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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name mainloop.cpp - The main game loop. */
//
// (c) Copyright 1998-2008 by Lutz Sammer and Jimmy Salmon
//
// 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; only version 2 of the License.
//
// 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., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
//----------------------------------------------------------------------------
// Includes
//----------------------------------------------------------------------------
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#if defined(DEBUG)
#include <setjmp.h>
#endif
#include "stratagus.h"
#include "video.h"
#include "map.h"
#include "font.h"
#include "sound.h"
#include "sound_server.h"
#include "unitsound.h"
#include "unittype.h"
#include "player.h"
#include "unit.h"
#include "cursor.h"
#include "minimap.h"
#include "actions.h"
#include "missile.h"
#include "interface.h"
#include "menus.h"
#include "network.h"
#include "ui.h"
#include "unit.h"
#include "trigger.h"
#include "results.h"
#include "settings.h"
#include "replay.h"
#include "pathfinder.h"
#include "editor.h"
#include "sound.h"
#include "script.h"
#include "particle.h"
#include <guichan.h>
void DrawGuichanWidgets();
//----------------------------------------------------------------------------
// Variables
//----------------------------------------------------------------------------
/// variable set when we are scrolling via keyboard
int KeyScrollState = ScrollNone;
/// variable set when we are scrolling via mouse
int MouseScrollState = ScrollNone;
EventCallback GameCallbacks; /// Game callbacks
EventCallback EditorCallbacks; /// Editor callbacks
//----------------------------------------------------------------------------
// Functions
//----------------------------------------------------------------------------
/**
** Handle scrolling area.
**
** @param state Scroll direction/state.
** @param fast Flag scroll faster.
**
** @todo Support dynamic acceleration of scroll speed.
** @todo If the scroll key is longer pressed the area is scrolled faster.
*/
void DoScrollArea(int state, bool fast)
{
CViewport *vp;
int stepx;
int stepy;
static int remx = 0; // FIXME: docu
static int remy = 0; // FIXME: docu
if (state == ScrollNone) {
return;
}
vp = UI.SelectedViewport;
if (fast) {
stepx = vp->MapWidth / 2 * TileSizeX * FRAMES_PER_SECOND;
stepy = vp->MapHeight / 2 * TileSizeY * FRAMES_PER_SECOND;
} else {// dynamic: let these variables increase upto fast..
// FIXME: pixels per second should be configurable
stepx = TileSizeX * FRAMES_PER_SECOND;
stepy = TileSizeY * FRAMES_PER_SECOND;
}
if ((state & (ScrollLeft | ScrollRight)) &&
(state & (ScrollLeft | ScrollRight)) != (ScrollLeft | ScrollRight)) {
stepx = stepx * 100 * 100 / VideoSyncSpeed / FRAMES_PER_SECOND / (SkipFrames + 1);
remx += stepx - (stepx / 100) * 100;
stepx /= 100;
if (remx > 100) {
++stepx;
remx -= 100;
}
} else {
stepx = 0;
}
if ((state & (ScrollUp | ScrollDown)) &&
(state & (ScrollUp | ScrollDown)) != (ScrollUp | ScrollDown)) {
stepy = stepy * 100 * 100 / VideoSyncSpeed / FRAMES_PER_SECOND / (SkipFrames + 1);
remy += stepy - (stepy / 100) * 100;
stepy /= 100;
if (remy > 100) {
++stepy;
remy -= 100;
}
} else {
stepy = 0;
}
if (state & ScrollUp) {
stepy = -stepy;
}
if (state & ScrollLeft) {
stepx = -stepx;
}
vp->Set(vp->MapX, vp->MapY, vp->OffsetX + stepx, vp->OffsetY + stepy);
// This recalulates some values
HandleMouseMove(CursorX, CursorY);
}
/**
** Draw map area
*/
void DrawMapArea(void)
{
// Draw all of the viewports
for (CViewport *vp = UI.Viewports; vp < UI.Viewports + UI.NumViewports; ++vp) {
// Center viewport on tracked unit
if (vp->Unit) {
if (vp->Unit->Destroyed ||
vp->Unit->Orders[0]->Action == UnitActionDie) {
vp->Unit = NoUnitP;
} else {
vp->Center(vp->Unit->X, vp->Unit->Y,
vp->Unit->IX + TileSizeX / 2, vp->Unit->IY + TileSizeY / 2);
}
}
vp->Draw();
}
}
/**
** Display update.
**
** This functions updates everything on screen. The map, the gui, the
** cursors.
*/
void UpdateDisplay(void)
{
if (GameRunning || Editor.Running == EditorEditing) {
DrawMapArea();
DrawMessages();
if (CursorState == CursorStateRectangle) {
DrawCursor();
}
if (!BigMapMode) {
for (int i = 0; i < (int)UI.Fillers.size(); ++i) {
UI.Fillers[i].G->DrawClip(UI.Fillers[i].X, UI.Fillers[i].Y);
}
DrawMenuButtonArea();
UI.Minimap.Draw(UI.SelectedViewport->MapX, UI.SelectedViewport->MapY);
UI.Minimap.DrawCursor(UI.SelectedViewport->MapX,
UI.SelectedViewport->MapY);
UI.InfoPanel.Draw();
UI.ButtonPanel.Draw();
DrawResources();
UI.StatusLine.Draw();
}
DrawCosts();
DrawTimer();
}
DrawPieMenu(); // draw pie menu only if needed
DrawGuichanWidgets();
if (CursorState != CursorStateRectangle) {
DrawCursor();
}
//
// Update changes to display.
//
Invalidate();
}
static void InitGameCallbacks(void)
{
GameCallbacks.ButtonPressed = HandleButtonDown;
GameCallbacks.ButtonReleased = HandleButtonUp;
GameCallbacks.MouseMoved = HandleMouseMove;
GameCallbacks.MouseExit = HandleMouseExit;
GameCallbacks.KeyPressed = HandleKeyDown;
GameCallbacks.KeyReleased = HandleKeyUp;
GameCallbacks.KeyRepeated = HandleKeyRepeat;
GameCallbacks.NetworkEvent = NetworkEvent;
}
/**
** Game main loop.
**
** Unit actions.
** Missile actions.
** Players (AI).
** Cyclic events (color cycle,...)
** Display update.
** Input/Network/Sound.
*/
void GameMainLoop(void)
{
int player;
const EventCallback *old_callbacks;
InitGameCallbacks();
old_callbacks = GetCallbacks();
SetCallbacks(&GameCallbacks);
SetVideoSync();
GameCursor = UI.Point.Cursor;
GameRunning = true;
CParticleManager::init();
MultiPlayerReplayEachCycle();
CclCommand("GameStarting()");
while (GameRunning) {
// Can't find a better place.
SaveGameLoading = false;
//
// Game logic part
//
if (!GamePaused && NetworkInSync && !SkipGameCycle) {
SinglePlayerReplayEachCycle();
++GameCycle;
MultiPlayerReplayEachCycle();
NetworkCommands(); // Get network commands
UnitActions(); // handle units
MissileActions(); // handle missiles
PlayersEachCycle(); // handle players
UpdateTimer(); // update game timer
//
// Work todo each second.
// Split into different frames, to reduce cpu time.
// Increment charge of spell casting units.
// Update mini-map.
// Update map fog of war.
// Call AI.
// Check game goals.
// Check rescue of units.
//
switch (GameCycle % CYCLES_PER_SECOND) {
case 0: // At cycle 0, start all ai players...
if (GameCycle == 0) {
for (player = 0; player < NumPlayers; ++player) {
PlayersEachSecond(player);
}
}
break;
case 1:
break;
case 2:
break;
case 3: // minimap update
UI.Minimap.Update();
break;
case 4:
break;
case 5:
break;
case 6: // overtaking units
RescueUnits();
break;
default:
// FIXME: assume that NumPlayers < (CYCLES_PER_SECOND - 7)
player = (GameCycle % CYCLES_PER_SECOND) - 7;
Assert(player >= 0);
if (player < NumPlayers) {
PlayersEachSecond(player);
}
}
}
TriggersEachCycle(); // handle triggers
UpdateMessages(); // update messages
ParticleManager.update(); // handle particles
CheckMusicFinished(); // Check for next song
//
// Map scrolling
//
DoScrollArea(MouseScrollState | KeyScrollState, (KeyModifiers & ModifierControl) != 0);
if (FastForwardCycle <= GameCycle || GameCycle <= 10 || !(GameCycle & 0x3f)) {
//FIXME: this might be better placed somewhere at front of the
// program, as we now still have a game on the background and
// need to go through the game-menu or supply a map file
UpdateDisplay();
//
// If double-buffered mode, we will display the contains of
// VideoMemory. If direct mode this does nothing. In X11 it does
// XFlush
//
RealizeVideoMemory();
}
if (FastForwardCycle <= GameCycle || !(GameCycle & 0x3f)) {
WaitEventsOneFrame();
}
if (!NetworkInSync) {
NetworkRecover(); // recover network
}
}
//
// Game over
//
NetworkQuit();
EndReplayLog();
CParticleManager::exit();
FlagRevealMap = 0;
ReplayRevealMap = 0;
GamePaused = false;
GodMode = false;
SetCallbacks(old_callbacks);
}
//@}
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