- condensed main loop further, started laying out the new one.

This commit is contained in:
Christoph Oelckers 2020-08-23 09:11:32 +02:00
parent 9e5ca8c408
commit 7889605ff4
4 changed files with 208 additions and 138 deletions

View File

@ -189,7 +189,6 @@ short bPlayback = false;
short bInDemo = false;
short bSlipMode = false;
short bDoFlashes = true;
short bHolly = false;
short besttarget;
@ -530,51 +529,63 @@ void GameMove(void)
void GameTicker()
{
while ((totalclock - ototalclock) >= 1 || !bInMove)
bInMove = true;
if (paused)
{
ototalclock = ototalclock + 1;
if (!((int)ototalclock & 3) && moveframes < 4)
moveframes++;
GetLocalInput();
PlayerInterruptKeys();
nPlayerDAng = fix16_sadd(nPlayerDAng, localInput.nAngle);
inita &= kAngleMask;
lPlayerXVel += localInput.yVel * Cos(inita) + localInput.xVel * Sin(inita);
lPlayerYVel += localInput.yVel * Sin(inita) - localInput.xVel * Cos(inita);
lPlayerXVel -= (lPlayerXVel >> 5) + (lPlayerXVel >> 6);
lPlayerYVel -= (lPlayerYVel >> 5) + (lPlayerYVel >> 6);
sPlayerInput[nLocalPlayer].xVel = lPlayerXVel;
sPlayerInput[nLocalPlayer].yVel = lPlayerYVel;
sPlayerInput[nLocalPlayer].buttons = lLocalButtons | lLocalCodes;
sPlayerInput[nLocalPlayer].nAngle = nPlayerDAng;
sPlayerInput[nLocalPlayer].nTarget = besttarget;
Ra[nLocalPlayer].nTarget = besttarget;
lLocalCodes = 0;
nPlayerDAng = 0;
sPlayerInput[nLocalPlayer].horizon = PlayerList[nLocalPlayer].q16horiz;
while (!EndLevel && totalclock >= tclocks + 4)
tclocks = totalclock - 4;
buttonMap.ResetButtonStates();
}
else
{
while ((totalclock - ototalclock) >= 1 || !bInMove)
{
tclocks += 4;
GameMove();
ototalclock = ototalclock + 1;
if (!((int)ototalclock & 3) && moveframes < 4)
moveframes++;
GetLocalInput();
PlayerInterruptKeys();
nPlayerDAng = fix16_sadd(nPlayerDAng, localInput.nAngle);
inita &= kAngleMask;
lPlayerXVel += localInput.yVel * Cos(inita) + localInput.xVel * Sin(inita);
lPlayerYVel += localInput.yVel * Sin(inita) - localInput.xVel * Cos(inita);
lPlayerXVel -= (lPlayerXVel >> 5) + (lPlayerXVel >> 6);
lPlayerYVel -= (lPlayerYVel >> 5) + (lPlayerYVel >> 6);
sPlayerInput[nLocalPlayer].xVel = lPlayerXVel;
sPlayerInput[nLocalPlayer].yVel = lPlayerYVel;
sPlayerInput[nLocalPlayer].buttons = lLocalButtons | lLocalCodes;
sPlayerInput[nLocalPlayer].nAngle = nPlayerDAng;
sPlayerInput[nLocalPlayer].nTarget = besttarget;
Ra[nLocalPlayer].nTarget = besttarget;
lLocalCodes = 0;
nPlayerDAng = 0;
sPlayerInput[nLocalPlayer].horizon = PlayerList[nLocalPlayer].q16horiz;
while (!EndLevel && totalclock >= tclocks + 4)
{
tclocks += 4;
GameMove();
}
}
if (nPlayerLives[nLocalPlayer] <= 0) {
startmainmenu();
}
}
if (nPlayerLives[nLocalPlayer] <= 0) {
//startmainmenu();
}
#if 0
if (!bInDemo && levelnew > nBestLevel && levelnew != 0 && levelnew <= kMap20 && SavePosition > -1) {
menu_GameSave(SavePosition);
}
if (!bInDemo && levelnew > nBestLevel && levelnew != 0 && levelnew <= kMap20 && SavePosition > -1) {
menu_GameSave(SavePosition);
}
#endif
}
bInMove = false;
}
int32_t r_maxfpsoffset = 0;

View File

@ -158,6 +158,7 @@ void GameTicker();
void InitLevel(int);
void InitGame();
void InitNewGame();
void startmainmenu();
extern bool EndLevel;
extern int32_t g_commandSetup;
@ -221,8 +222,6 @@ extern short nSnakeCam;
extern short bCoordinates;
extern short bHolly;
extern int totalmoves;
extern int lCountDown;

View File

@ -232,6 +232,152 @@ static void GameDisplay(void)
videoNextPage();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void startmainmenu()
{
gamestate = GS_MENUSCREEN;
M_StartControlPanel(false);
M_SetMenu(NAME_Mainmenu);
StopAllSounds();
}
void drawmenubackground()
{
auto nLogoTile = EXHUMED ? kExhumedLogo : kPowerslaveLogo;
int dword_9AB5F = ((int)totalclock / 16) & 3;
twod->ClearScreen();
DrawRel(kSkullHead, 160, 100, 32);
DrawRel(kSkullJaw, 161, 130, 32);
DrawRel(nLogoTile, 160, 40, 32);
// draw the fire urn/lamp thingies
DrawRel(kTile3512 + dword_9AB5F, 50, 150, 32);
DrawRel(kTile3512 + ((dword_9AB5F + 2) & 3), 270, 150, 32);
}
void CheckProgression()
{
if (EndLevel)
{
EndLevel = false;
FinishLevel();
}
if (levelnew > -1)
{
if (levelnew > 99)
{
// end the game (but don't abort like the original game did!)
gamestate = GS_STARTUP;
}
else if (levelnew == -2)
{
// A savegame was loaded. Just start the level without any further actions.
gamestate = GS_LEVEL;
}
else
{
// start a new game at the given level
if (!nNetPlayerCount && levelnew <= kMap20)
{
levelnew = showmap(levelnum, levelnew, nBestLevel);
}
if (levelnew > nBestLevel)
{
nBestLevel = levelnew;
}
InitNewGame();
}
}
}
void GameLoop()
{
CheckKeys();
GameTicker();
PlayerInterruptKeys();
CheckKeys2();
fps++;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int app_loop()// GameInterface::app_main()
{
InitGame();
gamestate = GS_STARTUP;
while (true)
{
try
{
HandleAsync();
updatePauseStatus();
D_ProcessEvents();
CheckProgression();
switch (gamestate)
{
default:
case GS_STARTUP:
totalclock = 0;
ototalclock = 0;
if (userConfig.CommandMap.IsNotEmpty())
{
auto map = FindMapByName(userConfig.CommandMap);
if (map) levelnew = map->levelNumber;
userConfig.CommandMap = "";
continue;
}
else
{
DoTitle([](bool) { startmainmenu(); });
}
break;
case GS_MENUSCREEN:
case GS_FULLCONSOLE:
drawmenubackground();
break;
case GS_LEVEL:
GameLoop();
GameDisplay();
break;
case GS_INTERMISSION:
case GS_INTRO:
RunScreenJobFrame(); // This handles continuation through its completion callback.
break;
}
videoNextPage();
videoSetBrightness(0); // immediately reset this so that the value doesn't stick around in the backend.
}
catch (CRecoverableError& err)
{
C_FullConsole();
Printf(TEXTCOLOR_RED "%s\n", err.what());
}
}
}
int GameInterface::app_main()
{
@ -251,22 +397,15 @@ int GameInterface::app_main()
goto STARTGAME1;
}
MENU:
SavePosition = -1;
nMenu = menu_Menu(0);
switch (nMenu)
{
case -1:
goto MENU;
case 0:
goto EXITGAME;
case 3:
forcelevel = 0;
goto STARTGAME2;
case 6:
goto GAMELOOP;
case 9:
goto MENU;
}
STARTGAME1:
levelnew = 1;
@ -277,26 +416,13 @@ STARTGAME1:
STARTGAME2:
InitNewGame();
if (nMenu == 2)
{
levelnew = 1;
levelnum = 1;
levelnew = menu_GameLoad(SavePosition);
}
nBestLevel = levelnew - 1;
LOOP1:
if (nPlayerLives[nLocalPlayer] <= 0) {
goto MENU;
}
if (levelnew > 99) {
goto EXITGAME;
}
if (!bInDemo && levelnew > nBestLevel && levelnew != 0 && levelnew <= kMap20 && SavePosition > -1) {
menu_GameSave(SavePosition);
}
LOOP2:
if (!nNetPlayerCount && levelnew > 0 && levelnew <= kMap20) {
levelnew = showmap(levelnum, levelnew, nBestLevel);
}
@ -304,7 +430,6 @@ LOOP2:
if (levelnew > nBestLevel) {
nBestLevel = levelnew;
}
LOOP3:
InitLevel(levelnew);
tclocks = totalclock;
levelnew = -1;
@ -320,87 +445,16 @@ GAMELOOP:
HandleAsync();
C_RunDelayedCommands();
// Section B
if (!CDplaying() && !nFreeze && !nNetPlayerCount)
{
int nTrack = levelnum;
if (nTrack != 0) {
nTrack--;
}
playCDtrack((nTrack % 8) + 11, true);
}
// TODO CONTROL_GetButtonInput();
updatePauseStatus();
CheckKeys();
GameLoop();
GameDisplay();
bInMove = true;
if (paused)
{
tclocks = totalclock - 4;
buttonMap.ResetButtonStates();
}
else
{
GameTicker();
}
bInMove = false;
PlayerInterruptKeys();
if (G_FPSLimit())
{
GameDisplay();
}
if (!EndLevel)
{
nMenu = MenuExitCondition;
if (nMenu != -2)
{
MenuExitCondition = -2;
// MENU2:
bInMove = true;
switch (nMenu)
{
case 0:
goto EXITGAME;
case 1:
goto STARTGAME1;
case 2:
levelnum = levelnew = menu_GameLoad(SavePosition);
nBestLevel = levelnew - 1;
goto LOOP2;
case 3:
forcelevel = 0;
goto STARTGAME2;
case 6:
goto GAMELOOP;
}
totalclock = ototalclock = tclocks;
bInMove = false;
RefreshStatus();
}
CheckKeys2();
}
else
if (EndLevel)
{
EndLevel = false;
FinishLevel();
}
fps++;
}
EXITGAME:
ExitGame();
return 0;
}

View File

@ -207,6 +207,12 @@ void InitLevel(int level)
movefifopos = movefifoend;
RefreshStatus();
int nTrack = level;
if (nTrack != 0) nTrack--;
playCDtrack((nTrack % 8) + 11, true);
}
void InitNewGame()