Files
source/Strategic/Map Screen Helicopter.h
T
Flugente 7664342746 - New Feature: Arulco special division controls other features to fight the player. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=343706&#msg_343706
- New Feature: Enemy helicopters allow the AI to rapidly deploy troops aross the map. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=343707&#msg_343707. GameDir <= r2279 is required.
- Fix: income of mine 0 was not correctly calculated

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8015 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2016-01-09 19:45:30 +00:00

313 lines
9.3 KiB
C

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