314 lines
8.8 KiB
C
314 lines
8.8 KiB
C
/****************************************
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* Here is the list of disabled WARNING *
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****************************************/
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#if defined(VISUAL)
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#pragma warning(disable:4010) /** single-line comment contains line-continuation character **/
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#pragma warning(disable:4032) /** formal parameter 1 has different type when promoted **/
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#pragma warning(disable:4100) /** unreferenced formal parameter **/
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#pragma warning(disable:4115) /** named type definition in parentheses **/
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#pragma warning(disable:4127) /** conditional expression is constant **/
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#pragma warning(disable:4201) /** nonstandard extension used : nameless struct/union **/
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#pragma warning(disable:4214) /** nonstandard extension used : bit field types other than int **/
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#pragma warning(disable:4310) /** cast truncates constant value **/
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#pragma warning(disable:4514) /** unreferenced inline function has been removed **/
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#pragma warning(disable:4702) /** unreachable code **/
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#pragma warning(disable:4711) /** selected for automatic inline expansion **/
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#endif /* VISUAL */
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/**************************************************************************/
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#if defined(WIN32)
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#include <stdlib.h>
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#include <string.h>
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#include <windows.h>
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#endif /* WIN32 */
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/**************************************************************************/
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#define D_DPT_VariableDefine
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#include "DPT_str.h"
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#ifndef U64
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#ifndef ACTIVE_EDITOR
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#ifdef _DEBUG
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#include "acp_base.h"
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EXTERN ACP_tdxBool g_bDreamcast;
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#endif /* _DEBUG */
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#endif /* ACTIVE_EDITOR */
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#endif /* U64 */
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/**************************************************************************/
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#ifndef _FIRE_DEADCODE_U64_ /* Added by RUC */
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void fn_vSetEngineDLLPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szEngineDLL,_p_szPath);
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}
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#endif /* _FIRE_DEADCODE_U64_ */ /* Added by RUC */
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char *fn_szGetEngineDLLPath(void)
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{
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return(g_stDataPath.szEngineDLL);
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}
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/**************************************************************************/
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#ifndef _FIRE_DEADCODE_U64_ /* Added by RUC */
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void fn_vSetGameDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szGameData,_p_szPath);
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}
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char *fn_szGetGameDataPath(void)
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{
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return(g_stDataPath.szGameData);
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}
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/**************************************************************************/
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void fn_vSetSaveGameDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szSaveGame,_p_szPath);
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}
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char *fn_szGetSaveGameDataPath(void)
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{
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return(g_stDataPath.szSaveGame);
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}
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/**************************************************************************/
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void fn_vSetExtrasDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szExtras,_p_szPath);
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}
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char *fn_szGetExtrasDataPath(void)
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{
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return(g_stDataPath.szExtras);
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}
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/**************************************************************************/
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void fn_vSetWorldDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szWorld,_p_szPath);
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}
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char *fn_szGetWorldDataPath(void)
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{
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return(g_stDataPath.szWorld);
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}
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/**************************************************************************/
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void fn_vSetTextsDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szTexts,_p_szPath);
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}
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char *fn_szGetTextsDataPath(void)
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{
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return(g_stDataPath.szTexts);
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}
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/**************************************************************************/
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void fn_vSetFamiliesDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szFamilies,_p_szPath);
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}
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char *fn_szGetFamiliesDataPath(void)
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{
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return(g_stDataPath.szFamilies);
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}
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/**************************************************************************/
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void fn_vSetCharactersDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szCharacters,_p_szPath);
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}
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char *fn_szGetCharactersDataPath(void)
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{
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return(g_stDataPath.szCharacters);
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}
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/**************************************************************************/
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void fn_vSetLevelsDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szLevels,_p_szPath);
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}
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char *fn_szGetLevelsDataPath(void)
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{
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return(g_stDataPath.szLevels);
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}
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/**************************************************************************/
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void fn_vSetAnimDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szAnim,_p_szPath);
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}
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char *fn_szGetAnimDataPath(void)
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{
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return(g_stDataPath.szAnim);
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}
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/**************************************************************************/
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void fn_vSetGameMaterialDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szGameMaterial,_p_szPath);
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}
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char *fn_szGetGameMaterialDataPath(void)
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{
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return(g_stDataPath.szGameMaterial);
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}
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/**************************************************************************/
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void fn_vSetCollideMaterialDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szCollideMaterial,_p_szPath);
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}
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char *fn_szGetCollideMaterialDataPath(void)
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{
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return(g_stDataPath.szCollideMaterial);
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}
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/**************************************************************************/
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void fn_vSetSoundMaterialDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szSoundMaterial,_p_szPath);
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}
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char *fn_szGetSoundMaterialDataPath(void)
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{
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return(g_stDataPath.szSoundMaterial);
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}
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/**************************************************************************/
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void fn_vSetMechanicsMaterialDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szMechanicsMaterial,_p_szPath);
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}
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char *fn_szGetMechanicsMaterialDataPath(void)
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{
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return(g_stDataPath.szMechanicsMaterial);
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}
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/**************************************************************************/
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void fn_vSetVisualMaterialDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szVisualMaterial,_p_szPath);
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}
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char *fn_szGetVisualMaterialDataPath(void)
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{
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return(g_stDataPath.szVisualMaterial);
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}
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/**************************************************************************/
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void fn_vSetTexturesDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szTextures,_p_szPath);
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}
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char *fn_szGetTexturesDataPath(void)
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{
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return(g_stDataPath.szTextures);
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}
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/**************************************************************************/
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void fn_vSetSoundDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szSound,_p_szPath);
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}
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char *fn_szGetSoundDataPath(void)
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{
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return(g_stDataPath.szSound);
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}
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/**************************************************************************/
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void fn_vSetGraphicsClassesDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szGraphicsClasses,_p_szPath);
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}
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char *fn_szGetGraphicsClassesDataPath(void)
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{
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return(g_stDataPath.szGraphicsClasses);
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}
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/**************************************************************************/
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void fn_vSetGraphicsBanksDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szGraphicsBanks,_p_szPath);
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}
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char *fn_szGetGraphicsBanksDataPath(void)
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{
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return(g_stDataPath.szGraphicsBanks);
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}
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/**************************************************************************/
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void fn_vSetMechanicsDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szMechanics,_p_szPath);
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}
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char *fn_szGetMechanicsDataPath(void)
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{
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return(g_stDataPath.szMechanics);
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}
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/**************************************************************************/
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void fn_vSetEnvironmentDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szEnvironment,_p_szPath);
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}
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char *fn_szGetEnvironmentDataPath(void)
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{
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return(g_stDataPath.szEnvironment);
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}
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/**************************************************************************/
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void fn_vSetVignettesDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szVignettes,_p_szPath);
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}
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char *fn_szGetVignettesDataPath(void)
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{
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return(g_stDataPath.szVignettes);
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}
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/**************************************************************************/
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void fn_vSetOptionsDataPath(char *_p_szPath)
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{
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#ifndef U64
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#ifndef ACTIVE_EDITOR
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#ifdef _DEBUG
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if (g_bDreamcast)
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{
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strcat(_p_szPath,"_DC");
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}
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#endif /* _DEBUG */
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#endif /* ACTIVE_EDITOR */
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#endif /* U64 */
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strcpy(g_stDataPath.szOptions,_p_szPath);
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}
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char *fn_szGetOptionsDataPath(void)
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{
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return(g_stDataPath.szOptions);
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}
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/**************************************************************************/
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void fn_vSetSyncLipsDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szSyncLips,_p_szPath);
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}
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char *fn_szGetSyncLipsDataPath(void)
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{
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return(g_stDataPath.szSyncLips);
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}
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/**************************************************************************/
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void fn_vSetZdxDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szZdx,_p_szPath);
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}
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char *fn_szGetZdxDataPath(void)
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{
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return(g_stDataPath.szZdx);
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}
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#endif /* _FIRE_DEADCODE_U64_ */ /* Added by RUC */
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/**************************************************************************/
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void fn_vComputeTempDataPath(void)
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{
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/*XB980514*/
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#ifndef U64
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GetTempPath(_MAX_PATH,g_stDataPath.szTemp);
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if (g_stDataPath.szTemp[strlen(g_stDataPath.szTemp)-1]=='\\'||g_stDataPath.szTemp[strlen(g_stDataPath.szTemp)-1]=='/')
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g_stDataPath.szTemp[strlen(g_stDataPath.szTemp)-1]=0;
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#endif /* !U64 */
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/*End XB*/
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}
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#ifndef _FIRE_DEADCODE_U64_ /* Added by RUC */
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char *fn_szGetTempDataPath(void)
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{
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return(g_stDataPath.szTemp);
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}
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/**************************************************************************/
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void fn_vSetEffectsDataPath(char *_p_szPath)
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{
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strcpy(g_stDataPath.szEffects,_p_szPath);
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}
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char *fn_szGetEffectsDataPath(void)
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{
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return(g_stDataPath.szEffects);
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}
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#endif /* _FIRE_DEADCODE_U64_ */ /* Added by RUC */
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/**************************************************************************/
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