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new feature: 'Move item' assignment allows quick and easy mass transfer of items between city sectors.
Warning: GameDir >= r1723 is required. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6280 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+18
-4
@@ -1652,6 +1652,8 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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BOOLEAN drawOpponentCount = FALSE;
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CHAR16 wShortText[ 8 ]; // added by Flugente to display sector names
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// If we are using an extern buffer...
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if ( fUseExternBuffer )
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{
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@@ -2413,6 +2415,18 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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break;
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case MOVE_EQUIPMENT:
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{
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sIconIndex = 25;
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fDoIcon = TRUE;
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GetShortSectorString( SECTORX(pSoldier->usItemMoveSectorID), SECTORY(pSoldier->usItemMoveSectorID), wShortText );
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fShowNumber = TRUE;
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fShowMaximum = TRUE;
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}
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break;
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case FACILITY_INTERROGATE_PRISONERS:
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sIconIndex = 23;
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fDoIcon = TRUE;
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@@ -2452,10 +2466,10 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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if ( fShowMaximum )
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{
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/*if ( pSoldier->bAssignment == FACILITY_INTERROGATE_PRISONERS )
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swprintf( sString, L"%2.2f/%d", bPtsAvailable, usMaximumPts );
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else*/
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swprintf( sString, L"%d/%d", sPtsAvailable, usMaximumPts );
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if ( pSoldier->bAssignment == MOVE_EQUIPMENT )
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swprintf( sString, L"%s", wShortText );
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else
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swprintf( sString, L"%d/%d", sPtsAvailable, usMaximumPts );
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}
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else
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{
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@@ -266,6 +266,7 @@ UINT32 guiAttachmentSlot;
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// HEADROCK HAM 4: This replaces "Misc" icons.
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extern UINT32 guiItemInfoAdvancedIcon; // added here by Flugente
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UINT32 guiItemInfoMoveItemDisplay; // added here by Flugente. We need a second name, otherwise the two displays in Strategic Inventory and UDB will interfere with each other
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UINT32 guiItemGraphic;
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UINT32 guiMoneyGraphicsForDescBox;
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@@ -1274,9 +1274,12 @@ public:
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UINT16 usSoldierProfile; // Flugente: allow linking to a xml-based profile specifiying name, visuals, traits etc.
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// Flugente: sector ID for move items assignemnt
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UINT8 usItemMoveSectorID;
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// Flugente: Decrease this filler by 1 for each new UINT8 / BOOLEAN variable, so we can maintain savegame compatibility!!
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// Note that we also have to account for padding, so you might need to substract more than just the size of the new variables
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UINT8 ubFiller[8];
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UINT8 ubFiller[7];
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#ifdef JA2UB
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//ja25
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@@ -6,20 +6,25 @@
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#define WORLD_ITEM_DONTRENDER 0x0001
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#define WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO 0x0002
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#define WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO 0x0002
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#define WORLD_ITEM_ARMED_BOMB 0x0040
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#define WORLD_ITEM_SCIFI_ONLY 0x0080
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#define WORLD_ITEM_REALISTIC_ONLY 0x0100
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#define WORLD_ITEM_REALISTIC_ONLY 0x0100
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#define WORLD_ITEM_REACHABLE 0x0200
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#define WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT 0x0400
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#define WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT 0x0400
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//Kaiden: This constant is to flag items that an enemy drops when they die.
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#define WORLD_ITEM_DROPPED_FROM_ENEMY 0x0800
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#define WORLD_ITEM_DROPPED_FROM_ENEMY 0x0800
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// Flugente: when equipping militia from inventory, do not consider this item
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#define WORLD_ITEM_TABOO_FOR_MILITIA_EQ_ELITE 0x1000
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#define WORLD_ITEM_TABOO_FOR_MILITIA_EQ_BLUE 0x2000
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#define WORLD_ITEM_TABOO_FOR_MILITIA_EQ_GREEN 0x4000
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// Flugente: when moving items via 'move items' assignment, ignore this item
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#define WORLD_ITEM_MOVE_ASSIGNMENT_IGNORE 0x8000
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#define WORLD_ITEM_TABOO_FOR_MILITIA_EQ_ALL 0x7000
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class WORLDITEM;//dnl ch33 120909
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