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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
130 lines
4.0 KiB
C
130 lines
4.0 KiB
C
#ifndef __TIMER_CONTROL_H
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#define __TIMER_CONTROL_H
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#ifndef CALLBACKTIMER
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#define CALLBACKTIMER
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#endif
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typedef INT32 TIMECOUNTER;
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//typedef void (__stdcall *JA2_TIMERPROC)( UINT32 uiID, UINT32 uiMsg, UINT32 uiUser, UINT32 uiDw1, UINT32 uiDw2 );
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typedef void (*CUSTOMIZABLE_TIMER_CALLBACK) ( void );
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// CALLBACK TIMER DEFINES
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enum
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{
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ITEM_LOCATOR_CALLBACK,
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NUM_TIMER_CALLBACKS
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};
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#define TILE_ANIM__NORMAL_SPEED 200
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#define TILE_ANIM__FAST_SPEED 30
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// TIMER DEFINES
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enum
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{
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TOVERHEAD = 0, // Overhead time slice
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NEXTSCROLL, // Scroll Speed timer
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STARTSCROLL, // Scroll Start timer
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ANIMATETILES, // Animate tiles timer
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FPSCOUNTER, // FPS value
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PATHFINDCOUNTER, // PATH FIND COUNTER
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CURSORCOUNTER, // ANIMATED CURSOR
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RMOUSECLICK_DELAY_COUNTER, // RIGHT BUTTON CLICK DELAY
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LMOUSECLICK_DELAY_COUNTER, // LEFT BUTTON CLICK DELAY
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SLIDETEXT, // DAMAGE DISPLAY
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TARGETREFINE, // TARGET REFINE
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CURSORFLASH, // Cursor/AP flash
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FADE_GUY_OUT, // FADE MERCS OUT
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PANELSLIDE_UNUSED, // PANLE SLIDE
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TCLOCKUPDATE, // CLOCK UPDATE
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PHYSICSUPDATE, // PHYSICS UPDATE.
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GLOW_ENEMYS,
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STRATEGIC_OVERHEAD, // STRATEGIC OVERHEAD
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CYCLERENDERITEMCOLOR, // CYCLE COLORS
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NONGUNTARGETREFINE, // TARGET REFINE
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CURSORFLASHUPDATE, //
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INVALID_AP_HOLD, // TIME TO HOLD INVALID AP
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RADAR_MAP_BLINK, // BLINK DELAY FOR RADAR MAP
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OVERHEAD_MAP_BLINK, // OVERHEADMAP
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MUSICOVERHEAD, // MUSIC TIMER
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RUBBER_BAND_START_DELAY,
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NUMTIMERS
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};
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// Base resultion of callback timer
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#define BASETIMESLICE 10
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// TIMER INTERVALS
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extern INT32 giTimerIntervals[ NUMTIMERS ];
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// TIMER COUNTERS
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extern INT32 giTimerCounters[ NUMTIMERS ];
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// GLOBAL SYNC TEMP TIME
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extern INT32 giClockTimer;
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extern INT32 giTimerDiag;
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extern INT32 giTimerTeamTurnUpdate;
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// Functions
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BOOLEAN InitializeJA2Clock( void );
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void ShutdownJA2Clock( void );
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#define GetJA2Clock() guiBaseJA2Clock
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UINT32 GetPauseJA2Clock( );
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UINT32 InitializeJA2TimerID( UINT32 uiDelay, UINT32 uiCallbackID, UINT32 uiUser );
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void RemoveJA2TimerCallback( UINT32 uiTimer );
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void PauseTime( BOOLEAN fPaused );
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void SetCustomizableTimerCallbackAndDelay( INT32 iDelay, CUSTOMIZABLE_TIMER_CALLBACK pCallback, BOOLEAN fReplace );
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void CheckCustomizableTimer( void );
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//Don't modify this value
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extern UINT32 guiBaseJA2Clock;
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extern UINT32 guiBaseJA2NoPauseClock;
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extern CUSTOMIZABLE_TIMER_CALLBACK gpCustomizableTimerCallback;
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// MACROS
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// CHeck if new counter < 0 | set to 0 | Decrement
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#ifdef CALLBACKTIMER
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#define UPDATECOUNTER( c ) ( ( giTimerCounters[ c ] - BASETIMESLICE ) < 0 ) ? ( giTimerCounters[ c ] = 0 ) : ( giTimerCounters[ c ] -= BASETIMESLICE )
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#define RESETCOUNTER( c ) ( giTimerCounters[ c ] = giTimerIntervals[ c ] )
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#define COUNTERDONE( c ) ( giTimerCounters[ c ] == 0 ) ? TRUE : FALSE
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#define UPDATETIMECOUNTER( c ) ( ( c - BASETIMESLICE ) < 0 ) ? ( c = 0 ) : ( c -= BASETIMESLICE )
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#define RESETTIMECOUNTER( c, d ) ( c = d )
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#ifdef BOUNDS_CHECKER
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#define TIMECOUNTERDONE( c, d ) ( TRUE )
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#else
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#define TIMECOUNTERDONE( c, d ) ( c == 0 ) ? TRUE : FALSE
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#endif
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#define SYNCTIMECOUNTER( )
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#define ZEROTIMECOUNTER( c ) ( c = 0 )
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#else
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#define UPDATECOUNTER( c )
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#define RESETCOUNTER( c ) ( giTimerCounters[ c ] = giClockTimer )
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#define COUNTERDONE( c ) ( ( ( giClockTimer = GetJA2Clock() ) - giTimerCounters[ c ] ) > giTimerIntervals[ c ] ) ? TRUE : FALSE
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#define UPDATETIMECOUNTER( c )
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#define RESETTIMECOUNTER( c, d ) ( c = giClockTimer )
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#define TIMECOUNTERDONE( c, d ) ( giClockTimer - c > d ) ? TRUE : FALSE
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#define SYNCTIMECOUNTER( ) ( giClockTimer = GetJA2Clock() )
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#endif
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void SetTileAnimCounter( INT32 iTime );
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#endif |