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
+120 -14
View File
@@ -64,6 +64,16 @@
#endif
#include "InterfaceItemImages.h"
#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 "connect.h"
//const UINT32 INTERFACE_START_X = 0;
@@ -1888,7 +1898,8 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
//Legion
if (pSoldier->ubBodyType == TANK_NE || pSoldier->ubBodyType == TANK_NW)
{
swprintf( NameStr, pVehicleStrings[4] );
swprintf( NameStr, gNewVehicle[164].NewVehicleStrings );
//swprintf( NameStr, pVehicleStrings[4] );
}
else if (zHiddenNames[pSoldier->ubProfile].Hidden == TRUE)
{
@@ -1925,7 +1936,8 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
//Legion
if (pSoldier->ubBodyType == TANK_NE || pSoldier->ubBodyType == TANK_NW)
{
swprintf( NameStr, pVehicleStrings[4] );
//swprintf( NameStr, pVehicleStrings[4] );
swprintf( NameStr, gNewVehicle[164].NewVehicleStrings );
}
else if (zHiddenNames[pSoldier->ubProfile].Hidden == TRUE)
{
@@ -3840,11 +3852,47 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
{
// OK, set cancle code!
gOpenDoorMenu.fMenuHandled = 2;
#ifdef JA2UB
//Handle someone trying to open the door in the tunnel gate`
HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( gOpenDoorMenu.pSoldier, FALSE ); //Ja25 UB
#endif
}
// Switch on command....
if ( uiBtnID == iActionIcons[ OPEN_DOOR_ICON ] )
{
#ifdef JA2UB
//Handle someone trying to open the door in the tunnel gate`
if( HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( gOpenDoorMenu.pSoldier, TRUE ) ) //Ja25 UB
{
// OK, set cancle code!
gOpenDoorMenu.fMenuHandled = 2;
}
else
{
// Open door normally...
// Check APs
if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_OPEN_DOOR], APBPConstants[BP_OPEN_DOOR], FALSE ) )
{
// Set UI
SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
if ( gOpenDoorMenu.fClosingDoor )
{
gOpenDoorMenu.pSoldier->ChangeSoldierState( GetAnimStateForInteraction( gOpenDoorMenu.pSoldier, TRUE, CLOSE_DOOR ), 0 , FALSE );
}
else
{
InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_OPEN );
}
}
else
{
// OK, set cancel code!
gOpenDoorMenu.fMenuHandled = 2;
}
}
#else
// Open door normally...
// Check APs
// SANDRO - changed APs for opening dorrs calc
@@ -3867,6 +3915,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
// OK, set cancel code!
gOpenDoorMenu.fMenuHandled = 2;
}
#endif
}
if ( uiBtnID == iActionIcons[ BOOT_DOOR_ICON ] )
@@ -3939,6 +3988,30 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
if ( uiBtnID == iActionIcons[ EXPLOSIVE_DOOR_ICON ] )
{
#ifdef JA2UB
//Handle someone trying to open the door in the tunnel gate`
if( HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( gOpenDoorMenu.pSoldier, TRUE ) ) //Ja25 UB
{
// OK, set cancle code!
gOpenDoorMenu.fMenuHandled = 2;
}
else
{
// Explode
if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_EXPLODE_DOOR], APBPConstants[BP_EXPLODE_DOOR], FALSE ) )
{
// Set UI
SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_EXPLODE );
}
else
{
// OK, set cancle code!
gOpenDoorMenu.fMenuHandled = 2;
}
}
#else
// Explode
if ( EnoughPoints( gOpenDoorMenu.pSoldier, GetAPsToBombDoor( gOpenDoorMenu.pSoldier ), APBPConstants[BP_EXPLODE_DOOR], FALSE ) ) // SANDRO
{
@@ -3952,6 +4025,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
// OK, set cancle code!
gOpenDoorMenu.fMenuHandled = 2;
}
#endif
}
if ( uiBtnID == iActionIcons[ UNTRAP_DOOR_ICON ] )
@@ -3973,6 +4047,30 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
if ( uiBtnID == iActionIcons[ USE_CROWBAR_ICON ] )
{
#ifdef JA2UB
//Handle someone trying to open the door in the tunnel gate`
if( HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( gOpenDoorMenu.pSoldier, TRUE ) ) //JA25 UB
{
// OK, set cancle code!
gOpenDoorMenu.fMenuHandled = 2;
}
else
{
// Explode
if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_USE_CROWBAR], APBPConstants[BP_USE_CROWBAR], FALSE ) )
{
// Set UI
SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_CROWBAR );
}
else
{
// OK, set cancle code!
gOpenDoorMenu.fMenuHandled = 2;
}
}
#else
// Explode
if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_USE_CROWBAR], APBPConstants[BP_USE_CROWBAR], FALSE ) )
{
@@ -3986,6 +4084,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
// OK, set cancle code!
gOpenDoorMenu.fMenuHandled = 2;
}
#endif
}
HandleOpenDoorMenu( );
@@ -4866,24 +4965,31 @@ void DoorMenuBackregionCallback( MOUSE_REGION * pRegion, INT32 iReason )
STR16 GetSoldierHealthString( SOLDIERTYPE *pSoldier )
{
INT32 cnt, cntStart;
if( pSoldier->stats.bLife == pSoldier->stats.bLifeMax )
if (gGameExternalOptions.fHideEnemyHealthText && (pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == CREATURE_TEAM))
{
cntStart = 4;
return L"";
}
else
else
{
cntStart = 0;
}
//Show health on others.........
for ( cnt = cntStart; cnt < 6; cnt ++ )
{
if ( pSoldier->stats.bLife < bHealthStrRanges[ cnt ] )
INT32 cnt, cntStart;
if( pSoldier->stats.bLife == pSoldier->stats.bLifeMax )
{
break;
cntStart = 4;
}
else
{
cntStart = 0;
}
//Show health on others.........
for ( cnt = cntStart; cnt < 6; cnt ++ )
{
if ( pSoldier->stats.bLife < bHealthStrRanges[ cnt ] )
{
break;
}
}
return zHealthStr[ cnt ];
}
return zHealthStr[ cnt ];
}