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For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23649&goto=352592&#msg_352592 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8542 3b4a5df2-a311-0410-b5c6-a8a6f20db521
157 lines
4.1 KiB
C
157 lines
4.1 KiB
C
#ifndef __MAPSCREEN_H
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#define __MAPSCREEN_H
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#include "Types.h"
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#include "Soldier Control.h"
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#define MAP_WORLD_X 18
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#define MAP_WORLD_Y 18
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extern int MAP_ITEMDESC_START_Y;
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extern int MAP_ITEMDESC_START_X;
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#define MAX_TOWN_NAME_LENGHT 32
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#define MAX_SECTOR_NAME_LENGTH 128
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#define MAX_TOWNS 50 //13 //50
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#define MAX_TOWN_SECTORS 260 //40 //260
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// HEADROCK HAM B2.7: Moved here from Strategicmap.cpp to allow use by MilitiaSquads.cpp
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extern BOOLEAN gfMilitiaAllowedInTown [ MAX_TOWNS ];
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// Country name identifiers
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enum
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{
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COUNTRY_NAME,
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COUNTRY_NOUN,
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} ;
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// Sector name identifiers
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enum Towns
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{
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BLANK_SECTOR=0,
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OMERTA,
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DRASSEN,
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ALMA,
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GRUMM,
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TIXA,
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CAMBRIA,
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SAN_MONA,
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ESTONI,
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ORTA,
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BALIME,
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MEDUNA,
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CHITZENA,
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//NUM_TOWNS
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} ;
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extern INT8 NUM_TOWNS;
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#define FIRST_TOWN OMERTA
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//#define PALACE NUM_TOWNS
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extern BOOLEAN fCharacterInfoPanelDirty;
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extern BOOLEAN fTeamPanelDirty;
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extern BOOLEAN fMapPanelDirty;
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extern BOOLEAN fDrawCharacterList; // OJW - 20081204
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extern BOOLEAN fMapInventoryItem;
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extern BOOLEAN gfInConfirmMapMoveMode;
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extern BOOLEAN gfInChangeArrivalSectorMode;
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extern BOOLEAN gfSkyriderEmptyHelpGiven;
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BOOLEAN SetInfoChar(UINT8 ubSolId);
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void EndMapScreen( BOOLEAN fDuringFade );
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void ReBuildCharactersList( void );
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// WANNE - BMP: Initialize world size for a multiplayer game
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void InitializeWorldSize( INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ );
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void HandleRemovalOfPreLoadedMapGraphics( void );
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void ChangeSelectedMapSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
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BOOLEAN CanToggleSelectedCharInventory( void );
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BOOLEAN CanExtendContractForCharSlot( INT8 bCharNumber );
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void TellPlayerWhyHeCantCompressTime( void );
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void ChangeSelectedInfoChar( INT8 bCharNumber, BOOLEAN fResetSelectedList );
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void MAPEndItemPointer();
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void CopyPathToAllSelectedCharacters( PathStPtr pPath );
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void CancelPathsOfAllSelectedCharacters();
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INT32 GetPathTravelTimeDuringPlotting( PathStPtr pPath );
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void AbortMovementPlottingMode( void );
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void CancelChangeArrivalSectorMode( void );
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void ExplainWhySkyriderCantFly( void );
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BOOLEAN CanChangeSleepStatusForCharSlot( INT8 bCharNumber );
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BOOLEAN CanChangeSleepStatusForSoldier( SOLDIERTYPE *pSoldier );
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BOOLEAN MapCharacterHasAccessibleInventory( INT8 bCharNumber );
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// CHRISL: New functions to handle initialization of inventory coordinates
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BOOLEAN InitializeInvPanelCoordsOld( );
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BOOLEAN InitializeInvPanelCoordsNew( );
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BOOLEAN InitializeInvPanelCoordsVehicle( );
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// HEADROCK HAM 3.6: Calculate daily cost for all mercs who have one.
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INT32 GetTotalContractExpenses ( void );
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// Flugente: militia movement
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extern BOOLEAN fPlotForMilitia;
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extern UINT32 gMilitiaPlotStartSector;
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BOOLEAN RequestGiveMilitiaNewDestination( void );
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void SetUpMilitiaForMovement();
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INT32 GetGroundTravelTimeOfMilitia( );
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typedef struct
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{
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INT16 sGroupid; // group ids are normally UINT8 - we use -1 to indicate that it hasn't been used
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PathStPtr path; // the path of a militia group that travels
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} MILITIA_PATH;
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#define MILITIA_PATROLS_MAX 30
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extern MILITIA_PATH gMilitiaPath[MILITIA_PATROLS_MAX];
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// upon starting a game/loading from an old version, set up the data
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void MilitiaPlotInit();
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// when starting to plot, set up things
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BOOLEAN MilitiaPlotStart();
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// when finished plotting, set up other things
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void MilitiaplotFinish();
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// if this group is a militia travel group, return its slot, othewise return -1
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INT16 GetMilitiaPathSlot(UINT8 uGroupId);
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void DeleteAllMilitiaPaths();
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// return the last militia group in this sector, group id will be stored in arId. return FALSE if none found
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BOOLEAN GetLastMilitiaGroupInSector( INT16 sMapX, INT16 sMapY, UINT8& arId );
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BOOLEAN CanGiveStrategicMilitiaMoveOrder( INT16 sMapX, INT16 sMapY );
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void ConvertMinTimeToDayHourMinString( UINT32 uiTimeInMin, STR16 sString );
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void ConvertMinTimeToETADayHourMinString( UINT32 uiTimeInMin, STR16 sString );
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// Flugente: bandaging during retreat
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void RetreatBandageCallback( UINT8 ubResult );
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#endif |