#ifndef AIR_RAID_H #define AIR_RAID_H #include "Soldier Control.h" #define AIR_RAID_BEGINNING_GAME 0x00000001 #define AIR_RAID_CAN_RANDOMIZE_TEASE_DIVES 0x00000002 #define AIR_RAID_BOMBS_ONLY 0x00000004 typedef struct { INT16 sSectorX; INT16 sSectorY; INT16 sSectorZ; INT8 bIntensity; UINT32 uiFlags; UINT8 ubNumMinsFromCurrentTime; UINT8 ubFiller[8]; } AIR_RAID_DEFINITION; extern BOOLEAN gfInAirRaid; // what ari raid mode are we in? extern UINT8 gubAirRaidMode; enum AIR_RAID_STATES { AIR_RAID_TRYING_TO_START, AIR_RAID_START, AIR_RAID_LOOK_FOR_DIVE, AIR_RAID_BEGIN_DIVE, AIR_RAID_DIVING, AIR_RAID_END_DIVE, AIR_RAID_BEGIN_BOMBING, AIR_RAID_BOMBING, AIR_RAID_END_BOMBING, AIR_RAID_START_END, AIR_RAID_END } ; void ScheduleAirRaid( AIR_RAID_DEFINITION *pAirRaidDef ); void HandleAirRaid( ); BOOLEAN BeginAirRaid( ); BOOLEAN InAirRaid( ); BOOLEAN HandleAirRaidEndTurn( UINT8 ubTeam ); //Save the air raid info to the saved game BOOLEAN SaveAirRaidInfoToSaveGameFile( HWFILE hFile ); //load the air raid info from the saved game BOOLEAN LoadAirRaidInfoFromSaveGameFile( HWFILE hFile ); void EndAirRaid( ); #endif