mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
236 lines
7.2 KiB
C
236 lines
7.2 KiB
C
#ifndef _VEHICLES_H
|
|
#define _VEHICLES_H
|
|
|
|
#include "Types.h"
|
|
|
|
#include "Soldier Control.h"
|
|
#include "Strategic Movement.h"
|
|
|
|
#define MAX_VEHICLES 10
|
|
|
|
// type of vehicles
|
|
enum{
|
|
ELDORADO_CAR = 0,
|
|
HUMMER,
|
|
ICE_CREAM_TRUCK,
|
|
JEEP_CAR,
|
|
TANK_CAR,
|
|
HELICOPTER,
|
|
NUMBER_OF_TYPES_OF_VEHICLES,
|
|
};
|
|
|
|
|
|
// external armor hit locations
|
|
enum{
|
|
FRONT_EXTERNAL_HIT_LOCATION,
|
|
LEFT_EXTERNAL_HIT_LOCATION,
|
|
RIGHT_EXTERNAL_HIT_LOCATION,
|
|
REAR_EXTERNAL_HIT_LOCATION,
|
|
BOTTOM_EXTERNAL_HIT_LOCATION,
|
|
TOP_EXTERNAL_HIT_LOCATION,
|
|
NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE,
|
|
};
|
|
|
|
// internal critical hit locations
|
|
enum{
|
|
ENGINE_HIT_LOCATION,
|
|
CREW_COMPARTMENT_HIT_LOCATION,
|
|
RF_TIRE_HIT_LOCATION,
|
|
LF_TIRE_HIT_LOCATION,
|
|
RR_TIRE_HIT_LOCATION,
|
|
LR_TIRE_HIT_LOCATION,
|
|
GAS_TANK_HIT_LOCATION,
|
|
NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE,
|
|
};
|
|
|
|
//extern STR16 sCritLocationStrings[];
|
|
|
|
//extern INT8 bInternalCritHitsByLocation[NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE][ NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE ];
|
|
|
|
extern INT16 sVehicleOrigArmorValues[ NUMBER_OF_TYPES_OF_VEHICLES][ NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE];
|
|
|
|
// struct for vehicles
|
|
typedef struct
|
|
{
|
|
PathStPtr pMercPath; // vehicle's stategic path list
|
|
UINT8 ubMovementGroup; // the movement group this vehicle belongs to
|
|
UINT8 ubVehicleType; // type of vehicle
|
|
INT16 sSectorX; // X position on the Stategic Map
|
|
INT16 sSectorY; // Y position on the Stategic Map
|
|
INT16 sSectorZ;
|
|
BOOLEAN fBetweenSectors; // between sectors?
|
|
INT16 sGridNo; // location in tactical
|
|
SOLDIERTYPE *pPassengers[ 10 ];
|
|
UINT8 ubDriver;
|
|
INT16 sInternalHitLocations[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ];
|
|
INT16 sArmourType;
|
|
INT16 sExternalArmorLocationsStatus[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ];
|
|
INT16 sCriticalHits[ NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE ];
|
|
INT32 iOnSound;
|
|
INT32 iOffSound;
|
|
INT32 iMoveSound;
|
|
INT32 iOutOfSound;
|
|
BOOLEAN fFunctional;
|
|
BOOLEAN fDestroyed;
|
|
INT32 iMovementSoundID;
|
|
UINT8 ubProfileID;
|
|
|
|
BOOLEAN fValid;
|
|
|
|
} VEHICLETYPE;
|
|
|
|
|
|
|
|
// the list of vehicles
|
|
extern VEHICLETYPE *pVehicleList;
|
|
|
|
// number of vehicles on the list
|
|
extern UINT8 ubNumberOfVehicles;
|
|
|
|
extern INT32 iMvtTypes[];
|
|
|
|
void SetVehicleValuesIntoSoldierType( SOLDIERTYPE *pVehicle );
|
|
|
|
// add vehicle to list and return id value
|
|
INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT16 sGridNo, UINT8 ubType );
|
|
|
|
// remove this vehicle from the list
|
|
BOOLEAN RemoveVehicleFromList( INT32 iId );
|
|
|
|
// clear out the vehicle list
|
|
void ClearOutVehicleList( void );
|
|
|
|
BOOLEAN AnyAccessibleVehiclesInSoldiersSector( SOLDIERTYPE *pSoldier );
|
|
|
|
// is this vehicle in the same sector (not between sectors), and accesible
|
|
BOOLEAN IsThisVehicleAccessibleToSoldier( SOLDIERTYPE *pSoldier, INT32 iId );
|
|
|
|
// add soldier to Vehicle
|
|
BOOLEAN AddSoldierToVehicle( SOLDIERTYPE *pSoldier, INT32 iId );
|
|
|
|
// remove soldier from vehicle
|
|
BOOLEAN RemoveSoldierFromVehicle( SOLDIERTYPE *pSoldier, INT32 iId );
|
|
|
|
// strategic mvt stuff
|
|
// move character path to the vehicle
|
|
BOOLEAN MoveCharactersPathToVehicle( SOLDIERTYPE *pSoldier );
|
|
|
|
// travel time at the startegic level
|
|
INT32 GetTravelTimeOfVehicle( INT32 iId );
|
|
|
|
// is this vehicle a valid one?
|
|
BOOLEAN VehicleIdIsValid( INT32 iId );
|
|
|
|
// set up vehicle mvt for this grunt involved
|
|
BOOLEAN SetUpMvtGroupForVehicle( SOLDIERTYPE *pSoldier );
|
|
|
|
// set up soldier mvt for vehicle
|
|
BOOLEAN CopyVehiclePathToSoldier( SOLDIERTYPE *pSoldier );
|
|
|
|
// update mercs position when vehicle arrives
|
|
void UpdatePositionOfMercsInVehicle( INT32 iId );
|
|
|
|
// find vehicle id of group with this vehicle
|
|
INT32 GivenMvtGroupIdFindVehicleId( UINT8 ubGroupId );
|
|
|
|
// given vehicle id, add all peopel in vehicle to mvt group, after clearing mvt group out
|
|
BOOLEAN AddVehicleMembersToMvtGroup( INT32 iId );
|
|
|
|
// injure this person in the vehicle
|
|
BOOLEAN InjurePersonInVehicle( INT32 iId, SOLDIERTYPE *pSoldier, UINT8 ubPointsOfDmg );
|
|
|
|
// kill this person in the vehicle
|
|
BOOLEAN KillPersonInVehicle( INT32 iId, SOLDIERTYPE *pSoldier );
|
|
|
|
// kill everyone in vehicle
|
|
BOOLEAN KillAllInVehicle( INT32 iId );
|
|
|
|
#ifdef JA2TESTVERSION
|
|
// test vehicle stuff
|
|
void VehicleTest( void );
|
|
#endif
|
|
|
|
// grab number of occupants in vehicles
|
|
INT32 GetNumberInVehicle( INT32 iId );
|
|
|
|
// grab # in vehicle skipping EPCs (who aren't allowed to drive :-)
|
|
INT32 GetNumberOfNonEPCsInVehicle( INT32 iId );
|
|
|
|
BOOLEAN EnterVehicle( SOLDIERTYPE *pVehicle, SOLDIERTYPE *pSoldier );
|
|
|
|
SOLDIERTYPE *GetDriver( INT32 iID );
|
|
|
|
void SetVehicleName( SOLDIERTYPE *pVehicle );
|
|
|
|
BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier );
|
|
|
|
void AddPassangersToTeamPanel( INT32 iId );
|
|
|
|
|
|
void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT16 sGridNo , UINT8 ubAttackerID );
|
|
|
|
// the soldiertype containing this tactical incarnation of this vehicle
|
|
SOLDIERTYPE * GetSoldierStructureForVehicle( INT32 iId );
|
|
|
|
void AdjustVehicleAPs( SOLDIERTYPE *pSoldier, UINT8 *pubPoints );
|
|
|
|
// get orig armor values for vehicle in this location
|
|
//INT16 GetOrigInternalArmorValueForVehicleInLocation( UINT8 ubID, UINT8 ubLocation );
|
|
|
|
// handle crit hit to vehicle in this location
|
|
void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT16 sGridNo, UINT8 ubAttackerID );
|
|
|
|
// ste up armor values for this vehicle
|
|
void SetUpArmorForVehicle( UINT8 ubID );
|
|
|
|
// does it need fixing?
|
|
BOOLEAN DoesVehicleNeedAnyRepairs( INT32 iVehicleId );
|
|
|
|
// repair the vehicle
|
|
INT8 RepairVehicle( INT32 iVehicleId, INT8 bTotalPts, BOOLEAN *pfNothingToRepair );
|
|
|
|
|
|
//Save all the vehicle information to the saved game file
|
|
BOOLEAN SaveVehicleInformationToSaveGameFile( HWFILE hFile );
|
|
|
|
//Load all the vehicle information From the saved game file
|
|
BOOLEAN LoadVehicleInformationFromSavedGameFile( HWFILE hFile, UINT32 uiSavedGameVersion );
|
|
|
|
// take soldier out of vehicle
|
|
BOOLEAN TakeSoldierOutOfVehicle( SOLDIERTYPE *pSoldier );
|
|
|
|
// put soldier in vehicle
|
|
BOOLEAN PutSoldierInVehicle( SOLDIERTYPE *pSoldier, INT8 bVehicleId );
|
|
|
|
void SetVehicleSectorValues( INT32 iVehId, UINT8 ubSectorX, UINT8 ubSectorY );
|
|
|
|
void UpdateAllVehiclePassengersGridNo( SOLDIERTYPE *pSoldier );
|
|
|
|
BOOLEAN SaveVehicleMovementInfoToSavedGameFile( HWFILE hFile );
|
|
BOOLEAN LoadVehicleMovementInfoFromSavedGameFile( HWFILE hFile );
|
|
BOOLEAN NewSaveVehicleMovementInfoToSavedGameFile( HWFILE hFile );
|
|
BOOLEAN NewLoadVehicleMovementInfoFromSavedGameFile( HWFILE hFile );
|
|
|
|
BOOLEAN OKUseVehicle( UINT8 ubProfile );
|
|
|
|
BOOLEAN IsRobotControllerInVehicle( INT32 iId );
|
|
|
|
void AddVehicleFuelToSave( );
|
|
|
|
BOOLEAN CanSoldierDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId, BOOLEAN fIgnoreAsleep );
|
|
BOOLEAN SoldierMustDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId, BOOLEAN fTryingToTravel );
|
|
BOOLEAN OnlyThisSoldierCanDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId );
|
|
|
|
BOOLEAN IsEnoughSpaceInVehicle( INT32 iID );
|
|
|
|
BOOLEAN IsSoldierInThisVehicleSquad( SOLDIERTYPE *pSoldier, INT8 bSquadNumber );
|
|
|
|
SOLDIERTYPE* PickRandomPassengerFromVehicle( SOLDIERTYPE *pSoldier );
|
|
|
|
BOOLEAN DoesVehicleHaveAnyPassengers( INT32 iVehicleID );
|
|
BOOLEAN DoesVehicleGroupHaveAnyPassengers( GROUP *pGroup );
|
|
|
|
void SetSoldierExitVehicleInsertionData( SOLDIERTYPE *pSoldier, INT32 iId );
|
|
|
|
|
|
#endif |