- 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
+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;