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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
105 lines
2.9 KiB
C++
105 lines
2.9 KiB
C++
#ifndef _SAVE_LOAD_GAME_H_
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#define _SAVE_LOAD_GAME_H_
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#include "GameSettings.h"
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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#define BYTESINMEGABYTE 1048576 //1024*1024
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#define REQUIRED_FREE_SPACE (20 * BYTESINMEGABYTE)
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#define SIZE_OF_SAVE_GAME_DESC 128
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#define GAME_VERSION_LENGTH 16
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#define SAVE__ERROR_NUM 249//99
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// WANNE: The end turn have 2 saves (Auto00.sav and Auto01.sav). This 2 save slots should be underneath the 5 auto save slots
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#define SAVE__END_TURN_NUM 248//98
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#define SAVE__END_TURN_NUM_1 6//98
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#define SAVE__END_TURN_NUM_2 7//98
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// WDS - Automatically try to save when an assertion failure occurs
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// WANNE: This SAVEGAME should not show up in the load screen
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#define SAVE__ASSERTION_FAILURE 247//97
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#define SAVE__TIMED_AUTOSAVE_SLOT1 1 //19 // WANNE: This slot does not show up in the load/save screen because it is > 18
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#define SAVE__TIMED_AUTOSAVE_SLOT2 2
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#define SAVE__TIMED_AUTOSAVE_SLOT3 3
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#define SAVE__TIMED_AUTOSAVE_SLOT4 4
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#define SAVE__TIMED_AUTOSAVE_SLOT5 5
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#define EARLIST_SPECIAL_SAVE 247//97
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typedef struct
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{
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UINT32 uiSavedGameVersion;
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CHAR8 zGameVersionNumber[ GAME_VERSION_LENGTH ];
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CHAR16 sSavedGameDesc[ SIZE_OF_SAVE_GAME_DESC ];
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UINT32 uiFlags;
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#ifdef CRIPPLED_VERSION
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UINT8 ubCrippleFiller[20];
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#endif
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//The following will be used to quickly access info to display in the save/load screen
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UINT32 uiDay;
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UINT8 ubHour;
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UINT8 ubMin;
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INT16 sSectorX;
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INT16 sSectorY;
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INT8 bSectorZ;
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UINT8 ubNumOfMercsOnPlayersTeam;
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INT32 iCurrentBalance;
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UINT32 uiCurrentScreen;
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BOOLEAN fAlternateSector;
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BOOLEAN fWorldLoaded;
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UINT8 ubLoadScreenID; //The load screen that should be used when loading the saved game
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GAME_OPTIONS sInitialGameOptions; //need these in the header so we can get the info from it on the save load screen.
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UINT32 uiRandom;
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UINT8 ubFiller[500]; // WANNE: Decrease this filler by 1, for each new UINT8 variable!
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} SAVED_GAME_HEADER;
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extern UINT32 guiScreenToGotoAfterLoadingSavedGame;
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extern UINT32 guiCurrentSaveGameVersion;
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void CreateSavedGameFileNameFromNumber( UINT8 ubSaveGameID, STR pzNewFileName );
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BOOLEAN InitSaveDir();
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BOOLEAN SaveGame( int ubSaveGameID, STR16 pGameDesc );
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BOOLEAN LoadSavedGame( int ubSavedGameID );
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BOOLEAN CopySavedSoldierInfoToNewSoldier( SOLDIERTYPE *pDestSourceInfo, SOLDIERTYPE *pSourceInfo );
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BOOLEAN SaveFilesToSavedGame( STR pSrcFileName, HWFILE hFile );
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BOOLEAN LoadFilesFromSavedGame( STR pSrcFileName, HWFILE hFile );
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BOOLEAN DoesUserHaveEnoughHardDriveSpace();
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void GetBestPossibleSectorXYZValues( INT16 *psSectorX, INT16 *psSectorY, INT8 *pbSectorZ );
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extern UINT32 guiLastSaveGameNum; // The end turn auto save number (0 = Auto00.sav, 1 = Auto01.sav)
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INT8 GetNumberForAutoSave( BOOLEAN fLatestAutoSave );
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#endif
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