Files
source/Tactical/Overhead.h
T

373 lines
11 KiB
C

#ifndef __OVERHEAD_H
#define __OVERHEAD_H
#include <string.h>
#include <stdio.h>
//#include "container.h"
#include "Soldier Control.h"
#include "overhead types.h"
#include "soldier find.h"
#define ADD_SOLDIER_NO_PROFILE_ID 200
#define MAX_REALTIME_SPEED_VAL 10
/*
enum
{
TOPTION_SUBTITLES,
TOPTION_SPEECH,
TOPTION_KEY_ADVANCE_SPEECH,
TOPTION_RTCONFIRM,
TOPTION_HIDE_BULLETS,
TOPTION_TRACKING_MODE,
TOPTION_CONFIRM_MOVE,
TOPTION_MUTE_CONFIRMATIONS,
TOPTION_SHADOWS,
TOPTION_BLOOD_N_GORE,
NUM_TOPTIONS
};
*/
// Enums for waiting for mercs to finish codes
enum
{
NO_WAIT_EVENT = 0,
WAIT_FOR_MERCS_TO_WALKOFF_SCREEN,
WAIT_FOR_MERCS_TO_WALKON_SCREEN,
WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO
};
// TACTICAL ENGINE STATUS FLAGS
typedef struct
{
UINT8 bFirstID;
UINT8 bLastID;
COLORVAL RadarColor;
INT8 bSide;
INT8 bMenInSector;
UINT8 ubLastMercToRadio;
INT8 bTeamActive;
INT8 bAwareOfOpposition;
INT8 bHuman;
} TacticalTeamType;
//for use with TacticalStatusType.ubEnemyIntention
enum
{
INTENTION_SCOUTING,
INTENTION_PATROLLING,
INTENTION_ATTACKING,
INTENTION_DEFENDING,
INTENTION_RETREATING
};
//for use with TacticalStatusType.ubEnemyIntendedRetreatDirection
enum
{
RETREAT_NORTH,
RETREAT_EAST,
RETREAT_SOUTH,
RETREAT_WEST
};
#define PANIC_BOMBS_HERE 0x01
#define PANIC_TRIGGERS_HERE 0x02
#define NUM_PANIC_TRIGGERS 3
#define ENEMY_OFFERED_SURRENDER 0x01
typedef struct
{
UINT32 uiFlags;
TacticalTeamType Team[ MAXTEAMS ];
UINT8 ubCurrentTeam;
INT16 sSlideTarget;
INT16 sSlideReason;
UINT32 uiTimeSinceMercAIStart;
INT8 fPanicFlags;
INT16 sPanicTriggerGridnoUnused;
INT16 sHandGrid;
UINT8 ubSpottersCalledForBy;
UINT8 ubTheChosenOne;
UINT32 uiTimeOfLastInput;
UINT32 uiTimeSinceDemoOn;
UINT32 uiCountdownToRestart;
BOOLEAN fGoingToEnterDemo;
BOOLEAN fNOTDOLASTDEMO;
BOOLEAN fMultiplayer;
BOOLEAN fCivGroupHostile[ NUM_CIV_GROUPS ];
UINT8 ubLastBattleSectorX;
UINT8 ubLastBattleSectorY;
BOOLEAN fLastBattleWon;
INT8 bOriginalSizeOfEnemyForce;
INT8 bPanicTriggerIsAlarmUnused;
BOOLEAN fVirginSector;
BOOLEAN fEnemyInSector;
BOOLEAN fInterruptOccurred;
INT8 bRealtimeSpeed;
UINT8 ubEnemyIntention;
UINT8 ubEnemyIntendedRetreatDirection;
UINT8 ubEnemySightingOnTheirTurnEnemyID;
UINT8 ubEnemySightingOnTheirTurnPlayerID;
BOOLEAN fEnemySightingOnTheirTurn;
BOOLEAN fAutoBandageMode;
UINT8 ubAttackBusyCount;
INT8 bNumEnemiesFoughtInBattleUnused;
UINT8 ubEngagedInConvFromActionMercID;
UINT16 usTactialTurnLimitCounter;
BOOLEAN fInTopMessage;
UINT8 ubTopMessageType;
INT16 zTopMessageString[20];
UINT16 usTactialTurnLimitMax;
UINT32 uiTactialTurnLimitClock;
BOOLEAN fTactialTurnLimitStartedBeep;
INT8 bBoxingState;
INT8 bConsNumTurnsNotSeen;
UINT8 ubArmyGuysKilled;
INT16 sPanicTriggerGridNo[ NUM_PANIC_TRIGGERS ];
INT8 bPanicTriggerIsAlarm[ NUM_PANIC_TRIGGERS ];
UINT8 ubPanicTolerance[ NUM_PANIC_TRIGGERS ];
BOOLEAN fAtLeastOneGuyOnMultiSelect;
BOOLEAN fSaidCreatureFlavourQuote;
BOOLEAN fHaveSeenCreature;
BOOLEAN fKilledEnemyOnAttack;
UINT8 ubEnemyKilledOnAttack;
INT8 bEnemyKilledOnAttackLevel;
UINT16 ubEnemyKilledOnAttackLocation;
BOOLEAN fItemsSeenOnAttack;
BOOLEAN ubItemsSeenOnAttackSoldier;
BOOLEAN fBeenInCombatOnce;
BOOLEAN fSaidCreatureSmellQuote;
UINT16 usItemsSeenOnAttackGridNo;
BOOLEAN fLockItemLocators;
UINT8 ubLastQuoteSaid;
UINT8 ubLastQuoteProfileNUm;
BOOLEAN fCantGetThrough;
INT16 sCantGetThroughGridNo;
INT16 sCantGetThroughSoldierGridNo;
UINT8 ubCantGetThroughID;
BOOLEAN fDidGameJustStart;
BOOLEAN fStatChangeCheatOn;
UINT8 ubLastRequesterTargetID;
BOOLEAN fGoodToAllowCrows;
UINT8 ubNumCrowsPossible;
UINT32 uiTimeCounterForGiveItemSrc;
BOOLEAN fUnLockUIAfterHiddenInterrupt;
INT8 bNumFoughtInBattle[ MAXTEAMS ];
UINT32 uiDecayBloodLastUpdate;
UINT32 uiTimeSinceLastInTactical;
BOOLEAN fHasAGameBeenStarted;
INT8 bConsNumTurnsWeHaventSeenButEnemyDoes;
BOOLEAN fSomeoneHit;
UINT8 ubPaddingSmall;
UINT32 uiTimeSinceLastOpplistDecay;
INT8 bMercArrivingQuoteBeingUsed;
UINT8 ubEnemyKilledOnAttackKiller;
BOOLEAN fCountingDownForGuideDescription;
INT8 bGuideDescriptionCountDown;
UINT8 ubGuideDescriptionToUse;
INT8 bGuideDescriptionSectorX;
INT8 bGuideDescriptionSectorY;
INT8 fEnemyFlags;
BOOLEAN fAutoBandagePending;
BOOLEAN fHasEnteredCombatModeSinceEntering;
BOOLEAN fDontAddNewCrows;
UINT8 ubMorePadding;
UINT16 sCreatureTenseQuoteDelay;
UINT32 uiCreatureTenseQuoteLastUpdate;
// PADDING GONE!!!!!
} TacticalStatusType;
extern UINT8 gbPlayerNum;
extern INT8 gbShowEnemies;
extern UINT16 gusSelectedSoldier;
extern UINT16 gusOldSelectedSoldier;
extern CHAR8 gzAlertStr[][ 30 ];
extern CHAR8 gzActionStr[][ 30 ];
extern CHAR8 gzDirectionStr[][ 30 ];
// TEMP FOR E3
extern UINT8 gubCurrentScene;
extern CHAR8 *GetSceneFilename( );
extern INT8 ubLevelMoveLink[ 10 ];
// Soldier List used for all soldier overhead interaction
extern SOLDIERTYPE Menptr[ TOTAL_SOLDIERS ];
extern SOLDIERTYPE *MercPtrs[ TOTAL_SOLDIERS ];
// MERC SLOTS - A LIST OF ALL ACTIVE MERCS
extern SOLDIERTYPE *MercSlots[ TOTAL_SOLDIERS ];
extern UINT32 guiNumMercSlots;
extern BOOLEAN gfMovingAnimation;
extern TacticalStatusType gTacticalStatus;
BOOLEAN InitTacticalEngine( );
void ShutdownTacticalEngine( );
BOOLEAN InitOverhead( );
BOOLEAN ShutdownOverhead( );
BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, UINT16 usSoldierIndex );
INT16 NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT16 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel );
//Simple check to see if a (one-tiled) soldier can occupy a given location on the ground or roof.
extern BOOLEAN IsLocationSittable( INT32 iMapIndex, BOOLEAN fOnRoof );
extern BOOLEAN IsLocationSittableExcludingPeople( INT32 iMapIndex, BOOLEAN fOnRoof );
extern BOOLEAN FlatRoofAboveGridNo( INT32 iMapIndex );
BOOLEAN ExecuteOverhead( );
BOOLEAN ResetAllAnimationCache( );
void EndTurn( );
void EndTurn( UINT8 ubNextTeam );
void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode );
void EndTacticalDemo( );
void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect );
//Kaiden: Function declaration from UB to reveal all items after combat.
void RevealAllDroppedEnemyItems();
void LocateGridNo( UINT16 sGridNo );
void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator);
void BeginTeamTurn( UINT8 ubTeam );
void SlideTo(INT16 sGridno, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) ;
void SlideToLocation( UINT16 usReasonID, INT16 sDestGridNo );
void RebuildAllSoldierShadeTables( );
void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier );
UINT8 LastActiveTeamMember( UINT8 ubTeam );
BOOLEAN SoldierOnVisibleWorldTile( SOLDIERTYPE *pSoldier );
UINT8 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
UINT8 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
BOOLEAN CheckForPlayerTeamInMissionExit( );
void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldier );
void StopMercAnimation( BOOLEAN fStop );
UINT32 EnterTacticalDemoMode();
BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, UINT16 usMapPos );
INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier );
BOOLEAN TeamMemberNear(INT8 bTeam, INT16 sGridNo, INT32 iRange);
BOOLEAN IsValidTargetMerc( UINT8 ubSoldierID );
// FUNCTIONS FOR MANIPULATING MERC SLOTS - A LIST OF ALL ACTIVE MERCS
INT32 GetFreeMercSlot(void);
void RecountMercSlots(void);
INT32 AddMercSlot( SOLDIERTYPE *pSoldier );
BOOLEAN RemoveMercSlot( SOLDIERTYPE *pSoldier );
INT32 AddAwaySlot( SOLDIERTYPE *pSoldier );
BOOLEAN RemoveAwaySlot( SOLDIERTYPE *pSoldier );
INT32 MoveSoldierFromMercToAwaySlot( SOLDIERTYPE * pSoldier );
INT32 MoveSoldierFromAwayToMercSlot( SOLDIERTYPE * pSoldier );
void EnterCombatMode( UINT8 ubStartingTeam );
void ExitCombatMode( );
void HandleTeamServices( UINT8 ubTeamNum );
void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier );
void SetEnemyPresence( );
void CycleThroughKnownEnemies( );
BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen );
SOLDIERTYPE * FreeUpAttacker( UINT8 ubID );
BOOLEAN PlayerTeamFull( );
void SetActionToDoOnceMercsGetToLocation( UINT8 ubActionCode, INT8 bNumMercsWaiting, UINT32 uiData1, UINT32 uiData2, UINT32 uiData3 );
void ResetAllMercSpeeds( );
BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLEAN fInitialMove, UINT16 usAnimState );
SOLDIERTYPE * ReduceAttackBusyCount( UINT8 ubID, BOOLEAN fCalledByAttacker );
void CommonEnterCombatModeCode( );
void CheckForPotentialAddToBattleIncrement( SOLDIERTYPE *pSoldier );
void CencelAllActionsForTimeCompression( void );
BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated );
void AddManToTeam( INT8 bTeam );
void RemoveManFromTeam( INT8 bTeam );
void RemoveSoldierFromTacticalSector( SOLDIERTYPE *pSoldier, BOOLEAN fAdjustSelected );
void MakeCivHostile( SOLDIERTYPE *pSoldier, INT8 bNewSide );
#define REASON_NORMAL_ATTACK 1
#define REASON_EXPLOSION 2
BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** ppTarget, INT8 bReason );
INT16 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT16 * psAdjustedTargetGridNo, UINT8 * pubDirection );
SOLDIERTYPE * CivilianGroupMemberChangesSides( SOLDIERTYPE * pAttacked );
void CivilianGroupChangesSides( UINT8 ubCivilianGroup );
void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier );
UINT8 CivilianGroupMembersChangeSidesWithinProximity( SOLDIERTYPE * pAttacked );
void PauseAITemporarily( void );
void PauseAIUntilManuallyUnpaused( void );
void UnPauseAI( void );
void DoPOWPathChecks( void );
BOOLEAN HostileCiviliansWithGunsPresent( void );
BOOLEAN HostileCiviliansPresent( void );
BOOLEAN HostileBloodcatsPresent( void );
UINT8 NumPCsInSector( void );
void SetSoldierNonNeutral( SOLDIERTYPE * pSoldier );
void SetSoldierNeutral( SOLDIERTYPE * pSoldier );
extern BOOLEAN sniperwarning;
extern BOOLEAN biggunwarning;
//extern BOOLEAN airstrikeavailable;
//void CheckForAndSetupAirRaid ();
//void EnemyCallInAirStrike (INT16 sSectorX, INT16 sSectorY);
// will a sam site under the players control shoot down an airraid?
BOOLEAN WillAirRaidBeStopped( INT16 sSectorX, INT16 sSectorY );
#endif