Ejemplo n.º 1
0
/**
**  Initialize all modules.
**
**  Call each module to initialize.
*/
void InitModules()
{
	GameCycle = 0;
	CDate::CurrentTotalHours = 0;
	FastForwardCycle = 0;
	SyncHash = 0;

	CallbackMusicOn();
	InitSyncRand();
	InitVideoCursors();
	InitUserInterface();
	InitPlayers();
	InitMissileTypes();
	InitMissiles();
	InitConstructions();

	// LUDO : 0 = don't reset player stats ( units level , upgrades, ... ) !
	InitUnitTypes(0);

	InitUnits();
	InitSpells();
	InitUpgrades();

	InitButtons();
	CTrigger::InitActiveTriggers();

	InitAiModule();

	Map.Init();
}
Ejemplo n.º 2
0
/**
**  Pre menu setup.
*/
void PreMenuSetup()
{
	//
	//  Initial menus require some gfx.
	//
	SetDefaultTextColors(FontYellow, FontWhite);

	LoadFonts();

	InitVideoCursors();

	if (MenuRace.empty()) {
		//Wyrmgus start
//		LoadCursors(PlayerRaces.Name[0]);
		LoadCursors();
		//Wyrmgus end
	} else {
		//Wyrmgus start
//		LoadCursors(MenuRace);
		LoadCursors();
		//Wyrmgus end
	}

	InitSettings();

	InitUserInterface();
	UI.Load();
}
Ejemplo n.º 3
0
/**
**  CreateGame.
**
**  Load map, graphics, sounds, etc
**
**  @param filename  map filename
**  @param map       map loaded
**
**  @todo FIXME: use in this function InitModules / LoadModules!!!
*/
void CreateGame(const char *filename, CMap *map)
{
	int i;

	if (SaveGameLoading) {
		SaveGameLoading = 0;
		// Load game, already created game with Init/LoadModules
		CommandLog(NULL, NoUnitP, FlushCommands, -1, -1, NoUnitP, NULL, -1);
		return;
	}

	InitVisionTable(); // build vision table for fog of war
	InitPlayers();
	
	if (Map.Info.Filename.empty() && filename) {
		char path[PATH_MAX];
		
		Assert(filename);
		LibraryFileName(filename, path, sizeof(path));
		if(strcasestr(filename, ".smp")) {
			LuaLoadFile(path);
		}
	}

	for (i = 0; i < PlayerMax; ++i) {
		int playertype = Map.Info.PlayerType[i];
		// Network games only:
		if (GameSettings.Presets[i].Type != SettingsPresetMapDefault) {
			playertype = GameSettings.Presets[i].Type;
		}
		CreatePlayer(playertype);
	}

	if (filename) {
		if (CurrentMapPath != filename) {
			strcpy_s(CurrentMapPath, sizeof(CurrentMapPath), filename);
		}

		//
		// Load the map.
		//
		InitUnitTypes(1);
		LoadMap(filename, map);
		
		// HARDCODING FOG OF WAR TRUE.  It doesn't currently use preferences on a game restart - Should be changed 
		map->NoFogOfWar = true;
		Map.Reveal();
	}

	GameCycle = 0;
	FastForwardCycle = 0;
	SyncHash = 0;
	InitSyncRand();

	if (IsNetworkGame()) { // Prepare network play
		DebugPrint("Client setup: Calling InitNetwork2\n");
		InitNetwork2();
	} else {
		if (LocalPlayerName && strcmp(LocalPlayerName, "Anonymous")) {
		  ThisPlayer->SetName(LocalPlayerName);
		}
	}

	CallbackMusicOn();

#if 0
	GamePaused = true;
#endif

	if (FlagRevealMap) {
		Map.Reveal();
	}

	//
	// Setup game types
	//
	// FIXME: implement more game types
	if (GameSettings.GameType != SettingsGameTypeMapDefault) {
		switch (GameSettings.GameType) {
			case SettingsGameTypeMelee:
				break;
			case SettingsGameTypeFreeForAll:
				GameTypeFreeForAll();
				break;
			case SettingsGameTypeTopVsBottom:
				GameTypeTopVsBottom();
				break;
			case SettingsGameTypeLeftVsRight:
				GameTypeLeftVsRight();
				break;
			case SettingsGameTypeManVsMachine:
				GameTypeManVsMachine();
				break;
			case SettingsGameTypeManTeamVsMachine:
				GameTypeManTeamVsMachine();

			// Future game type ideas
#if 0
			case SettingsGameTypeOneOnOne:
				break;
			case SettingsGameTypeCaptureTheFlag:
				break;
			case SettingsGameTypeGreed:
				break;
			case SettingsGameTypeSlaughter:
				break;
			case SettingsGameTypeSuddenDeath:
				break;
			case SettingsGameTypeTeamMelee:
				break;
			case SettingsGameTypeTeamCaptureTheFlag:
				break;
#endif
		}
	}

	//
	// Graphic part
	//
	SetPlayersPalette();
	InitIcons();
	LoadIcons();

	LoadCursors(PlayerRaces.Name[ThisPlayer->Race]);
	UnitUnderCursor = NoUnitP;

	InitMissileTypes();
#ifndef DYNAMIC_LOAD
	LoadMissileSprites();
#endif
	InitConstructions();
	LoadConstructions();
	LoadUnitTypes();
	LoadDecorations();

	InitSelections();

	InitUserInterface();
	UI.Load();

	UI.Minimap.Create();
	Map.Init();
	PreprocessMap();

	//
	// Sound part
	//
	LoadUnitSounds();
	MapUnitSounds();
	if (SoundEnabled()) {
		InitSoundClient();
	}

	//
	// Spells
	//
	InitSpells();

	//
	// Init units' groups
	//
	InitGroups();

	//
	// Init players?
	//
	DebugPlayers();
	PlayersInitAi();

	//
	// Upgrades
	//
	InitUpgrades();

	//
	// Dependencies
	//
	InitDependencies();

	//
	// Buttons (botpanel)
	//
	InitButtons();

	//
	// Triggers
	//
	InitTriggers();

	SetDefaultTextColors(UI.NormalFontColor, UI.ReverseFontColor);

#if 0
	if (!UI.SelectedViewport) {
		UI.SelectedViewport = UI.Viewports;
	}
#endif
	UI.SelectedViewport->Center(
		ThisPlayer->StartX, ThisPlayer->StartY, TileSizeX / 2, TileSizeY / 2);

	//
	// Various hacks wich must be done after the map is loaded.
	//
	// FIXME: must be done after map is loaded
	InitAStar();
	//
	// FIXME: The palette is loaded after the units are created.
	// FIXME: This loops fixes the colors of the units.
	//
	for (i = 0; i < NumUnits; ++i) {
		// I don't really think that there can be any rescued
		// units at this point.
		if (Units[i]->RescuedFrom) {
			Units[i]->Colors = &Units[i]->RescuedFrom->UnitColors;
		} else {
			Units[i]->Colors = &Units[i]->Player->UnitColors;
		}
	}

	GameResult = GameNoResult;

	CommandLog(NULL, NoUnitP, FlushCommands, -1, -1, NoUnitP, NULL, -1);
	Video.ClearScreen();
}