|
|
|
/*
|
|
|
|
host_cmd.c - dedicated and normal host
|
|
|
|
Copyright (C) 2017 Uncle Mike
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
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.
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include "common.h"
|
|
|
|
#include "platform/platform.h"
|
|
|
|
|
|
|
|
void COM_InitHostState( void )
|
|
|
|
{
|
|
|
|
memset( GameState, 0, sizeof( game_status_t ));
|
|
|
|
}
|
|
|
|
|
|
|
|
static void Host_SetState( host_state_t newState, qboolean clearNext )
|
|
|
|
{
|
|
|
|
if( clearNext )
|
|
|
|
GameState->nextstate = newState;
|
|
|
|
GameState->curstate = newState;
|
|
|
|
|
|
|
|
if( clearNext && newState == STATE_RUNFRAME )
|
|
|
|
{
|
|
|
|
// states finished here
|
|
|
|
GameState->backgroundMap = false;
|
|
|
|
GameState->loadGame = false;
|
|
|
|
GameState->newGame = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void Host_SetNextState( host_state_t nextState )
|
|
|
|
{
|
|
|
|
ASSERT( GameState->curstate == STATE_RUNFRAME );
|
|
|
|
GameState->nextstate = nextState;
|
|
|
|
}
|
|
|
|
|
|
|
|
void COM_NewGame( char const *pMapName )
|
|
|
|
{
|
|
|
|
if( GameState->nextstate != STATE_RUNFRAME )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if( UI_CreditsActive( ))
|
|
|
|
return;
|
|
|
|
|
|
|
|
Q_strncpy( GameState->levelName, pMapName, sizeof( GameState->levelName ));
|
|
|
|
Host_SetNextState( STATE_LOAD_LEVEL );
|
|
|
|
|
|
|
|
GameState->backgroundMap = false;
|
|
|
|
GameState->landmarkName[0] = 0;
|
|
|
|
GameState->loadGame = false;
|
|
|
|
GameState->newGame = true;
|
|
|
|
|
|
|
|
SV_ShutdownGame(); // exit from current game
|
|
|
|
}
|
|
|
|
|
|
|
|
void COM_LoadLevel( char const *pMapName, qboolean background )
|
|
|
|
{
|
|
|
|
if( GameState->nextstate != STATE_RUNFRAME )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if( UI_CreditsActive( ))
|
|
|
|
return;
|
|
|
|
|
|
|
|
Q_strncpy( GameState->levelName, pMapName, sizeof( GameState->levelName ));
|
|
|
|
Host_SetNextState( STATE_LOAD_LEVEL );
|
|
|
|
|
|
|
|
GameState->backgroundMap = background;
|
|
|
|
GameState->landmarkName[0] = 0;
|
|
|
|
GameState->loadGame = false;
|
|
|
|
GameState->newGame = false;
|
|
|
|
|
|
|
|
SV_ShutdownGame(); // exit from current game
|
|
|
|
}
|
|
|
|
|
|
|
|
void COM_LoadGame( char const *pMapName )
|
|
|
|
{
|
|
|
|
if( GameState->nextstate != STATE_RUNFRAME )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if( UI_CreditsActive( ))
|
|
|
|
return;
|
|
|
|
|
|
|
|
Q_strncpy( GameState->levelName, pMapName, sizeof( GameState->levelName ));
|
|
|
|
Host_SetNextState( STATE_LOAD_GAME );
|
|
|
|
GameState->backgroundMap = false;
|
|
|
|
GameState->newGame = false;
|
|
|
|
GameState->loadGame = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void COM_ChangeLevel( char const *pNewLevel, char const *pLandmarkName, qboolean background )
|
|
|
|
{
|
|
|
|
if( GameState->nextstate != STATE_RUNFRAME )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if( UI_CreditsActive( ))
|
|
|
|
return;
|
|
|
|
|
|
|
|
Q_strncpy( GameState->levelName, pNewLevel, sizeof( GameState->levelName ));
|
|
|
|
GameState->backgroundMap = background;
|
|
|
|
|
|
|
|
if( COM_CheckString( pLandmarkName ))
|
|
|
|
{
|
|
|
|
Q_strncpy( GameState->landmarkName, pLandmarkName, sizeof( GameState->landmarkName ));
|
|
|
|
GameState->loadGame = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
GameState->landmarkName[0] = 0;
|
|
|
|
GameState->loadGame = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
Host_SetNextState( STATE_CHANGELEVEL );
|
|
|
|
GameState->newGame = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Host_ShutdownGame( void )
|
|
|
|
{
|
|
|
|
SV_ShutdownGame();
|
|
|
|
|
|
|
|
switch( GameState->nextstate )
|
|
|
|
{
|
|
|
|
case STATE_LOAD_GAME:
|
|
|
|
case STATE_LOAD_LEVEL:
|
|
|
|
Host_SetState( GameState->nextstate, true );
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
Host_SetState( STATE_RUNFRAME, true );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Host_RunFrame( float time )
|
|
|
|
{
|
|
|
|
// at this time, we don't need to get events from OS on dedicated
|
|
|
|
#if !XASH_DEDICATED
|
|
|
|
Platform_RunEvents();
|
|
|
|
#endif // XASH_DEDICATED
|
|
|
|
|
|
|
|
// engine main frame
|
|
|
|
Host_Frame( time );
|
|
|
|
|
|
|
|
switch( GameState->nextstate )
|
|
|
|
{
|
|
|
|
case STATE_RUNFRAME:
|
|
|
|
break;
|
|
|
|
case STATE_LOAD_GAME:
|
|
|
|
case STATE_LOAD_LEVEL:
|
|
|
|
SCR_BeginLoadingPlaque( GameState->backgroundMap );
|
|
|
|
// intentionally fallthrough
|
|
|
|
case STATE_GAME_SHUTDOWN:
|
|
|
|
Host_SetState( STATE_GAME_SHUTDOWN, false );
|
|
|
|
break;
|
|
|
|
case STATE_CHANGELEVEL:
|
|
|
|
SCR_BeginLoadingPlaque( GameState->backgroundMap );
|
|
|
|
Host_SetState( GameState->nextstate, true );
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
Host_SetState( STATE_RUNFRAME, true );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void COM_Frame( float time )
|
|
|
|
{
|
|
|
|
int loopCount = 0;
|
|
|
|
|
|
|
|
if( setjmp( host.abortframe ))
|
|
|
|
return;
|
|
|
|
|
|
|
|
while( 1 )
|
|
|
|
{
|
|
|
|
int oldState = GameState->curstate;
|
|
|
|
|
|
|
|
// execute the current state (and transition to the next state if not in STATE_RUNFRAME)
|
|
|
|
switch( GameState->curstate )
|
|
|
|
{
|
|
|
|
case STATE_LOAD_LEVEL:
|
|
|
|
SV_ExecLoadLevel();
|
|
|
|
Host_SetState( STATE_RUNFRAME, true );
|
|
|
|
break;
|
|
|
|
case STATE_LOAD_GAME:
|
|
|
|
SV_ExecLoadGame();
|
|
|
|
Host_SetState( STATE_RUNFRAME, true );
|
|
|
|
break;
|
|
|
|
case STATE_CHANGELEVEL:
|
|
|
|
SV_ExecChangeLevel();
|
|
|
|
Host_SetState( STATE_RUNFRAME, true );
|
|
|
|
break;
|
|
|
|
case STATE_RUNFRAME:
|
|
|
|
Host_RunFrame( time );
|
|
|
|
break;
|
|
|
|
case STATE_GAME_SHUTDOWN:
|
|
|
|
Host_ShutdownGame();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( oldState == STATE_RUNFRAME )
|
|
|
|
break;
|
|
|
|
|
|
|
|
if(( GameState->curstate == oldState ) || ( ++loopCount > 8 ))
|
|
|
|
Sys_Error( "state infinity loop!\n" );
|
|
|
|
}
|
|
|
|
}
|