mirror of
https://github.com/1dot13/source.git
synced 2026-08-26 14:30:26 +02:00
- code cleanup mostly from Brent Johnson (Nonomori), a very few from me
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@508 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -10309,7 +10309,7 @@ void SetTimeOfAssignmentChangeForMerc( SOLDIERTYPE *pSoldier )
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// have we spent enough time on assignment for it to count?
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BOOLEAN EnoughTimeOnAssignment( SOLDIERTYPE *pSoldier )
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{
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if( GetWorldTotalMin() - pSoldier->uiLastAssignmentChangeMin >= gGameExternalOptions.ubMinutesForAssignmentToCount )
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if( GetWorldTotalMin() - pSoldier->uiLastAssignmentChangeMin >= (UINT32)gGameExternalOptions.ubMinutesForAssignmentToCount )
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{
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return( TRUE );
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}
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@@ -67,7 +67,7 @@
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// default = 7 (%)
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#define EXP_BONUS 7
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#define MAX_AR_TEAM_SIZE 256
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#define MAX_AR_TEAM_SIZE 255 // Must fit in 8 bits
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#define REINFORCMENT_ATTACK_DELAY_PER_SOLDIER_IN_SECTOR 1000
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+95
-95
@@ -4,9 +4,9 @@
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#include "types.h"
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//Macro to convert sector coordinates (1-16,1-16) to 0-255
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#define SECTOR(x,y) ((y-1)*16+x-1)
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#define SECTORX(SectorID) ((SectorID % 16) + 1)
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#define SECTORY(SectorID) ((SectorID / 16) + 1)
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#define SECTOR(x,y) ((y-1)*16+x-1)
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#define SECTORX(SectorID) ((SectorID % 16) + 1)
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#define SECTORY(SectorID) ((SectorID / 16) + 1)
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//Sector enumerations
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//
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@@ -53,36 +53,34 @@ enum //strategic values for each sector
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//Various flag definitions
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#define SF_USE_MAP_SETTINGS 0x00000001
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#define SF_ENEMY_AMBUSH_LOCATION 0x00000002
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#define SF_USE_MAP_SETTINGS 0x00000001
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#define SF_ENEMY_AMBUSH_LOCATION 0x00000002
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//Special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
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//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
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//a question mark is displayed to reflect that the player no longer knows.
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#define SF_PLAYER_KNOWS_ENEMIES_ARE_HERE 0x00000004
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#define SF_PLAYER_KNOWS_ENEMIES_ARE_HERE 0x00000004
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#define SF_SAM_SITE 0x00000008
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#define SF_MINING_SITE 0x00000010
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#define SF_ALREADY_VISITED 0x00000020
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#define SF_USE_ALTERNATE_MAP 0x00000040
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#define SF_PENDING_ALTERNATE_MAP 0x00000080
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#define SF_ALREADY_LOADED 0x00000100
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#define SF_HAS_ENTERED_TACTICAL 0x00000200
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#define SF_SKYRIDER_NOTICED_ENEMIES_HERE 0x00000400
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#define SF_HAVE_USED_GUIDE_QUOTE 0x00000800
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#define SF_SAM_SITE 0x00000008
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#define SF_MINING_SITE 0x00000010
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#define SF_ALREADY_VISITED 0x00000020
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#define SF_USE_ALTERNATE_MAP 0x00000040
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#define SF_PENDING_ALTERNATE_MAP 0x00000080
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#define SF_ALREADY_LOADED 0x00000100
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#define SF_HAS_ENTERED_TACTICAL 0x00000200
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#define SF_SKYRIDER_NOTICED_ENEMIES_HERE 0x00000400
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#define SF_HAVE_USED_GUIDE_QUOTE 0x00000800
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#define SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS 0x00100000 //Temp File starts with sm_
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#define SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS 0x00200000 //Temp File starts with l_
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#define SF_REVEALED_STATUS_TEMP_FILE_EXISTS 0x01000000 //Temp File starts with v_
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#define SF_DOOR_STATUS_TEMP_FILE_EXISTS 0x02000000 //Temp File starts with ds_
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#define SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS 0x00100000 //Temp File starts with sm_
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#define SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS 0x00200000 //Temp File starts with l_
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#define SF_REVEALED_STATUS_TEMP_FILE_EXISTS 0x01000000 //Temp File starts with v_
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#define SF_DOOR_STATUS_TEMP_FILE_EXISTS 0x02000000 //Temp File starts with ds_
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#define SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS 0x04000000 //Temp File starts with e_
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#define SF_CIV_PRESERVED_TEMP_FILE_EXISTS 0x08000000 //Temp File starts with c_
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#define SF_ITEM_TEMP_FILE_EXISTS 0x10000000 //Temp File starts with i_
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#define SF_ROTTING_CORPSE_TEMP_FILE_EXISTS 0x20000000 //Temp File starts with r_
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#define SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS 0x40000000 //Temp File starts with m_
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#define SF_DOOR_TABLE_TEMP_FILES_EXISTS 0x80000000 //Temp File starts with d_
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#define SF_CIV_PRESERVED_TEMP_FILE_EXISTS 0x08000000 //Temp File starts with c_
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#define SF_ITEM_TEMP_FILE_EXISTS 0x10000000 //Temp File starts with i_
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#define SF_ROTTING_CORPSE_TEMP_FILE_EXISTS 0x20000000 //Temp File starts with r_
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#define SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS 0x40000000 //Temp File starts with m_
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#define SF_DOOR_TABLE_TEMP_FILES_EXISTS 0x80000000 //Temp File starts with d_
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// town militia experience categories
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@@ -95,11 +93,11 @@ enum
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};
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// facilities flags
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#define SFCF_HOSPITAL 0x00000001
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#define SFCF_INDUSTRY 0x00000002
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#define SFCF_PRISON 0x00000004
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#define SFCF_MILITARY 0x00000008
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#define SFCF_AIRPORT 0x00000010
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#define SFCF_HOSPITAL 0x00000001
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#define SFCF_INDUSTRY 0x00000002
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#define SFCF_PRISON 0x00000004
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#define SFCF_MILITARY 0x00000008
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#define SFCF_AIRPORT 0x00000010
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#define SFCF_GUN_RANGE 0x00000020
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// coordinates of shooting range sector
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@@ -109,28 +107,29 @@ enum
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//Vehicle types
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#define FOOT 0x01 //anywhere
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#define CAR 0x02 //roads
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#define TRUCK 0x04 //roads, plains, sparse
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#define FOOT 0x01 //anywhere
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#define CAR 0x02 //roads
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#define TRUCK 0x04 //roads, plains, sparse
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#define TRACKED 0x08 //roads, plains, sand, sparse
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#define AIR 0x10 //can traverse all terrains at 100%
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#define AIR 0x10 //can traverse all terrains at 100%
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//Traversability ratings
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enum
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{
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TOWN, //instant
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ROAD, //everything travels at 100%
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TOWN, //instant
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ROAD, //everything travels at 100%
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PLAINS, //foot 90%, truck 75%, tracked 100%
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SAND, //foot 70%, tracked 60%
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SAND, //foot 70%, tracked 60%
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SPARSE, //foot 70%, truck 50%, tracked 60%
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DENSE, //foot 50%
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SWAMP, //foot 20%
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WATER, //foot 15%
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HILLS, //foot 50%, truck 50%, tracked 50%
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GROUNDBARRIER,//only air (super dense forest, ocean, etc.)
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GROUNDBARRIER, //only air (super dense forest, ocean, etc.)
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NS_RIVER, //river from north to south
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EW_RIVER, //river from east to west
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EDGEOFWORLD, //nobody can traverse.
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//NEW (not used for border values -- traversal calculations)
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TROPICS,
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FARMLAND,
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@@ -144,11 +143,12 @@ enum
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COASTAL_ROAD,
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SAND_ROAD,
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SWAMP_ROAD,
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//only used for text purposes and not assigned to areas (SAM sites are hard coded throughout the code)
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SPARSE_SAM_SITE, //D15 near Drassen
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SAND_SAM_SITE, //I8 near Tixa
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TROPICS_SAM_SITE, //D2 near Chitzena
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MEDUNA_SAM_SITE, //N4 in Meduna
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SPARSE_SAM_SITE, //D15 near Drassen
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SAND_SAM_SITE, //I8 near Tixa
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TROPICS_SAM_SITE, //D2 near Chitzena
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MEDUNA_SAM_SITE, //N4 in Meduna
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CAMBRIA_HOSPITAL_SITE,
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DRASSEN_AIRPORT_SITE,
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MEDUNA_AIRPORT_SITE,
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@@ -166,71 +166,71 @@ enum
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};
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extern UINT8 gszTerrain[NUM_TRAVTERRAIN_TYPES][15];
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#define TRAVELRATING_NONE 0
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#define TRAVELRATING_LOW 25
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#define TRAVELRATING_NONE 0
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#define TRAVELRATING_LOW 25
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#define TRAVELRATING_NORMAL 50
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#define TRAVELRATING_HIGH 75
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#define TRAVELRATING_HIGH 75
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#define TRAVELRATING_EXTREME 100
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//Used by ubGarrisonID when a sector doesn't point to a garrison. Used by strategic AI only.
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#define NO_GARRISON 255
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#define NO_GARRISON 255
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typedef struct SECTORINFO
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{
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//information pertaining to this sector
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UINT32 uiFlags; //various special conditions
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UINT8 ubInvestigativeState; //When the sector is attacked by the player, the state increases by 1 permanently.
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//This value determines how quickly it is investigated by the enemy.
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UINT8 ubGarrisonID; //IF the sector has an ID for this (non 255), then the queen values this sector and it
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//indexes the garrison group.
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INT8 ubPendingReinforcements; //when the enemy owns this sector, this value will keep track of HIGH priority reinforcements -- not regular.
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UINT32 uiFlags; //various special conditions
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UINT8 ubInvestigativeState; //When the sector is attacked by the player, the state increases by 1 permanently.
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//This value determines how quickly it is investigated by the enemy.
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UINT8 ubGarrisonID; //IF the sector has an ID for this (non 255), then the queen values this sector and it
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//indexes the garrison group.
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INT8 ubPendingReinforcements; //when the enemy owns this sector, this value will keep track of HIGH priority reinforcements -- not regular.
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BOOLEAN fMilitiaTrainingPaid;
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UINT8 ubMilitiaTrainingPercentDone;
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UINT8 ubMilitiaTrainingHundredths;
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UINT8 ubMilitiaTrainingPercentDone;
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UINT8 ubMilitiaTrainingHundredths;
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//enemy military presence
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BOOLEAN fPlayer[ 4 ]; //whether the player THINKS the sector is unde his control or not. array is for sublevels
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//enemy only info
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UINT8 ubNumTroops; //the actual number of troops here.
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UINT8 ubNumElites; //the actual number of elites here.
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UINT8 ubNumAdmins; //the actual number of admins here.
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UINT8 ubNumCreatures; //only set when immediately before ground attack made!
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UINT8 ubNumTroops; //the actual number of troops here.
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UINT8 ubNumElites; //the actual number of elites here.
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UINT8 ubNumAdmins; //the actual number of admins here.
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UINT8 ubNumCreatures; //only set when immediately before ground attack made!
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UINT8 ubTroopsInBattle, ubElitesInBattle, ubAdminsInBattle, ubCreaturesInBattle;
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INT8 bLastKnownEnemies; // -1 means never been there, no idea, otherwise it's what we'd observed most recently
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// while this is being maintained (partially, surely buggy), nothing uses it anymore. ARM
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INT8 bLastKnownEnemies; // -1 means never been there, no idea, otherwise it's what we'd observed most recently
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// while this is being maintained (partially, surely buggy), nothing uses it anymore. ARM
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UINT32 ubDayOfLastCreatureAttack;
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UINT32 uiFacilitiesFlags; // the flags for various facilities
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UINT32 uiFacilitiesFlags; // the flags for various facilities
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UINT8 ubTraversability[5];//determines the traversability ratings to adjacent sectors.
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//The last index represents the traversability if travelling
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//throught the sector without entering it.
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INT8 bNameId;
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INT8 bUSUSED;
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INT8 bBloodCats;
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INT8 bBloodCatPlacements;
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INT8 UNUSEDbSAMCondition;
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UINT8 ubTraversability[5]; //determines the traversability ratings to adjacent sectors.
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//The last index represents the traversability if travelling
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//throught the sector without entering it.
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INT8 bNameId;
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INT8 bUSUSED;
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INT8 bBloodCats;
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INT8 bBloodCatPlacements;
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INT8 UNUSEDbSAMCondition;
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UINT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
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//the more people go near it. A travel rating of 0 means there are never people
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//around. This value is used for determining how often items would "vanish" from
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//a sector (nice theory, except it isn't being used that way. Stealing is only in towns. ARM)
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UINT8 ubNumberOfCivsAtLevel[ MAX_MILITIA_LEVELS ]; // town militia per experience class, 0/1/2 is GREEN/REGULAR/ELITE
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UINT16 usUNUSEDMilitiaLevels; // unused (ARM)
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UINT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
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//the more people go near it. A travel rating of 0 means there are never people
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//around. This value is used for determining how often items would "vanish" from
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//a sector (nice theory, except it isn't being used that way. Stealing is only in towns. ARM)
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UINT8 ubNumberOfCivsAtLevel[ MAX_MILITIA_LEVELS ]; // town militia per experience class, 0/1/2 is GREEN/REGULAR/ELITE
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UINT16 usUNUSEDMilitiaLevels; // unused (ARM)
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UINT8 ubUNUSEDNumberOfJoeBlowCivilians; // unused (ARM)
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UINT32 uiTimeCurrentSectorWasLastLoaded; //Specifies the last time the player was in the sector
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UINT8 ubUNUSEDNumberOfEnemiesThoughtToBeHere; // using bLastKnownEnemies instead
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UINT32 uiTimeLastPlayerLiberated; //in game seconds (used to prevent the queen from attacking for awhile)
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UINT8 ubUNUSEDNumberOfEnemiesThoughtToBeHere; // using bLastKnownEnemies instead
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UINT32 uiTimeLastPlayerLiberated; //in game seconds (used to prevent the queen from attacking for awhile)
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BOOLEAN fSurfaceWasEverPlayerControlled;
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UINT8 bFiller1;
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UINT8 bFiller2;
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UINT8 bFiller3;
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UINT8 bFiller1;
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UINT8 bFiller2;
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UINT8 bFiller3;
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UINT32 uiNumberOfWorldItemsInTempFileThatCanBeSeenByPlayer;
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INT8 bPadding[ 41 ];
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INT8 bPadding[ 41 ];
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}SECTORINFO;
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@@ -243,22 +243,22 @@ typedef struct SECTORINFO
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typedef struct UNDERGROUND_SECTORINFO
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{
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UINT32 uiFlags;
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UINT8 ubSectorX, ubSectorY, ubSectorZ;
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UINT8 ubNumElites, ubNumTroops, ubNumAdmins, ubNumCreatures;
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UINT8 fVisited;
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INT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
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//the more people go near it. A travel rating of 0 means there are never people
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//around. This value is used for determining how often items would "vanish" from
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//a sector.
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UINT32 uiFlags;
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UINT8 ubSectorX, ubSectorY, ubSectorZ;
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UINT8 ubNumElites, ubNumTroops, ubNumAdmins, ubNumCreatures;
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UINT8 fVisited;
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INT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
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//the more people go near it. A travel rating of 0 means there are never people
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//around. This value is used for determining how often items would "vanish" from
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//a sector.
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UINT32 uiTimeCurrentSectorWasLastLoaded; //Specifies the last time the player was in the sector
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struct UNDERGROUND_SECTORINFO *next;
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UINT8 ubAdjacentSectors; //mask containing which sectors are adjacent
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UINT8 ubCreatureHabitat; //determines how creatures live in this sector (see creature spreading.c)
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UINT8 ubElitesInBattle, ubTroopsInBattle, ubAdminsInBattle, ubCreaturesInBattle;
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struct UNDERGROUND_SECTORINFO *next;
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UINT8 ubAdjacentSectors; //mask containing which sectors are adjacent
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UINT8 ubCreatureHabitat; //determines how creatures live in this sector (see creature spreading.c)
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UINT8 ubElitesInBattle, ubTroopsInBattle, ubAdminsInBattle, ubCreaturesInBattle;
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UINT32 uiNumberOfWorldItemsInTempFileThatCanBeSeenByPlayer;
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INT8 bPadding[36];
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INT8 bPadding[36];
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//no padding left!
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}UNDERGROUND_SECTORINFO;
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@@ -54,7 +54,7 @@ extern WORLDITEM *pInventoryPoolList;
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extern INT32 iCurrentInventoryPoolPage;
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extern BOOLEAN fMapInventoryItemCompatable[ ];
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// WANNE 2
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extern MAP_INVENTORY_POOL_SLOT_COUNT;
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extern INT32 MAP_INVENTORY_POOL_SLOT_COUNT;
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BOOLEAN IsMapScreenWorldItemInvisibleInMapInventory( WORLDITEM *pWorldItem );
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BOOLEAN IsMapScreenWorldItemVisibleInMapInventory( WORLDITEM *pWorldItem );
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@@ -4515,10 +4515,10 @@ void DisplayPositionOfHelicopter( void )
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// WANNE 2
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AssertMsg( ( x >= 0 ) && ( x < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid x = %d. At %d,%d. Next %d,%d. Min/Max X = %d/%d",
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AssertMsg( ( x >= 0 ) && ( x < (UINT32)SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid x = %d. At %d,%d. Next %d,%d. Min/Max X = %d/%d",
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x, pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubNextX, pGroup->ubNextY, minX, maxX ) );
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AssertMsg( ( y >= 0 ) && ( y < SCREEN_HEIGHT ), String( "DisplayPositionOfHelicopter: Invalid y = %d. At %d,%d. Next %d,%d. Min/Max Y = %d/%d",
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AssertMsg( ( y >= 0 ) && ( y < (UINT32)SCREEN_HEIGHT ), String( "DisplayPositionOfHelicopter: Invalid y = %d. At %d,%d. Next %d,%d. Min/Max Y = %d/%d",
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y, pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubNextX, pGroup->ubNextY, minY, maxY ) );
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@@ -4584,8 +4584,8 @@ void DisplayDestinationOfHelicopter( void )
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y = MAP_VIEW_START_Y + ( MAP_GRID_Y * sMapY ) + 3;
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// WANNE 2
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AssertMsg( ( x >= 0 ) && ( x < SCREEN_WIDTH ), String( "DisplayDestinationOfHelicopter: Invalid x = %d. Dest %d,%d", x, sMapX, sMapY ) );
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AssertMsg( ( y >= 0 ) && ( y < SCREEN_HEIGHT ), String( "DisplayDestinationOfHelicopter: Invalid y = %d. Dest %d,%d", y, sMapX, sMapY ) );
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AssertMsg( ( x >= 0 ) && ( x < (UINT32)SCREEN_WIDTH ), String( "DisplayDestinationOfHelicopter: Invalid x = %d. Dest %d,%d", x, sMapX, sMapY ) );
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AssertMsg( ( y >= 0 ) && ( y < (UINT32)SCREEN_HEIGHT ), String( "DisplayDestinationOfHelicopter: Invalid y = %d. Dest %d,%d", y, sMapX, sMapY ) );
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||||
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||||
// clip blits to mapscreen region
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||||
ClipBlitsToMapViewRegion( );
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||||
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||||
@@ -248,7 +248,7 @@ UINT16 CountDirectionEnemyRating( INT16 sMapX, INT16 sMapY, UINT8 uiDir )
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||||
// is it in a right direction?
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||||
if( ddAngle >= ddMinAngle && ddAngle <= ddMaxAngle )
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||||
{
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||||
DOUBLE ddDistance = sqrt( pow( sLMY - sMapY, 2 ) + pow( sLMX - sMapX, 2 ) );
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||||
DOUBLE ddDistance = sqrt( pow( (double)(sLMY - sMapY), 2 ) + pow( (double)(sLMX - sMapX), 2 ) );
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||||
|
||||
ddRes += (DOUBLE)uiSumOfEnemyTroops / pow( ddDistance, 2 );
|
||||
|
||||
@@ -289,17 +289,17 @@ UINT16 CountDirectionRating( INT16 sMapX, INT16 sMapY, UINT8 uiDir )
|
||||
}
|
||||
|
||||
if( CountAllMilitiaInSector( sDMapX, sDMapY ) &&
|
||||
CountAllMilitiaInSector( sDMapX, sDMapY ) + CountAllMilitiaInSector( sMapX, sMapY ) <= gGameExternalOptions.guiMaxMilitiaSquadSize )
|
||||
(UINT32)( CountAllMilitiaInSector( sDMapX, sDMapY ) + CountAllMilitiaInSector( sMapX, sMapY ) ) <= gGameExternalOptions.guiMaxMilitiaSquadSize )
|
||||
iRes += DIR_WITH_UNFULL_SQUAD_RATING_BONUS;
|
||||
|
||||
if( NumEnemiesInSector( sDMapX, sDMapY ) )
|
||||
{
|
||||
// if( GetTownIdForSector( sMapX, sMapY ) == BLANK_SECTOR )
|
||||
iDiff = iRes * ( (FLOAT)CountAllMilitiaInFiveSectors( sDMapX, sDMapY ) / (FLOAT)NumEnemiesInFiveSectors( sDMapX, sDMapY ) );
|
||||
iDiff = (INT32)( (FLOAT)iRes * ( (FLOAT)CountAllMilitiaInFiveSectors( sDMapX, sDMapY ) / (FLOAT)NumEnemiesInFiveSectors( sDMapX, sDMapY ) ) );
|
||||
// else
|
||||
// iDiff = iRes * ( (FLOAT)CountAllMilitiaInFiveSectors( sMapX, sMapY ) / DIV_OF_ORIGINAL_MILITIA / (FLOAT)NumEnemiesInFiveSectors( sDMapX, sDMapY ) );
|
||||
|
||||
if( iDiff > (FLOAT)DIR_MIN_DIF * iRes )
|
||||
if( iDiff > (INT32)( (FLOAT)DIR_MIN_DIF * (FLOAT)iRes ) )
|
||||
iRes = iDiff;
|
||||
else
|
||||
iRes = 0;
|
||||
@@ -307,7 +307,7 @@ UINT16 CountDirectionRating( INT16 sMapX, INT16 sMapY, UINT8 uiDir )
|
||||
|
||||
|
||||
// There's player's mercs! Go there
|
||||
if( PlayerMercsInSector_MSE( sDMapX, sDMapY, FALSE ) )
|
||||
if( PlayerMercsInSector_MSE( (UINT8)sDMapX, (UINT8)sDMapY, FALSE ) )
|
||||
iRes += 15000;// should be enough
|
||||
|
||||
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"M %ld, E%ld,%ld %ld, Diff %ld", CountAllMilitiaInSector( sMapX, sMapY ), sDMapX, sDMapY, NumEnemiesInSector( sDMapX, sDMapY ), ((INT32)CountAllMilitiaInSector( sMapX, sMapY )) - ((INT32)NumEnemiesInSector( sDMapX, sDMapY )) );
|
||||
@@ -512,7 +512,7 @@ void UpdateMilitiaSquads(INT16 sMapX, INT16 sMapY )
|
||||
}
|
||||
// moving squad, if it is not a SAM site
|
||||
else if(!IsThisSectorASAMSector( sMapX, sMapY, 0 ))
|
||||
if( !PlayerMercsInSector_MSE( sMapX, sMapY, FALSE ) ) // and there's no player's mercs in the sector
|
||||
if( !PlayerMercsInSector_MSE( (UINT8)sMapX, (UINT8)sMapY, FALSE ) ) // and there's no player's mercs in the sector
|
||||
{
|
||||
if( GetWorldHour() % 2 )return;
|
||||
|
||||
@@ -621,7 +621,7 @@ void DoMilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY )
|
||||
gpAttackDirs[ x + 1 ][0] += pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA] - uiNumGreen;
|
||||
gpAttackDirs[ x + 1 ][1] += pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA] - uiNumReg;
|
||||
gpAttackDirs[ x + 1 ][2] += pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA] - uiNumElite;
|
||||
gpAttackDirs[ x + 1 ][3] = pMoveDir[ x ][2];
|
||||
gpAttackDirs[ x + 1 ][3] = (UINT8)pMoveDir[ x ][2];
|
||||
|
||||
uiNumGreen = pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA];
|
||||
uiNumReg = pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA];
|
||||
@@ -679,7 +679,7 @@ void MilitiaFollowPlayer( INT16 sMapX, INT16 sMapY, INT16 sDMapX, INT16 sDMapY )
|
||||
{
|
||||
if( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ||
|
||||
IsThisSectorASAMSector( sMapX, sMapY, 0 ) ||
|
||||
PlayerMercsInSector_MSE( sMapX, sMapY, TRUE ) )return;
|
||||
PlayerMercsInSector_MSE( (UINT8)sMapX, (UINT8)sMapY, TRUE ) )return;
|
||||
|
||||
if( GetTownIdForSector( sDMapX, sDMapY ) != BLANK_SECTOR ||
|
||||
IsThisSectorASAMSector( sDMapX, sDMapY, 0 ) )return;
|
||||
|
||||
@@ -275,7 +275,6 @@ void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pu
|
||||
void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
|
||||
{
|
||||
GROUP *pGroup;
|
||||
SECTORINFO *pSector;
|
||||
Assert( sSectorX >= 1 && sSectorX <= 16 );
|
||||
Assert( sSectorY >= 1 && sSectorY <= 16 );
|
||||
|
||||
@@ -958,7 +957,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
|
||||
#ifdef JA2BETAVERSION
|
||||
if( guiCurrentScreen == GAME_SCREEN )
|
||||
{
|
||||
if( ubTotalEnemies <= iMaxEnemyGroupSize && pSector->ubNumCreatures != pSector->ubCreaturesInBattle ||
|
||||
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumCreatures != pSector->ubCreaturesInBattle ||
|
||||
!pSector->ubNumCreatures || !pSector->ubCreaturesInBattle ||
|
||||
pSector->ubNumCreatures > 50 || pSector->ubCreaturesInBattle > 50 )
|
||||
{
|
||||
@@ -999,7 +998,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
|
||||
{
|
||||
case SOLDIER_CLASS_ADMINISTRATOR:
|
||||
#ifdef JA2BETAVERSION
|
||||
if( ubTotalEnemies <= iMaxEnemyGroupSize && pSector->ubNumAdmins != pSector->ubAdminsInBattle ||
|
||||
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumAdmins != pSector->ubAdminsInBattle ||
|
||||
!pSector->ubNumAdmins || !pSector->ubAdminsInBattle ||
|
||||
pSector->ubNumAdmins > 100 || pSector->ubAdminsInBattle > iMaxEnemyGroupSize )
|
||||
{
|
||||
@@ -1017,7 +1016,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
|
||||
break;
|
||||
case SOLDIER_CLASS_ARMY:
|
||||
#ifdef JA2BETAVERSION
|
||||
if( ubTotalEnemies <= iMaxEnemyGroupSize && pSector->ubNumTroops != pSector->ubTroopsInBattle ||
|
||||
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumTroops != pSector->ubTroopsInBattle ||
|
||||
!pSector->ubNumTroops || !pSector->ubTroopsInBattle ||
|
||||
pSector->ubNumTroops > 100 || pSector->ubTroopsInBattle > iMaxEnemyGroupSize )
|
||||
{
|
||||
@@ -1035,7 +1034,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
|
||||
break;
|
||||
case SOLDIER_CLASS_ELITE:
|
||||
#ifdef JA2BETAVERSION
|
||||
if( ubTotalEnemies <= iMaxEnemyGroupSize && pSector->ubNumElites != pSector->ubElitesInBattle ||
|
||||
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumElites != pSector->ubElitesInBattle ||
|
||||
!pSector->ubNumElites || !pSector->ubElitesInBattle ||
|
||||
pSector->ubNumElites > 100 || pSector->ubElitesInBattle > iMaxEnemyGroupSize )
|
||||
{
|
||||
@@ -1053,7 +1052,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
|
||||
break;
|
||||
case SOLDIER_CLASS_CREATURE:
|
||||
#ifdef JA2BETAVERSION
|
||||
if( ubTotalEnemies <= iMaxEnemyGroupSize && pSector->ubNumCreatures != pSector->ubCreaturesInBattle ||
|
||||
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumCreatures != pSector->ubCreaturesInBattle ||
|
||||
!pSector->ubNumCreatures || !pSector->ubCreaturesInBattle ||
|
||||
pSector->ubNumCreatures > 50 || pSector->ubCreaturesInBattle > 50 )
|
||||
{
|
||||
@@ -1123,7 +1122,7 @@ void AddPossiblePendingEnemiesToBattle()
|
||||
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
|
||||
static UINT8 ubPredefinedInsertionCode = 255;
|
||||
|
||||
if( ( !PlayerMercsInSector( gWorldSectorX, gWorldSectorY, 0 ) && !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY ) )
|
||||
if( ( !PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 ) && !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY ) )
|
||||
|| !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) ) return;
|
||||
|
||||
|
||||
|
||||
@@ -122,7 +122,7 @@ UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY )
|
||||
( GetTownIdForSector( sSectorX, sSectorY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
|
||||
|
||||
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
|
||||
pSectors[ ubCounter++ ] = pusMoveDir[ ubIndex ][ 0 ];
|
||||
pSectors[ ubCounter++ ] = (UINT8)pusMoveDir[ ubIndex ][ 0 ];
|
||||
|
||||
return ubCounter;
|
||||
}
|
||||
@@ -266,10 +266,10 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
|
||||
pGroup->ubPrevX = pGroup->ubSectorX;
|
||||
pGroup->ubPrevY = pGroup->ubSectorY;
|
||||
|
||||
pGroup->ubSectorX = pGroup->ubNextX = sMapX;
|
||||
pGroup->ubSectorY = pGroup->ubNextY = sMapY;
|
||||
pGroup->ubSectorX = pGroup->ubNextX = (UINT8)sMapX;
|
||||
pGroup->ubSectorY = pGroup->ubNextY = (UINT8)sMapY;
|
||||
|
||||
return pusMoveDir[ ubIndex ][ 2 ];
|
||||
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
|
||||
}
|
||||
|
||||
if( NumEnemiesInFiveSectors( sMapX, sMapY ) - NumEnemiesInSector( sMapX, sMapY ) == 0 )
|
||||
@@ -297,7 +297,7 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
|
||||
(pSector->ubNumAdmins)--;
|
||||
}
|
||||
|
||||
return pusMoveDir[ ubIndex ][ 2 ];
|
||||
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -361,7 +361,7 @@ UINT8 DoReinforcementAsPendingMilitia( INT16 sMapX, INT16 sMapY, UINT8 *pubRank
|
||||
*pubRank = GREEN_MILITIA;
|
||||
}
|
||||
|
||||
return pusMoveDir[ ubIndex ][ 2 ];
|
||||
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -377,7 +377,7 @@ void AddPossiblePendingMilitiaToBattle()
|
||||
static UINT8 ubPredefinedInsertionCode = 255;
|
||||
static UINT8 ubPredefinedRank = 255;
|
||||
|
||||
if( !PlayerMercsInSector( gWorldSectorX, gWorldSectorY, 0 ) || !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY )
|
||||
if( !PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 ) || !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY )
|
||||
|| !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) ) return;
|
||||
//gGameExternalOptions.guiMaxMilitiaSquadSize - CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY );
|
||||
ubSlots = NumFreeMilitiaSlots();
|
||||
|
||||
@@ -9862,7 +9862,7 @@ void MapInvDoneButtonfastHelpCall( )
|
||||
void UpdateStatusOfMapSortButtons( void )
|
||||
{
|
||||
INT32 iCounter = 0;
|
||||
static fShownLastTime = FALSE;
|
||||
static BOOLEAN fShownLastTime = FALSE;
|
||||
|
||||
|
||||
if( ( gfPreBattleInterfaceActive ) || fShowInventoryFlag )
|
||||
|
||||
Reference in New Issue
Block a user