Allow for tactical numbers of people (mercs, militia, civs, creatures, and soldiers) to be increased via the .ini settings for a game already under way.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3399 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
SpaceViking
2010-03-14 05:33:22 +00:00
parent 025c3742b4
commit fb609a9cf1
+47 -37
View File
@@ -4499,6 +4499,7 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
//now change the savegame format so that temp files are saved and loaded correctly
guiCurrentSaveGameVersion = SAVE_GAME_VERSION;
return( TRUE );
}
@@ -5368,51 +5369,60 @@ BOOLEAN LoadTacticalStatusFromSavedGame( HWFILE hFile )
// Check that the team lists match what we expect given the .ini settings
// WANNE: In a MP game the merc counts are different than in a SP game, so disable check in a MP game
if (!is_networked)
{
int cntFromFile = gTacticalStatus.Team[ OUR_TEAM ].bLastID - gTacticalStatus.Team[ OUR_TEAM ].bFirstID + 1;
int cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs + gGameExternalOptions.ubGameMaximumNumberOfPlayerVehicles;
if (cntFromFile != cntFromIni) {
CHAR16 errorMessage[512];
swprintf(errorMessage, L"Internal error in reading mercenary/vehicle slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
return FALSE;
}
if (!is_networked) {
AssertEQ(OUR_TEAM,0);
AssertEQ(OUR_TEAM+1,ENEMY_TEAM);
AssertEQ(ENEMY_TEAM+1,CREATURE_TEAM);
AssertEQ(CREATURE_TEAM+1,MILITIA_TEAM);
AssertEQ(MILITIA_TEAM+1,CIV_TEAM);
cntFromFile = gTacticalStatus.Team[ ENEMY_TEAM ].bLastID - gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID + 1;
cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfEnemies;
if (cntFromFile != cntFromIni) {
CHAR16 errorMessage[512];
swprintf(errorMessage, L"Internal error in reading enemy slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
return FALSE;
int cntFromFile[CIV_TEAM+1];
for (int idx = OUR_TEAM; idx <= CIV_TEAM; ++idx) {
cntFromFile[ idx ] = gTacticalStatus.Team[ idx ].bLastID - gTacticalStatus.Team[ idx ].bFirstID + 1;
}
int cntFromIni[] = {gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs + gGameExternalOptions.ubGameMaximumNumberOfPlayerVehicles,
gGameExternalOptions.ubGameMaximumNumberOfEnemies, gGameExternalOptions.ubGameMaximumNumberOfCreatures,
gGameExternalOptions.ubGameMaximumNumberOfRebels, gGameExternalOptions.ubGameMaximumNumberOfCivilians};
CHAR16 *errMsgTxt[] = {L"mercenary/vehicle", L"enemy", L"creature", L"militia", L"civilian"};
cntFromFile = gTacticalStatus.Team[ CREATURE_TEAM ].bLastID - gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID + 1;
cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfCreatures;
if (cntFromFile != cntFromIni) {
bool needToRejigger = false;
for (int idx = OUR_TEAM; idx <= CIV_TEAM; ++idx) {
if ((cntFromFile[ idx ] > cntFromIni[ idx ]) || ((cntFromFile[ idx ] < cntFromIni[ idx ]) && (idx == OUR_TEAM))) {
CHAR16 errorMessage[512];
swprintf(errorMessage, L"Internal error in reading creature slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
swprintf(errorMessage, L"Internal error in reading %s slots from save file: number of slots in save file (%d) differs from .ini setting (%d)", errMsgTxt [ idx ], cntFromFile[ idx ], cntFromIni[ idx ]);
DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
return FALSE;
} else if (cntFromFile[ idx ] < cntFromIni[ idx ]) {
needToRejigger = true;
}
cntFromFile = gTacticalStatus.Team[ MILITIA_TEAM ].bLastID - gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID + 1;
cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfRebels;
if (cntFromFile != cntFromIni) {
CHAR16 errorMessage[512];
swprintf(errorMessage, L"Internal error in reading militia slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
return FALSE;
}
cntFromFile = gTacticalStatus.Team[ CIV_TEAM ].bLastID - gTacticalStatus.Team[ CIV_TEAM ].bFirstID + 1;
cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfCivilians;
if (cntFromFile != cntFromIni) {
CHAR16 errorMessage[512];
swprintf(errorMessage, L"Internal error in reading civilian slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
return FALSE;
if (needToRejigger) {
// The .ini file asked for more slots than were in the save file, so expand the slots
for (int teamIdx = OUR_TEAM; teamIdx <= CIV_TEAM; ++teamIdx) {
unsigned max = 0;
switch (teamIdx) {
case OUR_TEAM:
max = gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs + gGameExternalOptions.ubGameMaximumNumberOfPlayerVehicles;
break;
case ENEMY_TEAM:
max = gGameExternalOptions.ubGameMaximumNumberOfEnemies;
break;
case CREATURE_TEAM:
max = gGameExternalOptions.ubGameMaximumNumberOfCreatures;
break;
case MILITIA_TEAM:
max = gGameExternalOptions.ubGameMaximumNumberOfRebels;
break;
case CIV_TEAM:
max = gGameExternalOptions.ubGameMaximumNumberOfCivilians;
break;
// Don't worry about the others
default:
//
break;
}
gTacticalStatus.Team[ teamIdx ].bLastID = gTacticalStatus.Team[ teamIdx ].bFirstID + max - 1;
}
}
}