ref: 6528c14df3fa13bd3d5aed1e715205975b724f14
dir: /src/strife/g_game.c/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 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.
//
// 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_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"
// 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 "p_dialog.h" // villsa [STRIFE]
#include "g_game.h"
#define SAVEGAMESIZE 0x2c000
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);
// 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;
// haleyjd 08/24/10: [STRIFE] New variables
int destmap; // current destination map when exiting
int riftdest; // destination spot for player
angle_t riftangle; // player angle saved during exit
// 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;
boolean 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 gametic;
int levelstarttic; // gametic at level start
int totalkills, totalitems, totalsecret; // for intermission
char demoname[32];
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
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
int mouse_fire_countdown = 0; // villsa [STRIFE]
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.
// STRIFE-TODO: Check this table makes sense.
static const struct
{
weapontype_t weapon;
weapontype_t weapon_num;
} weapon_order_table[] = {
{ wp_fist, wp_fist },
{ wp_elecbow, wp_elecbow },
{ wp_poisonbow, wp_elecbow },
{ wp_rifle, wp_rifle },
{ wp_missile, wp_missile },
{ wp_hegrenade, wp_hegrenade },
{ wp_wpgrenade, wp_hegrenade },
{ wp_flame, wp_flame },
{ wp_mauler, wp_mauler },
{ wp_torpedo, wp_mauler },
{ wp_sigil, wp_sigil },
};
#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 boolean joyarray[MAX_JOY_BUTTONS + 1];
static boolean *joybuttons = &joyarray[1]; // allow [-1]
static int savegameslot;
static char savedescription[32];
static int testcontrols_mousespeed;
#define BODYQUESIZE 32
mobj_t* bodyque[BODYQUESIZE];
int bodyqueslot;
int vanilla_savegame_limit = 1;
int vanilla_demo_limit = 1;
#define MOUSE_SPEED_BOX_WIDTH 16
#define COLOR_RED 0xb0
#define COLOR_BLACK 0x00
#define COLOR_WHITE 0x04
#define COLOR_YELLOW 0xe7
void G_DrawMouseSpeedBox(void)
{
extern int usemouse;
int i;
int box_x, box_y;
int original_speed;
int x, y;
int redline_x;
int linelen;
char *lumpname;
int color;
// If the mouse is turned off or acceleration is turned off, don't
// draw the box at all.
if (!usemouse || fabs(mouse_acceleration - 1) < 0.01)
{
return;
}
// Calculate box position
box_x = SCREENWIDTH - MOUSE_SPEED_BOX_WIDTH * 8;
box_y = SCREENHEIGHT - 9;
// Draw the box.
x = box_x;
for (i=0; i<MOUSE_SPEED_BOX_WIDTH; ++i)
{
if (i == 0)
{
lumpname = "M_LSLEFT";
}
else if (i == MOUSE_SPEED_BOX_WIDTH - 1)
{
lumpname = "M_LSRGHT";
}
else
{
lumpname = "M_LSCNTR";
}
V_DrawPatchDirect(x, box_y,
W_CacheLumpName(DEH_String(lumpname), PU_CACHE));
x += 8;
}
// Calculate the position of the red line. This is 1/3 of the way
// along the box.
redline_x = (MOUSE_SPEED_BOX_WIDTH / 3) * 8;
// Undo acceleration and get back the original mouse speed
if (testcontrols_mousespeed < mouse_threshold)
{
original_speed = testcontrols_mousespeed;
}
else
{
original_speed = testcontrols_mousespeed - mouse_threshold;
original_speed = (int) (original_speed / mouse_acceleration);
original_speed += mouse_threshold;
}
// Calculate line length
linelen = (original_speed * redline_x) / mouse_threshold;
// Draw horizontal "thermometer"
for (x=0; x<(MOUSE_SPEED_BOX_WIDTH - 1) * 8; ++x)
{
if (x < linelen)
{
if (x < redline_x)
{
color = COLOR_WHITE;
}
else
{
color = COLOR_YELLOW;
}
}
else
{
color = COLOR_BLACK;
}
I_VideoBuffer[(box_y - 4) * SCREENWIDTH + box_x + x + 1] = color;
}
// Draw red line
for (y=box_y - 8; y<box_y; ++y)
{
I_VideoBuffer[y * SCREENWIDTH + box_x + redline_x] = COLOR_RED;
}
}
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 a weapon if we don't own it.
if (!players[consoleplayer].weaponowned[weapon])
{
return false;
}
// STRIFE-TODO: Special weapon cycling rules?
return true;
}
static int G_NextWeapon(int direction)
{
weapontype_t weapon;
int 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.
do
{
i += direction;
i = (i + arrlen(weapon_order_table)) % arrlen(weapon_order_table);
} while (!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 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];
// villsa [STRIFE] look up key
if(gamekeydown[key_lookup])
cmd->buttons2 |= BT2_LOOKUP;
// villsa [STRIFE] look down key
if(gamekeydown[key_lookdown])
cmd->buttons2 |= BT2_LOOKDOWN;
// villsa [STRIFE] inventory use key
if(gamekeydown[key_invuse])
{
player_t* player = &players[consoleplayer];
if(player->numinventory > 0)
{
cmd->buttons2 |= BT2_INVUSE;
cmd->inventory = player->inventory[player->inventorycursor].sprite;
}
}
// villsa [STRIFE] inventory drop key
if(gamekeydown[key_invdrop])
{
player_t* player = &players[consoleplayer];
if(player->numinventory > 0)
{
cmd->buttons2 |= BT2_INVDROP;
cmd->inventory = player->inventory[player->inventorycursor].sprite;
}
}
// villsa [STRIFE] use medkit
if(gamekeydown[key_usehealth])
cmd->buttons2 |= BT2_HEALTH;
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];
forward = side = 0;
// villsa [STRIFE] running causes centerview to occur
if(speed)
cmd->buttons2 |= BT2_CENTERVIEW;
// villsa [STRIFE] disable running if low on health
if (players[consoleplayer].health <= 15)
speed = 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;
// let movement keys cancel each other out
if (strafe)
{
if (gamekeydown[key_right])
{
// fprintf(stderr, "strafe right\n");
side += sidemove[speed];
}
if (gamekeydown[key_left])
{
// 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])
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])
{
// 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])
{
side -= sidemove[speed];
}
if (gamekeydown[key_straferight]
|| joybuttons[joybstraferight]
|| mousebuttons[mousebstraferight])
{
side += sidemove[speed];
}
// buttons
cmd->chatchar = HU_dequeueChatChar();
// villsa [STRIFE] TODO - add mouse button support for jump
if(gamekeydown[key_jump] /*|| mousebuttons[mousebjump]*/)
cmd->buttons2 |= BT2_JUMP;
// villsa [STRIFE]: Moved mousebuttons[mousebfire] to below
if (gamekeydown[key_fire] || joybuttons[joybfire])
cmd->buttons |= BT_ATTACK;
// villsa [STRIFE]
if(mousebuttons[mousebfire])
{
if(mouse_fire_countdown <= 0)
cmd->buttons |= BT_ATTACK;
else
--mouse_fire_countdown;
}
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 (next_weapon != 0)
{
i = G_NextWeapon(next_weapon);
cmd->buttons |= BT_CHANGE;
cmd->buttons |= i << BT_WEAPONSHIFT;
next_weapon = 0;
}
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;
}
}
}
// 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
//
extern gamestate_t wipegamestate;
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));
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 = 0;
mousex = mousey = 0;
sendpause = sendsave = paused = false;
memset (mousebuttons, 0, sizeof(mousebuttons));
memset (joybuttons, 0, sizeof(joybuttons));
if (testcontrols)
{
players[consoleplayer].message = "Press escape to quit.";
}
P_DialogLoad(); // villsa [STRIFE]
}
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;
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.pcx");
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][buf], 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];
sprintf (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])
strcpy (savedescription, "NET GAME");
savegameslot =
(players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
gameaction = ga_savegame;
break;
}
}
}
}
// Have we just finished displaying an intermission screen?
// haleyjd 08/23/10: [STRIFE] No intermission.
/*
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;
// haleyjd 08/23/10: [STRIFE] No intermission.
/*
case GS_INTERMISSION:
WI_Ticker ();
break;
*/
case GS_UNKNOWN: // STRIFE-TODO: What is this? is it ever used??
F_WaitTicker();
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 allegiance;
killcount = players[player].killcount;
allegiance = players[player].allegiance;
memcpy(frags,players[player].frags,sizeof(frags));
p = &players[player];
memset (p, 0, sizeof(*p));
memcpy(p->frags, frags, sizeof(p->frags));
p->usedown = true; // don't do anything immediately
p->attackdown = true;
p->inventorydown = true; // villsa [STRIFE]
p->playerstate = PST_LIVE;
p->health = deh_initial_health; // Use dehacked value
p->readyweapon = wp_fist; // villsa [STRIFE] default to fists
p->pendingweapon = wp_fist; // villsa [STRIFE] default to fists
p->weaponowned[wp_fist] = true; // villsa [STRIFE] default to fists
p->cheats |= CF_AUTOHEALTH; // villsa [STRIFE]
p->killcount = killcount;
p->allegiance = allegiance; // villsa [STRIFE]
p->centerview = true; // villsa [STRIFE]
for(i = 0; i < NUMAMMO; i++)
p->maxammo[i] = maxammo[i];
for(i = 0; i < 32; i++)
p->inventory[i].type = NUMMOBJTYPES;
// villsa [STRIFE]
strncpy(mission_objective, "Find help", OBJECTIVE_LEN);
}
//
// 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 * (((unsigned int) 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;
}
// haleyjd 08/23/2010: [STRIFE] Removed par times.
//
// G_DoCompleted
//
//boolean secretexit;
extern char* pagename;
//
// G_RiftExitLevel
//
// haleyjd 08/24/10: [STRIFE] New function
// * Called from some exit linedefs to exit to a specific riftspot in the
// given destination map.
//
void G_RiftExitLevel(int map, int spot, angle_t angle)
{
gameaction = ga_completed;
// special handling for post-Sigil map changes
if(players[0].weaponowned[wp_sigil])
{
if(map == 3) // Front Base -> Abandoned Front Base
map = 30;
if(map == 7) // Castle -> New Front Base
map = 10;
}
// no rifting in deathmatch games
if(deathmatch)
spot = 0;
riftangle = angle;
riftdest = spot;
destmap = map;
}
//
// G_ExitLevel
//
// haleyjd 08/24/10: [STRIFE]:
// * Default to next map in numeric order; init destmap and riftdest.
//
void G_ExitLevel (int dest)
{
if(dest == 0)
dest = gamemap + 1;
destmap = dest;
riftdest = 0;
gameaction = ga_completed;
}
/*
// haleyjd 08/23/2010: [STRIFE] No secret exits in Strife.
// 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;
}
*/
//
// G_DoCompleted
//
// haleyjd 08/23/10: [STRIFE]:
// * Removed G_PlayerFinishLevel call for now... STRIFE-TODO
// * Removed Chex, as not relevant to Strife.
// * Removed DOOM level transfer logic
// * Removed intermission code.
// * Added setting gameaction to ga_worlddone.
//
void G_DoCompleted (void)
{
// STRIFE-TODO: save automap powerup state (possibly inlined from G_PlayerFinishLevel);
// set stonecold to 0
if (automapactive)
AM_Stop ();
// STRIFE-TODO: needs call to G_DoSaveGame for hubs
// if(!deathmatch)
// G_DoSaveGame(savepath2);
gameaction = ga_worlddone;
}
// haleyjd 08/24/10: [STRIFE] No secret exits.
/*
//
// 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;
}
}
}
*/
//
// G_RiftPlayer
//
// haleyjd 08/24/10: [STRIFE] New function
// Teleports the player to the appropriate rift spot.
//
void G_RiftPlayer(void)
{
if(riftdest)
{
P_TeleportMove(players[0].mo,
riftSpots[riftdest - 1].x << FRACBITS,
riftSpots[riftdest - 1].y << FRACBITS);
players[0].mo->angle = riftangle;
players[0].mo->health = players[0].health;
}
}
//
// G_RiftCheat
//
// haleyjd 08/24/10: [STRIFE] New function
// Called from the cheat code to jump to a rift spot.
//
boolean G_RiftCheat(int riftSpotNum)
{
return P_TeleportMove(players[0].mo,
riftSpots[riftSpotNum - 1].x << FRACBITS,
riftSpots[riftSpotNum - 1].y << FRACBITS);
}
//
// G_DoWorldDone
//
// haleyjd 08/24/10: [STRIFE] Added destmap -> gamemap set.
// STRIFE-TODO: Load hub save and other changes.
//
void G_DoWorldDone (void)
{
gamestate = GS_LEVEL;
gamemap = destmap;
// STRIFE-TODO: hubs bullshit
G_DoLoadLevel ();
if(!deathmatch)
{
// STRIFE-TODO: powerup transfers etc
G_RiftPlayer();
// STRIFE-TODO:
// G_DoSaveGame(...);
// M_SaveMisObj();
}
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)
{
strcpy (savename, name);
gameaction = ga_loadgame;
}
#define VERSIONSIZE 16
void G_DoLoadGame (void)
{
int savedleveltime;
gameaction = ga_nothing;
save_stream = fopen(savename, "rb");
if (save_stream == NULL)
{
return;
}
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;
strcpy (savedescription, description);
sendsave = true;
}
void G_DoSaveGame (void)
{
char *savegame_file;
char *temp_savegame_file;
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)
{
return;
}
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);
// 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;
strcpy(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;
}
// The sky texture to be used instead of the F_SKY1 dummy.
extern int skytexture;
//
// G_InitNew
//
// haleyjd 08/24/10: [STRIFE]:
// * Added riftdest initialization
//
void
G_InitNew
( skill_t skill,
int episode,
int map )
{
char *skytexturename;
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;
// STRIFE-TODO: (broken) Strife skill level mobjinfo/states tweaking
/*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;
riftdest = 0; // haleyjd 08/24/10: [STRIFE] init riftdest to zero on new game
viewactive = true;
// Set the sky to use.
//
// Note: This IS broken, but it is how Vanilla Doom behaves.
// See http://doom.wikia.com/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.
// STRIFE-TODO: Strife skies (of which there are but two)
// villsa [STRIFE] setting all skies to SKY03 as a placeholder
if (gamemode == commercial)
{
if (gamemap < 12)
skytexturename = "SKY03";
else if (gamemap < 21)
skytexturename = "SKY03";
else
skytexturename = "SKY03";
}
else
{
switch (gameepisode)
{
default:
case 1:
skytexturename = "SKY03";
break;
case 2:
skytexturename = "SKY03";
break;
case 3:
skytexturename = "SKY03";
break;
case 4: // Special Edition sky
skytexturename = "SKY03";
break;
}
}
skytexturename = DEH_String(skytexturename);
skytexture = R_TextureNumForName(skytexturename);
// STRIFE-TODO:
// G_LoadPath(gamemap)
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 (char* name)
{
int i;
int maxsize;
usergame = false;
strcpy (demoname, name);
strcat (demoname, ".lmp");
maxsize = 0x20000;
//!
// @arg <size>
// @category demo
// @vanilla
//
// Specify the demo buffer size (KiB)
//
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;
//!
// @category demo
//
// Record a high resolution "Doom 1.91" demo.
//
longtics = M_CheckParm("-longtics") != 0;
// If not recording a longtics demo, record in low res
lowres_turn = !longtics;
demo_p = demobuffer;
// Save the right version code for this demo
if (longtics)
{
*demo_p++ = DOOM_191_VERSION;
}
else
{
*demo_p++ = DOOM_VERSION;
}
*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;
}
// Generate a string describing a demo version
static 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";
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
{
sprintf(resultbuf, "%i.%i (unknown)", version / 100, version % 100);
return resultbuf;
}
}
void G_DoPlayDemo (void)
{
skill_t skill;
int i, episode, map;
int demoversion;
gameaction = ga_nothing;
demobuffer = demo_p = W_CacheLumpName (defdemoname, PU_STATIC);
demoversion = *demo_p++;
if (demoversion == DOOM_VERSION)
{
longtics = false;
}
else if (demoversion == DOOM_191_VERSION)
{
// demo recorded with cph's modified "v1.91" doom exe
longtics = true;
}
else
{
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: http://doomworld.com/files/patches.shtml\n"
" This appears to be %s.";
I_Error(message, demoversion, DOOM_VERSION,
DemoVersionDescription(demoversion));
}
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++;
//!
// @category demo
//
// Play back a demo recorded in a netgame with a single player.
//
if (playeringame[1] || 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)
{
//!
// @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;
}