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