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/*
        Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
*/
#ifndef REPPOINT_H
#define REPPOINT_H
/*********************************************************
 Here is all of the reputation defines for the game
*********************************************************/
/*-----------------9/16/97 7:41:M-------------------
 General format for this file is:
 I. General reputations and modifiers which need to be read by scripts and the
        engine
    A. Increase and decrease general reputation
    B. Add/remove champion/berserker reputation
    C. Increment good/evil kill counter
 II. Reputation for Enemy of Towns
 III. Reputation for Champion of Towns
 IV. Reputaion for completing seeds


*/

/*********************************************************
 General Reputation
*********************************************************/
// macros for general town status
// good
#define town_rep_is_idolized (global_var(TOWN_REP_VAR) >= 30)
#define town_rep_is_liked (global_var(TOWN_REP_VAR) >= 15)
#define town_rep_is_accepted (global_var(TOWN_REP_VAR) >= 1)
// neutral
#define town_rep_is_neutral (global_var(TOWN_REP_VAR) == 0)
// bad
#define town_rep_is_antipaty (global_var(TOWN_REP_VAR) <= -1)
#define town_rep_is_hated (global_var(TOWN_REP_VAR) <= -15)
#define town_rep_is_vilified (global_var(TOWN_REP_VAR) <= -30)
#define REP_BONUS_KILLED_GOOD_CRITTER (-10)
#define REP_BONUS_KILLED_CHILD (-15)
#define REP_BONUS_KILLED_EVIL_CRITTER (5)
#define REP_BONUS_KILLED_NEUTRAL_CRITTER (0)
// General Town Rep
#define REP_TOWN_KILL_GOOD (-5)
#define REP_TOWN_KILL_CHILD (-8)
#define REP_TOWN_KILL_EVIL (2)
#define inc_general_rep(x) set_global_var(GVAR_PLAYER_REPUTATION, (global_var(GVAR_PLAYER_REPUTATION) + x)); \
                                debug_msg("Player gains "+x+" Karma Points."); \
                                CheckKarma
#define dec_general_rep(x) set_global_var(GVAR_PLAYER_REPUTATION, (global_var(GVAR_PLAYER_REPUTATION) - x)); \
                                CheckKarma
#define check_general_rep global_var(GVAR_PLAYER_REPUTATION)
#ifdef TOWN_REP_VAR
#define inc_childkiller if (source_obj == dude_obj) then begin \
                                    remove_champion; \
                                    set_global_var(GVAR_CHILDKILLER_REPUTATION, (global_var(GVAR_CHILDKILLER_REPUTATION) +1)); \
                                    inc_general_rep(REP_BONUS_KILLED_CHILD); \
                                    set_global_var(TOWN_REP_VAR,(global_var(TOWN_REP_VAR)+REP_TOWN_KILL_CHILD)); \
                                    debug_msg("Added "+REP_TOWN_KILL_CHILD+" to Town Rep"); \
                                end
#else
#define inc_childkiller if (source_obj == dude_obj) then begin \
                                    remove_champion; \
                                    set_global_var(GVAR_CHILDKILLER_REPUTATION, (global_var(GVAR_CHILDKILLER_REPUTATION) +1)); \
                                    dec_general_rep(REP_BONUS_KILLED_CHILD); \
                                end
#endif
/*-----------------9/16/97 7:40:M-------------------
 The following check to see if the player has the particular reputations as per design


*/

/* Karma Levels */
#define KARMA_HOLY_WARRIOR (1000)
#define KARMA_GUARDIAN_OF_THE_WASTES (750)
#define KARMA_SHIELD_OF_HOPE (500)
#define KARMA_DEFENDER (250)
#define KARMA_WANDERER (0)
#define KARMA_BETRAYER (-250)
#define KARMA_SWORD_OF_DESPAIR (-500)
#define KARMA_SCOURGE_OF_THE_WASTES (-750)
#define KARMA_DEMON_SPAWN (-1000)
/* Reputation Checks */
#define has_rep_childkiller (global_var(GVAR_CHILDKILLER_REPUTATION) >= 2)
#define has_rep_champion (((global_var(GVAR_BAD_MONSTER) + global_var(GVAR_GOOD_MONSTER)) >= 25) and \
                                ((global_var(GVAR_BAD_MONSTER) > (3 * global_var(GVAR_GOOD_MONSTER))) or \
                                (global_var(GVAR_CHAMPION_REPUTATION) == 1)) and (global_var(GVAR_CHILDKILLER_REPUTATION) == 0))
#define has_rep_berserker ((global_var(GVAR_BAD_MONSTER) + global_var(GVAR_GOOD_MONSTER) >= 25) and \
                                ((global_var(GVAR_GOOD_MONSTER) > (2 * global_var(GVAR_BAD_MONSTER))) or \
                                (global_var(GVAR_BERSERKER_REPUTATION) == 1)))
#define has_rep_slaver (global_var(GVAR_REPUTATION_SLAVER) == 1)
#define has_rep_slave_owner (global_var(GVAR_REPUTATION_SLAVE_OWNER) == 1)
#define ClearReps set_global_var(GVAR_KARMA_HOLY_WARRIOR,0); \
                                set_global_var(GVAR_KARMA_GUARDIAN_OF_THE_WASTES,0); \
                                set_global_var(GVAR_KARMA_SHIELD_OF_HOPE,0); \
                                set_global_var(GVAR_KARMA_DEFENDER,0); \
                                set_global_var(GVAR_KARMA_WANDERER,0); \
                                set_global_var(GVAR_KARMA_BETRAYER,0); \
                                set_global_var(GVAR_KARMA_SWORD_OF_DESPAIR,0); \
                                set_global_var(GVAR_KARMA_SCOURGE_OF_THE_WASTES,0); \
                                set_global_var(GVAR_KARMA_DEMON_SPAWN,0)
#define CheckKarma ClearReps; \
                                if (check_general_rep >= KARMA_HOLY_WARRIOR) then \
                                    set_global_var(GVAR_KARMA_HOLY_WARRIOR,1); \
                                else if (check_general_rep >= KARMA_GUARDIAN_OF_THE_WASTES) then \
                                    set_global_var(GVAR_KARMA_GUARDIAN_OF_THE_WASTES,1); \
                                else if (check_general_rep >= KARMA_SHIELD_OF_HOPE) then \
                                    set_global_var(GVAR_KARMA_SHIELD_OF_HOPE,1); \
                                else if (check_general_rep >= KARMA_DEFENDER) then \
                                    set_global_var(GVAR_KARMA_DEFENDER,1); \
                                else if (check_general_rep > KARMA_BETRAYER) then \
                                    set_global_var(GVAR_KARMA_WANDERER,1); \
                                else if (check_general_rep > KARMA_SWORD_OF_DESPAIR) then \
                                    set_global_var(GVAR_KARMA_BETRAYER,1); \
                                else if (check_general_rep > KARMA_SCOURGE_OF_THE_WASTES) then \
                                    set_global_var(GVAR_KARMA_SWORD_OF_DESPAIR,1); \
                                else if (check_general_rep > KARMA_DEMON_SPAWN) then \
                                    set_global_var(GVAR_KARMA_SCOURGE_OF_THE_WASTES,1); \
                                else \
                                    set_global_var(GVAR_KARMA_DEMON_SPAWN,1)
#define has_rep_holy_warrior (global_var(GVAR_KARMA_HOLY_WARRIOR) == 1)
#define has_rep_guardian (global_var(GVAR_KARMA_GUARDIAN_OF_THE_WASTES) == 1)
#define has_rep_shield (global_var(GVAR_KARMA_SHIELD_OF_HOPE) == 1)
#define has_rep_defender (global_var(GVAR_KARMA_DEFENDER) == 1)
#define has_rep_wanderer (global_var(GVAR_KARMA_WANDERER) == 1)
#define has_rep_betrayer (global_var(GVAR_KARMA_BETRAYER) == 1)
#define has_rep_sword (global_var(GVAR_KARMA_SWORD_OF_DESPAIR) == 1)
#define has_rep_scourge (global_var(GVAR_KARMA_SCOURGE_OF_THE_WASTES) == 1)
#define has_rep_demon_spawn (global_var(GVAR_KARMA_DEMON_SPAWN) == 1)
/*-----------------9/16/97 7:40:M-------------------
 The following will add or remove the reputations of champion or berserker


*/

#define give_champion set_global_var(GVAR_CHAMPION_REPUTATION,1)
#define give_berserker set_global_var(GVAR_BERSERKER_REPUTATION,1)
#define remove_champion set_global_var(GVAR_CHAMPION_REPUTATION,0)
#define remove_berserker set_global_var(GVAR_BERSERKER_REPUTATION,0)
/*-----------------9/16/97 7:38:M-------------------
 This will check to see if the player has killed enough bad people to be
 considered a champion of the world. it will remove the berserker reputation
 and give the champion reputation


*/

#define CHECK_REP_CHAMPION if (has_rep_champion) then begin \
                                        give_champion; \
                                        remove_berserker; \
                                end
/*-----------------9/16/97 7:38:M-------------------
 This will check to see if the player has killed too many people and will
 remove the reputation of champion to give the reputation berserker


*/

#define CHECK_REP_BERSERKER if (has_rep_berserker) then begin \
                                        give_berserker; \
                                        remove_champion; \
                                end
/**************************************************************************
 Every time that an good critter dies, it will increase the number of good
 critters killed. inc_good_critter will keep track of the kills and give or
 remove reputatins based on what has been killed
**************************************************************************/
#ifdef TOWN_REP_VAR
#define inc_good_critter if (source_obj == dude_obj) then begin \
                                    set_global_var(GVAR_GOOD_MONSTER, (global_var(GVAR_GOOD_MONSTER) + 1)); \
                                    CHECK_REP_CHAMPION \
                                    if (critter_kill_type(self_obj) == KILL_TYPE_children_kills) then \
                                        inc_childkiller \
                                    CHECK_REP_BERSERKER \
                                    inc_general_rep(REP_BONUS_KILLED_GOOD_CRITTER); \
                                    set_global_var(TOWN_REP_VAR,(global_var(TOWN_REP_VAR)+REP_TOWN_KILL_GOOD)); \
                                    debug_msg("Added "+REP_TOWN_KILL_GOOD+" to Town Rep"); \
                                end
#define inc_inv_good_crit if (source_obj == dude_obj) then begin \
                                    set_global_var(GVAR_GOOD_MONSTER, (global_var(GVAR_GOOD_MONSTER) + 1)); \
                                    CHECK_REP_CHAMPION \
                                    if (critter_kill_type(self_obj) == KILL_TYPE_children_kills) then \
                                        inc_childkiller \
                                    CHECK_REP_BERSERKER \
                                    inc_general_rep(REP_BONUS_KILLED_GOOD_CRITTER); \
                                    set_global_var(TOWN_REP_VAR,(global_var(TOWN_REP_VAR)+REP_TOWN_KILL_EVIL)); \
                                    debug_msg("Added "+REP_TOWN_KILL_GOOD+" to Town Rep"); \
                                end
#else
#define inc_good_critter if (source_obj == dude_obj) then begin \
                                    set_global_var(GVAR_GOOD_MONSTER, (global_var(GVAR_GOOD_MONSTER) + 1)); \
                                    if (critter_kill_type(self_obj) == KILL_TYPE_children_kills) then \
                                        inc_childkiller \
                                    CHECK_REP_CHAMPION \
                                    CHECK_REP_BERSERKER \
                                    inc_general_rep(REP_BONUS_KILLED_GOOD_CRITTER); \
                                end
#endif
#define inc_neutral_critter if (source_obj == dude_obj) then begin \
                                    CHECK_REP_CHAMPION \
                                    if (critter_kill_type(self_obj) == KILL_TYPE_children_kills) then \
                                        inc_childkiller \
                                    CHECK_REP_BERSERKER \
                                    inc_general_rep(REP_BONUS_KILLED_NEUTRAL_CRITTER); \
                                end
/**************************************************************************
 Every time that an evil critter dies, it will increase the number of evil
 critters killed. inc_evil_critter will keep track of the kills and give or
 remove reputations based on what has been killed
**************************************************************************/
#ifdef TOWN_REP_VAR
#define inc_evil_critter if (source_obj == dude_obj) then begin \
                                    set_global_var(GVAR_BAD_MONSTER, (global_var(GVAR_BAD_MONSTER) + 1)); \
                                    if (critter_kill_type(self_obj) == KILL_TYPE_children_kills) then \
                                        inc_childkiller \
                                    CHECK_REP_BERSERKER \
                                    CHECK_REP_CHAMPION \
                                    inc_general_rep(REP_BONUS_KILLED_EVIL_CRITTER); \
                                    set_global_var(TOWN_REP_VAR,(global_var(TOWN_REP_VAR)+REP_TOWN_KILL_EVIL)); \
                                    debug_msg("Added "+REP_TOWN_KILL_EVIL+" to Town Rep"); \
                                end
#define inc_inv_evil_crit if (source_obj == dude_obj) then begin \
                                    set_global_var(GVAR_BAD_MONSTER, (global_var(GVAR_BAD_MONSTER) + 1)); \
                                    if (critter_kill_type(self_obj) == KILL_TYPE_children_kills) then \
                                        inc_childkiller \
                                    CHECK_REP_BERSERKER \
                                    CHECK_REP_CHAMPION \
                                    inc_general_rep(REP_BONUS_KILLED_EVIL_CRITTER); \
                                    set_global_var(TOWN_REP_VAR,(global_var(TOWN_REP_VAR)+REP_TOWN_KILL_GOOD)); \
                                    debug_msg("Added "+REP_TOWN_KILL_EVIL+" to Town Rep"); \
                                end
#else
#define inc_evil_critter if (source_obj == dude_obj) then begin \
                                    set_global_var(GVAR_BAD_MONSTER, (global_var(GVAR_BAD_MONSTER) + 1)); \
                                    if (critter_kill_type(self_obj) == KILL_TYPE_children_kills) then \
                                        inc_childkiller \
                                    CHECK_REP_BERSERKER \
                                    CHECK_REP_CHAMPION \
                                    inc_general_rep(REP_BONUS_KILLED_EVIL_CRITTER); \
                                end
#endif
/**************************************************************************
 Enemy of a City Reputation
 These will need to be defined as:
    REP_ENEMY_town
**************************************************************************/
#define REP_ENEMY_ARROYO (global_var(GVAR_ENEMY_ARROYO) == 1)
#define REP_ENEMY_DEN (global_var(GVAR_ENEMY_DEN) == 1)
#define REP_ENEMY_KLAMATH (global_var(GVAR_ENEMY_KLAMATH) == 1)
#define REP_ENEMY_VAULT_VILLAGE (global_var(GVAR_ENEMY_VAULT_VILLAGE) == 1)
#define REP_ENEMY_VAULT_CITY (global_var(GVAR_ENEMY_VAULT_CITY) == 1)
#define REP_ENEMY_GECKO (global_var(GVAR_ENEMY_GECKO) == 1)
// Vault City Town Rep
#define REP_TOWN_SEXED_UP_AMANDA (-10)
#define REP_TOWN_RESCUED_JOSHUA_NO_SEX (3)
#define REP_TOWN_TOLD_ANDREW_NO_REWARD (1)
#define REP_TOWN_FIXED_AUTODOC (1)
#define REP_TOWN_CASSIDY_JOINED (1)
#define REP_TOWN_DELIVERED_BOOZE (3)
#define REP_TOWN_CURED_CHARLIE (3)
#define REP_TOWN_TORTURED_CURTIS (-3)
#define REP_TOWN_RETURNED_CURTIS_DOLL (1)
#define REP_TOWN_GAVE_TROY_FORMULA (3)
#define REP_TOWN_BLACKMAILED_TROY (-3)
#define REP_TOWN_PASSED_CITIZENSHIP_TEST (10)
#define REP_TOWN_TELL_KOHL_YOU_LIKE_BOOKS (1)
#define REP_TOWN_TOLD_LYNETTE_ABOUT_RAIDERS (10)
#define REP_TOWN_EXPOSED_MOORE (3)
#define REP_TOWN_EXPOSED_BISHOP_RAIDERS (5)
#define REP_TOWN_EXPOSED_BISHOP_NCR (5)
#define REP_TOWN_GOT_LYNETTE_HOLODISK_BACK (5)
#define REP_TOWN_CAPTAIN_GUARD (10)
#define REP_TOWN_EXILE_TROY (-5)
#define REP_TOWN_VALERIE_TOOLS (1)
#define REP_TOWN_PISSED_MCCLURE (-5)
#define REP_TOWN_MCCLURE_REDDING_PROBLEM (1)
#define REP_TOWN_MCCLURE_ANTIDOTE_DELIVERED (5)
#define REP_TOWN_MCCLURE_CITIZENSHIP (10)
#define REP_TOWN_INSULT_GREETER (-3)
#define REP_TOWN_BLACKMAIL_MOORE (-1)
#define REP_TOWN_SMITH_HELP_FREE (3)
#define REP_TOWN_SCREW_SMITHS (-3)
#define REP_TOWN_DONATE_GREAT (3)
#define REP_TOWN_DONATE_GOOD (1)
#define REP_TOWN_PHYLLIS_STERILITY (3)
#define REP_TOWN_PISSED_RANDAL (-5)
#define REP_TOWN_PULLED_RANK_ON_STARK (-3)
#define REP_TOWN_SCOUTED_GECKO (1)
#define REP_TOWN_SCOUTED_NCR (3)
#define REP_TOWN_PISSED_WALLACE (-1)
#define REP_TOWN_KICKED_OUT (-30)
// broken hills town rep
#define REP_TOWN_MIGHTY_SUCCESS (2)
#define REP_TOWN_PREACHED_TO_MANSON (2)
#define REP_TOWN_JAILBREAK_SUCCESS (-10)
#define REP_TOWN_PURIFIER_FIXED (10)
#define REP_TOWN_PURIFIER_DESTROYED (-30)
#define REP_TOWN_CONSPIRACY_EXPOSED (10)
#define REP_TOWN_BODIES_FOUND (5)
#define REP_TOWN_CONFRONTED_FRANCIS (5)
#define REP_TOWN_RETURNED_ORE_TO_CITY (5)
#define REP_TOWN_RETURNED_ORE_TO_CITY_FOR_CASH (-5)
#define REP_TOWN_SHOVELED_ALL_CRAP (-5)
#define REP_TOWN_GAVE_ERIC_POWER (2)
#define REP_TOWN_OPTIMIZED_POWER_GRID (4)
#define REP_TOWN_MARCUS_IN_PARTY (5)
#define REP_TOWN_REPLANTED_SEYMOUR (5)
#define REP_TOWN_TYPHON_TOLD_TREASURE (5)
// modoc town rep
#define REP_TOWN_SAVE_JONNY (10)
#define REP_TOWN_SOLVE_FAMILY_FEUD_BEST (10)
#define REP_TOWN_SOLVE_FAMILY_FEUD_WORST (-10)
#define REP_TOWN_FINISH_BRAHMIN_SEED (2)
#define REP_TOWN_FINISH_VERMIN_HUNT (2)
#define REP_TOWN_GAVE_ROSE_DOG (-1)
#define REP_TOWN_HARRASS_MIRIA (-20)
#define REP_TOWN_SOLVE_GHOST_FARM_BEST (30)
#define REP_TOWN_SOLVE_GHOST_FARM_REGULAR (15)
#define REP_TOWN_SOLVE_GHOST_FARM_BAD (-5)
#define REP_TOWN_SOLVE_GHOST_FARM_WORST (-20)
#define REP_TOWN_SEND_KARL_HOME (3)
#define REP_TOWN_DRIVE_KARL_NUTS (-3)
#define REP_TOWN_JO_CHOP_FINGER (-10)
// den town rep
#define REP_TOWN_BURY_ANNA (5)
#define REP_TOWN_DEN_KILL_METZGER (30)
#define REP_TOWN_DEN_KILL_BECKY (-50)
#define REP_TOWN_DEN_JOIN_SLAVERS (-20)
#define REP_TOWN_DEN_KILL_MOM (-20)
#define inc_den_rep(x) inc_global_var(GVAR_TOWN_REP_THE_DEN, x)
// new reno rep mods
/**************************************************************************
 Champion of a City Reputation
 These will need to be defined as:
    REP_HERO_town
**************************************************************************/
//NCR
#define REP_HERO_NCR_SOLVED_V15 (20)
#define REP_HERO_NCR_FOUND_V13 (15)
#define REP_HERO_NCR_FOUND_SPY (5)
#define REP_HERO_NCR_STOPED_BRAHMIN_RAIDS (5)
#define REP_HERO_NCR_BECAME_RANGER (5)
#define REP_HERO_NCR_TALKED_JACK (10)
#define inc_ncr_rep(x) set_global_var(GVAR_TOWN_REP_NCR, global_var(GVAR_TOWN_REP_NCR) + x)
//Vault 15
#define REP_HERO_V15_CRISSY_ALIVE (10)
#define REP_HERO_V15_CRISSY_DEAD (5)
#define REP_HERO_V15_KILL_DARION (25)
#define inc_vault15_rep(x) set_global_var(GVAR_TOWN_REP_VAULT_15, global_var(GVAR_TOWN_REP_VAULT_15) + x)
//Vault 13
#define REP_HERO_V13_FIX_COMPUTER (30)
#define inc_vault13_rep(x) set_global_var(GVAR_TOWN_REP_VAULT_13, global_var(GVAR_TOWN_REP_VAULT_13) + x)
//San Fran Town Rep
#define REP_HERO_SAN_FRAN_SAVE_GIRL_DEAD 2
#define REP_HERO_SAN_FRAN_SAVE_GIRL_ALIVE 5
#define REP_HERO_SAN_FRAN_KILL_DRAGON 5
#define REP_HERO_SAN_FRAN_KILL_DRAGON_LOPAN 10
#define REP_HERO_SAN_FRAN_FUEL_EMP -5
#define REP_HERO_SAN_FRAN_ELRON_ADJUST -5
#define REP_HERO_SAN_FRAN_ELRON_KILL_BADGER -7
#define REP_HERO_SAN_FRAN_ELRON_KILL_EMP -5
#define REP_HERO_SAN_FRAN_ELRON_VERTIBIRD -5
#define REP_HERO_SAN_FRAN_ELRON_FORMAT 3
#define REP_HERO_SAN_FRAN_KILL_LOPAN 5
#define REP_HERO_SAN_FRAN_KILL_LOPAN_DRAGON 10
#define REP_HERO_SAN_FRAN_HACKED_SHI_BAD -10
#define REP_HERO_SAN_FRAN_KILL_OZ9 5
#define REP_HERO_SAN_FRAN_SHI_VERTIBIRD 2
#define REP_HERO_SAN_FRAN_SPLEEN_DEADWONG 2
#define REP_HERO_SAN_FRAN_SPLEEN_FOUND 4
#define REP_HERO_SAN_FRAN_SPLEEN_REINSTERTED 6
#define REP_HERO_SAN_FRAN_TANKER_FUEL_DAVE_EL 4
#define REP_HERO_SAN_FRAN_TANKER_FUEL_DAVE_SHI -4
#define REP_HERO_SAN_FRAN_BOS_QUEST 5
#define REP_HERO_SAN_FRAN_ARMOR 3
#define REP_HERO_SAN_FRAN_GAS 0
#define inc_san_fran_rep(x) inc_global_var(GVAR_TOWN_REP_SAN_FRANCISCO, x)
// new reno
#define REP_NEW_RENO_BOXER_LEVEL_1 (1)
#define REP_NEW_RENO_BOXER_LEVEL_2 (2)
#define REP_NEW_RENO_BOXER_LEVEL_3 (5)
#define REP_NEW_RENO_BOXER_LEVEL_4 (15)
#define REP_NEW_RENO_FEED_CODY (1)
#define REP_NEW_RENO_PORN_STAR (15)
#define REP_NEW_RENO_MOORE_BRIEFCASE (5)
#define REP_NEW_RENO_ASSASINATE_WESTIN (5)
#define REP_NEW_RENO_ASSASSINATE_CARLSON (5)
#define REP_NEW_RENO_STEAL_POOR_BOX (-1)
#define REP_NEW_RENO_DONATE_POOR_BOX (1)
#define REP_NEW_RENO_MADE_MAN_BISHOP (15)
#define REP_NEW_RENO_SCARE_JULES (3)
#define REP_NEW_RENO_KITTY_DATE (10)
#define REP_NEW_RENO_KITTY_MAGAZINES (1)
#define REP_NEW_RENO_MRS_BISHOP_CONVINCE (1)
#define REP_NEW_RENO_DESTROY_WRIGHT_STILLS (-5)
#define REP_NEW_RENO_SOLVE_MURDER (5)
#define REP_NEW_RENO_SOLVE_MURDER_BONUS (5)
#define REP_NEW_RENO_MADE_MAN_WRIGHT (10)
#define REP_NEW_RENO_RESOLVE_LLOYD_SITUATION (5)
#define REP_NEW_RENO_SALVATORE_TRIBUTE (5)
#define REP_NEW_RENO_MADE_MAN_SALVATORE (10)
#define REP_NEW_RENO_KILLED_BOSS_SALVATORE (5)
#define REP_NEW_RENO_NON_VIOLENT_CAR_RECOVER (2)
#define REP_NEW_RENO_BIG_JESUS_TRIBUTE (5)
#define REP_NEW_RENO_MADE_MAN_MORDINO (15)
#define REP_NEW_RENO_ELDRIDGE_LASER (1)
#define REP_NEW_RENO_RAMIREZ_PACKAGE (3)
#define REP_NEW_RENO_KILLED_BOSS (-25)
#define inc_reno_rep(x) inc_global_var(GVAR_TOWN_REP_NEW_RENO, x)
/**************************************************************************
 Reputation for Solving Seeds
 These will need to be defined as:
    REP_BONUS_seed
**************************************************************************/
// Arroyo
#define REP_BONUS_KILL_EVIL_PLANTS (0)
#define REP_BONUS_ARROYO_ELDER_THEFT (-3)
#define REP_BONUS_ARROYO_MONEY_THEFT (-3)
#define REP_BONUS_ARROYO_LIED_ABOUT_DOG (-3)
#define REP_BONUS_ARROYO_RETURNED_DOG (5)
#define REP_BONUS_ARROYO_FINISH_TEST_CAVES (15)
// Den
#define REP_BONUS_DEN_SELL_SPOUSE_FULL (-15)
#define REP_BONUS_DEN_SELL_SPOUSE_HAGGLE (-20)
#define REP_BONUS_DEN_SELL_PARTY_FULL (-15)
#define REP_BONUS_DEN_SELL_PARTY_HAGGLE (-20)
#define REP_BONUS_DEN_FREE_SLAVES (100)
#define REP_BONUS_DEN_BAD_RUN (5)
#define REP_BONUS_DEN_GOOD_RUN (-30)
#define REP_BONUS_DEN_BURY_ANNA_BONES (25)
#define REP_BONUS_GRAVE_DIGGER (-5)
#define REP_BONUS_DEN_FREE_VIC (10)
#define REP_BONUS_DEN_RIP_OFF_BILLY (-2)
#define REP_BONUS_SELL_SLAVE (-10)
#define REP_BONUS_OFFER_SLAVE (-3)
#define REP_BONUS_HAGGLE_SLAVE (-3)
#define REP_BONUS_DEN_GAVE_SMITTY_MEAL (10)
#define REP_BONUS_REBECCA_KILL_METZGER_REWARD (50)
#define REP_BONUS_DEN_GAVE_ANNA_LOCKET (3)
#define REP_BONUS_DEN_BURY_ANNA (75)
#define REP_BONUS_TOLD_DAVE_LOVE (50)
#define REP_BONUS_FOOLED_DAVE (20)
#define REP_BONUS_FRED_REWARD_TURNED_DOWN (3)
#define REP_BONUS_RETURN_REBECCA_MONEY (5)
#define REP_BONUS_BETRAY_LARA (-50)
#define REP_BONUS_DESTROY_BECKY_STILL (-50)
#define REP_BONUS_CONVINCE_FRANKIE_TRADE (70)
#define REP_BONUS_BREAK_SLAVE_RUN_CHERRY (-100)
#define REP_BONUS_SLAVE_RUN_OVER (-15)
#define REP_BONUS_KILL_METZGER (50)
// Klamath
#define REP_BONUS_KLAMATH_SAVE_SMILEY (15)
#define REP_BONUS_KLAMATH_LEAVE_SMILEY (-2)
#define REP_BONUS_KLAMATH_TAKE_NO_REWARD (5)
#define REP_BONUS_KLAMATH_RUSTLE_BRAHMIN (-10)
#define REP_BONUS_KLAMATH_BETRAY_BOB (-5)
#define REP_BONUS_KLAMATH_HELP_TORR (10)
#define REP_BONUS_KLAMATH_REFUEL_STILL (15)
#define REP_BONUS_VIC_TRADER_LEARNED (5)
#define REP_BONUS_KC_STILL_SUCCESS (10)
#define REP_BONUS_KC_SAVE_SMILEY (75)
#define REP_BONUS_KC_GUARD_SUCCESS (50)
#define REP_BONUS_KC_RUSTLE_BRAHMIN (-60)
#define REP_BONUS_KC_KILL_RAT_GOD (50)
#define REP_BONUS_KC_RESCUE_TORR (50)
#define REP_BONUS_KC_FREE_SULIK (75)
#define REP_BONUS_KC_BETRAY_STILL (-15)
// Sierra Base
#define REP_BONUS_EXTRACTING_ORGANS (-100)
// NCR
#define REP_BONUS_FIX_NCR_GENERATOR (20)
#define REP_BONUS_NCR_KILL_JACK (-20)
#define REP_BONUS_NCR_HOSS_RAZZ (-10)
#define REP_BONUS_NCR_BECAME_RANGER (10)
#define REP_BONUS_NCR_DID_DEATHCLAWS (15)
#define REP_BONUS_NCR_DELIVER_LYNETTE_HOLO (5)
#define REP_BONUS_NCR_SPY_NO (5)
#define REP_BONUS_NCR_JACK_TALK_OUT (25) // pretty hard to do you need the Speaker trait or to have speech tagged
#define REP_BONUS_NCR_TALK_FALLOUT2 (10)
#define REP_BONUS_NCR_OZ9_DELIVER_LETTER (10)
// Modoc
#define REP_BONUS_MODOC_RAPE_MIRIA (-50)
#define REP_BONUS_MODOC_HELP_BESS (5)
#define REP_BONUS_MODOC_SELL_BESS (-5)
#define REP_BONUS_MODOC_FREE_BESS (10)
#define REP_BONUS_MODOC_FIND_BESS (-5)
#define REP_BONUS_MODOC_STEAL_COIN_BAG (-1)
#define REP_BONUS_MODOC_GRISHAM_HEARTATTACK (-20)
#define REP_POINT_MODOC_RETURN_WATCH (10)
#define REP_POINT_MODOC_ACCUSE_FARREL (-5)
// New Reno
#define REP_BONUS_NEW_RENO_MCGEE_JACKPOT_HALF (5)
#define REP_BONUS_NEW_RENO_MCGEE_JACKPOT_FULL (10)
#define REP_BONUS_NEW_RENO_MCGEE_STEAL_WINNINGS (-10)
#define REP_BONUS_NEW_RENO_RENESCO_GLASSES (5)
#define REP_BONUS_NEW_RENO_GLASSES_FREEBIE (3)
#define REP_BONUS_NEW_RENO_GLASSES_DONE (-8)
#define REP_BONUS_NEW_RENO_WATCH_SALVATORE_DIE (-5)
#define REP_BONUS_NEW_RENO_INSULT_LLOYD (-3)
#define REP_BONUS_NEW_RENO_THREATEN_LLOYD (-5)
#define REP_BONUS_NEW_RENO_HELP_LLOYD (5)
#define REP_BONUS_NEW_RENO_BOMB_LLOYD (-5)
#define REP_BONUS_NEW_RENO_PIN_WRONG_SUSPECT (0)
#define REP_BONUS_NEW_RENO_TELL_POISONED (5)
#define REP_BONUS_NEW_RENO_SCARE_JULES (5)
#define REP_BONUS_NEW_RENO_STEAL_FROM_MYRON (-3)
#define REP_BONUS_NEW_RENO_STEAL_FROM_JJJ (-3)
#define REP_BONUS_NEW_RENO_KILL_DADDY (-5)
#define REP_BONUS_CODY_BAD_FOOD (1)
#define REP_BONUS_CODY_GOOD_FOOD (2)
#define REP_BONUS_CODY_DRUGS (-5)
#define REP_BONUS_POOR_BOX_DONATIONS (3)
#define REP_BONUS_MRS_WRIGHT_SNIDE_COMMENT (-2)
#define REP_BONUS_MRS_WRIGHT_DECLINE_REWARD (15)
#define REP_BONUS_MRS_BISHOP_WIN (3)
#define REP_BONUS_SPOUSE_SUCKS_FOR_DOUGH (-5)
#define REP_BONUS_ACCEPT_CARLSON_HIT (-5)
#define REP_BONUS_ACCEPT_WESTIN_HIT (-5)
#define REP_BONUS_BETRAY_BISHOP (-5)
#define REP_BONUS_NEW_RENO_POISON_STILL (-30)
#define REP_POINT_NEW_RENO_KIDS_AND_GUNS_DONT_MIX (-3)
// Redding
#define REP_BONUS_REDDING_WHORE_CUT (25)
#define REP_BONUS_EVICTED_ROONEY (-25)
#define REP_BONUS_HELPED_ROONEY (25)
// Enclave
#define REP_BONUS_GRANITE_JOINS (25)
// Vault 13
#define REP_BONUS_FOUND_V13 (10)
// Vault City Reps awards
#define REP_BONUS_BLACKMAIL_TROY (-3)
#define REP_BONUS_TOLD_LYNETTE_KILLED_WESTIN (-3)
#define REP_BONUS_FREED_JOSHUA (5)
#define REP_BONUS_FREED_JOSHUA_AFTER_SEX (3)
#define REP_BONUS_RETURNED_NIXON (3)
#define REP_BONUS_TORTURED_NIXON (-3)
#define REP_BONUS_AMANDA_SEX_PAYMENT (-10)
#define REP_BONUS_CURED_CHARLIE (3)
#define REP_BONUS_FIXED_AUTODOC (2)
#define REP_BONUS_VAULT_CONSIDERED_COMPANION_SALE (-3)
#define REP_BONUS_VAULT_SOLD_COMPANION (-10)
#define REP_BONUS_VAULT_WANTED_BETTER_OFFER (-3)
#define REP_BONUS_MARTIN_STOP_SINGING (-1)
#define REP_BONUS_MARTIN_KEEP_SINGING (1)
#define REP_BONUS_VAULT_KILL_MONSTERS (-15)
#define REP_BONUS_VAULT_RM_VILLAGERS (-20)
#define REP_BONUS_SCREW_VILLAGE (-20)
#define REP_BONUS_HELPED_VAULT_VILLAGE (20)
#define REP_BONUS_REDDING_CURED_JET_NICE (25)
#define REP_BONUS_REDDING_CURED_JET_GREED (15)
#define REP_BONUS_BUST_MOORE (2)
#define REP_BONUS_THREATENED_SKEEV (-3)
#define REP_BONUS_GAVE_TROY_FORMULA (10)
#define REP_BONUS_RECONCILED_VIC_AND_VAL (3)
#define REP_BONUS_BLACKMAIL_MOORE (-3)
#define REP_BONUS_PLOW_FOR_FREE (5)
#define REP_BONUS_DONATE_GREAT (5)
#define REP_BONUS_DONATE_GOOD (3)
#define REP_BONUS_PHYLLIS_OUTSIDE (3)
// Broken Hills Rep bonuses
#define REP_BONUS_CONSPIRACY_EXPOSED (20)
#define REP_BONUS_JAILBREAK_SUCCEEDS (-10)
#define REP_BONUS_PURIFIER_DESTROYED (-50)
#define REP_BONUS_PURIFIER_FIXED (20)
#define REP_BONUS_GAVE_BROKEN_HILLS_ORE (15)
#define REP_BONUS_MOCKED_DAN (-5)
#define REP_BONUS_CONSOLED_DAN (5)
#define REP_BONUS_REJECTED_DAN (-10)
#define REP_BONUS_GOT_ERIC_AC (3)
#define REP_BONUS_OPTIMIZED_POWER_GRID (10)
#define REP_BONUS_OFFERED_SULLIVAN_MONEY (10)
#define REP_BONUS_TYPHON_TOLD_TREASURE (2)
#define REP_BONUS_DIDNT_KILL_TYPHON (2)
#define REP_BONUS_REPLANTED_SEYMOUR (2)
// Raiders Rep Bonuses
#define REP_BONUS_RAIDERS_DESTROYED (10)
// Gecko related karma awards
#define REP_BONUS_GC_PLANT_DESTROYED (-30)
#define REP_BONUS_GC_PLANT_REPAIRED (50)
#define REP_BONUS_GC_PLANT_OPTIMIZED (20)
#define REP_BONUS_GC_TRICK_HANK (-20)
#define REP_BONUS_GC_BRAIN_DEAD (-25)
#define REP_BONUS_GC_LENNY_JOINS (5)
#define REP_BONUS_GC_FOUND_WOODY (25)
// Navarro related karma awards
#define REP_BONUS_CC_XARN_FREED (20)
#define REP_BONUS_CC_XARN_JOIN (20)
#define REP_BONUS_CC_XARN_KILL (-20)
#define REP_BONUS_CC_SCHREBER_KILL (20)
//Vault 15 Related
#define REP_BONUS_V13_FIX_COMPUTER (10)
#define REP_BONUS_V15_SAVED_GIRL_ALIVE (20)
#define REP_BONUS_V15_SAVED_GIRL_DEAD (5)
#define REP_BONUS_SOLVED_V15 (25)
//San Fran Related
#define REP_BOUNS_KILL_LOPAN_ON_MISSION (50)
#define REP_BOUNS_KILL_LOPAN (25)
#define REP_BOUNS_KILL_DRAGON_ON_MISSION (-50)
#define REP_BOUNS_KILL_DRAGON (-25)
#define REP_BONUS_SAN_FRAN_SAVE_GIRL_DEAD 5
#define REP_BONUS_SAN_FRAN_SAVE_GIRL_ALIVE 15
#define REP_BONUS_SAN_FRAN_KILL_LOPAN 15
#define REP_BONUS_SAN_FRAN_KILL_DRAGON -10
#define REP_BONUS_SAN_FRAN_FUEL_EMP -25
#define REP_BONUS_SAN_FRAN_ELRON_ADJUST -50
#define REP_BONUS_SAN_FRAN_ELRON_KILL_BADGER -25
#define REP_BONUS_SAN_FRAN_ELRON_KILL_EMP -50
#define REP_BONUS_SAN_FRAN_ELRON_VIRTIBIRD -20
#define REP_BONUS_SAN_FRAN_FORMAT_ELRON 25
#define REP_BONUS_SAN_FRAN_SHI_HACKED_BAD -10
#define REP_BONUS_SAN_FRAN_SHI_KILL_OZ9 25
#define REP_BONUS_SAN_FRAN_SHI_VERTIBIRD 20
#define REP_BONUS_SAN_FRAN_SPLEEN_DEADWONG -10
#define REP_BONUS_SAN_FRAN_SPLEEN_REINSERTED 15
#define REP_BONUS_SAN_FRAN_TANKER_FUEL_DAVE_EL 25
#define REP_BONUS_SAN_FRAN_TANKER_FUEL_DAVE_SHI -10
#define REP_BONUS_SAN_FRAN_BOS_QUEST 30
#define REP_BONUS_SAN_FRAN_ARMOR 5
#define REP_BONUS_SAN_FRAN_GAS 5
#endif // REPPOINT_H

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