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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:
@@ -52,6 +52,13 @@
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#include "GameSettings.h"
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#endif
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#include "connect.h"
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#include "Text.h"
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#ifdef JA2UB
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#include "Dialogue Control.h"
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#endif
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/* I deleted here declaration of clock coords for tactical screen i will declare them
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* in functions that Initialize coord for SMPanet and TEAMPanel
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* any questions? joker
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@@ -726,38 +733,57 @@ void RenderTopmostTacticalInterface( )
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GetSoldierScreenPos( pSoldier, &sMercScreenX, &sMercScreenY );
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GetSoldierAnimOffsets( pSoldier, &sOffsetX, &sOffsetY );
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if ( pSoldier->ubBodyType == QUEENMONSTER )
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{
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sDamageX = sMercScreenX + pSoldier->sDamageX - pSoldier->sBoundingBoxOffsetX;
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sDamageY = sMercScreenY + pSoldier->sDamageY - pSoldier->sBoundingBoxOffsetY;
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if ( pSoldier->ubBodyType == QUEENMONSTER )
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{
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sDamageX = sMercScreenX + pSoldier->sDamageX - pSoldier->sBoundingBoxOffsetX;
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sDamageY = sMercScreenY + pSoldier->sDamageY - pSoldier->sBoundingBoxOffsetY;
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sDamageX += 25;
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sDamageY += 10;
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}
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else
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{
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sDamageX = pSoldier->sDamageX + (INT16)(sMercScreenX + ( 2 * 30 / 3 ) );
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sDamageY = pSoldier->sDamageY + (INT16)(sMercScreenY - 5 );
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sDamageX += 25;
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sDamageY += 10;
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}
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else
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{
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sDamageX = pSoldier->sDamageX + (INT16)(sMercScreenX + ( 2 * 30 / 3 ) );
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sDamageY = pSoldier->sDamageY + (INT16)(sMercScreenY - 5 );
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sDamageX -= sOffsetX;
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sDamageY -= sOffsetY;
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sDamageX -= sOffsetX;
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sDamageY -= sOffsetY;
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if ( sDamageY < gsVIEWPORT_WINDOW_START_Y )
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{
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sDamageY = ( sMercScreenY - sOffsetY );
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}
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}
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SetFont( TINYFONT1 );
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if ( sDamageY < gsVIEWPORT_WINDOW_START_Y )
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{
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sDamageY = ( sMercScreenY - sOffsetY );
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}
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}
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_MCOLOR_WHITE );
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gprintfdirty( sDamageX, sDamageY, L"-%d", pSoldier->sDamage );
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mprintf( sDamageX, sDamageY, L"-%d", pSoldier->sDamage );
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bool showDamage = true;
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if (gGameExternalOptions.ubEnemyHitCount > 0 && pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == CREATURE_TEAM)
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showDamage = false;
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if (showDamage)
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{
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gprintfdirty( sDamageX, sDamageY, L"-%d", pSoldier->sDamage );
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mprintf( sDamageX, sDamageY, L"-%d", pSoldier->sDamage );
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}
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else
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{
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if (gGameExternalOptions.ubEnemyHitCount == 1)
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{
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gprintfdirty( sDamageX, sDamageY, L"%s", gzHiddenHitCountStr[0]);
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mprintf( sDamageX, sDamageY, L"%s", gzHiddenHitCountStr[0]);
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}
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else
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{
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gprintfdirty( sDamageX, sDamageY, L"");
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mprintf( sDamageX, sDamageY, L"");
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}
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}
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}
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}
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}
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}
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if ( gusSelectedSoldier != NOBODY )
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@@ -1017,6 +1043,9 @@ void EraseInterfaceMenus( BOOLEAN fIgnoreUIUnLock )
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PopDownMovementMenu( );
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PopDownOpenDoorMenu( );
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DeleteTalkingMenu( );
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#ifdef JA2UB
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RemoveJerryMiloBrokenLaptopOverlay();
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#endif
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}
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