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- Merged IsMercOnTeam...(...) functions into one - Fix: during hiring, AIM mercs only complained about their hated ones if these were already in the country, thus ignoring other mercs in transit git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8512 3b4a5df2-a311-0410-b5c6-a8a6f20db521
63 lines
3.1 KiB
C
63 lines
3.1 KiB
C
#ifndef _SOLDIER_ADD_H
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#define _SOLDIER_ADD_H
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#include "Soldier Control.h"
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// Finds a gridno given a sweet spot
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// Returns a good direction too!
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INT32 FindGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
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// Ensures a good path.....
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INT32 FindGridNoFromSweetSpotThroughPeople( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
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// Returns a good sweetspot but not the swetspot!
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INT32 FindGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
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INT32 FindGridNoFromSweetSpotExcludingSweetSpotInQuardent( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, INT8 ubQuardentDir );
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// Finds a gridno near a sweetspot but a random one!
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INT32 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
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// Finds a sweetspot but excluding this one!
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// Flugente: I've altered this function in two ways:
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// 1. The gridno is now drawn from the entirety of the circle - not just for sX and sY being positive
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// 2. The direction now points to sSweetGridNo, center of the circle, instead of the map center
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INT32 FindRandomGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
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// Flugente: returns random gridno in a circle around sCenterGridNo with radius uOuterRadius that is not inside the circle with radius uInnerRadius
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INT32 FindRandomGridNoBetweenCircles( INT32 sCenterGridNo, UINT8 uInnerRadius, UINT8 uOuterRadius, UINT8& urDirection );
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// Adds a soldier ( already created in mercptrs[] array )!
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// Finds a good placement based on data in the loaded sector and if they are enemy's or not, etc...
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BOOLEAN AddSoldierToSector( UINT8 ubID );
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BOOLEAN AddSoldierToSectorNoCalculateDirection( UINT8 ubID );
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BOOLEAN AddSoldierToSectorNoCalculateDirectionUseAnimation( UINT8 ubID, UINT16 usAnimState, UINT16 usAnimCode );
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// IsMercOnTeam() checks to see if the passed in Merc Profile ID is currently on the player's team
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BOOLEAN IsMercOnTeam( UINT8 ubMercID, BOOLEAN aAlreadyInCountry, BOOLEAN aAlive );
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// GetSoldierIDFromMercID() Gets the Soldier ID from the Merc Profile ID, else returns -1
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INT16 GetSoldierIDFromMercID(UINT8 ubMercID);
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INT32 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc );
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/*
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void SoldierInSectorSleep( SOLDIERTYPE *pSoldier, INT16 sGridNo );
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*/
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INT32 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc, SOLDIERTYPE *pSrcSoldier, BOOLEAN fAllowSoldierCurrentGrid = FALSE );
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void SoldierInSectorPatient( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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void SoldierInSectorDoctor( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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void SoldierInSectorRepair( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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BOOLEAN CanSoldierReachGridNoInGivenTileLimit( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sMaxTiles, INT8 bLevel );
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#endif
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