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MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+171
-12
@@ -52,6 +52,11 @@
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#include "message.h"
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#include "fresh_header.h"
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#ifdef JA2UB
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#include "Ja25_Tactical.h"
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#include "Ja25 Strategic Ai.h"
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#endif
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// THESE 3 DIFFICULTY FACTORS MUST ALWAYS ADD UP TO 100% EXACTLY!!!
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#define DIFF_FACTOR_PLAYER_PROGRESS 50
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#define DIFF_FACTOR_PALACE_DISTANCE 30
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@@ -566,7 +571,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
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BOOLEAN fGuyAvail = FALSE;
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UINT8 bLastTeamID;
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UINT8 ubVehicleID = 0;
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*pubID = NOBODY;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("TacticalCreateSoldier"));
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@@ -1004,36 +1009,48 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
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case ELDORADO:
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case ICECREAMTRUCK:
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case JEEP:
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case TANK_NW:
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case TANK_NE:
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case TANK_NW:
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case TANK_NE:
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Soldier.flags.uiStatusFlags |= SOLDIER_VEHICLE;
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switch( Soldier.ubBodyType )
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{
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case HUMVEE:
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case ELDORADO:
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case ICECREAMTRUCK:
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case JEEP:
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if ( Soldier.ubProfile != HELICOPTER || Soldier.ubProfile != 0 || Soldier.ubProfile != NO_PROFILE || Soldier.ubProfile != TANK_CAR )
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{
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ubVehicleID = Soldier.ubProfile;
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Soldier.aiData.bNeutral = gNewVehicle[Soldier.ubProfile].bNewNeutral;
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}
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break;
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/* case HUMVEE:
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ubVehicleID = HUMMER;
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Soldier.aiData.bNeutral = TRUE;
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Soldier.aiData.bNeutral = TRUE;
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break;
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case ELDORADO:
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ubVehicleID = ELDORADO_CAR;
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Soldier.aiData.bNeutral = TRUE;
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Soldier.aiData.bNeutral = TRUE;
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break;
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case ICECREAMTRUCK:
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ubVehicleID = ICE_CREAM_TRUCK;
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Soldier.aiData.bNeutral = TRUE;
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Soldier.aiData.bNeutral = TRUE;
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break;
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case JEEP:
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ubVehicleID = JEEP_CAR;
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break;
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*/
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case TANK_NW:
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case TANK_NE:
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@@ -2867,7 +2884,7 @@ SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType )
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void RandomizeRelativeLevel( INT8 *pbRelLevel, UINT8 ubSoldierClass )
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{
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UINT8 ubLocationModifier;
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UINT8 ubLocationModifier = 0;
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INT8 bRollModifier;
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INT8 bRoll, bAdjustedRoll;
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@@ -3105,6 +3122,20 @@ void CopyProfileItems( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruc
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// to provide one which doesn't work and would confuse everything.
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switch( pCreateStruct->ubProfile )
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{
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#ifdef JA2UB
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case 75: //MORRIS:
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if ( pProfile->inv[ cnt ] >= KEY_1 && pProfile->inv[ cnt ] <= KEY_32)
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{
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fRet = CreateKeyObject( &gTempObject , pProfile->bInvNumber[ cnt ], 32 );
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//CreateKeyObject( &(pSoldier->inv[ cnt ] ), pProfile->bInvNumber[ cnt ], 32 );
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}
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//else
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//{
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// memset( &(pSoldier->inv[cnt]), 0, sizeof( OBJECTTYPE ) );
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//}
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break;
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#endif
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// WANNE: Changed KEY_32 to KEY_8 because we only have 8 keys defined in Items.xml
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case BREWSTER:
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if ( pProfile->inv[ cnt ] >= KEY_1 && pProfile->inv[ cnt ] <= KEY_8){
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@@ -3202,17 +3233,145 @@ void TrashAllSoldiers( )
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UINT8 GetLocationModifier( UINT8 ubSoldierClass )
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{
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UINT8 ubLocationModifier;
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UINT8 ubPalaceDistance;
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UINT8 ubLocationModifier = 0;
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INT16 sSectorX, sSectorY, sSectorZ;
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#ifdef JA2UB
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#else
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INT8 bTownId;
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UINT8 ubPalaceDistance;
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#endif
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BOOLEAN fSuccess;
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// where is all this taking place?
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fSuccess = GetCurrentBattleSectorXYZ( &sSectorX, &sSectorY, &sSectorZ );
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Assert( fSuccess );
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#ifdef JA2UB
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//Ja25 UB
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//switch on the sector, to determine modifer
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//the modifier is based between 0 and 40. 40 being the "hardest"
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switch( SECTOR( sSectorX, sSectorY ) )
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{
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//Starting sector
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case SEC_H7:
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ubLocationModifier = 4;
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break;
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//First sector that has enemies in it
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case SEC_H8:
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ubLocationModifier = 8;
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break;
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//Guard Post
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case SEC_H9:
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ubLocationModifier = 14;
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break;
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// The 2 "empty" sectors before the town ( north and west of town )
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case SEC_H10:
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case SEC_I9:
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ubLocationModifier = 12;
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break;
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//the town of varrez
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case SEC_I10:
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ubLocationModifier = 16;
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break;
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case SEC_I11:
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ubLocationModifier = 19;
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break;
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// The 2 "empty" sectors after the town ( east and south of town )
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case SEC_I12:
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case SEC_J11:
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ubLocationModifier = 22;
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break;
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//The abandoned mine
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case SEC_I13:
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ubLocationModifier = 22;
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break;
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//"empty field" that player can take to avoid going through the mine
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case SEC_J12:
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ubLocationModifier = 22;
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break;
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//The power Generator facility
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case SEC_J13:
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{
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//the top floor
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switch( sSectorZ )
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{
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//Main floor
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case 0:
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ubLocationModifier = 26;
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break;
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//Basement level
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case 1:
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ubLocationModifier = 15;
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break;
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default:
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Assert( 0 );
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break;
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}
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}
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break;
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//tunnel levels, no enemies
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case SEC_J14:
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case SEC_K14:
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ubLocationModifier = 35;
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break;
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case SEC_K15:
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{
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//the top floor
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switch( sSectorZ )
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{
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//Main floor
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case 0:
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ubLocationModifier = 30;
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break;
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//Basement level
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case 1:
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ubLocationModifier = 28;
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break;
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case 2:
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ubLocationModifier = 35;
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break;
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default:
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ubLocationModifier = 0;
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// Assert( 0 );
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break;
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}
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}
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break;
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case SEC_L15:
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{
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//the top floor
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switch( sSectorZ )
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{
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//Basement level
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case 2:
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ubLocationModifier = 40;
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break;
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case 3:
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ubLocationModifier = 40;
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break;
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default:
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Assert( 0 );
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break;
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}
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}
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break;
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}
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#else
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// ignore sSectorZ - treat any underground enemies as if they were on the surface!
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bTownId = GetTownIdForSector( sSectorX, sSectorY );
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@@ -3242,7 +3401,7 @@ UINT8 GetLocationModifier( UINT8 ubSoldierClass )
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// adjust for distance from Queen's palace (P3) (0 to +30)
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ubLocationModifier = ( ( MAX_PALACE_DISTANCE - ubPalaceDistance ) * DIFF_FACTOR_PALACE_DISTANCE ) / MAX_PALACE_DISTANCE;
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#endif
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return( ubLocationModifier );
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}
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