ref: c89633a6f115ee889ab5900b466578165955ec5a
dir: /g_game.c/
// G_game.c #include "h2stdinc.h" #include "doomdef.h" #include "p_local.h" #include "soundst.h" // Macros #define AM_STARTKEY 9 // Functions boolean G_CheckDemoStatus (void); static void G_ReadDemoTiccmd (ticcmd_t *cmd); static void G_WriteDemoTiccmd (ticcmd_t *cmd); void G_InitNew (skill_t skill, int episode, int map); void G_PlayerReborn (int player); static void G_DoReborn (int playernum); static void G_DoLoadLevel(void); static void G_DoNewGame(void); void G_DoLoadGame(void); static void G_DoPlayDemo(void); static void G_DoCompleted(void); static void G_DoWorldDone(void); static void G_DoSaveGame(void); void D_PageTicker(void); void D_AdvanceDemo(void); static 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 }; gameaction_t gameaction; gamestate_t gamestate; skill_t gameskill; boolean respawnmonsters; int gameepisode; int gamemap; int prevmap; boolean paused; boolean usergame; // ok to save / end game static boolean sendpause; // send a pause event next tic static boolean sendsave; // send a save event next tic static boolean timingdemo; // if true, exit with report on completion static 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 static skill_t d_skill; static int d_episode; static int d_map; boolean demorecording; boolean demoplayback; boolean singledemo; // quit after playing a demo from cmdline static byte *demobuffer, *demo_p; static const char *defdemoname; static char demoname[MAX_OSPATH]; static short consistancy[MAXPLAYERS][BACKUPTICS]; static int loadgameslot; static int savegameslot; static char savedescription[32]; boolean precache = true; // if true, load all graphics at start // // controls (have defaults) // int key_right, key_left, key_up, key_down; int key_strafeleft, key_straferight; int key_fire, key_use, key_strafe, key_speed; int key_flyup, key_flydown, key_flycenter; int key_lookup, key_lookdown, key_lookcenter; int key_invleft, key_invright, key_useartifact; int mouselook; int alwaysrun; /* boolean */ int mousebfire; int mousebstrafe; int mousebforward; int joybfire; int joybstrafe; int joybuse; int joybspeed; #define MAXPLMOVE 0x32 static fixed_t forwardmove[2] = {0x19, 0x32}; static fixed_t sidemove[2] = {0x18, 0x28}; static fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn #define SLOWTURNTICS 6 boolean gamekeydown[MAXKEYS]; static int turnheld; // for accelerative turning static int lookheld; static boolean mousearray[4]; static boolean *mousebuttons = &mousearray[1]; // allow [-1] static int mousex, mousey; // mouse values are used once static int dclicktime, dclickstate, dclicks; static int dclicktime2, dclickstate2, dclicks2; static int joyxmove, joyymove; // joystick values are repeated static boolean joyarray[5]; static boolean *joybuttons = &joyarray[1]; // allow [-1] static int inventoryTics; boolean usearti = true; #if defined(__WATCOMC__) && defined(_DOS) extern externdata_t *i_ExternData; #endif //============================================================================= /* ==================== = = 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 boolean noartiskip; extern int curpos; extern int inv_ptr; extern int isCyberPresent; // is CyberMan present? void I_ReadCyberCmd (ticcmd_t *cmd); void G_BuildTiccmd (ticcmd_t *cmd) { int i; boolean strafe, bstrafe; int speed, tspeed, lspeed; int forward, side; int look, arti; int flyheight; #if defined(__WATCOMC__) && defined(_DOS) int angleDelta; static int oldAngle; extern int newViewAngleOff; static int externInvKey; event_t ev; #endif 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 = gamekeydown[key_speed] || joybuttons[joybspeed] || joybuttons[joybspeed]; #if defined(__WATCOMC__) && defined(_DOS) if (useexterndriver) { speed |= (i_ExternData->buttons & EBT_SPEED); strafe |= (i_ExternData->buttons & EBT_STRAFE); } #endif if (alwaysrun && !demoplayback && !demorecording) speed = !speed; 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]) side += sidemove[speed]; if (gamekeydown[key_strafeleft]) side -= sidemove[speed]; // Look up/down/center keys if (gamekeydown[key_lookup]) { look = lspeed; } if (gamekeydown[key_lookdown]) { look = -lspeed; } #if defined(__WATCOMC__) && defined(_DOS) if (gamekeydown[key_lookcenter] && !useexterndriver) { look = TOCENTER; } #else if (gamekeydown[key_lookcenter]) { look = TOCENTER; } #endif #if defined(__WATCOMC__) && defined(_DOS) if (useexterndriver && look != TOCENTER && (gamestate == GS_LEVEL || gamestate == GS_INTERMISSION)) { if (i_ExternData->moveForward) { forward += i_ExternData->moveForward; if (speed) { forward <<= 1; } } if (i_ExternData->angleTurn) { if (strafe) { side += i_ExternData->angleTurn; } else { cmd->angleturn += i_ExternData->angleTurn; } } if (i_ExternData->moveSideways) { side += i_ExternData->moveSideways; if (speed) { side <<= 1; } } if (i_ExternData->buttons & EBT_CENTERVIEW) { look = TOCENTER; oldAngle = 0; } else if (i_ExternData->pitch) { angleDelta = i_ExternData->pitch-oldAngle; if (abs(angleDelta) < 35) { look = angleDelta/5; } else { look = 7*(angleDelta > 0 ? 1 : -1); } if (look == TOCENTER) { look++; } oldAngle += look*5; } if (i_ExternData->flyDirection) { if (i_ExternData->flyDirection > 0) { flyheight = 5; } else { flyheight = -5; } } if (abs(newViewAngleOff-i_ExternData->angleHead) < 3000) { newViewAngleOff = i_ExternData->angleHead; } if (i_ExternData->buttons & EBT_FIRE) { cmd->buttons |= BT_ATTACK; } if (i_ExternData->buttons & EBT_OPENDOOR) { cmd->buttons |= BT_USE; } if (i_ExternData->buttons & EBT_PAUSE) { cmd->buttons = BT_SPECIAL | BTS_PAUSE; i_ExternData->buttons &= ~EBT_PAUSE; } if (externInvKey & EBT_USEARTIFACT) { ev.type = ev_keyup; ev.data1 = key_useartifact; D_PostEvent(&ev); externInvKey &= ~EBT_USEARTIFACT; } else if (i_ExternData->buttons & EBT_USEARTIFACT) { externInvKey |= EBT_USEARTIFACT; ev.type = ev_keydown; ev.data1 = key_useartifact; D_PostEvent(&ev); } if (externInvKey & EBT_INVENTORYRIGHT) { ev.type = ev_keyup; ev.data1 = key_invright; D_PostEvent(&ev); externInvKey &= ~EBT_INVENTORYRIGHT; } else if (i_ExternData->buttons & EBT_INVENTORYRIGHT) { externInvKey |= EBT_INVENTORYRIGHT; ev.type = ev_keydown; ev.data1 = key_invright; D_PostEvent(&ev); } if (externInvKey & EBT_INVENTORYLEFT) { ev.type = ev_keyup; ev.data1 = key_invleft; D_PostEvent(&ev); externInvKey &= ~EBT_INVENTORYLEFT; } else if (i_ExternData->buttons & EBT_INVENTORYLEFT) { externInvKey |= EBT_INVENTORYLEFT; ev.type = ev_keydown; ev.data1 = key_invleft; D_PostEvent(&ev); } if (i_ExternData->buttons & EBT_FLYDROP) { flyheight = TOCENTER; } if (gamestate == GS_LEVEL) { if (externInvKey & EBT_MAP) { // AutoMap ev.type = ev_keyup; ev.data1 = AM_STARTKEY; D_PostEvent(&ev); externInvKey &= ~EBT_MAP; } else if (i_ExternData->buttons & EBT_MAP) { externInvKey |= EBT_MAP; ev.type = ev_keydown; ev.data1 = AM_STARTKEY; D_PostEvent(&ev); } } #if 0 if ((i = (i_ExternData->buttons>>EBT_WEAPONSHIFT) & EBT_WEAPONMASK) != 0) { cmd->buttons |= BT_CHANGE; cmd->buttons |= (i-1)<<BT_WEAPONSHIFT; } #endif if (i_ExternData->buttons & EBT_WEAPONCYCLE) { int curWeapon; player_t *pl; pl = &players[consoleplayer]; curWeapon = pl->readyweapon; for (curWeapon = (curWeapon + 1) & 7; curWeapon != pl->readyweapon; curWeapon = (curWeapon + 1) & 7) { if (pl->weaponowned[curWeapon]) { if (curWeapon >= wp_goldwand && curWeapon <= wp_mace && !pl->ammo[wpnlev1info[curWeapon].ammo]) { // weapon that requires ammo is empty continue; } break; } } cmd->buttons |= BT_CHANGE; cmd->buttons |= curWeapon<<BT_WEAPONSHIFT; } } #endif // 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; #if defined(__WATCOMC__) && defined(_DOS) if (!useexterndriver) { look = TOCENTER; } #else look = TOCENTER; #endif } // 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] ) { cmd->buttons |= BT_USE; dclicks = 0; // clear double clicks if hit use button } for (i = 0; i < NUMWEAPONS-2; i++) { if (gamekeydown['1'+i]) { cmd->buttons |= BT_CHANGE; cmd->buttons |= i<<BT_WEAPONSHIFT; break; } } // // mouse // if (mousebuttons[mousebforward]) { forward += forwardmove[speed]; } // // 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; } if (demorecording || demoplayback || (mouselook == 0)) { forward += mousey; } else if (mousey && !paused) /* mouselook, but not when paused */ { /* We'll directly change the viewing pitch of the console player. */ float adj = ((mousey*0x4) << 16) / (float) ANGLE_180*180*110.0/85.0; float newlookdir = 0; adj *= 2; /* Speed up the X11 mlook a little. */ if (mouselook == 1) newlookdir = players[consoleplayer].lookdir + adj; else if (mouselook == 2) newlookdir = players[consoleplayer].lookdir - adj; // vertical view angle taken from p_user.c line 249. if (newlookdir > 90) newlookdir = 90; else if (newlookdir < -110) newlookdir = -110; players[consoleplayer].lookdir = newlookdir; } 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 = ============== */ static 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)); memset (joyarray, 0, sizeof(joyarray)); memset (mousearray, 0, sizeof(mousearray)); } /* =============================================================================== = = 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) { if (!MenuActive && gamestate != GS_FINALE) sendpause = true; return true; } if (ev->data1 < MAXKEYS) { gamekeydown[ev->data1] = true; } return true; // eat key down events case ev_keyup: if (ev->data1 < MAXKEYS) { 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) / 2; mousey = ev->data3 * (mouseSensitivity + 5) / 2; return true; // eat events case ev_joystick: joybuttons[0] = ev->data1 & 1; joybuttons[1] = ev->data1 & 2; joybuttons[2] = ev->data1 & 4; joybuttons[3] = ev->data1 & 8; joyxmove = ev->data2; joyymove = ev->data3; return true; // eat events default: break; } return false; } /* =============================================================================== = = G_Ticker = =============================================================================== */ 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: M_ScreenShot(); 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) { strcpy (savedescription, "NET GAME"); } else { strcpy(savedescription, "SAVE GAME"); } } 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 // 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 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 int 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 = ==================== */ static 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; } static 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 // //============================================================================ static 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. // //--------------------------------------------------------------------------- void G_LoadGame(int slot) { loadgameslot = slot; gameaction = ga_loadgame; } //--------------------------------------------------------------------------- // // PROC G_DoLoadGame // // Called by G_Ticker based on gameaction. // //--------------------------------------------------------------------------- void G_DoLoadGame(void) { gameaction = ga_nothing; SV_LoadGame(loadgameslot); } /* ==================== = = G_InitNew = = Can be called by the startup code or the menu task = consoleplayer, displayplayer, playeringame[] should be set ==================== */ void G_DeferedInitNew (skill_t skill, int episode, int map) { d_skill = skill; d_episode = episode; d_map = map; gameaction = ga_newgame; } static void G_DoNewGame (void) { G_InitNew (d_skill, d_episode, d_map); gameaction = ga_nothing; } void G_InitNew(skill_t skill, int episode, int map) { int i; int speed; static const 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("SKY1"); } else { skytexture = R_TextureNumForName(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 static 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++; } static void G_WriteDemoTiccmd (ticcmd_t *cmd) { if (gamekeydown['q']) // press q to end demo recording G_CheckDemoStatus (); *demo_p++ = (byte) cmd->forwardmove; *demo_p++ = (byte) 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, const char *name) { int i; G_InitNew (skill, episode, map); usergame = false; snprintf (demoname, sizeof(demoname), "%s%s.lmp", basePath, name); demobuffer = demo_p = (byte *) 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 = =================== */ void G_DeferedPlayDemo (const char *name) { defdemoname = name; gameaction = ga_playdemo; } static void G_DoPlayDemo (void) { skill_t skill; int i, episode, map; gameaction = ga_nothing; demobuffer = demo_p = (byte *) 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 (const char *name) { skill_t skill; int episode, map; demobuffer = demo_p = (byte *) 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 (); Z_ChangeTag (demobuffer, PU_CACHE); 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 ("Recorded demo: %s", demoname); } return false; } /**************************************************************************/ //========================================================================== // // G_SaveGame // // Called by the menu task. <description> is a 24 byte text string. // //========================================================================== void G_SaveGame(int slot, const char *description) { savegameslot = slot; strcpy(savedescription, description); sendsave = true; } //========================================================================== // // G_DoSaveGame // // Called by G_Ticker based on gameaction. // //========================================================================== static void G_DoSaveGame(void) { SV_SaveGame(savegameslot, savedescription); gameaction = ga_nothing; savedescription[0] = 0; P_SetMessage(&players[consoleplayer], TXT_GAMESAVED, true); }