mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-16 15:41:16 +00:00
2242 lines
46 KiB
C++
2242 lines
46 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include "Main.h"
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#include "sys/sys_signin.h"
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#include "d3xp/Game_local.h"
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#include <string.h>
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#include <stdlib.h>
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#include "doomdef.h"
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#include "doomstat.h"
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#include "z_zone.h"
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#include "f_finale.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "m_menu.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "p_setup.h"
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#include "p_saveg.h"
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#include "p_tick.h"
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#include "d_main.h"
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#include "wi_stuff.h"
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#include "hu_stuff.h"
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#include "st_stuff.h"
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#include "am_map.h"
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// Needs access to LFB.
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#include "v_video.h"
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#include "w_wad.h"
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#include "p_local.h"
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#include "s_sound.h"
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// Data.
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#include "dstrings.h"
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#include "sounds.h"
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// SKY handling - still the wrong place.
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#include "r_data.h"
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#include "r_sky.h"
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#include "g_game.h"
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#include "framework/Common.h"
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#include "sys/sys_lobby.h"
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#include <limits>
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extern bool waitingForWipe;
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bool loadingGame = false;
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byte demoversion = 0;
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qboolean G_CheckDemoStatus( void );
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void G_ReadDemoTiccmd( ticcmd_t* cmd );
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void G_WriteDemoTiccmd( ticcmd_t* cmd );
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void G_PlayerReborn( int player );
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void G_InitNew( skill_t skill, int episode, int map );
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void G_DoReborn( int playernum );
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void G_DoLoadLevel();
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void G_DoNewGame( void );
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qboolean G_DoLoadGame();
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void G_DoPlayDemo( void );
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void G_DoCompleted( void );
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void G_DoVictory( void );
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void G_DoWorldDone( void );
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qboolean G_DoSaveGame( void );
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#define DEBUG_DEMOS
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#define DEBUG_DEMOS_WRITE
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#ifdef DEBUG_DEMOS
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unsigned char testprndindex = 0;
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int printErrorCount = 0;
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bool demoDebugOn = false;
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#endif
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//
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// controls (have defaults)
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//
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// mouse values are used once
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// joystick values are repeated
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int G_CmdChecksum( ticcmd_t* cmd )
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{
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int i;
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int sum = 0;
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for( i = 0 ; i < sizeof( *cmd ) / 4 - 1 ; i++ )
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{
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sum += ( ( int* )cmd )[i];
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}
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return sum;
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}
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// jedi academy meets doom hehehehehehehe
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void G_MouseClamp( int* x, int* y )
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{
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float ax = ( float )fabs( ( float ) * x );
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float ay = ( float )fabs( ( float ) * y );
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ax = ( ax - 10 ) * ( 0.04676 ) * ( ax - 10 ) * ( ax > 10 );
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ay = ( ay - 10 ) * ( 0.04676 ) * ( ay - 10 ) * ( ay > 10 );
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if( *x < 0 )
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{
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*x = static_cast<int>( -ax );
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}
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else
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{
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*x = static_cast<int>( ax );
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}
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if( *y < 0 )
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{
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*y = static_cast<int>( -ay );
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}
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else
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{
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*y = static_cast<int>( ay );
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}
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}
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/*
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========================
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Returns true if the player is holding down the run button, or
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if they have set "Always run" in the options. Returns false otherwise.
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========================
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*/
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bool IsPlayerRunning( const usercmd_t& command )
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{
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if( DoomLib::GetPlayer() < 0 )
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{
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return false;
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}
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// DHM - Nerve :: Always Run setting
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idLocalUser* user = session->GetSignInManager().GetLocalUserByIndex( DoomLib::GetPlayer() );
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bool autorun = false;
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// TODO: PC
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#if 0
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if( user )
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{
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idPlayerProfileDoom* profile = static_cast< idPlayerProfileDoom* >( user->GetProfile() );
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if( profile && profile->GetAlwaysRun() )
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{
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autorun = true;
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}
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}
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#endif
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if( command.buttons & BUTTON_RUN )
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{
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return !autorun;
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}
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return autorun;
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}
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/*
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========================
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G_PerformImpulse
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========================
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*/
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void G_PerformImpulse( const int impulse, ticcmd_t* cmd )
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{
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if( impulse == IMPULSE_15 )
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{
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cmd->buttons |= BT_CHANGE;
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cmd->nextPrevWeapon = 1 ;
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}
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else if( impulse == IMPULSE_14 )
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{
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cmd->buttons |= BT_CHANGE;
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cmd->nextPrevWeapon = 2 ;
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}
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}
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/*
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========================
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Converts a degree value to DOOM format angle value.
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========================
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*/
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fixed_t DegreesToDoomAngleTurn( float degrees )
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{
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const float anglefrac = degrees / 360.0f;
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const fixed_t doomangle = anglefrac * std::numeric_limits<unsigned short>::max();
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return doomangle;
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}
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//
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// G_BuildTiccmd
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// Builds a ticcmd from all of the available inputs
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// or reads it from the demo buffer.
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// If recording a demo, write it out
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//
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void G_BuildTiccmd( ticcmd_t* cmd, idUserCmdMgr* userCmdMgr, int newTics )
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{
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int i;
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int speed;
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int tspeed;
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int forward;
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int side;
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ticcmd_t* base;
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base = I_BaseTiccmd(); // empty, or external driver
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memcpy( cmd, base, sizeof( *cmd ) );
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cmd->consistancy = ::g->consistancy[::g->consoleplayer][::g->maketic % BACKUPTICS];
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// Grab the tech5 tic so we can convert it to a doom tic.
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if( userCmdMgr != NULL )
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{
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const int playerIndex = DoomLib::GetPlayer();
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if( playerIndex < 0 )
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{
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return;
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}
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#ifdef ID_ENABLE_NETWORKING
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const int lobbyIndex = gameLocal->GetLobbyIndexFromDoomLibIndex( playerIndex );
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const idLocalUser* const localUser = session->GetGameLobbyBase().GetLocalUserFromLobbyUser( lobbyIndex );
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#else
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const int lobbyIndex = 0;
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const idLocalUser* const localUser = session->GetSignInManager().GetMasterLocalUser();
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#endif
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if( localUser == NULL )
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{
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return;
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}
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usercmd_t* tech5commands[2] = { 0, 0 };
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const int numCommands = userCmdMgr->GetPlayerCmds( lobbyIndex, tech5commands, 2 );
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usercmd_t prevTech5Command;
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usercmd_t curTech5Command;
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// Use default commands if the manager didn't have enough.
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if( numCommands == 1 )
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{
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curTech5Command = *( tech5commands )[0];
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}
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if( numCommands == 2 )
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{
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prevTech5Command = *( tech5commands )[0];
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curTech5Command = *( tech5commands )[1];
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}
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const bool isRunning = IsPlayerRunning( curTech5Command );
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// tech5 move commands range from -127 o 127. Scale to doom range of -25 to 25.
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const float scaledForward = curTech5Command.forwardmove / 127.0f;
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if( isRunning )
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{
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cmd->forwardmove = scaledForward * 50.0f;
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}
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else
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{
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cmd->forwardmove = scaledForward * 25.0f;
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}
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// tech5 move commands range from -127 o 127. Scale to doom range of -24 to 24.
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const float scaledSide = curTech5Command.rightmove / 127.0f;
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if( isRunning )
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{
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cmd->sidemove = scaledSide * 40.0f;
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}
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else
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{
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cmd->sidemove = scaledSide * 24.0f;
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}
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idAngles angleDelta;
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angleDelta.pitch = SHORT2ANGLE( curTech5Command.angles[ 0 ] ) - SHORT2ANGLE( prevTech5Command.angles[ 0 ] );
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angleDelta.yaw = SHORT2ANGLE( curTech5Command.angles[ 1 ] ) - SHORT2ANGLE( prevTech5Command.angles[ 1 ] );
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angleDelta.roll = 0.0f;
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angleDelta.Normalize180();
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// We will be running a number of tics equal to newTics before we get a new command from tech5.
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// So to keep input smooth, divide the angles between all the newTics.
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if( newTics > 0 )
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{
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angleDelta.yaw /= newTics;
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}
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// idAngles is stored in degrees. Convert to doom format.
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cmd->angleturn = DegreesToDoomAngleTurn( angleDelta.yaw );
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// Translate buttons
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//if ( curTech5Command.inhibited == false ) {
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// Attack 1 attacks always, whether in the automap or not.
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if( curTech5Command.buttons & BUTTON_ATTACK )
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{
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cmd->buttons |= BT_ATTACK;
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}
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#if 0
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// Attack 2 only attacks if not in the automap, because when in the automap,
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// it is the zoom function.
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if( curTech5Command.buttons & BUTTON_ATTACK2 )
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{
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if( !::g->automapactive )
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{
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cmd->buttons |= BT_ATTACK;
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}
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}
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#endif
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// Try to read any impulses that have happened.
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static int oldImpulseSequence = 0;
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if( oldImpulseSequence != curTech5Command.impulseSequence )
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{
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G_PerformImpulse( curTech5Command.impulse, cmd );
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}
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oldImpulseSequence = curTech5Command.impulseSequence;
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// weapon toggle
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for( i = 0 ; i < NUMWEAPONS - 1 ; i++ )
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{
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if( usercmdGen->KeyState( i + 1 ) )
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{
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cmd->buttons |= BT_CHANGE;
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cmd->buttons |= ( i - 1 ) << BT_WEAPONSHIFT;
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break;
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}
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}
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if( curTech5Command.buttons & BUTTON_USE || curTech5Command.buttons & BUTTON_JUMP )
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{
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cmd->buttons |= BT_USE;
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}
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// TODO: PC
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#if 0
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if( curTech5Command.buttons & BUTTON_WEAP_NEXT )
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{
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cmd->buttons |= BT_CHANGE;
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cmd->buttons |= 1 << BT_WEAPONSHIFT;
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}
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if( curTech5Command.buttons & BUTTON_WEAP_PREV )
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{
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cmd->buttons |= BT_CHANGE;
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cmd->buttons |= 0 << BT_WEAPONSHIFT;
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}
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if( curTech5Command.buttons & BUTTON_WEAP_0 )
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{
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cmd->buttons |= BT_CHANGE;
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cmd->buttons |= 2 << BT_WEAPONSHIFT;
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}
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if( curTech5Command.buttons & BUTTON_WEAP_1 )
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{
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cmd->buttons |= BT_CHANGE;
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cmd->buttons |= 3 << BT_WEAPONSHIFT;
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}
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if( curTech5Command.buttons & BUTTON_WEAP_2 )
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{
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cmd->buttons |= BT_CHANGE;
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cmd->buttons |= 4 << BT_WEAPONSHIFT;
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}
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if( curTech5Command.buttons & BUTTON_WEAP_3 )
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{
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cmd->buttons |= BT_CHANGE;
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cmd->buttons |= 5 << BT_WEAPONSHIFT;
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}
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#endif
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//}
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return;
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}
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// DHM - Nerve :: Always Run setting
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idLocalUser* user = session->GetSignInManager().GetLocalUserByIndex( DoomLib::GetPlayer() );
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if( user )
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{
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// TODO: PC
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#if 0
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idPlayerProfileDoom* profile = static_cast< idPlayerProfileDoom* >( user->GetProfile() );
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if( profile && profile->GetAlwaysRun() )
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{
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speed = !::g->gamekeydown[::g->key_speed];
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}
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else
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#endif
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{
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speed = ::g->gamekeydown[::g->key_speed];
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}
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}
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else
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{
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// Should not happen.
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speed = !::g->gamekeydown[::g->key_speed];
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}
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forward = side = 0;
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// use two stage accelerative turning
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// on the keyboard and joystick
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if( /*:g->joyxmove != 0 ||*/ ::g->gamekeydown[::g->key_right] || ::g->gamekeydown[::g->key_left] || ::g->mousex != 0 )
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{
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::g->turnheld += ::g->ticdup;
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}
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else
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{
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::g->turnheld = 0;
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}
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if( ::g->turnheld < SLOWTURNTICS )
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{
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tspeed = 2; // slow turn
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}
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else
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{
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tspeed = speed;
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}
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// clamp for turning
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int mousex = ::g->mousex;
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int mousey = ::g->mousey;
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G_MouseClamp( &mousex, &mousey );
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if( ::g->gamekeydown[::g->key_right] /*|| ::g->joyxmove > 0*/ )
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{
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cmd->angleturn -= ::g->angleturn[tspeed];
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}
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else if( ::g->mousex > 0 )
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{
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cmd->angleturn -= tspeed == 1 ? 2 * mousex : mousex;
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}
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if( ::g->gamekeydown[::g->key_left] /*|| ::g->joyxmove < 0*/ )
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{
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cmd->angleturn += ::g->angleturn[tspeed];
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}
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else if( ::g->mousex < 0 )
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{
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cmd->angleturn += tspeed == 1 ? -2 * mousex : -mousex;
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}
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if( ::g->mousey > 0 || ::g->mousey < 0 )
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{
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//forward += ::g->forwardmove[speed];
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forward += speed == 1 ? 2 * ::g->mousey : ::g->mousey;
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}
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/*
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if (::g->mousey < 0) {
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forward -= ::g->forwardmove[speed];
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}
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*/
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/*
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if (::g->gamekeydown[::g->key_straferight])
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side += ::g->sidemove[speed];
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if (::g->gamekeydown[::g->key_strafeleft])
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side -= ::g->sidemove[speed];
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*/
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if( ::g->joyxmove > 0 || ::g->joyxmove < 0 )
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{
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side += speed == 1 ? 2 * ::g->joyxmove : ::g->joyxmove;
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}
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// buttons
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if( ::g->gamekeydown[::g->key_fire] || ::g->mousebuttons[::g->mousebfire] || ::g->joybuttons[::g->joybfire] )
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{
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cmd->buttons |= BT_ATTACK;
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}
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if( ::g->gamekeydown[::g->key_use] || ::g->joybuttons[::g->joybuse] )
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{
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cmd->buttons |= BT_USE;
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}
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// DHM - Nerve :: In the intermission or finale screens, make START also create a 'use' command.
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if( ( ::g->gamestate == GS_INTERMISSION || ::g->gamestate == GS_FINALE ) && ::g->gamekeydown[KEY_ESCAPE] )
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{
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cmd->buttons |= BT_USE;
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}
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// weapon toggle
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for( i = 0 ; i < NUMWEAPONS - 1 ; i++ )
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{
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if( ::g->gamekeydown['1' + i] )
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{
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cmd->buttons |= BT_CHANGE;
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cmd->buttons |= i << BT_WEAPONSHIFT;
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break;
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}
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}
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::g->mousex = ::g->mousey = 0;
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if( forward > MAXPLMOVE )
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{
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forward = MAXPLMOVE;
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}
|
|
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( ::g->sendpause )
|
|
{
|
|
::g->sendpause = false;
|
|
cmd->buttons = BT_SPECIAL | BTS_PAUSE;
|
|
}
|
|
|
|
if( ::g->sendsave )
|
|
{
|
|
::g->sendsave = false;
|
|
cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | ( ::g->savegameslot << BTS_SAVESHIFT );
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// G_DoLoadLevel
|
|
//
|
|
|
|
void G_DoLoadLevel()
|
|
{
|
|
int i;
|
|
|
|
M_ClearRandom();
|
|
|
|
// 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.
|
|
::g->skyflatnum = R_FlatNumForName( SKYFLATNAME );
|
|
|
|
// DOOM determines the sky texture to be used
|
|
// depending on the current episode, and the game version.
|
|
if( ::g->gamemode == commercial )
|
|
{
|
|
::g->skytexture = R_TextureNumForName( "SKY3" );
|
|
|
|
if( ::g->gamemap < 12 )
|
|
{
|
|
::g->skytexture = R_TextureNumForName( "SKY1" );
|
|
}
|
|
else if( ::g->gamemap < 21 )
|
|
{
|
|
::g->skytexture = R_TextureNumForName( "SKY2" );
|
|
}
|
|
}
|
|
|
|
::g->levelstarttic = ::g->gametic; // for time calculation
|
|
|
|
if( ::g->wipegamestate == GS_LEVEL )
|
|
{
|
|
::g->wipegamestate = ( gamestate_t ) - 1; // force a wipe
|
|
}
|
|
else if( ::g->netgame )
|
|
{
|
|
::g->wipegamestate = GS_LEVEL;
|
|
}
|
|
|
|
::g->gamestate = GS_LEVEL;
|
|
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
if( ::g->playeringame[i] && ::g->players[i].playerstate == PST_DEAD )
|
|
{
|
|
::g->players[i].playerstate = PST_REBORN;
|
|
}
|
|
memset( ::g->players[i].frags, 0, sizeof( ::g->players[i].frags ) );
|
|
memset( &( ::g->players[i].cmd ), 0, sizeof( ::g->players[i].cmd ) );
|
|
}
|
|
|
|
const char* difficultyNames[] = { "I'm Too Young To Die!", "Hey, Not Too Rough!", "Hurt Me Plenty!", "Ultra-Violence", "Nightmare" };
|
|
const ExpansionData* expansion = DoomLib::GetCurrentExpansion();
|
|
|
|
int truemap = ::g->gamemap;
|
|
|
|
if( ::g->gamemission == doom )
|
|
{
|
|
truemap = ( ::g->gameepisode - 1 ) * 9 + ( ::g->gamemap );
|
|
}
|
|
|
|
idMatchParameters newParms = session->GetActingGameStateLobbyBase().GetMatchParms();
|
|
DoomLib::SetCurrentMapName( expansion->mapNames[ truemap - 1 ] );
|
|
DoomLib::SetCurrentDifficulty( difficultyNames[ ::g->gameskill ] );
|
|
|
|
P_SetupLevel( ::g->gameepisode, ::g->gamemap, 0, ::g->gameskill );
|
|
|
|
::g->displayplayer = ::g->consoleplayer; // view the guy you are playing
|
|
::g->starttime = I_GetTime();
|
|
::g->gameaction = ga_nothing;
|
|
|
|
// clear cmd building stuff
|
|
memset( ::g->gamekeydown, 0, sizeof( ::g->gamekeydown ) );
|
|
::g->joyxmove = ::g->joyymove = 0;
|
|
::g->mousex = ::g->mousey = 0;
|
|
::g->sendpause = ::g->sendsave = ::g->paused = false;
|
|
memset( ::g->mousebuttons, 0, sizeof( ::g->mousebuttons[0] ) * 3 ); // SRS - mousebuttons[0] points at mousearray[1] to mousearray[3], [-1] allowed
|
|
memset( ::g->joybuttons, 0, sizeof( ::g->joybuttons[0] ) * 4 ); // SRS - joybuttons[0] points at joyarray[1] to joyarray[4], [-1] allowed
|
|
}
|
|
|
|
//
|
|
// G_Responder
|
|
// Get info needed to make ticcmd_ts for the ::g->players.
|
|
//
|
|
qboolean G_Responder( event_t* ev )
|
|
{
|
|
// allow spy mode changes even during the demo
|
|
if( ::g->gamestate == GS_LEVEL && ev->type == ev_keydown
|
|
&& ev->data1 == KEY_F12 && ( ::g->singledemo || !::g->deathmatch ) )
|
|
{
|
|
// spy mode
|
|
do
|
|
{
|
|
::g->displayplayer++;
|
|
if( ::g->displayplayer == MAXPLAYERS )
|
|
{
|
|
::g->displayplayer = 0;
|
|
}
|
|
}
|
|
while( !::g->playeringame[::g->displayplayer] && ::g->displayplayer != ::g->consoleplayer );
|
|
return true;
|
|
}
|
|
|
|
// any other key pops up menu if in demos
|
|
if( ::g->gameaction == ga_nothing && !::g->singledemo &&
|
|
( ::g->demoplayback || ::g->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( ::g->gamestate == GS_LEVEL && ( ::g->usergame || ::g->netgame || ::g->demoplayback ) )
|
|
{
|
|
#if 0
|
|
if( ::g->devparm && ev->type == ev_keydown && ev->data1 == ';' )
|
|
{
|
|
G_DeathMatchSpawnPlayer( 0 );
|
|
return true;
|
|
}
|
|
#endif
|
|
if( HU_Responder( ev ) )
|
|
{
|
|
return true; // chat ate the event
|
|
}
|
|
if( ST_Responder( ev ) )
|
|
{
|
|
return true; // status window ate it
|
|
}
|
|
if( AM_Responder( ev ) )
|
|
{
|
|
return true; // automap ate it
|
|
}
|
|
}
|
|
|
|
if( ::g->gamestate == GS_FINALE )
|
|
{
|
|
if( F_Responder( ev ) )
|
|
{
|
|
return true; // finale ate the event
|
|
}
|
|
}
|
|
|
|
switch( ev->type )
|
|
{
|
|
case ev_keydown:
|
|
if( ev->data1 == KEY_PAUSE )
|
|
{
|
|
::g->sendpause = true;
|
|
return true;
|
|
}
|
|
if( ev->data1 < NUMKEYS )
|
|
{
|
|
::g->gamekeydown[ev->data1] = true;
|
|
}
|
|
return true; // eat key down ::g->events
|
|
|
|
case ev_keyup:
|
|
// DHM - Nerve :: Old School!
|
|
//if ( ev->data1 == '-' ) {
|
|
//App->Renderer->oldSchool = !App->Renderer->oldSchool;
|
|
//}
|
|
|
|
if( ev->data1 < NUMKEYS )
|
|
{
|
|
::g->gamekeydown[ev->data1] = false;
|
|
}
|
|
return false; // always let key up ::g->events filter down
|
|
|
|
case ev_mouse:
|
|
::g->mousebuttons[0] = ev->data1 & 1;
|
|
::g->mousebuttons[1] = ev->data1 & 2;
|
|
::g->mousebuttons[2] = ev->data1 & 4;
|
|
::g->mousex = ev->data2 * ( ::g->mouseSensitivity + 5 ) / 10;
|
|
::g->mousey = ev->data3 * ( ::g->mouseSensitivity + 5 ) / 10;
|
|
return true; // eat ::g->events
|
|
|
|
case ev_joystick:
|
|
::g->joybuttons[0] = ev->data1 & 1;
|
|
::g->joybuttons[1] = ev->data1 & 2;
|
|
::g->joybuttons[2] = ev->data1 & 4;
|
|
::g->joybuttons[3] = ev->data1 & 8;
|
|
::g->joyxmove = ev->data2;
|
|
/*
|
|
::g->gamekeydown[::g->key_straferight] = ::g->gamekeydown[::g->key_strafeleft] = 0;
|
|
if (ev->data2 > 0)
|
|
::g->gamekeydown[::g->key_straferight] = 1;
|
|
else if (ev->data2 < 0)
|
|
::g->gamekeydown[::g->key_strafeleft] = 1;
|
|
*/
|
|
::g->joyymove = ev->data3;
|
|
return true; // eat ::g->events
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// G_Ticker
|
|
// Make ticcmd_ts for the ::g->players.
|
|
//
|
|
void G_Ticker( void )
|
|
{
|
|
int i;
|
|
int buf;
|
|
ticcmd_t* cmd;
|
|
|
|
// do player reborns if needed
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
if( ::g->playeringame[i] && ::g->players[i].playerstate == PST_REBORN )
|
|
{
|
|
G_DoReborn( i );
|
|
}
|
|
|
|
// do things to change the game state
|
|
while( ::g->gameaction != ga_nothing )
|
|
{
|
|
switch( ::g->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();
|
|
::g->gameaction = ga_nothing;
|
|
break;
|
|
case ga_nothing:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// get commands, check ::g->consistancy,
|
|
// and build new ::g->consistancy check
|
|
buf = ( ::g->gametic /::g->ticdup ) % BACKUPTICS;
|
|
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
if( ::g->playeringame[i] )
|
|
{
|
|
cmd = &::g->players[i].cmd;
|
|
|
|
memcpy( cmd, &::g->netcmds[i][buf], sizeof( ticcmd_t ) );
|
|
|
|
if( ::g->demoplayback )
|
|
{
|
|
G_ReadDemoTiccmd( cmd );
|
|
#ifdef DEBUG_DEMOS
|
|
if( demoDebugOn && testprndindex != ::g->prndindex && printErrorCount++ < 10 )
|
|
{
|
|
I_Printf( "time: %d, g->prndindex(%d) does not match demo prndindex(%d)!\n", ::g->leveltime, ::g->prndindex, testprndindex );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if( ::g->demorecording )
|
|
{
|
|
G_WriteDemoTiccmd( cmd );
|
|
}
|
|
|
|
// HACK ALERT ( the GS_FINALE CRAP IS A HACK.. )
|
|
if( ::g->netgame && !::g->netdemo && !( ::g->gametic % ::g->ticdup ) && !( ::g->gamestate == GS_FINALE ) )
|
|
{
|
|
if( ::g->gametic > BACKUPTICS && ::g->consistancy[i][buf] != cmd->consistancy )
|
|
{
|
|
printf( "consistency failure (%i should be %i)",
|
|
cmd->consistancy, ::g->consistancy[i][buf] );
|
|
|
|
// TODO: If we ever support splitscreen and online,
|
|
// we'll have to call D_QuitNetGame for all local players.
|
|
D_QuitNetGame();
|
|
|
|
session->QuitMatch();
|
|
common->Dialog().AddDialog( GDM_CONNECTION_LOST_HOST, DIALOG_ACCEPT, NULL, NULL, false );
|
|
}
|
|
|
|
if( ::g->players[i].mo )
|
|
{
|
|
::g->consistancy[i][buf] = ::g->players[i].mo->x;
|
|
}
|
|
else
|
|
{
|
|
::g->consistancy[i][buf] = ::g->rndindex;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// check for special buttons
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
if( ::g->playeringame[i] )
|
|
{
|
|
if( ::g->players[i].cmd.buttons & BT_SPECIAL )
|
|
{
|
|
switch( ::g->players[i].cmd.buttons & BT_SPECIALMASK )
|
|
{
|
|
case BTS_PAUSE:
|
|
::g->paused ^= 1;
|
|
|
|
// DHM - Nerve :: Don't pause the music
|
|
/*
|
|
if (::g->paused)
|
|
S_PauseSound ();
|
|
else
|
|
S_ResumeSound ();
|
|
*/
|
|
break;
|
|
|
|
case BTS_SAVEGAME:
|
|
|
|
if( !::g->savedescription[0] )
|
|
{
|
|
strcpy( ::g->savedescription, "NET GAME" );
|
|
}
|
|
::g->savegameslot = ( ::g->players[i].cmd.buttons & BTS_SAVEMASK ) >> BTS_SAVESHIFT;
|
|
::g->gameaction = ga_savegame;
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// do main actions
|
|
switch( ::g->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 = &::g->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 = &::g->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;
|
|
|
|
// DHM - Nerve :: cards are saved across death in coop multiplayer
|
|
qboolean cards[NUMCARDS];
|
|
bool hasMapPowerup = false;
|
|
|
|
hasMapPowerup = ::g->players[player].powers[pw_allmap] != 0;
|
|
memcpy( cards, ::g->players[player].cards, sizeof( cards ) );
|
|
memcpy( frags, ::g->players[player].frags, sizeof( frags ) );
|
|
killcount = ::g->players[player].killcount;
|
|
itemcount = ::g->players[player].itemcount;
|
|
secretcount = ::g->players[player].secretcount;
|
|
|
|
p = &::g->players[player];
|
|
memset( p, 0, sizeof( *p ) );
|
|
|
|
// DHM - Nerve :: restore cards in multiplayer
|
|
// TODO: Networking
|
|
#ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
|
|
if( common->IsMultiplayer() || gameLocal->IsSplitscreen() || ( ::g->demoplayback && ::g->netdemo ) )
|
|
{
|
|
if( hasMapPowerup )
|
|
{
|
|
::g->players[player].powers[pw_allmap] = 1;
|
|
}
|
|
memcpy( ::g->players[player].cards, cards, sizeof( ::g->players[player].cards ) );
|
|
}
|
|
#endif
|
|
memcpy( ::g->players[player].frags, frags, sizeof( ::g->players[player].frags ) );
|
|
::g->players[player].killcount = killcount;
|
|
::g->players[player].itemcount = itemcount;
|
|
::g->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;
|
|
// TODO: PC
|
|
#if 0
|
|
p->cheats = gameLocal->cheats;
|
|
#else
|
|
p->cheats = 0;
|
|
#endif
|
|
|
|
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 );
|
|
|
|
qboolean
|
|
G_CheckSpot
|
|
( int playernum,
|
|
mapthing_t* mthing )
|
|
{
|
|
fixed_t x;
|
|
fixed_t y;
|
|
subsector_t* ss;
|
|
unsigned an;
|
|
mobj_t* mo;
|
|
int i;
|
|
|
|
if( !::g->players[playernum].mo )
|
|
{
|
|
// first spawn of level, before corpses
|
|
for( i = 0 ; i < playernum ; i++ )
|
|
if( ::g->players[i].mo->x == mthing->x << FRACBITS
|
|
&& ::g->players[i].mo->y == mthing->y << FRACBITS )
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
x = mthing->x << FRACBITS;
|
|
y = mthing->y << FRACBITS;
|
|
|
|
if( !P_CheckPosition( ::g->players[playernum].mo, x, y ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// flush an old corpse if needed
|
|
if( ::g->bodyqueslot >= BODYQUESIZE )
|
|
{
|
|
P_RemoveMobj( ::g->bodyque[::g->bodyqueslot % BODYQUESIZE] );
|
|
}
|
|
::g->bodyque[::g->bodyqueslot % BODYQUESIZE] = ::g->players[playernum].mo;
|
|
::g->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( ::g->players[::g->consoleplayer].viewz != 1 && ( playernum == ::g->consoleplayer ) )
|
|
{
|
|
S_StartSound( ::g->players[::g->consoleplayer].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 = ::g->deathmatch_p - ::g->deathmatchstarts;
|
|
if( selections < 4 )
|
|
{
|
|
I_Error( "Only %i ::g->deathmatch spots, 4 required", selections );
|
|
}
|
|
|
|
for( j = 0 ; j < 20 ; j++ )
|
|
{
|
|
i = P_Random() % selections;
|
|
if( G_CheckSpot( playernum, &::g->deathmatchstarts[i] ) )
|
|
{
|
|
::g->deathmatchstarts[i].type = playernum + 1;
|
|
P_SpawnPlayer( &::g->deathmatchstarts[i] );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// no good spot, so the player will probably get stuck
|
|
P_SpawnPlayer( &::g->playerstarts[playernum] );
|
|
}
|
|
|
|
|
|
//
|
|
// G_DoReborn
|
|
//
|
|
void G_DoReborn( int playernum )
|
|
{
|
|
int i;
|
|
|
|
if( !::g->netgame )
|
|
{
|
|
// reload the level from scratch
|
|
::g->gameaction = ga_loadlevel;
|
|
}
|
|
else
|
|
{
|
|
// respawn at the start
|
|
|
|
// first dissasociate the corpse
|
|
::g->players[playernum].mo->player = NULL;
|
|
|
|
// spawn at random spot if in death match
|
|
if( ::g->deathmatch )
|
|
{
|
|
G_DeathMatchSpawnPlayer( playernum );
|
|
return;
|
|
}
|
|
|
|
if( G_CheckSpot( playernum, &::g->playerstarts[playernum] ) )
|
|
{
|
|
P_SpawnPlayer( &::g->playerstarts[playernum] );
|
|
return;
|
|
}
|
|
|
|
// try to spawn at one of the other ::g->players spots
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
if( G_CheckSpot( playernum, &::g->playerstarts[i] ) )
|
|
{
|
|
::g->playerstarts[i].type = playernum + 1; // fake as other player
|
|
P_SpawnPlayer( &::g->playerstarts[i] );
|
|
::g->playerstarts[i].type = i + 1; // restore
|
|
return;
|
|
}
|
|
// he's going to be inside something. Too bad.
|
|
}
|
|
P_SpawnPlayer( &::g->playerstarts[playernum] );
|
|
}
|
|
}
|
|
|
|
|
|
void G_ScreenShot( void )
|
|
{
|
|
::g->gameaction = ga_screenshot;
|
|
}
|
|
|
|
|
|
// DHM - Nerve :: Added episode 4 par times
|
|
// DOOM Par Times
|
|
const int pars[5][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},
|
|
{0, 165, 255, 135, 150, 180, 390, 135, 360, 180}
|
|
};
|
|
|
|
// DOOM II Par Times
|
|
const 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
|
|
//
|
|
|
|
void G_ExitLevel( void )
|
|
{
|
|
::g->secretexit = false;
|
|
::g->gameaction = ga_completed;
|
|
}
|
|
|
|
// Here's for the german edition.
|
|
void G_SecretExitLevel( void )
|
|
{
|
|
// IF NO WOLF3D LEVELS, NO SECRET EXIT!
|
|
if( ( ::g->gamemode == commercial )
|
|
&& ( W_CheckNumForName( "map31" ) < 0 ) )
|
|
{
|
|
::g->secretexit = false;
|
|
}
|
|
else
|
|
{
|
|
::g->secretexit = true;
|
|
}
|
|
::g->gameaction = ga_completed;
|
|
}
|
|
|
|
void G_DoCompleted( void )
|
|
{
|
|
int i;
|
|
|
|
::g->gameaction = ga_nothing;
|
|
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
if( ::g->playeringame[i] )
|
|
{
|
|
G_PlayerFinishLevel( i ); // take away cards and stuff
|
|
}
|
|
}
|
|
|
|
if( ::g->automapactive )
|
|
{
|
|
AM_Stop();
|
|
}
|
|
|
|
if( ::g->demoplayback )
|
|
{
|
|
G_CheckDemoStatus();
|
|
return;
|
|
}
|
|
|
|
if( ::g->demorecording )
|
|
{
|
|
G_CheckDemoStatus();
|
|
}
|
|
|
|
// DHM - Nerve :: Deathmatch doesn't go to finale screen, just do intermission
|
|
if( ::g->gamemode != commercial && !::g->deathmatch )
|
|
{
|
|
switch( ::g->gamemap )
|
|
{
|
|
|
|
case 8:
|
|
::g->gameaction = ga_victory;
|
|
return;
|
|
case 9:
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
::g->players[i].didsecret = true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
::g->wminfo.didsecret = ::g->players[::g->consoleplayer].didsecret;
|
|
::g->wminfo.epsd = ::g->gameepisode - 1;
|
|
::g->wminfo.last = ::g->gamemap - 1;
|
|
|
|
// ::g->wminfo.next is 0 biased, unlike ::g->gamemap
|
|
if( ::g->gamemode == commercial )
|
|
{
|
|
if( ::g->secretexit )
|
|
{
|
|
if( ::g->gamemission == doom2 )
|
|
{
|
|
switch( ::g->gamemap )
|
|
{
|
|
case 15: ::g->wminfo.next = 30;
|
|
break;
|
|
case 31: ::g->wminfo.next = 31;
|
|
break;
|
|
}
|
|
}
|
|
else if( ::g->gamemission == pack_nerve )
|
|
{
|
|
|
|
// DHM - Nerve :: Secret level is always level 9 on extra Doom2 missions
|
|
::g->wminfo.next = 8;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( ::g->gamemission == doom2 )
|
|
{
|
|
switch( ::g->gamemap )
|
|
{
|
|
case 31:
|
|
case 32: ::g->wminfo.next = 15;
|
|
break;
|
|
default: ::g->wminfo.next = ::g->gamemap;
|
|
}
|
|
}
|
|
else if( ::g->gamemission == pack_nerve )
|
|
{
|
|
switch( ::g->gamemap )
|
|
{
|
|
case 9:
|
|
::g->wminfo.next = 4;
|
|
break;
|
|
default:
|
|
::g->wminfo.next = ::g->gamemap;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
::g->wminfo.next = ::g->gamemap;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( ::g->secretexit )
|
|
{
|
|
::g->wminfo.next = 8; // go to secret level
|
|
}
|
|
else if( ::g->gamemap == 9 )
|
|
{
|
|
// returning from secret level
|
|
switch( ::g->gameepisode )
|
|
{
|
|
case 1:
|
|
::g->wminfo.next = 3;
|
|
break;
|
|
case 2:
|
|
::g->wminfo.next = 5;
|
|
break;
|
|
case 3:
|
|
::g->wminfo.next = 6;
|
|
break;
|
|
case 4:
|
|
::g->wminfo.next = 2;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
::g->wminfo.next = ::g->gamemap; // go to next level
|
|
}
|
|
}
|
|
|
|
// DHM - Nerve :: In deathmatch, repeat the current level. User must exit and choose a new level.
|
|
if( ::g->deathmatch )
|
|
{
|
|
::g->wminfo.next = ::g->wminfo.last;
|
|
}
|
|
|
|
::g->wminfo.maxkills = ::g->totalkills;
|
|
::g->wminfo.maxitems = ::g->totalitems;
|
|
::g->wminfo.maxsecret = ::g->totalsecret;
|
|
::g->wminfo.maxfrags = 0;
|
|
|
|
if( ::g->gamemode == commercial )
|
|
{
|
|
::g->wminfo.partime = TICRATE * cpars[::g->gamemap - 1];
|
|
}
|
|
else
|
|
{
|
|
::g->wminfo.partime = TICRATE * pars[::g->gameepisode][::g->gamemap];
|
|
}
|
|
|
|
::g->wminfo.pnum = ::g->consoleplayer;
|
|
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
::g->wminfo.plyr[i].in = ::g->playeringame[i];
|
|
::g->wminfo.plyr[i].skills = ::g->players[i].killcount;
|
|
::g->wminfo.plyr[i].sitems = ::g->players[i].itemcount;
|
|
::g->wminfo.plyr[i].ssecret = ::g->players[i].secretcount;
|
|
::g->wminfo.plyr[i].stime = ::g->leveltime;
|
|
memcpy( ::g->wminfo.plyr[i].frags, ::g->players[i].frags
|
|
, sizeof( ::g->wminfo.plyr[i].frags ) );
|
|
}
|
|
|
|
::g->gamestate = GS_INTERMISSION;
|
|
::g->viewactive = false;
|
|
::g->automapactive = false;
|
|
|
|
WI_Start( &::g->wminfo );
|
|
}
|
|
|
|
|
|
//
|
|
// G_WorldDone
|
|
//
|
|
void G_WorldDone( void )
|
|
{
|
|
::g->gameaction = ga_worlddone;
|
|
|
|
if( ::g->secretexit )
|
|
{
|
|
::g->players[::g->consoleplayer].didsecret = true;
|
|
}
|
|
|
|
if( ::g->gamemode == commercial )
|
|
{
|
|
if( ::g->gamemission == doom2 || ::g->gamemission == pack_tnt || ::g->gamemission == pack_plut )
|
|
{
|
|
switch( ::g->gamemap )
|
|
{
|
|
case 15:
|
|
case 31:
|
|
if( !::g->secretexit )
|
|
{
|
|
break;
|
|
}
|
|
case 6:
|
|
case 11:
|
|
case 20:
|
|
case 30:
|
|
F_StartFinale();
|
|
break;
|
|
}
|
|
}
|
|
else if( ::g->gamemission == pack_nerve )
|
|
{
|
|
if( ::g->gamemap == 8 )
|
|
{
|
|
F_StartFinale();
|
|
}
|
|
}
|
|
else if( ::g->gamemission == pack_master )
|
|
{
|
|
if( ::g->gamemap == 21 )
|
|
{
|
|
F_StartFinale();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// DHM - NERVE :: Downloadable content needs to set these up if different than initial extended episode
|
|
if( ::g->gamemap == 8 )
|
|
{
|
|
F_StartFinale();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_DoWorldDone( void )
|
|
{
|
|
::g->gamestate = GS_LEVEL;
|
|
|
|
::g->gamemap = ::g->wminfo.next + 1;
|
|
|
|
M_ClearRandom();
|
|
|
|
for( int i = 0; i < MAXPLAYERS; i++ )
|
|
{
|
|
if( ::g->playeringame[i] )
|
|
{
|
|
::g->players[i].usedown = ::g->players[i].attackdown = true; // don't do anything immediately
|
|
}
|
|
}
|
|
|
|
G_DoLoadLevel();
|
|
::g->gameaction = ga_nothing;
|
|
::g->viewactive = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// G_InitFromSavegame
|
|
// Can be called by the startup code or the menu task.
|
|
//
|
|
void R_ExecuteSetViewSize( void );
|
|
|
|
|
|
void G_LoadGame( char* name )
|
|
{
|
|
strcpy( ::g->savename, name );
|
|
::g->gameaction = ga_loadgame;
|
|
}
|
|
|
|
qboolean G_DoLoadGame()
|
|
{
|
|
int i;
|
|
int a, b, c;
|
|
char vcheck[VERSIONSIZE];
|
|
|
|
loadingGame = true;
|
|
|
|
::g->gameaction = ga_nothing;
|
|
|
|
M_ReadFile( ::g->savename, &::g->savebuffer );
|
|
|
|
waitingForWipe = true;
|
|
|
|
// DHM - Nerve :: Clear possible net demo state
|
|
::g->netdemo = false;
|
|
::g->netgame = false;
|
|
::g->deathmatch = false;
|
|
::g->playeringame[1] = ::g->playeringame[2] = ::g->playeringame[3] = 0;
|
|
::g->respawnparm = false;
|
|
::g->fastparm = false;
|
|
::g->nomonsters = false;
|
|
::g->consoleplayer = 0;
|
|
|
|
::g->save_p = ::g->savebuffer + SAVESTRINGSIZE;
|
|
|
|
// skip the description field
|
|
memset( vcheck, 0, sizeof( vcheck ) );
|
|
idStr::snPrintf( vcheck, sizeof( vcheck ), "version %i", VERSION );
|
|
if( strcmp( ( char* )::g->save_p, vcheck ) )
|
|
{
|
|
loadingGame = false;
|
|
waitingForWipe = false;
|
|
|
|
return false; // bad version
|
|
}
|
|
|
|
::g->save_p += VERSIONSIZE;
|
|
|
|
::g->gameskill = ( skill_t )*::g->save_p++;
|
|
::g->gameepisode = *::g->save_p++;
|
|
::g->gamemission = *::g->save_p++;
|
|
::g->gamemap = *::g->save_p++;
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
::g->playeringame[i] = *::g->save_p++;
|
|
}
|
|
|
|
// load a base level
|
|
G_InitNew( ::g->gameskill, ::g->gameepisode, ::g->gamemap );
|
|
|
|
// get the times
|
|
a = *::g->save_p++;
|
|
b = *::g->save_p++;
|
|
c = *::g->save_p++;
|
|
::g->leveltime = ( a << 16 ) + ( b << 8 ) + c;
|
|
|
|
// dearchive all the modifications
|
|
P_UnArchivePlayers();
|
|
P_UnArchiveWorld();
|
|
P_UnArchiveThinkers();
|
|
|
|
// specials are archived with thinkers
|
|
//P_UnArchiveSpecials ();
|
|
|
|
if( *::g->save_p != 0x1d )
|
|
{
|
|
I_Error( "Bad savegame" );
|
|
}
|
|
|
|
if( ::g->setsizeneeded )
|
|
{
|
|
R_ExecuteSetViewSize();
|
|
}
|
|
|
|
// draw the pattern into the back screen
|
|
R_FillBackScreen();
|
|
|
|
loadingGame = false;
|
|
|
|
Z_Free( g->savebuffer );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//
|
|
// G_SaveGame
|
|
// Called by the menu task.
|
|
// Description is a 24 byte text string
|
|
//
|
|
void
|
|
G_SaveGame
|
|
( int slot,
|
|
char* description )
|
|
{
|
|
::g->savegameslot = slot;
|
|
strcpy( ::g->savedescription, description );
|
|
::g->sendsave = true;
|
|
::g->gameaction = ga_savegame;
|
|
}
|
|
|
|
qboolean G_DoSaveGame( void )
|
|
{
|
|
char name[100];
|
|
char name2[VERSIONSIZE];
|
|
char* description;
|
|
int length;
|
|
int i;
|
|
qboolean bResult = true;
|
|
|
|
if( ::g->gamestate != GS_LEVEL )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
description = ::g->savedescription;
|
|
|
|
if( common->GetCurrentGame() == DOOM_CLASSIC )
|
|
{
|
|
idStr::snPrintf( name, sizeof( name ), "DOOM\\%s%d.dsg", SAVEGAMENAME, ::g->savegameslot );
|
|
}
|
|
else
|
|
{
|
|
if( DoomLib::expansionSelected == doom2 )
|
|
{
|
|
idStr::snPrintf( name, sizeof( name ), "DOOM2\\%s%d.dsg", SAVEGAMENAME, ::g->savegameslot );
|
|
}
|
|
else
|
|
{
|
|
idStr::snPrintf( name, sizeof( name ), "DOOM2_NRFTL\\%s%d.dsg", SAVEGAMENAME, ::g->savegameslot );
|
|
}
|
|
|
|
}
|
|
|
|
::g->save_p = ::g->savebuffer = ::g->screens[1];
|
|
|
|
memcpy( ::g->save_p, description, SAVESTRINGSIZE );
|
|
::g->save_p += SAVESTRINGSIZE;
|
|
|
|
memset( name2, 0, sizeof( name2 ) );
|
|
idStr::snPrintf( name2, sizeof( name2 ), "version %i", VERSION );
|
|
memcpy( ::g->save_p, name2, VERSIONSIZE );
|
|
::g->save_p += VERSIONSIZE;
|
|
|
|
*::g->save_p++ = ::g->gameskill;
|
|
*::g->save_p++ = ::g->gameepisode;
|
|
*::g->save_p++ = ::g->gamemission;
|
|
*::g->save_p++ = ::g->gamemap;
|
|
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
*::g->save_p++ = ::g->playeringame[i];
|
|
}
|
|
|
|
*::g->save_p++ = ::g->leveltime >> 16;
|
|
*::g->save_p++ = ::g->leveltime >> 8;
|
|
*::g->save_p++ = ::g->leveltime;
|
|
|
|
P_ArchivePlayers();
|
|
P_ArchiveWorld();
|
|
P_ArchiveThinkers();
|
|
|
|
// specials are archived with thinkers
|
|
//P_ArchiveSpecials ();
|
|
|
|
*::g->save_p++ = 0x1d; // ::g->consistancy marker
|
|
|
|
length = ::g->save_p - ::g->savebuffer;
|
|
if( length > SAVEGAMESIZE )
|
|
{
|
|
I_Error( "Savegame buffer overrun" );
|
|
}
|
|
|
|
::g->savebufferSize = length;
|
|
|
|
M_WriteFile( name, ::g->savebuffer, length );
|
|
|
|
::g->gameaction = ga_nothing;
|
|
::g->savedescription[0] = 0;
|
|
|
|
// draw the pattern into the back screen
|
|
R_FillBackScreen();
|
|
|
|
return bResult;
|
|
}
|
|
|
|
|
|
//
|
|
// G_InitNew
|
|
// Can be called by the startup code or the menu task,
|
|
// ::g->consoleplayer, ::g->displayplayer, ::g->playeringame[] should be set.
|
|
//
|
|
|
|
void
|
|
G_DeferedInitNew
|
|
( skill_t skill,
|
|
int episode,
|
|
int map )
|
|
{
|
|
::g->d_skill = skill;
|
|
::g->d_episode = episode;
|
|
::g->d_map = map;
|
|
|
|
//::g->d_map = 30;
|
|
|
|
::g->gameaction = ga_newgame;
|
|
}
|
|
|
|
|
|
void G_DoNewGame( void )
|
|
{
|
|
::g->demoplayback = false;
|
|
::g->netdemo = false;
|
|
::g->netgame = false;
|
|
::g->deathmatch = false;
|
|
::g->playeringame[1] = ::g->playeringame[2] = ::g->playeringame[3] = 0;
|
|
::g->respawnparm = false;
|
|
::g->fastparm = false;
|
|
::g->nomonsters = false;
|
|
::g->consoleplayer = 0;
|
|
G_InitNew( ::g->d_skill, ::g->d_episode, ::g->d_map );
|
|
::g->gameaction = ga_nothing;
|
|
}
|
|
|
|
// The sky texture to be used instead of the F_SKY1 dummy.
|
|
|
|
|
|
void
|
|
G_InitNew
|
|
( skill_t skill,
|
|
int episode,
|
|
int map
|
|
)
|
|
{
|
|
int i;
|
|
m_inDemoMode.SetBool( false );
|
|
R_SetViewSize( ::g->screenblocks, ::g->detailLevel );
|
|
|
|
if( ::g->paused )
|
|
{
|
|
::g->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( ::g->gamemode == retail )
|
|
{
|
|
if( episode > 4 )
|
|
{
|
|
episode = 4;
|
|
}
|
|
}
|
|
else if( ::g->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( skill == sk_nightmare || ::g->respawnparm )
|
|
{
|
|
::g->respawnmonsters = true;
|
|
}
|
|
else
|
|
{
|
|
::g->respawnmonsters = false;
|
|
}
|
|
|
|
// force ::g->players to be initialized upon first level load
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
::g->players[i].playerstate = PST_REBORN;
|
|
}
|
|
|
|
::g->usergame = true; // will be set false if a demo
|
|
::g->paused = false;
|
|
::g->demoplayback = false;
|
|
::g->advancedemo = false;
|
|
::g->automapactive = false;
|
|
::g->viewactive = true;
|
|
::g->gameepisode = episode;
|
|
//::g->gamemission = expansion->pack_type;
|
|
::g->gamemap = map;
|
|
::g->gameskill = skill;
|
|
|
|
::g->viewactive = true;
|
|
|
|
// set the sky map for the episode
|
|
if( ::g->gamemode == commercial )
|
|
{
|
|
::g->skytexture = R_TextureNumForName( "SKY3" );
|
|
|
|
if( ::g->gamemap < 12 )
|
|
{
|
|
::g->skytexture = R_TextureNumForName( "SKY1" );
|
|
}
|
|
else if( ::g->gamemap < 21 )
|
|
{
|
|
::g->skytexture = R_TextureNumForName( "SKY2" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch( episode )
|
|
{
|
|
case 1:
|
|
::g->skytexture = R_TextureNumForName( "SKY1" );
|
|
break;
|
|
case 2:
|
|
::g->skytexture = R_TextureNumForName( "SKY2" );
|
|
break;
|
|
case 3:
|
|
::g->skytexture = R_TextureNumForName( "SKY3" );
|
|
break;
|
|
case 4: // Special Edition sky
|
|
::g->skytexture = R_TextureNumForName( "SKY4" );
|
|
break;
|
|
default:
|
|
::g->skytexture = R_TextureNumForName( "SKY1" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
G_DoLoadLevel();
|
|
}
|
|
|
|
|
|
//
|
|
// DEMO RECORDING
|
|
//
|
|
|
|
void G_ReadDemoTiccmd( ticcmd_t* cmd )
|
|
{
|
|
if( *::g->demo_p == DEMOMARKER )
|
|
{
|
|
// end of demo data stream
|
|
G_CheckDemoStatus();
|
|
return;
|
|
}
|
|
|
|
cmd->forwardmove = ( ( signed char )*::g->demo_p++ );
|
|
cmd->sidemove = ( ( signed char )*::g->demo_p++ );
|
|
|
|
if( demoversion == VERSION )
|
|
{
|
|
short* temp = ( short* )( ::g->demo_p );
|
|
cmd->angleturn = *temp;
|
|
::g->demo_p += 2;
|
|
}
|
|
else
|
|
{
|
|
// DHM - Nerve :: Old format
|
|
cmd->angleturn = ( ( unsigned char )*::g->demo_p++ ) << 8;
|
|
}
|
|
|
|
cmd->buttons = ( unsigned char )*::g->demo_p++;
|
|
|
|
#ifdef DEBUG_DEMOS
|
|
// TESTING
|
|
if( demoDebugOn )
|
|
{
|
|
testprndindex = ( unsigned char )*::g->demo_p++;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
void G_WriteDemoTiccmd( ticcmd_t* cmd )
|
|
{
|
|
*::g->demo_p++ = cmd->forwardmove;
|
|
*::g->demo_p++ = cmd->sidemove;
|
|
|
|
// NEW VERSION
|
|
short* temp = ( short* )( ::g->demo_p );
|
|
*temp = cmd->angleturn;
|
|
::g->demo_p += 2;
|
|
|
|
// OLD VERSION
|
|
//*::g->demo_p++ = (cmd->angleturn+128)>>8;
|
|
|
|
*::g->demo_p++ = cmd->buttons;
|
|
|
|
int cmdSize = 5;
|
|
|
|
#ifdef DEBUG_DEMOS_WRITE
|
|
// TESTING
|
|
*::g->demo_p++ = ::g->prndindex;
|
|
cmdSize++;
|
|
#endif
|
|
|
|
::g->demo_p -= cmdSize;
|
|
if( ::g->demo_p > ::g->demoend - ( cmdSize * 4 ) )
|
|
{
|
|
// no more space
|
|
G_CheckDemoStatus();
|
|
return;
|
|
}
|
|
|
|
G_ReadDemoTiccmd( cmd ); // make SURE it is exactly the same
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// G_RecordDemo
|
|
//
|
|
void G_RecordDemo( char* name )
|
|
{
|
|
//::g->usergame = false;
|
|
strcpy( ::g->demoname, name );
|
|
strcat( ::g->demoname, ".lmp" );
|
|
|
|
::g->demobuffer = new byte[ MAXDEMOSIZE ];
|
|
::g->demoend = ::g->demobuffer + MAXDEMOSIZE;
|
|
|
|
demoversion = VERSION;
|
|
::g->demorecording = true;
|
|
}
|
|
|
|
|
|
void G_BeginRecording( void )
|
|
{
|
|
int i;
|
|
|
|
::g->demo_p = ::g->demobuffer;
|
|
|
|
#ifdef DEBUG_DEMOS
|
|
#ifdef DEBUG_DEMOS_WRITE
|
|
demoDebugOn = true;
|
|
*::g->demo_p++ = VERSION + 1;
|
|
#else
|
|
*::g->demo_p++ = VERSION;
|
|
#endif
|
|
#endif
|
|
*::g->demo_p++ = ::g->gameskill;
|
|
*::g->demo_p++ = ::g->gameepisode;
|
|
*::g->demo_p++ = ::g->gamemission;
|
|
*::g->demo_p++ = ::g->gamemap;
|
|
*::g->demo_p++ = ::g->deathmatch;
|
|
*::g->demo_p++ = ::g->respawnparm;
|
|
*::g->demo_p++ = ::g->fastparm;
|
|
*::g->demo_p++ = ::g->nomonsters;
|
|
*::g->demo_p++ = ::g->consoleplayer;
|
|
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
*::g->demo_p++ = ::g->playeringame[i];
|
|
}
|
|
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
// Archive player state to demo
|
|
if( ::g->playeringame[i] )
|
|
{
|
|
int* dest = ( int* )::g->demo_p;
|
|
*dest++ = ::g->players[i].health;
|
|
*dest++ = ::g->players[i].armorpoints;
|
|
*dest++ = ::g->players[i].armortype;
|
|
*dest++ = ::g->players[i].readyweapon;
|
|
for( int j = 0; j < NUMWEAPONS; j++ )
|
|
{
|
|
*dest++ = ::g->players[i].weaponowned[j];
|
|
}
|
|
for( int j = 0; j < NUMAMMO; j++ )
|
|
{
|
|
*dest++ = ::g->players[i].ammo[j];
|
|
*dest++ = ::g->players[i].maxammo[j];
|
|
}
|
|
::g->demo_p = ( byte* )dest;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// G_PlayDemo
|
|
//
|
|
void G_DeferedPlayDemo( const char* name )
|
|
{
|
|
::g->defdemoname = ( char* )name;
|
|
::g->gameaction = ga_playdemo;
|
|
}
|
|
|
|
void G_DoPlayDemo( void )
|
|
{
|
|
skill_t skill;
|
|
int i, episode, map, mission;
|
|
|
|
::g->gameaction = ga_nothing;
|
|
|
|
// TODO: Networking
|
|
#if ID_ENABLE_DOOM_CLASSIC_NETWORKING
|
|
if( gameLocal->IsSplitscreen() && DoomLib::GetPlayer() > 0 )
|
|
{
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
|
|
// DEMO Testing
|
|
bool useOriginalDemo = true;
|
|
|
|
if( useOriginalDemo )
|
|
{
|
|
int demolump = W_GetNumForName( ::g->defdemoname );
|
|
int demosize = W_LumpLength( demolump );
|
|
|
|
::g->demobuffer = ::g->demo_p = new byte[ demosize ];
|
|
W_ReadLump( demolump, ::g->demobuffer );
|
|
}
|
|
|
|
// DHM - Nerve :: We support old and new demo versions
|
|
demoversion = *::g->demo_p++;
|
|
|
|
skill = ( skill_t )*::g->demo_p++;
|
|
episode = *::g->demo_p++;
|
|
if( demoversion == VERSION )
|
|
{
|
|
mission = *::g->demo_p++;
|
|
}
|
|
else
|
|
{
|
|
mission = 0;
|
|
}
|
|
map = *::g->demo_p++;
|
|
::g->deathmatch = *::g->demo_p++;
|
|
::g->respawnparm = *::g->demo_p++;
|
|
::g->fastparm = *::g->demo_p++;
|
|
::g->nomonsters = *::g->demo_p++;
|
|
::g->consoleplayer = *::g->demo_p++;
|
|
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
::g->playeringame[i] = *::g->demo_p++;
|
|
}
|
|
|
|
::g->netgame = false;
|
|
::g->netdemo = false;
|
|
if( ::g->playeringame[1] )
|
|
{
|
|
::g->netgame = true;
|
|
::g->netdemo = true;
|
|
}
|
|
|
|
// don't spend a lot of time in loadlevel
|
|
::g->precache = false;
|
|
G_InitNew( skill, episode, map );
|
|
R_SetViewSize( ::g->screenblocks + 1, ::g->detailLevel );
|
|
m_inDemoMode.SetBool( true );
|
|
|
|
// JAF - Dont show messages when in Demo Mode. ::g->showMessages = false;
|
|
::g->precache = true;
|
|
|
|
// DHM - Nerve :: We now read in the player state from the demo
|
|
if( demoversion == VERSION )
|
|
{
|
|
for( i = 0 ; i < MAXPLAYERS ; i++ )
|
|
{
|
|
if( ::g->playeringame[i] )
|
|
{
|
|
int* src = ( int* )::g->demo_p;
|
|
::g->players[i].health = *src++;
|
|
::g->players[i].mo->health = ::g->players[i].health;
|
|
::g->players[i].armorpoints = *src++;
|
|
::g->players[i].armortype = *src++;
|
|
::g->players[i].readyweapon = ( weapontype_t ) * src++;
|
|
for( int j = 0; j < NUMWEAPONS; j++ )
|
|
{
|
|
::g->players[i].weaponowned[j] = *src++;
|
|
}
|
|
for( int j = 0; j < NUMAMMO; j++ )
|
|
{
|
|
::g->players[i].ammo[j] = *src++;
|
|
::g->players[i].maxammo[j] = *src++;
|
|
}
|
|
::g->demo_p = ( byte* )src;
|
|
|
|
P_SetupPsprites( &::g->players[i] );
|
|
}
|
|
}
|
|
}
|
|
|
|
::g->usergame = false;
|
|
::g->demoplayback = true;
|
|
}
|
|
|
|
//
|
|
// G_TimeDemo
|
|
//
|
|
void G_TimeDemo( const char* name )
|
|
{
|
|
::g->nodrawers = M_CheckParm( "-nodraw" );
|
|
::g->noblit = M_CheckParm( "-noblit" );
|
|
::g->timingdemo = true;
|
|
::g->singletics = true;
|
|
|
|
::g->defdemoname = ( char* )name;
|
|
::g->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
|
|
===================
|
|
*/
|
|
|
|
qboolean G_CheckDemoStatus( void )
|
|
{
|
|
if( ::g->demoplayback )
|
|
{
|
|
delete ::g->demobuffer;
|
|
::g->demobuffer = NULL;
|
|
::g->demo_p = NULL;
|
|
::g->demoend = NULL;
|
|
|
|
::g->demoplayback = false;
|
|
::g->netdemo = false;
|
|
::g->netgame = false;
|
|
::g->deathmatch = false;
|
|
::g->playeringame[1] = ::g->playeringame[2] = ::g->playeringame[3] = 0;
|
|
::g->respawnparm = false;
|
|
::g->fastparm = false;
|
|
::g->nomonsters = false;
|
|
::g->consoleplayer = 0;
|
|
D_AdvanceDemo();
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
if (::g->demorecording) {
|
|
*::g->demo_p++ = DEMOMARKER;
|
|
|
|
if ( ::g->leveltime > (TICRATE * 9) ) {
|
|
gameLocal->DoomStoreDemoBuffer( gameLocal->GetPortForPlayer( DoomLib::GetPlayer() ), ::g->demobuffer, ::g->demo_p - ::g->demobuffer );
|
|
}
|
|
|
|
delete ::g->demobuffer;
|
|
::g->demobuffer = NULL;
|
|
::g->demo_p = NULL;
|
|
::g->demoend = NULL;
|
|
|
|
::g->demorecording = false;
|
|
}
|
|
*/
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|