mirror of
https://github.com/1dot13/source.git
synced 2026-08-26 14:30:26 +02:00
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:
+208
-2
@@ -5,22 +5,228 @@
|
||||
|
||||
#include "Soldier Control.h"
|
||||
#include "Strategic Movement.h"
|
||||
#include "soldier profile type.h"
|
||||
|
||||
#define MAX_VEHICLES 10
|
||||
extern std::vector<INT8> gubVehicleMovementGroups;
|
||||
|
||||
#define MAX_MAIN_VEHICLE_CHARS 500
|
||||
typedef struct
|
||||
{
|
||||
UINT8 uiIndex;
|
||||
INT32 iNewMvtTypes;
|
||||
INT32 iNewSeatingCapacities;
|
||||
INT32 iNewEnterVehicleSndID;
|
||||
INT32 iNewMoveVehicleSndID;
|
||||
UINT8 ubNewVehicleTypeProfileID;
|
||||
INT16 sNewVehicleArmourType;
|
||||
INT8 NewVehicleBodyType;
|
||||
BOOLEAN bNewNeutral;
|
||||
BOOLEAN bNewVehicle;
|
||||
INT8 NewPilot;
|
||||
CHAR8 szIconFace[MAX_MAIN_VEHICLE_CHARS];
|
||||
CHAR16 NewVehicleStrings[128];
|
||||
CHAR16 NewVehicleName[128];
|
||||
CHAR16 NewShortVehicleStrings[128];
|
||||
INT32 NewCarPortraits;
|
||||
BOOLEAN NewUsed;
|
||||
|
||||
} NEW_CAR;
|
||||
|
||||
extern NEW_CAR gNewVehicle[NUM_PROFILES];
|
||||
|
||||
extern BOOLEAN SaveNewVehiclesToSaveGameFile( HWFILE hFile );
|
||||
extern BOOLEAN LoadNewVehiclesToSaveGameFile( HWFILE hFile );
|
||||
|
||||
// type of vehicles
|
||||
enum{
|
||||
/* NEW_VEHICLE1 = 0,
|
||||
NEW_VEHICLE2,
|
||||
NEW_VEHICLE3,
|
||||
NEW_VEHICLE4,
|
||||
NEW_VEHICLE5,
|
||||
NEW_VEHICLE6,
|
||||
NEW_VEHICLE7,
|
||||
NEW_VEHICLE8,
|
||||
NEW_VEHICLE9,
|
||||
NEW_VEHICLE10,
|
||||
NEW_VEHICLE11,
|
||||
NEW_VEHICLE12,
|
||||
NEW_VEHICLE13,
|
||||
NEW_VEHICLE14,
|
||||
NEW_VEHICLE15,
|
||||
NEW_VEHICLE16,
|
||||
NEW_VEHICLE17,
|
||||
NEW_VEHICLE18,
|
||||
NEW_VEHICLE19,
|
||||
NEW_VEHICLE20,
|
||||
NEW_VEHICLE21,
|
||||
NEW_VEHICLE22,
|
||||
NEW_VEHICLE23,
|
||||
NEW_VEHICLE24,
|
||||
NEW_VEHICLE25,
|
||||
NEW_VEHICLE26,
|
||||
NEW_VEHICLE27,
|
||||
NEW_VEHICLE28,
|
||||
NEW_VEHICLE29,
|
||||
NEW_VEHICLE30,
|
||||
NEW_VEHICLE31,
|
||||
NEW_VEHICLE32,
|
||||
NEW_VEHICLE33,
|
||||
NEW_VEHICLE34,
|
||||
NEW_VEHICLE35,
|
||||
NEW_VEHICLE36,
|
||||
NEW_VEHICLE37,
|
||||
NEW_VEHICLE38,
|
||||
NEW_VEHICLE39,
|
||||
NEW_VEHICLE40,
|
||||
NEW_VEHICLE41,
|
||||
NEW_VEHICLE42,
|
||||
NEW_VEHICLE43,
|
||||
NEW_VEHICLE44,
|
||||
NEW_VEHICLE45,
|
||||
NEW_VEHICLE46,
|
||||
NEW_VEHICLE47,
|
||||
NEW_VEHICLE48,
|
||||
NEW_VEHICLE49,
|
||||
NEW_VEHICLE50,
|
||||
NEW_VEHICLE51,
|
||||
NEW_VEHICLE52,
|
||||
NEW_VEHICLE53,
|
||||
NEW_VEHICLE54,
|
||||
NEW_VEHICLE55,
|
||||
NEW_VEHICLE56,
|
||||
NEW_VEHICLE57,
|
||||
NEW_VEHICLE58,
|
||||
NEW_VEHICLE59,
|
||||
NEW_VEHICLE60,
|
||||
NEW_VEHICLE61,
|
||||
NEW_VEHICLE62,
|
||||
NEW_VEHICLE63,
|
||||
NEW_VEHICLE64,
|
||||
NEW_VEHICLE65,
|
||||
NEW_VEHICLE66,
|
||||
NEW_VEHICLE67,
|
||||
NEW_VEHICLE68,
|
||||
NEW_VEHICLE69,
|
||||
NEW_VEHICLE70,
|
||||
NEW_VEHICLE71,
|
||||
NEW_VEHICLE72,
|
||||
NEW_VEHICLE73,
|
||||
NEW_VEHICLE74,
|
||||
NEW_VEHICLE75,
|
||||
NEW_VEHICLE76,
|
||||
NEW_VEHICLE77,
|
||||
NEW_VEHICLE78,
|
||||
NEW_VEHICLE79,
|
||||
NEW_VEHICLE80,
|
||||
NEW_VEHICLE81,
|
||||
NEW_VEHICLE82,
|
||||
NEW_VEHICLE83,
|
||||
NEW_VEHICLE84,
|
||||
NEW_VEHICLE85,
|
||||
NEW_VEHICLE86,
|
||||
NEW_VEHICLE87,
|
||||
NEW_VEHICLE88,
|
||||
NEW_VEHICLE89,
|
||||
NEW_VEHICLE90,
|
||||
NEW_VEHICLE91,
|
||||
NEW_VEHICLE92,
|
||||
NEW_VEHICLE93,
|
||||
NEW_VEHICLE94,
|
||||
NEW_VEHICLE95,
|
||||
NEW_VEHICLE96,
|
||||
NEW_VEHICLE97,
|
||||
NEW_VEHICLE98,
|
||||
NEW_VEHICLE99,
|
||||
NEW_VEHICLE100,
|
||||
NEW_VEHICLE101,
|
||||
NEW_VEHICLE102,
|
||||
NEW_VEHICLE103,
|
||||
NEW_VEHICLE104,
|
||||
NEW_VEHICLE105,
|
||||
NEW_VEHICLE106,
|
||||
NEW_VEHICLE107,
|
||||
NEW_VEHICLE108,
|
||||
NEW_VEHICLE109,
|
||||
NEW_VEHICLE110,
|
||||
NEW_VEHICLE111,
|
||||
NEW_VEHICLE112,
|
||||
NEW_VEHICLE113,
|
||||
NEW_VEHICLE114,
|
||||
NEW_VEHICLE115,
|
||||
NEW_VEHICLE116,
|
||||
NEW_VEHICLE117,
|
||||
NEW_VEHICLE118,
|
||||
NEW_VEHICLE119,
|
||||
NEW_VEHICLE120,
|
||||
NEW_VEHICLE121,
|
||||
NEW_VEHICLE122,
|
||||
NEW_VEHICLE123,
|
||||
NEW_VEHICLE124,
|
||||
NEW_VEHICLE125,
|
||||
NEW_VEHICLE126,
|
||||
NEW_VEHICLE127,
|
||||
NEW_VEHICLE128,
|
||||
NEW_VEHICLE129,
|
||||
NEW_VEHICLE130,
|
||||
NEW_VEHICLE131,
|
||||
NEW_VEHICLE132,
|
||||
NEW_VEHICLE133,
|
||||
NEW_VEHICLE134,
|
||||
NEW_VEHICLE135,
|
||||
NEW_VEHICLE136,
|
||||
NEW_VEHICLE137,
|
||||
NEW_VEHICLE138,
|
||||
NEW_VEHICLE139,
|
||||
NEW_VEHICLE140,
|
||||
NEW_VEHICLE141,
|
||||
NEW_VEHICLE142,
|
||||
NEW_VEHICLE143,
|
||||
NEW_VEHICLE144,
|
||||
NEW_VEHICLE145,
|
||||
NEW_VEHICLE146,
|
||||
NEW_VEHICLE147,
|
||||
NEW_VEHICLE148,
|
||||
NEW_VEHICLE149,
|
||||
NEW_VEHICLE150,
|
||||
NEW_VEHICLE151,
|
||||
NEW_VEHICLE152,
|
||||
NEW_VEHICLE153,
|
||||
NEW_VEHICLE154,
|
||||
NEW_VEHICLE155,
|
||||
NEW_VEHICLE156,
|
||||
NEW_VEHICLE157,
|
||||
NEW_VEHICLE158,
|
||||
NEW_VEHICLE159,
|
||||
*/
|
||||
NEW_VEHICLE1 = 0,
|
||||
NEW_VEHICLE2 = NEW_VEHICLE1 + 159,
|
||||
HUMMER = 160,
|
||||
ELDORADO_CAR = 161,
|
||||
ICE_CREAM_TRUCK = 162,
|
||||
HELICOPTER = 163,
|
||||
//JEEP_CAR = 164,
|
||||
TANK_CAR = 164,
|
||||
NEW_VEHICLE165 = 165,
|
||||
NEW_VEHICLE166 = 166,
|
||||
NEW_VEHICLE167 = 167,
|
||||
NEW_VEHICLE168 = 168,
|
||||
NEW_VEHICLE169 = 169,
|
||||
NUMBER_OF_TYPES_OF_VEHICLES = NEW_VEHICLE169 + 84,
|
||||
|
||||
/*
|
||||
ELDORADO_CAR = 0,
|
||||
HUMMER,
|
||||
ICE_CREAM_TRUCK,
|
||||
JEEP_CAR,
|
||||
TANK_CAR,
|
||||
HELICOPTER,
|
||||
NUMBER_OF_TYPES_OF_VEHICLES,
|
||||
|
||||
NUMBER_OF_TYPES_OF_VEHICLES,
|
||||
*/
|
||||
};
|
||||
|
||||
|
||||
// external armor hit locations
|
||||
enum{
|
||||
FRONT_EXTERNAL_HIT_LOCATION,
|
||||
|
||||
Reference in New Issue
Block a user