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Replaced Windows console with freeware console implementation. Activate in windowed mode with \ Added error and quit if JA2 started in window mode in >16bpp color depth Fix to enemy sector investigation: Was deducting from redshirts when elites investigated Fix AWOL militia (need additional fix to prevent them from being redistributed during after reinforcements) Fix to tanks to add them in their original spot when a new one cannot be found. Should modify to remove old wreckage in this case. AI no longer tries to fire mortar when no room for it Tanks no longer try to throw knives git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1030 3b4a5df2-a311-0410-b5c6-a8a6f20db521
722 lines
19 KiB
C++
722 lines
19 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "JA2 All.h"
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#include "HelpScreen.h"
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#include "Multilingual Text Code Generator.h"
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#include "INIReader.h"
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#else
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#include "builddefines.h"
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#include <stdio.h>
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#include "sgp.h"
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#include "Gameloop.h"
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#include "Screens.h"
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#include "Wcheck.h"
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#include "INIReader.h"
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#include "vobject_blitters.h"
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#include "renderworld.h"
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#include "mousesystem.h"
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#include "sysutil.h"
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#include "worlddef.h"
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#include "Animation Data.h"
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#include "overhead.h"
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#include "Font Control.h"
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#include "Button System.h"
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#include "Timer Control.h"
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#include "Utilities.h"
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#include "Radar Screen.h"
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#include "Render Dirty.h"
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#include "cursors.h"
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#include "Sound Control.h"
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#include "Event Pump.h"
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#include "lighting.h"
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#include "Cursor Control.h"
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#include "music control.h"
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#include "video.h"
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#include "sys globals.h"
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#include "mapscreen.h"
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#include "interface items.h"
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#include "Maputility.h"
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#include "strategic.h"
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#include "dialogue control.h"
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#include "Text.h"
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#include "laptop.h"
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#include "NPC.h"
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#include "MercTextBox.h"
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#include "tile cache.h"
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#include "strategicmap.h"
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#include "Map Information.h"
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#include "laptop.h"
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#include "Shade Table Util.h"
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#include "Exit Grids.h"
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#include "Summary Info.h"
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#include "GameSettings.h"
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#include "Game Init.h"
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#include "Init.h"
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#include "jascreens.h"
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#include "XML.h"
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#include "SaveLoadGame.h"
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#include "weapons.h"
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#include "Strategic Movement.h"
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#include "Vehicles.h"
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#include "Multilingual Text Code Generator.h"
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#include "editscreen.h"
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#endif
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extern BOOLEAN GetCDromDriveLetter( STR8 pString );
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// The InitializeGame function is responsible for setting up all data and Gaming Engine
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// tasks which will run the game
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#ifdef JA2BETAVERSION
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extern BOOLEAN gfUseConsecutiveQuickSaveSlots;
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#endif
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#if defined( GERMAN ) && !defined( _DEBUG )
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//#define LASERLOCK_ENABLED
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#endif
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#ifdef LASERLOCK_ENABLED
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int LASERLOK_Init( HINSTANCE hInstance );
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int LASERLOK_Run();
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int LASERLOK_Check();
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BOOLEAN PrepareLaserLockSystem();
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void HandleLaserLockResult( BOOLEAN fSuccess );
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// int TestCall( int n);
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#endif
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extern HINSTANCE ghInstance;
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BOOLEAN LoadExternalGameplayData(STR directoryName)
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{
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char fileName[MAX_PATH];
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// WANNE: Enemy drops - begin
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strcpy(fileName, directoryName);
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strcat(fileName, ENEMYMISCDROPSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInEnemyMiscDropsStats(gEnemyMiscDrops, fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, ENEMYEXPLOSIVEDROPSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInEnemyExplosiveDropsStats(gEnemyExplosiveDrops, fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, ENEMYWEAPONDROPSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInEnemyWeaponDropsStats(gEnemyWeaponDrops, fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, ENEMYAMMODROPSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInEnemyAmmoDropsStats(gEnemyAmmoDrops, fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, ENEMYARMOURDROPSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInEnemyArmourDropsStats(gEnemyArmourDrops, fileName))
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return FALSE;
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// WANNE: Enemy drops - end
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// WANNE: Sector Loadscreens [2007-05-18]
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strcpy(fileName, directoryName);
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strcat(fileName, SECTORLOADSCREENSFILENAME);
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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(!ReadInSectorLoadscreensStats(gSectorLoadscreens, fileName))
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return FALSE;
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}
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else
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("File does not exist, fileName = %s", fileName));
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// Reset ini-option
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gGameExternalOptions.gfUseExternalLoadscreens = FALSE;
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}
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strcpy(fileName, directoryName);
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strcat(fileName, AMMOTYPESFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInAmmoTypeStats(fileName))
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return FALSE;
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//Madd: Simple Localization
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//Read in the correct ammostring file for the given language
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strcpy(fileName, directoryName);
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#ifdef GERMAN
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strcat(fileName, GERMAN_PREFIX); // add German. prefix to filename
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#endif
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#ifdef RUSSIAN
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strcat(fileName, RUSSIAN_PREFIX); // add Russian. prefix to filename
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#endif
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strcat(fileName, AMMOFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInAmmoStats(fileName))
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return FALSE;
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// Lesh: added this, begin
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strcpy(fileName, directoryName);
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strcat(fileName, BURSTSOUNDSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInBurstSoundArray(fileName))
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return FALSE;
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// Lesh: end
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strcpy(fileName, directoryName);
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strcat(fileName, ITEMSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInItemStats(fileName,FALSE))
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return FALSE;
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//Madd: Simple localization
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// The idea here is that we can have a separate xml file that's named differently
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// but only contains the relevant tags that need to be localized
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// then when the file is read in using the same xml reader code, it will only overwrite
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// the tags that are contained in the localized file. This only works for items.xml
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// since I tweaked the xml_items.cpp to make it work :p
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// So for instance, the german file would be called German.Items.xml and would only contain
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// the uiIndex (for reference), szItemName, szLongItemName, szItemDesc, szBRName, and szBRDesc tags
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#ifdef GERMAN
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strcpy(fileName, directoryName);
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strcat(fileName, GERMAN_PREFIX);
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strcat(fileName, ITEMSFILENAME);
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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(!ReadInItemStats(fileName,TRUE))
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return FALSE;
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}
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#endif
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#ifdef RUSSIAN
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strcpy(fileName, directoryName);
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strcat(fileName, RUSSIAN_PREFIX);
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strcat(fileName, ITEMSFILENAME);
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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(!ReadInItemStats(fileName,TRUE))
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return FALSE;
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}
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#endif
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//if(!WriteItemStats())
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// return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, SOUNDSFILENAME);
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if(!ReadInSoundArray(fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, MAGAZINESFILENAME);
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if(!ReadInMagazineStats(fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, ATTACHMENTSFILENAME);
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if(!ReadInAttachmentStats(fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, ATTACHMENTINFOFILENAME);
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if(!ReadInAttachmentInfoStats(fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, LAUNCHABLESFILENAME);
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if(!ReadInLaunchableStats(fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, COMPATIBLEFACEITEMSFILENAME);
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if(!ReadInCompatibleFaceItemStats(fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, MERGESFILENAME);
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if(!ReadInMergeStats(fileName))
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return FALSE;
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//if(!WriteMergeStats())
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// return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, ATTACHMENTCOMBOMERGESFILENAME);
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if(!ReadInAttachmentComboMergeStats(fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, EXPLOSIVESFILENAME);
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if(!ReadInExplosiveStats(fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, ARMOURSFILENAME);
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if(!ReadInArmourStats(fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, WEAPONSFILENAME);
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if(!ReadInWeaponStats(fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, INCOMPATIBLEATTACHMENTSFILENAME);
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if(!ReadInIncompatibleAttachmentStats(fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, ENEMYGUNCHOICESFILENAME);
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if(!ReadInExtendedArmyGunChoicesStats (fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, ENEMYITEMCHOICESFILENAME);
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if(!ReadInArmyItemChoicesStats(fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, IMPITEMCHOICESFILENAME);
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if(!ReadInIMPItemChoicesStats(fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, TONYINVENTORYFILENAME);
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if(!ReadInInventoryStats(gTonyInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, DEVININVENTORYFILENAME);
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if(!ReadInInventoryStats(gDevinInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, FRANZINVENTORYFILENAME);
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if(!ReadInInventoryStats(gFranzInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, KEITHINVENTORYFILENAME);
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if(!ReadInInventoryStats(gKeithInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, SAMINVENTORYFILENAME);
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if(!ReadInInventoryStats(gSamInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, JAKEINVENTORYFILENAME);
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if(!ReadInInventoryStats(gJakeInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, HOWARDINVENTORYFILENAME);
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if(!ReadInInventoryStats(gHowardInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, GABBYINVENTORYFILENAME);
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if(!ReadInInventoryStats(gGabbyInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, FRANKINVENTORYFILENAME);
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if(!ReadInInventoryStats(gFrankInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, ELGININVENTORYFILENAME);
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if(!ReadInInventoryStats(gElginInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, MANNYINVENTORYFILENAME);
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if(!ReadInInventoryStats(gMannyInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, HERVEINVENTORYFILENAME);
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if(!ReadInInventoryStats(gHerveInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, PETERINVENTORYFILENAME);
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if(!ReadInInventoryStats(gPeterInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, ALBERTOINVENTORYFILENAME);
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if(!ReadInInventoryStats(gAlbertoInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, CARLOINVENTORYFILENAME);
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if(!ReadInInventoryStats(gCarloInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, MICKEYINVENTORYFILENAME);
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if(!ReadInInventoryStats(gMickyInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, ARNIEINVENTORYFILENAME);
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if(!ReadInInventoryStats(gArnieInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, PERKOINVENTORYFILENAME);
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if(!ReadInInventoryStats(gPerkoInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, FREDOINVENTORYFILENAME);
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if(!ReadInInventoryStats(gFredoInventory,fileName))
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, CITYTABLEFILENAME);
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if(!ReadInMapStructure(fileName))
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return FALSE;
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// Lesh: Strategic movement costs will be read in Strategic\Strategic Movement Costs.cpp,
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// function BOOLEAN InitStrategicMovementCosts();
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// It is called several times from various places and acts after clearing SectorInfo array
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// Lesh: load altsectors list
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strcpy(fileName, directoryName);
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strcat(fileName, ALTSECTORSFILENAME);
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if ( !ReadInAltSectors(fileName) )
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return FALSE;
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// Lesh: load samsites - must be after cities.xml
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strcpy(fileName, directoryName);
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strcat(fileName, SAMSITESFILENAME);
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if ( !ReadInSAMInfo(fileName) )
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return FALSE;
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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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if ( !ReadInGarrisonInfo(fileName) )
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, PATROLFILENAME);
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if ( !ReadInPatrolInfo(fileName) )
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, COMPOSITIONFILENAME);
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if ( !ReadInArmyCompositionInfo(fileName) )
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return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, EXPLOSIONDATAFILENAME);
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if(!ReadInExplosionDataStats(fileName))
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return FALSE;
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// Kaiden: Read in Restricted Sectors for Mobile Militia
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strcpy(fileName, directoryName);
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strcat(fileName, ROAMINGMILITIAFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInRoamingInfo(fileName))
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return FALSE;
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return TRUE;
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}
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UINT32 InitializeJA2(void)
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{
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#ifdef LASERLOCK_ENABLED
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HandleLaserLockResult( PrepareLaserLockSystem() );
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#endif
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HandleJA2CDCheck( );
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gfWorldLoaded = FALSE;
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//Load external game mechanic data
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if ( !LoadExternalGameplayData(TABLEDATA_DIRECTORY))
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{
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return( ERROR_SCREEN );
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}
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// Load external text
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LoadAllExternalText();
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// Init JA2 sounds
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InitJA2Sound( );
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gsRenderCenterX = 805;
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gsRenderCenterY = 805;
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// Init data
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InitializeSystemVideoObjects( );
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// Init animation system
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if ( !InitAnimationSystem( ) )
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{
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return( ERROR_SCREEN );
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}
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// Init lighting system
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InitLightingSystem();
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// Init dialog queue system
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InitalizeDialogueControl();
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if ( !InitStrategicEngine( ) )
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{
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return( ERROR_SCREEN );
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}
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//needs to be called here to init the SectorInfo struct
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if ( !InitStrategicMovementCosts( ) )
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{
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return( ERROR_SCREEN );
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}
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// Init tactical engine
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if ( !InitTacticalEngine( ) )
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{
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return( ERROR_SCREEN );
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}
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// Init timer system
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//Moved to the splash screen code.
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//InitializeJA2Clock( );
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// INit shade tables
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BuildShadeTable( );
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// INit intensity tables
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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
|