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- New Feature: Arulco special division controls other features to fight the player. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=343706&#msg_343706
- New Feature: Enemy helicopters allow the AI to rapidly deploy troops aross the map. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=343707&#msg_343707. GameDir <= r2279 is required. - Fix: income of mine 0 was not correctly calculated git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8015 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -138,6 +138,7 @@
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#include "sgp_logger.h"
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#include "Map Screen Interface Map Inventory.h" // added by Flugente
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#include "ASD.h" // added by Flugente
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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@@ -2153,6 +2154,8 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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// Check for helicopter being on the ground in this sector...
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HandleHelicopterOnGroundGraphic( );
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HandleEnemyHelicopterOnGroundGraphic();
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// 0verhaul: Okay, it is apparent that the enemies are not reset correctly. So I will now try to add symmetry
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// between enemy placement and militia placement. The enemies do have one advantage here, though: If a sector
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// is in enemy hands, then their sector is not actually loaded. At least not normally. Perhaps it would be useful
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@@ -2304,6 +2307,8 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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// Check for helicopter being on the ground in this sector...
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HandleHelicopterOnGroundGraphic( );
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HandleEnemyHelicopterOnGroundGraphic();
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}
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else
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return( FALSE );
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@@ -4994,7 +4999,7 @@ void SetupNewStrategicGame( )
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AddEveryDayStrategicEvent( EVENT_DAILY_UPDATE_BOBBY_RAY_INVENTORY, BOBBYRAY_UPDATE_TIME, 0 );
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//Daily Update of the M.E.R.C. site.
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AddEveryDayStrategicEvent( EVENT_DAILY_UPDATE_OF_MERC_SITE, 0, 0 );
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#ifdef JA2UB
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//Ja25: No insurance for mercs
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//JA25: There is no mines
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@@ -5021,6 +5026,9 @@ void SetupNewStrategicGame( )
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// Hourly update of all sorts of things
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AddPeriodStrategicEvent( EVENT_HOURLY_UPDATE, 60, 0 );
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AddPeriodStrategicEvent( EVENT_QUARTER_HOUR_UPDATE, 15, 0 );
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// Flugente: ASD
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AddPeriodStrategicEvent( EVENT_ASD_UPDATE, 90, 0 );
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//Clear any possible battle locator
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gfBlitBattleSectorLocator = FALSE;
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@@ -6179,6 +6187,7 @@ BOOLEAN IsSectorDesert( INT16 sSectorX, INT16 sSectorY )
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return( FALSE );
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}
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}
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// SANDRO - added function
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BOOLEAN IsSectorTropical( INT16 sSectorX, INT16 sSectorY )
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{
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@@ -6188,12 +6197,38 @@ BOOLEAN IsSectorTropical( INT16 sSectorX, INT16 sSectorY )
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{
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return ( TRUE );
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}
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else
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{
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return ( FALSE );
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}
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return ( FALSE );
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}
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BOOLEAN IsSectorFarm( INT16 sSectorX, INT16 sSectorY )
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{
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if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == FARMLAND ||
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SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == FARMLAND_ROAD )
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{
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return (TRUE);
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}
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return (FALSE);
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}
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BOOLEAN IsSectorRoad( INT16 sSectorX, INT16 sSectorY )
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{
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if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == PLAINS_ROAD ||
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SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == SPARSE_ROAD ||
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SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == FARMLAND_ROAD ||
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SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == TROPICS_ROAD ||
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SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == DENSE_ROAD ||
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SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == HILLS_ROAD ||
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SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == COASTAL_ROAD ||
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SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == SAND_ROAD ||
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SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == SWAMP_ROAD )
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{
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return (TRUE);
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}
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return (FALSE);
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}
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BOOLEAN HandleDefiniteUnloadingOfWorld( UINT8 ubUnloadCode )
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{
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