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Little Alien
- Moved new game settings from ja2.ini to Ja2_Options.ini - Moved all settings from NewGameSettings.cpp to GameSettings.cpp - New feature: Militia movement on strategic map v1.3 - New feature: Automatic reload Press Shift+R in tactical to reload all weapons of your team with magazines from sector inventory git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@60 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -28,6 +28,7 @@
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#include "Font Control.h"
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#endif
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#include "Map Edgepoints.h"
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BOOLEAN gfOriginalList = TRUE;
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SOLDIERINITNODE *gSoldierInitHead = NULL;
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@@ -2326,4 +2327,119 @@ void StripEnemyDetailedPlacementsIfSectorWasPlayerLiberated()
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curr = curr->next;
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}
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}
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}
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////////
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//////// For militia squad attack!
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////////
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#define CENTRAL_GRIDNO 13202
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#define CENTRAL_RADIUS 30
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void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNumGreen, UINT8 ubNumReg, UINT8 ubNumElites )
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{
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SOLDIERTYPE *pSoldier;
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MAPEDGEPOINTINFO MapEdgepointInfo;
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UINT8 ubCurrSlot;
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UINT8 ubTotalSoldiers;
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UINT8 bDesiredDirection=0;
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switch( ubStrategicInsertionCode )
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{
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case INSERTION_CODE_NORTH: bDesiredDirection = SOUTHEAST; break;
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case INSERTION_CODE_EAST: bDesiredDirection = SOUTHWEST; break;
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case INSERTION_CODE_SOUTH: bDesiredDirection = NORTHWEST; break;
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case INSERTION_CODE_WEST: bDesiredDirection = NORTHEAST; break;
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default: AssertMsg( 0, "Illegal direction passed to AddSoldierInitListMilitiaOnEdge()" ); break;
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}
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_RED, MSG_INTERFACE, L"Militia reinforcements have arrived! (%d admins, %d troops, %d elite)", ubNumGreen, ubNumReg, ubNumElites );
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#endif
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ubTotalSoldiers = ubNumGreen + ubNumReg + ubNumElites;
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumGreen + ubNumReg + ubNumElites) );
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ubCurrSlot = 0;
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while( ubTotalSoldiers )
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{
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if( ubNumElites && Random( ubTotalSoldiers ) < ubNumElites )
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{
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ubNumElites--;
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ubTotalSoldiers--;
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pSoldier = TacticalCreateMilitia(SOLDIER_CLASS_ELITE_MILITIA);
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pSoldier->bOrders = SEEKENEMY;
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pSoldier->ubInsertionDirection = bDesiredDirection;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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pSoldier->sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
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pSoldier->ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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//Setup the position
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if( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
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{ //using an edgepoint
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ ubCurrSlot++ ];
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}
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else
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{ //no edgepoints left, so put him at the entrypoint.
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pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if( ubNumReg && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumReg) )
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{
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ubNumReg--;
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ubTotalSoldiers--;
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pSoldier = TacticalCreateMilitia(SOLDIER_CLASS_REG_MILITIA);
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pSoldier->bOrders = SEEKENEMY;
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pSoldier->ubInsertionDirection = bDesiredDirection;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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pSoldier->sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
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pSoldier->ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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//Setup the position
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if( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
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{ //using an edgepoint
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ ubCurrSlot++ ];
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}
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else
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{ //no edgepoints left, so put him at the entrypoint.
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pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if( ubNumGreen && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumReg + ubNumGreen) )
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{
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ubNumGreen--;
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ubTotalSoldiers--;
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pSoldier = TacticalCreateMilitia(SOLDIER_CLASS_GREEN_MILITIA);
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pSoldier->bOrders = SEEKENEMY;
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pSoldier->ubInsertionDirection = bDesiredDirection;
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pSoldier->bAlertStatus = STATUS_YELLOW;
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pSoldier->sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
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pSoldier->ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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// if ( GetTimeOfDayAmbientLightLevel() < NORMAL_LIGHTLEVEL_DAY + 2 )
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// gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition = TRUE;
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// gTacticalStatus.Team[ MILITIA_TEAM ].bAwareOfOpposition = TRUE;
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//Setup the position
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if( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
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{ //using an edgepoint
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ ubCurrSlot++ ];
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}
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else
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{ //no edgepoints left, so put him at the entrypoint.
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pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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}
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}
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