Files
source/Tactical/Vehicles.h
T

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