Files
source/TileEngine/structure.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

131 lines
4.4 KiB
C

#ifndef STRUCTURE_H
#define STRUCTURE_H
#include "Structure Internals.h"
#include "tiledef.h"
#include "overhead types.h"
#define NOTHING_BLOCKING 0
#define BLOCKING_REDUCE_RANGE 1
#define BLOCKING_NEXT_TILE 10
#define BLOCKING_TOPLEFT_WINDOW 30
#define BLOCKING_TOPRIGHT_WINDOW 40
#define BLOCKING_TOPLEFT_DOOR 50
#define BLOCKING_TOPRIGHT_DOOR 60
#define FULL_BLOCKING 70
#define BLOCKING_TOPLEFT_OPEN_WINDOW 90
#define BLOCKING_TOPRIGHT_OPEN_WINDOW 100
// ATE: Increased to allow corpses to not collide with soldiers
// 100 == MAX_CORPSES
#define INVALID_STRUCTURE_ID ( TOTAL_SOLDIERS + 100 )
#define IGNORE_PEOPLE_STRUCTURE_ID (TOTAL_SOLDIERS+101)
#define STRUCTURE_DAMAGE_EXPLOSION 1
#define STRUCTURE_DAMAGE_GUNFIRE 2
// functions at the structure database level
//
STRUCTURE_FILE_REF * LoadStructureFile( STR szFileName );
void FreeAllStructureFiles( void );
BOOLEAN FreeStructureFile( STRUCTURE_FILE_REF * pStructureFile );
//
// functions at the structure instance level
//
BOOLEAN OkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID );
// for the PTR argument of AddStructureToWorld, pass in a LEVELNODE * please!
BOOLEAN AddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, PTR pLevelN );
BOOLEAN DeleteStructureFromWorld( STRUCTURE * pStructure );
//
// functions to find a structure in a location
//
STRUCTURE * FindStructure( INT32 sGridNo, UINT32 fFlags );
STRUCTURE * FindNextStructure( STRUCTURE * pStructure, UINT32 fFlags );
STRUCTURE * FindStructureByID( INT32 sGridNo, UINT16 usStructureID );
STRUCTURE * FindBaseStructure( STRUCTURE * pStructure );
STRUCTURE * FindNonBaseStructure( INT32 sGridNo, STRUCTURE * pStructure );
//
// functions related to interactive tiles
//
STRUCTURE * SwapStructureForPartner( INT32 sGridNo, STRUCTURE * pStructure );
STRUCTURE * SwapStructureForPartnerWithoutTriggeringSwitches( INT32 sGridNo, STRUCTURE * pStructure );
STRUCTURE * SwapStructureForPartnerAndStoreChangeInMap( INT32 sGridNo, STRUCTURE * pStructure );
#ifdef JA2UB
STRUCTURE * SwapStructureForPartnerForcingGraphicalChange( INT32 sGridNo, STRUCTURE * pStructure );
#endif
//
// functions useful for AI that return info about heights
//
INT8 StructureHeight( STRUCTURE * pStructure );
INT8 StructureBottomLevel( STRUCTURE * pStructure );
INT8 GetTallestStructureHeight( INT32 sGridNo, BOOLEAN fOnRoof );
INT8 GetStructureTargetHeight( INT32 sGridNo, BOOLEAN fOnRoof );
BOOLEAN StructureDensity( STRUCTURE * pStructure, UINT8 * pubLevel0, UINT8 * pubLevel1, UINT8 * pubLevel2, UINT8 * pubLevel3 );
BOOLEAN FindAndSwapStructure( INT32 sGridNo );
INT16 GetBaseTile( STRUCTURE * pStructure );
//
// functions to work with the editor undo code
//
void DebugStructurePage1( void );
BOOLEAN AddZStripInfoToVObject( HVOBJECT hVObject, STRUCTURE_FILE_REF * pStructureFileRef, BOOLEAN fFromAnimation, INT16 sSTIStartIndex );
// FUNCTIONS FOR DETERMINING STUFF THAT BLOCKS VIEW FOR TILE_bASED LOS
INT8 GetBlockingStructureInfo( INT32 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock );
BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner );
// Material armour type enumeration
enum
{
MATERIAL_NOTHING,
MATERIAL_WOOD_WALL,
MATERIAL_PLYWOOD_WALL,
MATERIAL_LIVE_WOOD,
MATERIAL_LIGHT_VEGETATION,
MATERIAL_FURNITURE,
MATERIAL_PORCELAIN,
MATERIAL_CACTUS,
MATERIAL_NOTUSED1,
MATERIAL_NOTUSED2,
MATERIAL_NOTUSED3,
MATERIAL_STONE,
MATERIAL_CONCRETE1,
MATERIAL_CONCRETE2,
MATERIAL_ROCK,
MATERIAL_RUBBER,
MATERIAL_SAND,
MATERIAL_CLOTH,
MATERIAL_SANDBAG,
MATERIAL_NOTUSED5,
MATERIAL_NOTUSED6,
MATERIAL_LIGHT_METAL,
MATERIAL_THICKER_METAL,
MATERIAL_HEAVY_METAL,
MATERIAL_INDESTRUCTABLE_STONE,
MATERIAL_INDESTRUCTABLE_METAL,
MATERIAL_THICKER_METAL_WITH_SCREEN_WINDOWS,
NUM_MATERIAL_TYPES
};
extern INT32 guiMaterialHitSound[ NUM_MATERIAL_TYPES ];
STRUCTURE *FindStructureBySavedInfo( INT32 sGridNo, UINT8 ubType, UINT8 ubWallOrientation, INT8 bLevel );
UINT32 StructureTypeToFlag( UINT8 ubType );
UINT8 StructureFlagToType( UINT32 uiFlag );
UINT32 GetStructureOpenSound( STRUCTURE *pStructure, BOOLEAN fClose );
#endif