mirror of
https://github.com/1dot13/source.git
synced 2026-08-19 14:20:30 +02:00
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:
@@ -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
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user