Files
source/Tactical/Soldier Add.h
Flugente a8e62cc406 - To make it easier to search for dialogue and understand what a line is supposed to mean, changed a few dialogue enums.
- Merged IsMercOnTeam...(...) functions into one
- Fix: during hiring, AIM mercs only complained about their hated ones if these were already in the country, thus ignoring other mercs in transit


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8512 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2018-01-04 15:50:31 +00:00

63 lines
3.1 KiB
C

#ifndef _SOLDIER_ADD_H
#define _SOLDIER_ADD_H
#include "Soldier Control.h"
// Finds a gridno given a sweet spot
// Returns a good direction too!
INT32 FindGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
// Ensures a good path.....
INT32 FindGridNoFromSweetSpotThroughPeople( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
// Returns a good sweetspot but not the swetspot!
INT32 FindGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
INT32 FindGridNoFromSweetSpotExcludingSweetSpotInQuardent( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, INT8 ubQuardentDir );
// Finds a gridno near a sweetspot but a random one!
INT32 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
// Finds a sweetspot but excluding this one!
// Flugente: I've altered this function in two ways:
// 1. The gridno is now drawn from the entirety of the circle - not just for sX and sY being positive
// 2. The direction now points to sSweetGridNo, center of the circle, instead of the map center
INT32 FindRandomGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
// Flugente: returns random gridno in a circle around sCenterGridNo with radius uOuterRadius that is not inside the circle with radius uInnerRadius
INT32 FindRandomGridNoBetweenCircles( INT32 sCenterGridNo, UINT8 uInnerRadius, UINT8 uOuterRadius, UINT8& urDirection );
// Adds a soldier ( already created in mercptrs[] array )!
// Finds a good placement based on data in the loaded sector and if they are enemy's or not, etc...
BOOLEAN AddSoldierToSector( UINT8 ubID );
BOOLEAN AddSoldierToSectorNoCalculateDirection( UINT8 ubID );
BOOLEAN AddSoldierToSectorNoCalculateDirectionUseAnimation( UINT8 ubID, UINT16 usAnimState, UINT16 usAnimCode );
// IsMercOnTeam() checks to see if the passed in Merc Profile ID is currently on the player's team
BOOLEAN IsMercOnTeam( UINT8 ubMercID, BOOLEAN aAlreadyInCountry, BOOLEAN aAlive );
// GetSoldierIDFromMercID() Gets the Soldier ID from the Merc Profile ID, else returns -1
INT16 GetSoldierIDFromMercID(UINT8 ubMercID);
INT32 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc );
/*
void SoldierInSectorSleep( SOLDIERTYPE *pSoldier, INT16 sGridNo );
*/
INT32 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc, SOLDIERTYPE *pSrcSoldier, BOOLEAN fAllowSoldierCurrentGrid = FALSE );
void SoldierInSectorPatient( SOLDIERTYPE *pSoldier, INT32 sGridNo );
void SoldierInSectorDoctor( SOLDIERTYPE *pSoldier, INT32 sGridNo );
void SoldierInSectorRepair( SOLDIERTYPE *pSoldier, INT32 sGridNo );
BOOLEAN CanSoldierReachGridNoInGivenTileLimit( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sMaxTiles, INT8 bLevel );
#endif