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
+73 -4
View File
@@ -149,6 +149,10 @@ void DestroyTileSurfaces( void );
void ProcessTilesetNamesForBPP(void);
BOOLEAN IsRoofVisibleForWireframe( INT32 sMapPos );
#ifdef JA2UBMAPS
INT32 giOldTilesetUsed;
#endif
INT8 IsHiddenTileMarkerThere( INT32 sGridNo );
extern void SetInterfaceHeightLevel( );
@@ -283,6 +287,10 @@ BOOLEAN InitializeWorld( )
gTileDatabaseSize = 0;
gSurfaceMemUsage = 0;
giCurrentTilesetID = -1;
#ifdef JA2UBMAPS
giOldTilesetUsed = -1;
#endif
// DB Adds the _8 to the names if we're in 8 bit mode.
//ProcessTilesetNamesForBPP();
@@ -407,7 +415,22 @@ BOOLEAN LoadTileSurfaces( char ppTileSurfaceFilenames[][32], UINT8 ubTilesetID )
SetRelativeStartAndEndPercentage( 0, 1, 35, L"Tile Surfaces" );
for (uiLoop = 0; uiLoop < NUMBEROFTILETYPES; uiLoop++)
{
// ATE: Set flag indicating to use another default
// tileset
#ifdef JA2UBMAPS
// 1 ) If we are going from JA2 to JA25
if ( giOldTilesetUsed < DEFAULT_JA25_TILESET && ubTilesetID >= DEFAULT_JA25_TILESET )
{
gbDefaultSurfaceUsed[ uiLoop ] = FALSE;
}
// 2) From JA25 to JA2
if ( ( giOldTilesetUsed >= DEFAULT_JA25_TILESET || giOldTilesetUsed == -1 ) && ubTilesetID < DEFAULT_JA25_TILESET )
{
gbDefaultSurfaceUsed[ uiLoop ] = FALSE;
}
#endif
uiPercentage = (uiLoop * 100) / (NUMBEROFTILETYPES-1);
RenderProgressBar( 0, uiPercentage );
@@ -472,12 +495,34 @@ BOOLEAN LoadTileSurfaces( char ppTileSurfaceFilenames[][32], UINT8 ubTilesetID )
// ATE: If here, don't load default surface if already loaded...
if ( !gbDefaultSurfaceUsed[ uiLoop ] )
{
#ifdef JA2UBMAPS
if( ubTilesetID < DEFAULT_JA25_TILESET && uiLoop != SPECIALTILES )
{
strcpy( TileSurfaceFilenames[uiLoop], gTilesets[ TLS_GENERIC_1 ].TileSurfaceFilenames[uiLoop] );//(char *)(ppTileSurfaceFilenames + (65 * uiLoop)) );
if (AddTileSurface( gTilesets[ TLS_GENERIC_1 ].TileSurfaceFilenames[uiLoop], uiLoop, TLS_GENERIC_1, FALSE ) == FALSE)
{
DestroyTileSurfaces( );
return( FALSE );
}
}
else
{
strcpy( TileSurfaceFilenames[uiLoop], gTilesets[ DEFAULT_JA25_TILESET ].TileSurfaceFilenames[uiLoop] );//(char *)(ppTileSurfaceFilenames + (65 * uiLoop)) );
if (AddTileSurface( gTilesets[ DEFAULT_JA25_TILESET ].TileSurfaceFilenames[uiLoop], uiLoop, DEFAULT_JA25_TILESET, FALSE ) == FALSE)
{
DestroyTileSurfaces( );
return( FALSE );
}
}
#else
strcpy( TileSurfaceFilenames[uiLoop], gTilesets[ TLS_GENERIC_1 ].TileSurfaceFilenames[uiLoop] );//(ppTileSurfaceFilenames + (65 * uiLoop)) );
if (AddTileSurface( gTilesets[ TLS_GENERIC_1 ].TileSurfaceFilenames[uiLoop], uiLoop, TLS_GENERIC_1, FALSE ) == FALSE)
{
DestroyTileSurfaces( );
return( FALSE );
}
#endif
}
else
{
@@ -533,6 +578,18 @@ BOOLEAN AddTileSurface( STR8 cFilename, UINT32 ubType, UINT8 ubTilesetID, BOOLE
gTileSurfaceArray[ ubType ] = TileSurf;
// OK, if we were not the default tileset, set value indicating that!
#ifdef JA2UBMAPS
// OK, if we were not the default tileset, set value indicating that!
if ( ubTilesetID != TLS_GENERIC_1 && ubTilesetID != 0 )
{
gbDefaultSurfaceUsed[ ubType ] = FALSE;
}
else
{
gbDefaultSurfaceUsed[ ubType ] = TRUE;
}
#else
if ( ubTilesetID != TLS_GENERIC_1 )
{
gbDefaultSurfaceUsed[ ubType ] = FALSE;
@@ -541,7 +598,8 @@ BOOLEAN AddTileSurface( STR8 cFilename, UINT32 ubType, UINT8 ubTilesetID, BOOLE
{
gbDefaultSurfaceUsed[ ubType ] = TRUE;
}
#endif
gbNewTileSurfaceLoaded[ ubType ] = TRUE;
return( TRUE );
@@ -710,7 +768,12 @@ void CompileWorldTerrainIDs( void )
pNode = gpWorldLevelData[ sGridNo ].pObjectHead;
// ATE: CRAPOLA! Special case stuff here for the friggen pool since art was fu*ked up
#ifdef JA2UBMAPS
if ( giCurrentTilesetID == TEMP_19 )
#else
if ( giCurrentTilesetID == TLS_BALIME_MUSEUM )
#endif
{
// Get ID
if ( pNode != NULL )
@@ -3276,10 +3339,12 @@ void TrashWorld( void )
//Remove the schedules
DestroyAllSchedules();
#ifdef JA2UB
//Ja25 no meanwhiles
#else
// on trash world sheck if we have to set up the first meanwhile
HandleFirstMeanWhileSetUpWithTrashWorld( );
#endif
// Create world randomly from tiles
for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
{
@@ -3480,6 +3545,10 @@ void TrashMapTile(INT16 MapTile)
BOOLEAN LoadMapTileset( INT32 iTilesetID )
{
#ifdef JA2UBMAPS
giOldTilesetUsed = giCurrentTilesetID;
#endif
if ( iTilesetID >= gubNumSets )
{
return( FALSE );