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source/Strategic/Campaign Types.h
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#ifndef __CAMPAIGN_TYPES_H
#define __CAMPAIGN_TYPES_H
#include "types.h"
#include "DEBUG.H"
#include <map>
const int MAXIMUM_VALID_X_COORDINATE = 16;
const int MINIMUM_VALID_X_COORDINATE = 1;
const int MAXIMUM_VALID_Y_COORDINATE = 16;
const int MINIMUM_VALID_Y_COORDINATE = 1;
const int MAXIMUM_VALID_Z_COORDINATE = 3;
const int MINIMUM_VALID_Z_COORDINATE = 0;
//Macro to convert sector coordinates (1-16,1-16) to 0-255
#ifdef USE_AGGRESSIVE_ASSERTIONS
#define SECTOR(x,y) (UINT8)(AssertGE(x, MINIMUM_VALID_X_COORDINATE), \
AssertLE(x, MAXIMUM_VALID_X_COORDINATE), \
AssertGE(y, MINIMUM_VALID_Y_COORDINATE), \
AssertLE(y, MAXIMUM_VALID_Y_COORDINATE), \
((y-1)*16+x-1))
#define SECTORX(SectorID) (UINT8)(AssertLE(SectorID, MAXIMUM_VALID_X_COORDINATE*MAXIMUM_VALID_Y_COORDINATE), \
((SectorID % 16) + 1))
#define SECTORY(SectorID) (UINT8)(AssertLE(SectorID, MAXIMUM_VALID_X_COORDINATE*MAXIMUM_VALID_Y_COORDINATE), \
((SectorID / 16) + 1))
#else
#define SECTOR(x,y) (UINT8)(((y-1)*16+x-1))
#define SECTORX(SectorID) (UINT8)(((SectorID % 16) + 1))
#define SECTORY(SectorID) (UINT8)(((SectorID / 16) + 1))
#endif
//Sector enumerations
//
//NOTE: These use the 0-255 SectorInfo[] numbering system, and CAN'T be used as indexes into the StrategicMap[] array
//Use SECTOR_INFO_TO_STRATEGIC_INDEX() macro to convert...
enum
{
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,
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,
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,
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,
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,
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,
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,
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,
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,
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,
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,
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,
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,
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,
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,
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
};
enum //group types
{
NOGROUP,
MOBILE,
DEFENCE
};
enum //strategic values for each sector
{
NO_VALUE,
LOW_VALUE,
FAIR_VALUE,
AVG_VALUE,
GOOD_VALUE,
HI_VALUE,
GREAT_VALUE
};
//Various flag definitions
#define SF_USE_MAP_SETTINGS 0x00000001
#define SF_ENEMY_AMBUSH_LOCATION 0x00000002
//Special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
//a question mark is displayed to reflect that the player no longer knows.
#define SF_PLAYER_KNOWS_ENEMIES_ARE_HERE 0x00000004
#define SF_SAM_SITE 0x00000008
#define SF_MINING_SITE 0x00000010
#define SF_ALREADY_VISITED 0x00000020
#define SF_USE_ALTERNATE_MAP 0x00000040
#define SF_PENDING_ALTERNATE_MAP 0x00000080
#define SF_ALREADY_LOADED 0x00000100
#define SF_HAS_ENTERED_TACTICAL 0x00000200
#define SF_SKYRIDER_NOTICED_ENEMIES_HERE 0x00000400
#define SF_HAVE_USED_GUIDE_QUOTE 0x00000800
#ifdef JA2UB
#define SF_HAVE_SAID_PLAYER_QUOTE_NEW_SECTOR 0x00001000
#endif
#define SF_ASSIGN_NOTICED_ENEMIES_HERE 0x00002000 // Flugente: flag deleted after 1 hour, info from assigment: enemies were found
#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
#define SF_ASSIGN_PERMAINFO_ENEMIES_HERE 0x00008000 // Flugente: permanent flag, info from buying info: enemies were found
#define SF_ASSIGN_PERMAINFO_ENEMIES_KNOW_NUMBER 0x00010000 // Flugente: permanent flag, info from buying info: enemies were found, and we know their number
#define SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS 0x00100000 //Temp File starts with sm_
#define SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS 0x00200000 //Temp File starts with l_
#define SF_REVEALED_STATUS_TEMP_FILE_EXISTS 0x01000000 //Temp File starts with v_
#define SF_DOOR_STATUS_TEMP_FILE_EXISTS 0x02000000 //Temp File starts with ds_
#define SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS 0x04000000 //Temp File starts with e_
#define SF_CIV_PRESERVED_TEMP_FILE_EXISTS 0x08000000 //Temp File starts with c_
#define SF_ITEM_TEMP_FILE_EXISTS 0x10000000 //Temp File starts with i_
#define SF_ROTTING_CORPSE_TEMP_FILE_EXISTS 0x20000000 //Temp File starts with r_
#define SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS 0x40000000 //Temp File starts with m_
#define SF_DOOR_TABLE_TEMP_FILES_EXISTS 0x80000000 //Temp File starts with d_
// town militia experience categories
enum
{
GREEN_MILITIA = 0,
REGULAR_MILITIA,
ELITE_MILITIA,
MAX_MILITIA_LEVELS
};
// HEADROCK HAM 3.5: No longer needed. Facility types externalized.
/*// facilities flags
#define SFCF_HOSPITAL 0x00000001
#define SFCF_INDUSTRY 0x00000002
#define SFCF_PRISON 0x00000004
#define SFCF_MILITARY 0x00000008
#define SFCF_AIRPORT 0x00000010
#define SFCF_GUN_RANGE 0x00000020*/
// HEADROCK HAM 3.4: These are no longer needed anywhere in the code.
/*// coordinates of shooting range sector
#define GUN_RANGE_X 13
#define GUN_RANGE_Y MAP_ROW_H
#define GUN_RANGE_Z 0
// HEADROCK HAM 3.2: New values for the location of an Industrial sector in Grumm H2. This sector boosts repair rates.
#define INDUSTRIAL_X 2
#define INDUSTRIAL_Y MAP_ROW_H
#define INDUSTRIAL_Z 0*/
// HEADROCK HAM 3.4: Facility Locations
typedef struct FACILITYLOCATIONS
{
BOOLEAN fFacilityHere;
UINT8 ubHidden;
}FACILITYLOCATIONS;
enum
{
// Enumerate the different assignments that a facility can emulate.
FAC_AMBIENT = 0,
FAC_STAFF,
FAC_FOOD,
FAC_REST,
FAC_REPAIR_ITEMS,
FAC_REPAIR_VEHICLE,
FAC_REPAIR_ROBOT,
FAC_DOCTOR,
FAC_PATIENT,
FAC_PRACTICE_STRENGTH,
FAC_PRACTICE_DEXTERITY,
FAC_PRACTICE_AGILITY,
FAC_PRACTICE_HEALTH,
FAC_PRACTICE_MARKSMANSHIP,
FAC_PRACTICE_MEDICAL,
FAC_PRACTICE_MECHANICAL,
FAC_PRACTICE_LEADERSHIP,
FAC_PRACTICE_EXPLOSIVES,
FAC_STUDENT_STRENGTH,
FAC_STUDENT_DEXTERITY,
FAC_STUDENT_AGILITY,
FAC_STUDENT_HEALTH,
FAC_STUDENT_MARKSMANSHIP,
FAC_STUDENT_MEDICAL,
FAC_STUDENT_MECHANICAL,
FAC_STUDENT_LEADERSHIP,
FAC_STUDENT_EXPLOSIVES,
FAC_TRAINER_STRENGTH,
FAC_TRAINER_DEXTERITY,
FAC_TRAINER_AGILITY,
FAC_TRAINER_HEALTH,
FAC_TRAINER_MARKSMANSHIP,
FAC_TRAINER_MEDICAL,
FAC_TRAINER_MECHANICAL,
FAC_TRAINER_LEADERSHIP,
FAC_TRAINER_EXPLOSIVES,
FAC_INTERROGATE_PRISONERS,
FAC_PRISON_SNITCH,
FAC_SPREAD_PROPAGANDA,
FAC_SPREAD_PROPAGANDA_GLOBAL,
FAC_GATHER_RUMOURS,
FAC_STRATEGIC_MILITIA_MOVEMENT,
NUM_FACILITY_ASSIGNMENTS,
};
// Enumerated list of risk types
enum
{
RISK_STRENGTH = 0,
RISK_HEALTH,
RISK_AGILITY,
RISK_DEXTERITY,
RISK_WISDOM,
RISK_MARKSMANSHIP,
RISK_LEADERSHIP,
RISK_EXPLOSIVES,
RISK_MECHANICAL,
RISK_MEDICAL,
RISK_INJURY,
RISK_MORALE,
RISK_FATIGUE,
RISK_DRUNK,
RISK_LOYALTY_LOCAL,
RISK_LOYALTY_GLOBAL,
NUM_RISKS,
};
enum class FacilityRiskVectorTypes
{
RISK_DRUG_ITEMS,
};
typedef struct FACILITYRISKTYPE
{
// The risks involved with perfoming an assignment at a specific facility.
UINT16 usChance; // Chance out of X that this risk will trigger every hour. X is INI-defined and is normally 1000.
INT8 bBaseEffect; // Base result. If negative, result will always be negative. If positive, result will always be positive.
// If 0, result can be either negative or positive.
UINT8 ubRange; // Range of deviation for the base effect.
std::map<FacilityRiskVectorTypes, std::vector<INT16>> valueVectors; // Optional additional data
} FACILITYRISKTYPE;
typedef struct FACILITYASSIGNMENTTYPE
{
// This contains data about performing a specific assignment at a specific facility.
UINT8 ubStaffLimit; // Maximum number of people who can perform this assignment simultaneously
CHAR16 szTooltipText[300]; // Tooltip explaining the assignment in general terms.
INT16 sCostPerHour; // Cost per hour. Can be negative to indicate FLAT PROFIT per hour.
UINT16 usPerformance; // Percentage effectiveness of this assignment compared to non-emulated assignment (100 = normal)
UINT16 usFatigue; // Percentage speed of losing Max Breath (100 = normal)
UINT16 usSleep; // Percentage effectiveness of sleeping on the job (100 = normal)
UINT16 usKitDegrade; // Percentage speed of kit degrade (100 = normal)
UINT8 ubMaximumMorale; // Maximum morale achievable while performing this assignment
UINT8 ubMaximumBreath; // Maximum breath achievable while performing this assignment
UINT8 ubDetectEnemiesImmediate; // Detection of enemies in adjacent sectors, value = range of detection.
BOOLEAN fDetectEnemiesLongrange; // Detection of enemies in explored territory
BOOLEAN fDetectEnemiesDynamic; // Detection of enemies in Mobile Militia areas
BOOLEAN fDetectEnemiesAnywhere; // Detection of enemies all over the map
BOOLEAN fCountEnemiesInWild; // Count number of enemies in wilderness sectors
BOOLEAN fCountEnemiesInCities; // Count number of enemies in city sectors
INT16 sSkyriderCostModifier; // Flat modifier for Skyrider's Cost Per Tile
UINT16 usMineIncomeModifier; // Percentage income adjustment
BOOLEAN fOnlyLocalMineAffected; // Determines whether income modifier applies to local mine only, or all mines.
INT16 sCantinaFoodModifier; // how many food points do we get when spending time in a cantina?
UINT16 usPrisonBaseLimit; // for how many prisoners was this prison built?
UINT8 ubMinimumStrength; // Minimum STR Requirement to begin this assignment
UINT8 ubMinimumHealth; // Minimum HLT Requirement to begin this assignment
UINT8 ubMinimumWisdom; // Minimum WIS Requirement to begin this assignment
UINT8 ubMinimumAgility; // Minimum AGI Requirement to begin this assignment
UINT8 ubMinimumDexterity; // Minimum DEX Requirement to begin this assignment
UINT8 ubMinimumMarksmanship; // Minimum MRK Requirement to begin this assignment
UINT8 ubMinimumLeadership; // Minimum LDR Requirement to begin this assignment
UINT8 ubMinimumExplosives; // Minimum EXP Requirement to begin this assignment
UINT8 ubMinimumMechanical; // Minimum MEC Requirement to begin this assignment
UINT8 ubMinimumMedical; // Minimum MED Requirement to begin this assignment
UINT8 ubMinimumLevel; // Minimum LVL Requirement to begin this assignment
UINT8 ubMinimumLoyaltyHere; // Minimum loyalty required in the town where the facility is placed (if any)
UINT8 ubMinimumBreath; // Minimum Breath Requirement to begin this assignment
UINT8 ubMinimumMorale; // Minimum Morale Requirement to begin this assignment
FACILITYRISKTYPE Risk[ NUM_RISKS ]; // Data about risks/chances possible when doing this assignment
} FACILITYASSIGNMENTTYPE;
// struct needed during production and laptop display
typedef struct PRODUCTION_LINE_PREPRODUCT
{
UINT16 item;
UINT32 requiredforonecreation;
} PRODUCTION_LINE_PREPRODUCT;
// -------- added by Flugente: various flags for factories --------
#define REQUIRES_STAFFING 0x00000001 //1 // the factory can only be activated if the facility is staffed
typedef struct PRODUCTION_LINE
{
// determines which items can be produced here with what requirement
CHAR16 szProductionName[30];
CHAR16 szAdditionalRequirementTips[80];
UINT16 usItemToCreate; // item that shall be created
INT32 sMinutesRequired; // time required to create one item
INT32 sGridNo_Creation; // the location where the item is dropped at
UINT32 usProductionFlags; // flagmask for various properties
INT32 sHourlyCost; // cost for every hour of work (NOT per item). Negative values mean we gain money.
UINT8 usOptional_LoyaltyRequired; // loyalty in the sector must be at least this value. Only applicable in town sectors.
// this vector contains all the items we need to create what we want in what quantity
std::vector<PRODUCTION_LINE_PREPRODUCT> usOptional_PreProducts;
} PRODUCTION_LINE;
// Flugente: facilitytype properties
#define FACILITYTYPE_PMCENTRYPOINT 0x00000001 // militia hired from the PMC can only enter Arulco in sectors with facilites with this property
// HEADROCK HAM 3.5: Facility Type
typedef struct FACILITYTYPE
{
// Basic data about the facility
CHAR16 szFacilityName[30]; // Long facility name
CHAR16 szFacilityShortName[15]; // Short facility name
UINT8 ubTotalStaffLimit; // Total number of people who can work here simultaneously
UINT8 ubMilitiaTrainersAllowed; // Number of Militia trainers allowed simultaneously
UINT16 usMilitiaTraining; // Percentage effectiveness of Militia training (100 = normal)
UINT32 usFacilityFlags; // flagmask for various facility properties
FACILITYASSIGNMENTTYPE AssignmentData[ NUM_FACILITY_ASSIGNMENTS ]; // Data about possible assignments that can be done here
std::vector<PRODUCTION_LINE> ProductionData;
} FACILITYTYPE;
// HEADROCK HAM 3.5: Maximum number of different facility types
#define MAX_NUM_FACILITY_TYPES 255
// HEADROCK HAM 3.5: Number of facilities placed on the map
extern UINT16 NUM_FACILITIES;
// HEADROCK HAM 3.5: Number of facility types read from XML
extern UINT16 NUM_FACILITY_TYPES;
// HEADROCK HAM 3.4: Array to hold facilities in each sector
extern FACILITYLOCATIONS gFacilityLocations[256][MAX_NUM_FACILITY_TYPES];
// HEADROCK HAM 3.5: Array to hold all different facility types
extern FACILITYTYPE gFacilityTypes[MAX_NUM_FACILITY_TYPES];
// HEADROCK HAM 3.6: Bloodcat Placement and Encounter data.
typedef struct BLOODCATPLACEMENT
{
UINT8 PlacementType;
UINT8 ubMinBloodcats;
UINT8 ubMaxBloodcats;
UINT8 ubAmbushChance;
BOOLEAN ubFactionAffiliation;
BOOLEAN fRespawn;
}BLOODCATPLACEMENT;
// HEADROCK HAM 3.6: Array to hold bloodcat placements and user-set bloodcat encounter data. There are 256 of these
// (one for each sector), with 4 sublevels (one for each difficulty)
extern BLOODCATPLACEMENT gBloodcatPlacements[256][4];
// Location of the Bloodcat Lair. There can be only one, as there's a quest that relies on its location. This is a
// sectorID, 0-255.
extern UINT8 gubBloodcatLairSectorId;
// HEADROCK HAM 3.6: Enumerated Bloodcat Placement types
enum
{
BLOODCAT_PLACEMENT_AMBUSH = 0,
BLOODCAT_PLACEMENT_STATIC,
BLOODCAT_PLACEMENT_LAIR,
NUM_BLOODCAT_PLACEMENT_TYPES
};
//Vehicle types
#define FOOT 0x01 //anywhere
#define CAR 0x02 //roads
#define TRUCK 0x04 //roads, plains, sparse
#define TRACKED 0x08 //roads, plains, sand, sparse
#define AIR 0x10 //can traverse all terrains at 100%
//Traversability ratings
enum
{
TOWN, //instant
ROAD, //everything travels at 100%
PLAINS, //foot 90%, truck 75%, tracked 100%
SAND, //foot 70%, tracked 60%
SPARSE, //foot 70%, truck 50%, tracked 60%
DENSE, //foot 50%
SWAMP, //foot 20%
WATER, //foot 15%
HILLS, //foot 50%, truck 50%, tracked 50%
GROUNDBARRIER, //only air (super dense forest, ocean, etc.)
NS_RIVER, //river from north to south
EW_RIVER, //river from east to west
EDGEOFWORLD, //nobody can traverse.
//NEW (not used for border values -- traversal calculations)
TROPICS,
FARMLAND,
PLAINS_ROAD,
SPARSE_ROAD,
FARMLAND_ROAD,
TROPICS_ROAD,
DENSE_ROAD,
COASTAL,
HILLS_ROAD,
COASTAL_ROAD,
SAND_ROAD,
SWAMP_ROAD,
//only used for text purposes and not assigned to areas (SAM sites are hard coded throughout the code)
SPARSE_SAM_SITE, //D15 near Drassen
SAND_SAM_SITE, //I8 near Tixa
TROPICS_SAM_SITE, //D2 near Chitzena
MEDUNA_SAM_SITE, //N4 in Meduna
CAMBRIA_HOSPITAL_SITE,
DRASSEN_AIRPORT_SITE,
MEDUNA_AIRPORT_SITE,
SAM_SITE,
REFUEL_SITE,
REBEL_HIDEOUT,
TIXA_DUNGEON,
CREATURE_LAIR,
ORTA_BASEMENT,
TUNNEL,
SHELTER,
ABANDONED_MINE,
#ifdef JA2UB
//Ja25: New
FINAL_COMPLEX,
GUARD_POST_TYPE,
CRASH_SITE_TYPE,
POWER_PLANT_TYPE,
MOUNTAINS_TYPE,
UNKNOWN_TYPE,
#endif
NUM_TRAVTERRAIN_TYPES
};
extern UINT8 gszTerrain[NUM_TRAVTERRAIN_TYPES][15];
#define TRAVELRATING_NONE 0
#define TRAVELRATING_LOW 25
#define TRAVELRATING_NORMAL 50
#define TRAVELRATING_HIGH 75
#define TRAVELRATING_EXTREME 100
//Used by ubGarrisonID when a sector doesn't point to a garrison. Used by strategic AI only.
#define NO_GARRISON 255
// Flugente: types of prisoners
typedef enum
{
PRISONER_ADMIN = 0,
PRISONER_REGULAR,
PRISONER_ELITE,
PRISONER_OFFICER,
PRISONER_GENERAL, // generals can be captured too, interogating them gives special rewards
PRISONER_CIVILIAN, // captured civilians (Kingpin, Hicks...)
PRISONER_SECRET1, // tbA
PRISONER_SECRET2, // tbA
PRISONER_MAX,
} PrisonerType;
// -------- added by Flugente: sector info flags --------
// easier than adding 32 differently named variables. DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
#define SECTORINFO_VOLUNTEERS_RECENTLY_RECRUITED 0x01 //1 // we recruited volunteers here. Until this flag is removed, newly created civilians wont be potential volunteers anymore
#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
typedef struct SECTORINFO
{
//information pertaining to this sector
UINT32 uiFlags; //various special conditions
UINT8 ubInvestigativeState; //When the sector is attacked by the player, the state increases by 1 permanently.
//This value determines how quickly it is investigated by the enemy.
UINT8 ubGarrisonID; //IF the sector has an ID for this (non 255), then the queen values this sector and it
//indexes the garrison group.
INT8 ubPendingReinforcements; //when the enemy owns this sector, this value will keep track of HIGH priority reinforcements -- not regular.
BOOLEAN fMilitiaTrainingPaid;
UINT8 ubMilitiaTrainingPercentDone;
UINT8 ubMilitiaTrainingHundredths;
//enemy military presence
BOOLEAN fPlayer[ 4 ]; //whether the player THINKS the sector is unde his control or not. array is for sublevels
//enemy only info
UINT8 ubNumTroops; //the actual number of troops here.
UINT8 ubNumElites; //the actual number of elites here.
UINT8 ubNumAdmins; //the actual number of admins here.
UINT8 ubNumCreatures; //only set when immediately before ground attack made!
UINT8 ubTroopsInBattle, ubElitesInBattle, ubAdminsInBattle, ubCreaturesInBattle;
INT8 bLastKnownEnemies; // -1 means never been there, no idea, otherwise it's what we'd observed most recently
// while this is being maintained (partially, surely buggy), nothing uses it anymore. ARM
UINT32 ubDayOfLastCreatureAttack;
UINT32 uiFacilitiesFlags; // the flags for various facilities
UINT8 ubTraversability[5]; //determines the traversability ratings to adjacent sectors.
//The last index represents the traversability if travelling
//throught the sector without entering it.
INT8 bNameId;
INT8 bUSUSED;
INT8 bBloodCats;
INT8 bBloodCatPlacements;
INT8 UNUSEDbSAMCondition;
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
//around. This value is used for determining how often items would "vanish" from
//a sector (nice theory, except it isn't being used that way. Stealing is only in towns. ARM)
UINT8 ubNumberOfCivsAtLevel[ MAX_MILITIA_LEVELS ]; // town militia per experience class, 0/1/2 is GREEN/REGULAR/ELITE
// HEADROCK HAM 3.6: Adding separate training percentage for MOBILES.
UINT8 usFiller3;
UINT8 usFiller1;
BOOLEAN fFiller2;
// Replacing these variables with the ones above. They really are unused.
//UINT16 usUNUSEDMilitiaLevels; // unused (ARM)
//UINT8 ubUNUSEDNumberOfJoeBlowCivilians; // unused (ARM)
UINT32 uiTimeCurrentSectorWasLastLoaded; //in game minutes, Specifies the last time the player was in the sector.
UINT8 ubUNUSEDNumberOfEnemiesThoughtToBeHere; // using bLastKnownEnemies instead
UINT32 uiTimeLastPlayerLiberated; //in game seconds (used to prevent the queen from attacking for awhile)
BOOLEAN fSurfaceWasEverPlayerControlled;
// HEADROCK HAM 3.6: Flag to determine whether enemy units in this sector can be seen, and whether their numbers
// should be displayed. One filler was replaced to make room.
UINT8 ubDetectionLevel;
UINT8 usSectorInfoFlag; // a flagmask
UINT8 bFiller3;
UINT32 uiNumberOfWorldItemsInTempFileThatCanBeSeenByPlayer;
#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