BOOL FindRezFiles(char chCdRom, CString& csRezBase) { // Clear the strings... g_sGameRez[0] = '\0'; g_sSoundRez[0] = '\0'; // Look for game rez file in the current directory and on the cd-rom drive... CString sGameRezFile = csRezBase + ".rez"; if (ExistRezFile(sGameRezFile)) { strcpy(g_sGameRez, sGameRezFile); } // If necessary, look for a game rez directory in the current directory... if (g_sGameRez[0] == '\0') { if (ExistRezDir(csRezBase)) { strcpy(g_sGameRez, csRezBase); } } // If necessary, look for game rez file on the CD-ROM drive... if (g_sGameRez[0] == '\0') { if (chCdRom > 0) { char sPath[256]; wsprintf(sPath, "%c:\\data\\%s.rez", chCdRom, csRezBase); if (ExistRezFile(sPath)) { strcpy(g_sGameRez, sPath); } } } // Look for sound rez file in the current directory... if (ExistRezFile("sound.rez")) { strcpy(g_sSoundRez, "sound.rez"); } // If necessary, look for a sound directory... if (g_sSoundRez[0] == '\0') { if (ExistRezDir("sound")) { strcpy(g_sSoundRez, "sound"); } } // Determine if we have both rez strings... if (g_sGameRez[0] == '\0' || g_sSoundRez[0] == '\0') { return(FALSE); } // All done... return(TRUE); }
BOOL FindRezFiles(HINSTANCE hInst) { // Sanity checks... if (!hInst) return(FALSE); // Clear the strings... g_sGameRez[0] = '\0'; g_sSoundRez[0] = '\0'; // Load the rez file base name to use... CString sGameRezBase; CString sGameRezFile; CString sGameRezDir; if (!sGameRezBase.LoadString(IDS_REZBASE)) { return(FALSE); } sGameRezFile = sGameRezBase + ".rez"; sGameRezDir = sGameRezBase; // Look for game rez in the current directory... if (ExistRezFile(sGameRezFile)) { strcpy(g_sGameRez, sGameRezFile); } // If necessary, look for a shogo directory in the current directory... if (g_sGameRez[0] == '\0') { if (ExistRezDir(sGameRezDir)) { strcpy(g_sGameRez, sGameRezDir); } } // Look for sound.rez in the current directory... if (ExistRezFile("sound.rez")) { strcpy(g_sSoundRez, "sound.rez"); } // If necessary, look for a sound directory... if (g_sSoundRez[0] == '\0') { if (ExistRezDir("sound")) { strcpy(g_sSoundRez, "sound"); } } // Determine if we have enough rez info... if (g_sGameRez[0] == '\0') { return(FALSE); } // All done... return(TRUE); }