#ifndef TEAMTURNS_H #define TEAMTURNS_H #include "Soldier Control.h" extern UINT8 gubOutOfTurnPersons; extern UINT8 gubOutOfTurnOrder[MAXMERCS] ; extern BOOLEAN gfHiddenInterrupt; extern BOOLEAN gfHiddenTurnbased; #define INTERRUPT_QUEUED (gubOutOfTurnPersons > 0) extern BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT8 ubOpponentID, INT8 bOldOppList); extern INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT8 ubOpponentID, BOOLEAN fUseWatchSpots ); extern void EndAITurn( void ); extern void DisplayHiddenInterrupt( SOLDIERTYPE * pSoldier ); extern BOOLEAN InterruptDuel( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent); extern void AddToIntList( UINT8 ubID, BOOLEAN fGainControl, BOOLEAN fCommunicate ); extern void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInterruptType); void FreezeInterfaceForEnemyTurn( void ); void ClearIntList( void ); BOOLEAN SaveTeamTurnsToTheSaveGameFile( HWFILE hFile ); BOOLEAN LoadTeamTurnsFromTheSavedGameFile( HWFILE hFile ); void EndAllAITurns( void ); void EndTurnEvents( void ); BOOLEAN NPCFirstDraw( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier ); #endif