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
+85 -28
View File
@@ -55,10 +55,15 @@ UINT8 ubNumberOfVehicles = 0;
extern INT8 SquadMovementGroups[ ];
NEW_CAR gNewVehicle[NUM_PROFILES];
BOOLEAN SaveNewVehiclesToSaveGameFile( HWFILE hFile );
BOOLEAN LoadNewVehiclesToSaveGameFile( HWFILE hFile );
//ATE: These arrays below should all be in a large LUT which contains
// static info for each vehicle....
// the mvt groups associated with vehcile types
/*
INT32 iMvtTypes[]={
CAR, // eldorado
CAR, // hummer
@@ -111,6 +116,7 @@ UINT8 ubVehicleTypeProfileID[ ] = {
PROF_HELICOPTER
};
*/
/*
// location of crits based on facing
@@ -133,7 +139,7 @@ INT8 bInternalCritHitsByLocation[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ][
TANK_CAR,
HELICOPTER,
*/
/*
INT16 sVehicleArmourType[ NUMBER_OF_TYPES_OF_VEHICLES ] =
{
KEVLAR_VEST, // El Dorado
@@ -143,7 +149,7 @@ INT16 sVehicleArmourType[ NUMBER_OF_TYPES_OF_VEHICLES ] =
SPECTRA_VEST, // Tank - do we want this?
KEVLAR_VEST, // Helicopter
};
*/
/*
INT16 sVehicleExternalOrigArmorValues[ NUMBER_OF_TYPES_OF_VEHICLES ][ NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE ]={
@@ -177,6 +183,32 @@ void SetDriver( INT32 iID, UINT8 ubID );
void TeleportVehicleToItsClosestSector( INT32 iVehicleId, UINT8 ubGroupID );
BOOLEAN SaveNewVehiclesToSaveGameFile( HWFILE hFile )
{
UINT32 uiNumBytesWritten;
FileWrite( hFile, &gNewVehicle, sizeof( gNewVehicle), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( gNewVehicle ) )
{
return( FALSE );
}
return( TRUE );
}
BOOLEAN LoadNewVehiclesToSaveGameFile( HWFILE hFile )
{
UINT32 uiNumBytesRead;
FileRead( hFile, &gNewVehicle, sizeof( gNewVehicle), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( gNewVehicle ) )
{
return( FALSE );
}
return( TRUE );
}
void InitAVehicle(int index, int x, int y) {
gubVehicleMovementGroups[ index ] = CreateNewVehicleGroupDepartingFromSector( x, y, index );
@@ -196,8 +228,9 @@ void InitAllVehicles( ) {
void SetVehicleValuesIntoSoldierType( SOLDIERTYPE *pVehicle )
{
wcscpy( pVehicle->name, zVehicleName[ pVehicleList[ pVehicle->bVehicleID ].ubVehicleType ] );
// wcscpy( pVehicle->name, zVehicleName[ pVehicleList[ pVehicle->bVehicleID ].ubVehicleType ] );
wcscpy( pVehicle->name, gNewVehicle[ pVehicleList[ pVehicle->bVehicleID ].ubVehicleType ].NewVehicleName );
pVehicle->ubProfile = pVehicleList[ pVehicle->bVehicleID ].ubProfileID;
// Init fuel!
@@ -292,9 +325,9 @@ INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT32 sGridNo, UINT8 ubType )
pVehicleList[ iCount ].pMercPath = NULL;
pVehicleList[ iCount ].fFunctional = TRUE;
pVehicleList[ iCount ].fDestroyed = FALSE;
pVehicleList[ iCount ].iMoveSound = iMoveVehicleSndID[ ubType ];
pVehicleList[ iCount ].iOutOfSound = iEnterVehicleSndID[ ubType ];
pVehicleList[ iCount ].ubProfileID = ubVehicleTypeProfileID[ ubType ];
pVehicleList[ iCount ].iMoveSound = gNewVehicle[ ubType ].iNewMoveVehicleSndID;
pVehicleList[ iCount ].iOutOfSound = gNewVehicle[ ubType ].iNewEnterVehicleSndID;
pVehicleList[ iCount ].ubProfileID = ubType; //gNewVehicle[ ubType ].ubNewVehicleTypeProfileID;//gNewVehicle[ ubType ].uiIndex; //gNewVehicle[ ubType ].ubNewVehicleTypeProfileID; //
pVehicleList[ iCount ].ubMovementGroup = gubVehicleMovementGroups[ iCount ];
// ATE: Add movement mask to group...
@@ -319,8 +352,20 @@ INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT32 sGridNo, UINT8 ubType )
pGroup->ubTransportationMask = TRUCK;
}
else
{
pGroup->ubTransportationMask = (UINT8)iMvtTypes[ ubType ];
{
// WANNE: This FIXES the bug (== instead of =), that the heli could only fly on roads!!
if ( gNewVehicle[ ubType ].iNewMvtTypes == 0 )
pGroup->ubTransportationMask = FOOT;
else if ( gNewVehicle[ ubType ].iNewMvtTypes == 1 )
pGroup->ubTransportationMask = CAR;
else if ( gNewVehicle[ ubType ].iNewMvtTypes == 2 )
pGroup->ubTransportationMask = TRUCK;
else if ( gNewVehicle[ ubType ].iNewMvtTypes == 3 )
pGroup->ubTransportationMask = TRACKED;
else if ( gNewVehicle[ ubType ].iNewMvtTypes == 4 )
pGroup->ubTransportationMask = AIR;
else
pGroup->ubTransportationMask = CAR;
}
// ARM: setup group movement defaults
@@ -511,7 +556,7 @@ BOOLEAN AddSoldierToVehicle( SOLDIERTYPE *pSoldier, INT32 iId )
}
// check if the grunt is already here
for( iCounter = 0; iCounter < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
for( iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
if( pVehicleList[ iId ].pPassengers[ iCounter ] == pSoldier )
{
@@ -531,7 +576,7 @@ BOOLEAN AddSoldierToVehicle( SOLDIERTYPE *pSoldier, INT32 iId )
PlayJA2Sample( pVehicleList[ pVehicleSoldier->bVehicleID ].iOutOfSound, RATE_11025, SoundVolume( HIGHVOLUME, pVehicleSoldier->sGridNo ), 1, SoundDir( pVehicleSoldier->sGridNo ) );
}
for( iCounter = 0; iCounter < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
for( iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
// check if slot free
if( pVehicleList[ iId ].pPassengers[ iCounter ] == NULL )
@@ -689,7 +734,7 @@ BOOLEAN RemoveSoldierFromVehicle( SOLDIERTYPE *pSoldier, INT32 iId )
}
// now look for the grunt
for( iCounter = 0; iCounter < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
for( iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
if( pVehicleList[ iId ].pPassengers[ iCounter ] == pSoldier )
{
@@ -707,7 +752,7 @@ BOOLEAN RemoveSoldierFromVehicle( SOLDIERTYPE *pSoldier, INT32 iId )
// check if anyone left in vehicle
fSoldierLeft = FALSE;
for( iCounter = 0; iCounter < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
for( iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
if( pVehicleList[ iId ].pPassengers[ iCounter ] != NULL )
{
@@ -1051,7 +1096,13 @@ BOOLEAN CopyVehiclePathToSoldier( SOLDIERTYPE *pSoldier )
BOOLEAN IsVehicle(SOLDIERTYPE *pSoldier)
{
switch(pSoldier->ubProfile)
if ( gProfilesVehicle[ pSoldier->ubProfile ].ProfilId == pSoldier->ubProfile )
return(TRUE);
else
return(FALSE);
/*switch(pSoldier->ubProfile)
{
case PROF_HUMMER:
case PROF_ELDERODO:
@@ -1061,6 +1112,7 @@ BOOLEAN IsVehicle(SOLDIERTYPE *pSoldier)
return(FALSE);
}
return(FALSE);
*/
}
@@ -1105,7 +1157,7 @@ BOOLEAN SetUpMvtGroupForVehicle( SOLDIERTYPE *pSoldier )
// add everyone in vehicle to this mvt group
//for( iCounter = 0; iCounter < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
//for( iCounter = 0; iCounter < gNewVehicle.iNewSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
//{
// if( pVehicleList[ iId ].pPassengers[ iCounter ] != NULL )
// {
@@ -1181,7 +1233,7 @@ void UpdatePositionOfMercsInVehicle( INT32 iId )
}
// go through list of mercs in vehicle and set all thier states as arrived
for( iCounter = 0; iCounter < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
for( iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
if( pVehicleList[ iId ].pPassengers[ iCounter ] != NULL )
{
@@ -1235,7 +1287,7 @@ BOOLEAN AddVehicleMembersToMvtGroup( INT32 iId )
// RemoveAllPlayersFromGroup( pVehicleList[ iId ].ubMovementGroup );
// go through list of mercs in vehicle and set all thier states as arrived
for( iCounter = 0; iCounter < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
for( iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
if( pVehicleList[ iId ].pPassengers[ iCounter ] != NULL )
{
@@ -1323,7 +1375,7 @@ BOOLEAN KillAllInVehicle( INT32 iId )
}
// go through list of occupants and kill them
for( iCounter = 0; iCounter < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
for( iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
if( pVehicleList[ iId ].pPassengers[ iCounter ] != NULL )
{
@@ -1349,7 +1401,7 @@ INT32 GetNumberInVehicle( INT32 iId )
return ( 0 );
}
for( iCounter = 0; iCounter < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
for( iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
if( pVehicleList[ iId ].pPassengers[ iCounter ] != NULL )
{
@@ -1372,7 +1424,7 @@ INT32 GetNumberOfNonEPCsInVehicle( INT32 iId )
return ( 0 );
}
for( iCounter = 0; iCounter < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
for( iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
if( pVehicleList[ iId ].pPassengers[ iCounter ] != NULL && !AM_AN_EPC( pVehicleList[ iId ].pPassengers[ iCounter ] ) )
{
@@ -1395,7 +1447,7 @@ BOOLEAN IsRobotControllerInVehicle( INT32 iId )
return ( 0 );
}
for( iCounter = 0; iCounter < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
for( iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
pSoldier = pVehicleList[ iId ].pPassengers[ iCounter ];
if ( pSoldier != NULL && pSoldier->ControllingRobot( ) )
@@ -1442,7 +1494,7 @@ void SetDriver( INT32 iID, UINT8 ubID )
#ifdef JA2TESTVERSION
void VehicleTest( void )
{
SetUpHelicopterForPlayer( 9,1, SKYRIDER );
SetUpHelicopterForPlayer( 9,1, gNewVehicle[ HELICOPTER ].NewPilot, HELICOPTER );
}
#endif
@@ -1455,7 +1507,7 @@ BOOLEAN IsEnoughSpaceInVehicle( INT32 iID )
return ( FALSE );
}
if ( GetNumberInVehicle( iID ) == iSeatingCapacities[ pVehicleList[ iID ].ubVehicleType ] )
if ( GetNumberInVehicle( iID ) == gNewVehicle[ pVehicleList[ iID ].ubVehicleType ].iNewSeatingCapacities )
{
return( FALSE );
}
@@ -1629,7 +1681,7 @@ void AddPassangersToTeamPanel( INT32 iId )
{
INT32 cnt;
for( cnt = 0; cnt < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; cnt++ )
for( cnt = 0; cnt < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; cnt++ )
{
if( pVehicleList[ iId ].pPassengers[ cnt ] != NULL )
{
@@ -1679,7 +1731,7 @@ void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridN
#if 0
{
// injure someone inside
iRand = Random( iSeatingCapacities[ pVehicleList[ ubID ].ubVehicleType ] );
iRand = Random( gNewVehicle[ pVehicleList[ ubID ].ubVehicleType ].iNewSeatingCapacities );
if( pVehicleList[ ubID ].pPassengers[ iRand ] )
{
// hurt this person
@@ -1887,7 +1939,7 @@ void SetUpArmorForVehicle( UINT8 ubID )
*/
// for armour type, store the index into the armour table itself
pVehicleList[ ubID ].sArmourType = Item[ sVehicleArmourType[ pVehicleList[ ubID ].ubVehicleType ] ].ubClassIndex;
pVehicleList[ ubID ].sArmourType = Item[ gNewVehicle[ pVehicleList[ ubID ].ubVehicleType ].sNewVehicleArmourType ].ubClassIndex;
return;
}
@@ -2156,6 +2208,11 @@ BOOLEAN LoadVehicleInformationFromSavedGameFile( HWFILE hFile, UINT32 uiSavedGam
pVehicleList[cnt].pMercPath = NULL;
}
}
// WANNE: This should make savegames before the externalized vehicles compatible.
if (pVehicleList[cnt].ubVehicleType != pVehicleList[cnt].ubProfileID)
pVehicleList[cnt].ubVehicleType = pVehicleList[cnt].ubProfileID;
}
}
return( TRUE );
@@ -2186,7 +2243,7 @@ void UpdateAllVehiclePassengersGridNo( SOLDIERTYPE *pSoldier )
iId = pSoldier->bVehicleID;
// Loop through passengers and update each guy's position
for( iCounter = 0; iCounter < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
for( iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
if( pVehicleList[ iId ].pPassengers[ iCounter ] != NULL )
{
@@ -2561,7 +2618,7 @@ SOLDIERTYPE* PickRandomPassengerFromVehicle( SOLDIERTYPE *pSoldier )
iId = pSoldier->bVehicleID;
// Loop through passengers and update each guy's position
for( iCounter = 0; iCounter < iSeatingCapacities[ pVehicleList[ iId ].ubVehicleType ]; iCounter++ )
for( iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
if( pVehicleList[ iId ].pPassengers[ iCounter ] != NULL )
{