doom3-bfg/doomclassic/doom/g_game.cpp
2012-11-26 12:58:24 -06:00

2015 lines
45 KiB
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));
memset (::g->joybuttons, 0, sizeof(::g->joybuttons));
}
//
// 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));
sprintf (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 ) {
sprintf(name,"DOOM\\%s%d.dsg", SAVEGAMENAME,::g->savegameslot );
} else {
if( DoomLib::expansionSelected == doom2 ) {
sprintf(name,"DOOM2\\%s%d.dsg", SAVEGAMENAME,::g->savegameslot );
} else {
sprintf(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));
sprintf (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 (char* name)
{
::g->defdemoname = 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 (char* name)
{
::g->nodrawers = M_CheckParm ("-nodraw");
::g->noblit = M_CheckParm ("-noblit");
::g->timingdemo = true;
::g->singletics = true;
::g->defdemoname = 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;
}