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