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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:
@@ -597,6 +597,25 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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{
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UnSetUIBusy( pSoldier->ubID );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - if pending interrupt flag was set for after-attack type of interupt, try to resolve it now
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else if ( gGameExternalOptions.fImprovedInterruptSystem )
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{
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if ( ResolvePendingInterrupt( pSoldier, AFTERACTION_INTERRUPT ) )
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{
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pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
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pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
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// "artificially" set lock ui flag in this case
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if (pSoldier->bTeam == gbPlayerNum)
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{
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, Message[STR_INTERRUPT] );
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guiPendingOverrideEvent = LU_BEGINUILOCK;
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HandleTacticalUI( );
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}
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return( TRUE );
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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break;
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case 443:
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@@ -1013,12 +1032,12 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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{
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//AXP 25.03.2007: MinAPsToThrow now actually returns the real cost, not 0
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// ATE: Deduct points!
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DeductPoints( pSoldier, MinAPsToThrow( pSoldier, pSoldier->sTargetGridNo, FALSE ), 0 );
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DeductPoints( pSoldier, MinAPsToThrow( pSoldier, pSoldier->sTargetGridNo, FALSE ), 0, AFTERACTION_INTERRUPT );
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}
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else
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{
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// ATE: Deduct points!
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DeductPoints( pSoldier, APBPConstants[AP_TOSS_ITEM], 0 );
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DeductPoints( pSoldier, APBPConstants[AP_TOSS_ITEM], 0, AFTERACTION_INTERRUPT );
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}
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INT32 iRealObjectID = CreatePhysicalObject( pSoldier->pTempObject, pSoldier->pThrowParams->dLifeSpan, pSoldier->pThrowParams->dX, pSoldier->pThrowParams->dY, pSoldier->pThrowParams->dZ, pSoldier->pThrowParams->dForceX, pSoldier->pThrowParams->dForceY, pSoldier->pThrowParams->dForceZ, pSoldier->ubID, pSoldier->pThrowParams->ubActionCode, pSoldier->pThrowParams->uiActionData, FALSE );
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@@ -1221,7 +1240,13 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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}
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else
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{
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#ifdef JA2UB
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//Ja25 No meanwhiles
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if ( fMartialArtist )
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#else
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if ( fMartialArtist && !AreInMeanwhile( ) )
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#endif
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{
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pSoldier->ChangeSoldierState( NINJA_BREATH, 0, FALSE );
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return( TRUE );
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@@ -2025,6 +2050,29 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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case 498:
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - if pending interrupt flag was set for before-attack type of interupt, try to resolve it now
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if ( gGameExternalOptions.fImprovedInterruptSystem )
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{
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if ( ResolvePendingInterrupt( pSoldier, BEFORESHOT_INTERRUPT ) )
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{
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if ( pSoldier->flags.fTurningToShoot )
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pSoldier->flags.fTurningToShoot = FALSE;
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pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
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pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
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// "artificially" set lock ui flag in this case
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if (pSoldier->bTeam == gbPlayerNum)
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{
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, Message[STR_INTERRUPT] );
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guiPendingOverrideEvent = LU_BEGINUILOCK;
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HandleTacticalUI( );
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}
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return( TRUE );
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break;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// CONDITONAL JUMP
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// If we have a pending animation, play it, else continue
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if ( pSoldier->usPendingAnimation != NO_PENDING_ANIMATION )
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@@ -2616,6 +2664,14 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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DebugAttackBusy( "@@@@@@@ Reducing attacker busy count for end of queen swipe" );
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// ReduceAttackBusyCount( pSoldier->ubID, FALSE );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - if pending interrupt flag was set for after-attack type of interupt, try to resolve it now
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if ( gGameExternalOptions.fImprovedInterruptSystem )
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{
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ResolvePendingInterrupt( pSoldier, AFTERACTION_INTERRUPT );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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break;
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case 754:
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@@ -3628,6 +3684,9 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
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}
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// OK, if we are in a meanwhile and this is elliot...
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#ifdef JA2UB
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//ja25: No queen
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#else
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if ( AreInMeanwhile( ) )
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{
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SOLDIERTYPE *pQueen;
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@@ -3639,7 +3698,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
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TriggerNPCWithGivenApproach( QUEEN, APPROACH_DONE_SLAPPED, FALSE );
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}
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}
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#endif
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// We are unconscious now, play randomly, this animation continued, or a new death
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if ( pSoldier->CheckSoldierHitRoof( ) )
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{
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@@ -3649,7 +3708,11 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
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// If guy is now dead, play sound!
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if ( pSoldier->stats.bLife == 0 )
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{
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#ifdef JA2UB
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//Ja25 No meanwhiles
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#else
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if ( !AreInMeanwhile() )
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#endif
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{
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pSoldier->DoMercBattleSound( BATTLE_SOUND_DIE1 );
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pSoldier->flags.fDeadSoundPlayed = TRUE;
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