ref: bbd168f542014bce6706515654e5a80bc4101566
dir: /g_game.c/
//**************************************************************************
//**
//** g_game.c : Heretic 2 : Raven Software, Corp.
//**
//** $Revision: 584 $
//** $Date: 2012-02-17 12:01:51 +0200 (Fri, 17 Feb 2012) $
//**
//**************************************************************************
#include "h2stdinc.h"
#include "h2def.h"
#include "p_local.h"
#include "soundst.h"
#define AM_STARTKEY 9
// External functions
extern void R_InitSky(int map);
extern void P_PlayerNextArtifact(player_t *player);
// 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);
static void G_DoReborn (int playernum);
static void G_DoLoadLevel(void);
static void G_DoInitNew(void);
static void G_DoNewGame(void);
void G_DoLoadGame(void);
static void G_DoPlayDemo(void);
static void G_DoTeleportNewMap(void);
static void G_DoCompleted(void);
static void G_DoWorldDone(void);
static void G_DoSaveGame(void);
static void G_DoSingleReborn(void);
void H2_PageTicker(void);
void H2_AdvanceDemo(void);
extern boolean mn_SuicideConsole;
gameaction_t gameaction;
gamestate_t gamestate;
skill_t gameskill;
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];
pclass_t PlayerClasses[MAXPLAYERS];
// Position indicator for cooperative net-play reborn
int RebornPosition;
int consoleplayer; // player taking events and displaying
int displayplayer; // view being displayed
int gametic;
int levelstarttic; // gametic at level start
boolean demorecording;
boolean demoplayback;
boolean singledemo; // quit after playing a demo from cmdline
static byte *demobuffer, *demo_p;
static char demoname[MAX_OSPATH];
static short consistancy[MAXPLAYERS][BACKUPTICS];
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, key_jump;
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 mousebjump;
int joybfire;
int joybstrafe;
int joybuse;
int joybspeed;
int joybjump;
int LeaveMap;
static int LeavePosition;
//#define MAXPLMOVE 0x32 // Old Heretic Max move
static fixed_t MaxPlayerMove[NUMCLASSES] =
{
0x3C,
0x32,
0x2D,
#ifdef ASSASSIN
0x3D,
#endif
0x31
};
static fixed_t forwardmove[NUMCLASSES][2] =
{
{ 0x1D, 0x3C },
{ 0x19, 0x32 },
{ 0x16, 0x2E },
#ifdef ASSASSIN
{ 0x17, 0x3D },
#endif
{ 0x18, 0x31 }
};
static fixed_t sidemove[NUMCLASSES][2] =
{
{ 0x1B, 0x3B },
{ 0x18, 0x28 },
{ 0x15, 0x25 },
#ifdef ASSASSIN
{ 0x16, 0x3C },
#endif
{ 0x17, 0x27 }
};
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 loadgameslot;
static int savegameslot;
static char savedescription[32];
static int inventoryTics;
boolean usearti = true;
static skill_t TempSkill;
static int TempEpisode;
static int TempMap;
//=============================================================================
/*
====================
=
= 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 artiskip;
extern int curpos;
extern int inv_ptr;
void G_BuildTiccmd (ticcmd_t *cmd)
{
int i;
boolean strafe, bstrafe;
int speed, tspeed, lspeed;
int forward, side;
int look, arti;
int flyheight;
int pClass;
pClass = players[consoleplayer].playerclass;
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 (alwaysrun && !demoplayback && !demorecording)
speed = !speed;
forward = side = look = arti = flyheight = 0;
USED(arti);
//
// 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; // 3;
}
else
{
lspeed = 2; // 5;
}
//
// let movement keys cancel each other out
//
if (strafe)
{
if (gamekeydown[key_right])
{
side += sidemove[pClass][speed];
}
if (gamekeydown[key_left])
{
side -= sidemove[pClass][speed];
}
if (joyxmove > 0)
{
side += sidemove[pClass][speed];
}
if (joyxmove < 0)
{
side -= sidemove[pClass][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[pClass][speed];
}
if (gamekeydown[key_down])
{
forward -= forwardmove[pClass][speed];
}
if (joyymove < 0)
{
forward += forwardmove[pClass][speed];
}
if (joyymove > 0)
{
forward -= forwardmove[pClass][speed];
}
if (gamekeydown[key_straferight])
{
side += sidemove[pClass][speed];
}
if (gamekeydown[key_strafeleft])
{
side -= sidemove[pClass][speed];
}
// Look up/down/center keys
if (gamekeydown[key_lookup])
{
look = lspeed;
}
if (gamekeydown[key_lookdown])
{
look = -lspeed;
}
if (gamekeydown[key_lookcenter])
{
look = TOCENTER;
}
// 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;
look = TOCENTER;
}
// Use artifact key
if (gamekeydown[key_useartifact])
{
if (gamekeydown[key_speed] && artiskip)
{
if (players[consoleplayer].inventory[inv_ptr].type != arti_none)
{ // Skip an artifact
gamekeydown[key_useartifact] = false;
P_PlayerNextArtifact(&players[consoleplayer]);
}
}
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&AFLAG_MASK;
usearti = false;
}
}
}
if (gamekeydown[key_jump] || mousebuttons[mousebjump] || joybuttons[joybjump])
{
cmd->arti |= AFLAG_JUMP;
}
if (mn_SuicideConsole)
{
cmd->arti |= AFLAG_SUICIDE;
mn_SuicideConsole = false;
}
// Artifact hot keys
if (gamekeydown[KEY_BACKSPACE] && !cmd->arti)
{
gamekeydown[KEY_BACKSPACE] = false; // Use one of each artifact
cmd->arti = NUMARTIFACTS;
}
else if (gamekeydown[KEY_BACKSLASH] && !cmd->arti && (players[consoleplayer].mo->health < MAXHEALTH))
{
gamekeydown[KEY_BACKSLASH] = false;
cmd->arti = arti_health;
}
else if (gamekeydown[KEY_ZERO] && !cmd->arti)
{
gamekeydown[KEY_ZERO] = false;
cmd->arti = arti_poisonbag;
}
else if (gamekeydown[KEY_NINE] && !cmd->arti)
{
gamekeydown[KEY_NINE] = false;
cmd->arti = arti_blastradius;
}
else if (gamekeydown[KEY_EIGHT] && !cmd->arti)
{
gamekeydown[KEY_EIGHT] = false;
cmd->arti = arti_teleport;
}
else if (gamekeydown[KEY_SEVEN] && !cmd->arti)
{
gamekeydown[KEY_SEVEN] = false;
cmd->arti = arti_teleportother;
}
else if (gamekeydown[KEY_SIX] && !cmd->arti)
{
gamekeydown[KEY_SIX] = false;
cmd->arti = arti_egg;
}
else if (gamekeydown[KEY_FIVE] && !cmd->arti && !players[consoleplayer].powers[pw_invulnerability])
{
gamekeydown[KEY_FIVE] = false;
cmd->arti = arti_invulnerability;
}
//
// 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; i++)
{
if (gamekeydown['1'+i])
{
cmd->buttons |= BT_CHANGE;
cmd->buttons |= i<<BT_WEAPONSHIFT;
break;
}
}
//
// mouse
//
#if 0
printf ("%d %d %d %d <%d %d>\n",
mousebuttons[mousebfire], mousebuttons[mousebforward],
mousebuttons[mousebjump], mousebuttons[mousebstrafe],
mousex, mousey);
#endif
if (mousebuttons[mousebforward])
{
forward += forwardmove[pClass][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; /* jim initialiser added to prevent warning */
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 > MaxPlayerMove[pClass])
{
forward = MaxPlayerMove[pClass];
}
else if (forward < -MaxPlayerMove[pClass])
{
forward = -MaxPlayerMove[pClass];
}
if (side > MaxPlayerMove[pClass])
{
side = MaxPlayerMove[pClass];
}
else if (side < -MaxPlayerMove[pClass])
{
side = -MaxPlayerMove[pClass];
}
if (players[consoleplayer].powers[pw_speed] && !players[consoleplayer].morphTics)
{ // Adjust for a player with a speed artifact
forward = (3*forward)>>1;
side = (3*side)>>1;
}
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));
}
SN_StopAllSequences();
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 (CT_Responder(ev))
{ // Chat ate the event
return true;
}
if (gamestate == GS_LEVEL)
{
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_initnew:
G_DoInitNew();
break;
case ga_newgame:
G_DoNewGame();
break;
case ga_loadgame:
Draw_LoadIcon();
G_DoLoadGame();
break;
case ga_savegame:
Draw_SaveIcon();
G_DoSaveGame();
break;
case ga_singlereborn:
G_DoSingleReborn();
break;
case ga_playdemo:
G_DoPlayDemo();
break;
case ga_screenshot:
M_ScreenShot();
gameaction = ga_nothing;
break;
case ga_leavemap:
Draw_TeleportIcon();
G_DoTeleportNewMap();
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:
H2_PageTicker ();
break;
}
}
/*
==============================================================================
PLAYER STRUCTURE FUNCTIONS
also see P_SpawnPlayer in P_Things
==============================================================================
*/
//==========================================================================
//
// G_PlayerExitMap
//
// Called when the player leaves a map.
//
//==========================================================================
void G_PlayerExitMap(int playerNumber)
{
int i;
player_t *player;
int flightPower;
player = &players[playerNumber];
// if (deathmatch)
// {
// // Strip all but one of each type of artifact
// for (i = 0; i < player->inventorySlotNum; i++)
// {
// player->inventory[i].count = 1;
// }
// player->artifactCount = player->inventorySlotNum;
// }
// else
// Strip all current powers (retain flight)
flightPower = player->powers[pw_flight];
memset(player->powers, 0, sizeof(player->powers));
player->powers[pw_flight] = flightPower;
if (deathmatch)
{
player->powers[pw_flight] = 0;
}
else
{
if (P_GetMapCluster(gamemap) != P_GetMapCluster(LeaveMap))
{ // Entering new cluster
// Strip all keys
player->keys = 0;
// Strip flight artifact
for (i = 0; i < 25; i++)
{
player->powers[pw_flight] = 0;
P_PlayerUseArtifact(player, arti_fly);
}
player->powers[pw_flight] = 0;
}
}
if (player->morphTics)
{
player->readyweapon = player->mo->special1; // Restore weapon
player->morphTics = 0;
}
player->messageTics = 0;
player->lookdir = 0;
player->mo->flags &= ~MF_SHADOW; // Remove invisibility
player->extralight = 0; // Remove weapon flashes
player->fixedcolormap = 0; // Remove torch
player->damagecount = 0; // No palette changes
player->bonuscount = 0;
player->poisoncount = 0;
if (player == &players[consoleplayer])
{
SB_state = -1; // refresh the status bar
viewangleoffset = 0;
}
}
//==========================================================================
//
// G_PlayerReborn
//
// Called after a player dies. Almost everything is cleared and
// initialized.
//
//==========================================================================
void G_PlayerReborn(int player)
{
player_t *p;
int frags[MAXPLAYERS];
int killcount, itemcount, secretcount;
unsigned int worldTimer;
memcpy(frags, players[player].frags, sizeof(frags));
killcount = players[player].killcount;
itemcount = players[player].itemcount;
secretcount = players[player].secretcount;
worldTimer = players[player].worldTimer;
p = &players[player];
memset(p, 0, sizeof(*p));
memcpy(players[player].frags, frags, sizeof(players[player].frags));
players[player].killcount = killcount;
players[player].itemcount = itemcount;
players[player].secretcount = secretcount;
players[player].worldTimer = worldTimer;
players[player].playerclass = PlayerClasses[player];
p->usedown = p->attackdown = true; // don't do anything immediately
p->playerstate = PST_LIVE;
p->health = MAXHEALTH;
p->readyweapon = p->pendingweapon = WP_FIRST;
p->weaponowned[WP_FIRST] = true;
p->messageTics = 0;
p->lookdir = 0;
localQuakeHappening[player] = false;
if (p == &players[consoleplayer])
{
SB_state = -1; // refresh the status bar
inv_ptr = 0; // reset the inventory pointer
curpos = 0;
viewangleoffset = 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_TELEPORT); // 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;
// This check has been moved to p_setup.c:P_LoadThings()
//if (selections < 8)
// I_Error ("Only %i deathmatch spots, 8 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[0][playernum]);
}
//==========================================================================
//
// G_DoReborn
//
//==========================================================================
static void G_DoReborn(int playernum)
{
int i;
boolean oldWeaponowned[NUMWEAPONS];
int oldKeys;
int oldPieces;
boolean foundSpot;
int bestWeapon;
if (G_CheckDemoStatus())
{
return;
}
if (!netgame)
{
if (SV_RebornSlotAvailable())
{ // Use the reborn code if the slot is available
gameaction = ga_singlereborn;
}
else
{ // Start a new game if there's no reborn info
gameaction = ga_newgame;
}
}
else
{ // Net-game
players[playernum].mo->player = NULL; // Dissassociate the corpse
if (deathmatch)
{ // Spawn at random spot if in death match
G_DeathMatchSpawnPlayer(playernum);
return;
}
// Cooperative net-play, retain keys and weapons
oldKeys = players[playernum].keys;
oldPieces = players[playernum].pieces;
for (i = 0; i < NUMWEAPONS; i++)
{
oldWeaponowned[i] = players[playernum].weaponowned[i];
}
foundSpot = false;
if (G_CheckSpot(playernum, &playerstarts[RebornPosition][playernum]))
{ // Appropriate player start spot is open
P_SpawnPlayer(&playerstarts[RebornPosition][playernum]);
foundSpot = true;
}
else
{
// Try to spawn at one of the other player start spots
for (i = 0; i < MAXPLAYERS; i++)
{
if (G_CheckSpot(playernum, &playerstarts[RebornPosition][i]))
{ // Found an open start spot
// Fake as other player
playerstarts[RebornPosition][i].type = playernum + 1;
P_SpawnPlayer(&playerstarts[RebornPosition][i]);
// Restore proper player type
playerstarts[RebornPosition][i].type = i + 1;
foundSpot = true;
break;
}
}
}
if (foundSpot == false)
{ // Player's going to be inside something
P_SpawnPlayer(&playerstarts[RebornPosition][playernum]);
}
// Restore keys and weapons
players[playernum].keys = oldKeys;
players[playernum].pieces = oldPieces;
for (bestWeapon = 0, i = 0; i < NUMWEAPONS; i++)
{
if (oldWeaponowned[i])
{
bestWeapon = i;
players[playernum].weaponowned[i] = true;
}
}
players[playernum].mana[MANA_1] = 25;
players[playernum].mana[MANA_2] = 25;
if (bestWeapon)
{ // Bring up the best weapon
players[playernum].pendingweapon = bestWeapon;
}
}
}
void G_ScreenShot (void)
{
gameaction = ga_screenshot;
}
//==========================================================================
//
// G_StartNewInit
//
//==========================================================================
void G_StartNewInit(void)
{
SV_InitBaseSlot();
SV_ClearRebornSlot();
P_ACSInitNewGame();
// Default the player start spot group to 0
RebornPosition = 0;
}
//==========================================================================
//
// G_StartNewGame
//
//==========================================================================
void G_StartNewGame(skill_t skill)
{
int realMap;
USED(skill);
G_StartNewInit();
realMap = P_TranslateMap(1);
if (realMap == -1)
{
realMap = 1;
}
G_InitNew(TempSkill, 1, realMap);
}
//==========================================================================
//
// G_TeleportNewMap
//
// Only called by the warp cheat code. Works just like normal map to map
// teleporting, but doesn't do any interlude stuff.
//
//==========================================================================
void G_TeleportNewMap(int map, int position)
{
gameaction = ga_leavemap;
LeaveMap = map;
LeavePosition = position;
}
//==========================================================================
//
// G_DoTeleportNewMap
//
//==========================================================================
static void G_DoTeleportNewMap(void)
{
SV_MapTeleport(LeaveMap, LeavePosition);
gamestate = GS_LEVEL;
gameaction = ga_nothing;
RebornPosition = LeavePosition;
}
/*
boolean secretexit;
void G_ExitLevel (void)
{
secretexit = false;
gameaction = ga_completed;
}
void G_SecretExitLevel (void)
{
secretexit = true;
gameaction = ga_completed;
}
*/
//==========================================================================
//
// G_Completed
//
// Starts intermission routine, which is used only during hub exits,
// and DeathMatch games.
//==========================================================================
void G_Completed(int map, int position)
{
if (shareware && map > 4)
{
// Not possible in the 4-level demo.
P_SetMessage(&players[consoleplayer], "ACCESS DENIED -- DEMO", true);
return;
}
gameaction = ga_completed;
LeaveMap = map;
LeavePosition = position;
}
static void G_DoCompleted(void)
{
int i;
gameaction = ga_nothing;
if (G_CheckDemoStatus())
{
return;
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
G_PlayerExitMap(i);
}
}
if (LeaveMap == -1 && LeavePosition == -1)
{
gameaction = ga_victory;
return;
}
else
{
gamestate = GS_INTERMISSION;
IN_Start();
}
/*
int i;
static int afterSecret[3] = { 7, 5, 5 };
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;
}
//==========================================================================
//
// G_DoSingleReborn
//
// Called by G_Ticker based on gameaction. Loads a game from the reborn
// save slot.
//
//==========================================================================
static void G_DoSingleReborn(void)
{
gameaction = ga_nothing;
SV_LoadGame(SV_GetRebornSlot());
SB_SetClassData();
}
//==========================================================================
//
// G_LoadGame
//
// Can be called by the startup code or the menu task.
//
//==========================================================================
void G_LoadGame(int slot)
{
loadgameslot = slot;
gameaction = ga_loadgame;
}
//==========================================================================
//
// G_DoLoadGame
//
// Called by G_Ticker based on gameaction.
//
//==========================================================================
void G_DoLoadGame(void)
{
gameaction = ga_nothing;
SV_LoadGame(loadgameslot);
if (!netgame)
{ // Copy the base slot to the reborn slot
SV_UpdateRebornSlot();
}
SB_SetClassData();
}
//==========================================================================
//
// 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);
}
//==========================================================================
//
// G_DeferredNewGame
//
//==========================================================================
void G_DeferredNewGame(skill_t skill)
{
TempSkill = skill;
gameaction = ga_newgame;
}
//==========================================================================
//
// G_DoNewGame
//
//==========================================================================
static void G_DoNewGame(void)
{
G_StartNewGame(TempSkill);
gameaction = ga_nothing;
}
/*
====================
=
= 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)
{
TempSkill = skill;
TempEpisode = episode;
TempMap = map;
gameaction = ga_initnew;
}
static void G_DoInitNew(void)
{
SV_InitBaseSlot();
G_InitNew(TempSkill, TempEpisode, TempMap);
gameaction = ga_nothing;
}
void G_InitNew(skill_t skill, int episode, int map)
{
int i;
if (paused)
{
paused = false;
S_ResumeSound();
}
if (skill < sk_baby)
{
skill = sk_baby;
}
if (skill > sk_nightmare)
{
skill = sk_nightmare;
}
if (map < 1)
{
map = 1;
}
if (map > 99)
{
map = 99;
}
M_ClearRandom();
// Force players to be initialized upon first level load
for (i = 0; i < MAXPLAYERS; i++)
{
players[i].playerstate = PST_REBORN;
players[i].worldTimer = 0;
}
// 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;
BorderNeedRefresh = true;
// Initialize the sky
R_InitSky(map);
// Give one null ticcmd_t
//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));
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;
USED(numplayers);
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++)
{
#if (MAXPLAYERS > MAXPLAYERS_10)
/* 8-player support is added to Hexen starting
* with version 1.1. If using 1.0 wad files,
* don't write player data > 4 to the demo...
* See also G_DoPlayDemo() below.
* FIXME: What if the player count is > 4 ???
*/
if (oldwad_10 && i >= MAXPLAYERS_10)
break;
#endif
*demo_p++ = playeringame[i];
*demo_p++ = PlayerClasses[i];
}
demorecording = true;
}
/*
===================
=
= G_PlayDemo
=
===================
*/
static const char *defdemoname;
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++)
{
#if (MAXPLAYERS > MAXPLAYERS_10)
/* here is the tricky part: the demos in the
* version 1.0 wad files are for MAXPLAYERS 4,
* not 8. the check that I added below is not
* accurate, though, because the demo may be
* recorded using MAXPLAYERS == 8, ie. it may
* not be from the wad file..
* See also G_RecordDemo() above.
*/
if (oldwad_10 && i >= MAXPLAYERS_10)
{
playeringame[i] = 0;
PlayerClasses[i] = 0;
continue;
}
#endif
playeringame[i] = *demo_p++;
PlayerClasses[i] = *demo_p++;
}
// Initialize world info, etc.
G_StartNewInit();
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;
H2_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;
}