#ifndef SOLDIER_MACROS_H #define SOLDIER_MACROS_H // MACROS FOR EASIER SOLDIER CONTROL #include "TeamTurns.h" #include "Soldier Profile.h" #include "Assignments.h" #include "Animation Data.h" // MACROS #define RPC_RECRUITED( p ) ( ( p->ubProfile == NO_PROFILE ) ? FALSE : ( gMercProfiles[ p->ubProfile ].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED ) ) #define AM_AN_EPC( p ) ( ( p->ubProfile == NO_PROFILE ) ? FALSE : ( gMercProfiles[ p->ubProfile ].ubMiscFlags & PROFILE_MISC_FLAG_EPCACTIVE ) ) // rftr - this is for madlab's robot, since it has a profile #define AM_A_ROBOT( p ) ( ( p->ubProfile == NO_PROFILE ) ? FALSE : ( gMercProfiles[ p->ubProfile ].ubBodyType == ROBOTNOWEAPON ) ) #define OK_ENEMY_MERC( p ) ( !p->aiData.bNeutral && (p->bSide != gbPlayerNum ) && p->stats.bLife >= OKLIFE && (p->bTeam < 5 )) // Checks if our guy can be controllable .... checks bInSector, team, on duty, etc... // Checks if our guy is controllable but doesn't care about current assignment #define OK_CONTROL_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum && !(p->usSkillCooldown[SOLDIER_COOLDOWN_CRYO]) ) #define OK_CONTROLLABLE_MERC( p ) ( OK_CONTROL_MERC(p) && ( p->bAssignment < ON_DUTY || p->bAssignment == VEHICLE ) ) // Checks if our guy can be controllable .... checks bInSector, team, on duty, etc... #define OK_INSECTOR_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum && p->bAssignment < ON_DUTY ) // Checkf if our guy can be selected and is not in a position where our team has an interupt and he does not have one... #define OK_INTERRUPT_MERC( p ) ( ( INTERRUPT_QUEUED != 0 ) ? ( ( p->aiData.bMoved ) ? FALSE : TRUE ) : TRUE ) #define CREATURE_OR_BLOODCAT( p ) ( (p->flags.uiStatusFlags & SOLDIER_MONSTER) || p->ubBodyType == BLOODCAT ) #define COMBAT_JEEP( p ) ( p->ubBodyType == COMBAT_JEEP ) #define TANK( p ) (p->ubBodyType == TANK_NE || p->ubBodyType == TANK_NW ) #define ENEMYROBOT( p ) (p->ubBodyType == ROBOTNOWEAPON && p->bTeam == ENEMY_TEAM) #define ARMED_VEHICLE( p ) ( TANK( p ) || COMBAT_JEEP(p) ) //#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !TANK( p ) && p->stats.bLife >= OKLIFE ) #define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && (!ARMED_VEHICLE( p ) || !(p->flags.uiStatusFlags & SOLDIER_ENEMY) ) && p->stats.bLife >= OKLIFE ) #endif