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- When ordering a merc to interrogate, one can now select what type of prisoners should be interrogated primarily. Thus one no longer has to empty the prison just to get to the one remaining officer.
- Generals are now a separate prisoner type. They cannot join militia, but yield an impressive ransom. - various prisoner fixes git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7327 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+6
-23
@@ -170,28 +170,28 @@ void RenderMercCompareMain( )
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}
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BOOLEAN InitMercCompareDefaults( )
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void InitMercCompareDefaults( )
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{
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VOBJECT_DESC VObjectDesc;
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// load the Insurance bullet graphic and add it
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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FilenameForBPP( "LAPTOP\\bullet.sti", VObjectDesc.ImageFile );
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CHECKF( AddVideoObject( &VObjectDesc, &guiMercCompareBulletImage ) );
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CHECKV( AddVideoObject( &VObjectDesc, &guiMercCompareBulletImage ) );
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// load the Flower Account Box graphic and add it
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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FilenameForBPP( "LAPTOP\\BackGroundTile.sti", VObjectDesc.ImageFile );
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CHECKF( AddVideoObject( &VObjectDesc, &guiInsuranceBackGround ) );
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CHECKV( AddVideoObject( &VObjectDesc, &guiInsuranceBackGround ) );
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// load the red bar on the side of the page and add it
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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FilenameForBPP( "LAPTOP\\LargeBar.sti", VObjectDesc.ImageFile );
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CHECKF( AddVideoObject( &VObjectDesc, &guiInsuranceBigRedLineImage ) );
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CHECKV( AddVideoObject( &VObjectDesc, &guiInsuranceBigRedLineImage ) );
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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FilenameForBPP( "LAPTOP\\PressLogos.sti", VObjectDesc.ImageFile );
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CHECKF( AddVideoObject( &VObjectDesc, &guiMercCompareLogoImage ) );
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CHECKV( AddVideoObject( &VObjectDesc, &guiMercCompareLogoImage ) );
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UINT16 usPosX = CAMPAIGN_HISTORY_LINK_START_X;
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UINT16 usPosY = CAMPAIGN_HISTORY_LINK_START_Y;
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@@ -204,8 +204,6 @@ BOOLEAN InitMercCompareDefaults( )
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usPosY += CAMPAIGN_HISTORY_LINK_STEP_Y;
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}
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return(TRUE);
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}
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void DisplayMercCompareDefaults( )
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@@ -298,11 +296,6 @@ void SelectMercCompareRegionCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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////////////////////////// MERC COMPARE CUSTOMERS ////////////////////////////////
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void GameInitMercCompareCustomers( )
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{
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}
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BOOLEAN EnterMercCompareCustomers( )
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{
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InitMercCompareDefaults( );
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@@ -388,11 +381,6 @@ BOOLEAN fMercCompareRedraw = FALSE;
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template<> void DropDownTemplate<DROPDOWNNR_MERCCOMPARE1>::SetRefresh( ) { fMercCompareRedraw = TRUE; }
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template<> void DropDownTemplate<DROPDOWNNR_MERCCOMPARE2>::SetRefresh( ) { fMercCompareRedraw = TRUE; }
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void GameInitMercCompareAnalyze()
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{
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}
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BOOLEAN EnterMercCompareAnalyze()
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{
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InitMercCompareDefaults( );
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@@ -988,11 +976,6 @@ template<> void DropDownTemplate<DROPDOWNNR_MERCCOMPARE_SQUADSELECTION>::SetRefr
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fMercCompareMatrixRedraw = TRUE;
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}
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void GameInitMercCompareMatrix( )
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{
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}
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BOOLEAN EnterMercCompareMatrix( )
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{
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InitMercCompareDefaults( );
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@@ -1183,7 +1166,7 @@ void RenderMercCompareMatrix( )
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CURSOR_WWW, MSYS_NO_CALLBACK, SelectMercCompareMatrixRegionCallBack );
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MSYS_AddRegion( &gMercCompareMatrixLinkRegion[currentmouseregion] );
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// both profilenumbers are combined to a single value which cn later be reinterpreted.
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// both profilenumbers are combined to a single value which can later be reinterpreted.
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// Note: this will fail if the profile IDs are bigger than UINT16 (currently UINT8)
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MSYS_SetRegionUserData( &gMercCompareMatrixLinkRegion[currentmouseregion], 0, ((pSoldierA->ubProfile << 8) | pSoldierB->ubProfile) );
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gMercCompareMatrixLinkDefined[currentmouseregion] = TRUE;
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