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