#ifndef _MILITIA_SQUADS_H #define _MILITIA_SQUADS_H // header for town militia strategic control module #include "Types.h" #include "Soldier Control.h" //#define MAXIMUM_MILITIA_SQUAD_SIZE 30 extern UINT8 gpAttackDirs[5][4]; extern UINT8 guiDirNumber; // Updates movement orders for militia squads void UpdateMilitiaSquads(INT16 sMapX, INT16 sMapY ); // Kaiden: creates militia squad in an adjacent sector // to the coordinates you pass to it. void CreateMilitiaSquads(INT16 sMapX, INT16 sMapY ); void MilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY ); void GenerateDirectionInfos( INT16 sMapX, INT16 sMapY, UINT8* uiDirNumber, UINT16 pMoveDir[4][3], BOOLEAN fWithCities, BOOLEAN fForBattle, BOOLEAN fOnlyCitySectors ); BOOLEAN MoveOneBestMilitiaMan(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY); void MilitiaFollowPlayer( INT16 sMapX, INT16 sMapY, INT16 sDMapX, INT16 sDMapY ); // HEADROCK HAM B1: Changes the allowed militia sectors extern void AdjustRoamingRestrictions(); // HEADROCK HAM B1: Alternate array keeps track of dynamically unrestricted sectors extern BOOLEAN gDynamicRestrictMilitia[ 256 ]; // HEADROCK HAM B2.7: Wonder why this function wasn't declared here. It is now, to allow Town Militia.cpp to // access it. BOOLEAN CheckStandardConditionsForDirection( INT16 sSMapX, INT16 sSMapY, INT16 sMapX, INT16 sMapY, BOOLEAN fWithCities, BOOLEAN fForBattle, BOOLEAN fOnlyCitySectors ); // HEADROCK HAM B2.7: Generates possible movement directions - this is used only in CreateMilitiaGroup(), and // makes sure that the target sector has room for more militia. void GenerateDirectionInfosWithCapacityCheck( INT16 sMapX, INT16 sMapY, UINT8* uiDirNumber, UINT16 pMoveDir[4][3], BOOLEAN fWithCities, BOOLEAN fForBattle, BOOLEAN fOnlyCitySectors ); #endif