mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 10:20:26 +01:00
dbe524f0b2
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.
266 lines
7.6 KiB
C++
266 lines
7.6 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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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. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "StdAfx.h"
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extern CGame *_pGame;
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extern INDEX gam_iQuickStartDifficulty;
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extern INDEX gam_iQuickStartMode;
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extern INDEX gam_iStartDifficulty;
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extern INDEX gam_iStartMode;
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// initialize game and load settings
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void CGame::Initialize(const CTFileName &fnGameSettings)
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{
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gm_fnSaveFileName = fnGameSettings;
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InitInternal();
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}
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// save settings and cleanup
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void CGame::End(void)
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{
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EndInternal();
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}
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// automaticaly manage input enable/disable toggling
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static BOOL _bInputEnabled = FALSE;
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void UpdateInputEnabledState(CViewPort *pvp)
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{
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// input should be enabled if application is active
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// and no menu is active and no console is active
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BOOL bShouldBeEnabled = _pGame->gm_csConsoleState==CS_OFF && _pGame->gm_csComputerState==CS_OFF;
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// if should be turned off
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if (!bShouldBeEnabled && _bInputEnabled) {
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// disable it
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_pInput->DisableInput();
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// remember new state
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_bInputEnabled = FALSE;
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}
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// if should be turned on
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if (bShouldBeEnabled && !_bInputEnabled) {
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// enable it
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_pInput->EnableInput(pvp);
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// remember new state
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_bInputEnabled = TRUE;
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}
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}
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// automaticaly manage pause toggling
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static void UpdatePauseState(void)
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{
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BOOL bShouldPause =
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_pGame->gm_csConsoleState ==CS_ON || _pGame->gm_csConsoleState ==CS_TURNINGON || _pGame->gm_csConsoleState ==CS_TURNINGOFF ||
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_pGame->gm_csComputerState==CS_ON || _pGame->gm_csComputerState==CS_TURNINGON || _pGame->gm_csComputerState==CS_TURNINGOFF;
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_pNetwork->SetLocalPause(bShouldPause);
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}
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// run a quicktest game from within editor
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void CGame::QuickTest(const CTFileName &fnMapName,
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CDrawPort *pdp, CViewPort *pvp)
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{
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#ifdef PLATFORM_WIN32
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UINT uiMessengerMsg = RegisterWindowMessage("Croteam Messenger: Incoming Message");
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#else
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UINT uiMessengerMsg = 0x7337d00d;
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#endif
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EnableLoadingHook(pdp);
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// quick start game with the world
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gm_strNetworkProvider = "Local";
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gm_aiStartLocalPlayers[0] = gm_iWEDSinglePlayer;
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gm_aiStartLocalPlayers[1] = -1;
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gm_aiStartLocalPlayers[2] = -1;
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gm_aiStartLocalPlayers[3] = -1;
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gm_CurrentSplitScreenCfg = CGame::SSC_PLAY1;
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// set properties for a quick start session
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CSessionProperties sp;
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SetQuickStartSession(sp);
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// start the game
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if( !NewGame( fnMapName, fnMapName, sp)) {
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DisableLoadingHook();
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return;
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}
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// enable input
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_pInput->EnableInput(pvp);
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// initialy, game is running
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BOOL bRunning = TRUE;
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// while it is still running
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while( bRunning)
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{
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// while there are any messages in the message queue
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MSG msg;
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while( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE)) {
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// if it is not a mouse message
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if( !(msg.message>=WM_MOUSEFIRST && msg.message<=WM_MOUSELAST)) {
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// if not system key messages
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if( !((msg.message==WM_KEYDOWN && msg.wParam==VK_F10)
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||msg.message==WM_SYSKEYDOWN)) {
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// dispatch it
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TranslateMessage(&msg);
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}
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// if paint message
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if( msg.message==WM_PAINT) {
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// dispatch it
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DispatchMessage(&msg);
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}
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}
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// if should stop
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if ((msg.message==WM_QUIT)
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||(msg.message==WM_CLOSE)
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||(msg.message==WM_KEYDOWN && msg.wParam==VK_ESCAPE)
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||(msg.message==WM_ACTIVATE)
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||(msg.message==WM_CANCELMODE)
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||(msg.message==WM_KILLFOCUS)
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||(msg.message==WM_ACTIVATEAPP)) {
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// stop running
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bRunning = FALSE;
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break;
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}
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if (msg.message==uiMessengerMsg)
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{
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if(!_pNetwork->IsPaused())
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{
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// pause it
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_pNetwork->TogglePause();
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}
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char *pachrTemp=getenv("TEMP");
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if( pachrTemp!=NULL)
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{
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FILE *pfileMessage=fopen(CTString(pachrTemp)+"Messenger.msg","r");
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if( pfileMessage!=NULL)
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{
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char achrMessage[1024];
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char *pachrMessage=fgets( achrMessage, 1024-1, pfileMessage);
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if( pachrMessage!=NULL)
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{
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CPrintF("%s",pachrMessage);
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}
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}
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}
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}
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// if pause pressed
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if (msg.message==WM_KEYDOWN && msg.wParam==VK_PAUSE &&
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_pGame->gm_csConsoleState==CS_OFF && _pGame->gm_csComputerState==CS_OFF) {
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// toggle pause
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_pNetwork->TogglePause();
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}
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if(msg.message==WM_KEYDOWN &&
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// !!! FIXME: rcg11162001 This sucks.
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#ifdef PLATFORM_UNIX
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(msg.unicode == '~'
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#else
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(MapVirtualKey(msg.wParam, 0)==41 // scan code for '~'
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#endif
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||msg.wParam==VK_F1)) {
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if (_pGame->gm_csConsoleState==CS_OFF || _pGame->gm_csConsoleState==CS_TURNINGOFF) {
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_pGame->gm_csConsoleState = CS_TURNINGON;
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} else {
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_pGame->gm_csConsoleState = CS_TURNINGOFF;
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}
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}
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extern INDEX con_bTalk;
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if (con_bTalk && _pGame->gm_csConsoleState==CS_OFF) {
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con_bTalk = FALSE;
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_pGame->gm_csConsoleState = CS_TALK;
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}
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if (msg.message==WM_KEYDOWN) {
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ConsoleKeyDown(msg);
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if (_pGame->gm_csConsoleState!=CS_ON) {
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ComputerKeyDown(msg);
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}
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} else if (msg.message==WM_KEYUP) {
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// special handler for talk (not to invoke return key bind)
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if( msg.wParam==VK_RETURN && _pGame->gm_csConsoleState==CS_TALK) _pGame->gm_csConsoleState = CS_OFF;
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} else if (msg.message==WM_CHAR) {
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ConsoleChar(msg);
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}
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if (msg.message==WM_LBUTTONDOWN
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||msg.message==WM_RBUTTONDOWN
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||msg.message==WM_LBUTTONDBLCLK
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||msg.message==WM_RBUTTONDBLCLK
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||msg.message==WM_LBUTTONUP
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||msg.message==WM_RBUTTONUP) {
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if (_pGame->gm_csConsoleState!=CS_ON) {
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ComputerKeyDown(msg);
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}
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}
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}
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// get real cursor position
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if (_pGame->gm_csComputerState != CS_OFF) {
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POINT pt;
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::GetCursorPos(&pt);
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::ScreenToClient(pvp->vp_hWnd, &pt);
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ComputerMouseMove(pt.x, pt.y);
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}
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UpdatePauseState();
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UpdateInputEnabledState(pvp);
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// if playing a demo and it is finished
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if (_pNetwork->IsDemoPlayFinished()) {
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// stop running
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bRunning = FALSE;
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}
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// do the main game loop
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GameMainLoop();
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// redraw the view
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if (pdp->Lock()) {
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// if current view preferences will not clear the background, clear it here
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if( _wrpWorldRenderPrefs.GetPolygonsFillType() == CWorldRenderPrefs::FT_NONE) {
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// clear background
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pdp->Fill(C_BLACK| CT_OPAQUE);
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pdp->FillZBuffer(ZBUF_BACK);
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}
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// redraw view
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if (_pGame->gm_csComputerState != CS_ON) {
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GameRedrawView(pdp, (_pGame->gm_csConsoleState==CS_ON)?0:GRV_SHOWEXTRAS);
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}
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ComputerRender(pdp);
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ConsoleRender(pdp);
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pdp->Unlock();
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// show it
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pvp->SwapBuffers();
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}
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}
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if (_pGame->gm_csConsoleState != CS_OFF) {
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_pGame->gm_csConsoleState = CS_TURNINGOFF;
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}
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if (_pGame->gm_csComputerState != CS_OFF) {
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_pGame->gm_csComputerState = CS_TURNINGOFF;
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cmp_ppenPlayer = NULL;
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}
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_pInput->DisableInput();
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StopGame();
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DisableLoadingHook();
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}
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