mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-11-30 06:00:17 +01:00
235 lines
5.2 KiB
C
235 lines
5.2 KiB
C
/*
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host_cmd.c - dedicated and normal host
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Copyright (C) 2017 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "platform/platform.h"
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static jmp_buf g_abortframe;
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void COM_InitHostState( void )
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{
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memset( GameState, 0, sizeof( game_status_t ));
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}
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static void Host_SetState( host_state_t newState, qboolean clearNext )
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{
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if( clearNext )
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GameState->nextstate = newState;
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GameState->curstate = newState;
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if( clearNext && newState == STATE_RUNFRAME )
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{
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// states finished here
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GameState->backgroundMap = false;
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GameState->loadGame = false;
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GameState->newGame = false;
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}
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}
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static void Host_SetNextState( host_state_t nextState )
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{
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ASSERT( GameState->curstate == STATE_RUNFRAME );
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GameState->nextstate = nextState;
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}
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void COM_NewGame( char const *pMapName )
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{
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if( GameState->nextstate != STATE_RUNFRAME )
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return;
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if( UI_CreditsActive( ))
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return;
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Q_strncpy( GameState->levelName, pMapName, sizeof( GameState->levelName ));
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Host_SetNextState( STATE_LOAD_LEVEL );
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GameState->backgroundMap = false;
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GameState->landmarkName[0] = 0;
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GameState->loadGame = false;
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GameState->newGame = true;
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if( !SV_Active( ))
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CL_Disconnect( ); // disconnect from current online game
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SV_ShutdownGame(); // exit from current game
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}
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void COM_LoadLevel( char const *pMapName, qboolean background )
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{
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if( GameState->nextstate != STATE_RUNFRAME )
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return;
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if( UI_CreditsActive( ))
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return;
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Q_strncpy( GameState->levelName, pMapName, sizeof( GameState->levelName ));
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Host_SetNextState( STATE_LOAD_LEVEL );
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GameState->backgroundMap = background;
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GameState->landmarkName[0] = 0;
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GameState->loadGame = false;
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GameState->newGame = false;
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if( !SV_Active( ))
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CL_Disconnect( ); // disconnect from current online game
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SV_ShutdownGame(); // exit from current game
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}
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void COM_LoadGame( char const *pMapName )
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{
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if( GameState->nextstate != STATE_RUNFRAME )
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return;
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if( UI_CreditsActive( ))
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return;
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Q_strncpy( GameState->levelName, pMapName, sizeof( GameState->levelName ));
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Host_SetNextState( STATE_LOAD_GAME );
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GameState->backgroundMap = false;
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GameState->newGame = false;
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GameState->loadGame = true;
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if( !SV_Active( ))
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CL_Disconnect( ); // disconnect from current online game
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}
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void COM_ChangeLevel( char const *pNewLevel, char const *pLandmarkName, qboolean background )
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{
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if( GameState->nextstate != STATE_RUNFRAME )
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return;
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if( UI_CreditsActive( ))
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return;
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Q_strncpy( GameState->levelName, pNewLevel, sizeof( GameState->levelName ));
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GameState->backgroundMap = background;
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if( COM_CheckString( pLandmarkName ))
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{
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Q_strncpy( GameState->landmarkName, pLandmarkName, sizeof( GameState->landmarkName ));
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GameState->loadGame = true;
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}
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else
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{
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GameState->landmarkName[0] = 0;
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GameState->loadGame = false;
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}
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Host_SetNextState( STATE_CHANGELEVEL );
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GameState->newGame = false;
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}
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static void Host_ShutdownGame( void )
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{
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SV_ShutdownGame();
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switch( GameState->nextstate )
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{
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case STATE_LOAD_GAME:
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case STATE_LOAD_LEVEL:
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Host_SetState( GameState->nextstate, true );
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break;
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default:
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Host_SetState( STATE_RUNFRAME, true );
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break;
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}
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}
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static void Host_RunFrame( double time )
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{
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// at this time, we don't need to get events from OS on dedicated
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#if !XASH_DEDICATED
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Platform_RunEvents();
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#endif // XASH_DEDICATED
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// engine main frame
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Host_Frame( time );
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switch( GameState->nextstate )
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{
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case STATE_RUNFRAME:
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break;
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case STATE_LOAD_GAME:
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case STATE_LOAD_LEVEL:
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SCR_BeginLoadingPlaque( GameState->backgroundMap );
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// intentionally fallthrough
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case STATE_GAME_SHUTDOWN:
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Host_SetState( STATE_GAME_SHUTDOWN, false );
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break;
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case STATE_CHANGELEVEL:
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SCR_BeginLoadingPlaque( GameState->backgroundMap );
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Host_SetState( GameState->nextstate, true );
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break;
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default:
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Host_SetState( STATE_RUNFRAME, true );
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break;
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}
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}
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/*
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================
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Host_AbortCurrentFrame
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aborts the current host frame and goes on with the next one
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================
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*/
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void Host_AbortCurrentFrame( void )
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{
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longjmp( g_abortframe, 1 );
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}
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void COM_Frame( double time )
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{
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int loopCount = 0;
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if( setjmp( g_abortframe ))
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return;
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while( 1 )
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{
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int oldState = GameState->curstate;
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// execute the current state (and transition to the next state if not in STATE_RUNFRAME)
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switch( GameState->curstate )
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{
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case STATE_LOAD_LEVEL:
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SV_ExecLoadLevel();
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Host_SetState( STATE_RUNFRAME, true );
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break;
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case STATE_LOAD_GAME:
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SV_ExecLoadGame();
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Host_SetState( STATE_RUNFRAME, true );
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break;
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case STATE_CHANGELEVEL:
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SV_ExecChangeLevel();
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Host_SetState( STATE_RUNFRAME, true );
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break;
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case STATE_RUNFRAME:
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Host_RunFrame( time );
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break;
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case STATE_GAME_SHUTDOWN:
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Host_ShutdownGame();
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break;
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}
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if( oldState == STATE_RUNFRAME )
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break;
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if(( GameState->curstate == oldState ) || ( ++loopCount > 8 ))
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Sys_Error( "state infinity loop!\n" );
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}
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}
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