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doom3-bfg/doomclassic/doom/g_game.cpp

2242 lines
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C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#include "Main.h"
#include "sys/sys_signin.h"
#include "d3xp/Game_local.h"
#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 "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"
#include "framework/Common.h"
#include "sys/sys_lobby.h"
#include <limits>
extern bool waitingForWipe;
bool loadingGame = false;
byte demoversion = 0;
qboolean 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 G_DoNewGame( void );
qboolean G_DoLoadGame();
void G_DoPlayDemo( void );
void G_DoCompleted( void );
void G_DoVictory( void );
void G_DoWorldDone( void );
qboolean G_DoSaveGame( void );
#define DEBUG_DEMOS
#define DEBUG_DEMOS_WRITE
#ifdef DEBUG_DEMOS
unsigned char testprndindex = 0;
int printErrorCount = 0;
bool demoDebugOn = false;
#endif
//
// controls (have defaults)
//
// mouse values are used once
// joystick values are repeated
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;
}
// jedi academy meets doom hehehehehehehe
void G_MouseClamp( int* x, int* y )
{
float ax = ( float )fabs( ( float ) * x );
float ay = ( float )fabs( ( float ) * y );
ax = ( ax - 10 ) * ( 0.04676 ) * ( ax - 10 ) * ( ax > 10 );
ay = ( ay - 10 ) * ( 0.04676 ) * ( ay - 10 ) * ( ay > 10 );
if( *x < 0 )
{
*x = static_cast<int>( -ax );
}
else
{
*x = static_cast<int>( ax );
}
if( *y < 0 )
{
*y = static_cast<int>( -ay );
}
else
{
*y = static_cast<int>( ay );
}
}
/*
========================
Returns true if the player is holding down the run button, or
if they have set "Always run" in the options. Returns false otherwise.
========================
*/
bool IsPlayerRunning( const usercmd_t& command )
{
if( DoomLib::GetPlayer() < 0 )
{
return false;
}
// DHM - Nerve :: Always Run setting
idLocalUser* user = session->GetSignInManager().GetLocalUserByIndex( DoomLib::GetPlayer() );
bool autorun = false;
// TODO: PC
#if 0
if( user )
{
idPlayerProfileDoom* profile = static_cast< idPlayerProfileDoom* >( user->GetProfile() );
if( profile && profile->GetAlwaysRun() )
{
autorun = true;
}
}
#endif
if( command.buttons & BUTTON_RUN )
{
return !autorun;
}
return autorun;
}
/*
========================
G_PerformImpulse
========================
*/
void G_PerformImpulse( const int impulse, ticcmd_t* cmd )
{
if( impulse == IMPULSE_15 )
{
cmd->buttons |= BT_CHANGE;
cmd->nextPrevWeapon = 1 ;
}
else if( impulse == IMPULSE_14 )
{
cmd->buttons |= BT_CHANGE;
cmd->nextPrevWeapon = 2 ;
}
}
/*
========================
Converts a degree value to DOOM format angle value.
========================
*/
fixed_t DegreesToDoomAngleTurn( float degrees )
{
const float anglefrac = degrees / 360.0f;
const fixed_t doomangle = anglefrac * std::numeric_limits<unsigned short>::max();
return doomangle;
}
//
// 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, idUserCmdMgr* userCmdMgr, int newTics )
{
int i;
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 = ::g->consistancy[::g->consoleplayer][::g->maketic % BACKUPTICS];
// Grab the tech5 tic so we can convert it to a doom tic.
if( userCmdMgr != NULL )
{
const int playerIndex = DoomLib::GetPlayer();
if( playerIndex < 0 )
{
return;
}
#ifdef ID_ENABLE_NETWORKING
const int lobbyIndex = gameLocal->GetLobbyIndexFromDoomLibIndex( playerIndex );
const idLocalUser* const localUser = session->GetGameLobbyBase().GetLocalUserFromLobbyUser( lobbyIndex );
#else
const int lobbyIndex = 0;
const idLocalUser* const localUser = session->GetSignInManager().GetMasterLocalUser();
#endif
if( localUser == NULL )
{
return;
}
usercmd_t* tech5commands[2] = { 0, 0 };
const int numCommands = userCmdMgr->GetPlayerCmds( lobbyIndex, tech5commands, 2 );
usercmd_t prevTech5Command;
usercmd_t curTech5Command;
// Use default commands if the manager didn't have enough.
if( numCommands == 1 )
{
curTech5Command = *( tech5commands )[0];
}
if( numCommands == 2 )
{
prevTech5Command = *( tech5commands )[0];
curTech5Command = *( tech5commands )[1];
}
const bool isRunning = IsPlayerRunning( curTech5Command );
// tech5 move commands range from -127 o 127. Scale to doom range of -25 to 25.
const float scaledForward = curTech5Command.forwardmove / 127.0f;
if( isRunning )
{
cmd->forwardmove = scaledForward * 50.0f;
}
else
{
cmd->forwardmove = scaledForward * 25.0f;
}
// tech5 move commands range from -127 o 127. Scale to doom range of -24 to 24.
const float scaledSide = curTech5Command.rightmove / 127.0f;
if( isRunning )
{
cmd->sidemove = scaledSide * 40.0f;
}
else
{
cmd->sidemove = scaledSide * 24.0f;
}
idAngles angleDelta;
angleDelta.pitch = SHORT2ANGLE( curTech5Command.angles[ 0 ] ) - SHORT2ANGLE( prevTech5Command.angles[ 0 ] );
angleDelta.yaw = SHORT2ANGLE( curTech5Command.angles[ 1 ] ) - SHORT2ANGLE( prevTech5Command.angles[ 1 ] );
angleDelta.roll = 0.0f;
angleDelta.Normalize180();
// We will be running a number of tics equal to newTics before we get a new command from tech5.
// So to keep input smooth, divide the angles between all the newTics.
if( newTics > 0 )
{
angleDelta.yaw /= newTics;
}
// idAngles is stored in degrees. Convert to doom format.
cmd->angleturn = DegreesToDoomAngleTurn( angleDelta.yaw );
// Translate buttons
//if ( curTech5Command.inhibited == false ) {
// Attack 1 attacks always, whether in the automap or not.
if( curTech5Command.buttons & BUTTON_ATTACK )
{
cmd->buttons |= BT_ATTACK;
}
#if 0
// Attack 2 only attacks if not in the automap, because when in the automap,
// it is the zoom function.
if( curTech5Command.buttons & BUTTON_ATTACK2 )
{
if( !::g->automapactive )
{
cmd->buttons |= BT_ATTACK;
}
}
#endif
// Try to read any impulses that have happened.
static int oldImpulseSequence = 0;
if( oldImpulseSequence != curTech5Command.impulseSequence )
{
G_PerformImpulse( curTech5Command.impulse, cmd );
}
oldImpulseSequence = curTech5Command.impulseSequence;
// weapon toggle
for( i = 0 ; i < NUMWEAPONS - 1 ; i++ )
{
if( usercmdGen->KeyState( i + 1 ) )
{
cmd->buttons |= BT_CHANGE;
cmd->buttons |= ( i - 1 ) << BT_WEAPONSHIFT;
break;
}
}
if( curTech5Command.buttons & BUTTON_USE || curTech5Command.buttons & BUTTON_JUMP )
{
cmd->buttons |= BT_USE;
}
// TODO: PC
#if 0
if( curTech5Command.buttons & BUTTON_WEAP_NEXT )
{
cmd->buttons |= BT_CHANGE;
cmd->buttons |= 1 << BT_WEAPONSHIFT;
}
if( curTech5Command.buttons & BUTTON_WEAP_PREV )
{
cmd->buttons |= BT_CHANGE;
cmd->buttons |= 0 << BT_WEAPONSHIFT;
}
if( curTech5Command.buttons & BUTTON_WEAP_0 )
{
cmd->buttons |= BT_CHANGE;
cmd->buttons |= 2 << BT_WEAPONSHIFT;
}
if( curTech5Command.buttons & BUTTON_WEAP_1 )
{
cmd->buttons |= BT_CHANGE;
cmd->buttons |= 3 << BT_WEAPONSHIFT;
}
if( curTech5Command.buttons & BUTTON_WEAP_2 )
{
cmd->buttons |= BT_CHANGE;
cmd->buttons |= 4 << BT_WEAPONSHIFT;
}
if( curTech5Command.buttons & BUTTON_WEAP_3 )
{
cmd->buttons |= BT_CHANGE;
cmd->buttons |= 5 << BT_WEAPONSHIFT;
}
#endif
//}
return;
}
// DHM - Nerve :: Always Run setting
idLocalUser* user = session->GetSignInManager().GetLocalUserByIndex( DoomLib::GetPlayer() );
if( user )
{
// TODO: PC
#if 0
idPlayerProfileDoom* profile = static_cast< idPlayerProfileDoom* >( user->GetProfile() );
if( profile && profile->GetAlwaysRun() )
{
speed = !::g->gamekeydown[::g->key_speed];
}
else
#endif
{
speed = ::g->gamekeydown[::g->key_speed];
}
}
else
{
// Should not happen.
speed = !::g->gamekeydown[::g->key_speed];
}
forward = side = 0;
// use two stage accelerative turning
// on the keyboard and joystick
if( /*:g->joyxmove != 0 ||*/ ::g->gamekeydown[::g->key_right] || ::g->gamekeydown[::g->key_left] || ::g->mousex != 0 )
{
::g->turnheld += ::g->ticdup;
}
else
{
::g->turnheld = 0;
}
if( ::g->turnheld < SLOWTURNTICS )
{
tspeed = 2; // slow turn
}
else
{
tspeed = speed;
}
// clamp for turning
int mousex = ::g->mousex;
int mousey = ::g->mousey;
G_MouseClamp( &mousex, &mousey );
if( ::g->gamekeydown[::g->key_right] /*|| ::g->joyxmove > 0*/ )
{
cmd->angleturn -= ::g->angleturn[tspeed];
}
else if( ::g->mousex > 0 )
{
cmd->angleturn -= tspeed == 1 ? 2 * mousex : mousex;
}
if( ::g->gamekeydown[::g->key_left] /*|| ::g->joyxmove < 0*/ )
{
cmd->angleturn += ::g->angleturn[tspeed];
}
else if( ::g->mousex < 0 )
{
cmd->angleturn += tspeed == 1 ? -2 * mousex : -mousex;
}
if( ::g->mousey > 0 || ::g->mousey < 0 )
{
//forward += ::g->forwardmove[speed];
forward += speed == 1 ? 2 * ::g->mousey : ::g->mousey;
}
/*
if (::g->mousey < 0) {
forward -= ::g->forwardmove[speed];
}
*/
/*
if (::g->gamekeydown[::g->key_straferight])
side += ::g->sidemove[speed];
if (::g->gamekeydown[::g->key_strafeleft])
side -= ::g->sidemove[speed];
*/
if( ::g->joyxmove > 0 || ::g->joyxmove < 0 )
{
side += speed == 1 ? 2 * ::g->joyxmove : ::g->joyxmove;
}
// buttons
if( ::g->gamekeydown[::g->key_fire] || ::g->mousebuttons[::g->mousebfire] || ::g->joybuttons[::g->joybfire] )
{
cmd->buttons |= BT_ATTACK;
}
if( ::g->gamekeydown[::g->key_use] || ::g->joybuttons[::g->joybuse] )
{
cmd->buttons |= BT_USE;
}
// DHM - Nerve :: In the intermission or finale screens, make START also create a 'use' command.
if( ( ::g->gamestate == GS_INTERMISSION || ::g->gamestate == GS_FINALE ) && ::g->gamekeydown[KEY_ESCAPE] )
{
cmd->buttons |= BT_USE;
}
// weapon toggle
for( i = 0 ; i < NUMWEAPONS - 1 ; i++ )
{
if( ::g->gamekeydown['1' + i] )
{
cmd->buttons |= BT_CHANGE;
cmd->buttons |= i << BT_WEAPONSHIFT;
break;
}
}
::g->mousex = ::g->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( ::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;
}