier );
// added by Flugente
BOOLEAN TwoStagedTrait( UINT8 uiSkillTraitNumber ); // determine if this (new) trait has two stages
BOOLEAN MajorTrait( UINT8 uiSkillTraitNumber ); // determine if this is a major trait
BOOLEAN GetRadioOperatorSignal(UINT8 usOwner, INT32* psTargetGridNo); // retrieve the gridno of a radio operator who (or whose team) ordered an artillery strike
BOOLEAN IsValidArtilleryOrderSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 bTeam ); // can an artillery strike be ordered FROM this sector
BOOLEAN SectorJammed();
BOOLEAN PlayerTeamIsScanning();
UINT16 GridNoSpotterCTHBonus( SOLDIERTYPE* pSniper, INT32 sGridNo, UINT bTeam); // bonus for snipers firing at this location (we get this if there are spotters)
UINT16 GetSuspiciousAnimationAPDuration( UINT16 usAnimation ); // get overt penalty duration in AP for using an animation
//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); // FIXME: memcpy std::vector
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); // FIXME: memcpy std::vector
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); // FIXME: memcpy std::vector
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;
// 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...
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;
void HandleTakeDamageDeath( SOLDIERTYPE *pSoldier, UINT8 bOldLife, UINT8 ubReason );
void SetDamageDisplayCounter(SOLDIERTYPE* pSoldier);
// SANDRO - This whole procedure was merged with the surgery ability of the doctor trait
UINT32 VirtualSoldierDressWound( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVictim, OBJECTTYPE *pKit, INT16 sKitPts, INT16 sStatus, BOOLEAN fOnSurgery );
// Flugente: decide whether pRecruiter can successfully recruit pTarget to be a volunteer
void HandleVolunteerRecruitment( SOLDIERTYPE* pRecruiter, SOLDIERTYPE* pTarget );
// Flugente: apply a consumable item on a soldier. Returns true if item was successfully interacted with
BOOLEAN ApplyConsumable( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, BOOLEAN fUseAPs );
#endif