Files
source/TileEngine/SmokeEffects.h
T

80 lines
2.7 KiB
C

#ifndef __SMOKE_EFFECTS
#define __SMOKE_EFFECTS
// Smoke effect types
enum
{
NO_SMOKE_EFFECT,
NORMAL_SMOKE_EFFECT,
TEARGAS_SMOKE_EFFECT,
MUSTARDGAS_SMOKE_EFFECT,
CREATURE_SMOKE_EFFECT,
BURNABLEGAS_SMOKE_EFFECT,
SIGNAL_SMOKE_EFFECT, // added by Flugente for artillery
DEBRIS_SMOKE_EFFECT, // added by Flugente for collapsing roofs
FIRERETARDANT_SMOKE_EFFECT, // added by Flugente for fire extinguishers
};
#define SMOKE_EFFECT_INDOORS 0x01
#define SMOKE_EFFECT_ON_ROOF 0x02
#define SMOKE_EFFECT_MARK_FOR_UPDATE 0x04
#define NUM_SMOKE_EFFECT_SLOTS 25 // OJW - 20091027 - moved here to allow global access
typedef struct TAG_SMOKE_EFFECT
{
INT32 sGridNo; // gridno at which the tear gas cloud is centered
UINT8 ubDuration; // the number of turns gas will remain effective
UINT8 ubRadius; // the current radius of the cloud in map tiles
UINT8 bFlags; // 0 - outdoors (fast spread), 1 - indoors (slow)
UINT8 bAge; // the number of turns gas has been around
BOOLEAN fAllocated;
INT8 bType;
UINT16 usItem;
UINT8 ubOwner;
UINT8 ubGeneration;
UINT32 uiTimeOfLastUpdate;
INT8 iMPTeamIndex;
INT32 iMPSmokeEffectID;
} SMOKEEFFECT;
extern SMOKEEFFECT gSmokeEffectData[ NUM_SMOKE_EFFECT_SLOTS ];
extern UINT32 guiNumSmokeEffects;
// Returns NO_SMOKE_EFFECT if none there...
INT8 GetSmokeEffectOnTile( INT32 sGridNo, INT8 bLevel );
// Decays all smoke effects...
// HEADROCK HAM 5: New argument here tells the decay function to only process clouds belonging to one team.
// -1 = all teams.
void DecaySmokeEffects( UINT32 uiTime );
// Add smoke to gridno
// ( Replacement algorithm uses distance away )
void AddSmokeEffectToTile( INT32 iSmokeEffectID, INT8 bType, INT32 sGridNo, INT8 bLevel );
void RemoveSmokeEffectFromTile( INT32 sGridNo, INT8 bLevel );
INT32 NewSmokeEffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, BOOLEAN fFromRemoteClient = 0, UINT8 ubDuration = 0, UINT8 ubRadius = 0, UINT8 ubGeneration = 0);
BOOLEAN SaveSmokeEffectsToSaveGameFile( HWFILE hFile );
BOOLEAN LoadSmokeEffectsFromLoadGameFile( HWFILE hFile );
BOOLEAN SaveSmokeEffectsToMapTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
BOOLEAN LoadSmokeEffectsFromMapTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
void ResetSmokeEffects();
void UpdateSmokeEffectGraphics( );
// Flugente: get the gridno and blevel of a random smoke signal, if one exists
BOOL GetRandomSignalSmokeGridNo(INT32* psGridNo);
// sevenfm: check if smoke effect of certain type is present at gridno
BOOLEAN CheckSmokeEffect(INT32 sGridNo, INT8 bLevel, INT8 bType);
// find smoke effect on visible screen
BOOLEAN FindVisibleSmokeEffect(INT8 bType);
#endif