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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:
@@ -180,11 +180,15 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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INT8 bTownId = 0;
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UINT8 ubSectorID;
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#ifdef JA2UB
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//Ja25: No meanwhiles
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#else
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if( AreInMeanwhile( ) )
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{
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return FALSE;
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}
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#endif
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if( bMapZ == 0 )
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{
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@@ -222,7 +226,11 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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//If the player has been to Bobbyr when it was down, and we havent already sent email, send him an email
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if( LaptopSaveInfo.ubHaveBeenToBobbyRaysAtLeastOnceWhileUnderConstruction == BOBBYR_BEEN_TO_SITE_ONCE && LaptopSaveInfo.ubHaveBeenToBobbyRaysAtLeastOnceWhileUnderConstruction != BOBBYR_ALREADY_SENT_EMAIL )
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{
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AddEmail( BOBBYR_NOW_OPEN, BOBBYR_NOW_OPEN_LENGTH, BOBBY_R, GetWorldTotalMin(), -1, -1);
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#ifdef JA2UB
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// no UB
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#else
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AddEmail( BOBBYR_NOW_OPEN, BOBBYR_NOW_OPEN_LENGTH, BOBBY_R, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
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#endif
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LaptopSaveInfo.ubHaveBeenToBobbyRaysAtLeastOnceWhileUnderConstruction = BOBBYR_ALREADY_SENT_EMAIL;
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}
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}
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@@ -258,8 +266,12 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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if( !bMapZ && ubSectorID != SEC_J9 && ubSectorID != SEC_K4 )
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{
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HandleMoraleEvent( NULL, MORALE_TOWN_LIBERATED, sMapX, sMapY, bMapZ );
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_TOWN_SECTOR, sMapX, sMapY, bMapZ );
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#ifdef JA2UB
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//Ja25: no loyalty
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#else
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_TOWN_SECTOR, sMapX, sMapY, bMapZ );
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#endif
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// liberation by definition requires that the place was enemy controlled in the first place
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CheckIfEntireTownHasBeenLiberated( bTownId, sMapX, sMapY );
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}
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@@ -272,7 +284,11 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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if ( GetTotalLeftInMine( GetMineIndexForSector( sMapX, sMapY ) ) > 0)
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{
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HandleMoraleEvent( NULL, MORALE_MINE_LIBERATED, sMapX, sMapY, bMapZ );
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#ifdef JA2UB
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// Ja25: no loyalty
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#else
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_MINE, sMapX, sMapY, bMapZ );
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#endif
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}
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}
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@@ -282,13 +298,20 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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if ( 1 /*!GetSectorFlagStatus( sMapX, sMapY, bMapZ, SF_SECTOR_HAS_BEEN_LIBERATED_ONCE ) */)
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{
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// SAM site liberated for first time, schedule meanwhile
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#ifdef JA2UB
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//JA25 No meanwhiles
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#else
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HandleMeanWhileEventPostingForSAMLiberation( GetSAMIdFromSector( sMapX, sMapY, bMapZ ) );
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#endif
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}
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HandleMoraleEvent( NULL, MORALE_SAM_SITE_LIBERATED, sMapX, sMapY, bMapZ );
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#ifdef JA2UB
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// Ja25: no loyalty
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#else
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_SAM, sMapX, sMapY, bMapZ );
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UpdateAirspaceControl( );
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#endif
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// if Skyrider has been delivered to chopper, and already mentioned Drassen SAM site, but not used this quote yet
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if ( IsHelicopterPilotAvailable( ) && ( guiHelicopterSkyriderTalkState >= 1 ) && ( !gfSkyriderSaidCongratsOnTakingSAM ) )
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{
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@@ -319,21 +342,35 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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// SetSectorFlag( sMapX, sMapY, bMapZ, SF_SECTOR_HAS_BEEN_LIBERATED_ONCE );
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if ( bMapZ == 0 && ( ( sMapY == MAP_ROW_M && (sMapX >= 2 && sMapX <= 6) ) || sMapY == MAP_ROW_N && sMapX == 6) )
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{
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HandleOutskirtsOfMedunaMeanwhileScene( );
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#ifdef JA2UB
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//Ja25 No meanwhiles
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#else
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HandleOutskirtsOfMedunaMeanwhileScene();
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#endif
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}
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}
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#ifdef JA2UB
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//Ja25 No strategic ai
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#else
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if( fContested )
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{
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StrategicHandleQueenLosingControlOfSector( (UINT8)sMapX, (UINT8)sMapY, (UINT8)bMapZ );
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}
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#endif
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}
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else
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{
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#ifdef JA2UB
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//Ja25 No strategic ai
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#else
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if( sMapX == 3 && sMapY == 16 && bMapZ == 1 )
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{ //Basement sector (P3_b1)
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gfUseAlternateQueenPosition = TRUE;
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}
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#endif
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}
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// also set fact the player knows they own it
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