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
+48 -3
View File
@@ -52,6 +52,10 @@
#include "Explosion Control.h"//dnl ch40 200909
#endif
#ifdef JA2UB
#include "Ja25_Tactical.h"
#endif
//rain
//#define VIS_DIST_DECREASE_PER_RAIN_INTENSITY 20
//end rain
@@ -102,6 +106,11 @@ BOOLEAN gfPlayerTeamSawCreatures = FALSE;
BOOLEAN gfPlayerTeamSawJoey = FALSE;
BOOLEAN gfMikeShouldSayHi = FALSE;
#ifdef JA2UB
//JA25 UB
BOOLEAN gfMorrisShouldSayHi = FALSE;
#endif
UINT8 gubBestToMakeSighting[BEST_SIGHTING_ARRAY_SIZE];
UINT8 gubBestToMakeSightingSize = 0;
//BOOLEAN gfHumanSawSomeoneInRealtime;
@@ -858,7 +867,8 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
// if we've been told that interrupts are possible as a result of sighting
if ((gTacticalStatus.uiFlags & TURNBASED) &&
(gTacticalStatus.uiFlags & INCOMBAT) &&
(ubSightFlags & SIGHT_INTERRUPT))
(ubSightFlags & SIGHT_INTERRUPT) &&
(!gGameExternalOptions.fImprovedInterruptSystem || gGameExternalOptions.fAllowInstantInterruptsOnSight ) )
{
ResolveInterruptsVs( pSoldier, SIGHTINTERRUPT );
}
@@ -2194,6 +2204,9 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
switch( pSoldier->ubProfile )
{
case CARMEN:
#ifdef JA2UB
// no UB
#else
if (pOpponent->ubProfile == SLAY ) // 64
{
// Carmen goes to war (against Slay)
@@ -2209,7 +2222,11 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
EnterCombatMode( pSoldier->bTeam );
}
*/
}
#endif
break;
case ELDIN:
if ( pSoldier->aiData.bNeutral )
@@ -2264,6 +2281,10 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
}
break;
//case QUEEN:
#ifdef JA2UB
//Ja25
//No Queen,Joe, or elliot
#else
case JOE:
case ELLIOT:
if ( ! ( gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags2 & PROFILE_MISC_FLAG2_SAID_FIRSTSEEN_QUOTE ) )
@@ -2275,6 +2296,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
}
}
break;
#endif
default:
break;
}
@@ -2370,6 +2392,15 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
}
else if ( pSoldier->bTeam == gbPlayerNum )
{
#ifdef JA2UB
if( (pOpponent->ubProfile == 75 ) &&
( GetNumSoldierIdAndProfileIdOfTheNewMercsOnPlayerTeam( NULL, NULL ) != 0 ) &&
!( pSoldier->usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_EXT_MORRIS ) &&
!( gMercProfiles[ 75 ].ubMiscFlags2 & PROFILE_MISC_FLAG2_SAID_FIRSTSEEN_QUOTE ) )
{
gfMorrisShouldSayHi = TRUE;
}
#else
if ( (pOpponent->ubProfile == MIKE) && ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC ) && !(pSoldier->usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_EXT_MIKE) )
{
if (gfMikeShouldSayHi == FALSE)
@@ -2379,6 +2410,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_SEEN_MIKE );
pSoldier->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_EXT_MIKE;
}
#endif
else if ( pOpponent->ubProfile == JOEY && gfPlayerTeamSawJoey == FALSE )
{
TacticalCharacterDialogue( pSoldier, QUOTE_SPOTTED_JOEY );
@@ -3274,12 +3306,14 @@ void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirgin
UINT8 ubNumEnemies = 0;
UINT8 ubNumAllies = 0;
UINT32 cnt;
#ifdef JA2UB
//Ja25 No meanwhiles
#else
if ( AreInMeanwhile( ) )
{
return;
}
#endif
// Check out for our under large fire quote
if ( !(pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_IN_SHIT ) )
{
@@ -6513,7 +6547,11 @@ void TellPlayerAboutNoise( SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGri
// if the quote was faint, say something
if (ubVolumeIndex == 0)
{
#ifdef JA2UB
//Ja25 No meanwhiles
#else
if ( !AreInMeanwhile( ) && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV) && pSoldier->ubTurnsUntilCanSayHeardNoise == 0)
#endif
{
TacticalCharacterDialogue( pSoldier, QUOTE_HEARD_SOMETHING );
if ( gTacticalStatus.uiFlags & INCOMBAT )
@@ -7499,3 +7537,10 @@ BOOLEAN SoldierHasLimitedVision(SOLDIERTYPE * pSoldier)
else
return FALSE;
}
#ifdef JA2UB
INT32 MaxDistanceVisible( void )
{
return( STRAIGHT * 2 );
}
#endif