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New feature: advanced repair/dirt system
- items now have an internal repair value that can be lowered through damage taken. They can only be repaired up to that value by your mercs, onyl smiths can fully restore it to 100% - guns get dirty over time, especially when shooting. Thsi can cause them to jam. Use cleaning kits (item #1576) to clean them by pressing 'Alt' + '.' - more on this feature in http://www.bears-pit.com/board/ubbthreads.php/topics/308926/New_feature_advanced_repair_di.html#Post308926 - this requires GameDir revision 1496 or higher WARING! THIS BREAKS SAVEGAME COMPATIBIITY! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5480 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -19,8 +19,8 @@
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// Four different sector names, used at different times.
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extern CHAR16 gzSectorNames[256][4][MAX_SECTOR_NAME_LENGTH];
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// Flugente: To determine wether a sector has water in it.
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extern UINT8 gSectorWaterType[256][4];
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// Flugente: external sector data
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extern SECTOR_EXT_DATA SectorExternalData[256][4];
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// moved to lua
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//extern CHAR16 gzSectorUndergroundNames1[256][4][MAX_SECTOR_NAME_LENGTH];
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@@ -46,6 +46,7 @@ typedef struct
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CHAR16 szCurExploredName[MAX_SECTOR_NAME_LENGTH];
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CHAR16 szCurDetailedExploredName[MAX_SECTOR_NAME_LENGTH];
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UINT8 sWaterType;
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UINT16 usNaturalDirt;
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UINT32 currentDepth;
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UINT32 maxReadDepth;
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} SectorNameParseData;
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@@ -70,10 +71,15 @@ SectorNameStartElementHandle(void *userData, const XML_Char *name, const char **
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// Initiate Array by setting first character to 0.
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for (UINT16 x = 0; x < 256; x++)
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{
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gSectorWaterType[x][0] = 0;
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gSectorWaterType[x][1] = 0;
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gSectorWaterType[x][2] = 0;
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gSectorWaterType[x][3] = 0;
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SectorExternalData[x][0].usWaterType = 0;
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SectorExternalData[x][1].usWaterType = 0;
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SectorExternalData[x][2].usWaterType = 0;
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SectorExternalData[x][3].usWaterType = 0;
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SectorExternalData[x][0].usNaturalDirt = 0;
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SectorExternalData[x][1].usNaturalDirt = 0;
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SectorExternalData[x][2].usNaturalDirt = 0;
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SectorExternalData[x][3].usNaturalDirt = 0;
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if (Sector_Level == 0 )
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{
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@@ -121,7 +127,8 @@ SectorNameStartElementHandle(void *userData, const XML_Char *name, const char **
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strcmp(name, "szDetailedUnexploredName") == 0 ||
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strcmp(name, "szExploredName") == 0 ||
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strcmp(name, "szDetailedExploredName") == 0 ||
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strcmp(name, "sWaterType") == 0 ))
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strcmp(name, "sWaterType") == 0 ||
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strcmp(name, "usNaturalDirt") == 0 ))
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{
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pData->curElement = SECTORNAME_ELEMENT;
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@@ -174,10 +181,15 @@ SectorNameEndElementHandle(void *userData, const XML_Char *name)
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wcscpy(gzSectorNames[ubSectorId][2], pData->szCurExploredName);
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wcscpy(gzSectorNames[ubSectorId][3], pData->szCurDetailedExploredName);
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gSectorWaterType[ubSectorId][0] = pData->sWaterType;
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gSectorWaterType[ubSectorId][1] = pData->sWaterType;
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gSectorWaterType[ubSectorId][2] = pData->sWaterType;
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gSectorWaterType[ubSectorId][3] = pData->sWaterType;
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SectorExternalData[ubSectorId][0].usWaterType = pData->sWaterType;
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SectorExternalData[ubSectorId][1].usWaterType = pData->sWaterType;
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SectorExternalData[ubSectorId][2].usWaterType = pData->sWaterType;
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SectorExternalData[ubSectorId][3].usWaterType = pData->sWaterType;
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SectorExternalData[ubSectorId][0].usNaturalDirt = pData->usNaturalDirt;
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SectorExternalData[ubSectorId][1].usNaturalDirt = pData->usNaturalDirt;
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SectorExternalData[ubSectorId][2].usNaturalDirt = pData->usNaturalDirt;
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SectorExternalData[ubSectorId][3].usNaturalDirt = pData->usNaturalDirt;
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}
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// moved to lua
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//else if (Sector_Level == 1 )
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@@ -211,10 +223,15 @@ SectorNameEndElementHandle(void *userData, const XML_Char *name)
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wcscpy(gzSectorNames[ubSectorId][2], pData->szCurExploredName);
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wcscpy(gzSectorNames[ubSectorId][3], pData->szCurDetailedExploredName);
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gSectorWaterType[ubSectorId][0] = pData->sWaterType;
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gSectorWaterType[ubSectorId][1] = pData->sWaterType;
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gSectorWaterType[ubSectorId][2] = pData->sWaterType;
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gSectorWaterType[ubSectorId][3] = pData->sWaterType;
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SectorExternalData[ubSectorId][0].usWaterType = pData->sWaterType;
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SectorExternalData[ubSectorId][1].usWaterType = pData->sWaterType;
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SectorExternalData[ubSectorId][2].usWaterType = pData->sWaterType;
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SectorExternalData[ubSectorId][3].usWaterType = pData->sWaterType;
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SectorExternalData[ubSectorId][0].usNaturalDirt = pData->usNaturalDirt;
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SectorExternalData[ubSectorId][1].usNaturalDirt = pData->usNaturalDirt;
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SectorExternalData[ubSectorId][2].usNaturalDirt = pData->usNaturalDirt;
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SectorExternalData[ubSectorId][3].usNaturalDirt = pData->usNaturalDirt;
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}
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// moved to lua
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//else if (Sector_Level == 1 )
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@@ -293,6 +310,12 @@ SectorNameEndElementHandle(void *userData, const XML_Char *name)
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pData->sWaterType = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "usNaturalDirt") == 0)
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{
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pData->curElement = SECTORNAME_ELEMENT_SECTOR;
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pData->usNaturalDirt = (UINT16) atoi(pData->szCharData);
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}
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pData->maxReadDepth--;
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}
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