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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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@@ -2136,7 +2136,7 @@ void PlotPathForHelicopter( INT16 sX, INT16 sY )
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// will plot a path from current position to sX, sY
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// get last sector in helicopters list, build new path, remove tail section, move to beginning of list, and append onto old list
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pVehicleList[ iHelicopterVehicleId ].pMercPath = AppendStrategicPath( MoveToBeginningOfPathList( BuildAStrategicPath( NULL, GetLastSectorOfHelicoptersPath( ), ( INT16 )( sX + sY*( MAP_WORLD_X ) ), pVehicleList[ iHelicopterVehicleId ].ubMovementGroup, FALSE /*, FALSE */ ) ), pVehicleList[ iHelicopterVehicleId ].pMercPath );
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pVehicleList[ iHelicopterVehicleId ].pMercPath = AppendStrategicPath( MoveToBeginningOfPathList( BuildAStrategicPath( NULL, GetLastSectorOfHelicoptersPath( ), ( INT16 )( CALCULATE_STRATEGIC_INDEX(sX, sY) ), pVehicleList[ iHelicopterVehicleId ].ubMovementGroup, FALSE /*, FALSE */ ) ), pVehicleList[ iHelicopterVehicleId ].pMercPath );
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// move to beginning of list
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pVehicleList[ iHelicopterVehicleId ].pMercPath = MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
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@@ -2220,7 +2220,7 @@ void PlotATemporaryPathForMilitia( INT16 sX, INT16 sY )
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return;
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// build path
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pTempMilitiaPath = BuildAStrategicPath( NULL, GetLastSectorOfMilitiaPath( ), (INT16)(sX + sY*(MAP_WORLD_X)), gMilitiaPath[gMilitiaGroupId].sGroupid, TRUE /*, TRUE */ );
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pTempMilitiaPath = BuildAStrategicPath( NULL, GetLastSectorOfMilitiaPath( ), (INT16)( CALCULATE_STRATEGIC_INDEX(sX, sY )), gMilitiaPath[gMilitiaGroupId].sGroupid, TRUE /*, TRUE */ );
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}
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@@ -2333,10 +2333,8 @@ UINT32 ClearPathAfterThisSectorForMilitia( INT16 sX, INT16 sY )
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INT16 GetLastSectorOfHelicoptersPath( void )
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{
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// will return the last sector of the helicopter's current path
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INT16 sLastSector = pVehicleList[ iHelicopterVehicleId ].sSectorX + pVehicleList[ iHelicopterVehicleId ].sSectorY * MAP_WORLD_X ;
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PathStPtr pNode = NULL;
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pNode = pVehicleList[ iHelicopterVehicleId ].pMercPath;
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INT16 sLastSector = CALCULATE_STRATEGIC_INDEX(pVehicleList[ iHelicopterVehicleId ].sSectorX, pVehicleList[ iHelicopterVehicleId ].sSectorY);
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PathStPtr pNode = pVehicleList[ iHelicopterVehicleId ].pMercPath;
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while( pNode )
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{
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@@ -2351,9 +2349,7 @@ INT16 GetLastSectorOfMilitiaPath( void )
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{
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// will return the last sector of the helicopter's current path
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INT16 sLastSector = gMilitiaPlotStartSector;
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PathStPtr pNode = NULL;
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pNode = gMilitiaPath[gMilitiaGroupId].path;
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PathStPtr pNode = gMilitiaPath[gMilitiaGroupId].path;
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while ( pNode )
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{
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@@ -3966,7 +3962,9 @@ void ShowMilitiaInMotion( INT16 sX, INT16 sY )
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if ( !NumNonPlayerTeamMembersInSector( sX, sY, MILITIA_TEAM ) )
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return;
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if ( ( StrategicMap[ sX + ( sY * MAP_WORLD_X ) ].usFlags & MILITIA_MOVE_ALLDIRS ) == 0 )
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int sector = CALCULATE_STRATEGIC_INDEX( sX, sY );
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if ( ( StrategicMap[sector].usFlags & MILITIA_MOVE_ALLDIRS ) == 0 )
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return;
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// show the icons for people in motion from this sector to the next guy over
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@@ -3979,7 +3977,7 @@ void ShowMilitiaInMotion( INT16 sX, INT16 sY )
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INT16 iconOffsetX = 0;
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INT16 iconOffsetY = 0;
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if ( StrategicMap[ sX + ( sY * MAP_WORLD_X ) ].usFlags & MILITIA_MOVE_NORTH )
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if ( StrategicMap[sector].usFlags & MILITIA_MOVE_NORTH )
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{
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ubDirection = 4;
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sOffsetX = (MAP_GRID_X / 2);
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@@ -3987,21 +3985,21 @@ void ShowMilitiaInMotion( INT16 sX, INT16 sY )
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iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth / 2);
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iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight);
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}
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else if ( StrategicMap[ sX + ( sY * MAP_WORLD_X ) ].usFlags & MILITIA_MOVE_EAST )
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else if ( StrategicMap[sector].usFlags & MILITIA_MOVE_EAST )
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{
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ubDirection = 5;
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sOffsetX = MAP_GRID_X;
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sOffsetY = (MAP_GRID_Y / 2);
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iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight / 2);
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}
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else if ( StrategicMap[ sX + ( sY * MAP_WORLD_X ) ].usFlags & MILITIA_MOVE_SOUTH )
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else if ( StrategicMap[sector].usFlags & MILITIA_MOVE_SOUTH )
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{
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ubDirection = 6;
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sOffsetX = (MAP_GRID_X / 2);
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sOffsetY = MAP_GRID_Y;
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iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth / 2);
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}
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else if ( StrategicMap[ sX + ( sY * MAP_WORLD_X ) ].usFlags & MILITIA_MOVE_WEST )
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else if ( StrategicMap[sector].usFlags & MILITIA_MOVE_WEST )
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{
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ubDirection = 7;
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sOffsetX = 0;
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