Beispiel #1
0
/* The main game loop */
GAMECODE gameLoop()
{
	static uint32_t lastFlushTime = 0;

	static int renderBudget = 0;  // Scaled time spent rendering minus scaled time spent updating.
	static bool previousUpdateWasRender = false;
	const Rational renderFraction(2, 5);  // Minimum fraction of time spent rendering.
	const Rational updateFraction = Rational(1) - renderFraction;

	countUpdate(false); // kick off with correct counts

	while (true)
	{
		// Receive NET_BLAH messages.
		// Receive GAME_BLAH messages, and if it's time, process exactly as many GAME_BLAH messages as required to be able to tick the gameTime.
		recvMessage();

		// Update gameTime and graphicsTime, and corresponding deltas. Note that gameTime and graphicsTime pause, if we aren't getting our GAME_GAME_TIME messages.
		gameTimeUpdate(renderBudget > 0 || previousUpdateWasRender);

		if (deltaGameTime == 0)
		{
			break;  // Not doing a game state update.
		}

		ASSERT(!paused && !gameUpdatePaused(), "Nonsensical pause values.");

		unsigned before = wzGetTicks();
		syncDebug("Begin game state update, gameTime = %d", gameTime);
		gameStateUpdate();
		syncDebug("End game state update, gameTime = %d", gameTime);
		unsigned after = wzGetTicks();

		renderBudget -= (after - before) * renderFraction.n;
		renderBudget = std::max(renderBudget, (-updateFraction * 500).floor());
		previousUpdateWasRender = false;

		ASSERT(deltaGraphicsTime == 0, "Shouldn't update graphics and game state at once.");
	}

	if (realTime - lastFlushTime >= 400u)
	{
		lastFlushTime = realTime;
		NETflush();  // Make sure that we aren't waiting too long to send data.
	}

	unsigned before = wzGetTicks();
	GAMECODE renderReturn = renderLoop();
	unsigned after = wzGetTicks();

	renderBudget += (after - before) * updateFraction.n;
	renderBudget = std::min(renderBudget, (renderFraction * 500).floor());
	previousUpdateWasRender = true;

	return renderReturn;
}
Beispiel #2
0
/* The main game loop */
GAMECODE gameLoop(void)
{
	static uint32_t lastFlushTime = 0;

	bool didTick = false;
	while (true)
	{
		// Receive NET_BLAH messages.
		// Receive GAME_BLAH messages, and if it's time, process exactly as many GAME_BLAH messages as required to be able to tick the gameTime.
		recvMessage();

		// Update gameTime and graphicsTime, and corresponding deltas. Note that gameTime and graphicsTime pause, if we aren't getting our GAME_GAME_TIME messages.
		gameTimeUpdate();

		if (deltaGameTime == 0)
		{
			break;  // Not doing a game state update.
		}
		didTick = true;

		ASSERT(!paused && !gameUpdatePaused() && !editPaused(), "Nonsensical pause values.");

		syncDebug("Begin game state update, gameTime = %d", gameTime);
		gameStateUpdate();
		syncDebug("End game state update, gameTime = %d", gameTime);

		ASSERT(deltaGraphicsTime == 0, "Shouldn't update graphics and game state at once.");
	}

	if (didTick || realTime - lastFlushTime < 400u)
	{
		lastFlushTime = realTime;
		NETflush();  // Make sure the game time tick message is really sent over the network, and that we aren't waiting too long to send data.
	}

	return renderLoop();
}
Beispiel #3
0
static GAMECODE renderLoop()
{
	if (bMultiPlayer && !NetPlay.isHostAlive && NetPlay.bComms && !NetPlay.isHost)
	{
		intAddInGamePopup();
	}

	int clearMode = 0;
	if(getDrawShadows())
	{
		clearMode |= CLEAR_SHADOW;
	}
	if (loopMissionState == LMS_SAVECONTINUE)
	{
		pie_SetFogStatus(false);
		clearMode = CLEAR_BLACK;
	}
	pie_ScreenFlip(clearMode);//gameloopflip

	HandleClosingWindows();	// Needs to be done outside the pause case.

	audio_Update();

	wzShowMouse(true);

	INT_RETVAL intRetVal = INT_NONE;
	if (!paused)
	{
		/* Run the in game interface and see if it grabbed any mouse clicks */
		if (!rotActive && getWidgetsStatus() && dragBox3D.status != DRAG_DRAGGING && wallDrag.status != DRAG_DRAGGING)
		{
			intRetVal = intRunWidgets();
		}

		//don't process the object lists if paused or about to quit to the front end
		if (!gameUpdatePaused() && intRetVal != INT_QUIT)
		{
			if( dragBox3D.status != DRAG_DRAGGING
				&& wallDrag.status != DRAG_DRAGGING
				&& ( intRetVal == INT_INTERCEPT
					|| ( radarOnScreen
						 && CoordInRadar(mouseX(), mouseY())
						 && getHQExists(selectedPlayer) ) ) )
			{
				// Using software cursors (when on) for these menus due to a bug in SDL's SDL_ShowCursor()
				wzSetCursor(CURSOR_DEFAULT);

				intRetVal = INT_INTERCEPT;
			}

#ifdef DEBUG
			// check all flag positions for duplicate delivery points
			checkFactoryFlags();
#endif

			//handles callbacks for positioning of DP's
			process3DBuilding();

			//ajl. get the incoming netgame messages and process them.
			// FIXME Previous comment is deprecated. multiPlayerLoop does some other weird stuff, but not that anymore.
			if (bMultiPlayer)
			{
				multiPlayerLoop();
			}

			for (unsigned i = 0; i < MAX_PLAYERS; i++)
			{
				for (DROID *psCurr = apsDroidLists[i]; psCurr; psCurr = psCurr->psNext)
				{
					// Don't copy the next pointer - if droids somehow get destroyed in the graphics rendering loop, who cares if we crash.
					calcDroidIllumination(psCurr);
				}
			}

			/* update animations */
			animObj_Update();
		}

		if (!consolePaused())
		{
			/* Process all the console messages */
			updateConsoleMessages();
		}
		if (!scrollPaused() && !getWarCamStatus() && dragBox3D.status != DRAG_DRAGGING && intMode != INT_INGAMEOP )
		{
			scroll();
		}
	}
	else  // paused
	{
		// Using software cursors (when on) for these menus due to a bug in SDL's SDL_ShowCursor()
		wzSetCursor(CURSOR_DEFAULT);

		if(dragBox3D.status != DRAG_DRAGGING)
		{
			scroll();
		}

		if(InGameOpUp || isInGamePopupUp)		// ingame options menu up, run it!
		{
			unsigned widgval = widgRunScreen(psWScreen);
			intProcessInGameOptions(widgval);
			if(widgval == INTINGAMEOP_QUIT_CONFIRM || widgval == INTINGAMEOP_POPUP_QUIT)
			{
				if(gamePaused())
				{
					kf_TogglePauseMode();
				}
				intRetVal = INT_QUIT;
			}
		}

		if(bLoadSaveUp && runLoadSave(true) && strlen(sRequestResult))
		{
			debug( LOG_NEVER, "Returned %s", sRequestResult );
			if(bRequestLoad)
			{
				loopMissionState = LMS_LOADGAME;
				NET_InitPlayers();			// otherwise alliances were not cleared
				sstrcpy(saveGameName, sRequestResult);
			}
			else
			{
				char msgbuffer[256]= {'\0'};

				if (saveInMissionRes())
				{
					if (saveGame(sRequestResult, GTYPE_SAVE_START))
					{
						sstrcpy(msgbuffer, _("GAME SAVED: "));
						sstrcat(msgbuffer, sRequestResult);
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
					}
					else
					{
						ASSERT( false,"Mission Results: saveGame Failed" );
						sstrcpy(msgbuffer, _("Could not save game!"));
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
						deleteSaveGame(sRequestResult);
					}
				}
				else if (bMultiPlayer || saveMidMission())
				{
					if (saveGame(sRequestResult, GTYPE_SAVE_MIDMISSION))//mid mission from [esc] menu
					{
						sstrcpy(msgbuffer, _("GAME SAVED: "));
						sstrcat(msgbuffer, sRequestResult);
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
					}
					else
					{
						ASSERT(!"saveGame(sRequestResult, GTYPE_SAVE_MIDMISSION) failed", "Mid Mission: saveGame Failed" );
						sstrcpy(msgbuffer, _("Could not save game!"));
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
						deleteSaveGame(sRequestResult);
					}
				}
				else
				{
					ASSERT( false, "Attempt to save game with incorrect load/save mode" );
				}
			}
		}
	}

	/* Check for quit */
	bool quitting = false;
	if (intRetVal == INT_QUIT)
	{
		if (!loop_GetVideoStatus())
		{
			//quitting from the game to the front end
			//so get a new backdrop
			quitting = true;

			pie_LoadBackDrop(SCREEN_RANDOMBDROP);
		}
	}
	if (!loop_GetVideoStatus() && !quitting)
	{
		if (!gameUpdatePaused())
		{
			if (dragBox3D.status != DRAG_DRAGGING
			 && wallDrag.status != DRAG_DRAGGING)
			{
				ProcessRadarInput();
			}
			processInput();

			//no key clicks or in Intelligence Screen
			if (intRetVal == INT_NONE && !InGameOpUp && !isInGamePopupUp)
			{
				processMouseClickInput();
			}
			displayWorld();
		}
		/* Display the in game interface */
		pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
		pie_SetFogStatus(false);

		if(bMultiPlayer && bDisplayMultiJoiningStatus)
		{
			intDisplayMultiJoiningStatus(bDisplayMultiJoiningStatus);
			setWidgetsStatus(false);
		}

		if(getWidgetsStatus())
		{
			intDisplayWidgets();
		}
		pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
		pie_SetFogStatus(true);
	}

	pie_GetResetCounts(&loopPieCount, &loopPolyCount, &loopStateChanges);

	if ((fogStatus & FOG_BACKGROUND) && (loopMissionState == LMS_SAVECONTINUE))
	{
		pie_SetFogStatus(false);
	}

	if (!quitting)
	{
			/* Check for toggling display mode */
			if ((keyDown(KEY_LALT) || keyDown(KEY_RALT)) && keyPressed(KEY_RETURN))
			{
				screenToggleMode();
			}
	}

	// deal with the mission state
	switch (loopMissionState)
	{
		case LMS_CLEAROBJECTS:
			missionDestroyObjects();
			setScriptPause(true);
			loopMissionState = LMS_SETUPMISSION;
			break;

		case LMS_NORMAL:
			// default
			break;
		case LMS_SETUPMISSION:
			setScriptPause(false);
			if (!setUpMission(nextMissionType))
			{
				return GAMECODE_QUITGAME;
			}
			break;
		case LMS_SAVECONTINUE:
			// just wait for this to be changed when the new mission starts
			break;
		case LMS_NEWLEVEL:
			//nextMissionType = MISSION_NONE;
			nextMissionType = LDS_NONE;
			return GAMECODE_NEWLEVEL;
			break;
		case LMS_LOADGAME:
			return GAMECODE_LOADGAME;
			break;
		default:
			ASSERT( false, "unknown loopMissionState" );
			break;
	}

	if (quitting)
	{
		pie_SetFogStatus(false);
		pie_ScreenFlip(CLEAR_BLACK);//gameloopflip
		/* Check for toggling display mode */
		if ((keyDown(KEY_LALT) || keyDown(KEY_RALT)) && keyPressed(KEY_RETURN))
		{
			screenToggleMode();
		}
		return GAMECODE_QUITGAME;
	}
	else if (loop_GetVideoStatus())
	{
		audio_StopAll();
		return GAMECODE_PLAYVIDEO;
	}

	return GAMECODE_CONTINUE;
}