Files
source/Ja2/Init.cpp
T
AsdowandGitHub f48fadb802 Improve AbstractXMLParser error reporting (#330)
The more detailed error message that used to go only to Livelog.txt is now also displayed in the ingame error screen, providing more helpful error message to players when making bug reports/asking for help
2024-11-08 23:50:52 +02:00

1806 lines
61 KiB
C++

#include "builddefines.h"
#include <stdio.h>
#include "sgp.h"
#include "Gameloop.h"
#include "Screens.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 "Sound Control.h"
#include "Event Pump.h"
#include "lighting.h"
#include "Cursor Control.h"
#include "music control.h"
#include "video.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"
#include "Arms Dealer Init.h"
#include "MPXmlTeams.hpp"
#include "Strategic Mines LUA.h"
#include "UndergroundInit.h"
#include "lua_state.h"
#include "Interface.h"
#include "Strategic Town Loyalty.h"
#include "Soldier Profile.h"
#include "aim.h"
#include "mainmenuscreen.h"
#include "email.h"
#ifdef JA2UB
#include "Ja25_Tactical.h"
#endif
#include "ub_config.h"
#include "Civ Quotes.h"
#include "LuaInitNPCs.h"
#include "BriefingRoom_Data.h"
#include "AimArchives.h"
#include "connect.h"
#include "DynamicDialogueWidget.h" // added by Flugente for InitMyBoxes()
#include "Animation Data.h" // added by Flugente
extern INT16 APBPConstants[TOTAL_APBP_VALUES] = {0};
extern INT16 gubMaxActionPoints[TOTALBODYTYPES];//MAXBODYTYPES = 28... JUST GETTING IT TO WORK NOW. GOTTHARD 7/2/08
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 JA2EDITOR
#define BUILD_AS_EDITOR_ONLY
#else
#undef BUILD_AS_EDITOR_ONLY
#endif
#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;
//extern OBJECTTYPE GLOCK_17_ForUseWithLOS;//dnl ch86 120214
// 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) );
}
static const STR GetLanguagePrefix()
{
#ifdef ENGLISH
return "";
#endif
#ifdef GERMAN
return GERMAN_PREFIX;
#endif
#ifdef RUSSIAN
return RUSSIAN_PREFIX;
#endif
#ifdef DUTCH
return DUTCH_PREFIX;
#endif
#ifdef POLISH
return POLISH_PREFIX;
#endif
#ifdef FRENCH
return FRENCH_PREFIX;
#endif
#ifdef ITALIAN
return ITALIAN_PREFIX;
#endif
#ifdef CHINESE
return CHINESE_PREFIX;
#endif
}
static void AddLanguagePrefix(STR fileName)
{
AddLanguagePrefix( fileName, GetLanguagePrefix());
}
void ResetEmptyRPCFaceSlots()
{
//legion by jazz (load small faces from rpcs)
// reset empty slots with "-1"
for (UINT8 i = 0; i < 200; i++)
{
if (i == 0 &&
gRPCSmallFaceValues[i].bEyesX == 0 && gRPCSmallFaceValues[i].bEyesY == 0 &&
gRPCSmallFaceValues[i].bMouthX == 0 && gRPCSmallFaceValues[i].bMouthY == 0 &&
gRPCSmallFaceValues[i].FaceIndex == 0 && gRPCSmallFaceValues[i].uiIndex == 0)
{
gRPCSmallFaceValues[i].uiIndex = -1; // -1 -> 65535
}
else if (i > 0 && gRPCSmallFaceValues[i].uiIndex == 0)
{
gRPCSmallFaceValues[i].uiIndex = -1; // -1 -> 65535
}
}
}
BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer)
{
char fileName[MAX_PATH];
//zilpin: pellet spread patterns externalized in XML
//If file not found, or error, then the old hard-coded defaults are used by LOS.cpp
//This needs to be loaded before AmmoTypes and Items because SpreadPatterns can be referenced by name or index.
strcpy(fileName, directoryName);
strcat(fileName, SPREADPATTERNSFILENAME);
if (FileExists(fileName))
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
ReadInSpreadPatterns(fileName);
}
// WANNE: Enemy drops - begin
strcpy(fileName, directoryName);
strcat(fileName, ENEMYMISCDROPSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEnemyMiscDropsStats(gEnemyMiscDrops, fileName), ENEMYMISCDROPSFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, ENEMYEXPLOSIVEDROPSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEnemyExplosiveDropsStats(gEnemyExplosiveDrops, fileName),ENEMYEXPLOSIVEDROPSFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, ENEMYWEAPONDROPSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEnemyWeaponDropsStats(gEnemyWeaponDrops, fileName),ENEMYWEAPONDROPSFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, ENEMYAMMODROPSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEnemyAmmoDropsStats(gEnemyAmmoDrops, fileName),ENEMYAMMODROPSFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, ENEMYARMOURDROPSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEnemyArmourDropsStats(gEnemyArmourDrops, fileName),ENEMYARMOURDROPSFILENAME);
// 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));
SGP_THROW_IFFALSE(ReadInSectorLoadscreensStats(gSectorLoadscreens, fileName),SECTORLOADSCREENSFILENAME);
}
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));
SGP_THROW_IFFALSE(ReadInAmmoTypeStats(fileName),AMMOTYPESFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, AMMOFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
SGP_THROW_IFFALSE(ReadInAmmoStats(fileName),AMMOFILENAME);
}
else
{
//CHRISL: If we fail to load, try loading just the default english
strcpy(fileName, directoryName);
strcat(fileName, AMMOFILENAME);
SGP_THROW_IFFALSE(ReadInAmmoStats(fileName),AMMOFILENAME);
}
#else
SGP_THROW_IFFALSE(ReadInAmmoStats(fileName),AMMOFILENAME);
#endif
// Lesh: added this, begin
strcpy(fileName, directoryName);
strcat(fileName, BURSTSOUNDSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInBurstSoundArray(fileName),BURSTSOUNDSFILENAME);
// Lesh: end
strcpy(fileName, directoryName);
strcat(fileName, ITEMSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInItemStats(fileName,FALSE),ITEMSFILENAME);
//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
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInItemStats(fileName,TRUE), fileName);
}
#endif
//if(!WriteItemStats())
// return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, SOUNDSFILENAME);
SGP_THROW_IFFALSE(ReadInSoundArray(fileName),SOUNDSFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, MAGAZINESFILENAME);
SGP_THROW_IFFALSE(ReadInMagazineStats(fileName),MAGAZINESFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, ATTACHMENTSFILENAME);
SGP_THROW_IFFALSE(ReadInAttachmentStats(fileName),ATTACHMENTSFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, ATTACHMENTINFOFILENAME);
SGP_THROW_IFFALSE(ReadInAttachmentInfoStats(fileName),ATTACHMENTINFOFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, LAUNCHABLESFILENAME);
SGP_THROW_IFFALSE(ReadInLaunchableStats(fileName),LAUNCHABLESFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, COMPATIBLEFACEITEMSFILENAME);
SGP_THROW_IFFALSE(ReadInCompatibleFaceItemStats(fileName),COMPATIBLEFACEITEMSFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, MERGESFILENAME);
SGP_THROW_IFFALSE(ReadInMergeStats(fileName),MERGESFILENAME);
//if(!WriteMergeStats())
// return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, ATTACHMENTCOMBOMERGESFILENAME);
SGP_THROW_IFFALSE(ReadInAttachmentComboMergeStats(fileName),ATTACHMENTCOMBOMERGESFILENAME);
// HEADROCK HAM 5: Read item transformation
strcpy(fileName, directoryName);
strcat(fileName, ITEMTRANSFORMATIONSFILENAME);
SGP_THROW_IFFALSE(ReadInTransformationStats(fileName),ITEMTRANSFORMATIONSFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, EXPLOSIVESFILENAME);
SGP_THROW_IFFALSE(ReadInExplosiveStats(fileName),EXPLOSIVESFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, DRUGSFILENAME);
SGP_THROW_IFFALSE(ReadInDrugsStats(fileName),DRUGSFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, FOODFILENAME);
SGP_THROW_IFFALSE(ReadInFoodStats(fileName),FOODFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, FOODOPINIONFILENAME);
SGP_THROW_IFFALSE(ReadInFoodOpinionStats(fileName),FOODOPINIONFILENAME);
strcpy( fileName, directoryName );
strcat( fileName, DISEASEFILENAME );
SGP_THROW_IFFALSE( ReadInDiseaseStats( fileName,FALSE ), DISEASEFILENAME );
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInDiseaseStats(fileName,TRUE), DISEASEFILENAME);
}
#endif
strcpy(fileName, directoryName);
strcat(fileName, STRUCTUREDECONSTRUCTFILENAME);
SGP_THROW_IFFALSE(ReadInStructureDeconstructStats(fileName),STRUCTUREDECONSTRUCTFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, STRUCTURECONSTRUCTFILENAME);
SGP_THROW_IFFALSE(ReadInStructureConstructStats(fileName),STRUCTURECONSTRUCTFILENAME);
strcpy( fileName, directoryName );
strcat( fileName, INTERACTIVEACTIONSFILENAME );
SGP_THROW_IFFALSE( ReadInInteractiveActionsStats( fileName ), INTERACTIVEACTIONSFILENAME );
strcpy( fileName, directoryName );
strcat( fileName, STRUCTUREMOVEFILENAME );
SGP_THROW_IFFALSE( ReadInStructureMoveStats( fileName ), STRUCTUREMOVEFILENAME );
strcpy(fileName, directoryName);
strcat(fileName, MERCHANTSFILENAME);
SGP_THROW_IFFALSE(ReadInMerchantStats(fileName),MERCHANTSFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, CLOTHESFILENAME);
SGP_THROW_IFFALSE(ReadInClothesStats(fileName),CLOTHESFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, RANDOMITEMFILENAME);
SGP_THROW_IFFALSE(ReadInRandomItemStats(fileName),RANDOMITEMFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, SQUADNAMEFILENAME);
SGP_THROW_IFFALSE(ReadInSquadNamesStats(fileName),SQUADNAMEFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, LOADSCREENHINTSFILENAME);
SGP_THROW_IFFALSE(ReadInLoadScreenHints(fileName, FALSE),LOADSCREENHINTSFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInLoadScreenHints(fileName,TRUE), fileName);
}
#endif
strcpy(fileName, directoryName);
strcat(fileName, ARMOURSFILENAME);
SGP_THROW_IFFALSE(ReadInArmourStats(fileName),ARMOURSFILENAME);
// CHRISL:
strcpy(fileName, directoryName);
strcat(fileName, LOADBEARINGEQUIPMENTFILENAME);
SGP_THROW_IFFALSE(ReadInLBEStats(fileName),LOADBEARINGEQUIPMENTFILENAME);
// CHRISL:
LBEPocketType.clear();
strcpy(fileName, directoryName);
strcat(fileName, LBEPOCKETFILENAME);
SGP_THROW_IFFALSE(ReadInLBEPocketStats(fileName,FALSE),LBEPOCKETFILENAME);
{
if (isMultiplayer == false)
{
using namespace LogicalBodyTypes;
CHAR8 errorBuf[512]{"Failed loading LogicalBodyTypes external data!"};
SGP_THROW_IFFALSE(Layers::Instance().LoadFromFile(directoryName, LBT_LAYERSFILENAME, errorBuf), errorBuf);
SGP_THROW_IFFALSE(PaletteDB::Instance().LoadFromFile(directoryName, LBT_PALETTESFILENAME, errorBuf), errorBuf);
SGP_THROW_IFFALSE(SurfaceDB::Instance().LoadFromFile(directoryName, LBT_ANIMSURFACESFILENAME, errorBuf), errorBuf);
SGP_THROW_IFFALSE(FilterDB::Instance().LoadFromFile(directoryName, LBT_FILTERSFILENAME, errorBuf), errorBuf);
SGP_THROW_IFFALSE(BodyTypeDB::Instance().LoadFromFile(directoryName, LBT_BODYTYPESFILENAME, errorBuf), errorBuf);
}
}
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInLBEPocketStats(fileName,TRUE), fileName);
}
#endif
// THE_BOB : added for pocket popup definitions
LBEPocketPopup.clear();
strcpy(fileName, directoryName);
strcat(fileName, LBEPOCKETPOPUPFILENAME);
SGP_THROW_IFFALSE(ReadInLBEPocketPopups(fileName),LBEPOCKETPOPUPFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if (FileExists(fileName))
{
// WANNE: Load language specific file
SGP_THROW_IFFALSE(ReadInLBEPocketPopups(fileName),LBEPOCKETPOPUPFILENAME);
}
else
{
// WANNE: If we fail to load, try loading just the default english file
strcpy(fileName, directoryName);
strcat(fileName, LBEPOCKETPOPUPFILENAME);
SGP_THROW_IFFALSE(ReadInLBEPocketPopups(fileName),LBEPOCKETPOPUPFILENAME);
}
#else
// WANNE: Load english file
SGP_THROW_IFFALSE(ReadInLBEPocketPopups(fileName),LBEPOCKETPOPUPFILENAME);
#endif
#ifdef JA2UB
strcpy(fileName, directoryName);
strcat(fileName, MERCSTARTINGGEAR25FILENAME);
SGP_THROW_IFFALSE(ReadInMercStartingGearStats(fileName, FALSE),MERCSTARTINGGEAR25FILENAME);
#else
// CHRISL:
strcpy(fileName, directoryName);
strcat(fileName, MERCSTARTINGGEARFILENAME);
SGP_THROW_IFFALSE(ReadInMercStartingGearStats(fileName, FALSE), MERCSTARTINGGEARFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInMercStartingGearStats(fileName,TRUE), fileName);
}
#endif
#endif
strcpy(fileName, directoryName);
strcat(fileName, WEAPONSFILENAME);
SGP_THROW_IFFALSE(ReadInWeaponStats(fileName),WEAPONSFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, INCOMPATIBLEATTACHMENTSFILENAME);
SGP_THROW_IFFALSE(ReadInIncompatibleAttachmentStats(fileName),INCOMPATIBLEATTACHMENTSFILENAME);
//WarmSteel - Attachment slots related xml's
strcpy(fileName, directoryName);
strcat(fileName, ATTACHMENTSLOTSFILENAME);
SGP_THROW_IFFALSE(ReadInAttachmentSlotsStats(fileName, FALSE),ATTACHMENTSLOTSFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInAttachmentSlotsStats(fileName,TRUE), fileName);
}
#endif
// Flugente: created separate gun and item choices for different soldier classes - read in different xmls
strcpy(fileName, directoryName);
strcat(fileName, ENEMYGUNCHOICESFILENAME);
SGP_THROW_IFFALSE(ReadInExtendedArmyGunChoicesStats(gExtendedArmyGunChoices[SOLDIER_CLASS_NONE], fileName), ENEMYGUNCHOICESFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, GUNCHOICESFILENAME_ENEMY_ADMIN);
SGP_THROW_IFFALSE(ReadInExtendedArmyGunChoicesStats(gExtendedArmyGunChoices[SOLDIER_CLASS_ADMINISTRATOR], fileName), GUNCHOICESFILENAME_ENEMY_ADMIN);
strcpy(fileName, directoryName);
strcat(fileName, GUNCHOICESFILENAME_ENEMY_REGULAR);
SGP_THROW_IFFALSE(ReadInExtendedArmyGunChoicesStats(gExtendedArmyGunChoices[SOLDIER_CLASS_ARMY], fileName), GUNCHOICESFILENAME_ENEMY_REGULAR);
strcpy(fileName, directoryName);
strcat(fileName, GUNCHOICESFILENAME_ENEMY_ELITE);
SGP_THROW_IFFALSE(ReadInExtendedArmyGunChoicesStats(gExtendedArmyGunChoices[SOLDIER_CLASS_ELITE], fileName), GUNCHOICESFILENAME_ENEMY_ELITE);
strcpy(fileName, directoryName);
strcat(fileName, GUNCHOICESFILENAME_MILITIA_GREEN);
SGP_THROW_IFFALSE(ReadInExtendedArmyGunChoicesStats(gExtendedArmyGunChoices[SOLDIER_CLASS_GREEN_MILITIA], fileName), GUNCHOICESFILENAME_MILITIA_GREEN);
strcpy(fileName, directoryName);
strcat(fileName, GUNCHOICESFILENAME_MILITIA_REGULAR);
SGP_THROW_IFFALSE(ReadInExtendedArmyGunChoicesStats(gExtendedArmyGunChoices[SOLDIER_CLASS_REG_MILITIA], fileName), GUNCHOICESFILENAME_MILITIA_REGULAR);
strcpy(fileName, directoryName);
strcat(fileName, GUNCHOICESFILENAME_MILITIA_ELITE);
SGP_THROW_IFFALSE(ReadInExtendedArmyGunChoicesStats(gExtendedArmyGunChoices[SOLDIER_CLASS_ELITE_MILITIA], fileName), GUNCHOICESFILENAME_MILITIA_ELITE);
strcpy(fileName, directoryName);
strcat(fileName, ENEMYITEMCHOICESFILENAME);
SGP_THROW_IFFALSE(ReadInArmyItemChoicesStats(gArmyItemChoices[SOLDIER_CLASS_NONE], fileName),ENEMYITEMCHOICESFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, ITEMCHOICESFILENAME_ENEMY_ADMIN);
SGP_THROW_IFFALSE(ReadInArmyItemChoicesStats(gArmyItemChoices[SOLDIER_CLASS_ADMINISTRATOR], fileName),ITEMCHOICESFILENAME_ENEMY_ADMIN);
strcpy(fileName, directoryName);
strcat(fileName, ITEMCHOICESFILENAME_ENEMY_REGULAR);
SGP_THROW_IFFALSE(ReadInArmyItemChoicesStats(gArmyItemChoices[SOLDIER_CLASS_ARMY], fileName),ITEMCHOICESFILENAME_ENEMY_REGULAR);
strcpy(fileName, directoryName);
strcat(fileName, ITEMCHOICESFILENAME_ENEMY_ELITE);
SGP_THROW_IFFALSE(ReadInArmyItemChoicesStats(gArmyItemChoices[SOLDIER_CLASS_ELITE], fileName),ITEMCHOICESFILENAME_ENEMY_ELITE);
strcpy(fileName, directoryName);
strcat(fileName, ITEMCHOICESFILENAME_MILITIA_GREEN);
SGP_THROW_IFFALSE(ReadInArmyItemChoicesStats(gArmyItemChoices[SOLDIER_CLASS_GREEN_MILITIA], fileName),ITEMCHOICESFILENAME_MILITIA_GREEN);
strcpy(fileName, directoryName);
strcat(fileName, ITEMCHOICESFILENAME_MILITIA_REGULAR);
SGP_THROW_IFFALSE(ReadInArmyItemChoicesStats(gArmyItemChoices[SOLDIER_CLASS_REG_MILITIA], fileName),ITEMCHOICESFILENAME_MILITIA_REGULAR);
strcpy(fileName, directoryName);
strcat(fileName, ITEMCHOICESFILENAME_MILITIA_ELITE);
SGP_THROW_IFFALSE(ReadInArmyItemChoicesStats(gArmyItemChoices[SOLDIER_CLASS_ELITE_MILITIA], fileName),ITEMCHOICESFILENAME_MILITIA_ELITE);
strcpy(fileName, directoryName);
strcat(fileName, IMPITEMCHOICESFILENAME);
SGP_THROW_IFFALSE(ReadInIMPItemChoicesStats(fileName),IMPITEMCHOICESFILENAME);
// Flugente 2012-12-19: merchant data has been externalised - see XML_Merchants.cpp
/*std::copy(DefaultarmsDealerInfo,
DefaultarmsDealerInfo + sizeof(DefaultarmsDealerInfo)/sizeof(*DefaultarmsDealerInfo),
armsDealerInfo.begin());*/
strcpy(fileName, directoryName);
strcat(fileName, TONYINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gTonyInventory,fileName),TONYINVENTORYFILENAME);
#ifdef JA2UB
//ja25 ub Biggins
strcpy(fileName, directoryName);
strcat(fileName, BETTYINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gBettyInventory,fileName),BETTYINVENTORYFILENAME);
//UB
strcpy(fileName, directoryName);
strcat(fileName, RAULINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gRaulInventory,fileName),RAULINVENTORYFILENAME);
#else
strcpy(fileName, directoryName);
strcat(fileName, DEVININVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gDevinInventory,fileName),DEVININVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, PERKOINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gPerkoInventory,fileName),PERKOINVENTORYFILENAME);
#endif
strcpy(fileName, directoryName);
strcat(fileName, FRANZINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gFranzInventory,fileName),FRANZINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, KEITHINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gKeithInventory,fileName),KEITHINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, SAMINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gSamInventory,fileName),SAMINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, JAKEINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gJakeInventory,fileName),JAKEINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, HOWARDINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gHowardInventory,fileName),HOWARDINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, GABBYINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gGabbyInventory,fileName),GABBYINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, FRANKINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gFrankInventory,fileName),FRANKINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, ELGININVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gElginInventory,fileName),ELGININVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, MANNYINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gMannyInventory,fileName),MANNYINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, HERVEINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gHerveInventory,fileName),HERVEINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, PETERINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gPeterInventory,fileName),PETERINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, ALBERTOINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gAlbertoInventory,fileName),ALBERTOINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, CARLOINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gCarloInventory,fileName),CARLOINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, MICKEYINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gMickyInventory,fileName),MICKEYINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, ARNIEINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gArnieInventory,fileName),ARNIEINVENTORYFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, FREDOINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gFredoInventory,fileName),FREDOINVENTORYFILENAME);
// Flugente: added new merchants
strcpy(fileName, directoryName);
strcat(fileName, TINAINVENTORYFILENAME);
SGP_THROW_IFFALSE(ReadInInventoryStats(gTinaInventory,fileName),TINAINVENTORYFILENAME);
for ( int i = 0; i < ADDITIONAL_ARMS_DEALERS; ++i )
{
sprintf_s( fileName, 260, "%s%s%d%s", directoryName, ADITIONALDEALER_INVENTORYFILENAME_A, i + 1, ADITIONALDEALER_INVENTORYFILENAME_B );
ReadInInventoryStats( gArmsDealerAdditional[i], fileName );
}
strcpy(fileName, directoryName);
strcat(fileName, CITYTABLEFILENAME);
SGP_THROW_IFFALSE(ReadInMapStructure(fileName, FALSE),CITYTABLEFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInStrategicMapSectorTownNames(fileName,TRUE), fileName);
}
#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);
SGP_THROW_IFFALSE(ReadInAltSectors(fileName),ALTSECTORSFILENAME);
// Lesh: load samsites - must be after cities.xml
strcpy(fileName, directoryName);
strcat(fileName, SAMSITESFILENAME);
SGP_THROW_IFFALSE(ReadInSAMInfo(fileName),SAMSITESFILENAME);
// Buggler: load helisites
strcpy(fileName, directoryName);
strcat(fileName, HELISITESFILENAME);
SGP_THROW_IFFALSE(ReadInHeliInfo(fileName),HELISITESFILENAME);
#ifdef JA2UB
if ( gGameUBOptions.EnemyXML == TRUE )
{
#endif
// Lesh: army externalization
strcpy(fileName, directoryName);
strcat(fileName, GARRISONFILENAME);
SGP_THROW_IFFALSE(ReadInGarrisonInfo(fileName),GARRISONFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, PATROLFILENAME);
SGP_THROW_IFFALSE(ReadInPatrolInfo(fileName),PATROLFILENAME);
#ifdef JA2UB
}
#endif
strcpy(fileName, directoryName);
strcat(fileName, COMPOSITIONFILENAME);
SGP_THROW_IFFALSE(ReadInArmyCompositionInfo(fileName),COMPOSITIONFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, EXPLOSIONDATAFILENAME);
SGP_THROW_IFFALSE(ReadInExplosionDataStats(fileName),EXPLOSIONDATAFILENAME);
// Dealtar: Read in shipping destinations and delivery methods
strcpy(fileName, directoryName);
strcat(fileName, SHIPPINGDESTINATIONSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInShippingDestinations(fileName, FALSE),SHIPPINGDESTINATIONSFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInShippingDestinations(fileName, TRUE),fileName);
}
#endif
strcpy(fileName, directoryName);
strcat(fileName, DELIVERYMETHODSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInDeliveryMethods(fileName),DELIVERYMETHODSFILENAME);
// HEADROCK HAM 3.5: Read in facility types
strcpy(fileName, directoryName);
strcat(fileName, FACILITYTYPESFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInFacilityTypes(fileName,FALSE), FACILITYTYPESFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInFacilityTypes(fileName,TRUE), fileName);
}
#endif
// HEADROCK HAM 3.4: Read in facility locations
strcpy(fileName, directoryName);
strcat(fileName, SECTORFACILITIESFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInSectorFacilities(fileName), SECTORFACILITIESFILENAME);
// HEADROCK HAM 3.6: Read in customized sector names
strcpy(fileName, directoryName);
strcat(fileName, SECTORNAMESFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInSectorNames(fileName,FALSE,0), SECTORNAMESFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInSectorNames(fileName,TRUE, 0), fileName);
}
#endif
// HEADROCK HAM 5: Read in Coolness by Sector
strcpy(fileName, directoryName);
strcat(fileName, COOLNESSBYSECTORFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInCoolnessBySector(fileName), COOLNESSBYSECTORFILENAME);
// WANNE: Why do we need it. It should also run without that file!!
// SANDRO - always initialize those files, we need it on game start
if (gGameExternalOptions.fReadProfileDataFromXML)
{
#ifdef JA2UB
// UB25
strcpy(fileName, directoryName);
strcat(fileName, MERCPROFILESFILENAME25);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInMercProfiles(fileName, FALSE), MERCPROFILESFILENAME25);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInMercProfiles(fileName,TRUE))
return FALSE;
}
#endif
}
strcpy(fileName, directoryName);
strcat(fileName, MERCOPINIONSFILENAME25);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInMercOpinions(fileName), MERCOPINIONSFILENAME25);
}
#else
// HEADROCK PROFEX: Read in Merc Profile data to replace PROF.DAT data
strcpy(fileName, directoryName);
strcat(fileName, MERCPROFILESFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInMercProfiles(fileName, FALSE), MERCPROFILESFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInMercProfiles(fileName,TRUE), fileName);
}
#endif
// HEADROCK PROFEX: Read in Merc Opinion data to replace PROF.DAT data
strcpy(fileName, directoryName);
strcat(fileName, MERCOPINIONSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInMercOpinions(fileName), MERCOPINIONSFILENAME);
// WANNE: Read in the MercQuotes.xml file
strcpy(fileName, directoryName);
strcat(fileName, MERCQUOTEFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInMercQuotes(QuoteExp, fileName), MERCQUOTEFILENAME);
#endif
}
// HEADROCK HAM 3.6: Read in customized Bloodcat Placements
strcpy(fileName, directoryName);
strcat(fileName, BLOODCATPLACEMENTSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInBloodcatPlacements(fileName), BLOODCATPLACEMENTSFILENAME);
// Buggler: Read in customized Creature Placements
strcpy(fileName, directoryName);
strcat(fileName, CREATUREPLACEMENTSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInCreaturePlacements(fileName), CREATUREPLACEMENTSFILENAME);
// HEADROCK HAM 3.6: Read in customized Uniform Colors
strcpy(fileName, directoryName);
strcat(fileName, UNIFORMCOLORSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInUniforms(fileName), UNIFORMCOLORSFILENAME);
strcpy(fileName, directoryName);
strcat(fileName, MULTIPLAYERTEAMSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
mpTeams.ReadInMPTeams(fileName);
//legion by jazz (load small faces from rpcs)
strcpy(fileName, directoryName);
strcat(fileName, RPCFACESSMALLFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInSmallFacesStats(gRPCSmallFaceValues,fileName), RPCFACESSMALLFILENAME);
ResetEmptyRPCFaceSlots();
//Hidden Names by Jazz
strcpy(fileName, directoryName);
strcat(fileName, HIDDENNAMESFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInHiddenNamesStats(zHiddenNames,fileName), HIDDENNAMESFILENAME);
if (gGameExternalOptions.fEnemyNames == TRUE)
{
// Enemy Names Group by Jazz
strcpy(fileName, directoryName);
strcat(fileName, ENEMYNAMESFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEnemyNames(fileName,FALSE), ENEMYNAMESFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEnemyNames(fileName,TRUE), fileName);
}
#endif
}
if (gGameExternalOptions.fCivGroupName == TRUE)
{
// Civ Names Group by Jazz
strcpy(fileName, directoryName);
strcat(fileName, CIVGROUPNAMESFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInCivGroupNamesStats(fileName,FALSE), CIVGROUPNAMESFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInCivGroupNamesStats(fileName,TRUE), fileName);
}
#endif
}
// Sender Name List by Jazz
strcpy(fileName, directoryName);
strcat(fileName, EMAILSENDERNAMELIST);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInSenderNameList(fileName,FALSE), EMAILSENDERNAMELIST);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInSenderNameList(fileName,TRUE), fileName);
}
#endif
if (gGameExternalOptions.fEnemyRank == TRUE)
{
// Enemy Rank by Jazz
strcpy(fileName, directoryName);
strcat(fileName, ENEMYRANKFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEnemyRank(fileName,FALSE), ENEMYRANKFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEnemyRank(fileName,TRUE), fileName);
}
#endif
}
// Flugente: backgrounds
strcpy(fileName, directoryName);
strcat(fileName, BACKGROUNDSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInBackgrounds(fileName,FALSE), BACKGROUNDSFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInBackgrounds(fileName,TRUE), BACKGROUNDSFILENAME);
}
#endif
// Flugente: individual militia
strcpy( fileName, directoryName );
strcat( fileName, INDIVIDUALMILITIAFILENAME );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "LoadExternalGameplayData, fileName = %s", fileName ) );
SGP_THROW_IFFALSE( ReadInMilitiaIndividual( fileName, FALSE ), INDIVIDUALMILITIAFILENAME );
// Flugente: campaign stats
strcpy(fileName, directoryName);
strcat(fileName, CAMPAIGNSTATSEVENTSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInCampaignStatsEvents(fileName,FALSE), CAMPAIGNSTATSEVENTSFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInCampaignStatsEvents(fileName,TRUE), CAMPAIGNSTATSEVENTSFILENAME);
}
#endif
// WANNE: Only in a singleplayer game...
// Externalised taunts
if (!is_networked)
{
GETFILESTRUCT FileInfo;
char tauntFileNamePattern[MAX_PATH];
strcpy(tauntFileNamePattern, directoryName);
strcat(tauntFileNamePattern, TAUNTSFOLDERNAME);
strcat(tauntFileNamePattern, TAUNTSFILENAMEBEGINNING);
strcat(tauntFileNamePattern, "*");
strcat(tauntFileNamePattern, TAUNTSFILENAMEENDING);
if( GetFileFirst(tauntFileNamePattern, &FileInfo) )
{
strcpy(fileName, directoryName);
strcat(fileName, TAUNTSFOLDERNAME);
strcat(fileName, FileInfo.zFileName);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInTaunts(fileName,FALSE), fileName);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInTaunts(fileName,TRUE), fileName);
}
#endif
while( GetFileNext(&FileInfo) )
{
strcpy(fileName, directoryName);
strcat(fileName, TAUNTSFOLDERNAME);
strcat(fileName, FileInfo.zFileName);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInTaunts(fileName,FALSE), fileName);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInTaunts(fileName,TRUE), fileName);
}
#endif
}
GetFileClose(&FileInfo);
}
}
//History by Jazz
strcpy(fileName, directoryName);
strcat(fileName, HISTORYNAMEFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInHistorys(fileName,FALSE), HISTORYNAMEFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInHistorys(fileName,TRUE), fileName);
}
#endif
// IMP Portraits List by Jazz
strcpy(fileName, directoryName);
strcat(fileName, IMPPORTRAITS);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInIMPPortraits(fileName,FALSE), IMPPORTRAITS);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInIMPPortraits(fileName,TRUE), fileName);
}
#endif
LoadIMPPortraitsTEMP( );
// Flugente: imp voices
strcpy( fileName, directoryName );
strcat( fileName, IMPVOICES );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "LoadExternalGameplayData, fileName = %s", fileName ) );
SGP_THROW_IFFALSE( ReadInIMPVoices( fileName ), IMPVOICES );
// Flugente: soldier profiles
if (!is_networked)
{
strcpy(fileName, directoryName);
strcat(fileName, ENEMY_ADMIN_PROFILE_FILENAME);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInSoldierProfiles(zSoldierProfile[0], fileName), ENEMY_ADMIN_PROFILE_FILENAME);
num_found_soldier_profiles[0] = num_found_profiles;
}
strcpy(fileName, directoryName);
strcat(fileName, ENEMY_REGULAR_PROFILE_FILENAME);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInSoldierProfiles(zSoldierProfile[1], fileName), ENEMY_REGULAR_PROFILE_FILENAME);
num_found_soldier_profiles[1] = num_found_profiles;
}
strcpy(fileName, directoryName);
strcat(fileName, ENEMY_ELITE_PROFILE_FILENAME);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInSoldierProfiles(zSoldierProfile[2], fileName), ENEMY_ELITE_PROFILE_FILENAME);
num_found_soldier_profiles[2] = num_found_profiles;
}
strcpy(fileName, directoryName);
strcat(fileName, MILITIA_GREEN_PROFILE_FILENAME);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInSoldierProfiles(zSoldierProfile[3], fileName), MILITIA_GREEN_PROFILE_FILENAME);
num_found_soldier_profiles[3] = num_found_profiles;
}
strcpy(fileName, directoryName);
strcat(fileName, MILITIA_REGULAR_PROFILE_FILENAME);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInSoldierProfiles(zSoldierProfile[4], fileName), MILITIA_REGULAR_PROFILE_FILENAME);
num_found_soldier_profiles[4] = num_found_profiles;
}
strcpy(fileName, directoryName);
strcat(fileName, MILITIA_VETERAN_PROFILE_FILENAME);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInSoldierProfiles(zSoldierProfile[5], fileName), MILITIA_VETERAN_PROFILE_FILENAME);
num_found_soldier_profiles[5] = num_found_profiles;
}
}
//Random stats by jazz
strcpy(fileName, directoryName);
strcat(fileName, RANDOMSTATS);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInRandomStats(fileName), RANDOMSTATS);
//new profiles by Jazz
strcpy(fileName, directoryName);
strcat(fileName, MERCAVAILABILITY);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInMercAvailability(fileName,FALSE), MERCAVAILABILITY);
strcpy(fileName, directoryName);
strcat(fileName, FACEGEARFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInFaceGear(zNewFaceGear, fileName), FACEGEARFILENAME);
//WriteFaceGear();
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInMercAvailability(fileName,TRUE), fileName);
}
#endif
UINT32 i;
for(i=0; i<NUM_PROFILES; i++)
{
gAimAvailability[i].ProfilId = -1;
}
//new profiles by Jazz
strcpy(fileName, directoryName);
strcat(fileName, AIMAVAILABILITY);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInAimAvailability(fileName,FALSE), AIMAVAILABILITY);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInAimAvailability(fileName,TRUE), fileName);
}
#endif
//Main Menu by Jazz
strcpy(fileName, directoryName);
strcat(fileName, LAYOUTMAINMENU);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInMainMenu(gMainMenulayout,fileName), LAYOUTMAINMENU);
strcpy(fileName, directoryName);
strcat(fileName, ACTIONITEMSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInActionItems(fileName,FALSE), ACTIONITEMSFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInActionItems(fileName,TRUE))
return FALSE;
}
#endif
if ( ReadXMLEmail == TRUE )
{
// EMAIL MERC AVAILABLE by Jazz
strcpy(fileName, directoryName);
strcat(fileName, EMAILMERCAVAILABLE);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailMercAvailable(fileName,FALSE), EMAILMERCAVAILABLE);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEmailMercAvailable(fileName,TRUE))
return FALSE;
}
#endif
// EMAIL MERC LEVEL UP by Jazz
strcpy(fileName, directoryName);
strcat(fileName, EMAILMERCLEVELUP);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailMercLevelUp(fileName,FALSE), EMAILMERCLEVELUP);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEmailMercLevelUp(fileName,TRUE))
return FALSE;
}
#endif
}
/*
// EMAIL OTHER by Jazz
strcpy(fileName, directoryName);
strcat(fileName, EMAILOTHER);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailOther(fileName,FALSE), EMAILOTHER);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEmailOther(fileName,TRUE))
return FALSE;
}
#endif
*/
//new vehicles by Jazz
InitNewVehicles ();
strcpy(fileName, directoryName);
strcat(fileName, VEHICLESFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInNewVehicles(fileName,FALSE), VEHICLESFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInNewVehicles(fileName,TRUE))
return FALSE;
}
#endif
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInLanguageLocation(fileName,TRUE,zlanguageText,0))
return FALSE;
}
#endif
#ifdef ENABLE_BRIEFINGROOM
strcpy(fileName, directoryName);
strcat(fileName, BRIEFINGROOMFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInBriefingRoom(fileName,FALSE,gBriefingRoomData, 4), BRIEFINGROOMFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInBriefingRoom(fileName,TRUE,gBriefingRoomData, 4), fileName);
}
#endif
BackupBRandEncyclopedia ( gBriefingRoomData, gBriefingRoomDataBackup, 0);
#endif //ENABLE_BRIEFINGROOM
// Mine Types (Minerals)
strcpy(fileName, directoryName);
strcat(fileName, MINERALSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInMinerals(fileName,FALSE), MINERALSFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInMinerals(fileName,TRUE), fileName);
}
#endif
// Old AIM Archive
UINT8 p;
for(p=0; p<NUM_PROFILES; p++)
{
gAimOldArchives[p].FaceID = -1;
}
strcpy(fileName, directoryName);
strcat(fileName, OLDAIMARCHIVEFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInAimOldArchive(fileName,FALSE), OLDAIMARCHIVEFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInAimOldArchive(fileName,TRUE), fileName);
}
#endif
UINT8 emptyslotsinarchives = 0;
for (p=0;p<NUM_PROFILES;p++)
{
if (gAimOldArchives[p].FaceID == -1)
{
emptyslotsinarchives++;
}
else
{
gAimOldArchives[p-emptyslotsinarchives]=gAimOldArchives[p];
}
}
for (p=NUM_PROFILES;p>NUM_PROFILES-emptyslotsinarchives;p--)
{
gAimOldArchives[p-1].FaceID=-1;
}
#ifdef NEWMUSIC
UINT32 iloop;
UINT32 zloop;
for(iloop=0; iloop<256; iloop++)
{
for(zloop=0; zloop<4; zloop++)
{
MusicSoundValues[iloop].uiIndex = iloop;
MusicSoundValues[iloop].SoundTacticalVictory[zloop] = -1;
MusicSoundValues[iloop].SoundTacticalBattle[zloop] = -1;
MusicSoundValues[iloop].SoundTacticalNothing[zloop] = -1;
MusicSoundValues[iloop].SoundTacticalTensor[zloop] = -1;
MusicSoundValues[iloop].SoundTacticalDeath[zloop] = -1;
MusicSoundValues[iloop].SoundTacticalBattleCreature[zloop] = -1;
MusicSoundValues[iloop].SoundTacticalBattleCreepy[zloop] = -1;
MusicSoundValues[iloop].SoundTacticalBattleGroup[iloop] = -1;
}
}
CHAR8 zFileName[255];
sprintf( zFileName, "scripts\\Music.lua" );
if (FileExists( zFileName ) )
{
LetLuaMusicControl(0);
}
#endif
strcpy(fileName, directoryName);
strcat(fileName, DIFFICULTYFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInDifficultySettings(fileName,FALSE), DIFFICULTYFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInDifficultySettings(fileName,TRUE), fileName);
}
#endif
LuaState::INIT(lua::LUA_STATE_STRATEGIC_MINES_AND_UNDERGROUND, true);
g_luaUnderground.LoadScript(GetLanguagePrefix());
// load Lua for Strategic Mines initialization
g_luaMines.LoadScript();
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 );
//}
SGP_TRYCATCH_RETHROW(LoadExternalGameplayData(TABLEDATA_DIRECTORY, false),L"Loading external data failed");
// sun_alf: set itemId to each Magazine to avoid searching over Item[] on each MagazineClassIndexToItemType() call.
for (int i = 0; i < gMAXITEMS_READ; i++)
{
if (Item[i].usItemClass == IC_AMMO)
{
Magazine[Item[i].ubClassIndex].uiIndex = Item[i].uiIndex;
}
}
// Load external text
LoadAllExternalText();
// Init JA2 sounds
InitJA2Sound( );
//dnl ch54 111009
//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( );
// Initailize World
if ( !InitializeWorld( ) )
{
return( ERROR_SCREEN );
}
InitTileCache( );
InitMercPopupBox( );
InitMyBoxes();
// Set global volume
MusicSetVolume( gGameSettings.ubMusicVolumeSetting );
DetermineRGBDistributionSettings();
// Snap: Init save game directory
if ( !InitSaveDir() )
{
return( ERROR_SCREEN );
}
//ADB When a merc calcs CTGT for a thrown item he uses a GLOCK temp item
//but we don't want to recreate it every single time CTGT is called, so init the GLOCK here
//CreateItem(GLOCK_17, 100, &GLOCK_17_ForUseWithLOS);//dnl ch86 120214 move to LOS.cpp
#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
#ifdef JA2EDITOR
// CHECK COMMANDLINE FOR SPECIAL UTILITY
if(strcmp(gzCommandLine, "-DOMAPS") == 0 || strcmp(gzCommandLine, "-DOMAPSCNV") == 0)//dnl ch79 291113
{
GenerateAllMapsInit();//dnl ch49 061009
return(MAPUTILITY_SCREEN);
}
#endif
#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 = FALSE;
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 );
}
#ifdef BUILD_AS_EDITOR_ONLY
//ADB We are building with JA2EDITOR, why force a commandline arguement???
//build once, rename, change the define and build again
//no pesky shortcuts
OutputDebugString( "Beginning JA2EDITOR without using a 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 );
#endif
#endif
#endif
#ifdef JA2UB
InitGridNoUB();
#endif
//Lua
IniLuaGlobal();
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( );
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
void SetupMaxActionPointsAnimation()
{
gubMaxActionPoints[REGMALE] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[BIGMALE] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[STOCKYMALE] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[REGFEMALE] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[ADULTFEMALEMONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[AM_MONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[YAF_MONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[YAM_MONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[LARVAE_MONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[INFANT_MONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[QUEENMONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[FATCIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[MANCIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[MINICIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[DRESSCIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[HATKIDCIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[KIDCIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[CRIPPLECIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[COW] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[CROW] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[BLOODCAT] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[ROBOTNOWEAPON] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[HUMVEE] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[TANK_NW] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[TANK_NE] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[ELDORADO] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[ICECREAMTRUCK] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[JEEP] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[COMBAT_JEEP] = APBPConstants[AP_VEHICLE_MAXIMUM];
}