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:
Wanne
2012-01-18 11:19:01 +00:00
parent c42d68ff0f
commit e64d5a2fa6
264 changed files with 40710 additions and 2771 deletions
+135 -1
View File
@@ -34,12 +34,15 @@
#endif
#include "soldier profile type.h"
#include "LuaInitNPCs.h"
INT32 giBothCheckboxButton = -1;
INT32 giRealisticCheckboxButton = -1;
INT32 giSciFiCheckboxButton = -1;
INT32 giAlarmTriggerButton = -1;
INT32 giOwnershipGroupButton = -1;
CHAR16 gszActionItemDesc[ NUM_ACTIONITEMS ][ 30 ];
/*
CHAR16 gszActionItemDesc[ NUM_ACTIONITEMS ][ 30 ] =
{
@@ -77,14 +80,93 @@ CHAR16 gszActionItemDesc[ NUM_ACTIONITEMS ][ 30 ] =
L"Museum alarm",
L"Bloodcat alarm",
L"Big teargas",
#ifdef JA2UB
L"BIGGENS BOMBS",
L"ABIGGENS WARNING",
L"SEE FORTIFIED DOOR",
L"OPEN FORTIFED DOOR",
L"SEE POWER GEN FAN",
#endif
};
*/
const STR16 GetActionItemName( OBJECTTYPE *pItem )
{
UINT32 i,o;
CHAR16 temp[30];
if( !pItem || pItem->usItem != ACTION_ITEM )
return NULL;
if( (*pItem)[0]->data.misc.bActionValue != ACTION_ITEM_BLOW_UP )
{
for (i= ACTIONITEM_TRIP_KLAXON; i<=ACTIONITEM_NEW; i++ )
{
if ( ActionItemsValues[ i ].BlowUp == 0 )
{
if ( (*pItem)[0]->data.misc.bActionValue == ActionItemsValues[ i ].ActionID )
{
wcscpy(temp, gszActionItemDesc[i]);
o = i;
}
}
}
return ActionItemsValues[ o ].szName;
}
else
{
for (i= ACTIONITEM_TRIP_KLAXON; i<=ACTIONITEM_NEW; i++ )
{
if ( ActionItemsValues[ i ].BlowUp == 1 )
{
if ( (*pItem)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP )
{
if ( (*pItem)[0]->data.misc.usBombItem == ActionItemsValues[ i ].BombItem )
o = i;
}
}
}
return ActionItemsValues[ o ].szName;
/*
if ( (*pItem)[0]->data.misc.usBombItem == STUN_GRENADE )
o = ACTIONITEM_STUN;
else if ( (*pItem)[0]->data.misc.usBombItem == SMOKE_GRENADE )
o = ACTIONITEM_SMOKE;
else if ( (*pItem)[0]->data.misc.usBombItem == TEARGAS_GRENADE )
o = ACTIONITEM_TEARGAS;
else if ( (*pItem)[0]->data.misc.usBombItem == MUSTARD_GRENADE )
o = ACTIONITEM_MUSTARD;
else if ( (*pItem)[0]->data.misc.usBombItem == HAND_GRENADE )
o = ACTIONITEM_SMALL;
else if ( (*pItem)[0]->data.misc.usBombItem == TNT )
o = ACTIONITEM_MEDIUM;
else if ( (*pItem)[0]->data.misc.usBombItem == C4 )
o = ACTIONITEM_LARGE;
else if ( (*pItem)[0]->data.misc.usBombItem == MINE )
o = ACTIONITEM_MINE;
else if ( (*pItem)[0]->data.misc.usBombItem == TRIP_FLARE )
o = ACTIONITEM_FLARE;
else if ( (*pItem)[0]->data.misc.usBombItem == TRIP_KLAXON )
o = ACTIONITEM_TRIP_KLAXON;
else if ( (*pItem)[0]->data.misc.usBombItem == BIG_TEAR_GAS )
o = ACTIONITEM_BIG_TEAR_GAS;
return ActionItemsValues[ o ].szName;
*/
}
/*
if( !pItem || pItem->usItem != ACTION_ITEM )
return NULL;
if( (*pItem)[0]->data.misc.bActionValue != ACTION_ITEM_BLOW_UP )
{
switch( (*pItem)[0]->data.misc.bActionValue )
{
case ACTION_ITEM_OPEN_DOOR: return gszActionItemDesc[ ACTIONITEM_OPEN ];
@@ -110,6 +192,13 @@ const STR16 GetActionItemName( OBJECTTYPE *pItem )
case ACTION_ITEM_TOGGLE_PRESSURE_ITEMS: return gszActionItemDesc[ ACTIONITEM_TOGGLE_PRESSURE_ITEMS ];
case ACTION_ITEM_MUSEUM_ALARM: return gszActionItemDesc[ ACTIONITEM_MUSEUM_ALARM ];
case ACTION_ITEM_BLOODCAT_ALARM: return gszActionItemDesc[ ACTIONITEM_BLOODCAT_ALARM ];
#ifdef JA2UB
case ACTION_ITEM_BIGGENS_BOMBS: return gszActionItemDesc[ ACTIONITEM_BIGGENS_BOMBS ];
case ACTION_ITEM_BIGGENS_WARNING: return gszActionItemDesc[ ACTIONITEM_BIGGENS_WARNING ];
case ACTION_ITEM_SEE_FORTIFIED_DOOR: return gszActionItemDesc[ ACTIONITEM_SEE_FORTIFIED_DOOR ];
case ACTION_ITEM_OPEN_FORTIFED_DOOR: return gszActionItemDesc[ ACTIONITEM_OPEN_FORTIFED_DOOR ];
case ACTION_ITEM_SEE_POWER_GEN_FAN: return gszActionItemDesc[ ACTIONITEM_SEE_POWER_GEN_FAN ];
#endif
default: return NULL;
}
}
@@ -128,6 +217,8 @@ const STR16 GetActionItemName( OBJECTTYPE *pItem )
case BIG_TEAR_GAS: return gszActionItemDesc[ ACTIONITEM_BIG_TEAR_GAS ];
default: return NULL;
}
*/
}
enum
@@ -1412,6 +1503,26 @@ void ActionItemCallback( GUI_BUTTON *btn, INT32 reason )
void ChangeActionItem( OBJECTTYPE *pItem, INT8 bActionItemIndex )
{
UINT32 i;
pItem->usItem = ACTION_ITEM;
//(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BLOW_UP;
for (i= ACTIONITEM_TRIP_KLAXON; i<=ACTIONITEM_NEW; i++ )
{
if ( bActionItemIndex == i && ActionItemsValues[ i ].BlowUp == 1 )
{
(*pItem)[0]->data.misc.usBombItem = ActionItemsValues[ i ].BombItem;
(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BLOW_UP;
}
else if ( bActionItemIndex == i && ActionItemsValues[ i ].BlowUp == 0 )
{
(*pItem)[0]->data.misc.usBombItem = ActionItemsValues[ i ].BombItem;
(*pItem)[0]->data.misc.bActionValue = ActionItemsValues[ i ].ActionID;
}
}
/*
pItem->usItem = ACTION_ITEM;
(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BLOW_UP;
switch( bActionItemIndex )
@@ -1541,8 +1652,31 @@ void ChangeActionItem( OBJECTTYPE *pItem, INT8 bActionItemIndex )
case ACTIONITEM_BIG_TEAR_GAS:
(*pItem)[0]->data.misc.usBombItem = BIG_TEAR_GAS;
break;
#ifdef JA2UB
case ACTIONITEM_BIGGENS_BOMBS:
(*pItem)[0]->data.misc.usBombItem = NOTHING;
(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BIGGENS_BOMBS;
break;
case ACTIONITEM_BIGGENS_WARNING:
(*pItem)[0]->data.misc.usBombItem = NOTHING;
(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BIGGENS_WARNING;
break;
case ACTIONITEM_SEE_FORTIFIED_DOOR:
(*pItem)[0]->data.misc.usBombItem = NOTHING;
(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_SEE_FORTIFIED_DOOR;
break;
case ACTIONITEM_OPEN_FORTIFED_DOOR:
(*pItem)[0]->data.misc.usBombItem = NOTHING;
(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_OPEN_FORTIFED_DOOR;
break;
case ACTIONITEM_SEE_POWER_GEN_FAN:
(*pItem)[0]->data.misc.usBombItem = NOTHING;
(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_SEE_POWER_GEN_FAN;
break;
#endif
}
*/
}
void UpdateActionItem( INT8 bActionItemIndex )