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
+252
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#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "Editor All.h"
#include "LuaInitNPCs.h"
#else
#include "Editor All.h"
#include "sgp.h"
#include "Debug Control.h"
#include "expat.h"
#include "XML.h"
#include "Interface.h"
#include "Item Statistics.h"
#include "LuaInitNPCs.h"
#endif
struct
{
PARSE_STAGE curElement;
CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1];
ACTION_ITEM_VALUES curActionItems;
ACTION_ITEM_VALUES * curArray;
UINT32 maxArraySize;
UINT32 curIndex;
UINT32 currentDepth;
UINT32 maxReadDepth;
//CHAR16 gzEnemyNames[MAX_ENEMY_NAMES_CHARS];
}
typedef actionItemsParseData;
BOOLEAN ActionItems_TextOnly;
static void XMLCALL
actionItemsStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
{
actionItemsParseData * pData = (actionItemsParseData *)userData;
if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
{
if(strcmp(name, "ACTION_ITEM_LIST") == 0 && pData->curElement == ELEMENT_NONE)
{
pData->curElement = ELEMENT_LIST;
pData->maxReadDepth++; //we are not skipping this element
}
else if(strcmp(name, "ACTION_ITEM") == 0 && pData->curElement == ELEMENT_LIST)
{
pData->curElement = ELEMENT;
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == ELEMENT &&
(strcmp(name, "uiIndex") == 0 ||
strcmp(name, "ActionID") == 0 ||
strcmp(name, "Name") == 0 ||
strcmp(name, "BombItem") == 0 ||
strcmp(name, "Blow_up") == 0 ))
{
pData->curElement = ELEMENT_PROPERTY;
pData->maxReadDepth++; //we are not skipping this element
}
pData->szCharData[0] = '\0';
}
pData->currentDepth++;
}
static void XMLCALL
actionItemsCharacterDataHandle(void *userData, const XML_Char *str, int len)
{
actionItemsParseData * pData = (actionItemsParseData *)userData;
if( (pData->currentDepth <= pData->maxReadDepth) &&
(strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
){
strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData)));
}
}
static void XMLCALL
actionItemsEndElementHandle(void *userData, const XML_Char *name)
{
actionItemsParseData * pData = (actionItemsParseData *)userData;
if(pData->currentDepth <= pData->maxReadDepth)
{
if(strcmp(name, "ACTION_ITEM_LIST") == 0)
{
pData->curElement = ELEMENT_NONE;
}
else if(strcmp(name, "ACTION_ITEM") == 0)
{
pData->curElement = ELEMENT_LIST;
if (!ActionItems_TextOnly)
{
//if ( ActionItemsValues[pData->curActionItems.uiIndex].ActionID > 0 )
wcscpy(ActionItemsValues[pData->curActionItems.uiIndex].szName, pData->curActionItems.szName);
#ifdef JA2EDITOR
//if ( ActionItemsValues[pData->curActionItems.uiIndex].ActionID > 0 )
wcscpy(gszActionItemDesc[pData->curActionItems.uiIndex], pData->curActionItems.szName);
#endif
ActionItemsValues[pData->curActionItems.uiIndex].ActionID = pData->curActionItems.ActionID;
ActionItemsValues[pData->curActionItems.uiIndex].BlowUp = pData->curActionItems.BlowUp;
ActionItemsValues[pData->curActionItems.uiIndex].BombItem = pData->curActionItems.BombItem;
}
else
{
//if ( ActionItemsValues[pData->curActionItems.uiIndex].ActionID > 0 )
wcscpy(ActionItemsValues[pData->curActionItems.uiIndex].szName, pData->curActionItems.szName);
#ifdef JA2EDITOR
//if ( ActionItemsValues[pData->curActionItems.uiIndex].ActionID > 0 )
wcscpy(gszActionItemDesc[pData->curActionItems.uiIndex], pData->curActionItems.szName);
#endif
}
}
else if(strcmp(name, "uiIndex") == 0)
{
pData->curElement = ELEMENT;
pData->curActionItems.uiIndex = (UINT16) atol(pData->szCharData);
}
else if(strcmp(name, "Name") == 0 )
{
pData->curElement = ELEMENT;
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curActionItems.szName, sizeof(pData->curActionItems.szName)/sizeof(pData->curActionItems.szName[0]) );
pData->curActionItems.szName[sizeof(pData->curActionItems.szName)/sizeof(pData->curActionItems.szName[0]) - 1] = '\0';
}
else if(strcmp(name, "ActionID") == 0)
{
pData->curElement = ELEMENT;
pData->curActionItems.ActionID = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "Blow_up") == 0)
{
pData->curElement = ELEMENT;
pData->curActionItems.BlowUp = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "BombItem") == 0)
{
pData->curElement = ELEMENT;
pData->curActionItems.BombItem = (UINT32) atol(pData->szCharData);
}
pData->maxReadDepth--;
}
pData->currentDepth--;
}
BOOLEAN ReadInActionItems(STR fileName, BOOLEAN localizedVersion)
{
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8 * lpcBuffer;
XML_Parser parser = XML_ParserCreate(NULL);
actionItemsParseData pData;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading ActionItems.xml" );
ActionItems_TextOnly = localizedVersion;
// Open file
hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );
if ( !hFile )
return( localizedVersion );
uiFSize = FileGetSize(hFile);
lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1);
//Read in block
if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
{
MemFree(lpcBuffer);
return( FALSE );
}
lpcBuffer[uiFSize] = 0; //add a null terminator
FileClose( hFile );
XML_SetElementHandler(parser, actionItemsStartElementHandle, actionItemsEndElementHandle);
XML_SetCharacterDataHandler(parser, actionItemsCharacterDataHandle);
memset(&pData,0,sizeof(pData));
XML_SetUserData(parser, &pData);
if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
{
CHAR8 errorBuf[511];
sprintf(errorBuf, "XML Parser Error in ActionItems.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
LiveMessage(errorBuf);
MemFree(lpcBuffer);
return FALSE;
}
MemFree(lpcBuffer);
XML_ParserFree(parser);
return( TRUE );
}
BOOLEAN WriteInActionItems( STR fileName)
{
HWFILE hFile;
//Debug code; make sure that what we got from the file is the same as what's there
// Open a new file
hFile = FileOpen( fileName, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
if ( !hFile )
return( FALSE );
{
UINT32 cnt;
FilePrintf(hFile,"<ACTION_ITEM_LIST>\r\n");
for(cnt = 0;cnt < 501;cnt++)
{
FilePrintf(hFile,"\t<ACTION_ITEM>\r\n");
FilePrintf(hFile,"\t\t<uiIndex>%d</uiIndex>\r\n", cnt);
FilePrintf(hFile,"\t\t<Name>Empty action</Name>\r\n");
FilePrintf(hFile,"\t\t<ActionID>%d</ActionID>\r\n", ActionItemsValues[cnt].ActionID);
FilePrintf(hFile,"\t\t<Blow_Up>%d</Blow_Up>\r\n", ActionItemsValues[cnt].BlowUp);
FilePrintf(hFile,"\t</ACTION_ITEM>\r\n");
}
FilePrintf(hFile,"</ACTION_ITEM_LIST>\r\n");
}
FileClose( hFile );
return( TRUE );
}