Files
source/Tactical/Soldier Profile.h
T
Wanne e64d5a2fa6 MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: The source code for the official 2011 release (4870) has been branched here:
https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011

This commit contains the following features:

*** Externalized Vehicles ***
o Now with this feature we can add/remove vehicles
o New XML File: TableData\Vehicles.xml
o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer()
o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9)

*** Up to 255 save slots ***
- There is a "Next" and "Prev" button where you can scroll through the save slots
- It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot
- Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form

*** New Feature: Externalized emails from Emails.edt to XML***
o This feature can be enabled/disabled in the Source:
--> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files
o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml
o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder
o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml

*** Externalized Hidden Towns (Tixa, Orta) ***
o Now it is possible to add new hidden towns (locations)
o See file: TableData/Map/Cities.xml
o New variable in TableData/Map/Cities.xml
- hiddenTown:   0 = show on strategy map, 1 = Hide on strategy map
- townIcon:     1 = on, 0 = off (This is the icon you see on the strategy map)
- szIconFile:   The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti)
- iconPosition: The x,y position of the icon on the strategy map

*** Encyclopedia and Briefing Room, reachable from the laptop ***
o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA
o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo
o Added Example usage of the Briefing Room
- Extract it in your JA2 1.13 folder and use the latest development executable
- The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button
- See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png"

*** Improved interrupt system (IIS) ***
o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787
o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM)
o A few more settings for the interrupt system in ja2_options.ini
o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini

*** Walking and sidestepping with weapon raised ***
o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED
o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY
o The following feature apply when you walk/sidestep with weapon raised:
-> limited angle of view, but you can see more farther when the weapon has a scope
-> better change for interrupts if you see an enemy
-> less APs and BPs when shooting, because the weapon is already raised
-> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini

*** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) ***
o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen
o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad

*** Added UB-1.13 source code ***
o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113
o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h"
o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini"
o There are 2 new XML files
- Layout\LayoutMainMenu.xml
- MapAction\ActionItems.xml
o There are 2 new LUA-Script files
- Scripts\ExplosionControl.lua
- Scripts\InterfaceDialogue.lua

*** Hide enemy health text / enemy hit count ***
o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT
o both new settings only have effect in a singleplayer game
o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-01-18 11:19:01 +00:00

417 lines
7.8 KiB
C

#ifndef __SOLDER_PROFILE_H
#define __SOLDER_PROFILE_H
#include "Soldier Control.h"
#include "Soldier Profile Type.h"
#include "Merc Hiring.h"
typedef struct
{
UINT16 uiIndex;
BOOLEAN Enabled;
INT8 BaseAttribute;
INT8 ExpLevel;
BOOLEAN RandomLife;
BOOLEAN RandomAgility;
BOOLEAN RandomLeadership;
BOOLEAN RandomDexterity;
BOOLEAN RandomWisdom;
BOOLEAN RandomMarksmanship;
BOOLEAN RandomMedical;
BOOLEAN RandomMechanical;
BOOLEAN RandomExplosive;
BOOLEAN RandomScientific;
BOOLEAN RandomStrength;
} RANDOM_STATS_VALUES;
extern RANDOM_STATS_VALUES gRandomStatsValue[NUM_PROFILES];
extern void RandomStats ();
extern INT8 gbSkillTraitBonus[NUM_SKILLTRAITS_OT];
extern UINT8 gubTerrorists[];
extern INT16 gsTerroristSector[][5][2];
extern BOOLEAN gfPotentialTeamChangeDuringDeath;
extern MERCPROFILESTRUCT gMercProfiles[ NUM_PROFILES ];
extern MERCPROFILEGEAR gMercProfileGear[ NUM_PROFILES ][ NUM_MERCSTARTINGGEAR_KITS ];
#define AIM_AND_MERC_MERCS 51 // A.I.M. is 0-39, M.E.R.C.s are 40-50
//use this to sort out the above define
BOOLEAN IsProfileIdAnAimOrMERCMerc( UINT8 ubProfileID );
//enums for the mercs
//new profiles by Jazz-------------------------------
typedef struct
{
UINT8 ProfilId;
} AIM_PROFIL;
typedef struct
{
UINT8 ProfilId;
} MERC_PROFIL;
typedef struct
{
UINT8 ProfilId;
} NPC_PROFIL;
typedef struct
{
UINT8 ProfilId;
} RPC_PROFIL;
typedef struct
{
UINT8 ProfilId;
} VEHICLE_PROFIL;
typedef struct
{
UINT8 ProfilId;
} IMP_PROFIL;
extern AIM_PROFIL gProfilesAIM[ NUM_PROFILES ];
extern MERC_PROFIL gProfilesMERC[ NUM_PROFILES ];
extern NPC_PROFIL gProfilesNPC[ NUM_PROFILES ];
extern RPC_PROFIL gProfilesRPC[ NUM_PROFILES ];
extern VEHICLE_PROFIL gProfilesVehicle[ NUM_PROFILES ];
extern IMP_PROFIL gProfilesIMP[NUM_PROFILES];
extern BOOLEAN SaveNewSystemMercsToSaveGameFile( HWFILE hFile );
extern BOOLEAN LoadNewSystemMercsToSaveGameFile( HWFILE hFile );
//---------------------------------------------------
enum NPCIDs
{
BIFF = 40,
HAYWIRE,
GASKET,
RAZOR,
FLO,
GUMPY,
LARRY_NORMAL,
LARRY_DRUNK,
COUGAR,
NUMB,
BUBBA,
#ifdef JA2UB
MIGUEL = 58, //Ja25: Was 57
#else
MIGUEL = 57,
#endif
CARLOS,
IRA,
DIMITRI,
DEVIN, // 61
ROBOT,
HAMOUS,
SLAY,
#ifdef JA2UB
// RPC65,
#else
RPC65,
#endif
DYNAMO,
SHANK,
IGGY,
VINCE,
CONRAD,
RPC71, // 71
MADDOG,
DARREL,
PERKO,
QUEEN,
AUNTIE,
ENRICO, //GABBY, //ENRICO,
CARMEN,
JOE,
STEVE,
RAT, // 81
ANNIE,
CHRIS,
BOB,
BRENDA,
KINGPIN,
DARREN,
MARIA,
ANGEL,
JOEY,
TONY, // 91
FRANK,
SPIKE,
DAMON,
KYLE,
MICKY,
SKYRIDER,
PABLO,
SAL,
FATHER,
FATIMA, // 101
WARDEN,
GORDON,
GABBY, //ENRICO, //GABBY,
ERNEST,
FRED,
MADAME,
YANNI,
MARTHA,
TIFFANY,
T_REX, // 111
DRUGGIST, // ELGIN
JAKE,
PACOS,
GERARD,
SKIPPER,
HANS,
JOHN,
MARY,
GENERAL,
SERGEANT, // 121
ARMAND,
LORA,
FRANZ,
HOWARD,
SAM,
ELDIN,
ARNIE,
TINA,
FREDO,
WALTER, // 131
JENNY,
BILLY,
BREWSTER,
ELLIOT,
DEREK,
OLIVER,
WALDO,
DOREEN,
JIM,
JACK, // 141
OLAF,
RAY,
OLGA,
TYRONE,
MADLAB,
KEITH,
MATT,
MIKE,
DARYL,
HERVE, // 151
PETER,
ALBERTO,
CARLO,
MANNY,
OSWALD,
CALVIN,
CARL,
SPECK,
PROF_HUMMER,
PROF_ELDERODO, // 161
PROF_ICECREAM,
PROF_HELICOPTER,
NPC164,
#ifdef JA2UB
NPC165,
NPC166,
NPC167,
NPC168,
NPC169,
#else
GASTON,
STOGIE,
TEX,
BIGGENS,
NPC169,
#endif
NPC170 = NPC169 + 84,
} ;
BOOLEAN LoadMercProfiles(void);
// This function will overload the default for the face index ( which is the ubCharNum )
void SetProfileFaceData( UINT8 ubCharNum, UINT8 ubFaceIndex, UINT16 usEyesX, UINT16 usEyesY, UINT16 usMouthX, UINT16 usMouthY );
SOLDIERTYPE * FindSoldierByProfileID( UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly );
BOOLEAN RecruitRPC( UINT8 ubCharNum );
BOOLEAN RecruitEPC( UINT8 ubCharNum );
BOOLEAN UnRecruitEPC( UINT8 ubCharNum );
INT8 WhichBuddy( UINT8 ubCharNum, UINT8 ubBuddy );
INT8 WhichHated( UINT8 ubCharNum, UINT8 ubHated );
SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam );
BOOLEAN IsProfileATerrorist( UINT8 ubProfile );
BOOLEAN IsProfileAHeadMiner( UINT8 ubProfile );
void UpdateSoldierPointerDataIntoProfile( BOOLEAN fPlayerMercs );
// Returns true if a buddy of the merc is on team
BOOLEAN DoesMercHaveABuddyOnTheTeam( UINT8 ubMercID );
BOOLEAN MercIsHot( SOLDIERTYPE * pSoldier ); // added by SANDRO
BOOLEAN MercIsInTropicalSector( SOLDIERTYPE * pSoldier ); // added by SANDRO
void StartSomeMercsOnAssignment( void );
void DecideOnAssassin( void );
extern BOOLEAN gubNumTerrorists;
void MakeRemainingTerroristsTougher( void );
void MakeRemainingAssassinsTougher( void );
SOLDIERTYPE * SwapLarrysProfiles( SOLDIERTYPE * pSoldier );
BOOLEAN DoesNPCOwnBuilding( SOLDIERTYPE *pSoldier, INT32 sGridNo );
typedef struct
{
CHAR16 zName[NAME_LENGTH];
CHAR16 zNickname[ NICKNAME_LENGTH ];
UINT8 ubFaceIndex;
UINT16 usEyesX;
UINT16 usEyesY;
UINT16 usMouthX;
UINT16 usMouthY;
UINT32 uiEyeDelay;
UINT32 uiMouthDelay;
UINT32 uiBlinkFrequency;
UINT32 uiExpressionFrequency;
PaletteRepID PANTS;
PaletteRepID VEST;
PaletteRepID SKIN;
PaletteRepID HAIR;
INT8 bSex;
UINT8 ubBodyType;
UINT32 uiBodyTypeSubFlags;
INT8 bAttitude;
INT8 bCharacterTrait; // added by SANDRO
INT8 bDisability;
UINT8 ubNeedForSleep;
INT8 bReputationTolerance;
INT8 bDeathRate;
INT8 bLifeMax;
INT8 bLife;
INT8 bStrength;
INT8 bAgility;
INT8 bDexterity;
INT8 bWisdom;
INT8 bMarksmanship;
INT8 bExplosive;
INT8 bLeadership;
INT8 bMedical;
INT8 bMechanical;
INT8 bExpLevel;
INT8 bEvolution;
// changed by SANDRO
INT8 bOldSkillTrait;
INT8 bOldSkillTrait2;
// added by SANDRO
INT8 bNewSkillTrait1;
INT8 bNewSkillTrait2;
INT8 bNewSkillTrait3;
INT8 bNewSkillTrait4;
INT8 bNewSkillTrait5;
INT8 bNewSkillTrait6;
INT8 bNewSkillTrait7;
INT8 bNewSkillTrait8;
INT8 bNewSkillTrait9;
INT8 bNewSkillTrait10;
INT8 bNewSkillTrait11;
INT8 bNewSkillTrait12;
INT8 bNewSkillTrait13;
INT8 bNewSkillTrait14;
INT8 bNewSkillTrait15;
INT8 bNewSkillTrait16;
INT8 bNewSkillTrait17;
INT8 bNewSkillTrait18;
INT8 bNewSkillTrait19;
INT8 bNewSkillTrait20;
INT8 bNewSkillTrait21;
INT8 bNewSkillTrait22;
INT8 bNewSkillTrait23;
INT8 bNewSkillTrait24;
INT8 bNewSkillTrait25;
INT8 bNewSkillTrait26;
INT8 bNewSkillTrait27;
INT8 bNewSkillTrait28;
INT8 bNewSkillTrait29;
INT8 bNewSkillTrait30;
UINT8 bBuddy[5];
UINT8 bLearnToLike;
INT8 bLearnToLikeTime;
UINT8 bHated[5];
INT8 bHatedTime[5];
UINT8 bLearnToHate;
INT8 bLearnToHateTime;
INT16 sSalary;
UINT32 uiWeeklySalary;
UINT32 uiBiWeeklySalary;
INT8 bMedicalDeposit;
UINT16 sMedicalDepositAmount;
UINT16 usOptionalGearCost;
INT8 bArmourAttractiveness;
INT8 bMainGunAttractiveness;
// This boolean DOES NOT EXIST in gMercProfiles - it is part of a flag set called ubMiscFlags. This code
// reads the boolean and applies the flag to that flagset, if true.
BOOLEAN fGoodGuy;
UINT16 usApproachFactor[4];
INT8 bMercOpinion[75];
UINT32 Type;
UINT16 sSectorX;
UINT16 sSectorY;
INT8 bSectorZ;
UINT8 ubCivilianGroup;
INT8 bTown;
INT8 bTownAttachment;
} TEMPPROFILETYPE;
extern TEMPPROFILETYPE tempProfiles[NUM_PROFILES+1];
extern BOOLEAN WriteMercProfiles();
extern BOOLEAN WriteMercOpinions();
void OverwriteMercProfileWithXMLData( UINT32 uiLoop );
void OverwriteMercOpinionsWithXMLData( UINT32 uiLoop );
// SANDRO - added functions
INT8 CheckMercsNearForCharTraits( UINT8 ubProfileID, INT8 bCharTraitID );
INT8 ProfileHasSkillTrait( INT32 ubProfileID, INT8 bSkillTrait );
#endif