Example #1
0
void horseRaceInit()
{
    udword i;
    horseGetNumBars(&horseBarInfo);

    //initialize current bar to the 0th bar
    localbar=0;

    for(i=0;i<MAX_MULTIPLAYER_PLAYERS;i++)
    {
        horseracestatus.barnum[i] = 0;
        horseracestatus.percent[i] = 0;
        horseracestatus.hrstatusstr[i][0] = 0;
        if (autodownloadmapRequired())
            TTimerStart(&hrPlayerDropoutTimers[i],HorseRacePlayerDropoutTime*2.0f);     // give double time for autodownloads
        else
            TTimerStart(&hrPlayerDropoutTimers[i],HorseRacePlayerDropoutTime);
        PlayersAlreadyDrawnDropped[i] = FALSE;
    }

    for (i=0;i<NUM_CHAT_LINES;i++)
    {
        chathistory[i].message[0] = 0;
    }

    listInit(&horseCrapRegion.cutouts);

    JustInit = TRUE;

    if (!hrScreensHandle)
    {
        feCallbackAddMultiple(hrCallBack);
        feDrawCallbackAddMultiple(hrDrawCallback);
        hrScreensHandle = feScreensLoad(HR_FIBFile);
    }

    if (!ShouldHaveMousePtr) mouseCursorHide();

    if (singlePlayerGame)
    {
        hrBaseRegion = feScreenStart(&horseCrapRegion, HR_SingleRaceScreen);
    }
    else
    {
        hrBaseRegion = feScreenStart(&horseCrapRegion, (multiPlayerGame) ? HR_RaceScreen : HR_RaceScreenNotNetwork);
    }

    playernamefont = frFontRegister(HR_PlayerNameFont);

    hrRunning=TRUE;
    if (RGLtype == SWtype && feShouldSaveMouseCursor())
    {
        rglFeature(RGL_SAVEBUFFER_ON);
    }
    hrBackgroundDirty = (RGLtype == SWtype) ? 10000 : 3;
    hrBackgroundReinit = FALSE;
}
void horseRaceRender()
{
    SDL_Event e;

    regRenderEventIndex = 0;

    //special-case code for double-clicks

/*    if (keyIsHit(LMOUSE_DOUBLE))
    {
        keyPressUp(LMOUSE_DOUBLE);
        utyDoubleClick();
    }
    if (demDemoRecording)
    {
        memcpy((ubyte *)&keyScanCode[0], (ubyte *)&keySaveScan[0], sizeof(keyScanCode));//freeze a snapshot of the key state
        demStateSave();
    }
    else if (demDemoPlaying)
    {
        demStateLoad();
    }*/

    if (hrBackgroundReinit)
    {
        if (hrBackgroundTexture != 0)
        {
            glDeleteTextures(1, &hrBackgroundTexture);
            hrBackgroundTexture = 0;
        }
        hrBackgroundReinit = FALSE;
        hrBackgroundDirty = 3;
        hrBackgroundInitFrame = 0;
    }

    // Make sure the Homeworld text gets drawn on the correct frames
    if (hrBackgroundDirty)
    {
        regRecursiveSetDirty(&horseCrapRegion);
        hrDecRegion = NULL;
    }
    else
    {
        regionhandle reg;

        // "Clean" the region with the homeworld logo
        // in it so it doesn't re-draw all the time

        reg = horseCrapRegion.child;
        if (reg)
        {
            reg = reg->child;
        }

        while (reg && reg->drawFunction != &ferDrawDecorative)
        {
            reg = reg->next;
        }

        if (reg)
        {
            void regNULLRenderFunction(regionhandle region);
            hrDecRegion = reg;
            reg->drawFunction = regNULLRenderFunction;
        }
    }

    if (TitanActive)
        titanPumpEngine();

    SDL_Delay(0);

    if (!SDL_PollEvent(0))
    {
        regProcessingRegions = TRUE;
        regRegionProcess(horseCrapRegion.child, 0xffffffff);
        regProcessingRegions = FALSE;
        if (ChatTextEntryBox!=NULL)
        {
            bitSet(ChatTextEntryBox->reg.status,RSF_KeyCapture);
            keyBufferClear();
        }
    }
    else
    {
        regRegionProcess(horseCrapRegion.child, 0xffffffff);
        while (SDL_PollEvent(0))
        {
            if (SDL_WaitEvent(&e))
            {
                HandleEvent(&e);

                if (multiPlayerGame)
                {
                    if (keyIsStuck(ESCKEY))
                    {
                        keyClearSticky(ESCKEY);                      //clear the sticky bit
                        if (!hrAbortLoadConfirm)
                        {
                            if (!hrAbortLoadingGame)    // if not already aborting
                            {
                                hrAbortLoadConfirm = feScreenStart(&horseCrapRegion, "AbortLoadConfirm");
                            }
                        }
                        else
                        {
                            feScreenDelete(hrAbortLoadConfirm);
                            hrAbortLoadConfirm = NULL;
                        }
                    }
                }

                regProcessingRegions = TRUE;
                if (hrAbortLoadConfirm!=NULL)
                {
                    ;
                }
                else if (ChatTextEntryBox!=NULL)
                {
                    regRegionProcess(&ChatTextEntryBox->reg, 0xffffffff);
                }
                regProcessingRegions = FALSE;
            }
            if (ChatTextEntryBox!=NULL)
            {
                bitSet(ChatTextEntryBox->reg.status,RSF_KeyCapture);
                keyBufferClear();
            }

            if (TitanActive)
                titanPumpEngine();

            SDL_Delay(0);
        }
    }

    // All of the hacked stuff from the render task

    //glColor3ub(colRed(RND_StarColor), colGreen(RND_StarColor), colBlue(RND_StarColor));

    if (ShouldHaveMousePtr)
    {
        if (!feShouldSaveMouseCursor())
        {
            rndClearToBlack();
            glClear(GL_DEPTH_BUFFER_BIT);
        }
    }

//    primErrorMessagePrint();
    //default rendering scheme is primitives on any
    //functions which want it off should set it back on when done


    // I know this looks weird, but it's correct
    if(hrBackgroundInitFrame == 1)
    {
        hrInitBackground();
    }

    // When there's no background loaded yet, it fills the screen with black
    if (hrBackgroundDirty)
    {
        hrDrawBackground();
    }
    else
    {
        if (hrBackgroundTexture != 0)
        {
            glDeleteTextures(1, &hrBackgroundTexture);
            hrBackgroundTexture = 0;
        }
    }

    regFunctionsDraw();                                //render all regions
    primErrorMessagePrint();

    hrUncleanDecorative();

    // We want the init code to be called on the 2nd pass.  That way, the screen erases,
    // Then we incur the delay of loading the background.
    // For two frames -after that- we'll draw the background,
    // then just draw the progress bars.
    if(hrBackgroundDirty && hrBackgroundInitFrame)
    {
        if (hrBackgroundDirty > 0)
        {
            hrBackgroundDirty--;
        }
    }

    hrBackgroundInitFrame++;

    if (ShouldHaveMousePtr)
    {
        // set the cursor type, reset the variables then draw the mouse cursor
        mouseSelectCursorSetting();
        mouseSetCursorSetting();
        if (feShouldSaveMouseCursor())
        {
            mouseStoreCursorUnder();
        }
        mousePoll();
        mouseDraw();                                        //draw mouse atop everything

        if (demDemoPlaying)
        {
            rndShamelessPlug();
        }
    }

    rndFlush();
    if (ShouldHaveMousePtr)
    {
        if (feShouldSaveMouseCursor())
        {
            mouseRestoreCursorUnder();
        }
    }
    primErrorMessagePrint();
}