Esempio n. 1
0
// project spec game exit
void ExitGame(void)
{
	if(player_rif != INVALID_RIFFHANDLE)
	{
		avp_undo_rif_load(player_rif);
	  	player_rif=INVALID_RIFFHANDLE;

	}
	
	if(alien_weapon_rif != INVALID_RIFFHANDLE)
	{
		avp_undo_rif_load(alien_weapon_rif);
		alien_weapon_rif=INVALID_RIFFHANDLE;
	}
	if(marine_weapon_rif != INVALID_RIFFHANDLE)
	{
		avp_undo_rif_load(marine_weapon_rif);
		marine_weapon_rif=INVALID_RIFFHANDLE;
	}
	if(predator_weapon_rif != INVALID_RIFFHANDLE)
	{
		avp_undo_rif_load(predator_weapon_rif);
		predator_weapon_rif=INVALID_RIFFHANDLE;
	}
	#if MaxImageGroups>1
	SetCurrentImageGroup(0);
	DeallocateCurrentImages();
	#endif
}
void LoadedNPC::Unload()
{
	if (INVALID_RIFFHANDLE != npc_rif)
	{
		#if MaxImageGroups>1
		image_groups.delete_entry(img_group);
		SetCurrentImageGroup(img_group);
		DeallocateCurrentImages();
		#endif
		avp_undo_rif_load(npc_rif); // destroys copied shapes
	}
	npc_rif = INVALID_RIFFHANDLE;
}
Esempio n. 3
0
void InitEnvironmentFromLoad(void) 
{
	// in DB menus - we only destroy the current environment
	// after we have selected a leve, to load - WE could
	// be going TO ANY ENV or CHARACTER here (ughh) 

	// this is an entire game destroy (with no save) killing
	// both the env and the character followed by a complete
	// game restart 
	
	// environment clean up - sets up the load info
	Destroy_CurrentEnvironment();
	// then the REST
	DestroyAllStrategyBlocks();
	#if MaxImageGroups>1
	SetCurrentImageGroup(0); // FOR ENV
	DeallocateCurrentImages();
	#endif
	/* Patrick: 26/6/97
	Stop and remove all sounds here */	
	SoundSys_StopAll();
	SoundSys_RemoveAll(); 
	CDDA_Stop();

	// start the loading - we load the player
	InitCharacter();	// intis the char
	LoadRifFile();    // env

	// do all the ness processing
	// start games calles FormatSaveBuffer and
	// Process System Objects

	AssignAllSBNames();
	
	// Set the timer, or we have just taken
	// 10 secs for the frame

	/***** No need to do frame counter stuff in a computer! *****/

	/* Patrick: 26/6/97
	Load our sounds for the new env */	
	LoadSounds("PLAYER");
}
void LoadedNPC::Load(int progress_start,int progress_interval)
{
	Set_Progress_Bar_Position(progress_start);
	if (filename)
	{
		npc_rif = avp_load_rif_non_env(filename);
		if (INVALID_RIFFHANDLE != npc_rif)
		{
			#if MaxImageGroups>1
			for (img_group=FIRST_FREE_IMAGE_GROUP; image_groups.contains(img_group); ++img_group)
				;
			GLOBALASSERT(img_group<MaxImageGroups);
			image_groups.add_entry(img_group);
			SetCurrentImageGroup(img_group); // PROBLEM AT PRESENT, copy_rif_data changes this
			#endif
			Set_Progress_Bar_Position(progress_start+progress_interval/2);
			copy_rif_data(npc_rif,CCF_IMAGEGROUPSET + CCF_LOAD_AS_HIERARCHY_IF_EXISTS,progress_start+progress_interval/2,progress_interval/2);
			unload_rif(npc_rif); // doesnt destroy copied data
		}
	}
}
Esempio n. 5
0
void LoadRifFile()
{
	
	char file_and_path[100];
	int i = 0;
	
	Set_Progress_Bar_Position(PBAR_LEVEL_START);
	
	// clear the dir names

	for(i = 0; i < 100; i++)
	  {
	  	file_and_path[i] = (char)0;
			EnvFileName[i] = (char)0;
			LevelDir[i] = (char)0;
	  }

	// Set up the dirname for the Rif load
				
	catpathandextension(&file_and_path[0], (char *)&GameDataDirName[0]);
	catpathandextension(&file_and_path[0], Env_List[AvP.CurrentEnv]->main); /* root of the file name,smae as dir*/
	catpathandextension(&file_and_path[0], (char *)&FileNameExtension[0]);	/* extension*/
	
	env_rif = avp_load_rif((const char*)&file_and_path[0]);
	Set_Progress_Bar_Position(PBAR_LEVEL_START+PBAR_LEVEL_INTERVAL*.4);
	
	if(INVALID_RIFFHANDLE == env_rif)
	  {
			finiObjects();
			exit(0x3421);
				
	  };

	#if MaxImageGroups>1
	SetCurrentImageGroup(2); // FOR ENV
	#endif
	copy_rif_data(env_rif,CCF_ENVIRONMENT,PBAR_LEVEL_START+PBAR_LEVEL_INTERVAL*.4,PBAR_LEVEL_INTERVAL*.6);
	//setup_shading_tables();
}
Esempio n. 6
0
int Destroy_CurrentEnvironment(void)
{
	// RWH destroys all en specific data

	// function to change environment when we 
	// are playing a game	- environmnet reset
	
	// this stores all info we need

	TimeStampedMessage("Beginning Destroy_CurrentEnvironment");
	//CreateLevelMetablocks(AvP.CurrentEnv);
	TimeStampedMessage("After CreateLevelMetablocks");

	/*----------------------Patrick 14/3/97-----------------------
	  Clean up AI systems at end of level
	--------------------------------------------------------------*/

	{
		int i ;

		i = maxstblocks;
		DestroyAllStrategyBlocks();
		while(i--)
			ActiveStBlockList[i] = NULL;

		i = maxobjects;
	 	InitialiseObjectBlocks();
		while(i --)
			ActiveBlockList[i] = NULL;
	}
	TimeStampedMessage("After object blocks");
	
	//Get rid of all sounds
	//Deallocate memory for all shapes and hierarchy animations
	DeallocateSoundsAndPoolAllocatedMemory();
	
	KillFarModuleLocs();
	TimeStampedMessage("After KillFarModuleLocs");
	CleanUpPheromoneSystem();
	TimeStampedMessage("After CleanUpPheromoneSystem");
	
	#if MaxImageGroups>1
	SetCurrentImageGroup(2); // FOR ENV
	TimeStampedMessage("After SetCurrentImageGroup");

	DeallocateCurrentImages();
	TimeStampedMessage("After DeallocateCurrentImages");
	#endif
	// now deasllocate the module vis array
	DeallocateModuleVisArrays();
	TimeStampedMessage("After DeallocateModuleVisArrays");

		

	/* destroy the VDB list */	
	InitialiseVDBs();
	TimeStampedMessage("After InitialiseVDBs");

	
	InitialiseTxAnimBlocks(); // RUN THE npcS ON OUR OWN
	TimeStampedMessage("After InitialiseTxAnimBlocks");


	/* frees the memory from the env load*/
	DeallocateModules();
	TimeStampedMessage("After DeallocateModules");

	avp_undo_rif_load(env_rif);
	TimeStampedMessage("After avp_undo_rif_load");


	// set the Onscreenbloock lsit to zero
 	NumOnScreenBlocks = 0;
 
 	return(0);
}
Esempio n. 7
0
void InitCharacter()
{
	/*** RWH cleans up the character initialisation 
			 it would be nice if this can be called when
			 we load up a game of a different character
	***/
	
	// load charcater specific rif and sounds


	if(player_rif != INVALID_RIFFHANDLE)
	{
			// we already have a player loaded - delete the bastard
			avp_undo_rif_load(player_rif);
	}
	if(alien_weapon_rif != INVALID_RIFFHANDLE)
	{
			// we already have a player loaded - delete the bastard
		avp_undo_rif_load(alien_weapon_rif);
	}
	if(marine_weapon_rif != INVALID_RIFFHANDLE)
	{
			// we already have a player loaded - delete the bastard
		avp_undo_rif_load(marine_weapon_rif);
	}
	if(predator_weapon_rif != INVALID_RIFFHANDLE)
	{
			// we already have a player loaded - delete the bastard
		avp_undo_rif_load(predator_weapon_rif);
	}
	
	#if MaxImageGroups==1
	InitialiseTextures();
	#else
	SetCurrentImageGroup(0);
	DeallocateCurrentImages();
	#endif
	
	//Start_Progress_Bar();

	
	//Set_Progress_Bar_Position(PBAR_HUD_START);

	switch(AvP.Network)
	{
		case I_No_Network:
		{
			

			// set up the standard single player game
			switch(AvP.PlayerType)
				{
					case I_Marine:
						{
							marine_weapon_rif = avp_load_rif("avp_huds/marwep.rif");
							//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25);
							player_rif = avp_load_rif("avp_huds/marine.rif");
							break;
						}
					case I_Predator:
						{
							predator_weapon_rif = avp_load_rif("avp_huds/pred_hud.rif");
							//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25);
							player_rif = avp_load_rif("avp_huds/predator.rif");
							break;
						}

					case I_Alien:
						{
							#if ALIEN_DEMO
							alien_weapon_rif = avp_load_rif("alienavp_huds/alien_hud.rif");
							//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25);
							player_rif = avp_load_rif("alienavp_huds/alien.rif");
							#else
							alien_weapon_rif = avp_load_rif("avp_huds/alien_hud.rif");
							//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25);
							player_rif = avp_load_rif("avp_huds/alien.rif");
							#endif
							break;
						}
					default:
						{
							GLOBALASSERT(2<1);
						}
				}
				break;
			}
			default:
			{
				

				
				// set up a multiplayer game - here becuse we might end
				// up with a cooperative game
				//load all weapon rifs
				marine_weapon_rif = avp_load_rif("avp_huds/marwep.rif");
				predator_weapon_rif = avp_load_rif("avp_huds/pred_hud.rif");
				alien_weapon_rif = avp_load_rif("avp_huds/alien_hud.rif");
				
				//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25);
				player_rif = avp_load_rif("avp_huds/multip.rif");
			}
	}
	//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.5);

	#if MaxImageGroups>1
	SetCurrentImageGroup(0);
	#endif
	
	copy_rif_data(player_rif,CCF_IMAGEGROUPSET,PBAR_HUD_START+PBAR_HUD_INTERVAL*.5,PBAR_HUD_INTERVAL*.25);
	
	//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.75);
	
	
	if(alien_weapon_rif!=INVALID_RIFFHANDLE)
		copy_rif_data(alien_weapon_rif,CCF_LOAD_AS_HIERARCHY_IF_EXISTS|CCF_IMAGEGROUPSET|CCF_DONT_INITIALISE_TEXTURES,PBAR_HUD_START+PBAR_HUD_INTERVAL*.5,PBAR_HUD_INTERVAL*.25);

	if(marine_weapon_rif!=INVALID_RIFFHANDLE)
		copy_rif_data(marine_weapon_rif,CCF_LOAD_AS_HIERARCHY_IF_EXISTS|CCF_IMAGEGROUPSET|CCF_DONT_INITIALISE_TEXTURES,PBAR_HUD_START+PBAR_HUD_INTERVAL*.5,PBAR_HUD_INTERVAL*.25);

	if(predator_weapon_rif!=INVALID_RIFFHANDLE)
		copy_rif_data(predator_weapon_rif,CCF_LOAD_AS_HIERARCHY_IF_EXISTS|CCF_IMAGEGROUPSET|CCF_DONT_INITIALISE_TEXTURES,PBAR_HUD_START+PBAR_HUD_INTERVAL*.5,PBAR_HUD_INTERVAL*.25);

	//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL);
	copy_chunks_from_environment(0);

	/*KJL*************************************
	*   Setup generic data for weapons etc   *
	*************************************KJL*/

 	InitialiseEquipment();
	InitHUD();
	
}