ref: 2a23b5cdaf6b868ac717799bf42db2466126a17f
dir: /src/doom/g_game.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // DESCRIPTION: none // #include <string.h> #include <stdlib.h> #include <math.h> #include "doomdef.h" #include "doomkeys.h" #include "doomstat.h" #include "deh_main.h" #include "deh_misc.h" #include "z_zone.h" #include "f_finale.h" #include "m_argv.h" #include "m_controls.h" #include "m_misc.h" #include "m_menu.h" #include "m_random.h" #include "i_system.h" #include "i_timer.h" #include "i_input.h" #include "i_swap.h" #include "i_video.h" #include "p_setup.h" #include "p_saveg.h" #include "p_tick.h" #include "d_main.h" #include "wi_stuff.h" #include "hu_stuff.h" #include "st_stuff.h" #include "am_map.h" #include "statdump.h" // Needs access to LFB. #include "v_video.h" #include "w_wad.h" #include "p_local.h" #include "s_sound.h" // Data. #include "dstrings.h" #include "sounds.h" // SKY handling - still the wrong place. #include "r_data.h" #include "r_sky.h" #include "g_game.h" #define SAVEGAMESIZE 0x2c000 void G_ReadDemoTiccmd (ticcmd_t* cmd); void G_WriteDemoTiccmd (ticcmd_t* cmd); void G_PlayerReborn (int player); void G_DoReborn (int playernum); void G_DoLoadLevel (void); void G_DoNewGame (void); void G_DoPlayDemo (void); void G_DoCompleted (void); void G_DoVictory (void); void G_DoWorldDone (void); void G_DoSaveGame (void); // Gamestate the last time G_Ticker was called. gamestate_t oldgamestate; gameaction_t gameaction; gamestate_t gamestate; skill_t gameskill; boolean respawnmonsters; int gameepisode; int gamemap; // If non-zero, exit the level after this number of minutes. int timelimit; boolean paused; boolean sendpause; // send a pause event next tic boolean sendsave; // send a save event next tic boolean usergame; // ok to save / end game boolean timingdemo; // if true, exit with report on completion boolean nodrawers; // for comparative timing purposes int starttime; // for comparative timing purposes boolean viewactive; int deathmatch; // only if started as net death boolean netgame; // only true if packets are broadcast boolean playeringame[MAXPLAYERS]; player_t players[MAXPLAYERS]; boolean turbodetected[MAXPLAYERS]; int consoleplayer; // player taking events and displaying int displayplayer; // view being displayed int levelstarttic; // gametic at level start int totalkills, totalitems, totalsecret; // for intermission char *demoname; boolean demorecording; boolean longtics; // cph's doom 1.91 longtics hack boolean lowres_turn; // low resolution turning for longtics boolean demoplayback; boolean netdemo; byte* demobuffer; byte* demo_p; byte* demoend; boolean singledemo; // quit after playing a demo from cmdline boolean precache = true; // if true, load all graphics at start boolean testcontrols = false; // Invoked by setup to test controls int testcontrols_mousespeed; wbstartstruct_t wminfo; // parms for world map / intermission byte consistancy[MAXPLAYERS][BACKUPTICS]; #define MAXPLMOVE (forwardmove[1]) #define TURBOTHRESHOLD 0x32 fixed_t forwardmove[2] = {0x19, 0x32}; fixed_t sidemove[2] = {0x18, 0x28}; fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn static int *weapon_keys[] = { &key_weapon1, &key_weapon2, &key_weapon3, &key_weapon4, &key_weapon5, &key_weapon6, &key_weapon7, &key_weapon8 }; // Set to -1 or +1 to switch to the previous or next weapon. static int next_weapon = 0; // Used for prev/next weapon keys. static const struct { weapontype_t weapon; weapontype_t weapon_num; } weapon_order_table[] = { { wp_fist, wp_fist }, { wp_chainsaw, wp_fist }, { wp_pistol, wp_pistol }, { wp_shotgun, wp_shotgun }, { wp_supershotgun, wp_shotgun }, { wp_chaingun, wp_chaingun }, { wp_missile, wp_missile }, { wp_plasma, wp_plasma }, { wp_bfg, wp_bfg } }; #define SLOWTURNTICS 6 #define NUMKEYS 256 #define MAX_JOY_BUTTONS 20 static boolean gamekeydown[NUMKEYS]; static int turnheld; // for accelerative turning static boolean mousearray[MAX_MOUSE_BUTTONS + 1]; static boolean *mousebuttons = &mousearray[1]; // allow [-1] // mouse values are used once int mousex; int mousey; static int dclicktime; static boolean dclickstate; static int dclicks; static int dclicktime2; static boolean dclickstate2; static int dclicks2; // joystick values are repeated static int joyxmove; static int joyymove; static int joystrafemove; static boolean joyarray[MAX_JOY_BUTTONS + 1]; static boolean *joybuttons = &joyarray[1]; // allow [-1] static int savegameslot; static char savedescription[32]; #define BODYQUESIZE 32 mobj_t* bodyque[BODYQUESIZE]; int bodyqueslot; int vanilla_savegame_limit = 1; int vanilla_demo_limit = 1; int G_CmdChecksum (ticcmd_t* cmd) { size_t i; int sum = 0; for (i=0 ; i< sizeof(*cmd)/4 - 1 ; i++) sum += ((int *)cmd)[i]; return sum; } static boolean WeaponSelectable(weapontype_t weapon) { // Can't select the super shotgun in Doom 1. if (weapon == wp_supershotgun && logical_gamemission == doom) { return false; } // These weapons aren't available in shareware. if ((weapon == wp_plasma || weapon == wp_bfg) && gamemission == doom && gamemode == shareware) { return false; } // Can't select a weapon if we don't own it. if (!players[consoleplayer].weaponowned[weapon]) { return false; } // Can't select the fist if we have the chainsaw, unless // we also have the berserk pack. if (weapon == wp_fist && players[consoleplayer].weaponowned[wp_chainsaw] && !players[consoleplayer].powers[pw_strength]) { return false; } return true; } static int G_NextWeapon(int direction) { weapontype_t weapon; int start_i, i; // Find index in the table. if (players[consoleplayer].pendingweapon == wp_nochange) { weapon = players[consoleplayer].readyweapon; } else { weapon = players[consoleplayer].pendingweapon; } for (i=0; i<arrlen(weapon_order_table); ++i) { if (weapon_order_table[i].weapon == weapon) { break; } } // Switch weapon. Don't loop forever. start_i = i; do { i += direction; i = (i + arrlen(weapon_order_table)) % arrlen(weapon_order_table); } while (i != start_i && !WeaponSelectable(weapon_order_table[i].weapon)); return weapon_order_table[i].weapon_num; } // // G_BuildTiccmd // Builds a ticcmd from all of the available inputs // or reads it from the demo buffer. // If recording a demo, write it out // void G_BuildTiccmd (ticcmd_t* cmd, int maketic) { int i; boolean strafe; boolean bstrafe; int speed; int tspeed; int forward; int side; memset(cmd, 0, sizeof(ticcmd_t)); cmd->consistancy = consistancy[consoleplayer][maketic%BACKUPTICS]; strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe] || joybuttons[joybstrafe]; // fraggle: support the old "joyb_speed = 31" hack which // allowed an autorun effect speed = key_speed >= NUMKEYS || joybspeed >= MAX_JOY_BUTTONS || gamekeydown[key_speed] || joybuttons[joybspeed] || mousebuttons[mousebspeed]; forward = side = 0; // use two stage accelerative turning // on the keyboard and joystick if (joyxmove < 0 || joyxmove > 0 || gamekeydown[key_right] || gamekeydown[key_left] || mousebuttons[mousebturnright] || mousebuttons[mousebturnleft]) turnheld += ticdup; else turnheld = 0; if (turnheld < SLOWTURNTICS) tspeed = 2; // slow turn else tspeed = speed; // let movement keys cancel each other out if (strafe) { if (gamekeydown[key_right] || mousebuttons[mousebturnright]) { // fprintf(stderr, "strafe right\n"); side += sidemove[speed]; } if (gamekeydown[key_left] || mousebuttons[mousebturnleft]) { // fprintf(stderr, "strafe left\n"); side -= sidemove[speed]; } if (joyxmove > 0) side += sidemove[speed]; if (joyxmove < 0) side -= sidemove[speed]; } else { if (gamekeydown[key_right] || mousebuttons[mousebturnright]) cmd->angleturn -= angleturn[tspeed]; if (gamekeydown[key_left] || mousebuttons[mousebturnleft]) cmd->angleturn += angleturn[tspeed]; if (joyxmove > 0) cmd->angleturn -= angleturn[tspeed]; if (joyxmove < 0) cmd->angleturn += angleturn[tspeed]; } if (gamekeydown[key_up]) { // fprintf(stderr, "up\n"); forward += forwardmove[speed]; } if (gamekeydown[key_down]) { // fprintf(stderr, "down\n"); forward -= forwardmove[speed]; } if (joyymove < 0) forward += forwardmove[speed]; if (joyymove > 0) forward -= forwardmove[speed]; if (gamekeydown[key_strafeleft] || joybuttons[joybstrafeleft] || mousebuttons[mousebstrafeleft] || joystrafemove < 0) { side -= sidemove[speed]; } if (gamekeydown[key_straferight] || joybuttons[joybstraferight] || mousebuttons[mousebstraferight] || joystrafemove > 0) { side += sidemove[speed]; } // buttons cmd->chatchar = HU_dequeueChatChar(); if (gamekeydown[key_fire] || mousebuttons[mousebfire] || joybuttons[joybfire]) cmd->buttons |= BT_ATTACK; if (gamekeydown[key_use] || joybuttons[joybuse] || mousebuttons[mousebuse]) { cmd->buttons |= BT_USE; // clear double clicks if hit use button dclicks = 0; } // If the previous or next weapon button is pressed, the // next_weapon variable is set to change weapons when // we generate a ticcmd. Choose a new weapon. if (gamestate == GS_LEVEL && next_weapon != 0) { i = G_NextWeapon(next_weapon); cmd->buttons |= BT_CHANGE; cmd->buttons |= i << BT_WEAPONSHIFT; } else { // Check weapon keys. for (i=0; i<arrlen(weapon_keys); ++i) { int key = *weapon_keys[i]; if (gamekeydown[key]) { cmd->buttons |= BT_CHANGE; cmd->buttons |= i<<BT_WEAPONSHIFT; break; } } } next_weapon = 0; // mouse if (mousebuttons[mousebforward]) { forward += forwardmove[speed]; } if (mousebuttons[mousebbackward]) { forward -= forwardmove[speed]; } if (dclick_use) { // forward double click if (mousebuttons[mousebforward] != dclickstate && dclicktime > 1 ) { dclickstate = mousebuttons[mousebforward]; if (dclickstate) dclicks++; if (dclicks == 2) { cmd->buttons |= BT_USE; dclicks = 0; } else dclicktime = 0; } else { dclicktime += ticdup; if (dclicktime > 20) { dclicks = 0; dclickstate = 0; } } // strafe double click bstrafe = mousebuttons[mousebstrafe] || joybuttons[joybstrafe]; if (bstrafe != dclickstate2 && dclicktime2 > 1 ) { dclickstate2 = bstrafe; if (dclickstate2) dclicks2++; if (dclicks2 == 2) { cmd->buttons |= BT_USE; dclicks2 = 0; } else dclicktime2 = 0; } else { dclicktime2 += ticdup; if (dclicktime2 > 20) { dclicks2 = 0; dclickstate2 = 0; } } } forward += mousey; if (strafe) side += mousex*2; else cmd->angleturn -= mousex*0x8; if (mousex == 0) { // No movement in the previous frame testcontrols_mousespeed = 0; } mousex = mousey = 0; if (forward > MAXPLMOVE) forward = MAXPLMOVE; else if (forward < -MAXPLMOVE) forward = -MAXPLMOVE; if (side > MAXPLMOVE) side = MAXPLMOVE; else if (side < -MAXPLMOVE) side = -MAXPLMOVE; cmd->forwardmove += forward; cmd->sidemove += side; // special buttons if (sendpause) { sendpause = false; cmd->buttons = BT_SPECIAL | BTS_PAUSE; } if (sendsave) { sendsave = false; cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT); } // low-res turning if (lowres_turn) { static signed short carry = 0; signed short desired_angleturn; desired_angleturn = cmd->angleturn + carry; // round angleturn to the nearest 256 unit boundary // for recording demos with single byte values for turn cmd->angleturn = (desired_angleturn + 128) & 0xff00; // Carry forward the error from the reduced resolution to the // next tic, so that successive small movements can accumulate. carry = desired_angleturn - cmd->angleturn; } } // // G_DoLoadLevel // void G_DoLoadLevel (void) { int i; // Set the sky map. // First thing, we have a dummy sky texture name, // a flat. The data is in the WAD only because // we look for an actual index, instead of simply // setting one. skyflatnum = R_FlatNumForName(DEH_String(SKYFLATNAME)); // The "Sky never changes in Doom II" bug was fixed in // the id Anthology version of doom2.exe for Final Doom. if ((gamemode == commercial) && (gameversion == exe_final2 || gameversion == exe_chex)) { const char *skytexturename; if (gamemap < 12) { skytexturename = "SKY1"; } else if (gamemap < 21) { skytexturename = "SKY2"; } else { skytexturename = "SKY3"; } skytexturename = DEH_String(skytexturename); skytexture = R_TextureNumForName(skytexturename); } levelstarttic = gametic; // for time calculation if (wipegamestate == GS_LEVEL) wipegamestate = -1; // force a wipe gamestate = GS_LEVEL; for (i=0 ; i<MAXPLAYERS ; i++) { turbodetected[i] = false; if (playeringame[i] && players[i].playerstate == PST_DEAD) players[i].playerstate = PST_REBORN; memset (players[i].frags,0,sizeof(players[i].frags)); } P_SetupLevel (gameepisode, gamemap, 0, gameskill); displayplayer = consoleplayer; // view the guy you are playing gameaction = ga_nothing; Z_CheckHeap (); // clear cmd building stuff memset (gamekeydown, 0, sizeof(gamekeydown)); joyxmove = joyymove = joystrafemove = 0; mousex = mousey = 0; sendpause = sendsave = paused = false; memset(mousearray, 0, sizeof(mousearray)); memset(joyarray, 0, sizeof(joyarray)); if (testcontrols) { players[consoleplayer].message = "Press escape to quit."; } } static void SetJoyButtons(unsigned int buttons_mask) { int i; for (i=0; i<MAX_JOY_BUTTONS; ++i) { int button_on = (buttons_mask & (1 << i)) != 0; // Detect button press: if (!joybuttons[i] && button_on) { // Weapon cycling: if (i == joybprevweapon) { next_weapon = -1; } else if (i == joybnextweapon) { next_weapon = 1; } } joybuttons[i] = button_on; } } static void SetMouseButtons(unsigned int buttons_mask) { int i; for (i=0; i<MAX_MOUSE_BUTTONS; ++i) { unsigned int button_on = (buttons_mask & (1 << i)) != 0; // Detect button press: if (!mousebuttons[i] && button_on) { if (i == mousebprevweapon) { next_weapon = -1; } else if (i == mousebnextweapon) { next_weapon = 1; } } mousebuttons[i] = button_on; } } // // G_Responder // Get info needed to make ticcmd_ts for the players. // boolean G_Responder (event_t* ev) { // allow spy mode changes even during the demo if (gamestate == GS_LEVEL && ev->type == ev_keydown && ev->data1 == key_spy && (singledemo || !deathmatch) ) { // spy mode do { displayplayer++; if (displayplayer == MAXPLAYERS) displayplayer = 0; } while (!playeringame[displayplayer] && displayplayer != consoleplayer); return true; } // any other key pops up menu if in demos if (gameaction == ga_nothing && !singledemo && (demoplayback || gamestate == GS_DEMOSCREEN) ) { if (ev->type == ev_keydown || (ev->type == ev_mouse && ev->data1) || (ev->type == ev_joystick && ev->data1) ) { M_StartControlPanel (); return true; } return false; } if (gamestate == GS_LEVEL) { #if 0 if (devparm && ev->type == ev_keydown && ev->data1 == ';') { G_DeathMatchSpawnPlayer (0); return true; } #endif if (HU_Responder (ev)) return true; // chat ate the event if (ST_Responder (ev)) return true; // status window ate it if (AM_Responder (ev)) return true; // automap ate it } if (gamestate == GS_FINALE) { if (F_Responder (ev)) return true; // finale ate the event } if (testcontrols && ev->type == ev_mouse) { // If we are invoked by setup to test the controls, save the // mouse speed so that we can display it on-screen. // Perform a low pass filter on this so that the thermometer // appears to move smoothly. testcontrols_mousespeed = abs(ev->data2); } // If the next/previous weapon keys are pressed, set the next_weapon // variable to change weapons when the next ticcmd is generated. if (ev->type == ev_keydown && ev->data1 == key_prevweapon) { next_weapon = -1; } else if (ev->type == ev_keydown && ev->data1 == key_nextweapon) { next_weapon = 1; } switch (ev->type) { case ev_keydown: if (ev->data1 == key_pause) { sendpause = true; } else if (ev->data1 <NUMKEYS) { gamekeydown[ev->data1] = true; } return true; // eat key down events case ev_keyup: if (ev->data1 <NUMKEYS) gamekeydown[ev->data1] = false; return false; // always let key up events filter down case ev_mouse: SetMouseButtons(ev->data1); mousex = ev->data2*(mouseSensitivity+5)/10; mousey = ev->data3*(mouseSensitivity+5)/10; return true; // eat events case ev_joystick: SetJoyButtons(ev->data1); joyxmove = ev->data2; joyymove = ev->data3; joystrafemove = ev->data4; 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: V_ScreenShot("DOOM%02i.%s"); players[consoleplayer].message = DEH_String("screen shot"); 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], sizeof(ticcmd_t)); if (demoplayback) G_ReadDemoTiccmd (cmd); if (demorecording) G_WriteDemoTiccmd (cmd); // check for turbo cheats // check ~ 4 seconds whether to display the turbo message. // store if the turbo threshold was exceeded in any tics // over the past 4 seconds. offset the checking period // for each player so messages are not displayed at the // same time. if (cmd->forwardmove > TURBOTHRESHOLD) { turbodetected[i] = true; } if ((gametic & 31) == 0 && ((gametic >> 5) % MAXPLAYERS) == i && turbodetected[i]) { static char turbomessage[80]; extern char *player_names[4]; M_snprintf(turbomessage, sizeof(turbomessage), "%s is turbo!", player_names[i]); players[consoleplayer].message = turbomessage; turbodetected[i] = false; } 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]) { M_StringCopy(savedescription, "NET GAME", sizeof(savedescription)); } savegameslot = (players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT; gameaction = ga_savegame; break; } } } } // Have we just finished displaying an intermission screen? if (oldgamestate == GS_INTERMISSION && gamestate != GS_INTERMISSION) { WI_End(); } oldgamestate = gamestate; // 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) { // 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 = deh_initial_health; // Use dehacked value p->readyweapon = p->pendingweapon = wp_pistol; p->weaponowned[wp_fist] = true; p->weaponowned[wp_pistol] = true; p->ammo[am_clip] = deh_initial_bullets; 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; 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); // The code in the released source looks like this: // // an = ( ANG45 * (((unsigned int) mthing->angle)/45) ) // >> ANGLETOFINESHIFT; // mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an] // , ss->sector->floorheight // , MT_TFOG); // // But 'an' can be a signed value in the DOS version. This means that // we get a negative index and the lookups into finecosine/finesine // end up dereferencing values in finetangent[]. // A player spawning on a deathmatch start facing directly west spawns // "silently" with no spawn fog. Emulate this. // // This code is imported from PrBoom+. { fixed_t xa, ya; signed int an; // This calculation overflows in Vanilla Doom, but here we deliberately // avoid integer overflow as it is undefined behavior, so the value of // 'an' will always be positive. an = (ANG45 >> ANGLETOFINESHIFT) * ((signed int) mthing->angle / 45); switch (an) { case 4096: // -4096: xa = finetangent[2048]; // finecosine[-4096] ya = finetangent[0]; // finesine[-4096] break; case 5120: // -3072: xa = finetangent[3072]; // finecosine[-3072] ya = finetangent[1024]; // finesine[-3072] break; case 6144: // -2048: xa = finesine[0]; // finecosine[-2048] ya = finetangent[2048]; // finesine[-2048] break; case 7168: // -1024: xa = finesine[1024]; // finecosine[-1024] ya = finetangent[3072]; // finesine[-1024] break; case 0: case 1024: case 2048: case 3072: xa = finecosine[an]; ya = finesine[an]; break; default: I_Error("G_CheckSpot: unexpected angle %d\n", an); xa = ya = 0; break; } mo = P_SpawnMobj(x + 20 * xa, y + 20 * ya, 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 static const 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 static const 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 }; // Chex Quest Par Times static const int chexpars[6] = { 0,120,360,480,200,360 }; // // 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) { // Chex Quest ends after 5 levels, rather than 8. if (gameversion == exe_chex) { if (gamemap == 5) { gameaction = ga_victory; return; } } else { 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; // Set par time. Exceptions are added for purposes of // statcheck regression testing. if (gamemode == commercial) { // map33 reads its par time from beyond the cpars[] array if (gamemap == 33) { int cpars32; memcpy(&cpars32, DEH_String(GAMMALVL0), sizeof(int)); cpars32 = LONG(cpars32); wminfo.partime = TICRATE*cpars32; } else { wminfo.partime = TICRATE*cpars[gamemap-1]; } } // Doom episode 4 doesn't have a par time, so this // overflows into the cpars array. else if (gameepisode < 4) { if (gameversion == exe_chex && gameepisode == 1 && gamemap < 6) { wminfo.partime = TICRATE*chexpars[gamemap]; } else { wminfo.partime = TICRATE*pars[gameepisode][gamemap]; } } else { wminfo.partime = TICRATE*cpars[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; StatCopy(&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); char savename[256]; void G_LoadGame (char* name) { M_StringCopy(savename, name, sizeof(savename)); gameaction = ga_loadgame; } void G_DoLoadGame (void) { int savedleveltime; gameaction = ga_nothing; save_stream = fopen(savename, "rb"); if (save_stream == NULL) { I_Error("Could not load savegame %s", savename); } savegame_error = false; if (!P_ReadSaveGameHeader()) { fclose(save_stream); return; } savedleveltime = leveltime; // load a base level G_InitNew (gameskill, gameepisode, gamemap); leveltime = savedleveltime; // dearchive all the modifications P_UnArchivePlayers (); P_UnArchiveWorld (); P_UnArchiveThinkers (); P_UnArchiveSpecials (); if (!P_ReadSaveGameEOF()) I_Error ("Bad savegame"); fclose(save_stream); if (setsizeneeded) R_ExecuteSetViewSize (); // draw the pattern into the back screen R_FillBackScreen (); } // // G_SaveGame // Called by the menu task. // Description is a 24 byte text string // void G_SaveGame ( int slot, char* description ) { savegameslot = slot; M_StringCopy(savedescription, description, sizeof(savedescription)); sendsave = true; } void G_DoSaveGame (void) { char *savegame_file; char *temp_savegame_file; char *recovery_savegame_file; recovery_savegame_file = NULL; temp_savegame_file = P_TempSaveGameFile(); savegame_file = P_SaveGameFile(savegameslot); // Open the savegame file for writing. We write to a temporary file // and then rename it at the end if it was successfully written. // This prevents an existing savegame from being overwritten by // a corrupted one, or if a savegame buffer overrun occurs. save_stream = fopen(temp_savegame_file, "wb"); if (save_stream == NULL) { // Failed to save the game, so we're going to have to abort. But // to be nice, save to somewhere else before we call I_Error(). recovery_savegame_file = M_TempFile("recovery.dsg"); save_stream = fopen(recovery_savegame_file, "wb"); if (save_stream == NULL) { I_Error("Failed to open either '%s' or '%s' to write savegame.", temp_savegame_file, recovery_savegame_file); } } savegame_error = false; P_WriteSaveGameHeader(savedescription); P_ArchivePlayers (); P_ArchiveWorld (); P_ArchiveThinkers (); P_ArchiveSpecials (); P_WriteSaveGameEOF(); // Enforce the same savegame size limit as in Vanilla Doom, // except if the vanilla_savegame_limit setting is turned off. if (vanilla_savegame_limit && ftell(save_stream) > SAVEGAMESIZE) { I_Error("Savegame buffer overrun"); } // Finish up, close the savegame file. fclose(save_stream); if (recovery_savegame_file != NULL) { // We failed to save to the normal location, but we wrote a // recovery file to the temp directory. Now we can bomb out // with an error. I_Error("Failed to open savegame file '%s' for writing.\n" "But your game has been saved to '%s' for recovery.", temp_savegame_file, recovery_savegame_file); } // Now rename the temporary savegame file to the actual savegame // file, overwriting the old savegame if there was one there. remove(savegame_file); rename(temp_savegame_file, savegame_file); gameaction = ga_nothing; M_StringCopy(savedescription, "", sizeof(savedescription)); players[consoleplayer].message = DEH_String(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; } void G_InitNew ( skill_t skill, int episode, int map ) { const char *skytexturename; int i; if (paused) { paused = false; S_ResumeSound (); } /* // Note: This commented-out block of code was added at some point // between the DOS version(s) and the Doom source release. It isn't // found in disassemblies of the DOS version and causes IDCLEV and // the -warp command line parameter to behave differently. // This is left here for posterity. // 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 (skill > sk_nightmare) skill = sk_nightmare; if (gameversion >= exe_ultimate) { if (episode == 0) { episode = 4; } } else { if (episode < 1) { episode = 1; } if (episode > 3) { episode = 3; } } if (episode > 1 && gamemode == shareware) { episode = 1; } 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; // Set the sky to use. // // Note: This IS broken, but it is how Vanilla Doom behaves. // See http://doomwiki.org/wiki/Sky_never_changes_in_Doom_II. // // Because we set the sky here at the start of a game, not at the // start of a level, the sky texture never changes unless we // restore from a saved game. This was fixed before the Doom // source release, but this IS the way Vanilla DOS Doom behaves. if (gamemode == commercial) { skytexturename = DEH_String("SKY3"); skytexture = R_TextureNumForName(skytexturename); if (gamemap < 21) { skytexturename = DEH_String(gamemap < 12 ? "SKY1" : "SKY2"); skytexture = R_TextureNumForName(skytexturename); } } else { switch (gameepisode) { default: case 1: skytexturename = "SKY1"; break; case 2: skytexturename = "SKY2"; break; case 3: skytexturename = "SKY3"; break; case 4: // Special Edition sky skytexturename = "SKY4"; break; } skytexturename = DEH_String(skytexturename); skytexture = R_TextureNumForName(skytexturename); } 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++); // If this is a longtics demo, read back in higher resolution if (longtics) { cmd->angleturn = *demo_p++; cmd->angleturn |= (*demo_p++) << 8; } else { cmd->angleturn = ((unsigned char) *demo_p++)<<8; } cmd->buttons = (unsigned char)*demo_p++; } // Increase the size of the demo buffer to allow unlimited demos static void IncreaseDemoBuffer(void) { int current_length; byte *new_demobuffer; byte *new_demop; int new_length; // Find the current size current_length = demoend - demobuffer; // Generate a new buffer twice the size new_length = current_length * 2; new_demobuffer = Z_Malloc(new_length, PU_STATIC, 0); new_demop = new_demobuffer + (demo_p - demobuffer); // Copy over the old data memcpy(new_demobuffer, demobuffer, current_length); // Free the old buffer and point the demo pointers at the new buffer. Z_Free(demobuffer); demobuffer = new_demobuffer; demo_p = new_demop; demoend = demobuffer + new_length; } void G_WriteDemoTiccmd (ticcmd_t* cmd) { byte *demo_start; if (gamekeydown[key_demo_quit]) // press q to end demo recording G_CheckDemoStatus (); demo_start = demo_p; *demo_p++ = cmd->forwardmove; *demo_p++ = cmd->sidemove; // If this is a longtics demo, record in higher resolution if (longtics) { *demo_p++ = (cmd->angleturn & 0xff); *demo_p++ = (cmd->angleturn >> 8) & 0xff; } else { *demo_p++ = cmd->angleturn >> 8; } *demo_p++ = cmd->buttons; // reset demo pointer back demo_p = demo_start; if (demo_p > demoend - 16) { if (vanilla_demo_limit) { // no more space G_CheckDemoStatus (); return; } else { // Vanilla demo limit disabled: unlimited // demo lengths! IncreaseDemoBuffer(); } } G_ReadDemoTiccmd (cmd); // make SURE it is exactly the same } // // G_RecordDemo // void G_RecordDemo (const char *name) { size_t demoname_size; int i; int maxsize; usergame = false; demoname_size = strlen(name) + 5; demoname = Z_Malloc(demoname_size, PU_STATIC, NULL); M_snprintf(demoname, demoname_size, "%s.lmp", name); maxsize = 0x20000; //! // @arg <size> // @category demo // @vanilla // // Specify the demo buffer size (KiB) // i = M_CheckParmWithArgs("-maxdemo", 1); if (i) maxsize = atoi(myargv[i+1])*1024; demobuffer = Z_Malloc (maxsize,PU_STATIC,NULL); demoend = demobuffer + maxsize; demorecording = true; } // Get the demo version code appropriate for the version set in gameversion. int G_VanillaVersionCode(void) { switch (gameversion) { case exe_doom_1_666: return 106; case exe_doom_1_7: return 107; case exe_doom_1_8: return 108; case exe_doom_1_9: default: // All other versions are variants on v1.9: return 109; } } void G_BeginRecording (void) { int i; demo_p = demobuffer; //! // @category demo // // Record a high resolution "Doom 1.91" demo. // longtics = D_NonVanillaRecord(M_ParmExists("-longtics"), "Doom 1.91 demo format"); // If not recording a longtics demo, record in low res lowres_turn = !longtics; if (longtics) { *demo_p++ = DOOM_191_VERSION; } else if (gameversion > exe_doom_1_2) { *demo_p++ = G_VanillaVersionCode(); } *demo_p++ = gameskill; *demo_p++ = gameepisode; *demo_p++ = gamemap; if (longtics || gameversion > exe_doom_1_2) { *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 // static const char *defdemoname; void G_DeferedPlayDemo(const char *name) { defdemoname = name; gameaction = ga_playdemo; } // Generate a string describing a demo version static const char *DemoVersionDescription(int version) { static char resultbuf[16]; switch (version) { case 104: return "v1.4"; case 105: return "v1.5"; case 106: return "v1.6/v1.666"; case 107: return "v1.7/v1.7a"; case 108: return "v1.8"; case 109: return "v1.9"; case 111: return "v1.91 hack demo?"; default: break; } // Unknown version. Perhaps this is a pre-v1.4 IWAD? If the version // byte is in the range 0-4 then it can be a v1.0-v1.2 demo. if (version >= 0 && version <= 4) { return "v1.0/v1.1/v1.2"; } else { M_snprintf(resultbuf, sizeof(resultbuf), "%i.%i (unknown)", version / 100, version % 100); return resultbuf; } } void G_DoPlayDemo (void) { skill_t skill; int i, lumpnum, episode, map; int demoversion; boolean olddemo = false; lumpnum = W_GetNumForName(defdemoname); gameaction = ga_nothing; demobuffer = W_CacheLumpNum(lumpnum, PU_STATIC); demo_p = demobuffer; demoversion = *demo_p++; if (demoversion >= 0 && demoversion <= 4) { olddemo = true; demo_p--; } longtics = false; // Longtics demos use the modified format that is generated by cph's // hacked "v1.91" doom exe. This is a non-vanilla extension. if (D_NonVanillaPlayback(demoversion == DOOM_191_VERSION, lumpnum, "Doom 1.91 demo format")) { longtics = true; } else if (demoversion != G_VanillaVersionCode() && !(gameversion <= exe_doom_1_2 && olddemo)) { const char *message = "Demo is from a different game version!\n" "(read %i, should be %i)\n" "\n" "*** You may need to upgrade your version " "of Doom to v1.9. ***\n" " See: https://www.doomworld.com/classicdoom" "/info/patches.php\n" " This appears to be %s."; I_Error(message, demoversion, G_VanillaVersionCode(), DemoVersionDescription(demoversion)); } skill = *demo_p++; episode = *demo_p++; map = *demo_p++; if (!olddemo) { deathmatch = *demo_p++; respawnparm = *demo_p++; fastparm = *demo_p++; nomonsters = *demo_p++; consoleplayer = *demo_p++; } else { deathmatch = 0; respawnparm = 0; fastparm = 0; nomonsters = 0; consoleplayer = 0; } for (i=0 ; i<MAXPLAYERS ; i++) playeringame[i] = *demo_p++; if (playeringame[1] || M_CheckParm("-solo-net") > 0 || M_CheckParm("-netdemo") > 0) { netgame = true; netdemo = true; } // don't spend a lot of time in loadlevel precache = false; G_InitNew (skill, episode, map); precache = true; starttime = I_GetTime (); usergame = false; demoplayback = true; } // // G_TimeDemo // void G_TimeDemo (char* name) { //! // @category video // @vanilla // // Disable rendering the screen entirely. // nodrawers = M_CheckParm ("-nodraw"); 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) { float fps; int realtics; endtime = I_GetTime (); realtics = endtime - starttime; fps = ((float) gametic * TICRATE) / realtics; // Prevent recursive calls timingdemo = false; demoplayback = false; I_Error ("timed %i gametics in %i realtics (%f fps)", gametic, realtics, fps); } if (demoplayback) { W_ReleaseLumpName(defdemoname); demoplayback = false; netdemo = false; netgame = false; deathmatch = false; playeringame[1] = playeringame[2] = playeringame[3] = 0; respawnparm = false; fastparm = false; nomonsters = false; consoleplayer = 0; if (singledemo) I_Quit (); else 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; }