#ifndef __AUTO_RESOLVE_H #define __AUTO_RESOLVE_H #include "types.h" //generic face images enum { ADMIN_FACE, TROOP_FACE, ELITE_FACE, TANK_FACE, MILITIA1_FACE, MILITIA2_FACE, MILITIA3_FACE, YM_CREATURE_FACE, AM_CREATURE_FACE, YF_CREATURE_FACE, AF_CREATURE_FACE, HUMAN_SKULL, TANK_WRECK, CREATURE_SKULL, ADMINF_FACE, TROOPF_FACE, ELITEF_FACE, MILITIA1F_FACE, MILITIA2F_FACE, MILITIA3F_FACE, JEEP_FACE, JEEP_WRECK, ZOMBIE_FACE, BANDIT1_FACE, BANDIT1_F_FACE = BANDIT1_FACE + 4, BLOODCAT_FACE = BANDIT1_F_FACE + 4, BLOODCAT_SKULL, AUTORESOLVEFACES_MAX }; void EnterAutoResolveMode( UINT8 ubSectorX, UINT8 ubSectorY ); // is the autoresolve active? BOOLEAN IsAutoResolveActive( void ); void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY ); void ConvertTacticalBattleIntoStrategicAutoResolveBattle(); UINT8 GetAutoResolveSectorID(); extern BOOLEAN gfTransferTacticalOppositionToAutoResolve; //Returns TRUE if autoresolve is active or a sector is loaded. BOOLEAN GetCurrentBattleSectorXYZ( INT16 *psSectorX, INT16 *psSectorY, INT16 *psSectorZ ); void CheckForSoldiersWhoRetreatedIntoMilitiaHeldSectors(); // Flugente: have all militia in autoresolve drop their gear and be promoted in necessary void AutoResolveMilitiaDropAndPromote(); BOOLEAN IndividualMilitiaInUse_AutoResolve( UINT32 aMilitiaId ); #endif