text: #ifndef STRUCTURE_H
  #define STRUCTURE_H
  
  #include "AutoObj.h"
  #include "JA2Types.h"
  #include "Structure_Internals.h"
  #include "Overhead_Types.h"
  #include "Sound_Control.h"
  
  #define NOTHING_BLOCKING							0
  #define BLOCKING_REDUCE_RANGE					1
  #define BLOCKING_NEXT_TILE						10
  #define	BLOCKING_TOPLEFT_WINDOW				30
  #define	BLOCKING_TOPRIGHT_WINDOW			40
  #define	BLOCKING_TOPLEFT_DOOR					50
  #define	BLOCKING_TOPRIGHT_DOOR				60
  #define FULL_BLOCKING									70
  #define BLOCKING_TOPLEFT_OPEN_WINDOW  90
  #define BLOCKING_TOPRIGHT_OPEN_WINDOW 100
  
  
  // ATE: Increased to allow corpses to not collide with soldiers
  // 100 == MAX_CORPSES
  #define	INVALID_STRUCTURE_ID					( TOTAL_SOLDIERS + 100 )
  #define IGNORE_PEOPLE_STRUCTURE_ID		(TOTAL_SOLDIERS+101)
  
  enum StructureDamageReason
  {
  	STRUCTURE_DAMAGE_EXPLOSION = 1,
  	STRUCTURE_DAMAGE_GUNFIRE   = 2
  };
  
  
  // functions at the structure database level
  STRUCTURE_FILE_REF* LoadStructureFile(const char* szFileName);
  void FreeAllStructureFiles( void );
  void FreeStructureFile(STRUCTURE_FILE_REF*);
  
  //
  // functions at the structure instance level
  //
  BOOLEAN OkayToAddStructureToWorld(INT16 sBaseGridNo, INT8 bLevel, const DB_STRUCTURE_REF* pDBStructureRef, INT16 sExclusionID);
  BOOLEAN InternalOkayToAddStructureToWorld(INT16 sBaseGridNo, INT8 bLevel, const DB_STRUCTURE_REF* pDBStructureRef, INT16 sExclusionID, BOOLEAN fIgnorePeople);
  
  STRUCTURE* AddStructureToWorld(INT16 base_grid_no, INT8 level, DB_STRUCTURE_REF const*, LEVELNODE*);
  BOOLEAN DeleteStructureFromWorld( STRUCTURE * pStructure );
  
  //
  // functions to find a structure in a location
  //
  
  // Finds a structure that matches any of the given flags
  STRUCTURE* FindStructure(INT16 sGridNo, StructureFlags);
  
  STRUCTURE* FindNextStructure(const STRUCTURE* s, StructureFlags);
  STRUCTURE* FindStructureByID(INT16 sGridNo, UINT16 structure_id);
  
  #define FOR_EACH_STRUCTURE(iter, grid_no, flags) \
  	for (STRUCTURE* iter = FindStructure((grid_no), (flags)); iter; iter = FindNextStructure(iter, (flags)))
  
  // Finds the base structure for any structure
  STRUCTURE* FindBaseStructure(STRUCTURE* s);
  
  //
  // functions related to interactive tiles
  //
  STRUCTURE* SwapStructureForPartner(STRUCTURE*);
  STRUCTURE* SwapStructureForPartnerAndStoreChangeInMap(STRUCTURE*);
  //
  // functions useful for AI that return info about heights
  //
  INT8 StructureHeight( STRUCTURE * pStructure );
  INT8 StructureBottomLevel( STRUCTURE * pStructure );
  INT8 GetTallestStructureHeight( INT16 sGridNo, BOOLEAN fOnRoof );
  INT8 GetStructureTargetHeight( INT16 sGridNo, BOOLEAN fOnRoof );
  
  BOOLEAN StructureDensity( STRUCTURE * pStructure, UINT8 * pubLevel0, UINT8 * pubLevel1, UINT8 * pubLevel2, UINT8 * pubLevel3 );
  
  BOOLEAN FindAndSwapStructure( INT16 sGridNo );
  //
  // functions to work with the editor undo code
  //
  
  void DebugStructurePage1( void );
  
  void AddZStripInfoToVObject(HVOBJECT, STRUCTURE_FILE_REF const*, BOOLEAN fFromAnimation, INT16 sSTIStartIndex);
  
  // FUNCTIONS FOR DETERMINING STUFF THAT BLOCKS VIEW FOR TILE_bASED LOS
  INT8 GetBlockingStructureInfo( INT16 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock );
  
  BOOLEAN DamageStructure(STRUCTURE*, UINT8 damage, StructureDamageReason, GridNo, INT16 x, INT16 y, SOLDIERTYPE* owner);
  
  // Material armour type enumeration
  enum
  {
  	MATERIAL_NOTHING,
  	MATERIAL_WOOD_WALL,
  	MATERIAL_PLYWOOD_WALL,
  	MATERIAL_LIVE_WOOD,
  	MATERIAL_LIGHT_VEGETATION,
  	MATERIAL_FURNITURE,
  	MATERIAL_PORCELAIN,
  	MATERIAL_CACTUS,
  	MATERIAL_NOTUSED1,
  	MATERIAL_NOTUSED2,
  
  	MATERIAL_NOTUSED3,
  	MATERIAL_STONE,
  	MATERIAL_CONCRETE1,
  	MATERIAL_CONCRETE2,
  	MATERIAL_ROCK,
  	MATERIAL_RUBBER,
  	MATERIAL_SAND,
  	MATERIAL_CLOTH,
  	MATERIAL_SANDBAG,
  	MATERIAL_NOTUSED5,
  
  	MATERIAL_NOTUSED6,
  	MATERIAL_LIGHT_METAL,
  	MATERIAL_THICKER_METAL,
  	MATERIAL_HEAVY_METAL,
  	MATERIAL_INDESTRUCTABLE_STONE,
  	MATERIAL_INDESTRUCTABLE_METAL,
  	MATERIAL_THICKER_METAL_WITH_SCREEN_WINDOWS,
  	NUM_MATERIAL_TYPES
  };
  
  STRUCTURE* FindStructureBySavedInfo(GridNo, UINT8 type, UINT8 wall_orientation, INT8 level);
  UINT8				StructureFlagToType( UINT32 uiFlag );
  
  SoundID GetStructureOpenSound(STRUCTURE const*, bool closing);
  
  extern const UINT8 gubMaterialArmour[];
  
  typedef SGP::AutoObj<STRUCTURE_FILE_REF, FreeStructureFile> AutoStructureFileRef;
  
  #endif
  