Files
source/Tactical/opplist.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

179 lines
6.2 KiB
C

#ifndef _OPPLIST_H
#define _OPPLIST_H
#define EVERYBODY MAXMERCS
#define MAX_MISC_NOISE_DURATION 12 // max dur for VERY loud NOBODY noises
#define DOOR_NOISE_VOLUME 2
#define WINDOW_CRACK_VOLUME 4
#define WINDOW_SMASH_VOLUME 8
#define MACHETE_VOLUME 9
#define TRIMMER_VOLUME 18
#define CHAINSAW_VOLUME 30
#define SMASHING_DOOR_VOLUME 6
#define CROWBAR_DOOR_VOLUME 4
#define ITEM_THROWN_VOLUME 2
#define TIME_BETWEEN_RT_OPPLIST_DECAYS 20
// this is a fake "level" value (0 on ground, 1 on roof) for
// HearNoise to ignore the effects of lighting(?)
#define LIGHT_IRRELEVANT 127
#define AUTOMATIC_INTERRUPT 100
#define NO_INTERRUPT 127
#define MOVEINTERRUPT 0
#define SIGHTINTERRUPT 1
#define NOISEINTERRUPT 2
// SANDRO - enum for improved interrupt system
enum
{
DISABLED_INTERRUPT = 0,
UNTRIGGERED_INTERRUPT,
UNDEFINED_INTERRUPT,
MOVEMENT_INTERRUPT,
SP_MOVEMENT_INTERRUPT,
BEFORESHOT_INTERRUPT,
AFTERSHOT_INTERRUPT,
AFTERACTION_INTERRUPT,
INSTANT_INTERRUPT,
MAX_INTERRUPT_TYPES
};
// noise type constants
enum
{
NOISE_UNKNOWN = 0,
NOISE_MOVEMENT,
NOISE_CREAKING,
NOISE_SPLASHING,
NOISE_BULLET_IMPACT,
NOISE_GUNFIRE,
NOISE_EXPLOSION,
NOISE_SCREAM,
NOISE_ROCK_IMPACT,
NOISE_GRENADE_IMPACT,
NOISE_WINDOW_SMASHING,
NOISE_DOOR_SMASHING,
NOISE_SILENT_ALARM, // only heard by enemies
MAX_NOISES
};
enum
{
EXPECTED_NOSEND, // other nodes expecting noise & have all info
EXPECTED_SEND, // other nodes expecting noise, but need info
UNEXPECTED // other nodes are NOT expecting this noise
};
#define NUM_WATCHED_LOCS 3
extern INT8 gbPublicOpplist[MAXTEAMS][ TOTAL_SOLDIERS ];
extern INT8 gbSeenOpponents[TOTAL_SOLDIERS][TOTAL_SOLDIERS];
extern INT32 gsLastKnownOppLoc[TOTAL_SOLDIERS][TOTAL_SOLDIERS]; // merc vs. merc
extern INT8 gbLastKnownOppLevel[TOTAL_SOLDIERS][TOTAL_SOLDIERS];
extern INT32 gsPublicLastKnownOppLoc[MAXTEAMS][TOTAL_SOLDIERS]; // team vs. merc
extern INT8 gbPublicLastKnownOppLevel[MAXTEAMS][TOTAL_SOLDIERS];
extern UINT8 gubPublicNoiseVolume[MAXTEAMS];
extern INT32 gsPublicNoiseGridNo[MAXTEAMS];
extern INT8 gbPublicNoiseLevel[MAXTEAMS];
extern UINT8 gubKnowledgeValue[10][10];
extern INT8 gbLookDistance[8][8];
extern INT8 gfKnowAboutOpponents;
extern BOOLEAN gfPlayerTeamSawJoey;
extern BOOLEAN gfMikeShouldSayHi;
#ifdef JA2UB
extern BOOLEAN gfMorrisShouldSayHi; // JA25 UB
#endif
extern INT32 gsWatchedLoc[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ];
extern INT8 gbWatchedLocLevel[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ];
extern UINT8 gubWatchedLocPoints[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ];
extern BOOLEAN gfWatchedLocReset[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ];
extern INT8 STRAIGHT;
#define BEST_SIGHTING_ARRAY_SIZE 6
#define BEST_SIGHTING_ARRAY_SIZE_ALL_TEAMS_LOOK_FOR_ALL 6
#define BEST_SIGHTING_ARRAY_SIZE_NONCOMBAT 3
#define BEST_SIGHTING_ARRAY_SIZE_INCOMBAT 0
extern UINT8 gubBestToMakeSightingSize;
INT16 AdjustMaxSightRangeForEnvEffects( SOLDIERTYPE *pSoldier, INT8 bLightLevel, INT16 sDistVisible );
INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCaller);
void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags);
void AllTeamsLookForAll(UINT8 ubAllowInterrupts);
void GloballyDecideWhoSeesWho(void);
UINT16 GetClosestMerc( UINT16 usSoldierIndex );
void ManLooksForOtherTeams(SOLDIERTYPE *pSoldier);
void OtherTeamsLookForMan(SOLDIERTYPE *pOpponent);
void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo, INT8 bOppLevel, UINT8 ubCaller, UINT8 ubCaller2);
void DecideTrueVisibility(SOLDIERTYPE *pSoldier, UINT8 ubLocate);
void AddOneOpponent(SOLDIERTYPE *pSoldier);
void RemoveOneOpponent(SOLDIERTYPE *pSoldier);
void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel);
INT16 MaxNormalDistanceVisible( void );
INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT32 sSubjectGridNo, INT8 bLevel );
void ResetLastKnownLocs(SOLDIERTYPE *ptr);
void RecalculateOppCntsDueToNoLongerNeutral( SOLDIERTYPE * pSoldier );
void ReevaluateBestSightingPosition( SOLDIERTYPE * pSoldier, INT8 bInterruptDuelPts );
void InitOpponentKnowledgeSystem(void);
void InitSoldierOppList(SOLDIERTYPE *pSoldier);
void BetweenTurnsVisibilityAdjustments(void);
void RemoveManAsTarget(SOLDIERTYPE *pSoldier);
void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel );
void RadioSightings(SOLDIERTYPE *pSoldier, UINT8 ubAbout, UINT8 ubTeamToRadioTo );
void OurTeamRadiosRandomlyAbout(UINT8 ubAbout);
void DebugSoldierPage1( );
void DebugSoldierPage2( );
void DebugSoldierPage3( );
void DebugSoldierPage4( );
UINT8 MovementNoise( SOLDIERTYPE *pSoldier );
UINT8 DoorOpeningNoise( SOLDIERTYPE *pSoldier );
void MakeNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType );
void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType );
void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType);
void VerifyAndDecayOpplist(SOLDIERTYPE *pSoldier);
void DecayIndividualOpplist(SOLDIERTYPE *pSoldier);
void VerifyPublicOpplistDueToDeath( SOLDIERTYPE * pSoldier );
void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT8 bReason );
BOOLEAN MercSeesCreature( SOLDIERTYPE * pSoldier );
INT8 GetWatchedLocPoints( UINT8 ubID, INT32 sGridNo, INT8 bLevel );
INT8 GetHighestVisibleWatchedLoc( UINT8 ubID );
INT8 GetHighestWatchedLocPoints( UINT8 ubID );
void TurnOffEveryonesMuzzleFlashes( void );
void TurnOffTeamsMuzzleFlashes( UINT8 ubTeam );
void EndMuzzleFlash( SOLDIERTYPE * pSoldier );
void NonCombatDecayPublicOpplist( UINT32 uiTime );
void CheckHostileOrSayQuoteList( void );
void InitOpplistForDoorOpening( void );
UINT8 DoorOpeningNoise( SOLDIERTYPE * pSoldier );
void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID );
extern INT8 gbLightSighting[1][16];
BOOLEAN SoldierHasLimitedVision(SOLDIERTYPE * pSoldier);
#ifdef JA2UB
INT32 MaxDistanceVisible( void );
#endif
// HEADROCK HAM 3.6: Moved here from cpp
void MakeBloodcatsHostile( void );
#endif