1 #ifndef STRUCTURE_H
2 #define STRUCTURE_H
3 
4 #include "AutoObj.h"
5 #include "JA2Types.h"
6 #include "Structure_Internals.h"
7 #include "Overhead_Types.h"
8 #include "Sound_Control.h"
9 
10 #define NOTHING_BLOCKING			0
11 #define BLOCKING_REDUCE_RANGE			1
12 #define BLOCKING_NEXT_TILE			10
13 #define BLOCKING_TOPLEFT_WINDOW			30
14 #define BLOCKING_TOPRIGHT_WINDOW		40
15 #define BLOCKING_TOPLEFT_DOOR			50
16 #define BLOCKING_TOPRIGHT_DOOR			60
17 #define FULL_BLOCKING				70
18 #define BLOCKING_TOPLEFT_OPEN_WINDOW		90
19 #define BLOCKING_TOPRIGHT_OPEN_WINDOW		100
20 
21 enum StructureDamageResult
22 {
23     STRUCTURE_NOT_DAMAGED, // structure not damaged
24     STRUCTURE_DESTROYED,   // structure to be deleted
25     STRUCTURE_DAMAGED      // structure to be replaced with damaged graphics
26 };
27 
28 // ATE: Increased to allow corpses to not collide with soldiers
29 // 100 == MAX_CORPSES
30 #define INVALID_STRUCTURE_ID			( TOTAL_SOLDIERS + 100 )
31 #define IGNORE_PEOPLE_STRUCTURE_ID		(TOTAL_SOLDIERS+101)
32 
33 enum StructureDamageReason
34 {
35 	STRUCTURE_DAMAGE_EXPLOSION = 1,
36 	STRUCTURE_DAMAGE_GUNFIRE   = 2
37 };
38 
39 
40 // functions at the structure database level
41 STRUCTURE_FILE_REF* LoadStructureFile(const char* szFileName);
42 void FreeAllStructureFiles( void );
43 void FreeStructureFile(STRUCTURE_FILE_REF*);
44 
45 //
46 // functions at the structure instance level
47 //
48 BOOLEAN OkayToAddStructureToWorld(INT16 sBaseGridNo, INT8 bLevel, const DB_STRUCTURE_REF* pDBStructureRef, INT16 sExclusionID);
49 BOOLEAN InternalOkayToAddStructureToWorld(INT16 sBaseGridNo, INT8 bLevel, const DB_STRUCTURE_REF* pDBStructureRef, INT16 sExclusionID, BOOLEAN fIgnorePeople);
50 
51 STRUCTURE* AddStructureToWorld(INT16 base_grid_no, INT8 level, DB_STRUCTURE_REF const*, LEVELNODE*);
52 BOOLEAN DeleteStructureFromWorld( STRUCTURE * pStructure );
53 
54 //
55 // functions to find a structure in a location
56 //
57 
58 // Finds a structure that matches any of the given flags
59 STRUCTURE* FindStructure(INT16 sGridNo, StructureFlags);
60 
61 STRUCTURE* FindNextStructure(const STRUCTURE* s, StructureFlags);
62 STRUCTURE* FindStructureByID(INT16 sGridNo, UINT16 structure_id);
63 
64 #define FOR_EACH_STRUCTURE(iter, grid_no, flags) \
65 	for (STRUCTURE* iter = FindStructure((grid_no), (flags)); iter; iter = FindNextStructure(iter, (flags)))
66 
67 // Finds the base structure for any structure
68 STRUCTURE* FindBaseStructure(STRUCTURE* s);
69 
70 //
71 // functions related to interactive tiles
72 //
73 STRUCTURE* SwapStructureForPartner(STRUCTURE*);
74 STRUCTURE* SwapStructureForPartnerAndStoreChangeInMap(STRUCTURE*);
75 //
76 // functions useful for AI that return info about heights
77 //
78 INT8 StructureHeight( STRUCTURE * pStructure );
79 INT8 StructureBottomLevel( STRUCTURE * pStructure );
80 INT8 GetTallestStructureHeight( INT16 sGridNo, BOOLEAN fOnRoof );
81 INT8 GetStructureTargetHeight( INT16 sGridNo, BOOLEAN fOnRoof );
82 
83 BOOLEAN StructureDensity( STRUCTURE * pStructure, UINT8 * pubLevel0, UINT8 * pubLevel1, UINT8 * pubLevel2, UINT8 * pubLevel3 );
84 
85 BOOLEAN FindAndSwapStructure( INT16 sGridNo );
86 //
87 // functions to work with the editor undo code
88 //
89 
90 void DebugStructurePage1( void );
91 
92 void AddZStripInfoToVObject(HVOBJECT, STRUCTURE_FILE_REF const*, BOOLEAN fFromAnimation, INT16 sSTIStartIndex);
93 
94 // FUNCTIONS FOR DETERMINING STUFF THAT BLOCKS VIEW FOR TILE_bASED LOS
95 INT8 GetBlockingStructureInfo( INT16 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock );
96 
97 StructureDamageResult DamageStructure(STRUCTURE*, UINT8 damage, StructureDamageReason, GridNo, INT16 x, INT16 y, SOLDIERTYPE* owner);
98 
99 // Material armour type enumeration
100 enum
101 {
102 	MATERIAL_NOTHING,
103 	MATERIAL_WOOD_WALL,
104 	MATERIAL_PLYWOOD_WALL,
105 	MATERIAL_LIVE_WOOD,
106 	MATERIAL_LIGHT_VEGETATION,
107 	MATERIAL_FURNITURE,
108 	MATERIAL_PORCELAIN,
109 	MATERIAL_CACTUS,
110 	MATERIAL_NOTUSED1,
111 	MATERIAL_NOTUSED2,
112 
113 	MATERIAL_NOTUSED3,
114 	MATERIAL_STONE,
115 	MATERIAL_CONCRETE1,
116 	MATERIAL_CONCRETE2,
117 	MATERIAL_ROCK,
118 	MATERIAL_RUBBER,
119 	MATERIAL_SAND,
120 	MATERIAL_CLOTH,
121 	MATERIAL_SANDBAG,
122 	MATERIAL_NOTUSED5,
123 
124 	MATERIAL_NOTUSED6,
125 	MATERIAL_LIGHT_METAL,
126 	MATERIAL_THICKER_METAL,
127 	MATERIAL_HEAVY_METAL,
128 	MATERIAL_INDESTRUCTABLE_STONE,
129 	MATERIAL_INDESTRUCTABLE_METAL,
130 	MATERIAL_THICKER_METAL_WITH_SCREEN_WINDOWS,
131 	NUM_MATERIAL_TYPES
132 };
133 
134 STRUCTURE* FindStructureBySavedInfo(GridNo, UINT8 type, UINT8 wall_orientation, INT8 level);
135 UINT8				StructureFlagToType( UINT32 uiFlag );
136 
137 SoundID GetStructureOpenSound(STRUCTURE const*, bool closing);
138 
139 extern const UINT8 gubMaterialArmour[];
140 
141 typedef SGP::AutoObj<STRUCTURE_FILE_REF, FreeStructureFile> AutoStructureFileRef;
142 
143 #endif
144