- New Feature: Now it is possible to compile a JA2 1.13 Demo executable with the actual 1.13 source code (by Jazz)

o This JA2 demo executable is as close as possible to the original JA2 demo, but with the 1.13 features!
--> No laptop, disabled strategy actions, auto merc hired, only P1 maps, ...
o To build the 1.13 executable, just enable the "JA113DEMO" define in builddefines.h
o The 1.13 demo executable will read from ja2_Demo.ini instead of ja2.ini
o You also need the "Data-JA2Demo" folder from the official 1.13 SVN GameDir: https://ja2svn.dyndns.org/source/ja2_v1.13_data/GameDir
o Once you start the game with the demo executable, you will notice the "START DEMO" instead of "START NEW GAME" in the main menu
o Multiplayer is disabled in the demo executable

- There is another new define called "JA113NODEMO" (by Jazz)
o See builddefines.h
o If this define is enabled, a special version of 1.13 is build
-> Disable all meanwhiles, emails, blocked quest with queen, alien queen


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5287 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-05-18 11:20:11 +00:00
parent 9a2896d72c
commit d23a94eefc
47 changed files with 385 additions and 97 deletions
+4
View File
@@ -948,6 +948,10 @@ void RenderEditorInfo( )
break;
case TASK_MERCS:
UpdateMercsInfo();
#ifdef JA113DEMO
DisableButton (iEditorButton[ MERCS_CIVILIANTOGGLE ]);
DisableButton (iEditorButton[ MERCS_CIVILIAN ]);
#endif
break;
case TASK_MAPINFO:
UpdateMapInfo();
+22 -3
View File
@@ -297,19 +297,38 @@ STR16 EditMercAttitudes[6] = { L"Defensive",L"Brave Loner",L"Brave Buddy",
#undef RANDOM
#endif
#define RANDOM -1
#ifdef JA113DEMO
#define MAX_ENEMYTYPES 5
#define MAX_CREATURETYPES 1
#define MAX_REBELTYPES 6
#define MAX_CIVTYPES 6
#else
#define MAX_ENEMYTYPES 7
//#define MAX_ENEMYRANDOMTYPES 5
#define MAX_CREATURETYPES 8
#define MAX_REBELTYPES 7
#define MAX_CIVTYPES 18
#define MAX_CIVTYPES 18
//#define MAX_CIVRANDOMTYPES 11
#endif
#ifdef JA113DEMO
INT8 bEnemyArray[MAX_ENEMYTYPES]={ RANDOM, REGMALE, BIGMALE, STOCKYMALE, REGFEMALE };
INT8 bCreatureArray[MAX_CREATURETYPES]={ ADULTFEMALEMONSTER };
INT8 bRebelArray[MAX_REBELTYPES]={ RANDOM, MANCIV, REGMALE, BIGMALE, STOCKYMALE, REGFEMALE };
INT8 bCivArray[MAX_CIVTYPES]={ RANDOM, MANCIV, REGMALE, BIGMALE, STOCKYMALE, REGFEMALE };
#else
INT8 bEnemyArray[MAX_ENEMYTYPES]={ RANDOM, REGMALE, BIGMALE, STOCKYMALE, REGFEMALE, TANK_NW, TANK_NE };
INT8 bCreatureArray[MAX_CREATURETYPES]={ BLOODCAT, LARVAE_MONSTER, INFANT_MONSTER, YAF_MONSTER, YAM_MONSTER, ADULTFEMALEMONSTER, AM_MONSTER, QUEENMONSTER };
INT8 bRebelArray[MAX_REBELTYPES]={ RANDOM, FATCIV, MANCIV, REGMALE, BIGMALE, STOCKYMALE, REGFEMALE };
INT8 bCivArray[MAX_CIVTYPES]={ RANDOM, FATCIV, MANCIV, MINICIV, DRESSCIV, HATKIDCIV, KIDCIV, REGMALE, BIGMALE, STOCKYMALE, REGFEMALE,
HUMVEE, ELDORADO, ICECREAMTRUCK, JEEP, CRIPPLECIV, ROBOTNOWEAPON, COW };
HUMVEE, ELDORADO, ICECREAMTRUCK, JEEP, CRIPPLECIV, ROBOTNOWEAPON, COW };
#endif
#ifdef JA113DEMO
INT8 gbCurrCreature = ADULTFEMALEMONSTER;
#else
INT8 gbCurrCreature = BLOODCAT;
#endif
BOOLEAN gfSaveBuffer = FALSE;
+21
View File
@@ -3957,6 +3957,27 @@ BOOLEAN EnterGIOScreen()
break;
}
}
#ifdef JA113DEMO
DisableButton (giGIOSquadSizeButton[ 0 ]);
DisableButton (giGIOSquadSizeButton[ 1 ]);
DisableButton (giGIOIMPNumberButton[ 0 ]);
DisableButton (giGIOIMPNumberButton[ 1 ]);
DisableButton (giGIOBRSettingButton[ 0 ]);
DisableButton (giGIOBRSettingButton[ 1 ]);
//DisableButton (guiFastBROptionToggles[ 0 ]);
//DisableButton (guiFastBROptionToggles[ 1 ]);
//DisableButton (guiWeaponCachesOptionToggles[ 0 ]);
//DisableButton (guiWeaponCachesOptionToggles[ 1 ]);
//DisableButton (guiTerroristsOptionToggles[ 0 ]);
//DisableButton (guiTerroristsOptionToggles[ 1 ]);
#endif
///////////////////////////////////////////////////////////////////////////////////////////////////////
// NCTH ON/OFF SETTING
+2
View File
@@ -5,6 +5,8 @@
#ifdef JA2UB
#define GAME_INI_FILE "Ja2_UB.ini"
#elif defined (JA113DEMO)
#define GAME_INI_FILE "Ja2_Demo.ini"
#else
#define GAME_INI_FILE "Ja2.ini"
#endif
+30 -14
View File
@@ -5,35 +5,52 @@
#include "GameVersion.h"
#endif
//
// Keeps track of the game version
//
// ------------------------------
// MAP EDITOR (Release and Debug) BUILD VERSION
// ------------------------------
#ifdef JA2EDITOR
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.4452 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.4452 (Development Build)" };
#endif
//MAP EDITOR BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Unfinished Business v1.5 (15-10-2011) - Map Editor v1.13.4452 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.4452 (Development Build)" };
#endif
// ------------------------------
// DEBUG BUILD VERSIONS
// ------------------------------
#elif defined JA2BETAVERSION
//BETA/TEST BUILD VERSION
CHAR16 zVersionLabel[256] = { L"Debug v1.13.4820 (Development Build)" };
//DEBUG BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.4820 (Development Build)" };
#elif defined (JA113DEMO) || defined (JA113NODEMO)
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.4820 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.4820 (Development Build)" };
#endif
#elif defined CRIPPLED_VERSION
//RELEASE BUILD VERSION s
CHAR16 zVersionLabel[256] = { L"Beta v. 0.98" };
//RELEASE BUILD VERSION s
CHAR16 zVersionLabel[256] = { L"Beta v. 0.98" };
// ------------------------------
// RELEASE BUILD VERSIONS
// ------------------------------
#else
//RELEASE BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business v1.5 (15-10-2011) - v1.13.4462 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.4462 (Development Build)" };
#elif defined (JA113DEMO) || defined (JA113NODEMO)
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.4462 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Release v1.13.4462 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release v1.13.4462 (Development Build)" };
#endif
#endif
@@ -41,5 +58,4 @@ CHAR16 zVersionLabel[256] = { L"Beta v. 0.98" };
CHAR8 czVersionNumber[16] = { "Build 11.12.05" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
// SAVE_GAME_VERSION is defined in header, change it there
+2 -2
View File
@@ -3626,7 +3626,7 @@ BOOLEAN HandleMailSpecialMessages( UINT16 usMessageId, INT32 *iResults, EmailPtr
fSpecialCase = TRUE;
break;
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//no UB
#else
case( MERC_INTRO ):
@@ -6307,7 +6307,7 @@ BOOLEAN ReplaceMercNameAndAmountWithProperData( CHAR16 *pFinishedString, EmailPt
#ifdef JA2BETAVERSION
void AddAllEmails()
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//no UB
#else
UINT32 uiCnt;
+1 -1
View File
@@ -652,7 +652,7 @@ void BtnFlowerOrderSendButtonCallback(GUI_BUTTON *btn,INT32 reason)
if ( gubCurrentlySelectedFlowerLocation == 7 )
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
// no UB
#else
// sent to meduna!
+11 -1
View File
@@ -314,6 +314,11 @@ BOOLEAN InitMainMenu( )
//if there are no saved games, disable the button
if( !IsThereAnySavedGameFiles() )
DisableButton( iMenuButtons[ LOAD_GAME ] );
#ifdef JA113DEMO
DisableButton( iMenuButtons[ NEW_MP_GAME ] );
#endif
gbHandledMainMenu = 0;
fInitialRender = TRUE;
@@ -644,8 +649,13 @@ BOOLEAN CreateDestroyMainMenuButtons( BOOLEAN fCreate )
GetMLGFilename( filename, MLG_TITLETEXT );
GetMLGFilename( filenameMP, MLG_TITLETEXT_MP );
#ifdef JA113DEMO
// Load the "Start Demo" image
iMenuImages[ NEW_GAME ] = LoadButtonImage( filename ,17,17,18,19,-1 );
#else
iMenuImages[ NEW_GAME ] = LoadButtonImage( filename, 0,0, 1, 2 ,-1 );
#endif
iMenuImages[ NEW_MP_GAME ] = LoadButtonImage( filenameMP, 0, 0, 1, 2, -1 );
sSlot = 0;
+1 -1
View File
@@ -1991,7 +1991,7 @@ void RenderAutoResolve()
SetFactTrue( FACT_FIRST_BATTLE_WON );
}
SetTheFirstBattleSector( ( INT16 ) (gpAR->ubSectorX + gpAR->ubSectorY * MAP_WORLD_X ) );
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25: no loyalty
#else
HandleFirstBattleEndingWhileInTown( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
+1 -1
View File
@@ -642,7 +642,7 @@ void InitNewCampaign()
//InitKnowFacilitiesFlags( );
BuildUndergroundSectorInfoList();
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
// no UB
#else
if (!is_networked)
+2 -2
View File
@@ -298,7 +298,7 @@ void InitCreatureQuest()
fPlayMeanwhile = TRUE;
#endif
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//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;
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
// no UB
#else
gfCreatureMeanwhileScenePlayed = FALSE;
+2 -2
View File
@@ -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 */ )
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//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;
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
// Ja25 No meanwhiles
#else
case EVENT_MEANWHILE:
+50 -2
View File
@@ -85,6 +85,12 @@
#include "Luaglobal.h"
#include "SaveLoadScreen.h"
#ifdef JA113DEMO
#include "Merc Contract.h"
#include "Soldier Add.h"
#include "Map Screen Interface Bottom.h"
#endif
#include "PostalService.h"
extern CPostalService gPostalService;
@@ -553,7 +559,7 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
AutoSaveToSlot[4] = FALSE;
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 no meanwhiles
#else
// reset meanwhile flags
@@ -709,7 +715,7 @@ fFirstTimeInMapScreen = TRUE;
InitCustomStrategicLayer ( );
#endif
#else
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
#else
INT32 iStartingCash;
@@ -779,8 +785,30 @@ fFirstTimeInMapScreen = TRUE;
}
else
{
#ifdef JA113DEMO
//QuickSetupOfMercProfileItems( 0,4 ); //Vicki
//QuickGameMemberHireMerc( 4 );
//QuickSetupOfMercProfileItems( 0,7 ); // Ivan
//QuickGameMemberHireMerc( 7 );
//QuickSetupOfMercProfileItems( 0,10 ); // Shadow
//QuickGameMemberHireMerc( 10 );
//QuickSetupOfMercProfileItems( 0,33 ); //
//QuickGameMemberHireMerc( 33 );
//QuickSetupOfMercProfileItems( 0,42 ); //
//QuickGameMemberHireMerc( 42 );
SetLaptopExitScreen( MAP_SCREEN );
SetPendingNewScreen( MAP_SCREEN );
#else
SetLaptopExitScreen( INIT_SCREEN );
SetPendingNewScreen(LAPTOP_SCREEN);
#endif
}
gubScreenCount = 1;
@@ -803,6 +831,10 @@ fFirstTimeInMapScreen = TRUE;
//Set the fact the game is in progress
gTacticalStatus.fHasAGameBeenStarted = TRUE;
#ifdef JA113DEMO
RequestTriggerExitFromMapscreen( MAP_EXIT_TO_TACTICAL );
#endif
return( TRUE );
}
@@ -1012,6 +1044,10 @@ void QuickSetupOfMercProfileItems( UINT32 uiCount, UINT8 ubProfileIndex )
BOOLEAN QuickGameMemberHireMerc( UINT8 ubCurrentSoldier )
{
MERC_HIRE_STRUCT HireMercStruct;
#ifdef JA113DEMO
INT16 sSoldierID=0;
#endif
memset(&HireMercStruct, 0, sizeof(MERC_HIRE_STRUCT));
@@ -1024,7 +1060,11 @@ BOOLEAN QuickGameMemberHireMerc( UINT8 ubCurrentSoldier )
HireMercStruct.fCopyProfileItemsOver = TRUE;
HireMercStruct.ubInsertionCode = INSERTION_CODE_CHOPPER;
#ifdef JA113DEMO
HireMercStruct.iTotalContractLength = 61;
#else
HireMercStruct.iTotalContractLength = 7;
#endif
//specify when the merc should arrive
HireMercStruct.uiTimeTillMercArrives = 0;
@@ -1034,6 +1074,14 @@ BOOLEAN QuickGameMemberHireMerc( UINT8 ubCurrentSoldier )
{
return(FALSE);
}
#ifdef JA113DEMO
sSoldierID = GetSoldierIDFromMercID( ubCurrentSoldier );
if( sSoldierID == -1 )
return( FALSE );
Menptr[ sSoldierID ].bTypeOfLastContract = CONTRACT_EXTEND_1_WEEK;
#endif
//add an entry in the finacial page for the hiring of the merc
AddTransactionToPlayersBook(HIRED_MERC, ubCurrentSoldier, GetWorldTotalMin(), -(INT32) gMercProfiles[ubCurrentSoldier].uiWeeklySalary );
+3 -3
View File
@@ -37,7 +37,7 @@ void HourlyLarryUpdate( void );
extern INT32 GetCurrentBalance( void );
extern void PayOffSkyriderDebtIfAny( );
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//no UB
#else
void HourlyCheckIfSlayAloneSoHeCanLeave();
@@ -95,7 +95,7 @@ CHAR16 zString[128];
HourlyQuestUpdate();
HourlyLarryUpdate();
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
// no UB
#else
HourlyCheckIfSlayAloneSoHeCanLeave();
@@ -440,7 +440,7 @@ void HourlyLarryUpdate( void )
}
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
// no JA25 UB
#else
void HourlyCheckIfSlayAloneSoHeCanLeave()
+71
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@@ -75,6 +75,8 @@ extern BOOLEAN gfDoneWithSplashScreen;
extern UINT32 iStringToUseLua;
extern INT8 Test;
static int l_HireMerc (lua_State *L);
//Briefing room
static int l_SetEndMission(lua_State *L);
static int l_SetStartMission(lua_State *L);
@@ -804,6 +806,8 @@ void IniGlobal_1(lua_State *L)
void IniFunction(lua_State *L)
{
lua_register(L, "HireMerc", l_HireMerc);
//Briefing room
lua_register(L, "SetEndMission", l_SetEndMission);
lua_register(L, "SetStartMission", l_SetStartMission);
@@ -11785,6 +11789,73 @@ static int l_VisibleTown (lua_State *L)
//---------------
static int l_HireMerc (lua_State *L)
{
MERC_HIRE_STRUCT HireMercStruct;
INT16 sSoldierID=0;
INT16 iTotalContract = 7;
UINT32 iTimeTillMercArrives = 0;
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubCurrentSoldier = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubCurrentSoldier = lua_tointeger(L,i);
if (i == 2 ) iTotalContract = lua_tointeger(L,i);
if (i == 3 ) iTimeTillMercArrives = lua_tointeger(L,i);
}
if ( ubCurrentSoldier <= NUM_PROFILES && ubCurrentSoldier != -1 )
{
memset(&HireMercStruct, 0, sizeof(MERC_HIRE_STRUCT));
//HireMercStruct.bMercStatus = MERC_OK;
HireMercStruct.ubProfileID = ubCurrentSoldier;
HireMercStruct.sSectorX = gsMercArriveSectorX;
HireMercStruct.sSectorY = gsMercArriveSectorY;
HireMercStruct.fUseLandingZoneForArrival = TRUE;
HireMercStruct.fCopyProfileItemsOver = TRUE;
HireMercStruct.ubInsertionCode = INSERTION_CODE_CHOPPER;
HireMercStruct.iTotalContractLength = iTotalContract;
//specify when the merc should arrive
HireMercStruct.uiTimeTillMercArrives = iTimeTillMercArrives;
//if we succesfully hired the merc
if( !HireMerc( &HireMercStruct ) )
{
sSoldierID = GetSoldierIDFromMercID( ubCurrentSoldier );
if( sSoldierID > -1 )
Menptr[ sSoldierID ].bTypeOfLastContract = CONTRACT_EXTEND_1_WEEK;
gMercProfiles[ubCurrentSoldier].bMercStatus = MERC_OK;
//add an entry in the finacial page for the hiring of the merc
AddTransactionToPlayersBook(HIRED_MERC, ubCurrentSoldier, GetWorldTotalMin(), -(INT32) gMercProfiles[ubCurrentSoldier].uiWeeklySalary );
if( gMercProfiles[ ubCurrentSoldier ].bMedicalDeposit )
{
//add an entry in the finacial page for the medical deposit
AddTransactionToPlayersBook(MEDICAL_DEPOSIT, ubCurrentSoldier, GetWorldTotalMin(), -(gMercProfiles[ubCurrentSoldier].sMedicalDepositAmount) );
}
//add an entry in the history page for the hiring of the merc
AddHistoryToPlayersLog( HISTORY_HIRED_MERC_FROM_AIM, ubCurrentSoldier, GetWorldTotalMin(), -1, -1 );
}
}
return 0;
}
static int lh_getBooleanFromTable(lua_State *L, const char * fieldname)
{
lua_getfield(L, -1, fieldname);
+1 -1
View File
@@ -678,7 +678,7 @@ void LandHelicopter( void )
}
else
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
Assert( 0 );
//No meanwhiles
#else
+12
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@@ -545,6 +545,18 @@ BOOLEAN CreateButtonsForMapBorder( void )
}
#endif
#ifdef JA113DEMO
DisableButton( giMapBorderButtons[ MAP_BORDER_TOWN_BTN ]);
DisableButton( giMapBorderButtons[ MAP_BORDER_MINE_BTN ]);
DisableButton( giMapBorderButtons[ MAP_BORDER_TEAMS_BTN ]);
DisableButton( giMapBorderButtons[ MAP_BORDER_MILITIA_BTN ]);
DisableButton( giMapBorderButtons[ MAP_BORDER_AIRSPACE_BTN ]);
DisableButton( giMapBorderButtons[ MAP_BORDER_ITEM_BTN ]);
DisableButton( giMapBorderButtons[ MAP_BORDER_MOBILE_BTN ]);
fShowTownFlag = FALSE;
#endif
InitializeMapBorderButtonStates( );
return( TRUE );
+7 -2
View File
@@ -380,6 +380,11 @@ void RenderMapScreenInterfaceBottom( BOOLEAN fForceMapscreenFullRender )
EnableDisableBottomButtonsAndRegions( );
fMapBottomDirtied = FALSE;
#ifdef JA113DEMO
DisableButton (guiMapBottomExitButtons[MAP_EXIT_TO_LAPTOP]);
#endif
return;
}
@@ -1321,7 +1326,7 @@ BOOLEAN AllowedToTimeCompress( void )
return( FALSE );
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 no meanwhiles
#else
// meanwhile coming up
@@ -1800,7 +1805,7 @@ BOOLEAN AllowedToExitFromMapscreenTo( INT8 bExitToWhere )
return( FALSE );
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhiles
#else
// meanwhile coming up
+1 -2
View File
@@ -5614,12 +5614,11 @@ BOOLEAN HandleTimeCompressWithTeamJackedInAndGearedToGo( void )
FadeInGameScreen( );
SetUpShutDownMapScreenHelpTextScreenMask( );
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//no ja25 UB
#else
// Add e-mail message
AddEmail(ENRICO_CONGRATS,ENRICO_CONGRATS_LENGTH,MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
#endif
return( TRUE );
+5 -5
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@@ -180,7 +180,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
INT8 bTownId = 0;
UINT8 ubSectorID;
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//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 );
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//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 );
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
// 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 );
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
// 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) )
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhiles
#else
HandleOutskirtsOfMedunaMeanwhileScene();
+1 -1
View File
@@ -1982,7 +1982,7 @@ void BeginCaptureSquence( )
void EndCaptureSequence( )
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
// no UB
#else
+1 -1
View File
@@ -816,7 +816,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
break;
case NPC_ACTION_SEND_ENRICO_MIGUEL_EMAIL:
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
// no UB
#else
AddEmail( ENRICO_MIGUEL, ENRICO_MIGUEL_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT);
+2 -2
View File
@@ -1715,7 +1715,7 @@ 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 ) ||
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25: NO meanwhiles
#else
AreInMeanwhile() ||
@@ -1729,7 +1729,7 @@ 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.
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
/*Ja25: No meanwhiles*/
#else
if( AreInMeanwhile() )
+1 -1
View File
@@ -208,7 +208,7 @@ void HandleEnricoEmail(void)
UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage();
UINT8 ubHighestProgress = HighestPlayerProgressPercentage();
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//JA25 UB
#else
// if creatures have attacked a mine (doesn't care if they're still there or not at the moment)
+2 -2
View File
@@ -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 );
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//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) )
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhile
#else
// the whole town is under enemy control, check if we libed this town before
+1 -1
View File
@@ -5790,7 +5790,7 @@ UINT32 MapScreenHandle(void)
RenderKeyRingPopup( FALSE );
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
/* UB */
#else
CheckForMeanwhileOKStart( );
+6 -6
View File
@@ -1483,7 +1483,7 @@ void BeginLoadScreen( void )
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
if( guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
#else
//Ja25: No meanwhiles
@@ -1903,7 +1903,7 @@ void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEA
}
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
/* Ja25: No meanwhiles */
#else
// If we are in a meanwhile...
@@ -2386,7 +2386,7 @@ void PrepareLoadedSector()
BOOLEAN fEnemyPresenceInThisSector = FALSE;
BOOLEAN fAddCivs = TRUE;
INT8 bMineIndex = -1;
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhiles
#else
if( AreInMeanwhile( ) == FALSE )
@@ -2415,7 +2415,7 @@ void PrepareLoadedSector()
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ))
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhiles
#else
if ( !AreReloadingFromMeanwhile( ) )
@@ -2540,7 +2540,7 @@ void PrepareLoadedSector()
{
AddProfilesNotUsingProfileInsertionData();
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhiles
#else
if( !AreInMeanwhile() || GetMeanwhileID() == INTERROGATION )
@@ -2918,7 +2918,7 @@ BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ )
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhiles
#else
if( AreInMeanwhile() == FALSE )
+1 -1
View File
@@ -1508,7 +1508,7 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
return( FALSE );
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 no meanwhiles
#else
if ( AreInMeanwhile( ) )
+6 -3
View File
@@ -407,7 +407,7 @@ void DoneFadeOutEndCinematic( void )
// OK, end death UI - fade to smaker....
void HandleDoneLastEndGameQuote( )
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No queen
#else
EndQueenDeathEndgame( );
@@ -421,7 +421,7 @@ EndQueenDeathEndgame( );
void QueenBitchTimerCallback( void )
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//no Ub
#else
HandleQueenBitchDeath( gpKillerSoldier, gsGridNo, gbLevel );
@@ -501,7 +501,9 @@ void HandleAddingTheEndGameEmails()
// Determine the EMAIL to be sent out to the player
//
#ifdef JA113DEMO
//no demo
#else
// email # 12a - Miguel dead, Manuel never recruited
if( !fMiguelAlive && !fManuelHired )
{
@@ -542,6 +544,7 @@ void HandleAddingTheEndGameEmails()
{
Assert( 0 );
}
#endif
}
+1 -1
View File
@@ -2993,7 +2993,7 @@ BOOLEAN SetFaceTalking( INT32 iFaceIndex, CHAR8 *zSoundFile, STR16 zTextString,
pFace->fAnimatingTalking = TRUE;
pFace->fFinishTalking = FALSE;
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25: No Meanwhiles
#else
if ( !AreInMeanwhile( ) )
+3 -3
View File
@@ -4098,7 +4098,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
{
// This is not the end, 'cause momma creature is still alive
TriggerNPCRecordImmediately( 136, 8 );
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//no Ub
#else
EndQueenDeathEndgame( );
@@ -4109,7 +4109,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
{
// Continue with endgame cimematic..
DeleteTalkingMenu( );
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//no Ub
#else
EndQueenDeathEndgameBeginEndCimenatic( );
@@ -4121,7 +4121,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
// Just end queen killed dequence.......
DeleteTalkingMenu( );
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
// no UB
#else
EndQueenDeathEndgame( );
+57 -1
View File
@@ -476,7 +476,63 @@ void HandleHeliDrop( )
{
guiPendingOverrideEvent = LU_BEGINUILOCK;
}
#ifdef JA113DEMO
//if ( _KeyDown( ESC ) )
//{
// Loop through all mercs not yet placed
for ( cnt = gbCurDrop; cnt < gbNumHeliSeatsOccupied; cnt++ )
{
// Add merc to sector
#ifdef JA2UB
//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameUBOptions.LOCATEGRIDNO;
#else
//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
#endif
// HEADROCK HAM 3.5: Externalized!
UpdateMercInSector( MercPtrs[ gusHeliSeats[ cnt ] ], gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
// Check for merc arrives quotes...
HandleMercArrivesQuotes( MercPtrs[ gusHeliSeats[ cnt ] ] );
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->name );
}
// Remove heli
DeleteAniTile( gpHeli );
RebuildCurrentSquad( );
// Remove sound
if( uiSoundSample!=NO_SAMPLE )
{
SoundStop( uiSoundSample );
}
gfHandleHeli = FALSE;
gfIgnoreScrolling = FALSE;
gbNumHeliSeatsOccupied = 0;
UnLockPauseState();
UnPauseGame();
// Select our first guy
SelectSoldier( gusHeliSeats[ 0 ], FALSE, TRUE );
//guiCurrentEvent = LU_ENDUILOCK;
//gCurrentUIMode = LOCKUI_MODE;
guiPendingOverrideEvent = LU_ENDUILOCK;
//UIHandleLUIEndLock( NULL );
HandleFirstHeliDropOfGame( );
return;
//}
#else
if ( _KeyDown( ESC ) )
{
// Loop through all mercs not yet placed
@@ -532,7 +588,7 @@ void HandleHeliDrop( )
return;
}
#endif
gfIgnoreScrolling = TRUE;
uiClock = GetJA2Clock( );
+4 -4
View File
@@ -6231,7 +6231,7 @@ void SetEnemyPresence( )
// If we are just starting game, don't do this!
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25: no meanwhiles
if ( !DidGameJustStart() )
#else
@@ -6760,7 +6760,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
SetFactTrue( FACT_FIRST_BATTLE_FOUGHT );
SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT );
SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) );
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 no meanwhile
#else
HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
@@ -7018,7 +7018,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
SetFactTrue( FACT_FIRST_BATTLE_WON );
SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT );
SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) );
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 no meanwhile
#else
HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
@@ -8596,7 +8596,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
// Go into combat!
// If we are in a meanwhile... don't enter combat here...
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 no meanwhiles
#else
if ( !AreInMeanwhile( ) )
+1 -1
View File
@@ -1100,7 +1100,7 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO
if ( pSoldier->bActive )
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhiles in exp
#else
// ATE: Make sure life of elliot is OK if from a meanwhile
+3 -3
View File
@@ -1254,7 +1254,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
}
else
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhiles
if ( fMartialArtist )
#else
@@ -3711,7 +3711,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
}
// OK, if we are in a meanwhile and this is elliot...
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//ja25: No queen
#else
if ( AreInMeanwhile( ) )
@@ -3735,7 +3735,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
// If guy is now dead, play sound!
if ( pSoldier->stats.bLife == 0 )
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhiles
#else
if ( !AreInMeanwhile() )
+4 -4
View File
@@ -5538,7 +5538,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
}
////////////////////////////////////////////////////////////////////////////
sDamage = sDamage / PUNCH_REAL_DAMAGE_PORTION;
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25: No meanwhiles
#else
if ( AreInMeanwhile() && gCurrentMeanwhileDef.ubMeanwhileID == INTERROGATION )
@@ -8845,7 +8845,7 @@ void SOLDIERTYPE::BeginSoldierGetup( void )
{
return;
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25: No meanwhiles
#else
// ATE: Don't getup if we are in a meanwhile
@@ -9092,7 +9092,7 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBr
// Turn off
this->flags.uiStatusFlags &= ( ~SOLDIER_NPC_SHOOTING );
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25: No meanwhiles
#else
// CJC: make sure Elliot doesn't bleed to death!
@@ -11373,7 +11373,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
}
//Ja25 No meanwhiles
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
if ( fMartialArtist && !Item[usItem].crowbar && this->ubBodyType == REGMALE)
#else
if ( fMartialArtist && !AreInMeanwhile( ) && !Item[usItem].crowbar && this->ubBodyType == REGMALE ) // SANDRO - added check for body type
+1 -1
View File
@@ -707,7 +707,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
}
}
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25: no queen
#else
else if ( !gfInMeanwhile && gWorldSectorX == 3 && gWorldSectorY == 16 && !gbWorldSectorZ )
+1
View File
@@ -252,6 +252,7 @@ BOOLEAN AddCharacterToSquad( SOLDIERTYPE *pCharacter, INT8 bSquadValue )
{
return ( FALSE );
}
// remove them
RemoveCharacterFromSquads( pCharacter );
+3 -3
View File
@@ -931,7 +931,7 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( )
gfWasInMeanwhile = FALSE;
return TRUE;
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25v No meanwhiles
#else
else if( AreInMeanwhile() )
@@ -1040,7 +1040,7 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( )
EnableModifiedFileSetCache(cacheResetValue);
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 no meanwhile
#else
if( fShouldBeInMeanwhile )
@@ -1202,7 +1202,7 @@ BOOLEAN LoadCurrentSectorsInformationFromTempItemsFile()
//
// Load in the sectors ITems
//
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25v no meanwhiles
#else
if( AreInMeanwhile() )
+1 -1
View File
@@ -713,7 +713,7 @@ 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)
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhiles
#else
if ( AreInMeanwhile( ) )
+1 -1
View File
@@ -1558,7 +1558,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
HandleShortCutExitState( );
//*puiNewEvent = I_EXIT;
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhiles
#else
if ((InputEvent.usEvent == KEY_UP )&& ( InputEvent.usParam == ESC) )
+1 -1
View File
@@ -3507,7 +3507,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
}
}
// WDS 07/19/2008 - Random number use fix
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 no meanwhiles
if ( iDiceRoll < iHitChance )
#else
+2 -2
View File
@@ -3358,7 +3358,7 @@ void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirgin
UINT8 ubNumEnemies = 0;
UINT8 ubNumAllies = 0;
UINT32 cnt;
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhiles
#else
if ( AreInMeanwhile( ) )
@@ -6599,7 +6599,7 @@ void TellPlayerAboutNoise( SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGri
// if the quote was faint, say something
if (ubVolumeIndex == 0)
{
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 No meanwhiles
#else
if ( !AreInMeanwhile( ) && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV) && pSoldier->ubTurnsUntilCanSayHeardNoise == 0)
+1 -1
View File
@@ -368,7 +368,7 @@ void RenderRadarScreen( )
RenderSquadList( );
return;
}
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//JA25 No meanwhiles
#else
if( AreInMeanwhile( ) == TRUE )
+1 -1
View File
@@ -3342,7 +3342,7 @@ void TrashWorld( void )
//Remove the schedules
DestroyAllSchedules();
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
//Ja25 no meanwhiles
#else
// on trash world sheck if we have to set up the first meanwhile
+28 -7
View File
@@ -3,7 +3,6 @@
#include "Language Defines.h"
// -----------------------------
// *****************************
// WANNE: Enable those 2 defines, if you want to build UB-Version!!
@@ -17,22 +16,44 @@
// -----------------------------
// -----------------------------
// *****************************
// 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
// 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
// *****************************
// -----------------------------
// Map Editor version - you should use the MapEditor configuration instead of messing with these defines (ChrisL)
//#define JA2BETAVERSION
//#define JA2EDITOR
// Normal test version
//#define JA2TESTVERSION
//#define SGP_DEBUG
//#define DEBUG_ATTACKBUSY
//#define DEBUGDECISIONS
#define ROBOT_ALWAYS_READY
#define FORCE_ASSERTS_ON
//#ifdef _DEBUG
+2 -2
View File
@@ -340,7 +340,7 @@ void EnterTacticalScreen( )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check meanwhile"));
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
/* Ja25 No meanwhiles */
#else
// Locate if in meanwhile...
@@ -952,7 +952,7 @@ UINT32 MainGameScreenHandle(void)
//UB
#ifdef JA2UB
#if (defined JA2UB || defined JA113NODEMO)
/* JA2UB */
#else
CheckForMeanwhileOKStart( );