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**********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 ** ********************************************************** - Merged Big Maps Project code from BMP+MP trunk (Revision: 3340) o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - Before THIS merge, I made a branch of the existing 1.13 source o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src - Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago - I will add VS 2010 projects and solution file in the next few days git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -227,7 +227,7 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll)
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for (int i=0; i<TOTAL_SOLDIERS; i++)
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{
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//CHRISL: What's this assert for?
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//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
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//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds(MercPtrs[i]->sGridNo));
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}
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pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
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@@ -284,7 +284,7 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll)
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for (int i=0; i<TOTAL_SOLDIERS; i++)
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{
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//CHRISL: What's this assert for?
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//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
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//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds(MercPtrs[i]->sGridNo));
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}
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}
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@@ -1342,8 +1342,8 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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sActionGridNo = FindSpotMaxDistFromOpponents( pTMilitiaSoldier );
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pTMilitiaSoldier->aiData.usNextActionData = sActionGridNo;
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if ( pTMilitiaSoldier->aiData.usNextActionData != NOWHERE )
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if (!TileIsOutOfBounds(pTMilitiaSoldier->aiData.usNextActionData))
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{
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pTMilitiaSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY;
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pTMilitiaSoldier->aiData.usActionData = ANIM_STAND;
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@@ -1379,7 +1379,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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{
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
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{
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INT16 sActionGridNo, sGridNo, sAdjustedGridNo;
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INT32 sActionGridNo, sGridNo, sAdjustedGridNo;
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UINT8 ubDirection;
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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@@ -1460,8 +1460,8 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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INT32 iDummy;
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sActionGridNo = FindBestNearbyCover(pTMilitiaSoldier,pTMilitiaSoldier->aiData.bAIMorale,&iDummy);
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if ( sActionGridNo != NOWHERE )
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if (!TileIsOutOfBounds(sActionGridNo))
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{
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// SEND PENDING ACTION
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pTMilitiaSoldier->aiData.sPendingActionData2 = sActionGridNo;
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@@ -1577,7 +1577,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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//// set up next action to run away
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//pTeamSoldier->usNextActionData = FindSpotMaxDistFromOpponents( pTeamSoldier );
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//if ( pTeamSoldier->usNextActionData != NOWHERE )
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//if ( !TileIsOutOfBounds(pTeamSoldier->usNextActionData) )
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//{
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// pTeamSoldier->bNextAction = AI_ACTION_RUN_AWAY;
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// pTeamSoldier->usActionData = ANIM_STAND;
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@@ -1588,7 +1588,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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pTeamSoldier->aiData.usNextActionData = sActionGridNo;
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if ( pTeamSoldier->aiData.usNextActionData != NOWHERE )
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if ( !TileIsOutOfBounds(pTeamSoldier->aiData.usNextActionData) )
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{
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pTeamSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY;
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pTeamSoldier->aiData.usActionData = ANIM_STAND;
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@@ -1624,7 +1624,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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case( MILCON_MENU_ALL_COMETOME ):
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{
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UINT8 cnt, ubDirection;
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INT16 sActionGridNo, sGridNo, sAdjustedGridNo;
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INT32 sActionGridNo, sGridNo, sAdjustedGridNo;
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SOLDIERTYPE *pTeamSoldier;
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cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
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@@ -1679,7 +1679,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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case( MILCON_MENU_ALL_SPREAD ):
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{
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UINT8 cnt;
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INT16 sActionGridNo;
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INT32 sActionGridNo;
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SOLDIERTYPE *pTeamSoldier;
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cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
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@@ -1781,7 +1781,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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//
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// pTeamSoldier->usNextActionData = FindBestNearbyCover(pTeamSoldier,pTeamSoldier->bAIMorale,&iDummy);
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//
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// //if ( pTeamSoldier->usNextActionData != NOWHERE )
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// //if ( !TileIsOutOfBounds(pTeamSoldier->usNextActionData) )
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// {
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// pTeamSoldier->bNextAction = AI_ACTION_TAKE_COVER;
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// pTeamSoldier->usActionData = ANIM_STAND;
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@@ -1803,8 +1803,8 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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{
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// See if we can get there
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sActionGridNo = FindBestNearbyCover(pTeamSoldier,pTeamSoldier->aiData.bAIMorale,&iDummy);
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if ( sActionGridNo != NOWHERE )
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if (!TileIsOutOfBounds(sActionGridNo))
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{
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// SEND PENDING ACTION
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pTeamSoldier->aiData.sPendingActionData2 = sActionGridNo;
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@@ -1861,7 +1861,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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// pTeamSoldier->usNextActionData = SearchForItems( pTeamSoldier, 0, pTeamSoldier->inv[HANDPOS].usItem );
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// //if ( pTeamSoldier->usNextActionData != NOWHERE )
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// //if ( !TileIsOutOfBounds(pTeamSoldier->usNextActionData) )
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// {
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// pTeamSoldier->bNextAction = AI_ACTION_PICKUP_ITEM;
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// //pTeamSoldier->usActionData = ANIM_STAND;
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@@ -2227,7 +2227,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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//
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// // set up next action to run away
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// pTMilitiaSoldier->usNextActionData = FindSpotMaxDistFromOpponents( pTMilitiaSoldier );
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// if ( pTMilitiaSoldier->usNextActionData != NOWHERE )
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// if ( !TileIsOutOfBounds(pTMilitiaSoldier->usNextActionData) )
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// {
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// pTMilitiaSoldier->bNextAction = AI_ACTION_RUN_AWAY;
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// pTMilitiaSoldier->usActionData = ANIM_STAND;
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