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67 lines
1.8 KiB
C
67 lines
1.8 KiB
C
#ifndef _MERC_HIRING_H_
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#define _MERC_HIRING_H_
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#include "Soldier Control.h"
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//
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// Used with the HireMerc function
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//
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// WDS - make number of mercenaries, etc. be configurable
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#define MERC_HIRE_OVER_PLAYER_LIMIT -1
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#define MERC_HIRE_FAILED 0
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#define MERC_HIRE_OK 1
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#define MERC_ARRIVE_TIME_SLOT_1 ( 7 * 60 + 30 ) // 7:30 a.m.
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#define MERC_ARRIVE_TIME_SLOT_2 ( 13 * 60 + 30 ) // 1:30 pm
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#define MERC_ARRIVE_TIME_SLOT_3 ( 19 * 60 + 30 ) // 7:30 pm
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// ATE: This define has been moved to be a function so that
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// we pick the most appropriate time of day to use...
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//#define MERC_ARRIVAL_TIME_OF_DAY (7 * 60 + 30) // 7:30 am
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typedef struct
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{
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UINT8 ubProfileID;
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INT16 sSectorX;
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INT16 sSectorY;
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INT8 bSectorZ;
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INT16 iTotalContractLength;
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BOOLEAN fCopyProfileItemsOver;
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UINT32 uiTimeTillMercArrives;
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UINT8 ubInsertionCode;
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UINT16 usInsertionData;
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BOOLEAN fUseLandingZoneForArrival;
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} MERC_HIRE_STRUCT;
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// ATE: Globals that dictate where the mercs will land once being hired
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extern INT16 gsMercArriveSectorX;
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extern INT16 gsMercArriveSectorY;
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//ja25ub
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//extern BOOLEAN gfFirstTimeInGameHeliCrash;
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INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc);
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void MercArrivesCallback( SoldierID ubSoldierID );
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BOOLEAN IsMercHireable( UINT8 ubMercID );
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BOOLEAN IsMercDead( UINT8 ubMercID );
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UINT16 NumberOfMercsOnPlayerTeam();
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BOOLEAN IsTheSoldierAliveAndConcious( SOLDIERTYPE *pSoldier );
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void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier );
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void UpdateAnyInTransitMercsWithGlobalArrivalSector( );
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UINT32 GetMercArrivalTimeOfDay( );
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extern INT16 StrategicPythSpacesAway(INT16 sOrigin, INT16 sDest);
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#ifdef JA2UB
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void UpdateJerryMiloInInitialSector();
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void InitializeHeliGridnoAndTime( BOOLEAN fLoading );
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void InitJerryMiloInfo();
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#endif
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#endif
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