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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
38 lines
1.3 KiB
C
38 lines
1.3 KiB
C
#ifndef __EXIT_GRIDS_H
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#define __EXIT_GRIDS_H
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#include "Fileman.h"
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#include "Worlddef.h"
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typedef struct //for exit grids (object level)
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{ //if an item pool is also in same gridno, then this would be a separate levelnode
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//in the object level list
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UINT16 usGridNo; //sweet spot for placing mercs in new sector.
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UINT8 ubGotoSectorX;
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UINT8 ubGotoSectorY;
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UINT8 ubGotoSectorZ;
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}EXITGRID;
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BOOLEAN ExitGridAtGridNo( UINT16 usMapIndex );
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BOOLEAN GetExitGridLevelNode( UINT16 usMapIndex, LEVELNODE **ppLevelNode );
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BOOLEAN GetExitGrid( UINT16 usMapIndex, EXITGRID *pExitGrid );
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void AddExitGridToWorld( INT32 iMapIndex, EXITGRID *pExitGrid );
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void RemoveExitGridFromWorld( INT32 iMapIndex );
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void SaveExitGrids( HWFILE fp, UINT16 usNumExitGrids );
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void LoadExitGrids( INT8 **hBuffer );
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void AttemptToChangeFloorLevel( INT8 bRelativeZLevel );
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extern EXITGRID gExitGrid;
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extern BOOLEAN gfOverrideInsertionWithExitGrid;
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// Finds closest ExitGrid of same type as is at gridno, within a radius. Checks
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// valid paths, destinations, etc.
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UINT16 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
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UINT16 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 ubRadius );
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#endif
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