Files
source/Init.cpp
T
Overhaul 6049e8da5a Added property pages to make it easy to change build language (at least with VS2K5)
Added support for Russian city names and Items
Fixed contract length exploit (hire merc for 2 weeks for the price of 1 day)
Fixed insurance emails repeating when you choose "delete" but then say no
Corrected UTF-8 to wide char translation on Windows platforms (Windows doesn't handle mbstowcs correctly)
Moved UTF-8 to Wide Char translation for item descriptions and names so it happens at XML load time (fix bug that Russian has half the description space)
Fix overflow when combining two items with high counts (such as 200-round boxes of ammo)
Path AI fixes
Fixed issues with non-interruptable animations causing infinite clock
Fixed some issues with soldiers not reaching their plotted destination
Fixed escorted players who were cowering, being unable to move after joining party
Only allow militia to climb roofs if their orders allow them to move
Fix bug where AI might climb the wrong roof on the way to the destination roof
Allow AI who have gone outside their patrol grid, to return to the Grid


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1702 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2008-01-09 02:08:39 +00:00

752 lines
20 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;
// Prepends the language prefix to the file name in a proposed path.
static void AddLanguagePrefix(STR fileName, const STR language)
{
char *fileComponent;
fileComponent = strrchr( fileName, '\\');
if (fileComponent)
{
fileComponent++;
}
else
{
fileComponent = fileName;
}
// Make sure to use the overlap-safe version of memory copy
memmove( fileComponent + strlen( language), fileComponent, strlen( fileComponent) + 1);
memmove( fileComponent, language, strlen( language) );
}
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;
#ifdef RUSSIAN
AddLanguagePrefix( fileName, RUSSIAN_PREFIX);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInMapStructure(fileName))
return FALSE;
}
#endif
// 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