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source/Tactical/Soldier Create.h
T

280 lines
12 KiB
C++

#ifndef _SOLDIER_CREATE_H
#define _SOLDIER_CREATE_H
#include "Animation Cache.h"
#include "Timer Control.h"
#include "vobject.h"
#include "Overhead Types.h"
#include "Item Types.h"
#include "soldier control.h"
// WDS - Clean up inventory handling
#include <vector>
#include <iterator>
using namespace std;
#define SOLDIER_CREATE_AUTO_TEAM -1
//Kris:
//This value is the total maximum number of slots in a map.
//Players 20
//Enemies 32
//Creatures 32
//Rebels 32
//Civilians 32
//Total 148
#define MAX_INDIVIDUALS 148
//Kris: SERIALIZING INFORMATION
//All maps must have:
// -MAPCREATE_STRUCT
// MAPCREATE_STRUCT.ubNumIndividuals determines how many BASIC_SOLDIERCREATE_STRUCTs there are
// -The BASIC_SOLDIERCREATE_STRUCTS are saved contiguously, but if any of them
// fDetailedPlacement set, then there is a SOLDIERCREATE_STRUCT saved immediately after.
//These are the placement slots used by the editor to define where characters are in a map, what
//they are, what team they are on, personality traits, etc. The Merc section of the editor is
//what is used to define these values.
typedef struct
{
BOOLEAN fDetailedPlacement; //Specialized information. Has a counterpart containing all info.
UINT16 usStartingGridNo; //Where the placement position is.
INT8 bTeam; //The team this individual is part of.
INT8 bRelativeAttributeLevel;
INT8 bRelativeEquipmentLevel;
INT8 bDirection; //1 of 8 values (always mandatory)
INT8 bOrders;
INT8 bAttitude;
INT8 bBodyType; //up to 128 body types, -1 means random
INT16 sPatrolGrid[ MAXPATROLGRIDS ]; //possible locations to visit, patrol, etc.
INT8 bPatrolCnt;
BOOLEAN fOnRoof;
UINT8 ubSoldierClass; //army, administrator, elite
UINT8 ubCivilianGroup;
BOOLEAN fPriorityExistance; //These slots are used first
BOOLEAN fHasKeys;
INT8 PADDINGSLOTS[ 14 ];
} BASIC_SOLDIERCREATE_STRUCT; //50 bytes
// WDS - Clean up inventory handling
//typedef struct
class SOLDIERCREATE_STRUCT
{
public:
// Constructor
SOLDIERCREATE_STRUCT();
// Copy Constructor
SOLDIERCREATE_STRUCT(const SOLDIERCREATE_STRUCT&);
// Assignment operator
SOLDIERCREATE_STRUCT& operator=(const SOLDIERCREATE_STRUCT&);
// Destructor
~SOLDIERCREATE_STRUCT();
// Initialize the soldier.
// Use this instead of the old method of calling memset!
// Note that the constructor does this automatically.
void initialize();
// Ugly temporary solution
//
// Note! These two functions should ONLY be used either just before saving to a
// file (NewToOld) or after loading a file (OldToNew).
void CopyOldInventoryToNew();
void CopyNewInventoryToOld();
// 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:
//Bulletproofing so static detailed placements aren't used to tactically create soldiers.
//Used by editor for validation purposes.
BOOLEAN fStatic;
//Profile information used for special NPCs and player mercs.
UINT8 ubProfile;
BOOLEAN fPlayerMerc;
BOOLEAN fPlayerPlan;
BOOLEAN fCopyProfileItemsOver;
//Location information
INT16 sSectorX;
INT16 sSectorY;
INT8 bDirection;
INT16 sInsertionGridNo;
// Can force a team, but needs flag set
INT8 bTeam;
INT8 bBodyType;
//Orders and attitude settings
INT8 bAttitude;
INT8 bOrders;
//Attributes
INT8 bLifeMax;
INT8 bLife;
INT8 bAgility;
INT8 bDexterity;
INT8 bExpLevel;
INT8 bMarksmanship;
INT8 bMedical;
INT8 bMechanical;
INT8 bExplosive;
INT8 bLeadership;
INT8 bStrength;
INT8 bWisdom;
INT8 bMorale;
INT8 bAIMorale;
private:
//Inventory
OBJECTTYPE DO_NOT_USE_Inv[ OldInventory::NUM_INV_SLOTS ];
public:
//Palette information for soldiers.
PaletteRepID HeadPal;
PaletteRepID PantsPal;
PaletteRepID VestPal;
PaletteRepID SkinPal;
PaletteRepID MiscPal;
//Waypoint information for patrolling
INT16 sPatrolGrid[ MAXPATROLGRIDS ];
INT8 bPatrolCnt;
//Kris: Additions November 16, 1997 (padding down to 129 from 150)
BOOLEAN fVisible;
CHAR16 name[ 10 ];
UINT8 ubSoldierClass; //army, administrator, elite
BOOLEAN fOnRoof;
INT8 bSectorZ;
SOLDIERTYPE *pExistingSoldier;
BOOLEAN fUseExistingSoldier;
UINT8 ubCivilianGroup;
BOOLEAN fKillSlotIfOwnerDies;
UINT8 ubScheduleID;
BOOLEAN fUseGivenVehicle;
INT8 bUseGivenVehicleID;
BOOLEAN fHasKeys;
INT8 bPadding[115];
//
// New and OO stuff goes after here. Above this point any changes will goof up reading from files.
//
char ef1,ef2; // Extra filler to get "offsetof(endOfPOD)" to match SIZEOF(oldstruct)
char endOfPOD; // marker for end of POD (plain old data)
Inventory Inv;
}; // SOLDIERCREATE_STRUCT;
#define SIZEOF_SOLDIERCREATE_STRUCT_POD offsetof( SOLDIERCREATE_STRUCT, endOfPOD )
#define SIZEOF_SOLDIERCREATE_STRUCT sizeof( SOLDIERCREATE_STRUCT )
//Original functions currently used throughout the game.
BOOLEAN TacticalRemoveSoldier( UINT16 usSoldierIndex );
BOOLEAN TacticalRemoveSoldierPointer( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveVehicle );
INT8 CalcDifficultyModifier( UINT8 ubSoldierClass );
void RandomizeNewSoldierStats( SOLDIERCREATE_STRUCT *pCreateStruct );
//Kris:
//Modified return type from BOOLEAN to SOLDIERTYPE*
SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID );
//Randomly generated enemies used by strategic AI.
SOLDIERTYPE* TacticalCreateAdministrator();
SOLDIERTYPE* TacticalCreateEliteEnemy();
SOLDIERTYPE* TacticalCreateArmyTroop();
SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass );
SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType );
// randomly generates a relative level rating (attributes or equipment)
void RandomizeRelativeLevel( INT8 *pbRelLevel, UINT8 ubSoldierClass );
// get the pythag. distance from the passed sector to the palace..
UINT8 GetPythDistanceFromPalace( INT16 sSectorX, INT16 sSectorY );
//These following functions are currently used exclusively by the editor.
//Now, this will be useful for the strategic AI.
//Definitions:
//Soldier (s): Currently in the game, but subject to modifications. The editor has the capability to
// modify soldier attributes on the fly for testing purposes.
//BasicPlacement (bp): A BASIC_SOLDIERCREATE_STRUCT that contains compact, very general, information about
// a soldier. The BasicPlacement is then used to generate a DetailedPlacement before creating a soldier.
// Most of the soldiers saved in the maps will be saved in this manner.
//DetailedPlacement (pp): A SOLDIERCREATE_STRUCT ready to be passed to TacticalCreateSoldier to generate
// and add a new soldier to the world. The DetailedPlacement contains all of the necessary information
// to do this. This information won't be saved in maps. In most cases, only very few attributes are static,
// and the rest are generated at runtime. Because of this situation, saved detailed placements must be in a
// different format.
//StaticDetailedPlacement (spp): A hybrid version of the DetailedPlacement. This is the information saved in
// the map via the editor. When loaded, this information is converted to a normal detailed placement, but
// must also use the BasicPlacement information to complete this properly. Once the conversion is complete,
// the static information is lost. This gives us complete flexibility. The basic placements contain relative
// values that work in conjunction with the strategic AI's relative values to generate soldiers. In no
// circumstances will static detailed placements be used outside of the editor. Note, that this hybrid version
// uses the identical structure as detailed placements. All non-static values are set to -1.
//Used to generate a detailed placement from a basic placement. This assumes that the detailed placement
//doesn't exist, meaning there are no static attributes. This is called when you wish to convert a basic
//placement into a detailed placement just before creating a soldier.
void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, BASIC_SOLDIERCREATE_STRUCT *bp );
//Used exclusively by the editor when the user wishes to change a basic placement into a detailed placement.
//Because the intention is to make some of the attributes static, all of the information that can be generated
//are defaulted to -1. When an attribute is made to be static, that value in replaced by the new static value.
//This information is NOT compatible with TacticalCreateSoldier. Before doing so, you must first convert the
//static detailed placement to a regular detailed placement.
void CreateStaticDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *spp, BASIC_SOLDIERCREATE_STRUCT *bp );
//When you are ready to generate a soldier with a static detailed placement slot, this function will generate
//the proper priority placement slot given the static detailed placement and it's accompanying basic placment.
//For the purposes of merc editing, the static detailed placement is preserved.
void CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo(
SOLDIERCREATE_STRUCT *pp, SOLDIERCREATE_STRUCT *spp, BASIC_SOLDIERCREATE_STRUCT *bp );
//Used to update a existing soldier's attributes with the new static detailed placement info. This is used
//by the editor upon exiting the editor into the game, to update the existing soldiers with new information.
//This gives flexibility of testing mercs. Upon entering the editor again, this call will reset all the
//mercs to their original states.
void UpdateSoldierWithStaticDetailedInformation( SOLDIERTYPE *s, SOLDIERCREATE_STRUCT *spp );
//In the case of setting a profile ID in order to extract a soldier from the profile array, we
//also want to copy that information to the static detailed placement, for editor viewing purposes.
void UpdateStaticDetailedPlacementWithProfileInformation( SOLDIERCREATE_STRUCT *spp, UINT8 ubProfile );
//When the editor modifies the soldier's relative attribute level,
//this function is called to update that information.
void ModifySoldierAttributesWithNewRelativeLevel( SOLDIERTYPE *s, INT8 bLevel );
// Force the soldier to be a different ID
void ForceSoldierProfileID( SOLDIERTYPE *pSoldier, UINT8 ubProfileID );
void GeneratePaletteForSoldier( SOLDIERTYPE *pSoldier, UINT8 ubSoldierClass );
void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID );
BOOLEAN InternalTacticalRemoveSoldier( UINT16 usSoldierIndex, BOOLEAN fRemoveVehicle );
//SPECIAL! Certain events in the game can cause profiled NPCs to become enemies. The two cases are
//adding Mike and Iggy. We will only add one NPC in any given combat and the conditions for setting
//the associated facts are done elsewhere. The function will set the profile for the SOLDIERCREATE_STRUCT
//and the rest will be handled automatically so long the ubProfile field doesn't get changed.
//NOTE: We don't want to add Mike or Iggy if this is being called from autoresolve!
void OkayToUpgradeEliteToSpecialProfiledEnemy( SOLDIERCREATE_STRUCT *pp );
extern BOOLEAN gfProfiledEnemyAdded; //needs to be saved (used by the above function)
#endif