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
+394 -2
View File
@@ -74,11 +74,26 @@
#include "Soldier Macros.h"
#include "connect.h"
#include "debug control.h"
#include "LuaInitNPCs.h"
#include "Luaglobal.h"
#ifdef JA2UB
#include "interface Dialogue.h"
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#include "Dialogue Control.h"
#include "ub_config.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
BOOLEAN HookerInRoom( UINT8 ubRoom );
// MODULE FOR EXPLOSIONS
@@ -93,6 +108,10 @@ extern void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID );
extern void RecompileLocalMovementCostsForWall( INT32 sGridNo, UINT8 ubOrientation );
void FatigueCharacter( SOLDIERTYPE *pSoldier );
#ifdef JA2UB
void HandleSeeingFortifiedDoor( UINT32 sGridNo );//Ja25 UB
#endif
#define NO_ALT_SOUND -1
EXPLOSION_DATA gExpAniData[ NUM_EXP_TYPES ] =
@@ -204,6 +223,16 @@ void RecountExplosions( void );
void GenerateExplosionFromExplosionPointer( EXPLOSIONTYPE *pExplosion );
void HandleBuldingDestruction( INT32 sGridNo, UINT8 ubOwner );
#ifdef JA2UB
//JA25 UB
void HavePersonAtGridnoStop( UINT32 sGridNo );
BOOLEAN ShouldThePlayerStopWhenWalkingOnBiggensActionItem( UINT8 ubRecordNum );
void HandleDestructionOfPowerGenFan();
BOOLEAN IsFanGraphicInSectorAtThisGridNo( UINT32 sGridNo );
void HandleExplosionsInTunnelSector( UINT32 sGridNo );
void HandleSwitchToOpenFortifiedDoor( UINT32 sGridNo );
void HandleSeeingPowerGenFan( UINT32 sGridNo );
#endif
INT32 GetFreeExplosion( void )
{
@@ -615,7 +644,20 @@ BOOLEAN ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNe
ChangeO3SectorStatue( TRUE );
return( TRUE );
}
#ifdef JA2UB
//JA25 UB
//should we replace the mine entrance graphic
if( IsMineEntranceInSectorI13AtThisGridNo( sGridNo ) && ubOwner == NOBODY )
{
//Yup, replace it
ReplaceMineEntranceGraphicWithCollapsedEntrance();
}
//ja25 ub
//Handle Explosions in the tunnel sectors
HandleExplosionsInTunnelSector( sGridNo );
#endif
// Get xy
sX = CenterX( sGridNo );
sY = CenterY( sGridNo );
@@ -647,7 +689,14 @@ BOOLEAN ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNe
if ( ( bDamageReturnVal = DamageStructure( pCurrent, (UINT8)sWoundAmt, STRUCTURE_DAMAGE_EXPLOSION, sGridNo, sX, sY, NOBODY ) ) != 0 )
{
fContinue = FALSE;
#ifdef JA2UB
//Ja25 ub
//are we exploding the Fan in the power gen facility
if( IsFanGraphicInSectorAtThisGridNo( sGridNo ) )
{
HandleDestructionOfPowerGenFan();
}
#endif
pBase = FindBaseStructure( pCurrent );
sBaseGridNo = pBase->sGridNo;
@@ -3035,6 +3084,17 @@ BOOLEAN HookerInRoom( UINT8 ubRoom )
void PerformItemAction( INT32 sGridNo, OBJECTTYPE * pObj )
{
#ifdef LUA_EXPLOSION_CONTROL
for (UINT32 i = ACTION_ITEM_OPEN_DOOR; i <= ACTION_ITEM_NEW; i++ )
{
if ( (*pObj)[0]->data.misc.bActionValue == i )
LetLuaPerformItemAction( i, sGridNo, 0 );
}
#else
STRUCTURE * pStructure;
switch( (*pObj)[0]->data.misc.bActionValue )
@@ -3419,6 +3479,53 @@ void PerformItemAction( INT32 sGridNo, OBJECTTYPE * pObj )
PlayJA2Sample( KLAXON_ALARM, RATE_11025, SoundVolume( MIDVOLUME, sGridNo ), 5, SoundDir( sGridNo ) );
CallEldinTo( sGridNo );
break;
#ifdef JA2UB
case ACTION_ITEM_BIGGENS_BOMBS:
if( ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 17 ) )
{
HavePersonAtGridnoStop( sGridNo );
//Make Biggens run for cover and then detonate the explosives
TriggerNPCRecord( 61 , 17 ); //BIGGENS
}
break;
case ACTION_ITEM_BIGGENS_WARNING:
if( ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 16 ) )
{
HavePersonAtGridnoStop( sGridNo );
//Have Biggens spit out a warning about the bombs
TriggerNPCRecord( 61, 16 ); //BIGGENS
}
break;
case ACTION_ITEM_SEE_FORTIFIED_DOOR:
HandleSeeingFortifiedDoor( sGridNo );
break;
case ACTION_ITEM_OPEN_FORTIFED_DOOR:
HandleSwitchToOpenFortifiedDoor( sGridNo );
break;
case ACTION_ITEM_SEE_POWER_GEN_FAN:
//if the player is in the power plant
if( gWorldSectorX == 13 && gWorldSectorY == 10 && gbWorldSectorZ == 0 )
{
HandleSeeingPowerGenFan( sGridNo );
}
else if( gWorldSectorX == 15 && gWorldSectorY == 12 && gbWorldSectorZ == 3 )
{
//The player is hitting the switch to launch the missles
HandlePlayerHittingSwitchToLaunchMissles();
}
break;
#endif
default:
// error message here
#ifdef JA2BETAVERSION
@@ -3426,6 +3533,10 @@ void PerformItemAction( INT32 sGridNo, OBJECTTYPE * pObj )
#endif
break;
}
#endif
}
void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp, BOOL fFromRemoteClient )
@@ -4237,3 +4348,284 @@ UINT8 DetermineFlashbangEffect( SOLDIERTYPE *pSoldier, INT8 ubExplosionDir, BOOL
return ( FIRE_WEAPON_BLINDED_AND_DEAFENED );
}
#ifdef JA2UB
//-- UB
void HavePersonAtGridnoStop( UINT32 sGridNo )
{
UINT8 ubID;
//Sewe if there is a person at the gridno
ubID = WhoIsThere2( sGridNo, 0 );
//is it a valid person
if ( (ubID != NOBODY) && (MercPtrs[ ubID ]->bTeam == gbPlayerNum) )
{
SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
//Stop the merc
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
}
}
//JA25 UB
BOOLEAN ShouldThePlayerStopWhenWalkingOnBiggensActionItem( UINT8 ubRecordNum )
{
SOLDIERTYPE *pSoldier=NULL;
pSoldier = FindSoldierByProfileID( 61, TRUE ); //BIGGENS
//if biggens hasnt said the quote before, or is on the players team
if( HasNpcSaidQuoteBefore( 61, ubRecordNum ) || ( pSoldier != NULL || gMercProfiles[ 61 ].bLife <= 0 ) ) //BIGGENS
{
return( FALSE );
}
else
{
return( TRUE );
}
}
// This function checks if we should replace the fan graphic
BOOLEAN IsFanGraphicInSectorAtThisGridNo( UINT32 sGridNo )
{
// First check current sector......
if( gWorldSectorX == 13 && gWorldSectorY == MAP_ROW_J && gbWorldSectorZ == 0 )
{
//if this is the right gridno
/*if( sGridNo == 10978 ||
sGridNo == 10979 ||
sGridNo == 10980 ||
sGridNo == 10818 ||
sGridNo == 10819 ||
sGridNo == 10820 ||
sGridNo == 10658 ||
sGridNo == 10659 ||
sGridNo == 10660 )
*/
if( sGridNo == gGameUBOptions.FanGridNo[0] ||
sGridNo == gGameUBOptions.FanGridNo[1] ||
sGridNo == gGameUBOptions.FanGridNo[2] ||
sGridNo == gGameUBOptions.FanGridNo[3] ||
sGridNo == gGameUBOptions.FanGridNo[4] ||
sGridNo == gGameUBOptions.FanGridNo[5] ||
sGridNo == gGameUBOptions.FanGridNo[6] ||
sGridNo == gGameUBOptions.FanGridNo[7] ||
sGridNo == gGameUBOptions.FanGridNo[8] )
{
return( TRUE );
}
}
return( FALSE );
}
void HandleDestructionOfPowerGenFan()
{
UINT8 ubShadeLevel=0;
INT8 bID;
//if we have already destroyed the fan
if( gJa25SaveStruct.ubHowPlayerGotThroughFan == PG__PLAYER_BLEW_UP_FAN_TO_GET_THROUGH )
{
//leave
return;
}
//if we have already been in here
if( gJa25SaveStruct.ubStateOfFanInPowerGenSector == PGF__BLOWN_UP )
{
return;
}
//Remeber that the player blew up the fan
gJa25SaveStruct.ubStateOfFanInPowerGenSector = PGF__BLOWN_UP;
//Remeber how the player got through
HandleHowPlayerGotThroughFan();
//Since the player is making LOTS of noise, add more enemies to the tunnel sector
// AddEnemiesToJa25TunnelMaps();
if ( gGameUBOptions.HandleAddingEnemiesToTunnelMaps == TRUE )
{
HandleAddingEnemiesToTunnelMaps();
}
//Make sure to apply these changes to the map
ApplyMapChangesToMapTempFile( TRUE );
//Add an exit grid to the map
AddExitGridForFanToPowerGenSector();
//done with the changes
ApplyMapChangesToMapTempFile( FALSE );
//Stop the fan sound
HandleRemovingPowerGenFanSound();
//
// Have a qualified merc say a quote
//
//Get a random qualified merc to say the quote
bID = RandomSoldierIdFromNewMercsOnPlayerTeam();
if( bID != -1 )
{
DelayedMercQuote( Menptr[ bID ].ubProfile, QUOTE_ACCEPT_CONTRACT_RENEWAL, GetWorldTotalSeconds() + 2 );
}
}
void HandleExplosionsInTunnelSector( UINT32 sGridNo )
{
//if this isnt the tunnel sectors
if( !( gWorldSectorX == 14 && ( gWorldSectorY == MAP_ROW_J || gWorldSectorY == MAP_ROW_K ) && gbWorldSectorZ == 1 ) )
{
//get the fuck out...
return;
}
//Since the enemy will hear explosions in the tunnel, remember the player made a noise
gJa25SaveStruct.uiJa25GeneralFlags |= JA_GF__DID_PLAYER_MAKE_SOUND_GOING_THROUGH_TUNNEL_GATE;
}
void HandleSeeingFortifiedDoor( UINT32 sGridNo )
{
INT32 sID=0;
//if this isnt the First level of the complex
if( !( gWorldSectorX == 15 && gWorldSectorY == MAP_ROW_K && gbWorldSectorZ == 1 ) )
{
//get the fuck out...
return;
}
//if the player has already seen it
if( gJa25SaveStruct.uiJa25GeneralFlags & JA_GF__PLAYER_HAS_SEEN_FORTIFIED_DOOR )
{
//get out
return;
}
//Remeber that we have said the quote
gJa25SaveStruct.uiJa25GeneralFlags |= JA_GF__PLAYER_HAS_SEEN_FORTIFIED_DOOR;
//find out whos is the one walking across the trap
sID = WhoIsThere2( sGridNo, 0 );
if( sID != NOBODY && IsSoldierQualifiedMerc( &Menptr[ sID ] ) )
{
}
else
{
//Get a random merc to say quote
sID = RandomSoldierIdFromNewMercsOnPlayerTeam();
}
if( sID != -1 )
{
//say the quote
TacticalCharacterDialogue( &Menptr[ sID ], QUOTE_LENGTH_OF_CONTRACT );
}
}
void HandleSwitchToOpenFortifiedDoor( UINT32 sGridNo )
{
INT8 bID;
//if the door is already opened
if( gJa25SaveStruct.ubStatusOfFortifiedDoor == FD__OPEN )
{
return;
}
//remeber that the switch to open the forified door on level 1, has been pulled
gJa25SaveStruct.ubStatusOfFortifiedDoor = FD__OPEN;
bID = RandomSoldierIdFromNewMercsOnPlayerTeam();
if( bID != -1 )
{
TacticalCharacterDialogue( &Menptr[ bID ], QUOTE_COMMENT_BEFORE_HANG_UP );
}
}
void HandleSeeingPowerGenFan( UINT32 sGridNo )
{
// INT8 bID;
UINT8 ubPerson;
BOOLEAN fFanIsStopped;
BOOLEAN fFanHasBeenStopped;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pOtherSoldier;
INT32 cnt;
BOOLEAN fSaidQuote=FALSE;
//if the fan has already been seen
if( IsJa25GeneralFlagSet( JA_GF__PLAYER_SEEN_FAN_BEFORE ) )
{
//get out
return;
}
fFanIsStopped = ( gJa25SaveStruct.ubStateOfFanInPowerGenSector == PGF__STOPPED );
fFanHasBeenStopped = IsJa25GeneralFlagSet( JA_GF__POWER_GEN_FAN_HAS_BEEN_STOPPED );
//Get the person who is at the gridno
ubPerson = WhoIsThere2( sGridNo, 0 );
if( ubPerson != NOBODY )
{
pSoldier = &Menptr[ ubPerson ];
//if the fan is stopped And is this merc is a qualified merc but Not a power gen fan qualified merc?
if( IsSoldierQualifiedMerc( pSoldier ) && fFanIsStopped )
{
//Have the merc say the quote
TacticalCharacterDialogue( pSoldier, QUOTE_HATE_MERC_2_ON_TEAM_WONT_RENEW );
fSaidQuote = TRUE;
}
else if( IsSoldierQualifiedMercForSeeingPowerGenFan( pSoldier ) )
{
//Have the merc say the quote
TacticalCharacterDialogue( pSoldier, QUOTE_HATE_MERC_2_ON_TEAM_WONT_RENEW );
fSaidQuote = TRUE;
}
else
{
//see if there is another merc that is close by to say the quote
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pOtherSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pOtherSoldier++)
{
//if the soldier is in the sector
if( pOtherSoldier->bActive && pOtherSoldier->bInSector && ( pOtherSoldier->stats.bLife >= CONSCIOUSNESS ) )
{
INT16 sDistanceAway;
// if the soldier isnt that far away AND he is qualified merc
sDistanceAway = PythSpacesAway( pSoldier->sGridNo, pOtherSoldier->sGridNo );
if( sDistanceAway <= 5 && ( !InARoom( pOtherSoldier->sGridNo, NULL ) || pOtherSoldier->pathing.bLevel ) &&
( ( IsSoldierQualifiedMerc( pOtherSoldier ) && fFanIsStopped ) ||
( IsSoldierQualifiedMercForSeeingPowerGenFan( pOtherSoldier ) ) ) )
{
//Have the merc say the quote
TacticalCharacterDialogue( pOtherSoldier, QUOTE_HATE_MERC_2_ON_TEAM_WONT_RENEW );
fSaidQuote = TRUE;
break;
}
}
}
}
}
//if the quote was said, dont say it again
if( fSaidQuote )
{
//remeber that the fan has been seen
SetJa25GeneralFlag( JA_GF__PLAYER_SEEN_FAN_BEFORE );
}
}
#endif