/******************************************************************************* Function name: InitMetSources() Purpose : Initialize and configure the model to process meteorological data from various different sources Processes the following section in the input file: [METEOROLOGY] Required : LISTPTR Input - Linked list with input strings OPTIONSTRUCT *Options - Structure with different program options MAPSIZE *Map - Coverage and resolution of model area int NSoilLayers - Number of soil layers TIMESTRUCT *Time - Begin and end times, model timestep INPUTFILES *InFiles - Various input filenames int *NStats - Number of meteorological stations METLOCATION **Stat - Station information MAPSIZE *Radar - Areal extent of radar files Returns : void Modifies : Members of Time, InFiles, RadClass, and Radar Comments : *******************************************************************************/ void InitMetSources(LISTPTR Input, OPTIONSTRUCT * Options, MAPSIZE * Map, int NSoilLayers, TIMESTRUCT * Time, INPUTFILES * InFiles, int *NStats, METLOCATION ** Stat, MAPSIZE * Radar, MAPSIZE * MM5Map) { const char *Routine = "InitMetSources"; if (Options->Outside == TRUE && Options->MM5 == FALSE) { printf("\nFYI: All met stations in list will be included \n"); if (Options->Prism == TRUE) { printf("WARNING: PRISM Option is also on\n"); printf("Make sure file .prism files exist\n\n"); } } /* The MM5 option overrides all other options, so check that one first */ if (Options->MM5 == TRUE) { InitMM5(Input, NSoilLayers, Time, InFiles, Options, MM5Map, Map); } /* otherwise, check and initialize the other options */ if (Options->QPF == TRUE || Options->MM5 == FALSE) { InitStations(Input, Map, Time->NDaySteps, Options, NStats, Stat); if (Options->PrecipType == RADAR) InitRadar(Input, Map, Time, InFiles, Radar); if (Options->WindSource == MODEL) InitWindModel(Input, InFiles, *NStats, *Stat); if (Options->PrecipLapse == MAP) { if (*NStats > 1) ReportError((char *) Routine, 54); InitPrecipLapse(Input, InFiles); } } }
// Reset the game between campaigns bool campaignReset(void) { debug(LOG_MAIN, "campaignReset"); gwShutDown(); mapShutdown(); shutdownTerrain(); // when the terrain textures are reloaded we need to reset the radar // otherwise it will end up as a terrain texture somehow ShutdownRadar(); InitRadar(); return true; }
bool stageThreeInitialise(void) { STRUCTURE *psStr; UDWORD i; DROID *psDroid; debug(LOG_WZ, "== stageThreeInitalise =="); bTrackingTransporter = false; loopMissionState = LMS_NORMAL; if(!InitRadar()) // After resLoad cause it needs the game palette initialised. { return false; } // reset the clock to normal speed gameTimeResetMod(); if (!init3DView()) // Initialise 3d view stuff. After resLoad cause it needs the game palette initialised. { return false; } effectResetUpdates(); initLighting(0, 0, mapWidth, mapHeight); if(bMultiPlayer) { // FIXME Is this really needed? debug( LOG_WZ, "multiGameInit()\n" ); multiGameInit(); cmdDroidMultiExpBoost(true); } preProcessVisibility(); // Load any stored templates; these need to be available ASAP initTemplates(); if (!fpathInitialise()) { return false; } mapInit(); clustInitialise(); gridReset(); //if mission screen is up, close it. if(MissionResUp) { intRemoveMissionResultNoAnim(); } // Re-inititialise some static variables. driveInitVars(false); resizeRadar(); setAllPauseStates(false); /* decide if we have to create teams, ONLY in multiplayer mode!*/ if (bMultiPlayer && game.alliance == ALLIANCES_TEAMS) { createTeamAlliances(); /* Update ally vision for pre-placed structures and droids */ for(i=0;i<MAX_PLAYERS;i++) { if(i != selectedPlayer) { /* Structures */ for(psStr=apsStructLists[i]; psStr; psStr=psStr->psNext) { if(aiCheckAlliances(psStr->player,selectedPlayer)) visTilesUpdate((BASE_OBJECT *)psStr); } /* Droids */ for(psDroid=apsDroidLists[i]; psDroid; psDroid=psDroid->psNext) { if(aiCheckAlliances(psDroid->player,selectedPlayer)) visTilesUpdate((BASE_OBJECT *)psDroid); } } } } // ffs JS (and its a global!) if (getLevelLoadType() != GTYPE_SAVE_MIDMISSION) { eventFireCallbackTrigger((TRIGGER_TYPE)CALL_GAMEINIT); triggerEvent(TRIGGER_GAME_INIT); } return true; }
BOOL stageTwoInitialise(void) { int i; debug(LOG_WZ, "== stageTwoInitalise =="); // make sure we clear on loading; this a bad hack to fix a bug when // loading a savegame where we are building a lassat for (i = 0; i < MAX_PLAYERS; i++) { setLasSatExists(false, i); } if(bMultiPlayer) { if (!multiTemplateSetup()) { return false; } } if (!dispInitialise()) /* Initialise the display system */ { return false; } if(!InitRadar()) // After resLoad cause it needs the game palette initialised. { return false; } if(!initMiscImds()) /* Set up the explosions */ { iV_ShutDown(); debug( LOG_FATAL, "Can't find all the explosions graphics?" ); abort(); return false; } if (!cmdDroidInit()) { return false; } /* Shift the interface initialisation here temporarily so that it can pick up the stats after they have been loaded */ if (!intInitialise()) { return false; } if (!initMessage()) /* Initialise the message heaps */ { return false; } if (!gwInitialise()) { return false; } // keymappings keyClearMappings(); keyInitMappings(false); // Set the default uncoloured cursor here, since it looks slightly // better for menus and such. pie_SetMouse(CURSOR_DEFAULT, false); SetFormAudioIDs(ID_SOUND_WINDOWOPEN,ID_SOUND_WINDOWCLOSE); // Setup game queues. // Don't ask why this doesn't go in stage three. In fact, don't even ask me what stage one/two/three is supposed to mean, it seems about as descriptive as stage doStuff, stage doMoreStuff and stage doEvenMoreStuff... debug(LOG_MAIN, "Init game queues, I am %d.", selectedPlayer); for (i = 0; i < MAX_PLAYERS; ++i) { NETinitQueue(NETgameQueue(i)); if (!myResponsibility(i)) { NETsetNoSendOverNetwork(NETgameQueue(i)); } } debug(LOG_MAIN, "stageTwoInitialise: done"); return true; }
bool stageThreeInitialise() { STRUCTURE *psStr; UDWORD i; DROID *psDroid; bool fromSave = (getSaveGameType() == GTYPE_SAVE_START || getSaveGameType() == GTYPE_SAVE_MIDMISSION); debug(LOG_WZ, "== stageThreeInitialise =="); loopMissionState = LMS_NORMAL; if (!InitRadar()) // After resLoad cause it needs the game palette initialised. { return false; } // reset the clock to normal speed gameTimeResetMod(); if (!init3DView()) // Initialise 3d view stuff. After resLoad cause it needs the game palette initialised. { return false; } effectResetUpdates(); initLighting(0, 0, mapWidth, mapHeight); pie_InitLighting(); if (fromSave) { // these two lines are the biggest hack in the world. // the reticule seems to get detached from 'reticuleup' // this forces it back in sync... intRemoveReticule(); intAddReticule(); } if (bMultiPlayer) { if (!fromSave) { multiGameInit(); } initTemplates(); } preProcessVisibility(); prepareScripts(getLevelLoadType() == GTYPE_SAVE_MIDMISSION || getLevelLoadType() == GTYPE_SAVE_START); if (!fpathInitialise()) { return false; } mapInit(); gridReset(); //if mission screen is up, close it. if (MissionResUp) { intRemoveMissionResultNoAnim(); } // Re-inititialise some static variables. resizeRadar(); setAllPauseStates(false); /* decide if we have to create teams, ONLY in multiplayer mode!*/ if (bMultiPlayer && alliancesSharedVision(game.alliance)) { createTeamAlliances(); /* Update ally vision for pre-placed structures and droids */ for (i = 0; i < MAX_PLAYERS; i++) { if (i != selectedPlayer) { /* Structures */ for (psStr = apsStructLists[i]; psStr; psStr = psStr->psNext) { if (aiCheckAlliances(psStr->player, selectedPlayer)) { visTilesUpdate((BASE_OBJECT *)psStr); } } /* Droids */ for (psDroid = apsDroidLists[i]; psDroid; psDroid = psDroid->psNext) { if (aiCheckAlliances(psDroid->player, selectedPlayer)) { visTilesUpdate((BASE_OBJECT *)psDroid); } } } } } countUpdate(); if (getLevelLoadType() != GTYPE_SAVE_MIDMISSION) { if (getDebugMappingStatus()) { triggerEventCheatMode(true); } eventFireCallbackTrigger((TRIGGER_TYPE)CALL_GAMEINIT); triggerEvent(TRIGGER_GAME_INIT); } return true; }