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
+171 -12
View File
@@ -52,6 +52,11 @@
#include "message.h"
#include "fresh_header.h"
#ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#endif
// THESE 3 DIFFICULTY FACTORS MUST ALWAYS ADD UP TO 100% EXACTLY!!!
#define DIFF_FACTOR_PLAYER_PROGRESS 50
#define DIFF_FACTOR_PALACE_DISTANCE 30
@@ -566,7 +571,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
BOOLEAN fGuyAvail = FALSE;
UINT8 bLastTeamID;
UINT8 ubVehicleID = 0;
*pubID = NOBODY;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("TacticalCreateSoldier"));
@@ -1004,36 +1009,48 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
case ELDORADO:
case ICECREAMTRUCK:
case JEEP:
case TANK_NW:
case TANK_NE:
case TANK_NW:
case TANK_NE:
Soldier.flags.uiStatusFlags |= SOLDIER_VEHICLE;
switch( Soldier.ubBodyType )
{
case HUMVEE:
case ELDORADO:
case ICECREAMTRUCK:
case JEEP:
if ( Soldier.ubProfile != HELICOPTER || Soldier.ubProfile != 0 || Soldier.ubProfile != NO_PROFILE || Soldier.ubProfile != TANK_CAR )
{
ubVehicleID = Soldier.ubProfile;
Soldier.aiData.bNeutral = gNewVehicle[Soldier.ubProfile].bNewNeutral;
}
break;
/* case HUMVEE:
ubVehicleID = HUMMER;
Soldier.aiData.bNeutral = TRUE;
Soldier.aiData.bNeutral = TRUE;
break;
case ELDORADO:
ubVehicleID = ELDORADO_CAR;
Soldier.aiData.bNeutral = TRUE;
Soldier.aiData.bNeutral = TRUE;
break;
case ICECREAMTRUCK:
ubVehicleID = ICE_CREAM_TRUCK;
Soldier.aiData.bNeutral = TRUE;
Soldier.aiData.bNeutral = TRUE;
break;
case JEEP:
ubVehicleID = JEEP_CAR;
break;
*/
case TANK_NW:
case TANK_NE:
@@ -2867,7 +2884,7 @@ SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType )
void RandomizeRelativeLevel( INT8 *pbRelLevel, UINT8 ubSoldierClass )
{
UINT8 ubLocationModifier;
UINT8 ubLocationModifier = 0;
INT8 bRollModifier;
INT8 bRoll, bAdjustedRoll;
@@ -3105,6 +3122,20 @@ void CopyProfileItems( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruc
// to provide one which doesn't work and would confuse everything.
switch( pCreateStruct->ubProfile )
{
#ifdef JA2UB
case 75: //MORRIS:
if ( pProfile->inv[ cnt ] >= KEY_1 && pProfile->inv[ cnt ] <= KEY_32)
{
fRet = CreateKeyObject( &gTempObject , pProfile->bInvNumber[ cnt ], 32 );
//CreateKeyObject( &(pSoldier->inv[ cnt ] ), pProfile->bInvNumber[ cnt ], 32 );
}
//else
//{
// memset( &(pSoldier->inv[cnt]), 0, sizeof( OBJECTTYPE ) );
//}
break;
#endif
// WANNE: Changed KEY_32 to KEY_8 because we only have 8 keys defined in Items.xml
case BREWSTER:
if ( pProfile->inv[ cnt ] >= KEY_1 && pProfile->inv[ cnt ] <= KEY_8){
@@ -3202,17 +3233,145 @@ void TrashAllSoldiers( )
UINT8 GetLocationModifier( UINT8 ubSoldierClass )
{
UINT8 ubLocationModifier;
UINT8 ubPalaceDistance;
UINT8 ubLocationModifier = 0;
INT16 sSectorX, sSectorY, sSectorZ;
#ifdef JA2UB
#else
INT8 bTownId;
UINT8 ubPalaceDistance;
#endif
BOOLEAN fSuccess;
// where is all this taking place?
fSuccess = GetCurrentBattleSectorXYZ( &sSectorX, &sSectorY, &sSectorZ );
Assert( fSuccess );
#ifdef JA2UB
//Ja25 UB
//switch on the sector, to determine modifer
//the modifier is based between 0 and 40. 40 being the "hardest"
switch( SECTOR( sSectorX, sSectorY ) )
{
//Starting sector
case SEC_H7:
ubLocationModifier = 4;
break;
//First sector that has enemies in it
case SEC_H8:
ubLocationModifier = 8;
break;
//Guard Post
case SEC_H9:
ubLocationModifier = 14;
break;
// The 2 "empty" sectors before the town ( north and west of town )
case SEC_H10:
case SEC_I9:
ubLocationModifier = 12;
break;
//the town of varrez
case SEC_I10:
ubLocationModifier = 16;
break;
case SEC_I11:
ubLocationModifier = 19;
break;
// The 2 "empty" sectors after the town ( east and south of town )
case SEC_I12:
case SEC_J11:
ubLocationModifier = 22;
break;
//The abandoned mine
case SEC_I13:
ubLocationModifier = 22;
break;
//"empty field" that player can take to avoid going through the mine
case SEC_J12:
ubLocationModifier = 22;
break;
//The power Generator facility
case SEC_J13:
{
//the top floor
switch( sSectorZ )
{
//Main floor
case 0:
ubLocationModifier = 26;
break;
//Basement level
case 1:
ubLocationModifier = 15;
break;
default:
Assert( 0 );
break;
}
}
break;
//tunnel levels, no enemies
case SEC_J14:
case SEC_K14:
ubLocationModifier = 35;
break;
case SEC_K15:
{
//the top floor
switch( sSectorZ )
{
//Main floor
case 0:
ubLocationModifier = 30;
break;
//Basement level
case 1:
ubLocationModifier = 28;
break;
case 2:
ubLocationModifier = 35;
break;
default:
ubLocationModifier = 0;
// Assert( 0 );
break;
}
}
break;
case SEC_L15:
{
//the top floor
switch( sSectorZ )
{
//Basement level
case 2:
ubLocationModifier = 40;
break;
case 3:
ubLocationModifier = 40;
break;
default:
Assert( 0 );
break;
}
}
break;
}
#else
// ignore sSectorZ - treat any underground enemies as if they were on the surface!
bTownId = GetTownIdForSector( sSectorX, sSectorY );
@@ -3242,7 +3401,7 @@ UINT8 GetLocationModifier( UINT8 ubSoldierClass )
// adjust for distance from Queen's palace (P3) (0 to +30)
ubLocationModifier = ( ( MAX_PALACE_DISTANCE - ubPalaceDistance ) * DIFF_FACTOR_PALACE_DISTANCE ) / MAX_PALACE_DISTANCE;
#endif
return( ubLocationModifier );
}