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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
198 lines
6.1 KiB
C++
198 lines
6.1 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Laptop All.h"
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#else
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#include "laptop.h"
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#include "mercs No Account.h"
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#include "mercs.h"
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#include "Utilities.h"
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#include "WCheck.h"
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#include "WordWrap.h"
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#include "Cursors.h"
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#include "LaptopSave.h"
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#include "Random.h"
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#include "Text.h"
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#include "Speck Quotes.h"
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#endif
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#define MERC_NA_TEXT_FONT FONT12ARIAL
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#define MERC_NA_TEXT_COLOR FONT_MCOLOR_WHITE
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#define MERC_NO_ACCOUNT_IMAGE_X LAPTOP_SCREEN_UL_X + 23
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#define MERC_NO_ACCOUNT_IMAGE_Y LAPTOP_SCREEN_UL_Y + 52
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#define MERC_OPEN_BUTTON_X iScreenWidthOffset + 130
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#define MERC_OPEN_BUTTON_Y iScreenHeightOffset + 380
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#define MERC_CANCEL_BUTTON_X iScreenWidthOffset + 490
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#define MERC_CANCEL_BUTTON_Y MERC_OPEN_BUTTON_Y
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#define MERC_NA_SENTENCE_X MERC_NO_ACCOUNT_IMAGE_X + 10
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#define MERC_NA_SENTENCE_Y MERC_NO_ACCOUNT_IMAGE_Y + 75
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#define MERC_NA_SENTENCE_WIDTH 460 - 20
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UINT32 guiNoAccountImage;
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// The Open Account Box button
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void BtnOpenAccountBoxButtonCallback(GUI_BUTTON *btn,INT32 reason);
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UINT32 guiOpenAccountBoxButton;
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INT32 guiOpenAccountBoxButtonImage;
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// The Cancel Account Box button
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void BtnCancelBoxButtonCallback(GUI_BUTTON *btn,INT32 reason);
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UINT32 guiCancelBoxButton;
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void GameInitMercsNoAccount()
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{
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}
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BOOLEAN EnterMercsNoAccount()
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{
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VOBJECT_DESC VObjectDesc;
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InitMercBackGround();
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// load the Account box graphic and add it
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VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
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FilenameForBPP("LAPTOP\\NoAccountBox.sti", VObjectDesc.ImageFile);
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CHECKF(AddVideoObject(&VObjectDesc, &guiNoAccountImage));
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// Open Accouint button
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guiOpenAccountBoxButtonImage = LoadButtonImage("LAPTOP\\BigButtons.sti", -1,0,-1,1,-1 );
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guiOpenAccountBoxButton = CreateIconAndTextButton( guiOpenAccountBoxButtonImage, MercNoAccountText[MERC_NO_ACC_OPEN_ACCOUNT],
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FONT12ARIAL,
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MERC_BUTTON_UP_COLOR, DEFAULT_SHADOW,
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MERC_BUTTON_DOWN_COLOR, DEFAULT_SHADOW,
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TEXT_CJUSTIFIED,
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MERC_OPEN_BUTTON_X, MERC_OPEN_BUTTON_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
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DEFAULT_MOVE_CALLBACK, BtnOpenAccountBoxButtonCallback);
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SetButtonCursor(guiOpenAccountBoxButton, CURSOR_LAPTOP_SCREEN);
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SpecifyDisabledButtonStyle( guiOpenAccountBoxButton, DISABLED_STYLE_SHADED);
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guiCancelBoxButton = CreateIconAndTextButton( guiOpenAccountBoxButtonImage, MercNoAccountText[MERC_NO_ACC_CANCEL],
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FONT12ARIAL,
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MERC_BUTTON_UP_COLOR, DEFAULT_SHADOW,
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MERC_BUTTON_DOWN_COLOR, DEFAULT_SHADOW,
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TEXT_CJUSTIFIED,
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MERC_CANCEL_BUTTON_X, MERC_CANCEL_BUTTON_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
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DEFAULT_MOVE_CALLBACK, BtnCancelBoxButtonCallback);
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SetButtonCursor(guiCancelBoxButton, CURSOR_LAPTOP_SCREEN);
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SpecifyDisabledButtonStyle( guiCancelBoxButton, DISABLED_STYLE_SHADED);
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RenderMercsNoAccount();
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return(TRUE);
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}
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void ExitMercsNoAccount()
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{
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DeleteVideoObjectFromIndex(guiNoAccountImage);
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UnloadButtonImage( guiOpenAccountBoxButtonImage );
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RemoveButton( guiOpenAccountBoxButton );
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RemoveButton( guiCancelBoxButton );
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RemoveMercBackGround();
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}
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void HandleMercsNoAccount()
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{
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}
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void RenderMercsNoAccount()
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{
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HVOBJECT hPixHandle;
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DrawMecBackGround();
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// Title
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GetVideoObject(&hPixHandle, guiNoAccountImage);
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BltVideoObject(FRAME_BUFFER, hPixHandle, 0,MERC_NO_ACCOUNT_IMAGE_X, MERC_NO_ACCOUNT_IMAGE_Y, VO_BLT_SRCTRANSPARENCY,NULL);
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//Display the sentence
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DisplayWrappedString(MERC_NA_SENTENCE_X, MERC_NA_SENTENCE_Y, MERC_NA_SENTENCE_WIDTH, 2, MERC_NA_TEXT_FONT, MERC_NA_TEXT_COLOR, MercNoAccountText[MERC_NO_ACC_NO_ACCOUNT_OPEN_ONE], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
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MarkButtonsDirty( );
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RenderWWWProgramTitleBar( );
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InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
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}
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void BtnOpenAccountBoxButtonCallback(GUI_BUTTON *btn,INT32 reason)
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{
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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{
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btn->uiFlags |= BUTTON_CLICKED_ON;
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InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
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}
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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if (btn->uiFlags & BUTTON_CLICKED_ON)
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{
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btn->uiFlags &= (~BUTTON_CLICKED_ON );
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//open an account
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LaptopSaveInfo.gubPlayersMercAccountStatus = MERC_ACCOUNT_VALID;
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//Get an account number
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LaptopSaveInfo.guiPlayersMercAccountNumber = Random( 99999 );
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#ifdef JA2UB
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// gusMercVideoSpeckSpeech = SPECK_QUOTE_THANK_PLAYER_FOR_OPENING_ACCOUNT;
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#else
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gusMercVideoSpeckSpeech = SPECK_QUOTE_THANK_PLAYER_FOR_OPENING_ACCOUNT;
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#endif
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guiCurrentLaptopMode = LAPTOP_MODE_MERC;
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gubArrivedFromMercSubSite = MERC_CAME_FROM_ACCOUNTS_PAGE;
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InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
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}
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}
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if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE)
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{
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btn->uiFlags &= (~BUTTON_CLICKED_ON );
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InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
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}
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}
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void BtnCancelBoxButtonCallback(GUI_BUTTON *btn,INT32 reason)
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{
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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{
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btn->uiFlags |= BUTTON_CLICKED_ON;
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InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
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}
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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if (btn->uiFlags & BUTTON_CLICKED_ON)
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{
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btn->uiFlags &= (~BUTTON_CLICKED_ON );
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guiCurrentLaptopMode = LAPTOP_MODE_MERC;
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gubArrivedFromMercSubSite = MERC_CAME_FROM_ACCOUNTS_PAGE;
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InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
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}
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}
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if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE)
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{
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btn->uiFlags &= (~BUTTON_CLICKED_ON );
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InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
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}
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}
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