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
+353 -6
View File
@@ -2,12 +2,231 @@
#define __EMAIL_H
#include "types.h"
#include "soldier profile type.h"
// defines
#define MAX_EMAIL_LINES 10 //max number of lines can be shown in a message
#define MAX_MESSAGES_PAGE 18 // max number of messages per page
//---ja25 ub
#ifdef JA2UB
#define EMAIL_INSURANCE_L1 170
#define EMAIL_INSURANCE_L2 211
#define EMAIL_INSURANCE_L3 170
#define EMAIL_INSURANCE_L4 173
#define EMAIL_INSURANCE_L5 179
#define EMAIL_INSURANCE_L6 176
#define EMAIL_BOBBY_R_L1 198
#define EMAIL_AIM_L1 206
#define EMAIL_AIM_L2 27
#define EMAIL_AIM_L3 217
#define EMAIL_AIM_L4 214
//JA25: New emails
// email # 1
#define EMAIL_STARTGAME 0
#define EMAIL_STARTGAME_LENGTH 8
// email # 2
#define EMAIL_PILOTMISSING (EMAIL_STARTGAME + EMAIL_STARTGAME_LENGTH)
#define EMAIL_PILOTMISSING_LENGTH 2
// email # 3
#define EMAIL_MAKECONTACT (EMAIL_PILOTMISSING + EMAIL_PILOTMISSING_LENGTH)
#define EMAIL_MAKECONTACT_LENGTH 3
// email # 4
#define EMAIL_MANUEL (EMAIL_MAKECONTACT + EMAIL_MAKECONTACT_LENGTH)
#define EMAIL_MANUEL_LENGTH 4
// # email # 5 - only if Miguel is alive!
#define EMAIL_MIGUELHELLO (EMAIL_MANUEL + EMAIL_MANUEL_LENGTH)
#define EMAIL_MIGUELHELLO_LENGTH 3
// email # 6 - player not advancing fast enough
#define EMAIL_CONCERNED (EMAIL_MIGUELHELLO + EMAIL_MIGUELHELLO_LENGTH)
#define EMAIL_CONCERNED_LENGTH 2
// email # 7 - player still not advancing fast enough
#define EMAIL_URGENT (EMAIL_CONCERNED + EMAIL_CONCERNED_LENGTH)
#define EMAIL_URGENT_LENGTH 3
// email # 8a - from Miguel
#define EMAIL_MIGUELSORRY (EMAIL_URGENT + EMAIL_URGENT_LENGTH)
#define EMAIL_MIGUELSORRY_LENGTH 3
// email # 8b - from Miguel, mentioning Manuel
#define EMAIL_MIGUELMANUEL (EMAIL_MIGUELSORRY + EMAIL_MIGUELSORRY_LENGTH)
#define EMAIL_MIGUELMANUEL_LENGTH 4
// email # 9 - Miguel sick
#define EMAIL_MIGUELSICK (EMAIL_MIGUELMANUEL + EMAIL_MIGUELMANUEL_LENGTH)
#define EMAIL_MIGUELSICK_LENGTH 3
// email # 10a
#define EMAIL_UNDERSTANDING (EMAIL_MIGUELSICK + EMAIL_MIGUELSICK_LENGTH)
#define EMAIL_UNDERSTANDING_LENGTH 3
// email # 10b - if we need extra cash
#define EMAIL_EXTRACASH (EMAIL_UNDERSTANDING + EMAIL_UNDERSTANDING_LENGTH)
#define EMAIL_EXTRACASH_LENGTH 4
// email # 11
#define EMAIL_PILOTFOUND (EMAIL_EXTRACASH + EMAIL_EXTRACASH_LENGTH)
#define EMAIL_PILOTFOUND_LENGTH 2
// email # 12a - Miguel dead, Manuel never recruited
#define EMAIL_CONGRATS (EMAIL_PILOTFOUND + EMAIL_PILOTFOUND_LENGTH)
#define EMAIL_CONGRATS_LENGTH 4
// email # 12b - Miguel alive, Manuel never recruited
#define EMAIL_CONGRATSICK (EMAIL_CONGRATS + EMAIL_CONGRATS_LENGTH)
#define EMAIL_CONGRATSICK_LENGTH 5
// email # 12c - Miguel alive, Manuel dead
#define EMAIL_CONGRATMIGMANUELDEAD (EMAIL_CONGRATSICK + EMAIL_CONGRATSICK_LENGTH)
#define EMAIL_CONGRATMIGMANUELDEAD_LENGTH 6
// email # 12d - Miguel alive, Manuel recruited and alive
#define EMAIL_CONGRATMIGMANUELALIVE (EMAIL_CONGRATMIGMANUELDEAD + EMAIL_CONGRATMIGMANUELDEAD_LENGTH)
#define EMAIL_CONGRATMIGMANUELALIVE_LENGTH 6
// email # 12e - Miguel dead, Manuel dead
#define EMAIL_CONGRATMANUELDEAD (EMAIL_CONGRATMIGMANUELALIVE + EMAIL_CONGRATMIGMANUELALIVE_LENGTH)
#define EMAIL_CONGRATMANUELDEAD_LENGTH 5
// email # 12f - Miguel dead, Manuel recruited and alive
#define EMAIL_CONGRATMANUELALIVE (EMAIL_CONGRATMANUELDEAD + EMAIL_CONGRATMANUELDEAD_LENGTH)
#define EMAIL_CONGRATMANUELALIVE_LENGTH 5
// email # 13 - original AIM email
#define EMAIL_AIMDISCOUNT (EMAIL_CONGRATMANUELALIVE + EMAIL_CONGRATMANUELALIVE_LENGTH)
#define EMAIL_AIMDISCOUNT_LENGTH 7
#define MANUEL_AT_HOME_NOT_USED ( EMAIL_AIMDISCOUNT + EMAIL_AIMDISCOUNT_LENGTH )
#define MANUEL_AT_HOME_NOT_USED_LENGTH 1
//Email #14 Initial IMP email
#define IMP_EMAIL_INTRO (MANUEL_AT_HOME_NOT_USED + MANUEL_AT_HOME_NOT_USED_LENGTH )
#define IMP_EMAIL_INTRO_LENGTH 10
//Email #15 Imp follow up
#define IMP_EMAIL_AGAIN (IMP_EMAIL_INTRO + IMP_EMAIL_INTRO_LENGTH)
#define IMP_EMAIL_AGAIN_LENGTH 5
// Email #16 - ?? merc left-me-a-message-and-now-I'm-back emails
#define AIM_REPLY_BARRY ( IMP_EMAIL_AGAIN + IMP_EMAIL_AGAIN_LENGTH )
#define AIM_REPLY_LENGTH_BARRY 2
#define AIM_REPLY_MELTDOWN (AIM_REPLY_BARRY + ( 39 * AIM_REPLY_LENGTH_BARRY ))
#define AIM_REPLY_LENGTH_MELTDOWN AIM_REPLY_LENGTH_BARRY
#define AIM_REFUND ( AIM_REPLY_MELTDOWN + AIM_REPLY_LENGTH_MELTDOWN )
#define AIM_REFUND_LENGTH 3
#define MERC_REFUND ( AIM_REFUND + AIM_REFUND_LENGTH )
#define MERC_REFUND_LENGTH 3
#define EMAIL_AIM_PROMOTION_1 ( MERC_REFUND + MERC_REFUND_LENGTH )
#define EMAIL_AIM_PROMOTION_1_LENGTH 4
#define EMAIL_MERC_PROMOTION_1 ( EMAIL_AIM_PROMOTION_1 + EMAIL_AIM_PROMOTION_1_LENGTH )
#define EMAIL_MERC_PROMOTION_1_LENGTH 5
#define EMAIL_AIM_PROMOTION_2 ( EMAIL_MERC_PROMOTION_1 + EMAIL_MERC_PROMOTION_1_LENGTH )
#define EMAIL_AIM_PROMOTION_2_LENGTH 5
#define IMP_EMAIL_PROFILE_RESULTS ( EMAIL_AIM_PROMOTION_2 + EMAIL_AIM_PROMOTION_2_LENGTH )
#define IMP_EMAIL_PROFILE_RESULTS_LENGTH 1
#define IMP_EMAIL_INTRO2 0
#define IMP_EMAIL_INTRO_LENGTH2 10
#define ENRICO_CONGRATS2 (IMP_EMAIL_INTRO2 + IMP_EMAIL_INTRO_LENGTH2)
#define ENRICO_CONGRATS_LENGTH2 3
#define IMP_EMAIL_AGAIN2 (ENRICO_CONGRATS2 + ENRICO_CONGRATS_LENGTH2)
#define IMP_EMAIL_AGAIN_LENGTH2 6
#define MERC_INTRO2 (IMP_EMAIL_AGAIN2 + IMP_EMAIL_AGAIN_LENGTH2)
#define MERC_INTRO_LENGTH2 5
#define MERC_NEW_SITE_ADDRESS2 ( MERC_INTRO2 + MERC_INTRO_LENGTH2 )
#define MERC_NEW_SITE_ADDRESS_LENGTH2 2
#define AIM_MEDICAL_DEPOSIT_REFUND2 ( MERC_NEW_SITE_ADDRESS2 + MERC_NEW_SITE_ADDRESS_LENGTH2 )
#define AIM_MEDICAL_DEPOSIT_REFUND_LENGTH2 3
#define IMP_EMAIL_PROFILE_RESULTS2 ( AIM_MEDICAL_DEPOSIT_REFUND2 + AIM_MEDICAL_DEPOSIT_REFUND_LENGTH2 )
#define IMP_EMAIL_PROFILE_RESULTS_LENGTH2 1
#define MERC_WARNING2 ( IMP_EMAIL_PROFILE_RESULTS_LENGTH2 + IMP_EMAIL_PROFILE_RESULTS2 )
#define MERC_WARNING_LENGTH2 2
#define MERC_INVALID2 ( MERC_WARNING2 + MERC_WARNING_LENGTH2 )
#define MERC_INVALID_LENGTH2 2
#define NEW_MERCS_AT_MERC ( MERC_INVALID2 + MERC_INVALID_LENGTH2 )
#define NEW_MERCS_AT_MERC_LENGTH 2
//Jagged Alliance 2
// insurance company emails
#define INSUR_PAYMENT 200
#define INSUR_PAYMENT_LENGTH 3
#define INSUR_SUSPIC 201
#define INSUR_SUSPIC_LENGTH 3
#define INSUR_INVEST_OVER 202
#define INSUR_INVEST_OVER_LENGTH 3
#define INSUR_SUSPIC_2 203
#define INSUR_SUSPIC_2_LENGTH 3
#define BOBBYR_NOW_OPEN 204
#define BOBBYR_NOW_OPEN_LENGTH 3
#define KING_PIN_LETTER 205
#define KING_PIN_LETTER_LENGTH 4
#define LACK_PLAYER_PROGRESS_1 206
#define LACK_PLAYER_PROGRESS_1_LENGTH 3
#define LACK_PLAYER_PROGRESS_2 207
#define LACK_PLAYER_PROGRESS_2_LENGTH 3
#define LACK_PLAYER_PROGRESS_3 208
#define LACK_PLAYER_PROGRESS_3_LENGTH 3
//A package from bobby r has arrived in Drassen
#define BOBBYR_SHIPMENT_ARRIVED 199
#define BOBBYR_SHIPMENT_ARRIVED_LENGTH 4
// John Kulba has left the gifts for theplayers in drassen
#define JOHN_KULBA_GIFT_IN_DRASSEN 209
#define JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH 4
//when a merc dies on ANOTHER assignment ( ie not with the player )
#define MERC_DIED_ON_OTHER_ASSIGNMENT 210
#define MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH 5
#define INSUR_1HOUR_FRAUD 211
#define INSUR_1HOUR_FRAUD_LENGTH 3
//when a merc is fired, and is injured
#define AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND 212
#define AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH 3
//when a merc is fired, and is dead
#define AIM_MEDICAL_DEPOSIT_NO_REFUND 213
#define AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH 3
#define BOBBY_R_MEDUNA_SHIPMENT 214
#define BOBBY_R_MEDUNA_SHIPMENT_LENGTH 4
#define AIM_MEDICAL_DEPOSIT_REFUND 215
#define AIM_MEDICAL_DEPOSIT_REFUND_LENGTH 3
#else
#define IMP_EMAIL_INTRO 0
#define IMP_EMAIL_INTRO_LENGTH 10
#define ENRICO_CONGRATS (IMP_EMAIL_INTRO + IMP_EMAIL_INTRO_LENGTH)
@@ -133,7 +352,7 @@
#define BOBBY_R_MEDUNA_SHIPMENT ( AIM_MEDICAL_DEPOSIT_NO_REFUND + AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH )
#define BOBBY_R_MEDUNA_SHIPMENT_LENGTH 4
#endif
// WANNE: New 1.13 MERC merc mail text for level up that Speck sends
//#define MERC_UP_LEVEL_GASTON (BOBBY_R_MEDUNA_SHIPMENT + BOBBY_R_MEDUNA_SHIPMENT_LENGTH)
//#define MERC_UP_LEVEL_GASTON_LENGTH 2
@@ -181,6 +400,10 @@ struct email
// WANNE: A reference to the IMP position in the gMercProfiles array.
// So we know which analyse email belongs to the imp
INT32 iCurrentIMPPosition;
UINT8 EmailVersion;
UINT32 EmailType;
// WANNE.MAIL: Fix
INT16 iCurrentShipmentDestinationID;
@@ -269,6 +492,9 @@ enum {
KING_PIN,
JOHN_KULBA,
AIM_SITE,
#ifdef JA2UB
MAIL_MIGUEL,
#endif
};
// the length of the subject in char
@@ -300,16 +526,16 @@ void RenderEmail();
// message manipulation
void AddEmailMessage(INT32 iMessageOffset, INT32 iMessageLength,STR16 pSubject, INT32 iDate, UINT8 ubSender, BOOLEAN fAlreadyRead, INT32 uiFirstData, UINT32 uiSecondData, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID );
void AddEmailMessage(INT32 iMessageOffset, INT32 iMessageLength,STR16 pSubject, INT32 iDate, UINT8 ubSender, BOOLEAN fAlreadyRead, INT32 uiFirstData, UINT32 uiSecondData, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType, UINT32 EmailAIM );
void RemoveEmailMessage(INT32 iId);
EmailPtr GetEmailMessage(INT32 iId);
void LookForUnread();
void AddEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID);
void AddEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType);
// WANNE: For the new WF merc, when they available again
void AddEmailWFMercAvailable(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition);
void AddEmailWFMercAvailable(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, UINT8 EmailType);
void AddPreReadEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate);
void AddPreReadEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, UINT8 EmailType );
BOOLEAN DisplayNewMailBox();
void CreateDestroyNewMailButton();
void CreateDestroyDeleteNoticeMailButton();
@@ -319,12 +545,133 @@ void ReDrawNewMailBox( void );
void ReDisplayBoxes( void );
void ShutDownEmailList();
void AddMessageToPages(INT32 iMessageId);
void AddEmailWithSpecialData(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iFirstData, UINT32 uiSecondData );
void AddEmailWithSpecialData(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iFirstData, UINT32 uiSecondData, UINT8 EmailType, UINT32 EmailAIM );
void AddCustomEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType);
#ifdef JA2BETAVERSION
void AddAllEmails();
#endif
typedef struct
{
UINT8 uiIndex;
CHAR16 szMessage[MAIL_STRING_SIZE];
CHAR16 szSubject[EMAIL_SUBJECT_LENGTH];
} EMAIL_MERC_AVAILABLE_VALUES;
typedef struct
{
UINT8 uiIndex;
CHAR16 szMessage[MAIL_STRING_SIZE];
CHAR16 szSubject[EMAIL_SUBJECT_LENGTH];
} EMAIL_MERC_LEVEL_UP_VALUES;
typedef struct
{
UINT8 uiIndex;
CHAR16 szMessage[MAIL_STRING_SIZE];
CHAR16 szSubject[EMAIL_SUBJECT_LENGTH];
} EMAIL_MERC_INSURANCE_VALUES;
#define EMAIL_INDEX 500
typedef struct
{
UINT8 uiIndex;
CHAR16 szMessage[MAIL_STRING_SIZE][30];
CHAR16 szSubject[EMAIL_SUBJECT_LENGTH];
} EMAIL_OTHER_VALUES;
typedef struct
{
UINT8 uiIndex;
UINT32 EmailType;
UINT8 EmailVersion;
} EMAIL_TYPE;
#define EMAIL_VAL 4000
extern EMAIL_TYPE gEmailT[EMAIL_VAL];
enum {
//------------------------------
//Read Email.edt
// read message from Email.edt
TYPE_EMAIL_EMAIL_EDT = 0,
// read message from Email.edt and nickname (sender) read from MercProfiles.xml
TYPE_EMAIL_EMAIL_EDT_NAME_MERC,
//-------------------------------
//Read *.xml
//Read message from Email\EmailMercAvailable.xml.XML and nickname (sender) read from MercProfiles.xml
TYPE_EMAIL_AIM_AVAILABLE,
//Read message from Email\EmailMercLevelUp.xml.XML and nickname (sender) read from MercProfiles.xml
TYPE_EMAIL_MERC_LEVEL_UP,
//Read from others *.XMLs
TYPE_EMAIL_BOBBY_R,
//Read from JA2 Email.edt
TYPE_EMAIL_BOBBY_R_EMAIL_JA2_EDT,
TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT,
TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT,
//Read from others *.XMLs
TYPE_EMAIL_ENRICO,
TYPE_EMAIL_CHAR_PROFILE_SITE,
TYPE_EMAIL_GAME_HELP,
TYPE_EMAIL_IMP_PROFILE_RESULTS,
TYPE_EMAIL_SPECK_FROM_MERC,
TYPE_EMAIL_RIS_EMAIL,
TYPE_EMAIL_INSURANCE_COMPANY,
TYPE_EMAIL_KING_PIN,
TYPE_EMAIL_JOHN_KULBA,
TYPE_EMAIL_AIM_SITE,
TYPE_EMAIL_OTHER,
};
enum {
TYPE_E_NONE = 0,
TYPE_E_AIM_L1 = 1, //206
TYPE_E_AIM_L2 = 2, //27
TYPE_E_AIM_L3 = 3, //217
TYPE_E_AIM_L4 = 4, //214
TYPE_E_INSURANCE_L1 = 5, //170
TYPE_E_INSURANCE_L2 = 6, //211
TYPE_E_INSURANCE_L3 = 7, //170
TYPE_E_INSURANCE_L4 = 8, //173
TYPE_E_INSURANCE_L5 = 9, //179
TYPE_E_INSURANCE_L6 = 10, //176
TYPE_EMAIL_BOBBY_R_L1 = 11,
};
extern EMAIL_MERC_AVAILABLE_VALUES EmailMercAvailableText[NUM_PROFILES];
extern EMAIL_MERC_LEVEL_UP_VALUES EmailMercLevelUpText[NUM_PROFILES];
extern EMAIL_MERC_INSURANCE_VALUES EmailInsuranceText[NUM_PROFILES];
extern EMAIL_OTHER_VALUES EmailOtherText[EMAIL_INDEX];
extern BOOLEAN ReadXMLEmail;
extern void AddEmailTypeXML( INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, UINT8 EmailType );
extern void AddPreReadEmailTypeXML( INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, UINT8 EmailType );
extern void AddEmailWithSpecialDataXML(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iFirstData, UINT32 uiSecondData, UINT8 EmailType );
extern BOOLEAN SaveNewEmailDataToSaveGameFile( HWFILE hFile );
extern BOOLEAN LoadNewEmailDataFromLoadGameFile( HWFILE hFile );
#ifdef JA2UB
extern void AddBobbyREmailJA2(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType );
#endif
#endif