SBSPSS/source/system/gstate.cpp
2001-07-25 19:34:06 +00:00

198 lines
4.8 KiB
C++

/*=========================================================================
gstate.cpp
Author: PKG
Created:
Project: PRLSR
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#include "system\global.h"
#include "system\gstate.h"
#ifndef __MEMORY_HEADER__
#include "mem\memory.h"
#endif
#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
#ifndef __PAD_PADS_H__
#include "pad\pads.h"
#endif
#ifndef __PAD_VIBE_H__
#include "pad\vibe.h"
#endif
/*****************************************************************************/
// Use click counter or vbl counter
//#define USE_CLICK_COUNTER
#ifdef USE_CLICK_COUNTER
#ifndef __SYSTEM_CLICKCOUNT_H__
#include "system\clickcount.h"
#endif
#endif
/*****************************************************************************/
static CScene *s_currentScene;
static CScene *s_pendingScene;
#ifdef USE_CLICK_COUNTER
static CClickCount s_clickCounter;
#endif
int GameState::s_framesSinceLast=1;
#ifdef __VERSION_DEBUG__
static int s_baseMemory=0;
static int s_baseSceneMemory=0;
#endif
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void GameState::initialise()
{
s_currentScene=NULL;
s_pendingScene=NULL;
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void GameState::think()
{
updateTimer();
if(s_pendingScene)
{
if(s_currentScene)
{
if(s_currentScene->readyToShutdown())
{
SYSTEM_DBGMSG("GameState: Closing down scene '%s'..",s_currentScene->getSceneName());
#ifdef __VERSION_DEBUG__
int gain;
gain=MainRam.RamUsed-s_baseSceneMemory;
if(gain)
{
SYSTEM_DBGMSG("Scene '%s' allocated an extra %d bytes after init()",s_currentScene->getSceneName(),gain);
}
#endif
ASSERT(s_pendingScene); // There really should be a scene pending before you shutdown..!
s_currentScene->shutdown();
CPadVibrationManager::stopAllVibration();
PadUpdate();
#ifdef __VERSION_DEBUG__
int loss;
loss=MainRam.RamUsed-s_baseMemory;
if(loss)
{
SYSTEM_DBGMSG("MEMORY HAS CHANGED BY %d BYTES DURING SCENE '%s'!",loss,s_currentScene->getSceneName());
ASSERT(!"MEMORY CHANGED!");
s_baseMemory=0;
}
#endif
s_currentScene=NULL;
}
}
if(!s_currentScene)
{
s_currentScene=s_pendingScene;
#ifdef __VERSION_DEBUG__
if(s_baseMemory==0)
{
s_baseMemory=MainRam.RamUsed;
}
SYSTEM_DBGMSG("GameState: Opening new scene '%s' ( with %d bytes used )",s_currentScene->getSceneName(),s_baseMemory);
#endif
s_currentScene->init();
#ifdef __VERSION_DEBUG__
s_baseSceneMemory=MainRam.RamUsed;
SYSTEM_DBGMSG("GameState: Scene '%s' has used %d bytes during init()",s_currentScene->getSceneName(),s_baseSceneMemory-s_baseMemory);
#endif
s_pendingScene=NULL;
}
}
ASSERT(s_currentScene);
s_currentScene->think(getFramesSinceLast());
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void GameState::render()
{
ASSERT(s_currentScene);
s_currentScene->render();
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
// Define this to make the game go to the scene selecter after every scene
//#define _ALWAYS_GO_BACK_TO_THE_SCENE_SELECTER_
#ifdef _ALWAYS_GO_BACK_TO_THE_SCENE_SELECTER_
#include "paul\scenesel.h"
#endif
void GameState::setNextScene( CScene *_nextScene )
{
ASSERT(!s_pendingScene);
#ifdef _ALWAYS_GO_BACK_TO_THE_SCENE_SELECTER_
if(s_currentScene!=&SceneSelector)
{
_nextScene=&SceneSelector;
}
#endif
s_pendingScene=_nextScene;
}
/*****************************************************************************/
CScene * GameState::getCurrentScene()
{
return s_currentScene;
}
/*****************************************************************************/
CScene * GameState::getPendingScene()
{
return s_pendingScene;
}
/*****************************************************************************/
void GameState::updateTimer()
{
#ifdef USE_CLICK_COUNTER
s_framesSinceLast=(s_clickCounter.timeSinceLast()>>12)/4+1;
#else
s_framesSinceLast=VidGetVblsThisFrame();
#endif
}
/*===========================================================================
end */