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
+153 -3
View File
@@ -34,6 +34,8 @@
#include "Map Information.h"
#include "Interface Items.h"
#include "Soldier Control.h" // added by SANDRO
#include "opplist.h" // added by SANDRO
#include "lighting.h" // added by SANDRO
#endif
#include "connect.h"
//rain
@@ -275,6 +277,11 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
return(0);
}
if ( ubMovementCost == WALKING_PISTOL_RDY || ubMovementCost == WALKING_RIFLE_RDY || ubMovementCost == WALKING_DUAL_RDY )
{
iPoints += APBPConstants[BP_MOVEMENT_READY];
}
iPoints = iPoints * BreathPointAdjustmentForCarriedWeight( pSoldier ) / 100;
// ATE - MAKE MOVEMENT ALWAYS WALK IF IN WATER
@@ -293,9 +300,15 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
iPoints *= APBPConstants[BP_RUN_ENERGYCOSTFACTOR]; break;
case SIDE_STEP:
case SIDE_STEP_PISTOL_RDY:
case SIDE_STEP_RIFLE_RDY:
case SIDE_STEP_DUAL_RDY:
case WALK_BACKWARDS:
case BLOODCAT_WALK_BACKWARDS:
case MONSTER_WALK_BACKWARDS:
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_DUAL_RDY:
case WALKING : iPoints *= APBPConstants[BP_WALK_ENERGYCOSTFACTOR]; break;
case START_SWAT:
@@ -310,7 +323,7 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
// SANDRO - STOMP traits - Athletics reduce breath points spent for moving
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, ATHLETICS_NT ))
{
iPoints = max(1, (INT16)((iPoints * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
iPoints = max(1, (INT16)((iPoints * (100 - gSkillTraitValues.ubATBPsMovementReduction) / 100) + 0.5));
}
// ATE: Adjust these by realtime movement
@@ -378,6 +391,18 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
case LARVAE_WALK:
case WALKING :
sPoints = sTileCost + APBPConstants[AP_MODIFIER_WALK];
if ( usMovementMode == WALKING && !(pSoldier->MercInWater()) && ( (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIRE ) ))
{
sPoints += APBPConstants[AP_MODIFIER_READY];
}
break;
case SIDE_STEP_PISTOL_RDY:
case SIDE_STEP_RIFLE_RDY:
case SIDE_STEP_DUAL_RDY:
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_DUAL_RDY:
sPoints = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
break;
case START_SWAT:
case SWAT_BACKWARDS:
@@ -435,8 +460,14 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
{
case RUNNING:
case WALKING :
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_DUAL_RDY:
case LARVAE_WALK:
case SIDE_STEP:
case SIDE_STEP_PISTOL_RDY:
case SIDE_STEP_RIFLE_RDY:
case SIDE_STEP_DUAL_RDY:
case WALK_BACKWARDS:
// charge crouch APs for ducking head!
sPoints += GetAPsCrouch(pSoldier, TRUE); // SANDRO changed
@@ -501,6 +532,18 @@ INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir,
case LARVAE_WALK:
case WALKING :
sPoints = sTileCost + APBPConstants[AP_MODIFIER_WALK];
if (!(pSoldier->MercInWater()) && ( (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIRE ) ))
{
sPoints += APBPConstants[AP_MODIFIER_READY];
}
break;
case SIDE_STEP_PISTOL_RDY:
case SIDE_STEP_RIFLE_RDY:
case SIDE_STEP_DUAL_RDY:
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_DUAL_RDY:
sPoints = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
break;
case START_SWAT:
case SWAT_BACKWARDS:
@@ -564,9 +607,15 @@ INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir,
switch(usMovementMode)
{
case SIDE_STEP:
case SIDE_STEP_PISTOL_RDY:
case SIDE_STEP_RIFLE_RDY:
case SIDE_STEP_DUAL_RDY:
case WALK_BACKWARDS:
case RUNNING:
case WALKING :
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_DUAL_RDY:
// Add here cost to go from crouch to stand AFTER fence hop....
// Since it's AFTER.. make sure we will be moving after jump...
@@ -596,7 +645,13 @@ INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir,
{
case RUNNING:
case WALKING :
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_DUAL_RDY:
case SIDE_STEP:
case SIDE_STEP_PISTOL_RDY:
case SIDE_STEP_RIFLE_RDY:
case SIDE_STEP_DUAL_RDY:
case WALK_BACKWARDS:
// charge crouch APs for ducking head!
sPoints += GetAPsCrouch(pSoldier, TRUE); // SANDRO changed..
@@ -670,7 +725,7 @@ BOOLEAN EnoughPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, BOOLE
}
void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost,BOOLEAN fProactive )
void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, UINT8 ubInterruptType )
{
INT16 sNewAP = 0;
INT8 bNewBreath;
@@ -733,7 +788,7 @@ void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost,BOOLEAN f
// Snap: award some health and strength for exertion
// Do 4 StatChange rolls for health (2 for strength) per 10 breath points spent?
// NB: The scale of iBPCost is 100 per breath point (APBPConstants[BP_RATIO_RED_PTS_TO_NORMAL])
if ( PTR_OURTEAM && iBPCost >= APBPConstants[BP_MOVEMENT_GRASS] && fProactive
if ( PTR_OURTEAM && iBPCost >= APBPConstants[BP_MOVEMENT_GRASS] && ubInterruptType != DISABLED_INTERRUPT
&& (INT32) PreRandom( 10 * APBPConstants[BP_RATIO_RED_PTS_TO_NORMAL] ) < iBPCost )
{
StatChange(pSoldier, HEALTHAMT, 4, FALSE);
@@ -791,6 +846,95 @@ void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost,BOOLEAN f
// UPDATE BAR
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL1 );
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - Interrupt counter
if( gGameExternalOptions.fImprovedInterruptSystem && sAPCost > 0 && ubInterruptType != DISABLED_INTERRUPT )
{
UINT8 ubPointsRegistered = 0;
UINT16 uCnt = 0;
SOLDIERTYPE *pOpponent;
BOOLEAN fFoundInterrupter = FALSE;
for ( uCnt = 0; uCnt <= MAX_NUM_SOLDIERS; uCnt++ )
{
// first find all guys who watch us
pOpponent = MercPtrs[ uCnt ];
if ( pOpponent == NULL)
continue; // not here or not even breathing -> next!
if ( pOpponent->stats.bLife < OKLIFE || pOpponent->bCollapsed || !pOpponent->bActive )
continue; // not here or not even breathing -> next!
if ( pSoldier->bTeam == pOpponent->bTeam )
continue; // same team? -> next!
if ( pSoldier->bSide == pOpponent->bSide )
continue; // not enemy
if ( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) )
continue; // neutral
// if we see or hear him
// dunno if this is the best solution yet, probably yes
if ( pOpponent->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY ||
pOpponent->aiData.bOppList[pSoldier->ubID] == HEARD_THIS_TURN)
//if (SoldierToSoldierLineOfSightTest( pOpponent, pSoldier, TRUE, CALC_FROM_WANTED_DIR ) != 0)
{
// calculate how much points do we "register" (let's try to avoid chance-based calc to not inspire save-load mania)
// Experience says how well is the observer able to notice and percieve the environment around him, i.e. gives us the actual chance per AP
if ( pOpponent->aiData.bOppList[pSoldier->ubID] == HEARD_THIS_TURN )
{
// if we only heard him, keep it lower
ubPointsRegistered = (gGameExternalOptions.ubBasicPercentRegisterValueIIS - 20)
+ (gGameExternalOptions.ubPercentRegisterValuePerLevelIIS * EffectiveExpLevel( pOpponent )); // base 40% + 4% per level
}
else
{
ubPointsRegistered = gGameExternalOptions.ubBasicPercentRegisterValueIIS
+ (gGameExternalOptions.ubPercentRegisterValuePerLevelIIS * EffectiveExpLevel( pOpponent )); // base 60% + 4% per level
}
// adjust by range to target
//INT32 iRange = GetRangeInCellCoordsFromGridNoDiff( pOpponent->sGridNo, pSoldier->sGridNo ); // calculate actual range
//INT16 iDistVisible = (pOpponent->GetMaxDistanceVisible(pOpponent->sGridNo, pOpponent->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE); // how far do we see
ubPointsRegistered -= ( 25 * GetRangeInCellCoordsFromGridNoDiff( pOpponent->sGridNo, pSoldier->sGridNo ) /
(pOpponent->GetMaxDistanceVisible(pOpponent->sGridNo, pOpponent->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE) ); // -1% registered by 4% of the difference of how far we can see and how far is the target
if ( gGameOptions.fNewTraitSystem )
{
// Martial Arts trait reduces the points registered when moving
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && (ubInterruptType == SP_MOVEMENT_INTERRUPT || ubInterruptType == MOVEMENT_INTERRUPT ))
{
ubPointsRegistered -= gSkillTraitValues.ubMAReducedAPsRegisteredWhenMoving * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT );
}
// Stealhty trait reduced the points registered on all actions
if ( HAS_SKILL_TRAIT( pSoldier, STEALTHY_NT ) )
{
ubPointsRegistered -= gSkillTraitValues.ubSTReducedAPsRegistered;
}
}
// ALRIGHT! Get final value
ubPointsRegistered = max( 5, min( 100, ubPointsRegistered ) ); // 5% is minimum, 100% maximum
ubPointsRegistered = (UINT8)((sAPCost * ubPointsRegistered / 100) + 0.5); // now calc how many APs we will award and store it in ubPointsRegistered
// increase the counter
if ( ubPointsRegistered )
{
pOpponent->aiData.ubInterruptCounter[pSoldier->ubID] += ubPointsRegistered;
fFoundInterrupter = TRUE;
}
}
}
// if interrupted, freeze our guy and trigger interrupt situation
if (fFoundInterrupter)
{
// if we've got the special movement flag type here, pass it to after-action type
// it's only meant for martial arts bonuses
if ( ubInterruptType == SP_MOVEMENT_INTERRUPT )
{
ubInterruptType = AFTERACTION_INTERRUPT;
}
// OK, something happened, set the interrupt pending flag
gTacticalStatus.ubInterruptPending = ubInterruptType;
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
@@ -1107,6 +1251,9 @@ INT16 GetBreathPerAP( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
break;
case WALKING:
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_DUAL_RDY:
sBreathPerAP = APBPConstants[BP_PER_AP_LT_EFFORT];
break;
@@ -2111,6 +2258,9 @@ INT8 MinAPsToStartMovement( SOLDIERTYPE * pSoldier, UINT16 usMovementMode )
{
case RUNNING:
case WALKING:
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_DUAL_RDY:
if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE)
{
bAPs += GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE);