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Development Trunk (now obsolete): https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: There will be no further development in the development source trunk, so is obsolete from now on! This commit contains the following features (bugfixes are not listed): - New Feature: Show merc ranks in Strategy Screen before merc name o Toggle on/off in the ingame options screen o For each experience level (0-10) there are defined rank names in the language specific text files o Additional language text that is not translated yet is marked with // TODO.Translate - New Feature: Faster Bobby Ray Shipments o This feature is selectable in the ja2_options.ini o When activated Bobby Ray shipments will be really fast -> Overnight Express: 5 - 7 hours -> Air Service: 10, 12 or 14 hours -> Standard Service: 15, 18 or 21 hours o In a multiplayer game, this feature is disabled (because shipment arrive immediately in the destination sector) - New Feature: AP cost for manipulating the merc inventory o This feature is selectable in the start new game screen o For example, putting a weapon from hand in the backpack costs APs o The AP costs are defined in the APBPConstants.ini o In a multiplayer game, this feature is disabled - New Feature: Added possibility to set individual Gear Kit names o Set individual names in the optional new tag <mGearKitName> inside the <GEARKIT> root element (File: TableData\MercStartingGear.xml) - New Feature: Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment o Define the max. amount in the ja2_options.ini: BOBBY_RAY_MAX_PURCHASE_AMOUNT, Range: 10 - 100) o Nice scrolling bars to scroll through all the purchases - New Feature: Now it is possible to walk on "water" tiles or handle those tiles like "normal" tiles o (instead of showing the swimming animation and counting the APs for swimming), when the soldier is located on the second level (level > 0) - New Feature: Externalized AIM Veterans laptop site o Add maximum of 4 pages o Add new AIM to veterans page, and remove AIM from veterans page. o New XML file: OldAIMArchive.xml (language specific XML files: *.OldAIMArchive.xml) - New Feature: Added possibility to choose from 254 IMP faces o Modified IMPPortraits.xml o Added new GameDir folder "IMPFaces" which contains the IMP face portraits o Moved IMP faces in the new "IMPFaces" folder - New Feature: ARSP - All Resolution Support Project o See here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298698&page=1 o Support any kind of screen resolution. This works by choosing the matching full supported resolution (640x480, 800x600, 1024x768) and then centering the graphics o See ja2.ini for defining the screen resolution - New Feature: AI Turn Speed Up (FF-MOD) o see here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298699#Post298699 o When this feature is activated it allows fast enemy turns o New entry in ja2.ini to enable this feature: HIGHSPEED_TIMER = TRUE o Turn on/off auto fast turns in ingame options o New ja2_options.ini settings for fine tuning: [Clock Settings] ini block - New Feature: "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary o This is very helpful for doing scrolling with the mouse (by moving the mouse to the window edge) in windowed mode o You can toggle on/off the feature by pressing CTRL + Z. It is also possible to press CTRL + Y. So the user can decide which fits better :) o Whenever you toggle on/off a screen message appears on the tactical log to notify the player - New Feature: Weapon overheating o Basically, every shot fired from a gun increases its temperature. On higher temperatures, the gun jams more frequently o On/off toggle in the ingame options o Graphical thermometer indication on the weapon picture o New ja2_options.ini section with a few options, Section: [Tactical Weapon Overheating Settings] o XML changes (New Tags) --> AmmoTypes.xml: <temperatureModificator> --> Items.xml: <barrel>, <usOverheatingCooldownFactor> --> Weapons.xml: <usOverheatingJamThreshold>, <usOverheatingDamageThreshold>, <usOverheatingSingleShotTemperature> o Added a few barells to Items.xml (end of the file) o more infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=301059&page=1 - New Feature: Resting weapons on a surfaces o You can now rest your weapon on crates, low walls, rocks, debris, open windows etc. while you are crouched. Resting will give yu the superior gun handling modifiers from PRONE position. o A little 'A' on your gun indicates if you are resting it or not. o Both settings can be turned on and off in Ja2_Options.ini under 'Tactical Gameplay Settings' - New Feature: Externalized option on whether mercs can exit sector using grid exit in turn based mode o new ja2_options.ini property: GRID_EXIT_IN_TURNBASED o This ini setting does not affect leaving sectors on map edges - Rework/Update: Ammo boxes and Ammo crates o Ammo crate items added for remaining calibers. Tweaked prices to correspond to magazines, tweaked capacities and weights to be reasonable (~800 or less). o Shift-R reload now looks at both boxes and crates in sector items and merc's inventory to reload, and tops off magazines in inventory as well. Only possible outside of combat. o Ctrl-Shift-A still creates crates as per usual, with some fixes to ensure all ammo is caught on the first press. o Shift-A now creates ammo boxes in the same loop. They mostly behave like crates, but fit in mercs inventories. o Ammo boxes are available to purchase at BR and tony, sam, etc. Individual magazines/drums/etc are no longer available. o Removed ammo crate xml tag. Added ubMagType tag to Magazines array. This allows us to differentiate between magazines, bullets, boxes and crates. o Changed ammo filtering in BR's to display boxes appropriately. Added back the "Mag:" display (changed text to "Size:") o Added ja2set.dat.xml file (WF map version in WF maps folder) to be used instead of ja2set.dat file (ja2.ini setting added) For now, if you want to play vanilla instead, just change the setting in the ini (see comments in file). o Added P4-P9Items image files (up to 5k images each) and tileslots. 1.13 core items will continue to use Guns and P1-P3Items for the foreseeable future. P4-P9 can be used by customizers/modders to avoid conflicts with Guns/P1-P3 items. TODO: Need to discuss a strategy for this in the forums. o Added in Ambient/0.bad and 32.bad to avoid an exception in the code. o Updated the XML Editor o Standardized the text on all the ammo items. - New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game o You will also see enemies, that your teammate sees git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5108 3b4a5df2-a311-0410-b5c6-a8a6f20db521
1525 lines
48 KiB
C++
1525 lines
48 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "JA2 All.h"
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#include "HelpScreen.h"
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#include "Multilingual Text Code Generator.h"
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#include "INIReader.h"
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#else
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#include "builddefines.h"
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#include <stdio.h>
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#include "sgp.h"
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#include "Gameloop.h"
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#include "Screens.h"
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#include "Wcheck.h"
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#include "INIReader.h"
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#include "vobject_blitters.h"
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#include "renderworld.h"
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#include "mousesystem.h"
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#include "sysutil.h"
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#include "worlddef.h"
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#include "Animation Data.h"
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#include "overhead.h"
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#include "Font Control.h"
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#include "Button System.h"
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#include "Timer Control.h"
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#include "Utilities.h"
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#include "Radar Screen.h"
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#include "Render Dirty.h"
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#include "cursors.h"
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#include "Sound Control.h"
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#include "Event Pump.h"
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#include "lighting.h"
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#include "Cursor Control.h"
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#include "music control.h"
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#include "video.h"
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#include "sys globals.h"
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#include "mapscreen.h"
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#include "interface items.h"
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#include "Maputility.h"
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#include "strategic.h"
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#include "dialogue control.h"
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#include "Text.h"
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#include "laptop.h"
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#include "NPC.h"
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#include "MercTextBox.h"
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#include "tile cache.h"
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#include "strategicmap.h"
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#include "Map Information.h"
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#include "laptop.h"
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#include "Shade Table Util.h"
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#include "Exit Grids.h"
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#include "Summary Info.h"
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#include "GameSettings.h"
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#include "Game Init.h"
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#include "Init.h"
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#include "jascreens.h"
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#include "XML.h"
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#include "SaveLoadGame.h"
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#include "weapons.h"
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#include "Strategic Movement.h"
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#include "Vehicles.h"
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#include "Multilingual Text Code Generator.h"
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#include "editscreen.h"
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#include "Arms Dealer Init.h"
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#endif
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#include "MPXmlTeams.hpp"
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#include "Strategic Mines LUA.h"
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#include "UndergroundInit.h"
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#include "lua_state.h"
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#include "Interface.h"
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#include "Strategic Town Loyalty.h"
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#include "Soldier Profile.h"
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#include "aim.h"
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#include "mainmenuscreen.h"
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#include "email.h"
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#ifdef JA2UB
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#include "Ja25_Tactical.h"
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#endif
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#include "ub_config.h"
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#include "Civ Quotes.h"
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#include "Sector Summary.h"
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#include "LuaInitNPCs.h"
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#include "Encyclopedia_Data.h"
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#include "Encyclopedia.h"
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#include "AimArchives.h"
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extern INT16 APBPConstants[TOTAL_APBP_VALUES] = {0};
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extern INT16 gubMaxActionPoints[28];//MAXBODYTYPES = 28... JUST GETTING IT TO WORK NOW. GOTTHARD 7/2/08
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extern BOOLEAN GetCDromDriveLetter( STR8 pString );
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// The InitializeGame function is responsible for setting up all data and Gaming Engine
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// tasks which will run the game
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#ifdef JA2EDITOR
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#define BUILD_AS_EDITOR_ONLY
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#else
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#undef BUILD_AS_EDITOR_ONLY
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#endif
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#ifdef JA2BETAVERSION
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extern BOOLEAN gfUseConsecutiveQuickSaveSlots;
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#endif
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#if defined( GERMAN ) && !defined( _DEBUG )
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//#define LASERLOCK_ENABLED
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#endif
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#ifdef LASERLOCK_ENABLED
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int LASERLOK_Init( HINSTANCE hInstance );
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int LASERLOK_Run();
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int LASERLOK_Check();
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BOOLEAN PrepareLaserLockSystem();
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void HandleLaserLockResult( BOOLEAN fSuccess );
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// int TestCall( int n);
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#endif
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extern HINSTANCE ghInstance;
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extern OBJECTTYPE GLOCK_17_ForUseWithLOS;
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// Prepends the language prefix to the file name in a proposed path.
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static void AddLanguagePrefix(STR fileName, const STR language)
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{
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char *fileComponent;
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fileComponent = strrchr( fileName, '\\');
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if (fileComponent)
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{
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fileComponent++;
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}
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else
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{
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fileComponent = fileName;
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}
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// Make sure to use the overlap-safe version of memory copy
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memmove( fileComponent + strlen( language), fileComponent, strlen( fileComponent) + 1);
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memmove( fileComponent, language, strlen( language) );
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}
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static const STR GetLanguagePrefix()
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{
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#ifdef ENGLISH
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return "";
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#endif
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#ifdef GERMAN
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return GERMAN_PREFIX;
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#endif
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#ifdef RUSSIAN
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return RUSSIAN_PREFIX;
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#endif
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#ifdef DUTCH
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return DUTCH_PREFIX;
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#endif
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#ifdef POLISH
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return POLISH_PREFIX;
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#endif
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#ifdef FRENCH
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return FRENCH_PREFIX;
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#endif
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#ifdef ITALIAN
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return ITALIAN_PREFIX;
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#endif
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#ifdef TAIWANESE
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return TAIWANESE_PREFIX;
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#endif
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#ifdef CHINESE
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return CHINESE_PREFIX;
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#endif
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}
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static void AddLanguagePrefix(STR fileName)
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{
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AddLanguagePrefix( fileName, GetLanguagePrefix());
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}
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void ResetEmptyRPCFaceSlots()
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{
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//legion by jazz (load small faces from rpcs)
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// reset empty slots with "-1"
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for (UINT8 i = 0; i < 200; i++)
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{
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if (i == 0 &&
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gRPCSmallFaceValues[i].bEyesX == 0 && gRPCSmallFaceValues[i].bEyesY == 0 &&
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gRPCSmallFaceValues[i].bMouthX == 0 && gRPCSmallFaceValues[i].bMouthY == 0 &&
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gRPCSmallFaceValues[i].FaceIndex == 0 && gRPCSmallFaceValues[i].uiIndex == 0)
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{
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gRPCSmallFaceValues[i].uiIndex = -1; // -1 -> 65535
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}
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else if (i > 0 && gRPCSmallFaceValues[i].uiIndex == 0)
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{
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gRPCSmallFaceValues[i].uiIndex = -1; // -1 -> 65535
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}
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}
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}
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BOOLEAN LoadExternalGameplayData(STR directoryName)
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{
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char fileName[MAX_PATH];
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//zilpin: pellet spread patterns externalized in XML
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//If file not found, or error, then the old hard-coded defaults are used by LOS.cpp
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//This needs to be loaded before AmmoTypes and Items because SpreadPatterns can be referenced by name or index.
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strcpy(fileName, directoryName);
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strcat(fileName, SPREADPATTERNSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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ReadInSpreadPatterns(fileName);
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// WANNE: Enemy drops - begin
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strcpy(fileName, directoryName);
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strcat(fileName, ENEMYMISCDROPSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInEnemyMiscDropsStats(gEnemyMiscDrops, fileName), ENEMYMISCDROPSFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ENEMYEXPLOSIVEDROPSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInEnemyExplosiveDropsStats(gEnemyExplosiveDrops, fileName),ENEMYEXPLOSIVEDROPSFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ENEMYWEAPONDROPSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInEnemyWeaponDropsStats(gEnemyWeaponDrops, fileName),ENEMYWEAPONDROPSFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ENEMYAMMODROPSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInEnemyAmmoDropsStats(gEnemyAmmoDrops, fileName),ENEMYAMMODROPSFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ENEMYARMOURDROPSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInEnemyArmourDropsStats(gEnemyArmourDrops, fileName),ENEMYARMOURDROPSFILENAME);
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// WANNE: Enemy drops - end
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// WANNE: Sector Loadscreens [2007-05-18]
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strcpy(fileName, directoryName);
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strcat(fileName, SECTORLOADSCREENSFILENAME);
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInSectorLoadscreensStats(gSectorLoadscreens, fileName),SECTORLOADSCREENSFILENAME);
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}
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else
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("File does not exist, fileName = %s", fileName));
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// Reset ini-option
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gGameExternalOptions.gfUseExternalLoadscreens = FALSE;
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}
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strcpy(fileName, directoryName);
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strcat(fileName, AMMOTYPESFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInAmmoTypeStats(fileName),AMMOTYPESFILENAME);
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//Madd: Simple Localization
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//Read in the correct ammostring file for the given language
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strcpy(fileName, directoryName);
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#ifdef GERMAN
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strcat(fileName, GERMAN_PREFIX); // add German. prefix to filename
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#endif
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#ifdef RUSSIAN
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strcat(fileName, RUSSIAN_PREFIX); // add Russian. prefix to filename
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#endif
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#ifdef DUTCH
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strcat(fileName, DUTCH_PREFIX); // add Dutch. prefix to filename
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#endif
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#ifdef POLISH
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strcat(fileName, POLISH_PREFIX); // add Polish. prefix to filename
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#endif
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#ifdef FRENCH
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strcat(fileName, FRENCH_PREFIX); // add French. prefix to filename
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#endif
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#ifdef ITALIAN
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strcat(fileName, ITALIAN_PREFIX); // add Italian. prefix to filename
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#endif
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#ifdef TAIWANESE
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strcat(fileName, TAIWANESE_PREFIX); // add Taiwanese. prefix to filename
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#endif
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#ifdef CHINESE
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strcat(fileName, CHINESE_PREFIX); // add Chinese. prefix to filename
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#endif
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strcat(fileName, AMMOFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInAmmoStats(fileName))
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{
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//CHRISL: If we fail to load, try loading just the default english
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strcpy(fileName, directoryName);
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strcat(fileName, AMMOFILENAME);
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SGP_THROW_IFFALSE(!ReadInAmmoStats(fileName),AMMOFILENAME);
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}
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// Lesh: added this, begin
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strcpy(fileName, directoryName);
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strcat(fileName, BURSTSOUNDSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInBurstSoundArray(fileName),BURSTSOUNDSFILENAME);
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// Lesh: end
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strcpy(fileName, directoryName);
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strcat(fileName, ITEMSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInItemStats(fileName,FALSE),ITEMSFILENAME);
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//Madd: Simple localization
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// The idea here is that we can have a separate xml file that's named differently
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// but only contains the relevant tags that need to be localized
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// then when the file is read in using the same xml reader code, it will only overwrite
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// the tags that are contained in the localized file. This only works for items.xml
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// since I tweaked the xml_items.cpp to make it work :p
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// So for instance, the german file would be called German.Items.xml and would only contain
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// the uiIndex (for reference), szItemName, szLongItemName, szItemDesc, szBRName, and szBRDesc tags
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#ifndef ENGLISH
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AddLanguagePrefix(fileName);
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInItemStats(fileName,TRUE), fileName);
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}
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#endif
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//if(!WriteItemStats())
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// return FALSE;
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strcpy(fileName, directoryName);
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strcat(fileName, SOUNDSFILENAME);
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SGP_THROW_IFFALSE(ReadInSoundArray(fileName),SOUNDSFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, MAGAZINESFILENAME);
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SGP_THROW_IFFALSE(ReadInMagazineStats(fileName),MAGAZINESFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ATTACHMENTSFILENAME);
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SGP_THROW_IFFALSE(ReadInAttachmentStats(fileName),ATTACHMENTSFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ATTACHMENTINFOFILENAME);
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SGP_THROW_IFFALSE(ReadInAttachmentInfoStats(fileName),ATTACHMENTINFOFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, LAUNCHABLESFILENAME);
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SGP_THROW_IFFALSE(ReadInLaunchableStats(fileName),LAUNCHABLESFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, COMPATIBLEFACEITEMSFILENAME);
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SGP_THROW_IFFALSE(ReadInCompatibleFaceItemStats(fileName),COMPATIBLEFACEITEMSFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, MERGESFILENAME);
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SGP_THROW_IFFALSE(ReadInMergeStats(fileName),MERGESFILENAME);
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//if(!WriteMergeStats())
|
|
// return FALSE;
|
|
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, ATTACHMENTCOMBOMERGESFILENAME);
|
|
SGP_THROW_IFFALSE(ReadInAttachmentComboMergeStats(fileName),ATTACHMENTCOMBOMERGESFILENAME);
|
|
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, EXPLOSIVESFILENAME);
|
|
SGP_THROW_IFFALSE(ReadInExplosiveStats(fileName),EXPLOSIVESFILENAME);
|
|
|
|
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);
|
|
|
|
//CHRISL: Simple localization
|
|
// Same setup as what Madd used for items.xml
|
|
|
|
#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
|
|
|
|
#ifdef JA2UB
|
|
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, MERCSTARTINGGEAR25FILENAME);
|
|
SGP_THROW_IFFALSE(ReadInMercStartingGearStats(fileName),MERCSTARTINGGEAR25FILENAME);
|
|
|
|
#else
|
|
|
|
// CHRISL:
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, MERCSTARTINGGEARFILENAME);
|
|
SGP_THROW_IFFALSE(ReadInMercStartingGearStats(fileName),MERCSTARTINGGEARFILENAME);
|
|
|
|
#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),ATTACHMENTSLOTSFILENAME);
|
|
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, ENEMYGUNCHOICESFILENAME);
|
|
SGP_THROW_IFFALSE(ReadInExtendedArmyGunChoicesStats (fileName),ENEMYGUNCHOICESFILENAME);
|
|
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, ENEMYITEMCHOICESFILENAME);
|
|
SGP_THROW_IFFALSE(ReadInArmyItemChoicesStats(fileName),ENEMYITEMCHOICESFILENAME);
|
|
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, IMPITEMCHOICESFILENAME);
|
|
SGP_THROW_IFFALSE(ReadInIMPItemChoicesStats(fileName),IMPITEMCHOICESFILENAME);
|
|
|
|
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);
|
|
|
|
|
|
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);
|
|
|
|
#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);
|
|
|
|
// 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));
|
|
SGP_THROW_IFFALSE(ReadInRoamingInfo(fileName),ROAMINGMILITIAFILENAME);
|
|
|
|
// 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 3.4: Read in dynamic roaming restrictions
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, DYNAMICROAMINGFILENAME);
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
|
SGP_THROW_IFFALSE(ReadInDynamicRoamingRestrictions(fileName), DYNAMICROAMINGFILENAME);
|
|
|
|
// 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
|
|
|
|
// 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);
|
|
#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);
|
|
|
|
// 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 && gGameExternalOptions.fEnemyRank == FALSE)
|
|
{
|
|
// 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.fEnemyNames == FALSE && 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
|
|
}
|
|
|
|
// 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();
|
|
|
|
//Sound profile by jazz
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, SOUNDPROFILE);
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
|
SGP_THROW_IFFALSE(ReadInSoundProfile(fileName), SOUNDPROFILE);
|
|
|
|
//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
|
|
|
|
// WANNE: The file "TableData/Text/TacticalMessages.xml" is not yet used
|
|
#if 0
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, TEXTFILENAME);
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
|
SGP_THROW_IFFALSE(ReadInLanguageLocation(fileName,FALSE,zlanguageText,0), TEXTFILENAME);
|
|
#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
|
|
|
|
//encyklopedia
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, ENCYCLOPEDIALOCATIONFILENAME);
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
|
SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,FALSE,gEncyclopediaLocationData, 0), ENCYCLOPEDIALOCATIONFILENAME);
|
|
|
|
#ifndef ENGLISH
|
|
AddLanguagePrefix(fileName);
|
|
if ( FileExists(fileName) )
|
|
{
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
|
SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,TRUE,gEncyclopediaLocationData, 0), fileName);
|
|
}
|
|
#endif
|
|
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, ENCYCLOPEDIAPROFILEFILENAME);
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
|
SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,FALSE,gEncyclopediaProfilesData, 1), ENCYCLOPEDIAPROFILEFILENAME);
|
|
|
|
#ifndef ENGLISH
|
|
AddLanguagePrefix(fileName);
|
|
if ( FileExists(fileName) )
|
|
{
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
|
SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,TRUE,gEncyclopediaProfilesData, 1), fileName);
|
|
}
|
|
#endif
|
|
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, ENCYCLOPEDIAINVENTORYFILENAME);
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
|
SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,FALSE,gEncyclopediaInventoryData, 2), ENCYCLOPEDIAINVENTORYFILENAME);
|
|
|
|
#ifndef ENGLISH
|
|
AddLanguagePrefix(fileName);
|
|
if ( FileExists(fileName) )
|
|
{
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
|
SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,TRUE,gEncyclopediaInventoryData, 2), ENCYCLOPEDIAINVENTORYFILENAME);
|
|
}
|
|
#endif
|
|
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, ENCYCLOPEDIAQUESTSFILENAME);
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
|
SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,FALSE,gEncyclopediaQuestsData, 3), ENCYCLOPEDIAQUESTSFILENAME);
|
|
|
|
#ifndef ENGLISH
|
|
AddLanguagePrefix(fileName);
|
|
if ( FileExists(fileName) )
|
|
{
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
|
SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(fileName,TRUE,gEncyclopediaQuestsData, 3), fileName);
|
|
}
|
|
#endif
|
|
|
|
strcpy(fileName, directoryName);
|
|
strcat(fileName, BRIEFINGROOMFILENAME);
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
|
SGP_THROW_IFFALSE(ReadInEncyclopediaLocation(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(ReadInEncyclopediaLocation(fileName,TRUE,gBriefingRoomData, 4), fileName);
|
|
}
|
|
#endif
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
|
|
#ifdef JA2UB
|
|
useOldJA2Inventory = FALSE;
|
|
#endif
|
|
|
|
//Load external game mechanic data
|
|
//if ( !LoadExternalGameplayData(TABLEDATA_DIRECTORY))
|
|
//{
|
|
// return( ERROR_SCREEN );
|
|
//}
|
|
SGP_TRYCATCH_RETHROW(LoadExternalGameplayData(TABLEDATA_DIRECTORY),L"Loading external data failed");
|
|
|
|
// 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( );
|
|
|
|
// 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 );
|
|
}
|
|
|
|
//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);
|
|
|
|
|
|
#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 )
|
|
{
|
|
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 JA2UB
|
|
// run old UB inventory Data-UB\Addons\Data-Old-UB-Inventory
|
|
if( _stricmp( gzCommandLine, "-OLDUBINVENTORY" ) )
|
|
{
|
|
useOldJA2Inventory = TRUE;
|
|
}
|
|
|
|
// Ignore the old UB Inventory, because it is not working
|
|
useOldJA2Inventory = FALSE;
|
|
|
|
#endif
|
|
|
|
#ifdef JA2BETAVERSION
|
|
#ifdef JA2EDITOR
|
|
#ifdef JA2UB
|
|
// CHECK COMMANDLINE FOR SPECIAL UTILITY
|
|
if( !strcmp( gzCommandLine, "-OLDUBINVENTORYEDITORAUTO" ) )
|
|
{
|
|
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;
|
|
//gGameOptions.fBobbyRayFastShipments = FALSE;
|
|
gGameOptions.fInventoryCostsAP = FALSE;
|
|
|
|
useOldJA2Inventory = TRUE;
|
|
return( GAME_SCREEN );
|
|
}
|
|
#endif
|
|
|
|
// 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;
|
|
//gGameOptions.fBobbyRayFastShipments = FALSE;
|
|
gGameOptions.fInventoryCostsAP = 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;
|
|
//gGameOptions.fBobbyRayFastShipments = FALSE;
|
|
gGameOptions.fInventoryCostsAP = 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;
|
|
//gGameOptions.fBobbyRayFastShipments = FALSE;
|
|
gGameOptions.fInventoryCostsAP = FALSE;
|
|
return( GAME_SCREEN );
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef JA2UB
|
|
InitGridNoUB();
|
|
#endif
|
|
|
|
#ifdef JA2UB
|
|
if ( useOldJA2Inventory == TRUE )
|
|
Old_UB_Inventory ();
|
|
else
|
|
New_UB_Inventory ();
|
|
#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( );
|
|
|
|
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
|
|
|
|
void SetupMaxActionPointsAnimation()
|
|
{
|
|
gubMaxActionPoints[0] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[1] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[2] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[3] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[4] = APBPConstants[AP_MONSTER_MAXIMUM];
|
|
gubMaxActionPoints[5] = APBPConstants[AP_MONSTER_MAXIMUM];
|
|
gubMaxActionPoints[6] = APBPConstants[AP_MONSTER_MAXIMUM];
|
|
gubMaxActionPoints[7] = APBPConstants[AP_MONSTER_MAXIMUM];
|
|
gubMaxActionPoints[8] = APBPConstants[AP_MONSTER_MAXIMUM];
|
|
gubMaxActionPoints[9] = APBPConstants[AP_MONSTER_MAXIMUM];
|
|
gubMaxActionPoints[10] = APBPConstants[AP_MONSTER_MAXIMUM];
|
|
gubMaxActionPoints[11] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[12] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[13] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[14] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[15] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[16] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[17] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[18] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[19] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[20] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[21] = APBPConstants[AP_MAXIMUM];
|
|
gubMaxActionPoints[22] = APBPConstants[AP_VEHICLE_MAXIMUM];
|
|
gubMaxActionPoints[23] = APBPConstants[AP_VEHICLE_MAXIMUM];
|
|
gubMaxActionPoints[24] = APBPConstants[AP_VEHICLE_MAXIMUM];
|
|
gubMaxActionPoints[25] = APBPConstants[AP_VEHICLE_MAXIMUM];
|
|
gubMaxActionPoints[26] = APBPConstants[AP_VEHICLE_MAXIMUM];
|
|
gubMaxActionPoints[27] = APBPConstants[AP_VEHICLE_MAXIMUM];
|
|
}
|