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GameVersion.h
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GameVersion.h
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#ifndef _GAME_VERSION_H_
#define _GAME_VERSION_H_
#ifdef __cplusplus
extern "C" {
#endif
//
// Keeps track of the game version
//
// name of the product, Unfinished Business, Map Editor etc..
extern CHAR16 zProductLabel[64];
// used for save game comparison
extern CHAR8 czVersionString[16];
// can contain information regarding the build: what git ref was the base (tag, branch), by whom, commit date, build date, etc..
extern CHAR16 zBuildInformation[256];
//ADB: I needed these here so I moved them, and why put them in *.cpp anyways?
//
// Keeps track of the saved game version. Increment the saved game version whenever
// you will invalidate the saved game file
#define GROWTH_MODIFIERS 184
#define REBELCOMMAND 183
#define DRAGSTRUCTURE 182 // Flugente: we can drag structures behind us
#define DISABILITYFLAGMASK 181 // Flugente: disabilities get a flagmask
#define PROFILETYPE_STORED 180 // Flugente: the type of each profile is stored in the savegame
#define CORPSE_DISPOSAL 179 // Flugente: corpses can be removed by assignment
#define RAID_EVENTS 178 // Flugente: added bloodcat/zombie/bandit raids
#define INDIVIDUAL_MILITIA_EXP_FLOAT 177 // Flugente: changed the way we store individual militia experience
#define CHAT_TO_DISTRACT 176 // Flugente: internal variable allows us to distract enemies by engrossing them in conversation
#define INDIVIDUAL_MILITIA_RANKFIX 175 // Flugente: internal individual militia change requires variable change
#define DRAGPERSONS 174 // Flugente: we can drag people and corpses now
#define SEPARATE_VOICESETS 173 // Flugente: voice sets are now separate from profile slots, and we can have many more of them
#define HACKABLE_SAMS 172 // Flugente: SAM sites now have a status for hacking
#define LUA_MODDERDATA 171 // Flugente: modders can set and use data in an exclusive array
#define WORKERS 170 // Flugente: train workers for facilities
#define WEATHER_CHANGE 169 // Flugente: sector-specific weather & more weather types
#define ASD_INIT_FIX 168 // Flugente: fix for ASD feature introduced with ENEMY_HELICOPTERS
#define NONPROFILE_MERCHANTS 167 // Flugente: merchants can be created from non-profile NPCs
#define INDIVIDUAL_MILITIA 166 // Flugente: individual militia
#define ENEMY_JEEPS 165 // Flugente: enemy jeeps
#define ENEMY_HELICOPTERS 164 // Flugente: enemy helicopters
#define DRUG_SYSTEM_REDONE 163 // Flugente: reworked the drug system
#define MILITIA_PATH_PLOTTING 162 // Flugente: the player can plot militia paths in strategic, similar to player or helicopter travel
#define STRATEGIC_TEAM_GROUPS 161 // Flugente: a change to the GROUP-structure allows any team to have strategic movement groups
#define PMC_WEBSITE 160 // Flugente: a new PMC allows us to hire trained militia
#define DISEASE_SYSTEM 159 // Flugente: mercs can get diseases
#define PRISONER_EXPANSION 158 // Flugente: more types of prisoners
#define DYNAMIC_DIALOGUE 157 // Flugente: mercs have dynamic dialogue depending on newly formed opinions, an the player can interact with them
#define DYNAMIC_OPINIONS 156 // Flugente: mercs can form opinions on other people depending on their behaviour
#define INCREASED_REFUEL_SITES 155 // Flugente: increased the number of helicopter refuel sites
#define ENEMY_VIPS 154 // Flugente: enemy generals are placed randomly in the map
#define MORE_LOCKS_AND_KEYS 153 // anv: externalized locks and keys to xml
#define MILITIA_MOVEMENT 152 // Flugente: allow control of strategic militia movement
#define SNITCH_TRAIT_EXTENDED 151 // anv: more soldier flags, remembering exposition of snitch
#define CAMPAIGNSTATS 150 // Flugente: store campaign statistics
#define WALDO_CAN_REPAIR_HELICOPTER 149 // anv: have to refresh Waldo records
#define ENCYCLOPEDIA_ITEM_VISIBILITY 148 // Moa: Items discovered during compain have to be saved.
#define TRAIT_RADIO_OPERATOR 147 // Flugente: new trait radio operator
#define BACKGROUNDS_FIX_UINT8 146 // Flugente: had to change usBackground-vars from UINT8 to UINT16
#define BACKGROUNDS 145 // Flugente: background feature
#define NO_VEHICLE_SAVE 144 // Flugente: vehicle data isn't saved anymore, as it has long been externalised
#define SOLDIER_PROFILES 143 // Flugente: profiles for enemy and militia (possibly any non-NPC/RPC character)
#define DYNAMIC_FLASHLIGHTS 142 // Flugente: had to add variables to LIGHTEFFECT-struct
#define ENLARGED_OPINIONS 141 // Flugente: increased number of merc opinions to 255, thus need to change savegame reading
#define MODULARIZED_AI 140 // Flugente: new savegame version due to modularized AI
#define MILITIA_EQUIPMENT 139 // Flugente: militia can equip from sector inventory
#define MULTITURN_ACTIONS 138 // Flugente: multiturn actions
#define EXTERNALISED_MERCHANTS 137 // Flugente: increased the number of merchants and externalised their data
#define PRISON_SYSTEM 136 // Flugente: added var to the sector structure. Shouldn't break compatibility, but let's be safe
#define DUAL_BURST_ADDED 135
#define MORE_ROOMS 134 // changed room numbers from 8 to 16 bit by DBrot
#define FOOD_CHANGES 133 // changes for food system
#define ZOMBIE_CHANGES 132 // Included some changes for Zombies
#define JA25_UB_INTEGRATION 131 // Before this, the JA25 Unfinished Business code was not integrated (see "Builddefines.h" JA2UB)
#define IMPROVED_INTERRUPT_SYSTEM 130
#define ENCYCLOPEDIA_SAVEGAME_CHANGE 129 // Added encyclopedia
#define HIDDENTOWN_DATATYPE_CHANGE 128
#define NEW_EMAIL_SAVE_GAME 127
#define NEW_SAVE_GAME_GENERAL_SAVE_INFO_DATA 126
#define QUESTS_DATATYPE_CHANGE 125 // Before this, we had a maximum number of 30 quests (JA2 default) (by Jazz)
#define VEHICLES_DATATYPE_CHANGE 124 // Before this, vehicles were not externalized (by Jazz)
#define FIXED_MERC_NOT_AVAILABLE_ON_MERC_WEBSITE 123 // Before this, only Bubba was available on MERC website
#define FIXED_CREPITUS_IN_REALISTIC_GAME_MODE 122 // Before this, there was an initializing problem in GameInit.lua on startup, in which we could meet crepitus in Tixa underground map
#define FIXED_NPC_QUOTE_BUG 121 // Before this, we need to reload all npc quote information because it was not being saved and loaded correctly.
#define MOVED_GENERAL_INFO 120 // Before this, general game information was saved much later in the save game process.
#define NCTH_AUTOFIRE_UPDATE 119 // Before this, we didn't track the original autofire offsets
#define BR_EMAIL_DATA_CHANGE 118 // Before this, BR emails caused CTD
#define NCTH_DATATYPE_CHANGE 117 // Before this, we did not have HAM 4.0 NCTH
#define NEW_GENERAL_SAVE_INFO_DATA 116 // Before this, we did not have HAM 4.0 general info
#define IMP_TRAIT_EXPERT_ITEMS_CHANGE 115 // Before this, we did not have additional expert items defined in IMPItemChoices.xml
#define LUA_SAVEGAME_CHANGE 114 // Before this, we did not have additional lua script files (e.g: Intro.lua, ...)
#define STOMP12_SAVEGAME_DATATYPE_CHANGE2 113 // Before this, STOMP did not allow to have up to 30 traits
#define NAS_SAVEGAME_DATATYPE_CHANGE 112 // Before this, NAS settings (ON/OFF) was not saved to the savegame
#define STOMP12_SAVEGAME_DATATYPE_CHANGE 111 // Before this, STOMP v1.2 was not included in the source
#define BUGFIX_NPC_DATA_FOR_BIG_MAPS 110 // Before this, we had a bug in the NPC Data for Big Maps (this fix was introduced in the Closed Beta)
#define STRATEGIC_MINES_DATATYPE_CHANGE 109 // Before this, we did not have strategic mines initialization via lua script
#define HIDE_NPC_NAMES_FOR_UNKNOWN_PERSONS 108 // Before this, we did not have hiding of npc names for unknown persons included (by jazz)
#define BIG_MAPS_PROJECT_SAVEGAME_DATATYPE_CHANGE 107 // Before this, we did not have big maps project
#define AIRPORT_SAVEGAME_DATATYPE_CHANGE 106 // Before this, we did not have airport externalized
#define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes
#define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system
#define SAVE_GAME_VERSION GROWTH_MODIFIERS
//#define RUSSIANGOLD
#ifdef __cplusplus
}
#endif
#endif