mirror of
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MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -71,10 +71,21 @@
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#include "Strategic Town Loyalty.h"
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#include "Soldier Profile.h"
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#include "aim.h"
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#include "mainmenuscreen.h"
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#include "email.h"
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#ifdef JA2UB
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#include "Ja25_Tactical.h"
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#endif
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#include "ub_config.h"
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#include "Civ Quotes.h"
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#include "Sector Summary.h"
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#include "LuaInitNPCs.h"
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#include "Encyclopedia_Data.h"
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#include "Encyclopedia.h"
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extern INT16 APBPConstants[TOTAL_APBP_VALUES] = {0};
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extern INT16 gubMaxActionPoints[28];//MAXBODYTYPES = 28... JUST GETTING IT TO WORK NOW. GOTTHARD 7/2/08
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@@ -389,11 +400,21 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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}
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#endif
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#ifdef JA2UB
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strcpy(fileName, directoryName);
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strcat(fileName, MERCSTARTINGGEAR25FILENAME);
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SGP_THROW_IFFALSE(ReadInMercStartingGearStats(fileName),MERCSTARTINGGEAR25FILENAME);
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#else
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// CHRISL:
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strcpy(fileName, directoryName);
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strcat(fileName, MERCSTARTINGGEARFILENAME);
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SGP_THROW_IFFALSE(ReadInMercStartingGearStats(fileName),MERCSTARTINGGEARFILENAME);
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#endif
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strcpy(fileName, directoryName);
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strcat(fileName, WEAPONSFILENAME);
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SGP_THROW_IFFALSE(ReadInWeaponStats(fileName),WEAPONSFILENAME);
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@@ -427,10 +448,29 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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strcat(fileName, TONYINVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gTonyInventory,fileName),TONYINVENTORYFILENAME);
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#ifdef JA2UB
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//ja25 ub Biggins
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strcpy(fileName, directoryName);
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strcat(fileName, BETTYINVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gBettyInventory,fileName),BETTYINVENTORYFILENAME);
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//UB
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strcpy(fileName, directoryName);
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strcat(fileName, RAULINVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gRaulInventory,fileName),RAULINVENTORYFILENAME);
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#else
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strcpy(fileName, directoryName);
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strcat(fileName, DEVININVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gDevinInventory,fileName),DEVININVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, PERKOINVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gPerkoInventory,fileName),PERKOINVENTORYFILENAME);
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#endif
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strcpy(fileName, directoryName);
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strcat(fileName, FRANZINVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gFranzInventory,fileName),FRANZINVENTORYFILENAME);
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@@ -491,10 +531,6 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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strcat(fileName, ARNIEINVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArnieInventory,fileName),ARNIEINVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, PERKOINVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gPerkoInventory,fileName),PERKOINVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, FREDOINVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gFredoInventory,fileName),FREDOINVENTORYFILENAME);
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@@ -527,14 +563,21 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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strcat(fileName, SAMSITESFILENAME);
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SGP_THROW_IFFALSE(ReadInSAMInfo(fileName),SAMSITESFILENAME);
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// Lesh: army externalization
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strcpy(fileName, directoryName);
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strcat(fileName, GARRISONFILENAME);
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SGP_THROW_IFFALSE(ReadInGarrisonInfo(fileName),GARRISONFILENAME);
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#ifdef JA2UB
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if ( gGameUBOptions.EnemyXML == TRUE )
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{
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#endif
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// Lesh: army externalization
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strcpy(fileName, directoryName);
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strcat(fileName, GARRISONFILENAME);
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SGP_THROW_IFFALSE(ReadInGarrisonInfo(fileName),GARRISONFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, PATROLFILENAME);
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SGP_THROW_IFFALSE(ReadInPatrolInfo(fileName),PATROLFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, PATROLFILENAME);
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SGP_THROW_IFFALSE(ReadInPatrolInfo(fileName),PATROLFILENAME);
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#ifdef JA2UB
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}
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#endif
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strcpy(fileName, directoryName);
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strcat(fileName, COMPOSITIONFILENAME);
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@@ -616,6 +659,36 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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// SANDRO - always initialize those files, we need it on game start
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if (gGameExternalOptions.fReadProfileDataFromXML)
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{
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#ifdef JA2UB
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// UB25
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strcpy(fileName, directoryName);
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strcat(fileName, MERCPROFILESFILENAME25);
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInMercProfiles(fileName, FALSE), MERCPROFILESFILENAME25);
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#ifndef ENGLISH
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AddLanguagePrefix(fileName);
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInMercProfiles(fileName,TRUE))
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return FALSE;
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}
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#endif
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}
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strcpy(fileName, directoryName);
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strcat(fileName, MERCOPINIONSFILENAME25);
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInMercOpinions(fileName), MERCOPINIONSFILENAME25);
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}
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#else
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// HEADROCK PROFEX: Read in Merc Profile data to replace PROF.DAT data
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strcpy(fileName, directoryName);
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strcat(fileName, MERCPROFILESFILENAME);
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@@ -636,8 +709,9 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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strcat(fileName, MERCOPINIONSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInMercOpinions(fileName), MERCOPINIONSFILENAME);
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#endif
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}
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// HEADROCK HAM 3.6: Read in customized Bloodcat Placements
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strcpy(fileName, directoryName);
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strcat(fileName, BLOODCATPLACEMENTSFILENAME);
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@@ -710,9 +784,9 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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// Sender Name List by Jazz
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strcpy(fileName, directoryName);
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strcat(fileName, SENDERNAMELISTFILENAME);
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strcat(fileName, EMAILSENDERNAMELIST);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInSenderNameList(fileName,FALSE), SENDERNAMELISTFILENAME);
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SGP_THROW_IFFALSE(ReadInSenderNameList(fileName,FALSE), EMAILSENDERNAMELIST);
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#ifndef ENGLISH
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AddLanguagePrefix(fileName);
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@@ -811,6 +885,186 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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}
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#endif
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//Main Menu by Jazz
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strcpy(fileName, directoryName);
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strcat(fileName, LAYOUTMAINMENU);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInMainMenu(gMainMenulayout,fileName), LAYOUTMAINMENU);
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strcpy(fileName, directoryName);
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strcat(fileName, ACTIONITEMSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInActionItems(fileName,FALSE), ACTIONITEMSFILENAME);
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#ifndef ENGLISH
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AddLanguagePrefix(fileName);
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInActionItems(fileName,TRUE))
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return FALSE;
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}
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#endif
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if ( ReadXMLEmail == TRUE )
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{
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// EMAIL MERC AVAILABLE by Jazz
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strcpy(fileName, directoryName);
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strcat(fileName, EMAILMERCAVAILABLE);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInEmailMercAvailable(fileName,FALSE), EMAILMERCAVAILABLE);
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#ifndef ENGLISH
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AddLanguagePrefix(fileName);
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInEmailMercAvailable(fileName,TRUE))
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return FALSE;
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}
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#endif
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// EMAIL MERC LEVEL UP by Jazz
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strcpy(fileName, directoryName);
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strcat(fileName, EMAILMERCLEVELUP);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInEmailMercLevelUp(fileName,FALSE), EMAILMERCLEVELUP);
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#ifndef ENGLISH
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AddLanguagePrefix(fileName);
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInEmailMercLevelUp(fileName,TRUE))
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return FALSE;
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}
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#endif
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}
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/*
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// EMAIL OTHER by Jazz
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strcpy(fileName, directoryName);
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strcat(fileName, EMAILOTHER);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInEmailOther(fileName,FALSE), EMAILOTHER);
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#ifndef ENGLISH
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AddLanguagePrefix(fileName);
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInEmailOther(fileName,TRUE))
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return FALSE;
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}
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#endif
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*/
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//new vehicles by Jazz
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InitNewVehicles ();
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strcpy(fileName, directoryName);
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strcat(fileName, VEHICLESFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInNewVehicles(fileName,FALSE), VEHICLESFILENAME);
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#ifndef ENGLISH
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AddLanguagePrefix(fileName);
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInNewVehicles(fileName,TRUE))
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return FALSE;
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}
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#endif
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// WANNE: The file "TableData/Text/TacticalMessages.xml" is not yet used
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#if 0
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strcpy(fileName, directoryName);
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strcat(fileName, TEXTFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInLanguageLocation(fileName,FALSE,zlanguageText,0), TEXTFILENAME);
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#endif
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#ifndef ENGLISH
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AddLanguagePrefix(fileName);
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInLanguageLocation(fileName,TRUE,zlanguageText,0))
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return FALSE;
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}
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#endif
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//encyklopedia
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strcpy(fileName, directoryName);
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strcat(fileName, ENCYCLOPEDIALOCATIONFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,FALSE,gEncyclopediaLocationData, 0), ENCYCLOPEDIALOCATIONFILENAME);
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#ifndef ENGLISH
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AddLanguagePrefix(fileName);
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,TRUE,gEncyclopediaLocationData, 0), fileName);
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}
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#endif
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strcpy(fileName, directoryName);
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strcat(fileName, ENCYCLOPEDIAPROFILEFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,FALSE,gEncyclopediaProfilesData, 1), ENCYCLOPEDIAPROFILEFILENAME);
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#ifndef ENGLISH
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AddLanguagePrefix(fileName);
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,TRUE,gEncyclopediaProfilesData, 1), fileName);
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}
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#endif
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strcpy(fileName, directoryName);
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strcat(fileName, ENCYCLOPEDIAINVENTORYFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,FALSE,gEncyclopediaInventoryData, 2), ENCYCLOPEDIAINVENTORYFILENAME);
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#ifndef ENGLISH
|
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AddLanguagePrefix(fileName);
|
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if ( FileExists(fileName) )
|
||||
{
|
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
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SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,TRUE,gEncyclopediaInventoryData, 2), ENCYCLOPEDIAINVENTORYFILENAME);
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}
|
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#endif
|
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strcpy(fileName, directoryName);
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strcat(fileName, ENCYCLOPEDIAQUESTSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
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SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,FALSE,gEncyclopediaQuestsData, 3), ENCYCLOPEDIAQUESTSFILENAME);
|
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|
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#ifndef ENGLISH
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||||
AddLanguagePrefix(fileName);
|
||||
if ( FileExists(fileName) )
|
||||
{
|
||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
||||
SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,TRUE,gEncyclopediaQuestsData, 3), fileName);
|
||||
}
|
||||
#endif
|
||||
|
||||
strcpy(fileName, directoryName);
|
||||
strcat(fileName, BRIEFINGROOMFILENAME);
|
||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
||||
SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,FALSE,gBriefingRoomData, 4), BRIEFINGROOMFILENAME);
|
||||
|
||||
#ifndef ENGLISH
|
||||
AddLanguagePrefix(fileName);
|
||||
if ( FileExists(fileName) )
|
||||
{
|
||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
||||
SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,TRUE,gBriefingRoomData, 4), fileName);
|
||||
}
|
||||
#endif
|
||||
|
||||
LuaState::INIT(lua::LUA_STATE_STRATEGIC_MINES_AND_UNDERGROUND, true);
|
||||
g_luaUnderground.LoadScript(GetLanguagePrefix());
|
||||
// load Lua for Strategic Mines initialization
|
||||
@@ -830,6 +1084,10 @@ UINT32 InitializeJA2(void)
|
||||
HandleJA2CDCheck( );
|
||||
|
||||
gfWorldLoaded = FALSE;
|
||||
|
||||
#ifdef JA2UB
|
||||
useOldJA2Inventory = FALSE;
|
||||
#endif
|
||||
|
||||
//Load external game mechanic data
|
||||
//if ( !LoadExternalGameplayData(TABLEDATA_DIRECTORY))
|
||||
@@ -961,8 +1219,40 @@ UINT32 InitializeJA2(void)
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
// run old UB inventory Data-UB\Addons\Data-Old-UB-Inventory
|
||||
if( _stricmp( gzCommandLine, "-OLDUBINVENTORY" ) )
|
||||
{
|
||||
useOldJA2Inventory = TRUE;
|
||||
}
|
||||
|
||||
// Ignore the old UB Inventory, because it is not working
|
||||
useOldJA2Inventory = FALSE;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef JA2BETAVERSION
|
||||
#ifdef JA2EDITOR
|
||||
#ifdef JA2UB
|
||||
// CHECK COMMANDLINE FOR SPECIAL UTILITY
|
||||
if( !strcmp( gzCommandLine, "-OLDUBINVENTORYEDITORAUTO" ) )
|
||||
{
|
||||
OutputDebugString( "Beginning JA2 using -EDITORAUTO commandline argument...\n" );
|
||||
//For editor purposes, need to know the default map file.
|
||||
sprintf( gubFilename, "none");
|
||||
//also set the sector
|
||||
gWorldSectorX = 0;
|
||||
gWorldSectorY = 0;
|
||||
gfAutoLoadA9 = FALSE;
|
||||
gfIntendOnEnteringEditor = TRUE;
|
||||
gGameOptions.fGunNut = TRUE;
|
||||
gGameOptions.fAirStrikes = FALSE;
|
||||
|
||||
useOldJA2Inventory = TRUE;
|
||||
return( GAME_SCREEN );
|
||||
}
|
||||
#endif
|
||||
|
||||
// CHECK COMMANDLINE FOR SPECIAL UTILITY
|
||||
if( !strcmp( gzCommandLine, "-EDITORAUTO" ) )
|
||||
{
|
||||
@@ -1012,6 +1302,17 @@ UINT32 InitializeJA2(void)
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
InitGridNoUB();
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
if ( useOldJA2Inventory == TRUE )
|
||||
Old_UB_Inventory ();
|
||||
else
|
||||
New_UB_Inventory ();
|
||||
#endif
|
||||
|
||||
//Lua
|
||||
IniLuaGlobal();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user