From 114f0064c489657fc638e2c8f51e66cf6387ea9d Mon Sep 17 00:00:00 2001 From: Wanne Date: Fri, 24 Aug 2012 08:15:20 +0000 Subject: [PATCH] - Removed the "JA113NODEMO" define git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5514 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- GameVersion.cpp | 4 +- Laptop/email.cpp | 4 +- Laptop/florist Order Form.cpp | 2 +- Strategic/Auto Resolve.cpp | 2 +- Strategic/Campaign Init.cpp | 2 +- Strategic/Creature Spreading.cpp | 4 +- Strategic/Game Event Hook.cpp | 4 +- Strategic/Game Init.cpp | 4 +- Strategic/Hourly Update.cpp | 6 +-- Strategic/Map Screen Helicopter.cpp | 2 +- Strategic/Map Screen Interface Bottom.cpp | 4 +- Strategic/Map Screen Interface.cpp | 2 +- Strategic/Player Command.cpp | 10 ++-- Strategic/Queen Command.cpp | 2 +- Strategic/Strategic Event Handler.cpp | 2 +- Strategic/Strategic Movement.cpp | 4 +- Strategic/Strategic Status.cpp | 2 +- Strategic/Strategic Town Loyalty.cpp | 4 +- Strategic/mapscreen.cpp | 2 +- Strategic/strategicmap.cpp | 12 ++--- Tactical/Dialogue Control.cpp | 2 +- Tactical/End Game.cpp | 4 +- Tactical/Faces.cpp | 2 +- Tactical/Interface Dialogue.cpp | 6 +-- Tactical/Overhead.cpp | 8 +-- Tactical/Soldier Add.cpp | 2 +- Tactical/Soldier Ani.cpp | 6 +-- Tactical/Soldier Control.cpp | 8 +-- Tactical/Soldier Init List.cpp | 2 +- Tactical/Tactical Save.cpp | 6 +-- Tactical/TeamTurns.cpp | 2 +- Tactical/Turn Based Input.cpp | 2 +- Tactical/Weapons.cpp | 2 +- Tactical/opplist.cpp | 4 +- TileEngine/Radar Screen.cpp | 2 +- TileEngine/worlddef.cpp | 2 +- builddefines.h | 66 ++++++----------------- gamescreen.cpp | 4 +- 38 files changed, 87 insertions(+), 121 deletions(-) diff --git a/GameVersion.cpp b/GameVersion.cpp index c81185af..a5810c4c 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -28,7 +28,7 @@ //DEBUG BUILD VERSION #ifdef JA2UB CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.5423 (Development Build)" }; - #elif defined (JA113DEMO) || defined (JA113NODEMO) + #elif defined (JA113DEMO) CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.5423 (Development Build)" }; #else CHAR16 zVersionLabel[256] = { L"Debug: v1.13.5423 (Development Build)" }; @@ -47,7 +47,7 @@ //RELEASE BUILD VERSION #ifdef JA2UB CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.5423 (Development Build)" }; - #elif defined (JA113DEMO) || defined (JA113NODEMO) + #elif defined (JA113DEMO) CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.5423 (Development Build)" }; #else CHAR16 zVersionLabel[256] = { L"Release v1.13.5423 (Development Build)" }; diff --git a/Laptop/email.cpp b/Laptop/email.cpp index c321ccdd..5fdf97df 100644 --- a/Laptop/email.cpp +++ b/Laptop/email.cpp @@ -3626,7 +3626,7 @@ BOOLEAN HandleMailSpecialMessages( UINT16 usMessageId, INT32 *iResults, EmailPtr fSpecialCase = TRUE; break; -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //no UB #else case( MERC_INTRO ): @@ -6307,7 +6307,7 @@ BOOLEAN ReplaceMercNameAndAmountWithProperData( CHAR16 *pFinishedString, EmailPt #ifdef JA2BETAVERSION void AddAllEmails() { -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //no UB #else UINT32 uiCnt; diff --git a/Laptop/florist Order Form.cpp b/Laptop/florist Order Form.cpp index 882945fc..c17bf093 100644 --- a/Laptop/florist Order Form.cpp +++ b/Laptop/florist Order Form.cpp @@ -652,7 +652,7 @@ void BtnFlowerOrderSendButtonCallback(GUI_BUTTON *btn,INT32 reason) if ( gubCurrentlySelectedFlowerLocation == 7 ) { -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) // no UB #else // sent to meduna! diff --git a/Strategic/Auto Resolve.cpp b/Strategic/Auto Resolve.cpp index bc0bff48..2c14e3af 100644 --- a/Strategic/Auto Resolve.cpp +++ b/Strategic/Auto Resolve.cpp @@ -2043,7 +2043,7 @@ void RenderAutoResolve() SetFactTrue( FACT_FIRST_BATTLE_WON ); } SetTheFirstBattleSector( ( INT16 ) (gpAR->ubSectorX + gpAR->ubSectorY * MAP_WORLD_X ) ); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25: no loyalty #else HandleFirstBattleEndingWhileInTown( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE ); diff --git a/Strategic/Campaign Init.cpp b/Strategic/Campaign Init.cpp index a3e01da7..aeaffb91 100644 --- a/Strategic/Campaign Init.cpp +++ b/Strategic/Campaign Init.cpp @@ -642,7 +642,7 @@ void InitNewCampaign() //InitKnowFacilitiesFlags( ); BuildUndergroundSectorInfoList(); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) // no UB #else if (!is_networked) diff --git a/Strategic/Creature Spreading.cpp b/Strategic/Creature Spreading.cpp index f2bd2cea..ebd54f56 100644 --- a/Strategic/Creature Spreading.cpp +++ b/Strategic/Creature Spreading.cpp @@ -298,7 +298,7 @@ void InitCreatureQuest() fPlayMeanwhile = TRUE; #endif -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles && no creatures #else if( fPlayMeanwhile && !gfCreatureMeanwhileScenePlayed ) @@ -1561,7 +1561,7 @@ BOOLEAN LoadCreatureDirectives( HWFILE hFile, UINT32 uiSavedGameVersion ) if( gfClearCreatureQuest && giLairID != -1 ) { giLairID = 0; -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) // no UB #else gfCreatureMeanwhileScenePlayed = FALSE; diff --git a/Strategic/Game Event Hook.cpp b/Strategic/Game Event Hook.cpp index 68ee28c5..88909d8c 100644 --- a/Strategic/Game Event Hook.cpp +++ b/Strategic/Game Event Hook.cpp @@ -221,7 +221,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent ) // WANNE: This fixes the bug, that Speck did not sent the email on Day 3, when MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE! if ( gGameExternalOptions.fMercDayOne == FALSE /* && gGameExternalOptions.fAllMercsAvailable == FALSE */ ) { - #if (defined JA2UB || defined JA113NODEMO) + #if (defined JA2UB) //No JA25 UB #else AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin( ), -1, -1 ,TYPE_EMAIL_EMAIL_EDT ); @@ -361,7 +361,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent ) // BeginAirRaid( ); // break; -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) // Ja25 No meanwhiles #else case EVENT_MEANWHILE: diff --git a/Strategic/Game Init.cpp b/Strategic/Game Init.cpp index 5b3ba945..e8cb3f62 100644 --- a/Strategic/Game Init.cpp +++ b/Strategic/Game Init.cpp @@ -559,7 +559,7 @@ BOOLEAN InitNewGame( BOOLEAN fReset ) AutoSaveToSlot[4] = FALSE; -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 no meanwhiles #else // reset meanwhile flags @@ -715,7 +715,7 @@ fFirstTimeInMapScreen = TRUE; InitCustomStrategicLayer ( ); #endif #else - #if (defined JA2UB || defined JA113NODEMO) + #if (defined JA2UB) #else INT32 iStartingCash; diff --git a/Strategic/Hourly Update.cpp b/Strategic/Hourly Update.cpp index da722aac..d8458c35 100644 --- a/Strategic/Hourly Update.cpp +++ b/Strategic/Hourly Update.cpp @@ -38,7 +38,7 @@ void HourlyLarryUpdate( void ); extern INT32 GetCurrentBalance( void ); extern void PayOffSkyriderDebtIfAny( ); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //no UB #else void HourlyCheckIfSlayAloneSoHeCanLeave(); @@ -100,7 +100,7 @@ CHAR16 zString[128]; HourlyQuestUpdate(); HourlyLarryUpdate(); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) // no UB #else HourlyCheckIfSlayAloneSoHeCanLeave(); @@ -445,7 +445,7 @@ void HourlyLarryUpdate( void ) } } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) // no JA25 UB #else void HourlyCheckIfSlayAloneSoHeCanLeave() diff --git a/Strategic/Map Screen Helicopter.cpp b/Strategic/Map Screen Helicopter.cpp index f035053b..2a57bdeb 100644 --- a/Strategic/Map Screen Helicopter.cpp +++ b/Strategic/Map Screen Helicopter.cpp @@ -678,7 +678,7 @@ void LandHelicopter( void ) } else { -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) Assert( 0 ); //No meanwhiles #else diff --git a/Strategic/Map Screen Interface Bottom.cpp b/Strategic/Map Screen Interface Bottom.cpp index 65599ea3..bab7c74e 100644 --- a/Strategic/Map Screen Interface Bottom.cpp +++ b/Strategic/Map Screen Interface Bottom.cpp @@ -1326,7 +1326,7 @@ BOOLEAN AllowedToTimeCompress( void ) return( FALSE ); } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 no meanwhiles #else // meanwhile coming up @@ -1805,7 +1805,7 @@ BOOLEAN AllowedToExitFromMapscreenTo( INT8 bExitToWhere ) return( FALSE ); } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles #else // meanwhile coming up diff --git a/Strategic/Map Screen Interface.cpp b/Strategic/Map Screen Interface.cpp index 6feea76e..770174ff 100644 --- a/Strategic/Map Screen Interface.cpp +++ b/Strategic/Map Screen Interface.cpp @@ -5680,7 +5680,7 @@ BOOLEAN HandleTimeCompressWithTeamJackedInAndGearedToGo( void ) FadeInGameScreen( ); SetUpShutDownMapScreenHelpTextScreenMask( ); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //no ja25 UB #else // Add e-mail message diff --git a/Strategic/Player Command.cpp b/Strategic/Player Command.cpp index 7a2bc0b9..a2b14e9a 100644 --- a/Strategic/Player Command.cpp +++ b/Strategic/Player Command.cpp @@ -180,7 +180,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B INT8 bTownId = 0; UINT8 ubSectorID; -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25: No meanwhiles #else if( AreInMeanwhile( ) ) @@ -267,7 +267,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B { HandleMoraleEvent( NULL, MORALE_TOWN_LIBERATED, sMapX, sMapY, bMapZ ); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25: no loyalty #else HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_TOWN_SECTOR, sMapX, sMapY, bMapZ ); @@ -284,7 +284,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B if ( GetTotalLeftInMine( GetMineIndexForSector( sMapX, sMapY ) ) > 0) { HandleMoraleEvent( NULL, MORALE_MINE_LIBERATED, sMapX, sMapY, bMapZ ); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) // Ja25: no loyalty #else HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_MINE, sMapX, sMapY, bMapZ ); @@ -306,7 +306,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B } HandleMoraleEvent( NULL, MORALE_SAM_SITE_LIBERATED, sMapX, sMapY, bMapZ ); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) // Ja25: no loyalty #else HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_SAM, sMapX, sMapY, bMapZ ); @@ -343,7 +343,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B if ( bMapZ == 0 && ( ( sMapY == MAP_ROW_M && (sMapX >= 2 && sMapX <= 6) ) || sMapY == MAP_ROW_N && sMapX == 6) ) { -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles #else HandleOutskirtsOfMedunaMeanwhileScene(); diff --git a/Strategic/Queen Command.cpp b/Strategic/Queen Command.cpp index 88dd94a7..a35d76cc 100644 --- a/Strategic/Queen Command.cpp +++ b/Strategic/Queen Command.cpp @@ -1985,7 +1985,7 @@ void BeginCaptureSquence( ) void EndCaptureSequence( ) { -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) // no UB #else diff --git a/Strategic/Strategic Event Handler.cpp b/Strategic/Strategic Event Handler.cpp index 9cf99a68..bba56736 100644 --- a/Strategic/Strategic Event Handler.cpp +++ b/Strategic/Strategic Event Handler.cpp @@ -816,7 +816,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent ) break; case NPC_ACTION_SEND_ENRICO_MIGUEL_EMAIL: -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) // no UB #else AddEmail( ENRICO_MIGUEL, ENRICO_MIGUEL_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT); diff --git a/Strategic/Strategic Movement.cpp b/Strategic/Strategic Movement.cpp index 8f06ecc3..502d3c89 100644 --- a/Strategic/Strategic Movement.cpp +++ b/Strategic/Strategic Movement.cpp @@ -1719,7 +1719,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe if( fExceptionQueue || fCheckForBattle && gTacticalStatus.fEnemyInSector && FindMovementGroupInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, TRUE ) && (pGroup->ubNextX != gWorldSectorX || pGroup->ubNextY != gWorldSectorY || gbWorldSectorZ > 0 ) || - #if (defined JA2UB || defined JA113NODEMO) + #if (defined JA2UB) //Ja25: NO meanwhiles #else AreInMeanwhile() || @@ -1733,7 +1733,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe //QUEUE BATTLE! //Delay arrival by a random value ranging from 3-5 minutes, so it doesn't get the player //too suspicious after it happens to him a few times, which, by the way, is a rare occurrence. -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) /*Ja25: No meanwhiles*/ #else if( AreInMeanwhile() ) diff --git a/Strategic/Strategic Status.cpp b/Strategic/Strategic Status.cpp index 7f7dbfb5..76e69855 100644 --- a/Strategic/Strategic Status.cpp +++ b/Strategic/Strategic Status.cpp @@ -208,7 +208,7 @@ void HandleEnricoEmail(void) UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage(); UINT8 ubHighestProgress = HighestPlayerProgressPercentage(); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //JA25 UB #else // if creatures have attacked a mine (doesn't care if they're still there or not at the moment) diff --git a/Strategic/Strategic Town Loyalty.cpp b/Strategic/Strategic Town Loyalty.cpp index a0be06d5..3c313f4c 100644 --- a/Strategic/Strategic Town Loyalty.cpp +++ b/Strategic/Strategic Town Loyalty.cpp @@ -1840,7 +1840,7 @@ void CheckIfEntireTownHasBeenLiberated( INT8 bTownId, INT16 sSectorX, INT16 sSec // set fact is has been lib'ed and set history event AddHistoryToPlayersLog( HISTORY_LIBERATED_TOWN, bTownId, GetWorldTotalMin(), sSectorX, sSectorY ); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25: No meanhwiles #else HandleMeanWhileEventPostingForTownLiberation( bTownId ); @@ -1875,7 +1875,7 @@ void CheckIfEntireTownHasBeenLost( INT8 bTownId, INT16 sSectorX, INT16 sSectorY if ( MilitiaTrainingAllowedInSector( sSectorX, sSectorY, 0 ) && IsTownUnderCompleteControlByEnemy(bTownId) ) { -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhile #else // the whole town is under enemy control, check if we libed this town before diff --git a/Strategic/mapscreen.cpp b/Strategic/mapscreen.cpp index 720477b4..e24e6443 100644 --- a/Strategic/mapscreen.cpp +++ b/Strategic/mapscreen.cpp @@ -5792,7 +5792,7 @@ UINT32 MapScreenHandle(void) RenderKeyRingPopup( FALSE ); } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) /* UB */ #else CheckForMeanwhileOKStart( ); diff --git a/Strategic/strategicmap.cpp b/Strategic/strategicmap.cpp index e9777b32..d647adff 100644 --- a/Strategic/strategicmap.cpp +++ b/Strategic/strategicmap.cpp @@ -1485,7 +1485,7 @@ void BeginLoadScreen( void ) SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR ); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) if( guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) ) #else //Ja25: No meanwhiles @@ -1905,7 +1905,7 @@ void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEA } } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) /* Ja25: No meanwhiles */ #else // If we are in a meanwhile... @@ -2388,7 +2388,7 @@ void PrepareLoadedSector() BOOLEAN fEnemyPresenceInThisSector = FALSE; BOOLEAN fAddCivs = TRUE; INT8 bMineIndex = -1; -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles #else if( AreInMeanwhile( ) == FALSE ) @@ -2417,7 +2417,7 @@ void PrepareLoadedSector() if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME )) { -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles #else if ( !AreReloadingFromMeanwhile( ) ) @@ -2542,7 +2542,7 @@ void PrepareLoadedSector() { AddProfilesNotUsingProfileInsertionData(); } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles #else if( !AreInMeanwhile() || GetMeanwhileID() == INTERROGATION ) @@ -2920,7 +2920,7 @@ BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ ) memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS ); } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles #else if( AreInMeanwhile() == FALSE ) diff --git a/Tactical/Dialogue Control.cpp b/Tactical/Dialogue Control.cpp index a5d07752..d5302f2f 100644 --- a/Tactical/Dialogue Control.cpp +++ b/Tactical/Dialogue Control.cpp @@ -1508,7 +1508,7 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum ) return( FALSE ); } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 no meanwhiles #else if ( AreInMeanwhile( ) ) diff --git a/Tactical/End Game.cpp b/Tactical/End Game.cpp index 7d8ff529..bb10c45a 100644 --- a/Tactical/End Game.cpp +++ b/Tactical/End Game.cpp @@ -407,7 +407,7 @@ void DoneFadeOutEndCinematic( void ) // OK, end death UI - fade to smaker.... void HandleDoneLastEndGameQuote( ) { -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No queen #else EndQueenDeathEndgame( ); @@ -421,7 +421,7 @@ EndQueenDeathEndgame( ); void QueenBitchTimerCallback( void ) { -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //no Ub #else HandleQueenBitchDeath( gpKillerSoldier, gsGridNo, gbLevel ); diff --git a/Tactical/Faces.cpp b/Tactical/Faces.cpp index 688e7e09..4669f464 100644 --- a/Tactical/Faces.cpp +++ b/Tactical/Faces.cpp @@ -3024,7 +3024,7 @@ BOOLEAN SetFaceTalking( INT32 iFaceIndex, CHAR8 *zSoundFile, STR16 zTextString, pFace->fAnimatingTalking = TRUE; pFace->fFinishTalking = FALSE; -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25: No Meanwhiles #else if ( !AreInMeanwhile( ) ) diff --git a/Tactical/Interface Dialogue.cpp b/Tactical/Interface Dialogue.cpp index 6beb5369..da08d121 100644 --- a/Tactical/Interface Dialogue.cpp +++ b/Tactical/Interface Dialogue.cpp @@ -4105,7 +4105,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum { // This is not the end, 'cause momma creature is still alive TriggerNPCRecordImmediately( 136, 8 ); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //no Ub #else EndQueenDeathEndgame( ); @@ -4116,7 +4116,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum { // Continue with endgame cimematic.. DeleteTalkingMenu( ); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //no Ub #else EndQueenDeathEndgameBeginEndCimenatic( ); @@ -4128,7 +4128,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum // Just end queen killed dequence....... DeleteTalkingMenu( ); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) // no UB #else EndQueenDeathEndgame( ); diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 6727fc39..5ceac9c2 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -6249,7 +6249,7 @@ void SetEnemyPresence( ) // If we are just starting game, don't do this! -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25: no meanwhiles if ( !DidGameJustStart() ) #else @@ -6791,7 +6791,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated ) SetFactTrue( FACT_FIRST_BATTLE_FOUGHT ); SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT ); SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) ); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 no meanwhile #else HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE ); @@ -7051,7 +7051,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated ) SetFactTrue( FACT_FIRST_BATTLE_WON ); SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT ); SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) ); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 no meanwhile #else HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE ); @@ -8747,7 +8747,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( ) // Go into combat! // If we are in a meanwhile... don't enter combat here... -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 no meanwhiles #else if ( !AreInMeanwhile( ) ) diff --git a/Tactical/Soldier Add.cpp b/Tactical/Soldier Add.cpp index 01a018b0..1b8f9c3b 100644 --- a/Tactical/Soldier Add.cpp +++ b/Tactical/Soldier Add.cpp @@ -1102,7 +1102,7 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO if ( pSoldier->bActive ) { -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles in exp #else // ATE: Make sure life of elliot is OK if from a meanwhile diff --git a/Tactical/Soldier Ani.cpp b/Tactical/Soldier Ani.cpp index d7c4696e..f9db5c8f 100644 --- a/Tactical/Soldier Ani.cpp +++ b/Tactical/Soldier Ani.cpp @@ -1274,7 +1274,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) } else { -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles if ( fMartialArtist ) #else @@ -4021,7 +4021,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier ) } // OK, if we are in a meanwhile and this is elliot... -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //ja25: No queen #else if ( AreInMeanwhile( ) ) @@ -4045,7 +4045,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier ) // If guy is now dead, play sound! if ( pSoldier->stats.bLife == 0 ) { -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles #else if ( !AreInMeanwhile() ) diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 4badb42e..4cdd7f37 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -5741,7 +5741,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1 } //////////////////////////////////////////////////////////////////////////// sDamage = sDamage / PUNCH_REAL_DAMAGE_PORTION; -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25: No meanwhiles #else if ( AreInMeanwhile() && gCurrentMeanwhileDef.ubMeanwhileID == INTERROGATION ) @@ -9093,7 +9093,7 @@ void SOLDIERTYPE::BeginSoldierGetup( void ) { return; } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25: No meanwhiles #else // ATE: Don't getup if we are in a meanwhile @@ -9350,7 +9350,7 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sPo // Turn off this->flags.uiStatusFlags &= ( ~SOLDIER_NPC_SHOOTING ); } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25: No meanwhiles #else // CJC: make sure Elliot doesn't bleed to death! @@ -11755,7 +11755,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio } //Ja25 No meanwhiles -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) if ( fMartialArtist && !Item[usItem].crowbar && this->ubBodyType == REGMALE) #else diff --git a/Tactical/Soldier Init List.cpp b/Tactical/Soldier Init List.cpp index 3acc968f..2829eadf 100644 --- a/Tactical/Soldier Init List.cpp +++ b/Tactical/Soldier Init List.cpp @@ -709,7 +709,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL ) } } } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25: no queen #else else if ( !gfInMeanwhile && gWorldSectorX == 3 && gWorldSectorY == 16 && !gbWorldSectorZ ) diff --git a/Tactical/Tactical Save.cpp b/Tactical/Tactical Save.cpp index 2ba844b8..22bd15c0 100644 --- a/Tactical/Tactical Save.cpp +++ b/Tactical/Tactical Save.cpp @@ -933,7 +933,7 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( ) gfWasInMeanwhile = FALSE; return TRUE; } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25v No meanwhiles #else else if( AreInMeanwhile() ) @@ -1042,7 +1042,7 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( ) EnableModifiedFileSetCache(cacheResetValue); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 no meanwhile #else if( fShouldBeInMeanwhile ) @@ -1204,7 +1204,7 @@ BOOLEAN LoadCurrentSectorsInformationFromTempItemsFile() // // Load in the sectors ITems // -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25v no meanwhiles #else if( AreInMeanwhile() ) diff --git a/Tactical/TeamTurns.cpp b/Tactical/TeamTurns.cpp index fa1451e9..45970183 100644 --- a/Tactical/TeamTurns.cpp +++ b/Tactical/TeamTurns.cpp @@ -733,7 +733,7 @@ void DisplayHiddenTurnbased( SOLDIERTYPE * pActingSoldier ) // This code should put the game in turn-based and give control to the AI-controlled soldier // whose pointer has been passed in as an argument (we were in non-combat and the AI is doing // something visible, i.e. making an attack) -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles #else if ( AreInMeanwhile( ) ) diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index 07a564dc..b6a953df 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -1564,7 +1564,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) HandleShortCutExitState( ); //*puiNewEvent = I_EXIT; } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles #else if ((InputEvent.usEvent == KEY_UP )&& ( InputEvent.usParam == ESC) ) diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index 86785336..2b0964fc 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -3615,7 +3615,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea // } //} // WDS 07/19/2008 - Random number use fix -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 no meanwhiles if ( iDiceRoll < iHitChance ) #else diff --git a/Tactical/opplist.cpp b/Tactical/opplist.cpp index ed2c4173..fef12729 100644 --- a/Tactical/opplist.cpp +++ b/Tactical/opplist.cpp @@ -3374,7 +3374,7 @@ void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirgin UINT8 ubNumEnemies = 0; UINT8 ubNumAllies = 0; UINT32 cnt; -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles #else if ( AreInMeanwhile( ) ) @@ -6620,7 +6620,7 @@ void TellPlayerAboutNoise( SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGri // if the quote was faint, say something if (ubVolumeIndex == 0) { -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 No meanwhiles #else if ( !AreInMeanwhile( ) && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV) && pSoldier->ubTurnsUntilCanSayHeardNoise == 0) diff --git a/TileEngine/Radar Screen.cpp b/TileEngine/Radar Screen.cpp index 19e1fa48..49b608ba 100644 --- a/TileEngine/Radar Screen.cpp +++ b/TileEngine/Radar Screen.cpp @@ -368,7 +368,7 @@ void RenderRadarScreen( ) RenderSquadList( ); return; } -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //JA25 No meanwhiles #else if( AreInMeanwhile( ) == TRUE ) diff --git a/TileEngine/worlddef.cpp b/TileEngine/worlddef.cpp index 55976c82..b768bf84 100644 --- a/TileEngine/worlddef.cpp +++ b/TileEngine/worlddef.cpp @@ -3372,7 +3372,7 @@ void TrashWorld( void ) //Remove the schedules DestroyAllSchedules(); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) //Ja25 no meanwhiles #else // on trash world sheck if we have to set up the first meanwhile diff --git a/builddefines.h b/builddefines.h index a83ce123..839ac153 100644 --- a/builddefines.h +++ b/builddefines.h @@ -3,35 +3,6 @@ #include "Language Defines.h" -// ----------------------------- -// ***************************** -// WANNE: Enable this define to use the rifle sling feature (Feature was added in Revision: 5207) -#define ENABLE_RIFLE_SLING -// ----------------------------- -// ***************************** - -// ----------------------------- -// ***************************** -// WANNE: Enable this define to show explosives display (Feature was added in Revision: 5210) -#define ENABLE_DISPLAY_EXPLOSIVES -// ----------------------------- -// ***************************** - -// ----------------------------- -// ***************************** -// WANNE: Enable this define, to build an executable where you can enable/disable zombies in tactical (ingame option screen). -// It seems (and is confirmed), that executables compiled with this zombie option turned on, causes slowdown in tactical. -//#define ENABLE_ZOMBIES -// ----------------------------- -// ***************************** - -// ----------------------------- -// ***************************** -// WANNE: Enable this define, to build the gameloop with the highspeed timer. To use the highspeed timer, you also have to set the HIGHSPEED_TIMER = TRUE in ja2.ini -#define USE_HIGHSPEED_GAMELOOP_TIMER -// ----------------------------- -// ***************************** - // ----------------------------- // ***************************** // WANNE: Enable those 2 defines, if you want to build UB-Version!! @@ -46,32 +17,27 @@ // ----------------------------- // ***************************** -// WANNE: With these defines we can build JA2 DEMO version that runs with 1.13 -// The 2 UB defines (JA2UB and JA2UBMAPS) have to be disabled in order to build a demo executable +// WANNE: With these define we can build JA2 DEMO version that runs with 1.13 +// The 2 UB defines (JA2UB and JA2UBMAPS) should be disabled, because we only want to build the demo version from the JA2 code! -// There are different combinations of the 2 defines - -// 1.) Both defines are enabled: Build demo v1.13, which uses the slf files from orginal JA2 demo // #define JA113DEMO -// #define JA113NODEMO - -// 2.) !!!! Only JA113DEMO define enabled: Build demo v1.13, which uses the ja2 original files. This is the prefered way of building the 1.13 demo !!!! -// #define JA113DEMO -// // #define JA113NODEMO - -// 3.) Only JA113NODEMO define enabled: This build a "normal" 1.13 version, with a little influence of a UB version (disable all meanwhiles, emails, no quest with queen, alien queen) -// This version can be used for modders to have a "blank" 1.13 version with no special quests. -// // #define JA113DEMO -// #define JA113NODEMO - - -// WANNE: If both defines are disabled, we just build "normal" 1.13 or "unfinished business" 1.13 (when JA2UB and JA2UBMAPS enabled) version! -//#define JA113DEMO -//#define JA113NODEMO - // ***************************** // ----------------------------- + +// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +// ----------------------------- +// WANNE: Enable this define, to build an executable where you can enable/disable zombies in tactical (ingame option screen). +// It seems (and is confirmed), that executables compiled with this zombie option turned on, causes slowdown in tactical. +//#define ENABLE_ZOMBIES +// ----------------------------- + +// ----------------------------- +// WANNE: Enable this define, to build the gameloop with the highspeed timer. To use the highspeed timer, you also have to set the HIGHSPEED_TIMER = TRUE in ja2.ini +#define USE_HIGHSPEED_GAMELOOP_TIMER +// ----------------------------- +// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + // Map Editor version - you should use the MapEditor configuration instead of messing with these defines (ChrisL) //#define JA2BETAVERSION //#define JA2EDITOR diff --git a/gamescreen.cpp b/gamescreen.cpp index 504f96c7..1d492220 100644 --- a/gamescreen.cpp +++ b/gamescreen.cpp @@ -340,7 +340,7 @@ void EnterTacticalScreen( ) DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check meanwhile")); -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) /* Ja25 No meanwhiles */ #else // Locate if in meanwhile... @@ -952,7 +952,7 @@ UINT32 MainGameScreenHandle(void) //UB -#if (defined JA2UB || defined JA113NODEMO) +#if (defined JA2UB) /* JA2UB */ #else CheckForMeanwhileOKStart( );