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
+310 -12
View File
@@ -11,6 +11,7 @@
#include "Scheduling.h"
#include "EditorMercs.h"
#include "Item Statistics.h"
#include "Encyclopedia.h"
#endif
#endif
@@ -115,6 +116,202 @@ FAST HELP TEXT -- Explains how the syntax of fast help text works.
*/
CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
{
L"",
};
//Encyclopedia
STR16 pMenuStrings[] =
{
//Encyclopedia
L"Locations", // 0
L"Characters",
L"Items",
L"Quests",
L"Menu 5",
L"Menu 6", //5
L"Menu 7",
L"Menu 8",
L"Menu 9",
L"Menu 10",
L"Menu 11", //10
L"Menu 12",
L"Menu 13",
L"Menu 14",
L"Menu 15",
L"Menu 15", // 15
//Briefing Room
L"Exit",
};
STR16 pOtherButtonsText[] =
{
L"Briefing",
L"Accept",
};
STR16 pOtherButtonsHelpText[] =
{
L"Briefing",
L"Accept missions",
};
STR16 pLocationPageText[] =
{
L"Prev page",
L"Photo",
L"Next page",
};
STR16 pSectorPageText[] =
{
L"<<",
L"Main page",
L">>",
L"Type: ",
L"Empty data",
L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
};
STR16 pEncyclopediaTypeText[] =
{
L"Unknown",// 0 - unknown
L"City", //1 - city
L"SAM Site", //2 - SAM Site
L"Other Location", //3 - other location
L"Mine", //4 - mines
L"Military Complex", //5 - military complex
L"Laboratory Complex", //6 - laboratory complex
L"Factory Complex", //7 - factory complex
L"Hospital", //8 - hospital
L"Prison", //9 - prison
L"Airport", //10 - airport
};
STR16 pEncyclopediaHelpCharacterText[] =
{
L"Show All",
L"Show AIM",
L"Show MERC",
L"Show RPC",
L"Show NPC",
L"Show Vehicle",
L"Show IMP",
L"Show EPC",
L"Filter",
};
STR16 pEncyclopediaShortCharacterText[] =
{
L"All",
L"AIM",
L"MERC",
L"RPC",
L"NPC",
L"Veh.",
L"IMP",
L"EPC",
L"Filter",
};
STR16 pEncyclopediaHelpText[] =
{
L"Show All",
L"Show City",
L"Show SAM Site",
L"Show Other Location",
L"Show Mine",
L"Show Military Complex",
L"Show Laboratory Complex",
L"Show Factory Complex",
L"Show Hospital",
L"Show Prison",
L"Show Airport",
};
STR16 pEncyclopediaSkrotyText[] =
{
L"All",
L"City",
L"SAM",
L"Other",
L"Mine",
L"Mil.",
L"Lab.",
L"Fact.",
L"Hosp.",
L"Prison",
L"Air.",
};
STR16 pEncyclopediaShortInventoryText[] =
{
L"All", //0
L"Gun",
L"Ammo",
L"LBE",
L"Misc",
L"Show All", //5
L"Show Gun",
L"Show Ammo",
L"Show LBE Gear",
L"Show Misc",
};
STR16 BoxFilter[] =
{
// Guns
L"Heavy",
L"Pistol",
L"M. Pist.",
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotg.",
// Ammo
L"Pistol",
L"M. Pist.", //10
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotg.",
// Used
L"Gun",
L"Armor",
L"LBE Gear",
L"Misc", //20
// Armour
L"Helmet",
L"Vest",
L"Legging",
L"Plate",
// Misc
L"Blade",
L"Th. Kn.",
L"Melee",
L"Grena.",
L"Bomb",
L"Med.", //30
L"Kit",
L"Face",
L"LBE",
L"Misc", //34
};
//-----------
// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
@@ -798,7 +995,7 @@ STR16 pShowHighGroundText[] =
};
//Item Statistics.cpp
CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
{
L"Klaxon Mine",
L"Flare Mine",
@@ -835,7 +1032,7 @@ CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
L"Bloodcat alarm",
L"Big teargas",
};
*/
STR16 pUpdateItemStatsPanelText[] =
{
L"Toggle hide flag", //0
@@ -2429,6 +2626,11 @@ CHAR16 zHealthStr[][13] =
L"EXCELLENT", // >= 90
};
STR16 gzHiddenHitCountStr[1] =
{
L"?",
};
STR16 gzMoneyAmounts[6] =
{
L"$1000",
@@ -3278,7 +3480,11 @@ STR16 pMapErrorString[] =
//6-10
L"needs an escort to move. Place him on a squad with one.", // merc can't move unescorted .. for a male
L"needs an escort to move. Place her on a squad with one.", // for a female
#ifdef JA2UB
L"Merc hasn't yet arrived in Tracona!",
#else
L"Merc hasn't yet arrived in Arulco!",
#endif
L"Looks like there's some contract negotiations to settle first.",
L"Cannot give a movement order. Air raid is going on.",
//11-15
@@ -3367,8 +3573,13 @@ STR16 pMiscMapScreenMouseRegionHelpText[] =
// male version of where equipment is left
STR16 pMercHeLeaveString[] =
{
#ifdef JA2UB
L"Have %s leave his equipment where he is now (%s) or later on in Drassen (B13) upon catching flight out of Tracona?",
L"Have %s leave his equipment where he is now (%s) or later on in Omerta (A9) upon catching flight out of Tracona?",
#else
L"Have %s leave his equipment where he is now (%s) or later on in Drassen (B13) upon catching flight out of Arulco?",
L"Have %s leave his equipment where he is now (%s) or later on in Omerta (A9) upon catching flight out of Arulco?",
#endif
L"is about to leave and will drop off his equipment in Omerta (A9).",
L"is about to leave and will drop off his equipment in Drassen (B13).",
L"%s is about to leave and will drop off his equipment in %s.",
@@ -3378,8 +3589,13 @@ STR16 pMercHeLeaveString[] =
// female version
STR16 pMercSheLeaveString[] =
{
#ifdef JA2UB
L"Have %s leave her equipment where she is now (%s) or later on in Drassen (B13) upon catching flight out of Tracona?",
L"Have %s leave her equipment where she is now (%s) or later on in Omerta (A9) upon catching flight out of Tracona?",
#else
L"Have %s leave her equipment where she is now (%s) or later on in Drassen (B13) upon catching flight out of Arulco?",
L"Have %s leave her equipment where she is now (%s) or later on in Omerta (A9) upon catching flight out of Arulco?",
#endif
L"is about to leave and will drop off her equipment in Omerta (A9).",
L"is about to leave and will drop off her equipment in Drassen (B13).",
L"%s is about to leave and will drop off her equipment in %s.",
@@ -3624,6 +3840,8 @@ STR16 pBookMarkStrings[] =
L"Florist",
L"Insurance",
L"Cancel",
L"Encyclopedia",
L"Briefing Room",
};
STR16 pBookmarkTitle[] =
@@ -3733,8 +3951,10 @@ STR16 pWebPagesTitles[] =
L"",
L"URL not found.",
L"Bobby Ray's - Recent Shipments",
L"",
L"",
L"Encyclopedia",
L"Encyclopedia - Data",
L"Briefing Room",
L"Briefing Room - Data",
};
STR16 pShowBookmarkString[] =
@@ -4698,7 +4918,7 @@ STR16 zSaveLoadText[] =
//the second is the recommended amount of free space.
L"You are running low on disk space. You only have %d Megs free and Jagged should have at least %d Megs free.",
L"Saving...", //When saving a game, a message box with this string appears on the screen
L"Saving", //When saving a game, a message box with this string appears on the screen
L"Normal Guns",
L"Tons of Guns",
@@ -4714,8 +4934,10 @@ STR16 zSaveLoadText[] =
L"Excellent Selection",
L"Awesome Selection",
L"New Inventory does not work in 640x480 screen size. Please resize and try again.",
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
L"New Inventory does not work from the default 'Data' folder.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
};
@@ -4830,7 +5052,7 @@ STR16 zOptionsToggleText[] =
L"Rain Noises",
L"Allow Crows",
L"Show Soldier Tooltips",
L"Auto Save",
L"Tactical End-Turn Save",
L"Silent Skyrider",
//L"Low CPU usage",
L"Enhanced Description Box",
@@ -4935,7 +5157,7 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, you will hear rain noises when it is raining.",
L"When ON, the crows are present in game.",
L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.",
L"When ON, game will be saved in 2 alternate save slots after each players turn.\nTo load, press |C|t|r|l+|L (to open the Load Game screen) and then |A|l|t+|A or |A|l|t+|B.",
L"When ON, game will be saved in 2 alternate save slots after each players turn.",
L"When ON, Skyrider will not talk anymore.",
//L"When ON, game will run with much lower CPU usage.",
L"When ON, enhanced descriptions will be shown for items and weapons.",
@@ -4968,9 +5190,15 @@ STR16 zOptionsScreenHelpText[] =
STR16 gzGIOScreenText[] =
{
L"INITIAL GAME SETTINGS",
#ifdef JA2UB
L"Random Manuel texts ",
L"Off",
L"On",
#else
L"Game Style",
L"Realistic",
L"Sci Fi",
#endif
L"Platinum",
L"Available Arsenal", // changed by SANDRO
L"Tons of Guns",
@@ -5010,9 +5238,15 @@ STR16 gzGIOScreenText[] =
L"Enemies Drop All Items",
L"Off",
L"On",
#ifdef JA2UB
L"Tex and John",
L"Random",
L"All",
#else
L"Number of Terrorists",
L"Random",
L"All",
#endif
L"Secret Weapon Caches",
L"Random",
L"All",
@@ -5026,6 +5260,12 @@ STR16 gzGIOScreenText[] =
L"Old / Old",
L"New / Old",
L"New / New",
// Squad Size
L"Max. Squad Size",
L"6",
L"8",
L"10",
};
STR16 gzMPJScreenText[] =
@@ -5308,7 +5548,7 @@ STR16 pMessageStrings[] =
L"You cannot afford to pay for %s's daily salary of %s", //first %s is the mercs name, the seconds is a string containing the salary
L"Skip", // 70
L"%s cannot leave alone.",
L"A save has been created called, SaveGame99.sav. If needed, rename it to SaveGame01 - SaveGame10 and then you will have access to it in the Load screen.",
L"A save has been created called, SaveGame249.sav. If needed, rename it to SaveGame01 - SaveGame10 and then you will have access to it in the Load screen.",
L"%s drank some %s",
L"A package has arrived in Drassen.",
L"%s should arrive at the designated drop-off point (sector %s) on day %d, at approximately %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival
@@ -5324,12 +5564,25 @@ STR16 pMessageStrings[] =
L"Normal turn mode",
L"Exit combat mode",
L"Forced Turn Mode Active, Entering Combat",
#ifdef JA2BETAVERSION
L"Successfully Saved the Game into the End Turn Auto Save slot.",
#endif
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.//84
L"Client",
L"You cannot use the Old Inventory and the New Attachment System at the same time.",
L"You cannot use the Old Inventory and the New Attachment System at the same time.", // 90
L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID
L"This slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save
L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet)
L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
L"End-Turn Save #", // 95 // The text for the tactical end turn auto save
L"Saving Auto Save #", // 96 // The message box, when doing auto save
L"Saving", // 97 // The message box, when doing end turn auto save
L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save
L"This slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save
// Mouse tooltips
L"QuickSave.sav", // 100
L"AutoSaveGame%02d.sav", // 101
L"Auto%02d.sav", // 102
L"SaveGame%02d.sav", //103
};
@@ -5359,7 +5612,11 @@ STR16 pMilitiaButtonsHelpText[] =
STR16 pMapScreenJustStartedHelpText[] =
{
L"Go to AIM and hire some mercs ( *Hint* it's in the Laptop )", // to inform the player to hired some mercs to get things going
#ifdef JA2UB
L"When you're ready to travel to Tracona, click on the Time Compression button at the bottom right of the screen.", // to inform the player to hit time compression to get the game underway
#else
L"When you're ready to travel to Arulco, click on the Time Compression button at the bottom right of the screen.", // to inform the player to hit time compression to get the game underway
#endif
};
STR16 pAntiHackerString[] =
@@ -5391,6 +5648,10 @@ STR16 gzLaptopHelpText[] =
L"McGillicutty's Mortuary",
L"United Floral Service",
L"Insurance Brokers for A.I.M. contracts",
//New Bookmarks
L"",
L"Encyclopedia",
L"Briefing Room",
};
@@ -5587,7 +5848,11 @@ STR16 gzLateLocalizedString[] =
L"All your mercs are bandaged.",
//14
#ifdef JA2UB
L"Tracona",
#else
L"Arulco",
#endif
L"(roof)",
@@ -6845,4 +7110,37 @@ STR16 gzNCTHlabels[]=
// HEADROCK HAM 4: End new UDB texts and tooltips
//////////////////////////////////////////////////////
STR16 gzNewLaptopMessages[]=
{
L"Ask about our special offer!",
L"Temporarily Unavailable",
L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
};
STR16 zNewTacticalMessages[]=
{
//L"Range to target: %d tiles, Brightness: %d/%d",
L"Attaching the transmitter to your laptop computer.",
L"You cannot afford to hire %s",
L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.",
L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.",
L"Fee",
L"There is someone else in the sector...",
//L"Gun Range: %d tiles, Chance to hit: %d percent",
L"Display Cover",
L"Line of Sight",
L"New Recruits cannot arrive there.",
L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!",
L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified
L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.",
L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...",
L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text
L"(Cannot save during combat)", //@@@@ new text
L"The current campaign name is greater than 30 characters.", // @@@ new text
L"The current campaign cannot be found.", // @@@ new text
L"Campaign: Default ( %S )", // @@@ new text
L"Campaign: %S", // @@@ new text
L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text
L"In order to use the editor, please select a campaign other than the default.", ///@@new
};
#endif //ENGLISH