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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
If airspace isn't controlled by neither side (due to damage to SAM site, lack of qualiified is currently not checked), airspace is coloured blue.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7732 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1126,7 +1126,7 @@ INT32 GetCostOfPassageForHelicopter( INT16 sX, INT16 sY )
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INT32 iBaseCostPerRedTile = gGameExternalOptions.usHelicopterBaseCostPerRedTile;
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// if they don't control it
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if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sX, sY ) ].fEnemyAirControlled == FALSE )
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if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( sX, sY )].usAirType != AIRSPACE_ENEMY_ACTIVE )
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{
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iCost = iBaseCostPerGreenTile;
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}
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@@ -1337,7 +1337,7 @@ void HandleHeliHoverForAMinute( void )
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gubHelicopterHoverTime = 0;
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iTotalHeliDistanceSinceRefuel++;
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if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sX, sY ) ].fEnemyAirControlled == FALSE )
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if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( sX, sY )].usAirType != AIRSPACE_ENEMY_ACTIVE )
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{
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iTotalAccumulatedCostByPlayer += gGameExternalOptions.usHelicopterHoverCostOnGreenTile;
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}
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@@ -1567,18 +1567,15 @@ BOOLEAN IsRefuelSiteInSector( INT16 sMapX, INT16 sMapY )
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void UpdateRefuelSiteAvailability( void )
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{
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INT32 iCounter = 0;
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// Generally, only Drassen is initially available for refuelling
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// Estoni must first be captured (although player may already have it when he gets Skyrider!)
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// anv: Estoni should only available after Jake-Shank quest
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// site availability should not be dependent on SAM zones, or weird things will happen after controlling Estoni (like inability to land in base if it's in SAM zone)
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for( iCounter = 0; iCounter < NUMBER_OF_REFUEL_SITES; iCounter++ )
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for ( INT32 iCounter = 0; iCounter < NUMBER_OF_REFUEL_SITES; ++iCounter )
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{
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// if enemy controlled sector (ground OR air, don't want to fly into enemy air territory)
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if( ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sRefuelSectorX[ iCounter ], sRefuelSectorY[ iCounter ] ) ].fEnemyControlled == TRUE ) ||
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//( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sRefuelSectorX[ iCounter ], sRefuelSectorY[ iCounter ] ) ].fEnemyAirControlled == TRUE ) ||
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( ( iCounter == ESTONI_REFUELING_SITE ) && ( CheckFact( FACT_ESTONI_REFUELLING_POSSIBLE, 0 ) == FALSE ) ) )
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{
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// mark refueling site as unavailable
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@@ -2378,9 +2375,9 @@ BOOLEAN WillAirRaidBeStopped( INT16 sSectorX, INT16 sSectorY )
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UINT8 ubChance;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("WillAirRaidBeStopped: enemy air controlled = %d",StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyAirControlled));
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "WillAirRaidBeStopped: enemy air controlled = %d", StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].usAirType ) );
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// if enemy controls this SAM site, then it can't stop an air raid
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if( StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyAirControlled == TRUE )
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if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].usAirType != AIRSPACE_PLAYER_ACTIVE )
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{
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return( FALSE );
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}
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@@ -2449,7 +2446,7 @@ BOOLEAN HandleSAMSiteAttackOfHelicopterInSector( INT16 sSectorX, INT16 sSectorY
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UINT8 ubChance;
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// if this sector is in friendly airspace, we're safe
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if( StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyAirControlled == FALSE )
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if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].usAirType != AIRSPACE_ENEMY_ACTIVE )
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{
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// no problem, friendly airspace
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return( FALSE );
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@@ -2741,10 +2738,10 @@ INT16 GetNumSafeSectorsInPath( void )
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{
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uiLocation = pNode->uiSectorId;
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if ( !StrategicMap[ uiLocation ].fEnemyAirControlled )
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{
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uiCount++;
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}
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if ( StrategicMap[uiLocation].usAirType != AIRSPACE_ENEMY_ACTIVE )
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{
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++uiCount;
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}
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pNode = pNode->pNext;
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}
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@@ -2769,10 +2766,10 @@ INT16 GetNumSafeSectorsInPath( void )
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{
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uiLocation = pNode->uiSectorId;
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if ( !StrategicMap[ uiLocation ].fEnemyAirControlled )
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{
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uiCount++;
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}
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if ( StrategicMap[uiLocation].usAirType != AIRSPACE_ENEMY_ACTIVE )
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{
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++uiCount;
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}
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pNode = pNode->pNext;
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}
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@@ -2823,10 +2820,10 @@ INT16 GetNumUnSafeSectorsInPath( void )
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{
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uiLocation = pNode->uiSectorId;
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if ( StrategicMap[ uiLocation ].fEnemyAirControlled )
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{
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uiCount++;
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}
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if ( StrategicMap[uiLocation].usAirType == AIRSPACE_ENEMY_ACTIVE )
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{
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++uiCount;
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}
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pNode = pNode->pNext;
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}
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@@ -2850,10 +2847,10 @@ INT16 GetNumUnSafeSectorsInPath( void )
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{
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uiLocation = pNode->uiSectorId;
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if ( StrategicMap[ uiLocation ].fEnemyAirControlled )
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{
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uiCount++;
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}
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if ( StrategicMap[uiLocation].usAirType == AIRSPACE_ENEMY_ACTIVE )
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{
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++uiCount;
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}
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pNode = pNode->pNext;
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}
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@@ -746,15 +746,20 @@ UINT32 DrawMap( void )
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{
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if( fShowAircraftFlag )
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{
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if( !StrategicMap[ cnt + cnt2 * WORLD_MAP_X ].fEnemyAirControlled )
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if ( StrategicMap[cnt + cnt2 * WORLD_MAP_X].usAirType == AIRSPACE_PLAYER_ACTIVE )
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{
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// sector not visited, not air controlled
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// sector not visited but air controlled
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ShadeMapElem( cnt, cnt2, MAP_SHADE_DK_GREEN );
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}
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else if ( StrategicMap[cnt + cnt2 * WORLD_MAP_X].usAirType == AIRSPACE_ENEMY_ACTIVE )
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{
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// sector not visited and not air controlled
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ShadeMapElem( cnt, cnt2, MAP_SHADE_DK_RED );
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}
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else
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{
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// sector not visited, controlled and air not
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ShadeMapElem( cnt, cnt2, MAP_SHADE_DK_RED );
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// sector not visited, currently nobody controls the airspace
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ShadeMapElem( cnt, cnt2, MAP_SHADE_DK_BLUE );
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}
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}
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else if ( fShowStrategicDiseaseFlag )
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@@ -780,16 +785,21 @@ UINT32 DrawMap( void )
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{
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if( fShowAircraftFlag )
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{
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if( !StrategicMap[ cnt + cnt2 * WORLD_MAP_X ].fEnemyAirControlled )
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if ( StrategicMap[cnt + cnt2 * WORLD_MAP_X].usAirType == AIRSPACE_PLAYER_ACTIVE )
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{
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// sector visited and air controlled
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ShadeMapElem( cnt, cnt2, MAP_SHADE_LT_GREEN);
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}
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else
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else if ( StrategicMap[cnt + cnt2 * WORLD_MAP_X].usAirType == AIRSPACE_ENEMY_ACTIVE )
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{
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// sector visited but not air controlled
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ShadeMapElem( cnt, cnt2, MAP_SHADE_LT_RED );
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}
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else
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{
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// sector visited, currently nobody controls the airspace
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ShadeMapElem( cnt, cnt2, MAP_SHADE_LT_BLUE );
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}
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}
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else if ( fShowStrategicDiseaseFlag )
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{
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@@ -335,7 +335,7 @@ INT32 FindStratPath(INT16 sStart, INT16 sDestination, INT16 sMvtGroupNumber, BOO
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{
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// is a heli, its pathing is determined not by time (it's always the same) but by total cost
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// Skyrider will avoid uncontrolled airspace as much as possible...
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if ( StrategicMap[ curLoc ].fEnemyAirControlled == TRUE )
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if ( StrategicMap[curLoc].usAirType == AIRSPACE_ENEMY_ACTIVE )
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{
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nextCost = COST_AIRSPACE_UNSAFE;
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}
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@@ -6576,7 +6576,7 @@ UINT32 HandleMapUI( )
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if( SectorInfo[ ( SECTOR( sMapX, sMapY ) ) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] != GROUNDBARRIER )
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{
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// if it's not enemy air controlled
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if ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sMapX, sMapY ) ].fEnemyAirControlled == FALSE )
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if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( sMapX, sMapY )].usAirType != AIRSPACE_ENEMY_ACTIVE )
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{
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CHAR16 sMsgString[ 128 ], sMsgSubString[ 64 ];
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@@ -5,6 +5,14 @@
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#include "mapscreen.h"
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#include "soldier control.h"
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// different states for airspace control
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enum
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{
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AIRSPACE_PLAYER_ACTIVE, // controlled by player and active
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AIRSPACE_ENEMY_ACTIVE, // controlled by enemy and active
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AIRSPACE_PLAYER_INACTIVE, // controlled by player but not active
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AIRSPACE_ENEMY_INACTIVE, // controlled by enemy but not active
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};
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struct strategicmapelement{
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UINT8 UNUSEDuiFootEta[4]; // eta/mvt costs for feet
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@@ -13,7 +21,7 @@ struct strategicmapelement{
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UINT8 uiBadVehicleSector[4]; // blocking mvt from vehicles
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INT8 bNameId;
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BOOLEAN fEnemyControlled; // enemy controlled or not
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BOOLEAN fEnemyAirControlled;
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UINT8 usAirType;
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BOOLEAN UNUSEDfLostControlAtSomeTime;
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INT8 bSAMCondition; // SAM Condition .. 0 - 100, just like an item's status
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+22
-19
@@ -5117,50 +5117,53 @@ void UpdateAirspaceControl( void )
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{
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UINT8 ubControllingSAM;
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StrategicMapElement *pSAMStrategicMap = NULL;
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BOOLEAN fEnemyControlsAir;
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for ( INT32 iCounterA = 1; iCounterA < (INT32)(MAP_WORLD_X - 1); ++iCounterA )
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{
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for ( INT32 iCounterB = 1; iCounterB < (INT32)(MAP_WORLD_Y - 1); ++iCounterB )
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{
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// if networked, disable SAM airspace restrictions...
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if ( is_networked )
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{
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StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].usAirType = AIRSPACE_ENEMY_INACTIVE;
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continue;
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}
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// IMPORTANT: B and A are reverse here, since the table is stored transposed
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ubControllingSAM = ubSAMControlledSectors[ iCounterB ][ iCounterA ];
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if ( ( ubControllingSAM >= 1 ) && ( ubControllingSAM <= NUMBER_OF_SAMS ) )
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if ( ubControllingSAM >= 1 && ubControllingSAM <= NUMBER_OF_SAMS )
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{
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pSAMStrategicMap = &( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( pSamList[ ubControllingSAM - 1 ] ) ] );
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pSAMStrategicMap = &( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( pSamList[ubControllingSAM - 1] ) ] );
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// if the enemies own the controlling SAM site, and it's in working condition
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if( ( pSAMStrategicMap->fEnemyControlled ) && ( pSAMStrategicMap->bSAMCondition >= MIN_CONDITION_FOR_SAM_SITE_TO_WORK ) )
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// different status depending on who controls the SAM sector, and whether the SAM is operational
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if ( pSAMStrategicMap->fEnemyControlled )
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{
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if (is_networked)
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{
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fEnemyControlsAir = FALSE; // disable SAM airspace restrictions...
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}
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if ( pSAMStrategicMap->bSAMCondition >= MIN_CONDITION_FOR_SAM_SITE_TO_WORK )
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StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].usAirType = AIRSPACE_ENEMY_ACTIVE;
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else
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{
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fEnemyControlsAir = TRUE;
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}
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StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].usAirType = AIRSPACE_ENEMY_INACTIVE;
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}
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else
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{
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fEnemyControlsAir = FALSE;
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if ( pSAMStrategicMap->bSAMCondition >= MIN_CONDITION_FOR_SAM_SITE_TO_WORK )
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StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].usAirType = AIRSPACE_PLAYER_ACTIVE;
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else
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StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].usAirType = AIRSPACE_PLAYER_INACTIVE;
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}
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}
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else
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{
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// no controlling SAM site
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fEnemyControlsAir = FALSE;
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StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].usAirType = AIRSPACE_ENEMY_INACTIVE;
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}
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StrategicMap[ CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB ) ].fEnemyAirControlled = fEnemyControlsAir;
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}
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}
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// check if currently selected arrival sector still has secure airspace
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// if it's not enemy air controlled
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if ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( gsMercArriveSectorX, gsMercArriveSectorY ) ].fEnemyAirControlled == TRUE )
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if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( gsMercArriveSectorX, gsMercArriveSectorY )].usAirType == AIRSPACE_ENEMY_ACTIVE )
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{
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// NOPE!
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CHAR16 sMsgString[ 256 ], sMsgSubString1[ 64 ], sMsgSubString2[ 64 ];
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@@ -5170,7 +5173,7 @@ void UpdateAirspaceControl( void )
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// move the landing zone over to Omerta
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// HEADROCK HAM 3.5: Externalized coordinates
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if ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fEnemyAirControlled == FALSE )
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if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY )].usAirType != AIRSPACE_ENEMY_ACTIVE )
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{
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gsMercArriveSectorX = gGameExternalOptions.ubDefaultArrivalSectorX;
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gsMercArriveSectorY = gGameExternalOptions.ubDefaultArrivalSectorY;
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@@ -5181,7 +5184,7 @@ void UpdateAirspaceControl( void )
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{
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for (UINT8 ubSectorY = 1; ubSectorY <=16; ++ubSectorY)
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{
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if ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( ubSectorX, ubSectorY ) ].fEnemyAirControlled == FALSE && !sBadSectorsList[ ubSectorX ][ ubSectorY ] )
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if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( ubSectorX, ubSectorY )].usAirType != AIRSPACE_ENEMY_ACTIVE && !sBadSectorsList[ubSectorX][ubSectorY] )
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{
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gsMercArriveSectorX = ubSectorX;
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gsMercArriveSectorY = ubSectorY;
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@@ -872,7 +872,7 @@ void CheckForValidArrivalSector( )
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if( sSectorGridNo2 >=1 && sSectorGridNo2 < ( ( MAP_WORLD_X - 1 ) * ( MAP_WORLD_X - 1 ) ) && sSectorGridNo2 >= leftmost && sSectorGridNo2 < ( leftmost + MAP_WORLD_X ) )
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{
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if ( !StrategicMap[ sSectorGridNo2 ].fEnemyControlled && !StrategicMap[ sSectorGridNo2 ].fEnemyAirControlled )
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if ( !StrategicMap[ sSectorGridNo2 ].fEnemyControlled && !StrategicMap[ sSectorGridNo2 ].usAirType != AIRSPACE_ENEMY_ACTIVE )
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{
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uiRange = StrategicPythSpacesAway( sSectorGridNo2, sSectorGridNo );
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Reference in New Issue
Block a user