Files
source/Editor/Item Statistics.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

117 lines
3.1 KiB
C++

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