/*! * 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(); }
/*! * 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; }
// fill buffers with the static screen void initLoadingScreen( bool drawbdrop ) { setupLoadingScreen(); wzShowMouse(false); pie_SetFogStatus(false); // setup the callback.... resSetLoadCallback(loadingScreenCallback); if (drawbdrop) { if (!screen_GetBackDrop()) { pie_LoadBackDrop(SCREEN_RANDOMBDROP); } screen_RestartBackDrop(); } else { screen_StopBackDrop(); } // Start with two cleared buffers as the hacky loading screen code re-uses old buffers to create its effect. pie_ScreenFlip(CLEAR_BLACK); pie_ScreenFlip(CLEAR_BLACK); }
void loop_SetVideoPlaybackMode(void) { videoMode += 1; paused = true; video = true; gameTimeStop(); pie_SetFogStatus(false); audio_StopAll(); wzShowMouse(false); screen_StopBackDrop(); pie_ScreenFlip(CLEAR_BLACK); }
/*! * 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(); }
/*resets the pause states */ void resetIntelligencePauseState(void) { if (!bMultiPlayer) { //put any widgets back on for the missions resetMissionWidgets(); setGameUpdatePause(false); if(!bInTutorial) { setScriptPause(false); } setScrollPause(false); setConsolePause(false); gameTimeStart(); screen_StopBackDrop(); pie_ScreenFlip(CLEAR_BLACK); } }
int WINAPI WinMain( HINSTANCE hInstance, // handle to current instance HINSTANCE hPrevInstance, // handle to previous instance LPSTR lpCmdLine, // pointer to command line int nShowCmd) // show state of window { FRAME_STATUS frameRet; BOOL quit = FALSE; BOOL Restart = FALSE; BOOL paused = FALSE;//, firstTime = TRUE; BOOL bGlide = FALSE; BOOL bVidMem = FALSE; SDWORD dispBitDepth = DISP_BITDEPTH; SDWORD introVideoControl = 3; GAMECODE loopStatus; iColour* psPaletteBuffer; SDWORD pSize; (void)nShowCmd; // (void)lpCmdLine; (void)hPrevInstance; // initialise all the command line states clStartWindowed = FALSE; clIntroVideo = FALSE; // save debugging info to disk DBOUTPUTFILE("debug.txt"); if (!pie_CheckForDX6()) { DBERROR(("Unable to create DirectX 6 interface.\nPlease ensure DirectX 6 or later is installed.")); return -1; } war_SetDefaultStates(); war_SetRendMode(REND_MODE_HAL); if (InitGlideDLL()) // In ivis02/3dfxdyn.c - returns FALSE if no glide2x.dll is not found { bGlideFound = TRUE; war_SetRendMode(REND_MODE_GLIDE);//default to glide this will be over writen by Registry or Command line if found } init://jump here from the end if re_initialising // initialise memory stuff, moved out of frameinit by ajl. if (!memInitialise()) { return FALSE; } if (!blkInitialise()) { return FALSE; } loadRenderMode();//get the registry entry for clRendMode bDisableLobby = FALSE; // parse the command line // if (bDisableLobby || !NetPlay.bLobbyLaunched) // { if(!reInit) { if(!ParseCommandLine(lpCmdLine,bGlideFound)) { return -1; } } // } // find out if the lobby stuff has been disabled // bDisableLobby = checkDisableLobby(); if (!bDisableLobby && !lobbyInitialise()) // ajl. Init net stuff. Lobby can modify startup conditions like commandline. { return -1; } reInit = FALSE;//just so we dont restart again #ifdef USE_FILE_PATH _chdir(FILE_PATH); #endif //always start windowed toggle to fullscreen later if (war_GetRendMode() == REND_MODE_HAL) { bGlide = FALSE; bVidMem = TRUE; dispBitDepth = DISP_HARDBITDEPTH; } else if (war_GetRendMode() == REND_MODE_REF) { bGlide = FALSE; bVidMem = TRUE; dispBitDepth = DISP_HARDBITDEPTH; } else if (war_GetRendMode() == REND_MODE_RGB) { bGlide = FALSE; bVidMem = FALSE; dispBitDepth = DISP_HARDBITDEPTH; } else if (war_GetRendMode() == REND_MODE_GLIDE) { bGlide = TRUE; bVidMem = FALSE; dispBitDepth = DISP_HARDBITDEPTH; } else { bGlide = FALSE; bVidMem = FALSE; dispBitDepth = DISP_BITDEPTH; } // frameDDEnumerate(); if (!frameInitialise(hInstance, "Warzone 2100", DISP_WIDTH,DISP_HEIGHT,dispBitDepth, !clStartWindowed, bVidMem, bGlide)) { return -1; } if (!wdgLoadAllWDGCatalogs()) { return -1; } pie_SetFogStatus(FALSE); pie_ScreenFlip(CLEAR_BLACK); pie_ScreenFlip(CLEAR_BLACK); if (war_GetRendMode() == REND_MODE_GLIDE) { dbg_SetMessageBoxCallback(fxMBCallback); dbg_SetErrorBoxCallback(fxMBCallback); dbg_SetAssertCallback(fxMBCallback); } if(gameStatus == GS_VIDEO_MODE) { introVideoControl = 0;//play video gameStatus = GS_TITLE_SCREEN; } //load palette psPaletteBuffer = (iColour*)MALLOC(256 * sizeof(iColour)+1); if (psPaletteBuffer == NULL) { DBERROR(("Out of memory")); return -1; } if (!loadFileToBuffer("palette.bin", (UBYTE*)psPaletteBuffer, (256 * sizeof(iColour)+1),(UDWORD*)&pSize)) { DBERROR(("Couldn't load palette data")); return -1; } pal_AddNewPalette(psPaletteBuffer); FREE(psPaletteBuffer); if (war_GetRendMode() == REND_MODE_GLIDE) { pie_LoadBackDrop(SCREEN_RANDOMBDROP,TRUE); } else { pie_LoadBackDrop(SCREEN_RANDOMBDROP,FALSE); } pie_SetFogStatus(FALSE); pie_ScreenFlip(CLEAR_BLACK); quit = FALSE; /* check CDROM drive available */ if ( cdspan_CheckCDAvailable() == FALSE ) { DBERROR( ("Cannot detect CDROM drive\n") ); quit = TRUE; } if (!systemInitialise()) { return -1; } // If windowed mode not requested then toggle to full screen. Doing // it here rather than in the call to frameInitialise fixes a problem // where machines with an NVidia and a 3DFX would kill the 3dfx display. (Definitly a HACK, PD) /* if(!clStartWindowed) { screenToggleMode(); } */ //set all the pause states to false setAllPauseStates(FALSE); while (!quit) { // Do the game mode specific initialisation. switch(gameStatus) { case GS_TITLE_SCREEN: screen_RestartBackDrop(); if (!frontendInitialise("wrf\\frontend.wrf")) { goto exit; } frontendInitialised = TRUE; frontendInitVars(); //if intro required set up the video if (introVideoControl <= 1) { seq_ClearSeqList(); seq_AddSeqToList("eidos-logo.rpl",NULL, NULL, FALSE,0); seq_AddSeqToList("pumpkin.rpl",NULL, NULL, FALSE,0); seq_AddSeqToList("titles.rpl",NULL, NULL, FALSE,0); seq_AddSeqToList("devastation.rpl",NULL,"devastation.txa", FALSE,0); seq_StartNextFullScreenVideo(); introVideoControl = 2; } break; case GS_SAVEGAMELOAD: screen_RestartBackDrop(); gameStatus = GS_NORMAL; // load up a save game if (!loadGameInit(saveGameName,FALSE)) { goto exit; } /*if (!levLoadData(pLevelName, saveGameName)) { return -1; }*/ screen_StopBackDrop(); break; case GS_NORMAL: if (!levLoadData(pLevelName, NULL, 0)) { goto exit; } //after data is loaded check the research stats are valid if (!checkResearchStats()) { DBERROR(("Invalid Research Stats")); goto exit; } //and check the structure stats are valid if (!checkStructureStats()) { DBERROR(("Invalid Structure Stats")); goto exit; } //set a flag for the trigger/event system to indicate initialisation is complete gameInitialised = TRUE; screen_StopBackDrop(); break; case GS_VIDEO_MODE: DBERROR(("Video_mode no longer valid")); if (introVideoControl == 0) { videoInitialised = TRUE; } break; default: DBERROR(("Unknown game status on startup!")); } DBPRINTF(("Entering main loop\n")); Restart = FALSE; //firstTime = TRUE; while (!Restart) { frameRet = frameUpdate(); if (pie_GetRenderEngine() == ENGINE_D3D) { if ( frameRet == FRAME_SETFOCUS ) { D3DTestCooperativeLevel( TRUE ); } else { D3DTestCooperativeLevel( FALSE ); } } switch (frameRet) { case FRAME_KILLFOCUS: paused = TRUE; gameTimeStop(); if (pie_GetRenderEngine() == ENGINE_GLIDE) { if (!gl_Deactivate()) { quit = TRUE; Restart = TRUE; } } mixer_SaveIngameVols(); mixer_RestoreWinVols(); audio_StopAll(); break; case FRAME_SETFOCUS: paused = FALSE; gameTimeStart(); if (!dispModeChange()) { quit = TRUE; Restart = TRUE; } if (pie_GetRenderEngine() == ENGINE_GLIDE) { if (!gl_Reactivate()) { quit = TRUE; Restart = TRUE; } } else if (pie_GetRenderEngine() == ENGINE_D3D) { dtm_RestoreTextures(); } mixer_SaveWinVols(); mixer_RestoreIngameVols(); break; case FRAME_QUIT: quit = TRUE; Restart = TRUE; break; } lastStatus = gameStatus; if ((!paused) && (!quit)) { switch(gameStatus) { case GS_TITLE_SCREEN: pie_SetSwirlyBoxes(TRUE); if (loop_GetVideoStatus()) { videoLoop(); } else { switch(titleLoop()) { case TITLECODE_QUITGAME: DBPRINTF(("TITLECODE_QUITGAME\n")); Restart = TRUE; quit = TRUE; break; // case TITLECODE_ATTRACT: // DBPRINTF(("TITLECODE_ATTRACT\n")); // break; case TITLECODE_SAVEGAMELOAD: DBPRINTF(("TITLECODE_SAVEGAMELOAD\n")); gameStatus = GS_SAVEGAMELOAD; Restart = TRUE; break; case TITLECODE_STARTGAME: DBPRINTF(("TITLECODE_STARTGAME\n")); gameStatus = GS_NORMAL; Restart = TRUE; break; case TITLECODE_SHOWINTRO: DBPRINTF(("TITLECODE_SHOWINTRO\n")); seq_ClearSeqList(); seq_AddSeqToList("eidos-logo.rpl",NULL,NULL, FALSE,0); seq_AddSeqToList("pumpkin.rpl",NULL,NULL, FALSE,0); seq_AddSeqToList("titles.rpl",NULL,NULL, FALSE,0); seq_AddSeqToList("devastation.rpl",NULL,"devastation.txa", FALSE,0); seq_StartNextFullScreenVideo(); introVideoControl = 2;//play the video but dont init the sound system break; case TITLECODE_CONTINUE: break; default: DBERROR(("Unknown code returned by titleLoop")); } } pie_SetSwirlyBoxes(FALSE); break; /* case GS_SAVEGAMELOAD: if (loopNewLevel) { //the start of a campaign/expand mission DBPRINTF(("GAMECODE_NEWLEVEL\n")); loopNewLevel = FALSE; // gameStatus is unchanged, just loading additional data Restart = TRUE; } break; */ case GS_NORMAL: if (loop_GetVideoStatus()) { videoLoop(); } else { loopStatus = gameLoop(); switch(loopStatus) { case GAMECODE_QUITGAME: DBPRINTF(("GAMECODE_QUITGAME\n")); gameStatus = GS_TITLE_SCREEN; Restart = TRUE; /*#ifdef NON_INTERACT quit = TRUE; #endif*/ if(NetPlay.bLobbyLaunched) { // changeTitleMode(QUIT); quit = TRUE; } break; case GAMECODE_FASTEXIT: DBPRINTF(("GAMECODE_FASTEXIT\n")); Restart = TRUE; quit = TRUE; break; case GAMECODE_LOADGAME: DBPRINTF(("GAMECODE_LOADGAME\n")); Restart = TRUE; gameStatus = GS_SAVEGAMELOAD; break; case GAMECODE_PLAYVIDEO: DBPRINTF(("GAMECODE_PLAYVIDEO\n")); //dont schange mode any more gameStatus = GS_VIDEO_MODE; Restart = FALSE; break; case GAMECODE_NEWLEVEL: DBPRINTF(("GAMECODE_NEWLEVEL\n")); // gameStatus is unchanged, just loading additional data Restart = TRUE; break; case GAMECODE_RESTARTGAME: DBPRINTF(("GAMECODE_RESTARTGAME\n")); Restart = TRUE; break; case GAMECODE_CONTINUE: break; default: DBERROR(("Unknown code returned by gameLoop")); } } break; case GS_VIDEO_MODE: DBERROR(("Video_mode no longer valid")); if (loop_GetVideoStatus()) { videoLoop(); } else { if (introVideoControl <= 1) { seq_ClearSeqList(); seq_AddSeqToList("factory.rpl",NULL,NULL, FALSE,0); seq_StartNextFullScreenVideo();//"sequences\\factory.rpl","sequences\\factory.wav"); introVideoControl = 2; } else { DBPRINTF(("VIDEO_QUIT\n")); if (introVideoControl == 2)//finished playing intro video { gameStatus = GS_TITLE_SCREEN; if (videoInitialised) { Restart = TRUE; } introVideoControl = 3; } else { gameStatus = GS_NORMAL; } } } break; default: DBERROR(("Weirdy game status I'm afraid!!")); break; } gameTimeUpdate(); } } // End of !Restart loop. // Do game mode specific shutdown. switch(lastStatus) { case GS_TITLE_SCREEN: if (!frontendShutdown()) { goto exit; } frontendInitialised = FALSE; break; /* case GS_SAVEGAMELOAD: //get the next level to load up gameStatus = GS_NORMAL; break;*/ case GS_NORMAL: if (loopStatus != GAMECODE_NEWLEVEL) { initLoadingScreen(TRUE,FALSE); // returning to f.e. do a loader.render not active pie_EnableFog(FALSE);//dont let the normal loop code set status on fogStatus = 0; if (loopStatus != GAMECODE_LOADGAME) { levReleaseAll(); } } gameInitialised = FALSE; break; case GS_VIDEO_MODE: DBERROR(("Video_mode no longer valid")); if (videoInitialised) { videoInitialised = FALSE; } break; default: DBERROR(("Unknown game status on shutdown!")); break; } } // End of !quit loop. DBPRINTF(("Shuting down application\n")); systemShutdown(); pal_ShutDown(); frameShutDown(); ShutdownGlideDLL(); if (reInit) goto init; PostQuitMessage(0); return 0; exit: DBPRINTF(("Shutting down after fail\n")); systemShutdown(); pal_ShutDown(); frameShutDown(); ShutdownGlideDLL(); PostQuitMessage(1); return 1; }