Serious-Engine/Sources/GameMP/WEDInterface.cpp
Daniel Gibson dbe524f0b2 Fix more warnings, mostly about logical op parenthesis (TSE only)
except for EntitiesMP/Fish.es which I'm not sure about, and in
Computer.cpp the weird "if (_iActiveMessage < _acmMessages.Count()==0)"
construct whichs intention I didn't fully grasp, either.
2016-05-09 18:51:03 +02:00

266 lines
7.6 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License 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 "StdAfx.h"
extern CGame *_pGame;
extern INDEX gam_iQuickStartDifficulty;
extern INDEX gam_iQuickStartMode;
extern INDEX gam_iStartDifficulty;
extern INDEX gam_iStartMode;
// initialize game and load settings
void CGame::Initialize(const CTFileName &fnGameSettings)
{
gm_fnSaveFileName = fnGameSettings;
InitInternal();
}
// save settings and cleanup
void CGame::End(void)
{
EndInternal();
}
// automaticaly manage input enable/disable toggling
static BOOL _bInputEnabled = FALSE;
void UpdateInputEnabledState(CViewPort *pvp)
{
// input should be enabled if application is active
// and no menu is active and no console is active
BOOL bShouldBeEnabled = _pGame->gm_csConsoleState==CS_OFF && _pGame->gm_csComputerState==CS_OFF;
// if should be turned off
if (!bShouldBeEnabled && _bInputEnabled) {
// disable it
_pInput->DisableInput();
// remember new state
_bInputEnabled = FALSE;
}
// if should be turned on
if (bShouldBeEnabled && !_bInputEnabled) {
// enable it
_pInput->EnableInput(pvp);
// remember new state
_bInputEnabled = TRUE;
}
}
// automaticaly manage pause toggling
static void UpdatePauseState(void)
{
BOOL bShouldPause =
_pGame->gm_csConsoleState ==CS_ON || _pGame->gm_csConsoleState ==CS_TURNINGON || _pGame->gm_csConsoleState ==CS_TURNINGOFF ||
_pGame->gm_csComputerState==CS_ON || _pGame->gm_csComputerState==CS_TURNINGON || _pGame->gm_csComputerState==CS_TURNINGOFF;
_pNetwork->SetLocalPause(bShouldPause);
}
// run a quicktest game from within editor
void CGame::QuickTest(const CTFileName &fnMapName,
CDrawPort *pdp, CViewPort *pvp)
{
#ifdef PLATFORM_WIN32
UINT uiMessengerMsg = RegisterWindowMessage("Croteam Messenger: Incoming Message");
#else
UINT uiMessengerMsg = 0x7337d00d;
#endif
EnableLoadingHook(pdp);
// quick start game with the world
gm_strNetworkProvider = "Local";
gm_aiStartLocalPlayers[0] = gm_iWEDSinglePlayer;
gm_aiStartLocalPlayers[1] = -1;
gm_aiStartLocalPlayers[2] = -1;
gm_aiStartLocalPlayers[3] = -1;
gm_CurrentSplitScreenCfg = CGame::SSC_PLAY1;
// set properties for a quick start session
CSessionProperties sp;
SetQuickStartSession(sp);
// start the game
if( !NewGame( fnMapName, fnMapName, sp)) {
DisableLoadingHook();
return;
}
// enable input
_pInput->EnableInput(pvp);
// initialy, game is running
BOOL bRunning = TRUE;
// while it is still running
while( bRunning)
{
// while there are any messages in the message queue
MSG msg;
while( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE)) {
// if it is not a mouse message
if( !(msg.message>=WM_MOUSEFIRST && msg.message<=WM_MOUSELAST)) {
// if not system key messages
if( !((msg.message==WM_KEYDOWN && msg.wParam==VK_F10)
||msg.message==WM_SYSKEYDOWN)) {
// dispatch it
TranslateMessage(&msg);
}
// if paint message
if( msg.message==WM_PAINT) {
// dispatch it
DispatchMessage(&msg);
}
}
// if should stop
if ((msg.message==WM_QUIT)
||(msg.message==WM_CLOSE)
||(msg.message==WM_KEYDOWN && msg.wParam==VK_ESCAPE)
||(msg.message==WM_ACTIVATE)
||(msg.message==WM_CANCELMODE)
||(msg.message==WM_KILLFOCUS)
||(msg.message==WM_ACTIVATEAPP)) {
// stop running
bRunning = FALSE;
break;
}
if (msg.message==uiMessengerMsg)
{
if(!_pNetwork->IsPaused())
{
// pause it
_pNetwork->TogglePause();
}
char *pachrTemp=getenv("TEMP");
if( pachrTemp!=NULL)
{
FILE *pfileMessage=fopen(CTString(pachrTemp)+"Messenger.msg","r");
if( pfileMessage!=NULL)
{
char achrMessage[1024];
char *pachrMessage=fgets( achrMessage, 1024-1, pfileMessage);
if( pachrMessage!=NULL)
{
CPrintF("%s",pachrMessage);
}
}
}
}
// if pause pressed
if (msg.message==WM_KEYDOWN && msg.wParam==VK_PAUSE &&
_pGame->gm_csConsoleState==CS_OFF && _pGame->gm_csComputerState==CS_OFF) {
// toggle pause
_pNetwork->TogglePause();
}
if(msg.message==WM_KEYDOWN &&
// !!! FIXME: rcg11162001 This sucks.
#ifdef PLATFORM_UNIX
(msg.unicode == '~'
#else
(MapVirtualKey(msg.wParam, 0)==41 // scan code for '~'
#endif
||msg.wParam==VK_F1)) {
if (_pGame->gm_csConsoleState==CS_OFF || _pGame->gm_csConsoleState==CS_TURNINGOFF) {
_pGame->gm_csConsoleState = CS_TURNINGON;
} else {
_pGame->gm_csConsoleState = CS_TURNINGOFF;
}
}
extern INDEX con_bTalk;
if (con_bTalk && _pGame->gm_csConsoleState==CS_OFF) {
con_bTalk = FALSE;
_pGame->gm_csConsoleState = CS_TALK;
}
if (msg.message==WM_KEYDOWN) {
ConsoleKeyDown(msg);
if (_pGame->gm_csConsoleState!=CS_ON) {
ComputerKeyDown(msg);
}
} else if (msg.message==WM_KEYUP) {
// special handler for talk (not to invoke return key bind)
if( msg.wParam==VK_RETURN && _pGame->gm_csConsoleState==CS_TALK) _pGame->gm_csConsoleState = CS_OFF;
} else if (msg.message==WM_CHAR) {
ConsoleChar(msg);
}
if (msg.message==WM_LBUTTONDOWN
||msg.message==WM_RBUTTONDOWN
||msg.message==WM_LBUTTONDBLCLK
||msg.message==WM_RBUTTONDBLCLK
||msg.message==WM_LBUTTONUP
||msg.message==WM_RBUTTONUP) {
if (_pGame->gm_csConsoleState!=CS_ON) {
ComputerKeyDown(msg);
}
}
}
// get real cursor position
if (_pGame->gm_csComputerState != CS_OFF) {
POINT pt;
::GetCursorPos(&pt);
::ScreenToClient(pvp->vp_hWnd, &pt);
ComputerMouseMove(pt.x, pt.y);
}
UpdatePauseState();
UpdateInputEnabledState(pvp);
// if playing a demo and it is finished
if (_pNetwork->IsDemoPlayFinished()) {
// stop running
bRunning = FALSE;
}
// do the main game loop
GameMainLoop();
// redraw the view
if (pdp->Lock()) {
// if current view preferences will not clear the background, clear it here
if( _wrpWorldRenderPrefs.GetPolygonsFillType() == CWorldRenderPrefs::FT_NONE) {
// clear background
pdp->Fill(C_BLACK| CT_OPAQUE);
pdp->FillZBuffer(ZBUF_BACK);
}
// redraw view
if (_pGame->gm_csComputerState != CS_ON) {
GameRedrawView(pdp, (_pGame->gm_csConsoleState==CS_ON)?0:GRV_SHOWEXTRAS);
}
ComputerRender(pdp);
ConsoleRender(pdp);
pdp->Unlock();
// show it
pvp->SwapBuffers();
}
}
if (_pGame->gm_csConsoleState != CS_OFF) {
_pGame->gm_csConsoleState = CS_TURNINGOFF;
}
if (_pGame->gm_csComputerState != CS_OFF) {
_pGame->gm_csComputerState = CS_TURNINGOFF;
cmp_ppenPlayer = NULL;
}
_pInput->DisableInput();
StopGame();
DisableLoadingHook();
}