bool displayGameOver(bool bDidit) { if (bDidit) { setPlayerHasWon(true); multiplayerWinSequence(true); if (bMultiPlayer) { updateMultiStatsWins(); } } else { setPlayerHasLost(true); if (bMultiPlayer) { updateMultiStatsLoses(); } } if (bMultiPlayer) { PLAYERSTATS st = getMultiStats(selectedPlayer); saveMultiStats(getPlayerName(selectedPlayer), getPlayerName(selectedPlayer), &st); } //clear out any mission widgets - timers etc that may be on the screen clearMissionWidgets(); intAddMissionResult(bDidit, true); return true; }
bool displayGameOver(bool bDidit) { if(bDidit) { setPlayerHasWon(true); multiplayerWinSequence(true); if(bMultiPlayer) { updateMultiStatsWins(); } } else { setPlayerHasLost(true); if(bMultiPlayer) { updateMultiStatsLoses(); } } //clear out any mission widgets - timers etc that may be on the screen clearMissionWidgets(); intAddMissionResult(bDidit, true); return true; }
/*sets which states need to be paused when the intelligence screen is up*/ void setIntelligencePauseState(void) { if (!bMultiPlayer) { //need to clear mission widgets from being shown on intel screen clearMissionWidgets(); gameTimeStop(); setGameUpdatePause(true); if(!bInTutorial) { // Don't pause the scripts or the console if the tutorial is running. setScriptPause(true); setConsolePause(true); } setScrollPause(true); screen_RestartBackDrop(); } }
// // Quick hack to throw up a ingame 'popup' for when the host drops connection. // void intAddInGamePopup(void) { //clear out any mission widgets - timers etc that may be on the screen clearMissionWidgets(); setWidgetsStatus(true); intResetScreen(false); if (isInGamePopupUp) return; audio_StopAll(); if(!gamePaused()) { kf_TogglePauseMode(); // Pause the game. } W_FORMINIT sFormInit; sFormInit.formID = 0; sFormInit.id = INTINGAMEPOPUP; sFormInit.style = WFORM_PLAIN; sFormInit.width = 600; sFormInit.height = 160; sFormInit.x = (SWORD)(20+D_W); sFormInit.y = (SWORD)((240-(160/2))+D_H); sFormInit.pDisplay = intOpenPlainForm; sFormInit.disableChildren= true; widgAddForm(psWScreen, &sFormInit); // add the text "buttons" now W_BUTINIT sButInit; sButInit.formID = INTINGAMEPOPUP; sButInit.style = OPALIGN; sButInit.width = 600; sButInit.FontID = font_large; sButInit.x = 0; sButInit.height = 10; sButInit.pDisplay = displayTextOption; sButInit.id = INTINGAMEOP_POPUP_MSG2; sButInit.y = 20; sButInit.pText = _("Host has quit the game!"); widgAddButton(psWScreen, &sButInit); sButInit.id = INTINGAMEOP_POPUP_MSG1; sButInit.y = 60; sButInit.pText = _("The game can't continue without the host."); widgAddButton(psWScreen, &sButInit); sButInit.id = INTINGAMEOP_POPUP_QUIT; sButInit.y = 124; sButInit.pText = _("--> QUIT <--"); widgAddButton(psWScreen, &sButInit); intMode = INT_POPUPMSG; // change interface mode. isInGamePopupUp = true; }
static bool _intAddInGameOptions(void) { audio_StopAll(); //clear out any mission widgets - timers etc that may be on the screen clearMissionWidgets(); setWidgetsStatus(true); //if already open, then close! if (widgGetFromID(psWScreen,INTINGAMEOP)) { intCloseInGameOptions(false, true); return true; } intResetScreen(false); // Pause the game. if(!gamePaused()) { kf_TogglePauseMode(); } W_FORMINIT sFormInit; sFormInit.width = INTINGAMEOP_W; // add form sFormInit.formID = 0; sFormInit.id = INTINGAMEOP; sFormInit.style = WFORM_PLAIN; sFormInit.x = (SWORD)INTINGAMEOP_X; sFormInit.y = (SWORD)INTINGAMEOP_Y; sFormInit.height = INTINGAMEOP_H; if ((!bMultiPlayer || (NetPlay.bComms == 0)) && !bInTutorial) { } else { sFormInit.height = INTINGAMEOP_HS; } sFormInit.pDisplay = intOpenPlainForm; sFormInit.disableChildren= true; widgAddForm(psWScreen, &sFormInit); // add 'quit' text if ((!bMultiPlayer || (NetPlay.bComms == 0)) && !bInTutorial) { addIGTextButton(INTINGAMEOP_QUIT, INTINGAMEOP_5_Y, INTINGAMEOP_OP_W, _("Quit"), OPALIGN); } else { addIGTextButton(INTINGAMEOP_QUIT, INTINGAMEOP_3_Y, INTINGAMEOP_OP_W, _("Quit"), OPALIGN); } // add 'resume' addIGTextButton(INTINGAMEOP_RESUME, INTINGAMEOP_1_Y, INTINGAMEOP_OP_W, _("Resume Game"), OPALIGN); // add 'options' addIGTextButton(INTINGAMEOP_OPTIONS, INTINGAMEOP_2_Y, INTINGAMEOP_OP_W, _("Audio Options"), OPALIGN); if ((!bMultiPlayer || (NetPlay.bComms == 0)) && !bInTutorial) { // add 'load' addIGTextButton(INTINGAMEOP_LOAD, INTINGAMEOP_3_Y, INTINGAMEOP_OP_W, _("Load Game"), OPALIGN); // add 'save' addIGTextButton(INTINGAMEOP_SAVE, INTINGAMEOP_4_Y, INTINGAMEOP_OP_W, _("Save Game"), OPALIGN); } intMode = INT_INGAMEOP; // change interface mode. InGameOpUp = true; // inform interface. wzSetCursor(CURSOR_DEFAULT); return true; }