mirror of
https://github.com/1dot13/source.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9282 3b4a5df2-a311-0410-b5c6-a8a6f20db521
653 lines
26 KiB
C++
653 lines
26 KiB
C++
#ifndef __CAMPAIGN_TYPES_H
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#define __CAMPAIGN_TYPES_H
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#include "types.h"
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#include "DEBUG.H"
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const int MAXIMUM_VALID_X_COORDINATE = 16;
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const int MINIMUM_VALID_X_COORDINATE = 1;
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const int MAXIMUM_VALID_Y_COORDINATE = 16;
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const int MINIMUM_VALID_Y_COORDINATE = 1;
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const int MAXIMUM_VALID_Z_COORDINATE = 3;
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const int MINIMUM_VALID_Z_COORDINATE = 0;
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//Macro to convert sector coordinates (1-16,1-16) to 0-255
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#ifdef USE_AGGRESSIVE_ASSERTIONS
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#define SECTOR(x,y) (UINT8)(AssertGE(x, MINIMUM_VALID_X_COORDINATE), \
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AssertLE(x, MAXIMUM_VALID_X_COORDINATE), \
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AssertGE(y, MINIMUM_VALID_Y_COORDINATE), \
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AssertLE(y, MAXIMUM_VALID_Y_COORDINATE), \
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((y-1)*16+x-1))
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#define SECTORX(SectorID) (UINT8)(AssertLE(SectorID, MAXIMUM_VALID_X_COORDINATE*MAXIMUM_VALID_Y_COORDINATE), \
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((SectorID % 16) + 1))
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#define SECTORY(SectorID) (UINT8)(AssertLE(SectorID, MAXIMUM_VALID_X_COORDINATE*MAXIMUM_VALID_Y_COORDINATE), \
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((SectorID / 16) + 1))
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#else
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#define SECTOR(x,y) (UINT8)(((y-1)*16+x-1))
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#define SECTORX(SectorID) (UINT8)(((SectorID % 16) + 1))
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#define SECTORY(SectorID) (UINT8)(((SectorID / 16) + 1))
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#endif
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//Sector enumerations
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//
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//NOTE: These use the 0-255 SectorInfo[] numbering system, and CAN'T be used as indexes into the StrategicMap[] array
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//Use SECTOR_INFO_TO_STRATEGIC_INDEX() macro to convert...
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enum
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{
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SEC_A1, SEC_A2, SEC_A3, SEC_A4, SEC_A5, SEC_A6, SEC_A7, SEC_A8, SEC_A9, SEC_A10, SEC_A11, SEC_A12, SEC_A13, SEC_A14, SEC_A15, SEC_A16,
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SEC_B1, SEC_B2, SEC_B3, SEC_B4, SEC_B5, SEC_B6, SEC_B7, SEC_B8, SEC_B9, SEC_B10, SEC_B11, SEC_B12, SEC_B13, SEC_B14, SEC_B15, SEC_B16,
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SEC_C1, SEC_C2, SEC_C3, SEC_C4, SEC_C5, SEC_C6, SEC_C7, SEC_C8, SEC_C9, SEC_C10, SEC_C11, SEC_C12, SEC_C13, SEC_C14, SEC_C15, SEC_C16,
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SEC_D1, SEC_D2, SEC_D3, SEC_D4, SEC_D5, SEC_D6, SEC_D7, SEC_D8, SEC_D9, SEC_D10, SEC_D11, SEC_D12, SEC_D13, SEC_D14, SEC_D15, SEC_D16,
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SEC_E1, SEC_E2, SEC_E3, SEC_E4, SEC_E5, SEC_E6, SEC_E7, SEC_E8, SEC_E9, SEC_E10, SEC_E11, SEC_E12, SEC_E13, SEC_E14, SEC_E15, SEC_E16,
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SEC_F1, SEC_F2, SEC_F3, SEC_F4, SEC_F5, SEC_F6, SEC_F7, SEC_F8, SEC_F9, SEC_F10, SEC_F11, SEC_F12, SEC_F13, SEC_F14, SEC_F15, SEC_F16,
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SEC_G1, SEC_G2, SEC_G3, SEC_G4, SEC_G5, SEC_G6, SEC_G7, SEC_G8, SEC_G9, SEC_G10, SEC_G11, SEC_G12, SEC_G13, SEC_G14, SEC_G15, SEC_G16,
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SEC_H1, SEC_H2, SEC_H3, SEC_H4, SEC_H5, SEC_H6, SEC_H7, SEC_H8, SEC_H9, SEC_H10, SEC_H11, SEC_H12, SEC_H13, SEC_H14, SEC_H15, SEC_H16,
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SEC_I1, SEC_I2, SEC_I3, SEC_I4, SEC_I5, SEC_I6, SEC_I7, SEC_I8, SEC_I9, SEC_I10, SEC_I11, SEC_I12, SEC_I13, SEC_I14, SEC_I15, SEC_I16,
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SEC_J1, SEC_J2, SEC_J3, SEC_J4, SEC_J5, SEC_J6, SEC_J7, SEC_J8, SEC_J9, SEC_J10, SEC_J11, SEC_J12, SEC_J13, SEC_J14, SEC_J15, SEC_J16,
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SEC_K1, SEC_K2, SEC_K3, SEC_K4, SEC_K5, SEC_K6, SEC_K7, SEC_K8, SEC_K9, SEC_K10, SEC_K11, SEC_K12, SEC_K13, SEC_K14, SEC_K15, SEC_K16,
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SEC_L1, SEC_L2, SEC_L3, SEC_L4, SEC_L5, SEC_L6, SEC_L7, SEC_L8, SEC_L9, SEC_L10, SEC_L11, SEC_L12, SEC_L13, SEC_L14, SEC_L15, SEC_L16,
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SEC_M1, SEC_M2, SEC_M3, SEC_M4, SEC_M5, SEC_M6, SEC_M7, SEC_M8, SEC_M9, SEC_M10, SEC_M11, SEC_M12, SEC_M13, SEC_M14, SEC_M15, SEC_M16,
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SEC_N1, SEC_N2, SEC_N3, SEC_N4, SEC_N5, SEC_N6, SEC_N7, SEC_N8, SEC_N9, SEC_N10, SEC_N11, SEC_N12, SEC_N13, SEC_N14, SEC_N15, SEC_N16,
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SEC_O1, SEC_O2, SEC_O3, SEC_O4, SEC_O5, SEC_O6, SEC_O7, SEC_O8, SEC_O9, SEC_O10, SEC_O11, SEC_O12, SEC_O13, SEC_O14, SEC_O15, SEC_O16,
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SEC_P1, SEC_P2, SEC_P3, SEC_P4, SEC_P5, SEC_P6, SEC_P7, SEC_P8, SEC_P9, SEC_P10, SEC_P11, SEC_P12, SEC_P13, SEC_P14, SEC_P15, SEC_P16
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};
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enum //group types
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{
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NOGROUP,
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MOBILE,
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DEFENCE
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};
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enum //strategic values for each sector
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{
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NO_VALUE,
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LOW_VALUE,
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FAIR_VALUE,
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AVG_VALUE,
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GOOD_VALUE,
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HI_VALUE,
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GREAT_VALUE
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};
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//Various flag definitions
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#define SF_USE_MAP_SETTINGS 0x00000001
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#define SF_ENEMY_AMBUSH_LOCATION 0x00000002
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//Special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
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//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
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//a question mark is displayed to reflect that the player no longer knows.
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#define SF_PLAYER_KNOWS_ENEMIES_ARE_HERE 0x00000004
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#define SF_SAM_SITE 0x00000008
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#define SF_MINING_SITE 0x00000010
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#define SF_ALREADY_VISITED 0x00000020
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#define SF_USE_ALTERNATE_MAP 0x00000040
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#define SF_PENDING_ALTERNATE_MAP 0x00000080
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#define SF_ALREADY_LOADED 0x00000100
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#define SF_HAS_ENTERED_TACTICAL 0x00000200
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#define SF_SKYRIDER_NOTICED_ENEMIES_HERE 0x00000400
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#define SF_HAVE_USED_GUIDE_QUOTE 0x00000800
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#ifdef JA2UB
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#define SF_HAVE_SAID_PLAYER_QUOTE_NEW_SECTOR 0x00001000
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#endif
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#define SF_ASSIGN_NOTICED_ENEMIES_HERE 0x00002000 // Flugente: flag deleted after 1 hour, info from assigment: enemies were found
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#define SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER 0x00004000 // Flugente: flag deleted after 1 hour, info from assigment: enemies were found, and we know their number
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#define SF_ASSIGN_PERMAINFO_ENEMIES_HERE 0x00008000 // Flugente: permanent flag, info from buying info: enemies were found
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#define SF_ASSIGN_PERMAINFO_ENEMIES_KNOW_NUMBER 0x00010000 // Flugente: permanent flag, info from buying info: enemies were found, and we know their number
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#define SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS 0x00100000 //Temp File starts with sm_
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#define SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS 0x00200000 //Temp File starts with l_
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#define SF_REVEALED_STATUS_TEMP_FILE_EXISTS 0x01000000 //Temp File starts with v_
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#define SF_DOOR_STATUS_TEMP_FILE_EXISTS 0x02000000 //Temp File starts with ds_
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#define SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS 0x04000000 //Temp File starts with e_
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#define SF_CIV_PRESERVED_TEMP_FILE_EXISTS 0x08000000 //Temp File starts with c_
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#define SF_ITEM_TEMP_FILE_EXISTS 0x10000000 //Temp File starts with i_
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#define SF_ROTTING_CORPSE_TEMP_FILE_EXISTS 0x20000000 //Temp File starts with r_
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#define SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS 0x40000000 //Temp File starts with m_
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#define SF_DOOR_TABLE_TEMP_FILES_EXISTS 0x80000000 //Temp File starts with d_
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// town militia experience categories
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enum
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{
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GREEN_MILITIA = 0,
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REGULAR_MILITIA,
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ELITE_MILITIA,
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MAX_MILITIA_LEVELS
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};
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// HEADROCK HAM 3.5: No longer needed. Facility types externalized.
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/*// facilities flags
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#define SFCF_HOSPITAL 0x00000001
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#define SFCF_INDUSTRY 0x00000002
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#define SFCF_PRISON 0x00000004
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#define SFCF_MILITARY 0x00000008
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#define SFCF_AIRPORT 0x00000010
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#define SFCF_GUN_RANGE 0x00000020*/
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// HEADROCK HAM 3.4: These are no longer needed anywhere in the code.
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/*// coordinates of shooting range sector
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#define GUN_RANGE_X 13
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#define GUN_RANGE_Y MAP_ROW_H
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#define GUN_RANGE_Z 0
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// HEADROCK HAM 3.2: New values for the location of an Industrial sector in Grumm H2. This sector boosts repair rates.
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#define INDUSTRIAL_X 2
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#define INDUSTRIAL_Y MAP_ROW_H
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#define INDUSTRIAL_Z 0*/
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// HEADROCK HAM 3.4: Facility Locations
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typedef struct FACILITYLOCATIONS
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{
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BOOLEAN fFacilityHere;
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UINT8 ubHidden;
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}FACILITYLOCATIONS;
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enum
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{
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// Enumerate the different assignments that a facility can emulate.
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FAC_AMBIENT = 0,
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FAC_STAFF,
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FAC_FOOD,
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FAC_REST,
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FAC_REPAIR_ITEMS,
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FAC_REPAIR_VEHICLE,
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FAC_REPAIR_ROBOT,
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FAC_DOCTOR,
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FAC_PATIENT,
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FAC_PRACTICE_STRENGTH,
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FAC_PRACTICE_DEXTERITY,
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FAC_PRACTICE_AGILITY,
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FAC_PRACTICE_HEALTH,
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FAC_PRACTICE_MARKSMANSHIP,
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FAC_PRACTICE_MEDICAL,
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FAC_PRACTICE_MECHANICAL,
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FAC_PRACTICE_LEADERSHIP,
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FAC_PRACTICE_EXPLOSIVES,
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FAC_STUDENT_STRENGTH,
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FAC_STUDENT_DEXTERITY,
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FAC_STUDENT_AGILITY,
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FAC_STUDENT_HEALTH,
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FAC_STUDENT_MARKSMANSHIP,
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FAC_STUDENT_MEDICAL,
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FAC_STUDENT_MECHANICAL,
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FAC_STUDENT_LEADERSHIP,
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FAC_STUDENT_EXPLOSIVES,
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FAC_TRAINER_STRENGTH,
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FAC_TRAINER_DEXTERITY,
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FAC_TRAINER_AGILITY,
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FAC_TRAINER_HEALTH,
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FAC_TRAINER_MARKSMANSHIP,
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FAC_TRAINER_MEDICAL,
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FAC_TRAINER_MECHANICAL,
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FAC_TRAINER_LEADERSHIP,
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FAC_TRAINER_EXPLOSIVES,
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FAC_INTERROGATE_PRISONERS,
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FAC_PRISON_SNITCH,
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FAC_SPREAD_PROPAGANDA,
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FAC_SPREAD_PROPAGANDA_GLOBAL,
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FAC_GATHER_RUMOURS,
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FAC_STRATEGIC_MILITIA_MOVEMENT,
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NUM_FACILITY_ASSIGNMENTS,
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};
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// Enumerated list of risk types
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enum
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{
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RISK_STRENGTH = 0,
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RISK_HEALTH,
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RISK_AGILITY,
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RISK_DEXTERITY,
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RISK_WISDOM,
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RISK_MARKSMANSHIP,
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RISK_LEADERSHIP,
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RISK_EXPLOSIVES,
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RISK_MECHANICAL,
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RISK_MEDICAL,
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RISK_INJURY,
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RISK_MORALE,
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RISK_FATIGUE,
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RISK_DRUNK,
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RISK_LOYALTY_LOCAL,
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RISK_LOYALTY_GLOBAL,
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NUM_RISKS,
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};
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typedef struct FACILITYRISKTYPE
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{
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// The risks involved with perfoming an assignment at a specific facility.
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UINT16 usChance; // Chance out of X that this risk will trigger every hour. X is INI-defined and is normally 1000.
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INT8 bBaseEffect; // Base result. If negative, result will always be negative. If positive, result will always be positive.
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// If 0, result can be either negative or positive.
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UINT8 ubRange; // Range of deviation for the base effect.
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} FACILITYRISKTYPE;
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typedef struct FACILITYASSIGNMENTTYPE
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{
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// This contains data about performing a specific assignment at a specific facility.
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UINT8 ubStaffLimit; // Maximum number of people who can perform this assignment simultaneously
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CHAR16 szTooltipText[300]; // Tooltip explaining the assignment in general terms.
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INT16 sCostPerHour; // Cost per hour. Can be negative to indicate FLAT PROFIT per hour.
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UINT16 usPerformance; // Percentage effectiveness of this assignment compared to non-emulated assignment (100 = normal)
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UINT16 usFatigue; // Percentage speed of losing Max Breath (100 = normal)
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UINT16 usSleep; // Percentage effectiveness of sleeping on the job (100 = normal)
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UINT16 usKitDegrade; // Percentage speed of kit degrade (100 = normal)
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UINT8 ubMaximumMorale; // Maximum morale achievable while performing this assignment
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UINT8 ubMaximumBreath; // Maximum breath achievable while performing this assignment
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UINT8 ubDetectEnemiesImmediate; // Detection of enemies in adjacent sectors, value = range of detection.
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BOOLEAN fDetectEnemiesLongrange; // Detection of enemies in explored territory
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BOOLEAN fDetectEnemiesDynamic; // Detection of enemies in Mobile Militia areas
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BOOLEAN fDetectEnemiesAnywhere; // Detection of enemies all over the map
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BOOLEAN fCountEnemiesInWild; // Count number of enemies in wilderness sectors
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BOOLEAN fCountEnemiesInCities; // Count number of enemies in city sectors
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INT16 sSkyriderCostModifier; // Flat modifier for Skyrider's Cost Per Tile
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UINT16 usMineIncomeModifier; // Percentage income adjustment
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BOOLEAN fOnlyLocalMineAffected; // Determines whether income modifier applies to local mine only, or all mines.
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INT16 sCantinaFoodModifier; // how many food points do we get when spending time in a cantina?
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UINT16 usPrisonBaseLimit; // for how many prisoners was this prison built?
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UINT8 ubMinimumStrength; // Minimum STR Requirement to begin this assignment
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UINT8 ubMinimumHealth; // Minimum HLT Requirement to begin this assignment
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UINT8 ubMinimumWisdom; // Minimum WIS Requirement to begin this assignment
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UINT8 ubMinimumAgility; // Minimum AGI Requirement to begin this assignment
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UINT8 ubMinimumDexterity; // Minimum DEX Requirement to begin this assignment
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UINT8 ubMinimumMarksmanship; // Minimum MRK Requirement to begin this assignment
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UINT8 ubMinimumLeadership; // Minimum LDR Requirement to begin this assignment
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UINT8 ubMinimumExplosives; // Minimum EXP Requirement to begin this assignment
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UINT8 ubMinimumMechanical; // Minimum MEC Requirement to begin this assignment
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UINT8 ubMinimumMedical; // Minimum MED Requirement to begin this assignment
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UINT8 ubMinimumLevel; // Minimum LVL Requirement to begin this assignment
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UINT8 ubMinimumLoyaltyHere; // Minimum loyalty required in the town where the facility is placed (if any)
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UINT8 ubMinimumBreath; // Minimum Breath Requirement to begin this assignment
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UINT8 ubMinimumMorale; // Minimum Morale Requirement to begin this assignment
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FACILITYRISKTYPE Risk[ NUM_RISKS ]; // Data about risks/chances possible when doing this assignment
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} FACILITYASSIGNMENTTYPE;
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// struct needed during production and laptop display
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typedef struct PRODUCTION_LINE_PREPRODUCT
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{
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UINT16 item;
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UINT32 requiredforonecreation;
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} PRODUCTION_LINE_PREPRODUCT;
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// -------- added by Flugente: various flags for factories --------
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#define REQUIRES_STAFFING 0x00000001 //1 // the factory can only be activated if the facility is staffed
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typedef struct PRODUCTION_LINE
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{
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// determines which items can be produced here with what requirement
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CHAR16 szProductionName[30];
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CHAR16 szAdditionalRequirementTips[80];
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UINT16 usItemToCreate; // item that shall be created
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INT32 sMinutesRequired; // time required to create one item
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INT32 sGridNo_Creation; // the location where the item is dropped at
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UINT32 usProductionFlags; // flagmask for various properties
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INT32 sHourlyCost; // cost for every hour of work (NOT per item). Negative values mean we gain money.
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UINT8 usOptional_LoyaltyRequired; // loyalty in the sector must be at least this value. Only applicable in town sectors.
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// this vector contains all the items we need to create what we want in what quantity
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std::vector<PRODUCTION_LINE_PREPRODUCT> usOptional_PreProducts;
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} PRODUCTION_LINE;
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// Flugente: facilitytype properties
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#define FACILITYTYPE_PMCENTRYPOINT 0x00000001 // militia hired from the PMC can only enter Arulco in sectors with facilites with this property
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// HEADROCK HAM 3.5: Facility Type
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typedef struct FACILITYTYPE
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{
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// Basic data about the facility
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CHAR16 szFacilityName[30]; // Long facility name
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CHAR16 szFacilityShortName[15]; // Short facility name
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UINT8 ubTotalStaffLimit; // Total number of people who can work here simultaneously
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UINT8 ubMilitiaTrainersAllowed; // Number of Militia trainers allowed simultaneously
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UINT16 usMilitiaTraining; // Percentage effectiveness of Militia training (100 = normal)
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UINT32 usFacilityFlags; // flagmask for various facility properties
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FACILITYASSIGNMENTTYPE AssignmentData[ NUM_FACILITY_ASSIGNMENTS ]; // Data about possible assignments that can be done here
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std::vector<PRODUCTION_LINE> ProductionData;
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} FACILITYTYPE;
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#define FACILITYTYPE_SIZEOF_POD offsetof(FACILITYTYPE, ProductionData)
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// HEADROCK HAM 3.5: Maximum number of different facility types
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#define MAX_NUM_FACILITY_TYPES 255
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// HEADROCK HAM 3.5: Number of facilities placed on the map
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extern UINT16 NUM_FACILITIES;
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// HEADROCK HAM 3.5: Number of facility types read from XML
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extern UINT16 NUM_FACILITY_TYPES;
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// HEADROCK HAM 3.4: Array to hold facilities in each sector
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extern FACILITYLOCATIONS gFacilityLocations[256][MAX_NUM_FACILITY_TYPES];
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// HEADROCK HAM 3.5: Array to hold all different facility types
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extern FACILITYTYPE gFacilityTypes[MAX_NUM_FACILITY_TYPES];
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// HEADROCK HAM 3.6: Bloodcat Placement and Encounter data.
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typedef struct BLOODCATPLACEMENT
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{
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UINT8 PlacementType;
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UINT8 ubMinBloodcats;
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UINT8 ubMaxBloodcats;
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UINT8 ubAmbushChance;
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BOOLEAN ubFactionAffiliation;
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BOOLEAN fRespawn;
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}BLOODCATPLACEMENT;
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// HEADROCK HAM 3.6: Array to hold bloodcat placements and user-set bloodcat encounter data. There are 256 of these
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// (one for each sector), with 4 sublevels (one for each difficulty)
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extern BLOODCATPLACEMENT gBloodcatPlacements[256][4];
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// Location of the Bloodcat Lair. There can be only one, as there's a quest that relies on its location. This is a
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// sectorID, 0-255.
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extern UINT8 gubBloodcatLairSectorId;
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// HEADROCK HAM 3.6: Enumerated Bloodcat Placement types
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enum
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{
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BLOODCAT_PLACEMENT_AMBUSH = 0,
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BLOODCAT_PLACEMENT_STATIC,
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BLOODCAT_PLACEMENT_LAIR,
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NUM_BLOODCAT_PLACEMENT_TYPES
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};
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//Vehicle types
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#define FOOT 0x01 //anywhere
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#define CAR 0x02 //roads
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#define TRUCK 0x04 //roads, plains, sparse
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#define TRACKED 0x08 //roads, plains, sand, sparse
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#define AIR 0x10 //can traverse all terrains at 100%
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//Traversability ratings
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enum
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{
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TOWN, //instant
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ROAD, //everything travels at 100%
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PLAINS, //foot 90%, truck 75%, tracked 100%
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SAND, //foot 70%, tracked 60%
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SPARSE, //foot 70%, truck 50%, tracked 60%
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DENSE, //foot 50%
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SWAMP, //foot 20%
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WATER, //foot 15%
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HILLS, //foot 50%, truck 50%, tracked 50%
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GROUNDBARRIER, //only air (super dense forest, ocean, etc.)
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NS_RIVER, //river from north to south
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EW_RIVER, //river from east to west
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EDGEOFWORLD, //nobody can traverse.
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//NEW (not used for border values -- traversal calculations)
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TROPICS,
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FARMLAND,
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PLAINS_ROAD,
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SPARSE_ROAD,
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FARMLAND_ROAD,
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TROPICS_ROAD,
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DENSE_ROAD,
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COASTAL,
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HILLS_ROAD,
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COASTAL_ROAD,
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SAND_ROAD,
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SWAMP_ROAD,
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//only used for text purposes and not assigned to areas (SAM sites are hard coded throughout the code)
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SPARSE_SAM_SITE, //D15 near Drassen
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SAND_SAM_SITE, //I8 near Tixa
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TROPICS_SAM_SITE, //D2 near Chitzena
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MEDUNA_SAM_SITE, //N4 in Meduna
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CAMBRIA_HOSPITAL_SITE,
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DRASSEN_AIRPORT_SITE,
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MEDUNA_AIRPORT_SITE,
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SAM_SITE,
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REFUEL_SITE,
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REBEL_HIDEOUT,
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TIXA_DUNGEON,
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CREATURE_LAIR,
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ORTA_BASEMENT,
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TUNNEL,
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SHELTER,
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ABANDONED_MINE,
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#ifdef JA2UB
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//Ja25: New
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FINAL_COMPLEX,
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GUARD_POST_TYPE,
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CRASH_SITE_TYPE,
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POWER_PLANT_TYPE,
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MOUNTAINS_TYPE,
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UNKNOWN_TYPE,
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#endif
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NUM_TRAVTERRAIN_TYPES
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};
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extern UINT8 gszTerrain[NUM_TRAVTERRAIN_TYPES][15];
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#define TRAVELRATING_NONE 0
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#define TRAVELRATING_LOW 25
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#define TRAVELRATING_NORMAL 50
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#define TRAVELRATING_HIGH 75
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#define TRAVELRATING_EXTREME 100
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//Used by ubGarrisonID when a sector doesn't point to a garrison. Used by strategic AI only.
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#define NO_GARRISON 255
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// Flugente: types of prisoners
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typedef enum
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{
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PRISONER_ADMIN = 0,
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PRISONER_REGULAR,
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PRISONER_ELITE,
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PRISONER_OFFICER,
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PRISONER_GENERAL, // generals can be captured too, interogating them gives special rewards
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PRISONER_CIVILIAN, // captured civilians (Kingpin, Hicks...)
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PRISONER_SECRET1, // tbA
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PRISONER_SECRET2, // tbA
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PRISONER_MAX,
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} PrisonerType;
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// -------- added by Flugente: sector info flags --------
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// easier than adding 32 differently named variables. DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
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#define SECTORINFO_VOLUNTEERS_RECENTLY_RECRUITED 0x01 //1 // we recruited volunteers here. Until this flag is removed, newly created civilians wont be potential volunteers anymore
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#define SECTORINFO_ENEMYHELI_SHOTDOWN 0x02 //2 // an enemy helicopter was shot down here. The first time after that we enter this sector, there is a chance to find a downed pilot here
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typedef struct SECTORINFO
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{
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//information pertaining to this sector
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UINT32 uiFlags; //various special conditions
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UINT8 ubInvestigativeState; //When the sector is attacked by the player, the state increases by 1 permanently.
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//This value determines how quickly it is investigated by the enemy.
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UINT8 ubGarrisonID; //IF the sector has an ID for this (non 255), then the queen values this sector and it
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//indexes the garrison group.
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INT8 ubPendingReinforcements; //when the enemy owns this sector, this value will keep track of HIGH priority reinforcements -- not regular.
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BOOLEAN fMilitiaTrainingPaid;
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UINT8 ubMilitiaTrainingPercentDone;
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UINT8 ubMilitiaTrainingHundredths;
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//enemy military presence
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BOOLEAN fPlayer[ 4 ]; //whether the player THINKS the sector is unde his control or not. array is for sublevels
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//enemy only info
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UINT8 ubNumTroops; //the actual number of troops here.
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UINT8 ubNumElites; //the actual number of elites here.
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UINT8 ubNumAdmins; //the actual number of admins here.
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UINT8 ubNumCreatures; //only set when immediately before ground attack made!
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UINT8 ubTroopsInBattle, ubElitesInBattle, ubAdminsInBattle, ubCreaturesInBattle;
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|
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INT8 bLastKnownEnemies; // -1 means never been there, no idea, otherwise it's what we'd observed most recently
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// while this is being maintained (partially, surely buggy), nothing uses it anymore. ARM
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|
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UINT32 ubDayOfLastCreatureAttack;
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UINT32 uiFacilitiesFlags; // the flags for various facilities
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|
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UINT8 ubTraversability[5]; //determines the traversability ratings to adjacent sectors.
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|
//The last index represents the traversability if travelling
|
|
//throught the sector without entering it.
|
|
INT8 bNameId;
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|
INT8 bUSUSED;
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|
INT8 bBloodCats;
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|
INT8 bBloodCatPlacements;
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|
INT8 UNUSEDbSAMCondition;
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|
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UINT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
|
|
//the more people go near it. A travel rating of 0 means there are never people
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//around. This value is used for determining how often items would "vanish" from
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|
//a sector (nice theory, except it isn't being used that way. Stealing is only in towns. ARM)
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UINT8 ubNumberOfCivsAtLevel[ MAX_MILITIA_LEVELS ]; // town militia per experience class, 0/1/2 is GREEN/REGULAR/ELITE
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|
// HEADROCK HAM 3.6: Adding separate training percentage for MOBILES.
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|
UINT8 usFiller3;
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UINT8 usFiller1;
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BOOLEAN fFiller2;
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|
// Replacing these variables with the ones above. They really are unused.
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|
//UINT16 usUNUSEDMilitiaLevels; // unused (ARM)
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|
//UINT8 ubUNUSEDNumberOfJoeBlowCivilians; // unused (ARM)
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|
UINT32 uiTimeCurrentSectorWasLastLoaded; //in game minutes, Specifies the last time the player was in the sector.
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|
UINT8 ubUNUSEDNumberOfEnemiesThoughtToBeHere; // using bLastKnownEnemies instead
|
|
UINT32 uiTimeLastPlayerLiberated; //in game seconds (used to prevent the queen from attacking for awhile)
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|
|
|
BOOLEAN fSurfaceWasEverPlayerControlled;
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|
|
|
// HEADROCK HAM 3.6: Flag to determine whether enemy units in this sector can be seen, and whether their numbers
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|
// should be displayed. One filler was replaced to make room.
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|
UINT8 ubDetectionLevel;
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|
UINT8 usSectorInfoFlag; // a flagmask
|
|
UINT8 bFiller3;
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|
|
|
UINT32 uiNumberOfWorldItemsInTempFileThatCanBeSeenByPlayer;
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|
#ifdef JA2UB
|
|
BOOLEAN fValidSector; //ja25 UB
|
|
BOOLEAN fCustomSector;
|
|
BOOLEAN fCampaignSector;
|
|
#endif
|
|
|
|
UINT8 uiNumberOfPrisonersOfWar[PRISONER_MAX];
|
|
UINT8 uiInterrogationHundredsLeft[PRISONER_MAX];
|
|
|
|
UINT32 uiTimeAIArtillerywasOrdered; // Flugente: updated every time an artillery strike is ordered from the militia
|
|
|
|
UINT8 ubNumTanks;
|
|
UINT8 ubTanksInBattle;
|
|
|
|
// Flugente: disease
|
|
UINT16 usNumCorpses; // number of corpses in this sector
|
|
FLOAT fDiseasePoints; // disease points
|
|
UINT8 bFiller4;
|
|
UINT8 usInfectionFlag;
|
|
|
|
// Flugente: fortification
|
|
FLOAT dFortification_MaxPossible; // the amount of fortification that can still be done in this sector, given the current layout plans. Is updated every time we unload a sector
|
|
FLOAT dFortification_UnappliedProgress; // progress done via assignment work. As we cannot update unloaded sectors, update happens once sector is loaded
|
|
|
|
// Flugente: enemy jeeps
|
|
UINT8 ubNumJeeps;
|
|
UINT8 ubJeepsInBattle;
|
|
|
|
UINT8 usWorkers;
|
|
UINT8 ubWorkerTrainingHundredths;
|
|
|
|
// Flugente: localized weather
|
|
UINT32 usWeather;
|
|
|
|
// Flugente: burial assignment
|
|
FLOAT dBurial_UnappliedProgress; // progress done via assignment work. This way no work gets lost
|
|
|
|
// Flugente: number of turncoats
|
|
UINT8 ubNumAdmins_Turncoat;
|
|
UINT8 ubNumTroops_Turncoat;
|
|
UINT8 ubNumElites_Turncoat;
|
|
UINT8 usExplorationProgress;
|
|
|
|
UINT8 ubNumRobots;
|
|
UINT8 ubRobotsInBattle;
|
|
INT8 bPadding[ 6 ];
|
|
|
|
}SECTORINFO;
|
|
|
|
#define NO_ADJACENT_SECTOR 0x00
|
|
#define NORTH_ADJACENT_SECTOR 0x01
|
|
#define EAST_ADJACENT_SECTOR 0x02
|
|
#define SOUTH_ADJACENT_SECTOR 0x04
|
|
#define WEST_ADJACENT_SECTOR 0x08
|
|
|
|
|
|
typedef struct UNDERGROUND_SECTORINFO
|
|
{
|
|
UINT32 uiFlags;
|
|
UINT8 ubSectorX, ubSectorY, ubSectorZ;
|
|
UINT8 ubNumElites, ubNumTroops, ubNumAdmins, ubNumCreatures;
|
|
UINT8 fVisited;
|
|
INT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
|
|
//the more people go near it. A travel rating of 0 means there are never people
|
|
//around. This value is used for determining how often items would "vanish" from
|
|
//a sector.
|
|
UINT32 uiTimeCurrentSectorWasLastLoaded; //Specifies the last time the player was in the sector
|
|
struct UNDERGROUND_SECTORINFO *next;
|
|
|
|
UINT8 ubNumBloodcats; // Bloodcat population
|
|
UINT8 ubCreatureHabitat; //determines how creatures live in this sector (see creature spreading.c)
|
|
UINT8 ubElitesInBattle, ubTroopsInBattle, ubAdminsInBattle, ubCreaturesInBattle;
|
|
|
|
// adding these (should not change struct layout due to padding)
|
|
UINT8 ubMusicMode, ubUnsed;
|
|
|
|
UINT32 uiNumberOfWorldItemsInTempFileThatCanBeSeenByPlayer;
|
|
#ifdef JA2UB
|
|
BOOLEAN fCustomSector;
|
|
BOOLEAN fCampaignSector;
|
|
#endif
|
|
|
|
UINT8 uiNumberOfPrisonersOfWar[PRISONER_MAX];
|
|
|
|
UINT8 ubNumTanks;
|
|
UINT8 ubTanksInBattle;
|
|
|
|
// Flugente: fortification
|
|
FLOAT dFortification_MaxPossible; // the amount of fortification that can still be done in this sector, given the current layout plans. Is updated every time we unload a sector
|
|
FLOAT dFortification_UnappliedProgress; // progress done via assignment work. As we cannot update unloaded sectors, update happens once sector is loaded
|
|
|
|
UINT8 ubNumJeeps;
|
|
UINT8 ubJeepsInBattle;
|
|
UINT8 usExplorationProgress;
|
|
UINT8 ubNumRobots;
|
|
UINT8 ubRobotsInBattle;
|
|
|
|
INT8 bPadding[10];
|
|
//no padding left!
|
|
}UNDERGROUND_SECTORINFO;
|
|
|
|
//The sector information required for the strategic AI. Contains the number of enemy troops,
|
|
//as well as intentions, etc.
|
|
//extern SECTORINFO SectorInfo[256];
|
|
extern std::vector<SECTORINFO> SectorInfo;
|
|
|
|
extern UNDERGROUND_SECTORINFO *gpUndergroundSectorInfoHead;
|
|
|
|
enum CreateMusic
|
|
{
|
|
CM_COMPAT,
|
|
CM_AUTO,
|
|
CM_NEVER,
|
|
CM_ALWAYS,
|
|
};
|
|
|
|
#endif |