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