- More cleanup
- Split the mainloop into several (run) subfunctions - start/stop functions for (de)initialization. This replaces the !Restart part - removed necessity of several variables - This is the last step before the event based mainloop git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1622 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
50ea035570
commit
f5439cfa16
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@ -60,15 +60,7 @@ static FPSmanager wzFPSmanager;
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static UWORD currentCursorResID = UWORD_MAX;
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SDL_Cursor *aCursors[MAX_CURSORS];
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typedef enum _focus_state
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{
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FOCUS_OUT, // Window does not have the focus
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FOCUS_SET, // Just received WM_SETFOCUS
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FOCUS_IN, // Window has got the focus
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FOCUS_KILL, // Just received WM_KILLFOCUS
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} FOCUS_STATE;
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FOCUS_STATE focusState, focusLast;
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FOCUS_STATE focusState = FOCUS_IN;
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/************************************************************************************
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*
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@ -225,7 +217,7 @@ BOOL frameInitialise(
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BOOL fullScreen // Whether to start full screen or windowed
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)
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{
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_CDROM) != 0)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0)
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{
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debug( LOG_ERROR, "Error: Could not initialise SDL (%s).\n", SDL_GetError() );
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return FALSE;
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@ -233,9 +225,6 @@ BOOL frameInitialise(
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SDL_WM_SetCaption(pWindowName, NULL);
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focusState = FOCUS_IN;
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focusLast = FOCUS_IN;
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/* Initialise the trig stuff */
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if (!trigInitialise())
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{
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@ -265,6 +254,7 @@ BOOL frameInitialise(
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return TRUE;
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}
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/*
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* frameUpdate
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*
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@ -273,105 +263,19 @@ BOOL frameInitialise(
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*
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* Returns FRAME_STATUS.
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*/
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FRAME_STATUS frameUpdate(void)
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void frameUpdate(void)
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{
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SDL_Event event;
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FRAME_STATUS retVal = FRAME_OK;
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BOOL wzQuit = FALSE;
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/* Tell the input system about the start of another frame */
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inputNewFrame();
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/* Deal with any windows messages */
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while ( SDL_PollEvent( &event ) != 0)
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{
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switch (event.type)
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{
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case SDL_QUIT:
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wzQuit = TRUE;
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break;
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case SDL_ACTIVEEVENT:
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// Ignore focus loss through SDL_APPMOUSEFOCUS, since it mostly happens accidentialy
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// active.state is a bitflag! Mixed events (eg. APPACTIVE|APPMOUSEFOCUS) will thus not be ignored.
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if ( event.active.state != SDL_APPMOUSEFOCUS )
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{
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if ( event.active.gain == 1 )
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{
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debug( LOG_NEVER, "WM_SETFOCUS\n");
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if (focusState != FOCUS_IN)
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{
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debug( LOG_NEVER, "FOCUS_SET\n");
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focusState = FOCUS_SET;
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}
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}
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else
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{
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debug( LOG_NEVER, "WM_KILLFOCUS\n");
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if (focusState != FOCUS_OUT)
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{
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debug( LOG_NEVER, "FOCUS_KILL\n");
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focusState = FOCUS_KILL;
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}
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/* Have to tell the input system that we've lost focus */
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inputLooseFocus();
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}
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}
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break;
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case SDL_KEYUP:
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case SDL_KEYDOWN:
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inputHandleKeyEvent(&event);
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break;
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case SDL_MOUSEBUTTONUP:
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case SDL_MOUSEBUTTONDOWN:
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inputHandleMouseButtonEvent(&event);
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break;
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case SDL_MOUSEMOTION:
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inputHandleMouseMotionEvent(&event);
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break;
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default:
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break;
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}
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}
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/* Now figure out what to return */
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if (wzQuit)
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{
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retVal = FRAME_QUIT;
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}
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else if (focusState == FOCUS_SET && focusLast == FOCUS_OUT)
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{
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debug( LOG_NEVER, "frameUpdate: Returning SETFOCUS\n");
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focusState = FOCUS_IN;
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retVal = FRAME_SETFOCUS;
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}
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else if (focusState == FOCUS_KILL && focusLast == FOCUS_IN)
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{
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debug( LOG_NEVER, "frameUpdate: Returning KILLFOCUS\n");
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focusState = FOCUS_OUT;
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retVal = FRAME_KILLFOCUS;
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}
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if (focusState == FOCUS_SET || focusState == FOCUS_KILL)
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{
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/* Got a SET or KILL when we were already in or out of
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focus respectively */
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focusState = focusLast;
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}
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else if (focusLast != focusState)
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{
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debug( LOG_NEVER, "focusLast changing from %d to %d\n", focusLast, focusState);
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focusLast = focusState;
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}
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/* If things are running normally update the framerate */
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if (!wzQuit && focusState == FOCUS_IN)
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if (focusState == FOCUS_IN)
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{
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/* Update the frame rate stuff */
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MaintainFrameStuff();
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SDL_framerateDelay( &wzFPSmanager );
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}
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return retVal;
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SDL_framerateDelay(&wzFPSmanager);
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}
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@ -534,7 +438,6 @@ BOOL loadFileToBufferNoError(const char *pFileName, char *pFileBuffer, UDWORD bu
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}
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/* next four used in HashPJW */
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#define BITS_IN_int 32
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#define THREE_QUARTERS ((UDWORD) ((BITS_IN_int * 3) / 4))
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@ -542,9 +445,6 @@ BOOL loadFileToBufferNoError(const char *pFileName, char *pFileBuffer, UDWORD bu
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#define HIGH_BITS ( ~((UDWORD)(~0) >> ONE_EIGHTH ))
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///////////////////////////////////////////////////////////////////
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/***************************************************************************/
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/*
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* HashString
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@ -74,21 +74,20 @@ extern BOOL frameInitialise(
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*/
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extern void frameShutDown(void);
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/* The current status of the framework */
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typedef enum _frame_status
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typedef enum _focus_state
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{
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FRAME_OK, // Everything normal
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FRAME_KILLFOCUS, // The main app window has lost focus (might well want to pause)
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FRAME_SETFOCUS, // The main app window has focus back
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FRAME_QUIT, // The main app window has been told to quit
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} FRAME_STATUS;
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FOCUS_OUT, // Window does not have the focus
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FOCUS_IN, // Window has got the focus
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} FOCUS_STATE;
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/* Call this each cycle to allow the framework to deal with
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* windows messages, and do general house keeping.
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*
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* Returns FRAME_STATUS.
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*/
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extern FRAME_STATUS frameUpdate(void);
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extern void frameUpdate(void);
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/* Set the current cursor from a Resource ID
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* This is the same as calling:
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481
src/main.c
481
src/main.c
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@ -37,6 +37,7 @@
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#endif // WZ_OS_WIN
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#include "lib/framework/configfile.h"
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#include "lib/framework/input.h"
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#include "lib/gamelib/gtime.h"
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#include "lib/ivis_common/piestate.h"
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#include "lib/ivis_common/rendmode.h"
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@ -100,6 +101,9 @@ char MultiPlayersPath[MAX_PATH];
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char KeyMapPath[MAX_PATH];
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char UserMusicPath[MAX_PATH];
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static int gameLoopStatus = 0;
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extern FOCUS_STATE focusState;
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extern void debug_callback_stderr( void**, const char * );
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extern void debug_callback_win32debug( void**, const char * );
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@ -384,17 +388,271 @@ static void make_dir(char *dest, const char *dirname, const char *subdir)
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if ( !PHYSFS_mkdir(dest) ) {
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debug(LOG_ERROR, "Unable to create directory \"%s\" in write dir \"%s\"!",
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dest, PHYSFS_getWriteDir());
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exit(1);
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exit(EXIT_FAILURE);
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}
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}
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static void startTitleLoop(void)
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{
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screen_RestartBackDrop();
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if (!frontendInitialise("wrf/frontend.wrf"))
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{
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debug( LOG_ERROR, "Shutting down after failure" );
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exit(EXIT_FAILURE);
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}
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frontendInitialised = TRUE;
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frontendInitVars();
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}
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static void stopTitleLoop(void)
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{
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if (!frontendShutdown())
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{
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debug( LOG_ERROR, "Shutting down after failure" );
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exit(EXIT_FAILURE);
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}
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frontendInitialised = FALSE;
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}
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static void startGameLoop(void)
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{
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if (!levLoadData(pLevelName, NULL, 0))
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{
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debug( LOG_ERROR, "Shutting down after failure" );
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exit(EXIT_FAILURE);
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}
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//after data is loaded check the research stats are valid
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if (!checkResearchStats())
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{
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debug( LOG_ERROR, "Invalid Research Stats" );
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debug( LOG_ERROR, "Shutting down after failure" );
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exit(EXIT_FAILURE);
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}
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//and check the structure stats are valid
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if (!checkStructureStats())
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{
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debug( LOG_ERROR, "Invalid Structure Stats" );
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debug( LOG_ERROR, "Shutting down after failure" );
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exit(EXIT_FAILURE);
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}
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//set a flag for the trigger/event system to indicate initialisation is complete
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gameInitialised = TRUE;
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screen_StopBackDrop();
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}
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static void stopGameLoop(void)
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{
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if (gameLoopStatus != GAMECODE_NEWLEVEL)
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{
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initLoadingScreen(TRUE); // returning to f.e. do a loader.render not active
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pie_EnableFog(FALSE); // dont let the normal loop code set status on
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fogStatus = 0;
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if (gameLoopStatus != GAMECODE_LOADGAME)
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{
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levReleaseAll();
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}
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}
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gameInitialised = FALSE;
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}
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static void initSaveGameLoad(void)
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{
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screen_RestartBackDrop();
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// load up a save game
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if (!loadGameInit(saveGameName))
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{
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debug( LOG_ERROR, "Shutting down after failure" );
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exit(EXIT_FAILURE);
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}
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screen_StopBackDrop();
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SetGameMode(GS_NORMAL);
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}
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static void runGameLoop(void)
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{
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gameLoopStatus = gameLoop();
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switch (gameLoopStatus)
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{
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case GAMECODE_CONTINUE:
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case GAMECODE_PLAYVIDEO:
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break;
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case GAMECODE_QUITGAME:
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debug(LOG_MAIN, "GAMECODE_QUITGAME");
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stopGameLoop();
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SetGameMode(GS_TITLE_SCREEN);
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startTitleLoop();
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break;
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case GAMECODE_LOADGAME:
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debug(LOG_MAIN, "GAMECODE_LOADGAME");
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stopGameLoop();
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SetGameMode(GS_SAVEGAMELOAD);
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startTitleLoop();
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break;
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case GAMECODE_NEWLEVEL:
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debug(LOG_MAIN, "GAMECODE_NEWLEVEL");
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stopGameLoop();
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startGameLoop();
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break;
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// Never trown:
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case GAMECODE_FASTEXIT:
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case GAMECODE_RESTARTGAME:
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break;
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default:
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debug(LOG_ERROR, "Unknown code returned by gameLoop");
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break;
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}
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}
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static void runTitleLoop(void)
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{
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switch (titleLoop())
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{
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case TITLECODE_CONTINUE:
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break;
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case TITLECODE_QUITGAME:
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debug(LOG_MAIN, "TITLECODE_QUITGAME");
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stopTitleLoop();
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{
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// Create a quit event to halt game loop.
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SDL_Event quitEvent;
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quitEvent.type = SDL_QUIT;
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SDL_PushEvent(&quitEvent);
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}
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break;
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case TITLECODE_SAVEGAMELOAD:
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debug(LOG_MAIN, "TITLECODE_SAVEGAMELOAD");
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stopTitleLoop();
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SetGameMode(GS_SAVEGAMELOAD);
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initSaveGameLoad();
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break;
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case TITLECODE_STARTGAME:
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debug(LOG_MAIN, "TITLECODE_STARTGAME");
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stopTitleLoop();
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SetGameMode(GS_NORMAL);
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startGameLoop();
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break;
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case TITLECODE_SHOWINTRO:
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debug(LOG_MAIN, "TITLECODE_SHOWINTRO");
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seq_ClearSeqList();
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seq_AddSeqToList("eidos-logo.rpl", NULL, NULL, FALSE);
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seq_AddSeqToList("pumpkin.rpl", NULL, NULL, FALSE);
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seq_AddSeqToList("titles.rpl", NULL, NULL, FALSE);
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seq_AddSeqToList("devastation.rpl", NULL, "devastation.txa", FALSE);
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seq_StartNextFullScreenVideo();
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break;
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default:
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debug(LOG_ERROR, "Unknown code returned by titleLoop");
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break;
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}
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}
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static void handleActiveEvent(SDL_Event * event)
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{
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// Ignore focus loss through SDL_APPMOUSEFOCUS, since it mostly happens accidentialy
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// active.state is a bitflag! Mixed events (eg. APPACTIVE|APPMOUSEFOCUS) will thus not be ignored.
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if ( event->active.state != SDL_APPMOUSEFOCUS )
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{
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if ( event->active.gain == 1 )
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{
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debug( LOG_NEVER, "WM_SETFOCUS\n");
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if (focusState != FOCUS_IN)
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{
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focusState = FOCUS_IN;
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gameTimeStart();
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// Should be: audio_ResumeAll();
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}
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}
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else
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{
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debug( LOG_NEVER, "WM_KILLFOCUS\n");
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if (focusState != FOCUS_OUT)
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{
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focusState = FOCUS_OUT;
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gameTimeStop();
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// Should be: audio_PauseAll();
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audio_StopAll();
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}
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/* Have to tell the input system that we've lost focus */
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inputLooseFocus();
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}
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}
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}
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static void mainLoop(void)
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{
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SDL_Event event;
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while (TRUE)
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{
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/* Deal with any windows messages */
|
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while (SDL_PollEvent(&event))
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{
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switch (event.type)
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{
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if (focusState == FOCUS_IN)
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{
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case SDL_KEYUP:
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case SDL_KEYDOWN:
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inputHandleKeyEvent(&event);
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break;
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case SDL_MOUSEBUTTONUP:
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case SDL_MOUSEBUTTONDOWN:
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inputHandleMouseButtonEvent(&event);
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break;
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case SDL_MOUSEMOTION:
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inputHandleMouseMotionEvent(&event);
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break;
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}
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case SDL_ACTIVEEVENT:
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handleActiveEvent(&event);
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break;
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case SDL_QUIT:
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return;
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default:
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break;
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}
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}
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if (focusState == FOCUS_IN)
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{
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gameTimeUpdate();
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if(loop_GetVideoStatus())
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videoLoop();
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else switch (GetGameMode())
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{
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case GS_NORMAL:
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runGameLoop();
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break;
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case GS_TITLE_SCREEN:
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runTitleLoop();
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break;
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default:
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break;
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}
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frameUpdate(); // General housekeeping
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}
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}
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}
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int main(int argc, char *argv[])
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{
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BOOL quit = FALSE;
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BOOL Restart = FALSE;
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BOOL lostFocus = FALSE;
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int loopStatus = 0;
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iColour* psPaletteBuffer = NULL;
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UDWORD pSize = 0;
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|
@ -520,227 +778,26 @@ int main(int argc, char *argv[])
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//set all the pause states to false
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setAllPauseStates(FALSE);
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|
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while (!quit)
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{
|
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// Do the game mode specific initialisation.
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switch(gameStatus)
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switch(GetGameMode())
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{
|
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case GS_TITLE_SCREEN:
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screen_RestartBackDrop();
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if (!frontendInitialise("wrf/frontend.wrf"))
|
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{
|
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debug(LOG_ERROR, "Shutting down after failure");
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exit(EXIT_FAILURE);
|
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}
|
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|
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frontendInitialised = TRUE;
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frontendInitVars();
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startTitleLoop();
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break;
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case GS_SAVEGAMELOAD:
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screen_RestartBackDrop();
|
||||
SetGameMode(GS_NORMAL);
|
||||
// load up a save game
|
||||
if (!loadGameInit(saveGameName))
|
||||
{
|
||||
debug(LOG_ERROR, "Shutting down after failure");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
screen_StopBackDrop();
|
||||
initSaveGameLoad();
|
||||
break;
|
||||
case GS_NORMAL:
|
||||
if (!levLoadData(pLevelName, NULL, 0))
|
||||
{
|
||||
debug(LOG_ERROR, "Shutting down after failure");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
//after data is loaded check the research stats are valid
|
||||
if (!checkResearchStats())
|
||||
{
|
||||
debug( LOG_ERROR, "Invalid Research Stats" );
|
||||
debug(LOG_ERROR, "Shutting down after failure");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
//and check the structure stats are valid
|
||||
if (!checkStructureStats())
|
||||
{
|
||||
debug( LOG_ERROR, "Invalid Structure Stats" );
|
||||
debug(LOG_ERROR, "Shutting down after failure");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
//set a flag for the trigger/event system to indicate initialisation is complete
|
||||
gameInitialised = TRUE;
|
||||
screen_StopBackDrop();
|
||||
startGameLoop();
|
||||
break;
|
||||
|
||||
default:
|
||||
debug( LOG_ERROR, "Unknown game status on shutdown!" );
|
||||
}
|
||||
|
||||
debug(LOG_MAIN, "Entering main loop");
|
||||
|
||||
Restart = FALSE;
|
||||
|
||||
while (!Restart)
|
||||
{
|
||||
// Event handling, etc.
|
||||
switch (frameUpdate())
|
||||
{
|
||||
case FRAME_KILLFOCUS:
|
||||
lostFocus = TRUE;
|
||||
gameTimeStop();
|
||||
audio_StopAll();
|
||||
break;
|
||||
case FRAME_SETFOCUS:
|
||||
lostFocus = FALSE;
|
||||
gameTimeStart();
|
||||
break;
|
||||
case FRAME_QUIT:
|
||||
debug(LOG_MAIN, "frame quit");
|
||||
quit = TRUE;
|
||||
Restart = TRUE;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
lastStatus = gameStatus;
|
||||
|
||||
if (!lostFocus && !quit)
|
||||
{
|
||||
if (loop_GetVideoStatus())
|
||||
{
|
||||
videoLoop();
|
||||
}
|
||||
else switch(gameStatus)
|
||||
{
|
||||
case GS_TITLE_SCREEN:
|
||||
switch(titleLoop()) {
|
||||
case TITLECODE_QUITGAME:
|
||||
debug(LOG_MAIN, "TITLECODE_QUITGAME");
|
||||
Restart = TRUE;
|
||||
quit = TRUE;
|
||||
break;
|
||||
case TITLECODE_SAVEGAMELOAD:
|
||||
debug(LOG_MAIN, "TITLECODE_SAVEGAMELOAD");
|
||||
gameStatus = GS_SAVEGAMELOAD;
|
||||
Restart = TRUE;
|
||||
break;
|
||||
case TITLECODE_STARTGAME:
|
||||
debug(LOG_MAIN, "TITLECODE_STARTGAME");
|
||||
SetGameMode(GS_NORMAL);
|
||||
Restart = TRUE;
|
||||
break;
|
||||
|
||||
case TITLECODE_SHOWINTRO:
|
||||
debug(LOG_MAIN, "TITLECODE_SHOWINTRO");
|
||||
seq_ClearSeqList();
|
||||
seq_AddSeqToList("eidos-logo.rpl", NULL, NULL, FALSE);
|
||||
seq_AddSeqToList("pumpkin.rpl", NULL, NULL, FALSE);
|
||||
seq_AddSeqToList("titles.rpl", NULL, NULL, FALSE);
|
||||
seq_AddSeqToList("devastation.rpl", NULL, "devastation.txa", FALSE);
|
||||
seq_StartNextFullScreenVideo();
|
||||
break;
|
||||
|
||||
case TITLECODE_CONTINUE:
|
||||
break;
|
||||
|
||||
default:
|
||||
debug(LOG_ERROR, "Unknown code returned by titleLoop");
|
||||
}
|
||||
break;
|
||||
|
||||
case GS_NORMAL:
|
||||
loopStatus = gameLoop();
|
||||
switch(loopStatus) {
|
||||
case GAMECODE_QUITGAME:
|
||||
debug(LOG_MAIN, "GAMECODE_QUITGAME");
|
||||
SetGameMode(GS_TITLE_SCREEN);
|
||||
Restart = TRUE;
|
||||
if(NetPlay.bLobbyLaunched)
|
||||
{
|
||||
quit = TRUE;
|
||||
}
|
||||
break;
|
||||
case GAMECODE_FASTEXIT:
|
||||
debug(LOG_MAIN, "GAMECODE_FASTEXIT");
|
||||
Restart = TRUE;
|
||||
quit = TRUE;
|
||||
break;
|
||||
|
||||
case GAMECODE_LOADGAME:
|
||||
debug(LOG_MAIN, "GAMECODE_LOADGAME");
|
||||
Restart = TRUE;
|
||||
gameStatus = GS_SAVEGAMELOAD;
|
||||
break;
|
||||
|
||||
case GAMECODE_PLAYVIDEO:
|
||||
debug(LOG_MAIN, "GAMECODE_PLAYVIDEO");
|
||||
Restart = FALSE;
|
||||
break;
|
||||
|
||||
case GAMECODE_NEWLEVEL:
|
||||
case GAMECODE_RESTARTGAME:
|
||||
debug(LOG_MAIN, "GAMECODE_RESTARTGAME");
|
||||
Restart = TRUE;
|
||||
break;
|
||||
|
||||
case GAMECODE_CONTINUE:
|
||||
break;
|
||||
|
||||
default:
|
||||
debug(LOG_ERROR, "Unknown code returned by gameLoop");
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
debug(LOG_ERROR, "Weirdy game status, I'm afraid!!");
|
||||
break;
|
||||
}
|
||||
|
||||
gameTimeUpdate();
|
||||
} // !lostFocus && !quit
|
||||
else if (lostFocus && !quit)
|
||||
{
|
||||
// Prevent CPU hogging when we've lost focus
|
||||
SDL_Delay(1);
|
||||
}
|
||||
} // End of !Restart loop.
|
||||
debug(LOG_MAIN, "Entering main loop");
|
||||
|
||||
debug(LOG_MAIN, "Preparing for shutdown/restart");
|
||||
|
||||
// Do game mode specific shutdown.
|
||||
switch(lastStatus)
|
||||
{
|
||||
case GS_TITLE_SCREEN:
|
||||
if (!frontendShutdown())
|
||||
{
|
||||
debug(LOG_ERROR, "Shutting down after failure");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
frontendInitialised = FALSE;
|
||||
break;
|
||||
|
||||
case GS_NORMAL:
|
||||
if (loopStatus != GAMECODE_NEWLEVEL)
|
||||
{
|
||||
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 (loopStatus != GAMECODE_LOADGAME)
|
||||
{
|
||||
levReleaseAll();
|
||||
}
|
||||
}
|
||||
gameInitialised = FALSE;
|
||||
break;
|
||||
|
||||
default:
|
||||
debug(LOG_ERROR, "Unknown game status on shutdown!");
|
||||
break;
|
||||
}
|
||||
} // End of !quit loop.
|
||||
mainLoop();
|
||||
|
||||
debug(LOG_MAIN, "Shutting down Warzone 2100");
|
||||
|
||||
|
|
Loading…
Reference in New Issue