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* Fixing upper/lower case for includes types.h, zconf.h and zlib.h were renamed so that global includes like Types.h are not used.
45 lines
2.4 KiB
C
45 lines
2.4 KiB
C
#ifndef SOLDIER_MACROS_H
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#define SOLDIER_MACROS_H
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// MACROS FOR EASIER SOLDIER CONTROL
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#include "TeamTurns.h"
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#include "Soldier Profile.h"
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#include "Assignments.h"
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#include "Animation Data.h"
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// MACROS
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#define RPC_RECRUITED( p ) ( ( p->ubProfile == NO_PROFILE ) ? FALSE : ( gMercProfiles[ p->ubProfile ].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED ) )
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#define AM_AN_EPC( p ) ( ( p->ubProfile == NO_PROFILE ) ? FALSE : ( gMercProfiles[ p->ubProfile ].ubMiscFlags & PROFILE_MISC_FLAG_EPCACTIVE ) )
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// rftr - this is for madlab's robot, since it has a profile
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#define AM_A_ROBOT( p ) ( ( p->ubProfile == NO_PROFILE ) ? FALSE : ( gMercProfiles[ p->ubProfile ].ubBodyType == ROBOTNOWEAPON ) )
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#define OK_ENEMY_MERC( p ) ( !p->aiData.bNeutral && (p->bSide != gbPlayerNum ) && p->stats.bLife >= OKLIFE && (p->bTeam < 5 ))
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// Checks if our guy can be controllable .... checks bInSector, team, on duty, etc...
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// Checks if our guy is controllable but doesn't care about current assignment
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#define OK_CONTROL_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum && !(p->usSkillCooldown[SOLDIER_COOLDOWN_CRYO]) )
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#define OK_CONTROLLABLE_MERC( p ) ( OK_CONTROL_MERC(p) && ( p->bAssignment < ON_DUTY || p->bAssignment == VEHICLE ) )
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// Checks if our guy can be controllable .... checks bInSector, team, on duty, etc...
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#define OK_INSECTOR_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum && p->bAssignment < ON_DUTY )
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// Checkf if our guy can be selected and is not in a position where our team has an interupt and he does not have one...
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#define OK_INTERRUPT_MERC( p ) ( ( INTERRUPT_QUEUED != 0 ) ? ( ( p->aiData.bMoved ) ? FALSE : TRUE ) : TRUE )
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#define CREATURE_OR_BLOODCAT( p ) ( (p->flags.uiStatusFlags & SOLDIER_MONSTER) || p->ubBodyType == BLOODCAT )
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#define COMBAT_JEEP( p ) ( p->ubBodyType == COMBAT_JEEP )
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#define TANK( p ) (p->ubBodyType == TANK_NE || p->ubBodyType == TANK_NW )
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#define ENEMYROBOT( p ) (p->ubBodyType == ROBOTNOWEAPON && p->bTeam == ENEMY_TEAM)
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#define ARMED_VEHICLE( p ) ( TANK( p ) || COMBAT_JEEP(p) )
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//#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !TANK( p ) && p->stats.bLife >= OKLIFE )
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#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && (!ARMED_VEHICLE( p ) || !(p->flags.uiStatusFlags & SOLDIER_ENEMY) ) && p->stats.bLife >= OKLIFE )
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#endif
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