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Deleted 'mobile militia feature', as 'militia strategic command' offered better ways to move militia.
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23649&goto=352592&#msg_352592 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8542 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+3
-53
@@ -2878,8 +2878,7 @@ void DrawCharacterInfo(INT16 sCharNumber)
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wcscpy(sString, pAttributeMenuStrings[pSoldier->bTrainStat]);
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}
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// train town?
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// HEADROCK HAM 3.6: Draw for Mobile Trainers as well.
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else if( pSoldier->bAssignment == TRAIN_TOWN || pSoldier->bAssignment == TRAIN_MOBILE )
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else if( pSoldier->bAssignment == TRAIN_TOWN )
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{
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wcscpy(sString,pTownNames[GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY ) ] );
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}
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@@ -6192,11 +6191,6 @@ void DrawAssignment(INT16 sCharNumber, INT16 sRowIndex, INT32 iFont)
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ubProgress = SectorInfo[SECTOR(sMapX, sMapY)].ubMilitiaTrainingPercentDone;
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usMaxProgress = 100;
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}
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else if ( pSoldier->bAssignment == TRAIN_MOBILE )
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{
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ubProgress = SectorInfo[SECTOR(sMapX, sMapY)].ubMobileMilitiaTrainingPercentDone;
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usMaxProgress = 100;
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}
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else if ( pSoldier->bAssignment == TRAIN_SELF ||
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pSoldier->bAssignment == TRAIN_BY_OTHER )
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{
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@@ -8024,16 +8018,6 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
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{ //activate autoresolve in prebattle interface.
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ActivatePreBattleRetreatAction();
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}
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// WANNE: Only allow when mobile militia is allowed!
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else if ( gGameExternalOptions.gfAllowMilitiaGroups && !gGameExternalOptions.fMilitiaStrategicCommand )
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{
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// only handle border button keyboard equivalents if the button is visible!
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if ( !fShowMapInventoryPool )
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{
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// toggle show mobile restrictions filter
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ToggleMobileFilter();
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}
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}
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break;
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case 's':
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if( fAlt )
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@@ -9049,43 +9033,9 @@ void PollRightButtonInMapView( UINT32 *puiNewEvent )
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else
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{
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if ( GetMouseMapXY( &sMapX, &sMapY ) )
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{
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// HEADROCK HAM 4: Toggle Militia Restrictions manually. This occurs when the Mobile Restrictions
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// view is turned on. Each click advances the sector's classification by 1. If max is reached,
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// loops back to start.
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// HEADROCK HAM 5: Whoops, disallow changing restrictions for sectors that are
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// not accessible to militia to begin with.
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//Moa: we should be able to change restrictions where ever the militia is potentially allowed to move.
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// Able to change restriction if:
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// Potentially allowed:
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// - we are in mobile Restrictions view && we have RESTRICT_ROAMING = TRUE in ini &&
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// - ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = TRUE && we have liberated that sector at least once
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// note that ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = TRUE does not overwrites any restrictions anymore it extends the region where restrictions are allowed, just like DynamicRestriction does
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// - ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = TRUE && it is a Minor Cities && we have liberated that citysector
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// - DynamicRestrictions if set in ini (does not matter if visited or not)
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//if ( fShowMobileRestrictionsFlag == TRUE && gDynamicRestrictMilitia[ SECTOR( sMapX, sMapY ) ] == TRUE)
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if ( gusMapDisplayColourMode == MAP_DISPLAY_MOBILEMILITIARESTRICTIONS && gGameExternalOptions.gflimitedRoaming &&
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( ( gGameExternalOptions.fUnrestrictVisited == TRUE && SectorInfo[ SECTOR( sMapX, sMapY ) ].fSurfaceWasEverPlayerControlled )
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|| ( gGameExternalOptions.fAllowMilitiaMoveThroughMinorCities && GetTownIdForSector( sMapX, sMapY ) > BLANK_SECTOR && !gfMilitiaAllowedInTown[GetTownIdForSector( sMapX, sMapY )] && SectorInfo[ SECTOR( sMapX, sMapY ) ].fSurfaceWasEverPlayerControlled )
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|| ( gGameExternalOptions.fDynamicRestrictRoaming && gDynamicRestrictMilitia[ SECTOR( sMapX, sMapY ) ] == TRUE )
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) )
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{
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// Restrict more.
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if ( gubManualRestrictMilitia[ SECTOR( sMapX, sMapY ) ] > MANUAL_MOBILE_NO_ENTER )
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{
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gubManualRestrictMilitia[ SECTOR( sMapX, sMapY ) ]--;
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}
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else
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{
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// Wrap back to highest.
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gubManualRestrictMilitia[ SECTOR( sMapX, sMapY ) ] = MANUAL_MOBILE_NO_RESTRICTION;
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}
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fMapPanelDirty = TRUE;
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// Skip the rest of this function.
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return;
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}
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{
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// don't change sectors if we've just done the militia restrictions thing.
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else if( ( sSelMapX != sMapX ) || ( sSelMapY != sMapY ) )
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if( ( sSelMapX != sMapX ) || ( sSelMapY != sMapY ) )
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{
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ChangeSelectedMapSector( sMapX, sMapY, ( INT8 )iCurrentMapSectorZ );
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}
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