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C++

#ifndef __SCHEDULING_H
#define __SCHEDULING_H
#include "builddefines.h"
#include "Soldier Init List.h"
//Merc scheduling actions
//NOTE: Any modifications to this enumeration also require updating the text in EditorMercs.c used
// in the editor for merc schedule purposes.
enum
{
SCHEDULE_ACTION_NONE,
SCHEDULE_ACTION_LOCKDOOR,
SCHEDULE_ACTION_UNLOCKDOOR,
SCHEDULE_ACTION_OPENDOOR,
SCHEDULE_ACTION_CLOSEDOOR,
SCHEDULE_ACTION_GRIDNO,
SCHEDULE_ACTION_LEAVESECTOR,
SCHEDULE_ACTION_ENTERSECTOR,
SCHEDULE_ACTION_STAYINSECTOR,
SCHEDULE_ACTION_SLEEP,
SCHEDULE_ACTION_WAKE,
NUM_SCHEDULE_ACTIONS
};
#define SCHEDULE_FLAGS_VARIANCE1 0x0001
#define SCHEDULE_FLAGS_VARIANCE2 0x0002
#define SCHEDULE_FLAGS_VARIANCE3 0x0004
#define SCHEDULE_FLAGS_VARIANCE4 0x0008
#define SCHEDULE_FLAGS_ACTIVE1 0x0010
#define SCHEDULE_FLAGS_ACTIVE2 0x0020
#define SCHEDULE_FLAGS_ACTIVE3 0x0040
#define SCHEDULE_FLAGS_ACTIVE4 0x0080
#define SCHEDULE_FLAGS_TEMPORARY 0x0100 //for default schedules -- not saved.
#define SCHEDULE_FLAGS_SLEEP_CONVERTED 0x0200 //converted (needs to be uncoverted before saving)
#define SCHEDULE_FLAGS_NPC_SLEEPING 0x0400 //if processing a sleep command, this flag will be set.
// combo flag for turning active flags off
#define SCHEDULE_FLAGS_ACTIVE_ALL 0x00F0
//dnl ch42 260909
#define MAX_SCHEDULE_ACTIONS 4//dnl Now is possible to extend beyond 4 and old maps should be correctly load, but didn't test behaviour in game
#define OLD_MAX_SCHEDULE_ACTIONS 4
// WANNE - BMP: DONE!
typedef struct _OLD_SCHEDULENODE
{
struct _OLD_SCHEDULENODE *next;
UINT16 usTime[OLD_MAX_SCHEDULE_ACTIONS]; //converted to minutes 12:30PM would be 12*60 + 30 = 750
UINT16 usData1[OLD_MAX_SCHEDULE_ACTIONS]; //typically the gridno, but depends on the action
UINT16 usData2[OLD_MAX_SCHEDULE_ACTIONS]; //secondary information, not used by most actions
UINT8 ubAction[OLD_MAX_SCHEDULE_ACTIONS];
UINT8 ubScheduleID;
UINT8 ubSoldierID;
UINT16 usFlags;
}_OLD_SCHEDULENODE;
typedef struct _OLD_SCHEDULENODE_PRE_ITS
{
struct _OLD_SCHEDULENODE_PRE_ITS* next;
UINT16 usTime[MAX_SCHEDULE_ACTIONS]; // Converted to minutes 12:30PM would be 12*60 + 30 = 750
UINT32 usData1[MAX_SCHEDULE_ACTIONS]; // Typically the gridno, but depends on the action
UINT32 usData2[MAX_SCHEDULE_ACTIONS]; // Secondary information, not used by most actions
UINT8 ubAction[MAX_SCHEDULE_ACTIONS];
UINT8 ubScheduleID;
UINT8 ubSoldierID;
UINT16 usFlags;
}_OLD_SCHEDULENODE_PRE_ITS;
class SCHEDULENODE
{
public:
SCHEDULENODE *next;
UINT16 usTime[MAX_SCHEDULE_ACTIONS]; // Converted to minutes 12:30PM would be 12*60 + 30 = 750
UINT32 usData1[MAX_SCHEDULE_ACTIONS]; // Typically the gridno, but depends on the action
UINT32 usData2[MAX_SCHEDULE_ACTIONS]; // Secondary information, not used by most actions
UINT8 ubAction[MAX_SCHEDULE_ACTIONS];
UINT8 ubScheduleID;
SoldierID ubSoldierID;
UINT16 usFlags;
public:
SCHEDULENODE& operator=(const _OLD_SCHEDULENODE& src);
SCHEDULENODE& operator=(const _OLD_SCHEDULENODE_PRE_ITS& src);
BOOLEAN Load(INT8** hBuffer, FLOAT dMajorMapVersion);
BOOLEAN Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);
};
extern UINT8 gubScheduleID;
extern SCHEDULENODE *gpScheduleList;
//Access functions
SCHEDULENODE* GetSchedule( UINT8 ubScheduleID );
//Removes all schedules from the event list, and cleans out the list.
void DestroyAllSchedules();
void DestroyAllSchedulesWithoutDestroyingEvents();
//This is the callback whenever a schedule is processed
void ProcessTacticalSchedule( UINT8 ubScheduleID );
void DeleteSchedule( UINT8 ubScheduleID );
void LoadSchedules( INT8 **hBuffer, FLOAT dMajorMapVersion );
BOOLEAN LoadSchedulesFromSave( HWFILE hFile );
BOOLEAN SaveSchedules(HWFILE hFile, FLOAT dMajorMapVersion=MAJOR_MAP_VERSION, UINT8 ubMinorMapVersion=MINOR_MAP_VERSION);//dnl ch33 240909
void PostSchedule( SOLDIERTYPE *pSoldier );
void PostDefaultSchedule( SOLDIERTYPE *pSoldier );
void PostNextSchedule( SOLDIERTYPE *pSoldier );
//After the world is loaded and the temp modifications have been applied,
//we then need to post the events and process schedules for the time that we have been gone.
void PostSchedules();
//Sorts the schedule in chronological order. Returns TRUE if any sorting took place.
BOOLEAN SortSchedule( SCHEDULENODE *pSchedule );
//Adds a schedule to the list. COPIES THE DATA OVER (ALLOCATES NEW NODE!)
void CopyScheduleToList( SCHEDULENODE *pSchedule, SOLDIERINITNODE *pNode );
//Entering the editor automatically removes all events posted.
void PrepareSchedulesForEditorEntry();
//Leaving the editor and entering the game posts the events.
void PrepareSchedulesForEditorExit();
//Packs all of the scheduleIDs, and updates the links. This is done whenever necessary and
//before saving the map, as this forces the IDs to align with the SOLDIERINITNODE->ubScheduleID's.
void OptimizeSchedules();
void PerformActionOnDoorAdjacentToGridNo( UINT8 ubScheduleAction, INT32 usMapIndex );
BOOLEAN ExtractScheduleEntryAndExitInfo( SOLDIERTYPE * pSoldier, UINT32 * puiEntryTime, UINT32 * puiExitTime );
BOOLEAN ExtractScheduleDoorLockAndUnlockInfo( SOLDIERTYPE * pSoldier, UINT32 * puiOpeningTime, UINT32 * puiClosingTime );
void ReconnectSchedules( void );
void SecureSleepSpot( SOLDIERTYPE * pSoldier, UINT32 usSleepSpot );
BOOLEAN BumpAnyExistingMerc( INT32 sGridNo );
#endif