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131 lines
4.9 KiB
C++
131 lines
4.9 KiB
C++
#ifndef __SCHEDULING_H
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#define __SCHEDULING_H
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#include "builddefines.h"
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#include "Soldier Init List.h"
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//Merc scheduling actions
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//NOTE: Any modifications to this enumeration also require updating the text in EditorMercs.c used
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// in the editor for merc schedule purposes.
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enum
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{
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SCHEDULE_ACTION_NONE,
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SCHEDULE_ACTION_LOCKDOOR,
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SCHEDULE_ACTION_UNLOCKDOOR,
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SCHEDULE_ACTION_OPENDOOR,
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SCHEDULE_ACTION_CLOSEDOOR,
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SCHEDULE_ACTION_GRIDNO,
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SCHEDULE_ACTION_LEAVESECTOR,
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SCHEDULE_ACTION_ENTERSECTOR,
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SCHEDULE_ACTION_STAYINSECTOR,
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SCHEDULE_ACTION_SLEEP,
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SCHEDULE_ACTION_WAKE,
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NUM_SCHEDULE_ACTIONS
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};
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#define SCHEDULE_FLAGS_VARIANCE1 0x0001
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#define SCHEDULE_FLAGS_VARIANCE2 0x0002
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#define SCHEDULE_FLAGS_VARIANCE3 0x0004
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#define SCHEDULE_FLAGS_VARIANCE4 0x0008
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#define SCHEDULE_FLAGS_ACTIVE1 0x0010
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#define SCHEDULE_FLAGS_ACTIVE2 0x0020
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#define SCHEDULE_FLAGS_ACTIVE3 0x0040
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#define SCHEDULE_FLAGS_ACTIVE4 0x0080
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#define SCHEDULE_FLAGS_TEMPORARY 0x0100 //for default schedules -- not saved.
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#define SCHEDULE_FLAGS_SLEEP_CONVERTED 0x0200 //converted (needs to be uncoverted before saving)
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#define SCHEDULE_FLAGS_NPC_SLEEPING 0x0400 //if processing a sleep command, this flag will be set.
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// combo flag for turning active flags off
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#define SCHEDULE_FLAGS_ACTIVE_ALL 0x00F0
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//dnl ch42 260909
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#define MAX_SCHEDULE_ACTIONS 4//dnl Now is possible to extend beyond 4 and old maps should be correctly load, but didn't test behaviour in game
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#define OLD_MAX_SCHEDULE_ACTIONS 4
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// WANNE - BMP: DONE!
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typedef struct _OLD_SCHEDULENODE
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{
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struct _OLD_SCHEDULENODE *next;
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UINT16 usTime[OLD_MAX_SCHEDULE_ACTIONS]; //converted to minutes 12:30PM would be 12*60 + 30 = 750
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UINT16 usData1[OLD_MAX_SCHEDULE_ACTIONS]; //typically the gridno, but depends on the action
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UINT16 usData2[OLD_MAX_SCHEDULE_ACTIONS]; //secondary information, not used by most actions
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UINT8 ubAction[OLD_MAX_SCHEDULE_ACTIONS];
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UINT8 ubScheduleID;
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UINT8 ubSoldierID;
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UINT16 usFlags;
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}_OLD_SCHEDULENODE;
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class SCHEDULENODE
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{
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public:
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SCHEDULENODE *next;
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UINT16 usTime[MAX_SCHEDULE_ACTIONS]; // Converted to minutes 12:30PM would be 12*60 + 30 = 750
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UINT32 usData1[MAX_SCHEDULE_ACTIONS]; // Typically the gridno, but depends on the action
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UINT32 usData2[MAX_SCHEDULE_ACTIONS]; // Secondary information, not used by most actions
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UINT8 ubAction[MAX_SCHEDULE_ACTIONS];
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UINT8 ubScheduleID;
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SoldierID ubSoldierID;
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UINT16 usFlags;
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public:
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SCHEDULENODE& operator=(const _OLD_SCHEDULENODE& src);
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BOOLEAN Load(INT8** hBuffer, FLOAT dMajorMapVersion);
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BOOLEAN Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);
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};
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extern UINT8 gubScheduleID;
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extern SCHEDULENODE *gpScheduleList;
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//Access functions
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SCHEDULENODE* GetSchedule( UINT8 ubScheduleID );
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//Removes all schedules from the event list, and cleans out the list.
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void DestroyAllSchedules();
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void DestroyAllSchedulesWithoutDestroyingEvents();
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//This is the callback whenever a schedule is processed
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void ProcessTacticalSchedule( UINT8 ubScheduleID );
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void DeleteSchedule( UINT8 ubScheduleID );
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void LoadSchedules( INT8 **hBuffer, FLOAT dMajorMapVersion );
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BOOLEAN LoadSchedulesFromSave( HWFILE hFile );
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BOOLEAN SaveSchedules(HWFILE hFile, FLOAT dMajorMapVersion=MAJOR_MAP_VERSION, UINT8 ubMinorMapVersion=MINOR_MAP_VERSION);//dnl ch33 240909
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void PostSchedule( SOLDIERTYPE *pSoldier );
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void PostDefaultSchedule( SOLDIERTYPE *pSoldier );
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void PostNextSchedule( SOLDIERTYPE *pSoldier );
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//After the world is loaded and the temp modifications have been applied,
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//we then need to post the events and process schedules for the time that we have been gone.
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void PostSchedules();
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//Sorts the schedule in chronological order. Returns TRUE if any sorting took place.
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BOOLEAN SortSchedule( SCHEDULENODE *pSchedule );
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//Adds a schedule to the list. COPIES THE DATA OVER (ALLOCATES NEW NODE!)
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void CopyScheduleToList( SCHEDULENODE *pSchedule, SOLDIERINITNODE *pNode );
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//Entering the editor automatically removes all events posted.
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void PrepareSchedulesForEditorEntry();
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//Leaving the editor and entering the game posts the events.
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void PrepareSchedulesForEditorExit();
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//Packs all of the scheduleIDs, and updates the links. This is done whenever necessary and
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//before saving the map, as this forces the IDs to align with the SOLDIERINITNODE->ubScheduleID's.
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void OptimizeSchedules();
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void PerformActionOnDoorAdjacentToGridNo( UINT8 ubScheduleAction, INT32 usMapIndex );
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BOOLEAN ExtractScheduleEntryAndExitInfo( SOLDIERTYPE * pSoldier, UINT32 * puiEntryTime, UINT32 * puiExitTime );
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BOOLEAN ExtractScheduleDoorLockAndUnlockInfo( SOLDIERTYPE * pSoldier, UINT32 * puiOpeningTime, UINT32 * puiClosingTime );
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void ReconnectSchedules( void );
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void SecureSleepSpot( SOLDIERTYPE * pSoldier, UINT32 usSleepSpot );
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BOOLEAN BumpAnyExistingMerc( INT32 sGridNo );
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#endif
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