#ifndef __POINTS_H_
#define __POINTS_H_


#define AP_MINIMUM              10      // no merc can have less for his turn
#define AP_MAXIMUM              25      // no merc can have more for his turn
#define AP_MONSTER_MAXIMUM      40      // no monster can have more for his turn
#define AP_VEHICLE_MAXIMUM      50      // no merc can have more for his turn
#define AP_INCREASE             10      // optional across-the-board AP boost
#define MAX_AP_CARRIED          5       // APs carried from turn-to-turn

// monster AP bonuses, expressed in 10ths (12 = 120% normal) 
#define AP_YOUNG_MONST_FACTOR  15
#define AP_ADULT_MONST_FACTOR  12
#define AP_MONST_FRENZY_FACTOR 13

// AP penalty for a phobia situation (again, in 10ths)
#define AP_CLAUSTROPHOBE				9
#define AP_AFRAID_OF_INSECTS		8

#define	AP_EXCHANGE_PLACES			5

// Action Point values
#define AP_REVERSE_MODIFIER     1
#define AP_STEALTH_MODIFIER     2

#define	AP_STEAL_ITEM						10			// APs to steal item....

#define	AP_TAKE_BLOOD						10

#define	AP_TALK									6

#define AP_MOVEMENT_FLAT        3				// div by 2 for run, +2, for crawl, -1 for swat
#define AP_MOVEMENT_GRASS       4				
#define AP_MOVEMENT_BUSH        5				
#define AP_MOVEMENT_RUBBLE      6				
#define AP_MOVEMENT_SHORE       7       // shallow wade

#define AP_MOVEMENT_LAKE        9       // deep wade -> slowest
#define AP_MOVEMENT_OCEAN       8       // swimming is faster than deep wade

#define AP_CHANGE_FACING        1       // turning to face any other direction
#define AP_CHANGE_TARGET        1       // aiming at a new target

#define	AP_CATCH_ITEM						5				// turn to catch item
#define AP_TOSS_ITEM						8				// toss item from inv

#define AP_REFUEL_VEHICLE       10
/*
#define AP_MOVE_ITEM_FREE       0       // same place, pocket->pocket
#define AP_MOVE_ITEM_FAST       2       // hand, holster, ground only
#define AP_MOVE_ITEM_AVG        4       // everything else!
#define AP_MOVE_ITEM_SLOW       6       // vests, protective gear
*/
#define AP_MOVE_ITEM_FAST       4       // hand, holster, ground only
#define AP_MOVE_ITEM_SLOW       6       // vests, protective gear

#define AP_RADIO                5
#define AP_CROUCH               2
#define AP_PRONE	              2

#define AP_LOOK_STANDING					1
#define AP_LOOK_CROUCHED				2
#define AP_LOOK_PRONE						2

#define AP_READY_KNIFE          0
#define AP_READY_PISTOL         1
#define AP_READY_RIFLE          2
#define AP_READY_SAW            0
// JA2Gold: reduced dual AP cost from 3 to 1
//#define AP_READY_DUAL           3
#define AP_READY_DUAL           1


#define AP_MIN_AIM_ATTACK       0       // minimum permitted extra aiming
#define AP_MAX_AIM_ATTACK       4       // maximum permitted extra aiming

#define AP_BURST								5

#define	AP_DROP_BOMB						3

#define AP_RELOAD_GUN           5       // loading new clip/magazine

#define AP_START_FIRST_AID      5       // get the stuff out of medic kit
#define AP_PER_HP_FIRST_AID     1       // for each point healed
#define AP_STOP_FIRST_AID       3       // put everything away again

#define AP_START_REPAIR			    5       // get the stuff out of repair kit

#define AP_GET_HIT              2       // struck by bullet, knife, explosion
#define AP_GET_WOUNDED_DIVISOR  4       // 1 AP lost for every 'divisor' dmg
#define AP_FALL_DOWN            4       // falling down (explosion, exhaustion)
#define AP_GET_THROWN           2       // get thrown back (by explosion)

#define AP_GET_UP               5       // getting up again
#define AP_ROLL_OVER            2       // flipping from back to stomach

#define AP_OPEN_DOOR            3       // whether successful, or not (locked)
#define AP_PICKLOCK             10		  // should really be several turns
#define AP_EXAMINE_DOOR         5		    // time to examine door
#define AP_BOOT_DOOR		        8			  // time to boot door
#define AP_USE_CROWBAR		      10		  // time to crowbar door
#define AP_UNLOCK_DOOR		      6			  // time to unlock door
#define AP_LOCK_DOOR						6			  // time to lock door
#define AP_EXPLODE_DOOR					10			// time to set explode charge on door
#define AP_UNTRAP_DOOR					10			// time to untrap door

#define AP_USEWIRECUTTERS				10			// Time to use wirecutters

#define	AP_CLIMBROOF						10			// APs to climb roof
#define	AP_CLIMBOFFROOF					6				// APs to climb off roof
#define AP_JUMPFENCE						6				// time to jump over a fence


#define AP_OPEN_SAFE            8       // time to use combination


#define	AP_USE_REMOTE						2
#define AP_PULL_TRIGGER         2       // operate nearby panic trigger

#define AP_FORCE_LID_OPEN       10
#define AP_SEARCH_CONTAINER     5       // boxes, crates, safe, etc.

#define AP_READ_NOTE            10      // reading a note's contents in inv.

#define AP_SNAKE_BATTLE         10      // when first attacked
#define AP_KILL_SNAKE           7       // when snake battle's been won

#define AP_USE_SURV_CAM         5

#define AP_PICKUP_ITEM					3
#define AP_GIVE_ITEM						1

#define AP_BURY_MINE            10
#define AP_DISARM_MINE          10

#define AP_DRINK                5
#define AP_CAMOFLAGE            10

#define AP_TAKE_PHOTOGRAPH      5
#define AP_MERGE                8

#define AP_OTHER_COST           99

#define	AP_START_RUN_COST				1

#define	AP_ATTACH_CAN						5

#define	AP_JUMP_OVER						6

// special Breath Point related constants

#define BP_RATIO_RED_PTS_TO_NORMAL 100

#define BP_RUN_ENERGYCOSTFACTOR		3		// Richard thinks running is 3rd most strenous over time... tough, Mark didn't.  CJC increased it again
#define BP_WALK_ENERGYCOSTFACTOR	1		// walking subtracts flat terrain breath value
#define BP_SWAT_ENERGYCOSTFACTOR	2		// Richard thinks swatmove is 2nd most strenous over time... tough, Mark didn't
#define BP_CRAWL_ENERGYCOSTFACTOR	4		// Richard thinks crawling is the MOST strenuous over time	

#define BP_RADIO                0       // no breath cost
#define BP_USE_DETONATOR        0       // no breath cost

#define BP_REVERSE_MODIFIER     0       // no change, a bit more challenging
#define BP_STEALTH_MODIFIER     -20     // slow & cautious, not too strenuous
#define BP_MINING_MODIFIER      -30     // pretty relaxing, overall


// end-of-turn Breath Point gain/usage rates
#define BP_PER_AP_NO_EFFORT     -200    // gain breath!
#define BP_PER_AP_MIN_EFFORT    -100    // gain breath!
#define BP_PER_AP_LT_EFFORT     -50     // gain breath!
#define BP_PER_AP_MOD_EFFORT    25
#define BP_PER_AP_HVY_EFFORT    50
#define BP_PER_AP_MAX_EFFORT    100


// Breath Point values
#define BP_MOVEMENT_FLAT         5
#define BP_MOVEMENT_GRASS       10
#define BP_MOVEMENT_BUSH        20
#define BP_MOVEMENT_RUBBLE      35
#define BP_MOVEMENT_SHORE       50      // shallow wade
#define BP_MOVEMENT_LAKE        75      // deep wade
#define BP_MOVEMENT_OCEAN       100     // swimming

#define BP_CHANGE_FACING        10      // turning to face another direction

#define BP_CROUCH               10
#define BP_PRONE	              10

#define	BP_CLIMBROOF						500			// BPs to climb roof
#define	BP_CLIMBOFFROOF					250			// BPs to climb off roof
#define	BP_JUMPFENCE						200			// BPs to jump fence


/*
#define BP_MOVE_ITEM_FREE       0       // same place, pocket->pocket
#define BP_MOVE_ITEM_FAST       0       // hand, holster, ground only
#define BP_MOVE_ITEM_AVG        0       // everything else!
#define BP_MOVE_ITEM_SLOW       20      // vests, protective gear
*/
#define BP_MOVE_ITEM_FAST       0       // hand, holster, ground only
#define BP_MOVE_ITEM_SLOW       20      // vests, protective gear

#define BP_READY_KNIFE          0       // raise/lower knife
#define BP_READY_PISTOL         10      // raise/lower pistol
#define BP_READY_RIFLE          20      // raise/lower rifle
#define BP_READY_SAW            0       // raise/lower saw

#define BP_STEAL_ITEM						50      // BPs steal item

#define BP_PER_AP_AIMING        5       // breath cost while aiming
#define BP_RELOAD_GUN           20      // loading new clip/magazine

#define BP_THROW_ITEM           50      // throw grenades, fire-bombs, etc.

#define BP_START_FIRST_AID      0       // get the stuff out of medic kit
#define BP_PER_HP_FIRST_AID     -25     // gain breath for each point healed
#define BP_STOP_FIRST_AID       0       // put everything away again

#define BP_GET_HIT              200     // struck by bullet, knife, explosion
#define BP_GET_WOUNDED          50      // per pt of GUNFIRE/EXPLOSION impact
#define BP_FALL_DOWN            250     // falling down (explosion, exhaustion)
#define BP_GET_UP               50      // getting up again
#define BP_ROLL_OVER            20      // flipping from back to stomach

#define BP_OPEN_DOOR            30      // whether successful, or not (locked)
#define BP_PICKLOCK             -250    // gain breath, not very tiring...
#define BP_EXAMINE_DOOR         -250		// gain breath, not very tiring...
#define BP_BOOT_DOOR		        200			// BP to boot door
#define BP_USE_CROWBAR					350		  // BP to crowbar door
#define BP_UNLOCK_DOOR		      50			// BP to unlock door
#define BP_EXPLODE_DOOR					-250		// BP to set explode charge on door
#define BP_UNTRAP_DOOR					150			// BP to untrap
#define BP_LOCK_DOOR						50			// BP to untrap

#define BP_USEWIRECUTTERS				200			// BP to use wirecutters


#define BP_PULL_TRIGGER         0       // for operating panic triggers

#define BP_FORCE_LID_OPEN       50      // per point of strength required
#define BP_SEARCH_CONTAINER       0     // get some breath back (was -50)

#define BP_OPEN_SAFE            -50
#define BP_READ_NOTE            -250    // reading a note's contents in inv.

#define BP_SNAKE_BATTLE         500     // when first attacked
#define BP_KILL_SNAKE           350     // when snake battle's been won

#define BP_USE_SURV_CAM         -100

#define BP_BURY_MINE            250     // involves digging & filling again
#define BP_DISARM_MINE          0       // 1/2 digging, 1/2 light effort

#define BP_FIRE_HANDGUN         25      // preatty easy, little recoil
#define BP_FIRE_RIFLE           50      // heavier, nasty recoil
#define BP_FIRE_SHOTGUN         100     // quite tiring, must be pumped up

#define BP_STAB_KNIFE           200

#define BP_TAKE_PHOTOGRAPH      0
#define BP_MERGE                50

#define BP_FALLFROMROOF					1000

#define	BP_JUMP_OVER						250



#define DEFAULT_APS 20
#define DEFAULT_AIMSKILL 80

UINT8 BaseAPsToShootOrStab( INT8 bAPs, INT8 bAimSkill, OBJECTTYPE * pObj );

INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT16 sGridno, INT8 bDir, INT8 bLevel );
INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bDir, UINT16 usMovementMode  );
INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength );
BOOLEAN SelectedMercCanAffordMove(  );

BOOLEAN EnoughPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT16 sBPCost, BOOLEAN fDisplayMsg );
void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT16 sBPCost );
INT16 AdjustBreathPts(SOLDIERTYPE *pSold, INT16 sBPCost);
void UnusedAPsToBreath(SOLDIERTYPE *pSold);
INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT16 sGridno,INT8 bDir, UINT16 usMovementMode);
UINT8 MinAPsToAttack(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost);
INT8  MinPtsToMove(SOLDIERTYPE *pSoldier);
INT8 MinAPsToStartMovement( SOLDIERTYPE * pSoldier, UINT16 usMovementMode );
INT8  PtsToMoveDirection(SOLDIERTYPE *pSoldier, INT8 bDirection );
UINT8 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost );
BOOLEAN EnoughAmmo( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay, INT8 bInvPos );
void DeductAmmo( SOLDIERTYPE *pSoldier, INT8 bInvPos );


UINT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, UINT16 usMapPos );
UINT8 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost );
UINT8 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, INT8 bAimTime );
UINT8 CalcAPsToBurst( INT8 bBaseActionPoints, OBJECTTYPE * pObj );
UINT16 GetAPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
UINT16 GetBPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );

UINT16 GetAPsToLook( SOLDIERTYPE *pSoldier );
UINT16 GetAPsToGiveItem( SOLDIERTYPE *pSoldier, UINT16 usMapPos );

BOOLEAN CheckForMercContMove( SOLDIERTYPE *pSoldier );

INT16 GetAPsToReadyWeapon( SOLDIERTYPE *pSoldier, UINT16 usAnimState );

INT8 GetAPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown );
INT16 GetBPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown );

INT8 GetAPsToJumpFence( SOLDIERTYPE *pSoldier );
INT8 GetBPsToJumpFence( SOLDIERTYPE *pSoldier );

INT8 GetAPsToCutFence( SOLDIERTYPE *pSoldier );
INT8 GetAPsToBeginFirstAid( SOLDIERTYPE *pSoldier );
INT8 GetAPsToBeginRepair( SOLDIERTYPE *pSoldier );
INT8 GetAPsToRefuelVehicle( SOLDIERTYPE *pSoldier );

INT16 MinAPsToThrow( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost );

UINT16 GetAPsToDropBomb( SOLDIERTYPE *pSoldier );
UINT16 GetTotalAPsToDropBomb( SOLDIERTYPE *pSoldier, INT16 sGridNo );
UINT16 GetAPsToUseRemote( SOLDIERTYPE *pSoldier );

INT8 GetAPsToStealItem( SOLDIERTYPE *pSoldier, INT16 usMapPos );
INT8 GetBPsToStealItem( SOLDIERTYPE *pSoldier );

INT8 GetAPsToUseJar( SOLDIERTYPE *pSoldier, INT16 usMapPos );
INT8 GetAPsToUseCan( SOLDIERTYPE *pSoldier, INT16 usMapPos );
INT8 GetBPsTouseJar( SOLDIERTYPE *pSoldier );

INT8 GetAPsToJumpOver( SOLDIERTYPE *pSoldier );

void GetAPChargeForShootOrStabWRTGunRaises( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost, BOOLEAN *pfChargeTurning, BOOLEAN *pfChargeRaise );

UINT16 GetAPsToReloadRobot( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pRobot );
INT8 GetAPsToReloadGunWithAmmo( OBJECTTYPE * pGun, OBJECTTYPE * pAmmo );
INT8 GetAPsToAutoReload( SOLDIERTYPE * pSoldier );


#endif