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For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23711&goto=353154&#msg_353154 Requires GameDir >= r2420 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8554 3b4a5df2-a311-0410-b5c6-a8a6f20db521
63 lines
1.4 KiB
C
63 lines
1.4 KiB
C
#ifndef __AUTO_RESOLVE_H
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#define __AUTO_RESOLVE_H
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#include "types.h"
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//generic face images
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enum
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{
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ADMIN_FACE,
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TROOP_FACE,
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ELITE_FACE,
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TANK_FACE,
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MILITIA1_FACE,
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MILITIA2_FACE,
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MILITIA3_FACE,
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YM_CREATURE_FACE,
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AM_CREATURE_FACE,
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YF_CREATURE_FACE,
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AF_CREATURE_FACE,
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HUMAN_SKULL,
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TANK_WRECK,
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CREATURE_SKULL,
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ADMINF_FACE,
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TROOPF_FACE,
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ELITEF_FACE,
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MILITIA1F_FACE,
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MILITIA2F_FACE,
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MILITIA3F_FACE,
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JEEP_FACE,
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JEEP_WRECK,
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ZOMBIE_FACE,
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BANDIT1_FACE,
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BANDIT1_F_FACE = BANDIT1_FACE + 4,
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BLOODCAT_FACE = BANDIT1_F_FACE + 4,
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BLOODCAT_SKULL,
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AUTORESOLVEFACES_MAX
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};
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void EnterAutoResolveMode( UINT8 ubSectorX, UINT8 ubSectorY );
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// is the autoresolve active?
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BOOLEAN IsAutoResolveActive( void );
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void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY );
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void ConvertTacticalBattleIntoStrategicAutoResolveBattle();
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UINT8 GetAutoResolveSectorID();
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extern BOOLEAN gfTransferTacticalOppositionToAutoResolve;
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//Returns TRUE if autoresolve is active or a sector is loaded.
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BOOLEAN GetCurrentBattleSectorXYZ( INT16 *psSectorX, INT16 *psSectorY, INT16 *psSectorZ );
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void CheckForSoldiersWhoRetreatedIntoMilitiaHeldSectors();
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// Flugente: have all militia in autoresolve drop their gear and be promoted in necessary
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void AutoResolveMilitiaDropAndPromote();
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BOOLEAN IndividualMilitiaInUse_AutoResolve( UINT32 aMilitiaId );
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#endif |