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- /* Emacs style mode select -*- C++ -*- */
- /* ----------------------------------------------------------------------------- */
- /* */
- /* $Id:$ */
- /* */
- /* Copyright (C) 1993-1996 by id Software, Inc. */
- /* */
- /* This source is available for distribution and/or modification */
- /* only under the terms of the DOOM Source Code License as */
- /* published by id Software. All rights reserved. */
- /* */
- /* The source is distributed in the hope that it will be useful, */
- /* but WITHOUT ANY WARRANTY; without even the implied warranty of */
- /* FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License */
- /* for more details. */
- /* */
- /* $Log:$ */
- /* */
- /* DESCRIPTION: none */
- /* */
- /* ----------------------------------------------------------------------------- */
-
-
- static const char
- rcsid[] = "$Id: g_game.c,v 1.8 1997/02/03 22:45:09 b1 Exp $";
-
- #include <string.h>
- #include <stdlib.h>
-
- #include "doomdef.h"
- #include "doomstat.h"
-
- #include "z_zone.h"
- #include "f_finale.h"
- #include "m_argv.h"
- #include "m_misc.h"
- #include "m_menu.h"
- #include "m_random.h"
- #include "i_system.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 "i_video.h"
-
- #include "w_wad.h"
-
- #include "p_local.h"
-
- #include "s_sound.h"
-
- /* Data. */
- #include "dstrings.h"
- #include "sounds.h"
-
- /* SKY handling - still the wrong place. */
- #include "r_data.h"
- #include "r_sky.h"
-
-
-
- #include "g_game.h"
-
-
- #define SAVEGAMESIZE 0x2c000
- #define SAVESTRINGSIZE 24
-
-
-
- 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);
-
-
- gameaction_t gameaction;
- gamestate_t gamestate;
- skill_t gameskill;
- boolean respawnmonsters;
- int gameepisode;
- int gamemap;
-
- 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 */
- boolean noblit; /* 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];
-
- 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 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 */
-
- wbstartstruct_t wminfo; /* parms for world map / intermission */
-
- short consistancy[MAXPLAYERS][BACKUPTICS];
-
- byte* savebuffer;
-
-
- /* */
- /* controls (have defaults) */
- /* */
- int key_right;
- int key_left;
-
- int key_up;
- int key_down;
- int key_strafeleft;
- int key_straferight;
- int key_fire;
- int key_use;
- int key_strafe;
- int key_speed;
-
- int mousebfire;
- int mousebstrafe;
- int mousebforward;
-
- int joybfire;
- int joybstrafe;
- int joybuse;
- int joybspeed;
-
-
-
- #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 */
-
- #define SLOWTURNTICS 6
-
- #define NUMKEYS 256
-
- boolean gamekeydown[NUMKEYS];
- int turnheld; /* for accelerative turning */
-
- boolean mousearray[4];
- boolean* mousebuttons = &mousearray[1]; /* allow [-1] */
-
- /* mouse values are used once */
- int mousex;
- int mousey;
-
- int dclicktime;
- int dclickstate;
- int dclicks;
- int dclicktime2;
- int dclickstate2;
- int dclicks2;
-
- /* joystick values are repeated */
- int joyxmove;
- int joyymove;
- boolean joyarray[5];
- boolean* joybuttons = &joyarray[1]; /* allow [-1] */
-
- int savegameslot;
- char savedescription[32];
-
-
- #define BODYQUESIZE 32
-
- mobj_t* bodyque[BODYQUESIZE];
- int bodyqueslot;
-
- void* statcopy; /* for statistics driver */
-
-
-
- int G_CmdChecksum (ticcmd_t* cmd)
- {
- int i;
- int sum = 0;
-
- for (i=0 ; i< sizeof(*cmd)/4 - 1 ; i++)
- sum += ((int *)cmd)[i];
-
- return sum;
- }
-
-
- /* */
- /* G_BuildTiccmd */
- /* Builds a ticcmd from all of the available inputs */
- /* or reads it from the demo buffer. */
- /* If recording a demo, write it out */
- /* */
- void G_BuildTiccmd (ticcmd_t* cmd)
- {
- int i;
- boolean strafe;
- boolean bstrafe;
- int speed;
- int tspeed;
- int forward;
- int side;
-
- ticcmd_t* base;
-
- base = I_BaseTiccmd (); /* empty, or external driver */
- memcpy (cmd,base,sizeof(*cmd));
-
- cmd->consistancy =
- consistancy[consoleplayer][maketic%BACKUPTICS];
-
-
- strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe]
- || joybuttons[joybstrafe];
- speed = gamekeydown[key_speed] || joybuttons[joybspeed];
-
- forward = side = 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_straferight])
- side += sidemove[speed];
- if (gamekeydown[key_strafeleft])
- side -= sidemove[speed];
-
- /* buttons */
- cmd->chatchar = HU_dequeueChatChar();
-
- if (gamekeydown[key_fire] || mousebuttons[mousebfire]
- || joybuttons[joybfire])
- cmd->buttons |= BT_ATTACK;
-
- if (gamekeydown[key_use] || joybuttons[joybuse] )
- {
- cmd->buttons |= BT_USE;
- /* clear double clicks if hit use button */
- dclicks = 0;
- }
-
- /* chainsaw overrides */
- for (i=0 ; i<NUMWEAPONS-1 ; 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;
- }
- }
-
- forward += mousey;
- if (strafe)
- side += mousex*2;
- else
- cmd->angleturn -= mousex*0x8;
-
- 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);
- }
- }
-
-
- /* */
- /* 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 ( SKYFLATNAME );
-
- #if 0
- /* DOOM determines the sky texture to be used */
- /* depending on the current episode, and the game version. */
- if ( (gamemode == commercial)
- || ( gamemode == pack_tnt )
- || ( gamemode == pack_plut ) )
- {
- skytexture = R_TextureNumForName ("SKY3");
- if (gamemap < 12)
- skytexture = R_TextureNumForName ("SKY1");
- else
- if (gamemap < 21)
- skytexture = R_TextureNumForName ("SKY2");
- }
- #endif
-
- levelstarttic = gametic; /* for time calculation */
-
- if (wipegamestate == GS_LEVEL)
- wipegamestate = -1; /* force a wipe */
-
- 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));
- }
-
-
- /* */
- /* 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_F12 && (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 (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 */
- }
-
- switch (ev->type)
- {
- case ev_keydown:
- if (ev->data1 == KEY_PAUSE)
- {
- sendpause = true;
- return true;
- }
- if (ev->data1 <NUMKEYS)
- gamekeydown[ev->data1] = true;
- return true; /* eat key down events */
-
- case ev_keyup:
- if (ev->data1 <NUMKEYS)
- gamekeydown[ev->data1] = false;
- return false; /* always let key up events filter down */
-
- case ev_mouse:
- mousebuttons[0] = ev->data1 & 1;
- mousebuttons[1] = ev->data1 & 2;
- mousebuttons[2] = ev->data1 & 4;
- mousex = ev->data2*(mouseSensitivity+5)/10;
- mousey = ev->data3*(mouseSensitivity+5)/10;
- return true; /* eat events */
-
- case ev_joystick:
- 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 */
- /* 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:
- M_ScreenShot ();
- 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 */
- if (cmd->forwardmove > TURBOTHRESHOLD
- && !(gametic&31) && ((gametic>>5)&3) == i )
- {
- static char turbomessage[80];
- extern char *player_names[4];
- sprintf (turbomessage, "%s is turbo!",player_names[i]);
- players[consoleplayer].message = turbomessage;
- }
-
- 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;
- }
- }
- }
- }
-
- /* do main actions */
- switch (gamestate)
- {
- case GS_LEVEL:
- P_Ticker ();
- ST_Ticker ();
- AM_Ticker ();
- HU_Ticker ();
- break;
-
- case GS_INTERMISSION:
- WI_Ticker ();
- break;
-
- case GS_FINALE:
- F_Ticker ();
- break;
-
- case GS_DEMOSCREEN:
- D_PageTicker ();
- break;
- }
- }
-
-
- /* */
- /* PLAYER STRUCTURE FUNCTIONS */
- /* also see P_SpawnPlayer in P_Things */
- /* */
-
- /* */
- /* G_InitPlayer */
- /* Called at the start. */
- /* Called by the game initialization functions. */
- /* */
- void G_InitPlayer (int player)
- {
- 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 itemcount;
- int secretcount;
-
- memcpy (frags,players[player].frags,sizeof(frags));
- killcount = players[player].killcount;
- itemcount = players[player].itemcount;
- secretcount = players[player].secretcount;
-
- p = &players[player];
- memset (p, 0, sizeof(*p));
-
- memcpy (players[player].frags, frags, sizeof(players[player].frags));
- players[player].killcount = killcount;
- players[player].itemcount = itemcount;
- players[player].secretcount = secretcount;
-
- p->usedown = p->attackdown = true; /* don't do anything immediately */
- p->playerstate = PST_LIVE;
- p->health = MAXHEALTH;
- p->readyweapon = p->pendingweapon = wp_pistol;
- p->weaponowned[wp_fist] = true;
- p->weaponowned[wp_pistol] = true;
- p->ammo[am_clip] = 50;
-
- for (i=0 ; i<NUMAMMO ; i++)
- p->maxammo[i] = maxammo[i];
-
- }
-
- /* */
- /* G_CheckSpot */
- /* Returns false if the player cannot be respawned */
- /* at the given mapthing_t spot */
- /* because something is occupying it */
- /* */
- void P_SpawnPlayer (mapthing_t* mthing);
-
- boolean
- G_CheckSpot
- ( int playernum,
- mapthing_t* mthing )
- {
- fixed_t x;
- fixed_t y;
- subsector_t* ss;
- 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 * (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;
- }
-
-
-
- /* DOOM Par Times */
- int pars[4][10] =
- {
- {0},
- {0,30,75,120,90,165,180,180,30,165},
- {0,90,90,90,120,90,360,240,30,170},
- {0,90,45,90,150,90,90,165,30,135}
- };
-
- /* DOOM II Par Times */
- int cpars[32] =
- {
- 30,90,120,120,90,150,120,120,270,90, /* 1-10 */
- 210,150,150,150,210,150,420,150,210,150, /* 11-20 */
- 240,150,180,150,150,300,330,420,300,180, /* 21-30 */
- 120,30 /* 31-32 */
- };
-
-
- /* */
- /* G_DoCompleted */
- /* */
- boolean secretexit;
- extern char* pagename;
-
- void G_ExitLevel (void)
- {
- secretexit = false;
- gameaction = ga_completed;
- }
-
- /* Here's for the german edition. */
- void G_SecretExitLevel (void)
- {
- /* IF NO WOLF3D LEVELS, NO SECRET EXIT! */
- if ( (gamemode == commercial)
- && (W_CheckNumForName("map31")<0))
- secretexit = false;
- else
- secretexit = true;
- gameaction = ga_completed;
- }
-
- void G_DoCompleted (void)
- {
- int i;
-
- gameaction = ga_nothing;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- if (playeringame[i])
- G_PlayerFinishLevel (i); /* take away cards and stuff */
-
- if (automapactive)
- AM_Stop ();
-
- if ( gamemode != commercial)
- switch(gamemap)
- {
- case 8:
- gameaction = ga_victory;
- return;
- case 9:
- for (i=0 ; i<MAXPLAYERS ; i++)
- players[i].didsecret = true;
- break;
- }
-
- /* #if 0 Hmmm - why? */
- if ( (gamemap == 8)
- && (gamemode != commercial) )
- {
- /* victory */
- gameaction = ga_victory;
- return;
- }
-
- if ( (gamemap == 9)
- && (gamemode != commercial) )
- {
- /* exit secret level */
- for (i=0 ; i<MAXPLAYERS ; i++)
- players[i].didsecret = true;
- }
- /* #endif */
-
-
- wminfo.didsecret = players[consoleplayer].didsecret;
- wminfo.epsd = gameepisode -1;
- wminfo.last = gamemap -1;
-
- /* wminfo.next is 0 biased, unlike gamemap */
- if ( gamemode == commercial)
- {
- if (secretexit)
- switch(gamemap)
- {
- case 15: wminfo.next = 30; break;
- case 31: wminfo.next = 31; break;
- }
- else
- switch(gamemap)
- {
- case 31:
- case 32: wminfo.next = 15; break;
- default: wminfo.next = gamemap;
- }
- }
- else
- {
- if (secretexit)
- wminfo.next = 8; /* go to secret level */
- else if (gamemap == 9)
- {
- /* returning from secret level */
- switch (gameepisode)
- {
- case 1:
- wminfo.next = 3;
- break;
- case 2:
- wminfo.next = 5;
- break;
- case 3:
- wminfo.next = 6;
- break;
- case 4:
- wminfo.next = 2;
- break;
- }
- }
- else
- wminfo.next = gamemap; /* go to next level */
- }
-
- wminfo.maxkills = totalkills;
- wminfo.maxitems = totalitems;
- wminfo.maxsecret = totalsecret;
- wminfo.maxfrags = 0;
- if ( gamemode == commercial )
- wminfo.partime = 35*cpars[gamemap-1];
- else
- wminfo.partime = 35*pars[gameepisode][gamemap];
- wminfo.pnum = consoleplayer;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- wminfo.plyr[i].in = playeringame[i];
- wminfo.plyr[i].skills = players[i].killcount;
- wminfo.plyr[i].sitems = players[i].itemcount;
- wminfo.plyr[i].ssecret = players[i].secretcount;
- wminfo.plyr[i].stime = leveltime;
- memcpy (wminfo.plyr[i].frags, players[i].frags
- , sizeof(wminfo.plyr[i].frags));
- }
-
- gamestate = GS_INTERMISSION;
- viewactive = false;
- automapactive = false;
-
- if (statcopy)
- memcpy (statcopy, &wminfo, sizeof(wminfo));
-
- WI_Start (&wminfo);
- }
-
-
- /* */
- /* G_WorldDone */
- /* */
- void G_WorldDone (void)
- {
- gameaction = ga_worlddone;
-
- if (secretexit)
- players[consoleplayer].didsecret = true;
-
- if ( gamemode == commercial )
- {
- switch (gamemap)
- {
- case 15:
- case 31:
- if (!secretexit)
- break;
- case 6:
- case 11:
- case 20:
- case 30:
- F_StartFinale ();
- break;
- }
- }
- }
-
- void G_DoWorldDone (void)
- {
- gamestate = GS_LEVEL;
- gamemap = wminfo.next+1;
- G_DoLoadLevel ();
- gameaction = ga_nothing;
- viewactive = true;
- }
-
-
-
- /* */
- /* G_InitFromSavegame */
- /* Can be called by the startup code or the menu task. */
- /* */
- extern boolean setsizeneeded;
- void R_ExecuteSetViewSize (void);
-
- char savename[256];
-
- void G_LoadGame (char* name)
- {
- strcpy (savename, name);
- gameaction = ga_loadgame;
- }
-
- #define VERSIONSIZE 16
-
-
- void G_DoLoadGame (void)
- {
- int length;
- int i;
- int a,b,c;
- char vcheck[VERSIONSIZE];
-
- gameaction = ga_nothing;
-
- length = M_ReadFile (savename, &savebuffer);
- save_p = savebuffer + SAVESTRINGSIZE;
-
- /* skip the description field */
- memset (vcheck,0,sizeof(vcheck));
- sprintf (vcheck,"version %i",VERSION);
- if (strcmp (save_p, vcheck))
- return; /* bad version */
- save_p += VERSIONSIZE;
-
- gameskill = *save_p++;
- gameepisode = *save_p++;
- gamemap = *save_p++;
- for (i=0 ; i<MAXPLAYERS ; i++)
- playeringame[i] = *save_p++;
-
- /* load a base level */
- G_InitNew (gameskill, gameepisode, gamemap);
-
- /* get the times */
- a = *save_p++;
- b = *save_p++;
- c = *save_p++;
- leveltime = (a<<16) + (b<<8) + c;
-
- /* dearchive all the modifications */
- P_UnArchivePlayers ();
- P_UnArchiveWorld ();
- P_UnArchiveThinkers ();
- P_UnArchiveSpecials ();
-
- if (*save_p != 0x1d)
- I_Error ("Bad savegame");
-
- /* done */
- Z_Free (savebuffer);
-
- 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 name[100];
- char name2[VERSIONSIZE];
- char* description;
- int length;
- int i;
-
- if (M_CheckParm("-cdrom"))
- sprintf(name,"c:\\doomdata\\"SAVEGAMENAME"%d.dsg",savegameslot);
- else
- sprintf (name,"%s/"SAVEGAMENAME"%d.dsg",homedir,savegameslot);
- description = savedescription;
-
- save_p = savebuffer = screens[1]+0x4000;
-
- memcpy (save_p, description, SAVESTRINGSIZE);
- save_p += SAVESTRINGSIZE;
- memset (name2,0,sizeof(name2));
- sprintf (name2,"version %i",VERSION);
- memcpy (save_p, name2, VERSIONSIZE);
- save_p += VERSIONSIZE;
-
- *save_p++ = gameskill;
- *save_p++ = gameepisode;
- *save_p++ = gamemap;
- for (i=0 ; i<MAXPLAYERS ; i++)
- *save_p++ = playeringame[i];
- *save_p++ = leveltime>>16;
- *save_p++ = leveltime>>8;
- *save_p++ = leveltime;
-
- P_ArchivePlayers ();
- P_ArchiveWorld ();
- P_ArchiveThinkers ();
- P_ArchiveSpecials ();
-
- *save_p++ = 0x1d; /* consistancy marker */
-
- length = save_p - savebuffer;
- if (length > SAVEGAMESIZE)
- I_Error ("Savegame buffer overrun");
- M_WriteFile (name, savebuffer, length);
- gameaction = ga_nothing;
- savedescription[0] = 0;
-
- players[consoleplayer].message = 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;
-
-
- void
- G_InitNew
- ( skill_t skill,
- int episode,
- int map )
- {
- 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;
-
- 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;
-
- viewactive = true;
-
- /* set the sky map for the episode */
- if ( gamemode == commercial)
- {
- skytexture = R_TextureNumForName ("SKY3");
- if (gamemap < 12)
- skytexture = R_TextureNumForName ("SKY1");
- else
- if (gamemap < 21)
- skytexture = R_TextureNumForName ("SKY2");
- }
- else
- switch (episode)
- {
- case 1:
- skytexture = R_TextureNumForName ("SKY1");
- break;
- case 2:
- skytexture = R_TextureNumForName ("SKY2");
- break;
- case 3:
- skytexture = R_TextureNumForName ("SKY3");
- break;
- case 4: /* Special Edition sky */
- skytexture = R_TextureNumForName ("SKY4");
- break;
- }
-
- G_DoLoadLevel ();
- }
-
-
- /* */
- /* DEMO RECORDING */
- /* */
- #define DEMOMARKER 0x80
-
-
- void G_ReadDemoTiccmd (ticcmd_t* cmd)
- {
- if (*demo_p == DEMOMARKER)
- {
- /* end of demo data stream */
- G_CheckDemoStatus ();
- return;
- }
- cmd->forwardmove = ((signed char)*demo_p++);
- cmd->sidemove = ((signed char)*demo_p++);
- cmd->angleturn = ((unsigned char)*demo_p++)<<8;
- cmd->buttons = (unsigned char)*demo_p++;
- }
-
-
- void G_WriteDemoTiccmd (ticcmd_t* cmd)
- {
- if (gamekeydown['q']) /* press q to end demo recording */
- G_CheckDemoStatus ();
- *demo_p++ = cmd->forwardmove;
- *demo_p++ = cmd->sidemove;
- *demo_p++ = (cmd->angleturn+128)>>8;
- *demo_p++ = cmd->buttons;
- demo_p -= 4;
- if (demo_p > demoend - 16)
- {
- /* no more space */
- G_CheckDemoStatus ();
- return;
- }
-
- 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;
- 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;
-
- demo_p = demobuffer;
-
- *demo_p++ = 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;
- }
-
- void G_DoPlayDemo (void)
- {
- skill_t skill;
- int i, episode, map;
-
- gameaction = ga_nothing;
- demobuffer = demo_p = W_CacheLumpName (defdemoname, PU_STATIC);
-
- if (*demo_p>=104)
- {
- demo_p++;
- skill=*demo_p++;
- episode=*demo_p++;
- map=*demo_p++;
- deathmatch=*demo_p++;
- respawnparm=*demo_p++;
- fastparm=*demo_p++;
- nomonsters=*demo_p++;
- consoleplayer=*demo_p++;
- }
- else
- {
- skill=*demo_p++;
- episode=*demo_p++;
- map=*demo_p++;
- deathmatch=respawnparm=fastparm=nomonsters=consoleplayer=0;
- }
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- playeringame[i] = *demo_p++;
- if (playeringame[1])
- {
- netgame = true;
- netdemo = true;
- }
-
- /* don't spend a lot of time in loadlevel */
- precache = false;
- G_InitNew (skill, episode, map);
- precache = true;
-
- usergame = false;
- demoplayback = true;
- }
-
- /* */
- /* G_TimeDemo */
- /* */
- void G_TimeDemo (char* name)
- {
- nodrawers = M_CheckParm ("-nodraw");
- noblit = M_CheckParm ("-noblit");
- 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)
- {
- 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;
- netdemo = false;
- netgame = false;
- deathmatch = false;
- playeringame[1] = playeringame[2] = playeringame[3] = 0;
- respawnparm = false;
- fastparm = false;
- nomonsters = false;
- consoleplayer = 0;
- 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;
- }
-