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Use macro where appropriate for easier maintenance
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8847 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -730,7 +730,7 @@ void BuildSectorsWithSoldiersList( void )
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{
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if(pTeamSoldier->bActive)
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{
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fSectorsWithSoldiers[ pTeamSoldier->sSectorX + pTeamSoldier->sSectorY * MAP_WORLD_X ][ pTeamSoldier->bSectorZ ] = TRUE;
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fSectorsWithSoldiers[ CALCULATE_STRATEGIC_INDEX(pTeamSoldier->sSectorX, pTeamSoldier->sSectorY ) ][ pTeamSoldier->bSectorZ ] = TRUE;
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}
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}
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}
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@@ -2932,7 +2932,7 @@ void UpdateAssignments()
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for( bZ = 0; bZ < 4; ++bZ )
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{
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// is there anyone in this sector?
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if( fSectorsWithSoldiers[ sX + sY * MAP_WORLD_X ][ bZ ] == TRUE )
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if( fSectorsWithSoldiers[CALCULATE_STRATEGIC_INDEX(sX, sY) ][ bZ ] == TRUE )
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{
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// handle any doctors
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HandleDoctorsInSector( sX, sY, bZ );
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@@ -4672,7 +4672,7 @@ void CheckForAndHandleHospitalPatients( void )
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SOLDIERTYPE *pSoldier, *pTeamSoldier;
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INT32 cnt=0;
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if ( fSectorsWithSoldiers[gModSettings.ubHospitalSectorX + gModSettings.ubHospitalSectorY * MAP_WORLD_X][0] == FALSE )
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if ( fSectorsWithSoldiers[CALCULATE_STRATEGIC_INDEX(gModSettings.ubHospitalSectorX, gModSettings.ubHospitalSectorY )][0] == FALSE )
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{
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// nobody in the hospital sector... leave
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return;
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@@ -6060,7 +6060,7 @@ void HandleTrainingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
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}
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// check if we're doing a sector where militia can be trained
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if( ( (StrategicMap[ sMapX + ( sMapY * MAP_WORLD_X ) ].bNameId != BLANK_SECTOR ) || ( fSamSiteInSector == TRUE ) ) && (bZ == 0) )
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if( ( (StrategicMap[CALCULATE_STRATEGIC_INDEX(sMapX, sMapY) ].bNameId != BLANK_SECTOR ) || ( fSamSiteInSector == TRUE ) ) && (bZ == 0) )
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{
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// init town trainer list
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memset( TownTrainer, 0, sizeof( TownTrainer ) );
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@@ -7798,7 +7798,7 @@ BOOLEAN TrainTownInSector( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY, INT1
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BOOLEAN fSamSiteInSector = IsThisSectorASAMSector( sMapX, sMapY, 0 );
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// get town index
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ubTownId = StrategicMap[ pTrainer->sSectorX + pTrainer->sSectorY * MAP_WORLD_X ].bNameId;
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ubTownId = StrategicMap[CALCULATE_STRATEGIC_INDEX(pTrainer->sSectorX, pTrainer->sSectorY ) ].bNameId;
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if( fSamSiteInSector == FALSE )
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{
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AssertNE(ubTownId, BLANK_SECTOR);
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@@ -8595,7 +8595,7 @@ void HandlePrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
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GetShortSectorString( sMapX, sMapY, wSectorName );
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// if sector is not under our control, the prisoners are added to the local garrison
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if( StrategicMap[ sMapX + sMapY * MAP_WORLD_X ].fEnemyControlled == TRUE )
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if( StrategicMap[ CALCULATE_STRATEGIC_INDEX(sMapX, sMapY) ].fEnemyControlled == TRUE )
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{
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// add enemies
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pSectorInfo->ubNumTroops = min( 255, pSectorInfo->ubNumTroops + aPrisoners[PRISONER_REGULAR] );
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@@ -8975,7 +8975,7 @@ void HandleTrainWorkers()
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if ( !SectorOursAndPeaceful( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
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continue;
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UINT8 ubTownId = StrategicMap[ pSoldier->sSectorX + pSoldier->sSectorY * MAP_WORLD_X ].bNameId;
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UINT8 ubTownId = StrategicMap[ CALCULATE_STRATEGIC_INDEX(pSoldier->sSectorX, pSoldier->sSectorY) ].bNameId;
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// Flugente: adjust for workforce
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UINT16 maxworkforce = 0;
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@@ -17888,7 +17888,7 @@ BOOLEAN PutMercInAwakeState( SOLDIERTYPE *pSoldier )
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BOOLEAN IsThereASoldierInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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{
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if( fSectorsWithSoldiers[ sSectorX + sSectorY * MAP_WORLD_X ][ bSectorZ ] == TRUE )
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if( fSectorsWithSoldiers[CALCULATE_STRATEGIC_INDEX(sSectorX, sSectorY)][ bSectorZ ] == TRUE )
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{
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return( TRUE );
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}
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