Beispiel #1
0
/*!
 * Load a savegame and start into the game loop
 * Game data should be initialised afterwards, so that startGameLoop is not necessary anymore.
 */
static bool initSaveGameLoad(void)
{
	// NOTE: always setGameMode correctly before *any* loading routines!
	SetGameMode(GS_NORMAL);
	screen_RestartBackDrop();
	// load up a save game
	if (!loadGameInit(saveGameName))
	{
		// FIXME: we really should throw up a error window, but we can't (easily) so I won't.
		debug(LOG_ERROR, "Trying to load Game %s failed!", saveGameName);
		debug(LOG_POPUP, "Failed to load a save game! It is either corrupted or a unsupported format.\n\nRestarting main menu.");
		// FIXME: If we bomb out on a in game load, then we would crash if we don't do the next two calls
		// Doesn't seem to be a way to tell where we are in game loop to determine if/when we should do the two calls.
		gameLoopStatus = GAMECODE_FASTEXIT;	// clear out all old data
		stopGameLoop();
		startTitleLoop(); // Restart into titleloop
		SetGameMode(GS_TITLE_SCREEN);
		return false;
	}

	screen_StopBackDrop();
	closeLoadingScreen();

	// Trap the cursor if cursor snapping is enabled
	if (war_GetTrapCursor())
	{
		wzGrabMouse();
	}
	if (challengeActive)
	{
		addMissionTimerInterface();
	}

	return true;
}
Beispiel #2
0
/*!
 * Preparations before entering the game loop
 * Would start the timer in an event based mainloop
 */
static void startGameLoop(void)
{
	SetGameMode(GS_NORMAL);

	// Not sure what aLevelName is, in relation to game.map. But need to use aLevelName here, to be able to start the right map for campaign, and need game.hash, to start the right non-campaign map, if there are multiple identically named maps.
	if (!levLoadData(aLevelName, &game.hash, NULL, GTYPE_SCENARIO_START))
	{
		debug( LOG_FATAL, "Shutting down after failure" );
		exit(EXIT_FAILURE);
	}

	screen_StopBackDrop();

	// Trap the cursor if cursor snapping is enabled
	if (war_GetTrapCursor())
	{
		wzGrabMouse();
	}

	// set a flag for the trigger/event system to indicate initialisation is complete
	gameInitialised = true;

	if (challengeActive)
	{
		addMissionTimerInterface();
	}
	if (game.type == SKIRMISH)
	{
		eventFireCallbackTrigger((TRIGGER_TYPE)CALL_START_NEXT_LEVEL);
	}
	triggerEvent(TRIGGER_START_LEVEL);
	screen_disableMapPreview();
}
Beispiel #3
0
static QScriptValue js_setMissionTime(QScriptContext *context, QScriptEngine *)
{
	int value = context->argument(0).toInt32() * 100;
	mission.time = value;
	setMissionCountDown();
	if (mission.time >= 0)
	{
		mission.startTime = gameTime;
		addMissionTimerInterface();
	}
	else
	{
		intRemoveMissionTimer();
		mission.cheatTime = 0;
	}
	return QScriptValue();
}
Beispiel #4
0
/*!
 * Preparations before entering the game loop
 * Would start the timer in an event based mainloop
 */
static void startGameLoop(void)
{
	SetGameMode(GS_NORMAL);

	if (!levLoadData(aLevelName, NULL, GTYPE_SCENARIO_START))
	{
		debug( LOG_FATAL, "Shutting down after failure" );
		exit(EXIT_FAILURE);
	}
	//after data is loaded check the research stats are valid
	if (!checkResearchStats())
	{
		debug( LOG_FATAL, "Invalid Research Stats" );
		debug( LOG_FATAL, "Shutting down after failure" );
		exit(EXIT_FAILURE);
	}
	//and check the structure stats are valid
	if (!checkStructureStats())
	{
		debug( LOG_FATAL, "Invalid Structure Stats" );
		debug( LOG_FATAL, "Shutting down after failure" );
		exit(EXIT_FAILURE);
	}

	screen_StopBackDrop();

	// Trap the cursor if cursor snapping is enabled
	if (war_GetTrapCursor())
	{
		wzGrabMouse();
	}

	// set a flag for the trigger/event system to indicate initialisation is complete
	gameInitialised = true;

	if (challengeActive)
	{
		addMissionTimerInterface();
	}
	if (game.type == SKIRMISH)
	{
		eventFireCallbackTrigger((TRIGGER_TYPE)CALL_START_NEXT_LEVEL);
	}
	screen_disableMapPreview();
}