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
+71 -3
View File
@@ -997,6 +997,16 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
//RUN (with pistol)
{"RUN WITH PISTOL" , 0, 0, (FLOAT)2.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
//SIDE STEPPING WITH READIED WEAPON
"SIDE STEPPING WITH PISTOL RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
"SIDE STEPPING WITH RIFLE RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
"SIDE STEPPING WITH DUAL RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
//WALKING WITH READIED WEAPON
{"WALKING WITH PISTOL RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"WALKING WITH RIFLE RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"WALKING WITH DUAL RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
};
ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
@@ -1397,6 +1407,14 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ REGMALE ][ JUMPDOWNWALL ] = RGMWALLJUMP;
gubAnimSurfaceIndex[ REGMALE ][ JUMPWINDOWS ] = RGMJUMPWINDOWS;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_PISTOL_RDY ] = RGMSIDESTEP_P_RDY;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_RIFLE_RDY ] = RGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_DUAL_RDY ] = RGMSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ REGMALE ][ WALKING_PISTOL_RDY ] = RGMWALK_P_RDY;
gubAnimSurfaceIndex[ REGMALE ][ WALKING_RIFLE_RDY ] = RGMWALK_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ WALKING_DUAL_RDY ] = RGMWALK_D_RDY;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING][0] = RGMWATER_R_STD;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ WALKING ][0] = RGMWATER_R_WALK;
@@ -1775,6 +1793,13 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ BIGMALE ][ JUMPWINDOWS ] = BGMJUMPWINDOWS;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_PISTOL_RDY ] = BGMSIDESTEP_P_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_RIFLE_RDY ] = BGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_DUAL_RDY ] = BGMSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_PISTOL_RDY ] = BGMWALK_P_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_RIFLE_RDY ] = BGMWALK_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_DUAL_RDY ] = BGMWALK_D_RDY;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING ] = BGMPISTOLBREATH;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALKING ] = BGMNOTHING_WALK;
@@ -2169,6 +2194,14 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ STOCKYMALE ][ JUMPWINDOWS ] = RGMJUMPWINDOWS;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_PISTOL_RDY ] = RGMSIDESTEP_P_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_RIFLE_RDY ] = RGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_DUAL_RDY ] = RGMSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_PISTOL_RDY ] = RGMWALK_P_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_RIFLE_RDY ] = RGMWALK_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_DUAL_RDY ] = RGMWALK_D_RDY;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING ] = RGMPISTOLBREATH;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALKING ] = RGMNOTHING_WALK;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ RUNNING] = RGMNOTHING_RUN;
@@ -2541,6 +2574,15 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ REGFEMALE ][ JUMPWINDOWS ] = RGFJUMPWINDOWS;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_PISTOL_RDY ] = RGFSIDESTEP_P_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_RIFLE_RDY ] = RGFSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_DUAL_RDY ] = RGFSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_PISTOL_RDY ] = RGFWALK_P_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_RIFLE_RDY ] = RGFWALK_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_DUAL_RDY ] = RGFWALK_D_RDY;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING ] = RGFPISTOLBREATH;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALKING ] = RGFNOTHING_WALK;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ RUNNING ] = RGFNOTHING_RUN;
@@ -3275,6 +3317,14 @@ BOOLEAN LoadAnimationStateInstructions( )
memcpy(gusAnimInst[RUNNING_W_PISTOL],fuckTheBoundz[RUNNING],sizeof(fuckTheBoundz[RUNNING]));
memcpy(gusAnimInst[SIDE_STEP_PISTOL_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
memcpy(gusAnimInst[SIDE_STEP_RIFLE_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
memcpy(gusAnimInst[SIDE_STEP_DUAL_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
memcpy(gusAnimInst[WALKING_PISTOL_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
memcpy(gusAnimInst[WALKING_RIFLE_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
memcpy(gusAnimInst[WALKING_DUAL_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
return( TRUE );
}
@@ -3665,6 +3715,20 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
// else usAnimSurface = BGMSTANDAIM2;
}
}
if ( usAnimSurface == BGMSIDESTEP_R_RDY )
{
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
{
usAnimSurface = BGMSIDESTEP_R_RDY2;
}
}
if ( usAnimSurface == BGMWALK_R_RDY )
{
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
{
usAnimSurface = BGMWALK_R_RDY2;
}
}
// SWITCH TO DIFFERENT STAND ANIMATION FOR BIG GUY!
if ( usAnimSurface == BGMSTANDING )
@@ -3788,13 +3852,17 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
// Look for good two pistols sub anim.....
if ( gDoubleHandledSub.usAnimState == usAnimState )
{
{
// Do we carry two pistols...
//if ( Item[ pSoldier->inv[ SECONDHANDPOS ].usItem ].usItemClass == IC_GUN )
if ( pSoldier->IsValidSecondHandShot() )
{
usAnimSurface = gDoubleHandledSub.usAnimationSurfaces[ pSoldier->ubBodyType ];
fAdjustedForItem = TRUE;
usAltAnimSurface = gDoubleHandledSub.usAnimationSurfaces[ pSoldier->ubBodyType ];
if ( usAltAnimSurface != INVALID_ANIMATION )
{
usAnimSurface = usAltAnimSurface;
fAdjustedForItem = TRUE;
}
}
}