Files
source/Tactical/Vehicles.h
T
Wanne e64d5a2fa6 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
2012-01-18 11:19:01 +00:00

452 lines
11 KiB
C++

#ifndef _VEHICLES_H
#define _VEHICLES_H
#include "Types.h"
#include "Soldier Control.h"
#include "Strategic Movement.h"
#include "soldier profile type.h"
#define MAX_VEHICLES 10
extern std::vector<INT8> gubVehicleMovementGroups;
#define MAX_MAIN_VEHICLE_CHARS 500
typedef struct
{
UINT8 uiIndex;
INT32 iNewMvtTypes;
INT32 iNewSeatingCapacities;
INT32 iNewEnterVehicleSndID;
INT32 iNewMoveVehicleSndID;
UINT8 ubNewVehicleTypeProfileID;
INT16 sNewVehicleArmourType;
INT8 NewVehicleBodyType;
BOOLEAN bNewNeutral;
BOOLEAN bNewVehicle;
INT8 NewPilot;
CHAR8 szIconFace[MAX_MAIN_VEHICLE_CHARS];
CHAR16 NewVehicleStrings[128];
CHAR16 NewVehicleName[128];
CHAR16 NewShortVehicleStrings[128];
INT32 NewCarPortraits;
BOOLEAN NewUsed;
} NEW_CAR;
extern NEW_CAR gNewVehicle[NUM_PROFILES];
extern BOOLEAN SaveNewVehiclesToSaveGameFile( HWFILE hFile );
extern BOOLEAN LoadNewVehiclesToSaveGameFile( HWFILE hFile );
// type of vehicles
enum{
/* NEW_VEHICLE1 = 0,
NEW_VEHICLE2,
NEW_VEHICLE3,
NEW_VEHICLE4,
NEW_VEHICLE5,
NEW_VEHICLE6,
NEW_VEHICLE7,
NEW_VEHICLE8,
NEW_VEHICLE9,
NEW_VEHICLE10,
NEW_VEHICLE11,
NEW_VEHICLE12,
NEW_VEHICLE13,
NEW_VEHICLE14,
NEW_VEHICLE15,
NEW_VEHICLE16,
NEW_VEHICLE17,
NEW_VEHICLE18,
NEW_VEHICLE19,
NEW_VEHICLE20,
NEW_VEHICLE21,
NEW_VEHICLE22,
NEW_VEHICLE23,
NEW_VEHICLE24,
NEW_VEHICLE25,
NEW_VEHICLE26,
NEW_VEHICLE27,
NEW_VEHICLE28,
NEW_VEHICLE29,
NEW_VEHICLE30,
NEW_VEHICLE31,
NEW_VEHICLE32,
NEW_VEHICLE33,
NEW_VEHICLE34,
NEW_VEHICLE35,
NEW_VEHICLE36,
NEW_VEHICLE37,
NEW_VEHICLE38,
NEW_VEHICLE39,
NEW_VEHICLE40,
NEW_VEHICLE41,
NEW_VEHICLE42,
NEW_VEHICLE43,
NEW_VEHICLE44,
NEW_VEHICLE45,
NEW_VEHICLE46,
NEW_VEHICLE47,
NEW_VEHICLE48,
NEW_VEHICLE49,
NEW_VEHICLE50,
NEW_VEHICLE51,
NEW_VEHICLE52,
NEW_VEHICLE53,
NEW_VEHICLE54,
NEW_VEHICLE55,
NEW_VEHICLE56,
NEW_VEHICLE57,
NEW_VEHICLE58,
NEW_VEHICLE59,
NEW_VEHICLE60,
NEW_VEHICLE61,
NEW_VEHICLE62,
NEW_VEHICLE63,
NEW_VEHICLE64,
NEW_VEHICLE65,
NEW_VEHICLE66,
NEW_VEHICLE67,
NEW_VEHICLE68,
NEW_VEHICLE69,
NEW_VEHICLE70,
NEW_VEHICLE71,
NEW_VEHICLE72,
NEW_VEHICLE73,
NEW_VEHICLE74,
NEW_VEHICLE75,
NEW_VEHICLE76,
NEW_VEHICLE77,
NEW_VEHICLE78,
NEW_VEHICLE79,
NEW_VEHICLE80,
NEW_VEHICLE81,
NEW_VEHICLE82,
NEW_VEHICLE83,
NEW_VEHICLE84,
NEW_VEHICLE85,
NEW_VEHICLE86,
NEW_VEHICLE87,
NEW_VEHICLE88,
NEW_VEHICLE89,
NEW_VEHICLE90,
NEW_VEHICLE91,
NEW_VEHICLE92,
NEW_VEHICLE93,
NEW_VEHICLE94,
NEW_VEHICLE95,
NEW_VEHICLE96,
NEW_VEHICLE97,
NEW_VEHICLE98,
NEW_VEHICLE99,
NEW_VEHICLE100,
NEW_VEHICLE101,
NEW_VEHICLE102,
NEW_VEHICLE103,
NEW_VEHICLE104,
NEW_VEHICLE105,
NEW_VEHICLE106,
NEW_VEHICLE107,
NEW_VEHICLE108,
NEW_VEHICLE109,
NEW_VEHICLE110,
NEW_VEHICLE111,
NEW_VEHICLE112,
NEW_VEHICLE113,
NEW_VEHICLE114,
NEW_VEHICLE115,
NEW_VEHICLE116,
NEW_VEHICLE117,
NEW_VEHICLE118,
NEW_VEHICLE119,
NEW_VEHICLE120,
NEW_VEHICLE121,
NEW_VEHICLE122,
NEW_VEHICLE123,
NEW_VEHICLE124,
NEW_VEHICLE125,
NEW_VEHICLE126,
NEW_VEHICLE127,
NEW_VEHICLE128,
NEW_VEHICLE129,
NEW_VEHICLE130,
NEW_VEHICLE131,
NEW_VEHICLE132,
NEW_VEHICLE133,
NEW_VEHICLE134,
NEW_VEHICLE135,
NEW_VEHICLE136,
NEW_VEHICLE137,
NEW_VEHICLE138,
NEW_VEHICLE139,
NEW_VEHICLE140,
NEW_VEHICLE141,
NEW_VEHICLE142,
NEW_VEHICLE143,
NEW_VEHICLE144,
NEW_VEHICLE145,
NEW_VEHICLE146,
NEW_VEHICLE147,
NEW_VEHICLE148,
NEW_VEHICLE149,
NEW_VEHICLE150,
NEW_VEHICLE151,
NEW_VEHICLE152,
NEW_VEHICLE153,
NEW_VEHICLE154,
NEW_VEHICLE155,
NEW_VEHICLE156,
NEW_VEHICLE157,
NEW_VEHICLE158,
NEW_VEHICLE159,
*/
NEW_VEHICLE1 = 0,
NEW_VEHICLE2 = NEW_VEHICLE1 + 159,
HUMMER = 160,
ELDORADO_CAR = 161,
ICE_CREAM_TRUCK = 162,
HELICOPTER = 163,
//JEEP_CAR = 164,
TANK_CAR = 164,
NEW_VEHICLE165 = 165,
NEW_VEHICLE166 = 166,
NEW_VEHICLE167 = 167,
NEW_VEHICLE168 = 168,
NEW_VEHICLE169 = 169,
NUMBER_OF_TYPES_OF_VEHICLES = NEW_VEHICLE169 + 84,
/*
ELDORADO_CAR = 0,
HUMMER,
ICE_CREAM_TRUCK,
JEEP_CAR,
TANK_CAR,
HELICOPTER,
NUMBER_OF_TYPES_OF_VEHICLES,
*/
};
// external armor hit locations
enum{
FRONT_EXTERNAL_HIT_LOCATION,
LEFT_EXTERNAL_HIT_LOCATION,
RIGHT_EXTERNAL_HIT_LOCATION,
REAR_EXTERNAL_HIT_LOCATION,
BOTTOM_EXTERNAL_HIT_LOCATION,
TOP_EXTERNAL_HIT_LOCATION,
NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE,
};
// internal critical hit locations
enum{
ENGINE_HIT_LOCATION,
CREW_COMPARTMENT_HIT_LOCATION,
RF_TIRE_HIT_LOCATION,
LF_TIRE_HIT_LOCATION,
RR_TIRE_HIT_LOCATION,
LR_TIRE_HIT_LOCATION,
GAS_TANK_HIT_LOCATION,
NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE,
};
//extern STR16 sCritLocationStrings[];
//extern INT8 bInternalCritHitsByLocation[NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE][ NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE ];
extern INT16 sVehicleOrigArmorValues[ NUMBER_OF_TYPES_OF_VEHICLES][ NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE];
#define MAXPASSENGERS 10
// struct for vehicles
typedef struct
{
PathStPtr pMercPath; // vehicle's stategic path list
UINT8 ubMovementGroup; // the movement group this vehicle belongs to
UINT8 ubVehicleType; // type of vehicle
INT16 sSectorX; // X position on the Stategic Map
INT16 sSectorY; // Y position on the Stategic Map
INT16 sSectorZ;
BOOLEAN fBetweenSectors; // between sectors?
INT32 sGridNo; // location in tactical
SOLDIERTYPE *pPassengers[ MAXPASSENGERS ];
UINT8 ubDriver;
INT16 sInternalHitLocations[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ];
INT16 sArmourType;
INT16 sExternalArmorLocationsStatus[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ];
INT16 sCriticalHits[ NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE ];
INT32 iOnSound;
INT32 iOffSound;
INT32 iMoveSound;
INT32 iOutOfSound;
BOOLEAN fFunctional;
BOOLEAN fDestroyed;
INT32 iMovementSoundID;
UINT8 ubProfileID;
BOOLEAN fValid;
} VEHICLETYPE;
// the list of vehicles
extern VEHICLETYPE *pVehicleList;
// number of vehicles on the list
extern UINT8 ubNumberOfVehicles;
extern INT32 iMvtTypes[];
void SetVehicleValuesIntoSoldierType( SOLDIERTYPE *pVehicle );
// add vehicle to list and return id value
INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT32 sGridNo, UINT8 ubType );
// remove this vehicle from the list
BOOLEAN RemoveVehicleFromList( INT32 iId );
// clear out the vehicle list
void ClearOutVehicleList( void );
BOOLEAN AnyAccessibleVehiclesInSoldiersSector( SOLDIERTYPE *pSoldier );
// is this vehicle in the same sector (not between sectors), and accesible
BOOLEAN IsThisVehicleAccessibleToSoldier( SOLDIERTYPE *pSoldier, INT32 iId );
// add soldier to Vehicle
BOOLEAN AddSoldierToVehicle( SOLDIERTYPE *pSoldier, INT32 iId );
// remove soldier from vehicle
BOOLEAN RemoveSoldierFromVehicle( SOLDIERTYPE *pSoldier, INT32 iId );
// strategic mvt stuff
// move character path to the vehicle
BOOLEAN MoveCharactersPathToVehicle( SOLDIERTYPE *pSoldier );
// travel time at the startegic level
INT32 GetTravelTimeOfVehicle( INT32 iId );
// is this vehicle a valid one?
BOOLEAN VehicleIdIsValid( INT32 iId );
// Test whether a soldier is actually a vehicle
BOOLEAN IsVehicle(SOLDIERTYPE *pSoldier);
// set up vehicle mvt for this grunt involved
BOOLEAN SetUpMvtGroupForVehicle( SOLDIERTYPE *pSoldier );
// set up soldier mvt for vehicle
BOOLEAN CopyVehiclePathToSoldier( SOLDIERTYPE *pSoldier );
// update mercs position when vehicle arrives
void UpdatePositionOfMercsInVehicle( INT32 iId );
// find vehicle id of group with this vehicle
INT32 GivenMvtGroupIdFindVehicleId( UINT8 ubGroupId );
// given vehicle id, add all peopel in vehicle to mvt group, after clearing mvt group out
BOOLEAN AddVehicleMembersToMvtGroup( INT32 iId );
// injure this person in the vehicle
BOOLEAN InjurePersonInVehicle( INT32 iId, SOLDIERTYPE *pSoldier, UINT8 ubPointsOfDmg );
// kill this person in the vehicle
BOOLEAN KillPersonInVehicle( INT32 iId, SOLDIERTYPE *pSoldier );
// kill everyone in vehicle
BOOLEAN KillAllInVehicle( INT32 iId );
#ifdef JA2TESTVERSION
// test vehicle stuff
void VehicleTest( void );
#endif
// grab number of occupants in vehicles
INT32 GetNumberInVehicle( INT32 iId );
// grab # in vehicle skipping EPCs (who aren't allowed to drive :-)
INT32 GetNumberOfNonEPCsInVehicle( INT32 iId );
BOOLEAN EnterVehicle( SOLDIERTYPE *pVehicle, SOLDIERTYPE *pSoldier );
SOLDIERTYPE *GetDriver( INT32 iID );
void SetVehicleName( SOLDIERTYPE *pVehicle );
BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier );
void AddPassangersToTeamPanel( INT32 iId );
void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT32 sGridNo , UINT8 ubAttackerID );
// the soldiertype containing this tactical incarnation of this vehicle
SOLDIERTYPE * GetSoldierStructureForVehicle( INT32 iId );
void AdjustVehicleAPs( SOLDIERTYPE *pSoldier, INT16 *pubPoints );
// get orig armor values for vehicle in this location
//INT16 GetOrigInternalArmorValueForVehicleInLocation( UINT8 ubID, UINT8 ubLocation );
// handle crit hit to vehicle in this location
void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridNo, UINT8 ubAttackerID );
// ste up armor values for this vehicle
void SetUpArmorForVehicle( UINT8 ubID );
// does it need fixing?
BOOLEAN DoesVehicleNeedAnyRepairs( INT32 iVehicleId );
// repair the vehicle
INT8 RepairVehicle( INT32 iVehicleId, INT8 bTotalPts, BOOLEAN *pfNothingToRepair );
//Save all the vehicle information to the saved game file
BOOLEAN SaveVehicleInformationToSaveGameFile( HWFILE hFile );
//Load all the vehicle information From the saved game file
BOOLEAN LoadVehicleInformationFromSavedGameFile( HWFILE hFile, UINT32 uiSavedGameVersion );
// take soldier out of vehicle
BOOLEAN TakeSoldierOutOfVehicle( SOLDIERTYPE *pSoldier );
// put soldier in vehicle
BOOLEAN PutSoldierInVehicle( SOLDIERTYPE *pSoldier, INT8 bVehicleId );
void SetVehicleSectorValues( INT32 iVehId, UINT8 ubSectorX, UINT8 ubSectorY );
void UpdateAllVehiclePassengersGridNo( SOLDIERTYPE *pSoldier );
BOOLEAN SaveVehicleMovementInfoToSavedGameFile( HWFILE hFile );
BOOLEAN LoadVehicleMovementInfoFromSavedGameFile( HWFILE hFile );
BOOLEAN NewSaveVehicleMovementInfoToSavedGameFile( HWFILE hFile );
BOOLEAN NewLoadVehicleMovementInfoFromSavedGameFile( HWFILE hFile );
BOOLEAN OKUseVehicle( UINT8 ubProfile );
BOOLEAN IsRobotControllerInVehicle( INT32 iId );
void AddVehicleFuelToSave( );
BOOLEAN CanSoldierDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId, BOOLEAN fIgnoreAsleep );
BOOLEAN SoldierMustDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId, BOOLEAN fTryingToTravel );
BOOLEAN OnlythisCanDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId );
BOOLEAN IsEnoughSpaceInVehicle( INT32 iID );
BOOLEAN IsSoldierInThisVehicleSquad( SOLDIERTYPE *pSoldier, INT8 bSquadNumber );
SOLDIERTYPE* PickRandomPassengerFromVehicle( SOLDIERTYPE *pSoldier );
BOOLEAN DoesVehicleHaveAnyPassengers( INT32 iVehicleID );
BOOLEAN DoesVehicleGroupHaveAnyPassengers( GROUP *pGroup );
void SetSoldierExitVehicleInsertionData( SOLDIERTYPE *pSoldier, INT32 iId, UINT8 iOldGroupID );
void InitAVehicle(int index, int x, int y);
void InitAllVehicles( );
#endif