1 /*
2
3 Copyright (C) 2015-2018 Night Dive Studios, LLC.
4
5 This program is free software: you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation, either version 3 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program. If not, see <http://www.gnu.org/licenses/>.
17
18 */
19 /*
20 * $Source: r:/prj/cit/src/RCS/mainloop.c $
21 * $Revision: 1.42 $
22 * $Author: xemu $
23 * $Date: 1994/11/09 02:09:05 $
24 */
25
26 /*
27 * Citadel main loops
28 *
29 * The idea here is that we have a separate loop for each game mode/setup
30 * There is a 4/12 bit change flag which is 4 global and 12 local
31 * The global loop checks OS and input
32 * Then calls the local loop, which does it's internal inlined functions
33 * and then processes it's change flags
34 * The global loop then gets control and does it's own change flags
35 * If you want to switch modes/loops you call change_loop which both sets
36 * global change bit 3 as well setting some variables. When the main loop
37 * reaches the bottom it triggers on change bit 3 and calls the switch code
38 */
39
40 #define __MAINLOOP_SRC
41
42 #include <stdio.h>
43
44 #include "criterr.h"
45 #include "init.h"
46 #include "rendtool.h"
47 #include "game_screen.h"
48 #include "fullscrn.h"
49 #include "loops.h"
50 #include <input.h>
51 #include <setup.h>
52 #include <status.h>
53 #include "tickcount.h"
54 #include "cutsloop.h"
55
56 /*
57 #include <loopdbg.h>
58 #include <cutscene.h>
59
60 #include <wsample.h>
61 */
62 // how is the game doing, anyway, set to true at end of time
63 uchar cit_success = FALSE;
64
65 // are we "paused"
66 uchar game_paused = FALSE;
67
68 void ShockMain(void);
69
70 extern void automap_loop(void);
71 extern void amap_start();
72 extern void amap_exit();
73
74 // Note that in the shipping version, the edit_loop stuff should never
75 // get called, but needs to be SOMETHING as a place holder
76 // void
77 // (*citadel_loops[])(void)={game_loop,game_loop,game_loop,game_loop,setup_loop,game_loop,cutscene_loop,game_loop,automap_loop};
78 // void
79 // (*enter_modes[])(void)={screen_start,fullscreen_start,screen_start,screen_start,setup_start,screen_start,cutscene_start,fullscreen_start,amap_start};
80 // void (*exit_modes[])(void)={screen_exit,fullscreen_exit,screen_exit,
81 // screen_exit,setup_exit,screen_exit,cutscene_exit,fullscreen_exit,amap_exit};
82
83 void (*citadel_loops[])(void) = {game_loop, game_loop, game_loop, game_loop, setup_loop, game_loop, cutscene_loop, game_loop, automap_loop};
84 void (*enter_modes[])(void) = {screen_start, fullscreen_start, NULL, NULL, setup_start, NULL, cutscene_start, fullscreen_start, amap_start};
85 void (*exit_modes[])(void) = {screen_exit, fullscreen_exit, NULL, NULL, setup_exit, NULL, cutscene_exit, fullscreen_exit, amap_exit};
86
loopmode_switch(short * cmode)87 void loopmode_switch(short *cmode) {
88 #ifdef SVGA_SUPPORT
89 extern uchar wrapper_screenmode_hack;
90 #endif
91
92 // Actually switch mode
93 _last_mode = *cmode;
94 (*exit_modes[_last_mode])();
95 *cmode = _new_mode;
96 _static_change = 0;
97 if (*cmode >= 0)
98 (*enter_modes[*cmode])();
99
100 #ifdef SVGA_SUPPORT
101 if (wrapper_screenmode_hack) {
102 extern void screenmode_screen_init(void);
103 extern void wrapper_start(void (*init)(void));
104 wrapper_start(screenmode_screen_init);
105 }
106 #endif
107 }
108
loopmode_exit(short loopmode)109 void loopmode_exit(short loopmode) {
110 if (exit_modes[loopmode])
111 (*exit_modes[loopmode])();
112 }
113
loopmode_enter(short loopmode)114 void loopmode_enter(short loopmode) { (*enter_modes[loopmode])(); }
115
116 extern void MousePollProc(void);
mainloop(int argc,char * argv[])117 void mainloop(int argc, char *argv[]) {
118 extern void SDLDraw(void);
119 extern long gShockTicks;
120 extern bool gPlayingGame;
121 extern void pump_events(void);
122
123 while (_current_loop >= 0 && gPlayingGame) {
124 gShockTicks = TickCount();
125
126 if (!(_change_flag & (ML_CHG_BASE << 1)))
127 loopLine(ML | 1, input_chk()); // go get the UI stuff going
128
129 // DG: at the beginning of each frame, get all the events from SDL
130 pump_events();
131
132 // Run the loop
133 (*citadel_loops[_current_loop])();
134
135 if (globalChanges) // really, only loopmode_switch (the <<3 case)
136 { // will be in the game
137 // if (_change_flag&(ML_CHG_BASE<<0)) { loopLine(ML|0x10,loop_debug()); }
138 if (_change_flag & (ML_CHG_BASE << 3)) {
139 loopLine(ML | 0x13, loopmode_switch(&_current_loop));
140 }
141 chg_unset_flg(ML_CHG_BASE << 3);
142 }
143 #ifdef ALWAYS_SHOW_FR
144 fr_show_rate(-1);
145 #endif
146 // OR in the static change flags...
147 chg_set_flg(_static_change);
148
149 MousePollProc(); // update the cursor, was 35 times/sec originally
150
151 status_bio_update();
152
153 extern void ZoomDrawProc(int erase);
154 ZoomDrawProc(FALSE); //draw zoom rectangle if enabled; if not, returns immediately
155
156 SDLDraw();
157
158 ZoomDrawProc(TRUE); //erase zoom rectangle if enabled; if not, returns immediately
159 }
160
161 cit_success = TRUE;
162 // hit them atexit's
163 }
164
static_change_copy()165 errtype static_change_copy() {
166 if (always_render)
167 chg_set_sta(_current_3d_flag);
168 else
169 chg_unset_sta(_current_3d_flag);
170 return (OK);
171 }
172