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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
156 lines
4.8 KiB
C
156 lines
4.8 KiB
C
#ifndef _EXPLOSION_CONTROL_H
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#define _EXPLOSION_CONTROL_H
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#include "Weapons.h"
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#define MAX_DISTANCE_EXPLOSIVE_CAN_DESTROY_STRUCTURES 2
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#define EXPLOSION_FLAG_USEABSPOS 0x00000001
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#define EXPLOSION_FLAG_DISPLAYONLY 0x00000002
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// Explosion Data
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typedef struct
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{
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UINT32 uiFlags;
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UINT8 ubOwner;
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INT8 ubTypeID;
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UINT16 usItem;
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INT16 sX; // World X ( optional )
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INT16 sY; // World Y ( optional )
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INT16 sZ; // World Z ( optional )
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INT32 sGridNo; // World GridNo
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BOOLEAN fLocate;
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INT8 bLevel; // World level
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UINT8 ubUnsed[1];
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} EXPLOSION_PARAMS;
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typedef struct
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{
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EXPLOSION_PARAMS Params;
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BOOLEAN fAllocated;
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INT16 sCurrentFrame;
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INT32 iID;
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INT32 iLightID;
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UINT8 ubUnsed[2];
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} EXPLOSIONTYPE;
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enum EXPLOSION_TYPES
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{
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NO_BLAST,
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BLAST_1,
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BLAST_2,
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BLAST_3,
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STUN_BLAST,
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WATER_BLAST,
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TARGAS_EXP,
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SMOKE_EXP,
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MUSTARD_EXP,
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BURN_EXP,
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THERMOBARIC_EXP,
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FLASHBANG_EXP, // Lesh: enum added
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NUM_EXP_TYPES=50
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} ;
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// Lesh: introducing struct instead of linked arrays
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#define MAX_BLAST_FILENAME_LEN 70
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typedef struct
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{
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UINT8 ubTransKeyFrame;
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UINT8 ubDamageKeyFrame;
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UINT32 uiExplosionSoundID;
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UINT32 uiAltExplosionSoundID;
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CHAR8 zBlastFilename[MAX_BLAST_FILENAME_LEN];
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CHAR8 sBlastSpeed;
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} EXPLOSION_DATA;
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extern EXPLOSION_DATA gExpAniData[NUM_EXP_TYPES];
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// Lesh: done here
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typedef struct
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{
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UINT32 uiWorldBombIndex;
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UINT32 uiTimeStamp;
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UINT8 fExists;
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} ExplosionQueueElement;
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#define ERASE_SPREAD_EFFECT 2
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#define BLOOD_SPREAD_EFFECT 3
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#define REDO_SPREAD_EFFECT 4
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#define NUM_EXPLOSION_SLOTS 100
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extern EXPLOSIONTYPE gExplosionData[ NUM_EXPLOSION_SLOTS ];
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extern UINT8 gubElementsOnExplosionQueue;
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extern BOOLEAN gfExplosionQueueActive;
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void IgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, INT8 bLevel );
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void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel );
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void GenerateExplosion( EXPLOSION_PARAMS *pExpParams );
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void DecayBombTimers( void );
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void SetOffBombsByFrequency( UINT8 ubID, INT8 bFrequency );
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BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8 bLevel );
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void ActivateSwitchInGridNo( UINT8 ubID, INT32 sGridNo );
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void SetOffPanicBombs( UINT8 ubID, INT8 bPanicTrigger );
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void UpdateExplosionFrame( INT32 iIndex, INT16 sCurrentFrame );
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void RemoveExplosionData( INT32 iIndex );
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void UpdateAndDamageSAMIfFound( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT32 sGridNo, UINT8 ubDamage );
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void UpdateSAMDoneRepair( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
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BOOLEAN SaveExplosionTableToSaveGameFile( HWFILE hFile );
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BOOLEAN LoadExplosionTableFromSavedGameFile( HWFILE hFile );
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INT32 FindActiveTimedBomb( void );
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BOOLEAN ActiveTimedBombExists( void );
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void RemoveAllActiveTimedBombs( void );
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#define GASMASK_MIN_STATUS 70
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// OJW - 20091028 - Explosion damage sync
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BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent , BOOL fFromRemoteClient = FALSE );
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BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner , BOOL fFromRemoteClient = FALSE );
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void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectNum , BOOL fFromRemoteClient = FALSE , BOOL fNewSmokeEffect = FALSE );
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void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp, BOOL fFromRemoteClient = FALSE );
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extern void ToggleActionItemsByFrequency( INT8 bFrequency );
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extern void PerformItemAction( INT32 sGridNo, OBJECTTYPE * pObj );
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extern BOOLEAN gfExplosionQueueMayHaveChangedSight;
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extern void TogglePressureActionItemsInGridNo( INT32 sGridNo );
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extern BOOLEAN DoesSAMExistHere( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT32 sGridNo );
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extern BOOLEAN HookerInRoom( UINT8 ubRoom );
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#ifdef JA2UB
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extern void HavePersonAtGridnoStop( UINT32 sGridNo );
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extern BOOLEAN ShouldThePlayerStopWhenWalkingOnBiggensActionItem( UINT8 ubRecordNum );
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extern void HandleDestructionOfPowerGenFan();
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extern BOOLEAN IsFanGraphicInSectorAtThisGridNo( UINT32 sGridNo );
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extern void HandleExplosionsInTunnelSector( UINT32 sGridNo );
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extern void HandleSwitchToOpenFortifiedDoor( UINT32 sGridNo );
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extern void HandleSeeingPowerGenFan( UINT32 sGridNo );
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extern void HandleSeeingFortifiedDoor( UINT32 sGridNo );//Ja25 UB
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#endif
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#endif
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