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7ad0750839
Mainly done so later the script export can be done more easily. This also renames a few of the affected variables for clarity.
210 lines
5.2 KiB
C++
210 lines
5.2 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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aint with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "gamestate.h"
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#include "duke3d.h"
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#include "sbar.h"
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#include "m_argv.h"
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#include "mapinfo.h"
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#include "texturemanager.h"
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#include "interpolate.h"
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#include "glbackend/glbackend.h"
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BEGIN_DUKE_NS
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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 GameInterface::Ticker()
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{
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// Make copies so that the originals do not have to be modified.
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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auto oldactions = ps[i].sync.actions;
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ps[i].sync = playercmds[i].ucmd;
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if (oldactions & SB_CENTERVIEW) ps[i].sync.actions |= SB_CENTERVIEW;
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}
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if (rtsplaying > 0) rtsplaying--;
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if (show_shareware > 0)
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{
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show_shareware--;
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}
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UpdateInterpolations();
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if (playrunning())
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{
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if (earthquaketime > 0) earthquaketime--;
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ud.cameraactor = nullptr;
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everyothertime++;
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global_random = krand();
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movedummyplayers();//ST 13
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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if (playrunning())
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{
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auto p = &ps[i];
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if (p->pals.a > 0)
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p->pals.a--;
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hud_input(i);
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fi.processinput(i);
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fi.checksectors(i);
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}
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}
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fi.think();
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if ((everyothertime & 1) == 0)
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{
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fi.animatewalls();
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movecyclers();
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}
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if (isRR() && ud.recstat == 0 && ud.multimode < 2)
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dotorch();
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r_NoInterpolate = false;
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ud.levelclock+= 4; // This must be at the end of this block so that the first tic receives a value of 0!
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if (ud.levelclock == 8) gameaction = ga_autosave; // let the game run for 1 frame before saving.
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}
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else r_NoInterpolate = true;
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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 GameInterface::Startup()
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{
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ps[myconnectindex].ftq = 0;
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if (userConfig.CommandMap.IsNotEmpty())
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{
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auto maprecord = FindMapByName(userConfig.CommandMap);
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userConfig.CommandMap = "";
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if (maprecord)
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{
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ud.m_respawn_monsters = ud.player_skill == 4;
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for (int i = 0; i != -1; i = connectpoint2[i])
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{
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resetweapons(i);
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resetinventory(i);
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}
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startnewgame(maprecord, /*userConfig.skill*/2);
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}
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}
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else
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{
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if (!userConfig.nologo) fi.ShowLogo([](bool) { gameaction = ga_mainmenunostopsound; });
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else gameaction = ga_mainmenunostopsound;
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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 GameInterface::Render()
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{
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drawtime.Reset();
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drawtime.Clock();
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videoSetBrightness(thunder_brightness);
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double const smoothRatio = playrunning() ? I_GetTimeFrac() * MaxSmoothRatio : MaxSmoothRatio;
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displayrooms(screenpeek, smoothRatio);
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drawoverlays(smoothRatio);
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drawtime.Unclock();
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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 loadscreen_d(MapRecord* rec, CompletionFunc func);
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void loadscreen_r(MapRecord* rec, CompletionFunc func);
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void GameInterface::NextLevel(MapRecord* map, int skill)
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{
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#if 0
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// Loading is so fast on modern system so that this only serves as an irritant, not an asset.
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auto loadscreen = isRR() ? loadscreen_r : loadscreen_d;
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loadscreen_d(map, [=](bool)
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{
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enterlevel(map, 0);
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gameaction = ga_level;
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});
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#endif
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enterlevel(map, 0);
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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 GameInterface::NewGame(MapRecord* map, int skill)
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{
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// Hmm... What about the other players?
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ps[0].last_extra = gs.max_player_health;
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resetweapons(0);
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resetinventory(0);
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if (skill != -1) skill = skill + 1;
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startnewgame(map, skill);
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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 GameInterface::LevelCompleted(MapRecord* map, int skill)
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{
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exitlevel(map);
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}
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END_DUKE_NS
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