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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:
+1
-97
@@ -33,8 +33,6 @@ StrategicMapElement StrategicMap[MAP_WORLD_X*MAP_WORLD_Y];
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extern BOOLEAN fReDrawFace;
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BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier )
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{
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// add the guy to the dead list
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@@ -100,7 +98,6 @@ BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier )
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return( TRUE );
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}
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void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier )
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{
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INT32 cnt = 0;
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@@ -109,8 +106,7 @@ void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier )
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// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
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cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
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// see if this was the friend of a living merc
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
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{
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@@ -166,95 +162,3 @@ void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier )
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}
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}
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BOOLEAN SetMilitiaMovementOrder(INT16 sX, INT16 sY, INT8 sZ, UINT32 dir)
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{
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// militia can only move on the surface
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if ( sZ )
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return FALSE;
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// militia needs to be here...
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if ( !NumNonPlayerTeamMembersInSector( sX, sY, MILITIA_TEAM ) )
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return FALSE;
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// in order to give movement orders, we need a merc to staff a military headquarter
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if ( !MercStaffsMilitaryHQ() )
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return FALSE;
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INT16 newX = sX;
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INT16 newY = sY;
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UINT8 movetype = THROUGH_STRATEGIC_MOVE;
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switch (dir)
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{
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case MILITIA_MOVE_NORTH:
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--newY;
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movetype = NORTH_STRATEGIC_MOVE;
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break;
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case MILITIA_MOVE_WEST:
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--newX;
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movetype = WEST_STRATEGIC_MOVE;
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break;
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case MILITIA_MOVE_EAST:
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++newX;
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movetype = EAST_STRATEGIC_MOVE;
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break;
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case MILITIA_MOVE_SOUTH:
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++newY;
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movetype = SOUTH_STRATEGIC_MOVE;
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break;
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default:
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return FALSE;
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break;
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}
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if ( gGameExternalOptions.gflimitedRoaming && !IsSectorRoamingAllowed( SECTOR(newX, newY) ) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gpStrategicString[STR_MILITIAMOVEMENT_NO_LIMITEDROAMING] );
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return FALSE;
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}
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UINT8 ubTraverseType = SectorInfo[ SECTOR(sX, sY) ].ubTraversability[ movetype ];
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if( ubTraverseType == GROUNDBARRIER || ubTraverseType == EDGEOFWORLD )
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return FALSE;
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UINT32 ubTraverseMod = 0;
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switch( ubTraverseType )
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{
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case TOWN: ubTraverseMod = 1780;break;
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case ROAD: ubTraverseMod = 100;break;
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case PLAINS: ubTraverseMod = 85; break;
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case SAND: ubTraverseMod = 50; break;
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case SPARSE: ubTraverseMod = 70; break;
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case DENSE: ubTraverseMod = 60; break;
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case SWAMP: ubTraverseMod = 35; break;
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case WATER: ubTraverseMod = 25; break;
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case HILLS: ubTraverseMod = 50; break;
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case NS_RIVER: ubTraverseMod = 25; break;
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case EW_RIVER: ubTraverseMod = 25; break;
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}
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if( ubTraverseMod )
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{
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UINT32 timeneeded = FOOT_TRAVEL_TIME * 100 / ubTraverseMod;
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sX, sY ) ] );
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StrategicMap[ sX + ( sY * MAP_WORLD_X ) ].usFlags &= ~MILITIA_MOVE_ALLDIRS;
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StrategicMap[ sX + ( sY * MAP_WORLD_X ) ].usFlags |= dir;
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AddStrategicEvent( EVENT_MILITIA_MOVEMENT_ORDER, GetWorldTotalMin() + timeneeded, SECTOR( sX, sY ) );
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fMapPanelDirty = TRUE;
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return TRUE;
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}
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return FALSE;
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}
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