Files
source/Tactical/Interface Panels.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

169 lines
5.1 KiB
C

#ifndef __INTERFACE_PANELS
#define __INTERFACE_PANELS
typedef enum
{
STANCEUP_BUTTON = 0,
UPDOWN_BUTTON,
CLIMB_BUTTON,
STANCEDOWN_BUTTON,
HANDCURSOR_BUTTON,
PREVMERC_BUTTON,
NEXTMERC_BUTTON,
OPTIONS_BUTTON,
BURSTMODE_BUTTON,
LOOK_BUTTON,
TALK_BUTTON,
MUTE_BUTTON,
SM_DONE_BUTTON,
SM_MAP_SCREEN_BUTTON,
//HOP_BUTTON, //Legion by Jazz
NUM_SM_BUTTONS
};
typedef enum
{
TEAM_DONE_BUTTON = 0,
TEAM_MAP_SCREEN_BUTTON,
CHANGE_SQUAD_BUTTON,
NUM_TEAM_BUTTONS
};
#define NEW_ITEM_CYCLE_COUNT 19
#define NEW_ITEM_CYCLES 4
#define NUM_TEAM_SLOTS 10
#define PASSING_ITEM_DISTANCE_OKLIFE 3
#define PASSING_ITEM_DISTANCE_NOTOKLIFE 2
#define SHOW_LOCATOR_NORMAL 1
#define SHOW_LOCATOR_FAST 2
extern int INTERFACE_CLOCK_X;
extern int INTERFACE_CLOCK_Y;
extern int LOCATION_NAME_X;
extern int LOCATION_NAME_Y;
BOOLEAN CreateSMPanelButtons( );
void RemoveSMPanelButtons( );
BOOLEAN InitializeSMPanel( );
BOOLEAN ShutdownSMPanel( );
void RenderSMPanel( BOOLEAN *pfDirty );
void EnableSMPanelButtons( BOOLEAN fEnable, BOOLEAN fFromItemPickup );
/* In this function i will initialize all coords for SingleMercPanel
* If i will success i will return true, i think that could be usefull when
* we will have our panes more customizable for ex. we can read coords from file
* and when we will read all values we return TRUE if not we will retunf FALSE
* any questions? joker
*/
//BOOLEAN InitializeSMPanelCoords( );
BOOLEAN InitializeSMPanelCoordsNew();
BOOLEAN InitializeSMPanelCoordsOld();
BOOLEAN CreateTEAMPanelButtons( );
void RemoveTEAMPanelButtons( );
BOOLEAN InitializeTEAMPanel( );
BOOLEAN ShutdownTEAMPanel( );
void RenderTEAMPanel( BOOLEAN fDirty );
void UpdateTEAMPanel( );
/*
* Just like b4 we will initialize all coords but now for TEAMPanel
*/
BOOLEAN InitializeTEAMPanelCoords( );
void SetSMPanelCurrentMerc( UINT8 ubNewID );
void SetTEAMPanelCurrentMerc( UINT8 ubNewID );
UINT16 GetSMPanelCurrentMerc( );
void UpdateSMPanel( );
BOOLEAN InitTEAMSlots( );
void AddPlayerToInterfaceTeamSlot( UINT8 ubID );
BOOLEAN RemovePlayerFromInterfaceTeamSlot( UINT8 ubID );
BOOLEAN GetPlayerIDFromInterfaceTeamSlot( UINT8 ubPanelSlot, UINT8 *pubID );
void RemoveAllPlayersFromSlot( );
BOOLEAN PlayerExistsInSlot( UINT8 ubID );
BOOLEAN RemovePlayerFromTeamSlotGivenMercID( UINT8 ubMercID );
void CheckForAndAddMercToTeamPanel( SOLDIERTYPE *pSoldier );
void CleanUpStack( OBJECTTYPE * pObj, OBJECTTYPE * pCursorObj );
void DisableTacticalTeamPanelButtons( BOOLEAN fDisable );
// CHRISL: Add X,Y coords as parameters so we can control the placement of TownID string on the team and inventory panels seperately
void RenderTownIDString( INT16 sX, INT16 sY );
void KeyRingSlotInvClickCallback( MOUSE_REGION * pRegion, INT32 iReason );
// CHRISL: New functions to handle initialization of inventory systems
void InitNewInventorySystem( );
void InitOldInventorySystem( );
// ATE TO BE MOVED TO INTERFACE_ITEMS.C
extern INT8 gbNewItem[ NUM_INV_SLOTS ];
extern INT8 gbNewItemCycle[ NUM_INV_SLOTS ];
extern UINT8 gubNewItemMerc;
void ShowRadioLocator( UINT8 ubID, UINT8 ubLocatorSpeed );
void EndRadioLocator( UINT8 ubID );
extern MOUSE_REGION gSMPanelRegion;
extern UINT32 guiSecItemHiddenVO;
extern BOOLEAN gfDisableTacticalPanelButtons;
typedef struct
{
UINT8 ubID;
BOOLEAN fOccupied;
} TEAM_PANEL_SLOTS_TYPE;
extern TEAM_PANEL_SLOTS_TYPE gTeamPanel[ NUM_TEAM_SLOTS ];
//Used when the shop keeper interface is active
void DisableSMPpanelButtonsWhenInShopKeeperInterface( BOOLEAN fDontDrawButtons );
//void DisableSMPpanelButtonsWhenInShopKeeperInterface( );
//
void ReEvaluateDisabledINVPanelButtons( );
void CheckForReEvaluateDisabledINVPanelButtons( );
void CheckForDisabledForGiveItem( );
void ReevaluateItemHatches( SOLDIERTYPE *pSoldier, BOOLEAN fEnable );
//CHRISL: New function to deal with rendering backpack buttons
void RenderBackpackButtons(int bpAction);
void HandlePanelFaceAnimations( SOLDIERTYPE *pSoldier );
void GoToMapScreenFromTactical( void );
// Moved to weapons.h by ADB, rev 1513
//void HandleTacticalEffectsOfEquipmentChange( SOLDIERTYPE *pSoldier, UINT32 uiInvPos, UINT16 usOldItem, UINT16 usNewItem );
void FinishAnySkullPanelAnimations( );
UINT8 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
// CHRISL: New callback functions for backpack buttons
BOOLEAN ChangeDropPackStatus(SOLDIERTYPE *pSoldier, BOOLEAN newStatus);
// HEADROCK HAM 4: This variable tells the program what "page" of the description box we are currently looking at.
// By saving this in memory, we tell the DescBox which background and values to draw, and make sure that we end up
// on the same page every time we open the description box. UDB buttons allow switching between pages.
extern UINT8 gubDescBoxPage;
// Record which line we're looking at. This only applied to the Advanced tab in description boxes.
extern UINT8 gubDescBoxLine;
// Record how many lines there are for the current item in the Advanced tab.
extern UINT8 gubDescBoxTotalAdvLines;
#endif