Esempio n. 1
0
void MPLoadMap::seedFromFile( const char* pFileName )
{
	FullPathFileName path;
	path.init( missionPath, pFileName, ".csv" );

	CSVFile file;
	if ( NO_ERR != file.open( path ) )
	{
		Assert( 0, 0, "couldn't open multiplayer mission .csv file" );
		return;
	}

	int i = 1; 
	char fileName[255];
	while( true )
	{
		if ( NO_ERR != file.readString( i, 1, fileName, 255 ) )
			break;

		path.init( missionPath, fileName, ".fit" );
		if ( fileExists( path ) )
		{		
			addFile( fileName, false );
		}

		i++;
	}
}
Esempio n. 2
0
//---------------------------------------------------------------------------------
void WeaponEffects::init (char *effectCSVFileName)
{
	FullPathFileName effectsName;
	effectsName.init(objectPath,effectCSVFileName,".csv");
	
	CSVFile effectFile;
	long result = effectFile.open(effectsName);
	if (result != NO_ERR)
		STOP(("Unable to open Effects File %s",effectsName));
		
	numEffects = effectFile.getNumLines() - 1;	//Always subtract one for the column headers

	effects = (EffectData *)systemHeap->Malloc(sizeof(EffectData) * numEffects);
	gosASSERT(effects != NULL);
	
	for (long i=0;i<numEffects;i++)
	{
		effectFile.readString(i+2,2,effects[i].effectName,49);
		effectFile.readString(i+2,3,effects[i].muzzleFlashName,49);
		effectFile.readString(i+2,4,effects[i].hitEffectName,49);
		effectFile.readString(i+2,6,effects[i].missEffectName,49);
		effectFile.readLong(i+2,5,effects[i].effectObjNum);
	}
}