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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:
@@ -24,7 +24,11 @@
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// TEMP VALUES FOR NAMES
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#define MAXCIVLASTNAMES 30
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extern UINT16 CivLastNames[MAXCIVLASTNAMES][10];
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#ifdef JA2UB
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//ja25ub
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#define NUM_ASSIST_SLOTS 156 //used for when the player asssists in killing the enemty
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#endif
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// ANDREW: these are defines for OKDestanation usage - please move to approprite file
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#define IGNOREPEOPLE 0
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@@ -133,12 +137,23 @@ INT8 NUM_SKILL_TRAITS( SOLDIERTYPE * pSoldier, UINT8 uiSkillTraitNumber );
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#define SOLDIER_QUOTE_SAID_EXT_SEEN_CREATURE_ATTACK 0x0002
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#define SOLDIER_QUOTE_SAID_EXT_USED_BATTLESOUND_HIT 0x0004
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#define SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL 0x0008
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//Ja25: no mike
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#ifdef JA2UB
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#define SOLDIER_QUOTE_SAID_EXT_MORRIS 0x0010 //Ja25 UB
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#else
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#define SOLDIER_QUOTE_SAID_EXT_MIKE 0x0010
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#endif
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#define SOLDIER_QUOTE_SAID_DONE_ASSIGNMENT 0x0020
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#define SOLDIER_QUOTE_SAID_BUDDY_1_WITNESSED 0x0040
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#define SOLDIER_QUOTE_SAID_BUDDY_2_WITNESSED 0x0080
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#define SOLDIER_QUOTE_SAID_BUDDY_3_WITNESSED 0x0100
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#ifdef JA2UB
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#define SOLDIER_QUOTE_SAID_THOUGHT_KILLED_YOU 0x0200
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#endif
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#define SOLDIER_CONTRACT_RENEW_QUOTE_NOT_USED 0
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#define SOLDIER_CONTRACT_RENEW_QUOTE_89_USED 1
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@@ -475,6 +490,7 @@ public:
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INT8 fAIFlags;
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INT16 bAimTime; //100AP
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INT8 bShownAimTime;
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UINT8 ubInterruptCounter[MAX_NUM_SOLDIERS]; // SANDRO - interrupt counter added
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};
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class STRUCT_Flags//last edited at version 102
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@@ -1126,6 +1142,15 @@ public:
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// I don't know if this is a good idea at all...
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//INT16 filler;
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#ifdef JA2UB
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//ja25
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BOOLEAN fIgnoreGetupFromCollapseCheck;
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TIMECOUNTER GetupFromJA25StartCounter;
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BOOLEAN fWaitingToGetupFromJA25Start;
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UINT8 ubPercentDamageInflictedByTeam[NUM_ASSIST_SLOTS]; //The percent of damage inflicted by the player team. Each element corresponds to the Soldier ID. Each element contains the percent damage inflicted by that merc
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#endif
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char endOfPOD; // marker for end of POD (plain old data)
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// Note: Place all non-POD items at the end (after endOfPOD)
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@@ -1415,6 +1440,7 @@ void HandlePlayerTogglingLightEffects( BOOLEAN fToggleValue );
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UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHigherLevel, BOOLEAN fDontCheckDistance );
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UINT16 NumberOfDamagedStats( SOLDIERTYPE * pSoldier );
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UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundredths );
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BOOLEAN ResolvePendingInterrupt( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType );
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//typedef struct
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class OLDSOLDIERTYPE_101
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@@ -2094,7 +2120,14 @@ public:
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INT8 snowCamo;
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INT8 wornSnowCamo;
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#ifdef JA2UB
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BOOLEAN fIgnoreGetupFromCollapseCheck;
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TIMECOUNTER GetupFromJA25StartCounter;
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BOOLEAN fWaitingToGetupFromJA25Start;
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UINT8 ubPercentDamageInflictedByTeam[NUM_ASSIST_SLOTS]; //The percent of damage inflicted by the player team. Each element corresponds to the Soldier ID. Each element contains the percent damage inflicted by that merc
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#endif
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UINT8 bFiller[ 36 ];
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//
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