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forked from 0ad/0ad
0ad/binaries/data/mods/official/gui/test/functions_pregame_load.js
2005-07-23 22:32:10 +00:00

178 lines
6.4 KiB
JavaScript

// ====================================================================
function StartMap (MapName, OpenWindow, GameMode)
{
// Starts the map, closing the current window.
// MapName: .pmp to load.
// OpenWindow: Window group (usually parent string) of control that called the function. It'll be hidden.
// GameMode: 0: SP
// 1: MP
// Check whether we have a correct file extension, to avoid crashes
Extension = MapName.substring(MapName.length, MapName.length-4);
if (Extension != ".pmp")
{
// Add .pmp to the file name - shouldn't help if the name is mistyped, but may be useful in some cases.
MapName = MapName + ".pmp";
console.write ("Trying to fix the map name (probably missing extension).");
}
// Set up game
g_GameAttributes.mapFile = MapName;
// Close setup window
closeMainMenuSubWindow (OpenWindow);
// Display loading screen.
StartLoadingScreen();
// Begin game session.
if (! startGame())
{
// Failed to start the game; go back to the main menu.
guiHide ("loading_screen");
guiUnHide ("pregame_gui");
// Show an error message
btCaptions = new Array("OK");
btCode = new Array("");
messageBox(400, 200, "The game could not be started with the given parameters. You probably have entered an invalid map name.", "Error", 0, btCaptions, btCode);
}
}
// ====================================================================
function StartLoadingScreen()
{
// Switch screens from main menu to loading screen.
guiSwitch ("pregame_gui", "loading_screen");
console.write ("Loading " + g_GameAttributes.mapFile + " (" + g_GameAttributes.numPlayers + " players) ...");
// Generate random number for random concept art (should be depending on the selected civ later)
RandVar = getRandom(1, 6);
switch (RandVar) {
case 1:
sprite = "load_concept_he";
break;
case 2:
sprite = "load_concept_ce";
break;
case 3:
sprite = "load_concept_pe";
break;
case 4:
sprite = "load_concept_ro";
break;
case 5:
sprite = "load_concept_ca";
break;
case 6:
sprite = "load_concept_ib";
break;
}
getGUIObjectByName ("loading_screen_background_concept").sprite = sprite;
console.write (getGUIObjectByName ("loading_screen_background_concept").sprite);
// janwas: main loop now sets progress / description, but that won't
// happen until the first timeslice completes, so set initial values.
getGUIObjectByName ("loading_screen_titlebar").caption = "Loading Scenario ...";
getGUIObjectByName ("loading_screen_progress_bar_text").caption = "";
getGUIObjectByName ("loading_screen_progress_bar").caption = 0;
getGUIObjectByName ("loading_screen_text").caption = "LOADING " + g_GameAttributes.mapFile + " ...\nPlease wait ...";
// Pick a random tip of the day (each line is a separate tip).
tipArray = readFileLines("gui/text/tips.txt");
// Set tip string.
getGUIObjectByName ("loading_screen_tip").caption = tipArray[getRandom(0, tipArray.length-1)];
}
// ====================================================================
function reallyStartGame()
{
// This is a reserved function name that is executed by the engine when it is ready
// to start the game (ie loading progress has reached 100%).
// Create resource pools for each player, etc.
SetupSession();
// Switch GUI from loading screen to game session.
guiSwitch ("loading_screen", "session_gui");
}
// ====================================================================
function SetupSession (GameMode)
{
// GameMode: 0: SP
// 1: MP
// Do essentials that can only be done when the session has been loaded ...
// For example, create the resource types, scores, etc, for each player.
// Initialise Resource Pools by attaching them to the Player object.
// (CPlayer code takes care of giving a copy to each player.)
CreateResources();
if (GameMode == "0")
{
// Set up a bunch of players so we can see them pretty colours. :P
console.write ("Setting Up Temporary Single Players");
// The first player is by default allocated to the local player in SP, so
// adding 7 players means that we'll have 8 players in total
for (i=0; i<7; i++)
{
g_GameAttributes.slots[i+1].assignLocal();
console.write ("Slot "+(i+1)+" is assigned: " + g_GameAttributes.slots[i+1].assignment);
}
}
// Set starting UI layout.
FlipGUI(GUIType);
// Select session peace track.
curr_session_playlist_1 = newRandomSound("music", "peace");
// Fade out main theme and fade in session theme.
CrossFade(curr_music, curr_session_playlist_1, 0.1);
// janwas: greatly accelerate this timesink;
// will be replaced soon by native version that doesn't block.
// Start refreshing the session controls.
setInterval( getObjectInfo, 1, 100 );
}
// ====================================================================
function EndSession (CloseType)
{
// Occurs when the player chooses to close the current game.
switch (CloseType)
{
case ("return"):
// If the player has chosen to quit game and return to main menu,
// End the session.
endGame();
// Fade out current music and return to playing menu theme.
curr_music = newRandomSound('music', 'menu');
CrossFade(curr_session_playlist_1, curr_music, 0.1);
// janwas: greatly accelerate this timesink;
// will be replaced soon by native version that doesn't block.
// Swap GUIs to display main menu.
guiSwitch ("session_gui", "pregame_gui");
break;
case ("exit"):
// If the player has chosen to shutdown and immediately return to operating system,
exit();
break;
}
}
// ====================================================================