warzone2100/src/init.cpp

1446 lines
34 KiB
C++

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/**
* @file init.c
*
* Game initialisation routines.
*
*/
#include "lib/framework/frame.h"
#include <string.h>
#include "lib/framework/frameresource.h"
#include "lib/framework/input.h"
#include "lib/framework/file.h"
#include "lib/framework/physfs_ext.h"
#include "lib/framework/strres.h"
#include "lib/framework/wzapp.h"
#include "lib/ivis_opengl/piemode.h"
#include "lib/ivis_opengl/piestate.h"
#include "lib/ivis_opengl/screen.h"
#include "lib/ivis_opengl/pieblitfunc.h"
#include "lib/ivis_opengl/tex.h"
#include "lib/netplay/netplay.h"
#include "lib/script/script.h"
#include "lib/sound/audio_id.h"
#include "lib/sound/cdaudio.h"
#include "lib/sound/mixer.h"
#include "init.h"
#include "advvis.h"
#include "atmos.h"
#include "challenge.h"
#include "cluster.h"
#include "cmddroid.h"
#include "component.h"
#include "configuration.h"
#include "console.h"
#include "data.h"
#include "display.h"
#include "display3d.h"
#include "drive.h"
#include "edit3d.h"
#include "effects.h"
#include "fpath.h"
#include "frend.h"
#include "frontend.h"
#include "game.h"
#include "gateway.h"
#include "hci.h"
#include "intdisplay.h"
#include "keymap.h"
#include "levels.h"
#include "lighting.h"
#include "loop.h"
#include "mapgrid.h"
#include "mechanics.h"
#include "miscimd.h"
#include "mission.h"
#include "modding.h"
#include "multiint.h"
#include "multigifts.h"
#include "multiplay.h"
#include "projectile.h"
#include "radar.h"
#include "research.h"
#include "lib/framework/cursors.h"
#include "scriptextern.h"
#include "scriptfuncs.h"
#include "scripttabs.h"
#include "scriptvals.h"
#include "text.h"
#include "texture.h"
#include "transporter.h"
#include "warzoneconfig.h"
#include "main.h"
#include "wrappers.h"
#include "terrain.h"
#include "ingameop.h"
#include "qtscript.h"
#include "template.h"
static void initMiscVars(void);
static const char UserMusicPath[] = "music";
// FIXME Totally inappropriate place for this.
char fileLoadBuffer[FILE_LOAD_BUFFER_SIZE];
IMAGEFILE *FrontImages;
static wzSearchPath * searchPathRegistry = NULL;
// Each module in the game should have a call from here to initialise
// any globals and statics to there default values each time the game
// or frontend restarts.
//
static bool InitialiseGlobals(void)
{
frontendInitVars(); // Initialise frontend globals and statics.
statsInitVars();
structureInitVars();
if (!messageInitVars())
{
return false;
}
if (!researchInitVars())
{
return false;
}
featureInitVars();
radarInitVars();
Edit3DInitVars();
driveInitVars(true);
return true;
}
bool loadLevFile(const char* filename, searchPathMode datadir, bool ignoreWrf, char const *realFileName)
{
char *pBuffer;
UDWORD size;
if (realFileName == NULL)
{
debug(LOG_WZ, "Loading lev file: \"%s\", builtin\n", filename);
}
else
{
debug(LOG_WZ, "Loading lev file: \"%s\" from \"%s\"\n", filename, realFileName);
}
if (!PHYSFS_exists(filename) || !loadFile(filename, &pBuffer, &size))
{
debug(LOG_ERROR, "File not found: %s\n", filename);
return false; // only in NDEBUG case
}
if (!levParse(pBuffer, size, datadir, ignoreWrf, realFileName))
{
debug(LOG_ERROR, "Parse error in %s\n", filename);
return false;
}
free(pBuffer);
return true;
}
static void cleanSearchPath()
{
wzSearchPath * curSearchPath = searchPathRegistry, * tmpSearchPath = NULL;
// Start at the lowest priority
while( curSearchPath->lowerPriority )
curSearchPath = curSearchPath->lowerPriority;
while( curSearchPath )
{
tmpSearchPath = curSearchPath->higherPriority;
free( curSearchPath );
curSearchPath = tmpSearchPath;
}
searchPathRegistry = NULL;
}
/*!
* Register searchPath above the path with next lower priority
* For information about what can be a search path, refer to PhysFS documentation
*/
void registerSearchPath( const char path[], unsigned int priority )
{
wzSearchPath * curSearchPath = searchPathRegistry, * tmpSearchPath = NULL;
tmpSearchPath = (wzSearchPath*)malloc(sizeof(*tmpSearchPath));
sstrcpy(tmpSearchPath->path, path);
if (path[strlen(path)-1] != *PHYSFS_getDirSeparator())
sstrcat(tmpSearchPath->path, PHYSFS_getDirSeparator());
tmpSearchPath->priority = priority;
debug( LOG_WZ, "registerSearchPath: Registering %s at priority %i", path, priority );
if ( !curSearchPath )
{
searchPathRegistry = tmpSearchPath;
searchPathRegistry->lowerPriority = NULL;
searchPathRegistry->higherPriority = NULL;
return;
}
while( curSearchPath->higherPriority && priority > curSearchPath->priority )
curSearchPath = curSearchPath->higherPriority;
while( curSearchPath->lowerPriority && priority < curSearchPath->priority )
curSearchPath = curSearchPath->lowerPriority;
if ( priority < curSearchPath->priority )
{
tmpSearchPath->lowerPriority = curSearchPath->lowerPriority;
tmpSearchPath->higherPriority = curSearchPath;
}
else
{
tmpSearchPath->lowerPriority = curSearchPath;
tmpSearchPath->higherPriority = curSearchPath->higherPriority;
}
if( tmpSearchPath->lowerPriority )
tmpSearchPath->lowerPriority->higherPriority = tmpSearchPath;
if( tmpSearchPath->higherPriority )
tmpSearchPath->higherPriority->lowerPriority = tmpSearchPath;
}
/*!
* \brief Rebuilds the PHYSFS searchPath with mode specific subdirs
*
* Priority:
* maps > mods > base > base.wz
*/
bool rebuildSearchPath(searchPathMode mode, bool force, const char *current_map)
{
static searchPathMode current_mode = mod_clean;
static std::string current_current_map;
wzSearchPath * curSearchPath = searchPathRegistry;
char tmpstr[PATH_MAX] = "\0";
if (mode != current_mode || (current_map != NULL? current_map : "") != current_current_map || force ||
(use_override_mods && strcmp(override_mod_list, getModList())))
{
if (mode != mod_clean)
{
rebuildSearchPath( mod_clean, false );
}
current_mode = mode;
current_current_map = current_map != NULL? current_map : "";
// Start at the lowest priority
while( curSearchPath->lowerPriority )
curSearchPath = curSearchPath->lowerPriority;
switch ( mode )
{
case mod_clean:
debug(LOG_WZ, "Cleaning up");
clearLoadedMods();
while( curSearchPath )
{
#ifdef DEBUG
debug(LOG_WZ, "Removing [%s] from search path", curSearchPath->path);
#endif // DEBUG
// Remove maps and mods
removeSubdirs( curSearchPath->path, "maps", NULL );
removeSubdirs( curSearchPath->path, "mods/music", NULL );
removeSubdirs( curSearchPath->path, "mods/global", NULL );
removeSubdirs( curSearchPath->path, "mods/campaign", NULL );
removeSubdirs( curSearchPath->path, "mods/multiplay", NULL );
removeSubdirs( curSearchPath->path, "mods/autoload", NULL );
// Remove multiplay patches
sstrcpy(tmpstr, curSearchPath->path);
sstrcat(tmpstr, "mp");
PHYSFS_removeFromSearchPath( tmpstr );
sstrcpy(tmpstr, curSearchPath->path);
sstrcat(tmpstr, "mp.wz");
PHYSFS_removeFromSearchPath( tmpstr );
// Remove plain dir
PHYSFS_removeFromSearchPath( curSearchPath->path );
// Remove base files
sstrcpy(tmpstr, curSearchPath->path);
sstrcat(tmpstr, "base");
PHYSFS_removeFromSearchPath( tmpstr );
sstrcpy(tmpstr, curSearchPath->path);
sstrcat(tmpstr, "base.wz");
PHYSFS_removeFromSearchPath( tmpstr );
// remove video search path as well
sstrcpy(tmpstr, curSearchPath->path);
sstrcat(tmpstr, "sequences.wz");
PHYSFS_removeFromSearchPath( tmpstr );
curSearchPath = curSearchPath->higherPriority;
}
break;
case mod_campaign:
debug(LOG_WZ, "*** Switching to campaign mods ***");
clearLoadedMods();
while (curSearchPath)
{
// make sure videos override included files
sstrcpy(tmpstr, curSearchPath->path);
sstrcat(tmpstr, "sequences.wz");
PHYSFS_addToSearchPath(tmpstr, PHYSFS_APPEND);
curSearchPath = curSearchPath->higherPriority;
}
curSearchPath = searchPathRegistry;
while (curSearchPath->lowerPriority)
curSearchPath = curSearchPath->lowerPriority;
while( curSearchPath )
{
#ifdef DEBUG
debug(LOG_WZ, "Adding [%s] to search path", curSearchPath->path);
#endif // DEBUG
// Add global and campaign mods
PHYSFS_addToSearchPath( curSearchPath->path, PHYSFS_APPEND );
addSubdirs( curSearchPath->path, "mods/music", PHYSFS_APPEND, NULL, false );
addSubdirs( curSearchPath->path, "mods/global", PHYSFS_APPEND, use_override_mods?override_mods:global_mods, true );
addSubdirs( curSearchPath->path, "mods", PHYSFS_APPEND, use_override_mods?override_mods:global_mods, true );
addSubdirs( curSearchPath->path, "mods/autoload", PHYSFS_APPEND, use_override_mods?override_mods:NULL, true );
addSubdirs( curSearchPath->path, "mods/campaign", PHYSFS_APPEND, use_override_mods?override_mods:campaign_mods, true );
if (!PHYSFS_removeFromSearchPath( curSearchPath->path ))
{
debug(LOG_WZ, "* Failed to remove path %s again", curSearchPath->path);
}
// Add plain dir
PHYSFS_addToSearchPath( curSearchPath->path, PHYSFS_APPEND );
// Add base files
sstrcpy(tmpstr, curSearchPath->path);
sstrcat(tmpstr, "base");
PHYSFS_addToSearchPath( tmpstr, PHYSFS_APPEND );
sstrcpy(tmpstr, curSearchPath->path);
sstrcat(tmpstr, "base.wz");
PHYSFS_addToSearchPath( tmpstr, PHYSFS_APPEND );
curSearchPath = curSearchPath->higherPriority;
}
break;
case mod_multiplay:
debug(LOG_WZ, "*** Switching to multiplay mods ***");
clearLoadedMods();
while (curSearchPath)
{
// make sure videos override included files
sstrcpy(tmpstr, curSearchPath->path);
sstrcat(tmpstr, "sequences.wz");
PHYSFS_addToSearchPath(tmpstr, PHYSFS_APPEND);
curSearchPath = curSearchPath->higherPriority;
}
// Add the selected map first, for mapmod support
if (current_map != NULL)
{
QString realPathAndDir = QString::fromUtf8(PHYSFS_getRealDir(current_map)) + current_map;
realPathAndDir.replace('/', PHYSFS_getDirSeparator()); // Windows fix
PHYSFS_addToSearchPath(realPathAndDir.toUtf8().constData(), PHYSFS_APPEND);
}
curSearchPath = searchPathRegistry;
while (curSearchPath->lowerPriority)
curSearchPath = curSearchPath->lowerPriority;
while( curSearchPath )
{
#ifdef DEBUG
debug(LOG_WZ, "Adding [%s] to search path", curSearchPath->path);
#endif // DEBUG
// Add global and multiplay mods
PHYSFS_addToSearchPath( curSearchPath->path, PHYSFS_APPEND );
addSubdirs( curSearchPath->path, "mods/music", PHYSFS_APPEND, NULL, false );
addSubdirs( curSearchPath->path, "mods/global", PHYSFS_APPEND, use_override_mods?override_mods:global_mods, true );
addSubdirs( curSearchPath->path, "mods", PHYSFS_APPEND, use_override_mods?override_mods:global_mods, true );
addSubdirs( curSearchPath->path, "mods/autoload", PHYSFS_APPEND, use_override_mods?override_mods:NULL, true );
addSubdirs( curSearchPath->path, "mods/multiplay", PHYSFS_APPEND, use_override_mods?override_mods:multiplay_mods, true );
PHYSFS_removeFromSearchPath( curSearchPath->path );
// Add multiplay patches
sstrcpy(tmpstr, curSearchPath->path);
sstrcat(tmpstr, "mp");
PHYSFS_addToSearchPath( tmpstr, PHYSFS_APPEND );
sstrcpy(tmpstr, curSearchPath->path);
sstrcat(tmpstr, "mp.wz");
PHYSFS_addToSearchPath( tmpstr, PHYSFS_APPEND );
// Add plain dir
PHYSFS_addToSearchPath( curSearchPath->path, PHYSFS_APPEND );
// Add base files
sstrcpy(tmpstr, curSearchPath->path);
sstrcat(tmpstr, "base");
PHYSFS_addToSearchPath( tmpstr, PHYSFS_APPEND );
sstrcpy(tmpstr, curSearchPath->path);
sstrcat(tmpstr, "base.wz");
PHYSFS_addToSearchPath( tmpstr, PHYSFS_APPEND );
curSearchPath = curSearchPath->higherPriority;
}
break;
default:
debug(LOG_ERROR, "Can't switch to unknown mods %i", mode);
return false;
}
if (use_override_mods && mode != mod_clean)
{
if (strcmp(getModList(),override_mod_list))
{
debug(LOG_POPUP, _("The required mod could not be loaded: %s\n\nWarzone will try to load the game without it."), override_mod_list);
}
clearOverrideMods();
current_mode = mod_override;
}
// User's home dir must be first so we allways see what we write
PHYSFS_removeFromSearchPath(PHYSFS_getWriteDir());
PHYSFS_addToSearchPath( PHYSFS_getWriteDir(), PHYSFS_PREPEND );
#ifdef DEBUG
printSearchPath();
#endif // DEBUG
}
else if (use_override_mods)
{
// override mods are already the same as current mods, so no need to do anything
clearOverrideMods();
}
return true;
}
typedef std::vector<std::string> MapFileList;
static MapFileList listMapFiles()
{
MapFileList ret, filtered, oldSearchPath;
char **subdirlist = PHYSFS_enumerateFiles("maps");
for (char **i = subdirlist; *i != NULL; ++i)
{
std::string wzfile = *i;
if (*i[0] == '.' || wzfile.substr(wzfile.find_last_of(".")+1) != "wz")
{
continue;
}
std::string realFileName = std::string("maps/") + *i;
ret.push_back(realFileName);
}
PHYSFS_freeList(subdirlist);
// save our current search path(s)
debug(LOG_WZ, "Map search paths:");
char **searchPath = PHYSFS_getSearchPath();
for (char **i = searchPath; *i != NULL; i++)
{
debug(LOG_WZ, " [%s]", *i);
oldSearchPath.push_back(*i);
PHYSFS_removeFromSearchPath(*i);
}
PHYSFS_freeList(searchPath);
for (MapFileList::iterator realFileName = ret.begin(); realFileName != ret.end(); ++realFileName)
{
std::string realFilePathAndName = PHYSFS_getWriteDir() + *realFileName;
if (PHYSFS_addToSearchPath(realFilePathAndName.c_str(), PHYSFS_APPEND))
{
int unsafe = 0;
char **filelist = PHYSFS_enumerateFiles("multiplay/maps");
for (char **file = filelist; *file != NULL; ++file)
{
std::string isDir = std::string("multiplay/maps/") + *file;
if (PHYSFS_isDirectory(isDir.c_str()))
continue;
std::string checkfile = *file;
debug(LOG_WZ,"checking ... %s", *file);
if (checkfile.substr(checkfile.find_last_of(".")+ 1) == "gam")
{
if (unsafe++ > 1)
{
debug(LOG_ERROR, "Map packs are not supported! %s NOT added.", realFilePathAndName.c_str());
break;
}
}
}
PHYSFS_freeList(filelist);
if (unsafe < 2)
{
filtered.push_back(realFileName->c_str());
}
PHYSFS_removeFromSearchPath(realFilePathAndName.c_str());
}
else
{
debug(LOG_POPUP, "Could not mount %s, because: %s.\nPlease delete or move the file specified.", realFilePathAndName.c_str(), PHYSFS_getLastError());
}
}
// restore our search path(s) again
for (MapFileList::iterator restorePaths = oldSearchPath.begin(); restorePaths != oldSearchPath.end(); ++restorePaths)
{
PHYSFS_addToSearchPath(restorePaths->c_str(), PHYSFS_APPEND);
}
debug(LOG_WZ, "Search paths restored");
printSearchPath();
return filtered;
}
// Map processing
struct WZmaps
{
std::string MapName;
bool isMapMod;
};
std::vector<struct WZmaps> WZ_Maps;
struct FindMap
{
const std::string map;
FindMap(const std::string& name) : map(name) {};
bool operator()(const WZmaps& wzm) const { return wzm.MapName == map; };
};
bool CheckForMod(char *theMap)
{
std::vector<struct WZmaps>::iterator it;
if (theMap == NULL)
{
return false;
}
it = std::find_if(WZ_Maps.begin(), WZ_Maps.end(), FindMap(theMap));
if(it != WZ_Maps.end())
{
return it->isMapMod;
}
debug(LOG_ERROR, "Couldn't find map %s", theMap);
return false;
}
// Mount the archive under the mountpoint, and enumerate the archive according to lookin
static bool CheckInMap(const char *archive, const char *mountpoint,const char *lookin)
{
bool mapmod = false;
if (!PHYSFS_mount(archive, mountpoint, PHYSFS_APPEND))
{
// We already checked to see if this was valid before, and now, something went seriously wrong.
debug(LOG_FATAL, "Could not mount %s, because: %s. Please delete the file, and run the game again. Game will now exit.", archive, PHYSFS_getLastError());
exit(-1);
}
char **filelist = PHYSFS_enumerateFiles(lookin);
for (char **file = filelist; *file != NULL; ++file)
{
if (PHYSFS_isDirectory(*file))
{
std::string checkfile = *file;
if (checkfile.compare("wrf")==0 || checkfile.compare("stats")==0 ||checkfile.compare("components")==0
|| checkfile.compare("anims")==0 || checkfile.compare("effects")==0 ||checkfile.compare("messages")==0
|| checkfile.compare("audio")==0 || checkfile.compare("sequenceaudio")==0 ||checkfile.compare("misc")==0
|| checkfile.compare("features")==0 || checkfile.compare("script")==0 ||checkfile.compare("structs")==0
|| checkfile.compare("tileset")==0 || checkfile.compare("images")==0 || checkfile.compare("texpages")==0 )
{
debug(LOG_WZ, "Detected: %s %s" , archive, checkfile.c_str());
mapmod = true;
break;
}
}
}
PHYSFS_freeList(filelist);
if (!PHYSFS_removeFromSearchPath(archive))
{
debug(LOG_ERROR, "Could not unmount %s, %s", archive, PHYSFS_getLastError());
}
return mapmod;
}
bool buildMapList()
{
if (!loadLevFile("gamedesc.lev", mod_campaign, false, NULL))
{
return false;
}
loadLevFile("addon.lev", mod_multiplay, false, NULL);
WZ_Maps.clear();
MapFileList realFileNames = listMapFiles();
for (MapFileList::iterator realFileName = realFileNames.begin(); realFileName != realFileNames.end(); ++realFileName)
{
bool mapmod = false;
struct WZmaps CurrentMap;
std::string realFilePathAndName = PHYSFS_getRealDir(realFileName->c_str()) + *realFileName;
PHYSFS_addToSearchPath(realFilePathAndName.c_str(), PHYSFS_APPEND);
char **filelist = PHYSFS_enumerateFiles("");
for (char **file = filelist; *file != NULL; ++file)
{
std::string checkfile = *file;
size_t len = strlen(*file);
if (len > 10 && !strcasecmp(*file + (len - 10), ".addon.lev")) // Do not add addon.lev again
{
loadLevFile(*file, mod_multiplay, true, realFileName->c_str());
}
// add support for X player maps using a new name to prevent conflicts.
if (len > 13 && !strcasecmp(*file + (len - 13), ".xplayers.lev"))
{
loadLevFile(*file, mod_multiplay, true, realFileName->c_str());
}
}
PHYSFS_freeList(filelist);
if (PHYSFS_removeFromSearchPath(realFilePathAndName.c_str()) == 0)
{
debug(LOG_ERROR, "Could not unmount %s, %s", realFilePathAndName.c_str(), PHYSFS_getLastError());
}
mapmod = CheckInMap(realFilePathAndName.c_str(), "WZMap", "WZMap");
if (!mapmod)
{
mapmod = CheckInMap(realFilePathAndName.c_str(), "WZMap", "WZMap/multiplay");
}
CurrentMap.MapName = realFileName->c_str();
CurrentMap.isMapMod = mapmod;
WZ_Maps.push_back(CurrentMap);
}
return true;
}
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// Called once on program startup.
//
bool systemInitialise(void)
{
if (!widgInitialise())
{
return false;
}
buildMapList();
// Initialize render engine
if (!pie_Initialise())
{
debug(LOG_ERROR, "Unable to initialise renderer");
return false;
}
if (!audio_Init(droidAudioTrackStopped, war_getSoundEnabled()))
{
debug(LOG_SOUND, "Continuing without audio");
}
if (war_getSoundEnabled() && war_GetMusicEnabled())
{
cdAudio_Open(UserMusicPath);
}
else
{
debug(LOG_SOUND, "Music disabled");
}
if (!dataInitLoadFuncs()) // Pass all the data loading functions to the framework library
{
return false;
}
if (!fpathInitialise())
{
return false;
}
// Initialize the iVis text rendering module
iV_TextInit();
// Fix badly named OpenGL functions. Must be done after iV_TextInit, to avoid the renames being clobbered by an extra glewInit() call.
screen_EnableMissingFunctions();
pie_InitRadar();
return true;
}
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// Called once at program shutdown.
//
extern char *mod_list;
void systemShutdown(void)
{
pie_ShutdownRadar();
if (mod_list)
{
free(mod_list);
}
shutdownEffectsSystem();
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");
levShutDown();
widgShutDown();
fpathShutdown();
mapShutdown();
debug(LOG_MAIN, "shutting down everything else");
pal_ShutDown(); // currently unused stub
frameShutDown(); // close screen / SDL / resources / cursors / trig
screenShutDown();
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);
}
/***************************************************************************/
static bool
init_ObjectDead( void * psObj )
{
BASE_OBJECT *psBaseObj = (BASE_OBJECT *) psObj;
DROID *psDroid;
STRUCTURE *psStructure;
CHECK_OBJECT(psBaseObj);
if ( psBaseObj->died == true )
{
switch ( psBaseObj->type )
{
case OBJ_DROID:
psDroid = (DROID *) psBaseObj;
psDroid->psCurAnim = NULL;
break;
case OBJ_STRUCTURE:
psStructure = (STRUCTURE *) psBaseObj;
psStructure->psCurAnim = NULL;
break;
default:
debug( LOG_ERROR, "init_ObjectAnimRemoved: unrecognised object type" );
return false;
}
}
return psBaseObj->died;
}
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// Called At Frontend Startup.
bool frontendInitialise(const char *ResourceFile)
{
debug(LOG_WZ, "== Initializing frontend == : %s", ResourceFile);
if(!InitialiseGlobals()) // Initialise all globals and statics everywhere.
{
return false;
}
readAIs();
if (!scrTabInitialise()) // Initialise the script system
{
return false;
}
if (!stringsInitialise()) // Initialise the string system
{
return false;
}
if (!objInitialise()) // Initialise the object system
{
return false;
}
if (!anim_Init())
{
return false;
}
if ( !animObj_Init( init_ObjectDead ) )
{
return false;
}
if (!allocPlayerPower()) //set up the PlayerPower for each player - this should only be done ONCE now
{
return false;
}
debug(LOG_MAIN, "frontEndInitialise: loading resource file .....");
if (!resLoad(ResourceFile, 0))
{
//need the object heaps to have been set up before loading in the save game
return false;
}
if (!dispInitialise()) // Initialise the display system
{
return false;
}
FrontImages = (IMAGEFILE*)resGetData("IMG", "frontend.img");
/* Shift the interface initialisation here temporarily so that it
can pick up the stats after they have been loaded */
if (!intInitialise())
{
return false;
}
// keymappings
// clear out any existing mappings
keyClearMappings();
keyInitMappings(false);
// Set the default uncoloured cursor here, since it looks slightly
// better for menus and such.
wzSetCursor(CURSOR_DEFAULT);
SetFormAudioIDs(-1,ID_SOUND_WINDOWCLOSE); // disable the open noise since distorted in 3dfx builds.
initMiscVars();
gameTimeInit();
// hit me with some funky beats....
cdAudio_PlayTrack(SONG_FRONTEND);
return true;
}
bool frontendShutdown(void)
{
debug(LOG_WZ, "== Shuting down frontend ==");
saveConfig();// save settings to registry.
if (!mechanicsShutdown())
{
return false;
}
interfaceShutDown();
scrShutDown();
//do this before shutting down the iV library
resReleaseAllData();
if (!objShutdown())
{
return false;
}
ResearchRelease();
if ( !anim_Shutdown() )
{
return false;
}
if ( !animObj_Shutdown() )
{
return false;
}
debug(LOG_TEXTURE, "=== frontendShutdown ===");
modelShutdown();
pie_TexShutDown();
pie_TexInit(); // ready for restart
freeComponentLists();
statsShutDown();
return true;
}
/******************************************************************************/
/* Initialisation before data is loaded */
bool stageOneInitialise(void)
{
debug(LOG_WZ, "== stageOneInitalise ==");
// Initialise all globals and statics everwhere.
if(!InitialiseGlobals())
{
return false;
}
if (!stringsInitialise()) /* Initialise the string system */
{
return false;
}
if (!objInitialise()) /* Initialise the object system */
{
return false;
}
if (!droidInit())
{
return false;
}
if (!initViewData())
{
return false;
}
if (!grpInitialise())
{
return false;
}
if (!aiInitialise()) /* Initialise the AI system */ // pregame
{
return false;
}
if (!anim_Init())
{
return false;
}
if ( !animObj_Init( init_ObjectDead ) )
{
return false;
}
if (!allocPlayerPower()) /*set up the PlayerPower for each player - this should only be done ONCE now*/
{
return false;
}
// initialise the visibility stuff
if (!visInitialise())
{
return false;
}
/* Initialise the movement system */
if (!moveInitialise())
{
return false;
}
if (!proj_InitSystem())
{
return false;
}
if (!scrTabInitialise()) // Initialise the old wzscript system
{
return false;
}
if (!gridInitialise())
{
return false;
}
initMission();
initTransporters();
scriptInit();
// do this here so that the very first mission has it initialised
initRunData();
gameTimeInit();
eventTimeReset(gameTime / SCR_TICKRATE);
return true;
}
/******************************************************************************/
/* Shutdown after data is released */
bool stageOneShutDown(void)
{
debug(LOG_WZ, "== stageOneShutDown ==");
atmosSetWeatherType(WT_NONE); // reset weather and free its data
wzPerfShutdown();
pie_FreeShaders();
if ( audio_Disabled() == false )
{
sound_CheckAllUnloaded();
}
proj_Shutdown();
releaseMission();
if (!aiShutdown())
{
return false;
}
if (!objShutdown())
{
return false;
}
grpShutDown();
ResearchRelease();
//free up the gateway stuff?
gwShutDown();
shutdownTerrain();
if (!mapShutdown())
{
return false;
}
scrShutDown();
gridShutDown();
if ( !anim_Shutdown() )
{
return false;
}
if ( !animObj_Shutdown() )
{
return false;
}
debug(LOG_TEXTURE, "=== stageOneShutDown ===");
modelShutdown();
pie_TexShutDown();
// Use mod_multiplay as the default (campaign might have set it to mod_singleplayer)
rebuildSearchPath( mod_multiplay, true );
pie_TexInit(); // restart it
initMiscVars();
return true;
}
// ////////////////////////////////////////////////////////////////////////////
// Initialise after the base data is loaded but before final level data is loaded
bool stageTwoInitialise(void)
{
int i;
debug(LOG_WZ, "== stageTwoInitalise ==");
// make sure we clear on loading; this a bad hack to fix a bug when
// loading a savegame where we are building a lassat
for (i = 0; i < MAX_PLAYERS; i++)
{
setLasSatExists(false, i);
}
if (!dispInitialise()) /* Initialise the display system */
{
return false;
}
if(!initMiscImds()) /* Set up the explosions */
{
debug( LOG_FATAL, "Can't find all the explosions graphics?" );
abort();
return false;
}
if (!cmdDroidInit())
{
return false;
}
/* Shift the interface initialisation here temporarily so that it
can pick up the stats after they have been loaded */
if (!intInitialise())
{
return false;
}
if (!initMessage()) /* Initialise the message heaps */
{
return false;
}
if (!gwInitialise())
{
return false;
}
if (!initScripts()) // Initialise the new javascript system
{
return false;
}
// keymappings
keyClearMappings();
keyInitMappings(false);
// Set the default uncoloured cursor here, since it looks slightly
// better for menus and such.
wzSetCursor(CURSOR_DEFAULT);
SetFormAudioIDs(ID_SOUND_WINDOWOPEN,ID_SOUND_WINDOWCLOSE);
// Setup game queues.
// Don't ask why this doesn't go in stage three. In fact, don't even ask me what stage one/two/three is supposed to mean, it seems about as descriptive as stage doStuff, stage doMoreStuff and stage doEvenMoreStuff...
debug(LOG_MAIN, "Init game queues, I am %d.", selectedPlayer);
sendQueuedDroidInfo(); // Discard any pending orders which could later get flushed into the game queue.
for (i = 0; i < MAX_PLAYERS; ++i)
{
NETinitQueue(NETgameQueue(i));
if (!myResponsibility(i))
{
NETsetNoSendOverNetwork(NETgameQueue(i));
}
}
debug(LOG_MAIN, "stageTwoInitialise: done");
return true;
}
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// Free up after level specific data has been released but before base data is released
//
bool stageTwoShutDown(void)
{
debug(LOG_WZ, "== stageTwoShutDown ==");
cdAudio_Stop();
freeAllStructs();
freeAllDroids();
freeAllFeatures();
freeAllFlagPositions();
if (!messageShutdown())
{
return false;
}
if (!mechanicsShutdown())
{
return false;
}
if(!ShutdownRadar()) {
return false;
}
interfaceShutDown();
cmdDroidShutDown();
//free up the gateway stuff?
gwShutDown();
if (!mapShutdown())
{
return false;
}
return true;
}
bool stageThreeInitialise(void)
{
STRUCTURE *psStr;
UDWORD i;
DROID *psDroid;
debug(LOG_WZ, "== stageThreeInitalise ==");
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);
pie_InitLighting();
if(bMultiPlayer)
{
// FIXME Is this really needed?
debug( LOG_WZ, "multiGameInit()\n" );
multiGameInit();
cmdDroidMultiExpBoost(true);
}
preProcessVisibility();
// Load any stored templates; these need to be available ASAP
initTemplates();
prepareScripts();
if (!fpathInitialise())
{
return false;
}
mapInit();
clustInitialise();
gridReset();
//if mission screen is up, close it.
if(MissionResUp)
{
intRemoveMissionResultNoAnim();
}
// Re-inititialise some static variables.
driveInitVars(false);
resizeRadar();
setAllPauseStates(false);
/* decide if we have to create teams, ONLY in multiplayer mode!*/
if (bMultiPlayer && alliancesSharedVision(game.alliance))
{
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);
}
}
}
}
// ffs JS (and its a global!)
if (getLevelLoadType() != GTYPE_SAVE_MIDMISSION)
{
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_GAMEINIT);
triggerEvent(TRIGGER_GAME_INIT);
}
intAddPower();
return true;
}
/*****************************************************************************/
/* Shutdown before any data is released */
bool stageThreeShutDown(void)
{
debug(LOG_WZ, "== stageThreeShutDown ==");
removeSpotters();
// There is an assymetry in scripts initialization and destruction, due
// the many different ways scripts get loaded.
if (!shutdownScripts())
{
return false;
}
challengesUp = false;
challengeActive = false;
isInGamePopupUp = false;
shutdownTemplates();
// make sure any button tips are gone.
widgReset();
audio_StopAll();
if(bMultiPlayer)
{
multiGameShutdown();
}
cmdDroidMultiExpBoost(false);
eventReset();
// reset the script values system
scrvReset();
//call this here before mission data is released
if (!missionShutDown())
{
return false;
}
/*
When this line wasn't at this point. The PSX version always failed on the next script after the tutorial ... unexplained why?
*/
// bInTutorial=false;
scrExternReset();
//reset the run data so that doesn't need to be initialised in the scripts
initRunData();
resetVTOLLandingPos();
setScriptWinLoseVideo(PLAY_NONE);
return true;
}
// Reset the game between campaigns
bool campaignReset(void)
{
debug(LOG_MAIN, "campaignReset");
gwShutDown();
mapShutdown();
shutdownTerrain();
// when the terrain textures are reloaded we need to reset the radar
// otherwise it will end up as a terrain texture somehow
ShutdownRadar();
InitRadar();
return true;
}
// Reset the game when loading a save game
bool saveGameReset(void)
{
debug(LOG_MAIN, "saveGameReset");
cdAudio_Stop();
freeAllStructs();
freeAllDroids();
freeAllFeatures();
freeAllFlagPositions();
initMission();
initTransporters();
//free up the gateway stuff?
gwShutDown();
intResetScreen(true);
intResetPreviousObj();
if (!mapShutdown())
{
return false;
}
//clear out any messages
freeMessages();
return true;
}
// --- Miscellaneous Initialisation stuff that really should be done each restart
static void initMiscVars(void)
{
selectedPlayer = 0;
realSelectedPlayer = 0;
godMode = false;
radarOnScreen = true;
radarPermitted = true;
allowDesign = true;
includeRedundantDesigns = false;
enableConsoleDisplay(true);
setSelectedGroup(UBYTE_MAX);
for (unsigned n = 0; n < MAX_PLAYERS; ++n)
{
processDebugMappings(n, false);
}
}