//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2020 - Christoph Oelckers This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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 aint with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au) */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "gamestate.h" #include "duke3d.h" #include "sbar.h" #include "m_argv.h" #include "mapinfo.h" #include "texturemanager.h" #include "interpolate.h" #include "glbackend/glbackend.h" BEGIN_DUKE_NS //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GameInterface::Ticker() { // Make copies so that the originals do not have to be modified. for (int i = 0; i < MAXPLAYERS; i++) { auto oldactions = ps[i].sync.actions; ps[i].sync = playercmds[i].ucmd; if (oldactions & SB_CENTERVIEW) ps[i].sync.actions |= SB_CENTERVIEW; } if (rtsplaying > 0) rtsplaying--; if (show_shareware > 0) { show_shareware--; } UpdateInterpolations(); if (playrunning()) { if (earthquaketime > 0) earthquaketime--; ud.cameraactor = nullptr; everyothertime++; global_random = krand(); movedummyplayers();//ST 13 for (int i = connecthead; i >= 0; i = connectpoint2[i]) { if (playrunning()) { auto p = &ps[i]; if (p->pals.a > 0) p->pals.a--; hud_input(i); fi.processinput(i); fi.checksectors(i); } } fi.think(); if ((everyothertime & 1) == 0) { fi.animatewalls(); movecyclers(); } if (isRR() && ud.recstat == 0 && ud.multimode < 2) dotorch(); r_NoInterpolate = false; ud.levelclock+= 4; // This must be at the end of this block so that the first tic receives a value of 0! if (ud.levelclock == 8) gameaction = ga_autosave; // let the game run for 1 frame before saving. } else r_NoInterpolate = true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GameInterface::Startup() { ps[myconnectindex].ftq = 0; if (userConfig.CommandMap.IsNotEmpty()) { auto maprecord = FindMapByName(userConfig.CommandMap); userConfig.CommandMap = ""; if (maprecord) { ud.m_respawn_monsters = ud.player_skill == 4; for (int i = 0; i != -1; i = connectpoint2[i]) { resetweapons(i); resetinventory(i); } startnewgame(maprecord, /*userConfig.skill*/2); } } else { if (!userConfig.nologo) fi.ShowLogo([](bool) { gameaction = ga_mainmenunostopsound; }); else gameaction = ga_mainmenunostopsound; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GameInterface::Render() { drawtime.Reset(); drawtime.Clock(); videoSetBrightness(thunder_brightness); double const smoothRatio = playrunning() ? I_GetTimeFrac() * MaxSmoothRatio : MaxSmoothRatio; displayrooms(screenpeek, smoothRatio); drawoverlays(smoothRatio); drawtime.Unclock(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void loadscreen_d(MapRecord* rec, CompletionFunc func); void loadscreen_r(MapRecord* rec, CompletionFunc func); void GameInterface::NextLevel(MapRecord* map, int skill) { #if 0 // Loading is so fast on modern system so that this only serves as an irritant, not an asset. auto loadscreen = isRR() ? loadscreen_r : loadscreen_d; loadscreen_d(map, [=](bool) { enterlevel(map, 0); gameaction = ga_level; }); #endif enterlevel(map, 0); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GameInterface::NewGame(MapRecord* map, int skill) { // Hmm... What about the other players? ps[0].last_extra = gs.max_player_health; resetweapons(0); resetinventory(0); if (skill != -1) skill = skill + 1; startnewgame(map, skill); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GameInterface::LevelCompleted(MapRecord* map, int skill) { exitlevel(map); } END_DUKE_NS