#ifndef __STRATEGIC_H
#define __STRATEGIC_H
// header for strategic structure
#include "types.h"
#include "mapscreen.h"
#include "Soldier Control.h"

// Flugente: airspace flags
#define AIRSPACE_ENEMY_ACTIVE				0x01	//1		// controlled by enemy and active
#define AIRSPACE_PLAYER_ACTIVE				0x02	//2		// controlled by enemy and active

struct strategicmapelement{
	UINT8 UNUSEDuiFootEta[4];			// eta/mvt costs for feet 
	UINT8 UNUSEDuiVehicleEta[4];		// eta/mvt costs for vehicles 
	UINT8 uiBadFootSector[4];			// blocking mvt for foot
	UINT8 uiBadVehicleSector[4];		// blocking mvt from vehicles
	INT8	bNameId;
	BOOLEAN fEnemyControlled;			// enemy controlled or not
	UINT8 usAirType;					// Flugente: This will now be used as a flagmask
	BOOLEAN UNUSEDfLostControlAtSomeTime;
	INT8 bSAMCondition;					// SAM Condition .. 0 - 100, just like an item's status
	INT8 sSamHackStatus;				// this status influences a SAM's max radius 
	INT8 bFillupforPadding[ 2 ];		// necessary for padding
	UINT32	usFlags;					// Flugente: various flags
	INT8 bPadding[ 20 ];
};

enum
{
	INSERTION_CODE_NORTH,
	INSERTION_CODE_EAST,
	INSERTION_CODE_SOUTH,
	INSERTION_CODE_WEST,
	INSERTION_CODE_GRIDNO,
	INSERTION_CODE_ARRIVING_GAME,
	INSERTION_CODE_CHOPPER,
	INSERTION_CODE_PRIMARY_EDGEINDEX,
	INSERTION_CODE_SECONDARY_EDGEINDEX,
	INSERTION_CODE_CENTER,
};

// -------- added by Flugente: various item flags --------
// flags used for various properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
#define MILITIA_MOVE_NORTH				0x00000001	//1			// movement directions for ordering militia on the strategic map
#define MILITIA_MOVE_WEST				0x00000002	//2
#define MILITIA_MOVE_EAST				0x00000004	//4
#define MILITIA_MOVE_SOUTH				0x00000008	//8

#define ENEMY_VIP_PRESENT				0x00000010	//16		// an enemy VIP is present in this sector
#define ENEMY_VIP_PRESENT_KNOWN			0x00000020	//32		// player thinks a VIP is here
#define SAMSITE_REPAIR_ORDERED			0x00000040	//64		// a repair for this SAM site has already been ordered (so we do not need to do that again)

#define MILITIA_MOVE_ALLDIRS			0x0000000F	// 15
// -------------------------------------------------------

//PLEASE USE CALCULATE_STRATEGIC_INDEX() macro instead (they're identical).
//#define			GETWORLDMAPNO( x, y )		( x+(MAP_WORLD_X*y) )

typedef struct strategicmapelement StrategicMapElement;
extern StrategicMapElement StrategicMap[MAP_WORLD_X*MAP_WORLD_Y];

BOOLEAN InitStrategicEngine( );

void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier );

BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier );

#endif
