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Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+29
-35
@@ -1,29 +1,29 @@
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#ifdef PRECOMPILEDHEADERS
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#include "Strategic All.h"
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#include "Strategic All.h"
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#else
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#include "Town Militia.h"
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#include "Militia Control.h"
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#include "Campaign Types.h"
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#include "strategic.h"
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#include "strategicmap.h"
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#include "Overhead.h"
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#include "Strategic Town Loyalty.h"
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#include "Utilities.h"
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#include "random.h"
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#include "text.h"
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#include "Map Screen Interface.h"
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#include "Interface.h"
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#include "Laptopsave.h"
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#include "finances.h"
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#include "Game Clock.h"
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#include "Assignments.h"
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#include "squads.h"
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#include "Soldier Create.h"
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#include "Dialogue Control.h"
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#include "Queen Command.h"
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#include "GameSettings.h"
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#include "Soldier Init List.h"
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#include "Inventory Choosing.h"
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#include "Town Militia.h"
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#include "Militia Control.h"
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#include "Campaign Types.h"
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#include "strategic.h"
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#include "strategicmap.h"
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#include "Overhead.h"
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#include "Strategic Town Loyalty.h"
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#include "Utilities.h"
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#include "random.h"
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#include "text.h"
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#include "Map Screen Interface.h"
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#include "Interface.h"
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#include "Laptopsave.h"
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#include "finances.h"
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#include "Game Clock.h"
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#include "Assignments.h"
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#include "squads.h"
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#include "Soldier Create.h"
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#include "Dialogue Control.h"
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#include "Queen Command.h"
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#include "GameSettings.h"
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#include "Soldier Init List.h"
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#include "Inventory Choosing.h"
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#endif
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#include "Reinforcement.h"
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@@ -36,7 +36,7 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub
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UINT8 ubNumAdmins, ubNumTroops, ubNumElites;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubIndex;
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GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites );
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GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( sSectorX, sSectorY, &ubNumAdmins, &ubNumTroops, &ubNumElites );
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@@ -75,7 +75,6 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub
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}
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}
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GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), &ubNumAdmins, &ubNumTroops, &ubNumElites );
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*pubNumAdmins += ubNumAdmins;
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@@ -89,7 +88,7 @@ UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY )
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UINT8 ubNumAdmins, ubNumTroops, ubNumElites;
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GetNumberOfEnemiesInFiveSectors( sMapX, sMapY, &ubNumAdmins, &ubNumTroops, &ubNumElites );
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return ubNumAdmins + ubNumTroops + ubNumElites;
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}
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@@ -134,7 +133,7 @@ UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY)
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UINT8 ubResult = 0;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubIndex;
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ubResult = CountAllMilitiaInSector( sMapX, sMapY );
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if( !gGameExternalOptions.gfAllowReinforcements )
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@@ -155,7 +154,7 @@ UINT8 MilitiaInFiveSectorsOfRank( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
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UINT8 ubResult = 0;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubIndex;
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ubResult = MilitiaInSectorOfRank( sMapX, sMapY, ubRank );
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if( !gGameExternalOptions.gfAllowReinforcements )
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@@ -167,13 +166,11 @@ UINT8 MilitiaInFiveSectorsOfRank( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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ubResult += MilitiaInSectorOfRank( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), ubRank );
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return ubResult;
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}
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BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
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{
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UINT8 ubResult = 0;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber;
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UINT8 ubRandom;
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@@ -383,7 +380,6 @@ UINT8 DoReinforcementAsPendingMilitia( INT16 sMapX, INT16 sMapY, UINT8 *pubRank
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return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
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}
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}
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}
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@@ -392,7 +388,6 @@ void AddPossiblePendingMilitiaToBattle()
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UINT8 ubSlots;
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UINT8 ubNumElites, ubNumRegulars, ubNumGreens;
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SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
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static UINT8 ubPredefinedInsertionCode = 255;
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static UINT8 ubPredefinedRank = 255;
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@@ -452,5 +447,4 @@ void AddPossiblePendingMilitiaToBattle()
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gfStrategicMilitiaChangesMade = FALSE; // Handled them here
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}
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}
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}
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}
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