1 #ifndef __CAMPAIGN_TYPES_H
2 #define __CAMPAIGN_TYPES_H
3 
4 #include "Debug.h"
5 #include "Types.h"
6 
IS_VALID_SECTOR(UINT8 const x,UINT8 const y)7 static inline bool IS_VALID_SECTOR(UINT8 const x, UINT8 const y)
8 {
9 	return 1 <= x && x <= 16 && 1 <= y && y <= 16;
10 }
11 
12 //Macro to convert sector coordinates (1-16,1-16) to 0-255
SECTOR(UINT8 const x,UINT8 const y)13 static inline UINT8 SECTOR(UINT8 const x, UINT8 const y)
14 {
15 	Assert(IS_VALID_SECTOR(x, y));
16 	return (y - 1) * 16 + x - 1;
17 }
18 
IS_VALID_SECTOR_SHORT_STRING(ST::string shortString)19 static inline bool IS_VALID_SECTOR_SHORT_STRING(ST::string shortString)
20 {
21 	size_t len = shortString.size();
22 	if (len < 2 || len > 3) return false;
23 
24 	char y = shortString[0], x = shortString[1];
25 	if (y < 'A' || y > 'P' || x < '1' || x > '9') return false;
26 
27 	if (len == 3)
28 	{
29 		char x2 = shortString[2];
30 		if (x != '1' || x2 < '0' || x2 > '6') return false;
31 	}
32 
33 	return true;
34 }
35 
36 //Macro to convert sector short strings such as A1 and P16, to the 0-255 SectorInfo[] index
SECTOR_FROM_SECTOR_SHORT_STRING(const char * coordinates)37 static inline UINT8 SECTOR_FROM_SECTOR_SHORT_STRING(const char* coordinates)
38 {
39 	Assert(strlen(coordinates) > 1);
40 	UINT8 y = coordinates[0] - 'A' + 1;
41 	UINT8 x = atoi(coordinates + 1);
42 	return SECTOR(x, y);
43 }
44 
45 #define SECTORX(SectorID) ((SectorID % 16) + 1)
46 #define SECTORY(SectorID) ((SectorID / 16) + 1)
47 
48 // short string representation of the sector, e.g. A1, P16
SECTOR_SHORT_STRING(UINT8 sector)49 static inline ST::string SECTOR_SHORT_STRING(UINT8 sector)
50 {
51 	return ST::format("{c}{}", SECTORY(sector) + 'A' - 1, SECTORX(sector));
52 }
53 
54 //Sector enumerations
55 //
56 //NOTE: These use the 0-255 SectorInfo[] numbering system, and CAN'T be used as indexes into the StrategicMap[] array
57 //Use SECTOR_INFO_TO_STRATEGIC_INDEX() macro to convert...
58 enum
59 {
60 	SEC_A1,	SEC_A2,	SEC_A3, SEC_A4,	SEC_A5, SEC_A6,	SEC_A7,	SEC_A8,	SEC_A9, SEC_A10, SEC_A11, SEC_A12, SEC_A13, SEC_A14, SEC_A15, SEC_A16,
61 	SEC_B1,	SEC_B2,	SEC_B3, SEC_B4,	SEC_B5, SEC_B6,	SEC_B7,	SEC_B8,	SEC_B9, SEC_B10, SEC_B11, SEC_B12, SEC_B13, SEC_B14, SEC_B15, SEC_B16,
62 	SEC_C1,	SEC_C2,	SEC_C3, SEC_C4,	SEC_C5, SEC_C6,	SEC_C7,	SEC_C8,	SEC_C9, SEC_C10, SEC_C11, SEC_C12, SEC_C13, SEC_C14, SEC_C15, SEC_C16,
63 	SEC_D1,	SEC_D2,	SEC_D3, SEC_D4,	SEC_D5, SEC_D6, SEC_D7,	SEC_D8,	SEC_D9, SEC_D10, SEC_D11, SEC_D12, SEC_D13, SEC_D14, SEC_D15, SEC_D16,
64 	SEC_E1,	SEC_E2,	SEC_E3, SEC_E4,	SEC_E5, SEC_E6,	SEC_E7,	SEC_E8,	SEC_E9, SEC_E10, SEC_E11, SEC_E12, SEC_E13, SEC_E14, SEC_E15, SEC_E16,
65 	SEC_F1,	SEC_F2,	SEC_F3, SEC_F4,	SEC_F5, SEC_F6,	SEC_F7,	SEC_F8,	SEC_F9, SEC_F10, SEC_F11, SEC_F12, SEC_F13, SEC_F14, SEC_F15, SEC_F16,
66 	SEC_G1,	SEC_G2,	SEC_G3, SEC_G4,	SEC_G5, SEC_G6,	SEC_G7,	SEC_G8,	SEC_G9, SEC_G10, SEC_G11, SEC_G12, SEC_G13, SEC_G14, SEC_G15, SEC_G16,
67 	SEC_H1,	SEC_H2,	SEC_H3, SEC_H4,	SEC_H5, SEC_H6,	SEC_H7,	SEC_H8,	SEC_H9, SEC_H10, SEC_H11, SEC_H12, SEC_H13, SEC_H14, SEC_H15, SEC_H16,
68 	SEC_I1,	SEC_I2,	SEC_I3, SEC_I4,	SEC_I5, SEC_I6,	SEC_I7,	SEC_I8,	SEC_I9, SEC_I10, SEC_I11, SEC_I12, SEC_I13, SEC_I14, SEC_I15, SEC_I16,
69 	SEC_J1,	SEC_J2,	SEC_J3, SEC_J4,	SEC_J5, SEC_J6,	SEC_J7,	SEC_J8,	SEC_J9, SEC_J10, SEC_J11, SEC_J12, SEC_J13, SEC_J14, SEC_J15, SEC_J16,
70 	SEC_K1,	SEC_K2,	SEC_K3, SEC_K4,	SEC_K5, SEC_K6,	SEC_K7,	SEC_K8,	SEC_K9, SEC_K10, SEC_K11, SEC_K12, SEC_K13, SEC_K14, SEC_K15, SEC_K16,
71 	SEC_L1,	SEC_L2,	SEC_L3, SEC_L4,	SEC_L5, SEC_L6,	SEC_L7,	SEC_L8,	SEC_L9, SEC_L10, SEC_L11, SEC_L12, SEC_L13, SEC_L14, SEC_L15, SEC_L16,
72 	SEC_M1,	SEC_M2,	SEC_M3, SEC_M4,	SEC_M5, SEC_M6,	SEC_M7,	SEC_M8,	SEC_M9, SEC_M10, SEC_M11, SEC_M12, SEC_M13, SEC_M14, SEC_M15, SEC_M16,
73 	SEC_N1,	SEC_N2,	SEC_N3, SEC_N4,	SEC_N5, SEC_N6,	SEC_N7,	SEC_N8,	SEC_N9, SEC_N10, SEC_N11, SEC_N12, SEC_N13, SEC_N14, SEC_N15, SEC_N16,
74 	SEC_O1,	SEC_O2,	SEC_O3, SEC_O4,	SEC_O5, SEC_O6,	SEC_O7,	SEC_O8,	SEC_O9, SEC_O10, SEC_O11, SEC_O12, SEC_O13, SEC_O14, SEC_O15, SEC_O16,
75 	SEC_P1,	SEC_P2,	SEC_P3, SEC_P4,	SEC_P5, SEC_P6,	SEC_P7,	SEC_P8,	SEC_P9, SEC_P10, SEC_P11, SEC_P12, SEC_P13, SEC_P14, SEC_P15, SEC_P16
76 };
77 
78 
79 //Various flag definitions
80 enum SectorFlags
81 {
82 	SF_USE_MAP_SETTINGS                   = 0x00000001,
83 	SF_ENEMY_AMBUSH_LOCATION              = 0x00000002,
84 
85 	/* Special case flag used when players encounter enemies in a sector, then
86 	 * retreat.  The number of enemies will display on mapscreen until time is
87 	 * compressed.  When time is compressed, the flag is cleared, and a question
88 	 * mark is displayed to reflect that the player no longer knows. */
89 	SF_PLAYER_KNOWS_ENEMIES_ARE_HERE      = 0x00000004,
90 
91 	SF_ALREADY_VISITED                    = 0x00000020,
92 	SF_USE_ALTERNATE_MAP                  = 0x00000040,
93 	SF_PENDING_ALTERNATE_MAP              = 0x00000080,
94 	SF_ALREADY_LOADED                     = 0x00000100,
95 	SF_HAS_ENTERED_TACTICAL               = 0x00000200,
96 	SF_SKYRIDER_NOTICED_ENEMIES_HERE      = 0x00000400,
97 	SF_HAVE_USED_GUIDE_QUOTE              = 0x00000800,
98 
99 
100 	SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS     = 0x00100000,	// Temp File starts with sm_
101 	SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS  = 0x00200000,	// Temp File starts with l_
102 
103 	SF_REVEALED_STATUS_TEMP_FILE_EXISTS   = 0x01000000,	// Temp File starts with v_
104 	SF_DOOR_STATUS_TEMP_FILE_EXISTS       = 0x02000000,	// Temp File starts with ds_
105 	SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS   = 0x04000000,	// Temp File starts with e_
106 	SF_CIV_PRESERVED_TEMP_FILE_EXISTS     = 0x08000000,	// Temp File starts with c_
107 	SF_ITEM_TEMP_FILE_EXISTS              = 0x10000000,	// Temp File starts with i_
108 	SF_ROTTING_CORPSE_TEMP_FILE_EXISTS    = 0x20000000,	// Temp File starts with r_
109 	SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS = 0x40000000,	// Temp File starts with m_
110 	SF_DOOR_TABLE_TEMP_FILES_EXISTS       = 0x80000000  // Temp File starts with d_
111 };
112 
113 
114 // town militia experience categories
115 enum
116 {
117 	GREEN_MILITIA = 0,
118 	REGULAR_MILITIA,
119 	ELITE_MILITIA,
120 	MAX_MILITIA_LEVELS
121 };
122 
123 // facilities flags
124 #define SFCF_HOSPITAL		0x00000001
125 #define SFCF_INDUSTRY		0x00000002
126 #define SFCF_PRISON			0x00000004
127 #define SFCF_MILITARY		0x00000008
128 #define SFCF_AIRPORT		0x00000010
129 #define SFCF_GUN_RANGE	0x00000020
130 
131 // coordinates of shooting range sector
132 #define GUN_RANGE_X		13
133 #define GUN_RANGE_Y		MAP_ROW_H
134 #define GUN_RANGE_Z		0
135 
136 
137 //Vehicle types
138 #define FOOT				0x01 //anywhere
139 #define CAR					0x02 //roads
140 #define TRUCK				0x04 //roads, plains, sparse
141 #define TRACKED			0x08 //roads, plains, sand, sparse
142 #define AIR					0x10 //can traverse all terrains at 100%
143 
144 //Traversability ratings
145 enum
146 {
147 	TOWN,					//instant
148 	ROAD,					//everything travels at 100%
149 	PLAINS,				//foot 90%, truck 75%, tracked 100%
150 	SAND,					//foot 70%, tracked 60%
151 	SPARSE,				//foot 70%, truck 50%, tracked 60%
152 	DENSE,				//foot 50%
153 	SWAMP,				//foot 20%
154 	WATER,				//foot 15%
155 	HILLS,				//foot 50%, truck 50%, tracked 50%
156 	GROUNDBARRIER,//only air (super dense forest, ocean, etc.)
157 	NS_RIVER,			//river from north to south
158 	EW_RIVER,			//river from east to west
159 	EDGEOFWORLD,		//nobody can traverse.
160 	//NEW (not used for border values -- traversal calculations)
161 	TROPICS,
162 	FARMLAND,
163 	PLAINS_ROAD,
164 	SPARSE_ROAD,
165 	FARMLAND_ROAD,
166 	TROPICS_ROAD,
167 	DENSE_ROAD,
168 	COASTAL,
169 	HILLS_ROAD,
170 	COASTAL_ROAD,
171 	SAND_ROAD,
172 	SWAMP_ROAD,
173 	//only used for text purposes and not assigned to areas (SAM sites are hard coded throughout the code)
174 	SPARSE_SAM_SITE, //D15 near Drassen
175 	SAND_SAM_SITE,   //I8 near Tixa
176 	TROPICS_SAM_SITE, //D2 near Chitzena
177 	MEDUNA_SAM_SITE, //N4 in Meduna
178 	CAMBRIA_HOSPITAL_SITE,
179 	DRASSEN_AIRPORT_SITE,
180 	MEDUNA_AIRPORT_SITE,
181 	SAM_SITE,
182 
183 	REBEL_HIDEOUT,
184 	TIXA_DUNGEON,
185 	CREATURE_LAIR,
186 	ORTA_BASEMENT,
187 	TUNNEL,
188 	SHELTER,
189 	ABANDONED_MINE,
190 
191 	NUM_TRAVTERRAIN_TYPES
192 };
193 
194 //Used by ubGarrisonID when a sector doesn't point to a garrison.  Used by strategic AI only.
195 #define NO_GARRISON							255
196 
197 struct SECTORINFO
198 {
199 	//information pertaining to this sector
200 	UINT32	uiFlags;						//various special conditions
201 	UINT8		ubGarrisonID;						//IF the sector has an ID for this (non 255), then the queen values this sector and it
202 																	//indexes the garrison group.
203 	INT8		ubPendingReinforcements;	//when the enemy owns this sector, this value will keep track of HIGH priority reinforcements -- not regular.
204 	BOOLEAN fMilitiaTrainingPaid;
205 	UINT8		ubMilitiaTrainingPercentDone;
206 	UINT8		ubMilitiaTrainingHundredths;
207 	//enemy only info
208 	UINT8		ubNumTroops;				//the actual number of troops here.
209 	UINT8		ubNumElites;				//the actual number of elites here.
210 	UINT8		ubNumAdmins;				//the actual number of admins here.
211 	UINT8		ubNumCreatures;			//only set when immediately before ground attack made!
212 	UINT8   ubTroopsInBattle, ubElitesInBattle, ubAdminsInBattle, ubCreaturesInBattle;
213 
214 	UINT32	ubDayOfLastCreatureAttack;
215 	UINT32	uiFacilitiesFlags;	// the flags for various facilities
216 
217 	UINT8		ubTraversability[5];//determines the traversability ratings to adjacent sectors.
218 															//The last index represents the traversability if travelling
219 															//throught the sector without entering it.
220 	INT8 bBloodCats;
221 	INT8 bBloodCatPlacements;
222 
223 	UINT8 ubTravelRating;	//Represents how travelled a sector is.  Typically, the higher the travel rating,
224 												//the more people go near it.  A travel rating of 0 means there are never people
225 												//around.  This value is used for determining how often items would "vanish" from
226 												//a sector (nice theory, except it isn't being used that way.  Stealing is only in towns.  ARM)
227 	UINT8 ubNumberOfCivsAtLevel[ MAX_MILITIA_LEVELS ]; // town militia per experience class, 0/1/2 is GREEN/REGULAR/ELITE
228 	UINT32	uiTimeCurrentSectorWasLastLoaded;		//Specifies the last time the player was in the sector
229 	UINT32 uiTimeLastPlayerLiberated; //in game seconds (used to prevent the queen from attacking for awhile)
230 
231 	BOOLEAN fSurfaceWasEverPlayerControlled;
232 
233 	UINT32	uiNumberOfWorldItemsInTempFileThatCanBeSeenByPlayer;
234 };
235 
236 #define NO_ADJACENT_SECTOR		0x00
237 #define NORTH_ADJACENT_SECTOR	0x01
238 #define EAST_ADJACENT_SECTOR	0x02
239 #define SOUTH_ADJACENT_SECTOR	0x04
240 #define WEST_ADJACENT_SECTOR	0x08
241 
242 
243 struct UNDERGROUND_SECTORINFO
244 {
245 	UINT32 uiFlags;
246 	UINT8 ubSectorX, ubSectorY, ubSectorZ;
247 	UINT8 ubNumElites, ubNumTroops, ubNumAdmins, ubNumCreatures;
248 	UINT32	uiTimeCurrentSectorWasLastLoaded;		//Specifies the last time the player was in the sector
249 	UNDERGROUND_SECTORINFO* next;
250 	UINT8	ubAdjacentSectors;	//mask containing which sectors are adjacent
251 	UINT8 ubCreatureHabitat;	//determines how creatures live in this sector (see creature spreading.c)
252 	UINT8 ubElitesInBattle, ubTroopsInBattle, ubAdminsInBattle, ubCreaturesInBattle;
253 
254 	UINT32	uiNumberOfWorldItemsInTempFileThatCanBeSeenByPlayer;
255 };
256 
257 
258 //The sector information required for the strategic AI.  Contains the number of enemy troops,
259 //as well as intentions, etc.
260 extern SECTORINFO SectorInfo[256];
261 extern UNDERGROUND_SECTORINFO *gpUndergroundSectorInfoHead;
262 
263 #endif
264