Remove last "gamespy" related code, and stop reloading the config file

so often (we keep it in memory, after all).


git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1175 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2007-02-24 20:46:17 +00:00
parent e7a58327cc
commit 94446216f2
8 changed files with 23 additions and 85 deletions

View File

@ -62,7 +62,7 @@ extern UBYTE sPlayer[128];
extern void registry_clear(void); // from configfile.c
// ////////////////////////////////////////////////////////////////////////////
BOOL loadConfig(BOOL bResourceAvailable)
BOOL loadConfig(void)
{
SDWORD val;
char sBuf[255];
@ -313,35 +313,26 @@ BOOL loadConfig(BOOL bResourceAvailable)
// multiplayer stuff.
// /////////////////////////
if(bResourceAvailable)
// game name
if (getWarzoneKeyString("gameName",(char*)&sBuf))
{
// game name
if(!NetPlay.bLobbyLaunched && !gameSpy.bGameSpy)
{
if(getWarzoneKeyString("gameName",(char*)&sBuf))
{
strcpy(game.name, sBuf);
}
else
{
strcpy(game.name, strresGetString(psStringRes, STR_GAME_NAME));
setWarzoneKeyString("gameName", game.name);
}
}
strcpy(game.name, sBuf);
}
else
{
strcpy(game.name, strresGetString(psStringRes, STR_GAME_NAME));
setWarzoneKeyString("gameName", game.name);
}
// player name
if(!NetPlay.bLobbyLaunched && !gameSpy.bGameSpy)// name will be set for us.
{
if(getWarzoneKeyString("playerName",(char*)&sBuf))
{
strcpy((char*)sPlayer, sBuf);
}
else
{
strcpy((char*)sPlayer, strresGetString(psStringRes, STR_PLAYER_NAME));
setWarzoneKeyString("playerName",(char*)sPlayer);
}
}
// player name
if (getWarzoneKeyString("playerName",(char*)&sBuf))
{
strcpy((char*)sPlayer, sBuf);
}
else
{
strcpy((char*)sPlayer, strresGetString(psStringRes, STR_PLAYER_NAME));
setWarzoneKeyString("playerName",(char*)sPlayer);
}
// map name
@ -355,19 +346,6 @@ BOOL loadConfig(BOOL bResourceAvailable)
setWarzoneKeyString("mapName", game.map);
}
// modem to use.
if(getWarzoneKeyNumeric("modemId", &val))
{
ingame.modem= val;
}
else
{
ingame.modem= 0;
setWarzoneKeyNumeric("modemId", ingame.modem);
}
// power
if(getWarzoneKeyNumeric("power", &val))
{
@ -602,7 +580,6 @@ BOOL saveConfig(void)
setWarzoneKeyNumeric("maxPlay", game.maxPlayers); // max no of players
setWarzoneKeyNumeric("compPlay", game.bComputerPlayers); // allow pc players
setWarzoneKeyNumeric("alliance", game.alliance); // allow alliances
setWarzoneKeyNumeric("modemId", ingame.modem); // modem to use.
setWarzoneKeyString("forceName", sForceName); // force
setWarzoneKeyString("playerName",(char*)sPlayer); // player name
setWarzoneKeyString("phrase0", ingame.phrases[0]); // phrases

View File

@ -22,7 +22,7 @@
* load and save favourites to the registry.
*/
extern BOOL loadConfig (BOOL bResourceAvailable);
extern BOOL loadRenderMode (void);
extern BOOL saveConfig (void);
extern BOOL loadConfig(void);
extern BOOL loadRenderMode(void);
extern BOOL saveConfig(void);
extern void closeConfig( void );

View File

@ -1231,8 +1231,6 @@ BOOL frontendInitialise(const char *ResourceFile)
return FALSE;
}
loadConfig(TRUE);// get favourite settings from the registry
// keymappings
// clear out any existing mappings
keyClearMappings();

View File

@ -456,7 +456,7 @@ init://jump here from the end if re_initialising
bDisableLobby = FALSE;
loadConfig(FALSE);
loadConfig();
atexit( closeConfig );
// parse the command line

View File

@ -2795,7 +2795,6 @@ BOOL startMultiOptions(BOOL bReenter)
if(!bReenter)
{
loadConfig(TRUE); // get favourite options
initPlayerColours(); // force a colour clearout.
for(i=0;i<MAX_PLAYERS;i++)

View File

@ -77,8 +77,6 @@ SDWORD player2dpid[MAX_PLAYERS] ={0,0,0,0,0,0,0,0}; //stores dpids of each
BOOL openchannels[MAX_PLAYERS]={TRUE};
UBYTE bDisplayMultiJoiningStatus;
GAMESPY gameSpy;
MULTIPLAYERGAME game; //info to describe game.
MULTIPLAYERINGAME ingame;

View File

@ -91,15 +91,6 @@ typedef enum _msgtype
} MESSAGE_TYPES;
// /////////////////////////////////////////////////////////////////////////////////////////////////
// holder for gamespy info.
typedef struct {
BOOL bGameSpy;
} GAMESPY, *LPGAMESPY;
extern GAMESPY gameSpy;
// /////////////////////////////////////////////////////////////////////////////////////////////////
// Game Options Structure. Enough info to completely describe the static stuff in amultiplay game.

View File

@ -160,31 +160,6 @@ TITLECODE titleLoop(void)
changeTitleMode(QUIT);
}
else if(gameSpy.bGameSpy)
{
// set host
if (NetPlay.bHost)
{
ingame.bHostSetup = TRUE;
}
else
{
ingame.bHostSetup = FALSE;
}
// set protocol
// set address
// if host goto options.
// if client goto game find.
if(NetPlay.bHost)
{
changeTitleMode(MULTIOPTION);
}
else
{
changeTitleMode(GAMEFIND);
}
}
}
switch(titleMode) // run relevant title screen code.