raze/source/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 "baselayer.h"
#include "common.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 "core/menu/menu.h"
BEGIN_PS_NS
short nBestLevel;
static int32_t nonsharedtimer;
int GameAction=-1;
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extern uint8_t nCinemaSeen;
void RunCinemaScene(int num);
void GameMove(void);
void DrawClock();
double calc_smoothratio();
void DoTitle(CompletionFunc completion);
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static int FinishLevel(TArray<JobDesc> &jobs)
{
int lnum = currentLevel->levelNumber;
if (lnum > nBestLevel) {
nBestLevel = lnum - 1;
}
StopAllSounds();
bCamera = false;
automapMode = am_off;
STAT_Update(lnum == kMap20);
if (lnum != kMap20)
{
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if (EndLevel != 2)
{
// There's really no choice but to enter an active wait loop here to make the sound play out.
PlayLocalSound(StaticSound[59], 0, true, CHANF_UI);
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int nTicks = I_msTime() + 100;
while (nTicks > I_msTime())
{
I_GetEvent();
soundEngine->UpdateSounds(I_GetTime());
}
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}
}
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else nPlayerLives[0] = 0;
DoAfterCinemaScene(lnum, jobs);
return lnum == kMap20? -1 : lnum + 1;
}
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static void showmap(short nLevel, short nLevelNew, short nLevelBest, TArray<JobDesc> &jobs)
{
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if (nLevelNew == 5 && !(nCinemaSeen & 1)) {
nCinemaSeen |= 1;
DoBeforeCinemaScene(5, jobs);
}
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menu_DrawTheMap(nLevel, nLevelNew, nLevelBest, jobs);
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if (nLevelNew == 11 && !(nCinemaSeen & 2)) {
DoBeforeCinemaScene(11, jobs);
}
}
static void GameDisplay(void)
{
if (currentLevel->levelNumber == kMap20)
{
DoEnergyTile();
DrawClock();
}
DrawView(calc_smoothratio());
DrawStatusBar();
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);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void startmainmenu()
{
gamestate = GS_MENUSCREEN;
M_StartControlPanel(false);
M_SetMenu(NAME_Mainmenu);
StopAllSounds();
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void drawmenubackground()
{
auto nLogoTile = EXHUMED ? kExhumedLogo : kPowerslaveLogo;
int dword_9AB5F = (I_GetBuildTime() / 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);
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void CheckProgression()
{
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TArray<JobDesc> jobs;
bool startlevel = false;
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int mylevelnew = -1;
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if (GameAction >= 0)
{
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if (GameAction < 1000)
{
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// start a new game on the given level
currentLevel = nullptr;
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mylevelnew = GameAction;
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GameAction = -1;
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InitNewGame();
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if (mylevelnew > 0) STAT_StartNewGame("Exhumed", 1);
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if (mylevelnew != 0) nBestLevel = mylevelnew - 1;
}
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else
{
// A savegame was loaded. Just start the level without any further actions.
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GameAction = -1;
gamestate = GS_LEVEL;
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return;
}
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}
else if (EndLevel)
{
if (currentLevel->levelNumber == 0) startmainmenu();
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else mylevelnew = FinishLevel(jobs);
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EndLevel = false;
}
if (mylevelnew > -1 && mylevelnew < kMap20)
{
startlevel = true;
// start a new game at the given level
if (!nNetPlayerCount && mylevelnew > 0)
{
showmap(currentLevel? currentLevel->levelNumber : -1, mylevelnew, nBestLevel, jobs);
}
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else
jobs.Push({ Create<DScreenJob>() }); // we need something in here even in the multiplayer case.
}
if (jobs.Size() > 0)
{
selectedlevelnew = mylevelnew;
RunScreenJob(jobs.Data(), jobs.Size(), [=](bool)
{
if (!startlevel) gamestate = GS_STARTUP;
else
{
gamestate = GS_LEVEL;
InitLevel(selectedlevelnew);
#if 0
// this would be the place to autosave upon level start
if (!bInDemo && selectedlevelnew > nBestLevel && selectedlevelnew != 0 && selectedlevelnew <= kMap20) {
menu_GameSave(SavePosition);
}
#endif
if (selectedlevelnew > nBestLevel)
{
nBestLevel = selectedlevelnew;
}
if (selectedlevelnew == 11) nCinemaSeen |= 2;
if (mylevelnew != selectedlevelnew) STAT_Cancel();
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else STAT_NewLevel(currentLevel->labelName);
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}
});
}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void GameLoop()
{
CheckKeys();
GameTicker();
PlayerInterruptKeys();
UpdateSounds();
CheckKeys2();
}
void GameInterface::RunGameFrame()
{
again:
try
{
CheckProgression();
switch (gamestate)
{
default:
case GS_STARTUP:
resettiming();
GameAction = -1;
EndLevel = false;
if (userConfig.CommandMap.IsNotEmpty())
{
auto map = FindMapByName(userConfig.CommandMap);
if (map) GameAction = map->levelNumber;
userConfig.CommandMap = "";
goto again;
}
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;
}
}
catch (CRecoverableError&)
{
// Clear all progression sensitive variables here.
GameAction = -1;
EndLevel = false;
throw;
}
}
END_PS_NS