1 #ifndef TEAMTURNS_H 2 #define TEAMTURNS_H 3 4 #include "JA2Types.h" 5 6 7 extern UINT8 gubOutOfTurnPersons; 8 extern BOOLEAN gfHiddenInterrupt; 9 extern BOOLEAN gfHiddenTurnbased; 10 11 #define INTERRUPT_QUEUED (gubOutOfTurnPersons > 0) 12 13 BOOLEAN StandardInterruptConditionsMet(const SOLDIERTYPE* pSoldier, const SOLDIERTYPE* pOpponent, INT8 bOldOppList); 14 INT8 CalcInterruptDuelPts(const SOLDIERTYPE* pSoldier, const SOLDIERTYPE* opponent, BOOLEAN fUseWatchSpots); 15 extern void EndAITurn( void ); 16 extern void DisplayHiddenInterrupt( SOLDIERTYPE * pSoldier ); 17 extern BOOLEAN InterruptDuel( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent); 18 void AddToIntList(SOLDIERTYPE* s, BOOLEAN fGainControl, BOOLEAN fCommunicate); 19 void DoneAddingToIntList(void); 20 21 void ClearIntList( void ); 22 23 void SaveTeamTurnsToTheSaveGameFile(HWFILE); 24 25 void LoadTeamTurnsFromTheSavedGameFile(HWFILE); 26 27 void EndAllAITurns( void ); 28 29 BOOLEAN NPCFirstDraw( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier ); 30 31 void SayCloseCallQuotes(void); 32 33 void DisplayHiddenTurnbased(SOLDIERTYPE* pActingSoldier); 34 35 #endif 36