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
+293 -9
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 - cities
L"SAM Site", //2 - SAM Site
L"Other location", //3 - other location
L"Mines", //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 - air port
};
STR16 pEncyclopediaHelpCharacterText[] =
{
L"Show all",
L"Show AIM",
L"Show MERC",
L"Show RPC",
L"Show NPC",
L"Show Pojazd",
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 cities",
L"Show SAM Sites",
L"Show other location",
L"Show mines",
L"Show military complex",
L"Show laboratory complex",
L"Show Factory complex",
L"Show hospital",
L"Show prison",
L"Show air port",
};
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"All", //5
L"Gun",
L"Ammo",
L"LBE Gear",
L"Misc",
};
STR16 BoxFilter[] =
{
// Guns
L"Heavy",
L"Pistol",
L"M. Pist.",
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Ammo
L"Pistol",
L"M. Pist.", //10
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Used
L"Guns",
L"Armor",
L"LBE Gear",
L"Misc", //20
// Armour
L"Helmets",
L"Vests",
L"Leggings",
L"Plates",
// Misc
L"Blades",
L"Th. Knife",
L"Melee",
L"Grenades",
L"Bombs",
L"Med.", //30
L"Kits",
L"Face",
L"LBE",
L"Misc.", //34
};
//-----------
// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
@@ -2428,6 +2625,11 @@ CHAR16 zHealthStr[][13] =
L"EXCELLENT", // >= 90
};
STR16 gzHiddenHitCountStr[1] =
{
L"?",
};
STR16 gzMoneyAmounts[6] =
{
L"1000",
@@ -3464,7 +3666,11 @@ STR16 pFilesTitle[] =
STR16 pFilesSenderList[] =
{
#ifdef JA2UB
L"Rapport Tracona", // the recon report sent to the player. Recon is an abbreviation for reconissance
#else
L"Rapport Arulco", // the recon report sent to the player. Recon is an abbreviation for reconissance
#endif
L"Interception #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title
L"Interception #2", // second intercept file
L"Interception #3", // third intercept file
@@ -3624,6 +3830,8 @@ STR16 pBookMarkStrings[] =
L"Fleuriste",
L"Assurance",
L"Annuler",
L"Encyclopedia",
L"Briefing Room",
};
STR16 pBookmarkTitle[] =
@@ -3733,8 +3941,10 @@ STR16 pWebPagesTitles[] =
L"",
L"URL introuvable.",
L"Bobby Ray - Dernières commandes",
L"",
L"",
L"Encyclopedia",
L"Encyclopedia - Data",
L"Briefing Room",
L"Briefing Room - Data",
};
STR16 pShowBookmarkString[] =
@@ -4698,7 +4908,7 @@ STR16 zSaveLoadText[] =
//the second is the recommended amount of free space.
L"Votre risquez de manquer d'espace disque. Il ne vous reste que %d Mo de libre alors que le jeu nécessite %d Mo d'espace libre.",
L"Enregistrement...", //When saving a game, a message box with this string appears on the screen
L"Enregistrement", //When saving a game, a message box with this string appears on the screen
L"Quelques Armes",
L"Toutes Armes",
@@ -4716,6 +4926,8 @@ STR16 zSaveLoadText[] =
L"Le nouvel inventaire (NIV) ne peut se lancer en 640x480. Changez de résolution.",
L"Le nouvel inventaire (NIV) ne fonctionne pas depuis le dossier \"data\" original.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate
};
@@ -4968,9 +5180,15 @@ STR16 zOptionsScreenHelpText[] =
STR16 gzGIOScreenText[] =
{
L"CONFIGURATION DU JEU",
#ifdef JA2UB
L"Random Manuel texts ",
L"Off",
L"On",
#else
L"Style de jeu",
L"Réaliste",
L"S-F",
#endif
L"Platinum", //Placeholder English
L"Armes disponibles",
L"Toutes",
@@ -5010,9 +5228,15 @@ STR16 gzGIOScreenText[] =
L"Objets lachés par les ennemis",
L"Off",
L"On",
#ifdef JA2UB
L"Tex and John",
L"Random",
L"All",
#else
L"Nombre de terroristes",
L"Aléatoire",
L"Tous",
L"Tout",
#endif
L"Cachettes d'armes secrètes",
L"Aléatoire",
L"Toutes",
@@ -5025,6 +5249,12 @@ STR16 gzGIOScreenText[] =
L"Ancien / Ancien",
L"Nouveau / Ancien",
L"Nouveau / Nouveau",
// Squad Size
L"Max. Squad Size",
L"6",
L"8",
L"10",
};
STR16 gzMPJScreenText[] =
@@ -5308,7 +5538,7 @@ STR16 pMessageStrings[] =
L"Vous ne pouvez pas payer le salaire de %s qui se monte à %s", //first %s is the mercs name, the seconds is a string containing the salary
L"Passer",
L"%s ne peut sortir seul.",
L"Une sauvegarde a été crée (Partie99.sav). Renommez-la (Partie01 - Partie10) pour pouvoir la charger ultérieurement.",
L"Une sauvegarde a été crée (Partie249.sav). Renommez-la (Partie01 - Partie10) pour pouvoir la charger ultérieurement.",
L"%s a bu %s",
L"Un colis vient d'arriver à Drassen.",
L"%s devrait arriver au point d'entrée (secteur %s) au jour %d vers %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
@@ -5324,13 +5554,27 @@ STR16 pMessageStrings[] =
L"Mode tour par tour normal",
L"Mode de combat quitté",
L"Mode tour par tour forcé activé, mode de combat activé",
#ifdef JA2BETAVERSION
L"Partie enregistrée dans l'emplacement de sauvegarde automatique.",
#endif
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.
L"Client",
L"Vous ne pouvez pas utiliser l'ancien système d'inventaire et le nouveau système d'accessoire en même temps.",
// TODO.Translate
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
};
@@ -5392,6 +5636,10 @@ STR16 gzLaptopHelpText[] =
L"Morgue McGillicutty",
L"Service des Fleuristes Associés",
L"Courtiers d'Assurance des Mercenaires de l'A.I.M.",
//New Bookmarks
L"",
L"Encyclopedia",
L"Briefing Room",
};
@@ -5587,8 +5835,11 @@ STR16 gzLateLocalizedString[] =
L"Tous vos mercenaires ont été soignés.",
//14
#ifdef JA2UB
L"Tracona",
#else
L"Arulco",
#endif
L"(toit)",
L"Santé : %d/%d",
@@ -6839,4 +7090,37 @@ 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"Distance cible: %d tiles, Brightness: %d/%d",
L"Attachez le transpondeur à votre PC portable.",
L"Vous n'avez pas les moyens d'engager %s",
L"Pour une durée limitée, les frais ci-dessus couvrent la mission entière, équipement ci-dessous compris.",
L"Engagez %s et découvrez dès à présent notre prix \"tout compris\". Aussi inclus dans cette incroyable offre, l'équipement personnel du mercenaire sans frais supplémentaires.",
L"Frais",
L"Il y a quelqu'un d'autre dans le secteur...",
//L"Portée arme: %d tiles, de chances: %d pourcent",
L"Afficher couverture",
L"Ligne de vision",
L"Les nouvelles recrues ne peuvent arriver ici.",
L"Comme votre PC n'a pas de transpondeur, vous ne pouvez engager de nouvelles recrues. Revenez à une sauvegarde précédente et réessayez.",
L"%s entend le son de métal broyé provenant d'en dessous du corps de Jerry. On dirait que l'antenne de votre PC ne sers plus à rien.", //the %s is the name of a merc. @@@ Modified
L"Apres avoir scanné la note laissée par le Deputy Commander Morris, %s sent une oppurtinité. La note contient les coordonnées pour le lancement de missiles sur Arulco. Elle contient aussi l'emplacement de l'usine d'où les missiles proviennent.",
L"En examinant le panneau de contrôle, %s s'aperçoît que les chiffres peuvent être inversés pour que les missiles détruisent cette même usine. %s a besoin de trouver un chemin pour s'enfuir. L'ascenseur semble être la solution la plus rapide...",
L"Ceci est un jeu IRON MAN et vous ne pouvez pas sauvegarder s'il ya des ennemis dans les parages.", // @@@ new text
L"(ne peut sauvegarder en plein combat)", //@@@@ new text
L"Le nom de la campagne actuelle est supérieur à 30 lettres.", // @@@ new text
L"La campagne actuelle est introuvable.", // @@@ new text
L"Campagne: Par défaut ( %S )", // @@@ new text
L"Campagne: %S", // @@@ new text
L"Vous avez choisi la campagne %S. Cette campagne est un mod d'Unfinished Business. Etes-vous sûr de vouloir jouer la campagne %S ?", // @@@ new text
L"Pour pouvoir utiliser l'éditeur, veuillez choisir une autre campagne que celle par défaut.", ///@@new
};
#endif //FRENCH