497 lines
19 KiB
C
497 lines
19 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2013 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/** @file
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* Definitions for the droid object.
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*/
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#ifndef __INCLUDED_SRC_DROID_H__
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#define __INCLUDED_SRC_DROID_H__
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#include "lib/framework/string_ext.h"
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#include "lib/gamelib/gtime.h"
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#include "objectdef.h"
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#include "stats.h"
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#include "visibility.h"
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#define OFF_SCREEN 9999 // world->screen check - alex
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#define REPAIRLEV_LOW 50 // percentage of body points remaining at which to repair droid automatically.
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#define REPAIRLEV_HIGH 75 // ditto, but this will repair much sooner..
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#define DROID_RESISTANCE_FACTOR 30
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// Changing this breaks campaign saves!
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#define MAX_RECYCLED_DROIDS 450
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//used to stop structures being built too near the edge and droids being placed down
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#define TOO_NEAR_EDGE 3
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/* Experience modifies */
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#define EXP_REDUCE_DAMAGE 6 // damage of a droid is reduced by this value per experience level, in %
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#define EXP_ACCURACY_BONUS 5 // accuracy of a droid is increased by this value per experience level, in %
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#define EXP_SPEED_BONUS 5 // speed of a droid is increased by this value per experience level, in %
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enum PICKTILE
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{
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NO_FREE_TILE,
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FREE_TILE,
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};
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// the structure that was last hit
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extern DROID *psLastDroidHit;
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extern UWORD aDroidExperience[MAX_PLAYERS][MAX_RECYCLED_DROIDS];
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// initialise droid module
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extern bool droidInit(void);
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bool removeDroidBase(DROID *psDel);
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struct INITIAL_DROID_ORDERS
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{
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uint32_t secondaryOrder;
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int32_t moveToX;
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int32_t moveToY;
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uint32_t factoryId;
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};
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/*Builds an instance of a Structure - the x/y passed in are in world coords.*/
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/// Sends a GAME_DROID message if bMultiMessages is true, or actually creates it if false. Only uses initialOrders if sending a GAME_DROID message.
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extern DROID* buildDroid(DROID_TEMPLATE *pTemplate, UDWORD x, UDWORD y, UDWORD player, bool onMission, const INITIAL_DROID_ORDERS *initialOrders);
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/// Creates a droid locally, instead of sending a message, even if the bMultiMessages HACK is set to true.
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DROID *reallyBuildDroid(DROID_TEMPLATE *pTemplate, Position pos, UDWORD player, bool onMission, Rotation rot = Rotation());
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/* Set the asBits in a DROID structure given it's template. */
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extern void droidSetBits(DROID_TEMPLATE *pTemplate,DROID *psDroid);
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/* Calculate the weight of a droid from it's template */
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extern UDWORD calcDroidWeight(DROID_TEMPLATE *psTemplate);
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/* Calculate the power points required to build/maintain a droid */
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extern UDWORD calcDroidPower(DROID *psDroid);
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// Calculate the number of points required to build a droid
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extern UDWORD calcDroidPoints(DROID *psDroid);
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/* Calculate the body points of a droid from it's template */
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extern UDWORD calcTemplateBody(DROID_TEMPLATE *psTemplate, UBYTE player);
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/* Calculate the base speed of a droid from it's template */
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extern UDWORD calcDroidBaseSpeed(DROID_TEMPLATE *psTemplate, UDWORD weight, UBYTE player);
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/* Calculate the speed of a droid over a terrain */
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extern UDWORD calcDroidSpeed(UDWORD baseSpeed, UDWORD terrainType, UDWORD propIndex, UDWORD level);
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/* Calculate the points required to build the template */
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extern UDWORD calcTemplateBuild(DROID_TEMPLATE *psTemplate);
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/* Calculate the power points required to build/maintain the droid */
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extern UDWORD calcTemplatePower(DROID_TEMPLATE *psTemplate);
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// return whether a droid is IDF
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bool idfDroid(DROID *psDroid);
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/* Do damage to a droid */
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int32_t droidDamage(DROID *psDroid, unsigned damage, WEAPON_CLASS weaponClass, WEAPON_SUBCLASS weaponSubClass, unsigned impactTime, bool isDamagePerSecond, int minDamage);
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/* The main update routine for all droids */
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extern void droidUpdate(DROID *psDroid);
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/* Set up a droid to build a structure - returns true if successful */
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enum DroidStartBuild {DroidStartBuildFailed, DroidStartBuildSuccess, DroidStartBuildPending};
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DroidStartBuild droidStartBuild(DROID *psDroid);
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/* Sets a droid to start demolishing - returns true if successful */
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extern bool droidStartDemolishing( DROID *psDroid );
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/* Update a construction droid while it is demolishing
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returns true while demolishing */
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extern bool droidUpdateDemolishing( DROID *psDroid );
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/* Sets a droid to start repairing - returns true if successful */
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extern bool droidStartRepair( DROID *psDroid );
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/* Update a construction droid while it is repairing
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returns true while repairing */
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extern bool droidUpdateRepair( DROID *psDroid );
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/*Start a Repair Droid working on a damaged droid - returns true if successful*/
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extern bool droidStartDroidRepair( DROID *psDroid );
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/*Updates a Repair Droid working on a damaged droid - returns true whilst repairing*/
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extern bool droidUpdateDroidRepair(DROID *psRepairDroid);
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/* Update a construction droid while it is building
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returns true while building continues */
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extern bool droidUpdateBuild(DROID *psDroid);
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/*Start a EW weapon droid working on a low resistance structure*/
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extern bool droidStartRestore( DROID *psDroid );
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/*continue restoring a structure*/
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extern bool droidUpdateRestore( DROID *psDroid );
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// recycle a droid (retain it's experience and some of it's cost)
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extern void recycleDroid(DROID *psDel);
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/* Remove a droid and free it's memory */
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bool destroyDroid(DROID *psDel, unsigned impactTime);
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/* Same as destroy droid except no graphical effects */
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extern void vanishDroid(DROID *psDel);
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/* Burn a barbarian then destroy it */
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extern void droidBurn( DROID * psDroid );
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/* Remove a droid from the apsDroidLists so doesn't update or get drawn etc*/
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//returns true if successfully removed from the list
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extern bool droidRemove(DROID *psDroid, DROID *pList[MAX_PLAYERS]);
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//free the storage for the droid templates
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extern bool droidTemplateShutDown(void);
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/* Return the type of a droid */
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extern DROID_TYPE droidType(DROID *psDroid);
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/* Return the type of a droid from it's template */
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extern DROID_TYPE droidTemplateType(DROID_TEMPLATE *psTemplate);
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extern void assignDroidsToGroup(UDWORD playerNumber, UDWORD groupNumber);
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extern bool activateGroup(UDWORD playerNumber, UDWORD groupNumber);
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extern UDWORD getNumDroidsForLevel(UDWORD level);
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extern bool activateGroupAndMove(UDWORD playerNumber, UDWORD groupNumber);
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/* calculate muzzle tip location in 3d world added int weapon_slot to fix the always slot 0 hack*/
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bool calcDroidMuzzleLocation(DROID *psDroid, Vector3i *muzzle, int weapon_slot);
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/* calculate muzzle base location in 3d world added int weapon_slot to fix the always slot 0 hack*/
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bool calcDroidMuzzleBaseLocation(DROID *psDroid, Vector3i *muzzle, int weapon_slot);
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// finds a droid for the player and sets it to be the current selected droid
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extern bool selectDroidByID(UDWORD id, UDWORD player);
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/* Droid experience stuff */
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extern unsigned int getDroidLevel(const DROID* psDroid);
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extern UDWORD getDroidEffectiveLevel(DROID *psDroid);
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extern const char *getDroidLevelName(DROID *psDroid);
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// Get a droid's name.
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extern const char *droidGetName(const DROID *psDroid);
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// Set a droid's name.
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extern void droidSetName(DROID *psDroid, const char *pName);
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// returns true when no droid on x,y square.
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extern bool noDroid (UDWORD x, UDWORD y); // true if no droid at x,y
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// returns an x/y coord to place a droid
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extern PICKTILE pickHalfATile (UDWORD *x, UDWORD *y, UBYTE numIterations);
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extern bool zonedPAT(UDWORD x, UDWORD y);
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extern bool pickATileGen(UDWORD *x, UDWORD *y, UBYTE numIterations,
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bool (*function)(UDWORD x, UDWORD y));
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bool pickATileGen(Vector2i *pos, unsigned numIterations, bool (*function)(UDWORD x, UDWORD y));
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extern bool pickATileGenThreat(UDWORD *x, UDWORD *y, UBYTE numIterations, SDWORD threatRange,
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SDWORD player, bool (*function)(UDWORD x, UDWORD y));
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//initialises the droid movement model
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extern void initDroidMovement(DROID *psDroid);
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/* Looks through the players list of droids to see if any of them are
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building the specified structure - returns true if finds one*/
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extern bool checkDroidsBuilding(STRUCTURE *psStructure);
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/* Looks through the players list of droids to see if any of them are
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demolishing the specified structure - returns true if finds one*/
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extern bool checkDroidsDemolishing(STRUCTURE *psStructure);
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/// Returns the next module which can be built after lastOrderedModule, or returns 0 if not possible.
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int nextModuleToBuild(STRUCTURE const *psStruct, int lastOrderedModule);
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/*Deals with building a module - checking if any droid is currently doing this
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- if so, helping to build the current one*/
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extern void setUpBuildModule(DROID *psDroid);
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/* Just returns true if the droid's present body points aren't as high as the original*/
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extern bool droidIsDamaged(DROID *psDroid);
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/* Returns currently active (selected) group */
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extern UDWORD getSelectedGroup( void );
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extern void setSelectedGroup(UDWORD groupNumber);
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extern UDWORD getSelectedCommander( void );
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extern void setSelectedCommander(UDWORD commander);
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extern char const *getDroidResourceName(char const *pName);
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/*checks to see if an electronic warfare weapon is attached to the droid*/
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extern bool electronicDroid(DROID *psDroid);
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/*checks to see if the droid is currently being repaired by another*/
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extern bool droidUnderRepair(DROID *psDroid);
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//count how many Command Droids exist in the world at any one moment
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extern UBYTE checkCommandExist(UBYTE player);
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/*For a given repair droid, check if there are any damaged droids within
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a defined range*/
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extern BASE_OBJECT * checkForRepairRange(DROID *psDroid,DROID *psTarget);
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/// Returns true iff the droid has VTOL propulsion, and is not a transport.
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extern bool isVtolDroid(const DROID* psDroid);
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/// Returns true iff the droid has VTOL propulsion and is moving.
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extern bool isFlying(const DROID* psDroid);
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/*returns true if a VTOL weapon droid which has completed all runs*/
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extern bool vtolEmpty(DROID *psDroid);
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/*returns true if a VTOL weapon droid which still has full ammo*/
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extern bool vtolFull(DROID *psDroid);
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/*Checks a vtol for being fully armed and fully repaired to see if ready to
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leave reArm pad */
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extern bool vtolHappy(const DROID* psDroid);
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/*checks if the droid is a VTOL droid and updates the attack runs as required*/
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extern void updateVtolAttackRun(DROID *psDroid, int weapon_slot);
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/*returns a count of the base number of attack runs for the weapon attached to the droid*/
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extern UWORD getNumAttackRuns(DROID *psDroid, int weapon_slot);
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//assign rearmPad to the VTOL
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extern void assignVTOLPad(DROID *psNewDroid, STRUCTURE *psReArmPad);
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// true if a vtol is waiting to be rearmed by a particular rearm pad
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extern bool vtolReadyToRearm(DROID *psDroid, STRUCTURE *psStruct);
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// true if a vtol droid currently returning to be rearmed
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extern bool vtolRearming(DROID *psDroid);
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// true if a droid is currently attacking
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extern bool droidAttacking(DROID *psDroid);
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// see if there are any other vtols attacking the same target
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// but still rearming
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extern bool allVtolsRearmed(DROID *psDroid);
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/*compares the droid sensor type with the droid weapon type to see if the
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FIRE_SUPPORT order can be assigned*/
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extern bool droidSensorDroidWeapon(BASE_OBJECT *psObj, DROID *psDroid);
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// return whether a droid has a CB sensor on it
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extern bool cbSensorDroid(DROID *psDroid);
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// return whether a droid has a standard sensor on it (standard, VTOL strike, or wide spectrum)
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extern bool standardSensorDroid(DROID *psDroid);
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// give a droid from one player to another - used in Electronic Warfare and multiplayer
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extern DROID * giftSingleDroid(DROID *psD, UDWORD to);
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/*calculates the electronic resistance of a droid based on its experience level*/
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extern SWORD droidResistance(DROID *psDroid);
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/*this is called to check the weapon is 'allowed'. Check if VTOL, the weapon is
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direct fire. Also check numVTOLattackRuns for the weapon is not zero - return
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true if valid weapon*/
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extern bool checkValidWeaponForProp(DROID_TEMPLATE *psTemplate);
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extern const char *getDroidNameForRank(UDWORD rank);
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/*called when a Template is deleted in the Design screen*/
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void deleteTemplateFromProduction(DROID_TEMPLATE *psTemplate, unsigned player, QUEUE_MODE mode); // ModeQueue deletes from production queues, which are not yet synchronised. ModeImmediate deletes from current production which is synchronised.
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// Select a droid and do any necessary housekeeping.
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extern void SelectDroid(DROID *psDroid);
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// De-select a droid and do any necessary housekeeping.
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extern void DeSelectDroid(DROID *psDroid);
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/* audio finished callback */
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extern bool droidAudioTrackStopped( void *psObj );
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/*returns true if droid type is one of the Cyborg types*/
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extern bool cyborgDroid(const DROID* psDroid);
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bool isConstructionDroid(DROID const *psDroid);
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bool isConstructionDroid(BASE_OBJECT const *psObject);
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// check for illegal references to droid we want to release
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bool droidCheckReferences(DROID *psVictimDroid);
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/** Check if droid is in a legal world position and is not on its way to drive off the map. */
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bool droidOnMap(const DROID *psDroid);
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void droidSetPosition(DROID *psDroid, int x, int y);
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/// Return a percentage of how fully armed the object is, or -1 if N/A.
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int droidReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_slot);
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static inline int droidSensorRange(const DROID* psDroid)
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{
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return objSensorRange((const BASE_OBJECT*)psDroid);
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}
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static inline int droidJammerPower(const DROID* psDroid)
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{
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return objJammerPower((const BASE_OBJECT*)psDroid);
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}
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/*
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* Component stat helper functions
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*/
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static inline BODY_STATS *getBodyStats(DROID *psDroid)
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{
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return asBodyStats + psDroid->asBits[COMP_BODY];
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}
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static inline BRAIN_STATS *getBrainStats(DROID *psDroid)
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{
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return asBrainStats + psDroid->asBits[COMP_BRAIN];
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}
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static inline PROPULSION_STATS *getPropulsionStats(DROID *psDroid)
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{
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return asPropulsionStats + psDroid->asBits[COMP_PROPULSION];
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}
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static inline SENSOR_STATS *getSensorStats(DROID *psDroid)
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{
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return asSensorStats + psDroid->asBits[COMP_SENSOR];
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}
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static inline ECM_STATS *getECMStats(DROID *psDroid)
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{
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return asECMStats + psDroid->asBits[COMP_ECM];
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}
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static inline REPAIR_STATS *getRepairStats(DROID *psDroid)
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{
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return asRepairStats + psDroid->asBits[COMP_REPAIRUNIT];
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}
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static inline CONSTRUCT_STATS *getConstructStats(DROID *psDroid)
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{
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return asConstructStats + psDroid->asBits[COMP_CONSTRUCT];
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}
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static inline WEAPON_STATS *getWeaponStats(DROID *psDroid, int weapon_slot)
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{
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return asWeaponStats + psDroid->asWeaps[weapon_slot].nStat;
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}
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static inline Rotation getInterpolatedWeaponRotation(DROID *psDroid, int weaponSlot, uint32_t time)
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{
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return interpolateRot(psDroid->asWeaps[weaponSlot].prevRot, psDroid->asWeaps[weaponSlot].rot, psDroid->prevSpacetime.time, psDroid->time, time);
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}
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/** helper functions for future refcount patch **/
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#define setDroidTarget(_psDroid, _psNewTarget) _setDroidTarget(_psDroid, _psNewTarget, __LINE__, __FUNCTION__)
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static inline void _setDroidTarget(DROID *psDroid, BASE_OBJECT *psNewTarget, int line, const char *func)
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{
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psDroid->order.psObj = psNewTarget;
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ASSERT(psNewTarget == NULL || !psNewTarget->died, "setDroidTarget: Set dead target");
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ASSERT(psNewTarget == NULL || !psNewTarget->died || (psNewTarget->died == NOT_CURRENT_LIST && psDroid->died == NOT_CURRENT_LIST),
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"setDroidTarget: Set dead target");
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#ifdef DEBUG
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psDroid->targetLine = line;
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sstrcpy(psDroid->targetFunc, func);
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#else
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// Prevent warnings about unused parameters
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(void)line;
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(void)func;
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#endif
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}
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#define setDroidActionTarget(_psDroid, _psNewTarget, _idx) _setDroidActionTarget(_psDroid, _psNewTarget, _idx, __LINE__, __FUNCTION__)
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static inline void _setDroidActionTarget(DROID *psDroid, BASE_OBJECT *psNewTarget, UWORD idx, int line, const char *func)
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{
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psDroid->psActionTarget[idx] = psNewTarget;
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ASSERT(psNewTarget == NULL || !psNewTarget->died || (psNewTarget->died == NOT_CURRENT_LIST && psDroid->died == NOT_CURRENT_LIST),
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"setDroidActionTarget: Set dead target");
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#ifdef DEBUG
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psDroid->actionTargetLine[idx] = line;
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sstrcpy(psDroid->actionTargetFunc[idx], func);
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#else
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// Prevent warnings about unused parameters
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(void)line;
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(void)func;
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#endif
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}
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#define setDroidBase(_psDroid, _psNewTarget) _setDroidBase(_psDroid, _psNewTarget, __LINE__, __FUNCTION__)
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static inline void _setDroidBase(DROID *psDroid, STRUCTURE *psNewBase, int line, const char *func)
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{
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psDroid->psBaseStruct = psNewBase;
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ASSERT(psNewBase == NULL || !psNewBase->died, "setDroidBase: Set dead target");
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#ifdef DEBUG
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psDroid->baseLine = line;
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sstrcpy(psDroid->baseFunc, func);
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#else
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// Prevent warnings about unused parameters
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(void)line;
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(void)func;
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#endif
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}
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static inline void setSaveDroidTarget(DROID *psSaveDroid, BASE_OBJECT *psNewTarget)
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{
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psSaveDroid->order.psObj = psNewTarget;
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#ifdef DEBUG
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psSaveDroid->targetLine = 0;
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sstrcpy(psSaveDroid->targetFunc, "savegame");
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#endif
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}
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static inline void setSaveDroidActionTarget(DROID *psSaveDroid, BASE_OBJECT *psNewTarget, UWORD idx)
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{
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|
psSaveDroid->psActionTarget[idx] = psNewTarget;
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#ifdef DEBUG
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psSaveDroid->actionTargetLine[idx] = 0;
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|
sstrcpy(psSaveDroid->actionTargetFunc[idx], "savegame");
|
|
#endif
|
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}
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|
|
|
static inline void setSaveDroidBase(DROID *psSaveDroid, STRUCTURE *psNewBase)
|
|
{
|
|
psSaveDroid->psBaseStruct = psNewBase;
|
|
#ifdef DEBUG
|
|
psSaveDroid->baseLine = 0;
|
|
sstrcpy(psSaveDroid->baseFunc, "savegame");
|
|
#endif
|
|
}
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|
|
|
void checkDroid(const DROID *droid, const char * const location_description, const char * function, const int recurse);
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|
|
|
/** assert if droid is bad */
|
|
#define CHECK_DROID(droid) checkDroid(droid, AT_MACRO, __FUNCTION__, max_check_object_recursion)
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|
|
|
/** If droid can get to given object using its current propulsion, return the square distance. Otherwise return -1. */
|
|
int droidSqDist(DROID *psDroid, BASE_OBJECT *psObj);
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|
|
|
// Minimum damage a weapon will deal to its target
|
|
#define MIN_WEAPON_DAMAGE 1
|
|
|
|
void templateSetParts(const DROID *psDroid, DROID_TEMPLATE *psTemplate);
|
|
|
|
void cancelBuild(DROID *psDroid);
|
|
|
|
#define syncDebugDroid(psDroid, ch) _syncDebugDroid(__FUNCTION__, psDroid, ch)
|
|
void _syncDebugDroid(const char *function, DROID const *psDroid, char ch);
|
|
|
|
|
|
// True iff object is a droid.
|
|
static inline bool isDroid(SIMPLE_OBJECT const *psObject) { return psObject != NULL && psObject->type == OBJ_DROID; }
|
|
// Returns DROID * if droid or NULL if not.
|
|
static inline DROID *castDroid(SIMPLE_OBJECT *psObject) { return isDroid(psObject)? (DROID *)psObject : (DROID *)NULL; }
|
|
// Returns DROID const * if droid or NULL if not.
|
|
static inline DROID const *castDroid(SIMPLE_OBJECT const *psObject) { return isDroid(psObject)? (DROID const *)psObject : (DROID const *)NULL; }
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|
|
|
|
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#endif // __INCLUDED_SRC_DROID_H__
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