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source/Strategic/strategic.h
T

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2.6 KiB
C

#ifndef __STRATEGIC_H
#define __STRATEGIC_H
// header for strategic structure
#include "Types.h"
#include "mapscreen.h"
#include "soldier control.h"
// Flugente: airspace flags
#define AIRSPACE_ENEMY_ACTIVE 0x01 //1 // controlled by enemy and active
#define AIRSPACE_PLAYER_ACTIVE 0x02 //2 // controlled by enemy and active
struct strategicmapelement{
UINT8 UNUSEDuiFootEta[4]; // eta/mvt costs for feet
UINT8 UNUSEDuiVehicleEta[4]; // eta/mvt costs for vehicles
UINT8 uiBadFootSector[4]; // blocking mvt for foot
UINT8 uiBadVehicleSector[4]; // blocking mvt from vehicles
INT8 bNameId;
BOOLEAN fEnemyControlled; // enemy controlled or not
UINT8 usAirType; // Flugente: This will now be used as a flagmask
BOOLEAN UNUSEDfLostControlAtSomeTime;
INT8 bSAMCondition; // SAM Condition .. 0 - 100, just like an item's status
INT8 sSamHackStatus; // this status influences a SAM's max radius
INT8 bFillupforPadding[ 2 ]; // necessary for padding
UINT32 usFlags; // Flugente: various flags
INT8 bPadding[ 20 ];
};
enum
{
INSERTION_CODE_NORTH,
INSERTION_CODE_EAST,
INSERTION_CODE_SOUTH,
INSERTION_CODE_WEST,
INSERTION_CODE_GRIDNO,
INSERTION_CODE_ARRIVING_GAME,
INSERTION_CODE_CHOPPER,
INSERTION_CODE_PRIMARY_EDGEINDEX,
INSERTION_CODE_SECONDARY_EDGEINDEX,
INSERTION_CODE_CENTER,
};
// -------- added by Flugente: various item flags --------
// flags used for various properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
#define MILITIA_MOVE_NORTH 0x00000001 //1 // movement directions for ordering militia on the strategic map
#define MILITIA_MOVE_WEST 0x00000002 //2
#define MILITIA_MOVE_EAST 0x00000004 //4
#define MILITIA_MOVE_SOUTH 0x00000008 //8
#define ENEMY_VIP_PRESENT 0x00000010 //16 // an enemy VIP is present in this sector
#define ENEMY_VIP_PRESENT_KNOWN 0x00000020 //32 // player thinks a VIP is here
#define SAMSITE_REPAIR_ORDERED 0x00000040 //64 // a repair for this SAM site has already been ordered (so we do not need to do that again)
#define MILITIA_MOVE_ALLDIRS 0x0000000F // 15
// -------------------------------------------------------
//PLEASE USE CALCULATE_STRATEGIC_INDEX() macro instead (they're identical).
//#define GETWORLDMAPNO( x, y ) ( x+(MAP_WORLD_X*y) )
typedef struct strategicmapelement StrategicMapElement;
extern StrategicMapElement StrategicMap[MAP_WORLD_X*MAP_WORLD_Y];
BOOLEAN InitStrategicEngine( );
void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier );
BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier );
#endif