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
+272 -4
View File
@@ -44,6 +44,23 @@
#include "screenids.h"
#endif
#ifdef JA2UB
#include "email.h"
#include "Game Clock.h"
#include "Ja25_Tactical.h"
#include "Game Init.h"
#include "interface Dialogue.h"
#include "ub_config.h"
void HandleAddingTheEndGameEmails();
void EndFadeToCredits( void );
void FadeToCredits( void );
void InFinalSectorAfterFadeIn( void );
void FadeOutToLaptopOnEndGame( void );
BOOLEAN gfPlayersLaptopWasntWorkingAtEndOfGame;
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
@@ -136,7 +153,9 @@ void ChangeO3SectorStatue( BOOLEAN fFromExplosion )
RecompileLocalMovementCostsFromRadius( 13830, 5 );
}
#ifdef JA2UB
//Ja25 no queen
#else
void DeidrannaTimerCallback( void )
{
HandleDeidrannaDeath( gpKillerSoldier, gsGridNo, gbLevel );
@@ -384,12 +403,15 @@ void DoneFadeOutEndCinematic( void )
SetIntroType( INTRO_ENDING );
}
#endif
// OK, end death UI - fade to smaker....
void HandleDoneLastEndGameQuote( )
{
EndQueenDeathEndgame( );
#ifdef JA2UB
//Ja25 No queen
#else
EndQueenDeathEndgame( );
#endif
gFadeOutDoneCallback = DoneFadeOutEndCinematic;
FadeOutGameScreen( );
@@ -399,9 +421,213 @@ void HandleDoneLastEndGameQuote( )
void QueenBitchTimerCallback( void )
{
#ifdef JA2UB
//no Ub
#else
HandleQueenBitchDeath( gpKillerSoldier, gsGridNo, gbLevel );
#endif
}
#ifdef JA2UB
void EndGameEveryoneSayTheirGoodByQuotes( void )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
// Start end cimimatic....
gTacticalStatus.uiFlags |= IN_ENDGAME_SEQUENCE;
//lock the interface
guiPendingOverrideEvent = LU_BEGINUILOCK;
HandleTacticalUI( );
//
// first thing is to loop through team and look for QUALIFIED mercs on the team to say special end game quote
//
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
// Are we in this sector, On the current squad?
if( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) && IsSoldierQualifiedMerc( pSoldier ) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_RENEWING_CAUSE_BUDDY_2_ON_TEAM );
}
}
//
// Next is to loop through ENTIRE team and say end quote...
//
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
// Are we in this sector, On the current squad?
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_END_GAME_COMMENT );
}
}
// Add queue event to proceed w/ smacker cimimatic
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING, 0,0,0,0 );
}
void HandleAddingTheEndGameEmails()
{
BOOLEAN fMiguelAlive=FALSE;
BOOLEAN fManuelAlive=FALSE;
BOOLEAN fManuelHired=FALSE;
//Miguel alive
if( gubFact[ FACT_PLAYER_IMPORTED_SAVE_MIGUEL_DEAD ] )
fMiguelAlive = FALSE;
else
fMiguelAlive = TRUE;
//manuel alive
if( gMercProfiles[ 60 ].bMercStatus == MERC_IS_DEAD )
fManuelAlive = FALSE;
else
fManuelAlive = TRUE;
//manuel hired
if( gMercProfiles[ 60 ].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED )
fManuelHired = TRUE;
else
fManuelHired = FALSE;
//
// Determine the EMAIL to be sent out to the player
//
// email # 12a - Miguel dead, Manuel never recruited
if( !fMiguelAlive && !fManuelHired )
{
AddEmail( EMAIL_CONGRATS, EMAIL_CONGRATS_LENGTH, MAIL_ENRICO, GetWorldTotalMin(),-1 ,-1, TYPE_EMAIL_EMAIL_EDT);
}
// email # 12b - Miguel alive, Manuel never recruited
else if( fMiguelAlive && !fManuelHired )
{
AddEmail( EMAIL_CONGRATSICK, EMAIL_CONGRATSICK_LENGTH, MAIL_ENRICO, GetWorldTotalMin(),-1 ,-1, TYPE_EMAIL_EMAIL_EDT);
}
// email # 12c - Miguel alive, Manuel dead
else if( fMiguelAlive && !fManuelAlive )
{
AddEmail( EMAIL_CONGRATMIGMANUELDEAD, EMAIL_CONGRATMIGMANUELDEAD_LENGTH, MAIL_ENRICO, GetWorldTotalMin() , -1, -1, TYPE_EMAIL_EMAIL_EDT);
}
// email # 12d - Miguel alive, Manuel recruited and alive
else if( fMiguelAlive && fManuelAlive && fManuelHired )
{
AddEmail( EMAIL_CONGRATMIGMANUELALIVE, EMAIL_CONGRATMIGMANUELALIVE_LENGTH, MAIL_ENRICO, GetWorldTotalMin() , -1, -1, TYPE_EMAIL_EMAIL_EDT);
}
// email # 12e - Miguel dead, Manuel dead
else if( !fMiguelAlive && !fManuelAlive )
{
AddEmail( EMAIL_CONGRATMANUELDEAD, EMAIL_CONGRATMANUELDEAD_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1 , -1, TYPE_EMAIL_EMAIL_EDT);
}
// email # 12f - Miguel dead, Manuel recruited and alive
else if( !fMiguelAlive && fManuelAlive && fManuelHired )
{
AddEmail( EMAIL_CONGRATMANUELALIVE, EMAIL_CONGRATMANUELALIVE_LENGTH, MAIL_ENRICO, GetWorldTotalMin() , -1, -1, TYPE_EMAIL_EMAIL_EDT);
}
else
{
Assert( 0 );
}
}
void HandleEveryoneDoneTheirEndGameQuotes()
{
// UnLock UI!
guiPendingOverrideEvent = LU_ENDUILOCK;
HandleTacticalUI( );
//if laptop is still BROKEN
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTINPROGRESS && gGameUBOptions.LaptopQuestEnabled == TRUE )
{
gfPlayersLaptopWasntWorkingAtEndOfGame = TRUE;
// otherwise, go to the credits screen
HandleJa25EndGameAndGoToCreditsScreen( TRUE );
}
else
{
gfPlayersLaptopWasntWorkingAtEndOfGame = FALSE;
gFadeOutDoneCallback = FadeOutToLaptopOnEndGame;
FadeOutGameScreen( );
}
}
void HandleJa25EndGameAndGoToCreditsScreen( BOOLEAN fFromTactical )
{
if( fFromTactical )
{
FadeToCredits( );
}
else
{
//Reset flag indicating we are in the end game sequence
gTacticalStatus.uiFlags &= ~IN_ENDGAME_SEQUENCE;
//We want to reinitialize the game
ReStartingGame();
}
}
void EnterTacticalInFinalSector()
{
gFadeInDoneCallback = InFinalSectorAfterFadeIn;
FadeInGameScreen( );
}
void InFinalSectorAfterFadeIn( void )
{
//Have everyone start talking
DelayedMercQuote( NOBODY, DQ__START_EVERYONE_TALKING_AT_END_OF_GAME, GetWorldTotalSeconds() + 2 );
}
void FadeToCredits( void )
{
gFadeOutDoneCallback = EndFadeToCredits;
FadeOutGameScreen( );
}
void EndFadeToCredits( void )
{
//then we can go strait to the laptop screen
InternalLeaveTacticalScreen( CREDIT_SCREEN );
//Reset flag indicating we are in the end game sequence
gTacticalStatus.uiFlags &= ~IN_ENDGAME_SEQUENCE;
//We want to reinitialize the game
ReStartingGame();
}
void FadeOutToLaptopOnEndGame( void )
{
//then we can go strait to the laptop screen
InternalLeaveTacticalScreen( LAPTOP_SCREEN );
//Add the end Game Emails
HandleAddingTheEndGameEmails();
}
#else //Ja25 no queen
void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
@@ -500,5 +726,47 @@ void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLe
giNPCReferenceCount = 0;
}
}
#endif
#ifdef JA2UB
//JA25UB
void DoneFadeOutEndCinematic( void )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
//Change the currently selecter sector in mapscreen
//ChangeSelectedMapSector( 16, 11, 0 );
ChangeSelectedMapSector( gGameUBOptions.ubEndDefaultSectorX, gGameUBOptions.ubEndDefaultSectorY, gGameUBOptions.ubEndDefaultSectorZ );
//
// Loop through all the soldiers and move any of them that are in the complex to be in the safe sector near ther
//
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
// if the soldier was in the complex
if( pSoldier->bActive &&
pSoldier->sSectorX == 15 && ( pSoldier->sSectorY == 11 || pSoldier->sSectorY == 12 ) )
{
if ( GetGroup( pSoldier->ubGroupID ) )
{
//move them to the 'fake' sector
//PlaceGroupInSector( pSoldier->ubGroupID, 15, 11, 16, 11, 0, FALSE );
PlaceGroupInSector( pSoldier->ubGroupID, 15, 11, gGameUBOptions.ubEndDefaultSectorX, gGameUBOptions.ubEndDefaultSectorY, gGameUBOptions.ubEndDefaultSectorZ, FALSE );
}
else
{
pSoldier->sSectorX = gGameUBOptions.ubEndDefaultSectorX; //16;
pSoldier->sSectorY = gGameUBOptions.ubEndDefaultSectorY; //11;
pSoldier->bSectorZ = gGameUBOptions.ubEndDefaultSectorZ; //0;
}
}
}
//
// Go watch the movies
//
InternalLeaveTacticalScreen( INTRO_SCREEN );
SetIntroType( INTRO_ENDING );
}
#endif