1 #ifndef BOXING_H 2 3 #define BOXING_H 4 5 #define BOXING_SECTOR_X 5 6 #define BOXING_SECTOR_Y 4 7 #define BOXING_SECTOR_Z 0 8 #define ROOM_SURROUNDING_BOXING_RING 3 9 #define BOXING_RING 29 10 11 #define BOXING_AI_START_POSITION 11235 12 13 #define NUM_BOXERS 3 14 15 enum DisqualificationReasons 16 { 17 BOXER_OUT_OF_RING, 18 NON_BOXER_IN_RING, 19 BAD_ATTACK 20 }; 21 22 extern INT16 gsBoxerGridNo[ NUM_BOXERS ]; 23 extern SOLDIERTYPE* gBoxer[NUM_BOXERS]; 24 extern BOOLEAN gfBoxerFought[ NUM_BOXERS ]; 25 extern INT8 gbBoxingState; 26 extern BOOLEAN gfLastBoxingMatchWonByPlayer; 27 extern UINT8 gubBoxingMatchesWon; 28 extern UINT8 gubBoxersRests; 29 extern BOOLEAN gfBoxersResting; 30 31 extern void BoxingPlayerDisqualified( SOLDIERTYPE * pOffender, INT8 bReason ); 32 bool CheckOnBoxers(); 33 extern void EndBoxingMatch( SOLDIERTYPE * pLoser ); 34 bool BoxerAvailable(); 35 extern BOOLEAN AnotherFightPossible( void ); 36 extern void TriggerEndOfBoxingRecord( SOLDIERTYPE * pSolier ); 37 extern void BoxingMovementCheck( SOLDIERTYPE * pSoldier ); 38 extern void ExitBoxing( void ); 39 extern void SetBoxingState( INT8 bNewState ); 40 bool BoxerExists(); 41 extern UINT8 CountPeopleInBoxingRing( void ); 42 extern void ClearAllBoxerFlags( void ); 43 44 #endif 45