Files
source/Tactical/Rotting Corpses.h
T
Wanne 14750c6903 **********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-02-28 18:38:52 +00:00

195 lines
4.9 KiB
C++

#ifndef _ROTTING_CORPSES_H
#define _ROTTING_CORPSES_H
#include "tile animation.h"
#define NUM_CORPSE_SHADES 17
enum RottingCorpseDefines
{
NO_CORPSE,
SMERC_JFK,
SMERC_BCK,
SMERC_FWD,
SMERC_DHD,
SMERC_PRN,
SMERC_WTR,
SMERC_FALL,
SMERC_FALLF,
MMERC_JFK,
MMERC_BCK,
MMERC_FWD,
MMERC_DHD,
MMERC_PRN,
MMERC_WTR,
MMERC_FALL,
MMERC_FALLF,
FMERC_JFK,
FMERC_BCK,
FMERC_FWD,
FMERC_DHD,
FMERC_PRN,
FMERC_WTR,
FMERC_FALL,
FMERC_FALLF,
// CIVS
M_DEAD1,
K_DEAD1,
H_DEAD1,
FT_DEAD1,
S_DEAD1,
W_DEAD1,
C_DEAD1,
M_DEAD2,
K_DEAD2,
H_DEAD2,
FT_DEAD2,
S_DEAD2,
W_DEAD2,
C_DEAD2,
BLOODCAT_DEAD,
COW_DEAD,
ADULTMONSTER_DEAD,
INFANTMONSTER_DEAD,
LARVAEMONSTER_DEAD,
ROTTING_STAGE2,
TANK1_DEAD,
TANK2_DEAD,
HUMMER_DEAD,
ICECREAM_DEAD,
QUEEN_MONSTER_DEAD,
ROBOT_DEAD,
BURNT_DEAD,
EXPLODE_DEAD,
NUM_CORPSES,
} ;
#define ROTTING_CORPSE_FIND_SWEETSPOT_FROM_GRIDNO 0x001 //Find the closest spot to the given gridno
#define ROTTING_CORPSE_USE_NORTH_ENTRY_POINT 0x002 //Find the spot closest to the north entry grid
#define ROTTING_CORPSE_USE_SOUTH_ENTRY_POINT 0x004 //Find the spot closest to the south entry grid
#define ROTTING_CORPSE_USE_EAST_ENTRY_POINT 0x008 //Find the spot closest to the east entry grid
#define ROTTING_CORPSE_USE_WEST_ENTRY_POINT 0x010 //Find the spot closest to the west entry grid
#define ROTTING_CORPSE_USE_CAMO_PALETTE 0x020 //We use cammo palette here....
#define ROTTING_CORPSE_VEHICLE 0x040 //Vehicle Corpse
#define ROTTING_CORPSE_USE_STEALTH_PALETTE 0x080 //We use stealth palette here....
#define ROTTING_CORPSE_USE_URBAN_CAMO_PALETTE 0x100 //We use urban palette here....
#define ROTTING_CORPSE_USE_DESERT_CAMO_PALETTE 0x200 //We use desert palette here....
#define ROTTING_CORPSE_USE_SNOW_CAMO_PALETTE 0x400 //We use snow palette here....
typedef struct
{
UINT8 ubType;
UINT8 ubBodyType;
INT32 sGridNo;
FLOAT dXPos;
FLOAT dYPos;
INT16 sHeightAdjustment;
PaletteRepID HeadPal; // Palette reps
PaletteRepID PantsPal;
PaletteRepID VestPal;
PaletteRepID SkinPal;
UINT8 ubDirection;
UINT32 uiTimeOfDeath;
UINT16 usFlags;
INT8 bLevel;
INT8 bVisible;
INT8 bNumServicingCrows;
UINT8 ubProfile;
BOOLEAN fHeadTaken;
UINT8 ubAIWarningValue;
UINT8 ubFiller[ 12 ];
} ROTTING_CORPSE_DEFINITION;
typedef struct
{
ROTTING_CORPSE_DEFINITION def;
BOOLEAN fActivated;
ANITILE *pAniTile;
SGPPaletteEntry *p8BPPPalette;
UINT16 *p16BPPPalette;
UINT16 *pShades[ NUM_CORPSE_SHADES ];
INT16 sGraphicNum;
INT32 iCachedTileID;
FLOAT dXPos;
FLOAT dYPos;
BOOLEAN fAttractCrowsOnlyWhenOnScreen;
INT32 iID;
} ROTTING_CORPSE;
INT32 AddRottingCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef );
void RemoveCorpse( INT32 iCorpseID );
void RemoveCorpses( );
BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLEAN fCheckForLOS );
INT16 FindNearestRottingCorpse( SOLDIERTYPE *pSoldier );
void AllMercsOnTeamLookForCorpse( ROTTING_CORPSE *pCorpse, INT8 bTeam );
void MercLooksForCorpses( SOLDIERTYPE *pSoldier );
void RebuildAllCorpseShadeTables( );
UINT16 CreateCorpsePaletteTables( ROTTING_CORPSE *pCorpse );
INT32 FindNearestAvailableGridNoForCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef, INT8 ubRadius );
void HandleRottingCorpses( );
void AddCrowToCorpse( ROTTING_CORPSE *pCorpse );
void VaporizeCorpse( INT32 sGridNo, UINT16 usStructureID );
void CorpseHit( INT32 sGridNo, UINT16 usStructureID );
void HandleCrowLeave( SOLDIERTYPE *pSoldier );
void HandleCrowFlyAway( SOLDIERTYPE *pSoldier );
// WDS - increase number of corpses
// HEADROCK HAM 3.6: Increase again (250->500).
#define MAX_ROTTING_CORPSES 500
//extern ROTTING_CORPSE gRottingCorpse[ MAX_ROTTING_CORPSES ];
extern std::vector<ROTTING_CORPSE> gRottingCorpse;
extern INT32 giNumRottingCorpse;
extern UINT8 gb4DirectionsFrom8[8];
ROTTING_CORPSE *GetCorpseAtGridNo( INT32 sGridNo , INT8 bLevel );
BOOLEAN IsValidDecapitationCorpse( ROTTING_CORPSE *pCorpse );
void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
void GetBloodFromCorpse( SOLDIERTYPE *pSoldier );
UINT16 GetCorpseStructIndex( ROTTING_CORPSE_DEFINITION *pCorpseDef, BOOLEAN fForImage );
void LookForAndMayCommentOnSeeingCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubLevel );
INT32 GetGridNoOfCorpseGivenProfileID( UINT8 ubProfileID );
void DecayRottingCorpseAIWarnings( void );
UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo );
#endif