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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
170 lines
4.0 KiB
C
170 lines
4.0 KiB
C
#ifndef __MERCS_H
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#define __MERCS_H
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#include "soldier profile type.h"
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#define MERC_BUTTON_UP_COLOR FONT_MCOLOR_WHITE
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#define MERC_BUTTON_DOWN_COLOR FONT_MCOLOR_DKWHITE
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extern UINT8 NUMBER_OF_MERCS;
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extern UINT8 LAST_MERC_ID;
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#define MAX_NUMBER_OF_MERCS 28
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//#define NUMBER_OF_BAD_MERCS 5
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extern UINT8 NUMBER_OF_BAD_MERCS;
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#define NUMBER_MERCS_AFTER_FIRST_MERC_ARRIVES 6
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#define NUMBER_MERCS_AFTER_SECOND_MERC_ARRIVES 8
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#define NUMBER_MERCS_AFTER_THIRD_MERC_ARRIVES 9
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#define NUMBER_MERCS_AFTER_FOURTH_MERC_ARRIVES 10
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#define MERC_NUM_DAYS_TILL_FIRST_WARNING 7
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#define MERC_NUM_DAYS_TILL_ACCOUNT_SUSPENDED 9
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#define MERC_NUM_DAYS_TILL_ACCOUNT_INVALID 12
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// WANNE.LARRY
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//#define MERC_LARRY_ROACHBURN 7
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#define DAYS_TIL_M_E_R_C_AVAIL 3
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enum
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{
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MERC_ARRIVES_BUBBA,
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MERC_ARRIVES_LARRY,
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MERC_ARRIVES_NUMB,
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MERC_ARRIVES_TEX,
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MERC_ARRIVES_BIGGENS,
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MERC_ARRIVES_COUGAR,
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MERC_ARRIVES_GASTON,
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MERC_ARRIVES_STOGIE,
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MERC_ARRIVES_NEW = MERC_ARRIVES_STOGIE + 240,
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NUM_MERC_ARRIVALS,
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};
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typedef struct
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{
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UINT16 usMoneyPaid;
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UINT16 usDay;
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UINT8 ubMercArrayID;
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UINT8 uiIndex;
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UINT8 ProfilId;
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BOOLEAN NewMercsAvailable;
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BOOLEAN StartMercsAvailable;
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UINT8 MercBio;
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BOOLEAN Drunk;
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UINT8 uiAlternateIndex;
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} CONTITION_FOR_MERC_AVAILABLE;
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typedef struct
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{
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UINT16 usMoneyPaid;
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UINT16 usDay;
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UINT8 ubMercArrayID;
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UINT8 uiIndex;
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UINT8 ProfilId;
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BOOLEAN NewMercsAvailable;
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BOOLEAN StartMercsAvailable;
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UINT8 MercBio;
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BOOLEAN Drunk;
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UINT8 uiAlternateIndex;
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} CONTITION_FOR_MERC_AVAILABLE_TEMP;
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extern CONTITION_FOR_MERC_AVAILABLE gConditionsForMercAvailability[ NUM_PROFILES ]; //NUM_MERC_ARRIVALS ];
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extern CONTITION_FOR_MERC_AVAILABLE_TEMP gConditionsForMercAvailabilityTemp[ NUM_PROFILES ];
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extern BOOLEAN LoadNewMercsFromLoadGameFile( HWFILE hFile );
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extern BOOLEAN SaveNewMercsToSaveGameFile( HWFILE hFile );
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//The players account information for the MERC site
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enum
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{
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MERC_NO_ACCOUNT,
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MERC_ACCOUNT_SUSPENDED,
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MERC_ACCOUNT_INVALID,
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MERC_ACCOUNT_VALID_FIRST_WARNING,
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MERC_ACCOUNT_VALID,
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};
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//extern UINT8 gubPlayersMercAccountStatus;
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//extern UINT32 guiPlayersMercAccountNumber;
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// The video conferencing for the merc page
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#define MERC_VIDEO_SPECK_SPEECH_NOT_TALKING 65535
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#define MERC_VIDEO_SPECK_HAS_TO_TALK_BUT_QUOTE_NOT_CHOSEN_YET 65534
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//used with the gubArrivedFromMercSubSite variable to signify whcih page the player came from
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enum
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{
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MERC_CAME_FROM_OTHER_PAGE,
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MERC_CAME_FROM_ACCOUNTS_PAGE,
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MERC_CAME_FROM_HIRE_PAGE,
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};
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void GameInitMercs();
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BOOLEAN EnterMercs();
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void ExitMercs();
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void HandleMercs();
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void RenderMercs();
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BOOLEAN InitMercBackGround();
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BOOLEAN DrawMecBackGround();
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BOOLEAN RemoveMercBackGround();
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void DailyUpdateOfMercSite( UINT16 usDate);
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UINT8 GetMercIDFromMERCArray(UINT8 ubMercID);
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void DisplayTextForSpeckVideoPopUp(STR16 pString);
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BOOLEAN IsMercMercAvailable( UINT8 ubMercID );
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void HandlePlayerHiringMerc( UINT8 ubHiredMercID );
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void EnterInitMercSite();
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#ifdef JA2UB
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//void GetMercSiteBackOnline();
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#else
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void GetMercSiteBackOnline();
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#endif
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void DisableMercSiteButton();
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extern UINT16 gusMercVideoSpeckSpeech;
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extern UINT8 gubArrivedFromMercSubSite;
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extern UINT8 gubMercArray[ NUM_PROFILES ]; //MAX_NUMBER_OF_MERCS
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extern UINT8 gubCurMercIndex;
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//extern UINT8 gubLastMercIndex;
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//extern UINT32 guiNumberOfMercPaymentsInDays;
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//extern UINT8 gubNumDaysTillFirstMercArrives;
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extern BOOLEAN gfJustHiredAMercMerc;
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void InitializeNumDaysMercArrive();
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void NewMercsAvailableAtMercSiteCallBack( );
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void CalcAproximateAmountPaidToSpeck();
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#ifdef JA2UB
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extern void MarkSpeckImportantQuoteUsed( UINT32 uiQuoteNum );
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extern BOOLEAN HasImportantSpeckQuoteBeingSaid( UINT32 uiQuoteNum );
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extern INT8 IsSpeckQuoteImportantQuote( UINT32 uiQuoteNum );
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#endif
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#endif
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