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
+30 -6
View File
@@ -97,6 +97,8 @@
#endif
#include "teamturns.h"
#include "Options Screen.h"
#include "SaveLoadScreen.h"
//////////////////////////////////////////////////////////////////////////////
// SANDRO - In this file, all APBPConstants[AP_CROUCH] and APBPConstants[AP_PRONE] were changed to GetAPsCrouch() and GetAPsProne()
@@ -1225,6 +1227,8 @@ UINT32 UIHandleEnterPalEditMode( UI_EVENT *pUIEvent )
UINT32 UIHandleEndTurn( UI_EVENT *pUIEvent )
{
CHAR16 zString[128];
// CANCEL FROM PLANNING MODE!
if ( InUIPlanMode( ) )
{
@@ -1248,9 +1252,15 @@ UINT32 UIHandleEndTurn( UI_EVENT *pUIEvent )
//if( FileExists( "..\\AutoSave.pls" ) && CanGameBeSaved() )
if (gGameSettings.fOptions[TOPTION_USE_AUTO_SAVE] == TRUE && CanGameBeSaved() )
{
//Save the game
guiPreviousOptionScreen = guiCurrentScreen;
SaveGame( SAVE__END_TURN_NUM, L"End Turn Auto Save" );
//increment end turn number
guiLastSaveGameNum++;
if( guiLastSaveGameNum == 2 )
guiLastSaveGameNum = 0;
swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_END_TURN_SAVE_TEXT ], guiLastSaveGameNum + 1);
SaveGame(SAVE__END_TURN_NUM, zString );
}
////ddd îïòèìèçàöèÿ äëÿ õîäà äðàíèêîâ
@@ -1687,7 +1697,7 @@ UINT32 UIHandleMovementMenu( UI_EVENT *pUIEvent )
{
case MOVEMENT_MENU_RUN:
if ( pSoldier->usUIMovementMode != WALKING && pSoldier->usUIMovementMode != RUNNING )
if ( pSoldier->usUIMovementMode != WALKING && pSoldier->usUIMovementMode != RUNNING && pSoldier->usUIMovementMode != WALKING_PISTOL_RDY && pSoldier->usUIMovementMode != WALKING_RIFLE_RDY && pSoldier->usUIMovementMode != WALKING_DUAL_RDY )
{
UIHandleSoldierStanceChange( pSoldier->ubID, ANIM_STAND );
pSoldier->flags.fUIMovementFast = 1;
@@ -3869,6 +3879,9 @@ BOOLEAN HandleUIMovementCursor( SOLDIERTYPE *pSoldier, UINT32 uiCursorFlags, INT
switch ( pSoldier->usUIMovementMode )
{
case WALKING:
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_DUAL_RDY:
gUIDisplayActionPointsOffY = 10;
gUIDisplayActionPointsOffX = 10;
@@ -4632,6 +4645,9 @@ void SetMovementModeCursor( SOLDIERTYPE *pSoldier )
switch ( pSoldier->usUIMovementMode )
{
case WALKING:
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_DUAL_RDY:
guiNewUICursor = MOVE_WALK_UICURSOR;
break;
@@ -4692,6 +4708,9 @@ void SetConfirmMovementModeCursor( SOLDIERTYPE *pSoldier, BOOLEAN fFromMove )
switch ( pSoldier->usUIMovementMode )
{
case WALKING:
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_DUAL_RDY:
guiNewUICursor = ALL_MOVE_WALK_UICURSOR;
break;
@@ -4721,6 +4740,9 @@ void SetConfirmMovementModeCursor( SOLDIERTYPE *pSoldier, BOOLEAN fFromMove )
switch ( pSoldier->usUIMovementMode )
{
case WALKING:
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_DUAL_RDY:
guiNewUICursor = CONFIRM_MOVE_WALK_UICURSOR;
break;
@@ -4946,7 +4968,7 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
// Setting "Last Target"
pSoldier->sLastTarget = sXPos + (MAXCOL * sYPos);
DeductPoints( pSoldier, sAPCost, 0 );
DeductPoints( pSoldier, sAPCost, 0, AFTERACTION_INTERRUPT );
return( TRUE );
}
@@ -5938,12 +5960,14 @@ BOOLEAN HandleTalkInit( )
ubQuoteNum = QUOTE_NEGATIVE_COMPANY;
break;
}
#ifdef JA2UB
// ja25 UB
#else
if ( pTSoldier->ubProfile == IRA )
{
ubQuoteNum = QUOTE_PASSING_DISLIKE;
}
#endif
TacticalCharacterDialogue( pTSoldier, ubQuoteNum );
return( FALSE );