Cleanup, no change in behaviour.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1615 4a71c877-e1ca-e34f-864e-861f7616d084
master
Dennis Schridde 2007-05-12 14:13:40 +00:00
parent dd03ace476
commit 165ed5ccda
7 changed files with 121 additions and 133 deletions

View File

@ -63,7 +63,7 @@
static int StartWithGame = 1; // New game starts in Cam 1.
tMode titleMode; // the global case
tMode titleMode; // the global case
int FEFont;
char pLevelName[MAX_LEVEL_NAME_SIZE+1]; //256]; // vital! the wrf file to use.
@ -182,7 +182,7 @@ void changeTitleMode(tMode mode)
{
tMode oldMode;
widgDelete(psWScreen,FRONTEND_BACKDROP); // delete backdrop.
widgDelete(psWScreen, FRONTEND_BACKDROP); // delete backdrop.
oldMode = titleMode; // store old mode
titleMode = mode; // set new mode
@ -291,22 +291,24 @@ BOOL startTitleMenu(void)
addTopForm();
addBottomForm();
addTextButton(FRONTEND_SINGLEPLAYER,FRONTEND_POS2X,FRONTEND_POS2Y, _("Single Player Campaign"),FALSE,FALSE);
if(!bDisableLobby)
{
addTextButton(FRONTEND_MULTIPLAYER, FRONTEND_POS3X,FRONTEND_POS3Y, _("Multi Player Game") ,FALSE,FALSE);
}else{
addTextButton(FRONTEND_MULTIPLAYER, FRONTEND_POS3X,FRONTEND_POS3Y, _("Multi Player Game") ,FALSE,TRUE);
}
addTextButton(FRONTEND_TUTORIAL, FRONTEND_POS4X,FRONTEND_POS4Y, _("Tutorial") ,FALSE,FALSE);
addTextButton(FRONTEND_OPTIONS, FRONTEND_POS5X,FRONTEND_POS5Y, _("Options") ,FALSE,FALSE);
addTextButton(FRONTEND_SINGLEPLAYER, FRONTEND_POS2X, FRONTEND_POS2Y, _("Single Player Campaign"), FALSE, FALSE);
if(!bDisableLobby)
{
addTextButton(FRONTEND_MULTIPLAYER, FRONTEND_POS3X,FRONTEND_POS3Y, _("Multi Player Game"), FALSE, FALSE);
}
else
{
addTextButton(FRONTEND_MULTIPLAYER, FRONTEND_POS3X, FRONTEND_POS3Y, _("Multi Player Game"),FALSE,TRUE);
}
addTextButton(FRONTEND_TUTORIAL, FRONTEND_POS4X, FRONTEND_POS4Y, _("Tutorial") ,FALSE,FALSE);
addTextButton(FRONTEND_OPTIONS, FRONTEND_POS5X, FRONTEND_POS5Y, _("Options") ,FALSE,FALSE);
addTextButton(FRONTEND_QUIT, FRONTEND_POS6X,FRONTEND_POS6Y, _("Quit Game"),FALSE,FALSE);
addTextButton(FRONTEND_QUIT, FRONTEND_POS6X, FRONTEND_POS6Y, _("Quit Game"), FALSE, FALSE);
addSideText (FRONTEND_SIDETEXT , FRONTEND_SIDEX,FRONTEND_SIDEY,_("MAIN MENU"));
addSideText(FRONTEND_SIDETEXT, FRONTEND_SIDEX, FRONTEND_SIDEY, _("MAIN MENU"));
SetMousePos(320, FRONTEND_BOTFORMY + FRONTEND_POS2Y);
SnapToID(&InterfaceSnap,4);
SnapToID(&InterfaceSnap, 4);
return TRUE;
}
@ -318,11 +320,11 @@ BOOL runTitleMenu(void)
processFrontendSnap(TRUE);
id = widgRunScreen(psWScreen); // Run the current set of widgets
id = widgRunScreen(psWScreen); // Run the current set of widgets
switch(id)
{
case FRONTEND_QUIT:
switch(id)
{
case FRONTEND_QUIT:
changeTitleMode(CREDITS);
break;
case FRONTEND_MULTIPLAYER:
@ -339,10 +341,10 @@ BOOL runTitleMenu(void)
break;
default:
break;
}
}
StartCursorSnap(&InterfaceSnap);
widgDisplayScreen(psWScreen); // show the widgets currently running
widgDisplayScreen(psWScreen); // show the widgets currently running
return TRUE;
}

View File

@ -27,28 +27,28 @@
// determines which option screen to use. when in GS_TITLE_SCREEN mode.
typedef enum _title_mode {
TITLE, // 0 intro mode
SINGLE, // 1 single player menu
MULTI, // 2 multiplayer menu
OPTIONS, // 3 options menu
GAME, // 4
TUTORIAL, // 5 tutorial/fastplay
CREDITS, // 6 credits
PROTOCOL, // 7 MULTIPLAYER, select proto
MULTIOPTION, // 8 MULTIPLAYER, select game options
FORCESELECT, // 9 MULTIPLAYER, Force design screen
GAMEFIND, // 10 MULTIPLAYER, gamefinder.
MULTILIMIT, // 11 MULTIPLAYER, Limit the multistuff.
STARTGAME, // 12 Fire up the game
SHOWINTRO, // 13 reshow the intro
QUIT, // 14 leaving game
LOADSAVEGAME, // 15 loading a save game
KEYMAP, // 16 keymap editor
GAME2, // 17 second options menu.
GAME3, // 18 third options menu.
// GRAPHICS, // 5
// VIDEO,
// DEMOMODE, // demo mode. remove for release?
TITLE, // 0 intro mode
SINGLE, // 1 single player menu
MULTI, // 2 multiplayer menu
OPTIONS, // 3 options menu
GAME, // 4
TUTORIAL, // 5 tutorial/fastplay
CREDITS, // 6 credits
PROTOCOL, // 7 MULTIPLAYER, select proto
MULTIOPTION, // 8 MULTIPLAYER, select game options
FORCESELECT, // 9 MULTIPLAYER, Force design screen
GAMEFIND, // 10 MULTIPLAYER, gamefinder.
MULTILIMIT, // 11 MULTIPLAYER, Limit the multistuff.
STARTGAME, // 12 Fire up the game
SHOWINTRO, // 13 reshow the intro
QUIT, // 14 leaving game
LOADSAVEGAME, // 15 loading a save game
KEYMAP, // 16 keymap editor
GAME2, // 17 second options menu.
GAME3, // 18 third options menu.
// GRAPHICS,
// VIDEO,
// DEMOMODE, // demo mode. remove for release?
} tMode;
// This dos'nt compile on the PSX.

View File

@ -83,8 +83,7 @@ BOOL gwInitialise(void)
int i;
#endif
ASSERT( psGateways == NULL,
"gwInitialise: gatway list has not been reset" );
ASSERT( psGateways == NULL, "gwInitialise: gateway list has not been reset" );
psGateways = NULL;
@ -115,7 +114,7 @@ BOOL gwInitialise(void)
// Shutdown the gateway system
void gwShutDown(void)
{
GATEWAY *psNext;
GATEWAY *psNext;
while (psGateways != NULL)
{
@ -484,9 +483,8 @@ void gwFreeGateway(GATEWAY *psDel)
LIST_REMOVE(psGateways, psDel, GATEWAY);
if (psMapTiles) // this lines fixes the bug where we were closing the gateways after freeing the map
if (psMapTiles) // this lines fixes the bug where we were closing the gateways after freeing the map
{
// clear the map flags
if (psDel->x1 == psDel->x2)
{
@ -507,7 +505,8 @@ void gwFreeGateway(GATEWAY *psDel)
}
if(psDel->psLinks != NULL) {
if (psDel->psLinks != NULL)
{
free(psDel->psLinks);
}
free(psDel);

View File

@ -197,8 +197,8 @@ BOOL levParse(char *pBuffer, SDWORD size, searchPathMode datadir)
case LTK_BETWEEN:
case LTK_MKEEP:
case LTK_MCLEAR:
case LTK_EXPAND_LIMBO:
case LTK_MKEEP_LIMBO:
case LTK_EXPAND_LIMBO:
case LTK_MKEEP_LIMBO:
if (state == LP_START || state == LP_WAITDATA)
{
// start a new level data set
@ -328,8 +328,8 @@ BOOL levParse(char *pBuffer, SDWORD size, searchPathMode datadir)
||psDataSet->type == LDS_CAMCHANGE ||
psDataSet->type == LDS_EXPAND ||
psDataSet->type == LDS_MCLEAR ||
psDataSet->type == LDS_EXPAND_LIMBO ||
psDataSet->type == LDS_MKEEP_LIMBO
psDataSet->type == LDS_EXPAND_LIMBO ||
psDataSet->type == LDS_MKEEP_LIMBO
)
{
levError("Missing dataset command");
@ -589,8 +589,8 @@ BOOL levLoadBaseData(char *pName)
psNewLevel->type != LDS_MKEEP
&& psNewLevel->type != LDS_EXPAND &&
psNewLevel->type != LDS_MCLEAR &&
psNewLevel->type != LDS_EXPAND_LIMBO &&
psNewLevel->type != LDS_MKEEP_LIMBO
psNewLevel->type != LDS_EXPAND_LIMBO &&
psNewLevel->type != LDS_MKEEP_LIMBO
)
{
debug( LOG_ERROR, "levLoadBaseData: incorect level type" );
@ -616,7 +616,7 @@ BOOL levLoadBaseData(char *pName)
// load the data
debug(LOG_WZ, "levLoadBaseData: Loading %s", psBaseData->apDataFiles[i]);
if (!resLoad(psBaseData->apDataFiles[i], i,
DisplayBuffer, displayBufferSize))
DisplayBuffer, displayBufferSize))
{
return FALSE;
}
@ -639,7 +639,7 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
{
LEVEL_DATASET *psNewLevel, *psBaseData, *psChangeLevel;
SDWORD i;
BOOL bCamChangeSaveGame;
BOOL bCamChangeSaveGame;
debug(LOG_WZ, "Loading level %s", pName);
// reset fog
@ -658,22 +658,22 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
/* Keep a copy of the present level name */
strcpy(currentLevelName,pName);
bCamChangeSaveGame = FALSE;
if (pSaveName && saveType == GTYPE_SAVE_START)
{
if (psNewLevel->psChange != NULL)
{
bCamChangeSaveGame = TRUE;
}
}
bCamChangeSaveGame = FALSE;
if (pSaveName && saveType == GTYPE_SAVE_START)
{
if (psNewLevel->psChange != NULL)
{
bCamChangeSaveGame = TRUE;
}
}
// select the change dataset if there is one
psChangeLevel = NULL;
psChangeLevel = NULL;
if (((psNewLevel->psChange != NULL) && (psCurrLevel != NULL)) || bCamChangeSaveGame)
{
//store the level name
//store the level name
debug( LOG_WZ, "levLoadData: Found CAMCHANGE dataset\n" );
psChangeLevel = psNewLevel;
psChangeLevel = psNewLevel;
psNewLevel = psNewLevel->psChange;
}
@ -763,7 +763,7 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
// load the data
debug(LOG_WZ, "levLoadData: Loading %s ...", psBaseData->apDataFiles[i]);
if (!resLoad(psBaseData->apDataFiles[i], i,
DisplayBuffer, displayBufferSize))
DisplayBuffer, displayBufferSize))
{
return FALSE;
}
@ -792,7 +792,7 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
}
}
//set the mission type before the saveGame data is loaded
//set the mission type before the saveGame data is loaded
if (saveType == GTYPE_SAVE_MIDMISSION)
{
debug( LOG_NEVER, "levLoadData: init mission stuff\n" );
@ -828,9 +828,9 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
}
}
//we need to load up the save game data here for a camchange
if (bCamChangeSaveGame)
{
//we need to load up the save game data here for a camchange
if (bCamChangeSaveGame)
{
debug( LOG_NEVER, "levLoadData: no .gam file for level: BETWEEN mission\n" );
if (pSaveName != NULL)
{
@ -848,31 +848,30 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
return FALSE;
}
if (!campaignReset())
{
return FALSE;
}
if (!campaignReset())
{
return FALSE;
}
//we now need to go to the next level
//psNewLevel = psChangeLevel;
//psChangeLevel = NULL;
//we now need to go to the next level
//psNewLevel = psChangeLevel;
//psChangeLevel = NULL;
//stageTwoShutDown??
}
}
//stageTwoShutDown??
}
}
// load the new data
debug( LOG_NEVER, "levLoadData: loading mission dataset: %s\n", psNewLevel->pName );
for(i=0; i<LEVEL_MAXFILES; i++)
for(i=0; i < LEVEL_MAXFILES; i++)
{
if (psNewLevel->game == i)
{
// do some more initialising if necessary
if (psNewLevel->type == LDS_COMPLETE || psNewLevel->type >= MULTI_TYPE_START ||
(psBaseData != NULL && !bCamChangeSaveGame))
if (psNewLevel->type == LDS_COMPLETE || psNewLevel->type >= MULTI_TYPE_START || (psBaseData != NULL && !bCamChangeSaveGame))
{
iV_Reset(); //unload font, to avoid crash on 8th load... ajl 15/sep/99
iV_Reset(); //unload font, to avoid crash on 8th load... ajl 15/sep/99
if (!stageTwoInitialise())
{
return FALSE;
@ -882,7 +881,7 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
// load a savegame if there is one - but not if already done so
if (pSaveName != NULL && !bCamChangeSaveGame)
{
//set the mission type before the saveGame data is loaded
//set the mission type before the saveGame data is loaded
if (saveType == GTYPE_SAVE_MIDMISSION)
{
debug( LOG_NEVER, "levLoadData: init mission stuff\n" );
@ -998,7 +997,7 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
// set the view position if necessary
if ((pSaveName != NULL)
|| ((psNewLevel->type != LDS_BETWEEN)
|| ((psNewLevel->type != LDS_BETWEEN)
&& (psNewLevel->type != LDS_EXPAND)
&& (psNewLevel->type != LDS_EXPAND_LIMBO)
))
@ -1014,7 +1013,7 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
// load the data
debug(LOG_WZ, "levLoadData: Loading %s", psNewLevel->apDataFiles[i]);
if (!resLoad(psNewLevel->apDataFiles[i], i + CURRENT_DATAID,
DisplayBuffer, displayBufferSize))
DisplayBuffer, displayBufferSize))
{
return FALSE;
}
@ -1024,17 +1023,17 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
dataClearSaveFlag();
//if (pSaveName != NULL && saveType == GTYPE_SAVE_MIDMISSION)
if (pSaveName != NULL)
if (pSaveName != NULL)
{
//load MidMission Extras
if (!loadMissionExtras(pSaveName, psNewLevel->type))
{
return FALSE;
}
}
}
if (pSaveName != NULL && saveType == GTYPE_SAVE_MIDMISSION)
{
if (pSaveName != NULL && saveType == GTYPE_SAVE_MIDMISSION)
{
//load script stuff
// load the event system state here for a save game
debug( LOG_NEVER, "levLoadData: loading script system state\n" );
@ -1051,24 +1050,24 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
//want to test with release build too
//#ifdef DEBUG
//this enables us to to start cam2/cam3 without going via a save game and get the extra droids
//in from the script-controlled Transporters
if (!pSaveName && psNewLevel->type == LDS_CAMSTART)
{
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_NO_REINFORCEMENTS_LEFT);
}
//this enables us to to start cam2/cam3 without going via a save game and get the extra droids
//in from the script-controlled Transporters
if (!pSaveName && psNewLevel->type == LDS_CAMSTART)
{
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_NO_REINFORCEMENTS_LEFT);
}
//#endif
//restore the level name for comparisons on next mission load up
if (psChangeLevel == NULL)
{
psCurrLevel = psNewLevel;
}
else
{
psCurrLevel = psChangeLevel;
}
//restore the level name for comparisons on next mission load up
if (psChangeLevel == NULL)
{
psCurrLevel = psNewLevel;
}
else
{
psCurrLevel = psChangeLevel;
}
return TRUE;
return TRUE;
}

View File

@ -612,7 +612,6 @@ GAMECODE gameLoop(void)
#ifdef DISP2D
disp2DModeChange();
#endif
dispModeChange();
}
}
@ -664,7 +663,6 @@ GAMECODE gameLoop(void)
#ifdef DISP2D
disp2DModeChange();
#endif
dispModeChange();
}
return GAMECODE_QUITGAME;
}

View File

@ -322,10 +322,10 @@ BOOL missionLimboExpand(void)
}
//mission initialisation game code
// mission initialisation game code
void initMission(void)
{
UDWORD inc;
UDWORD inc;
debug( LOG_NEVER, "***Init Mission ***\n" );
//mission.type = MISSION_NONE;

View File

@ -93,7 +93,6 @@ STAR stars[30]; // quick hack for loading stuff
extern int WFont;
extern BOOL bLoadSaveUp;
static BOOL firstcall;
static UDWORD loadScreenCallNo=0;
static BOOL bPlayerHasLost = FALSE;
static BOOL bPlayerHasWon = FALSE;
@ -121,11 +120,8 @@ UDWORD i;
//
BOOL frontendInitVars(void)
{
firstcall = TRUE;
initStars();
return TRUE;
}
@ -133,20 +129,22 @@ BOOL frontendInitVars(void)
// Main Front end game loop.
TITLECODE titleLoop(void)
{
static BOOL firstcall = TRUE;
TITLECODE RetCode = TITLECODE_CONTINUE;
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
pie_SetFogStatus(FALSE);
screen_RestartBackDrop();
if (firstcall) {
startTitleMenu();
titleMode = TITLE;
if (firstcall)
{
firstcall = FALSE;
frameSetCursorFromRes(IDC_DEFAULT); // reset cursor (sw)
changeTitleMode(TITLE);
if(NetPlay.bLobbyLaunched) // lobbies skip title screens & go into the game
frameSetCursorFromRes(IDC_DEFAULT); // reset cursor (sw)
if(NetPlay.bLobbyLaunched) // lobbies skip title screens & go into the game
{
if (NetPlay.bHost)
{
@ -156,7 +154,6 @@ TITLECODE titleLoop(void)
{
ingame.bHostSetup = FALSE;
}
changeTitleMode(QUIT);
}
}
@ -229,16 +226,13 @@ TITLECODE titleLoop(void)
runGameOptions3Menu();
break;
case QUIT:
RetCode = TITLECODE_QUITGAME;
break;
case STARTGAME:
case LOADSAVEGAME:
initLoadingScreen(TRUE);//render active
if (titleMode == LOADSAVEGAME)
{
RetCode = TITLECODE_SAVEGAMELOAD;
@ -247,12 +241,9 @@ TITLECODE titleLoop(void)
{
RetCode = TITLECODE_STARTGAME;
}
return RetCode; // don't flip!
break;
case SHOWINTRO:
pie_SetFogStatus(FALSE);
pie_ScreenFlip(CLEAR_BLACK);//flip to clear screen but not here//reshow intro video.
pie_ScreenFlip(CLEAR_BLACK);//flip to clear screen but not here
@ -377,14 +368,13 @@ void startCreditsScreen(void)
}
/* This function does nothing - since it's already been drawn */
void runCreditsScreen( void )
void runCreditsScreen( void )
{
// Check for key presses now.
if(keyReleased(KEY_ESC)
if( keyReleased(KEY_ESC)
|| keyReleased(KEY_SPACE)
|| mouseReleased(MOUSE_LMB)
|| (gameTime-lastChange > 4000)
)
|| gameTime-lastChange > 4000 )
{
lastChange = gameTime;
changeTitleMode(QUIT);