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fe2e96d3a6
# Conflicts: # source/games/duke/src/duke3d.h
265 lines
6.7 KiB
C++
265 lines
6.7 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 "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 "razemenu.h"
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#include "d_net.h"
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#include "automap.h"
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#include "raze_music.h"
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#include "v_draw.h"
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BEGIN_PS_NS
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short nBestLevel;
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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 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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void GameInterface::Render()
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{
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CheckKeys2();
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drawtime.Reset();
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drawtime.Clock();
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if (currentLevel && 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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double const smoothratio = calc_smoothratio();
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double const look_anghalf = getHalfLookAng(PlayerList[nLocalPlayer].angle.olook_ang.asq16(), PlayerList[nLocalPlayer].angle.look_ang.asq16(), cl_syncinput, smoothratio);
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DrawView(smoothratio);
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DrawStatusBar();
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DrawCrosshair(MAXTILES, PlayerList[nLocalPlayer].nHealth >> 3, -look_anghalf, 0, 1);
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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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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 GameInterface::DrawBackground()
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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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static void Intermission(MapRecord *from_map, MapRecord *to_map)
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{
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TArray<JobDesc> jobs;
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if (from_map) StopAllSounds();
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bCamera = false;
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automapMode = am_off;
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if (to_map)
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{
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if (to_map->levelNumber != 0)
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nBestLevel = to_map->levelNumber - 1;
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STAT_Update(false);
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if (to_map->levelNumber == kMap20)
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nPlayerLives[0] = 0;
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if (to_map->levelNumber == 0) // skip all intermission stuff when going to the training map.
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{
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gameaction = ga_nextlevel;
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return;
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}
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else
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{
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DoAfterCinemaScene(to_map->levelNumber - 1, jobs);
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}
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if (to_map->levelNumber > -1 && to_map->levelNumber < kMap20)
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{
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// start a new game at the given level
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if (!nNetPlayerCount && to_map->levelNumber > 0)
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{
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showmap(from_map ? from_map->levelNumber : -1, to_map->levelNumber, 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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}
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else
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{
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DoAfterCinemaScene(20, jobs);
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STAT_Update(true);
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}
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if (jobs.Size() > 0)
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{
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RunScreenJob(jobs.Data(), jobs.Size(), [=](bool)
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{
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if (!to_map) gameaction = ga_startup; // this was the end of the game
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else
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{
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if (to_map->levelNumber != selectedlevelnew)
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{
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// User can switch destination on the scrolling map.
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g_nextmap = FindMapByLevelNum(selectedlevelnew);
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STAT_Cancel();
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}
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gameaction = ga_nextlevel;
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}
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});
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}
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}
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void GameInterface::NextLevel(MapRecord *map, int skill)
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{
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InitLevel(map->levelNumber);
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if (map->levelNumber > nBestLevel)
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{
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nBestLevel = selectedlevelnew;
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}
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if (map->levelNumber == 11) nCinemaSeen |= 2;
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STAT_NewLevel(currentLevel->labelName);
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}
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void GameInterface::NewGame(MapRecord *map, int skill)
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{
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// start a new game on the given level
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InitNewGame();
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if (map->levelNumber == 1) STAT_StartNewGame("Exhumed", 1);
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Intermission(nullptr, map);
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}
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void GameInterface::LevelCompleted(MapRecord *map, int skill)
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{
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Mus_Stop();
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if (currentLevel->levelNumber == 0) gameaction = ga_mainmenu;
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else Intermission(currentLevel, map);
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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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resettiming();
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EndLevel = 0;
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if (userConfig.CommandMap.IsNotEmpty())
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{
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/*
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auto map = FindMapByName(userConfig.CommandMap);
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if (map) DeferedStartMap(map, 0);
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userConfig.CommandMap = "";
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goto again;
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*/
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}
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else
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{
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if (!userConfig.nologo) DoTitle([](bool) { gameaction = ga_mainmenu; });
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else gameaction = ga_mainmenu;
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}
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}
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void GameInterface::ErrorCleanup()
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{
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// Clear all progression sensitive variables here.
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EndLevel = 0;
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}
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END_PS_NS
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