mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-11-24 17:59:38 +03:00
9b1d2c1c51
git-svn-id: svn://kolibrios.org@550 a494cfbc-eb01-0410-851d-a64ba20cac60
1688 lines
42 KiB
C
1688 lines
42 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION: none
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//
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//-----------------------------------------------------------------------------
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static const char
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rcsid[] = "$Id: g_game.c,v 1.8 1997/02/03 22:45:09 b1 Exp $";
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#include <string.h>
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#include <stdlib.h>
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#include "doomdef.h"
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#include "doomstat.h"
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#include "z_zone.h"
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#include "f_finale.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "m_menu.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "p_setup.h"
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#include "p_saveg.h"
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#include "p_tick.h"
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#include "d_main.h"
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#include "wi_stuff.h"
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#include "hu_stuff.h"
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#include "st_stuff.h"
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#include "am_map.h"
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// Needs access to LFB.
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#include "v_video.h"
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#include "w_wad.h"
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#include "p_local.h"
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#include "s_sound.h"
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// Data.
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#include "dstrings.h"
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#include "sounds.h"
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// SKY handling - still the wrong place.
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#include "r_data.h"
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#include "r_sky.h"
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#include "g_game.h"
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#define SAVEGAMESIZE 0x2c000
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#define SAVESTRINGSIZE 24
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boolean G_CheckDemoStatus (void);
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void G_ReadDemoTiccmd (ticcmd_t* cmd);
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void G_WriteDemoTiccmd (ticcmd_t* cmd);
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void G_PlayerReborn (int player);
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void G_InitNew (skill_t skill, int episode, int map);
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void G_DoReborn (int playernum);
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void G_DoLoadLevel (void);
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void G_DoNewGame (void);
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void G_DoLoadGame (void);
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void G_DoPlayDemo (void);
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void G_DoCompleted (void);
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void G_DoVictory (void);
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void G_DoWorldDone (void);
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void G_DoSaveGame (void);
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gameaction_t gameaction;
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gamestate_t gamestate;
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skill_t gameskill;
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boolean respawnmonsters;
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int gameepisode;
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int gamemap;
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boolean paused;
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boolean sendpause; // send a pause event next tic
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boolean sendsave; // send a save event next tic
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boolean usergame; // ok to save / end game
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boolean timingdemo; // if true, exit with report on completion
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boolean nodrawers; // for comparative timing purposes
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boolean noblit; // for comparative timing purposes
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int starttime; // for comparative timing purposes
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boolean viewactive;
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boolean deathmatch; // only if started as net death
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boolean netgame; // only true if packets are broadcast
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boolean playeringame[MAXPLAYERS];
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player_t players[MAXPLAYERS];
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int consoleplayer; // player taking events and displaying
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int displayplayer; // view being displayed
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int gametic;
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int levelstarttic; // gametic at level start
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int totalkills, totalitems, totalsecret; // for intermission
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char demoname[32];
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boolean demorecording;
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boolean demoplayback;
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boolean netdemo;
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byte* demobuffer;
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byte* demo_p;
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byte* demoend;
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boolean singledemo; // quit after playing a demo from cmdline
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boolean precache = true; // if true, load all graphics at start
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wbstartstruct_t wminfo; // parms for world map / intermission
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short consistancy[MAXPLAYERS][BACKUPTICS];
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byte* savebuffer;
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//
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// controls (have defaults)
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//
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int key_right;
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int key_left;
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int key_up;
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int key_down;
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int key_strafeleft;
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int key_straferight;
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int key_fire;
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int key_use;
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int key_strafe;
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int key_speed;
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int mousebfire;
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int mousebstrafe;
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int mousebforward;
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int joybfire;
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int joybstrafe;
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int joybuse;
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int joybspeed;
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#define MAXPLMOVE (forwardmove[1])
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#define TURBOTHRESHOLD 0x32
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fixed_t forwardmove[2] = {0x19, 0x32};
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fixed_t sidemove[2] = {0x18, 0x28};
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fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn
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#define SLOWTURNTICS 6
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#define NUMKEYS 256
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boolean gamekeydown[NUMKEYS];
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int turnheld; // for accelerative turning
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boolean mousearray[4];
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boolean* mousebuttons = &mousearray[1]; // allow [-1]
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// mouse values are used once
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int mousex;
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int mousey;
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int dclicktime;
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int dclickstate;
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int dclicks;
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int dclicktime2;
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int dclickstate2;
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int dclicks2;
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// joystick values are repeated
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int joyxmove;
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int joyymove;
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boolean joyarray[5];
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boolean* joybuttons = &joyarray[1]; // allow [-1]
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int savegameslot;
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char savedescription[32];
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#define BODYQUESIZE 32
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mobj_t* bodyque[BODYQUESIZE];
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int bodyqueslot;
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void* statcopy; // for statistics driver
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int G_CmdChecksum (ticcmd_t* cmd)
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{
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int i;
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int sum = 0;
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for (i=0 ; i< sizeof(*cmd)/4 - 1 ; i++)
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sum += ((int *)cmd)[i];
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return sum;
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}
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//
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// G_BuildTiccmd
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// Builds a ticcmd from all of the available inputs
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// or reads it from the demo buffer.
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// If recording a demo, write it out
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//
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void G_BuildTiccmd (ticcmd_t* cmd)
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{
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int i;
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boolean strafe;
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boolean bstrafe;
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int speed;
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int tspeed;
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int forward;
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int side;
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ticcmd_t* base;
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base = I_BaseTiccmd (); // empty, or external driver
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memcpy (cmd,base,sizeof(*cmd));
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cmd->consistancy =
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consistancy[consoleplayer][maketic%BACKUPTICS];
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strafe = gamekeydown[key_strafe]; // || mousebuttons[mousebstrafe]
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// || joybuttons[joybstrafe];
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speed = gamekeydown[key_speed]; // || joybuttons[joybspeed];
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forward = side = 0;
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// use two stage accelerative turning
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// on the keyboard and joystick
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if (joyxmove < 0
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|| joyxmove > 0
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|| gamekeydown[key_right]
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|| gamekeydown[key_left])
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turnheld += ticdup;
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else
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turnheld = 0;
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if (turnheld < SLOWTURNTICS)
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tspeed = 2; // slow turn
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else
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tspeed = speed;
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// let movement keys cancel each other out
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if (strafe)
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{
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if (gamekeydown[key_right])
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{
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// fprintf(stderr, "strafe right\n");
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side += sidemove[speed];
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}
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if (gamekeydown[key_left])
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{
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// fprintf(stderr, "strafe left\n");
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side -= sidemove[speed];
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}
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if (joyxmove > 0)
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side += sidemove[speed];
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if (joyxmove < 0)
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side -= sidemove[speed];
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}
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else
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{
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if (gamekeydown[key_right])
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cmd->angleturn -= angleturn[tspeed];
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if (gamekeydown[key_left])
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cmd->angleturn += angleturn[tspeed];
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if (joyxmove > 0)
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cmd->angleturn -= angleturn[tspeed];
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if (joyxmove < 0)
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cmd->angleturn += angleturn[tspeed];
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}
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if (gamekeydown[key_up])
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{
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// fprintf(stderr, "up\n");
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forward += forwardmove[speed];
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}
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if (gamekeydown[key_down])
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{
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forward -= forwardmove[speed];
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// printf("forward= %d\n\r", forward);
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}
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// if (joyymove < 0)
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// forward += forwardmove[speed];
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// if (joyymove > 0)
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// forward -= forwardmove[speed];
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if (gamekeydown[key_straferight])
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side += sidemove[speed];
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if (gamekeydown[key_strafeleft])
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side -= sidemove[speed];
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// buttons
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cmd->chatchar = HU_dequeueChatChar();
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if (gamekeydown[key_fire] || mousebuttons[mousebfire]
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|| joybuttons[joybfire])
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cmd->buttons |= BT_ATTACK;
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if (gamekeydown[key_use] || joybuttons[joybuse] )
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{
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cmd->buttons |= BT_USE;
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// clear double clicks if hit use button
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dclicks = 0;
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}
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// chainsaw overrides
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for (i=0 ; i<NUMWEAPONS-1 ; i++)
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if (gamekeydown['1'+i])
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{
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cmd->buttons |= BT_CHANGE;
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cmd->buttons |= i<<BT_WEAPONSHIFT;
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break;
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}
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// mouse
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if (mousebuttons[mousebforward])
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forward += forwardmove[speed];
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// forward double click
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if (mousebuttons[mousebforward] != dclickstate && dclicktime > 1 )
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{
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dclickstate = mousebuttons[mousebforward];
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if (dclickstate)
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dclicks++;
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if (dclicks == 2)
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{
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cmd->buttons |= BT_USE;
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dclicks = 0;
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}
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else
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dclicktime = 0;
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}
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else
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{
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dclicktime += ticdup;
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if (dclicktime > 20)
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{
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dclicks = 0;
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dclickstate = 0;
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}
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}
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// strafe double click
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bstrafe =
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mousebuttons[mousebstrafe]
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|| joybuttons[joybstrafe];
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if (bstrafe != dclickstate2 && dclicktime2 > 1 )
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{
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dclickstate2 = bstrafe;
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if (dclickstate2)
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dclicks2++;
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if (dclicks2 == 2)
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{
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cmd->buttons |= BT_USE;
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dclicks2 = 0;
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}
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else
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dclicktime2 = 0;
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}
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else
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{
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dclicktime2 += ticdup;
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if (dclicktime2 > 20)
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{
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dclicks2 = 0;
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dclickstate2 = 0;
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}
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}
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// forward += mousey;
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if (strafe)
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side += mousex*2;
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else
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cmd->angleturn -= mousex*0x8;
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mousex = mousey = 0;
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if (forward > MAXPLMOVE)
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forward = MAXPLMOVE;
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else if (forward < -MAXPLMOVE)
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forward = -MAXPLMOVE;
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if (side > MAXPLMOVE)
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side = MAXPLMOVE;
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else if (side < -MAXPLMOVE)
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side = -MAXPLMOVE;
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cmd->forwardmove += forward;
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cmd->sidemove += side;
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// special buttons
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if (sendpause)
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{
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sendpause = false;
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cmd->buttons = BT_SPECIAL | BTS_PAUSE;
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}
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if (sendsave)
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{
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sendsave = false;
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cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT);
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}
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}
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//
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// G_DoLoadLevel
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//
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extern gamestate_t wipegamestate;
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void G_DoLoadLevel (void)
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{
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int i;
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// Set the sky map.
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// First thing, we have a dummy sky texture name,
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// a flat. The data is in the WAD only because
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// we look for an actual index, instead of simply
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// setting one.
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skyflatnum = R_FlatNumForName ( SKYFLATNAME );
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// DOOM determines the sky texture to be used
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// depending on the current episode, and the game version.
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if ( (gamemode == commercial)
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|| ( gamemode == pack_tnt )
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|| ( gamemode == pack_plut ) )
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{
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skytexture = R_TextureNumForName ("SKY3");
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if (gamemap < 12)
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skytexture = R_TextureNumForName ("SKY1");
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else
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if (gamemap < 21)
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skytexture = R_TextureNumForName ("SKY2");
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}
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levelstarttic = gametic; // for time calculation
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if (wipegamestate == GS_LEVEL)
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wipegamestate = -1; // force a wipe
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gamestate = GS_LEVEL;
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for (i=0 ; i<MAXPLAYERS ; i++)
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{
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if (playeringame[i] && players[i].playerstate == PST_DEAD)
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players[i].playerstate = PST_REBORN;
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memset (players[i].frags,0,sizeof(players[i].frags));
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}
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P_SetupLevel (gameepisode, gamemap, 0, gameskill);
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displayplayer = consoleplayer; // view the guy you are playing
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starttime = I_GetTime ();
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gameaction = ga_nothing;
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Z_CheckHeap ();
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// clear cmd building stuff
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memset (gamekeydown, 0, sizeof(gamekeydown));
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joyxmove = joyymove = 0;
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mousex = mousey = 0;
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sendpause = sendsave = paused = false;
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memset (mousebuttons, 0, sizeof(mousebuttons));
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memset (joybuttons, 0, sizeof(joybuttons));
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}
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//
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// G_Responder
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// Get info needed to make ticcmd_ts for the players.
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//
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boolean G_Responder (event_t* ev)
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{
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// allow spy mode changes even during the demo
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if (gamestate == GS_LEVEL && ev->type == ev_keydown
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&& ev->data1 == KEY_F12 && (singledemo || !deathmatch) )
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{
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// spy mode
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do
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{
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displayplayer++;
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if (displayplayer == MAXPLAYERS)
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displayplayer = 0;
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} while (!playeringame[displayplayer] && displayplayer != consoleplayer);
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return true;
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}
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// any other key pops up menu if in demos
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if (gameaction == ga_nothing && !singledemo &&
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(demoplayback || gamestate == GS_DEMOSCREEN)
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)
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{
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if (ev->type == ev_keydown ||
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(ev->type == ev_mouse && ev->data1) ||
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(ev->type == ev_joystick && ev->data1) )
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{
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M_StartControlPanel ();
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return true;
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}
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return false;
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}
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if (gamestate == GS_LEVEL)
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{
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#if 0
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if (devparm && ev->type == ev_keydown && ev->data1 == ';')
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{
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G_DeathMatchSpawnPlayer (0);
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return true;
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}
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#endif
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if (HU_Responder (ev))
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return true; // chat ate the event
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if (ST_Responder (ev))
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return true; // status window ate it
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if (AM_Responder (ev))
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return true; // automap ate it
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}
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if (gamestate == GS_FINALE)
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{
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if (F_Responder (ev))
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return true; // finale ate the event
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}
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switch (ev->type)
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{
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case ev_keydown:
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if (ev->data1 == KEY_PAUSE)
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{
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sendpause = true;
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return true;
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}
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if (ev->data1 <NUMKEYS)
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gamekeydown[ev->data1] = true;
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return true; // eat key down events
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case ev_keyup:
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if (ev->data1 <NUMKEYS)
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gamekeydown[ev->data1] = false;
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return false; // always let key up events filter down
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case ev_mouse:
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mousebuttons[0] = ev->data1 & 1;
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mousebuttons[1] = ev->data1 & 2;
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mousebuttons[2] = ev->data1 & 4;
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mousex = ev->data2*(mouseSensitivity+5)/10;
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mousey = ev->data3*(mouseSensitivity+5)/10;
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return true; // eat events
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case ev_joystick:
|
|
joybuttons[0] = ev->data1 & 1;
|
|
joybuttons[1] = ev->data1 & 2;
|
|
joybuttons[2] = ev->data1 & 4;
|
|
joybuttons[3] = ev->data1 & 8;
|
|
joyxmove = ev->data2;
|
|
joyymove = ev->data3;
|
|
return true; // eat events
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// G_Ticker
|
|
// Make ticcmd_ts for the players.
|
|
//
|
|
void G_Ticker (void)
|
|
{
|
|
int i;
|
|
int buf;
|
|
ticcmd_t* cmd;
|
|
|
|
// do player reborns if needed
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
if (playeringame[i] && players[i].playerstate == PST_REBORN)
|
|
G_DoReborn (i);
|
|
|
|
// do things to change the game state
|
|
while (gameaction != ga_nothing)
|
|
{
|
|
switch (gameaction)
|
|
{
|
|
case ga_loadlevel:
|
|
G_DoLoadLevel ();
|
|
break;
|
|
case ga_newgame:
|
|
G_DoNewGame ();
|
|
break;
|
|
case ga_loadgame:
|
|
G_DoLoadGame ();
|
|
break;
|
|
case ga_savegame:
|
|
G_DoSaveGame ();
|
|
break;
|
|
case ga_playdemo:
|
|
G_DoPlayDemo ();
|
|
break;
|
|
case ga_completed:
|
|
G_DoCompleted ();
|
|
break;
|
|
case ga_victory:
|
|
F_StartFinale ();
|
|
break;
|
|
case ga_worlddone:
|
|
G_DoWorldDone ();
|
|
break;
|
|
case ga_screenshot:
|
|
M_ScreenShot ();
|
|
gameaction = ga_nothing;
|
|
break;
|
|
case ga_nothing:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// get commands, check consistancy,
|
|
// and build new consistancy check
|
|
buf = (gametic/ticdup)%BACKUPTICS;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
cmd = &players[i].cmd;
|
|
|
|
memcpy (cmd, &netcmds[i][buf], sizeof(ticcmd_t));
|
|
|
|
if (demoplayback)
|
|
G_ReadDemoTiccmd (cmd);
|
|
if (demorecording)
|
|
G_WriteDemoTiccmd (cmd);
|
|
|
|
// check for turbo cheats
|
|
if (cmd->forwardmove > TURBOTHRESHOLD
|
|
&& !(gametic&31) && ((gametic>>5)&3) == i )
|
|
{
|
|
static char turbomessage[80];
|
|
extern char *player_names[4];
|
|
sprintf (turbomessage, "%s is turbo!",player_names[i]);
|
|
players[consoleplayer].message = turbomessage;
|
|
}
|
|
|
|
if (netgame && !netdemo && !(gametic%ticdup) )
|
|
{
|
|
if (gametic > BACKUPTICS
|
|
&& consistancy[i][buf] != cmd->consistancy)
|
|
{
|
|
I_Error ("consistency failure (%i should be %i)",
|
|
cmd->consistancy, consistancy[i][buf]);
|
|
}
|
|
if (players[i].mo)
|
|
consistancy[i][buf] = players[i].mo->x;
|
|
else
|
|
consistancy[i][buf] = rndindex;
|
|
}
|
|
}
|
|
}
|
|
|
|
// check for special buttons
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
if (players[i].cmd.buttons & BT_SPECIAL)
|
|
{
|
|
switch (players[i].cmd.buttons & BT_SPECIALMASK)
|
|
{
|
|
case BTS_PAUSE:
|
|
paused ^= 1;
|
|
// if (paused)
|
|
// S_PauseSound ();
|
|
// else
|
|
// S_ResumeSound ();
|
|
break;
|
|
|
|
case BTS_SAVEGAME:
|
|
if (!savedescription[0])
|
|
strcpy (savedescription, "NET GAME");
|
|
savegameslot =
|
|
(players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
|
|
gameaction = ga_savegame;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// do main actions
|
|
switch (gamestate)
|
|
{
|
|
case GS_LEVEL:
|
|
P_Ticker ();
|
|
ST_Ticker ();
|
|
AM_Ticker ();
|
|
HU_Ticker ();
|
|
break;
|
|
|
|
case GS_INTERMISSION:
|
|
WI_Ticker ();
|
|
break;
|
|
|
|
case GS_FINALE:
|
|
F_Ticker ();
|
|
break;
|
|
|
|
case GS_DEMOSCREEN:
|
|
D_PageTicker ();
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// PLAYER STRUCTURE FUNCTIONS
|
|
// also see P_SpawnPlayer in P_Things
|
|
//
|
|
|
|
//
|
|
// G_InitPlayer
|
|
// Called at the start.
|
|
// Called by the game initialization functions.
|
|
//
|
|
void G_InitPlayer (int player)
|
|
{
|
|
player_t* p;
|
|
|
|
// set up the saved info
|
|
p = &players[player];
|
|
|
|
// clear everything else to defaults
|
|
G_PlayerReborn (player);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// G_PlayerFinishLevel
|
|
// Can when a player completes a level.
|
|
//
|
|
void G_PlayerFinishLevel (int player)
|
|
{
|
|
player_t* p;
|
|
|
|
p = &players[player];
|
|
|
|
memset (p->powers, 0, sizeof (p->powers));
|
|
memset (p->cards, 0, sizeof (p->cards));
|
|
p->mo->flags &= ~MF_SHADOW; // cancel invisibility
|
|
p->extralight = 0; // cancel gun flashes
|
|
p->fixedcolormap = 0; // cancel ir gogles
|
|
p->damagecount = 0; // no palette changes
|
|
p->bonuscount = 0;
|
|
}
|
|
|
|
|
|
//
|
|
// G_PlayerReborn
|
|
// Called after a player dies
|
|
// almost everything is cleared and initialized
|
|
//
|
|
void G_PlayerReborn (int player)
|
|
{
|
|
player_t* p;
|
|
int i;
|
|
int frags[MAXPLAYERS];
|
|
int killcount;
|
|
int itemcount;
|
|
int secretcount;
|
|
|
|
memcpy (frags,players[player].frags,sizeof(frags));
|
|
killcount = players[player].killcount;
|
|
itemcount = players[player].itemcount;
|
|
secretcount = players[player].secretcount;
|
|
|
|
p = &players[player];
|
|
memset (p, 0, sizeof(*p));
|
|
|
|
memcpy (players[player].frags, frags, sizeof(players[player].frags));
|
|
players[player].killcount = killcount;
|
|
players[player].itemcount = itemcount;
|
|
players[player].secretcount = secretcount;
|
|
|
|
p->usedown = p->attackdown = true; // don't do anything immediately
|
|
p->playerstate = PST_LIVE;
|
|
p->health = MAXHEALTH;
|
|
p->readyweapon = p->pendingweapon = wp_pistol;
|
|
p->weaponowned[wp_fist] = true;
|
|
p->weaponowned[wp_pistol] = true;
|
|
p->ammo[am_clip] = 50;
|
|
|
|
for (i=0 ; i<NUMAMMO ; i++)
|
|
p->maxammo[i] = maxammo[i];
|
|
|
|
}
|
|
|
|
//
|
|
// G_CheckSpot
|
|
// Returns false if the player cannot be respawned
|
|
// at the given mapthing_t spot
|
|
// because something is occupying it
|
|
//
|
|
void P_SpawnPlayer (mapthing_t* mthing);
|
|
|
|
boolean
|
|
G_CheckSpot
|
|
( int playernum,
|
|
mapthing_t* mthing )
|
|
{
|
|
fixed_t x;
|
|
fixed_t y;
|
|
subsector_t* ss;
|
|
unsigned an;
|
|
mobj_t* mo;
|
|
int i;
|
|
|
|
if (!players[playernum].mo)
|
|
{
|
|
// first spawn of level, before corpses
|
|
for (i=0 ; i<playernum ; i++)
|
|
if (players[i].mo->x == mthing->x << FRACBITS
|
|
&& players[i].mo->y == mthing->y << FRACBITS)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
x = mthing->x << FRACBITS;
|
|
y = mthing->y << FRACBITS;
|
|
|
|
if (!P_CheckPosition (players[playernum].mo, x, y) )
|
|
return false;
|
|
|
|
// flush an old corpse if needed
|
|
if (bodyqueslot >= BODYQUESIZE)
|
|
P_RemoveMobj (bodyque[bodyqueslot%BODYQUESIZE]);
|
|
bodyque[bodyqueslot%BODYQUESIZE] = players[playernum].mo;
|
|
bodyqueslot++;
|
|
|
|
// spawn a teleport fog
|
|
ss = R_PointInSubsector (x,y);
|
|
an = ( ANG45 * (mthing->angle/45) ) >> ANGLETOFINESHIFT;
|
|
|
|
mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an]
|
|
, ss->sector->floorheight
|
|
, MT_TFOG);
|
|
|
|
// if (players[consoleplayer].viewz != 1)
|
|
// S_StartSound (mo, sfx_telept); // don't start sound on first frame
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//
|
|
// G_DeathMatchSpawnPlayer
|
|
// Spawns a player at one of the random death match spots
|
|
// called at level load and each death
|
|
//
|
|
void G_DeathMatchSpawnPlayer (int playernum)
|
|
{
|
|
int i,j;
|
|
int selections;
|
|
|
|
selections = deathmatch_p - deathmatchstarts;
|
|
if (selections < 4)
|
|
I_Error ("Only %i deathmatch spots, 4 required", selections);
|
|
|
|
for (j=0 ; j<20 ; j++)
|
|
{
|
|
i = P_Random() % selections;
|
|
if (G_CheckSpot (playernum, &deathmatchstarts[i]) )
|
|
{
|
|
deathmatchstarts[i].type = playernum+1;
|
|
P_SpawnPlayer (&deathmatchstarts[i]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// no good spot, so the player will probably get stuck
|
|
P_SpawnPlayer (&playerstarts[playernum]);
|
|
}
|
|
|
|
//
|
|
// G_DoReborn
|
|
//
|
|
void G_DoReborn (int playernum)
|
|
{
|
|
int i;
|
|
|
|
if (!netgame)
|
|
{
|
|
// reload the level from scratch
|
|
gameaction = ga_loadlevel;
|
|
}
|
|
else
|
|
{
|
|
// respawn at the start
|
|
|
|
// first dissasociate the corpse
|
|
players[playernum].mo->player = NULL;
|
|
|
|
// spawn at random spot if in death match
|
|
if (deathmatch)
|
|
{
|
|
G_DeathMatchSpawnPlayer (playernum);
|
|
return;
|
|
}
|
|
|
|
if (G_CheckSpot (playernum, &playerstarts[playernum]) )
|
|
{
|
|
P_SpawnPlayer (&playerstarts[playernum]);
|
|
return;
|
|
}
|
|
|
|
// try to spawn at one of the other players spots
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
if (G_CheckSpot (playernum, &playerstarts[i]) )
|
|
{
|
|
playerstarts[i].type = playernum+1; // fake as other player
|
|
P_SpawnPlayer (&playerstarts[i]);
|
|
playerstarts[i].type = i+1; // restore
|
|
return;
|
|
}
|
|
// he's going to be inside something. Too bad.
|
|
}
|
|
P_SpawnPlayer (&playerstarts[playernum]);
|
|
}
|
|
}
|
|
|
|
|
|
void G_ScreenShot (void)
|
|
{
|
|
gameaction = ga_screenshot;
|
|
}
|
|
|
|
|
|
|
|
// DOOM Par Times
|
|
int pars[4][10] =
|
|
{
|
|
{0},
|
|
{0,30,75,120,90,165,180,180,30,165},
|
|
{0,90,90,90,120,90,360,240,30,170},
|
|
{0,90,45,90,150,90,90,165,30,135}
|
|
};
|
|
|
|
// DOOM II Par Times
|
|
int cpars[32] =
|
|
{
|
|
30,90,120,120,90,150,120,120,270,90, // 1-10
|
|
210,150,150,150,210,150,420,150,210,150, // 11-20
|
|
240,150,180,150,150,300,330,420,300,180, // 21-30
|
|
120,30 // 31-32
|
|
};
|
|
|
|
|
|
//
|
|
// G_DoCompleted
|
|
//
|
|
boolean secretexit;
|
|
extern char* pagename;
|
|
|
|
void G_ExitLevel (void)
|
|
{
|
|
secretexit = false;
|
|
gameaction = ga_completed;
|
|
}
|
|
|
|
// Here's for the german edition.
|
|
void G_SecretExitLevel (void)
|
|
{
|
|
// IF NO WOLF3D LEVELS, NO SECRET EXIT!
|
|
if ( (gamemode == commercial)
|
|
&& (W_CheckNumForName("map31")<0))
|
|
secretexit = false;
|
|
else
|
|
secretexit = true;
|
|
gameaction = ga_completed;
|
|
}
|
|
|
|
void G_DoCompleted (void)
|
|
{
|
|
int i;
|
|
|
|
gameaction = ga_nothing;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
if (playeringame[i])
|
|
G_PlayerFinishLevel (i); // take away cards and stuff
|
|
|
|
if (automapactive)
|
|
AM_Stop ();
|
|
|
|
if ( gamemode != commercial)
|
|
switch(gamemap)
|
|
{
|
|
case 8:
|
|
gameaction = ga_victory;
|
|
return;
|
|
case 9:
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
players[i].didsecret = true;
|
|
break;
|
|
}
|
|
|
|
//#if 0 Hmmm - why?
|
|
if ( (gamemap == 8)
|
|
&& (gamemode != commercial) )
|
|
{
|
|
// victory
|
|
gameaction = ga_victory;
|
|
return;
|
|
}
|
|
|
|
if ( (gamemap == 9)
|
|
&& (gamemode != commercial) )
|
|
{
|
|
// exit secret level
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
players[i].didsecret = true;
|
|
}
|
|
//#endif
|
|
|
|
|
|
wminfo.didsecret = players[consoleplayer].didsecret;
|
|
wminfo.epsd = gameepisode -1;
|
|
wminfo.last = gamemap -1;
|
|
|
|
// wminfo.next is 0 biased, unlike gamemap
|
|
if ( gamemode == commercial)
|
|
{
|
|
if (secretexit)
|
|
switch(gamemap)
|
|
{
|
|
case 15: wminfo.next = 30; break;
|
|
case 31: wminfo.next = 31; break;
|
|
}
|
|
else
|
|
switch(gamemap)
|
|
{
|
|
case 31:
|
|
case 32: wminfo.next = 15; break;
|
|
default: wminfo.next = gamemap;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (secretexit)
|
|
wminfo.next = 8; // go to secret level
|
|
else if (gamemap == 9)
|
|
{
|
|
// returning from secret level
|
|
switch (gameepisode)
|
|
{
|
|
case 1:
|
|
wminfo.next = 3;
|
|
break;
|
|
case 2:
|
|
wminfo.next = 5;
|
|
break;
|
|
case 3:
|
|
wminfo.next = 6;
|
|
break;
|
|
case 4:
|
|
wminfo.next = 2;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
wminfo.next = gamemap; // go to next level
|
|
}
|
|
|
|
wminfo.maxkills = totalkills;
|
|
wminfo.maxitems = totalitems;
|
|
wminfo.maxsecret = totalsecret;
|
|
wminfo.maxfrags = 0;
|
|
if ( gamemode == commercial )
|
|
wminfo.partime = 35*cpars[gamemap-1];
|
|
else
|
|
wminfo.partime = 35*pars[gameepisode][gamemap];
|
|
wminfo.pnum = consoleplayer;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
wminfo.plyr[i].in = playeringame[i];
|
|
wminfo.plyr[i].skills = players[i].killcount;
|
|
wminfo.plyr[i].sitems = players[i].itemcount;
|
|
wminfo.plyr[i].ssecret = players[i].secretcount;
|
|
wminfo.plyr[i].stime = leveltime;
|
|
memcpy (wminfo.plyr[i].frags, players[i].frags
|
|
, sizeof(wminfo.plyr[i].frags));
|
|
}
|
|
|
|
gamestate = GS_INTERMISSION;
|
|
viewactive = false;
|
|
automapactive = false;
|
|
|
|
if (statcopy)
|
|
memcpy (statcopy, &wminfo, sizeof(wminfo));
|
|
|
|
WI_Start (&wminfo);
|
|
}
|
|
|
|
|
|
//
|
|
// G_WorldDone
|
|
//
|
|
void G_WorldDone (void)
|
|
{
|
|
gameaction = ga_worlddone;
|
|
|
|
if (secretexit)
|
|
players[consoleplayer].didsecret = true;
|
|
|
|
if ( gamemode == commercial )
|
|
{
|
|
switch (gamemap)
|
|
{
|
|
case 15:
|
|
case 31:
|
|
if (!secretexit)
|
|
break;
|
|
case 6:
|
|
case 11:
|
|
case 20:
|
|
case 30:
|
|
F_StartFinale ();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_DoWorldDone (void)
|
|
{
|
|
gamestate = GS_LEVEL;
|
|
gamemap = wminfo.next+1;
|
|
G_DoLoadLevel ();
|
|
gameaction = ga_nothing;
|
|
viewactive = true;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// G_InitFromSavegame
|
|
// Can be called by the startup code or the menu task.
|
|
//
|
|
extern boolean setsizeneeded;
|
|
void R_ExecuteSetViewSize (void);
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|
|
|
char savename[256];
|
|
|
|
void G_LoadGame (char* name)
|
|
{
|
|
strcpy (savename, name);
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|
gameaction = ga_loadgame;
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|
}
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|
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|
#define VERSIONSIZE 16
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|
|
|
|
|
void G_DoLoadGame (void)
|
|
{
|
|
int length;
|
|
int i;
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|
int a,b,c;
|
|
char vcheck[VERSIONSIZE];
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|
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|
gameaction = ga_nothing;
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|
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|
length = M_ReadFile (savename, &savebuffer);
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|
save_p = savebuffer + SAVESTRINGSIZE;
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|
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|
// skip the description field
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|
memset (vcheck,0,sizeof(vcheck));
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|
sprintf (vcheck,"version %i",VERSION_NUM);
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if (strcmp ((char *)save_p, vcheck))
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return; // bad version
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|
save_p += VERSIONSIZE;
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|
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gameskill = *save_p++;
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gameepisode = *save_p++;
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|
gamemap = *save_p++;
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|
for (i=0 ; i<MAXPLAYERS ; i++)
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|
playeringame[i] = *save_p++;
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|
|
|
// load a base level
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|
G_InitNew (gameskill, gameepisode, gamemap);
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|
|
|
// get the times
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|
a = *save_p++;
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|
b = *save_p++;
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|
c = *save_p++;
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leveltime = (a<<16) + (b<<8) + c;
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|
|
|
// dearchive all the modifications
|
|
P_UnArchivePlayers ();
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|
P_UnArchiveWorld ();
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|
P_UnArchiveThinkers ();
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|
P_UnArchiveSpecials ();
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|
|
|
if (*save_p != 0x1d)
|
|
I_Error ("Bad savegame");
|
|
|
|
// done
|
|
Z_Free (savebuffer);
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|
|
|
if (setsizeneeded)
|
|
R_ExecuteSetViewSize ();
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|
|
|
// draw the pattern into the back screen
|
|
R_FillBackScreen ();
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|
}
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|
|
|
|
|
//
|
|
// G_SaveGame
|
|
// Called by the menu task.
|
|
// Description is a 24 byte text string
|
|
//
|
|
void
|
|
G_SaveGame
|
|
( int slot,
|
|
char* description )
|
|
{
|
|
savegameslot = slot;
|
|
strcpy (savedescription, description);
|
|
sendsave = true;
|
|
}
|
|
|
|
void G_DoSaveGame (void)
|
|
{
|
|
char name[128];
|
|
char name2[VERSIONSIZE];
|
|
char* description;
|
|
int length;
|
|
int i;
|
|
|
|
sprintf (name,"doomsav%d.dsg",savegameslot);
|
|
description = savedescription;
|
|
|
|
save_p = savebuffer = screens[1]+0x4000;
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|
|
|
memcpy (save_p, description, SAVESTRINGSIZE);
|
|
save_p += SAVESTRINGSIZE;
|
|
memset (name2,0,sizeof(name2));
|
|
sprintf (name2,"version %i",VERSION_NUM);
|
|
memcpy (save_p, name2, VERSIONSIZE);
|
|
save_p += VERSIONSIZE;
|
|
|
|
*save_p++ = gameskill;
|
|
*save_p++ = gameepisode;
|
|
*save_p++ = gamemap;
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
*save_p++ = playeringame[i];
|
|
*save_p++ = leveltime>>16;
|
|
*save_p++ = leveltime>>8;
|
|
*save_p++ = leveltime;
|
|
|
|
P_ArchivePlayers ();
|
|
P_ArchiveWorld ();
|
|
P_ArchiveThinkers ();
|
|
P_ArchiveSpecials ();
|
|
|
|
*save_p++ = 0x1d; // consistancy marker
|
|
|
|
length = save_p - savebuffer;
|
|
if (length > SAVEGAMESIZE)
|
|
I_Error ("Savegame buffer overrun");
|
|
|
|
M_WriteFile (name, savebuffer, length);
|
|
gameaction = ga_nothing;
|
|
savedescription[0] = 0;
|
|
|
|
players[consoleplayer].message = GGSAVED;
|
|
|
|
// draw the pattern into the back screen
|
|
R_FillBackScreen ();
|
|
}
|
|
|
|
|
|
//
|
|
// G_InitNew
|
|
// Can be called by the startup code or the menu task,
|
|
// consoleplayer, displayplayer, playeringame[] should be set.
|
|
//
|
|
skill_t d_skill;
|
|
int d_episode;
|
|
int d_map;
|
|
|
|
void
|
|
G_DeferedInitNew
|
|
( skill_t skill,
|
|
int episode,
|
|
int map)
|
|
{
|
|
d_skill = skill;
|
|
d_episode = episode;
|
|
d_map = map;
|
|
gameaction = ga_newgame;
|
|
}
|
|
|
|
|
|
void G_DoNewGame (void)
|
|
{
|
|
demoplayback = false;
|
|
netdemo = false;
|
|
netgame = false;
|
|
deathmatch = false;
|
|
playeringame[1] = playeringame[2] = playeringame[3] = 0;
|
|
respawnparm = false;
|
|
fastparm = false;
|
|
nomonsters = false;
|
|
consoleplayer = 0;
|
|
G_InitNew (d_skill, d_episode, d_map);
|
|
gameaction = ga_nothing;
|
|
}
|
|
|
|
// The sky texture to be used instead of the F_SKY1 dummy.
|
|
extern int skytexture;
|
|
|
|
|
|
void
|
|
G_InitNew
|
|
( skill_t skill,
|
|
int episode,
|
|
int map )
|
|
{
|
|
int i;
|
|
|
|
if (paused)
|
|
{
|
|
paused = false;
|
|
// S_ResumeSound ();
|
|
}
|
|
|
|
|
|
if (skill > sk_nightmare)
|
|
skill = sk_nightmare;
|
|
|
|
|
|
// This was quite messy with SPECIAL and commented parts.
|
|
// Supposedly hacks to make the latest edition work.
|
|
// It might not work properly.
|
|
if (episode < 1)
|
|
episode = 1;
|
|
|
|
if ( gamemode == retail )
|
|
{
|
|
if (episode > 4)
|
|
episode = 4;
|
|
}
|
|
else if ( gamemode == shareware )
|
|
{
|
|
if (episode > 1)
|
|
episode = 1; // only start episode 1 on shareware
|
|
}
|
|
else
|
|
{
|
|
if (episode > 3)
|
|
episode = 3;
|
|
}
|
|
|
|
|
|
|
|
if (map < 1)
|
|
map = 1;
|
|
|
|
if ( (map > 9)
|
|
&& ( gamemode != commercial) )
|
|
map = 9;
|
|
|
|
M_ClearRandom ();
|
|
|
|
if (skill == sk_nightmare || respawnparm )
|
|
respawnmonsters = true;
|
|
else
|
|
respawnmonsters = false;
|
|
|
|
if (fastparm || (skill == sk_nightmare && gameskill != sk_nightmare) )
|
|
{
|
|
for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
|
|
states[i].tics >>= 1;
|
|
mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT;
|
|
mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT;
|
|
mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT;
|
|
}
|
|
else if (skill != sk_nightmare && gameskill == sk_nightmare)
|
|
{
|
|
for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
|
|
states[i].tics <<= 1;
|
|
mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT;
|
|
mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT;
|
|
mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT;
|
|
}
|
|
|
|
|
|
// force players to be initialized upon first level load
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
players[i].playerstate = PST_REBORN;
|
|
|
|
usergame = true; // will be set false if a demo
|
|
paused = false;
|
|
demoplayback = false;
|
|
automapactive = false;
|
|
viewactive = true;
|
|
gameepisode = episode;
|
|
gamemap = map;
|
|
gameskill = skill;
|
|
|
|
viewactive = true;
|
|
|
|
// set the sky map for the episode
|
|
if ( gamemode == commercial)
|
|
{
|
|
skytexture = R_TextureNumForName ("SKY3");
|
|
if (gamemap < 12)
|
|
skytexture = R_TextureNumForName ("SKY1");
|
|
else
|
|
if (gamemap < 21)
|
|
skytexture = R_TextureNumForName ("SKY2");
|
|
}
|
|
else
|
|
switch (episode)
|
|
{
|
|
case 1:
|
|
skytexture = R_TextureNumForName ("SKY1");
|
|
break;
|
|
case 2:
|
|
skytexture = R_TextureNumForName ("SKY2");
|
|
break;
|
|
case 3:
|
|
skytexture = R_TextureNumForName ("SKY3");
|
|
break;
|
|
case 4: // Special Edition sky
|
|
skytexture = R_TextureNumForName ("SKY4");
|
|
break;
|
|
}
|
|
|
|
G_DoLoadLevel ();
|
|
}
|
|
|
|
|
|
//
|
|
// DEMO RECORDING
|
|
//
|
|
#define DEMOMARKER 0x80
|
|
|
|
|
|
void G_ReadDemoTiccmd (ticcmd_t* cmd)
|
|
{
|
|
if (*demo_p == DEMOMARKER)
|
|
{
|
|
// end of demo data stream
|
|
G_CheckDemoStatus ();
|
|
return;
|
|
}
|
|
cmd->forwardmove = ((signed char)*demo_p++);
|
|
cmd->sidemove = ((signed char)*demo_p++);
|
|
cmd->angleturn = ((unsigned char)*demo_p++)<<8;
|
|
cmd->buttons = (unsigned char)*demo_p++;
|
|
}
|
|
|
|
|
|
void G_WriteDemoTiccmd (ticcmd_t* cmd)
|
|
{
|
|
if (gamekeydown['q']) // press q to end demo recording
|
|
G_CheckDemoStatus ();
|
|
*demo_p++ = cmd->forwardmove;
|
|
*demo_p++ = cmd->sidemove;
|
|
*demo_p++ = (cmd->angleturn+128)>>8;
|
|
*demo_p++ = cmd->buttons;
|
|
demo_p -= 4;
|
|
if (demo_p > demoend - 16)
|
|
{
|
|
// no more space
|
|
G_CheckDemoStatus ();
|
|
return;
|
|
}
|
|
|
|
G_ReadDemoTiccmd (cmd); // make SURE it is exactly the same
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// G_RecordDemo
|
|
//
|
|
void G_RecordDemo (char* name)
|
|
{
|
|
int i;
|
|
int maxsize;
|
|
|
|
usergame = false;
|
|
strcpy (demoname, name);
|
|
strcat (demoname, ".lmp");
|
|
maxsize = 0x20000;
|
|
i = M_CheckParm ("-maxdemo");
|
|
if (i && i<myargc-1)
|
|
maxsize = atoi(myargv[i+1])*1024;
|
|
demobuffer = Z_Malloc (maxsize,PU_STATIC,NULL);
|
|
demoend = demobuffer + maxsize;
|
|
|
|
demorecording = true;
|
|
}
|
|
|
|
|
|
void G_BeginRecording (void)
|
|
{
|
|
int i;
|
|
|
|
demo_p = demobuffer;
|
|
|
|
*demo_p++ = VERSION_NUM;
|
|
*demo_p++ = gameskill;
|
|
*demo_p++ = gameepisode;
|
|
*demo_p++ = gamemap;
|
|
*demo_p++ = deathmatch;
|
|
*demo_p++ = respawnparm;
|
|
*demo_p++ = fastparm;
|
|
*demo_p++ = nomonsters;
|
|
*demo_p++ = consoleplayer;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
*demo_p++ = playeringame[i];
|
|
}
|
|
|
|
|
|
//
|
|
// G_PlayDemo
|
|
//
|
|
|
|
char* defdemoname;
|
|
|
|
void G_DeferedPlayDemo (char* name)
|
|
{
|
|
defdemoname = name;
|
|
gameaction = ga_playdemo;
|
|
}
|
|
|
|
void G_DoPlayDemo (void)
|
|
{
|
|
skill_t skill;
|
|
int i, episode, map;
|
|
|
|
gameaction = ga_nothing;
|
|
demobuffer = demo_p = W_CacheLumpName (defdemoname, PU_STATIC);
|
|
if ( *demo_p++ != VERSION_NUM)
|
|
{
|
|
gameaction = ga_nothing;
|
|
return;
|
|
}
|
|
|
|
skill = *demo_p++;
|
|
episode = *demo_p++;
|
|
map = *demo_p++;
|
|
deathmatch = *demo_p++;
|
|
respawnparm = *demo_p++;
|
|
fastparm = *demo_p++;
|
|
nomonsters = *demo_p++;
|
|
consoleplayer = *demo_p++;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
playeringame[i] = *demo_p++;
|
|
if (playeringame[1])
|
|
{
|
|
netgame = true;
|
|
netdemo = true;
|
|
}
|
|
|
|
// don't spend a lot of time in loadlevel
|
|
precache = false;
|
|
G_InitNew (skill, episode, map);
|
|
precache = true;
|
|
|
|
usergame = false;
|
|
demoplayback = true;
|
|
}
|
|
|
|
//
|
|
// G_TimeDemo
|
|
//
|
|
void G_TimeDemo (char* name)
|
|
{
|
|
nodrawers = M_CheckParm ("-nodraw");
|
|
noblit = M_CheckParm ("-noblit");
|
|
timingdemo = true;
|
|
singletics = true;
|
|
|
|
defdemoname = name;
|
|
gameaction = ga_playdemo;
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
=
|
|
= G_CheckDemoStatus
|
|
=
|
|
= Called after a death or level completion to allow demos to be cleaned up
|
|
= Returns true if a new demo loop action will take place
|
|
===================
|
|
*/
|
|
|
|
boolean G_CheckDemoStatus (void)
|
|
{
|
|
int endtime;
|
|
|
|
if (timingdemo)
|
|
{
|
|
endtime = I_GetTime ();
|
|
I_Error ("timed %i gametics in %i realtics",gametic
|
|
, endtime-starttime);
|
|
}
|
|
|
|
if (demoplayback)
|
|
{
|
|
/* if (singledemo)
|
|
I_Quit (); */
|
|
|
|
Z_ChangeTag (demobuffer, PU_CACHE);
|
|
demoplayback = false;
|
|
netdemo = false;
|
|
netgame = false;
|
|
deathmatch = false;
|
|
playeringame[1] = playeringame[2] = playeringame[3] = 0;
|
|
respawnparm = false;
|
|
fastparm = false;
|
|
nomonsters = false;
|
|
consoleplayer = 0;
|
|
D_AdvanceDemo ();
|
|
return true;
|
|
}
|
|
|
|
if (demorecording)
|
|
{
|
|
*demo_p++ = DEMOMARKER;
|
|
M_WriteFile (demoname, demobuffer, demo_p - demobuffer);
|
|
Z_Free (demobuffer);
|
|
demorecording = false;
|
|
I_Error ("Demo %s recorded",demoname);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|