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
+151 -3
View File
@@ -52,6 +52,17 @@
#include "connect.h"
#include "Reinforcement.h"
#include "MilitiaSquads.h"
#ifdef JA2UB
#include "Explosion Control.h"
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#include "MapScreen Quotes.h"
#include "email.h"
#include "interface Dialogue.h"
#include "Arms Dealer Init.h"
#endif
#include <vector>
//The sector information required for the strategic AI. Contains the number of enemy troops,
@@ -75,6 +86,13 @@ extern BOOLEAN gfOverrideSector;
INT32 gsInterrogationGridNo[3] = { 7756, 7757, 7758 };
#ifdef JA2UB
INT32 gsGridNoForMapEdgePointInfo=-1;
#endif
#ifdef JA2UB
void HandleBloodCatDeaths( SECTORINFO *pSector );
#endif
extern void Ensure_RepairedGarrisonGroup( GARRISON_GROUP **ppGarrison, INT32 *pGarraySize );
@@ -883,6 +901,37 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
switch( pSoldier->ubProfile )
{
#ifdef JA2UB
case 75://MORRIS:
if( !pSoldier->bSectorZ )
{
pSector = &SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ];
if( pSector->ubNumElites )
{
pSector->ubNumElites--;
}
if( pSector->ubElitesInBattle )
{
pSector->ubElitesInBattle--;
}
}
else
{
UNDERGROUND_SECTORINFO *pUnderground;
pUnderground = FindUnderGroundSector( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, (UINT8)pSoldier->bSectorZ );
Assert( pUnderground );
if( pUnderground->ubNumElites )
{
pUnderground->ubNumElites--;
}
if( pUnderground->ubElitesInBattle )
{
pUnderground->ubElitesInBattle--;
}
}
break;
#endif
case MIKE:
case IGGY:
if( pSoldier->ubProfile == IGGY && !gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] )
@@ -1154,6 +1203,11 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
{
pSector->bBloodCats--;
}
#ifdef JA2UB
//JA25 UB
//handle anything important when bloodcats die
HandleBloodCatDeaths( pSector );
#endif
}
break;
@@ -1303,6 +1357,10 @@ void AddPossiblePendingEnemiesToBattle()
if(!(gWorldSectorX > 0 && gWorldSectorY > 0 && gbWorldSectorZ == 0))//dnl ch57 161009
return;
#ifdef JA2UB
BOOLEAN fMagicallyAppeared=FALSE;
#endif
UINT8 ubSlots, ubNumAvailable;
UINT8 ubNumElites, ubNumTroops, ubNumAdmins;
UINT8 ubNumGroupsInSector;
@@ -1410,6 +1468,14 @@ void AddPossiblePendingEnemiesToBattle()
ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
else if( NumEnemiesInSector( gWorldSectorX, gWorldSectorY - 1 ) )
ubStrategicInsertionCode = INSERTION_CODE_NORTH;
#ifdef JA2UB
else if( gsGridNoForMapEdgePointInfo != -1 )
{
//Ja25: it doesnt matter the entry point at this point, it will become GRIDNO at a later point
ubStrategicInsertionCode = INSERTION_CODE_NORTH;
fMagicallyAppeared = FALSE;
}
#endif
}
if( ubStrategicInsertionCode == 255 )
@@ -1609,6 +1675,11 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
UINT8 ubCurrSlot;
UINT8 ubTotalSoldiers;
UINT8 bDesiredDirection=0;
#ifdef JA2UB
UINT8 ubCnt;
#endif
switch( ubStrategicInsertionCode )
{
case INSERTION_CODE_NORTH: bDesiredDirection = SOUTHEAST; break;
@@ -1651,8 +1722,40 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
}
ubTotalSoldiers = ubNumAdmins + ubNumTroops + ubNumElites;
#ifdef JA2UB
if( gsGridNoForMapEdgePointInfo != -1 )
{
ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
}
#endif
#ifdef JA2UB
if( ubStrategicInsertionCode == INSERTION_CODE_GRIDNO )
{
if( gsGridNoForMapEdgePointInfo == -1 )
{
Assert( 0 );
gsGridNoForMapEdgePointInfo=0;
}
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops) );
for( ubCnt=0; ubCnt<32;ubCnt++)
{
MapEdgepointInfo.sGridNo[ ubCnt ] = gsGridNoForMapEdgePointInfo;
}
MapEdgepointInfo.ubNumPoints = 32;
MapEdgepointInfo.ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
}
else
{
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops) );
}
#else
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops) );
#endif
ubCurrSlot = 0;
while( ubTotalSoldiers )
{
@@ -1731,6 +1834,10 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
pSoldier->bActionPoints = 0;
}
}
#ifdef JA2UB
gsGridNoForMapEdgePointInfo = -1;
#endif
}
@@ -1875,7 +1982,10 @@ void BeginCaptureSquence( )
void EndCaptureSequence( )
{
#ifdef JA2UB
// no UB
#else
// Set flag...
if( !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ) || !(gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE) )
{
@@ -1917,7 +2027,7 @@ void EndCaptureSequence( )
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE;
}
}
#endif
}
void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
@@ -2272,3 +2382,41 @@ BOOLEAN CheckPendingEnemies()
return FALSE;
}
#ifdef JA2UB
void HandleBloodCatDeaths( SECTORINFO *pSector )
{
//if the current sector is the first part of the town
if( gWorldSectorX == 10 && gWorldSectorY == 9 && gbWorldSectorZ == 0 )
{
//if ALL the bloodcats are killed
if( pSector->bBloodCats == 0 )
{
UINT8 bId1=-1;
UINT8 bId2=-1;
UINT8 bNum=0;
SetFactTrue( FACT_PLAYER_KILLED_ALL_BETTYS_BLOODCATS );
//Instantly have betties missing items show up
//DailyCheckOnItemQuantities( TRUE );
// Now have a merc say the killed bloodcat quote
bNum = Get3RandomQualifiedMercs( &bId1, &bId2, NULL );
//if there are some qualified mercs
if( bNum != 0 )
{
//must make sure TEX doesnt say the quote
if( bId1 != NOBODY && Menptr[ bId1 ].ubProfile != 64 )
{
TacticalCharacterDialogue( &Menptr[ bId1 ], QUOTE_RENEW_REFUSAL_DUE_TO_LACK_OF_FUNDS );
}
else if( bId2 != NOBODY && Menptr[ bId2 ].ubProfile != 64 )
{
TacticalCharacterDialogue( &Menptr[ bId2 ], QUOTE_RENEW_REFUSAL_DUE_TO_LACK_OF_FUNDS );
}
}
}
}
}
#endif