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
+77 -10
View File
@@ -90,6 +90,12 @@
#include "connect.h"
#ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#include "ub_config.h"
#endif
#define ARE_IN_FADE_IN( ) ( gfFadeIn || gfFadeInitialized )
BOOLEAN fDirtyRectangleMode = FALSE;
@@ -126,7 +132,10 @@ extern BOOLEAN gfFailedToSaveGameWhenInsideAMessageBox;
extern BOOLEAN gfFirstHeliRun;
extern BOOLEAN gfRenderFullThisFrame;
#ifdef JA2UB
extern void HandleCannotAffordNpcMsgBox();
extern BOOLEAN gfDisplayMsgBoxSayingCantAffordNPC;
#endif
// The InitializeGame function is responsible for setting up all data and Gaming Engine
// tasks which will run the game
@@ -307,6 +316,10 @@ void EnterTacticalScreen( )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: settacticalinterfaceflags"));
SetTacticalInterfaceFlags( 0 );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: fix oversized squads"));
//SQUAD10: Check for squads that are oversized at current resolution and move them to another squad
FixOversizedSquadsInSector( );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: set default squad on sector entry"));
// set default squad on sector entry
SetDefaultSquadOnSectorEntry( FALSE );
@@ -326,11 +339,16 @@ void EnterTacticalScreen( )
//gfGameScreenLocateToSoldier = TRUE;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check meanwhile"));
#ifdef JA2UB
/* Ja25 No meanwhiles */
#else
// Locate if in meanwhile...
if ( AreInMeanwhile( ) )
{
LocateToMeanwhileCharacter( );
}
#endif
if ( gTacticalStatus.uiFlags & IN_DEIDRANNA_ENDGAME )
{
@@ -454,6 +472,12 @@ UINT32 MainGameScreenHandle(void)
#endif
}
#ifdef JA2UB
//jA25 UB
//Handle the strategic AI
JA25_HandleUpdateOfStrategicAi();
#endif
#if 0
{
PTR pData, pDestBuf;
@@ -596,12 +620,31 @@ UINT32 MainGameScreenHandle(void)
if ( gfTacticalDoHeliRun )
{
gfGameScreenLocateToSoldier = FALSE;
//InternalLocateGridNo( gMapInformation.sNorthGridNo, TRUE );
InternalLocateGridNo( gGameExternalOptions.iInitialMercArrivalLocation, TRUE );
#ifdef JA2UB
//if it is the first time in the game, and we are doing the heli crash code, locate to a different spot
if( gfFirstTimeInGameHeliCrash && gGameUBOptions.InGameHeli == FALSE )
{
InternalLocateGridNo( gGameUBOptions.LOCATEGRIDNO, TRUE ); // 15427
}
else
{
if ( gGameUBOptions.InGameHeliCrash == TRUE )
//InternalLocateGridNo( gMapInformation.sNorthGridNo, TRUE );
InternalLocateGridNo( gGameUBOptions.LOCATEGRIDNO, TRUE );
else
InternalLocateGridNo( gGameUBOptions.LOCATEGRIDNO, TRUE );
}
#else
InternalLocateGridNo( gGameExternalOptions.iInitialMercArrivalLocation, TRUE );
#endif
// Start heli Run...
#ifdef JA2UB
StartHelicopterRun( gGameUBOptions.LOCATEGRIDNO ); //gMapInformation.sNorthGridNo );
#else
//StartHelicopterRun( gMapInformation.sNorthGridNo );
StartHelicopterRun( gGameExternalOptions.iInitialMercArrivalLocation );
#endif
// Update clock by one so that our DidGameJustStatrt() returns now false for things like LAPTOP, etc...
SetGameTimeCompressionLevel( TIME_COMPRESS_X1 );
@@ -617,12 +660,16 @@ UINT32 MainGameScreenHandle(void)
HandleOverheadMap( );
return( GAME_SCREEN );
}
/*
#ifdef JA2UB
if ( !ARE_IN_FADE_IN( ) )
{
HandleAirRaid( );
// HandleAirRaid( );
HandlePowerGenAlarm();
}
*/
#endif
if ( gfGameScreenLocateToSoldier )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: tacticalscreenlocatetosoldier"));
@@ -670,6 +717,13 @@ UINT32 MainGameScreenHandle(void)
}
}
#ifdef JA2UB
//if we are to display a mesg box about cant afford biggens
if( gfDisplayMsgBoxSayingCantAffordNPC )
{
HandleCannotAffordNpcMsgBox();
}
#endif
#ifdef JA2BETAVERSION
if( gfDoDialogOnceGameScreenFadesIn )
@@ -681,9 +735,13 @@ UINT32 MainGameScreenHandle(void)
HandleHeliDrop( );
if ( !ARE_IN_FADE_IN( ) )
{
{
HandleAutoBandagePending( );
}
#ifdef JA2UB
HandleThePlayerBeNotifiedOfSomeoneElseInSector();
#endif
}
// ATE: CHRIS_C LOOK HERE FOR GETTING AI CONSTANTLY GOING
@@ -891,8 +949,14 @@ UINT32 MainGameScreenHandle(void)
// Display Framerate
DisplayFrameRate( );
//UB
#ifdef JA2UB
/* JA2UB */
#else
CheckForMeanwhileOKStart( );
#endif
ScrollString( );
@@ -1146,7 +1210,10 @@ void InitHelicopterEntranceByMercs( void )
// Madd - nevermind initial air strike. It just seems silly, since Deidranna doesn't know the mercs are there.
//if ( gGameOptions.fAirStrikes )
// ScheduleAirRaid( &AirRaidDef );
#ifdef JA2UB
if ( gGameUBOptions.InGameHeli == FALSE )
HandleInitialEventsInHeliCrash(); //JA25 UB
#endif
gfTacticalDoHeliRun = TRUE;
gfFirstHeliRun = TRUE;