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Expanded feature: Militia Strategic Movement is turned on with ALLOW_MILITIA_STRATEGIC_COMMAND set to TRUE and allows plotting paths for the militia just like for merc squads.
GameDir >= r2204 is recommended. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7727 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -87,6 +87,12 @@ void PlotPathForHelicopter( INT16 sX, INT16 sY );
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// the temp path, where the helicopter could go
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void PlotATemporaryPathForHelicopter( INT16 sX, INT16 sY );
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// plot path for helicopter
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void PlotPathForMilitia( INT16 sX, INT16 sY );
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// the temp path, where the helicopter could go
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void PlotATemporaryPathForMilitia( INT16 sX, INT16 sY );
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// trace a route for a passed path...doesn't require dest char - most more general
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BOOLEAN TracePathRoute( BOOLEAN fCheckFlag, BOOLEAN fForceUpDate, PathStPtr pPath );
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@@ -108,6 +114,8 @@ void DisplaySoldierPath( SOLDIERTYPE *pCharacter );
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void DisplaySoldierTempPath( SOLDIERTYPE *pCharacter );
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void DisplayHelicopterPath( void );
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void DisplayHelicopterTempPath( void );
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void DisplayMilitiaPath( void );
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void DisplayMilitiaTempPath( void );
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// clear path after this sector
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@@ -118,12 +126,18 @@ void CancelPathForCharacter( SOLDIERTYPE *pCharacter );
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void CancelPathForVehicle( VEHICLETYPE *pVehicle, BOOLEAN fAlreadyReversed );
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void CancelPathForGroup( GROUP *pGroup );
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void CancelPathForMilitiaGroup( UINT8 uGroupId );
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// check if we have waited long enought object update temp path
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void DisplayThePotentialPathForHelicopter(INT16 sMapX, INT16 sMapY );
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void DisplayThePotentialPathForMilitia( INT16 sMapX, INT16 sMapY );
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// clear out helicopter list after this sector
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UINT32 ClearPathAfterThisSectorForHelicopter( INT16 sX, INT16 sY );
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UINT32 ClearPathAfterThisSectorForMilitia( INT16 sX, INT16 sY );
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// check to see if sector is highlightable
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BOOLEAN IsTheCursorAllowedToHighLightThisSector( INT16 sSectorX, INT16 sSectorY );
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@@ -150,6 +164,8 @@ void ShowMilitiaInMotion( INT16 sX, INT16 sY); // added by Flugente
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// last sector in helicopter's path
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INT16 GetLastSectorOfHelicoptersPath( void );
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INT16 GetLastSectorOfMilitiaPath( void );
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// display info about helicopter path
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void DisplayDistancesForHelicopter( void );
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@@ -169,10 +185,6 @@ void RemoveMilitiaPopUpBox( void );
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// check if anyone left behind, if not, move selected cursor along with movement group
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//void CheckIfAnyoneLeftInSector( INT16 sX, INT16 sY, INT16 sNewX, INT16 sNewY, INT8 bZ );
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// grab the total number of militia in sector
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INT32 GetNumberOfMilitiaInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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// create destroy
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void CreateDestroyMilitiaPopUPRegions( void );
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@@ -332,6 +344,8 @@ extern SGPRect MapScreenRect;
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// draw temp path
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extern BOOLEAN fDrawTempHeliPath;
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extern BOOLEAN fDrawTempMilitiaPath;
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// selected destination char
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extern INT8 bSelectedDestChar;
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@@ -384,4 +398,8 @@ extern POINT pTownPoints[ MAX_TOWNS ];
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extern void SetUpValidCampaignSectors( void );
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#endif
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void CreateMilitiaGroupBox( );
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void DestroyMilitiaGroupBox( );
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void DisplayMilitiaGroupBox( );
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#endif
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