ref: 4d17ab361e90a75dc6deefd37e6eb2ba0610b386
dir: /src/heretic/g_game.c/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2008 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.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//-----------------------------------------------------------------------------
// G_game.c
#include <stdio.h>
#include <string.h>
#include "doomdef.h"
#include "doomkeys.h"
#include "deh_str.h"
#include "i_timer.h"
#include "i_system.h"
#include "m_controls.h"
#include "m_misc.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
#include "v_video.h"
// Macros
#define SVG_RAM 0
#define SVG_FILE 1
#define SAVE_GAME_TERMINATOR 0x1d
#define AM_STARTKEY 9
// Functions
boolean G_CheckDemoStatus(void);
void G_ReadDemoTiccmd(ticcmd_t * cmd);
void G_WriteDemoTiccmd(ticcmd_t * cmd);
void G_PlayerReborn(int player);
void G_InitNew(skill_t skill, int episode, int map);
void G_DoReborn(int playernum);
void G_DoLoadLevel(void);
void G_DoNewGame(void);
void G_DoLoadGame(void);
void G_DoPlayDemo(void);
void G_DoCompleted(void);
void G_DoVictory(void);
void G_DoWorldDone(void);
void G_DoSaveGame(void);
void D_PageTicker(void);
void D_AdvanceDemo(void);
struct
{
mobjtype_t type;
int speed[2];
} MonsterMissileInfo[] = {
{ MT_IMPBALL, { 10, 20 } },
{ MT_MUMMYFX1, { 9, 18 } },
{ MT_KNIGHTAXE, { 9, 18 } },
{ MT_REDAXE, { 9, 18 } },
{ MT_BEASTBALL, { 12, 20 } },
{ MT_WIZFX1, { 18, 24 } },
{ MT_SNAKEPRO_A, { 14, 20 } },
{ MT_SNAKEPRO_B, { 14, 20 } },
{ MT_HEADFX1, { 13, 20 } },
{ MT_HEADFX3, { 10, 18 } },
{ MT_MNTRFX1, { 20, 26 } },
{ MT_MNTRFX2, { 14, 20 } },
{ MT_SRCRFX1, { 20, 28 } },
{ MT_SOR2FX1, { 20, 28 } },
{ -1, { -1, -1 } } // Terminator
};
FILE *SaveGameFP;
int SaveGameType;
gameaction_t gameaction;
gamestate_t gamestate;
skill_t gameskill;
boolean respawnmonsters;
int gameepisode;
int gamemap;
int prevmap;
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
int starttime; // for comparative timing purposes
boolean viewactive;
boolean deathmatch; // only if started as net death
boolean netgame; // only true if packets are broadcast
boolean playeringame[MAXPLAYERS];
player_t players[MAXPLAYERS];
int consoleplayer; // player taking events and displaying
int displayplayer; // view being displayed
int gametic;
int levelstarttic; // gametic at level start
int totalkills, totalitems, totalsecret; // for intermission
int mouseSensitivity;
char demoname[32];
boolean demorecording;
boolean demoplayback;
byte *demobuffer, *demo_p;
boolean singledemo; // quit after playing a demo from cmdline
boolean precache = true; // if true, load all graphics at start
short consistancy[MAXPLAYERS][BACKUPTICS];
byte *savebuffer, *save_p;
//
// controls (have defaults)
//
#define MAXPLMOVE 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
};
#define SLOWTURNTICS 6
#define NUMKEYS 256
boolean gamekeydown[NUMKEYS];
int turnheld; // for accelerative turning
int lookheld;
boolean mousearray[4];
boolean *mousebuttons = &mousearray[1];
// allow [-1]
int mousex, mousey; // mouse values are used once
int dclicktime, dclickstate, dclicks;
int dclicktime2, dclickstate2, dclicks2;
#define MAX_JOY_BUTTONS 20
int joyxmove, joyymove; // joystick values are repeated
boolean joyarray[MAX_JOY_BUTTONS + 1];
boolean *joybuttons = &joyarray[1]; // allow [-1]
int savegameslot;
char savedescription[32];
int inventoryTics;
// haleyjd: removed WATCOMC
//=============================================================================
// Not used - ripped out for Heretic
/*
int G_CmdChecksum(ticcmd_t *cmd)
{
int i;
int sum;
sum = 0;
for(i = 0; i < sizeof(*cmd)/4-1; i++)
{
sum += ((int *)cmd)[i];
}
return(sum);
}
*/
/*
====================
=
= 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
====================
*/
extern boolean inventory;
extern int curpos;
extern int inv_ptr;
boolean usearti = true;
void G_BuildTiccmd(ticcmd_t * cmd)
{
int i;
boolean strafe, bstrafe;
int speed, tspeed, lspeed;
int forward, side;
int look, arti;
int flyheight;
extern boolean noartiskip;
// haleyjd: removed externdriver crap
memset(cmd, 0, sizeof(*cmd));
//cmd->consistancy =
// consistancy[consoleplayer][(maketic*ticdup)%BACKUPTICS];
cmd->consistancy = consistancy[consoleplayer][maketic % BACKUPTICS];
//printf ("cons: %i\n",cmd->consistancy);
strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe]
|| joybuttons[joybstrafe];
speed = joybspeed >= MAX_JOY_BUTTONS
|| gamekeydown[key_speed]
|| joybuttons[joybspeed];
// haleyjd: removed externdriver crap
forward = side = look = arti = flyheight = 0;
//
// use two stage accelerative turning on the keyboard and joystick
//
if (joyxmove < 0 || joyxmove > 0
|| gamekeydown[key_right] || gamekeydown[key_left])
turnheld += ticdup;
else
turnheld = 0;
if (turnheld < SLOWTURNTICS)
tspeed = 2; // slow turn
else
tspeed = speed;
if (gamekeydown[key_lookdown] || gamekeydown[key_lookup])
{
lookheld += ticdup;
}
else
{
lookheld = 0;
}
if (lookheld < SLOWTURNTICS)
{
lspeed = 1;
}
else
{
lspeed = 2;
}
//
// let movement keys cancel each other out
//
if (strafe)
{
if (gamekeydown[key_right])
side += sidemove[speed];
if (gamekeydown[key_left])
side -= sidemove[speed];
if (joyxmove > 0)
side += sidemove[speed];
if (joyxmove < 0)
side -= sidemove[speed];
}
else
{
if (gamekeydown[key_right])
cmd->angleturn -= angleturn[tspeed];
if (gamekeydown[key_left])
cmd->angleturn += angleturn[tspeed];
if (joyxmove > 0)
cmd->angleturn -= angleturn[tspeed];
if (joyxmove < 0)
cmd->angleturn += angleturn[tspeed];
}
if (gamekeydown[key_up])
forward += forwardmove[speed];
if (gamekeydown[key_down])
forward -= forwardmove[speed];
if (joyymove < 0)
forward += forwardmove[speed];
if (joyymove > 0)
forward -= forwardmove[speed];
if (gamekeydown[key_straferight] || mousebuttons[mousebstraferight]
|| joybuttons[joybstraferight])
side += sidemove[speed];
if (gamekeydown[key_strafeleft] || mousebuttons[mousebstrafeleft]
|| joybuttons[joybstrafeleft])
side -= sidemove[speed];
// Look up/down/center keys
if (gamekeydown[key_lookup])
{
look = lspeed;
}
if (gamekeydown[key_lookdown])
{
look = -lspeed;
}
// haleyjd: removed externdriver crap
if (gamekeydown[key_lookcenter])
{
look = TOCENTER;
}
// haleyjd: removed externdriver crap
// Fly up/down/drop keys
if (gamekeydown[key_flyup])
{
flyheight = 5; // note that the actual flyheight will be twice this
}
if (gamekeydown[key_flydown])
{
flyheight = -5;
}
if (gamekeydown[key_flycenter])
{
flyheight = TOCENTER;
// haleyjd: removed externdriver crap
look = TOCENTER;
}
// Use artifact key
if (gamekeydown[key_useartifact])
{
if (gamekeydown[key_speed] && !noartiskip)
{
if (players[consoleplayer].inventory[inv_ptr].type != arti_none)
{
gamekeydown[key_useartifact] = false;
cmd->arti = 0xff; // skip artifact code
}
}
else
{
if (inventory)
{
players[consoleplayer].readyArtifact =
players[consoleplayer].inventory[inv_ptr].type;
inventory = false;
cmd->arti = 0;
usearti = false;
}
else if (usearti)
{
cmd->arti = players[consoleplayer].inventory[inv_ptr].type;
usearti = false;
}
}
}
if (gamekeydown[127] && !cmd->arti
&& !players[consoleplayer].powers[pw_weaponlevel2])
{
gamekeydown[127] = false;
cmd->arti = arti_tomeofpower;
}
//
// buttons
//
cmd->chatchar = CT_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;
dclicks = 0; // clear double clicks if hit use button
}
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;
}
}
//
// mouse
//
if (mousebuttons[mousebforward])
{
forward += forwardmove[speed];
}
if (mousebuttons[mousebbackward])
{
forward -= forwardmove[speed];
}
// Double click to use can be disabled
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;
}
}
}
if (strafe)
{
side += mousex * 2;
}
else
{
cmd->angleturn -= mousex * 0x8;
}
forward += mousey;
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;
if (players[consoleplayer].playerstate == PST_LIVE)
{
if (look < 0)
{
look += 16;
}
cmd->lookfly = look;
}
if (flyheight < 0)
{
flyheight += 16;
}
cmd->lookfly |= flyheight << 4;
//
// 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);
}
}
/*
==============
=
= G_DoLoadLevel
=
==============
*/
void G_DoLoadLevel(void)
{
int i;
levelstarttic = gametic; // for time calculation
gamestate = GS_LEVEL;
for (i = 0; i < MAXPLAYERS; i++)
{
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
starttime = I_GetTime();
gameaction = ga_nothing;
Z_CheckHeap();
//
// clear cmd building stuff
//
memset(gamekeydown, 0, sizeof(gamekeydown));
joyxmove = joyymove = 0;
mousex = mousey = 0;
sendpause = sendsave = paused = false;
memset(mousebuttons, 0, sizeof(mousebuttons));
memset(joybuttons, 0, sizeof(joybuttons));
}
static void SetJoyButtons(unsigned int buttons_mask)
{
int i;
for (i=0; i<MAX_JOY_BUTTONS; ++i)
{
joybuttons[i] = (buttons_mask & (1 << i)) != 0;
}
}
/*
===============================================================================
=
= G_Responder
=
= get info needed to make ticcmd_ts for the players
=
===============================================================================
*/
boolean G_Responder(event_t * ev)
{
player_t *plr;
extern boolean MenuActive;
plr = &players[consoleplayer];
if (ev->type == ev_keyup && ev->data1 == key_useartifact)
{ // flag to denote that it's okay to use an artifact
if (!inventory)
{
plr->readyArtifact = plr->inventory[inv_ptr].type;
}
usearti = true;
}
// Check for spy mode player cycle
if (gamestate == GS_LEVEL && ev->type == ev_keydown
&& ev->data1 == KEY_F12 && !deathmatch)
{ // Cycle the display player
do
{
displayplayer++;
if (displayplayer == MAXPLAYERS)
{
displayplayer = 0;
}
}
while (!playeringame[displayplayer]
&& displayplayer != consoleplayer);
return (true);
}
if (gamestate == GS_LEVEL)
{
if (CT_Responder(ev))
{ // Chat ate the event
return (true);
}
if (SB_Responder(ev))
{ // Status bar ate the event
return (true);
}
if (AM_Responder(ev))
{ // Automap ate the event
return (true);
}
}
switch (ev->type)
{
case ev_keydown:
if (ev->data1 == key_invleft)
{
inventoryTics = 5 * 35;
if (!inventory)
{
inventory = true;
break;
}
inv_ptr--;
if (inv_ptr < 0)
{
inv_ptr = 0;
}
else
{
curpos--;
if (curpos < 0)
{
curpos = 0;
}
}
return (true);
}
if (ev->data1 == key_invright)
{
inventoryTics = 5 * 35;
if (!inventory)
{
inventory = true;
break;
}
inv_ptr++;
if (inv_ptr >= plr->inventorySlotNum)
{
inv_ptr--;
if (inv_ptr < 0)
inv_ptr = 0;
}
else
{
curpos++;
if (curpos > 6)
{
curpos = 6;
}
}
return (true);
}
if (ev->data1 == KEY_PAUSE && !MenuActive)
{
sendpause = true;
return (true);
}
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:
mousebuttons[0] = ev->data1 & 1;
mousebuttons[1] = ev->data1 & 2;
mousebuttons[2] = ev->data1 & 4;
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;
return (true); // eat events
default:
break;
}
return (false);
}
/*
===============================================================================
=
= G_Ticker
=
===============================================================================
*/
void G_Ticker(void)
{
int i, buf;
ticcmd_t *cmd = NULL;
//
// 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_screenshot:
V_ScreenShot("HTIC%02i.pcx");
gameaction = ga_nothing;
break;
case ga_completed:
G_DoCompleted();
break;
case ga_worlddone:
G_DoWorldDone();
break;
case ga_victory:
F_StartFinale();
break;
default:
break;
}
}
//
// get commands, check consistancy, and build new consistancy check
//
//buf = gametic%BACKUPTICS;
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);
if (netgame && !(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])
{
if (netgame)
{
strncpy(savedescription, DEH_String("NET GAME"),
sizeof(savedescription));
}
else
{
strncpy(savedescription, DEH_String("SAVE GAME"),
sizeof(savedescription));
}
savedescription[sizeof(savedescription) - 1] = '\0';
}
savegameslot =
(players[i].cmd.
buttons & BTS_SAVEMASK) >> BTS_SAVESHIFT;
gameaction = ga_savegame;
break;
}
}
}
// turn inventory off after a certain amount of time
if (inventory && !(--inventoryTics))
{
players[consoleplayer].readyArtifact =
players[consoleplayer].inventory[inv_ptr].type;
inventory = false;
cmd->arti = 0;
}
//
// do main actions
//
//
// do main actions
//
switch (gamestate)
{
case GS_LEVEL:
P_Ticker();
SB_Ticker();
AM_Ticker();
CT_Ticker();
break;
case GS_INTERMISSION:
IN_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
====================
*/
extern int curpos;
extern int inv_ptr;
extern int playerkeys;
void G_PlayerFinishLevel(int player)
{
player_t *p;
int i;
/* // BIG HACK
inv_ptr = 0;
curpos = 0;
*/
// END HACK
p = &players[player];
for (i = 0; i < p->inventorySlotNum; i++)
{
p->inventory[i].count = 1;
}
p->artifactCount = p->inventorySlotNum;
if (!deathmatch)
{
for (i = 0; i < 16; i++)
{
P_PlayerUseArtifact(p, arti_fly);
}
}
memset(p->powers, 0, sizeof(p->powers));
memset(p->keys, 0, sizeof(p->keys));
playerkeys = 0;
// memset(p->inventory, 0, sizeof(p->inventory));
if (p->chickenTics)
{
p->readyweapon = p->mo->special1; // Restore weapon
p->chickenTics = 0;
}
p->messageTics = 0;
p->lookdir = 0;
p->mo->flags &= ~MF_SHADOW; // Remove invisibility
p->extralight = 0; // Remove weapon flashes
p->fixedcolormap = 0; // Remove torch
p->damagecount = 0; // No palette changes
p->bonuscount = 0;
p->rain1 = NULL;
p->rain2 = NULL;
if (p == &players[consoleplayer])
{
SB_state = -1; // refresh the status bar
}
}
/*
====================
=
= 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, itemcount, secretcount;
boolean secret;
secret = false;
memcpy(frags, players[player].frags, sizeof(frags));
killcount = players[player].killcount;
itemcount = players[player].itemcount;
secretcount = players[player].secretcount;
p = &players[player];
if (p->didsecret)
{
secret = true;
}
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_goldwand;
p->weaponowned[wp_staff] = true;
p->weaponowned[wp_goldwand] = true;
p->messageTics = 0;
p->lookdir = 0;
p->ammo[am_goldwand] = 50;
for (i = 0; i < NUMAMMO; i++)
{
p->maxammo[i] = maxammo[i];
}
if (gamemap == 9 || secret)
{
p->didsecret = true;
}
if (p == &players[consoleplayer])
{
SB_state = -1; // refresh the status bar
inv_ptr = 0; // reset the inventory pointer
curpos = 0;
}
}
/*
====================
=
= 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, y;
subsector_t *ss;
unsigned an;
mobj_t *mo;
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
players[playernum].mo->flags2 &= ~MF2_PASSMOBJ;
if (!P_CheckPosition(players[playernum].mo, x, y))
{
players[playernum].mo->flags2 |= MF2_PASSMOBJ;
return false;
}
players[playernum].mo->flags2 |= MF2_PASSMOBJ;
// 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 + TELEFOGHEIGHT, 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 (G_CheckDemoStatus())
return;
if (!netgame)
gameaction = ga_loadlevel; // reload the level from scratch
else
{ // respawn at the start
players[playernum].mo->player = NULL; // dissasociate the corpse
// 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;
}
/*
====================
=
= G_DoCompleted
=
====================
*/
boolean secretexit;
void G_ExitLevel(void)
{
secretexit = false;
gameaction = ga_completed;
}
void G_SecretExitLevel(void)
{
secretexit = true;
gameaction = ga_completed;
}
void G_DoCompleted(void)
{
int i;
static int afterSecret[5] = { 7, 5, 5, 5, 4 };
gameaction = ga_nothing;
if (G_CheckDemoStatus())
{
return;
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
G_PlayerFinishLevel(i);
}
}
prevmap = gamemap;
if (secretexit == true)
{
gamemap = 9;
}
else if (gamemap == 9)
{ // Finished secret level
gamemap = afterSecret[gameepisode - 1];
}
else if (gamemap == 8)
{
gameaction = ga_victory;
return;
}
else
{
gamemap++;
}
gamestate = GS_INTERMISSION;
IN_Start();
}
//============================================================================
//
// G_WorldDone
//
//============================================================================
void G_WorldDone(void)
{
gameaction = ga_worlddone;
}
//============================================================================
//
// G_DoWorldDone
//
//============================================================================
void G_DoWorldDone(void)
{
gamestate = GS_LEVEL;
G_DoLoadLevel();
gameaction = ga_nothing;
viewactive = true;
}
//---------------------------------------------------------------------------
//
// PROC G_LoadGame
//
// Can be called by the startup code or the menu task.
//
//---------------------------------------------------------------------------
char savename[256];
void G_LoadGame(char *name)
{
strcpy(savename, name);
gameaction = ga_loadgame;
}
//---------------------------------------------------------------------------
//
// PROC G_DoLoadGame
//
// Called by G_Ticker based on gameaction.
//
//---------------------------------------------------------------------------
#define VERSIONSIZE 16
void G_DoLoadGame(void)
{
int length;
int i;
int a, b, c;
char vcheck[VERSIONSIZE];
gameaction = ga_nothing;
length = M_ReadFile(savename, &savebuffer);
save_p = savebuffer + SAVESTRINGSIZE;
// Skip the description field
memset(vcheck, 0, sizeof(vcheck));
DEH_snprintf(vcheck, VERSIONSIZE, "version %i", HERETIC_VERSION);
if (strcmp((char *) save_p, vcheck) != 0)
{ // Bad version
return;
}
save_p += VERSIONSIZE;
gameskill = *save_p++;
gameepisode = *save_p++;
gamemap = *save_p++;
for (i = 0; i < MAXPLAYERS; i++)
{
playeringame[i] = *save_p++;
}
// Load a base level
G_InitNew(gameskill, gameepisode, gamemap);
// Create leveltime
a = *save_p++;
b = *save_p++;
c = *save_p++;
leveltime = (a << 16) + (b << 8) + c;
// De-archive all the modifications
P_UnArchivePlayers();
P_UnArchiveWorld();
P_UnArchiveThinkers();
P_UnArchiveSpecials();
if (*save_p != SAVE_GAME_TERMINATOR)
{ // Missing savegame termination marker
I_Error("Bad savegame");
}
Z_Free(savebuffer);
}
/*
====================
=
= 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)
{
G_InitNew(d_skill, d_episode, d_map);
gameaction = ga_nothing;
}
extern int skytexture;
void G_InitNew(skill_t skill, int episode, int map)
{
int i;
int speed;
static char *skyLumpNames[5] = {
"SKY1", "SKY2", "SKY3", "SKY1", "SKY3"
};
if (paused)
{
paused = false;
S_ResumeSound();
}
if (skill < sk_baby)
skill = sk_baby;
if (skill > sk_nightmare)
skill = sk_nightmare;
if (episode < 1)
episode = 1;
// Up to 9 episodes for testing
if (episode > 9)
episode = 9;
if (map < 1)
map = 1;
if (map > 9)
map = 9;
M_ClearRandom();
if (respawnparm)
{
respawnmonsters = true;
}
else
{
respawnmonsters = false;
}
// Set monster missile speeds
speed = skill == sk_nightmare;
for (i = 0; MonsterMissileInfo[i].type != -1; i++)
{
mobjinfo[MonsterMissileInfo[i].type].speed
= MonsterMissileInfo[i].speed[speed] << FRACBITS;
}
// Force players to be initialized upon first level load
for (i = 0; i < MAXPLAYERS; i++)
{
players[i].playerstate = PST_REBORN;
players[i].didsecret = false;
}
// Set up a bunch of globals
usergame = true; // will be set false if a demo
paused = false;
demorecording = false;
demoplayback = false;
viewactive = true;
gameepisode = episode;
gamemap = map;
gameskill = skill;
viewactive = true;
BorderNeedRefresh = true;
// Set the sky map
if (episode > 5)
{
skytexture = R_TextureNumForName(DEH_String("SKY1"));
}
else
{
skytexture = R_TextureNumForName(DEH_String(skyLumpNames[episode - 1]));
}
//
// give one null ticcmd_t
//
#if 0
gametic = 0;
maketic = 1;
for (i = 0; i < MAXPLAYERS; i++)
nettics[i] = 1; // one null event for this gametic
memset(localcmds, 0, sizeof(localcmds));
memset(netcmds, 0, sizeof(netcmds));
#endif
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++;
cmd->lookfly = (unsigned char) *demo_p++;
cmd->arti = (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 >> 8;
*demo_p++ = cmd->buttons;
*demo_p++ = cmd->lookfly;
*demo_p++ = cmd->arti;
demo_p -= 6;
G_ReadDemoTiccmd(cmd); // make SURE it is exactly the same
}
/*
===================
=
= G_RecordDemo
=
===================
*/
void G_RecordDemo(skill_t skill, int numplayers, int episode, int map,
char *name)
{
int i;
G_InitNew(skill, episode, map);
usergame = false;
strcpy(demoname, name);
strcat(demoname, ".lmp");
demobuffer = demo_p = Z_Malloc(0x20000, PU_STATIC, NULL);
*demo_p++ = skill;
*demo_p++ = episode;
*demo_p++ = map;
for (i = 0; i < MAXPLAYERS; i++)
*demo_p++ = playeringame[i];
demorecording = true;
}
/*
===================
=
= 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);
skill = *demo_p++;
episode = *demo_p++;
map = *demo_p++;
for (i = 0; i < MAXPLAYERS; i++)
playeringame[i] = *demo_p++;
precache = false; // don't spend a lot of time in loadlevel
G_InitNew(skill, episode, map);
precache = true;
usergame = false;
demoplayback = true;
}
/*
===================
=
= G_TimeDemo
=
===================
*/
void G_TimeDemo(char *name)
{
skill_t skill;
int episode, map;
demobuffer = demo_p = W_CacheLumpName(name, PU_STATIC);
skill = *demo_p++;
episode = *demo_p++;
map = *demo_p++;
G_InitNew(skill, episode, map);
usergame = false;
demoplayback = true;
timingdemo = true;
singletics = true;
}
/*
===================
=
= 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();
W_ReleaseLumpName(defdemoname);
demoplayback = false;
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;
}
/**************************************************************************/
/**************************************************************************/
//==========================================================================
//
// 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;
}
//==========================================================================
//
// G_DoSaveGame
//
// Called by G_Ticker based on gameaction.
//
//==========================================================================
void G_DoSaveGame(void)
{
int i;
char name[100];
char verString[VERSIONSIZE];
char *description;
if (cdrom)
{
sprintf(name, SAVEGAMENAMECD "%d.hsg", savegameslot);
}
else
{
sprintf(name, SAVEGAMENAME "%d.hsg", savegameslot);
}
description = savedescription;
SV_Open(name);
SV_Write(description, SAVESTRINGSIZE);
memset(verString, 0, sizeof(verString));
DEH_snprintf(verString, VERSIONSIZE, "version %i", HERETIC_VERSION);
SV_Write(verString, VERSIONSIZE);
SV_WriteByte(gameskill);
SV_WriteByte(gameepisode);
SV_WriteByte(gamemap);
for (i = 0; i < MAXPLAYERS; i++)
{
SV_WriteByte(playeringame[i]);
}
SV_WriteByte(leveltime >> 16);
SV_WriteByte(leveltime >> 8);
SV_WriteByte(leveltime);
P_ArchivePlayers();
P_ArchiveWorld();
P_ArchiveThinkers();
P_ArchiveSpecials();
SV_Close(name);
gameaction = ga_nothing;
savedescription[0] = 0;
P_SetMessage(&players[consoleplayer], DEH_String(TXT_GAMESAVED), true);
}
//==========================================================================
//
// SV_Open
//
//==========================================================================
void SV_Open(char *fileName)
{
SaveGameType = SVG_FILE;
SaveGameFP = fopen(fileName, "wb");
}
//==========================================================================
//
// SV_Close
//
//==========================================================================
void SV_Close(char *fileName)
{
int length;
SV_WriteByte(SAVE_GAME_TERMINATOR);
if (SaveGameType == SVG_RAM)
{
length = save_p - savebuffer;
if (length > SAVEGAMESIZE)
{
I_Error("Savegame buffer overrun");
}
M_WriteFile(fileName, savebuffer, length);
Z_Free(savebuffer);
}
else
{ // SVG_FILE
fclose(SaveGameFP);
}
}
//==========================================================================
//
// SV_Write
//
//==========================================================================
void SV_Write(void *buffer, int size)
{
if (SaveGameType == SVG_RAM)
{
memcpy(save_p, buffer, size);
save_p += size;
}
else
{ // SVG_FILE
fwrite(buffer, size, 1, SaveGameFP);
}
}
void SV_WriteByte(byte val)
{
SV_Write(&val, sizeof(byte));
}
void SV_WriteWord(unsigned short val)
{
SV_Write(&val, sizeof(unsigned short));
}
void SV_WriteLong(unsigned int val)
{
SV_Write(&val, sizeof(int));
}