Beispiel #1
0
void GAME_SetMode (const cgame_export_t *gametype)
{
	const cgame_export_t *list;

	if (cls.gametype == gametype)
		return;

	list = GAME_GetCurrentType();
	if (list) {
		Com_Printf("Shutdown gametype '%s'\n", list->name);
		list->Shutdown();

		/* we dont need to go back to "main" stack if we are already on this stack */
		if (!UI_IsWindowOnStack("main"))
			UI_InitStack("main", "", qtrue, qtrue);
	}

	cls.gametype = gametype;

	CL_Disconnect();

	list = GAME_GetCurrentType();
	if (list) {
		Com_Printf("Change gametype to '%s'\n", list->name);
		/* inventory structure switched/initialized */
		INV_DestroyInventory(&cls.i);
		INV_InitInventory(list->name, &cls.i, &csi, &inventoryImport);
		/** @todo this should be in GetCGameAPI */
		list->Init(NULL);
	}
}
Beispiel #2
0
void GAME_Drop (void)
{
	const cgame_export_t *list = GAME_GetCurrentType();

	if (list && list->Drop) {
		list->Drop();
	} else {
		SV_Shutdown("Drop", qfalse);
		GAME_SetMode(NULL);
		UI_InitStack("main", NULL, qfalse, qtrue);
	}
}
Beispiel #3
0
static void UI_InitStack_f (void) {
	const char *mainWindow;
	const char *optionWindow = NULL;

	if (Cmd_Argc() < 2) {
		Com_Printf("Usage: %s <mainwindow> [<optionwindow>]\n", Cmd_Argv(0));
		return;
	}

	mainWindow = Cmd_Argv(1);
	if (Cmd_Argc() == 3) {
		optionWindow = Cmd_Argv(2);
	}

	UI_InitStack(mainWindow, optionWindow, true, true);
}
Beispiel #4
0
/**
 * @brief Starts a new skirmish game
 */
static void GAME_SK_Start_f (void)
{
	char map[MAX_VAR];
	mapDef_t *md;

	if (!chrDisplayList.num) {
		unsigned int i;
		/** @todo make the teamdef configurable */
		const char *ugvTeamDefID = "phalanx_ugv_phoenix";
		const char *name = Cvar_GetString("cl_equip");
		const equipDef_t *ed = INV_GetEquipmentDefinitionByID(name);
		const size_t size = GAME_GetCharacterArraySize();
		uint32_t maxSoldiers = Cvar_GetInteger("sv_maxsoldiersperplayer");
		uint32_t ugvs = Cvar_GetInteger("cl_ugvs");

		if (maxSoldiers <= 0)
			maxSoldiers = size;

		ugvs = min(ugvs, size - maxSoldiers);
		Com_Printf("Starting skirmish with %i soldiers and %i ugvs\n", maxSoldiers, ugvs);
		GAME_AutoTeam(name, maxSoldiers);
		for (i = 0; i < ugvs; i++)
			GAME_AppendTeamMember(i + maxSoldiers, ugvTeamDefID, ed);
	} else {
		Com_Printf("Using already loaded team with %i members\n", chrDisplayList.num);
	}

	assert(cls.currentSelectedMap >= 0);
	assert(cls.currentSelectedMap < MAX_MAPDEFS);

	md = Com_GetMapDefByIDX(cls.currentSelectedMap);
	if (!md)
		return;

	GAME_SK_SetMissionParameters(md);

	assert(md->map);
	Com_sprintf(map, sizeof(map), "map %s %s %s;", Cvar_GetInteger("mn_serverday") ? "day" : "night", md->map, md->param ? md->param : "");

	/* prepare */
	UI_InitStack(NULL, "singleplayermission", qtrue, qfalse);

	Cbuf_AddText(map);
}
Beispiel #5
0
/**
 * @brief Loads the given savegame from an xml File.
 * @return true on load success false on failures
 * @param[in] file The Filename to load from (without extension)
 * @param[out] error On failure an errormessage may be set.
 */
qboolean SAV_GameLoad (const char *file, const char **error)
{
	uLongf len;
	char filename[MAX_OSPATH];
	qFILE f;
	byte *cbuf, *buf;
	int i, clen;
	xmlNode_t *topNode, *node;
	saveFileHeader_t header;

	Q_strncpyz(filename, file, sizeof(filename));

	/* open file */
	FS_OpenFile(va("save/%s.%s", filename, SAVEGAME_EXTENSION), &f, FILE_READ);
	if (!f.f) {
		Com_Printf("Couldn't open file '%s'\n", filename);
		*error = "File not found";
		return qfalse;
	}

	clen = FS_FileLength(&f);
	cbuf = (byte *) Mem_PoolAlloc(sizeof(byte) * clen, cp_campaignPool, 0);
	if (FS_Read(cbuf, clen, &f) != clen)
		Com_Printf("Warning: Could not read %i bytes from savefile\n", clen);
	FS_CloseFile(&f);
	Com_Printf("Loading savegame xml (size %d)\n", clen);

	memcpy(&header, cbuf, sizeof(header));
	/* swap all int values if needed */
	header.compressed = LittleLong(header.compressed);
	header.version = LittleLong(header.version);
	header.xmlSize = LittleLong(header.xmlSize);
	/* doing some header verification */
	if (!SAV_VerifyHeader(&header)) {
		/* our header is not valid, we MUST abort loading the game! */
		Com_Printf("The Header of the savegame '%s.%s' is corrupted. Loading aborted\n", filename, SAVEGAME_EXTENSION);
		Mem_Free(cbuf);
		*error = "Corrupted header";
		return qfalse;
	}

	Com_Printf("Loading savegame\n"
			"...version: %i\n"
			"...game version: %s\n"
			"...xml Size: %i, compressed? %c\n",
			header.version, header.gameVersion, header.xmlSize, header.compressed ? 'y' : 'n');
	len = header.xmlSize + 50;
	buf = (byte *) Mem_PoolAlloc(sizeof(byte) * len, cp_campaignPool, 0);

	if (header.compressed) {
		/* uncompress data, skipping comment header */
		const int res = uncompress(buf, &len, cbuf + sizeof(header), clen - sizeof(header));
		Mem_Free(cbuf);

		if (res != Z_OK) {
			Mem_Free(buf);
			*error = _("Error decompressing data");
			Com_Printf("Error decompressing data in '%s'.\n", filename);
			return qfalse;
		}
		topNode = XML_Parse((const char*)buf);
		if (!topNode) {
			Mem_Free(buf);
			Com_Printf("Error: Failure in loading the xml data!\n");
			*error = "Corrupted xml data";
			return qfalse;
		}
	} else {
		/*memcpy(buf, cbuf + sizeof(header), clen - sizeof(header));*/
		topNode = XML_Parse((const char*)(cbuf + sizeof(header)));
		Mem_Free(cbuf);
		if (!topNode) {
			Com_Printf("Error: Failure in loading the xml data!\n");
			*error = "Corrupted xml data";
			return qfalse;
		}
	}
	Mem_Free(buf);

	/* doing a subsystem run */
	GAME_ReloadMode();
	node = XML_GetNode(topNode, SAVE_ROOTNODE);
	if (!node) {
		Com_Printf("Error: Failure in loading the xml data! (savegame node not found)\n");
		mxmlDelete(topNode);
		*error = "Invalid xml data";
		return qfalse;
	}

	Com_Printf("Load '%s' %d subsystems\n", filename, saveSubsystemsAmount);
	for (i = 0; i < saveSubsystemsAmount; i++) {
		Com_Printf("...Running subsystem '%s'\n", saveSubsystems[i].name);
		if (!saveSubsystems[i].load(node)) {
			Com_Printf("...subsystem '%s' returned false - savegame could not be loaded\n",
					saveSubsystems[i].name);
			*error = va("Could not load subsystem %s", saveSubsystems[i].name);
			return qfalse;
		} else
			Com_Printf("...subsystem '%s' - loaded.\n", saveSubsystems[i].name);
	}
	mxmlDelete(node);
	mxmlDelete(topNode);

	if (!SAV_GameActionsAfterLoad()) {
		Com_Printf("Savegame postprocessing returned false - savegame could not be loaded\n");
		*error = "Postprocessing failed";
		return qfalse;
	}

	Com_Printf("File '%s' successfully loaded from %s xml savegame.\n",
			filename, header.compressed ? "compressed" : "");

	UI_InitStack("geoscape", NULL, qtrue, qtrue);
	return qtrue;
}