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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
173 lines
2.5 KiB
C
173 lines
2.5 KiB
C
#ifndef WORLD_TILESET_NUMS_H
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#define WORLD_TILESET_NUMS_H
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// Snap: NUM_TILESETS no longer limits the number of tilesets.
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// See gubNumSets in WorldDat.cpp
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#ifdef JA2UBMAPS
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enum
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{
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TLS_GENERIC_1,
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TLS_CAVES_1,
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TLS_DESERT_1,
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TLS_LUSH_1,
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TLS_TROPICAL_1,
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TLS_MOUNTAIN_1,
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TLS_COASTAL_1, //7
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TLS_SWAMP_1,
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TLS_FARM_1,
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TLS_OMERTA_1,
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TLS_GENERIC_2,
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TLS_FARM_2,
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TLS_PRISON,
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TLS_HOSPITAL,
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TLS_TEMP_,
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TLS_BURNT_TREES,
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TLS_LAWLESS_1,
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TLS_AIRSTRIP,
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TLS_LAWLESS_2,
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TLS_DEAD_AIRSTRIP,
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TEMP_1,
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TEMP_2,
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TEMP_3,
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TEMP_4,
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TEMP_5,
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TEMP_6,
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TEMP_7,
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TEMP_8,
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TEMP_9,
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TEMP_10,
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TEMP_11,
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TEMP_12,
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TEMP_13,
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TEMP_14,
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TEMP_15,
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TEMP_16,
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TEMP_17,
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TEMP_18,
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TEMP_19,
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TEMP_20,
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TEMP_21,
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TEMP_22,
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TEMP_23,
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TEMP_24,
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TEMP_25,
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TEMP_26,
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TEMP_27,
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TEMP_28,
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TEMP_29,
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TEMP_30,
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DEFAULT_JA25_TILESET,
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TEMP_32,
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TEMP_33,
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TEMP_34,
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TEMP_35,
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TEMP_36,
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TEMP_37,
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TEMP_38,
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TEMP_39,
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TEMP_40,
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TEMP_41,
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TEMP_42,
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TEMP_43,
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TEMP_44,
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TEMP_45,
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TEMP_46,
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TEMP_47,
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TEMP_48,
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TEMP_49,
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TEMP_50,
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NUM_TILESETS
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};
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#else
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enum
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{
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TLS_GENERIC_1, // 0, JA2 default
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TLS_CAVES_1,
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TLS_DESERT_1,
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TLS_LUSH_1,
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TLS_TROPICAL_1,
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TLS_MOUNTAINS_1,
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TLS_COASTAL_1,
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TLS_SWAMP_1,
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TLS_FARM_1,
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TLS_OMERTA,
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TLS_GENERIC_2, // 10
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TLS_FARM_2,
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TLS_PRISON,
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TLS_HOSPITAL,
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TLS_DEMO_BASEMENT,
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TLS_BURNT_TREES,
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TLS_LAWLESS_1,
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TLS_AIRSTRIP,
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TLS_LAWLESS_2,
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TLS_DEAD_AIRSTRIP,
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TLS_BASEMENT, // 20
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TLS_LAWLESS_3,
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TLS_PRISON_DUNGEON,
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TLS_ACTIVE_DRASSEN,
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TLS_SAM_SITES,
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TLS_LUSH_2,
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TLS_MILITARY_BASE,
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TLS_MILITARY_JAIL,
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TLS_MILITARY_WAREHOUSE,
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TLS_MILITARY_TOWN,
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TLS_OLD_SCHOOL, // 30
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TLS_CAMBRIA_STRIP,
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TLS_CAMBRIA_HOMES,
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TLS_PALACE,
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TLS_TROPICAL_SAM,
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TLS_GRUMM_1,
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TLS_GRUMM_2,
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TLS_BALIME,
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TLS_BALIME_MUSEUM,
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TLS_DESERT_SAM,
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TLS_ORTA, // 40
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TLS_ORTA_WEAPONS,
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TLS_SWAMP_BARETREES,
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TLS_ESTONI,
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TLS_QUEENS_PRISON,
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TLS_QUEENS_TROPICAL,
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TLS_MEDUNA_INNER_TOWN,
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TLS_QUEENS_SAM,
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TLS_QUEENS_AIRPORT,
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TLS_DEMO_TILESET,
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TLS_HEAVY_SNOW, // 50, JA2.5 default
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TLS_MIXED_SNOW,
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TLS_GRASS_SNOW,
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TLS_FALL_TOWN,
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TLS_MINING_TOWN,
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TLS_POWER_PLANT,
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TLS_SEWERS,
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TLS_UNDERGROUND_COMPLEX,
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TLS_UPPER_COMPLEX,
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TLS_LOWEST_LEVEL_COMPLEX,
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TILESET_60, // 60
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TILESET_61,
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TILESET_62,
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TILESET_63,
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TILESET_64,
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TILESET_65,
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TILESET_66,
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TILESET_67,
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TILESET_68,
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TILESET_69,
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NUM_TILESETS // 70
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};
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#endif
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#endif |