Files
source/Init.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

722 lines
19 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#include "HelpScreen.h"
#include "Multilingual Text Code Generator.h"
#include "INIReader.h"
#else
#include "builddefines.h"
#include <stdio.h>
#include "sgp.h"
#include "Gameloop.h"
#include "Screens.h"
#include "Wcheck.h"
#include "INIReader.h"
#include "vobject_blitters.h"
#include "renderworld.h"
#include "mousesystem.h"
#include "sysutil.h"
#include "worlddef.h"
#include "Animation Data.h"
#include "overhead.h"
#include "Font Control.h"
#include "Button System.h"
#include "Timer Control.h"
#include "Utilities.h"
#include "Radar Screen.h"
#include "Render Dirty.h"
#include "cursors.h"
#include "Sound Control.h"
#include "Event Pump.h"
#include "lighting.h"
#include "Cursor Control.h"
#include "music control.h"
#include "video.h"
#include "sys globals.h"
#include "mapscreen.h"
#include "interface items.h"
#include "Maputility.h"
#include "strategic.h"
#include "dialogue control.h"
#include "Text.h"
#include "laptop.h"
#include "NPC.h"
#include "MercTextBox.h"
#include "tile cache.h"
#include "strategicmap.h"
#include "Map Information.h"
#include "laptop.h"
#include "Shade Table Util.h"
#include "Exit Grids.h"
#include "Summary Info.h"
#include "GameSettings.h"
#include "Game Init.h"
#include "Init.h"
#include "jascreens.h"
#include "XML.h"
#include "SaveLoadGame.h"
#include "weapons.h"
#include "Strategic Movement.h"
#include "Vehicles.h"
#include "Multilingual Text Code Generator.h"
#include "editscreen.h"
#endif
extern BOOLEAN GetCDromDriveLetter( STR8 pString );
// The InitializeGame function is responsible for setting up all data and Gaming Engine
// tasks which will run the game
#ifdef JA2BETAVERSION
extern BOOLEAN gfUseConsecutiveQuickSaveSlots;
#endif
#if defined( GERMAN ) && !defined( _DEBUG )
//#define LASERLOCK_ENABLED
#endif
#ifdef LASERLOCK_ENABLED
int LASERLOK_Init( HINSTANCE hInstance );
int LASERLOK_Run();
int LASERLOK_Check();
BOOLEAN PrepareLaserLockSystem();
void HandleLaserLockResult( BOOLEAN fSuccess );
// int TestCall( int n);
#endif
extern HINSTANCE ghInstance;
BOOLEAN LoadExternalGameplayData(STR directoryName)
{
char fileName[MAX_PATH];
// WANNE: Enemy drops - begin
strcpy(fileName, directoryName);
strcat(fileName, ENEMYMISCDROPSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEnemyMiscDropsStats(gEnemyMiscDrops, fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ENEMYEXPLOSIVEDROPSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEnemyExplosiveDropsStats(gEnemyExplosiveDrops, fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ENEMYWEAPONDROPSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEnemyWeaponDropsStats(gEnemyWeaponDrops, fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ENEMYAMMODROPSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEnemyAmmoDropsStats(gEnemyAmmoDrops, fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ENEMYARMOURDROPSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEnemyArmourDropsStats(gEnemyArmourDrops, fileName))
return FALSE;
// WANNE: Enemy drops - end
// WANNE: Sector Loadscreens [2007-05-18]
strcpy(fileName, directoryName);
strcat(fileName, SECTORLOADSCREENSFILENAME);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInSectorLoadscreensStats(gSectorLoadscreens, fileName))
return FALSE;
}
else
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("File does not exist, fileName = %s", fileName));
// Reset ini-option
gGameExternalOptions.gfUseExternalLoadscreens = FALSE;
}
strcpy(fileName, directoryName);
strcat(fileName, AMMOTYPESFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInAmmoTypeStats(fileName))
return FALSE;
//Madd: Simple Localization
//Read in the correct ammostring file for the given language
strcpy(fileName, directoryName);
#ifdef GERMAN
strcat(fileName, GERMAN_PREFIX); // add German. prefix to filename
#endif
#ifdef RUSSIAN
strcat(fileName, RUSSIAN_PREFIX); // add Russian. prefix to filename
#endif
strcat(fileName, AMMOFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInAmmoStats(fileName))
return FALSE;
// Lesh: added this, begin
strcpy(fileName, directoryName);
strcat(fileName, BURSTSOUNDSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInBurstSoundArray(fileName))
return FALSE;
// Lesh: end
strcpy(fileName, directoryName);
strcat(fileName, ITEMSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInItemStats(fileName,FALSE))
return FALSE;
//Madd: Simple localization
// The idea here is that we can have a separate xml file that's named differently
// but only contains the relevant tags that need to be localized
// then when the file is read in using the same xml reader code, it will only overwrite
// the tags that are contained in the localized file. This only works for items.xml
// since I tweaked the xml_items.cpp to make it work :p
// So for instance, the german file would be called German.Items.xml and would only contain
// the uiIndex (for reference), szItemName, szLongItemName, szItemDesc, szBRName, and szBRDesc tags
#ifdef GERMAN
strcpy(fileName, directoryName);
strcat(fileName, GERMAN_PREFIX);
strcat(fileName, ITEMSFILENAME);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInItemStats(fileName,TRUE))
return FALSE;
}
#endif
#ifdef RUSSIAN
strcpy(fileName, directoryName);
strcat(fileName, RUSSIAN_PREFIX);
strcat(fileName, ITEMSFILENAME);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInItemStats(fileName,TRUE))
return FALSE;
}
#endif
//if(!WriteItemStats())
// return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, SOUNDSFILENAME);
if(!ReadInSoundArray(fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, MAGAZINESFILENAME);
if(!ReadInMagazineStats(fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ATTACHMENTSFILENAME);
if(!ReadInAttachmentStats(fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ATTACHMENTINFOFILENAME);
if(!ReadInAttachmentInfoStats(fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, LAUNCHABLESFILENAME);
if(!ReadInLaunchableStats(fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, COMPATIBLEFACEITEMSFILENAME);
if(!ReadInCompatibleFaceItemStats(fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, MERGESFILENAME);
if(!ReadInMergeStats(fileName))
return FALSE;
//if(!WriteMergeStats())
// return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ATTACHMENTCOMBOMERGESFILENAME);
if(!ReadInAttachmentComboMergeStats(fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, EXPLOSIVESFILENAME);
if(!ReadInExplosiveStats(fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ARMOURSFILENAME);
if(!ReadInArmourStats(fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, WEAPONSFILENAME);
if(!ReadInWeaponStats(fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, INCOMPATIBLEATTACHMENTSFILENAME);
if(!ReadInIncompatibleAttachmentStats(fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ENEMYGUNCHOICESFILENAME);
if(!ReadInExtendedArmyGunChoicesStats (fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ENEMYITEMCHOICESFILENAME);
if(!ReadInArmyItemChoicesStats(fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, IMPITEMCHOICESFILENAME);
if(!ReadInIMPItemChoicesStats(fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, TONYINVENTORYFILENAME);
if(!ReadInInventoryStats(gTonyInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, DEVININVENTORYFILENAME);
if(!ReadInInventoryStats(gDevinInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, FRANZINVENTORYFILENAME);
if(!ReadInInventoryStats(gFranzInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, KEITHINVENTORYFILENAME);
if(!ReadInInventoryStats(gKeithInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, SAMINVENTORYFILENAME);
if(!ReadInInventoryStats(gSamInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, JAKEINVENTORYFILENAME);
if(!ReadInInventoryStats(gJakeInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, HOWARDINVENTORYFILENAME);
if(!ReadInInventoryStats(gHowardInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, GABBYINVENTORYFILENAME);
if(!ReadInInventoryStats(gGabbyInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, FRANKINVENTORYFILENAME);
if(!ReadInInventoryStats(gFrankInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ELGININVENTORYFILENAME);
if(!ReadInInventoryStats(gElginInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, MANNYINVENTORYFILENAME);
if(!ReadInInventoryStats(gMannyInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, HERVEINVENTORYFILENAME);
if(!ReadInInventoryStats(gHerveInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, PETERINVENTORYFILENAME);
if(!ReadInInventoryStats(gPeterInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ALBERTOINVENTORYFILENAME);
if(!ReadInInventoryStats(gAlbertoInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, CARLOINVENTORYFILENAME);
if(!ReadInInventoryStats(gCarloInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, MICKEYINVENTORYFILENAME);
if(!ReadInInventoryStats(gMickyInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ARNIEINVENTORYFILENAME);
if(!ReadInInventoryStats(gArnieInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, PERKOINVENTORYFILENAME);
if(!ReadInInventoryStats(gPerkoInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, FREDOINVENTORYFILENAME);
if(!ReadInInventoryStats(gFredoInventory,fileName))
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, CITYTABLEFILENAME);
if(!ReadInMapStructure(fileName))
return FALSE;
// Lesh: Strategic movement costs will be read in Strategic\Strategic Movement Costs.cpp,
// function BOOLEAN InitStrategicMovementCosts();
// It is called several times from various places and acts after clearing SectorInfo array
// Lesh: load altsectors list
strcpy(fileName, directoryName);
strcat(fileName, ALTSECTORSFILENAME);
if ( !ReadInAltSectors(fileName) )
return FALSE;
// Lesh: load samsites - must be after cities.xml
strcpy(fileName, directoryName);
strcat(fileName, SAMSITESFILENAME);
if ( !ReadInSAMInfo(fileName) )
return FALSE;
// Lesh: army externalization
strcpy(fileName, directoryName);
strcat(fileName, GARRISONFILENAME);
if ( !ReadInGarrisonInfo(fileName) )
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, PATROLFILENAME);
if ( !ReadInPatrolInfo(fileName) )
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, COMPOSITIONFILENAME);
if ( !ReadInArmyCompositionInfo(fileName) )
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, EXPLOSIONDATAFILENAME);
if(!ReadInExplosionDataStats(fileName))
return FALSE;
// Kaiden: Read in Restricted Sectors for Mobile Militia
strcpy(fileName, directoryName);
strcat(fileName, ROAMINGMILITIAFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInRoamingInfo(fileName))
return FALSE;
return TRUE;
}
UINT32 InitializeJA2(void)
{
#ifdef LASERLOCK_ENABLED
HandleLaserLockResult( PrepareLaserLockSystem() );
#endif
HandleJA2CDCheck( );
gfWorldLoaded = FALSE;
//Load external game mechanic data
if ( !LoadExternalGameplayData(TABLEDATA_DIRECTORY))
{
return( ERROR_SCREEN );
}
// Load external text
LoadAllExternalText();
// Init JA2 sounds
InitJA2Sound( );
gsRenderCenterX = 805;
gsRenderCenterY = 805;
// Init data
InitializeSystemVideoObjects( );
// Init animation system
if ( !InitAnimationSystem( ) )
{
return( ERROR_SCREEN );
}
// Init lighting system
InitLightingSystem();
// Init dialog queue system
InitalizeDialogueControl();
if ( !InitStrategicEngine( ) )
{
return( ERROR_SCREEN );
}
//needs to be called here to init the SectorInfo struct
if ( !InitStrategicMovementCosts( ) )
{
return( ERROR_SCREEN );
}
// Init tactical engine
if ( !InitTacticalEngine( ) )
{
return( ERROR_SCREEN );
}
// Init timer system
//Moved to the splash screen code.
//InitializeJA2Clock( );
// INit shade tables
BuildShadeTable( );
// INit intensity tables
BuildIntensityTable( );
// Init Event Manager
if ( !InitializeEventManager( ) )
{
return( ERROR_SCREEN );
}
// Initailize World
if ( !InitializeWorld( ) )
{
return( ERROR_SCREEN );
}
InitTileCache( );
InitMercPopupBox( );
// Set global volume
MusicSetVolume( gGameSettings.ubMusicVolumeSetting );
DetermineRGBDistributionSettings();
// Snap: Init save game directory
if ( !InitSaveDir() )
{
return( ERROR_SCREEN );
}
#ifdef JA2BETAVERSION
#ifdef JA2EDITOR
//UNCOMMENT NEXT LINE TO ALLOW FORCE UPDATES...
//LoadGlobalSummary();
if( gfMustForceUpdateAllMaps )
{
ApologizeOverrideAndForceUpdateEverything();
}
#endif
#endif
#ifdef JA2BETAVERSION
if( ProcessIfMultilingualCmdLineArgDetected( gzCommandLine ) )
{ //If the multilingual text code generator has activated, quit now.
gfProgramIsRunning = FALSE;
return( INIT_SCREEN );
}
#endif
#ifdef JA2BETAVERSION
// CHECK COMMANDLINE FOR SPECIAL UTILITY
if ( strcmp( gzCommandLine, "-DOMAPS" ) == 0 )
{
return( MAPUTILITY_SCREEN );
}
#endif
#ifdef JA2BETAVERSION
//This allows the QuickSave Slots to be autoincremented, ie everytime the user saves, there will be a new quick save file
if ( _stricmp( gzCommandLine, "-quicksave" ) == 0 )
{
gfUseConsecutiveQuickSaveSlots = TRUE;
}
#endif
#ifdef JA2BETAVERSION
#ifdef JA2EDITOR
// CHECK COMMANDLINE FOR SPECIAL UTILITY
if( !strcmp( gzCommandLine, "-EDITORAUTO" ) )
{
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 = TRUE;
gfIntendOnEnteringEditor = TRUE;
gGameOptions.fGunNut = TRUE;
gGameOptions.fAirStrikes = FALSE;
return( GAME_SCREEN );
}
if ( strcmp( gzCommandLine, "-EDITOR" ) == 0 )
{
OutputDebugString( "Beginning JA2 using -EDITOR 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;
return( GAME_SCREEN );
}
#endif
#endif
return( INIT_SCREEN );
}
void ShutdownJA2(void)
{
UINT32 uiIndex;
// Clear screen....
ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
InvalidateScreen( );
// Remove cursor....
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
RefreshScreen( NULL );
ShutdownStrategicLayer();
// remove temp files built by laptop
ClearOutTempLaptopFiles( );
// Shutdown queue system
ShutdownDialogueControl();
// Shutdown Screens
for (uiIndex = 0; uiIndex < MAX_SCREENS; uiIndex++)
{
(*(GameScreens[uiIndex].ShutdownScreen))();
}
// Shutdown animation system
DeInitAnimationSystem( );
ShutdownLightingSystem();
CursorDatabaseClear();
ShutdownTacticalEngine( );
// Shutdown Overhead
ShutdownOverhead( );
DeinitializeWorld( );
DeleteTileCache( );
ShutdownJA2Clock( );
ShutdownFonts();
ShutdownJA2Sound( );
ShutdownEventManager( );
ShutdownBaseDirtyRectQueue( );
// Unload any text box images!
RemoveTextMercPopupImages( );
ClearOutVehicleList();
}
#ifdef LASERLOCK_ENABLED
BOOLEAN PrepareLaserLockSystem()
{
INT32 iInitRetVal=0;
INT32 iRunRetVal=0;
INT32 iCheckRetVal=0;
CHAR8 zDirectory[512];
CHAR8 zCdLocation[ SGPFILENAME_LEN ];
CHAR8 zCdFile[ SGPFILENAME_LEN ];
//Get the "current" file directory
GetFileManCurrentDirectory( zDirectory );
if( GetCDromDriveLetter( zCdLocation ) )
{
// OK, build filename
sprintf( zCdFile, "%s%s", zCdLocation, "Data" );
}
else
{
goto FAILED_LASERLOK;
}
//Go back to the root directory
SetFileManCurrentDirectory( zCdFile );
//Init the laser lock system
iInitRetVal = LASERLOK_Init( ghInstance );
if( iInitRetVal != 0 )
goto FAILED_LASERLOK;
//makes the verification of the laserlok system
iRunRetVal = LASERLOK_Run();
if( iRunRetVal != 0 )
goto FAILED_LASERLOK;
//checks the result of the laserlok run function
iCheckRetVal = LASERLOK_Check();
if( iCheckRetVal != 0 )
goto FAILED_LASERLOK;
//Restore back to the proper directory
SetFileManCurrentDirectory( zDirectory );
return( TRUE );
FAILED_LASERLOK:
//Restore back to the proper directory
SetFileManCurrentDirectory( zDirectory );
return( FALSE );
}
void HandleLaserLockResult( BOOLEAN fSuccess )
{
if( !fSuccess )
{
CHAR8 zString[512];
sprintf( zString, "%S", gzLateLocalizedString[56] );
ShowCursor(TRUE);
ShowCursor(TRUE);
ShutdownWithErrorBox( zString );
}
}
#endif