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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 __MAP_EDGEPOINTS_H
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#define __MAP_EDGEPOINTS_H
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#include "types.h"
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#include "Fileman.h"
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typedef struct MAPEDGEPOINTINFO
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{
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UINT8 ubNumPoints;
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UINT8 ubStrategicInsertionCode;
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UINT16 sGridNo[ 32 ];
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}MAPEDGEPOINTINFO;
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UINT16 ChooseMapEdgepoint( UINT8 ubStrategicInsertionCode );
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void ChooseMapEdgepoints( MAPEDGEPOINTINFO *pMapEdgepointInfo, UINT8 ubStrategicInsertionCode, UINT8 ubNumDesiredPoints );
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void GenerateMapEdgepoints();
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void SaveMapEdgepoints( HWFILE fp );
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BOOLEAN LoadMapEdgepoints( INT8 **hBuffer );
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void TrashMapEdgepoints();
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//dynamic arrays that contain the valid gridno's for each edge
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extern INT16 *gps1stNorthEdgepointArray;
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extern INT16 *gps1stEastEdgepointArray;
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extern INT16 *gps1stSouthEdgepointArray;
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extern INT16 *gps1stWestEdgepointArray;
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//contains the size for each array
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extern UINT16 gus1stNorthEdgepointArraySize;
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extern UINT16 gus1stEastEdgepointArraySize;
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extern UINT16 gus1stSouthEdgepointArraySize;
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extern UINT16 gus1stWestEdgepointArraySize;
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//contains the index value for the first array index of the second row of each edgepoint array.
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//Because each edgepoint side has two rows, the outside most row is calculated first, then the inside row.
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//For purposes of AI, it may become necessary to avoid this.
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extern UINT16 gus1stNorthEdgepointMiddleIndex;
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extern UINT16 gus1stEastEdgepointMiddleIndex;
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extern UINT16 gus1stSouthEdgepointMiddleIndex;
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extern UINT16 gus1stWestEdgepointMiddleIndex;
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//dynamic arrays that contain the valid gridno's for each edge
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extern INT16 *gps2ndNorthEdgepointArray;
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extern INT16 *gps2ndEastEdgepointArray;
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extern INT16 *gps2ndSouthEdgepointArray;
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extern INT16 *gps2ndWestEdgepointArray;
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//contains the size for each array
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extern UINT16 gus2ndNorthEdgepointArraySize;
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extern UINT16 gus2ndEastEdgepointArraySize;
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extern UINT16 gus2ndSouthEdgepointArraySize;
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extern UINT16 gus2ndWestEdgepointArraySize;
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//contains the index value for the first array index of the second row of each edgepoint array.
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//Because each edgepoint side has two rows, the outside most row is calculated first, then the inside row.
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//For purposes of AI, it may become necessary to avoid this.
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extern UINT16 gus2ndNorthEdgepointMiddleIndex;
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extern UINT16 gus2ndEastEdgepointMiddleIndex;
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extern UINT16 gus2ndSouthEdgepointMiddleIndex;
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extern UINT16 gus2ndWestEdgepointMiddleIndex;
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//This is the search code that will determine the closest map edgepoint to a given gridno and
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//a strategic insertion code. You must call the begin...() first, the call SearchForClosestMapEdgepoint()
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//for each soldier that is looking. After you are completely finished, call the end..(). The return value
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//will return NOWHERE if the information is invalid (no edgepoint info for that particular side, or all
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//spots are reserved. There are only 20 spots that can be reserved (one for each player soldier). This
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//code shouldn't be used for enemies or anybody else.
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void BeginMapEdgepointSearch();
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void EndMapEdgepointSearch();
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INT16 SearchForClosestPrimaryMapEdgepoint( INT16 sGridNo, UINT8 ubInsertionCode );
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INT16 SearchForClosestSecondaryMapEdgepoint( INT16 sGridNo, UINT8 ubInsertionCode );
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//There are two classes of edgepoints.
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//PRIMARY : The default list of edgepoints. This list includes edgepoints that are easily accessible from the
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// strategic level.
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//SECONDARY : The isolated list of edgepoints. Certain areas of the game are blocked off, but tactically traversing
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// to these areas is possible. Examples would be isolated sections of Grumm or Alma, which you can't
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// immediately
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//
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UINT8 CalcMapEdgepointClassInsertionCode( INT16 sGridNo );
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#ifdef JA2EDITOR
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void ShowMapEdgepoints();
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void HideMapEdgepoints();
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#endif
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#endif
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