#ifndef _JA25_TACTICAL__H_ #define _JA25_TACTICAL__H_ #ifdef JA2UB #include "MapScreen Quotes.h" #define NUM_MERCS_WITH_NEW_QUOTES 20//7 #define DQ__NORMAL_DELAYED_QUOTE 0xff00 #define DQ__JERRY_BROKE_TRANSMITTER 0xffff #define DQ__MORRIS_NOTE_NEW_MERC_DELAY 0xfffe #define DQ__MORRIS_NOTE_DISPLAY_NOTE_1 0xfffd #define DQ__MORRIS_NOTE_DISPLAY_NOTE_2 0xfffc #define DQ__SHOW_RADIO_LOCATOR 0xfffb #define DQ__NEW_MERC_SAY_NOTE_QUOTES 0xfffa #define DQ__START_EVERYONE_TALKING_AT_END_OF_GAME 0xfff0 #define DQ__FADE_OUT_TO_END_GAME_CINEMATIC 0xfff9 enum { JM_SE__HEADING_TO_TRACONA =MILO_QUOTE__HEADED_TO_TRACONA_QUOTE, JM_SE__SHOW_RADIO_LOCATOR = MILO_NO_QUOTE-10, }; /* // things that need to be saved in the exp in tactical typedef struct { } JA25_TACTICAL_SAVE_STRUCT; */ extern BOOLEAN gfFirstTimeInGameHeliCrash; INT16 RandomProfileIdFromNewMercsOnPlayerTeam(); SoldierID RandomSoldierIdFromNewMercsOnPlayerTeam(); UINT8 GetNumSoldierIdAndProfileIdOfTheNewMercsOnPlayerTeam( SoldierID *pSoldierIdArray, UINT8 *pProfileIdArray ); BOOLEAN IsSoldierQualifiedMerc( SOLDIERTYPE *pSoldier ); BOOLEAN IsSoldierQualifiedInitialHireMerc( SOLDIERTYPE *pSoldier ); BOOLEAN IsSoldierQualifiedMercForSeeingPowerGenFan( SOLDIERTYPE *pSoldier ); BOOLEAN SayQuoteFromAllNewHiredMercButDoGastonLast( UINT8 ubProfile, UINT32 uiQuoteNum ); //Pass in an array of size NUM_MERCS_WITH_NEW_QUOTES, array will be filled with //random soldier IDs of the qualified mercs UINT8 RandomArrayOfQualifiedMercs( SoldierID *pRandomSoldierIdArray ); extern UINT8 Get3RandomQualifiedMercs( SoldierID *pSoldierId1, SoldierID *pSoldierId2, SoldierID *pSoldierId3 ); void HandleWhenCertainPercentageOfEnemiesDie(); void StartFanBackUpAgain(); void AddExitGridForFanToPowerGenSector(); void HandleAddingPowerGenFanSound(); void HandleRemovingPowerGenFanSound(); void HandleStartingFanBackUp(); void HandlePowerGenAlarm(); BOOLEAN HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuoteOnlyOnce ); extern void HandleHowPlayerGotThroughFan(); //void RevealAllDroppedEnemyItems(); void HandlePlayingQuoteWhenHiringNpc( UINT8 ubProfile ); BOOLEAN LoadJa25TacticalInfoFromSavedGame( HWFILE hFile ); BOOLEAN SaveJa25TacticalInfoToSaveGame( HWFILE hFile ); BOOLEAN HandleNewGunComment( SOLDIERTYPE *pSoldier, INT32 iItemIndex, BOOLEAN fFromGround ); void HandleDeathInPowerGenSector( SOLDIERTYPE *pSoldier ); void HandleJa25EnemyExpLevelModifier( ); INT8 RandomSoldierIdForAnyMercInSector(); void HandleFanStartingAtEndOfCombat(); extern void HandleInitialEventsInHeliCrash(); void HandleCommanderMorrisNewMercWantsNoteDelayedSpeech(); void DisplayCommanderMorrisNote( SOLDIERTYPE *pSoldier ); void HandleShowingRadioLocatorsInMorrisArea(); void HandleNewMercSayingContentsOfMorrisNote( SOLDIERTYPE *pSoldier ); void HandlePlayerHittingSwitchToLaunchMissles(); void HandleStartingEveryoneTalkingAtEndOfGame(); void HandleFadingOutToEndGameCinematics(); void HandleOpenControlPanelToRevealSwitchInMorrisArea(); void InitNewGunArray(); extern BOOLEAN useOldJA2Inventory; extern UINT32 TEX_MOVIE_ATTACK_CLYDESDALES; extern UINT32 TEX_MOVIE_WILD_EAST; extern UINT32 TEX_MOVIE_HAVE_HONDA; extern UINT32 LAPTOP_TRANSMITTER; extern UINT32 CHE_GUEVARA_CANTEEN; extern UINT32 MERC_WRISTWATCH; extern UINT32 SAM_GARVER_COMBAT_KNIFE; extern UINT32 MERC_UMBRELLA_OLD; extern UINT32 MORRIS_INSTRUCTION_NOTE; extern UINT32 HAND_CANNON; extern UINT32 HARTFORD_6_SHOOTER; extern UINT32 MERC_UMBRELLA; extern UINT32 CLIP_CANNON_BALL; extern UINT32 BARRETT_UB; extern UINT32 CALICO_960_UB; extern UINT32 PSG1_UB; extern UINT32 L85_UB; extern UINT32 TAR21_UB; extern UINT32 VAL_SILENT_UB; extern UINT32 MICRO_UZI_UB; extern UINT32 CALICO_950_UB; extern UINT32 CALICO_900_UB; extern UINT8 MANUEL_UB; extern UINT8 BIGGENS_UB; extern UINT8 JOHN_K_UB; extern UINT8 TEX_UB; extern UINT8 GASTON_UB; extern UINT8 STOGIE_UB; extern UINT8 JERRY_MILO_UB; extern UINT8 PGMALE4_UB; extern UINT8 BETTY_UB; extern UINT8 RAUL_UB; extern UINT8 MORRIS_UB; extern UINT8 RUDY_UB; extern INT16 BETTY_BLOODCAT_SECTOR_X; extern INT16 BETTY_BLOODCAT_SECTOR_Y; extern INT8 BETTY_BLOODCAT_SECTOR_Z; extern void Old_UB_Inventory (); extern void New_UB_Inventory (); extern void InitGridNoUB(); #endif #endif