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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
106 lines
2.6 KiB
C
106 lines
2.6 KiB
C
#ifndef __CIV_QUOTES_H
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#define __CIV_QUOTES_H
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#include "Soldier Control.h"
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#define CIV_TYPE_NA 0
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#define CIV_TYPE_ADULT 1
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#define CIV_TYPE_KID 2
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#define CIV_TYPE_MARRIED_PC 3
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#define CIV_TYPE_ENEMY 4
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enum
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{
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CIV_QUOTE_ADULTS_BEGGING, //CIV00.EDT
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CIV_QUOTE_KIDS_BEGGING,
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CIV_QUOTE_ADULTS_RECENT_BUG_ATTACK,
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CIV_QUOTE_KIDS_RECENT_BUG_ATTACK,
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CIV_QUOTE_ADULTS_BUG_EXTERMINATED_X_TIME,
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CIV_QUOTE_KIDS_BUG_EXTERMINATED_X_TIME,
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CIV_QUOTE_ADULTS_EXTREMLY_LOW_LOYALTY,
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CIV_QUOTE_KIDS_EXTREMLY_LOW_LOYALTY,
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CIV_QUOTE_ADULTS_HIGH_LOYALTY,
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CIV_QUOTE_KIDS_HIGH_LOYALTY,
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CIV_QUOTE_ADULTS_ALL_PURPOSE, //CIV10.EDT
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CIV_QUOTE_KIDS_ALL_PURPOSE,
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CIV_QUOTE_ADULTS_LIBREATED_FIRST_TIME,
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CIV_QUOTE_KIDS_LIBREATED_FIRST_TIME,
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CIV_QUOTE_ADULTS_TOWN_TAKEN_BACK,
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CIV_QUOTE_KIDS_TOWN_TAKEN_BACK,
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CIV_QUOTE_HICKS_FRIENDLY,
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CIV_QUOTE_HICKS_ENEMIES,
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CIV_QUOTE_GOONS_FRIENDLY,
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CIV_QUOTE_GOONS_ENEMIES,
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CIV_QUOTE_ADULTS_REBELS, //CIV20.EDT
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CIV_QUOTE_KIDS_REBELS,
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CIV_QUOTE_GREEN_MILITIA,
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CIV_QUOTE_MEDIUM_MILITIA,
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CIV_QUOTE_ELITE_MILITIA,
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CIV_QUOTE_SAN_MONA_BEGGERS,
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CIV_QUOTE_ENEMY_HURT,
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CIV_QUOTE_ENEMY_ADMIN,
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CIV_QUOTE_ENEMY_THREAT,
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CIV_QUOTE_ENEMY_ELITE,
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CIV_QUOTE_ADULTS_COWER, //CIV30.EDT
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CIV_QUOTE_KIDS_COWER,
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CIV_QUOTE_PC_MARRIED,
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CIV_QUOTE_KID_SLAVES,
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CIV_QUOTE_KID_SLAVES_FREE,
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CIV_QUOTE_MINERS_NOT_FOR_PLAYER,
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CIV_QUOTE_MINERS_FOR_PLAYER,
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CIV_QUOTE_ENEMY_OFFER_SURRENDER,
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CIV_QUOTE_HICKS_SEE_US_AT_NIGHT,
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CIV_QUOTE_DEIDRANNA_DEAD,
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#ifdef JA2UB
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//40
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CIV_QUOTE__CIV_ENEMY_CAN_FIGHT,
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CIV_QUOTE__CIV_ENEMY_GENERIC,
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CIV_QUOTE__CIV_HURT,
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CIV_QUOTE__CIV_NOT_ENEMY,
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CIV_QUOTE_44,
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CIV_QUOTE_45,
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CIV_QUOTE_46,
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CIV_QUOTE_47,
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CIV_QUOTE_48,
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CIV_QUOTE_49,
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CIV_QUOTE_NEW = CIV_QUOTE_DEIDRANNA_DEAD + 990, // 500 reserved
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#else
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CIV_QUOTE_NEW = CIV_QUOTE_DEIDRANNA_DEAD + 1000, // 500 reserved
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#endif
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NUM_CIV_QUOTES
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};
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enum //enemy taunts - SANDRO
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{
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TAUNT_FIRE_GUN,
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TAUNT_FIRE_LAUNCHER,
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TAUNT_THROW,
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TAUNT_CHARGE_KNIFE,
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TAUNT_RUN_AWAY,
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TAUNT_SEEK_NOISE,
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TAUNT_ALERT,
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TAUNT_GOT_HIT
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};
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void StartEnemyTaunt( SOLDIERTYPE *pCiv, INT8 iTauntType ); //enemy taunts - SANDRO
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void InitCivQuoteSystem( );
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void StartCivQuote( SOLDIERTYPE *pCiv );
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INT8 GetCivType( SOLDIERTYPE *pCiv );
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void HandleCivQuote( );
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BOOLEAN SaveCivQuotesToSaveGameFile( HWFILE hFile );
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BOOLEAN LoadCivQuotesFromLoadGameFile( HWFILE hFile );
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BOOLEAN ShutDownQuoteBoxIfActive( );
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void BeginCivQuote( SOLDIERTYPE *pCiv, UINT16 ubCivQuoteID, UINT16 ubEntryID, INT16 sX, INT16 sY );
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#endif |