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
+50 -14
View File
@@ -48,6 +48,11 @@
#include "NPC.h"
#endif
#ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#endif
// HEADROCK HAM 3.2: Gamesettings.h for external modifications to team turns.
#include "GameSettings.h"
#include "Reinforcement.h"
@@ -257,6 +262,8 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
// ATE: Reset killed on attack variable.. this is because sometimes timing is such
/// that a baddie can die and still maintain it's attacker ID
gTacticalStatus.fKilledEnemyOnAttack = FALSE;
gTacticalStatus.ubInterruptPending = DISABLED_INTERRUPT;
HandleTacticalUI( );
}
@@ -342,6 +349,8 @@ void EndTurn( UINT8 ubNextTeam )
}
gTacticalStatus.ubCurrentTeam = ubNextTeam;
gTacticalStatus.ubInterruptPending = DISABLED_INTERRUPT;
if(is_server || !is_client) BeginTeamTurn( gTacticalStatus.ubCurrentTeam );
@@ -429,6 +438,8 @@ void EndAllAITurns( void )
gTacticalStatus.ubCurrentTeam = gbPlayerNum;
//BeginTeamTurn( gTacticalStatus.ubCurrentTeam );
gTacticalStatus.ubInterruptPending = DISABLED_INTERRUPT;
}
}
@@ -448,6 +459,16 @@ void EndTurnEvents( void )
// decay AI warning values from corpses
DecayRottingCorpseAIWarnings();
#ifdef JA2UB
//Ja25 UB
//increment the number of tactical turns that have gone by in turn based mode
gJa25SaveStruct.uiTacticalTurnCounter++;
//if the fan should start up
HandleStartingFanBackUp();
#endif
}
//rain
@@ -676,12 +697,14 @@ void DisplayHiddenTurnbased( SOLDIERTYPE * pActingSoldier )
// This code should put the game in turn-based and give control to the AI-controlled soldier
// whose pointer has been passed in as an argument (we were in non-combat and the AI is doing
// something visible, i.e. making an attack)
#ifdef JA2UB
//Ja25 No meanwhiles
#else
if ( AreInMeanwhile( ) )
{
return;
}
#endif
if (gTacticalStatus.uiFlags & REALTIME || gTacticalStatus.uiFlags & INCOMBAT)
{
// pointless call here; do nothing
@@ -790,7 +813,8 @@ void StartInterrupt( void )
INT32 iSquad, iCounter;
// build string for display of who gets interrupt
while( 1 )
//while( 1 )
for( iCounter = 0; iCounter <= MAX_NUM_SOLDIERS; iCounter++ )
{
MercPtrs[ubInterrupter]->aiData.bMoved = FALSE;
DebugMsg( TOPIC_JA2INTERRUPT, DBG_LEVEL_3, String("INTERRUPT: popping %d off of the interrupt queue", ubInterrupter ) );
@@ -908,9 +932,10 @@ void StartInterrupt( void )
}
*/
while( 1 )
//while( 1 )
UINT16 usCounter;
for( usCounter = 0; usCounter <= MAX_NUM_SOLDIERS; usCounter++ )
{
MercPtrs[ubInterrupter]->aiData.bMoved = FALSE;
DebugMsg( TOPIC_JA2INTERRUPT, DBG_LEVEL_3, String("INTERRUPT: popping %d off of the interrupt queue", ubInterrupter ) );
@@ -931,7 +956,6 @@ void StartInterrupt( void )
ubFirstInterrupter = ubInterrupter;
}
}
{
// here we have to rebuilt the AI list!
BuildAIListForTeam( bTeam );
@@ -939,11 +963,15 @@ void StartInterrupt( void )
// set to the new first interrupter
cnt = RemoveFirstAIListEntry();
pSoldier = MercPtrs[ cnt ];
pTempSoldier = MercPtrs[ cnt ];
// pSoldier = MercPtrs[ubFirstInterrupter];
//if ( gTacticalStatus.ubCurrentTeam == OUR_TEAM )//hayden
if (!is_networked && gTacticalStatus.ubCurrentTeam == OUR_TEAM ) // if ( pSoldier->bTeam > OUR_TEAM && pSoldier->bTeam < 6) // cheap disable
// if ( pSoldier->bTeam > OUR_TEAM && pSoldier->bTeam < 6) // cheap disable
// SANDRO - if we just saw the guy, don't flag it as hidden interrupt
if (!is_networked && gTacticalStatus.ubCurrentTeam == OUR_TEAM
&& MercPtrs[ LATEST_INTERRUPT_GUY ]->aiData.bOppList[pTempSoldier->ubID] != SEEN_CURRENTLY
&& MercPtrs[ LATEST_INTERRUPT_GUY ]->aiData.bOppList[pTempSoldier->ubID] != SEEN_THIS_TURN )
{
// we're being interrupted by the computer!
// we delay displaying any interrupt message until the computer
@@ -953,8 +981,8 @@ void StartInterrupt( void )
}
// otherwise it's the AI interrupting another AI team
if (pSoldier != NULL)
gTacticalStatus.ubCurrentTeam = pSoldier->bTeam;
if (pTempSoldier != NULL)
gTacticalStatus.ubCurrentTeam = pTempSoldier->bTeam;
if (is_networked)
{
@@ -963,10 +991,8 @@ void StartInterrupt( void )
#endif
}
if (pSoldier != NULL)
StartNPCAI( pSoldier );
}
if (pTempSoldier != NULL)
StartNPCAI( pTempSoldier );
}
if ( !gfHiddenInterrupt )
@@ -1106,6 +1132,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
// change team
gTacticalStatus.ubCurrentTeam = pSoldier->bTeam;
// switch appropriate messages & flags
if ( pSoldier->bTeam == OUR_TEAM)
{
@@ -1198,6 +1225,9 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
// normal player's turn without readjusting time left in turn (for
// timed turns)
InitPlayerUIBar( 2 );
// SANDRO - shouldn't we unset ui here too?
UnSetUIBusy( pSoldier->ubID );
}
}
@@ -2334,6 +2364,12 @@ void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType)
{
// add this guy to everyone's interrupt queue
AddToIntList(ubIntList[ubSmallestSlot],TRUE,TRUE);
// SANDRO - for IIS, reset counter if we got here
if ( gGameExternalOptions.fImprovedInterruptSystem )
{
// reset the counter
MercPtrs[ ubIntList[ubSmallestSlot] ]->aiData.ubInterruptCounter[pSoldier->ubID] = 0;
}
if (INTERRUPTS_OVER)
{
// a loop was created which removed all the people in the interrupt queue!