*************************************************************************

** Merged source code from development (MP+BMP) trunk (Revision: 3352) **
** https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP    **
*************************************************************************

1 (Rev. 3343)
Changes:
	Control hardcoded list of unclickable ("bad") sectors via XML file. (by Realist)
	On the strategic map, the player cannot click or highlight specific
	sectors (e.g. A4, A5). Introduce a <BadSector> tag in MovementCosts.xml
	that flags a sector as "bad". (<BadSector>1</BadSector>)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Map Screen Interface Map.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic Movement Costs.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/mapscreen.cpp
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/TableData/Map
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/TableData/Map/MovementCosts.xml
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/TableData/Map
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/TableData/Map/MovementCosts.xml

2 (Rev. 3344)
Changes:
	Move hardcoded underground sectors initialization to Lua script file. (by Realist)
	Locate "initunderground.lua" at data-xyz\scripts ("xyz" subject to change).
	Lua script allows easily adding underground sectors at arbitrary locations and defining enemy garrisons and creature population.
	Also enables underground bloodcat population.
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Campaign Init.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Campaign Types.h
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Queen Command.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic AI.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic_2005Express.vcproj
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic_VS2008.vcproj
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/UndergroundInit.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/UndergroundInit.h
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/strategicmap.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Soldier Init List.cpp
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/Scripts
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/Scripts/initunderground.lua
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/Scripts
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/Scripts/initunderground.lua

3 (Rev. 3345)
Changes:
	Bugfix: In Method CreateDestroyMouseRegionsForFacilityAssignmentMenu() (by Headrock)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Assignments.cpp

4 (Rev. 3346)
Changes:
	Changed order of properties in GameSettings.cpp (by Headrock)
	HAM 3.6 fixes (by Headrock)
	Sorted Data-1.13\ja2_options.ini (by Headrock)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/GameSettings.cpp
	/branches/Wanne/JA2 1.13 MP/Build/GameSettings.h
	/branches/Wanne/JA2 1.13 MP/Build/Laptop/BobbyRGuns.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Assignments.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/MilitiaSquads.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic Mines.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Town Militia.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Campaign.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Interface Enhanced.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Interface Items.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Items.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Items.h
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Overhead.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Soldier Control.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Soldier Profile.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Weapons.cpp
	/branches/Wanne/JA2 1.13 MP/Build/TileEngine/Explosion Control.cpp
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/Ja2_Options.INI
	/branches/Wanne/JA2 1.13 MP/GameDir/INIEditorJA2Options.xml

5 (Rev. 3347)
Changes:
	Bugfix: Turns out that the program is saving the number of used Placement Slots to the temp file fine, 
	but if that number is equal to the limit of how many enemies/civvies are allowed in a sector by the INI settings, 
	it leads to an assertion error instead when trying to re-load that sector. (by Headrock)
	Re-ordered Data/Ja2_Options.INI (by Headrock)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Enemy Soldier Save.cpp
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/Ja2_Options.INI

6 (Rev. 3348)
Changes:
	Translated missing HAM 3.6 German Texts (by systemfehler)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Utils/_GermanText.cpp

7 (Rev. 3351)
Changes:
	PlusAI 1.0 Patch (by Headrock)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Points.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Points.h
	/branches/Wanne/JA2 1.13 MP/Build/TacticalAI/Attacks.cpp
	/branches/Wanne/JA2 1.13 MP/Build/TacticalAI/DecideAction.cpp
	/branches/Wanne/JA2 1.13 MP/Build/TacticalAI/FindLocations.cpp
	/branches/Wanne/JA2 1.13 MP/Build/TacticalAI/ai.h

8 (Rev. 3352)
Changes:
	Bugfix: The DEBUG only setting "fEnableInventoryPoolQ" is now only enabled in a DEBUG version. In all other builds it is set to FALSE.
Files:
	/branches/Wanne/JA2 1.13 MP/Build/GameSettings.cpp

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3354 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-03-07 11:37:32 +00:00
parent 107704922c
commit 09ad70f868
42 changed files with 1414 additions and 986 deletions
+37 -29
View File
@@ -23,6 +23,8 @@
#include "VFS/vfs.h"
#include "XMLWriter.h"
#include "UndergroundInit.h"
extern BOOLEAN InitStrategicMovementCosts();
void InitKnowFacilitiesFlags( );
@@ -432,6 +434,15 @@ void BuildUndergroundSectorInfoList()
TrashUndergroundSectorInfo();
if (LetLuaBuildUndergroundSectorInfoList())
// lua script succeeded
return;
// If lua script had any errors
// reset whatever the script may have done
// and use hardcoded underground initialization.
TrashUndergroundSectorInfo();
//********************
//* BASEMENT LEVEL 1 *
//********************
@@ -476,7 +487,6 @@ void BuildUndergroundSectorInfoList()
curr = NewUndergroundNode( 3, 15, 1 );
curr->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel*2 + Random( 3 ));
curr->ubNumElites = (UINT8)(4 + gGameOptions.ubDifficultyLevel + Random( 2 ));
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//P3
curr = NewUndergroundNode( 3, 16, 1 );
@@ -495,99 +505,97 @@ void BuildUndergroundSectorInfoList()
curr->ubNumElites = 20;
break;
}
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//Do all of the mandatory underground mine sectors
//Drassen's mine
//D13_B1
curr = NewUndergroundNode( 13, 4, 1 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//E13_B1
curr = NewUndergroundNode( 13, 5, 1 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//E13_B2
curr = NewUndergroundNode( 13, 5, 2 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//F13_B2
curr = NewUndergroundNode( 13, 6, 2 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR | SOUTH_ADJACENT_SECTOR;
//G13_B2
curr = NewUndergroundNode( 13, 7, 2 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//G13_B3
curr = NewUndergroundNode( 13, 7, 3 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//F13_B3
curr = NewUndergroundNode( 13, 6, 3 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//Cambria's mine
//H8_B1
curr = NewUndergroundNode( 8, 8, 1 );
curr->ubAdjacentSectors |= EAST_ADJACENT_SECTOR;
//H9_B1
curr = NewUndergroundNode( 9, 8, 1 );
curr->ubAdjacentSectors |= WEST_ADJACENT_SECTOR;
//H9_B2
curr = NewUndergroundNode( 9, 8, 2 );
curr->ubAdjacentSectors |= WEST_ADJACENT_SECTOR;
//H8_B2
curr = NewUndergroundNode( 8, 8, 2 );
curr->ubAdjacentSectors |= EAST_ADJACENT_SECTOR;
//H8_B3
curr = NewUndergroundNode( 8, 8, 3 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//I8_B3
curr = NewUndergroundNode( 8, 9, 3 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR | SOUTH_ADJACENT_SECTOR;
//J8_B3
curr = NewUndergroundNode( 8, 10, 3 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//Alma's mine
//I14_B1
curr = NewUndergroundNode( 14, 9, 1 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//J14_B1
curr = NewUndergroundNode( 14, 10, 1 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//J14_B2
curr = NewUndergroundNode( 14, 10, 2 );
curr->ubAdjacentSectors |= WEST_ADJACENT_SECTOR;
//J13_B2
curr = NewUndergroundNode( 13, 10, 2 );
curr->ubAdjacentSectors |= EAST_ADJACENT_SECTOR;
//J13_B3
curr = NewUndergroundNode( 13, 10, 3 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//K13_B3
curr = NewUndergroundNode( 13, 11, 3 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//Grumm's mine
//H3_B1
curr = NewUndergroundNode( 3, 8, 1 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//I3_B1
curr = NewUndergroundNode( 3, 9, 1 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//I3_B2
curr = NewUndergroundNode( 3, 9, 2 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//H3_B2
curr = NewUndergroundNode( 3, 8, 2 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR | EAST_ADJACENT_SECTOR;
//H4_B2
curr = NewUndergroundNode( 4, 8, 2 );
curr->ubAdjacentSectors |= WEST_ADJACENT_SECTOR;
curr->uiFlags |= SF_PENDING_ALTERNATE_MAP;
//H4_B3
curr = NewUndergroundNode( 4, 8, 3 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//G4_B3
curr = NewUndergroundNode( 4, 7, 3 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
}
// Lesh: this function creates randomized world