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