Files
source/Strategic/Town Militia.h
T
lalien 0530b53b9c bug fixes from Overhaul:
- Data type changes 
- Templates removed

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-05-09 13:16:37 +00:00

81 lines
3.2 KiB
C

#ifndef _TOWN_MILITIA_H
#define _TOWN_MILITIA_H
// header for town militia strategic control module
#include "Types.h"
#include "Soldier Control.h"
// how many militia of all ranks can be in any one sector at once
//#define MAX_ALLOWABLE_MILITIA_PER_SECTOR 20
// how many new green militia civilians are trained at a time
//#define MILITIA_TRAINING_SQUAD_SIZE 10 // was 6
// cost of starting a new militia training assignment
//#define MILITIA_TRAINING_COST 750
// minimum loyalty rating before training is allowed in a town
//#define MIN_RATING_TO_TRAIN_TOWN 20
// this handles what happens when a new militia unit is finishes getting trained
void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY );
// feed this a SOLDIER_CLASS_, it will return you a _MITILIA rank, or -1 if the guy's not militia
INT8 SoldierClassToMilitiaRank(UINT8 ubSoldierClass);
// feed this a _MITILIA rank, it will return you a SOLDIER_CLASS_, or -1 if the guy's not militia
INT8 MilitiaRankToSoldierClass(UINT8 ubRank);
// these add, promote, and remove militias of a certain rank
void StrategicAddMilitiaToSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT8 ubHowMany);
void StrategicPromoteMilitiaInSector(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRank, UINT8 ubHowMany);
void StrategicRemoveMilitiaFromSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT8 ubHowMany);
// this will check for promotions and handle them for you
UINT8 CheckOneMilitiaForPromotion(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRank, UINT8 ubRecentKillPts);
void BuildMilitiaPromotionsString( STR16 str );
// call this if the player attacks his own militia
void HandleMilitiaDefections(INT16 sMapX, INT16 sMapY);
UINT8 CountAllMilitiaInSector(INT16 sMapX, INT16 sMapY);
UINT8 MilitiaInSectorOfRank(INT16 sMapX, INT16 sMapY, UINT8 ubRank);
// Returns TRUE if sector is under player control, has no enemies in it, and isn't currently in combat mode
BOOLEAN SectorOursAndPeaceful( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
// tell player how much it will cost
void HandleInterfaceMessageForCostOfTrainingMilitia( SOLDIERTYPE *pSoldier );
// continue training?
void HandleInterfaceMessageForContinuingTrainingMilitia( SOLDIERTYPE *pSoldier );
// call this when the sector changes...
void HandleMilitiaStatusInCurrentMapBeforeLoadingNewMap( void );
// is there a town with militia here or nearby?
BOOLEAN CanNearbyMilitiaScoutThisSector( INT16 sSectorX, INT16 sSectorY );
// is the town militia full?
BOOLEAN IsTownFullMilitia( INT8 bTownId, INT8 iMilitiaType );
// is the SAM site full of militia?
BOOLEAN IsSAMSiteFullOfMilitia( INT16 sSectorX, INT16 sSectorY, INT8 iMilitiaType );
// now that town training is complete, handle the continue boxes
void HandleContinueOfTownTraining( void );
// handle completion of assignment byt his soldier too and inform the player
void HandleCompletionOfTownTrainingByGroupWithTrainer( SOLDIERTYPE *pTrainer );
// clear the list of training completed sectors
void ClearSectorListForCompletedTrainingOfMilitia( void );
BOOLEAN MilitiaTrainingAllowedInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
BOOLEAN MilitiaTrainingAllowedInTown( INT8 bTownId );
#endif