#ifndef __STRATEGIC_H #define __STRATEGIC_H // header for strategic structure #include "Types.h" #include "mapscreen.h" #include "soldier control.h" struct strategicmapelement{ UINT8 UNUSEDuiFootEta[4]; // eta/mvt costs for feet UINT8 UNUSEDuiVehicleEta[4]; // eta/mvt costs for vehicles UINT8 uiBadFootSector[4]; // blocking mvt for foot UINT8 uiBadVehicleSector[4]; // blocking mvt from vehicles INT8 bNameId; BOOLEAN fEnemyControlled; // enemy controlled or not BOOLEAN fEnemyAirControlled; BOOLEAN UNUSEDfLostControlAtSomeTime; INT8 bSAMCondition; // SAM Condition .. 0 - 100, just like an item's status INT8 bFillupforPadding[ 3 ]; // necessary for padding UINT32 usFlags; // Flugente: various flags INT8 bPadding[ 20 ]; }; enum { INSERTION_CODE_NORTH, INSERTION_CODE_EAST, INSERTION_CODE_SOUTH, INSERTION_CODE_WEST, INSERTION_CODE_GRIDNO, INSERTION_CODE_ARRIVING_GAME, INSERTION_CODE_CHOPPER, INSERTION_CODE_PRIMARY_EDGEINDEX, INSERTION_CODE_SECONDARY_EDGEINDEX, INSERTION_CODE_CENTER, }; // -------- added by Flugente: various item flags -------- // flags used for various properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!! #define MILITIA_MOVE_NORTH 0x00000001 //1 // movement directions for ordering militia on the strategic map #define MILITIA_MOVE_WEST 0x00000002 //2 #define MILITIA_MOVE_EAST 0x00000004 //4 #define MILITIA_MOVE_SOUTH 0x00000008 //8 #define MILITIA_MOVE_ALLDIRS 0x0000000F // 15 // ------------------------------------------------------- //PLEASE USE CALCULATE_STRATEGIC_INDEX() macro instead (they're identical). //#define GETWORLDMAPNO( x, y ) ( x+(MAP_WORLD_X*y) ) typedef struct strategicmapelement StrategicMapElement; extern StrategicMapElement StrategicMap[MAP_WORLD_X*MAP_WORLD_Y]; BOOLEAN InitStrategicEngine( ); void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier ); BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier ); BOOLEAN SetMilitiaMovementOrder(INT16 sX, INT16 sY, INT8 sZ, UINT32 dir); #endif