raze/source/exhumed/src/gameloop.cpp
Christoph Oelckers 8bfb0b1e20 - do not dim the objects of the Exhumed background screen.
This was for dimming the console background but since the console already dims its background itself it made the background nearly opaque black.
2020-10-25 09:22:17 +01:00

265 lines
6.7 KiB
C++

//-------------------------------------------------------------------------
/*
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 "ps_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"
BEGIN_PS_NS
short nBestLevel;
extern uint8_t nCinemaSeen;
void RunCinemaScene(int num);
void GameMove(void);
void DrawClock();
double calc_smoothratio();
void DoTitle(CompletionFunc completion);
static void showmap(short nLevel, short nLevelNew, short nLevelBest, TArray<JobDesc> &jobs)
{
if (nLevelNew == 5 && !(nCinemaSeen & 1)) {
nCinemaSeen |= 1;
DoBeforeCinemaScene(5, jobs);
}
menu_DrawTheMap(nLevel, nLevelNew, nLevelBest, jobs);
if (nLevelNew == 11 && !(nCinemaSeen & 2)) {
DoBeforeCinemaScene(11, jobs);
}
}
void GameInterface::Render()
{
CheckKeys2();
drawtime.Reset();
drawtime.Clock();
if (currentLevel && currentLevel->levelNumber == kMap20)
{
DoEnergyTile();
DrawClock();
}
double const smoothratio = calc_smoothratio();
double const look_anghalf = getHalfLookAng(PlayerList[nLocalPlayer].angle.olook_ang.asq16(), PlayerList[nLocalPlayer].angle.look_ang.asq16(), cl_syncinput, smoothratio);
DrawView(smoothratio);
DrawStatusBar();
DrawCrosshair(MAXTILES, PlayerList[nLocalPlayer].nHealth >> 3, -look_anghalf, 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);
}
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);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void Intermission(MapRecord *from_map, MapRecord *to_map)
{
TArray<JobDesc> jobs;
if (from_map) StopAllSounds();
bCamera = false;
automapMode = am_off;
if (to_map)
{
if (to_map->levelNumber != 0)
nBestLevel = to_map->levelNumber - 1;
STAT_Update(false);
if (to_map->levelNumber == kMap20)
nPlayerLives[0] = 0;
if (to_map->levelNumber == 0) // skip all intermission stuff when going to the training map.
{
gameaction = ga_nextlevel;
return;
}
else
{
DoAfterCinemaScene(to_map->levelNumber - 1, jobs);
}
if (to_map->levelNumber > -1 && to_map->levelNumber < kMap20)
{
// start a new game at the given level
if (!nNetPlayerCount && to_map->levelNumber > 0)
{
showmap(from_map ? from_map->levelNumber : -1, to_map->levelNumber, nBestLevel, jobs);
}
else
jobs.Push({ Create<DScreenJob>() }); // we need something in here even in the multiplayer case.
}
}
else
{
DoAfterCinemaScene(20, jobs);
STAT_Update(true);
}
if (jobs.Size() > 0)
{
RunScreenJob(jobs.Data(), jobs.Size(), [=](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;
}
});
}
}
void GameInterface::NextLevel(MapRecord *map, int skill)
{
InitLevel(map->levelNumber);
if (map->levelNumber > nBestLevel)
{
nBestLevel = selectedlevelnew;
}
if (map->levelNumber == 11) nCinemaSeen |= 2;
STAT_NewLevel(currentLevel->labelName);
}
void GameInterface::NewGame(MapRecord *map, int skill)
{
// start a new game on the given level
InitNewGame();
if (map->levelNumber == 1) STAT_StartNewGame("Exhumed", 1);
Intermission(nullptr, map);
}
void GameInterface::LevelCompleted(MapRecord *map, int skill)
{
Mus_Stop();
if (currentLevel->levelNumber == 0) gameaction = ga_mainmenu;
else Intermission(currentLevel, map);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void GameInterface::Startup()
{
resettiming();
EndLevel = 0;
if (userConfig.CommandMap.IsNotEmpty())
{
/*
auto map = FindMapByName(userConfig.CommandMap);
if (map) DeferedStartMap(map, 0);
userConfig.CommandMap = "";
goto again;
*/
}
else
{
if (!userConfig.nologo) DoTitle([](bool) { gameaction = ga_mainmenu; });
else gameaction = ga_mainmenu;
}
}
void GameInterface::ErrorCleanup()
{
// Clear all progression sensitive variables here.
EndLevel = 0;
}
END_PS_NS