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