2020-08-22 20:40:22 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "compat.h"
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#include "baselayer.h"
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#include "common.h"
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#include "engine.h"
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#include "exhumed.h"
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#include "sequence.h"
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#include "names.h"
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#include "menu.h"
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#include "player.h"
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#include "ps_input.h"
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#include "sound.h"
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#include "view.h"
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#include "status.h"
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#include "version.h"
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#include "aistuff.h"
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#include "mapinfo.h"
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#include <string.h>
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#include <stdarg.h>
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#include <ctype.h>
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#include <time.h>
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#include <assert.h>
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#include "gamecvars.h"
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#include "savegamehelp.h"
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#include "c_dispatch.h"
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#include "raze_sound.h"
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#include "gamestate.h"
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#include "screenjob.h"
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#include "c_console.h"
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#include "cheathandler.h"
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#include "statistics.h"
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#include "core/menu/menu.h"
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BEGIN_PS_NS
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short nBestLevel;
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int forcelevel = -1;
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static int32_t nonsharedtimer;
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extern int MenuExitCondition;
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extern short nCinemaSeen[30];
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extern ClockTicks tclocks;
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void RunCinemaScene(int num);
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void GameMove(void);
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void InitGame();
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void LockEnergyTiles();
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void DrawClock();
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int32_t calc_smoothratio(ClockTicks totalclk, ClockTicks ototalclk);
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int SyncScreenJob();
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void DoTitle(CompletionFunc completion);
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void FinishLevel()
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{
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if (levelnum > nBestLevel) {
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nBestLevel = levelnum - 1;
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}
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levelnew = levelnum + 1;
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StopAllSounds();
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bCamera = false;
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nMapMode = 0;
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if (levelnum != kMap20)
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{
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EraseScreen(4);
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PlayLocalSound(StaticSound[59], 0, true, CHANF_UI);
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videoNextPage();
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//WaitTicks(12);
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DrawView(65536);
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videoNextPage();
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}
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FadeOut(1);
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EraseScreen(overscanindex);
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if (levelnum == 0)
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{
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nPlayerLives[0] = 0;
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levelnew = 100;
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}
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else
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{
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DoAfterCinemaScene(levelnum);
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if (levelnum == kMap20)
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{
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//DoCredits();
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nPlayerLives[0] = 0;
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}
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}
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}
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short nBeforeScene[] = { 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0 };
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void CheckBeforeScene(int nLevel)
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{
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if (nLevel == kMap20)
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{
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RunCinemaScene(-1);
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return;
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}
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short nScene = nBeforeScene[nLevel];
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if (nScene)
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{
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if (!nCinemaSeen[nScene])
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{
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RunCinemaScene(nScene);
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nCinemaSeen[nScene] = 1;
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}
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}
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}
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int SyncScreenJob();
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int showmap(short nLevel, short nLevelNew, short nLevelBest)
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{
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FadeOut(0);
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EraseScreen(overscanindex);
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GrabPalette();
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BlackOut();
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if (nLevelNew != 11) {
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CheckBeforeScene(nLevelNew);
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}
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int selectedLevel;
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menu_DrawTheMap(nLevel, nLevelNew, nLevelBest, [&](int lev){
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gamestate = GS_LEVEL;
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selectedLevel = lev;
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if (lev != nLevelNew) STAT_Cancel();
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});
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SyncScreenJob();
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if (selectedLevel == 11) {
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CheckBeforeScene(selectedLevel);
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}
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return selectedLevel;
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}
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void DoAfterCinemaScene(int nLevel)
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{
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short nAfterScene[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 7, 0, 0, 0, 0, 6 };
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if (nAfterScene[nLevel]) {
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RunCinemaScene(nAfterScene[nLevel]);
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}
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}
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void DoFailedFinalScene()
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{
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videoSetViewableArea(0, 0, xdim - 1, ydim - 1);
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if (CDplaying()) {
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fadecdaudio();
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}
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playCDtrack(9, false);
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FadeToWhite();
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RunCinemaScene(4);
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}
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void DoGameOverScene()
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{
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FadeOut(0);
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inputState.ClearAllInput();
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NoClip();
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overwritesprite(0, 0, kTile3591, 0, 2, kPalNormal, 16);
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videoNextPage();
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PlayGameOverSound();
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//WaitAnyKey(3);
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FadeOut(0);
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}
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static void GameDisplay(void)
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{
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// End Section B
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SetView1();
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if (levelnum == kMap20)
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{
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LockEnergyTiles();
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DoEnergyTile();
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DrawClock();
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}
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auto smoothRatio = calc_smoothratio(totalclock, tclocks);
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DrawView(smoothRatio);
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DrawStatusBar();
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if (paused && !M_Active())
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{
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auto tex = GStrings("TXTB_PAUSED");
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int nStringWidth = SmallFont->StringWidth(tex);
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DrawText(twod, SmallFont, CR_UNTRANSLATED, 160 - nStringWidth / 2, 100, tex, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, TAG_DONE);
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}
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if (M_Active())
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{
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D_ProcessEvents();
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}
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videoNextPage();
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}
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2020-08-23 07:11:32 +00:00
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void startmainmenu()
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{
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gamestate = GS_MENUSCREEN;
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M_StartControlPanel(false);
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M_SetMenu(NAME_Mainmenu);
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StopAllSounds();
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}
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void drawmenubackground()
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{
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auto nLogoTile = EXHUMED ? kExhumedLogo : kPowerslaveLogo;
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int dword_9AB5F = ((int)totalclock / 16) & 3;
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twod->ClearScreen();
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DrawRel(kSkullHead, 160, 100, 32);
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DrawRel(kSkullJaw, 161, 130, 32);
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DrawRel(nLogoTile, 160, 40, 32);
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// draw the fire urn/lamp thingies
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DrawRel(kTile3512 + dword_9AB5F, 50, 150, 32);
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DrawRel(kTile3512 + ((dword_9AB5F + 2) & 3), 270, 150, 32);
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}
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void CheckProgression()
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{
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if (EndLevel)
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{
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EndLevel = false;
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FinishLevel();
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}
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if (levelnew > -1)
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{
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if (levelnew > 99)
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{
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// end the game (but don't abort like the original game did!)
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gamestate = GS_STARTUP;
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}
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else if (levelnew == -2)
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{
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// A savegame was loaded. Just start the level without any further actions.
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gamestate = GS_LEVEL;
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}
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else
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{
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// start a new game at the given level
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if (!nNetPlayerCount && levelnew <= kMap20)
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{
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levelnew = showmap(levelnum, levelnew, nBestLevel);
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}
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if (levelnew > nBestLevel)
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{
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nBestLevel = levelnew;
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}
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InitNewGame();
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}
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}
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}
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void GameLoop()
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{
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CheckKeys();
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GameTicker();
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PlayerInterruptKeys();
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CheckKeys2();
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fps++;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int app_loop()// GameInterface::app_main()
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{
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InitGame();
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gamestate = GS_STARTUP;
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while (true)
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{
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try
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{
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HandleAsync();
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updatePauseStatus();
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D_ProcessEvents();
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CheckProgression();
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switch (gamestate)
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{
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default:
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case GS_STARTUP:
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totalclock = 0;
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ototalclock = 0;
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if (userConfig.CommandMap.IsNotEmpty())
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{
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auto map = FindMapByName(userConfig.CommandMap);
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if (map) levelnew = map->levelNumber;
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userConfig.CommandMap = "";
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continue;
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}
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else
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{
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DoTitle([](bool) { startmainmenu(); });
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}
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break;
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case GS_MENUSCREEN:
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case GS_FULLCONSOLE:
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drawmenubackground();
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break;
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case GS_LEVEL:
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GameLoop();
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GameDisplay();
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break;
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case GS_INTERMISSION:
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case GS_INTRO:
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RunScreenJobFrame(); // This handles continuation through its completion callback.
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break;
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}
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videoNextPage();
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videoSetBrightness(0); // immediately reset this so that the value doesn't stick around in the backend.
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}
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catch (CRecoverableError& err)
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{
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C_FullConsole();
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Printf(TEXTCOLOR_RED "%s\n", err.what());
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}
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}
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}
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2020-08-22 20:40:22 +00:00
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int GameInterface::app_main()
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{
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int nMenu = 0;
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InitGame();
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if (!userConfig.nologo)
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{
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DoTitle([](bool) { gamestate = GS_MENUSCREEN; });
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SyncScreenJob();
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gamestate = GS_LEVEL;
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}
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// loc_11811:
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if (forcelevel > -1)
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{
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levelnew = forcelevel;
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goto STARTGAME1;
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}
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SavePosition = -1;
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nMenu = menu_Menu(0);
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switch (nMenu)
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{
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case 3:
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forcelevel = 0;
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goto STARTGAME2;
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case 6:
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goto GAMELOOP;
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}
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STARTGAME1:
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levelnew = 1;
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levelnum = 1;
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if (!nNetPlayerCount) {
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FadeOut(0);
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}
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STARTGAME2:
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2020-08-23 06:22:59 +00:00
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InitNewGame();
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2020-08-22 20:40:22 +00:00
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nBestLevel = levelnew - 1;
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LOOP1:
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if (!bInDemo && levelnew > nBestLevel && levelnew != 0 && levelnew <= kMap20 && SavePosition > -1) {
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|
|
|
menu_GameSave(SavePosition);
|
|
|
|
}
|
|
|
|
if (!nNetPlayerCount && levelnew > 0 && levelnew <= kMap20) {
|
|
|
|
levelnew = showmap(levelnum, levelnew, nBestLevel);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (levelnew > nBestLevel) {
|
|
|
|
nBestLevel = levelnew;
|
|
|
|
}
|
2020-08-23 06:22:59 +00:00
|
|
|
InitLevel(levelnew);
|
2020-08-22 20:40:22 +00:00
|
|
|
tclocks = totalclock;
|
2020-08-23 06:22:59 +00:00
|
|
|
levelnew = -1;
|
2020-08-22 20:40:22 +00:00
|
|
|
// Game Loop
|
|
|
|
GAMELOOP:
|
|
|
|
while (1)
|
|
|
|
{
|
|
|
|
if (levelnew >= 0)
|
|
|
|
{
|
|
|
|
goto LOOP1;
|
|
|
|
}
|
|
|
|
|
|
|
|
HandleAsync();
|
|
|
|
C_RunDelayedCommands();
|
|
|
|
|
|
|
|
updatePauseStatus();
|
2020-08-23 07:11:32 +00:00
|
|
|
GameLoop();
|
|
|
|
GameDisplay();
|
2020-08-22 20:40:22 +00:00
|
|
|
|
2020-08-23 07:11:32 +00:00
|
|
|
if (EndLevel)
|
2020-08-22 20:40:22 +00:00
|
|
|
{
|
|
|
|
EndLevel = false;
|
|
|
|
FinishLevel();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
END_PS_NS
|