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
+198 -12
View File
@@ -1226,12 +1226,15 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Snipers like to raise weapons, sniper = %d",pSoldier->sniper));
if ( pSoldier->aiData.bOrders == SNIPER && pSoldier->sniper == 0 && ( pSoldier->pathing.bLevel == 1 || Random(100) < 40 ) )
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
if ( !(WeaponReady(pSoldier)) ) // SANDRO - only call this if we are not in readied position yet
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Sniper is raising weapon, soldier = %d, sniper = %d",pSoldier->ubID,pSoldier->sniper));
pSoldier->sniper = 1;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Sniper = %d",pSoldier->sniper));
return(AI_ACTION_RAISE_GUN);
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Sniper is raising weapon, soldier = %d, sniper = %d",pSoldier->ubID,pSoldier->sniper));
pSoldier->sniper = 1;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Sniper = %d",pSoldier->sniper));
return(AI_ACTION_RAISE_GUN);
}
}
}
//else if ( pSoldier->sniper == 1 )
@@ -1242,6 +1245,38 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
// return(AI_ACTION_LOWER_GUN);
//}
////////////////////////////////////////////////////////////////////////////
// SANDRO - occasionally, allow regular soldiers to scan around too
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
if (!(WeaponReady(pSoldier)))
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
{
iChance = 25;
if ( pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA || pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE )
iChance += 15;
else if ( pSoldier->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA || pSoldier->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR )
iChance -= 15;
if ( Random(100) < iChance )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Soldier deciding to raise weapon with scope"));
return(AI_ACTION_RAISE_GUN);
}
}
}
else // if the weapon is ready already, maybe unready it
{
if ( Random(100) < 40 )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Soldier deciding to lower weapon"));
return(AI_ACTION_LOWER_GUN);
}
}
}
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
// LOOK AROUND: determine %chance for man to turn in place
@@ -1268,6 +1303,9 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
if ( pSoldier->aiData.bOrders == SNIPER && pSoldier->pathing.bLevel == 1)
iChance += 35;
if ( WeaponReady(pSoldier) ) // SANDRO - if readied weapon, make him more likelz to turn around
iChance += 30;
if ((INT16)PreRandom(100) < iChance)
{
// roll random directions (stored in actionData) until different from current
@@ -1436,6 +1474,24 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
}
////////////////////////////////////////////////////////////////////////////
// SANDRO - allow regular soldiers to raise scoped weapons to see rather away too
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
if (!(WeaponReady(pSoldier)))
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
{
if ( Random(100) < 35 )
{
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
}
}
}
////////////////////////////////////////////////////////////////////////////
return(AI_ACTION_CHANGE_FACING);
}
}
@@ -1953,10 +2009,52 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if (!gfTurnBasedAI || GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) <= pSoldier->bActionPoints)
{
////////////////////////////////////////////////////////////////////////////
// SANDRO - raise weapon maybe
if (!(WeaponReady(pSoldier)) && pSoldier->ubDirection == ubNoiseDir) // if we are facing the direction of where the noise came from
{
if (!gfTurnBasedAI || (GetAPsToReadyWeapon( pSoldier, ANIM_CROUCH ) + GetAPsToChangeStance( pSoldier, ANIM_CROUCH )) <= pSoldier->bActionPoints)
{
iChance = 20;
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
iChance += 30;
}
if ( Random(100) < (UINT32)iChance )
{
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
}
}
////////////////////////////////////////////////////////////////////////////
pSoldier->aiData.usActionData = ANIM_CROUCH;
return(AI_ACTION_CHANGE_STANCE);
}
}
else if (!fCivilian)
{
////////////////////////////////////////////////////////////////////////////
// SANDRO - raise weapon maybe
if (!(WeaponReady(pSoldier)) && pSoldier->ubDirection == ubNoiseDir) // if we are facing the direction of where the noise came from
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
{
iChance = 20;
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
iChance += 30;
}
if ( Random(100) < (UINT32)iChance )
{
return( AI_ACTION_RAISE_GUN );
}
}
}
////////////////////////////////////////////////////////////////////////////
}
////////////////////////////////////////////////////////////////////////////
@@ -3351,24 +3449,62 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
sprintf(tempstr,"%s - TURNS TOWARDS CLOSEST ENEMY to face direction %d",pSoldier->name,pSoldier->aiData.usActionData);
AIPopMessage(tempstr);
#endif
if ( pSoldier->aiData.bOrders == SNIPER )
if ( pSoldier->aiData.bOrders == SNIPER && !(WeaponReady(pSoldier)) )
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
{
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
}
////////////////////////////////////////////////////////////////////////////
// SANDRO - allow regular soldiers to raise scoped weapons to see rather away too
else if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
if (!(WeaponReady(pSoldier)))
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
{
if ( Random(100) < 35 )
{
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
}
}
}
////////////////////////////////////////////////////////////////////////////
return(AI_ACTION_CHANGE_FACING);
}
}
else if ( pSoldier->ubDirection == ubOpponentDir && pSoldier->aiData.bOrders == SNIPER )
////////////////////////////////////////////////////////////////////////////
// SANDRO - allow regular soldiers to raise scoped weapons to see rather away too
else if ( pSoldier->ubDirection == ubOpponentDir && !(WeaponReady(pSoldier)))
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
{
return AI_ACTION_RAISE_GUN;
if ( pSoldier->aiData.bOrders == SNIPER )
{
return AI_ACTION_RAISE_GUN;
}
else if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
if ( Random(100) < 40 )
{
return AI_ACTION_RAISE_GUN;
}
}
else
{
if ( Random(100) < 20 )
{
return AI_ACTION_RAISE_GUN;
}
}
}
}
////////////////////////////////////////////////////////////////////////////
}
}
@@ -3514,6 +3650,30 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
sprintf(tempstr,"%s CROUCHES (STATUS RED)",pSoldier->name );
AIPopMessage(tempstr);
#endif
////////////////////////////////////////////////////////////////////////////
// SANDRO - allow regular soldiers to raise scoped weapons to see rather away too
if (!gfTurnBasedAI || (GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) + GetAPsToChangeStance( pSoldier, ANIM_CROUCH )) <= pSoldier->bActionPoints)
{
// determine direction from this soldier to the closest opponent
ubOpponentDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
if (!(WeaponReady(pSoldier)) && pSoldier->ubDirection == ubOpponentDir )
{
iChance = 25;
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
iChance += 25;
}
if ( Random(100) < (UINT32)iChance )
{
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
}
}
////////////////////////////////////////////////////////////////////////////
pSoldier->aiData.usActionData = ANIM_CROUCH;
return(AI_ACTION_CHANGE_STANCE);
@@ -3561,8 +3721,11 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionRed: sniper raising gun..."));
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
{
pSoldier->sniper = 1;
return AI_ACTION_RAISE_GUN;
if (!(WeaponReady(pSoldier)))
{
pSoldier->sniper = 1;
return AI_ACTION_RAISE_GUN;
}
}
}
else
@@ -3571,6 +3734,27 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
return(DecideActionYellow(pSoldier));
}
}
else if (!fCivilian)
{
////////////////////////////////////////////////////////////////////////////
// SANDRO - raise weapon maybe
if (!(WeaponReady(pSoldier))) // if we are facing the direction of where the noise came from
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
{
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
if ( Random(100) < 35 )
{
return( AI_ACTION_RAISE_GUN );
}
}
}
}
////////////////////////////////////////////////////////////////////////////
}
////////////////////////////////////////////////////////////////////////////
// DO NOTHING: Not enough points left to move, so save them for next turn
@@ -3803,7 +3987,8 @@ INT16 ubMinAPCost;
}
// offer surrender?
#ifdef JA2UB
#else
if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !( gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER ) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 )
{
if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 && NumPCsInSector() < 4 && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector >= NumPCsInSector() * 3 )
@@ -3818,6 +4003,7 @@ INT16 ubMinAPCost;
}
}
}
#endif
////////////////////////////////////////////////////////////////////////////
// SOLDIER CAN ATTACK IF NOT IN WATER/GAS AND NOT DOING SOMETHING TOO FUNKY