#include "../include/Plan.h" #include "../../TacticalAI/ai.h" #include "../../TacticalAI/AIInternals.h" // ACTING_ON_SCHEDULE #include "../../TacticalAI/NPC.h" // NPCReachedDestination #include "../../Tactical/Animation Control.h" // defines ANIM_... #include "../../Tactical/Soldier Macros.h" // CREATURE_OR_BLOODCAT #include "../../Tactical/opplist.h" // EndMuzzleFlash #include "../../Tactical/Dialogue Control.h" // DialogueQueueIsEmpty #include "../../TileEngine/Isometric Utils.h" // defines NOWHERE #include "../../Utils/Debug Control.h" // LiveMessage #include "../../Utils/Font Control.h" // ScreenMsg about deadlock #include "../../Utils/message.h" // ditto #include "../../TileEngine/Render Fun.h" // defines InARoom #include "../../Strategic/quests.h" // IN_BROTHEL // FIXME uagh, these need to go extern BOOLEAN gfUIInDeadlock; extern UINT8 gUIDeadlockedSoldier; void HandleAITacticalTraversal(SOLDIERTYPE* pSoldier); // defined in TacticalAI/AIMain.cpp namespace AI { namespace tactical { PlanInputData::PlanInputData(bool turn_based, const TacticalStatusType& tactical_status) : turn_based_(turn_based), tactical_status_(tactical_status) { } Plan::Plan(SOLDIERTYPE* npc) : npc_(npc) { } } }