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* Fixing upper/lower case for includes types.h, zconf.h and zlib.h were renamed so that global includes like Types.h are not used.
314 lines
9.3 KiB
C
314 lines
9.3 KiB
C
#ifndef __MAP_SCREEN_HELICOPTER_H
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#define __MAP_SCREEN_HELICOPTER_H
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#include "types.h"
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#include "Soldier Control.h"
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// costs of flying through sectors
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#define COST_AIRSPACE_SAFE 100
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#define COST_AIRSPACE_UNSAFE 1000 // VERY dangerous
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#define MIN_PROGRESS_FOR_SKYRIDER_QUOTE_DOING_WELL 25 // scale of 0-100
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#define MIN_REGRESS_FOR_SKYRIDER_QUOTE_DOING_BADLY 10 // scale of 0-100
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// skyrider quotes
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#define OWED_MONEY_TO_SKYRIDER 11
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#define MENTION_DRASSEN_SAM_SITE 20
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#define SECOND_HALF_OF_MENTION_DRASSEN_SAM_SITE 21
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#define SAM_SITE_TAKEN 22
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#define SKYRIDER_SAYS_HI 23
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#define SPIEL_ABOUT_OTHER_SAM_SITES 24
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#define SECOND_HALF_OF_SPIEL_ABOUT_OTHER_SAM_SITES 25
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#define SPIEL_ABOUT_ESTONI_AIRSPACE 26
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#define CONFIRM_DESTINATION 27
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#define DESTINATION_TOO_FAR 28 // unused // anv: used now
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#define ALTERNATE_FUEL_SITE 26
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#define ARRIVED_IN_HOSTILE_SECTOR 29
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#define BELIEVED_ENEMY_SECTOR 30 // may become unused
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#define ARRIVED_IN_NON_HOSTILE_SECTOR 31
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#define HOVERING_A_WHILE 32
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#define RETURN_TO_BASE 33
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#define ENEMIES_SPOTTED_EN_ROUTE_IN_FRIENDLY_SECTOR_A 34
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#define ENEMIES_SPOTTED_EN_ROUTE_IN_FRIENDLY_SECTOR_B 35
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#define MENTION_HOSPITAL_IN_CAMBRIA 45
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#define THINGS_ARE_GOING_BADLY 46
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#define THINGS_ARE_GOING_WELL 47
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#define CHOPPER_NOT_ACCESSIBLE 48
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#define DOESNT_WANT_TO_FLY 49
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#define HELI_TOOK_MINOR_DAMAGE 52
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#define HELI_TOOK_MAJOR_DAMAGE 53
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#define HELI_GOING_DOWN 54
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#define HELI_PATH_THROUGH_ENEMEY_AIRSPACE 55
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#define HELI_HOT_DROP 56
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#define HELI_TOO_DAMAGED_TO_FLY 57
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// anv: Waldo quotes
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#define WALDO_REPAIR_PROPOSITION 22
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#define WALDO_SERIOUS_REPAIR_PROPOSITION 23
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#define WALDO_COME_BACK_TOMORROW 24
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#define WALDO_COME_BACK_IN_SOME_TIME 25
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#define WALDO_REPAIR_REFUSED 26
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#define WALDO_REPAIR_COMPLETED 27
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// drassen airport sector
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#define AIRPORT_X gModSettings.ubAirportX //13
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#define AIRPORT_Y gModSettings.ubAirportY //2
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// meduna airport sector
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#define AIRPORT2_X gModSettings.ubAirport2X //3
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#define AIRPORT2_Y gModSettings.ubAirport2Y //14
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// refueling sites definitions
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#define MAX_NUMBER_OF_REFUEL_SITES 30 // 2
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// enums for skyrider monologue
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enum{
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SKYRIDER_MONOLOGUE_EVENT_DRASSEN_SAM_SITE = 0,
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SKYRIDER_MONOLOGUE_EVENT_OTHER_SAM_SITES,
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SKYRIDER_MONOLOGUE_EVENT_ESTONI_REFUEL,
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SKYRIDER_MONOLOGUE_EVENT_CAMBRIA_HOSPITAL,
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};
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// the sam site enums
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enum{
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SAM_SITE_ONE = 0, // near Chitzena
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SAM_SITE_TWO, // near Drassen
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SAM_SITE_THREE, // near Cambria
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SAM_SITE_FOUR, // near Meduna
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NUMBER_OF_SAM_SITES,
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};
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enum
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{
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DRASSEN_REFUELING_SITE = 0,
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ESTONI_REFUELING_SITE,
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NUMBER_OF_REFUELING_SITES,
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};
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// is the helicopter available to player?
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extern BOOLEAN fHelicopterAvailable;
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// helicopter vehicle id value
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extern INT32 iHelicopterVehicleId;
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// heli is hovering
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extern BOOLEAN fHoveringHelicopter;
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// helicopter icon
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extern UINT32 guiHelicopterIcon;
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extern UINT32 guiEnemyHelicopterIcon;
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// helicopter destroyed
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extern BOOLEAN fHelicopterDestroyed;
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// is the pilot returning straight to base?
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extern BOOLEAN fHeliReturnStraightToBase;
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// is the heli in the air?
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extern BOOLEAN fHelicopterIsAirBorne;
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// total distance travelled
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extern INT32 iTotalHeliDistanceSinceRefuel;
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// total owed to player
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extern INT32 iTotalAccumlatedCostByPlayer;
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// whether or not skyrider is alive and well? and on our side yet?
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extern BOOLEAN fSkyRiderAvailable;
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// time started hovering
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extern UINT32 uiStartHoverTime;
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// what state is skyrider's dialogue in in?
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extern UINT32 guiHelicopterSkyriderTalkState;
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// plot for helicopter
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extern BOOLEAN fPlotForHelicopter;
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// the flags for skyrider events
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extern BOOLEAN fShowEstoniRefuelHighLight;
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extern BOOLEAN fShowOtherSAMHighLight;
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extern BOOLEAN fShowDrassenSAMHighLight;
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extern BOOLEAN fShowCambriaHospitalHighLight;
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extern INT32 iTotalAccumulatedCostByPlayer;
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extern UINT32 guiTimeOfLastSkyriderMonologue;
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extern BOOLEAN fSkyRiderSetUp;
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extern UINT8 NUMBER_OF_REFUEL_SITES;
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extern INT16 sRefuelSectorX[ MAX_NUMBER_OF_REFUEL_SITES ];
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extern INT16 sRefuelSectorY[ MAX_NUMBER_OF_REFUEL_SITES ];
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extern BOOLEAN fRefuelingSiteAvailable[ MAX_NUMBER_OF_REFUEL_SITES ];
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extern BOOLEAN fRefuelingSiteKnown[ MAX_NUMBER_OF_REFUEL_SITES ];
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extern UINT8 gubHelicopterHitsTaken;
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extern UINT8 gubHelicopterHoursToRepair;
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extern UINT8 gubHelicopterBasicRepairsSoFar;
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extern UINT8 gubHelicopterSeriousRepairsSoFar;
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extern UINT8 gubHelicopterHoverTime;
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extern UINT8 gubHelicopterTimeToFullRefuel;
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extern BOOLEAN gfSkyriderSaidCongratsOnTakingSAM;
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extern UINT8 gubPlayerProgressSkyriderLastCommentedOn;
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// add and remove grunts from the helicopter
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BOOLEAN AddSoldierToHelicopter( SOLDIERTYPE *pSoldier );
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BOOLEAN RemoveSoldierFromHelicopter( SOLDIERTYPE *pSoldier );
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#ifdef JA2TESTVERSION
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extern BOOLEAN fSAMSitesDisabledFromAttackingPlayer;
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#endif
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// ARM: Max. fuel range system removed
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// add another sector to how far helictoper has travelled
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void AddSectorToHelicopterDistanceTravelled( void );
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// total distance travelled since last refuel
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INT32 HowFarHelicopterhasTravelledSinceRefueling( void );
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// get the total the heli can go
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INT32 GetTotalDistanceHelicopterCanTravel( void );
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// how far can helicopter can travel before refuel
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INT32 HowFurtherCanHelicopterTravel( void );
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// check if this sector is out of the way
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BOOLEAN IsSectorOutOfTheWay( INT16 sX, INT16 sY );
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// how far to nearest refuel point from this sector?
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INT32 DistanceToNearestRefuelPoint( INT16 sX, INT16 sY );
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// location of closest
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INT32 LocationOfNearestRefuelPoint( BOOLEAN fNotifyPlayerIfNoSafeLZ, UINT8 ubReturnReason, INT16 sX, INT16 sY );
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// refuel helicopter
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void ReFuelHelicopter( void );
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void ReFuelHelicopterForAMinute( void );
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void OfferHelicopterRepair( void );
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void OfferHelicopterRepairBoxCallBack( UINT8 ubExitValue );
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void KickOutPassengersBoxCallBack( UINT8 ubExitValue );
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UINT16 CalculateHelicopterRepairCost( BOOLEAN fSeriousRepair );
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void StartHelicopterRepair( BOOLEAN fInStrategic, BOOLEAN fCalledByGivingMoney );
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void FinishHelicopterRepair();
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// how much will it cost for helicopter to travel through this sector?
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INT32 GetCostOfPassageForHelicopter( INT16 sX, INT16 sY );
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// helicopter shot down, kill all on board
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void SkyriderDestroyed( void );
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// have pilot say different stuff
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void HelicopterDialogue( UINT8 ubDialogueCondition );
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// is the helicopter available for flight?
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BOOLEAN CanHelicopterFly( void );
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// is the pilot alive and on our side?
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BOOLEAN IsHelicopterPilotAvailable( void );
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// land the helicopter here
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void LandHelicopter( void );
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// have helicopter take off
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void TakeOffHelicopter( void );
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// test whether or not a sector contains a fuel site
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BOOLEAN IsRefuelSiteInSector( INT16 sMapX, INT16 sMapY );
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// update which refueling sites are controlled by player & therefore available
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void UpdateRefuelSiteAvailability( void );
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// setup helicopter for player
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void SetUpHelicopterForPlayer( INT16 sX, INT16 sY , UINT8 SkyDrive, UINT8 VehicleID );
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// the intended path of the helicopter
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INT32 DistanceOfIntendedHelicopterPath( void );
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// handle a little wait for hover
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void HandleHeliHoverLong( void );
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// handle a LONG wait in hover mode
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void HandleHeliHoverTooLong( void );
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// anv: for alternative fuel system
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void HandleHeliHoverForAMinute( void );
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// start the heli hover time
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void StartHoverTime( void );
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// drop off everyone in helicopter
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void DropOffEveryOneInHelicopter( void );
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// handle heli entering this sector
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BOOLEAN HandleHeliEnteringSector( INT16 sX, INT16 sY );
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BOOLEAN CheckIfHelicopterHasEnoughFuelToReturn( INT16 sX, INT16 sY );
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// check for arrival at refuel
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BOOLEAN CheckForArrivalAtRefuelPoint( void );
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// set up helic, if it doesn't have a mvt group
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void SetUpHelicopterForMovement( void );
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// number of passengers in helicopter
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INT32 GetNumberOfPassengersInHelicopter( void );
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// skyrider talking to player
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void SkyRiderTalk( UINT16 usQuoteNum );
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// sky rider monlogue events for mapscreen
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void HandleSkyRiderMonologueEvent( UINT32 uiEventCode, UINT32 uiSpecialCode );
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// handle animation of sectors for mapscreen
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void HandleAnimationOfSectors( void );
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// check and handle skyrider monologue
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void CheckAndHandleSkyriderMonologues( void );
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// last sector value in helicopter's path
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INT16 LastSectorInHelicoptersPath( void );
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// total cost of helicopter trip
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//INT32 GetTotalCostOfHelicopterTrip( void );
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void HandleHelicopterOnGroundGraphic( void );
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void HandleHelicopterOnGroundSkyriderProfile( void );
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BOOLEAN IsHelicopterOnGroundAtRefuelingSite( UINT8 ubRefuelingSite );
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BOOLEAN HandleSAMSiteAttackOfHelicopterInSector( INT16 sSectorX, INT16 sSectorY );
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// is the helicopter capable of taking off for the player?
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BOOLEAN CanHelicopterTakeOff( void );
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void InitializeHelicopter( void );
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void AddEnemyHelicopterToMaps( BOOLEAN fAdd, BOOLEAN fDestroyed, INT32 aGridno, INT32 aTileIndex );
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BOOLEAN IsSkyriderIsFlyingInSector( INT16 sSectorX, INT16 sSectorY );
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BOOLEAN IsGroupTheHelicopterGroup( GROUP *pGroup );
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INT16 GetNumSafeSectorsInPath( void );
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INT16 GetNumUnSafeSectorsInPath( void );
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BOOLEAN SoldierAboardAirborneHeli( SOLDIERTYPE *pSoldier );
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// silversurfer: now accepts a preferred squad ID
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UINT8 MoveAllInHelicopterToFootMovementGroup( INT8 bNewSquad = 0 );
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#endif
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