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source/Strategic/Auto Resolve.h
T

63 lines
1.4 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,
ZOMBIE_FACE,
BANDIT1_FACE,
BANDIT1_F_FACE = BANDIT1_FACE + 4,
BLOODCAT_FACE = BANDIT1_F_FACE + 4,
BLOODCAT_SKULL,
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