Files
source/Tactical/Overhead Types.h
T
majcostaandGitHub 24425a82b1 More unused stuff removal (#49)
* More unused stuff removal

delete:
- giant 'metaheaders' (JA2 All.h, Laptop All.h, etc), preferring to add #includes directly where needed
- unused ExceptionHandling and DbMan translation units
- unused WizShare.h, Bitmap.h, trle.h, video_private.h headers

* remove mentions from vc proj files too

* remove preprocessor conditionals for unused definitions

find . -iname '*.h' -o -iname '*.cpp' -exec unifdef.exe -m -UPRECOMPILED_HEADERS -UJA2_PRECOMPILED_HEADERS -UWIZ8_PRECOMPILED_HEADERS -UPRECOMPILEDHEADERS {} ';'

then manually fixed a couple files the tool errored out on

* yes, the comments too

as title
2023-01-03 15:51:48 +02:00

661 lines
18 KiB
C

#ifndef __OVERHEAD_TYPES_H
#define __OVERHEAD_TYPES_H
// GLOBAL HEADER FOR DATA, TYPES FOR TACTICAL ENGINE
#include "Types.h"
#define REFINE_AIM_1 0
#define REFINE_AIM_MID1 1
#define REFINE_AIM_2 2
#define REFINE_AIM_MID2 3
#define REFINE_AIM_3 4
#define REFINE_AIM_MID3 5
#define REFINE_AIM_4 6
#define REFINE_AIM_MID4 7
#define REFINE_AIM_5 8
#define REFINE_AIM_BURST -1 // SANDRO - I've changed this from 10 to -1, so when the code asks about how much we aim, it does not return this high value when we don't aim at all
// hopefully, it will not cause any troubles anywhere .. it shouldn't
#define AIM_SHOT_RANDOM 0
#define AIM_SHOT_HEAD 1
#define AIM_SHOT_TORSO 2
#define AIM_SHOT_LEGS 3
#define AIM_SHOT_GLAND 4
#define MIN_AMB_LEVEL_FOR_MERC_LIGHTS 9
#define MAXTEAMS_SP 6 // WANNE: for singleplayer
#define MAXTEAMS 11 //hayden
#define MAXMERCS MAX_NUM_SOLDIERS
//TACTICAL OVERHEAD STUFF
//#define NO_SOLDIER TOTAL_SOLDIERS // SAME AS NOBODY
//#define NOBODY NO_SOLDIER
#define NOBODY TOTAL_SOLDIERS
// TACTICAL ENGINE STATUS FLAGS
#define REALTIME 0x000000002
#define TURNBASED 0x000000004
#define IN_ENDGAME_SEQUENCE 0x000000008
#define SHOW_ALL_ITEMS 0x000000010
#define SHOW_AP_LEFT 0x000000020
#define SHOW_ALL_MERCS 0x000000040
#define TRANSLUCENCY_TYPE 0x000000080
#define GODMODE 0x000000100
#define DEMOMODE 0x000000200
#define PLAYER_TEAM_DEAD 0x000000400
#define NPC_TEAM_DEAD 0x000000800
#define DISALLOW_SIGHT 0x000001000
#define CHECK_SIGHT_AT_END_OF_ATTACK 0x000002000
#define IN_CREATURE_LAIR 0x000004000
#define HIDE_TREES 0x000008000
#define NOHIDE_REDUNDENCY 0x000010000
#define DEBUGCLIFFS 0x000020000
#define INCOMBAT 0x000040000
#define WANT_MILITIA_REINFORCEMENTS 0x000080000
#define ACTIVE 0x000100000
#define SHOW_Z_BUFFER 0x000200000
#define SLOW_ANIMATION 0x000400000
#define ENGAGED_IN_CONV 0x000800000
#define LOADING_SAVED_GAME 0x001000000
#define OUR_MERCS_AUTO_MOVE 0x002000000
#define SHOW_ALL_ROOFS 0x004000000
#define NEWLY_ENTERED_SECTOR 0x008000000
#define RED_ITEM_GLOW_ON 0x010000000
#define IGNORE_ENGAGED_IN_CONV_UI_UNLOCK 0x020000000
#define IGNORE_ALL_OBSTACLES 0x040000000
#define IN_DEIDRANNA_ENDGAME 0x080000000
#define DONE_DEIDRANNA_ENDGAME 0x100000000
#define OKBREATH 10
#define OKLIFE 15
#define CONSCIOUSNESS 10
// VIEWRANGE DEFINES
#define NORMAL_VIEW_RANGE 13
#define MIN_RANGE_FOR_BLOWNAWAY 40
// MODIFIERS FOR AP COST FOR MOVEMENT
#define RUNDIVISOR 1.8
#define WALKCOST -1
#define SWATCOST 0
#define CRAWLCOST 1
// CHRISL: AP Cost Movement modifiers when wearing a backpack
#define RUNDIVISORBPACK 1.5
#define WALKCOSTBPACK 0
#define SWATCOSTBPACK 1
#define CRAWLCOSTBPACK 2
// defines
// ######################################################
#define MAX_PATH_LIST_SIZE 30
#define NUM_SOLDIER_SHADES 48
#define NUM_SOLDIER_EFFECTSHADES 2
// TIMER DELAYS
#define DAMAGE_DISPLAY_DELAY 250
#define FADE_DELAY 150
#define FLASH_SELECTOR_DELAY 4000
#define BLINK_SELECTOR_DELAY 250
#define PTR_OURTEAM (pSoldier->bTeam == gbPlayerNum)
#define DONTLOOK 0
#define LOOK 1
#define NOLOCATE 0
#define LOCATE 1
#define DONTSETLOCATOR 0
#define SETLOCATOR 1
#define SETANDREMOVEPREVIOUSLOCATOR 2
#define SETLOCATORFAST 3
#define NOCENTERING 0
#define NOUPDATE 0
#define UPDATE 1
// ORDERS
enum
{
STATIONARY = 0, // moves max 1 sq., no matter what's going on
ONGUARD, // moves max 2 sqs. until alerted by something
CLOSEPATROL, // patrols within 5 spaces until alerted
FARPATROL, // patrols within 15 spaces
POINTPATROL, // patrols using patrolGrids
ONCALL, // helps buddies anywhere within the sector
SEEKENEMY, // not tied down to any one particular spot
RNDPTPATROL, // patrols randomly using patrolGrids
SNIPER, // snipes
MAXORDERS
};
// ATTITUDES
enum
{
DEFENSIVE = 0,
BRAVESOLO,
BRAVEAID,
CUNNINGSOLO,
CUNNINGAID,
AGGRESSIVE,
MAXATTITUDES,
ATTACKSLAYONLY // special hyperaggressive vs Slay only value for Carmen the bounty hunter
};
// alert status types
enum
{
STATUS_GREEN = 0, // everything's OK, no suspicion
STATUS_YELLOW, // he or his friend heard something
STATUS_RED, // has definite evidence of opponent
STATUS_BLACK, // currently sees an active opponent
NUM_STATUS_STATES
};
enum
{
MORALE_HOPELESS = 0,
MORALE_WORRIED,
MORALE_NORMAL,
MORALE_CONFIDENT,
MORALE_FEARLESS,
NUM_MORALE_STATES
};
// DEFINES FOR WEAPON HIT EVENT SPECIAL PARAM
#define FIRE_WEAPON_NO_SPECIAL 0
#define FIRE_WEAPON_BURST_SPECIAL 1
#define FIRE_WEAPON_HEAD_EXPLODE_SPECIAL 2
#define FIRE_WEAPON_CHEST_EXPLODE_SPECIAL 3
#define FIRE_WEAPON_LEG_FALLDOWN_SPECIAL 4
#define FIRE_WEAPON_HIT_BY_KNIFE_SPECIAL 5
#define FIRE_WEAPON_SLEEP_DART_SPECIAL 6
#define FIRE_WEAPON_BLINDED_BY_SPIT_SPECIAL 7
#define FIRE_WEAPON_TOSSED_OBJECT_SPECIAL 8
#define FIRE_WEAPON_BLINDED 9
#define FIRE_WEAPON_DEAFENED 10
#define FIRE_WEAPON_BLINDED_AND_DEAFENED 11
#define FIRE_WEAPON_BLINDED_SPECIAL 12 // Flugente: works like FIRE_WEAPON_BLINDED_BY_SPIT_SPECIAL but without the damage dependency
#define FIRE_WEAPON_VEHICLE_TRAUMA 13
#define NO_INTERRUPTS 0
#define ALLOW_INTERRUPTS 1
#define SIGHT_LOOK 0x1
//#define SIGHT_SEND 0x2 // no longer needed using LOCAL OPPLISTs
#define SIGHT_RADIO 0x4
#define SIGHT_INTERRUPT 0x8
#define SIGHT_ALL 0xF
// CHANGE THIS VALUE TO AFFECT TOTAL SIGHT RANGE
//#define STRAIGHT_RANGE gGameExternalOptions.ubStraightSightRange
// CHANGE THESE VALUES TO ADJUST VARIOUS FOV ANGLES
#define STRAIGHT_RATIO 1 //* 1.5
#define ANGLE_RATIO 0.857 //* 1.5
#define SIDE_RATIO 0.571 //* 1.5
// CJC: Changed SBEHIND_RATIO (side-behind ratio) to be 0 to make stealth attacks easier
// Changed on September 21, 1998
//#define SBEHIND_RATIO 0.142
#define SBEHIND_RATIO 0
#define BEHIND_RATIO 0
// looking distance defines
//#define BEHIND (INT8)( BEHIND_RATIO * STRAIGHT_RANGE )
//#define SBEHIND (INT8)( SBEHIND_RATIO * STRAIGHT_RANGE )
//#define SIDE (INT8)( SIDE_RATIO * STRAIGHT_RANGE )
//#define ANGLE (INT8)( ANGLE_RATIO * STRAIGHT_RANGE )
//#define STRAIGHT (INT8)( STRAIGHT_RATIO * STRAIGHT_RANGE )
// opplist value constants
#define HEARD_3_TURNS_AGO -4
#define HEARD_2_TURNS_AGO -3
#define HEARD_LAST_TURN -2
#define HEARD_THIS_TURN -1
#define NOT_HEARD_OR_SEEN 0
#define SEEN_CURRENTLY 1
#define SEEN_THIS_TURN 2
#define SEEN_LAST_TURN 3
#define SEEN_2_TURNS_AGO 4
#define SEEN_3_TURNS_AGO 5
#define OLDEST_SEEN_VALUE SEEN_3_TURNS_AGO
#define OLDEST_HEARD_VALUE HEARD_3_TURNS_AGO
#define UNDER_FIRE 2
#define UNDER_FIRE_LAST_TURN 1
#define MAX_DISTANCE_FOR_PROXIMITY_SIGHT 15
// DEFINES FOR BODY TYPE SUBSTITUTIONS
#define SUB_ANIM_BIGGUYSHOOT2 0x00000001
#define SUB_ANIM_BIGGUYTHREATENSTANCE 0x00000002
// Enumerate directions
enum WorldDirections
{
NORTH = 0,
NORTHEAST,
EAST,
SOUTHEAST,
SOUTH,
SOUTHWEST,
WEST,
NORTHWEST,
NUM_WORLD_DIRECTIONS,
DIRECTION_IRRELEVANT,
DIRECTION_EXITGRID = 255,
};
// Starting Sector
// HEADROCK HAM 3.5: Externalized.
//UINT8 startingX = 9;
//UINT8 startingY = 1;
const int startingZ = 0;
// ENUMERATION OF SOLDIER POSIITONS IN GLOBAL SOLDIER LIST
// WDS - make number of mercenaries, etc. be configurable
#define CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS 32
extern UINT8 giMAXIMUM_NUMBER_OF_PLAYER_MERCS;
#define CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES 6
extern UINT8 giMAXIMUM_NUMBER_OF_PLAYER_VEHICLES;
#define CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES
extern UINT8 giMAXIMUM_NUMBER_OF_PLAYER_SLOTS;
#define CODE_MAXIMUM_NUMBER_OF_ENEMIES 64
extern UINT8 giMAXIMUM_NUMBER_OF_ENEMIES;
#define CODE_MAXIMUM_NUMBER_OF_CREATURES 40
extern UINT8 giMAXIMUM_NUMBER_OF_CREATURES;
#define CODE_MAXIMUM_NUMBER_OF_REBELS 64
extern UINT8 giMAXIMUM_NUMBER_OF_REBELS;
#define CODE_MAXIMUM_NUMBER_OF_CIVS 40
extern UINT8 giMAXIMUM_NUMBER_OF_CIVS;
// The following should be the largest from the above set of constants.
// Note: Is there any way to compute this via the preprocessor?
#define LARGEST_NUMBER_IN_ANY_GROUP 64
#define MAX_NUM_SOLDIERS (CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES+CODE_MAXIMUM_NUMBER_OF_ENEMIES+CODE_MAXIMUM_NUMBER_OF_CREATURES+CODE_MAXIMUM_NUMBER_OF_REBELS+CODE_MAXIMUM_NUMBER_OF_CIVS)
#define NUM_PLANNING_MERCS 8
#define TOTAL_SOLDIERS ( NUM_PLANNING_MERCS + MAX_NUM_SOLDIERS )
// If there are more than (one less the size of the field used to store IDs (currently a char)) then fail
#if TOTAL_SOLDIERS > 254
#error Too many!
#endif
#if CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS > LARGEST_NUMBER_IN_ANY_GROUP
#error _LARGEST_NUMBER_IN_ANY_GROUP is too small
#endif
#if CODE_MAXIMUM_NUMBER_OF_ENEMIES > LARGEST_NUMBER_IN_ANY_GROUP
#error _LARGEST_NUMBER_IN_ANY_GROUP is too small
#endif
#if CODE_MAXIMUM_NUMBER_OF_CREATURES > LARGEST_NUMBER_IN_ANY_GROUP
#error _LARGEST_NUMBER_IN_ANY_GROUP is too small
#endif
#if CODE_MAXIMUM_NUMBER_OF_REBELS > LARGEST_NUMBER_IN_ANY_GROUP
#error _LARGEST_NUMBER_IN_ANY_GROUP is too small
#endif
#if CODE_MAXIMUM_NUMBER_OF_CIVS > LARGEST_NUMBER_IN_ANY_GROUP
#error _LARGEST_NUMBER_IN_ANY_GROUP is too small
#endif
// DEFINE TEAMS
#define OUR_TEAM 0
#define ENEMY_TEAM 1
#define CREATURE_TEAM 2
#define MILITIA_TEAM 3
#define CIV_TEAM 4
#define LAST_TEAM LAN_TEAM_FOUR
#define PLAYER_PLAN 5
#define LAN_TEAM_ONE 6
#define LAN_TEAM_TWO 7
#define LAN_TEAM_THREE 8
#define LAN_TEAM_FOUR 9
//hayden
//-----------------------------------------------
//
// civilian "sub teams":
enum
{
NON_CIV_GROUP = 0,
REBEL_CIV_GROUP,
KINGPIN_CIV_GROUP,
SANMONA_ARMS_GROUP,
ANGELS_GROUP,
BEGGARS_CIV_GROUP,
TOURISTS_CIV_GROUP,
ALMA_MILITARY_CIV_GROUP,
DOCTORS_CIV_GROUP,
COUPLE1_CIV_GROUP,
HICKS_CIV_GROUP,
WARDEN_CIV_GROUP,
JUNKYARD_CIV_GROUP,
FACTORY_KIDS_GROUP,
QUEENS_CIV_GROUP,
UNNAMED_CIV_GROUP_15,
UNNAMED_CIV_GROUP_16,
UNNAMED_CIV_GROUP_17,
UNNAMED_CIV_GROUP_18,
UNNAMED_CIV_GROUP_19,
ASSASSIN_CIV_GROUP, // Flugente: enemy assassins belong to this group
POW_PRISON_CIV_GROUP, // Flugente: prisoners of war the player caught are in this group
UNNAMED_CIV_GROUP_22,
UNNAMED_CIV_GROUP_23,
VOLUNTEER_CIV_GROUP, // Flugente: civilians that the player recruited
BOUNTYHUNTER_CIV_GROUP, // Flugente: hostile bounty hunters
DOWNEDPILOT_CIV_GROUP, // Flugente: downed pilots
SCIENTIST_GROUP, // Flugente: enemy civilian personnel
RADAR_TECHNICIAN_GROUP,
AIRPORT_STAFF_GROUP,
BARRACK_STAFF_GROUP,
FACTORY_GROUP,
ADMINISTRATIVE_STAFF_GROUP,
LOYAL_CIV_GROUP, // civil population deeply loyal to the queen
BLACKMARKET_GROUP, // black market dealer and bodyguards
UNNAMED_CIV_GROUP_35,
UNNAMED_CIV_GROUP_36,
UNNAMED_CIV_GROUP_37,
UNNAMED_CIV_GROUP_38,
UNNAMED_CIV_GROUP_39,
UNNAMED_CIV_GROUP_40,
UNNAMED_CIV_GROUP_41,
UNNAMED_CIV_GROUP_42,
UNNAMED_CIV_GROUP_43,
UNNAMED_CIV_GROUP_44,
UNNAMED_CIV_GROUP_45,
UNNAMED_CIV_GROUP_46,
UNNAMED_CIV_GROUP_47,
UNNAMED_CIV_GROUP_48,
UNNAMED_CIV_GROUP_49,
UNNAMED_CIV_GROUP_50,
UNNAMED_CIV_GROUP_51,
UNNAMED_CIV_GROUP_52,
UNNAMED_CIV_GROUP_53,
UNNAMED_CIV_GROUP_54,
UNNAMED_CIV_GROUP_55,
UNNAMED_CIV_GROUP_56,
UNNAMED_CIV_GROUP_57,
UNNAMED_CIV_GROUP_58,
UNNAMED_CIV_GROUP_59,
UNNAMED_CIV_GROUP_60,
UNNAMED_CIV_GROUP_61,
UNNAMED_CIV_GROUP_62,
UNNAMED_CIV_GROUP_63,
UNNAMED_CIV_GROUP_64,
UNNAMED_CIV_GROUP_65,
UNNAMED_CIV_GROUP_66,
UNNAMED_CIV_GROUP_67,
UNNAMED_CIV_GROUP_68,
UNNAMED_CIV_GROUP_69,
UNNAMED_CIV_GROUP_70,
UNNAMED_CIV_GROUP_71,
UNNAMED_CIV_GROUP_72,
UNNAMED_CIV_GROUP_73,
UNNAMED_CIV_GROUP_74,
UNNAMED_CIV_GROUP_75,
UNNAMED_CIV_GROUP_76,
UNNAMED_CIV_GROUP_77,
UNNAMED_CIV_GROUP_78,
UNNAMED_CIV_GROUP_79,
UNNAMED_CIV_GROUP_80,
UNNAMED_CIV_GROUP_81,
UNNAMED_CIV_GROUP_82,
UNNAMED_CIV_GROUP_83,
UNNAMED_CIV_GROUP_84,
UNNAMED_CIV_GROUP_85,
UNNAMED_CIV_GROUP_86,
UNNAMED_CIV_GROUP_87,
UNNAMED_CIV_GROUP_88,
UNNAMED_CIV_GROUP_89,
UNNAMED_CIV_GROUP_90,
UNNAMED_CIV_GROUP_91,
UNNAMED_CIV_GROUP_92,
UNNAMED_CIV_GROUP_93,
UNNAMED_CIV_GROUP_94,
UNNAMED_CIV_GROUP_95,
UNNAMED_CIV_GROUP_96,
UNNAMED_CIV_GROUP_97,
UNNAMED_CIV_GROUP_98,
UNNAMED_CIV_GROUP_99,
UNNAMED_CIV_GROUP_100,
UNNAMED_CIV_GROUP_101,
UNNAMED_CIV_GROUP_102,
UNNAMED_CIV_GROUP_103,
UNNAMED_CIV_GROUP_104,
UNNAMED_CIV_GROUP_105,
UNNAMED_CIV_GROUP_106,
UNNAMED_CIV_GROUP_107,
UNNAMED_CIV_GROUP_108,
UNNAMED_CIV_GROUP_109,
UNNAMED_CIV_GROUP_110,
UNNAMED_CIV_GROUP_111,
UNNAMED_CIV_GROUP_112,
UNNAMED_CIV_GROUP_113,
UNNAMED_CIV_GROUP_114,
UNNAMED_CIV_GROUP_115,
UNNAMED_CIV_GROUP_116,
UNNAMED_CIV_GROUP_117,
UNNAMED_CIV_GROUP_118,
UNNAMED_CIV_GROUP_119,
UNNAMED_CIV_GROUP_120,
UNNAMED_CIV_GROUP_121,
UNNAMED_CIV_GROUP_122,
UNNAMED_CIV_GROUP_123,
UNNAMED_CIV_GROUP_124,
UNNAMED_CIV_GROUP_125,
UNNAMED_CIV_GROUP_126,
UNNAMED_CIV_GROUP_127,
UNNAMED_CIV_GROUP_128,
UNNAMED_CIV_GROUP_129,
UNNAMED_CIV_GROUP_130,
UNNAMED_CIV_GROUP_131,
UNNAMED_CIV_GROUP_132,
UNNAMED_CIV_GROUP_133,
UNNAMED_CIV_GROUP_134,
UNNAMED_CIV_GROUP_135,
UNNAMED_CIV_GROUP_136,
UNNAMED_CIV_GROUP_137,
UNNAMED_CIV_GROUP_138,
UNNAMED_CIV_GROUP_139,
UNNAMED_CIV_GROUP_140,
UNNAMED_CIV_GROUP_141,
UNNAMED_CIV_GROUP_142,
UNNAMED_CIV_GROUP_143,
UNNAMED_CIV_GROUP_144,
UNNAMED_CIV_GROUP_145,
UNNAMED_CIV_GROUP_146,
UNNAMED_CIV_GROUP_147,
UNNAMED_CIV_GROUP_148,
UNNAMED_CIV_GROUP_149,
UNNAMED_CIV_GROUP_150,
UNNAMED_CIV_GROUP_151,
UNNAMED_CIV_GROUP_152,
UNNAMED_CIV_GROUP_153,
UNNAMED_CIV_GROUP_154,
UNNAMED_CIV_GROUP_155,
UNNAMED_CIV_GROUP_156,
UNNAMED_CIV_GROUP_157,
UNNAMED_CIV_GROUP_158,
UNNAMED_CIV_GROUP_159,
UNNAMED_CIV_GROUP_160,
UNNAMED_CIV_GROUP_161,
UNNAMED_CIV_GROUP_162,
UNNAMED_CIV_GROUP_163,
UNNAMED_CIV_GROUP_164,
UNNAMED_CIV_GROUP_165,
UNNAMED_CIV_GROUP_166,
UNNAMED_CIV_GROUP_167,
UNNAMED_CIV_GROUP_168,
UNNAMED_CIV_GROUP_169,
UNNAMED_CIV_GROUP_170,
UNNAMED_CIV_GROUP_171,
UNNAMED_CIV_GROUP_172,
UNNAMED_CIV_GROUP_173,
UNNAMED_CIV_GROUP_174,
UNNAMED_CIV_GROUP_175,
UNNAMED_CIV_GROUP_176,
UNNAMED_CIV_GROUP_177,
UNNAMED_CIV_GROUP_178,
UNNAMED_CIV_GROUP_179,
UNNAMED_CIV_GROUP_180,
UNNAMED_CIV_GROUP_181,
UNNAMED_CIV_GROUP_182,
UNNAMED_CIV_GROUP_183,
UNNAMED_CIV_GROUP_184,
UNNAMED_CIV_GROUP_185,
UNNAMED_CIV_GROUP_186,
UNNAMED_CIV_GROUP_187,
UNNAMED_CIV_GROUP_188,
UNNAMED_CIV_GROUP_189,
UNNAMED_CIV_GROUP_190,
UNNAMED_CIV_GROUP_191,
UNNAMED_CIV_GROUP_192,
UNNAMED_CIV_GROUP_193,
UNNAMED_CIV_GROUP_194,
UNNAMED_CIV_GROUP_195,
UNNAMED_CIV_GROUP_196,
UNNAMED_CIV_GROUP_197,
UNNAMED_CIV_GROUP_198,
UNNAMED_CIV_GROUP_199,
UNNAMED_CIV_GROUP_200,
UNNAMED_CIV_GROUP_201,
UNNAMED_CIV_GROUP_202,
UNNAMED_CIV_GROUP_203,
UNNAMED_CIV_GROUP_204,
UNNAMED_CIV_GROUP_205,
UNNAMED_CIV_GROUP_206,
UNNAMED_CIV_GROUP_207,
UNNAMED_CIV_GROUP_208,
UNNAMED_CIV_GROUP_209,
UNNAMED_CIV_GROUP_210,
UNNAMED_CIV_GROUP_211,
UNNAMED_CIV_GROUP_212,
UNNAMED_CIV_GROUP_213,
UNNAMED_CIV_GROUP_214,
UNNAMED_CIV_GROUP_215,
UNNAMED_CIV_GROUP_216,
UNNAMED_CIV_GROUP_217,
UNNAMED_CIV_GROUP_218,
UNNAMED_CIV_GROUP_219,
UNNAMED_CIV_GROUP_220,
UNNAMED_CIV_GROUP_221,
UNNAMED_CIV_GROUP_222,
UNNAMED_CIV_GROUP_223,
UNNAMED_CIV_GROUP_224,
UNNAMED_CIV_GROUP_225,
UNNAMED_CIV_GROUP_226,
UNNAMED_CIV_GROUP_227,
UNNAMED_CIV_GROUP_228,
UNNAMED_CIV_GROUP_229,
UNNAMED_CIV_GROUP_230,
UNNAMED_CIV_GROUP_231,
UNNAMED_CIV_GROUP_232,
UNNAMED_CIV_GROUP_233,
UNNAMED_CIV_GROUP_234,
UNNAMED_CIV_GROUP_235,
UNNAMED_CIV_GROUP_236,
UNNAMED_CIV_GROUP_237,
UNNAMED_CIV_GROUP_238,
UNNAMED_CIV_GROUP_239,
UNNAMED_CIV_GROUP_240,
UNNAMED_CIV_GROUP_241,
UNNAMED_CIV_GROUP_242,
UNNAMED_CIV_GROUP_243,
UNNAMED_CIV_GROUP_244,
UNNAMED_CIV_GROUP_245,
UNNAMED_CIV_GROUP_246,
UNNAMED_CIV_GROUP_247,
UNNAMED_CIV_GROUP_248,
UNNAMED_CIV_GROUP_249,
UNNAMED_CIV_GROUP_250,
UNNAMED_CIV_GROUP_251,
UNNAMED_CIV_GROUP_252,
UNNAMED_CIV_GROUP_253,
UNNAMED_CIV_GROUP_254,
NUM_CIV_GROUPS
};
#define CIV_GROUP_NEUTRAL 0
#define CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE 1
#define CIV_GROUP_WILL_BECOME_HOSTILE 2
#define CIV_GROUP_HOSTILE 3
// boxing state
enum BoxingStates
{
NOT_BOXING = 0,
BOXING_WAITING_FOR_PLAYER,
PRE_BOXING,
BOXING,
DISQUALIFIED,
WON_ROUND,
LOST_ROUND
} ;
//NOTE: The editor uses these enumerations, so please update the text as well if you modify or
// add new groups. Try to abbreviate the team name as much as possible. The text is in
// EditorMercs.c
#ifdef JA2EDITOR
extern CHAR16 gszCivGroupNames[ NUM_CIV_GROUPS ][ 128 ];
#endif
//
//-----------------------------------------------
// PALETTE SUBSITUTION TYPES
typedef struct
{
UINT8 ubStart;
UINT8 ubEnd;
} PaletteSubRangeType;
typedef CHAR8 PaletteRepID[ 30 ];
typedef struct
{
UINT8 ubType;
PaletteRepID ID;
UINT8 ubPaletteSize;
UINT8 *r;
UINT8 *g;
UINT8 *b;
} PaletteReplacementType;
// MACROS
// This will set an animation ID
#define SET_PALETTEREP_ID( a, b ) ( strcpy( a, b ) )
// strcmp returns 0 if true!
#define COMPARE_PALETTEREP_ID( a, b ) ( strcmp( a, b ) ? FALSE : TRUE )
#endif