bool RunGame(const CampaignOptions *co, struct MissionOptions *m, Map *map) { // Clear the background DrawRectangle( &gGraphicsDevice, Vec2iZero(), gGraphicsDevice.cachedConfig.Res, colorBlack, 0); SDL_UpdateTexture( gGraphicsDevice.bkg, NULL, gGraphicsDevice.buf, gGraphicsDevice.cachedConfig.Res.x * sizeof(Uint32)); MapLoad(map, m, co); // Seed random if PVP mode (otherwise players will always spawn in same // position) if (IsPVP(co->Entry.Mode)) { srand((unsigned int)time(NULL)); } if (!co->IsClient) { MapLoadDynamic(map, m, &co->Setting.characters); // For PVP modes, mark all map as explored if (IsPVP(co->Entry.Mode)) { MapMarkAllAsVisited(map); } // Reset players for the mission CA_FOREACH(const PlayerData, p, gPlayerDatas) // Only reset for local players; for remote ones wait for the // client ready message if (!p->IsLocal) continue; GameEvent e = GameEventNew(GAME_EVENT_PLAYER_DATA); e.u.PlayerData = PlayerDataMissionReset(p); GameEventsEnqueue(&gGameEvents, e); CA_FOREACH_END() // Process the events to force add the players HandleGameEvents(&gGameEvents, NULL, NULL, NULL); // Note: place players first, // as bad guys are placed away from players Vec2i firstPos = Vec2iZero(); CA_FOREACH(const PlayerData, p, gPlayerDatas) if (!p->Ready) continue; firstPos = PlacePlayer(&gMap, p, firstPos, true); CA_FOREACH_END() if (!IsPVP(co->Entry.Mode)) { InitializeBadGuys(); CreateEnemies(); } }
static void Campaign(GraphicsDevice *graphics, CampaignOptions *co) { if (IsPasswordAllowed(co->Entry.Mode)) { MissionSave m; AutosaveLoadMission( &gAutosave, &m, co->Entry.Path, co->Entry.BuiltinIndex); co->MissionIndex = EnterPassword(graphics, &m); } else { co->MissionIndex = 0; } bool run = false; bool gameOver = true; do { CampaignAndMissionSetup(1, co, &gMission); if (IsGameOptionsNeeded(gCampaign.Entry.Mode)) { debug(D_NORMAL, ">> Game options\n"); if (!GameOptions(gCampaign.Entry.Mode)) { run = false; goto bail; } gCampaign.OptionsSet = true; } // Mission briefing if (IsMissionBriefingNeeded(co->Entry.Mode)) { if (!ScreenMissionBriefing(&gMission)) { run = false; goto bail; } } // Equip guns if (!PlayerEquip()) { run = false; goto bail; } // Initialise before waiting for game start; // server will send us messages GameEventsInit(&gGameEvents); if (gCampaign.IsClient) { if (!ScreenWaitForGameStart()) { run = false; goto bail; } } MapLoad(&gMap, &gMission, co); // Seed random if PVP mode (otherwise players will always spawn in same // position) if (IsPVP(co->Entry.Mode)) { srand((unsigned int)time(NULL)); } if (!gCampaign.IsClient) { MapLoadDynamic(&gMap, &gMission, &co->Setting.characters); // Note: place players first, // as bad guys are placed away from players StartPlayers(ModeMaxHealth(co->Entry.Mode), co->MissionIndex); AddAndPlacePlayers(); if (!IsPVP(co->Entry.Mode)) { InitializeBadGuys(); CreateEnemies(); } } MusicPlayGame( &gSoundDevice, gCampaign.Entry.Path, gMission.missionData->Song); run = RunGame(&gMission, &gMap); // Don't quit if all players died, that's normal for PVP modes if (IsPVP(co->Entry.Mode) && GetNumPlayers(true, false, false) == 0) { run = true; } GameEventsTerminate(&gGameEvents); const int survivingPlayers = GetNumPlayers(true, false, false); // In co-op (non-PVP) modes, at least one player must survive if (!IsPVP(co->Entry.Mode)) { gameOver = survivingPlayers == 0 || co->MissionIndex == (int)gCampaign.Setting.Missions.size - 1; } int maxScore = 0; for (int i = 0; i < (int)gPlayerDatas.size; i++) { PlayerData *p = CArrayGet(&gPlayerDatas, i); p->survived = IsPlayerAlive(p); if (IsPlayerAlive(p)) { TActor *player = CArrayGet(&gActors, p->Id); p->hp = player->health; p->RoundsWon++; maxScore = MAX(maxScore, p->RoundsWon); } } if (IsPVP(co->Entry.Mode)) { gameOver = maxScore == ModeMaxRoundsWon(co->Entry.Mode); CASSERT(maxScore <= ModeMaxRoundsWon(co->Entry.Mode), "score exceeds max rounds won"); } MissionEnd(); MusicPlayMenu(&gSoundDevice); if (run) { switch (co->Entry.Mode) { case GAME_MODE_DOGFIGHT: ScreenDogfightScores(); break; case GAME_MODE_DEATHMATCH: ScreenDeathmatchFinalScores(); break; default: ScreenMissionSummary(&gCampaign, &gMission); // Note: must use cached value because players get cleaned up // in CleanupMission() if (gameOver && survivingPlayers > 0) { ScreenVictory(&gCampaign); } break; } } // Check if any scores exceeded high scores, if we're not a PVP mode if (!IsPVP(co->Entry.Mode)) { bool allTime = false; bool todays = false; for (int i = 0; i < (int)gPlayerDatas.size; i++) { PlayerData *p = CArrayGet(&gPlayerDatas, i); if (((run && !p->survived) || gameOver) && p->IsLocal) { EnterHighScore(p); allTime |= p->allTime >= 0; todays |= p->today >= 0; } if (!p->survived) { p->totalScore = 0; p->missions = 0; } else { p->missions++; } p->lastMission = co->MissionIndex; } if (allTime) { DisplayAllTimeHighScores(graphics); } if (todays) { DisplayTodaysHighScores(graphics); } } if (!HasRounds(co->Entry.Mode)) { co->MissionIndex++; } bail: // Need to terminate the mission later as it is used in calculating scores MissionOptionsTerminate(&gMission); } while (run && !gameOver); // Final screen if (run) { switch (co->Entry.Mode) { case GAME_MODE_DOGFIGHT: ScreenDogfightFinalScores(); break; default: // no end screen break; } } }