Files
source/SaveLoadGame.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

105 lines
2.9 KiB
C++

#ifndef _SAVE_LOAD_GAME_H_
#define _SAVE_LOAD_GAME_H_
#include "GameSettings.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
#define BYTESINMEGABYTE 1048576 //1024*1024
#define REQUIRED_FREE_SPACE (20 * BYTESINMEGABYTE)
#define SIZE_OF_SAVE_GAME_DESC 128
#define GAME_VERSION_LENGTH 16
#define SAVE__ERROR_NUM 249//99
// WANNE: The end turn have 2 saves (Auto00.sav and Auto01.sav). This 2 save slots should be underneath the 5 auto save slots
#define SAVE__END_TURN_NUM 248//98
#define SAVE__END_TURN_NUM_1 6//98
#define SAVE__END_TURN_NUM_2 7//98
// WDS - Automatically try to save when an assertion failure occurs
// WANNE: This SAVEGAME should not show up in the load screen
#define SAVE__ASSERTION_FAILURE 247//97
#define SAVE__TIMED_AUTOSAVE_SLOT1 1 //19 // WANNE: This slot does not show up in the load/save screen because it is > 18
#define SAVE__TIMED_AUTOSAVE_SLOT2 2
#define SAVE__TIMED_AUTOSAVE_SLOT3 3
#define SAVE__TIMED_AUTOSAVE_SLOT4 4
#define SAVE__TIMED_AUTOSAVE_SLOT5 5
#define EARLIST_SPECIAL_SAVE 247//97
typedef struct
{
UINT32 uiSavedGameVersion;
CHAR8 zGameVersionNumber[ GAME_VERSION_LENGTH ];
CHAR16 sSavedGameDesc[ SIZE_OF_SAVE_GAME_DESC ];
UINT32 uiFlags;
#ifdef CRIPPLED_VERSION
UINT8 ubCrippleFiller[20];
#endif
//The following will be used to quickly access info to display in the save/load screen
UINT32 uiDay;
UINT8 ubHour;
UINT8 ubMin;
INT16 sSectorX;
INT16 sSectorY;
INT8 bSectorZ;
UINT8 ubNumOfMercsOnPlayersTeam;
INT32 iCurrentBalance;
UINT32 uiCurrentScreen;
BOOLEAN fAlternateSector;
BOOLEAN fWorldLoaded;
UINT8 ubLoadScreenID; //The load screen that should be used when loading the saved game
GAME_OPTIONS sInitialGameOptions; //need these in the header so we can get the info from it on the save load screen.
UINT32 uiRandom;
UINT8 ubFiller[500]; // WANNE: Decrease this filler by 1, for each new UINT8 variable!
} SAVED_GAME_HEADER;
extern UINT32 guiScreenToGotoAfterLoadingSavedGame;
extern UINT32 guiCurrentSaveGameVersion;
void CreateSavedGameFileNameFromNumber( UINT8 ubSaveGameID, STR pzNewFileName );
BOOLEAN InitSaveDir();
BOOLEAN SaveGame( int ubSaveGameID, STR16 pGameDesc );
BOOLEAN LoadSavedGame( int ubSavedGameID );
BOOLEAN CopySavedSoldierInfoToNewSoldier( SOLDIERTYPE *pDestSourceInfo, SOLDIERTYPE *pSourceInfo );
BOOLEAN SaveFilesToSavedGame( STR pSrcFileName, HWFILE hFile );
BOOLEAN LoadFilesFromSavedGame( STR pSrcFileName, HWFILE hFile );
BOOLEAN DoesUserHaveEnoughHardDriveSpace();
void GetBestPossibleSectorXYZValues( INT16 *psSectorX, INT16 *psSectorY, INT8 *pbSectorZ );
extern UINT32 guiLastSaveGameNum; // The end turn auto save number (0 = Auto00.sav, 1 = Auto01.sav)
INT8 GetNumberForAutoSave( BOOLEAN fLatestAutoSave );
#endif