Files
source/Strategic/Auto Resolve.h
T
Flugente db00927287 - Fix: same militia profile is used several times in autoresolve
- Fix: sometimes no battle repoer is written for autoresolve
- Fix: no militia profile found in autoresolve due to bad sector

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8229 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2016-05-22 23:04:05 +00:00

58 lines
1.3 KiB
C

#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,
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