- enabled town names in cities.xml

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@597 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Lesh
2006-10-09 18:52:11 +00:00
parent 94e4f56768
commit bd7e2c5b8f
11 changed files with 28 additions and 11 deletions
+1 -1
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@@ -172,7 +172,7 @@ extern UINT32 guiNumWorldItems;
// preprocess sector for mercs in it // preprocess sector for mercs in it
extern BOOLEAN fSectorsWithSoldiers[ MAP_WORLD_X * MAP_WORLD_X ][ 4 ]; extern BOOLEAN fSectorsWithSoldiers[ MAP_WORLD_X * MAP_WORLD_X ][ 4 ];
extern STR16 pTownNames[]; extern CHAR16 pTownNames[NUM_TOWNS][MAX_TOWN_NAME_LENGHT];
+4 -2
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@@ -8,11 +8,12 @@
#define MAP_WORLD_X 18 #define MAP_WORLD_X 18
#define MAP_WORLD_Y 18 #define MAP_WORLD_Y 18
#define MAX_TOWN_NAME_LENGHT 32
// Sector name identifiers // Sector name identifiers
enum Towns enum Towns
{ {
BLANK_SECTOR=0, BLANK_SECTOR=0,
OMERTA, OMERTA,
DRASSEN, DRASSEN,
ALMA, ALMA,
@@ -24,7 +25,8 @@ enum Towns
ORTA, ORTA,
BALIME, BALIME,
MEDUNA, MEDUNA,
CHITZENA, CHITZENA,
NUM_TOWNS NUM_TOWNS
} ; } ;
+14
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@@ -358,6 +358,7 @@ typedef enum
CITYTABLE_ELEMENT_CITYLIST, CITYTABLE_ELEMENT_CITYLIST,
CITYTABLE_ELEMENT_CITY, CITYTABLE_ELEMENT_CITY,
CITYTABLE_ELEMENT_INDEX, CITYTABLE_ELEMENT_INDEX,
CITYTABLE_ELEMENT_NAME,
CITYTABLE_ELEMENT_BASESECTOR, CITYTABLE_ELEMENT_BASESECTOR,
CITYTABLE_ELEMENT_BASESECTOR_X, CITYTABLE_ELEMENT_BASESECTOR_X,
CITYTABLE_ELEMENT_BASESECTOR_Y, CITYTABLE_ELEMENT_BASESECTOR_Y,
@@ -372,6 +373,7 @@ typedef struct
UINT8 ubBaseX; UINT8 ubBaseX;
UINT8 ubBaseY; UINT8 ubBaseY;
POINT townPoint; POINT townPoint;
CHAR8 cityName[MAX_TOWN_NAME_LENGHT];
} cityInfo; } cityInfo;
typedef struct typedef struct
@@ -436,6 +438,11 @@ citytableStartElementHandle(void *userData, const char *name, const char **atts)
pData->maxReadDepth++; //we are not skipping this element pData->maxReadDepth++; //we are not skipping this element
} }
else if(strcmp(name, "cityName") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY)
{
pData->curElement = CITYTABLE_ELEMENT_NAME;
pData->maxReadDepth++; //we are not skipping this element
}
else if(strcmp(name, "uiIndex") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY) else if(strcmp(name, "uiIndex") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY)
{ {
pData->curElement = CITYTABLE_ELEMENT_INDEX; pData->curElement = CITYTABLE_ELEMENT_INDEX;
@@ -540,6 +547,13 @@ citytableEndElementHandle(void *userData, const char *name)
pData->curCityInfo.uiIndex = atol(pData->szCharData); pData->curCityInfo.uiIndex = atol(pData->szCharData);
} }
else if(strcmp(name, "cityName") == 0 && pData->curElement == CITYTABLE_ELEMENT_NAME)
{
// Copy this string into the pTownNames array
mbstowcs(pTownNames[pData->curCityInfo.uiIndex], (const char *) pData->szCharData, MAX_TOWN_NAME_LENGHT);
pTownNames[pData->curCityInfo.uiIndex][MAX_TOWN_NAME_LENGHT - 1] = 0;
pData->curElement = CITYTABLE_ELEMENT_CITY;
}
else if(strcmp(name, "baseSector") == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR) else if(strcmp(name, "baseSector") == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR)
{ {
pData->curElement = CITYTABLE_ELEMENT_CITY; pData->curElement = CITYTABLE_ELEMENT_CITY;
+2 -1
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@@ -3,6 +3,7 @@
#include "items.h" #include "items.h"
#include "types.h" #include "types.h"
#include "mapscreen.h"
#define STRING_LENGTH 255 #define STRING_LENGTH 255
@@ -26,7 +27,7 @@ extern STR16 pLongAttributeStrings[];
extern STR16 pContractStrings[]; extern STR16 pContractStrings[];
extern STR16 pAssignmentStrings[]; extern STR16 pAssignmentStrings[];
extern STR16 pConditionStrings[]; extern STR16 pConditionStrings[];
extern STR16 pTownNames[]; extern CHAR16 pTownNames[NUM_TOWNS][MAX_TOWN_NAME_LENGHT]; // Lesh: look mapscreen.h for definitions
extern STR16 pPersonnelScreenStrings[]; extern STR16 pPersonnelScreenStrings[];
extern STR16 pPersonnelTitle[]; extern STR16 pPersonnelTitle[];
extern STR16 pUpperLeftMapScreenStrings[]; extern STR16 pUpperLeftMapScreenStrings[];
+1 -1
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@@ -290,7 +290,7 @@ UINT16 Message[][STRING_LENGTH] =
// the names of the towns in the game // the names of the towns in the game
STR16 pTownNames[] = CHAR16 pTownNames[NUM_TOWNS][MAX_TOWN_NAME_LENGHT] =
{ {
L"", L"",
L"Omerta", L"Omerta",
+1 -1
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@@ -305,7 +305,7 @@ UINT16 Message[][STRING_LENGTH] =
// the names of the towns in the game // the names of the towns in the game
STR16 pTownNames[] = CHAR16 pTownNames[NUM_TOWNS][MAX_TOWN_NAME_LENGHT] =
{ {
L"", L"",
L"Omerta", L"Omerta",
+1 -1
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@@ -296,7 +296,7 @@ UINT16 Message[][STRING_LENGTH] =
// the names of the towns in the game // the names of the towns in the game
STR16 pTownNames[] = CHAR16 pTownNames[NUM_TOWNS][MAX_TOWN_NAME_LENGHT] =
{ {
L"", L"",
L"Omerta", L"Omerta",
+1 -1
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@@ -295,7 +295,7 @@ UINT16 Message[][STRING_LENGTH] =
L"kein Einzelschuss", L"kein Einzelschuss",
}; };
STR16 pTownNames[] = CHAR16 pTownNames[NUM_TOWNS][MAX_TOWN_NAME_LENGHT] =
{ {
L"", L"",
L"Omerta", L"Omerta",
+1 -1
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@@ -289,7 +289,7 @@ UINT16 Message[][STRING_LENGTH] =
// the names of the towns in the game // the names of the towns in the game
STR16 pTownNames[] = CHAR16 pTownNames[NUM_TOWNS][MAX_TOWN_NAME_LENGHT] =
{ {
L"", L"",
L"Omerta", L"Omerta",
+1 -1
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@@ -290,7 +290,7 @@ UINT16 Message[][STRING_LENGTH] =
// the names of the towns in the game // the names of the towns in the game
STR16 pTownNames[] = CHAR16 pTownNames[NUM_TOWNS][MAX_TOWN_NAME_LENGHT] =
{ {
L"", L"",
L"Omerta", L"Omerta",
+1 -1
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@@ -297,7 +297,7 @@ UINT16 Message[][STRING_LENGTH] =
// the names of the towns in the game // the names of the towns in the game
STR16 pTownNames[] = CHAR16 pTownNames[NUM_TOWNS][MAX_TOWN_NAME_LENGHT] =
{ {
L"", L"",
L"Îìåðòà", L"Îìåðòà",