/*! * 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; }
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; }