- 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
+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)