Esempio n. 1
0
// Get rid of the reticule.
//
void driveDisableInterface(void)
{
	intResetScreen(false);
	intRemoveReticule();

	DriveInterfaceEnabled = false;
}
Esempio n. 2
0
// Start structure placement for drive mode.
//
void driveStartBuild(void)
{

	intRemoveReticule();
	DriveInterfaceEnabled = false;
//	driveDisableInterface();
	driveEnableControl();
}
// ////////////////////////////////////////////////////////////////////////////
static BOOL gameInit(void)
{
    UDWORD			player;

    scriptInit();

    // If this is from a savegame, stop here!
    if (getSaveGameType() == GTYPE_SAVE_START || getSaveGameType() == GTYPE_SAVE_MIDMISSION)
    {
        // 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();

        return true;
    }

    for(player = 0; player<game.maxPlayers; player++)			// clean up only to the player limit for this map..
    {
        cleanMap(player);
    }

    for (player = 1; player < MAX_PLAYERS; player++)
    {
        // we want to remove disabled AI & all the other players that don't belong
        if ((game.skDiff[player] == 0 || player >= game.maxPlayers) && (!game.scavengers || player != 7))
        {
            clearPlayer(player, true);			// do this quietly
            debug(LOG_NET, "removing disabled AI (%d) from map.", player);
        }
    }

    if (game.scavengers)	// FIXME - not sure if we still need this hack - Per
    {
        // ugly hack for now
        game.skDiff[7] = DIFF_SLIDER_STOPS / 2;
    }

    if (NetPlay.isHost)	// add oil drums
    {
        addOilDrum(NetPlay.playercount * 2);
    }

    playerResponding();			// say howdy!

    return true;
}
Esempio n. 4
0
// ////////////////////////////////////////////////////////////////////////////
static bool gameInit(void)
{
    UDWORD			player;

    // If this is from a savegame, stop here!
    if (getSaveGameType() == GTYPE_SAVE_START || getSaveGameType() == GTYPE_SAVE_MIDMISSION)
    {
        // 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();

        return true;
    }

    for (player = 1; player < MAX_PLAYERS; player++)
    {
        // we want to remove disabled AI & all the other players that don't belong
        if ((game.skDiff[player] == 0 || player >= game.maxPlayers) && player != scavengerPlayer())
        {
            clearPlayer(player, true);			// do this quietly
            debug(LOG_NET, "removing disabled AI (%d) from map.", player);
        }
    }

    if (game.scavengers)	// FIXME - not sure if we still need this hack - Per
    {
        // ugly hack for now
        game.skDiff[scavengerPlayer()] = DIFF_SLIDER_STOPS / 2;
    }

    unsigned playerCount = 0;
    for (int index = 0; index < game.maxPlayers; ++index)
    {
        playerCount += NetPlay.players[index].ai >= 0 || NetPlay.players[index].allocated;
    }
    addOilDrum(playerCount * 2);  // Calculating playerCount instead of using NetPlay.playercount, since the latter seems to be 0 for non-hosts.

    playerResponding();			// say howdy!

    return true;
}
Esempio n. 5
0
// ////////////////////////////////////////////////////////////////////////////
// Title Screen
static bool startTitleMenu(void)
{
	intRemoveReticule();

	addBackdrop();
	addTopForm();
	addBottomForm();

	addTextButton(FRONTEND_SINGLEPLAYER, FRONTEND_POS2X, FRONTEND_POS2Y, _("Single Player"), WBUT_TXTCENTRE);
	addTextButton(FRONTEND_MULTIPLAYER, FRONTEND_POS3X, FRONTEND_POS3Y, _("Multi Player"), WBUT_TXTCENTRE);
	addTextButton(FRONTEND_TUTORIAL, FRONTEND_POS4X, FRONTEND_POS4Y, _("Tutorial"), WBUT_TXTCENTRE);
	addTextButton(FRONTEND_OPTIONS, FRONTEND_POS5X, FRONTEND_POS5Y, _("Options"), WBUT_TXTCENTRE);
	addTextButton(FRONTEND_PLAYINTRO, FRONTEND_POS6X, FRONTEND_POS6Y, _("View Intro"), WBUT_TXTCENTRE);

	addTextButton(FRONTEND_QUIT, FRONTEND_POS7X, FRONTEND_POS7Y, _("Quit Game"), WBUT_TXTCENTRE);

	addSideText(FRONTEND_SIDETEXT, FRONTEND_SIDEX, FRONTEND_SIDEY, _("MAIN MENU"));

	return true;
}
Esempio n. 6
0
// ////////////////////////////////////////////////////
static BOOL _addLoadSave(BOOL bLoad,CHAR *sSearchPath,CHAR *sExtension, CHAR *title)
{
	W_FORMINIT		sFormInit;
	W_BUTINIT		sButInit;
	W_LABINIT		sLabInit;
	UDWORD			slotCount;
	static STRING	sSlots[10][64];
	STRING			sTemp[255];

	WIN32_FIND_DATA	found;	
	HANDLE			dir;
	mode = bLoad;

	if(GetCurrentDirectory(255,(char*)&sTemp) == 0)
	{
		return FALSE;										// failed, directory probably didn't exist.
	}
	
	if ((bLoadSaveMode == LOAD_INGAME) || (bLoadSaveMode == SAVE_INGAME))
	{
		if (!bMultiPlayer || (NetPlay.bComms ==0))
		{
			gameTimeStop();
			if(GetGameMode() == GS_NORMAL)
			{	
				BOOL radOnScreen = radarOnScreen;				// Only do this in main game.
					
				bRender3DOnly = TRUE;
				radarOnScreen = FALSE;
		
				displayWorld();									// Just display the 3d, no interface
		
				pie_UploadDisplayBuffer(DisplayBuffer);			// Upload the current display back buffer into system memory.
			
				iV_ScaleBitmapRGB(DisplayBuffer,iV_GetDisplayWidth(),
								 iV_GetDisplayHeight(),2,2,2);	// Make it darker.
			
				radarOnScreen = radOnScreen;
				bRender3DOnly = FALSE;
			}

			setGamePauseStatus( TRUE );
			setGameUpdatePause(TRUE);
			setScriptPause(TRUE);
			setScrollPause(TRUE);
			setConsolePause(TRUE);

		}

		forceHidePowerBar();
		intRemoveReticule();
	}

	CreateDirectory(sSearchPath,NULL);			// create the directory required... fails if already there, so no problem.
	widgCreateScreen(&psRequestScreen);			// init the screen.
	widgSetTipFont(psRequestScreen,WFont);

	/* add a form to place the tabbed form on */
	memset(&sFormInit, 0, sizeof(W_FORMINIT));
	sFormInit.formID = 0;
	sFormInit.id = LOADSAVE_FORM;
	sFormInit.style = WFORM_PLAIN;
	sFormInit.x = (SWORD)(LOADSAVE_X);
	sFormInit.y = (SWORD)(LOADSAVE_Y);
	sFormInit.width = LOADSAVE_W;
	sFormInit.height = LOADSAVE_H;
	sFormInit.disableChildren = TRUE;
	sFormInit.pDisplay = intOpenPlainForm;
	widgAddForm(psRequestScreen, &sFormInit);

	// Add Banner
	sFormInit.formID = LOADSAVE_FORM;
	sFormInit.id = LOADSAVE_BANNER;
	sFormInit.x = LOADSAVE_HGAP;
	sFormInit.y = LOADSAVE_VGAP;
	sFormInit.width = LOADSAVE_W-(2*LOADSAVE_HGAP);
	sFormInit.height = LOADSAVE_BANNER_DEPTH;
	sFormInit.disableChildren = FALSE;
	sFormInit.pDisplay = displayLoadBanner;
	sFormInit.pUserData = (VOID *)bLoad;
	widgAddForm(psRequestScreen, &sFormInit);

	// Add Banner Label
	memset(&sLabInit, 0, sizeof(W_LABINIT));
	sLabInit.formID = LOADSAVE_BANNER;
	sLabInit.id		= LOADSAVE_LABEL;
	sLabInit.style	= WLAB_ALIGNCENTRE;
	sLabInit.x		= 0;
	sLabInit.y		= 4;
	sLabInit.width	= LOADSAVE_W-(2*LOADSAVE_HGAP);	//LOADSAVE_W;
	sLabInit.height = 20;
	sLabInit.pText	= title;
	sLabInit.FontID = WFont;
	widgAddLabel(psRequestScreen, &sLabInit);


	// add cancel.
	memset(&sButInit, 0, sizeof(W_BUTINIT));
	sButInit.formID = LOADSAVE_BANNER;
	sButInit.x = 4;
	sButInit.y = 3;
	sButInit.width		= iV_GetImageWidth(IntImages,IMAGE_NRUTER);
	sButInit.height		= iV_GetImageHeight(IntImages,IMAGE_NRUTER);
	sButInit.pUserData	= (void*)PACKDWORD_TRI(0,IMAGE_NRUTER , IMAGE_NRUTER);
	sButInit.id = LOADSAVE_CANCEL;
	sButInit.style = WBUT_PLAIN;
	sButInit.pTip = strresGetString(psStringRes, STR_MISC_CLOSE);
	sButInit.FontID = WFont;
	sButInit.pDisplay = intDisplayImageHilight;
	widgAddButton(psRequestScreen, &sButInit);

	// add slots
	memset(&sButInit, 0, sizeof(W_BUTINIT));
	sButInit.formID		= LOADSAVE_FORM;
	sButInit.style		= WBUT_PLAIN;
	sButInit.width		= LOADENTRY_W;
	sButInit.height		= LOADENTRY_H;
	sButInit.pDisplay	= displayLoadSlot;
	sButInit.FontID		= WFont;

	for(slotCount = 0; slotCount< 10 ; slotCount++)
	{
		sButInit.id		= slotCount+LOADENTRY_START;
		
		if(slotCount<5)
		{
			sButInit.x	= LOADSAVE_HGAP;
			sButInit.y	= (SWORD)((LOADSAVE_BANNER_DEPTH +(2*LOADSAVE_VGAP)) + (
                slotCount*(LOADSAVE_VGAP+LOADENTRY_H)));
		}
		else
		{
			sButInit.x	= (2*LOADSAVE_HGAP)+LOADENTRY_W;
			sButInit.y	= (SWORD)((LOADSAVE_BANNER_DEPTH +(2* LOADSAVE_VGAP)) + (
                (slotCount-5) *(LOADSAVE_VGAP+LOADENTRY_H)));
		}
		widgAddButton(psRequestScreen, &sButInit);
	}


	// fill slots.
	slotCount = 0;

	sprintf(sTemp,"%s*.%s",sSearchPath,sExtension);		// form search string.
	strcpy(sPath,sSearchPath);							// setup locals.
	strcpy(sExt,sExtension);
	dir =FindFirstFile(sTemp,&found);
	if(dir != INVALID_HANDLE_VALUE)
	{
		while( TRUE ) 
		{
			/* Set the tip and add the button */		
			found.cFileName[strlen(found.cFileName) -4 ] = '\0';			// chop extension

			strcpy(sSlots[slotCount],found.cFileName);		//store it!
			
			((W_BUTTON *)widgGetFromID(psRequestScreen,LOADENTRY_START+slotCount))->pTip		= sSlots[slotCount];
			((W_BUTTON *)widgGetFromID(psRequestScreen,LOADENTRY_START+slotCount))->pText		= sSlots[slotCount];
				
			slotCount++;		// goto next but.
	
			if(!FindNextFile(dir,&found ) || slotCount == 10 )// only show upto 10 entrys.
			{
				break;
			}
		}
	}
	FindClose(dir);
	bLoadSaveUp = TRUE;
	return TRUE;
}
Esempio n. 7
0
// ////////////////////////////////////////////////////////////////////////////
bool addLoadSave(LOADSAVE_MODE savemode, const char *title)
{
	bool bLoad = true;
	char NewSaveGamePath[PATH_MAX] = {'\0'};
	bLoadSaveMode = savemode;
	UDWORD			slotCount;
	static char	sSlotCaps[totalslots][totalslotspace];
	static char	sSlotTips[totalslots][totalslotspace];
	char **i, **files;

	switch(savemode)
	{
		case LOAD_FRONTEND_MISSION:
		case LOAD_INGAME_MISSION:
		case LOAD_MISSIONEND:
			ssprintf(NewSaveGamePath, "%s%s/", SaveGamePath, "campaign");
			break;
		case LOAD_FRONTEND_SKIRMISH:
		case LOAD_INGAME_SKIRMISH:
			ssprintf(NewSaveGamePath, "%s%s/", SaveGamePath, "skirmish");
			break;
		case SAVE_MISSIONEND:
		case SAVE_INGAME_MISSION:
			ssprintf(NewSaveGamePath, "%s%s/", SaveGamePath, "campaign");
			bLoad = false;
			break;
		case SAVE_INGAME_SKIRMISH:
			ssprintf(NewSaveGamePath, "%s%s/", SaveGamePath, "skirmish");
			bLoad = false;
			break;
		default:
			ASSERT("Invalid load/save mode!", "Invalid load/save mode!");
			ssprintf(NewSaveGamePath, "%s%s/", SaveGamePath, "campaign");
			break;
	}

	mode = bLoad;
	debug(LOG_SAVE, "called (%d, %s)", bLoad, title);

	if ((bLoadSaveMode == LOAD_INGAME_MISSION) || (bLoadSaveMode == SAVE_INGAME_MISSION)
		|| (bLoadSaveMode == LOAD_INGAME_SKIRMISH) || (bLoadSaveMode == SAVE_INGAME_SKIRMISH))
	{
		if (!bMultiPlayer || (NetPlay.bComms ==0))
		{
			gameTimeStop();
			if(GetGameMode() == GS_NORMAL)
			{
				bool radOnScreen = radarOnScreen;				// Only do this in main game.

				bRender3DOnly = true;
				radarOnScreen = false;

				displayWorld();									// Just display the 3d, no interface

				radarOnScreen = radOnScreen;
				bRender3DOnly = false;
			}

			setGamePauseStatus( true );
			setGameUpdatePause(true);
			setScriptPause(true);
			setScrollPause(true);
			setConsolePause(true);

		}

		forceHidePowerBar();
		intRemoveReticule();
	}

	psRequestScreen = new W_SCREEN;

	WIDGET *parent = psRequestScreen->psForm;

	/* add a form to place the tabbed form on */
	// we need the form to be long enough for all resolutions, so we take the total number of items * height
	// and * the gaps, add the banner, and finally, the fudge factor ;)
	IntFormAnimated *loadSaveForm = new IntFormAnimated(parent);
	loadSaveForm->id = LOADSAVE_FORM;
	loadSaveForm->setGeometry(LOADSAVE_X, LOADSAVE_Y, LOADSAVE_W, slotsInColumn*(LOADENTRY_H + LOADSAVE_HGAP) + LOADSAVE_BANNER_DEPTH + 20);

	// Add Banner
	W_FORMINIT sFormInit;
	sFormInit.formID = LOADSAVE_FORM;
	sFormInit.id = LOADSAVE_BANNER;
	sFormInit.x = LOADSAVE_HGAP;
	sFormInit.y = LOADSAVE_VGAP;
	sFormInit.width = LOADSAVE_W-(2*LOADSAVE_HGAP);
	sFormInit.height = LOADSAVE_BANNER_DEPTH;
	sFormInit.pDisplay = displayLoadBanner;
	sFormInit.UserData = bLoad;
	widgAddForm(psRequestScreen, &sFormInit);

	// Add Banner Label
	W_LABINIT sLabInit;
	sLabInit.formID = LOADSAVE_BANNER;
	sLabInit.FontID = font_large;
	sLabInit.id		= LOADSAVE_LABEL;
	sLabInit.style	= WLAB_ALIGNCENTRE;
	sLabInit.x		= 0;
	sLabInit.y		= 0;
	sLabInit.width	= LOADSAVE_W-(2*LOADSAVE_HGAP);	//LOADSAVE_W;
	sLabInit.height = LOADSAVE_BANNER_DEPTH;		//This looks right -Q
	sLabInit.pText	= title;
	widgAddLabel(psRequestScreen, &sLabInit);

	// add cancel.
	W_BUTINIT sButInit;
	sButInit.formID = LOADSAVE_BANNER;
	sButInit.x = 8;
	sButInit.y = 10;
	sButInit.width		= iV_GetImageWidth(IntImages,IMAGE_NRUTER);
	sButInit.height		= iV_GetImageHeight(IntImages,IMAGE_NRUTER);
	sButInit.UserData	= PACKDWORD_TRI(0,IMAGE_NRUTER , IMAGE_NRUTER);

	sButInit.id = LOADSAVE_CANCEL;
	sButInit.style = WBUT_PLAIN;
	sButInit.pTip = _("Close");
	sButInit.pDisplay = intDisplayImageHilight;
	widgAddButton(psRequestScreen, &sButInit);

	// add slots
	sButInit = W_BUTINIT();
	sButInit.formID		= LOADSAVE_FORM;
	sButInit.style		= WBUT_PLAIN;
	sButInit.width		= LOADENTRY_W;
	sButInit.height		= LOADENTRY_H;
	sButInit.pDisplay	= displayLoadSlot;

	for(slotCount = 0; slotCount< totalslots; slotCount++)
	{
		sButInit.id		= slotCount+LOADENTRY_START;

		if(slotCount < slotsInColumn)
		{
			sButInit.x	= 22 + LOADSAVE_HGAP;
			sButInit.y	= (SWORD)((LOADSAVE_BANNER_DEPTH +(2*LOADSAVE_VGAP)) + (
				slotCount*(LOADSAVE_VGAP+LOADENTRY_H)));
		}
		else if (slotCount >= slotsInColumn && (slotCount < (slotsInColumn *2)))
		{
			sButInit.x	= 22 + (2*LOADSAVE_HGAP + LOADENTRY_W);
			sButInit.y	= (SWORD)((LOADSAVE_BANNER_DEPTH +(2* LOADSAVE_VGAP)) + (
				(slotCount % slotsInColumn)*(LOADSAVE_VGAP+LOADENTRY_H)));
		}
		else
		{
			sButInit.x	= 22 + (3*LOADSAVE_HGAP + (2*LOADENTRY_W));
			sButInit.y	= (SWORD)((LOADSAVE_BANNER_DEPTH +(2* LOADSAVE_VGAP)) + (
				(slotCount % slotsInColumn)*(LOADSAVE_VGAP+LOADENTRY_H)));
		}
		widgAddButton(psRequestScreen, &sButInit);
	}

	// fill slots.
	slotCount = 0;

	debug(LOG_SAVE, "Searching \"%s\" for savegames", NewSaveGamePath);

	// add savegame filenames minus extensions to buttons
	files = PHYSFS_enumerateFiles(NewSaveGamePath);
	for (i = files; *i != NULL; ++i)
	{
		W_BUTTON *button;
		char savefile[256];
		time_t savetime;
		struct tm *timeinfo;

		// See if this filename contains the extension we're looking for
		if (!strstr(*i, sExt))
		{
			// If it doesn't, move on to the next filename
			continue;
		}

		button = (W_BUTTON*)widgGetFromID(psRequestScreen, LOADENTRY_START + slotCount);

		debug(LOG_SAVE, "We found [%s]", *i);

		/* Figure save-time */
		snprintf(savefile, sizeof(savefile), "%s/%s", NewSaveGamePath, *i);
		savetime = PHYSFS_getLastModTime(savefile);
		timeinfo = localtime(&savetime);
		strftime(sSlotTips[slotCount], sizeof(sSlotTips[slotCount]), "%x %X", timeinfo);

		/* Set the button-text */
		(*i)[strlen(*i) - 4] = '\0'; // remove .gam extension
		sstrcpy(sSlotCaps[slotCount], *i);  //store it!
		
		/* Add button */
		button->pTip = sSlotTips[slotCount];
		button->pText = sSlotCaps[slotCount];
		slotCount++;		// goto next but...
		if (slotCount == totalslots)
		{
			break;
		}
	}
	PHYSFS_freeList(files);

	bLoadSaveUp = true;
	return true;
}
Esempio n. 8
0
//****************************************************************************************
// Load menu/save menu?
//*****************************************************************************************
static BOOL _addLoadSave(BOOL bLoad, const char *sSearchPath, const char *sExtension, const char *title)
{
	W_FORMINIT		sFormInit;
	W_BUTINIT		sButInit;
	W_LABINIT		sLabInit;
	UDWORD			slotCount;
// removed hardcoded values!  change with the defines above! -Q
	static char	sSlotCaps[totalslots][totalslotspace];
	static char	sSlotTips[totalslots][totalslotspace];
	char **i, **files;
	const char* checkExtension;

	mode = bLoad;
	debug(LOG_SAVE, "called (%d, %s, %s, %s)", bLoad, sSearchPath, sExtension, title);

	if ((bLoadSaveMode == LOAD_INGAME) || (bLoadSaveMode == SAVE_INGAME))
	{
		if (!bMultiPlayer || (NetPlay.bComms ==0))
		{
			gameTimeStop();
			if(GetGameMode() == GS_NORMAL)
			{
				BOOL radOnScreen = radarOnScreen;				// Only do this in main game.

				bRender3DOnly = true;
				radarOnScreen = false;

				displayWorld();									// Just display the 3d, no interface

				pie_UploadDisplayBuffer();			// Upload the current display back buffer into system memory.

				radarOnScreen = radOnScreen;
				bRender3DOnly = false;
			}

			setGamePauseStatus( true );
			setGameUpdatePause(true);
			setScriptPause(true);
			setScrollPause(true);
			setConsolePause(true);

		}

		forceHidePowerBar();
		intRemoveReticule();
	}

	(void) PHYSFS_mkdir(sSearchPath); // just in case

	psRequestScreen = widgCreateScreen(); // init the screen
	widgSetTipFont(psRequestScreen,font_regular);

	/* add a form to place the tabbed form on */
	memset(&sFormInit, 0, sizeof(W_FORMINIT));
	sFormInit.formID = 0;				//this adds the blue background, and the "box" behind the buttons -Q
	sFormInit.id = LOADSAVE_FORM;
	sFormInit.style = WFORM_PLAIN;
	sFormInit.x = (SWORD) LOADSAVE_X;
	sFormInit.y = (SWORD) LOADSAVE_Y;
	sFormInit.width = LOADSAVE_W;
	// we need the form to be long enough for all resolutions, so we take the total number of items * height
	// and * the gaps, add the banner, and finally, the fudge factor ;)
	sFormInit.height = (slotsInColumn * LOADENTRY_H + LOADSAVE_HGAP* slotsInColumn)+ LOADSAVE_BANNER_DEPTH+20;
	sFormInit.disableChildren = true;
	sFormInit.pDisplay = intOpenPlainForm;
	widgAddForm(psRequestScreen, &sFormInit);

	// Add Banner
	sFormInit.formID = LOADSAVE_FORM;
	sFormInit.id = LOADSAVE_BANNER;
	sFormInit.x = LOADSAVE_HGAP;
	sFormInit.y = LOADSAVE_VGAP;
	sFormInit.width = LOADSAVE_W-(2*LOADSAVE_HGAP);
	sFormInit.height = LOADSAVE_BANNER_DEPTH;
	sFormInit.disableChildren = false;
	sFormInit.pDisplay = displayLoadBanner;
	sFormInit.UserData = bLoad;
	widgAddForm(psRequestScreen, &sFormInit);


	// Add Banner Label
	memset(&sLabInit, 0, sizeof(W_LABINIT));
	sLabInit.formID = LOADSAVE_BANNER;
	sLabInit.id		= LOADSAVE_LABEL;
	sLabInit.style	= WLAB_ALIGNCENTRE;
	sLabInit.x		= 0;
	sLabInit.y		= 3;
	sLabInit.width	= LOADSAVE_W-(2*LOADSAVE_HGAP);	//LOADSAVE_W;
	sLabInit.height = LOADSAVE_BANNER_DEPTH;		//This looks right -Q
	sLabInit.pText	= title;
	sLabInit.FontID = font_regular;
	widgAddLabel(psRequestScreen, &sLabInit);


	// add cancel.
	memset(&sButInit, 0, sizeof(W_BUTINIT));
	sButInit.formID = LOADSAVE_BANNER;
	sButInit.x = 8;
	sButInit.y = 8;
	sButInit.width		= iV_GetImageWidth(IntImages,IMAGE_NRUTER);
	sButInit.height		= iV_GetImageHeight(IntImages,IMAGE_NRUTER);
	sButInit.UserData	= PACKDWORD_TRI(0,IMAGE_NRUTER , IMAGE_NRUTER);

	sButInit.id = LOADSAVE_CANCEL;
	sButInit.style = WBUT_PLAIN;
	sButInit.pTip = _("Close");
	sButInit.FontID = font_regular;
	sButInit.pDisplay = intDisplayImageHilight;
	widgAddButton(psRequestScreen, &sButInit);

	// add slots
	memset(&sButInit, 0, sizeof(W_BUTINIT));
	sButInit.formID		= LOADSAVE_FORM;
	sButInit.style		= WBUT_PLAIN;
	sButInit.width		= LOADENTRY_W;
	sButInit.height		= LOADENTRY_H;
	sButInit.pDisplay	= displayLoadSlot;
	sButInit.FontID		= font_regular;

	for(slotCount = 0; slotCount< totalslots; slotCount++)
	{
		sButInit.id		= slotCount+LOADENTRY_START;

		if(slotCount < slotsInColumn)
		{
			sButInit.x	= 22 + LOADSAVE_HGAP;
			sButInit.y	= (SWORD)((LOADSAVE_BANNER_DEPTH +(2*LOADSAVE_VGAP)) + (
				slotCount*(LOADSAVE_VGAP+LOADENTRY_H)));
		}
		else if (slotCount >= slotsInColumn && (slotCount < (slotsInColumn *2)))
		{
			sButInit.x	= 22 + (2*LOADSAVE_HGAP + LOADENTRY_W);
			sButInit.y	= (SWORD)((LOADSAVE_BANNER_DEPTH +(2* LOADSAVE_VGAP)) + (
				(slotCount % slotsInColumn)*(LOADSAVE_VGAP+LOADENTRY_H)));
		}
		else
		{
			sButInit.x	= 22 + (3*LOADSAVE_HGAP + (2*LOADENTRY_W));
			sButInit.y	= (SWORD)((LOADSAVE_BANNER_DEPTH +(2* LOADSAVE_VGAP)) + (
				(slotCount % slotsInColumn)*(LOADSAVE_VGAP+LOADENTRY_H)));
		}
		widgAddButton(psRequestScreen, &sButInit);
	}

	// fill slots.
	slotCount = 0;

	sstrcpy(sPath, sSearchPath);  // setup locals.
	sstrcpy(sExt, sExtension);

	debug(LOG_SAVE, "Searching \"%s\" for savegames", sSearchPath);

	// Check for an extension like ".ext", not "ext"
	sasprintf((char**)&checkExtension, ".%s", sExtension);

	// add savegame filenames minus extensions to buttons
	files = PHYSFS_enumerateFiles(sSearchPath);
	for (i = files; *i != NULL; ++i)
	{
		W_BUTTON *button;
		char savefile[256];
		time_t savetime;

		// See if this filename contains the extension we're looking for
		if (!strstr(*i, checkExtension))
		{
			// If it doesn't, move on to the next filename
			continue;
		}

		button = (W_BUTTON*)widgGetFromID(psRequestScreen, LOADENTRY_START + slotCount);

		debug(LOG_SAVE, "We found [%s]", *i);

		/* Figure save-time */
		snprintf(savefile, sizeof(savefile), "%s/%s", sSearchPath, *i);
		savetime = PHYSFS_getLastModTime(savefile);
		sstrcpy(sSlotTips[slotCount], ctime(&savetime));

		/* Set the button-text */
		(*i)[strlen(*i) - 4] = '\0'; // remove .gam extension
		sstrcpy(sSlotCaps[slotCount], *i);  //store it!
		
		/* Add button */
		button->pTip = sSlotTips[slotCount];
		button->pText = sSlotCaps[slotCount];
		slotCount++;		// goto next but...
		if (slotCount == totalslots)
		{
			break;
		}
	}
	PHYSFS_freeList(files);

	bLoadSaveUp = true;
	return true;
}
Esempio n. 9
0
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;
}