@@ -209,25 +209,25 @@ public:
* This requires all kinds of trickery that is needed to avoid the use of
* sprites from the base graphics set which are pretty interwoven.
* @return True if a base set exists, otherwise false.
*/
bool HandleBootstrap()
{
if (BaseGraphics::GetUsedSet() != NULL) return true;
/* No user interface, bail out with an error. */
if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) goto failure;
/* If there is no network or no freetype, then there is nothing we can do. Go straight to failure. */
#if defined(ENABLE_NETWORK) && defined(WITH_FREETYPE) && !defined(__APPLE__)
#if defined(ENABLE_NETWORK) && defined(WITH_FREETYPE) && !defined(__APPLE__) && (defined(WITH_FONTCONFIG) || defined(WIN32))
if (!_network_available) goto failure;
/* First tell the game we're bootstrapping. */
_game_mode = GM_BOOTSTRAP;
/* Initialise the freetype font code. */
InitializeUnicodeGlyphMap();
/* Next "force" finding a suitable freetype font as the local font is missing. */
CheckForMissingGlyphs(false);
/* Initialise the palette. The biggest step is 'faking' some recolour sprites.
* This way the mauve and gray colours work and we can show the user interface. */
Status change: