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* Merged Source Code from Development Trunk: Revision 4063 * ************************************************************ - Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - This will be the Source for the Beta 2011 Test git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
446 lines
14 KiB
C++
446 lines
14 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "JA2 All.h"
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#include "Loading Screen.h"
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#include "INIReader.h"
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#else
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#include "vsurface.h"
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#include "mapscreen.h"
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#include "Loading Screen.h"
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#include "Campaign Types.h"
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#include "Game Clock.h"
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#include "GameSettings.h"
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#include "Random.h"
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#include "Debug.h"
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#include "local.h"
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#include "Font Control.h"
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#include "font.h"
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#include "render dirty.h"
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#endif
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#include "Strategic Movement.h"
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#include "UndergroundInit.h"
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#include <string>
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extern HVSURFACE ghFrameBuffer;
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extern BOOLEAN gfSchedulesHosed;
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UINT8 gubLastLoadingScreenID = LOADINGSCREEN_NOTHING;
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BOOLEAN bShowSmallImage = FALSE;
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SECTOR_LOADSCREENS gSectorLoadscreens[MAX_SECTOR_LOADSCREENS];
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static INT16 requestedX, requestedY, requestedZ;
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static STR8 szSector;
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static STR8 szSectorMap[MAP_WORLD_Y][MAP_WORLD_X] = {
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{"N", "N" ,"N" ,"N" ,"N" ,"N" ,"N" ,"N" ,"N" ,"N" , "N" , "N" , "N" , "N" , "N" , "N" , "N" ,"N"},
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{"N", "A1","A2","A3","A4","A5","A6","A7","A8","A9","A10","A11","A12","A13","A14","A15","A16" ,"N"},
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{"N", "B1","B2","B3","B4","B5","B6","B7","B8","B9","B10","B11","B12","B13","B14","B15","B16" ,"N"},
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{"N", "C1","C2","C3","C4","C5","C6","C7","C8","C9","C10","C11","C12","C13","C14","C15","C16" ,"N"},
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{"N", "D1","D2","D3","D4","D5","D6","D7","D8","D9","D10","D11","D12","D13","D14","D15","D16" ,"N"},
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{"N", "E1","E2","E3","E4","E5","E6","E7","E8","E9","E10","E11","E12","E13","E14","E15","E16" ,"N"},
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{"N", "F1","F2","F3","F4","F5","F6","F7","F8","F9","F10","F11","F12","F13","F14","F15","F16" ,"N"},
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{"N", "G1","G2","G3","G4","G5","G6","G7","G8","G9","G10","G11","G12","G13","G14","G15","G16" ,"N"},
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{"N", "H1","H2","H3","H4","H5","H6","H7","H8","H9","H10","H11","H12","H13","H14","H15","H16" ,"N"},
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{"N", "I1","I2","I3","I4","I5","I6","I7","I8","I9","I10","I11","I12","I13","I14","I15","I16" ,"N"},
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{"N", "J1","J2","J3","J4","J5","J6","J7","J8","J9","J10","J11","J12","J13","J14","J15","J16" ,"N"},
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{"N", "K1","K2","K3","K4","K5","K6","K7","K8","K9","K10","K11","K12","K13","K14","K15","K16" ,"N"},
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{"N", "L1","L2","L3","L4","L5","L6","L7","L8","L9","L10","L11","L12","L13","L14","L15","L16" ,"N"},
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{"N", "M1","M2","M3","M4","M5","M6","M7","M8","M9","M10","M11","M12","M13","M14","M15","M16" ,"N"},
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{"N", "N1","N2","N3","N4","N5","N6","N7","N8","N9","N10","N11","N12","N13","N14","N15","N16" ,"N"},
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{"N", "O1","O2","O3","O4","O5","O6","O7","O8","O9","O10","O11","O12","O13","O14","O15","O16" ,"N"},
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{"N", "P1","P2","P3","P4","P5","P6","P7","P8","P9","P10","P11","P12","P13","P14","P15","P16" ,"N"},
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{"N", "N" ,"N" ,"N" ,"N" ,"N" ,"N" ,"N" ,"N" ,"N" , "N" , "N" , "N" , "N" , "N" , "N" , "N" ,"N"},
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};
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// Map LOADINGSCREEN_NOTHING, ..., LOADINGSCREEN_NIGHTBALIME (see enum in header file)
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// to some strings which will be used to create the actual filename
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// (by appending e.g. "_800x600.sti" or something).
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// This is only used when NOT loading them from SectorLoadscreens.xml.
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static STR8 LoadScreenNames[LOADINGSCREEN_NIGHTBALIME+1] =
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{
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"LS_Heli",
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"LS_DayGeneric",
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"LS_DayTown1",
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"LS_DayTown2",
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"LS_DayWild",
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"LS_DayTropical",
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"LS_DayForest",
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"LS_DayDesert",
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"LS_DayPalace",
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"LS_NightGeneric",
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"LS_NightWild",
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"LS_NightTown1",
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"LS_NightTown2",
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"LS_NightForest",
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"LS_NightTropical",
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"LS_NightDesert",
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"LS_NightPalace",
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"LS_Heli",
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"LS_Basement",
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"LS_Mine",
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"LS_Cave",
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"LS_DayPine",
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"LS_NightPine",
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"LS_DayMilitary",
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"LS_NightMilitary",
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"LS_DaySAM",
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"LS_NightSAM",
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"LS_DayPrison",
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"LS_NightPrison",
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"LS_DayHospital",
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"LS_NightHospital",
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"LS_DayAirport",
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"LS_NightAirport",
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"LS_DayLab",
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"LS_NightLab",
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"LS_DayOmerta",
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"LS_NightOmerta",
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"LS_DayChitzena",
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"LS_NightChitzena",
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"LS_DayMine",
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"LS_NightMine",
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"LS_DayBalime",
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"LS_NightBalime",
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};
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//returns the UINT8 ID for the specified sector.
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// Which for sectors above ground is one of { HELI, DAY, NIGHT }
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// if gGameExternalOptions.gfUseExternalLoadscreens.
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// Otherwise and for underground sectors this is the actual loadsceen ID.
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UINT8 GetLoadScreenID(INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ)
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{
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const UINT8 ubSectorID = SECTOR( sSectorX, sSectorY );
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const BOOLEAN fNight = NightTime(); //before 5AM or after 9PM
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requestedX = sSectorX; requestedY = sSectorY; requestedZ = bSectorZ;
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/* User made system - BEGIN */
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if (gGameExternalOptions.gfUseExternalLoadscreens)
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{
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if (bSectorZ != 0)
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{
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szSector = szSectorMap [sSectorY][sSectorX]; // not really necessary, I guess
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return UNDERGROUND;
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}
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switch( ubSectorID )
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{
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case SEC_A9:
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szSector = "A9";
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return DidGameJustStart() ? HELI : (fNight ? NIGHT : DAY);
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default:
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szSector = szSectorMap [sSectorY][sSectorX];
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return fNight ? NIGHT : DAY;
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}
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} /* WANNE: User made System - END */
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/* WANNE: Sir-Tech System - BEGIN */
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else
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{
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// Which map layer? (ground, basement 1-3)?
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switch( bSectorZ )
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{
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// Ground
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case 0:
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{
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switch( ubSectorID )
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{
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case SEC_A2:
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case SEC_B2:
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return fNight ? LOADINGSCREEN_NIGHTCHITZENA : LOADINGSCREEN_DAYCHITZENA;
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case SEC_A9:
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return DidGameJustStart() ? LOADINGSCREEN_HELI :
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(fNight ? LOADINGSCREEN_NIGHTOMERTA : LOADINGSCREEN_DAYOMERTA);
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case SEC_A10:
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return fNight ? LOADINGSCREEN_NIGHTOMERTA : LOADINGSCREEN_DAYOMERTA;
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case SEC_P3:
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return fNight ? LOADINGSCREEN_NIGHTPALACE : LOADINGSCREEN_DAYPALACE;
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case SEC_H13:
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case SEC_H14: //military installations
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case SEC_I13:
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case SEC_N7:
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return fNight ? LOADINGSCREEN_NIGHTMILITARY : LOADINGSCREEN_DAYMILITARY;
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case SEC_K4:
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return fNight ? LOADINGSCREEN_NIGHTLAB : LOADINGSCREEN_DAYLAB;
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case SEC_J9:
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return fNight ? LOADINGSCREEN_NIGHTPRISON : LOADINGSCREEN_DAYPRISON;
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case SEC_D2:
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case SEC_D15:
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case SEC_I8:
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case SEC_N4:
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return fNight ? LOADINGSCREEN_NIGHTSAM : LOADINGSCREEN_DAYSAM;
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case SEC_F8:
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return fNight ? LOADINGSCREEN_NIGHTHOSPITAL : LOADINGSCREEN_DAYHOSPITAL;
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case SEC_B13:
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case SEC_N3:
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return fNight ? LOADINGSCREEN_NIGHTAIRPORT : LOADINGSCREEN_DAYAIRPORT;
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case SEC_L11:
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case SEC_L12:
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return fNight ? LOADINGSCREEN_NIGHTBALIME : LOADINGSCREEN_DAYBALIME;
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case SEC_H3:
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case SEC_H8:
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case SEC_D4:
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return fNight ? LOADINGSCREEN_NIGHTMINE : LOADINGSCREEN_DAYMINE;
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}
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SECTORINFO *pSector = &SectorInfo[ ubSectorID ];
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switch( pSector->ubTraversability[ THROUGH_STRATEGIC_MOVE ] )
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{
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case TOWN:
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return Random(2) > 0 ?
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(fNight ? LOADINGSCREEN_NIGHTTOWN2 : LOADINGSCREEN_DAYTOWN2) :
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(fNight ? LOADINGSCREEN_NIGHTTOWN1 : LOADINGSCREEN_DAYTOWN1);
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case SAND:
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case SAND_ROAD:
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return fNight ? LOADINGSCREEN_NIGHTDESERT : LOADINGSCREEN_DAYDESERT;
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case FARMLAND:
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case FARMLAND_ROAD:
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case ROAD:
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return fNight ? LOADINGSCREEN_NIGHTGENERIC : LOADINGSCREEN_DAYGENERIC;
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case PLAINS:
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case SPARSE:
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case HILLS:
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case PLAINS_ROAD:
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case SPARSE_ROAD:
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case HILLS_ROAD:
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return fNight ? LOADINGSCREEN_NIGHTWILD : LOADINGSCREEN_DAYWILD;
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case DENSE:
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case SWAMP:
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case SWAMP_ROAD:
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case DENSE_ROAD:
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return fNight ? LOADINGSCREEN_NIGHTFOREST : LOADINGSCREEN_DAYFOREST;
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case TROPICS:
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case TROPICS_ROAD:
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case WATER:
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case NS_RIVER:
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case EW_RIVER:
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case COASTAL:
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case COASTAL_ROAD:
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return fNight ? LOADINGSCREEN_NIGHTTROPICAL : LOADINGSCREEN_DAYTROPICAL;
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default:
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Assert( 0 );
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return fNight ? LOADINGSCREEN_NIGHTGENERIC : LOADINGSCREEN_DAYGENERIC;
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}
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}
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// Basement Level 1
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case 1:
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switch( ubSectorID )
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{
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case SEC_A10: //Miguel's basement
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case SEC_I13: //Alma prison dungeon
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case SEC_J9: //Tixa prison dungeon
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case SEC_K4: //Orta weapons plant
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case SEC_O3: //Meduna
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case SEC_P3: //Meduna
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return LOADINGSCREEN_BASEMENT;
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default: //rest are mines
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return LOADINGSCREEN_MINE;
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}
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// Basement Level 2 and 3
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case 2:
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case 3:
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//all level 2 and 3 maps are caves!
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return LOADINGSCREEN_CAVE;
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default:
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// shouldn't ever happen
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Assert( FALSE );
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return fNight ? LOADINGSCREEN_NIGHTGENERIC : LOADINGSCREEN_DAYGENERIC;
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}
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} /* WANNE: Sir-Tech System - END */
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}
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static void BuildLoadscreenFilename(std::string& dst, const char* path, int resolution, const char* ext)
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{
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if (path)
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dst.append(path);
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switch (resolution)
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{
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case 1:
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dst.append("_800x600");
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break;
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case 2:
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dst.append("_1024x768");
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break;
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default:
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break;
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}
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if (ext)
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{
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dst.append(".");
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dst.append(ext);
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}
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else
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// This might suck later on. If it does, remove it.
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dst.append(".sti");
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}
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//sets up the loadscreen with specified ID, and draws it to the FRAME_BUFFER,
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//and refreshing the screen with it.
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void DisplayLoadScreenWithID( UINT8 ubLoadScreenID )
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{
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VSURFACE_DESC vs_desc = {};
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HVSURFACE hVSurface;
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UINT32 uiLoadScreen;
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STRING512 smallImage = {0};
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bShowSmallImage = FALSE;
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vs_desc.fCreateFlags = VSURFACE_CREATE_FROMFILE | VSURFACE_SYSTEM_MEM_USAGE | VSURFACE_CREATE_FROMPNG_FALLBACK;
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const BOOLEAN fExternalLS = (szSector != NULL) && ((DAY <= ubLoadScreenID && ubLoadScreenID <= NIGHT_ALT) || (ubLoadScreenID == UNDERGROUND));
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if (fExternalLS)
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{
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// Get the image path
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std::string imagePath;
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std::string imageFormat;
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// Start screen
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if (ubLoadScreenID == HELI)
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{
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imagePath = gSectorLoadscreens[0].szDay;
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imageFormat = gSectorLoadscreens[0].szImageFormat;
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}
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else if (ubLoadScreenID == UNDERGROUND)
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{
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g_luaUnderground.GetLoadscreen(requestedX, requestedY, requestedZ, imagePath, imageFormat);
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}
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else
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{
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for (int i = 1; i < MAX_SECTOR_LOADSCREENS; i++)
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{
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// We found the sector
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if (strcmp(gSectorLoadscreens[i].szLocation, szSector) == 0)
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{
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imageFormat = gSectorLoadscreens[i].szImageFormat;
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BOOLEAN fAlternate = gSectorLoadscreens[i].RandomAltSector;
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if (fAlternate && (Random(2) > 0))
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{
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switch (ubLoadScreenID)
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{
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case DAY:
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ubLoadScreenID = DAY_ALT;
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break;
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case NIGHT:
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ubLoadScreenID = NIGHT_ALT;
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break;
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default:
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break;
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}
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}
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switch (ubLoadScreenID)
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{
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case DAY:
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imagePath = gSectorLoadscreens[i].szDay;
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break;
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case DAY_ALT:
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imagePath = gSectorLoadscreens[i].szDayAlt;
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break;
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case NIGHT:
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imagePath = gSectorLoadscreens[i].szNight;
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break;
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case NIGHT_ALT:
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imagePath = gSectorLoadscreens[i].szNight;
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break;
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}
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break;
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}
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}
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}
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// Small image: 640x480
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std::string strSmallImage;
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BuildLoadscreenFilename(strSmallImage, imagePath.c_str(), 0, imageFormat.c_str());
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strSmallImage.copy(smallImage, sizeof(smallImage)-1);
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// Actual image, depending on the resolution
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std::string strBigImage;
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BuildLoadscreenFilename(strBigImage, imagePath.c_str(), iResolution, imageFormat.c_str());
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strBigImage.copy(vs_desc.ImageFile, sizeof(vs_desc.ImageFile)-1);
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}
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else
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{
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std::string strSmallImage("LOADSCREENS\\");
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std::string strBigImage("LOADSCREENS\\");
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if (LOADINGSCREEN_NOTHING <= ubLoadScreenID && ubLoadScreenID <= LOADINGSCREEN_NIGHTBALIME)
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{
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BuildLoadscreenFilename(strSmallImage, LoadScreenNames[ubLoadScreenID], 0, "sti");
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BuildLoadscreenFilename(strBigImage, LoadScreenNames[ubLoadScreenID], iResolution, "sti");
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}
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else
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{
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// for some reason the heli screen is the default
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BuildLoadscreenFilename(strSmallImage, LoadScreenNames[0], 0, "sti");
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BuildLoadscreenFilename(strBigImage, LoadScreenNames[0], iResolution, "sti");
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}
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strSmallImage.copy(smallImage, sizeof(smallImage)-1);
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strBigImage.copy(vs_desc.ImageFile, sizeof(vs_desc.ImageFile)-1);
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}
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if( gfSchedulesHosed )
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{
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SetFont( FONT10ARIAL );
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SetFontForeground( FONT_YELLOW );
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SetFontShadow( FONT_NEARBLACK );
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ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0 );
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mprintf( 5, 5, L"Error loading save, attempting to patch save to version 1.02...", vs_desc.ImageFile );
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}
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else
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{
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BOOLEAN fOk = FALSE;
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if(FileExists(vs_desc.ImageFile) && AddVideoSurface(&vs_desc, &uiLoadScreen))
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fOk = TRUE;
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else
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{
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// Sti loadscreen is not available
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// we may have tried the big image, so let's check out the small one
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bShowSmallImage = TRUE;
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strncpy(vs_desc.ImageFile, smallImage, sizeof(vs_desc.ImageFile)-1);
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if (FileExists(vs_desc.ImageFile) && AddVideoSurface(&vs_desc, &uiLoadScreen))
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fOk = TRUE;
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}
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if (fOk)
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{
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//Blit the background image
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GetVideoSurface(&hVSurface, uiLoadScreen);
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// Special case->show the small image centered
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if (iResolution > 0 && bShowSmallImage)
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BltVideoSurfaceToVideoSurface( ghFrameBuffer, hVSurface, 0, iScreenWidthOffset, iScreenHeightOffset, 0, NULL );
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else
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BltVideoSurfaceToVideoSurface( ghFrameBuffer, hVSurface, 0, 0, 0, 0, NULL );
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DeleteVideoSurfaceFromIndex( uiLoadScreen );
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}
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else
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{
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//Failed to load the file, so use a black screen and print out message.
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SetFont( FONT10ARIAL );
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SetFontForeground( FONT_YELLOW );
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SetFontShadow( FONT_NEARBLACK );
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ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0 );
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mprintf( 5, 5, L"%S loadscreen data file not found...", vs_desc.ImageFile );
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}
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}
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gubLastLoadingScreenID = ubLoadScreenID;
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InvalidateScreen( );
|
|
ExecuteBaseDirtyRectQueue();
|
|
EndFrameBufferRender();
|
|
RefreshScreen( NULL );
|
|
}
|