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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:
+183
-5
@@ -37,6 +37,17 @@
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#include "Tactical Save.h"
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#endif
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#ifdef JA2UB
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#include "Explosion Control.h"
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#include "Ja25_Tactical.h"
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#include "Ja25 Strategic Ai.h"
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#include "MapScreen Quotes.h"
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#include "email.h"
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#include "interface Dialogue.h"
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#include "mercs.h"
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#include "ub_config.h"
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#endif
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#include "email.h"
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@@ -1327,12 +1338,22 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
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gStrategicStatus.ubUnhiredMercDeaths++;
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//send an email as long as the merc is from aim
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#ifdef JA2UB
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//ja25 ub
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if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
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{
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if ( gProfilesAIM[ iProfileID ].ProfilId == iProfileID && gGameUBOptions.fDeadMerc == TRUE ) //new profiles by Jazz
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//send an email to the player telling the player that a merc died
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AddEmailWithSpecialData(206, MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH, AIM_SITE, GetWorldTotalMin(), 0, iProfileID, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L1 );
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}
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#else
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// if( iProfileID < BIFF )
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if ( gProfilesAIM[ iProfileID ].ProfilId == iProfileID ) //new profiles by Jazz
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{
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//send an email to the player telling the player that a merc died
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AddEmailWithSpecialData(MERC_DIED_ON_OTHER_ASSIGNMENT, MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH, AIM_SITE, GetWorldTotalMin(), 0, iProfileID );
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AddEmailWithSpecialData(MERC_DIED_ON_OTHER_ASSIGNMENT, MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH, AIM_SITE, GetWorldTotalMin(), 0, iProfileID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
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}
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#endif
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}
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}
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@@ -1347,6 +1368,11 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
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// returns a number between 0-100, this is an estimate of how far a player has progressed through the game
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UINT8 CurrentPlayerProgressPercentage(void)
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{
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#ifdef JA2UB
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INT8 bFurthestSectorPlayerOwns=-1; //JA25 UB
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UINT8 ubCurrentProgress;
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#else
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UINT32 uiCurrentIncome;
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UINT32 uiPossibleIncome;
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UINT16 usCurrentProgress;
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@@ -1364,8 +1390,129 @@ UINT8 CurrentPlayerProgressPercentage(void)
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UINT16 usMaxIncomeProgress;
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UINT16 usMaxControlProgress;
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UINT16 usMaxVisitProgress;
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#endif
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#ifdef JA2UB
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//Get the furthest sector the player owns
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bFurthestSectorPlayerOwns = GetTheFurthestSectorPlayerOwns();
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//JA25 UB
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switch( bFurthestSectorPlayerOwns )
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{
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//initial sector
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case SEC_H7:
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ubCurrentProgress = 44;
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break;
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case SEC_H8:
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ubCurrentProgress = 45;
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break;
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//guard post
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case SEC_H9:
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ubCurrentProgress = 55;
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break;
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//field
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case SEC_H10:
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ubCurrentProgress = 58;
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break;
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//field
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case SEC_I9:
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ubCurrentProgress = 60;
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break;
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//first part of town
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case SEC_I10:
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ubCurrentProgress = 63;
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break;
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//second part of town
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case SEC_I11:
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ubCurrentProgress = 65;
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break;
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//field
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case SEC_I12:
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ubCurrentProgress = 68;
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break;
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//Abondoned mine
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case SEC_I13:
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ubCurrentProgress = 70;
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break;
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// cave under abondoned mine
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/* case SEC_I13_1:
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ubCurrentProgress = 72;
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break;
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*/
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//field
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case SEC_J11:
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ubCurrentProgress = 70;
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break;
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//field
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case SEC_J12:
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ubCurrentProgress = 70;
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break;
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//power gen plant
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case SEC_J13:
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ubCurrentProgress = 75;
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break;
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/*
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//power gen plant, sub level
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case JA25_J13_1:
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ubCurrentProgress = 75;
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break;
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//first part of tunnel
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case JA25_J14_1:
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ubCurrentProgress = 80;
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break;
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//second part of tunnel
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case JA25_K14_1:
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ubCurrentProgress = 82;
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break;
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//ground level of complex
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case JA25_K15:
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ubCurrentProgress = 90;
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break;
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//initial sector of complex
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case JA25_K15_1:
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ubCurrentProgress = 85;
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break;
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// 2nd level down of complex
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case JA25_K15_2:
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ubCurrentProgress = 95;
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break;
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//2nd last sector
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case JA25_L15_2:
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ubCurrentProgress = 98;
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break;
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//last sector
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case JA25_L15_3:
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ubCurrentProgress = 100;
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break;
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*/
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default:
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// OK, use percentage complete from map...
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//Assert( 0 );
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//ubCurrentProgress = SectorInfo[ bFurthestSectorPlayerOwns ].ubCurrentProgressValue;
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ubCurrentProgress = 50;
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break;
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}
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return(ubCurrentProgress);
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#else
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if( gfEditMode )
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return 0;
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@@ -1510,6 +1657,8 @@ UINT8 CurrentPlayerProgressPercentage(void)
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return((UINT8)usCurrentProgress);
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#endif
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}
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UINT8 HighestPlayerProgressPercentage(void)
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@@ -1534,11 +1683,14 @@ void HourlyProgressUpdate(void)
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// CJC: note when progress goes above certain values for the first time
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// at 35% start the Madlab quest
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if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressStartMadlabQuest && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressStartMadlabQuest )
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#ifdef JA2UB
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// no UB
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#else
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if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressStartMadlabQuest && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressStartMadlabQuest )
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{
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HandleScientistAWOLMeanwhileScene();
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}
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#endif
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// at 50% make Mike available to the strategic AI
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if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressMikeAvailable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressMikeAvailable )
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{
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@@ -1828,9 +1980,32 @@ UINT16 TotalVisitableSurfaceSectors( void )
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void MERCMercWentUpALevelSendEmail( UINT8 ubMercMercIdValue )
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{
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#ifdef JA2UB
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//JA25 UB
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#else
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UINT8 ubEmailOffset = 0;
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int iMsgLength = 0;
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UINT8 pMerc = 0;
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UINT8 iMerc = 0;
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UINT8 oMerc = 0;
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// Read from EmailMercAvailable.xml
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if ( ReadXMLEmail == TRUE )
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{
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oMerc = ubMercMercIdValue;
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iMerc = oMerc * 1;
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if ( oMerc != 0 )
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pMerc = oMerc + 1;
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else
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pMerc = 0;
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if ( gProfilesMERC[ubMercMercIdValue].ProfilId == ubMercMercIdValue )
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AddEmailTypeXML( pMerc, iMerc, iMerc, GetWorldTotalMin(), -1 , TYPE_EMAIL_MERC_LEVEL_UP);
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}
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else
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{
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// Read from Email.edt and sender (nickname) from MercProfiles.xml
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// WANNE: TODO: Tex, Biggins, Stoggy and Gaston have special handling because they are the new MERC merc in 1.13
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// There is no letter template in Email.edt. We have them hardcoded in the source code.
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if (ubMercMercIdValue == 124 || ubMercMercIdValue == 125 || ubMercMercIdValue == 126 || ubMercMercIdValue == 127)
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@@ -1866,5 +2041,8 @@ void MERCMercWentUpALevelSendEmail( UINT8 ubMercMercIdValue )
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ubEmailOffset = MERC_UP_LEVEL_BIFF + MERC_UP_LEVEL_LENGTH_BIFF * ( ubMercMercIdValue );
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}
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AddEmail( ubEmailOffset, iMsgLength, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1);
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AddEmail( ubEmailOffset, iMsgLength, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT_NAME_MERC);
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}
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#endif
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}
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