mirror of
https://github.com/ZDoom/Raze.git
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318 lines
8.2 KiB
C++
318 lines
8.2 KiB
C++
//-------------------------------------------------------------------------
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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 "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 "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 "g_input.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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static int32_t nonsharedtimer;
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int GameAction=-1;
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extern uint8_t nCinemaSeen;
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void RunCinemaScene(int num);
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void GameMove(void);
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void DrawClock();
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double calc_smoothratio();
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void DoTitle(CompletionFunc completion);
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static int FinishLevel(TArray<JobDesc> &jobs)
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{
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int lnum = currentLevel->levelNumber;
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if (lnum > nBestLevel) {
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nBestLevel = lnum - 1;
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}
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StopAllSounds();
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bCamera = false;
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automapMode = am_off;
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STAT_Update(lnum == kMap20);
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if (lnum != kMap20)
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{
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if (EndLevel != 2)
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{
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// There's really no choice but to enter an active wait loop here to make the sound play out.
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PlayLocalSound(StaticSound[59], 0, true, CHANF_UI);
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int nTicks = I_msTime() + 100;
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while (nTicks > I_msTime())
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{
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I_GetEvent();
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soundEngine->UpdateSounds(I_GetTime());
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}
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}
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}
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else nPlayerLives[0] = 0;
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DoAfterCinemaScene(lnum, jobs);
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return lnum == kMap20? -1 : lnum + 1;
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}
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static void showmap(short nLevel, short nLevelNew, short nLevelBest, TArray<JobDesc> &jobs)
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{
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if (nLevelNew == 5 && !(nCinemaSeen & 1)) {
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nCinemaSeen |= 1;
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DoBeforeCinemaScene(5, jobs);
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}
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menu_DrawTheMap(nLevel, nLevelNew, nLevelBest, jobs);
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if (nLevelNew == 11 && !(nCinemaSeen & 2)) {
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DoBeforeCinemaScene(11, jobs);
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}
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}
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static void GameDisplay(void)
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{
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if (currentLevel->levelNumber == kMap20)
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{
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DoEnergyTile();
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DrawClock();
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}
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DrawView(calc_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_Fit320x200, TAG_DONE);
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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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//---------------------------------------------------------------------------
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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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//---------------------------------------------------------------------------
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//
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//
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//
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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 = (I_GetBuildTime() / 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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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void CheckProgression()
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{
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TArray<JobDesc> jobs;
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bool startlevel = false;
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int mylevelnew = -1;
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if (GameAction >= 0)
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{
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if (GameAction < 1000)
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{
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// start a new game on the given level
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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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}
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else
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{
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// A savegame was loaded. Just start the level without any further actions.
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GameAction = -1;
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gamestate = GS_LEVEL;
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return;
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}
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}
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else if (EndLevel)
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{
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if (currentLevel->levelNumber == 0) startmainmenu();
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else mylevelnew = FinishLevel(jobs);
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EndLevel = false;
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}
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if (mylevelnew > -1 && mylevelnew < kMap20)
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{
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startlevel = true;
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// start a new game at the given level
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if (!nNetPlayerCount && mylevelnew > 0)
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{
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showmap(currentLevel? currentLevel->levelNumber : -1, mylevelnew, nBestLevel, jobs);
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}
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else
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jobs.Push({ Create<DScreenJob>() }); // we need something in here even in the multiplayer case.
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}
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if (jobs.Size() > 0)
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{
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selectedlevelnew = mylevelnew;
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RunScreenJob(jobs.Data(), jobs.Size(), [=](bool)
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{
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if (!startlevel) gamestate = GS_STARTUP;
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else
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{
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gamestate = GS_LEVEL;
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InitLevel(selectedlevelnew);
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#if 0
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// this would be the place to autosave upon level start
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if (!bInDemo && selectedlevelnew > nBestLevel && selectedlevelnew != 0 && selectedlevelnew <= kMap20) {
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menu_GameSave(SavePosition);
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}
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#endif
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if (selectedlevelnew > nBestLevel)
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{
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nBestLevel = selectedlevelnew;
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}
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if (selectedlevelnew == 11) nCinemaSeen |= 2;
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if (mylevelnew != selectedlevelnew) STAT_Cancel();
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else STAT_NewLevel(currentLevel->labelName);
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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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//
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//
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//---------------------------------------------------------------------------
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void GameLoop()
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{
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GameTicker();
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PlayerInterruptKeys(true);
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UpdateSounds();
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CheckKeys2();
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}
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void GameInterface::RunGameFrame()
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{
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again:
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try
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{
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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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resettiming();
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GameAction = -1;
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EndLevel = false;
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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) GameAction = map->levelNumber;
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userConfig.CommandMap = "";
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goto again;
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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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}
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catch (CRecoverableError&)
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{
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// Clear all progression sensitive variables here.
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GameAction = -1;
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EndLevel = false;
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throw;
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}
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}
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END_PS_NS
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