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Added property pages to make it easy to change build language (at least with VS2K5)
Added support for Russian city names and Items Fixed contract length exploit (hire merc for 2 weeks for the price of 1 day) Fixed insurance emails repeating when you choose "delete" but then say no Corrected UTF-8 to wide char translation on Windows platforms (Windows doesn't handle mbstowcs correctly) Moved UTF-8 to Wide Char translation for item descriptions and names so it happens at XML load time (fix bug that Russian has half the description space) Fix overflow when combining two items with high counts (such as 200-round boxes of ammo) Path AI fixes Fixed issues with non-interruptable animations causing infinite clock Fixed some issues with soldiers not reaching their plotted destination Fixed escorted players who were cowering, being unable to move after joining party Only allow militia to climb roofs if their orders allow them to move Fix bug where AI might climb the wrong roof on the way to the destination roof Allow AI who have gone outside their patrol grid, to return to the Grid git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1702 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -113,22 +113,45 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT16 sGridno, INT8 bDir, INT8
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case TRAVELCOST_DEBRIS : sAPCost += AP_MOVEMENT_RUBBLE;
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break;
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case TRAVELCOST_SHORE : sAPCost += AP_MOVEMENT_SHORE; // wading shallow water
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if (!IS_MERC_BODY_TYPE( pSoldier ))
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{
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return -1;
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}
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break;
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case TRAVELCOST_KNEEDEEP : sAPCost += AP_MOVEMENT_LAKE; // wading waist/chest deep - very slow
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if (!IS_MERC_BODY_TYPE( pSoldier ))
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{
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return -1;
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}
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break;
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case TRAVELCOST_DEEPWATER: sAPCost += AP_MOVEMENT_OCEAN; // can swim, so it's faster than wading
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if (!IS_MERC_BODY_TYPE( pSoldier ))
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{
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return -1;
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}
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break;
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/*
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case TRAVELCOST_VEINEND :
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case TRAVELCOST_VEINMID : sAPCost += AP_MOVEMENT_FLAT;
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break;
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*/
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case TRAVELCOST_DOOR : sAPCost += AP_MOVEMENT_FLAT + AP_OPEN_DOOR + AP_OPEN_DOOR; // Include open and close costs!
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case TRAVELCOST_DOOR :
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if (pSoldier->bTeam == gbPlayerNum)
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{
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return -1;
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}
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sAPCost += AP_MOVEMENT_FLAT + AP_OPEN_DOOR + AP_OPEN_DOOR; // Include open and close costs!
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break;
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// cost for jumping a fence REPLACES all other AP costs!
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case TRAVELCOST_FENCE : return( AP_JUMPFENCE );
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case TRAVELCOST_FENCE :
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if (!IS_MERC_BODY_TYPE( pSoldier ))
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{
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return -1;
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}
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return( AP_JUMPFENCE );
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case TRAVELCOST_NONE : return( 0 );
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