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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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@@ -6517,7 +6517,7 @@ UINT32 HandleMapUI( )
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break;
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// check if last sector in character's path is same as where mouse is
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if( GetLastSectorIdInCharactersPath( &Menptr[gCharactersList[GetSelectedDestChar()].usSolID] ) != ( sMapX + ( sMapY * MAP_WORLD_X ) ) )
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if( GetLastSectorIdInCharactersPath( &Menptr[gCharactersList[GetSelectedDestChar()].usSolID] ) != CALCULATE_STRATEGIC_INDEX( sMapX, sMapY ) )
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{
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sX = ( GetLastSectorIdInCharactersPath( &Menptr[gCharactersList[GetSelectedDestChar()].usSolID] ) % MAP_WORLD_X );
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sY = ( GetLastSectorIdInCharactersPath( &Menptr[gCharactersList[GetSelectedDestChar()].usSolID] ) / MAP_WORLD_X );
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@@ -12490,7 +12490,7 @@ BOOLEAN CheckIfClickOnLastSectorInPath( INT16 sX, INT16 sY )
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if( fPlotForHelicopter )
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{
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// helicopter route confirmed
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if( sX + ( sY * MAP_WORLD_X ) == GetLastSectorOfHelicoptersPath( ) )
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if ( CALCULATE_STRATEGIC_INDEX( sX, sY ) == GetLastSectorOfHelicoptersPath( ) )
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{
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// WANNE: This check was added in revision 4724, to prevent the loophole for helicopter hovering forever
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// But is seems, it also causes the bug, that skyrider is stuck in the sector forever (bugzilla #562)
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@@ -12515,7 +12515,7 @@ BOOLEAN CheckIfClickOnLastSectorInPath( INT16 sX, INT16 sY )
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else if ( fPlotForMilitia )
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{
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// helicopter route confirmed
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if ( gMilitiaPath[gMilitiaGroupId].sGroupid > -1 && sX + (sY * MAP_WORLD_X) == GetLastSectorOfMilitiaPath( ) )
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if ( gMilitiaPath[gMilitiaGroupId].sGroupid > -1 && CALCULATE_STRATEGIC_INDEX(sX, sY) == GetLastSectorOfMilitiaPath( ) )
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{
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// rebuild waypoints
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ppMovePath = &( gMilitiaPath[gMilitiaGroupId].path );
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@@ -12552,7 +12552,7 @@ BOOLEAN CheckIfClickOnLastSectorInPath( INT16 sX, INT16 sY )
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return( FALSE );
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}
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if( sX + ( sY * MAP_WORLD_X ) == GetLastSectorIdInCharactersPath( ( &Menptr[ gCharactersList[GetSelectedDestChar()].usSolID ] ) ) )
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if ( CALCULATE_STRATEGIC_INDEX( sX, sY ) == GetLastSectorIdInCharactersPath( ( &Menptr[ gCharactersList[GetSelectedDestChar()].usSolID ] ) ) )
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{
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// clicked on last sector, reset plotting mode
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@@ -12697,7 +12697,7 @@ void UpdateCursorIfInLastSector( void )
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// check for helicopter
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if ( fPlotForHelicopter )
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{
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if ( sMapX + (sMapY * MAP_WORLD_X) == GetLastSectorOfHelicoptersPath( ) )
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if ( CALCULATE_STRATEGIC_INDEX( sMapX, sMapY ) == GetLastSectorOfHelicoptersPath( ) )
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{
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// set cursor to checkmark
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ChangeMapScreenMaskCursor( CURSOR_CHECKMARK );
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@@ -12719,7 +12719,7 @@ void UpdateCursorIfInLastSector( void )
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// check for militia
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if ( fPlotForMilitia )
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{
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if ( sMapX + (sMapY * MAP_WORLD_X) == GetLastSectorOfMilitiaPath( ) )
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if ( CALCULATE_STRATEGIC_INDEX( sMapX, sMapY ) == GetLastSectorOfMilitiaPath( ) )
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{
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// set cursor to checkmark
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ChangeMapScreenMaskCursor( CURSOR_CHECKMARK );
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@@ -12741,7 +12741,7 @@ void UpdateCursorIfInLastSector( void )
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if ( GetSelectedDestChar() != -1 )
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{
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//c heck if we are in the last sector of the characters path?
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if ( sMapX + (sMapY * MAP_WORLD_X) == GetLastSectorIdInCharactersPath( (&Menptr[gCharactersList[GetSelectedDestChar()].usSolID]) ) )
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if ( CALCULATE_STRATEGIC_INDEX( sMapX, sMapY ) == GetLastSectorIdInCharactersPath( (&Menptr[gCharactersList[GetSelectedDestChar()].usSolID]) ) )
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{
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// set cursor to checkmark
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ChangeMapScreenMaskCursor( CURSOR_CHECKMARK );
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@@ -16615,7 +16615,7 @@ BOOLEAN RequestGiveMilitiaNewDestination( void )
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gNewMilitiaGroupId = gMilitiaPath[gMilitiaGroupId].sGroupid;
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// yes, we intentionally use a different sector number here
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gMilitiaPlotStartSector = (INT16)(sSelMapX + sSelMapY*(MAP_WORLD_X));
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gMilitiaPlotStartSector = CALCULATE_STRATEGIC_INDEX( sSelMapX, sSelMapY );
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}
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}
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}
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@@ -16753,7 +16753,7 @@ BOOLEAN MilitiaPlotStart( )
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gNewMilitiaGroupId = pGroup->ubGroupID;
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// yes, we intentionally use a different sector number here
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gMilitiaPlotStartSector = (INT16)(sSelMapX + sSelMapY*(MAP_WORLD_X));
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gMilitiaPlotStartSector = CALCULATE_STRATEGIC_INDEX( sSelMapX, sSelMapY );
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gMilitiaPath[gMilitiaGroupId].path->uiSectorId = gMilitiaPlotStartSector;
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