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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
117 lines
3.1 KiB
C++
117 lines
3.1 KiB
C++
#include "BuildDefines.h"
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#ifdef JA2EDITOR
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#ifndef __ITEM_STATISTICS_H
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#define __ITEM_STATISTICS_H
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//#include "Item Types.h"
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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//Handles the dynamic changing of text input fields and button modes depending on the currently edited
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//item. Both the merc's inventory panel, and the items tab use the same code to accomplish this.
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//Set if we are editing items from the items tab. Otherwise, it is assumed that we are
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//editing items from the merc's inventory panel.
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extern BOOLEAN gfItemEditingMode;
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//Set if we need to update the panel.
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extern BOOLEAN gfRenderItemStatsPanel;
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void SpecifyItemToEdit( OBJECTTYPE *pItem, INT32 iMapIndex );
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void ShowItemStatsPanel();
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void HideItemStatsPanel();
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void EnableItemStatsPanel();
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void DisableItemStatsPanel();
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//called from the taskbar renderer.
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void UpdateItemStatsPanel();
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enum
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{
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ITEMSTATS_APPLY,
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ITEMSTATS_CANCEL,
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ITEMSTATS_DEFAULT,
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ITEMSTATS_DELETE,
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ITEMSTATS_HIDE,
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ITEMSTATS_SHOW,
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};
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void ExecuteItemStatsCmd( UINT8 ubAction );
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extern OBJECTTYPE *gpItem;
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extern INT32 gsItemGridNo;
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//enumerations for all of the different action items. Used by the popup menu for
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//changing the type of action item. When modified, an equivalent text array must be
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//changed as well.
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enum
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{
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ACTIONITEM_TRIP_KLAXON,
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ACTIONITEM_FLARE,
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ACTIONITEM_TEARGAS,
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ACTIONITEM_STUN,
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ACTIONITEM_SMOKE,
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ACTIONITEM_MUSTARD,
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ACTIONITEM_MINE,
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ACTIONITEM_OPEN,
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ACTIONITEM_CLOSE,
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ACTIONITEM_SMPIT,
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ACTIONITEM_LGPIT,
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ACTIONITEM_SMALL, //grenade
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ACTIONITEM_MEDIUM, //TNT
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ACTIONITEM_LARGE, //C4
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ACTIONITEM_TOGGLE_DOOR,
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ACTIONITEM_TOGGLE_ACTION1,
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ACTIONITEM_TOGGLE_ACTION2,
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ACTIONITEM_TOGGLE_ACTION3,
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ACTIONITEM_TOGGLE_ACTION4,
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ACTIONITEM_ENTER_BROTHEL,
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ACTIONITEM_EXIT_BROTHEL,
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ACTIONITEM_KINGPIN_ALARM,
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ACTIONITEM_SEX,
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ACTIONITEM_REVEAL_ROOM,
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ACTIONITEM_LOCAL_ALARM,
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ACTIONITEM_GLOBAL_ALARM,
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ACTIONITEM_KLAXON,
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ACTIONITEM_UNLOCK_DOOR,
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ACTIONITEM_TOGGLE_LOCK,
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ACTIONITEM_UNTRAP_DOOR,
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ACTIONITEM_TOGGLE_PRESSURE_ITEMS,
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ACTIONITEM_MUSEUM_ALARM,
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ACTIONITEM_BLOODCAT_ALARM,
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ACTIONITEM_BIG_TEAR_GAS,
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#ifdef JA2UB
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ACTIONITEM_BIGGENS_BOMBS,
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ACTIONITEM_BIGGENS_WARNING,
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ACTIONITEM_SEE_FORTIFIED_DOOR,
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ACTIONITEM_OPEN_FORTIFED_DOOR,
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ACTIONITEM_SEE_POWER_GEN_FAN,
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ACTIONITEM_NEW = ACTIONITEM_SEE_POWER_GEN_FAN + 215,
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#else
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ACTIONITEM_NEW = ACTIONITEM_BIG_TEAR_GAS + 220,
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#endif
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NUM_ACTIONITEMS
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};
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extern CHAR16 gszActionItemDesc[ NUM_ACTIONITEMS ][ 30 ];
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//Returns a pointer to one of the above string array.
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extern const STR16 GetActionItemName( OBJECTTYPE *pItem );
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//Called by the popup menu, when a selection is made.
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extern void UpdateActionItem( INT8 bActionItemIndex );
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//Changes an action item into the type specified by the ACTIONITEM enumeration.
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extern void ChangeActionItem( OBJECTTYPE *pItem, INT8 bActionItemIndex );
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extern INT8 gbActionItemIndex;
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extern INT8 gbDefaultBombTrapLevel;
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extern void SetOwnershipGroup( UINT8 ubNewGroup );
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//extern CHAR16 gszActionItemDesc[ NUM_ACTIONITEMS ][ 30 ];
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#endif
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#endif
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