Files
source/TileEngine/structure.h
T

139 lines
4.9 KiB
C

#ifndef STRUCTURE_H
#define STRUCTURE_H
#include "Structure Internals.h"
#include "tiledef.h"
#include "overhead types.h"
#define NOTHING_BLOCKING 0
#define BLOCKING_REDUCE_RANGE 1
#define BLOCKING_NEXT_TILE 10
#define BLOCKING_TOPLEFT_WINDOW 30
#define BLOCKING_TOPRIGHT_WINDOW 40
#define BLOCKING_TOPLEFT_DOOR 50
#define BLOCKING_TOPRIGHT_DOOR 60
#define FULL_BLOCKING 70
#define BLOCKING_TOPLEFT_OPEN_WINDOW 90
#define BLOCKING_TOPRIGHT_OPEN_WINDOW 100
// ATE: Increased to allow corpses to not collide with soldiers
// 100 == MAX_CORPSES
#define INVALID_STRUCTURE_ID ( TOTAL_SOLDIERS + 100 )
#define IGNORE_PEOPLE_STRUCTURE_ID (TOTAL_SOLDIERS+101)
#define VEHICLE_IGNORE_OBSTACLES_STRUCTURE_ID (TOTAL_SOLDIERS+102)
#define STRUCTURE_DAMAGE_EXPLOSION 1
#define STRUCTURE_DAMAGE_GUNFIRE 2
#define STRUCTURE_DAMAGE_VEHICLE_TRAUMA 3
// functions at the structure database level
//
STRUCTURE_FILE_REF * LoadStructureFile( STR szFileName );
void FreeAllStructureFiles( void );
BOOLEAN FreeStructureFile( STRUCTURE_FILE_REF * pStructureFile );
//
// functions at the structure instance level
//
BOOLEAN OkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal = FALSE, INT16 sSoldierID = NOBODY );
// for the PTR argument of AddStructureToWorld, pass in a LEVELNODE * please!
BOOLEAN AddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, PTR pLevelN );
BOOLEAN DeleteStructureFromWorld( STRUCTURE * pStructure );
//
// functions to find a structure in a location
//
STRUCTURE * FindStructure( INT32 sGridNo, UINT32 fFlags );
STRUCTURE * FindNextStructure( STRUCTURE * pStructure, UINT32 fFlags );
STRUCTURE * FindStructureByID( INT32 sGridNo, UINT16 usStructureID );
STRUCTURE * FindBaseStructure( STRUCTURE * pStructure );
STRUCTURE * FindNonBaseStructure( INT32 sGridNo, STRUCTURE * pStructure );
//
// functions related to interactive tiles
//
STRUCTURE * SwapStructureForPartner( INT32 sGridNo, STRUCTURE * pStructure );
STRUCTURE * SwapStructureForPartnerWithoutTriggeringSwitches( INT32 sGridNo, STRUCTURE * pStructure );
STRUCTURE * SwapStructureForPartnerAndStoreChangeInMap( INT32 sGridNo, STRUCTURE * pStructure );
#ifdef JA2UB
STRUCTURE * SwapStructureForPartnerForcingGraphicalChange( INT32 sGridNo, STRUCTURE * pStructure );
#endif
//
// functions useful for AI that return info about heights
//
INT8 StructureHeight( STRUCTURE * pStructure );
INT8 StructureBottomLevel( STRUCTURE * pStructure );
INT8 GetTallestStructureHeight( INT32 sGridNo, BOOLEAN fOnRoof );
INT8 GetStructureTargetHeight( INT32 sGridNo, BOOLEAN fOnRoof );
BOOLEAN StructureDensity( STRUCTURE * pStructure, UINT8 * pubLevel0, UINT8 * pubLevel1, UINT8 * pubLevel2, UINT8 * pubLevel3 );
BOOLEAN FindAndSwapStructure( INT32 sGridNo );
INT16 GetBaseTile( STRUCTURE * pStructure );
//
// functions to work with the editor undo code
//
void DebugStructurePage1( void );
BOOLEAN AddZStripInfoToVObject( HVOBJECT hVObject, STRUCTURE_FILE_REF * pStructureFileRef, BOOLEAN fFromAnimation, INT16 sSTIStartIndex );
// Flugente: return the highest structure (no person, roof or corpse) on a gridno and level
STRUCTURE* GetTallestStructureOnGridno( INT32 sGridNo, INT8 bLevel );
// Flugente: return the highest structure (no person, roof or corpse) on a gridno and level that we could possibly drag
STRUCTURE* GetTallestStructureOnGridnoDrag( INT32 sGridNo, INT8 bLevel );
// FUNCTIONS FOR DETERMINING STUFF THAT BLOCKS VIEW FOR TILE_bASED LOS
INT8 GetBlockingStructureInfo( INT32 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock );
BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner, INT32 sAntiMaterialImpact = 0 );
// Material armour type enumeration
enum
{
MATERIAL_NOTHING,
MATERIAL_WOOD_WALL,
MATERIAL_PLYWOOD_WALL,
MATERIAL_LIVE_WOOD,
MATERIAL_LIGHT_VEGETATION,
MATERIAL_FURNITURE,
MATERIAL_PORCELAIN,
MATERIAL_CACTUS,
MATERIAL_NOTUSED1,
MATERIAL_NOTUSED2,
MATERIAL_NOTUSED3,
MATERIAL_STONE,
MATERIAL_CONCRETE1,
MATERIAL_CONCRETE2,
MATERIAL_ROCK,
MATERIAL_RUBBER,
MATERIAL_SAND,
MATERIAL_CLOTH,
MATERIAL_SANDBAG,
MATERIAL_NOTUSED5,
MATERIAL_NOTUSED6,
MATERIAL_LIGHT_METAL,
MATERIAL_THICKER_METAL,
MATERIAL_HEAVY_METAL,
MATERIAL_INDESTRUCTABLE_STONE,
MATERIAL_INDESTRUCTABLE_METAL,
MATERIAL_THICKER_METAL_WITH_SCREEN_WINDOWS,
NUM_MATERIAL_TYPES
};
extern INT32 guiMaterialHitSound[ NUM_MATERIAL_TYPES ];
STRUCTURE *FindStructureBySavedInfo( INT32 sGridNo, UINT8 ubType, UINT8 ubWallOrientation, INT8 bLevel );
UINT32 StructureTypeToFlag( UINT8 ubType );
UINT8 StructureFlagToType( UINT32 uiFlag );
UINT32 GetStructureOpenSound( STRUCTURE *pStructure, BOOLEAN fClose );
#endif