raze/source/games/exhumed/src/gameloop.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "compat.h"
#include "engine.h"
#include "exhumed.h"
#include "sequence.h"
#include "names.h"
#include "player.h"
#include "input.h"
#include "sound.h"
#include "view.h"
#include "status.h"
#include "version.h"
#include "aistuff.h"
#include "mapinfo.h"
#include <string.h>
#include <stdarg.h>
#include <ctype.h>
#include <time.h>
#include <assert.h>
#include "gamecvars.h"
#include "savegamehelp.h"
#include "c_dispatch.h"
#include "raze_sound.h"
#include "gamestate.h"
#include "screenjob.h"
#include "c_console.h"
#include "cheathandler.h"
#include "statistics.h"
#include "g_input.h"
#include "razemenu.h"
#include "d_net.h"
#include "automap.h"
#include "raze_music.h"
#include "v_draw.h"
#include "vm.h"
BEGIN_PS_NS
short nBestLevel;
void RunCinemaScene(int num);
void GameMove(void);
void DrawClock();
double calc_smoothratio();
void DoTitle(CompletionFunc completion);
void GameInterface::Render()
{
CheckKeys2();
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drawtime.Reset();
drawtime.Clock();
if (currentLevel && currentLevel->levelNumber == kMap20)
{
DoEnergyTile();
DrawClock();
}
double const smoothratio = calc_smoothratio();
DrawView(smoothratio);
DrawStatusBar();
DrawCrosshair(MAXTILES, PlayerList[nLocalPlayer].nHealth >> 3, -PlayerList[nLocalPlayer].angle.look_anghalf(smoothratio), 0, 1);
if (paused && !M_Active())
{
auto tex = GStrings("TXTB_PAUSED");
int nStringWidth = SmallFont->StringWidth(tex);
DrawText(twod, SmallFont, CR_UNTRANSLATED, 160 - nStringWidth / 2, 100, tex, DTA_FullscreenScale, FSMode_Fit320x200, TAG_DONE);
}
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drawtime.Unclock();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void GameInterface::DrawBackground()
{
auto nLogoTile = GameLogo();
int dword_9AB5F = (I_GetBuildTime() / 16) & 3;
twod->ClearScreen();
DrawRel(kSkullHead, 160, 100, 0);
DrawRel(kSkullJaw, 161, 130, 0);
DrawRel(nLogoTile, 160, 40, 0);
// draw the fire urn/lamp thingies
DrawRel(kTile3512 + dword_9AB5F, 50, 150, 0);
DrawRel(kTile3512 + ((dword_9AB5F + 2) & 3), 270, 150, 0);
}
void GameInterface::NextLevel(MapRecord *map, int skill)
{
InitLevel(map);
if (map->levelNumber >= nBestLevel)
{
nBestLevel = map->levelNumber - 1;
}
STAT_NewLevel(currentLevel->labelName);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void GameInterface::NewGame(MapRecord *map, int skill, bool frommenu)
{
// start a new game on the given level
InitNewGame();
InitLevel(map);
gameaction = ga_level;
}
int selectedlevelnew;
DEFINE_ACTION_FUNCTION(DMapScreen, SetNextLevel)
{
PARAM_PROLOGUE;
PARAM_INT(v);
selectedlevelnew = v;
return 0;
}
void GameInterface::LevelCompleted(MapRecord *to_map, int skill)
{
Mus_Stop();
if (currentLevel->levelNumber == 0)
{
gameaction = ga_mainmenu;
return;
}
StopAllSounds();
bCamera = false;
automapMode = am_off;
STAT_Update(to_map == nullptr);
if (to_map)
{
if (to_map->levelNumber > nBestLevel) nBestLevel = to_map->levelNumber - 1;
if (to_map->levelNumber == 20) nPlayerLives[0] = 0;
if (to_map->levelNumber == 0) // skip all intermission stuff when going to the training map.
{
gameaction = ga_nextlevel;
return;
}
}
SummaryInfo info{};
info.kills = nCreaturesKilled;
info.maxkills = nCreaturesTotal;
info.supersecrets = nBestLevel;
info.time = PlayClock * GameTicRate / 120;
selectedlevelnew = to_map->levelNumber;
ShowIntermission(currentLevel, to_map, &info, [=](bool)
{
if (!to_map) gameaction = ga_startup; // this was the end of the game
else
{
if (to_map->levelNumber != selectedlevelnew)
{
// User can switch destination on the scrolling map.
g_nextmap = FindMapByLevelNum(selectedlevelnew);
STAT_Cancel();
}
gameaction = ga_nextlevel;
}
});
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void GameInterface::Startup()
{
resettiming();
EndLevel = 0;
PlayLogos(ga_mainmenu, ga_mainmenu, false);
}
void GameInterface::ErrorCleanup()
{
// Clear all progression sensitive variables here.
EndLevel = 0;
}
END_PS_NS