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- Fix: compiler warning
- If possible, use the intended macrso to determine sector coordinates git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8018 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -162,8 +162,8 @@ CREATURE_DIRECTIVE* NewDirective( UINT8 ubSectorID, UINT8 ubSectorZ, UINT8 ubCre
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UINT8 ubSectorX, ubSectorY;
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curr = (CREATURE_DIRECTIVE*)MemAlloc( sizeof( CREATURE_DIRECTIVE ) );
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Assert( curr );
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ubSectorX = (UINT8)((ubSectorID % 16) + 1);
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ubSectorY = (UINT8)((ubSectorID / 16) + 1);
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ubSectorX = SECTORX( ubSectorID);
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ubSectorY = SECTORY( ubSectorID );
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curr->pLevel = FindUnderGroundSector( ubSectorX, ubSectorY, ubSectorZ );
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if( !curr->pLevel )
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{
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@@ -780,8 +780,8 @@ void ChooseTownSectorToAttack( UINT8 ubSectorID, BOOLEAN fOverrideTest )
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INT8 bTownId, bTownSize;
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UINT8 ubAttackSectorID;
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ubSectorX = (UINT8)((ubSectorID % 16) + 1);
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ubSectorY = (UINT8)((ubSectorID / 16) + 1);
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ubSectorX = SECTORX( ubSectorID );
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ubSectorY = SECTORY( ubSectorID );
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/* // externalize to xml data
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if( !fOverrideTest )
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@@ -943,8 +943,8 @@ void ChooseTownSectorToAttack( UINT8 ubSectorID, BOOLEAN fOverrideTest )
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else
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ubAttackSectorID = ubSectorID;
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ubAttackSectorX = (UINT8)((ubAttackSectorID % 16) + 1);
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ubAttackSectorY = (UINT8)((ubAttackSectorID / 16) + 1);
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ubAttackSectorX = SECTORX( ubAttackSectorID );
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ubAttackSectorY = SECTORY( ubAttackSectorID );
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// determine the attack sector insertion code
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if( ubAttackSectorID == ubSectorID )
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@@ -1063,8 +1063,8 @@ void CreatureAttackTown( UINT8 ubSectorID, BOOLEAN fOverrideTest )
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gubCreatureBattleCode = CREATURE_BATTLE_CODE_NONE;
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ubSectorX = (UINT8)((ubSectorID % 16) + 1);
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ubSectorY = (UINT8)((ubSectorID / 16) + 1);
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ubSectorX = SECTORX( ubSectorID );
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ubSectorY = SECTORY( ubSectorID );
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if( !fOverrideTest )
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{
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@@ -1087,8 +1087,8 @@ void CreatureAttackTown( UINT8 ubSectorID, BOOLEAN fOverrideTest )
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//Choose one of the town sectors to attack. Sectors closer to
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//the mine entrance have a greater chance of being chosen.
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ChooseTownSectorToAttack( ubSectorID, FALSE );
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ubSectorX = (UINT8)((gubSectorIDOfCreatureAttack % 16) + 1);
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ubSectorY = (UINT8)((gubSectorIDOfCreatureAttack / 16) + 1);
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ubSectorX = (UINT8)SECTORX( gubSectorIDOfCreatureAttack );
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ubSectorY = (UINT8)SECTORY( gubSectorIDOfCreatureAttack );
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}
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else
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{
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@@ -1263,8 +1263,7 @@ INT32 ShowVehicles(INT16 sMapX, INT16 sMapY, INT32 iCount)
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void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies, UINT16 usNumTanks, UINT8 ubIconPosition )
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{
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HVOBJECT hIconHandle;
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UINT8 i, ubEnemy, ub10xEnemy;
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INT16 sEnemyLessTank;
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INT16 sEnemy, s10xEnemy, sEnemyLessTank;
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// get the video object
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GetVideoObject(&hIconHandle, guiCHARICONS);
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@@ -1274,19 +1273,19 @@ void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies
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// no 10x icon for easy enemy quantity gauge in low resolution
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if (iResolution >= _640x480 && iResolution < _800x600)
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{
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ub10xEnemy = 0;
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ubEnemy = sNumberOfEnemies;
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s10xEnemy = 0;
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sEnemy = sNumberOfEnemies;
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}
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else
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{
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ub10xEnemy = sNumberOfEnemies / 10;
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ubEnemy = sNumberOfEnemies % 10;
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s10xEnemy = sNumberOfEnemies / 10;
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sEnemy = sNumberOfEnemies % 10;
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}
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// Flugente: if we display tanks, we need to know that for several rows
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INT16 secondtankrowstart = -1;
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for( i = 0; i < sNumberOfEnemies; ++i )
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for( INT16 i = 0; i < sNumberOfEnemies; ++i )
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{
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// Flugente: the tank icon has is 4 icons wide and 2 rows high, thus this odd code bit
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// if we want to display a tank and have not yet done so, pick the first position that still has enough space to the right
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@@ -1302,18 +1301,18 @@ void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies
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// for now display only one tank icon
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usNumTanks = 0;
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ubIconPosition += 4;
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ubEnemy = max( 0, ubEnemy - 1);
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sEnemy = max( 0, sEnemy - 1 );
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}
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else if ( ub10xEnemy > 0 )
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else if ( s10xEnemy > 0 )
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{
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DrawMapBoxIcon( hIconHandle, SMALL_RED_10X_BOX, sSectorX, sSectorY, ubIconPosition );
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--ub10xEnemy;
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--s10xEnemy;
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++ubIconPosition;
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}
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else if ( ubEnemy > 0 )
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else if ( sEnemy > 0 )
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{
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DrawMapBoxIcon( hIconHandle, SMALL_RED_BOX, sSectorX, sSectorY, ubIconPosition );
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--ubEnemy;
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--sEnemy;
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++ubIconPosition;
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}
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}
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@@ -4258,7 +4257,6 @@ void DisplayPositionOfEnemyHelicopter()
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UINT16 minX, minY, maxX, maxY;
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HVOBJECT hHandle;
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INT32 iNumberOfPeopleInHelicopter = 0;
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CHAR16 sString[4];
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INT32 MAP_MVT_ICON_FONT = TINYFONT1;
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@@ -5452,26 +5450,26 @@ void MilitiaButtonCallback(GUI_BUTTON *btn,INT32 reason)
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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{
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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}
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else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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if(btn->uiFlags & BUTTON_CLICKED_ON)
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{
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btn->uiFlags&=~(BUTTON_CLICKED_ON);
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DropAPersonInASector( ( UINT8 )( iValue ), ( INT16 )( ( sGlobalMapSector % 16 ) + 1 ), ( INT16 )( ( sGlobalMapSector / 16 ) + 1 ) );
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DropAPersonInASector( (UINT8)(iValue), (INT16)(SECTORX( sGlobalMapSector )), (INT16)(SECTORY( sGlobalMapSector )) );
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}
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}
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else if(reason & MSYS_CALLBACK_REASON_RBUTTON_DWN )
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{
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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}
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else if(reason & MSYS_CALLBACK_REASON_RBUTTON_UP )
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{
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if(btn->uiFlags & BUTTON_CLICKED_ON)
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{
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btn->uiFlags&=~(BUTTON_CLICKED_ON);
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PickUpATownPersonFromSector( ( UINT8 )( iValue ), ( INT16 )( ( sGlobalMapSector % 16 ) + 1 ), ( INT16 )( ( sGlobalMapSector / 16 ) + 1 ) );
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PickUpATownPersonFromSector( (UINT8)(iValue), (INT16)(SECTORX( sGlobalMapSector )), (INT16)(SECTORY( sGlobalMapSector )) );
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}
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}
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}
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@@ -1961,8 +1961,8 @@ BOOLEAN HandleMilitiaNoticedByPatrolGroup( UINT8 ubSectorID, GROUP *pEnemyGroup
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{
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//For now, automatically attack.
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UINT16 usOffensePoints, usDefencePoints;
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UINT8 ubSectorX = (UINT8)(ubSectorID % 16) + 1;
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UINT8 ubSectorY = (UINT8)(ubSectorID / 16) + 1;
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UINT8 ubSectorX = SECTORX( ubSectorID );
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UINT8 ubSectorY = SECTORY( ubSectorID );
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usOffensePoints = pEnemyGroup->pEnemyGroup->ubNumAdmins * 2 +
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pEnemyGroup->pEnemyGroup->ubNumTroops * 4 +
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pEnemyGroup->pEnemyGroup->ubNumElites * 6 +
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@@ -2056,8 +2056,8 @@ BOOLEAN AttemptToNoticeAdjacentGroupSucceeds()
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BOOLEAN HandleEmptySectorNoticedByPatrolGroup( GROUP *pGroup, UINT8 ubEmptySectorID )
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{
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UINT8 ubGarrisonID;
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UINT8 ubSectorX = (UINT8)(ubEmptySectorID % 16) + 1;
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UINT8 ubSectorY = (UINT8)(ubEmptySectorID / 16) + 1;
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UINT8 ubSectorX = SECTORX( ubEmptySectorID );
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UINT8 ubSectorY = SECTORY( ubEmptySectorID );
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Ensure_RepairedGarrisonGroup( &gGarrisonGroup, &giGarrisonArraySize ); /* added NULL fix, 2007-03-03, Sgt. Kolja */
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@@ -3162,8 +3162,8 @@ BOOLEAN SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoi
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goto QUEEN_POOL;
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}
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ubSrcSectorX = (gGarrisonGroup[ iSrcGarrisonID ].ubSectorID % 16) + 1;
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ubSrcSectorY = (gGarrisonGroup[ iSrcGarrisonID ].ubSectorID / 16) + 1;
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ubSrcSectorX = SECTORX( gGarrisonGroup[iSrcGarrisonID].ubSectorID );
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ubSrcSectorY = SECTORY( gGarrisonGroup[iSrcGarrisonID].ubSectorID );
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if( ubSrcSectorX != gWorldSectorX || ubSrcSectorY != gWorldSectorY || gbWorldSectorZ > 0 )
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{
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//The reinforcements aren't coming from the currently loaded sector!
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@@ -3266,8 +3266,8 @@ BOOLEAN SendReinforcementsForPatrol( INT32 iPatrolID, GROUP **pOptionalGroup )
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if( iReinforcementsRequested <= 0)
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return FALSE;
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ubDstSectorX = (gPatrolGroup[ iPatrolID ].ubSectorID[1] % 16) + 1;
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ubDstSectorY = (gPatrolGroup[ iPatrolID ].ubSectorID[1] / 16) + 1;
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ubDstSectorX = SECTORX( gPatrolGroup[iPatrolID].ubSectorID[1] );
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ubDstSectorY = SECTORY( gPatrolGroup[iPatrolID].ubSectorID[1] );
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if( pOptionalGroup && *pOptionalGroup )
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{
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@@ -241,8 +241,8 @@ BOOLEAN AddPlayerToGroup( UINT8 ubGroupID, SOLDIERTYPE *pSoldier )
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{
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pGroup->pPlayerList = pPlayer;
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pGroup->ubGroupSize = 1;
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pGroup->ubPrevX = (UINT8)((pSoldier->ubPrevSectorID % 16) + 1);
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pGroup->ubPrevY = (UINT8)((pSoldier->ubPrevSectorID / 16) + 1);
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pGroup->ubPrevX = SECTORX( pSoldier->ubPrevSectorID );
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pGroup->ubPrevY = SECTORY( pSoldier->ubPrevSectorID );
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pGroup->ubSectorX = (UINT8)pSoldier->sSectorX;
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pGroup->ubSectorY = (UINT8)pSoldier->sSectorY;
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pGroup->ubSectorZ = (UINT8)pSoldier->bSectorZ;
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@@ -2796,7 +2796,6 @@ void InitiateGroupMovementToNextSector( GROUP *pGroup )
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//Calc time to get to next waypoint...
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if ( !pGroup->ubSectorZ )
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{
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BOOLEAN fCalcRegularTime = TRUE;
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if ( pGroup->usGroupTeam == ENEMY_TEAM )
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{
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//Determine if the enemy group is "sleeping". If so, then simply delay their arrival time by the amount of time
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@@ -2813,7 +2812,7 @@ void InitiateGroupMovementToNextSector( GROUP *pGroup )
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}
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else if ( pGroup->usGroupTeam == MILITIA_TEAM )
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{
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// As the player orders militia to move, a chance-based system is ill-advised - the player would simply cancel and reassign the order, leading to bypassing the mechanci in a tedious way
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// As the player orders militia to move, a chance-based system is ill-advised - the player would simply cancel and reassign the order, leading to bypassing the mechanic in a tedious way
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// so instead, we always add a penalty, but it will be lower
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// however, do not give such a penalty for movement inside a town - the player might just want to redistribute his troops, and this would be tedious
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if ( GetWorldHour( ) >= 21 || GetWorldHour( ) <= 4 )
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@@ -2005,7 +2005,7 @@ UINT32 PlayerStrength( void )
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pSoldier = MercPtrs[ ubLoop ];
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if ( pSoldier->bActive )
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{
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if ( pSoldier->bInSector || ( pSoldier->flags.fBetweenSectors && ((pSoldier->ubPrevSectorID % 16) + 1) == gWorldSectorX && ((pSoldier->ubPrevSectorID / 16) + 1) == gWorldSectorY && ( pSoldier->bSectorZ == gbWorldSectorZ ) ) )
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if ( pSoldier->bInSector || (pSoldier->flags.fBetweenSectors && SECTORX( pSoldier->ubPrevSectorID ) == gWorldSectorX && SECTORY( pSoldier->ubPrevSectorID ) == gWorldSectorY && (pSoldier->bSectorZ == gbWorldSectorZ)) )
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{
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// count this person's strength (condition), calculated as life reduced up to half according to maxbreath
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uiStrength = pSoldier->stats.bLife * ( pSoldier->bBreathMax + 100 ) / 200;
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+1
-1
@@ -780,7 +780,7 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
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// CJC: adding to SOLDIER_IN_SECTOR check special stuff because the old sector values might
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// be appropriate (because in transit going out of that sector!)
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if ( SOLDIER_IN_SECTOR( pTeamSoldier, sMapX, sMapY, bMapZ ) || ( pTeamSoldier->flags.fBetweenSectors && ((pTeamSoldier->ubPrevSectorID % 16) + 1) == sMapX && ((pTeamSoldier->ubPrevSectorID / 16) + 1) == sMapY && ( pTeamSoldier->bSectorZ == bMapZ ) ) )
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if ( SOLDIER_IN_SECTOR( pTeamSoldier, sMapX, sMapY, bMapZ ) || (pTeamSoldier->flags.fBetweenSectors && SECTORX( pTeamSoldier->ubPrevSectorID ) == sMapX && SECTORY( pTeamSoldier->ubPrevSectorID ) == sMapY && (pTeamSoldier->bSectorZ == bMapZ)) )
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{
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if ( gGameOptions.fNewTraitSystem )
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{
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