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140 lines
5.0 KiB
C
140 lines
5.0 KiB
C
#ifndef STRUCTURE_H
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#define STRUCTURE_H
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#include "Structure Internals.h"
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#include "tiledef.h"
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#include "Overhead Types.h"
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#define NOTHING_BLOCKING 0
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#define BLOCKING_REDUCE_RANGE 1
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#define BLOCKING_NEXT_TILE 10
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#define BLOCKING_TOPLEFT_WINDOW 30
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#define BLOCKING_TOPRIGHT_WINDOW 40
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#define BLOCKING_TOPLEFT_DOOR 50
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#define BLOCKING_TOPRIGHT_DOOR 60
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#define FULL_BLOCKING 70
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#define BLOCKING_TOPLEFT_OPEN_WINDOW 90
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#define BLOCKING_TOPRIGHT_OPEN_WINDOW 100
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// ATE: Increased to allow corpses to not collide with soldiers
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// 100 == MAX_CORPSES
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#define INVALID_STRUCTURE_ID ( TOTAL_SOLDIERS + 100 )
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#define IGNORE_PEOPLE_STRUCTURE_ID (TOTAL_SOLDIERS+101)
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#define VEHICLE_IGNORE_OBSTACLES_STRUCTURE_ID (TOTAL_SOLDIERS+102)
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#define STRUCTURE_DAMAGE_EXPLOSION 1
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#define STRUCTURE_DAMAGE_GUNFIRE 2
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#define STRUCTURE_DAMAGE_VEHICLE_TRAUMA 3
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// functions at the structure database level
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//
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STRUCTURE_FILE_REF * LoadStructureFile( STR szFileName );
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void FreeAllStructureFiles( void );
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BOOLEAN FreeStructureFile( STRUCTURE_FILE_REF * pStructureFile );
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//
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// functions at the structure instance level
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//
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BOOLEAN OkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal = FALSE, SoldierID sSoldierID = NOBODY );
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// for the PTR argument of AddStructureToWorld, pass in a LEVELNODE * please!
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BOOLEAN AddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, PTR pLevelN );
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BOOLEAN DeleteStructureFromWorld( STRUCTURE * pStructure );
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//
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// functions to find a structure in a location
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//
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STRUCTURE * FindStructure( INT32 sGridNo, UINT32 fFlags );
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STRUCTURE * FindNextStructure( STRUCTURE * pStructure, UINT32 fFlags );
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STRUCTURE * FindStructureByID( INT32 sGridNo, UINT16 usStructureID );
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STRUCTURE * FindBaseStructure( STRUCTURE * pStructure );
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STRUCTURE * FindNonBaseStructure( INT32 sGridNo, STRUCTURE * pStructure );
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//
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// functions related to interactive tiles
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//
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STRUCTURE * SwapStructureForPartner( INT32 sGridNo, STRUCTURE * pStructure );
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STRUCTURE * SwapStructureForPartnerWithoutTriggeringSwitches( INT32 sGridNo, STRUCTURE * pStructure );
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STRUCTURE * SwapStructureForPartnerAndStoreChangeInMap( INT32 sGridNo, STRUCTURE * pStructure );
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#ifdef JA2UB
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STRUCTURE * SwapStructureForPartnerForcingGraphicalChange( INT32 sGridNo, STRUCTURE * pStructure );
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#endif
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//
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// functions useful for AI that return info about heights
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//
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INT8 StructureHeight( STRUCTURE * pStructure );
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INT8 StructureBottomLevel( STRUCTURE * pStructure );
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INT8 GetTallestStructureHeight( INT32 sGridNo, BOOLEAN fOnRoof );
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INT8 GetStructureTargetHeight( INT32 sGridNo, BOOLEAN fOnRoof );
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BOOLEAN StructureDensity( STRUCTURE * pStructure, UINT8 * pubLevel0, UINT8 * pubLevel1, UINT8 * pubLevel2, UINT8 * pubLevel3 );
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BOOLEAN FindAndSwapStructure( INT32 sGridNo );
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INT16 GetBaseTile( STRUCTURE * pStructure );
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//
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// functions to work with the editor undo code
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//
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void DebugStructurePage1( void );
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BOOLEAN AddZStripInfoToVObject( HVOBJECT hVObject, STRUCTURE_FILE_REF * pStructureFileRef, BOOLEAN fFromAnimation, INT16 sSTIStartIndex );
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// Flugente: return the highest structure (no person, roof or corpse) on a gridno and level
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STRUCTURE* GetTallestStructureOnGridno( INT32 sGridNo, INT8 bLevel );
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// Flugente: return the highest structure (no person, roof or corpse) on a gridno and level that we could possibly drag
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STRUCTURE* GetTallestStructureOnGridnoDrag( INT32 sGridNo, INT8 bLevel );
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// FUNCTIONS FOR DETERMINING STUFF THAT BLOCKS VIEW FOR TILE_bASED LOS
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INT8 GetBlockingStructureInfo( INT32 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock );
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INT8 DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, SoldierID ubOwner, INT32 sAntiMaterialImpact = 0 );
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// Material armour type enumeration
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enum
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{
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MATERIAL_NOTHING,
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MATERIAL_WOOD_WALL,
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MATERIAL_PLYWOOD_WALL,
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MATERIAL_LIVE_WOOD,
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MATERIAL_LIGHT_VEGETATION,
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MATERIAL_FURNITURE,
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MATERIAL_PORCELAIN,
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MATERIAL_CACTUS,
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MATERIAL_NOTUSED1,
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MATERIAL_NOTUSED2,
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MATERIAL_NOTUSED3,
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MATERIAL_STONE,
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MATERIAL_CONCRETE1,
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MATERIAL_CONCRETE2,
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MATERIAL_ROCK,
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MATERIAL_RUBBER,
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MATERIAL_SAND,
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MATERIAL_CLOTH,
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MATERIAL_SANDBAG,
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MATERIAL_NOTUSED5,
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MATERIAL_NOTUSED6,
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MATERIAL_LIGHT_METAL,
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MATERIAL_THICKER_METAL,
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MATERIAL_HEAVY_METAL,
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MATERIAL_INDESTRUCTABLE_STONE,
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MATERIAL_INDESTRUCTABLE_METAL,
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MATERIAL_THICKER_METAL_WITH_SCREEN_WINDOWS,
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NUM_MATERIAL_TYPES
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};
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extern INT32 guiMaterialHitSound[ NUM_MATERIAL_TYPES ];
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STRUCTURE *FindStructureBySavedInfo( INT32 sGridNo, UINT8 ubType, UINT8 ubWallOrientation, INT8 bLevel );
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UINT32 StructureTypeToFlag( UINT8 ubType );
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UINT8 StructureFlagToType( UINT32 uiFlag );
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UINT32 GetStructureOpenSound( STRUCTURE *pStructure, BOOLEAN fClose );
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#endif
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