/*! * Load a savegame and start into the game loop * Game data should be initialised afterwards, so that startGameLoop is not necessary anymore. */ static bool initSaveGameLoad(void) { // NOTE: always setGameMode correctly before *any* loading routines! SetGameMode(GS_NORMAL); screen_RestartBackDrop(); // load up a save game if (!loadGameInit(saveGameName)) { // FIXME: we really should throw up a error window, but we can't (easily) so I won't. debug(LOG_ERROR, "Trying to load Game %s failed!", saveGameName); debug(LOG_POPUP, "Failed to load a save game! It is either corrupted or a unsupported format.\n\nRestarting main menu."); // FIXME: If we bomb out on a in game load, then we would crash if we don't do the next two calls // Doesn't seem to be a way to tell where we are in game loop to determine if/when we should do the two calls. gameLoopStatus = GAMECODE_FASTEXIT; // clear out all old data stopGameLoop(); startTitleLoop(); // Restart into titleloop SetGameMode(GS_TITLE_SCREEN); return false; } screen_StopBackDrop(); closeLoadingScreen(); // Trap the cursor if cursor snapping is enabled if (war_GetTrapCursor()) { wzGrabMouse(); } if (challengeActive) { addMissionTimerInterface(); } return true; }
/*! * Shutdown/cleanup after the game loop * Would stop the timer */ static void stopGameLoop(void) { if (gameLoopStatus != GAMECODE_NEWLEVEL) { clearBlueprints(); initLoadingScreen(true); // returning to f.e. do a loader.render not active pie_EnableFog(false); // dont let the normal loop code set status on fogStatus = 0; if (gameLoopStatus != GAMECODE_LOADGAME) { if (!levReleaseAll()) { debug(LOG_ERROR, "levReleaseAll failed!"); } } closeLoadingScreen(); reloadMPConfig(); } // Disable cursor trapping if (war_GetTrapCursor()) { wzReleaseMouse(); } gameInitialised = false; }
/*! * Run the code inside the titleloop */ static void runTitleLoop(void) { switch (titleLoop()) { case TITLECODE_CONTINUE: break; case TITLECODE_QUITGAME: debug(LOG_MAIN, "TITLECODE_QUITGAME"); stopTitleLoop(); wzQuit(); break; case TITLECODE_SAVEGAMELOAD: { debug(LOG_MAIN, "TITLECODE_SAVEGAMELOAD"); initLoadingScreen(true); // Restart into gameloop and load a savegame, ONLY on a good savegame load! stopTitleLoop(); if (!initSaveGameLoad()) { // we had a error loading savegame (corrupt?), so go back to title screen? stopGameLoop(); startTitleLoop(); changeTitleMode(TITLE); } closeLoadingScreen(); break; } case TITLECODE_STARTGAME: debug(LOG_MAIN, "TITLECODE_STARTGAME"); initLoadingScreen(true); stopTitleLoop(); startGameLoop(); // Restart into gameloop closeLoadingScreen(); break; case TITLECODE_SHOWINTRO: debug(LOG_MAIN, "TITLECODE_SHOWINTRO"); seq_ClearSeqList(); seq_AddSeqToList("titles.ogg", NULL, NULL, false); seq_AddSeqToList("devastation.ogg", NULL, "devastation.txa", false); seq_StartNextFullScreenVideo(); break; default: debug(LOG_ERROR, "Unknown code returned by titleLoop"); break; } }
/*! * Preparations before entering the title (mainmenu) loop * Would start the timer in an event based mainloop */ static void startTitleLoop(void) { SetGameMode(GS_TITLE_SCREEN); initLoadingScreen(true); if (!frontendInitialise("wrf/frontend.wrf")) { debug( LOG_FATAL, "Shutting down after failure" ); exit(EXIT_FAILURE); } closeLoadingScreen(); }
void systemShutdown(void) { if (mod_list) { free(mod_list); } shutdownEffectsSystem(); closeLoadingScreen(); keyClearMappings(); // free up all the load functions (all the data should already have been freed) resReleaseAll(); if (!multiShutdown()) // ajl. init net stuff { debug(LOG_FATAL, "Unable to multiShutdown() cleanly!"); abort(); } debug(LOG_MAIN, "shutting down audio subsystems"); debug(LOG_MAIN, "shutting down CD audio"); cdAudio_Close(); if ( audio_Disabled() == false && !audio_Shutdown() ) { debug(LOG_FATAL, "Unable to audio_Shutdown() cleanly!"); abort(); } debug(LOG_MAIN, "shutting down graphics subsystem"); iV_ShutDown(); levShutDown(); widgShutDown(); fpathShutdown(); debug(LOG_MAIN, "shutting down everything else"); pal_ShutDown(); // currently unused stub frameShutDown(); // close screen / SDL / resources / cursors / trig closeConfig(); // "registry" close cleanSearchPath(); // clean PHYSFS search paths debug_exit(); // cleanup debug routines PHYSFS_deinit(); // cleanup PHYSFS (If failure, state of PhysFS is undefined, and probably badly screwed up.) // NOTE: Exception handler is cleaned via atexit(ExchndlShutdown); }
bool stageThreeInitialise(void) { STRUCTURE *psStr; UDWORD i; DROID *psDroid; debug(LOG_WZ, "== stageThreeInitalise =="); bTrackingTransporter = false; 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); if(bMultiPlayer) { // FIXME Is this really needed? debug( LOG_WZ, "multiGameInit()\n" ); multiGameInit(); cmdDroidMultiExpBoost(true); } preProcessVisibility(); closeLoadingScreen(); // reset the loading screen. if (!fpathInitialise()) { return false; } mapInit(); clustInitialise(); gridReset(); //if mission screen is up, close it. if(MissionResUp) { intRemoveMissionResultNoAnim(); } // determine if to use radar for(psStr = apsStructLists[selectedPlayer];psStr;psStr=psStr->psNext){ if(psStr->pStructureType->type == REF_HQ) { radarOnScreen = true; setHQExists(true,selectedPlayer); break; } } // Re-inititialise some static variables. driveInitVars(false); displayInitVars(); resizeRadar(); setAllPauseStates(false); /* decide if we have to create teams, ONLY in multiplayer mode!*/ if (bMultiPlayer && game.alliance == ALLIANCES_TEAMS) { 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); } } } } if (bMultiPlayer) { loadMultiScripts(); } // ffs JS (and its a global!) if (getLevelLoadType() != GTYPE_SAVE_MIDMISSION) { eventFireCallbackTrigger((TRIGGER_TYPE)CALL_GAMEINIT); } return true; }
// //////////////////////////////////////////////////////////////////////////// bool startLimitScreen(void) { addBackdrop();//background // load stats... if(!bLimiterLoaded) { initLoadingScreen(true); if (!resLoad("wrf/limiter_tex.wrf", 501)) { return false; } if (!resLoad("wrf/piestats.wrf", 502)) { return false; } if (!resLoad("wrf/limiter_data.wrf", 503)) { return false; } bLimiterLoaded = true; closeLoadingScreen(); } if (challengeActive) { // reset the sliders.. // it's a HACK since the actual limiter structure was cleared in the startMultiOptions function for (unsigned i = 0; i < numStructureStats; ++i) { asStructLimits[0][i].limit = asStructLimits[0][i].globalLimit; } // turn off the sliders sliderEnableDrag(false); } else { //enable the sliders sliderEnableDrag(true); } addSideText(FRONTEND_SIDETEXT1,LIMITSX-2,LIMITSY,"LIMITS"); // draw sidetext... WIDGET *parent = widgGetFromID(psWScreen, FRONTEND_BACKDROP); IntFormAnimated *limitsForm = new IntFormAnimated(parent, false); limitsForm->id = IDLIMITS; limitsForm->setGeometry(LIMITSX, LIMITSY, LIMITSW, LIMITSH); // return button. addMultiBut(psWScreen,IDLIMITS,IDLIMITS_RETURN, LIMITS_OKX-40,LIMITS_OKY, iV_GetImageWidth(FrontImages, IMAGE_NO), iV_GetImageHeight(FrontImages, IMAGE_NO), _("Apply Defaults and Return To Previous Screen"),IMAGE_NO,IMAGE_NO,true); // ok button addMultiBut(psWScreen,IDLIMITS,IDLIMITS_OK, LIMITS_OKX,LIMITS_OKY, iV_GetImageWidth(FrontImages,IMAGE_OK), iV_GetImageHeight(FrontImages,IMAGE_OK), _("Accept Settings"),IMAGE_OK,IMAGE_OK,true); // add tab form.. IntListTabWidget *limitsList = new IntListTabWidget(limitsForm); limitsList->setChildSize(BARWIDTH, BARHEIGHT); limitsList->setChildSpacing(5, 5); limitsList->setGeometry(50, 10, BARWIDTH, 370); //Put the buttons on it int limitsButtonId = IDLIMITS_ENTRIES_START; for (unsigned i = 0; i < numStructureStats; ++i) { if (asStructLimits[0][i].globalLimit != LOTS_OF) { W_FORM *button = new W_FORM(limitsList); button->id = limitsButtonId; button->displayFunction = displayStructureBar; button->UserData = i; limitsList->addWidgetToLayout(button); ++limitsButtonId; addFESlider(limitsButtonId, limitsButtonId - 1, 290, 11, asStructLimits[0][i].globalLimit, asStructLimits[0][i].limit); ++limitsButtonId; } } return true; }
// //////////////////////////////////////////////////////////////////////////// bool startLimitScreen(void) { UDWORD numButtons = 0; UDWORD i; addBackdrop();//background // load stats... if(!bLimiterLoaded) { initLoadingScreen(true); if (!resLoad("wrf/limiter_tex.wrf", 501)) { return false; } if (!resLoad("wrf/piestats.wrf", 502)) { return false; } if (!resLoad("wrf/limiter_data.wrf", 503)) { return false; } bLimiterLoaded = true; closeLoadingScreen(); } if (challengeActive) { // reset the sliders.. // it's a HACK since the actual limiter structure was cleared in the startMultiOptions function for (i = 0; i < numStructureStats ; ++i) { asStructLimits[0][i].limit = asStructLimits[0][i].globalLimit; } // turn off the sliders sliderEnableDrag(false); } else { //enable the sliders sliderEnableDrag(true); } addSideText(FRONTEND_SIDETEXT1,LIMITSX-2,LIMITSY,"LIMITS"); // draw sidetext... W_FORMINIT sFormInit; sFormInit.formID = FRONTEND_BACKDROP; sFormInit.id = IDLIMITS; sFormInit.style = WFORM_PLAIN; sFormInit.x = LIMITSX; sFormInit.y = LIMITSY; sFormInit.width = LIMITSW; sFormInit.height = LIMITSH; sFormInit.pDisplay = intDisplayPlainForm; widgAddForm(psWScreen, &sFormInit); // return button. addMultiBut(psWScreen,IDLIMITS,IDLIMITS_RETURN, LIMITS_OKX-40,LIMITS_OKY, iV_GetImageWidth(FrontImages,IMAGE_RETURN), iV_GetImageHeight(FrontImages,IMAGE_RETURN), _("Apply Defaults and Return To Previous Screen"),IMAGE_NO,IMAGE_NO,true); // ok button addMultiBut(psWScreen,IDLIMITS,IDLIMITS_OK, LIMITS_OKX,LIMITS_OKY, iV_GetImageWidth(FrontImages,IMAGE_OK), iV_GetImageHeight(FrontImages,IMAGE_OK), _("Accept Settings"),IMAGE_OK,IMAGE_OK,true); // Count the number of minor tabs needed numButtons = 0; for(i=0; i<numStructureStats; i++ ) { if(useStruct(numButtons,i)) { numButtons++; } } if(numButtons >(4*BUTPERFORM)) numButtons =(4*BUTPERFORM); // add tab form.. sFormInit = W_FORMINIT(); sFormInit.formID = IDLIMITS; sFormInit.id = IDLIMITS_TABS; sFormInit.style = WFORM_TABBED; sFormInit.x = 50; sFormInit.y = 10; sFormInit.width = LIMITSW - 100; sFormInit.height =LIMITSH - 4; sFormInit.numMajor = numForms(numButtons, BUTPERFORM); sFormInit.majorPos = WFORM_TABTOP; sFormInit.minorPos = WFORM_TABNONE; sFormInit.majorSize = OBJ_TABWIDTH+3; //!! sFormInit.majorOffset = OBJ_TABOFFSET; sFormInit.tabVertOffset = (OBJ_TABHEIGHT/2); //(DES_TAB_HEIGHT/2)+2; sFormInit.tabMajorThickness = OBJ_TABHEIGHT; sFormInit.pUserData = &StandardTab; sFormInit.pTabDisplay = intDisplayTab; // TABFIXME --unsure if needs fixing yet. for (i=0; i< sFormInit.numMajor; i++) { sFormInit.aNumMinors[i] = 1; } widgAddForm(psWScreen, &sFormInit); //Put the buttons on it W_FORMINIT sButInit; sButInit.formID = IDLIMITS_TABS;//IDLIMITS; sButInit.style = WFORM_PLAIN; sButInit.width = BARWIDTH; sButInit.height = BARHEIGHT; sButInit.pDisplay = displayStructureBar; sButInit.x = 2; sButInit.y = 5; sButInit.id = IDLIMITS_ENTRIES_START; numButtons =0; for(i=0; i<numStructureStats ; i++) { if(useStruct(numButtons,i)) { numButtons++; sButInit.UserData= i; widgAddForm(psWScreen, &sButInit); sButInit.id ++; addFESlider(sButInit.id,sButInit.id-1, 290,11, asStructLimits[0][i].globalLimit, asStructLimits[0][i].limit); sButInit.id ++; if (sButInit.y + BARHEIGHT + 2 > (BUTPERFORM*(BARHEIGHT+2) - 4) ) { sButInit.y = 5; sButInit.majorID += 1; } else { sButInit.y += BARHEIGHT +5; } } } return true; }