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
+35 -14
View File
@@ -81,6 +81,12 @@
// BOB : quick attachment popup
#include "popup_class.h"
#endif
#ifdef JA2UB
#include "Ja25_Tactical.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - all "APBPConstants[AP_PICKUP_ITEM]" were replaced by GetBasicAPsToPickupItem()
////////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -1278,15 +1284,15 @@ BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pC
// Kaiden: Vehicle Inventory change - Added two new STI's for Vehicle Inventory
// Feel free to change them to more appropriate pictures, I just blanked out
// the body image for now, I'm no graphics artist.
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\inventory_figure_Vehicle.sti",
VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 0 ] ) ) );
//VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
//FilenameForBPP("INTERFACE\\inventory_figure_Vehicle.sti",
//VObjectDesc.ImageFile);
//CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 0 ] ) ) );
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\inventory_figure_Vehicle_h.sti",
VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 1 ] ) ) );
//VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
//FilenameForBPP("INTERFACE\\inventory_figure_Vehicle_h.sti",
//VObjectDesc.ImageFile);
//CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 1 ] ) ) );
// add gold key graphic
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
@@ -1410,12 +1416,12 @@ void ShutdownInvSlotInterface( )
DeleteVideoObjectFromIndex( guiBodyInvVO[ 2 ][ 0 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 1 ][ 0 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 3 ][ 0 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 4 ][ 0 ] );
//DeleteVideoObjectFromIndex( guiBodyInvVO[ 4 ][ 0 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 0 ][ 1 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 2 ][ 1 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 1 ][ 1 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 3 ][ 1 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 4 ][ 1 ] );
//DeleteVideoObjectFromIndex( guiBodyInvVO[ 4 ][ 1 ] );
DeleteVideoObjectFromIndex( guiGoldKeyVO );
@@ -1441,7 +1447,7 @@ void RenderInvBodyPanel( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY )
// the original statement
if ( (gGameExternalOptions.fVehicleInventory) && (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiBodyInvVO[4][0], 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
//BltVideoObjectFromIndex( guiSAVEBUFFER, guiBodyInvVO[4][0], 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
@@ -2487,7 +2493,7 @@ void DegradeNewlyAddedItems( )
{
guiNewlyPlacedItemTimer = uiTime;
for ( cnt2 = 0; cnt2 < NUM_TEAM_SLOTS; cnt2++ )
for ( cnt2 = 0; cnt2 < gGameOptions.ubSquadSize; cnt2++ )
{
// GET SOLDIER
if ( gTeamPanel[ cnt2 ].fOccupied )
@@ -6738,8 +6744,8 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
}
// Charge AP values...
DeductPoints( pSoldier, 3, 0 );
DeductPoints( gpItemPointerSoldier, 3, 0 );
DeductPoints( pSoldier, 3, 0, UNTRIGGERED_INTERRUPT );
DeductPoints( gpItemPointerSoldier, 3, 0, UNTRIGGERED_INTERRUPT );
usItem = gpItemPointer->usItem;
@@ -7709,6 +7715,21 @@ BOOLEAN LoadTileGraphicForItem( INVTYPE *pItem, UINT32 *puiVo )
sprintf( zName, "p2item%d", ubGraphic );
}
}
/*
#ifdef JA2UB
else if ( pItem->ubGraphicType == 9 ) // UB Items
{
if ( ubGraphic < 10 )
{
sprintf( zName, "GUN_UB0%d", ubGraphic );
}
else
{
sprintf( zName, "GUN_UB%d", ubGraphic );
}
}
#endif
*/
else
{
if ( ubGraphic < 10 )