MainScene::MainScene() : m_pBackground(0) , m_LabelTimer(0) , m_MatchDuration(0) { LoadGameSettings(); m_QuickScrollPos = CCPointMake(-1, -1); m_MatchStartTime = CSystem::GetTickCount(); BubbleElement::LoadBubbles(); }
BOOLEAN InitializeGame(void) { UINT32 uiIndex; giStartingMemValue = MemGetFree( ); ClearAllDebugTopics(); RegisterJA2DebugTopic( TOPIC_JA2OPPLIST, "Reg" ); //RegisterJA2DebugTopic( TOPIC_MEMORY_MANAGER, "Reg" ); // Initlaize mouse subsystems MSYS_Init( ); InitButtonSystem(); InitCursors( ); // Init Fonts if ( !InitializeFonts( ) ) { // Send debug message and quit DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "COULD NOT INUT FONT SYSTEM..."); return( ERROR_SCREEN ); } //Deletes all the Temp files in the Maps\Temp directory InitTacticalSave( TRUE ); // Initialize Game Screens. for (uiIndex = 0; uiIndex < MAX_SCREENS; uiIndex++) { if ((*(GameScreens[uiIndex].InitializeScreen))() == FALSE) { // Failed to initialize one of the screens. return FALSE; } } //Init the help screen system InitHelpScreenSystem(); //Loads the saved (if any) general JA2 game settings LoadGameSettings(); //Initialize the Game options ( Gun nut, scifi and dif. levels InitGameOptions(); // preload mapscreen graphics HandlePreloadOfMapGraphics( ); guiCurrentScreen = INIT_SCREEN; return TRUE; }
void D_CheckNetGame (void) { net_gamesettings_t settings; D_RegisterLoopCallbacks(&doom_loop_interface); if (netgame) { autostart = true; } SaveGameSettings(&settings); D_StartNetGame(&settings, NULL); LoadGameSettings(&settings); }
// // D_CheckNetGame // Works out player numbers among the net participants // void D_CheckNetGame (void) { net_gamesettings_t settings; if (netgame) { autostart = true; } D_RegisterLoopCallbacks(&doom_loop_interface); SaveGameSettings(&settings); D_StartNetGame(&settings, NULL); LoadGameSettings(&settings); DEH_printf("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", startskill, deathmatch, startmap, startepisode); DEH_printf("player %i of %i (%i nodes)\n", consoleplayer+1, settings.num_players, settings.num_players); // Show players here; the server might have specified a time limit if (timelimit > 0 && deathmatch) { // Gross hack to work like Vanilla: if (timelimit == 20 && M_CheckParm("-avg")) { DEH_printf("Austin Virtual Gaming: Levels will end " "after 20 minutes\n"); } else { DEH_printf("Levels will end after %d minute", timelimit); if (timelimit > 1) printf("s"); printf(".\n"); } } }
// WANNE - MP: This method initializes variables that should be initialized // differently for single and multiplayer void InitDependingGameStyleOptions() { // Yes, also initialize these ones, because of SP and MP game! InitStrategicEngine(); InitStrategicMovementCosts(); InitializeFaceGearGraphics(); // WANNE: Initialize again, because if differs from SP to MP game! LoadGameSettings(); FreeGameExternalOptions(); // Load APBPConstants.ini LoadGameAPBPConstants(); // Load ja2_options.ini LoadGameExternalOptions(); // Load new STOMP ini - SANDRO LoadSkillTraitsExternalSettings(); // HEADROCK HAM 4: CTH constants LoadCTHConstants(); // Load externalised taunts settings LoadTauntsSettings(); // Load helicopter repair settings LoadHelicopterRepairRefuelSettings(); // Load externalised morale settings LoadMoraleSettings(); // Load externalised reputation settings LoadReputationSettings(); // Load creatures settings LoadCreaturesSettings(); #ifdef JA2UB LoadGameUBOptions(); // JA25 UB #endif InitSightRange(); //lal ReStartingGame(); }
void GameStateGame::OnCreate() { Kengine::EventManager* evMgr = m_stateMgr->GetContext()->eventManager; evMgr->AddCallback(StateType::Game, "Key_Escape", &GameStateGame::MainMenu, this); evMgr->AddCallback(StateType::Game, "Key_P", &GameStateGame::Pause, this); evMgr->AddCallback(StateType::Game, "Key_O", &GameStateGame::ToggleOverlay, this); sf::Vector2u size = m_stateMgr->GetContext()->window->GetWindowSize(); m_view.setSize(size.x, size.y); m_view.setCenter(size.x / 2.0f, size.y / 2.0f); m_view.zoom(0.6f); m_stateMgr->GetContext()->window->GetRenderWindow()->setView(m_view); LoadGameSettings(); m_gameMap = new Map(m_stateMgr->GetContext(), this); m_gameMap->LoadMap(std::string("media/Maps/" + m_mapName + ".tmx")); }
void D_CheckNetGame(void) { net_gamesettings_t settings; D_RegisterLoopCallbacks(&hexen_loop_interface); if (netgame) { autostart = true; } SaveGameSettings(&settings); D_StartNetGame(&settings, StartupProgress); LoadGameSettings(&settings); // Finish netgame progress on startup screen. if (netgame) { StartupProgress(settings.num_players, settings.num_players); ST_NetDone(); } }
DWORD FAR PASCAL CController::RunController(CController* pController) { if ( !pController ) return 0; VARIANT_BOOL fIsSupported; pController->m_pGame->get_IsSupported(&fIsSupported); if ( fIsSupported==VARIANT_FALSE ) { MessageBox(pController->m_hParentWnd, "This game is not supported by Visual PinMAME", "Failed to start", MB_ICONINFORMATION|MB_OK); return 1; } g_fHandleMechanics = pController->m_iHandleMechanics; g_fHandleKeyboard = pController->m_fHandleKeyboard; g_fMechSamples = pController->m_fMechSamples; // Load the game specific settings LoadGameSettings(pController->m_szROM); // set some options for the mamew environment // set_option("window", "1", 0); set_option("resolution", "1x1x16", 0); set_option("debug_resolution", "640x480x16", 0); set_option("maximize", "0", 0); set_option("throttle", "1", 0); set_option("sleep", "1", 0); set_option("autoframeskip", "0", 0); set_option("skip_gameinfo", "1", 0); set_option("skip_disclaimer", "1", 0); set_option("keepaspect", "0", 0); VARIANT fHasSound; VariantInit(&fHasSound); pController->m_pGameSettings->get_Value(CComBSTR("sound"), &fHasSound); if (fHasSound.boolVal==VARIANT_FALSE) options.samplerate = 0; // indicates game sound disabled #ifndef DEBUG void* pSplashWnd = NULL; if(!cabinetMode) // display the splash screen CreateSplashWnd(&pSplashWnd, pController->m_szSplashInfoLine); #endif // set the global pointer to Controller m_pController = pController; g_fPause = 0; int iSyncLevel = synclevel; if ( iSyncLevel<0 ) iSyncLevel = 0; else if ( iSyncLevel>60 ) iSyncLevel = 60; if ( iSyncLevel ) { if ( iSyncLevel<=20 ) g_iSyncFactor = 1024; else g_iSyncFactor = (int) (1024.0*(iSyncLevel/60.0)); g_hEnterThrottle = CreateEvent(NULL, false, true, NULL); } #ifndef DEBUG else { // just in case g_iSyncFactor = 0; g_hEnterThrottle = INVALID_HANDLE_VALUE; switch ( threadpriority ) { case 1: SetThreadPriority(pController->m_hThreadRun, THREAD_PRIORITY_ABOVE_NORMAL); break; case 2: SetThreadPriority(pController->m_hThreadRun, THREAD_PRIORITY_HIGHEST); break; } } #endif vpm_game_init(pController->m_nGameNo); run_game(pController->m_nGameNo); vpm_game_exit(pController->m_nGameNo); if ( iSyncLevel ) { SetEvent(g_hEnterThrottle); CloseHandle(g_hEnterThrottle); g_hEnterThrottle = INVALID_HANDLE_VALUE; g_iSyncFactor = 0; } else SetThreadPriority(pController->m_hThreadRun, THREAD_PRIORITY_NORMAL); // fire the OnMachineStopped event OnStateChange(0); // reset the global pointer to Controller m_pController = NULL; #ifndef DEBUG if(!cabinetMode) // destroy the splash screensync DestroySplashWnd(&pSplashWnd); #endif return 0; }