Original Source for 1.13 Mod High Resolution version from 12/06/05

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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lalien
2006-04-19 11:32:51 +00:00
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#ifndef __QUEEN_COMMAND_H
#define __QUEEN_COMMAND_H
#include "types.h"
#include "Campaign Types.h"
#include "Soldier Control.h"
#include "FileMan.h"
#include "Strategic Movement.h"
extern BOOLEAN gfPendingEnemies;
UINT8 NumFreeEnemySlots();
//Counts enemies and crepitus, but not bloodcats.
UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
UINT8 NumEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites );
void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites );
void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites );
//Called when entering a sector so the campaign AI can automatically insert the
//correct number of troops of each type based on the current number in the sector
//in global focus (gWorldSectorX/Y)
BOOLEAN PrepareEnemyForSectorBattle();
BOOLEAN PrepareEnemyForUndergroundBattle();
void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, BOOLEAN fMagicallyAppeared );
void AddPossiblePendingEnemiesToBattle();
void EndTacticalBattleForEnemy();
void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier );
void HandleEnemyStatusInCurrentMapBeforeLoadingNewMap();
BOOLEAN SaveUnderGroundSectorInfoToSaveGame( HWFILE hFile );
BOOLEAN LoadUnderGroundSectorInfoFromSavedGame( HWFILE hFile );
//Finds and returns the specified underground structure ( DONT MODIFY IT ). Else returns NULL
UNDERGROUND_SECTORINFO* FindUnderGroundSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ );
void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier );
void BeginCaptureSquence( );
void EndCaptureSequence( );
BOOLEAN PlayerSectorDefended( UINT8 ubSectorID );
BOOLEAN OnlyHostileCivsInSector();
extern INT16 gsInterrogationGridNo[3];
#endif