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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
292 lines
8.3 KiB
C
292 lines
8.3 KiB
C
#ifndef _MAP_SCREEN_INTERFACE_MAP_H
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#define _MAP_SCREEN_INTERFACE_MAP_H
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#include "Vehicles.h"
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#include "mapscreen.h"
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// functions
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void DrawMapIndexBigMap( BOOLEAN fSelectedCursorIsYellow );
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//void DrawMapIndexSmallMap( BOOLEAN fSelectedCursorIsYellow );
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UINT32 DrawMap( void );
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void GetScreenXYFromMapXY( INT16 sMapX, INT16 sMapY, INT16 *psX, INT16 *psY );
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void GetScreenXYFromMapXYStationary( INT16 sMapX, INT16 sMapY, INT16 *psX, INT16 *psY );
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BOOLEAN InitializePalettesForMap( void );
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void ShutDownPalettesForMap( void );
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// plot path for helicopter
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void PlotPathForHelicopter( INT16 sX, INT16 sY );
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// the temp path, where the helicopter could go
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void PlotATemporaryPathForHelicopter( INT16 sX, INT16 sY );
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// trace a route for a passed path...doesn't require dest char - most more general
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BOOLEAN TracePathRoute( BOOLEAN fCheckFlag, BOOLEAN fForceUpDate, PathStPtr pPath );
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// show arrows for this char
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void DisplayPathArrows(UINT16 usCharNum, HVOBJECT hMapHandle);
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// restore backgrounds for arrows
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void RestoreArrowBackgroundsForTrace(INT32 iArrow, INT32 iArrowX, INT32 iArrowY, BOOLEAN fZoom);
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// build path for character
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void PlotPathForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY, BOOLEAN fTacticalTraversal );
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// build temp path for character
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void PlotATemporaryPathForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY );
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// display current/temp paths
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void DisplaySoldierPath( SOLDIERTYPE *pCharacter );
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void DisplaySoldierTempPath( SOLDIERTYPE *pCharacter );
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void DisplayHelicopterPath( void );
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void DisplayHelicopterTempPath( void );
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// clear path after this sector
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UINT32 ClearPathAfterThisSectorForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY );
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// cancel path : clear the path completely and gives player feedback message that the route was canceled
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void CancelPathForCharacter( SOLDIERTYPE *pCharacter );
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void CancelPathForVehicle( VEHICLETYPE *pVehicle, BOOLEAN fAlreadyReversed );
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void CancelPathForGroup( GROUP *pGroup );
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// check if we have waited long enought object update temp path
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void DisplayThePotentialPathForHelicopter(INT16 sMapX, INT16 sMapY );
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// clear out helicopter list after this sector
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UINT32 ClearPathAfterThisSectorForHelicopter( INT16 sX, INT16 sY );
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// check to see if sector is highlightable
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BOOLEAN IsTheCursorAllowedToHighLightThisSector( INT16 sSectorX, INT16 sSectorY );
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// set bad sectors list
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void SetUpBadSectorsList( void );
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// restore background for map grids
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void RestoreBackgroundForMapGrid( INT16 sMapX, INT16 sMapY );
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// clip blits to map view region
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void ClipBlitsToMapViewRegion( void );
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void ClipBlitsToMapViewRegionForRectangleAndABit( UINT32 uiDestPitchBYTES );
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// clip blits to full screen....restore after use of ClipBlitsToMapViewRegion( )
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void RestoreClipRegionToFullScreen( void );
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void RestoreClipRegionToFullScreenForRectangle( UINT32 uiDestPitchBYTES );
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// show the icons for people in motion
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void ShowPeopleInMotion( INT16 sX, INT16 sY );
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// last sector in helicopter's path
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INT16 GetLastSectorOfHelicoptersPath( void );
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// display info about helicopter path
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void DisplayDistancesForHelicopter( void );
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// display where hei is
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void DisplayPositionOfHelicopter( void );
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// check for click
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BOOLEAN CheckForClickOverHelicopterIcon( INT16 sX, INT16 sY );
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// show town markers
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void BlitTownGridMarkers( void );
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// load and delete the graphics for the map screen map militia
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BOOLEAN LoadMilitiaPopUpBox( void );
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void RemoveMilitiaPopUpBox( void );
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// check if anyone left behind, if not, move selected cursor along with movement group
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//void CheckIfAnyoneLeftInSector( INT16 sX, INT16 sY, INT16 sNewX, INT16 sNewY, INT8 bZ );
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// grab the total number of militia in sector
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INT32 GetNumberOfMilitiaInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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// create destroy
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void CreateDestroyMilitiaPopUPRegions( void );
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// draw the militia box
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BOOLEAN DrawMilitiaPopUpBox( void );
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//Returns true if the player knows how many enemies are in the sector if that number is greater than 0.
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//Returns false for all other cases.
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UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
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//There is a special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
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//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
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//a question mark is displayed to reflect that the player no longer knows. This is the function that clears that
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//flag.
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void ClearAnySectorsFlashingNumberOfEnemies();
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void CopyPathToCharactersSquadIfInOne( SOLDIERTYPE *pCharacter );
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void InitMapSecrets( void );
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enum {
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ABORT_PLOTTING = 0,
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PATH_CLEARED,
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PATH_SHORTENED,
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};
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// what the player knows about the enemies in a given sector
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enum {
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KNOWS_NOTHING = 0,
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KNOWS_THEYRE_THERE,
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KNOWS_HOW_MANY,
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};
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// size of squares on the map
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#define MAP_GRID_X 21
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#define MAP_GRID_Y 18
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// scroll bounds
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#define EAST_ZOOM_BOUND 378
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#define WEST_ZOOM_BOUND 42
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#define SOUTH_ZOOM_BOUND 324
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#define NORTH_ZOOM_BOUND 36
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// WANNE: The starting top/left position of the background image
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#define MAP_BORDER_X 261
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#define MAP_BORDER_Y 0
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// WANNE: The offset of the map border
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#define MAP_BORDER_X_OFFSET (((SCREEN_WIDTH - 261) - 380) / 2)
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#define MAP_BORDER_Y_OFFSET (((SCREEN_HEIGHT - 121) - 360) / 2)
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// WANNE: The map view region (map image pcx)
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#define MAP_VIEW_START_X (MAP_BORDER_X + MAP_BORDER_X_OFFSET + 9)
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#define MAP_VIEW_START_Y (MAP_BORDER_Y + MAP_BORDER_Y_OFFSET + 10)
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#define MAP_VIEW_WIDTH 336
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#define MAP_VIEW_HEIGHT 298
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//#define MAP_VIEW_START_X 270
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//#define MAP_VIEW_START_Y 10
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//#define MAP_VIEW_WIDTH 336
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//#define MAP_VIEW_HEIGHT 298
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// zoomed in grid sizes
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#define MAP_GRID_ZOOM_X MAP_GRID_X*2
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#define MAP_GRID_ZOOM_Y MAP_GRID_Y*2
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// number of units wide
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#define WORLD_MAP_X 18
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// dirty regions for the map
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#define DMAP_GRID_X ( MAP_GRID_X + 1 )
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#define DMAP_GRID_Y ( MAP_GRID_Y + 1 )
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#define DMAP_GRID_ZOOM_X ( MAP_GRID_ZOOM_X+1)
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#define DMAP_GRID_ZOOM_Y ( MAP_GRID_ZOOM_Y+1)
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// Orta position on the map
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#define ORTA_SECTOR_X 4
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#define ORTA_SECTOR_Y 11
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#define TIXA_SECTOR_X 9
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#define TIXA_SECTOR_Y 10
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// what are we showing?..teams/vehicles
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// Show values
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#define SHOW_TEAMMATES 1
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#define SHOW_VEHICLES 2
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// wait time until temp path is drawn, from placing cursor on a map grid
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#define MIN_WAIT_TIME_FOR_TEMP_PATH 200
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//extern INT32 MAP_VIEW_START_X;
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//extern INT32 MAP_VIEW_START_Y;
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// zoom UL coords
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extern INT32 iZoomX;
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extern INT32 iZoomY;
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// the number of militia on the cursor
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extern INT16 sGreensOnCursor;
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extern INT16 sRegularsOnCursor;
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extern INT16 sElitesOnCursor;
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// highlighted sectors
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extern INT16 gsHighlightSectorX;
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extern INT16 gsHighlightSectorY;
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// the big map
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extern UINT32 guiBIGMAP;
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// the orta icon
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extern UINT32 guiORTAICON;
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extern UINT32 guiTIXAICON;
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// the character icons
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extern UINT32 guiCHARICONS;
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// the merc arrival sector landing zone icon
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extern UINT32 guiBULLSEYE;
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// character between sector icons
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extern UINT32 guiCHARBETWEENSECTORICONS;
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extern UINT32 guiCHARBETWEENSECTORICONSCLOSE;
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// the viewable map bound region
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extern SGPRect MapScreenRect;
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// draw temp path
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extern BOOLEAN fDrawTempHeliPath;
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// selected destination char
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extern INT8 bSelectedDestChar;
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// current assignment character
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extern INT8 bSelectedAssignChar;
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// the info character
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extern INT8 bSelectedInfoChar;
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// the contract char
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extern INT8 bSelectedContractChar;
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// map arrows graphical index value
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extern UINT32 guiMAPCURSORS;
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// has temp path for character path or helicopter been already drawn
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extern BOOLEAN fTempPathAlreadyDrawn;
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// map view region clipping rect
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extern SGPRect MapScreenRect;
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// the map border eta pop up
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extern UINT32 guiMapBorderEtaPopUp;
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// heli pop up
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extern UINT32 guiMapBorderHeliSectors;
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// the currently selected town militia
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extern INT16 sSelectedMilitiaTown;
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// the selected sectors
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extern UINT16 sSelMapX;
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extern UINT16 sSelMapY;
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extern BOOLEAN fFoundTixa;
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extern UINT32 guiSubLevel1, guiSubLevel2, guiSubLevel3;
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extern INT16 sBaseSectorList[ MAX_TOWNS - 1 ];
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extern POINT pTownPoints[ MAX_TOWNS ];
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#endif |