Data and Source v1.13 Mod High Resolution version from 2006-03-01

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@23 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-19 17:10:53 +00:00
parent e54aeb96aa
commit 89b4d71bf3
71 changed files with 11332 additions and 731 deletions
+62 -32
View File
@@ -101,7 +101,6 @@
#include "Enemy Soldier Save.h"
#include "BobbyRMailOrder.h"
#include "Mercs.h"
#include "INIReader.h"
/////////////////////////////////////////////////////
//
@@ -379,6 +378,8 @@ UINT32 guiSaveGameVersion=0;
//CHAR8 gsSaveGameNameWithPath[ 512 ];
CHAR8 gSaveDir[ MAX_PATH ]; // Snap: Initilized by InitSaveDir
UINT8 gubSaveGameLoc=0;
UINT32 guiScreenToGotoAfterLoadingSavedGame = 0;
@@ -459,14 +460,43 @@ void HandleOldBobbyRMailOrders();
/////////////////////////////////////////////////////
// Snap: Initializes gSaveDir global, creating the save directory if necessary
// The save directory now resides in the data directory (default or custom)
BOOLEAN InitSaveDir()
{
// Look for a custom data dir first
std::string dataDir = gCustomDataCat.GetRootDir();
if( dataDir.empty() || FileGetAttributes( (STR) dataDir.c_str() ) == 0xFFFFFFFF ) {
dataDir = gDefaultDataCat.GetRootDir();
}
// The locale-specific save dir location is of the form L"..\\SavedGames"
// This has not changed; instead, we strip the ".." at the beginning
sprintf( (char *) gSaveDir, "%s%S", dataDir.c_str(), pMessageStrings[ MSG_SAVEDIRECTORY ] + 2 );
// This was moved here from SaveGame
//Check to see if the save directory exists
if( FileGetAttributes( (STR) gSaveDir ) == 0xFFFFFFFF )
{
//ok the direcotry doesnt exist, create it
if( !MakeFileManDirectory( (CHAR8 *)gSaveDir ) )
{
return FALSE;
}
}
return TRUE;
}
BOOLEAN SaveGame( UINT8 ubSaveGameID, STR16 pGameDesc )
{
UINT32 uiNumBytesWritten=0;
HWFILE hFile=0;
SAVED_GAME_HEADER SaveGameHeader;
CHAR8 zSaveGameName[ 512 ];
CHAR8 zSaveGameName[ MAX_PATH ];
UINT32 uiSizeOfGeneralInfo = sizeof( GENERAL_SAVE_INFO );
UINT8 saveDir[100];
//UINT8 saveDir[100];
BOOLEAN fPausedStateBeforeSaving = gfGamePaused;
BOOLEAN fLockPauseStateBeforeSaving = gfLockPauseState;
INT32 iSaveLoadGameMessageBoxID = -1;
@@ -474,10 +504,12 @@ BOOLEAN SaveGame( UINT8 ubSaveGameID, STR16 pGameDesc )
BOOLEAN fWePausedIt = FALSE;
sprintf( (char *) saveDir, "%S", pMessageStrings[ MSG_SAVEDIRECTORY ] );
//sprintf( (char *) saveDir, "%S", pMessageStrings[ MSG_SAVEDIRECTORY ] );
#ifdef JA2BETAVERSION
#ifndef CRIPPLED_VERSION
//AssertMsg( uiSizeOfGeneralInfo == 1024, String( "Saved General info is NOT 1024, it is %d. DF 1.", uiSizeOfGeneralInfo ) );
//AssertMsg( sizeof( LaptopSaveInfoStruct ) == 7440, String( "LaptopSaveStruct is NOT 7440, it is %d. DF 1.", sizeof( LaptopSaveInfoStruct ) ) );
#endif
#endif
@@ -579,14 +611,14 @@ BOOLEAN SaveGame( UINT8 ubSaveGameID, STR16 pGameDesc )
wcscpy( pGameDesc, pMessageStrings[ MSG_NODESC ] );
//Check to see if the save directory exists
if( FileGetAttributes( (STR) saveDir ) == 0xFFFFFFFF )
/*if( FileGetAttributes( (STR) saveDir ) == 0xFFFFFFFF )
{
//ok the direcotry doesnt exist, create it
if( !MakeFileManDirectory( (CHAR8 *)saveDir ) )
{
goto FAILED_TO_SAVE;
}
}
}*/
//Create the name of the file
CreateSavedGameFileNameFromNumber( ubSaveGameID, zSaveGameName );
@@ -1351,7 +1383,7 @@ BOOLEAN LoadSavedGame( UINT8 ubSavedGameID )
INT16 sLoadSectorX;
INT16 sLoadSectorY;
INT8 bLoadSectorZ;
CHAR8 zSaveGameName[ 512 ];
CHAR8 zSaveGameName[ MAX_PATH ];
UINT32 uiSizeOfGeneralInfo = sizeof( GENERAL_SAVE_INFO );
UINT32 uiRelStartPerc;
@@ -4034,19 +4066,19 @@ void CreateSavedGameFileNameFromNumber( UINT8 ubSaveGameID, STR pzNewFileName )
{
//if we are loading a game, and the user hasnt saved any consecutinve saves, load the defualt save
if( guiCurrentQuickSaveNumber == 0 )
sprintf( pzNewFileName , "%S\\%S.%S", pMessageStrings[ MSG_SAVEDIRECTORY ], pMessageStrings[ MSG_QUICKSAVE_NAME ], pMessageStrings[ MSG_SAVEEXTENSION ] );
sprintf( pzNewFileName , "%s\\%S.%S", gSaveDir, pMessageStrings[ MSG_QUICKSAVE_NAME ], pMessageStrings[ MSG_SAVEEXTENSION ] );
else
sprintf( pzNewFileName , "%S\\%S%02d.%S", pMessageStrings[ MSG_SAVEDIRECTORY ], pMessageStrings[ MSG_QUICKSAVE_NAME ], guiCurrentQuickSaveNumber, pMessageStrings[ MSG_SAVEEXTENSION ] );
sprintf( pzNewFileName , "%s\\%S%02d.%S", gSaveDir, pMessageStrings[ MSG_QUICKSAVE_NAME ], guiCurrentQuickSaveNumber, pMessageStrings[ MSG_SAVEEXTENSION ] );
}
else
#endif
sprintf( pzNewFileName , "%S\\%S.%S", pMessageStrings[ MSG_SAVEDIRECTORY ], pMessageStrings[ MSG_QUICKSAVE_NAME ], pMessageStrings[ MSG_SAVEEXTENSION ] );
sprintf( pzNewFileName , "%s\\%S.%S", gSaveDir, pMessageStrings[ MSG_QUICKSAVE_NAME ], pMessageStrings[ MSG_SAVEEXTENSION ] );
}
//#ifdef JA2BETAVERSION
else if( ubSaveGameID == SAVE__END_TURN_NUM )
{
//The name of the file
sprintf( pzNewFileName , "%S\\Auto%02d.%S", pMessageStrings[ MSG_SAVEDIRECTORY ], guiLastSaveGameNum, pMessageStrings[ MSG_SAVEEXTENSION ] );
sprintf( pzNewFileName , "%s\\Auto%02d.%S", gSaveDir, guiLastSaveGameNum, pMessageStrings[ MSG_SAVEEXTENSION ] );
//increment end turn number
guiLastSaveGameNum++;
@@ -4060,7 +4092,7 @@ void CreateSavedGameFileNameFromNumber( UINT8 ubSaveGameID, STR pzNewFileName )
//#endif
else
sprintf( pzNewFileName , "%S\\%S%02d.%S", pMessageStrings[ MSG_SAVEDIRECTORY ], pMessageStrings[ MSG_SAVE_NAME ], ubSaveGameID, pMessageStrings[ MSG_SAVEEXTENSION ] );
sprintf( pzNewFileName , "%s\\%S%02d.%S", gSaveDir, pMessageStrings[ MSG_SAVE_NAME ], ubSaveGameID, pMessageStrings[ MSG_SAVEEXTENSION ] );
}
@@ -4196,9 +4228,9 @@ BOOLEAN LoadMercPathToSoldierStruct( HWFILE hFile, UINT8 ubID )
#ifdef JA2BETAVERSION
void InitSaveGameFilePosition()
{
CHAR8 zFileName[128];
CHAR8 zFileName[ MAX_PATH ];
sprintf( zFileName, "%S\\SaveGameFilePos%2d.txt", pMessageStrings[ MSG_SAVEDIRECTORY ], gubSaveGameLoc );
sprintf( zFileName, "%s\\SaveGameFilePos%2d.txt", gSaveDir, gubSaveGameLoc );
FileDelete( zFileName );
}
@@ -4209,9 +4241,9 @@ void SaveGameFilePosition( INT32 iPos, STR pMsg )
CHAR8 zTempString[512];
UINT32 uiNumBytesWritten;
UINT32 uiStrLen=0;
CHAR8 zFileName[128];
CHAR8 zFileName[MAX_PATH];
sprintf( zFileName, "%S\\SaveGameFilePos%2d.txt", pMessageStrings[ MSG_SAVEDIRECTORY ], gubSaveGameLoc );
sprintf( zFileName, "%s\\SaveGameFilePos%2d.txt", gSaveDir, gubSaveGameLoc );
// create the save game file
hFile = FileOpen( zFileName, FILE_ACCESS_WRITE | FILE_OPEN_ALWAYS, FALSE );
@@ -4240,9 +4272,9 @@ void SaveGameFilePosition( INT32 iPos, STR pMsg )
void InitLoadGameFilePosition()
{
CHAR8 zFileName[128];
CHAR8 zFileName[MAX_PATH];
sprintf( zFileName, "%S\\LoadGameFilePos%2d.txt", pMessageStrings[ MSG_SAVEDIRECTORY ], gubSaveGameLoc );
sprintf( zFileName, "%s\\LoadGameFilePos%2d.txt", gSaveDir, gubSaveGameLoc );
FileDelete( zFileName );
}
@@ -4253,9 +4285,9 @@ void LoadGameFilePosition( INT32 iPos, STR pMsg )
UINT32 uiNumBytesWritten;
UINT32 uiStrLen=0;
CHAR8 zFileName[128];
CHAR8 zFileName[MAX_PATH];
sprintf( zFileName, "%S\\LoadGameFilePos%2d.txt", pMessageStrings[ MSG_SAVEDIRECTORY ], gubSaveGameLoc );
sprintf( zFileName, "%s\\LoadGameFilePos%2d.txt", gSaveDir, gubSaveGameLoc );
// create the save game file
hFile = FileOpen( zFileName, FILE_ACCESS_WRITE | FILE_OPEN_ALWAYS, FALSE );
@@ -4862,7 +4894,7 @@ BOOLEAN DoesUserHaveEnoughHardDriveSpace()
void InitShutDownMapTempFileTest( BOOLEAN fInit, STR pNameOfFile, UINT8 ubSaveGameID )
{
CHAR8 zFileName[128];
CHAR8 zFileName[MAX_PATH];
HWFILE hFile;
CHAR8 zTempString[512];
UINT32 uiStrLen;
@@ -4871,7 +4903,7 @@ void InitShutDownMapTempFileTest( BOOLEAN fInit, STR pNameOfFile, UINT8 ubSaveGa
//strcpy( gzNameOfMapTempFile, pNameOfFile);
sprintf( gzNameOfMapTempFile, "%s%d", pNameOfFile, ubSaveGameID );
sprintf( zFileName, "%S\\%s.txt", pMessageStrings[ MSG_SAVEDIRECTORY ], gzNameOfMapTempFile );
sprintf( zFileName, "%s\\%s.txt", gSaveDir, gzNameOfMapTempFile );
if( fInit )
{
@@ -4917,11 +4949,11 @@ void WriteTempFileNameToFile( STR pFileName, UINT32 uiSizeOfFile, HFILE hSaveFil
UINT32 uiNumBytesWritten;
UINT32 uiStrLen=0;
CHAR8 zFileName[128];
CHAR8 zFileName[MAX_PATH];
guiSizeOfTempFiles += uiSizeOfFile;
sprintf( zFileName, "%S\\%s.txt", pMessageStrings[ MSG_SAVEDIRECTORY ], gzNameOfMapTempFile );
sprintf( zFileName, "%s\\%s.txt", gSaveDir, gzNameOfMapTempFile );
// create the save game file
hFile = FileOpen( zFileName, FILE_ACCESS_WRITE | FILE_OPEN_ALWAYS, FALSE );
@@ -5054,9 +5086,7 @@ void TruncateStrategicGroupSizes()
SECTORINFO *pSector;
INT32 i;
//Kaiden: Loading INI file to read Values...
CIniReader iniReader("..\\Ja2_Options.ini");
INT32 iMaxEnemyGroupSize = iniReader.ReadInteger("Options","MAX_STRATEGIC_TEAM_SIZE",20);
INT32 iMaxEnemyGroupSize = gGameExternalOptions.iMaxEnemyGroupSize;
for( i = SEC_A1; i < SEC_P16; i++ )
@@ -5242,8 +5272,8 @@ void UpdateMercMercContractInfo()
INT8 GetNumberForAutoSave( BOOLEAN fLatestAutoSave )
{
CHAR zFileName1[256];
CHAR zFileName2[256];
CHAR zFileName1[MAX_PATH];
CHAR zFileName2[MAX_PATH];
HWFILE hFile;
BOOLEAN fFile1Exist, fFile2Exist;
SGP_FILETIME CreationTime1, LastAccessedTime1, LastWriteTime1;
@@ -5254,8 +5284,8 @@ INT8 GetNumberForAutoSave( BOOLEAN fLatestAutoSave )
//The name of the file
sprintf( zFileName1, "%S\\Auto%02d.%S", pMessageStrings[ MSG_SAVEDIRECTORY ], 0, pMessageStrings[ MSG_SAVEEXTENSION ] );
sprintf( zFileName2, "%S\\Auto%02d.%S", pMessageStrings[ MSG_SAVEDIRECTORY ], 1, pMessageStrings[ MSG_SAVEEXTENSION ] );
sprintf( zFileName1, "%s\\Auto%02d.%S", gSaveDir, 0, pMessageStrings[ MSG_SAVEEXTENSION ] );
sprintf( zFileName2, "%s\\Auto%02d.%S", gSaveDir, 1, pMessageStrings[ MSG_SAVEEXTENSION ] );
if( FileExists( zFileName1 ) )
{
@@ -5424,4 +5454,4 @@ UINT32 CalcJA2EncryptionSet( SAVED_GAME_HEADER * pSaveGameHeader )
}
return( uiEncryptionSet );
}
}