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** Big Maps Projects code (incl. Multiplayer v1.5 ** ********************************************************** - Merged Big Maps Project code from BMP+MP trunk (Revision: 3340) o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - Before THIS merge, I made a branch of the existing 1.13 source o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src - Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago - I will add VS 2010 projects and solution file in the next few days git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
64 lines
2.8 KiB
C
64 lines
2.8 KiB
C
#ifndef _SOLDIER_ADD_H
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#define _SOLDIER_ADD_H
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#include "Soldier Control.h"
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// Finds a gridno given a sweet spot
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// Returns a good direction too!
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INT32 FindGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
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// Ensures a good path.....
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INT32 FindGridNoFromSweetSpotThroughPeople( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
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// Returns a good sweetspot but not the swetspot!
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INT32 FindGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
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INT32 FindGridNoFromSweetSpotExcludingSweetSpotInQuardent( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, INT8 ubQuardentDir );
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// Finds a gridno near a sweetspot but a random one!
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INT32 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
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// Finds a sweetspot but excluding this one!
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INT32 FindRandomGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
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// Adds a soldier ( already created in mercptrs[] array )!
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// Finds a good placement based on data in the loaded sector and if they are enemy's or not, etc...
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BOOLEAN AddSoldierToSector( UINT8 ubID );
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BOOLEAN AddSoldierToSectorNoCalculateDirection( UINT8 ubID );
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BOOLEAN AddSoldierToSectorNoCalculateDirectionUseAnimation( UINT8 ubID, UINT16 usAnimState, UINT16 usAnimCode );
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// IsMercOnTeam() checks to see if the passed in Merc Profile ID is currently on the player's team
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BOOLEAN IsMercOnTeam(UINT8 ubMercID);
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// requires non-intransit assignment, too
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BOOLEAN IsMercOnTeamAndInOmertaAlready(UINT8 ubMercID);
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// ATE: Added for contract renewals
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BOOLEAN IsMercOnTeamAndAlive(UINT8 ubMercID);
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// ATE: Added for contract renewals
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BOOLEAN IsMercOnTeamAndInOmertaAlreadyAndAlive(UINT8 ubMercID);
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// GetSoldierIDFromMercID() Gets the Soldier ID from the Merc Profile ID, else returns -1
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INT16 GetSoldierIDFromMercID(UINT8 ubMercID);
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INT32 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc );
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/*
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void SoldierInSectorSleep( SOLDIERTYPE *pSoldier, INT16 sGridNo );
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*/
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INT32 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc, SOLDIERTYPE *pSrcSoldier );
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void SoldierInSectorPatient( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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void SoldierInSectorDoctor( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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void SoldierInSectorRepair( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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BOOLEAN CanSoldierReachGridNoInGivenTileLimit( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sMaxTiles, INT8 bLevel );
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#endif
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