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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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#ifndef __STRATMAP_H
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#define __STRATMAP_H
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// this file is for manipulation of the strategic map structure
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#include "types.h"
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#include "soldier control.h"
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#include "FileMan.h"
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//The maximum size for any team strategically speaking. For example, we can't have more than 20 enemies, militia, or creatures at a time.
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//#define MAX_STRATEGIC_TEAM_SIZE 20
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// Codes for jumoing into adjacent sectors..
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enum
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{
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JUMP_ALL_LOAD_NEW,
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JUMP_ALL_NO_LOAD,
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JUMP_SINGLE_LOAD_NEW,
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JUMP_SINGLE_NO_LOAD
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};
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enum{
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CONTROLLED=0,
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UNCONTROLLED,
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};
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// For speed, etc lets make these globals, forget the functions if you want
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extern INT16 gWorldSectorX;
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extern INT16 gWorldSectorY;
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extern INT8 gbWorldSectorZ;
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#define NUMBER_OF_SAMS 4
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extern INT16 pSamList[ NUMBER_OF_SAMS ];
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extern INT16 pSamGridNoAList[ NUMBER_OF_SAMS ];
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extern INT16 pSamGridNoBList[ NUMBER_OF_SAMS ];
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extern BOOLEAN fFoundOrta;
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extern BOOLEAN fSamSiteFound[ NUMBER_OF_SAMS ];
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extern BOOLEAN gfUseAlternateMap;
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// SAM sites
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#define SAM_1_X 2
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#define SAM_2_X 15
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#define SAM_3_X 8
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#define SAM_4_X 4
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#define SAM_1_Y 4
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#define SAM_2_Y 4
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#define SAM_3_Y 9
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#define SAM_4_Y 14
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// min condition for sam site to be functional
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#define MIN_CONDITION_FOR_SAM_SITE_TO_WORK 80
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// FUNCTIONS FOR DERTERMINING GOOD SECTOR EXIT DATA
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#define CHECK_DIR_X_DELTA ( WORLD_TILE_X * 4 )
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#define CHECK_DIR_Y_DELTA ( WORLD_TILE_Y * 10 )
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// get index into aray
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#define CALCULATE_STRATEGIC_INDEX( x, y ) ( x + ( y * MAP_WORLD_X ) )
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#define GET_X_FROM_STRATEGIC_INDEX( i ) ( i % MAP_WORLD_X )
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#define GET_Y_FROM_STRATEGIC_INDEX( i ) ( i / MAP_WORLD_X )
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// macros to convert between the 2 different sector numbering systems
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#define SECTOR_INFO_TO_STRATEGIC_INDEX( i ) ( CALCULATE_STRATEGIC_INDEX ( SECTORX( i ), SECTORY( i ) ) )
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#define STRATEGIC_INDEX_TO_SECTOR_INFO( i ) ( SECTOR( GET_X_FROM_STRATEGIC_INDEX( i ), GET_Y_FROM_STRATEGIC_INDEX( i ) ) )
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// grab the town id value
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UINT8 GetTownIdForSector( INT16 sMapX, INT16 sMapY );
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void GetCurrentWorldSector( INT16 *psMapX, INT16 *psMapY );
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BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
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BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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BOOLEAN ReadInMapStructure(STR fileName);
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// get short sector name without town name
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void GetShortSectorString( INT16 sMapX,INT16 sMapY, STR16 sString );
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//NEW!
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//Calculates the name of the sector based on the loaded sector values.
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//Examples: A9
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// A10_B1
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// J9_B2_A ( >= BETAVERSION ) else J9_B2 (release equivalent)
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void GetLoadedSectorString( UINT16 *pString );
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// This will get an ID string like A9- OMERTA...
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void GetSectorIDString( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ , CHAR16 * zString, BOOLEAN fDetailed );
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void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEAN fUsePlaceholder, BOOLEAN fAddAlternateMapLetter );
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// Called from within tactical.....
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void JumpIntoAdjacentSector( UINT8 ubDirection, UINT8 ubJumpCode, INT16 sAdditionalData );
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BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ );
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void UpdateAirspaceControl( void );
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BOOLEAN IsThisSectorASAMSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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// init sam sites
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void InitializeSAMSites( void );
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// get town sector size
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UINT8 GetTownSectorSize( INT8 bTownId );
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// get town sector size, that is under play control
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UINT8 GetTownSectorsUnderControl( INT8 bTownId );
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// is this sector part of this town
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BOOLEAN SectorIsPartOfTown( INT8 bTownId, INT16 sSectorX, INT16 sSectorY );
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//BOOLEAN IsThereAnyOneInThisTown( UINT8 ubTownId );
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BOOLEAN SoldierOKForSectorExit( SOLDIERTYPE * pSoldier, INT8 bExitDirection, UINT16 usAdditionalData );
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BOOLEAN OKForSectorExit( INT8 bExitDirection, UINT16 usAdditionalData, UINT32 *puiTraverseTimeInMinutes );
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void SetupNewStrategicGame( );
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BOOLEAN LoadStrategicInfoFromSavedFile( HWFILE hFile );
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BOOLEAN SaveStrategicInfoToSavedFile( HWFILE hFile );
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void AllMercsHaveWalkedOffSector( );
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void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT8 ubTacticalDirection );
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void AllMercsWalkedToExitGrid();
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UINT8 GetMilitiaCountAtLevelAnywhereInTown( UINT8 ubTownValue, UINT8 ubLevelValue );
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void PrepareLoadedSector();
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// handle for slay...no better place to really put this stuff
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void HandleSlayDailyEvent( void );
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void HandleQuestCodeOnSectorEntry( INT16 sNewSectorX, INT16 sNewSectorY, INT8 bNewSectorZ );
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// handle a soldier leaving thier squad behind, this sets them up for mvt and potential rejoining of group
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void HandleSoldierLeavingSectorByThemSelf( SOLDIERTYPE *pSoldier );
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BOOLEAN CheckAndHandleUnloadingOfCurrentWorld();
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// number of SAM sites under player control
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INT32 GetNumberOfSAMSitesUnderPlayerControl( void );
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// is there a FUNCTIONAL SAM site in this sector?
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BOOLEAN IsThereAFunctionalSAMSiteInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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BOOLEAN IsSectorDesert( INT16 sSectorX, INT16 sSectorY );
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// sam site under players control?
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INT32 SAMSitesUnderPlayerControl( INT16 sX, INT16 sY );
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INT8 GetSAMIdFromSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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void SetupProfileInsertionDataForSoldier( SOLDIERTYPE *pSoldier );
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BOOLEAN HandlePotentialBringUpAutoresolveToFinishBattle( );
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//Used for determining the type of error message that comes up when you can't traverse to
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//an adjacent sector. THESE VALUES DO NOT NEED TO BE SAVED!
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extern BOOLEAN gfInvalidTraversal;
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extern BOOLEAN gfLoneEPCAttemptingTraversal;
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extern BOOLEAN gfRobotWithoutControllerAttemptingTraversal;
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extern UINT8 gubLoneMercAttemptingToAbandonEPCs;
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extern INT8 gbPotentiallyAbandonedEPCSlotID;
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extern INT8 gbGreenToElitePromotions;
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extern INT8 gbGreenToRegPromotions;
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extern INT8 gbRegToElitePromotions;
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extern INT8 gbMilitiaPromotions;
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#endif
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