コード例 #1
0
//////////////////////////////////////////////////////////////////////
// fe_MultiplayerSetup::OnCreate() //              \author Logan Jones
////////////////////////////////////                   \date 7/31/2002
//               
//====================================================================
// Return: BOOL - 
//
BOOL fe_MultiplayerSetup::OnCreate()
{
	gadget_Button*	pButton;
	gadget_Pic*		pPic;
	BYTE*			pBuf = NULL;
	DWORD			Size;

	// Load the gui file
	if( bFAILED(LoadGui("Lounge2")) )
		return FALSE;

	// Load the background
	if( bFAILED(LoadPanel("BattleRoom")) )
		return FALSE;

	// Load up the custom image gaf file
	Size = theFileTree.DumpFileToBuffer( "anims/Lounge2.gaf", &pBuf );
	if( (pBuf!=NULL) && (Size!=0) ) {
		//if( pButton = (gadget_Button*)GetGadget("SIDEx") )
		//	gfx->CreateSurfacesFromGAF( pBuf, "SIDEx", 1, 5, SideSurfaces ),
		//	pButton->SetButtonImages( SideSurfaces, SideSurfaces[3], SideSurfaces[4] ),
		//	pButton->SetActive( TRUE ), pButton->SetVisible(TRUE);
		if( pPic = (gadget_Pic*)GetGadget("battlestart") )
			gfx->CreateSurfacesFromGAF( pBuf, "battlestart", 1, 9, m_BattleStartAnim ),
			pPic->SetFrames( m_BattleStartAnim, 9 );
		delete [] pBuf;
	}

	// Load up the custom image gaf file
	Size = theFileTree.DumpFileToBuffer( "anims/Logos.gaf", &pBuf );
	if( (pBuf!=NULL) && (Size!=0) ) {
		gfx->CreateSurfacesFromGAF( pBuf, "32xlogos", 1, 10, m_Logos );
		delete [] pBuf;
	}

	gadget_ListBox* pBox = (gadget_ListBox*)GetGadget("Output");
	pBox->SetSort( FALSE );

	pButton = (gadget_Button*)GetGadget("PLAYERx");
	m_FirstPos = pButton->GetWndPos();

	ResetPlayers();
	return TRUE;
}
コード例 #2
0
void GameState::DoRestart(void)
{
	// Reset local variables
	ResetPlayers();
	ResetCastleHealth();

	AI::Instance()->Init();

	// Prepare our array of random perks
	FillPerksArray();

	/*
	castleDoorLight->Deactivate();
	*/
	currentState = GAME_IN_PROGRESS;

	// Same as NULL since castle health > 0
	lastTransmitSetCastleHealth=-1.0f;
	timeToNextCastleHealthTransmission=TIME_BETWEEN_CASTLE_HEALTH_TRANSIMSSIONS;
	gameMessage[0]=0;
}