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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:
@@ -419,6 +419,9 @@ void BobbyRayPurchaseEventCallback( UINT8 ubOrderID )
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void HandleDelayedItemsArrival( UINT32 uiReason )
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{
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// LuaHandleDelayedItemsArrival( uiReason, 0);
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// This function moves all the items that Pablos has stolen
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// (or items that were delayed) to the arrival location for new shipments,
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INT32 sStartGridNo;
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@@ -426,6 +429,10 @@ void HandleDelayedItemsArrival( UINT32 uiReason )
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BOOLEAN fOk;
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WORLDITEM * pTemp = 0;
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UINT8 ubLoop;
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//#if 0
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if (uiReason == NPC_SYSTEM_EVENT_ACTION_PARAM_BONUS + NPC_ACTION_RETURN_STOLEN_SHIPMENT_ITEMS )
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{
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if ( gMercProfiles[ PABLO ].bMercStatus == MERC_IS_DEAD )
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@@ -523,19 +530,27 @@ void HandleDelayedItemsArrival( UINT32 uiReason )
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if (pTemp) {
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delete [] pTemp;
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}
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//#endif
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}
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void AddSecondAirportAttendant( void )
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{
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//LetLuaHandleEarlyMorningEvents(2);
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//#if 0
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// add the second airport attendant to the Drassen airport...
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gMercProfiles[99].sSectorX = BOBBYR_SHIPPING_DEST_SECTOR_X;
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gMercProfiles[99].sSectorY = BOBBYR_SHIPPING_DEST_SECTOR_Y;
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gMercProfiles[99].bSectorZ = BOBBYR_SHIPPING_DEST_SECTOR_Z;
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//#endif
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}
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void SetPabloToUnbribed( void )
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{
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// LetLuaHandleEarlyMorningEvents(3);
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//#if 0
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if (guiPabloExtraDaysBribed > 0)
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{
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// set new event for later on, because the player gave Pablo more money!
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@@ -546,10 +561,13 @@ void SetPabloToUnbribed( void )
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{
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SetFactFalse( FACT_PABLOS_BRIBED );
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}
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//#endif
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}
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void HandlePossiblyDamagedPackage( void )
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{
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// LetLuaHandleEarlyMorningEvents(1);
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//#if 0
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if (Random( 100 ) < 70)
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{
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SetFactTrue( FACT_PACKAGE_DAMAGED );
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@@ -562,10 +580,14 @@ void HandlePossiblyDamagedPackage( void )
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}
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// whatever happened, the shipment is no longer delayed
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SetFactFalse( FACT_SHIPMENT_DELAYED_24_HOURS );
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//#endif
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}
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void CheckForKingpinsMoneyMissing( BOOLEAN fFirstCheck )
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{
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// LuaCheckForKingpinsMoneyMissing ( fFirstCheck , 0 );
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//#if 0
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UINT32 uiLoop;
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UINT32 uiTotalCash = 0;
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BOOLEAN fKingpinWillDiscover = FALSE, fKingpinDiscovers = FALSE;
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@@ -644,11 +666,14 @@ void CheckForKingpinsMoneyMissing( BOOLEAN fFirstCheck )
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// he sends email to the player
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AddFutureDayStrategicEvent( EVENT_SET_BY_NPC_SYSTEM, Random( 120 ), FACT_KINGPIN_KNOWS_MONEY_GONE, 2 );
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}
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//#endif
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}
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void HandleNPCSystemEvent( UINT32 uiEvent )
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{
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// LetLuaHandleNPCSystemEvent( uiEvent, 0 );
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//#if 0
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if (uiEvent < NPC_SYSTEM_EVENT_ACTION_PARAM_BONUS)
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{
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switch( uiEvent )
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@@ -687,7 +712,12 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
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{
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// KP knows money is gone, hasn't told player, if this event is called then the 2
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// days are up... send email
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AddEmail( KING_PIN_LETTER, KING_PIN_LETTER_LENGTH, KING_PIN, 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( KING_PIN_LETTER, KING_PIN_LETTER_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT );
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#endif
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StartQuest( QUEST_KINGPIN_MONEY, 5, MAP_ROW_D );
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// add event to send terrorists two days from now
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AddFutureDayStrategicEvent( EVENT_SET_BY_NPC_SYSTEM, Random( 120 ), FACT_KINGPIN_KNOWS_MONEY_GONE, 2 );
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@@ -786,7 +816,11 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
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break;
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case NPC_ACTION_SEND_ENRICO_MIGUEL_EMAIL:
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AddEmail( ENRICO_MIGUEL, ENRICO_MIGUEL_LENGTH, MAIL_ENRICO, 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( ENRICO_MIGUEL, ENRICO_MIGUEL_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT);
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#endif
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break;
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case NPC_ACTION_TIMER_FOR_VEHICLE:
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@@ -801,6 +835,8 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
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break;
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}
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}
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//#endif
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}
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void HandleEarlyMorningEvents( void )
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