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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:
+101
-5
@@ -74,9 +74,16 @@
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#include "XML.h"
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#include "mercs.h"
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#include "aim.h"
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#include "Map Screen Interface.h"
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#ifdef JA2UB
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#include "Ja25 Strategic Ai.h"
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#include "Ja25_Tactical.h"
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#include "Arms Dealer Init.h"
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#endif
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#include "LuaInitNPCs.h"
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#include "Luaglobal.h"
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#include "SaveLoadScreen.h"
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class OBJECTTYPE;
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class SOLDIERTYPE;
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@@ -93,6 +100,14 @@ extern UNDERGROUND_SECTORINFO* FindUnderGroundSector( INT16 sMapX, INT16 sMapY,
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UINT8 gubScreenCount=0;
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#ifdef JA2UB
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void InitCustomStrategicLayer ( void )
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{
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LetLuaGameInit(2); //load custom InitStrategicLayer
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}
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#endif
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void InitNPCs( void )
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{
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@@ -422,8 +437,30 @@ void InitStrategicLayer( void )
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InitSquads();
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// Init vehicles
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InitAllVehicles( );
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// init town loyalty
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InitTownLoyalty();
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#ifdef JA2UB
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InitCustomStrategicLayer ( );
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#endif
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#ifdef JA2UB
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//Ja25 UB
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InitJerryQuotes();
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if ( gGameUBOptions.JerryQuotes == TRUE )
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{
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HandleJerryMiloQuotes( TRUE ); //AA
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}
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InitJa25StrategicAi( );
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#endif
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#ifdef JA2UB
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////if ( gGameUBOptions.InitTownLoyalty_UB == TRUE )
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InitTownLoyalty(); //Ja25 no loyalty
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#else
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// init town loyalty
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InitTownLoyalty(); //Ja25 no loyalty
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#endif
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// init the mine management system
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InitializeMines();
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// initialize map screen flags
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@@ -453,6 +490,9 @@ void InitStrategicLayer( void )
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// re-set up leave list arrays for dismissed mercs
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InitLeaveList( );
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#ifdef JA2UB
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LuaInitStrategicLayer(0); //JA25 UB InitStrategicLayer.lua
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#endif
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// reset time compression mode to X0 (this will also pause it)
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SetGameTimeCompressionLevel( TIME_COMPRESS_X0 );
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@@ -472,6 +512,16 @@ void ShutdownStrategicLayer()
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DeleteAllStrategicEvents();
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RemoveAllGroups();
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TrashUndergroundSectorInfo();
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#ifdef JA2UB
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//Ja25 No creatures
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//Ja25 No strategic ai
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#else
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DeleteCreatureDirectives();
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KillStrategicAI();
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#endif
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DeleteCreatureDirectives();
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KillStrategicAI();
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ClearTacticalMessageQueue();
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@@ -486,9 +536,26 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
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gubScreenCount = 0;
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return( TRUE );
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}
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//reset autosave
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AutoSaveToSlot[0] = FALSE;
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AutoSaveToSlot[1] = FALSE;
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AutoSaveToSlot[2] = FALSE;
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AutoSaveToSlot[3] = FALSE;
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AutoSaveToSlot[4] = FALSE;
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#ifdef JA2UB
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//Ja25 no meanwhiles
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#else
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// reset meanwhile flags
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uiMeanWhileFlags = 0;
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#endif
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#ifdef JA2UB
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fFirstTimeInMapScreen = TRUE;
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#endif
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// Reset the selected soldier
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gusSelectedSoldier = NOBODY;
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@@ -528,7 +595,12 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
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{
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//Init all the arms dealers inventory
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InitAllArmsDealers();
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InitBobbyRayInventory();
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#ifdef JA2UB
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if ( gGameUBOptions.fBobbyRSite == TRUE )
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InitBobbyRayInventory(); //Ja25 UB
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#else
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InitBobbyRayInventory();
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#endif
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}
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitNewGame: clearing messages");
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@@ -625,8 +697,16 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
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ResetHeliSeats( );
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#ifdef LUA_GAME_INIT_NEW_GAME
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LetLuaGameInit(0);
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LetLuaGameInit(0);
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#ifdef JA2UB
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InitCustomStrategicLayer ( );
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#endif
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#else
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#ifdef JA2UB
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#else
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INT32 iStartingCash;
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// Setup two new messages!
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@@ -675,7 +755,7 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
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// Setup initial money
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AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash );
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#endif
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#endif
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UINT32 uiDaysTimeMercSiteAvailable = Random( 2 ) + 1;
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@@ -700,6 +780,22 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
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gubScreenCount = 1;
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#ifdef JA2UB
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//ja25 ub
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//Init the initial hweli crash sequence variable
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if ( gGameUBOptions.InGameHeli == FALSE )
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InitializeHeliGridnoAndTime( FALSE );
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//If tex is in the game ( John is NOT in the game )
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//if( gJa25SaveStruct.fJohnKulbaIsInGame == FALSE )
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//{
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//make sure Betty offers his videos for sale
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//AddTexsVideosToBettysInventory();
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//}
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InitJerryMiloInfo(); //JA25 UB
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#endif
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//Set the fact the game is in progress
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gTacticalStatus.fHasAGameBeenStarted = TRUE;
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