raze/source/blood/src/blood.cpp
Christoph Oelckers d62d2eaec7 - processed all remaining local input CCMDs and removed some bits only needed for multiplayer.
These MP bits should be reimplemented as network commands later, they only take up valuable space in the bit field.
2020-08-28 00:03:35 +02:00

947 lines
24 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood 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" // Must come before everything else!
#include "build.h"
#include "mmulti.h"
#include "compat.h"
#include "baselayer.h"
#include "common.h"
#include "common_game.h"
#include "g_input.h"
#include "db.h"
#include "blood.h"
#include "choke.h"
#include "controls.h"
#include "dude.h"
#include "endgame.h"
#include "eventq.h"
#include "fx.h"
#include "gib.h"
#include "globals.h"
#include "levels.h"
#include "loadsave.h"
#include "network.h"
#include "sectorfx.h"
#include "seq.h"
#include "sound.h"
#include "triggers.h"
#include "view.h"
#include "misc.h"
#include "gameconfigfile.h"
#include "gamecontrol.h"
#include "m_argv.h"
#include "statistics.h"
#include "menu.h"
#include "raze_sound.h"
#include "nnexts.h"
#include "secrets.h"
#include "gamestate.h"
#include "screenjob.h"
#include "mapinfo.h"
BEGIN_BLD_NS
void LocalKeys(void);
void InitCheats();
bool bNoDemo = false;
char gUserMapFilename[BMAX_PATH];
short BloodVersion = 0x115;
int gNetPlayers;
int gQuitRequest;
int gChokeCounter = 0;
double g_gameUpdateTime, g_gameUpdateAndDrawTime;
double g_gameUpdateAvgTime = 0.001;
bool gQuitGame;
enum gametokens
{
T_INCLUDE = 0,
T_INTERFACE = 0,
T_LOADGRP = 1,
T_MODE = 1,
T_CACHESIZE = 2,
T_ALLOW = 2,
T_NOAUTOLOAD,
T_INCLUDEDEFAULT,
T_SOUND,
T_FILE,
//T_CUTSCENE,
//T_ANIMSOUNDS,
//T_NOFLOORPALRANGE,
T_ID,
T_MINPITCH,
T_MAXPITCH,
T_PRIORITY,
T_TYPE,
T_DISTANCE,
T_VOLUME,
T_DELAY,
T_RENAMEFILE,
T_GLOBALGAMEFLAGS,
T_ASPECT,
T_FORCEFILTER,
T_FORCENOFILTER,
T_TEXTUREFILTER,
T_RFFDEFINEID,
T_TILEFROMTEXTURE,
T_IFCRC, T_IFMATCH, T_CRC32,
T_SIZE,
T_SURFACE,
T_VOXEL,
T_VIEW,
T_SHADE,
};
int blood_globalflags;
void QuitGame(void)
{
throw CExitEvent(0);
}
void PrecacheDude(spritetype *pSprite)
{
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
seqPrecacheId(pDudeInfo->seqStartID);
seqPrecacheId(pDudeInfo->seqStartID+5);
seqPrecacheId(pDudeInfo->seqStartID+1);
seqPrecacheId(pDudeInfo->seqStartID+2);
switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
seqPrecacheId(pDudeInfo->seqStartID+8);
seqPrecacheId(pDudeInfo->seqStartID+9);
seqPrecacheId(pDudeInfo->seqStartID+13);
seqPrecacheId(pDudeInfo->seqStartID+14);
seqPrecacheId(pDudeInfo->seqStartID+15);
break;
case kDudeZombieButcher:
case kDudeGillBeast:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
seqPrecacheId(pDudeInfo->seqStartID+8);
seqPrecacheId(pDudeInfo->seqStartID+9);
seqPrecacheId(pDudeInfo->seqStartID+10);
seqPrecacheId(pDudeInfo->seqStartID+11);
break;
case kDudeGargoyleStatueFlesh:
case kDudeGargoyleStatueStone:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+6);
fallthrough__;
case kDudeGargoyleFlesh:
case kDudeGargoyleStone:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
seqPrecacheId(pDudeInfo->seqStartID+8);
seqPrecacheId(pDudeInfo->seqStartID+9);
break;
case kDudePhantasm:
case kDudeHellHound:
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
case kDudeSpiderMother:
case kDudeTchernobog:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
seqPrecacheId(pDudeInfo->seqStartID+8);
break;
case kDudeCerberusTwoHead:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
fallthrough__;
case kDudeHand:
case kDudeBoneEel:
case kDudeBat:
case kDudeRat:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
break;
case kDudeCultistBeast:
seqPrecacheId(pDudeInfo->seqStartID+6);
break;
case kDudeZombieAxeBuried:
seqPrecacheId(pDudeInfo->seqStartID+12);
seqPrecacheId(pDudeInfo->seqStartID+9);
fallthrough__;
case kDudeZombieAxeLaying:
seqPrecacheId(pDudeInfo->seqStartID+10);
fallthrough__;
case kDudeZombieAxeNormal:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
seqPrecacheId(pDudeInfo->seqStartID+8);
seqPrecacheId(pDudeInfo->seqStartID+11);
seqPrecacheId(pDudeInfo->seqStartID+13);
seqPrecacheId(pDudeInfo->seqStartID+14);
break;
}
}
void PrecacheThing(spritetype *pSprite) {
switch (pSprite->type) {
case kThingGlassWindow: // worthless...
case kThingFluorescent:
seqPrecacheId(12);
break;
case kThingSpiderWeb:
seqPrecacheId(15);
break;
case kThingMetalGrate:
seqPrecacheId(21);
break;
case kThingFlammableTree:
seqPrecacheId(25);
seqPrecacheId(26);
break;
case kTrapMachinegun:
seqPrecacheId(38);
seqPrecacheId(40);
seqPrecacheId(28);
break;
case kThingObjectGib:
//case kThingObjectExplode: weird that only gib object is precached and this one is not
break;
}
tilePrecacheTile(pSprite->picnum);
}
void PreloadTiles(void)
{
nPrecacheCount = 0;
int skyTile = -1;
memset(gotpic,0,sizeof(gotpic));
// Fonts
for (int i = 0; i < numsectors; i++)
{
tilePrecacheTile(sector[i].floorpicnum, 0);
tilePrecacheTile(sector[i].ceilingpicnum, 0);
if ((sector[i].ceilingstat&1) != 0 && skyTile == -1)
skyTile = sector[i].ceilingpicnum;
}
for (int i = 0; i < numwalls; i++)
{
tilePrecacheTile(wall[i].picnum, 0);
if (wall[i].overpicnum >= 0)
tilePrecacheTile(wall[i].overpicnum, 0);
}
for (int i = 0; i < kMaxSprites; i++)
{
if (sprite[i].statnum < kMaxStatus)
{
spritetype *pSprite = &sprite[i];
switch (pSprite->statnum)
{
case kStatDude:
PrecacheDude(pSprite);
break;
case kStatThing:
PrecacheThing(pSprite);
break;
default:
tilePrecacheTile(pSprite->picnum);
break;
}
}
}
// Precache common SEQs
for (int i = 0; i < 100; i++)
{
seqPrecacheId(i);
}
tilePrecacheTile(1147); // water drip
tilePrecacheTile(1160); // blood drip
// Player SEQs
seqPrecacheId(dudeInfo[31].seqStartID+6);
seqPrecacheId(dudeInfo[31].seqStartID+7);
seqPrecacheId(dudeInfo[31].seqStartID+8);
seqPrecacheId(dudeInfo[31].seqStartID+9);
seqPrecacheId(dudeInfo[31].seqStartID+10);
seqPrecacheId(dudeInfo[31].seqStartID+14);
seqPrecacheId(dudeInfo[31].seqStartID+15);
seqPrecacheId(dudeInfo[31].seqStartID+12);
seqPrecacheId(dudeInfo[31].seqStartID+16);
seqPrecacheId(dudeInfo[31].seqStartID+17);
seqPrecacheId(dudeInfo[31].seqStartID+18);
if (skyTile > -1 && skyTile < kMaxTiles)
{
for (int i = 1; i < gSkyCount; i++)
tilePrecacheTile(skyTile+i, 0);
}
WeaponPrecache();
viewPrecacheTiles();
fxPrecache();
gibPrecache();
I_GetEvent();
}
void PreloadCache(void)
{
PreloadTiles();
int cnt = 0;
int percentDisplayed = -1;
for (int i = 0; i < kMaxTiles; i++)
{
if (TestBitString(gotpic, i))
{
// For the hardware renderer precaching the raw pixel data is pointless.
if (videoGetRenderMode() < REND_POLYMOST)
tileLoad(i);
if (r_precache) PrecacheHardwareTextures(i);
if ((++cnt & 7) == 0)
I_GetEvent();
}
}
memset(gotpic,0,sizeof(gotpic));
}
void EndLevel(void)
{
gViewPos = VIEWPOS_0;
sndKillAllSounds();
sfxKillAllSounds();
ambKillAll();
seqKillAll();
}
PLAYER gPlayerTemp[kMaxPlayers];
int gHealthTemp[kMaxPlayers];
vec3_t startpos;
int16_t startang, startsectnum;
void StartLevel(MapRecord *level)
{
if (!level) return;
STAT_Update(0);
EndLevel();
gInput = {};
gStartNewGame = nullptr;
ready2send = 0;
netWaitForEveryone(0);
currentLevel = level;
if (gGameOptions.nGameType == 0)
{
///////
gGameOptions.weaponsV10x = gWeaponsV10x;
///////
}
#if 0
else if (gGameOptions.nGameType > 0 && !(gGameOptions.uGameFlags&1))
{
// todo
gBlueFlagDropped = false;
gRedFlagDropped = false;
}
#endif
if (gGameOptions.uGameFlags&1)
{
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
memcpy(&gPlayerTemp[i],&gPlayer[i],sizeof(PLAYER));
gHealthTemp[i] = xsprite[gPlayer[i].pSprite->extra].health;
}
}
bVanilla = false;
enginecompatibility_mode = ENGINECOMPATIBILITY_19960925;//bVanilla;
memset(xsprite,0,sizeof(xsprite));
memset(sprite,0,kMaxSprites*sizeof(spritetype));
//drawLoadingScreen();
if (dbLoadMap(currentLevel->fileName,(int*)&startpos.x,(int*)&startpos.y,(int*)&startpos.z,&startang,&startsectnum,nullptr))
{
I_Error("Unable to load map");
}
SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
STAT_NewLevel(currentLevel->fileName);
G_LoadMapHack(currentLevel->fileName);
wsrand(dbReadMapCRC(currentLevel->LabelName()));
gKillMgr.Clear();
gSecretMgr.Clear();
gLevelTime = 0;
automapping = 1;
int modernTypesErased = 0;
for (int i = 0; i < kMaxSprites; i++)
{
spritetype *pSprite = &sprite[i];
if (pSprite->statnum < kMaxStatus && pSprite->extra > 0) {
XSPRITE *pXSprite = &xsprite[pSprite->extra];
if ((pXSprite->lSkill & (1 << gGameOptions.nDifficulty)) || (pXSprite->lS && gGameOptions.nGameType == 0)
|| (pXSprite->lB && gGameOptions.nGameType == 2) || (pXSprite->lT && gGameOptions.nGameType == 3)
|| (pXSprite->lC && gGameOptions.nGameType == 1)) {
DeleteSprite(i);
continue;
}
#ifdef NOONE_EXTENSIONS
if (!gModernMap && nnExtEraseModernStuff(pSprite, pXSprite))
modernTypesErased++;
#endif
}
}
#ifdef NOONE_EXTENSIONS
if (!gModernMap)
Printf(PRINT_NONOTIFY, "> Modern types erased: %d.\n", modernTypesErased);
#endif
startpos.z = getflorzofslope(startsectnum,startpos.x,startpos.y);
for (int i = 0; i < kMaxPlayers; i++) {
gStartZone[i].x = startpos.x;
gStartZone[i].y = startpos.y;
gStartZone[i].z = startpos.z;
gStartZone[i].sectnum = startsectnum;
gStartZone[i].ang = startang;
#ifdef NOONE_EXTENSIONS
// Create spawn zones for players in teams mode.
if (gModernMap && i <= kMaxPlayers / 2) {
gStartZoneTeam1[i].x = startpos.x;
gStartZoneTeam1[i].y = startpos.y;
gStartZoneTeam1[i].z = startpos.z;
gStartZoneTeam1[i].sectnum = startsectnum;
gStartZoneTeam1[i].ang = startang;
gStartZoneTeam2[i].x = startpos.x;
gStartZoneTeam2[i].y = startpos.y;
gStartZoneTeam2[i].z = startpos.z;
gStartZoneTeam2[i].sectnum = startsectnum;
gStartZoneTeam2[i].ang = startang;
}
#endif
}
InitSectorFX();
warpInit();
actInit(false);
evInit();
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
if (!(gGameOptions.uGameFlags&1))
{
if (numplayers == 1)
{
gProfile[i].skill = gSkill;
gProfile[i].nAutoAim = cl_autoaim;
gProfile[i].nWeaponSwitch = cl_weaponswitch;
}
playerInit(i,0);
}
playerStart(i, 1);
}
if (gGameOptions.uGameFlags&1)
{
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
PLAYER *pPlayer = &gPlayer[i];
pPlayer->pXSprite->health &= 0xf000;
pPlayer->pXSprite->health |= gHealthTemp[i];
pPlayer->weaponQav = gPlayerTemp[i].weaponQav;
pPlayer->curWeapon = gPlayerTemp[i].curWeapon;
pPlayer->weaponState = gPlayerTemp[i].weaponState;
pPlayer->weaponAmmo = gPlayerTemp[i].weaponAmmo;
pPlayer->qavCallback = gPlayerTemp[i].qavCallback;
pPlayer->qavLoop = gPlayerTemp[i].qavLoop;
pPlayer->weaponTimer = gPlayerTemp[i].weaponTimer;
pPlayer->nextWeapon = gPlayerTemp[i].nextWeapon;
}
}
gGameOptions.uGameFlags &= ~3;
PreloadCache();
InitMirrors();
gFrameClock = 0;
trInit();
if (!bVanilla && !gMe->packSlots[1].isActive) // if diving suit is not active, turn off reverb sound effect
sfxSetReverb(0);
ambInit();
netReset();
gFrameCount = 0;
gChokeCounter = 0;
M_ClearMenus();
// viewSetMessage("");
viewSetErrorMessage("");
netWaitForEveryone(0);
gameclock = 0;
lastTic = -1;
paused = 0;
ready2send = 1;
levelTryPlayMusic();
}
bool gRestartGame = false;
void ProcessFrame(void)
{
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
auto& inp = gPlayer[i].input;
auto oldactions = inp.actions;
auto oldflags = inp.syncFlags.value;
inp = gFifoInput[gNetFifoTail & 255][i];
inp.actions |= oldactions & SB_INTERFACE_MASK; // should be everything non-button and non-weapon
inp.syncFlags.value |= oldflags & ~flag_buttonmask;
int newweap = inp.getNewWeapon();
if (newweap > 0 && newweap < WeaponSel_MaxBlood) gPlayer[i].newWeapon = newweap;
}
gNetFifoTail++;
#if 0
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
if (gPlayer[i].input.syncFlags.quit)
{
gPlayer[i].input.syncFlags.quit = 0;
netBroadcastPlayerLogoff(i);
if (i == myconnectindex)
{
// netBroadcastMyLogoff(gQuitRequest == 2);
gQuitGame = true;
gRestartGame = gQuitRequest == 2;
netDeinitialize();
netResetToSinglePlayer();
return;
}
}
if (gPlayer[i].input.syncFlags.restart)
{
gPlayer[i].input.syncFlags.restart = 0;
levelRestart();
return;
}
}
#endif
viewClearInterpolations();
{
if (paused || gEndGameMgr.at0 || (gGameOptions.nGameType == 0 && M_Active()))
return;
}
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
viewBackupView(i);
playerProcess(&gPlayer[i]);
}
trProcessBusy();
evProcess(gFrameClock);
seqProcess(4);
DoSectorPanning();
actProcessSprites();
actPostProcess();
#ifdef POLYMER
G_RefreshLights();
#endif
viewCorrectPrediction();
ambProcess();
viewUpdateDelirium();
viewUpdateShake();
sfxUpdate3DSounds();
if (gMe->hand == 1)
{
const int CHOKERATE = 8;
const int COUNTRATE = 30;
gChokeCounter += CHOKERATE;
while (gChokeCounter >= COUNTRATE)
{
gChoke.at1c(gMe);
gChokeCounter -= COUNTRATE;
}
}
gLevelTime++;
gFrameCount++;
gFrameClock += 4;
if ((gGameOptions.uGameFlags&1) != 0 && !gStartNewGame)
{
ready2send = 0;
#if 0
if (gNetPlayers > 1 && gNetMode == NETWORK_SERVER && gPacketMode == PACKETMODE_1 && myconnectindex == connecthead)
{
while (gNetFifoMasterTail < gNetFifoTail)
{
netGetPackets();
h andleevents();
netMasterUpdate();
}
}
#endif
seqKillAll();
if (gGameOptions.uGameFlags&2)
{
STAT_Update(true);
if (gGameOptions.nGameType == 0)
{
auto completion = [] (bool) {
gamestate = GS_MENUSCREEN;
M_StartControlPanel(false);
M_SetMenu(NAME_Mainmenu);
M_SetMenu(NAME_CreditsMenu);
gGameOptions.uGameFlags &= ~3;
gQuitGame = 1;
gRestartGame = true;
};
if (gGameOptions.uGameFlags&8)
{
levelPlayEndScene(volfromlevelnum(currentLevel->levelNumber), completion);
}
else completion(false);
}
else
{
gGameOptions.uGameFlags &= ~3;
gRestartGame = 1;
gQuitGame = 1;
}
}
else
{
gEndGameMgr.Setup();
}
}
}
void ParseOptions(void)
{
}
void ReadAllRFS();
void GameInterface::app_init()
{
InitCheats();
memcpy(&gGameOptions, &gSingleGameOptions, sizeof(GAMEOPTIONS));
gGameOptions.nMonsterSettings = !userConfig.nomonsters;
ReadAllRFS();
HookReplaceFunctions();
Printf(PRINT_NONOTIFY, "Initializing Build 3D engine\n");
engineInit();
Printf(PRINT_NONOTIFY, "Loading tiles\n");
if (!tileInit(0, NULL))
I_FatalError("TILES###.ART files not found");
levelLoadDefaults();
loaddefinitionsfile(BLOODWIDESCREENDEF);
const char* defsfile = G_DefFile();
uint32_t stime = I_msTime();
if (!loaddefinitionsfile(defsfile))
{
uint32_t etime = I_msTime();
Printf(PRINT_NONOTIFY, "Definitions file \"%s\" loaded in %d ms.\n", defsfile, etime - stime);
}
powerupInit();
Printf(PRINT_NONOTIFY, "Loading cosine table\n");
trigInit();
Printf(PRINT_NONOTIFY, "Initializing view subsystem\n");
viewInit();
Printf(PRINT_NONOTIFY, "Initializing dynamic fire\n");
FireInit();
Printf(PRINT_NONOTIFY, "Initializing weapon animations\n");
WeaponInit();
LoadSaveSetup();
LoadSavedInfo();
Printf(PRINT_NONOTIFY, "Initializing network users\n");
netInitialize(true);
videoInit();
Printf(PRINT_NONOTIFY, "Initializing sound system\n");
sndInit();
registerosdcommands();
gChoke.sub_83ff0(518, sub_84230);
UpdateDacs(0, true);
}
static void gameInit()
{
//RESTART:
netReset();
gViewIndex = myconnectindex;
gMe = gView = &gPlayer[myconnectindex];
netBroadcastPlayerInfo(myconnectindex);
#if 0
Printf("Waiting for network players!\n");
netWaitForEveryone(0);
if (gRestartGame)
{
// Network error
gQuitGame = false;
gRestartGame = false;
netDeinitialize();
netResetToSinglePlayer();
goto RESTART;
}
#endif
UpdateNetworkMenus();
gQuitGame = 0;
gRestartGame = 0;
if (gGameOptions.nGameType > 0)
{
inputState.ClearAllInput();
}
}
static void gameTicker()
{
bool gameUpdate = false;
double const gameUpdateStartTime = I_msTimeF();
while (gPredictTail < gNetFifoHead[myconnectindex] && !paused)
{
viewUpdatePrediction(&gFifoInput[gPredictTail & 255][myconnectindex]);
}
if (numplayers == 1)
gBufferJitter = 0;
int const currentTic = I_GetTime();
gameclock = I_GetBuildTime();
while (currentTic - lastTic >= 1 && ready2send)
{
gNetInput = gInput;
gInput = {};
netGetInput();
lastTic = currentTic;
while (gNetFifoHead[myconnectindex] - gNetFifoTail > gBufferJitter && !gStartNewGame && !gQuitGame)
{
int i;
for (i = connecthead; i >= 0; i = connectpoint2[i])
if (gNetFifoHead[i] == gNetFifoTail)
break;
if (i >= 0)
break;
ProcessFrame();
gameUpdate = true;
}
}
if (gameUpdate)
{
g_gameUpdateTime = I_msTimeF() - gameUpdateStartTime;
if (g_gameUpdateAvgTime < 0.f)
g_gameUpdateAvgTime = g_gameUpdateTime;
g_gameUpdateAvgTime = ((GAMEUPDATEAVGTIMENUMSAMPLES - 1.f) * g_gameUpdateAvgTime + g_gameUpdateTime) / ((float)GAMEUPDATEAVGTIMENUMSAMPLES);
}
if (gQuitRequest && gQuitGame)
videoClearScreen(0);
else
{
netCheckSync();
viewDrawScreen();
g_gameUpdateAndDrawTime = g_beforeSwapTime/* I_msTimeF()*/ - gameUpdateStartTime;
}
}
static void drawBackground()
{
twod->ClearScreen();
DrawTexture(twod, tileGetTexture(2518, true), 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, TAG_DONE);
#if 0
if (gQuitRequest && !gQuitGame)
netBroadcastMyLogoff(gQuitRequest == 2);
#endif
}
static void commonTicker()
{
if (TestBitString(gotpic, 2342))
{
FireProcess();
ClearBitString(gotpic, 2342);
}
if (gStartNewGame)
{
auto sng = gStartNewGame;
gStartNewGame = nullptr;
gQuitGame = false;
auto completion = [=](bool = false)
{
StartLevel(sng);
gFrameClock = gameclock;
gamestate = GS_LEVEL;
};
bool startedCutscene = false;
if (!(sng->flags & MI_USERMAP))
{
int episode = volfromlevelnum(sng->levelNumber);
int level = mapfromlevelnum(sng->levelNumber);
if (gEpisodeInfo[episode].cutALevel == level && gEpisodeInfo[episode].cutsceneAName[0])
{
levelPlayIntroScene(episode, completion);
startedCutscene = true;
}
}
if (!startedCutscene) completion(false);
}
else if (gRestartGame)
{
Mus_Stop();
soundEngine->StopAllChannels();
gQuitGame = 0;
gQuitRequest = 0;
gRestartGame = 0;
// Don't switch to startup if we're already outside the game.
if (gamestate == GS_LEVEL)
{
gamestate = GS_MENUSCREEN;
M_StartControlPanel(false);
M_SetMenu(NAME_Mainmenu);
}
}
}
void GameInterface::RunGameFrame()
{
commonTicker();
netGetPackets();
ctrlGetInput();
switch (gamestate)
{
default:
case GS_STARTUP:
gameInit();
if (userConfig.CommandMap.IsNotEmpty())
{
}
else
{
if (!userConfig.nologo && gGameOptions.nGameType == 0) playlogos();
else
{
gamestate = GS_MENUSCREEN;
M_StartControlPanel(false);
M_SetMenu(NAME_Mainmenu);
}
}
break;
case GS_MENUSCREEN:
case GS_FULLCONSOLE:
drawBackground();
break;
case GS_INTRO:
case GS_INTERMISSION:
RunScreenJobFrame(); // This handles continuation through its completion callback.
break;
case GS_LEVEL:
gameTicker();
LocalKeys();
break;
case GS_FINALE:
gEndGameMgr.ProcessKeys();
gEndGameMgr.Draw();
break;
}
}
bool DemoRecordStatus(void) {
return false;
}
bool VanillaMode() {
return false;
}
int sndTryPlaySpecialMusic(int nMusic)
{
if (Mus_Play(nullptr, quoteMgr.GetQuote(nMusic), true))
{
return 0;
}
return 1;
}
void sndPlaySpecialMusicOrNothing(int nMusic)
{
if (sndTryPlaySpecialMusic(nMusic))
{
Mus_Stop();
}
}
extern IniFile* BloodINI;
void GameInterface::FreeGameData()
{
if (BloodINI) delete BloodINI;
netDeinitialize();
}
ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize)
{
int top = 0;
if (gGameOptions.nGameType > 0 && gGameOptions.nGameType <= 3)
{
top = (tilesiz[2229].y * ((gNetPlayers + 3) / 4));
}
return { top, 25 };
}
::GameInterface* CreateInterface()
{
return new GameInterface;
}
END_BLD_NS