Files
source/TileEngine/WorldDat.cpp
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

346 lines
12 KiB
C++

#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include <stdio.h>
#include <string.h>
#include <wchar.h>
#include "worlddat.h"
#include "worlddef.h"
#include "tiledef.h"
#include "sys globals.h"
#include "tile surface.h"
#include "fileMan.h"
#include "Debug.h"
#endif
#include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_file_raii.h>
#include "XML_TileSet.hpp"
#include "XMLWriter.h"
void ExportTilesets(vfs::Path const& filename);
// THIS FILE CONTAINS DEFINITIONS FOR TILESET FILES
void SetTilesetThreeTerrainValues();
void SetTilesetFourTerrainValues();
// Snap: This global gives the number of tilesets in JA2SET.DAT
// It is properly initialized in InitEngineTilesets,
// where it is read from JA2SET.DAT header.
UINT8 gubNumSets = MAX_TILESETS;
TILESET gTilesets[ MAX_TILESETS ];
extern bool g_bUseXML_Tilesets;
void InitEngineTilesets( )
{
if(g_bUseXML_Tilesets)
{
const vfs::Path tileset_filename(L"Ja2Set.dat.xml");
if(!getVFS()->fileExists(tileset_filename))
{
SGP_TRYCATCH_RETHROW( ExportTilesets(tileset_filename), L"Could not export tileset XML file");
}
vfs::tReadableFile* file = getVFS()->getReadFile(tileset_filename);
SGP_THROW_IFFALSE(file,
_BS(L"File '") << tileset_filename << L"' does not exist and could not be created" << _BS::wget);
CTilesetReader tileset_reader(gTilesets);
xml_auto::TGenericXMLParser<CTilesetReader> pars(&tileset_reader,NULL);
SGP_TRYCATCH_RETHROW( pars.parseFile(file),
_BS(L"Parser Error in file : ") << file->getPath() << _BS::wget );
}
else
{
UINT32 cnt, cnt2, uiNumFiles;
//FILE *hfile;
HWFILE hfile;
CHAR8 zName[32];
UINT32 uiNumBytesRead;
//OPEN FILE
hfile = FileOpen( "BINARYDATA\\JA2SET.DAT", FILE_ACCESS_READ, FALSE );
if ( !hfile )
{
SET_ERROR( "Cannot open tileset data file" );
return;
}
// READ # TILESETS and compare
FileRead( hfile, &gubNumSets, sizeof( gubNumSets ), &uiNumBytesRead );
// CHECK
if ( gubNumSets > MAX_TILESETS )
{
// Report error
SET_ERROR( "Too many tilesets in the data file" );
return;
}
// READ #files
FileRead( hfile, &uiNumFiles, sizeof( uiNumFiles ), &uiNumBytesRead );
// COMPARE
if ( uiNumFiles != NUMBEROFTILETYPES )
{
// Report error
SET_ERROR( "Number of tilesets slots in code does not match data file" );
return;
}
// Loop through each tileset, load name then files
for ( cnt = 0; cnt < gubNumSets; cnt++ )
{
//Read name
FileRead( hfile, &zName, sizeof( zName ), &uiNumBytesRead );
// Read ambience value
FileRead( hfile, &(gTilesets[ cnt ].ubAmbientID), sizeof( UINT8 ), &uiNumBytesRead );
// Set into tileset
swprintf( gTilesets[ cnt ].zName, L"%S", zName );
// Loop for files
for ( cnt2 = 0; cnt2 < uiNumFiles; cnt2++ )
{
// Read file name
FileRead( hfile, &zName, sizeof( zName ), &uiNumBytesRead );
// Set into database
strcpy( gTilesets[ cnt ].TileSurfaceFilenames[ cnt2 ], zName );
}
}
FileClose( hfile );
}
#ifdef JA2UBMAPS
gTilesets[ TLS_CAVES_1 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetTwoTerrainValues;
gTilesets[ TLS_AIRSTRIP ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_DEAD_AIRSTRIP ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TEMP_14 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TEMP_18 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TEMP_19 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TEMP_26 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TEMP_27 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TEMP_28 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TEMP_29 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_TROPICAL_1 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetFourTerrainValues;
gTilesets[ TEMP_20 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetFourTerrainValues;
#else
// SET CALLBACK FUNTIONS!!!!!!!!!!!!!
gTilesets[ TLS_CAVES_1 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetTwoTerrainValues;
gTilesets[ TLS_AIRSTRIP ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_DEAD_AIRSTRIP ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_PALACE ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_BALIME ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_BALIME_MUSEUM ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_QUEENS_TROPICAL ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_MEDUNA_INNER_TOWN ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_QUEENS_SAM ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_QUEENS_AIRPORT ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_TROPICAL_1 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetFourTerrainValues;
gTilesets[ TLS_DESERT_SAM ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetFourTerrainValues;
#endif
}
#ifdef USE_VFS
void ExportTilesets(vfs::Path const& filename)
{
UINT32 uiNumBytesRead = 0;
CHAR8 zName[32];
//OPEN FILE
HWFILE hfile = FileOpen( "BINARYDATA\\JA2SET.DAT", FILE_ACCESS_READ, FALSE );
SGP_THROW_IFFALSE(hfile, L"Cannot open tileset data file" );
XMLWriter xmlw;
xmlw.openNode("JA2SET");
// READ # TILESETS and compare
UINT8 numSets = 0;
FileRead( hfile, &numSets, sizeof( numSets ), &uiNumBytesRead );
// CHECK
SGP_THROW_IFFALSE( numSets <= MAX_TILESETS, L"Too many tilesets in the data file" );
xmlw.addAttributeToNextValue("numTilesets",(int)numSets);
// READ #files
UINT32 numFiles;
FileRead( hfile, &numFiles, sizeof( numFiles ), &uiNumBytesRead );
// COMPARE
SGP_THROW_IFFALSE( numFiles == NUMBEROFTILETYPES,
L"Number of tilesets slots in code does not match data file" );
xmlw.addAttributeToNextValue("numFiles",(int)numFiles);
xmlw.openNode("tilesets");
// Loop through each tileset, load name then files
for ( UINT8 cnt = 0; cnt < numSets; cnt++ )
{
xmlw.addAttributeToNextValue("index",(int)cnt);
xmlw.openNode("Tileset");
//Read name
FileRead( hfile, &zName, sizeof( zName ), &uiNumBytesRead );
xmlw.addValue("Name",std::string(zName));
// Read ambience value
UINT8 ambientID = 0;
FileRead( hfile, &ambientID, sizeof( UINT8 ), &uiNumBytesRead );
xmlw.addValue("AmbientID",(int)ambientID);
xmlw.openNode("Files");
// Loop for files
for ( UINT32 cnt2 = 0; cnt2 < numFiles; cnt2++ )
{
// Read file name
FileRead( hfile, &zName, sizeof( zName ), &uiNumBytesRead );
if(!std::string(zName).empty())
{
xmlw.addAttributeToNextValue("index",(int)cnt2);
xmlw.addValue("file",std::string(zName));
}
// Set into database
strcpy( gTilesets[ cnt ].TileSurfaceFilenames[ cnt2 ], zName );
//ddd{ äîáàâëÿåì â èíäåêñ 250 ôàéë îêîï.
// if((cnt==0)&&(cnt2+1 == uiNumFiles))
// { strcpy( gTilesets[ cnt ].TileSurfaceFilenames[ 151 ], "okop.sti" );
// xmlw.AddAttributeToNextValue("index",(int)151); //for exp in xml
// xmlw.AddValue("file",std::string("okop.sti"));
// }
//ddd}
}
xmlw.closeNode(); // Files
xmlw.closeNode(); // tileset
}
xmlw.closeNode();
FileClose( hfile );
xmlw.closeNode();
xmlw.writeToFile(filename);
}
#endif
void SetTilesetOneTerrainValues( )
{
// FIRST TEXUTRES
gTileSurfaceArray[ FIRSTTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ SECONDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ THIRDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FOURTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FIFTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SIXTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SEVENTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ REGWATERTEXTURE ]->ubTerrainID = LOW_WATER;
gTileSurfaceArray[ DEEPWATERTEXTURE ]->ubTerrainID = DEEP_WATER;
// NOW ROADS
gTileSurfaceArray[ FIRSTROAD ]->ubTerrainID = DIRT_ROAD;
gTileSurfaceArray[ ROADPIECES ]->ubTerrainID = DIRT_ROAD;
// NOW FLOORS
gTileSurfaceArray[ FIRSTFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ SECONDFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ THIRDFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ FOURTHFLOOR ]->ubTerrainID = FLAT_FLOOR;
// NOW ANY TERRAIN MODIFYING DEBRIS
}
void SetTilesetTwoTerrainValues( )
{
// FIRST TEXUTRES
gTileSurfaceArray[ FIRSTTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ SECONDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ THIRDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FOURTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FIFTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SIXTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SEVENTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ REGWATERTEXTURE ]->ubTerrainID = LOW_WATER;
gTileSurfaceArray[ DEEPWATERTEXTURE ]->ubTerrainID = DEEP_WATER;
// NOW ROADS
gTileSurfaceArray[ FIRSTROAD ]->ubTerrainID = DIRT_ROAD;
gTileSurfaceArray[ ROADPIECES ]->ubTerrainID = DIRT_ROAD;
// NOW FLOORS
gTileSurfaceArray[ FIRSTFLOOR ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ SECONDFLOOR ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ THIRDFLOOR ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FOURTHFLOOR ]->ubTerrainID = FLAT_GROUND;
}
void SetTilesetThreeTerrainValues( )
{
// DIFFERENCE FROM #1 IS THAT ROADS ARE PAVED
// FIRST TEXUTRES
gTileSurfaceArray[ FIRSTTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ SECONDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ THIRDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FOURTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FIFTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SIXTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SEVENTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ REGWATERTEXTURE ]->ubTerrainID = LOW_WATER;
gTileSurfaceArray[ DEEPWATERTEXTURE ]->ubTerrainID = DEEP_WATER;
// NOW ROADS
gTileSurfaceArray[ FIRSTROAD ]->ubTerrainID = PAVED_ROAD;
gTileSurfaceArray[ ROADPIECES ]->ubTerrainID = PAVED_ROAD;
// NOW FLOORS
gTileSurfaceArray[ FIRSTFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ SECONDFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ THIRDFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ FOURTHFLOOR ]->ubTerrainID = FLAT_FLOOR;
// NOW ANY TERRAIN MODIFYING DEBRIS
}
void SetTilesetFourTerrainValues( )
{
// DIFFERENCE FROM #1 IS THAT FLOOR2 IS NOT FLAT_FLOOR BUT FLAT_GROUND
// FIRST TEXUTRES
gTileSurfaceArray[ FIRSTTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ SECONDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ THIRDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FOURTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FIFTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SIXTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SEVENTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ REGWATERTEXTURE ]->ubTerrainID = LOW_WATER;
gTileSurfaceArray[ DEEPWATERTEXTURE ]->ubTerrainID = DEEP_WATER;
// NOW ROADS
gTileSurfaceArray[ FIRSTROAD ]->ubTerrainID = DIRT_ROAD;
gTileSurfaceArray[ ROADPIECES ]->ubTerrainID = DIRT_ROAD;
// NOW FLOORS
gTileSurfaceArray[ FIRSTFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ SECONDFLOOR ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ THIRDFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ FOURTHFLOOR ]->ubTerrainID = FLAT_FLOOR;
// NOW ANY TERRAIN MODIFYING DEBRIS
}