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
+53 -5
View File
@@ -83,8 +83,12 @@ INT32 guiAccountButtonImage;
BOOLEAN gfMercPlayerDoesntHaveEnoughMoney_DisplayWarning = FALSE;
// The Authorize button
#ifdef JA2UB
// not UB
#else
void BtnMercAuthorizeButtonCallback(GUI_BUTTON *btn,INT32 reason);
UINT32 guiMercAuthorizeBoxButton;
#endif
INT32 guiMercAuthorizeButtonImage;
@@ -202,7 +206,12 @@ INT32 GetNumberOfHiredMercs()
// Is the merc hired?
if( IsMercOnTeam( (UINT8)usMercID ) || gMercProfiles[ usMercID ].iMercMercContractLength != 0 )
{
#ifdef JA2UB
uiContractCharge = gMercProfiles[ usMercID ].uiWeeklySalary * gMercProfiles[ usMercID ].iMercMercContractLength;
#else
uiContractCharge = gMercProfiles[ usMercID ].sSalary * gMercProfiles[ usMercID ].iMercMercContractLength;
#endif
giMercTotalContractCharge += uiContractCharge;
count++;
@@ -285,7 +294,9 @@ BOOLEAN EnterMercsAccount()
guiMercAuthorizeButtonImage = LoadButtonImage("LAPTOP\\BigButtons.sti", -1,0,-1,1,-1 );
#ifdef JA2UB
// not UB
#else
guiMercAuthorizeBoxButton = CreateIconAndTextButton( guiMercAuthorizeButtonImage, MercAccountText[MERC_ACCOUNT_AUTHORIZE],
FONT12ARIAL,
MERC_BUTTON_UP_COLOR, DEFAULT_SHADOW,
@@ -295,6 +306,7 @@ BOOLEAN EnterMercsAccount()
DEFAULT_MOVE_CALLBACK, BtnMercAuthorizeButtonCallback);
SetButtonCursor(guiMercAuthorizeBoxButton, CURSOR_LAPTOP_SCREEN);
SpecifyDisabledButtonStyle( guiMercAuthorizeBoxButton, DISABLED_STYLE_SHADED);
#endif
guiMercBackBoxButton = CreateIconAndTextButton( guiMercAuthorizeButtonImage, MercAccountText[MERC_ACCOUNT_HOME],
FONT12ARIAL,
@@ -329,7 +341,13 @@ void ExitMercsAccount()
DeleteVideoObjectFromIndex(guiAccountNumberGrid);
UnloadButtonImage( guiMercAuthorizeButtonImage );
#ifdef JA2UB
//not UB
#else
RemoveButton( guiMercAuthorizeBoxButton );
#endif
RemoveButton( guiMercBackBoxButton );
DeleteVideoObjectFromIndex(guiMercOrderGrid0);
@@ -391,11 +409,15 @@ void RenderMercsAccount()
DisplayHiredMercs();
#ifdef JA2UB
//not UB
#else
// giMercTotalContractCharge gets set with the price in DisplayHiredMercs(), so if there is currently no charge, disable the button
if( giMercTotalContractCharge == 0 )
{
DisableButton( guiMercAuthorizeBoxButton );
}
#endif
@@ -404,7 +426,9 @@ void RenderMercsAccount()
InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
}
#ifdef JA2UB
//not UB
#else
void BtnMercAuthorizeButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
@@ -440,7 +464,7 @@ void BtnMercAuthorizeButtonCallback(GUI_BUTTON *btn,INT32 reason)
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
#endif
void BtnMercBackButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
@@ -542,11 +566,19 @@ void DisplayHiredMercs()
DrawTextToScreen(sTemp, MERC_AC_SECOND_COLUMN_X, usPosY, MERC_AC_SECOND_COLUMN_WIDTH, MERC_ACCOUNT_DYNAMIC_TEXT_FONT, ubFontColor, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
//Display the mercs rate
#ifdef JA2UB
swprintf(sTemp, L"$%6d",gMercProfiles[ usMercID ].uiWeeklySalary );
#else
swprintf(sTemp, L"$%6d",gMercProfiles[ usMercID ].sSalary );
#endif
DrawTextToScreen(sTemp, MERC_AC_THIRD_COLUMN_X, usPosY, MERC_AC_THIRD_COLUMN_WIDTH, MERC_ACCOUNT_DYNAMIC_TEXT_FONT, ubFontColor, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
//Display the total charge
#ifdef JA2UB
uiContractCharge = gMercProfiles[ usMercID ].uiWeeklySalary * gMercProfiles[ usMercID ].iMercMercContractLength;
#else
uiContractCharge = gMercProfiles[ usMercID ].sSalary * gMercProfiles[ usMercID ].iMercMercContractLength;
#endif
swprintf(sTemp, L"$%6d", uiContractCharge );
DrawTextToScreen(sTemp, MERC_AC_FOURTH_COLUMN_X, usPosY, MERC_AC_FOURTH_COLUMN_WIDTH, MERC_ACCOUNT_DYNAMIC_TEXT_FONT, ubFontColor, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
@@ -584,7 +616,11 @@ void SettleMercAccounts()
if( IsMercOnTeam( ubMercID ) || ( gMercProfiles[ ubMercID ].iMercMercContractLength != 0 ) )
{
//Calc the contract charge
#ifdef JA2UB
iContractCharge = gMercProfiles[ ubMercID ].uiWeeklySalary * gMercProfiles[ ubMercID ].iMercMercContractLength;
#else
iContractCharge = gMercProfiles[ ubMercID ].sSalary * gMercProfiles[ ubMercID ].iMercMercContractLength;
#endif
//if the player can afford to pay this merc
if( LaptopSaveInfo.iCurrentBalance >= iPartialPayment + iContractCharge )
@@ -611,12 +647,20 @@ void SettleMercAccounts()
}
// add the transaction to the finance page
#ifdef JA2UB
AddTransactionToPlayersBook( PAY_SPECK_FOR_MERC, GetMercIDFromMERCArray( gubCurMercIndex ), GetWorldTotalMin(), -iPartialPayment );
#else
AddTransactionToPlayersBook( PAY_SPECK_FOR_MERC, GetMercIDFromMERCArray( gubCurMercIndex ), GetWorldTotalMin(), -iPartialPayment );
#endif
AddHistoryToPlayersLog( HISTORY_SETTLED_ACCOUNTS_AT_MERC, GetMercIDFromMERCArray( gubCurMercIndex ), GetWorldTotalMin(), -1, -1 );
//Increment the amount of money paid to speck
LaptopSaveInfo.uiTotalMoneyPaidToSpeck += iPartialPayment;
#ifdef JA2UB
//not ub
#else
//If the player only made a partial payment
if( iPartialPayment != giMercTotalContractCharge )
gusMercVideoSpeckSpeech = SPECK_QUOTE_PLAYER_MAKES_PARTIAL_PAYMENT;
@@ -633,7 +677,7 @@ void SettleMercAccounts()
// Since the player has paid, make sure speck wont complain about the lack of payment
LaptopSaveInfo.uiSpeckQuoteFlags &= ~SPECK_QUOTE__SENT_EMAIL_ABOUT_LACK_OF_PAYMENT;
}
#endif
//Go to the merc homepage to say the quote
guiCurrentLaptopMode = LAPTOP_MODE_MERC;
gubArrivedFromMercSubSite = MERC_CAME_FROM_ACCOUNTS_PAGE;
@@ -765,7 +809,11 @@ UINT32 CalculateHowMuchPlayerOwesSpeck()
//if( IsMercOnTeam( (UINT8)usMercID ) )
{
//Calc salary for the # of days the merc has worked since last paid
#ifdef JA2UB
uiContractCharge += gMercProfiles[ usMercID ].uiWeeklySalary * gMercProfiles[ usMercID ].iMercMercContractLength;
#else
uiContractCharge += gMercProfiles[ usMercID ].sSalary * gMercProfiles[ usMercID ].iMercMercContractLength;
#endif
}
}