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Also includes mechansim for easy implementation of new skills. For more info see http://www.bears-pit.com/board/ubbthreads.php/topics/327348.html#Post327348 Requires GameDir >= r1848. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6547 3b4a5df2-a311-0410-b5c6-a8a6f20db521
75 lines
2.3 KiB
C
75 lines
2.3 KiB
C
#ifndef __SMOKE_EFFECTS
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#define __SMOKE_EFFECTS
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// Smoke effect types
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enum
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{
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NO_SMOKE_EFFECT,
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NORMAL_SMOKE_EFFECT,
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TEARGAS_SMOKE_EFFECT,
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MUSTARDGAS_SMOKE_EFFECT,
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CREATURE_SMOKE_EFFECT,
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BURNABLEGAS_SMOKE_EFFECT,
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SIGNAL_SMOKE_EFFECT, // added by Flugente for artillery
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};
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#define SMOKE_EFFECT_INDOORS 0x01
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#define SMOKE_EFFECT_ON_ROOF 0x02
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#define SMOKE_EFFECT_MARK_FOR_UPDATE 0x04
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#define NUM_SMOKE_EFFECT_SLOTS 25 // OJW - 20091027 - moved here to allow global access
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typedef struct TAG_SMOKE_EFFECT
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{
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INT32 sGridNo; // gridno at which the tear gas cloud is centered
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UINT8 ubDuration; // the number of turns gas will remain effective
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UINT8 ubRadius; // the current radius of the cloud in map tiles
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UINT8 bFlags; // 0 - outdoors (fast spread), 1 - indoors (slow)
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UINT8 bAge; // the number of turns gas has been around
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BOOLEAN fAllocated;
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INT8 bType;
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UINT16 usItem;
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UINT8 ubOwner;
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UINT8 ubPadding;
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UINT32 uiTimeOfLastUpdate;
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INT8 iMPTeamIndex;
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INT32 iMPSmokeEffectID;
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} SMOKEEFFECT;
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extern SMOKEEFFECT gSmokeEffectData[ NUM_SMOKE_EFFECT_SLOTS ];
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extern UINT32 guiNumSmokeEffects;
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// Returns NO_SMOKE_EFFECT if none there...
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INT8 GetSmokeEffectOnTile( INT32 sGridNo, INT8 bLevel );
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// Decays all smoke effects...
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// HEADROCK HAM 5: New argument here tells the decay function to only process clouds belonging to one team.
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// -1 = all teams.
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void DecaySmokeEffects( UINT32 uiTime );
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// Add smoke to gridno
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// ( Replacement algorithm uses distance away )
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void AddSmokeEffectToTile( INT32 iSmokeEffectID, INT8 bType, INT32 sGridNo, INT8 bLevel );
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void RemoveSmokeEffectFromTile( INT32 sGridNo, INT8 bLevel );
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INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, BOOL fFromRemoteClient = 0 );
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BOOLEAN SaveSmokeEffectsToSaveGameFile( HWFILE hFile );
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BOOLEAN LoadSmokeEffectsFromLoadGameFile( HWFILE hFile );
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BOOLEAN SaveSmokeEffectsToMapTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
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BOOLEAN LoadSmokeEffectsFromMapTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
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void ResetSmokeEffects();
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void UpdateSmokeEffectGraphics( );
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// Flugente: get the gridno and blevel of a random smoke signal, if one exists
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BOOL GetRandomSignalSmokeGridNo(INT32* psGridNo);
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#endif |