// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2018 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file g_game.c /// \brief game loop functions, events handling #include "doomdef.h" #include "console.h" #include "d_main.h" #include "d_player.h" #include "f_finale.h" #include "p_setup.h" #include "p_saveg.h" #include "i_system.h" #include "am_map.h" #include "m_random.h" #include "p_local.h" #include "r_draw.h" #include "r_main.h" #include "s_sound.h" #include "g_game.h" #include "m_cheat.h" #include "m_misc.h" #include "m_menu.h" #include "m_argv.h" #include "hu_stuff.h" #include "st_stuff.h" #include "z_zone.h" #include "i_video.h" #include "byteptr.h" #include "i_joy.h" #include "r_local.h" #include "r_things.h" #include "y_inter.h" #include "v_video.h" #include "dehacked.h" // get_number (for ghost thok) #include "lua_hook.h" #include "b_bot.h" #include "m_cond.h" // condition sets #include "md5.h" // demo checksums gameaction_t gameaction; gamestate_t gamestate = GS_NULL; UINT8 ultimatemode = false; boolean botingame; UINT8 botskin; UINT8 botcolor; JoyType_t Joystick; JoyType_t Joystick2; // 1024 bytes is plenty for a savegame #define SAVEGAMESIZE (1024) char gamedatafilename[64] = "gamedata.dat"; char timeattackfolder[64] = "main"; char customversionstring[32] = "\0"; static void G_DoCompleted(void); static void G_DoStartContinue(void); static void G_DoContinued(void); static void G_DoWorldDone(void); char mapmusname[7]; // Music name UINT16 mapmusflags; // Track and reset bit INT16 gamemap = 1; INT16 maptol; UINT8 globalweather = 0; INT32 curWeather = PRECIP_NONE; INT32 cursaveslot = -1; // Auto-save 1p savegame slot INT16 lastmapsaved = 0; // Last map we auto-saved at boolean gamecomplete = false; UINT16 mainwads = 0; boolean modifiedgame; // Set if homebrew PWAD stuff has been added. boolean savemoddata = false; UINT8 paused; UINT8 modeattacking = ATTACKING_NONE; boolean disableSpeedAdjust = false; boolean imcontinuing = false; boolean runemeraldmanager = false; // menu demo things UINT8 numDemos = 3; UINT32 demoDelayTime = 15*TICRATE; UINT32 demoIdleTime = 3*TICRATE; boolean timingdemo; // if true, exit with report on completion boolean nodrawers; // for comparative timing purposes boolean noblit; // for comparative timing purposes static tic_t demostarttime; // for comparative timing purposes boolean netgame; // only true if packets are broadcast boolean multiplayer; boolean playeringame[MAXPLAYERS]; boolean addedtogame; player_t players[MAXPLAYERS]; INT32 consoleplayer; // player taking events and displaying INT32 displayplayer; // view being displayed INT32 secondarydisplayplayer; // for splitscreen tic_t gametic; tic_t levelstarttic; // gametic at level start UINT32 totalrings; // for intermission INT16 lastmap; // last level you were at (returning from special stages) tic_t timeinmap; // Ticker for time spent in level (used for levelcard display) INT16 spstage_start; INT16 sstage_start; INT16 sstage_end; boolean looptitle = false; boolean useNightsSS = false; UINT8 skincolor_redteam = SKINCOLOR_RED; UINT8 skincolor_blueteam = SKINCOLOR_BLUE; UINT8 skincolor_redring = SKINCOLOR_RED; UINT8 skincolor_bluering = SKINCOLOR_STEELBLUE; tic_t countdowntimer = 0; boolean countdowntimeup = false; cutscene_t *cutscenes[128]; INT16 nextmapoverride; boolean skipstats; // Pointers to each CTF flag mobj_t *redflag; mobj_t *blueflag; // Pointers to CTF spawn location mapthing_t *rflagpoint; mapthing_t *bflagpoint; struct quake quake; // Map Header Information mapheader_t* mapheaderinfo[NUMMAPS] = {NULL}; static boolean exitgame = false; static boolean retrying = false; UINT8 stagefailed; // Used for GEMS BONUS? Also to see if you beat the stage. UINT16 emeralds; UINT32 token; // Number of tokens collected in a level UINT32 tokenlist; // List of tokens collected INT32 tokenbits; // Used for setting token bits // Old Special Stage INT32 sstimer; // Time allotted in the special stage tic_t totalplaytime; boolean gamedataloaded = false; // Time attack data for levels // These are dynamically allocated for space reasons now recorddata_t *mainrecords[NUMMAPS] = {NULL}; nightsdata_t *nightsrecords[NUMMAPS] = {NULL}; UINT8 mapvisited[NUMMAPS]; // Temporary holding place for nights data for the current map nightsdata_t ntemprecords; UINT32 bluescore, redscore; // CTF and Team Match team scores // ring count... for PERFECT! INT32 nummaprings = 0; // Elminates unnecessary searching. boolean CheckForBustableBlocks; boolean CheckForBouncySector; boolean CheckForQuicksand; boolean CheckForMarioBlocks; boolean CheckForFloatBob; boolean CheckForReverseGravity; // Powerup durations UINT16 invulntics = 20*TICRATE; UINT16 sneakertics = 20*TICRATE; UINT16 flashingtics = 3*TICRATE; UINT16 tailsflytics = 8*TICRATE; UINT16 underwatertics = 30*TICRATE; UINT16 spacetimetics = 11*TICRATE + (TICRATE/2); UINT16 extralifetics = 4*TICRATE; INT32 gameovertics = 15*TICRATE; UINT8 use1upSound = 0; UINT8 maxXtraLife = 2; // Max extra lives from rings UINT8 introtoplay; UINT8 creditscutscene; // Emerald locations mobj_t *hunt1; mobj_t *hunt2; mobj_t *hunt3; UINT32 countdown, countdown2; // for racing fixed_t gravity; INT16 autobalance; //for CTF team balance INT16 teamscramble; //for CTF team scramble INT16 scrambleplayers[MAXPLAYERS]; //for CTF team scramble INT16 scrambleteams[MAXPLAYERS]; //for CTF team scramble INT16 scrambletotal; //for CTF team scramble INT16 scramblecount; //for CTF team scramble INT32 cheats; //for multiplayer cheat commands tic_t hidetime; // Grading UINT32 timesBeaten; UINT32 timesBeatenWithEmeralds; UINT32 timesBeatenUltimate; static char demoname[64]; boolean demorecording; boolean demoplayback; boolean titledemo; // Title Screen demo can be cancelled by any key static UINT8 *demobuffer = NULL; static UINT8 *demo_p, *demotime_p; static UINT8 *demoend; static UINT8 demoflags; static UINT16 demoversion; boolean singledemo; // quit after playing a demo from cmdline boolean demo_start; // don't start playing demo right away static boolean demosynced = true; // console warning message boolean metalrecording; // recording as metal sonic mobj_t *metalplayback; static UINT8 *metalbuffer = NULL; static UINT8 *metal_p; static UINT16 metalversion; // extra data stuff (events registered this frame while recording) static struct { UINT8 flags; // EZT flags // EZT_COLOR UINT8 color, lastcolor; // EZT_SCALE fixed_t scale, lastscale; // EZT_HIT UINT16 hits; mobj_t **hitlist; } ghostext; // Your naming conventions are stupid and useless. // There is no conflict here. typedef struct demoghost { UINT8 checksum[16]; UINT8 *buffer, *p, color; UINT16 version; mobj_t oldmo, *mo; struct demoghost *next; } demoghost; demoghost *ghosts = NULL; boolean precache = true; // if true, load all graphics at start INT16 prevmap, nextmap; static UINT8 *savebuffer; // Analog Control static void UserAnalog_OnChange(void); static void UserAnalog2_OnChange(void); static void Analog_OnChange(void); static void Analog2_OnChange(void); void SendWeaponPref(void); void SendWeaponPref2(void); static CV_PossibleValue_t crosshair_cons_t[] = {{0, "Off"}, {1, "Cross"}, {2, "Angle"}, {3, "Point"}, {0, NULL}}; static CV_PossibleValue_t joyaxis_cons_t[] = {{0, "None"}, #ifdef _WII {1, "LStick.X"}, {2, "LStick.Y"}, {-1, "LStick.X-"}, {-2, "LStick.Y-"}, #if JOYAXISSET > 1 {3, "RStick.X"}, {4, "RStick.Y"}, {-3, "RStick.X-"}, {-4, "RStick.Y-"}, #endif #if JOYAXISSET > 2 {5, "RTrigger"}, {6, "LTrigger"}, {-5, "RTrigger-"}, {-6, "LTrigger-"}, #endif #if JOYAXISSET > 3 {7, "Pitch"}, {8, "Roll"}, {-7, "Pitch-"}, {-8, "Roll-"}, #endif #if JOYAXISSET > 4 {7, "Yaw"}, {8, "Dummy"}, {-7, "Yaw-"}, {-8, "Dummy-"}, #endif #if JOYAXISSET > 4 {9, "LAnalog"}, {10, "RAnalog"}, {-9, "LAnalog-"}, {-10, "RAnalog-"}, #endif #elif defined (WMINPUT) {1, "LStick.X"}, {2, "LStick.Y"}, {-1, "LStick.X-"}, {-2, "LStick.Y-"}, #if JOYAXISSET > 1 {3, "RStick.X"}, {4, "RStick.Y"}, {-3, "RStick.X-"}, {-4, "RStick.Y-"}, #endif #if JOYAXISSET > 2 {5, "NStick.X"}, {6, "NStick.Y"}, {-5, "NStick.X-"}, {-6, "NStick.Y-"}, #endif #if JOYAXISSET > 3 {7, "LAnalog"}, {8, "RAnalog"}, {-7, "LAnalog-"}, {-8, "RAnalog-"}, #endif #else {1, "X-Axis"}, {2, "Y-Axis"}, {-1, "X-Axis-"}, {-2, "Y-Axis-"}, #ifdef _arch_dreamcast {3, "R-Trig"}, {4, "L-Trig"}, {-3, "R-Trig-"}, {-4, "L-Trig-"}, {5, "Alt X-Axis"}, {6, "Alt Y-Axis"}, {-5, "Alt X-Axis-"}, {-6, "Alt Y-Axis-"}, {7, "Triggers"}, {-7,"Triggers-"}, #elif defined (_XBOX) {3, "Alt X-Axis"}, {4, "Alt Y-Axis"}, {-3, "Alt X-Axis-"}, {-4, "Alt Y-Axis-"}, #else #if JOYAXISSET > 1 {3, "Z-Axis"}, {4, "X-Rudder"}, {-3, "Z-Axis-"}, {-4, "X-Rudder-"}, #endif #if JOYAXISSET > 2 {5, "Y-Rudder"}, {6, "Z-Rudder"}, {-5, "Y-Rudder-"}, {-6, "Z-Rudder-"}, #endif #if JOYAXISSET > 3 {7, "U-Axis"}, {8, "V-Axis"}, {-7, "U-Axis-"}, {-8, "V-Axis-"}, #endif #endif #endif {0, NULL}}; #ifdef _WII #if JOYAXISSET > 5 "More Axis Sets" #endif #else #if JOYAXISSET > 4 "More Axis Sets" #endif #endif consvar_t cv_crosshair = {"crosshair", "Cross", CV_SAVE, crosshair_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_crosshair2 = {"crosshair2", "Cross", CV_SAVE, crosshair_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_invertmouse = {"invertmouse", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_invertmouse2 = {"invertmouse2", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_alwaysfreelook = {"alwaysmlook", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_alwaysfreelook2 = {"alwaysmlook2", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_chasefreelook = {"chasemlook", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_chasefreelook2 = {"chasemlook2", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_mousemove = {"mousemove", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_mousemove2 = {"mousemove2", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_analog = {"analog", "Off", CV_CALL, CV_OnOff, Analog_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_analog2 = {"analog2", "Off", CV_CALL, CV_OnOff, Analog2_OnChange, 0, NULL, NULL, 0, 0, NULL}; #ifdef DC consvar_t cv_useranalog = {"useranalog", "On", CV_SAVE|CV_CALL, CV_OnOff, UserAnalog_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_useranalog2 = {"useranalog2", "On", CV_SAVE|CV_CALL, CV_OnOff, UserAnalog2_OnChange, 0, NULL, NULL, 0, 0, NULL}; #else consvar_t cv_useranalog = {"useranalog", "Off", CV_SAVE|CV_CALL, CV_OnOff, UserAnalog_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_useranalog2 = {"useranalog2", "Off", CV_SAVE|CV_CALL, CV_OnOff, UserAnalog2_OnChange, 0, NULL, NULL, 0, 0, NULL}; #endif typedef enum { AXISNONE = 0, AXISTURN, AXISMOVE, AXISLOOK, AXISSTRAFE, AXISDEAD, //Axises that don't want deadzones AXISJUMP, AXISSPIN, AXISFIRE, AXISFIRENORMAL, } axis_input_e; #if defined (_WII) || defined (WMINPUT) consvar_t cv_turnaxis = {"joyaxis_turn", "LStick.X", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_moveaxis = {"joyaxis_move", "LStick.Y", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_sideaxis = {"joyaxis_side", "RStick.X", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_lookaxis = {"joyaxis_look", "RStick.Y", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_jumpaxis = {"joyaxis_jump", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_spinaxis = {"joyaxis_spin", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_fireaxis = {"joyaxis_fire", "LAnalog", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_firenaxis = {"joyaxis_firenormal", "RAnalog", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #else consvar_t cv_turnaxis = {"joyaxis_turn", "X-Rudder", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #ifdef PSP consvar_t cv_moveaxis = {"joyaxis_move", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #else consvar_t cv_moveaxis = {"joyaxis_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif #ifdef _arch_dreamcast consvar_t cv_sideaxis = {"joyaxis_side", "Triggers", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #elif defined (_XBOX) consvar_t cv_sideaxis = {"joyaxis_side", "Alt X-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_lookaxis = {"joyaxis_look", "Alt Y-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #elif defined (PSP) consvar_t cv_sideaxis = {"joyaxis_side", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #else consvar_t cv_sideaxis = {"joyaxis_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif #ifndef _XBOX #ifdef PSP consvar_t cv_lookaxis = {"joyaxis_look", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #else consvar_t cv_lookaxis = {"joyaxis_look", "Y-Rudder-", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif #endif consvar_t cv_jumpaxis = {"joyaxis_jump", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_spinaxis = {"joyaxis_spin", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_fireaxis = {"joyaxis_fire", "Z-Axis-", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_firenaxis = {"joyaxis_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif #if defined (_WII) || defined (WMINPUT) consvar_t cv_turnaxis2 = {"joyaxis2_turn", "LStick.X", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_moveaxis2 = {"joyaxis2_move", "LStick.Y", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_sideaxis2 = {"joyaxis2_side", "RStick.X", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_lookaxis2 = {"joyaxis2_look", "RStick.Y", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_jumpaxis2 = {"joyaxis2_jump", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_spinaxis2 = {"joyaxis2_spin", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_fireaxis2 = {"joyaxis2_fire", "LAnalog", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_firenaxis2 = {"joyaxis2_firenormal", "RAnalog", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #else consvar_t cv_turnaxis2 = {"joyaxis2_turn", "X-Rudder", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_moveaxis2 = {"joyaxis2_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #ifdef _arch_dreamcast consvar_t cv_sideaxis2 = {"joyaxis2_side", "Triggers", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #elif defined (_XBOX) consvar_t cv_sideaxis2 = {"joyaxis2_side", "Alt X-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_lookaxis2 = {"joyaxis2_look", "Alt Y-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #elif defined (_PSP) consvar_t cv_sideaxis2 = {"joyaxis2_side", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #else consvar_t cv_sideaxis2 = {"joyaxis2_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif #ifndef _XBOX consvar_t cv_lookaxis2 = {"joyaxis2_look", "Y-Rudder-", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif consvar_t cv_jumpaxis2 = {"joyaxis2_jump", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_spinaxis2 = {"joyaxis2_spin", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_fireaxis2 = {"joyaxis2_fire", "Z-Axis-", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_firenaxis2 = {"joyaxis2_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif #if MAXPLAYERS > 32 #error "please update player_name table using the new value for MAXPLAYERS" #endif #ifdef SEENAMES player_t *seenplayer; // player we're aiming at right now #endif char player_names[MAXPLAYERS][MAXPLAYERNAME+1] = { "Player 1", "Player 2", "Player 3", "Player 4", "Player 5", "Player 6", "Player 7", "Player 8", "Player 9", "Player 10", "Player 11", "Player 12", "Player 13", "Player 14", "Player 15", "Player 16", "Player 17", "Player 18", "Player 19", "Player 20", "Player 21", "Player 22", "Player 23", "Player 24", "Player 25", "Player 26", "Player 27", "Player 28", "Player 29", "Player 30", "Player 31", "Player 32" }; INT16 rw_maximums[NUM_WEAPONS] = { 800, // MAX_INFINITY 400, // MAX_AUTOMATIC 100, // MAX_BOUNCE 50, // MAX_SCATTER 100, // MAX_GRENADE 50, // MAX_EXPLOSION 50 // MAX_RAIL }; // Allocation for time and nights data void G_AllocMainRecordData(INT16 i) { if (!mainrecords[i]) mainrecords[i] = Z_Malloc(sizeof(recorddata_t), PU_STATIC, NULL); memset(mainrecords[i], 0, sizeof(recorddata_t)); } void G_AllocNightsRecordData(INT16 i) { if (!nightsrecords[i]) nightsrecords[i] = Z_Malloc(sizeof(nightsdata_t), PU_STATIC, NULL); memset(nightsrecords[i], 0, sizeof(nightsdata_t)); } // MAKE SURE YOU SAVE DATA BEFORE CALLING THIS void G_ClearRecords(void) { INT16 i; for (i = 0; i < NUMMAPS; ++i) { if (mainrecords[i]) { Z_Free(mainrecords[i]); mainrecords[i] = NULL; } if (nightsrecords[i]) { Z_Free(nightsrecords[i]); nightsrecords[i] = NULL; } } } // For easy retrieval of records UINT32 G_GetBestScore(INT16 map) { if (!mainrecords[map-1]) return 0; return mainrecords[map-1]->score; } tic_t G_GetBestTime(INT16 map) { if (!mainrecords[map-1] || mainrecords[map-1]->time <= 0) return (tic_t)UINT32_MAX; return mainrecords[map-1]->time; } UINT16 G_GetBestRings(INT16 map) { if (!mainrecords[map-1]) return 0; return mainrecords[map-1]->rings; } UINT32 G_GetBestNightsScore(INT16 map, UINT8 mare) { if (!nightsrecords[map-1]) return 0; return nightsrecords[map-1]->score[mare]; } tic_t G_GetBestNightsTime(INT16 map, UINT8 mare) { if (!nightsrecords[map-1] || nightsrecords[map-1]->time[mare] <= 0) return (tic_t)UINT32_MAX; return nightsrecords[map-1]->time[mare]; } UINT8 G_GetBestNightsGrade(INT16 map, UINT8 mare) { if (!nightsrecords[map-1]) return 0; return nightsrecords[map-1]->grade[mare]; } // For easy adding of NiGHTS records void G_AddTempNightsRecords(UINT32 pscore, tic_t ptime, UINT8 mare) { ntemprecords.score[mare] = pscore; ntemprecords.grade[mare] = P_GetGrade(pscore, gamemap, mare - 1); ntemprecords.time[mare] = ptime; // Update nummares // Note that mare "0" is overall, mare "1" is the first real mare if (ntemprecords.nummares < mare) ntemprecords.nummares = mare; } void G_SetNightsRecords(void) { INT32 i; UINT32 totalscore = 0; tic_t totaltime = 0; const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1; char *gpath; char lastdemo[256], bestdemo[256]; if (!ntemprecords.nummares) return; // Set overall { UINT8 totalrank = 0, realrank = 0; for (i = 1; i <= ntemprecords.nummares; ++i) { totalscore += ntemprecords.score[i]; totalrank += ntemprecords.grade[i]; totaltime += ntemprecords.time[i]; } // Determine overall grade realrank = (UINT8)((FixedDiv((fixed_t)totalrank << FRACBITS, ntemprecords.nummares << FRACBITS) + (FRACUNIT/2)) >> FRACBITS); // You need ALL rainbow As to get a rainbow A overall if (realrank == GRADE_S && (totalrank / ntemprecords.nummares) != GRADE_S) realrank = GRADE_A; ntemprecords.score[0] = totalscore; ntemprecords.grade[0] = realrank; ntemprecords.time[0] = totaltime; } // Now take all temp records and put them in the actual records { nightsdata_t *maprecords; if (!nightsrecords[gamemap-1]) G_AllocNightsRecordData(gamemap-1); maprecords = nightsrecords[gamemap-1]; if (maprecords->nummares != ntemprecords.nummares) maprecords->nummares = ntemprecords.nummares; for (i = 0; i < ntemprecords.nummares + 1; ++i) { if (maprecords->score[i] < ntemprecords.score[i]) maprecords->score[i] = ntemprecords.score[i]; if (maprecords->grade[i] < ntemprecords.grade[i]) maprecords->grade[i] = ntemprecords.grade[i]; if (!maprecords->time[i] || maprecords->time[i] > ntemprecords.time[i]) maprecords->time[i] = ntemprecords.time[i]; } } memset(&ntemprecords, 0, sizeof(nightsdata_t)); // Save demo! bestdemo[255] = '\0'; lastdemo[255] = '\0'; G_SetDemoTime(totaltime, totalscore, 0); G_CheckDemoStatus(); I_mkdir(va("%s"PATHSEP"replay", srb2home), 0755); I_mkdir(va("%s"PATHSEP"replay"PATHSEP"%s", srb2home, timeattackfolder), 0755); if ((gpath = malloc(glen)) == NULL) I_Error("Out of memory for replay filepath\n"); sprintf(gpath,"%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s", srb2home, timeattackfolder, G_BuildMapName(gamemap)); snprintf(lastdemo, 255, "%s-last.lmp", gpath); if (FIL_FileExists(lastdemo)) { UINT8 *buf; size_t len = FIL_ReadFile(lastdemo, &buf); snprintf(bestdemo, 255, "%s-time-best.lmp", gpath); if (!FIL_FileExists(bestdemo) || G_CmpDemoTime(bestdemo, lastdemo) & 1) { // Better time, save this demo. if (FIL_FileExists(bestdemo)) remove(bestdemo); FIL_WriteFile(bestdemo, buf, len); CONS_Printf("\x83%s\x80 %s '%s'\n", M_GetText("NEW RECORD TIME!"), M_GetText("Saved replay as"), bestdemo); } snprintf(bestdemo, 255, "%s-score-best.lmp", gpath); if (!FIL_FileExists(bestdemo) || (G_CmpDemoTime(bestdemo, lastdemo) & (1<<1))) { // Better score, save this demo. if (FIL_FileExists(bestdemo)) remove(bestdemo); FIL_WriteFile(bestdemo, buf, len); CONS_Printf("\x83%s\x80 %s '%s'\n", M_GetText("NEW HIGH SCORE!"), M_GetText("Saved replay as"), bestdemo); } //CONS_Printf("%s '%s'\n", M_GetText("Saved replay as"), lastdemo); Z_Free(buf); } free(gpath); // If the mare count changed, this will update the score display CV_AddValue(&cv_nextmap, 1); CV_AddValue(&cv_nextmap, -1); } // for consistency among messages: this modifies the game and removes savemoddata. void G_SetGameModified(boolean silent) { if (modifiedgame && !savemoddata) return; modifiedgame = true; savemoddata = false; if (!silent) CONS_Alert(CONS_NOTICE, M_GetText("Game must be restarted to record statistics.\n")); // If in record attack recording, cancel it. if (modeattacking) M_EndModeAttackRun(); } /** Builds an original game map name from a map number. * The complexity is due to MAPA0-MAPZZ. * * \param map Map number. * \return Pointer to a static buffer containing the desired map name. * \sa M_MapNumber */ const char *G_BuildMapName(INT32 map) { static char mapname[10] = "MAPXX"; // internal map name (wad resource name) I_Assert(map > 0); I_Assert(map <= NUMMAPS); if (map < 100) sprintf(&mapname[3], "%.2d", map); else { mapname[3] = (char)('A' + (char)((map - 100) / 36)); if ((map - 100) % 36 < 10) mapname[4] = (char)('0' + (char)((map - 100) % 36)); else mapname[4] = (char)('A' + (char)((map - 100) % 36) - 10); mapname[5] = '\0'; } return mapname; } /** Clips the console player's mouse aiming to the current view. * Used whenever the player view is changed manually. * * \param aiming Pointer to the vertical angle to clip. * \return Short version of the clipped angle for building a ticcmd. */ INT16 G_ClipAimingPitch(INT32 *aiming) { INT32 limitangle; limitangle = ANGLE_90 - 1; if (*aiming > limitangle) *aiming = limitangle; else if (*aiming < -limitangle) *aiming = -limitangle; return (INT16)((*aiming)>>16); } INT16 G_SoftwareClipAimingPitch(INT32 *aiming) { INT32 limitangle; // note: the current software mode implementation doesn't have true perspective limitangle = ANGLE_90 - ANG10; // Some viewing fun, but not too far down... if (*aiming > limitangle) *aiming = limitangle; else if (*aiming < -limitangle) *aiming = -limitangle; return (INT16)((*aiming)>>16); } static INT32 JoyAxis(axis_input_e axissel) { INT32 retaxis; INT32 axisval; boolean flp = false; //find what axis to get switch (axissel) { case AXISTURN: axisval = cv_turnaxis.value; break; case AXISMOVE: axisval = cv_moveaxis.value; break; case AXISLOOK: axisval = cv_lookaxis.value; break; case AXISSTRAFE: axisval = cv_sideaxis.value; break; case AXISJUMP: axisval = cv_jumpaxis.value; break; case AXISSPIN: axisval = cv_spinaxis.value; break; case AXISFIRE: axisval = cv_fireaxis.value; break; case AXISFIRENORMAL: axisval = cv_firenaxis.value; break; default: return 0; } if (axisval < 0) //odd -axises { axisval = -axisval; flp = true; } #ifdef _arch_dreamcast if (axisval == 7) // special case { retaxis = joyxmove[1] - joyymove[1]; goto skipDC; } else #endif if (axisval > JOYAXISSET*2 || axisval == 0) //not there in array or None return 0; if (axisval%2) { axisval /= 2; retaxis = joyxmove[axisval]; } else { axisval--; axisval /= 2; retaxis = joyymove[axisval]; } #ifdef _arch_dreamcast skipDC: #endif if (retaxis < (-JOYAXISRANGE)) retaxis = -JOYAXISRANGE; if (retaxis > (+JOYAXISRANGE)) retaxis = +JOYAXISRANGE; if (!Joystick.bGamepadStyle && axissel < AXISDEAD) { const INT32 jdeadzone = JOYAXISRANGE/4; if (-jdeadzone < retaxis && retaxis < jdeadzone) return 0; } if (flp) retaxis = -retaxis; //flip it around return retaxis; } static INT32 Joy2Axis(axis_input_e axissel) { INT32 retaxis; INT32 axisval; boolean flp = false; //find what axis to get switch (axissel) { case AXISTURN: axisval = cv_turnaxis2.value; break; case AXISMOVE: axisval = cv_moveaxis2.value; break; case AXISLOOK: axisval = cv_lookaxis2.value; break; case AXISSTRAFE: axisval = cv_sideaxis2.value; break; case AXISJUMP: axisval = cv_jumpaxis2.value; break; case AXISSPIN: axisval = cv_spinaxis2.value; break; case AXISFIRE: axisval = cv_fireaxis2.value; break; case AXISFIRENORMAL: axisval = cv_firenaxis2.value; break; default: return 0; } if (axisval < 0) //odd -axises { axisval = -axisval; flp = true; } #ifdef _arch_dreamcast if (axisval == 7) // special case { retaxis = joy2xmove[1] - joy2ymove[1]; goto skipDC; } else #endif if (axisval > JOYAXISSET*2 || axisval == 0) //not there in array or None return 0; if (axisval%2) { axisval /= 2; retaxis = joy2xmove[axisval]; } else { axisval--; axisval /= 2; retaxis = joy2ymove[axisval]; } #ifdef _arch_dreamcast skipDC: #endif if (retaxis < (-JOYAXISRANGE)) retaxis = -JOYAXISRANGE; if (retaxis > (+JOYAXISRANGE)) retaxis = +JOYAXISRANGE; if (!Joystick2.bGamepadStyle && axissel < AXISDEAD) { const INT32 jdeadzone = JOYAXISRANGE/4; if (-jdeadzone < retaxis && retaxis < jdeadzone) return 0; } if (flp) retaxis = -retaxis; //flip it around return retaxis; } // // 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 // // set secondaryplayer true to build player 2's ticcmd in splitscreen mode // INT32 localaiming, localaiming2; angle_t localangle, localangle2; static fixed_t forwardmove[2] = {25<>16, 50<>16}; static fixed_t sidemove[2] = {25<>16, 50<>16}; // faster! static fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics) { boolean forcestrafe = false; INT32 tspeed, forward, side, axis, i; const INT32 speed = 1; // these ones used for multiple conditions boolean turnleft, turnright, mouseaiming, analogjoystickmove, gamepadjoystickmove, thisjoyaiming; player_t *player = &players[consoleplayer]; camera_t *thiscam = &camera; static INT32 turnheld; // for accelerative turning static boolean keyboard_look; // true if lookup/down using keyboard static boolean resetdown; // don't cam reset every frame static boolean joyaiming; // check the last frame's value if we need to reset the camera G_CopyTiccmd(cmd, I_BaseTiccmd(), 1); // empty, or external driver // why build a ticcmd if we're paused? // Or, for that matter, if we're being reborn. if (paused || P_AutoPause() || (gamestate == GS_LEVEL && player->playerstate == PST_REBORN)) { cmd->angleturn = (INT16)(localangle >> 16); cmd->aiming = G_ClipAimingPitch(&localaiming); return; } turnright = PLAYER1INPUTDOWN(gc_turnright); turnleft = PLAYER1INPUTDOWN(gc_turnleft); mouseaiming = (PLAYER1INPUTDOWN(gc_mouseaiming)) ^ (cv_chasecam.value ? cv_chasefreelook.value : cv_alwaysfreelook.value); analogjoystickmove = cv_usejoystick.value && !Joystick.bGamepadStyle; gamepadjoystickmove = cv_usejoystick.value && Joystick.bGamepadStyle; thisjoyaiming = (cv_chasecam.value) ? cv_chasefreelook.value : cv_alwaysfreelook.value; // Reset the vertical look if we're no longer joyaiming if (!thisjoyaiming && joyaiming) localaiming = 0; joyaiming = thisjoyaiming; axis = JoyAxis(AXISTURN); if (gamepadjoystickmove && axis != 0) { turnright = turnright || (axis > 0); turnleft = turnleft || (axis < 0); } forward = side = 0; // use two stage accelerative turning // on the keyboard and joystick if (turnleft || turnright) turnheld += realtics; else turnheld = 0; if (turnheld < SLOWTURNTICS) tspeed = 2; // slow turn else tspeed = speed; // let movement keys cancel each other out if (cv_analog.value) // Analog { if (turnright) cmd->angleturn = (INT16)(cmd->angleturn - angleturn[tspeed]); if (turnleft) cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]); } if (cv_analog.value || twodlevel || (player->mo && (player->mo->flags2 & MF2_TWOD)) || (!demoplayback && (player->climbing || (player->pflags & PF_NIGHTSMODE) || (player->pflags & PF_SLIDING) || (player->pflags & PF_FORCESTRAFE)))) // Analog forcestrafe = true; if (forcestrafe) // Analog { if (turnright) side += sidemove[speed]; if (turnleft) side -= sidemove[speed]; if (analogjoystickmove && axis != 0) { // JOYAXISRANGE is supposed to be 1023 (divide by 1024) side += ((axis * sidemove[1]) >> 10); } } else { if (turnright) cmd->angleturn = (INT16)(cmd->angleturn - angleturn[tspeed]); else if (turnleft) cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]); if (analogjoystickmove && axis != 0) { // JOYAXISRANGE should be 1023 (divide by 1024) cmd->angleturn = (INT16)(cmd->angleturn - ((axis * angleturn[1]) >> 10)); // ANALOG! } } axis = JoyAxis(AXISSTRAFE); if (gamepadjoystickmove && axis != 0) { if (axis < 0) side += sidemove[speed]; else if (axis > 0) side -= sidemove[speed]; } else if (analogjoystickmove && axis != 0) { // JOYAXISRANGE is supposed to be 1023 (divide by 1024) side += ((axis * sidemove[1]) >> 10); } // forward with key or button axis = JoyAxis(AXISMOVE); if (PLAYER1INPUTDOWN(gc_forward) || (gamepadjoystickmove && axis < 0)) forward = forwardmove[speed]; if (PLAYER1INPUTDOWN(gc_backward) || (gamepadjoystickmove && axis > 0)) forward -= forwardmove[speed]; if (analogjoystickmove && axis != 0) forward -= ((axis * forwardmove[1]) >> 10); // ANALOG! // some people strafe left & right with mouse buttons // those people are weird if (PLAYER1INPUTDOWN(gc_straferight)) side += sidemove[speed]; if (PLAYER1INPUTDOWN(gc_strafeleft)) side -= sidemove[speed]; if (PLAYER1INPUTDOWN(gc_weaponnext)) cmd->buttons |= BT_WEAPONNEXT; // Next Weapon if (PLAYER1INPUTDOWN(gc_weaponprev)) cmd->buttons |= BT_WEAPONPREV; // Previous Weapon #if NUM_WEAPONS > 10 "Add extra inputs to g_input.h/gamecontrols_e" #endif //use the four avaliable bits to determine the weapon. cmd->buttons &= ~BT_WEAPONMASK; for (i = 0; i < NUM_WEAPONS; ++i) if (PLAYER1INPUTDOWN(gc_wepslot1 + i)) { cmd->buttons |= (UINT16)(i + 1); break; } // fire with any button/key axis = JoyAxis(AXISFIRE); if (PLAYER1INPUTDOWN(gc_fire) || (cv_usejoystick.value && axis > 0)) cmd->buttons |= BT_ATTACK; // fire normal with any button/key axis = JoyAxis(AXISFIRENORMAL); if (PLAYER1INPUTDOWN(gc_firenormal) || (cv_usejoystick.value && axis > 0)) cmd->buttons |= BT_FIRENORMAL; if (PLAYER1INPUTDOWN(gc_tossflag)) cmd->buttons |= BT_TOSSFLAG; // Lua scriptable buttons if (PLAYER1INPUTDOWN(gc_custom1)) cmd->buttons |= BT_CUSTOM1; if (PLAYER1INPUTDOWN(gc_custom2)) cmd->buttons |= BT_CUSTOM2; if (PLAYER1INPUTDOWN(gc_custom3)) cmd->buttons |= BT_CUSTOM3; // use with any button/key axis = JoyAxis(AXISSPIN); if (PLAYER1INPUTDOWN(gc_use) || (cv_usejoystick.value && axis > 0)) cmd->buttons |= BT_USE; // Camera Controls if (cv_debug || cv_analog.value || demoplayback || objectplacing || player->pflags & PF_NIGHTSMODE) { if (PLAYER1INPUTDOWN(gc_camleft)) cmd->buttons |= BT_CAMLEFT; if (PLAYER1INPUTDOWN(gc_camright)) cmd->buttons |= BT_CAMRIGHT; } if (PLAYER1INPUTDOWN(gc_camreset)) { if (camera.chase && !resetdown) P_ResetCamera(&players[displayplayer], &camera); resetdown = true; } else resetdown = false; // jump button axis = JoyAxis(AXISJUMP); if (PLAYER1INPUTDOWN(gc_jump) || (cv_usejoystick.value && axis > 0)) cmd->buttons |= BT_JUMP; // player aiming shit, ahhhh... { INT32 player_invert = cv_invertmouse.value ? -1 : 1; INT32 screen_invert = (player->mo && (player->mo->eflags & MFE_VERTICALFLIP) && (!camera.chase || player->pflags & PF_FLIPCAM)) //because chasecam's not inverted ? -1 : 1; // set to -1 or 1 to multiply // mouse look stuff (mouse look is not the same as mouse aim) if (mouseaiming) { keyboard_look = false; // looking up/down localaiming += (mlooky<<19)*player_invert*screen_invert; } axis = JoyAxis(AXISLOOK); if (analogjoystickmove && joyaiming && axis != 0 && cv_lookaxis.value != 0) localaiming += (axis<<16) * screen_invert; // spring back if not using keyboard neither mouselookin' if (!keyboard_look && cv_lookaxis.value == 0 && !joyaiming && !mouseaiming) localaiming = 0; if (PLAYER1INPUTDOWN(gc_lookup) || (gamepadjoystickmove && axis < 0)) { localaiming += KB_LOOKSPEED * screen_invert; keyboard_look = true; } else if (PLAYER1INPUTDOWN(gc_lookdown) || (gamepadjoystickmove && axis > 0)) { localaiming -= KB_LOOKSPEED * screen_invert; keyboard_look = true; } else if (PLAYER1INPUTDOWN(gc_centerview)) localaiming = 0; // accept no mlook for network games if (!cv_allowmlook.value) localaiming = 0; cmd->aiming = G_ClipAimingPitch(&localaiming); } if (!mouseaiming && cv_mousemove.value) forward += mousey; if (cv_analog.value || (!demoplayback && (player->climbing || (player->pflags & PF_SLIDING)))) // Analog for mouse side += mousex*2; else cmd->angleturn = (INT16)(cmd->angleturn - (mousex*8)); mousex = mousey = mlooky = 0; if (forward > MAXPLMOVE) forward = MAXPLMOVE; else if (forward < -MAXPLMOVE) forward = -MAXPLMOVE; if (side > MAXPLMOVE) side = MAXPLMOVE; else if (side < -MAXPLMOVE) side = -MAXPLMOVE; // No additional acceleration when moving forward/backward and strafing simultaneously. // do this AFTER we cap to MAXPLMOVE so people can't find ways to cheese around this. if (!forcestrafe && forward && side) { forward = FixedMul(forward, 3*FRACUNIT/4); side = FixedMul(side, 3*FRACUNIT/4); } //Silly hack to make 2d mode *somewhat* playable with no chasecam. if ((twodlevel || (player->mo && player->mo->flags2 & MF2_TWOD)) && !camera.chase) { INT32 temp = forward; forward = side; side = temp; } cmd->forwardmove = (SINT8)(cmd->forwardmove + forward); cmd->sidemove = (SINT8)(cmd->sidemove + side); if (cv_analog.value) { cmd->angleturn = (INT16)(thiscam->angle >> 16); if (player->awayviewtics) cmd->angleturn = (INT16)(player->awayviewmobj->angle >> 16); } else { localangle += (cmd->angleturn<<16); cmd->angleturn = (INT16)(localangle >> 16); } //Reset away view if a command is given. if ((cmd->forwardmove || cmd->sidemove || cmd->buttons) && displayplayer != consoleplayer) displayplayer = consoleplayer; } // like the g_buildticcmd 1 but using mouse2, gamcontrolbis, ... void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics) { boolean forcestrafe = false; INT32 tspeed, forward, side, axis, i; const INT32 speed = 1; // these ones used for multiple conditions boolean turnleft, turnright, mouseaiming, analogjoystickmove, gamepadjoystickmove, thisjoyaiming; player_t *player = &players[secondarydisplayplayer]; camera_t *thiscam = (player->bot == 2 ? &camera : &camera2); static INT32 turnheld; // for accelerative turning static boolean keyboard_look; // true if lookup/down using keyboard static boolean resetdown; // don't cam reset every frame static boolean joyaiming; // check the last frame's value if we need to reset the camera G_CopyTiccmd(cmd, I_BaseTiccmd2(), 1); // empty, or external driver //why build a ticcmd if we're paused? // Or, for that matter, if we're being reborn. if (paused || P_AutoPause() || player->playerstate == PST_REBORN) { cmd->angleturn = (INT16)(localangle2 >> 16); cmd->aiming = G_ClipAimingPitch(&localaiming2); return; } turnright = PLAYER2INPUTDOWN(gc_turnright); turnleft = PLAYER2INPUTDOWN(gc_turnleft); mouseaiming = (PLAYER2INPUTDOWN(gc_mouseaiming)) ^ (cv_chasecam2.value ? cv_chasefreelook2.value : cv_alwaysfreelook2.value); analogjoystickmove = cv_usejoystick2.value && !Joystick2.bGamepadStyle; gamepadjoystickmove = cv_usejoystick2.value && Joystick2.bGamepadStyle; thisjoyaiming = (cv_chasecam2.value) ? cv_chasefreelook2.value : cv_alwaysfreelook2.value; // Reset the vertical look if we're no longer joyaiming if (!thisjoyaiming && joyaiming) localaiming2 = 0; joyaiming = thisjoyaiming; axis = Joy2Axis(AXISTURN); if (gamepadjoystickmove && axis != 0) { turnright = turnright || (axis > 0); turnleft = turnleft || (axis < 0); } forward = side = 0; // use two stage accelerative turning // on the keyboard and joystick if (turnleft || turnright) turnheld += realtics; else turnheld = 0; if (turnheld < SLOWTURNTICS) tspeed = 2; // slow turn else tspeed = speed; // let movement keys cancel each other out if (cv_analog2.value) // Analog { if (turnright) cmd->angleturn = (INT16)(cmd->angleturn - angleturn[tspeed]); if (turnleft) cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]); } if (cv_analog2.value || twodlevel || (player->mo && (player->mo->flags2 & MF2_TWOD)) || player->climbing || (player->pflags & PF_NIGHTSMODE) || (player->pflags & PF_SLIDING) || (player->pflags & PF_FORCESTRAFE)) // Analog forcestrafe = true; if (forcestrafe) // Analog { if (turnright) side += sidemove[speed]; if (turnleft) side -= sidemove[speed]; if (analogjoystickmove && axis != 0) { // JOYAXISRANGE is supposed to be 1023 (divide by 1024) side += ((axis * sidemove[1]) >> 10); } } else { if (turnright) cmd->angleturn = (INT16)(cmd->angleturn - angleturn[tspeed]); else if (turnleft) cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]); if (analogjoystickmove && axis != 0) { // JOYAXISRANGE should be 1023 (divide by 1024) cmd->angleturn = (INT16)(cmd->angleturn - ((axis * angleturn[1]) >> 10)); // ANALOG! } } axis = Joy2Axis(AXISSTRAFE); if (gamepadjoystickmove && axis != 0) { if (axis < 0) side += sidemove[speed]; else if (axis > 0) side -= sidemove[speed]; } else if (analogjoystickmove && axis != 0) { // JOYAXISRANGE is supposed to be 1023 (divide by 1024) side += ((axis * sidemove[1]) >> 10); } // forward with key or button axis = Joy2Axis(AXISMOVE); if (PLAYER2INPUTDOWN(gc_forward) || (gamepadjoystickmove && axis < 0)) forward = forwardmove[speed]; if (PLAYER2INPUTDOWN(gc_backward) || (gamepadjoystickmove && axis > 0)) forward -= forwardmove[speed]; if (analogjoystickmove && axis != 0) forward -= ((axis * forwardmove[1]) >> 10); // ANALOG! // some people strafe left & right with mouse buttons // those people are (still) weird if (PLAYER2INPUTDOWN(gc_straferight)) side += sidemove[speed]; if (PLAYER2INPUTDOWN(gc_strafeleft)) side -= sidemove[speed]; if (PLAYER2INPUTDOWN(gc_weaponnext)) cmd->buttons |= BT_WEAPONNEXT; // Next Weapon if (PLAYER2INPUTDOWN(gc_weaponprev)) cmd->buttons |= BT_WEAPONPREV; // Previous Weapon //use the four avaliable bits to determine the weapon. cmd->buttons &= ~BT_WEAPONMASK; for (i = 0; i < NUM_WEAPONS; ++i) if (PLAYER2INPUTDOWN(gc_wepslot1 + i)) { cmd->buttons |= (UINT16)(i + 1); break; } // fire with any button/key axis = Joy2Axis(AXISFIRE); if (PLAYER2INPUTDOWN(gc_fire) || (cv_usejoystick2.value && axis > 0)) cmd->buttons |= BT_ATTACK; // fire normal with any button/key axis = Joy2Axis(AXISFIRENORMAL); if (PLAYER2INPUTDOWN(gc_firenormal) || (cv_usejoystick2.value && axis > 0)) cmd->buttons |= BT_FIRENORMAL; if (PLAYER2INPUTDOWN(gc_tossflag)) cmd->buttons |= BT_TOSSFLAG; // Lua scriptable buttons if (PLAYER2INPUTDOWN(gc_custom1)) cmd->buttons |= BT_CUSTOM1; if (PLAYER2INPUTDOWN(gc_custom2)) cmd->buttons |= BT_CUSTOM2; if (PLAYER2INPUTDOWN(gc_custom3)) cmd->buttons |= BT_CUSTOM3; // use with any button/key axis = Joy2Axis(AXISSPIN); if (PLAYER2INPUTDOWN(gc_use) || (cv_usejoystick2.value && axis > 0)) cmd->buttons |= BT_USE; // Camera Controls if (cv_debug || cv_analog2.value || player->pflags & PF_NIGHTSMODE) { if (PLAYER2INPUTDOWN(gc_camleft)) cmd->buttons |= BT_CAMLEFT; if (PLAYER2INPUTDOWN(gc_camright)) cmd->buttons |= BT_CAMRIGHT; } if (PLAYER2INPUTDOWN(gc_camreset)) { if (camera2.chase && !resetdown) P_ResetCamera(&players[secondarydisplayplayer], &camera2); resetdown = true; } else resetdown = false; // jump button axis = Joy2Axis(AXISJUMP); if (PLAYER2INPUTDOWN(gc_jump) || (cv_usejoystick2.value && axis > 0)) cmd->buttons |= BT_JUMP; // player aiming shit, ahhhh... { INT32 player_invert = cv_invertmouse2.value ? -1 : 1; INT32 screen_invert = (player->mo && (player->mo->eflags & MFE_VERTICALFLIP) && (!camera2.chase || player->pflags & PF_FLIPCAM)) //because chasecam's not inverted ? -1 : 1; // set to -1 or 1 to multiply // mouse look stuff (mouse look is not the same as mouse aim) if (mouseaiming) { keyboard_look = false; // looking up/down localaiming2 += (mlook2y<<19)*player_invert*screen_invert; } axis = Joy2Axis(AXISLOOK); if (analogjoystickmove && joyaiming && axis != 0 && cv_lookaxis2.value != 0) localaiming2 += (axis<<16) * screen_invert; // spring back if not using keyboard neither mouselookin' if (!keyboard_look && cv_lookaxis2.value == 0 && !joyaiming && !mouseaiming) localaiming2 = 0; if (PLAYER2INPUTDOWN(gc_lookup) || (gamepadjoystickmove && axis < 0)) { localaiming2 += KB_LOOKSPEED * screen_invert; keyboard_look = true; } else if (PLAYER2INPUTDOWN(gc_lookdown) || (gamepadjoystickmove && axis > 0)) { localaiming2 -= KB_LOOKSPEED * screen_invert; keyboard_look = true; } else if (PLAYER2INPUTDOWN(gc_centerview)) localaiming2 = 0; // accept no mlook for network games if (!cv_allowmlook.value) localaiming2 = 0; cmd->aiming = G_ClipAimingPitch(&localaiming2); } if (!mouseaiming && cv_mousemove2.value) forward += mouse2y; if (cv_analog2.value || player->climbing || (player->pflags & PF_SLIDING)) // Analog for mouse side += mouse2x*2; else cmd->angleturn = (INT16)(cmd->angleturn - (mouse2x*8)); mouse2x = mouse2y = mlook2y = 0; if (forward > MAXPLMOVE) forward = MAXPLMOVE; else if (forward < -MAXPLMOVE) forward = -MAXPLMOVE; if (side > MAXPLMOVE) side = MAXPLMOVE; else if (side < -MAXPLMOVE) side = -MAXPLMOVE; // No additional acceleration when moving forward/backward and strafing simultaneously. // do this AFTER we cap to MAXPLMOVE so people can't find ways to cheese around this. if (!forcestrafe && forward && side) { forward = FixedMul(forward, 3*FRACUNIT/4); side = FixedMul(side, 3*FRACUNIT/4); } //Silly hack to make 2d mode *somewhat* playable with no chasecam. if ((twodlevel || (player->mo && player->mo->flags2 & MF2_TWOD)) && !camera2.chase) { INT32 temp = forward; forward = side; side = temp; } cmd->forwardmove = (SINT8)(cmd->forwardmove + forward); cmd->sidemove = (SINT8)(cmd->sidemove + side); if (player->bot == 1) { if (!player->powers[pw_tailsfly] && (cmd->forwardmove || cmd->sidemove || cmd->buttons)) { player->bot = 2; // A player-controlled bot. Returns to AI when it respawns. CV_SetValue(&cv_analog2, true); } else { G_CopyTiccmd(cmd, I_BaseTiccmd2(), 1); // empty, or external driver B_BuildTiccmd(player, cmd); } } if (cv_analog2.value) { cmd->angleturn = (INT16)(thiscam->angle >> 16); if (player->awayviewtics) cmd->angleturn = (INT16)(player->awayviewmobj->angle >> 16); } else { localangle2 += (cmd->angleturn<<16); cmd->angleturn = (INT16)(localangle2 >> 16); } } // User has designated that they want // analog ON, so tell the game to stop // fudging with it. static void UserAnalog_OnChange(void) { if (cv_useranalog.value) CV_SetValue(&cv_analog, 1); else CV_SetValue(&cv_analog, 0); } static void UserAnalog2_OnChange(void) { if (botingame) return; if (cv_useranalog2.value) CV_SetValue(&cv_analog2, 1); else CV_SetValue(&cv_analog2, 0); } static void Analog_OnChange(void) { if (!cv_cam_dist.string) return; // cameras are not initialized at this point if (!cv_chasecam.value && cv_analog.value) { CV_SetValue(&cv_analog, 0); return; } SendWeaponPref(); } static void Analog2_OnChange(void) { if (!(splitscreen || botingame) || !cv_cam2_dist.string) return; // cameras are not initialized at this point if (!cv_chasecam2.value && cv_analog2.value) { CV_SetValue(&cv_analog2, 0); return; } SendWeaponPref2(); } // // G_DoLoadLevel // void G_DoLoadLevel(boolean resetplayer) { INT32 i; // Make sure objectplace is OFF when you first start the level! OP_ResetObjectplace(); levelstarttic = gametic; // for time calculation if (wipegamestate == GS_LEVEL) wipegamestate = -1; // force a wipe if (gamestate == GS_INTERMISSION) Y_EndIntermission(); G_SetGamestate(GS_LEVEL); for (i = 0; i < MAXPLAYERS; i++) { if (resetplayer || (playeringame[i] && players[i].playerstate == PST_DEAD)) players[i].playerstate = PST_REBORN; } // Setup the level. if (!P_SetupLevel(false)) { // fail so reset game stuff Command_ExitGame_f(); return; } if (!resetplayer) P_FindEmerald(); displayplayer = consoleplayer; // view the guy you are playing if (!splitscreen && !botingame) secondarydisplayplayer = consoleplayer; gameaction = ga_nothing; #ifdef PARANOIA Z_CheckHeap(-2); #endif if (camera.chase) P_ResetCamera(&players[displayplayer], &camera); if (camera2.chase && splitscreen) P_ResetCamera(&players[secondarydisplayplayer], &camera2); // clear cmd building stuff memset(gamekeydown, 0, sizeof (gamekeydown)); for (i = 0;i < JOYAXISSET; i++) { joyxmove[i] = joyymove[i] = 0; joy2xmove[i] = joy2ymove[i] = 0; } mousex = mousey = 0; mouse2x = mouse2y = 0; // clear hud messages remains (usually from game startup) CON_ClearHUD(); } static INT32 pausedelay = 0; static INT32 camtoggledelay, camtoggledelay2 = 0; // // G_Responder // Get info needed to make ticcmd_ts for the players. // boolean G_Responder(event_t *ev) { // allow spy mode changes even during the demo if (gamestate == GS_LEVEL && ev->type == ev_keydown && (ev->data1 == KEY_F12 || ev->data1 == gamecontrol[gc_viewpoint][0] || ev->data1 == gamecontrol[gc_viewpoint][1])) { if (splitscreen || !netgame) displayplayer = consoleplayer; else { // spy mode do { displayplayer++; if (displayplayer == MAXPLAYERS) displayplayer = 0; if (!playeringame[displayplayer]) continue; if (players[displayplayer].spectator) continue; if (G_GametypeHasTeams()) { if (players[consoleplayer].ctfteam && players[displayplayer].ctfteam != players[consoleplayer].ctfteam) continue; } else if (gametype == GT_HIDEANDSEEK) { if (players[consoleplayer].pflags & PF_TAGIT) continue; } // Other Tag-based gametypes? else if (G_TagGametype()) { if (!players[consoleplayer].spectator && (players[consoleplayer].pflags & PF_TAGIT) != (players[displayplayer].pflags & PF_TAGIT)) continue; } else if (G_GametypeHasSpectators() && G_RingSlingerGametype()) { if (!players[consoleplayer].spectator) continue; } break; } while (displayplayer != consoleplayer); // change statusbar also if playing back demo if (singledemo) ST_changeDemoView(); // tell who's the view CONS_Printf(M_GetText("Viewpoint: %s\n"), player_names[displayplayer]); return true; } } // any other key pops up menu if in demos if (gameaction == ga_nothing && !singledemo && ((demoplayback && !modeattacking && !titledemo) || gamestate == GS_TITLESCREEN)) { if (ev->type == ev_keydown && ev->data1 != 301) { M_StartControlPanel(); return true; } return false; } else if (demoplayback && titledemo) { // Title demo uses intro responder if (F_IntroResponder(ev)) { // stop the title demo G_CheckDemoStatus(); return true; } return false; } if (gamestate == GS_LEVEL) { if (HU_Responder(ev)) return true; // chat ate the event if (AM_Responder(ev)) return true; // automap ate it // map the event (key/mouse/joy) to a gamecontrol } // Intro else if (gamestate == GS_INTRO) { if (F_IntroResponder(ev)) { D_StartTitle(); return true; } } else if (gamestate == GS_CUTSCENE) { if (HU_Responder(ev)) return true; // chat ate the event if (F_CutsceneResponder(ev)) { D_StartTitle(); return true; } } else if (gamestate == GS_CREDITS) { if (HU_Responder(ev)) return true; // chat ate the event if (F_CreditResponder(ev)) { F_StartGameEvaluation(); return true; } } else if (gamestate == GS_CONTINUING) { if (F_ContinueResponder(ev)) return true; } // Demo End else if (gamestate == GS_GAMEEND || gamestate == GS_EVALUATION || gamestate == GS_CREDITS) return true; else if (gamestate == GS_INTERMISSION) if (HU_Responder(ev)) return true; // chat ate the event // update keys current state G_MapEventsToControls(ev); switch (ev->type) { case ev_keydown: if (ev->data1 == gamecontrol[gc_pause][0] || ev->data1 == gamecontrol[gc_pause][1] || ev->data1 == KEY_PAUSE) { if (!pausedelay) { // don't let busy scripts prevent pausing pausedelay = NEWTICRATE/7; // command will handle all the checks for us COM_ImmedExecute("pause"); return true; } else pausedelay = NEWTICRATE/7; } if (ev->data1 == gamecontrol[gc_camtoggle][0] || ev->data1 == gamecontrol[gc_camtoggle][1]) { if (!camtoggledelay) { camtoggledelay = NEWTICRATE / 7; CV_SetValue(&cv_chasecam, cv_chasecam.value ? 0 : 1); } } if (ev->data1 == gamecontrolbis[gc_camtoggle][0] || ev->data1 == gamecontrolbis[gc_camtoggle][1]) { if (!camtoggledelay2) { camtoggledelay2 = NEWTICRATE / 7; CV_SetValue(&cv_chasecam2, cv_chasecam2.value ? 0 : 1); } } return true; case ev_keyup: return false; // always let key up events filter down case ev_mouse: return true; // eat events case ev_joystick: return true; // eat events case ev_joystick2: return true; // eat events default: break; } return false; } // // G_Ticker // Make ticcmd_ts for the players. // void G_Ticker(boolean run) { UINT32 i; INT32 buf; P_MapStart(); // do player reborns if needed if (gamestate == GS_LEVEL) { // Or, alternatively, retry. if (!(netgame || multiplayer) && G_GetRetryFlag()) { G_ClearRetryFlag(); // Costs a life to retry ... unless the player in question is dead already. if (G_GametypeUsesLives() && players[consoleplayer].playerstate == PST_LIVE) players[consoleplayer].lives -= 1; G_DoReborn(consoleplayer); } for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].playerstate == PST_REBORN) G_DoReborn(i); } P_MapEnd(); // do things to change the game state while (gameaction != ga_nothing) switch (gameaction) { case ga_completed: G_DoCompleted(); break; case ga_startcont: G_DoStartContinue(); break; case ga_continued: G_DoContinued(); break; case ga_worlddone: G_DoWorldDone(); break; case ga_nothing: break; default: I_Error("gameaction = %d\n", gameaction); } buf = gametic % BACKUPTICS; // read/write demo and check turbo cheat for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1); } // do main actions switch (gamestate) { case GS_LEVEL: if (titledemo) F_TitleDemoTicker(); P_Ticker(run); // tic the game ST_Ticker(); AM_Ticker(); HU_Ticker(); break; case GS_INTERMISSION: if (run) Y_Ticker(); HU_Ticker(); break; case GS_TIMEATTACK: break; case GS_INTRO: if (run) F_IntroTicker(); break; case GS_CUTSCENE: if (run) F_CutsceneTicker(); HU_Ticker(); break; case GS_GAMEEND: if (run) F_GameEndTicker(); break; case GS_EVALUATION: if (run) F_GameEvaluationTicker(); break; case GS_CONTINUING: if (run) F_ContinueTicker(); break; case GS_CREDITS: if (run) F_CreditTicker(); HU_Ticker(); break; case GS_TITLESCREEN: case GS_WAITINGPLAYERS: F_TitleScreenTicker(run); break; case GS_DEDICATEDSERVER: case GS_NULL: break; // do nothing } if (run) { if (pausedelay) pausedelay--; if (camtoggledelay) camtoggledelay--; if (camtoggledelay2) camtoggledelay2--; } } // // PLAYER STRUCTURE FUNCTIONS // also see P_SpawnPlayer in P_Things // // // G_PlayerFinishLevel // Called when a player completes a level. // static inline void G_PlayerFinishLevel(INT32 player) { player_t *p; p = &players[player]; memset(p->powers, 0, sizeof (p->powers)); p->ringweapons = 0; p->mo->flags2 &= ~MF2_SHADOW; // cancel invisibility P_FlashPal(p, 0, 0); // Resets p->starpostangle = 0; p->starposttime = 0; p->starpostx = 0; p->starposty = 0; p->starpostz = 0; p->starpostnum = 0; if (rendermode == render_soft) V_SetPaletteLump(GetPalette()); // Reset the palette } // // G_PlayerReborn // Called after a player dies. Almost everything is cleared and initialized. // void G_PlayerReborn(INT32 player) { player_t *p; INT32 score; INT32 lives; INT32 continues; UINT8 charability; UINT8 charability2; fixed_t normalspeed; fixed_t runspeed; UINT8 thrustfactor; UINT8 accelstart; UINT8 acceleration; INT32 charflags; INT32 pflags; UINT32 thokitem; UINT32 spinitem; UINT32 revitem; fixed_t actionspd; fixed_t mindash; fixed_t maxdash; INT32 ctfteam; INT32 starposttime; INT16 starpostx; INT16 starposty; INT16 starpostz; INT32 starpostnum; INT32 starpostangle; fixed_t jumpfactor; INT32 exiting; INT16 numboxes; INT16 totalring; UINT8 laps; UINT8 mare; UINT8 skincolor; INT32 skin; tic_t jointime; boolean spectator; INT16 bot; SINT8 pity; score = players[player].score; lives = players[player].lives; continues = players[player].continues; ctfteam = players[player].ctfteam; exiting = players[player].exiting; jointime = players[player].jointime; spectator = players[player].spectator; pflags = (players[player].pflags & (PF_TIMEOVER|PF_FLIPCAM|PF_TAGIT|PF_TAGGED|PF_ANALOGMODE)); // As long as we're not in multiplayer, carry over cheatcodes from map to map if (!(netgame || multiplayer)) pflags |= (players[player].pflags & (PF_GODMODE|PF_NOCLIP|PF_INVIS)); numboxes = players[player].numboxes; laps = players[player].laps; totalring = players[player].totalring; skincolor = players[player].skincolor; skin = players[player].skin; charability = players[player].charability; charability2 = players[player].charability2; normalspeed = players[player].normalspeed; runspeed = players[player].runspeed; thrustfactor = players[player].thrustfactor; accelstart = players[player].accelstart; acceleration = players[player].acceleration; charflags = players[player].charflags; starposttime = players[player].starposttime; starpostx = players[player].starpostx; starposty = players[player].starposty; starpostz = players[player].starpostz; starpostnum = players[player].starpostnum; starpostangle = players[player].starpostangle; jumpfactor = players[player].jumpfactor; thokitem = players[player].thokitem; spinitem = players[player].spinitem; revitem = players[player].revitem; actionspd = players[player].actionspd; mindash = players[player].mindash; maxdash = players[player].maxdash; mare = players[player].mare; bot = players[player].bot; pity = players[player].pity; p = &players[player]; memset(p, 0, sizeof (*p)); p->score = score; p->lives = lives; p->continues = continues; p->pflags = pflags; p->ctfteam = ctfteam; p->jointime = jointime; p->spectator = spectator; // save player config truth reborn p->skincolor = skincolor; p->skin = skin; p->charability = charability; p->charability2 = charability2; p->normalspeed = normalspeed; p->runspeed = runspeed; p->thrustfactor = thrustfactor; p->accelstart = accelstart; p->acceleration = acceleration; p->charflags = charflags; p->thokitem = thokitem; p->spinitem = spinitem; p->revitem = revitem; p->actionspd = actionspd; p->mindash = mindash; p->maxdash = maxdash; p->starposttime = starposttime; p->starpostx = starpostx; p->starposty = starposty; p->starpostz = starpostz; p->starpostnum = starpostnum; p->starpostangle = starpostangle; p->jumpfactor = jumpfactor; p->exiting = exiting; p->numboxes = numboxes; p->laps = laps; p->totalring = totalring; p->mare = mare; if (bot) p->bot = 1; // reset to AI-controlled p->pity = pity; // Don't do anything immediately p->pflags |= PF_USEDOWN; p->pflags |= PF_ATTACKDOWN; p->pflags |= PF_JUMPDOWN; p->playerstate = PST_LIVE; p->health = 1; // 0 rings p->panim = PA_IDLE; // standing animation if ((netgame || multiplayer) && !p->spectator) p->powers[pw_flashing] = flashingtics-1; // Babysitting deterrent if (p-players == consoleplayer) { if (mapmusflags & MUSIC_RELOADRESET) { strncpy(mapmusname, mapheaderinfo[gamemap-1]->musname, 7); mapmusname[6] = 0; mapmusflags = mapheaderinfo[gamemap-1]->mustrack & MUSIC_TRACKMASK; } S_ChangeMusic(mapmusname, mapmusflags, true); } if (gametype == GT_COOP) P_FindEmerald(); // scan for emeralds to hunt for // Reset Nights score and max link to 0 on death p->marescore = p->maxlink = 0; // If NiGHTS, find lowest mare to start with. p->mare = P_FindLowestMare(); CONS_Debug(DBG_NIGHTS, M_GetText("Current mare is %d\n"), p->mare); if (p->mare == 255) p->mare = 0; // Check to make sure their color didn't change somehow... if (G_GametypeHasTeams()) { if (p->ctfteam == 1 && p->skincolor != skincolor_redteam) { if (p == &players[consoleplayer]) CV_SetValue(&cv_playercolor, skincolor_redteam); else if (p == &players[secondarydisplayplayer]) CV_SetValue(&cv_playercolor2, skincolor_redteam); } else if (p->ctfteam == 2 && p->skincolor != skincolor_blueteam) { if (p == &players[consoleplayer]) CV_SetValue(&cv_playercolor, skincolor_blueteam); else if (p == &players[secondarydisplayplayer]) CV_SetValue(&cv_playercolor2, skincolor_blueteam); } } } // // G_CheckSpot // Returns false if the player cannot be respawned // at the given mapthing_t spot // because something is occupying it // static boolean G_CheckSpot(INT32 playernum, mapthing_t *mthing) { fixed_t x; fixed_t y; INT32 i; // maybe there is no player start if (!mthing) return false; if (!players[playernum].mo) { // first spawn of level for (i = 0; i < playernum; i++) if (playeringame[i] && players[i].mo && players[i].mo->x == mthing->x << FRACBITS && players[i].mo->y == mthing->y << FRACBITS) { return false; } return true; } x = mthing->x << FRACBITS; y = mthing->y << FRACBITS; if (!P_CheckPosition(players[playernum].mo, x, y)) return false; return true; } // // G_SpawnPlayer // Spawn a player in a spot appropriate for the gametype -- // or a not-so-appropriate spot, if it initially fails // due to a lack of starts open or something. // void G_SpawnPlayer(INT32 playernum, boolean starpost) { mapthing_t *spawnpoint; if (!playeringame[playernum]) return; P_SpawnPlayer(playernum); if (starpost) //Don't even bother with looking for a place to spawn. { P_MovePlayerToStarpost(playernum); #ifdef HAVE_BLUA LUAh_PlayerSpawn(&players[playernum]); // Lua hook for player spawning :) #endif return; } // -- CTF -- // Order: CTF->DM->Coop if (gametype == GT_CTF && players[playernum].ctfteam) { if (!(spawnpoint = G_FindCTFStart(playernum)) // find a CTF start && !(spawnpoint = G_FindMatchStart(playernum))) // find a DM start spawnpoint = G_FindCoopStart(playernum); // fallback } // -- DM/Tag/CTF-spectator/etc -- // Order: DM->CTF->Coop else if (gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF || ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK) && !(players[playernum].pflags & PF_TAGIT))) { if (!(spawnpoint = G_FindMatchStart(playernum)) // find a DM start && !(spawnpoint = G_FindCTFStart(playernum))) // find a CTF start spawnpoint = G_FindCoopStart(playernum); // fallback } // -- Other game modes -- // Order: Coop->DM->CTF else { if (!(spawnpoint = G_FindCoopStart(playernum)) // find a Co-op start && !(spawnpoint = G_FindMatchStart(playernum))) // find a DM start spawnpoint = G_FindCTFStart(playernum); // fallback } //No spawns found. ANYWHERE. if (!spawnpoint) { if (nummapthings) { if (playernum == consoleplayer || (splitscreen && playernum == secondarydisplayplayer)) CONS_Alert(CONS_ERROR, M_GetText("No player spawns found, spawning at the first mapthing!\n")); spawnpoint = &mapthings[0]; } else { if (playernum == consoleplayer || (splitscreen && playernum == secondarydisplayplayer)) CONS_Alert(CONS_ERROR, M_GetText("No player spawns found, spawning at the origin!\n")); //P_MovePlayerToSpawn handles this fine if the spawnpoint is NULL. } } P_MovePlayerToSpawn(playernum, spawnpoint); #ifdef HAVE_BLUA LUAh_PlayerSpawn(&players[playernum]); // Lua hook for player spawning :) #endif } mapthing_t *G_FindCTFStart(INT32 playernum) { INT32 i,j; if (!numredctfstarts && !numbluectfstarts) //why even bother, eh? { if (playernum == consoleplayer || (splitscreen && playernum == secondarydisplayplayer)) CONS_Alert(CONS_WARNING, M_GetText("No CTF starts in this map!\n")); return NULL; } if ((!players[playernum].ctfteam && numredctfstarts && (!numbluectfstarts || P_RandomChance(FRACUNIT/2))) || players[playernum].ctfteam == 1) //red { if (!numredctfstarts) { if (playernum == consoleplayer || (splitscreen && playernum == secondarydisplayplayer)) CONS_Alert(CONS_WARNING, M_GetText("No Red Team starts in this map!\n")); return NULL; } for (j = 0; j < 32; j++) { i = P_RandomKey(numredctfstarts); if (G_CheckSpot(playernum, redctfstarts[i])) return redctfstarts[i]; } if (playernum == consoleplayer || (splitscreen && playernum == secondarydisplayplayer)) CONS_Alert(CONS_WARNING, M_GetText("Could not spawn at any Red Team starts!\n")); return NULL; } else if (!players[playernum].ctfteam || players[playernum].ctfteam == 2) //blue { if (!numbluectfstarts) { if (playernum == consoleplayer || (splitscreen && playernum == secondarydisplayplayer)) CONS_Alert(CONS_WARNING, M_GetText("No Blue Team starts in this map!\n")); return NULL; } for (j = 0; j < 32; j++) { i = P_RandomKey(numbluectfstarts); if (G_CheckSpot(playernum, bluectfstarts[i])) return bluectfstarts[i]; } if (playernum == consoleplayer || (splitscreen && playernum == secondarydisplayplayer)) CONS_Alert(CONS_WARNING, M_GetText("Could not spawn at any Blue Team starts!\n")); return NULL; } //should never be reached but it gets stuff to shut up return NULL; } mapthing_t *G_FindMatchStart(INT32 playernum) { INT32 i, j; if (numdmstarts) { for (j = 0; j < 64; j++) { i = P_RandomKey(numdmstarts); if (G_CheckSpot(playernum, deathmatchstarts[i])) return deathmatchstarts[i]; } if (playernum == consoleplayer || (splitscreen && playernum == secondarydisplayplayer)) CONS_Alert(CONS_WARNING, M_GetText("Could not spawn at any Deathmatch starts!\n")); return NULL; } if (playernum == consoleplayer || (splitscreen && playernum == secondarydisplayplayer)) CONS_Alert(CONS_WARNING, M_GetText("No Deathmatch starts in this map!\n")); return NULL; } mapthing_t *G_FindCoopStart(INT32 playernum) { if (numcoopstarts) { //if there's 6 players in a map with 3 player starts, this spawns them 1/2/3/1/2/3. if (G_CheckSpot(playernum, playerstarts[playernum % numcoopstarts])) return playerstarts[playernum % numcoopstarts]; //Don't bother checking to see if the player 1 start is open. //Just spawn there. return playerstarts[0]; } if (playernum == consoleplayer || (splitscreen && playernum == secondarydisplayplayer)) CONS_Alert(CONS_WARNING, M_GetText("No Co-op starts in this map!\n")); return NULL; } // Go back through all the projectiles and remove all references to the old // player mobj, replacing them with the new one. void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo) { thinker_t *th; mobj_t *mo2; I_Assert((oldmo != NULL) && (newmo != NULL)); // scan all thinkers for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (!(mo2->flags & MF_MISSILE)) continue; if (mo2->target == oldmo) { P_SetTarget(&mo2->target, newmo); mo2->flags2 |= MF2_BEYONDTHEGRAVE; // this mobj belongs to a player who has reborn } } } // // G_DoReborn // void G_DoReborn(INT32 playernum) { player_t *player = &players[playernum]; boolean starpost = false; if (modeattacking) { M_EndModeAttackRun(); return; } // Make sure objectplace is OFF when you first start the level! OP_ResetObjectplace(); if (player->bot && playernum != consoleplayer) { // Bots respawn next to their master. mobj_t *oldmo = NULL; // first dissasociate the corpse if (player->mo) { oldmo = player->mo; // Don't leave your carcass stuck 10-billion feet in the ground! P_RemoveMobj(player->mo); } B_RespawnBot(playernum); if (oldmo) G_ChangePlayerReferences(oldmo, players[playernum].mo); } else if (countdowntimeup || (!multiplayer && gametype == GT_COOP)) { // reload the level from scratch if (countdowntimeup) { player->starpostangle = 0; player->starposttime = 0; player->starpostx = 0; player->starposty = 0; player->starpostz = 0; player->starpostnum = 0; } if (!countdowntimeup && (mapheaderinfo[gamemap-1]->levelflags & LF_NORELOAD)) { INT32 i; player->playerstate = PST_REBORN; P_LoadThingsOnly(); P_ClearStarPost(player->starpostnum); // Do a wipe wipegamestate = -1; if (player->starposttime) starpost = true; if (camera.chase) P_ResetCamera(&players[displayplayer], &camera); if (camera2.chase && splitscreen) P_ResetCamera(&players[secondarydisplayplayer], &camera2); // clear cmd building stuff memset(gamekeydown, 0, sizeof (gamekeydown)); for (i = 0;i < JOYAXISSET; i++) { joyxmove[i] = joyymove[i] = 0; joy2xmove[i] = joy2ymove[i] = 0; } mousex = mousey = 0; mouse2x = mouse2y = 0; // clear hud messages remains (usually from game startup) CON_ClearHUD(); // Starpost support G_SpawnPlayer(playernum, starpost); if (botingame) { // Bots respawn next to their master. players[secondarydisplayplayer].playerstate = PST_REBORN; G_SpawnPlayer(secondarydisplayplayer, false); } } else { #ifdef HAVE_BLUA LUAh_MapChange(gamemap); #endif G_DoLoadLevel(true); } } else { // respawn at the start mobj_t *oldmo = NULL; if (player->starposttime) starpost = true; // first dissasociate the corpse if (player->mo) { oldmo = player->mo; // Don't leave your carcass stuck 10-billion feet in the ground! P_RemoveMobj(player->mo); } G_SpawnPlayer(playernum, starpost); if (oldmo) G_ChangePlayerReferences(oldmo, players[playernum].mo); } } void G_AddPlayer(INT32 playernum) { player_t *p = &players[playernum]; p->jointime = 0; p->playerstate = PST_REBORN; } void G_ExitLevel(void) { if (gamestate == GS_LEVEL) { gameaction = ga_completed; lastdraw = true; // If you want your teams scrambled on map change, start the process now. // The teams will scramble at the start of the next round. if (cv_scrambleonchange.value && G_GametypeHasTeams()) { if (server) CV_SetValue(&cv_teamscramble, cv_scrambleonchange.value); } if (gametype != GT_COOP) CONS_Printf(M_GetText("The round has ended.\n")); // Remove CEcho text on round end. HU_ClearCEcho(); } } // // G_IsSpecialStage // // Returns TRUE if // the given map is a special stage. // boolean G_IsSpecialStage(INT32 mapnum) { if (gametype == GT_COOP && modeattacking != ATTACKING_RECORD && mapnum >= sstage_start && mapnum <= sstage_end) return true; return false; } // // G_GametypeUsesLives // // Returns true if the current gametype uses // the lives system. False otherwise. // boolean G_GametypeUsesLives(void) { // Coop, Competitive if ((gametype == GT_COOP || gametype == GT_COMPETITION) && !modeattacking // No lives in Time Attack //&& !G_IsSpecialStage(gamemap) && !(maptol & TOL_NIGHTS)) // No lives in NiGHTS return true; return false; } // // G_GametypeHasTeams // // Returns true if the current gametype uses // Red/Blue teams. False otherwise. // boolean G_GametypeHasTeams(void) { return (gametype == GT_TEAMMATCH || gametype == GT_CTF); } // // G_GametypeHasSpectators // // Returns true if the current gametype supports // spectators. False otherwise. // boolean G_GametypeHasSpectators(void) { return (gametype != GT_COOP && gametype != GT_COMPETITION && gametype != GT_RACE); } // // G_RingSlingerGametype // // Returns true if the current gametype supports firing rings. // ANY gametype can be a ringslinger gametype, just flick a switch. // boolean G_RingSlingerGametype(void) { return ((gametype != GT_COOP && gametype != GT_COMPETITION && gametype != GT_RACE) || (cv_ringslinger.value)); } // // G_PlatformGametype // // Returns true if a gametype is a more traditional platforming-type. // boolean G_PlatformGametype(void) { return (gametype == GT_COOP || gametype == GT_RACE || gametype == GT_COMPETITION); } // // G_TagGametype // // For Jazz's Tag/HnS modes that have a lot of special cases.. // boolean G_TagGametype(void) { return (gametype == GT_TAG || gametype == GT_HIDEANDSEEK); } /** Get the typeoflevel flag needed to indicate support of a gametype. * In single-player, this always returns TOL_SP. * \param gametype The gametype for which support is desired. * \return The typeoflevel flag to check for that gametype. * \author Graue */ INT16 G_TOLFlag(INT32 pgametype) { if (!multiplayer) return TOL_SP; if (pgametype == GT_COOP) return TOL_COOP; if (pgametype == GT_COMPETITION) return TOL_COMPETITION; if (pgametype == GT_RACE) return TOL_RACE; if (pgametype == GT_MATCH) return TOL_MATCH; if (pgametype == GT_TEAMMATCH) return TOL_MATCH; if (pgametype == GT_TAG) return TOL_TAG; if (pgametype == GT_HIDEANDSEEK) return TOL_TAG; if (pgametype == GT_CTF) return TOL_CTF; CONS_Alert(CONS_ERROR, M_GetText("Unknown gametype! %d\n"), pgametype); return INT16_MAX; } /** Select a random map with the given typeoflevel flags. * If no map has those flags, this arbitrarily gives you map 1. * \param tolflags The typeoflevel flags to insist on. Other bits may * be on too, but all of these must be on. * \return A random map with those flags, 1-based, or 1 if no map * has those flags. * \author Graue */ static INT16 RandMap(INT16 tolflags, INT16 pprevmap) { INT16 *okmaps = Z_Malloc(NUMMAPS * sizeof(INT16), PU_STATIC, NULL); INT32 numokmaps = 0; INT16 ix; // Find all the maps that are ok and and put them in an array. for (ix = 0; ix < NUMMAPS; ix++) if (mapheaderinfo[ix] && (mapheaderinfo[ix]->typeoflevel & tolflags) == tolflags && ix != pprevmap // Don't pick the same map. && (dedicated || !M_MapLocked(ix+1)) // Don't pick locked maps. ) okmaps[numokmaps++] = ix; if (numokmaps == 0) ix = 0; // Sorry, none match. You get MAP01. else ix = okmaps[M_RandomKey(numokmaps)]; Z_Free(okmaps); return ix; } // // G_DoCompleted // static void G_DoCompleted(void) { INT32 i; boolean gottoken = false; tokenlist = 0; // Reset the list gameaction = ga_nothing; if (metalplayback) G_StopMetalDemo(); if (metalrecording) G_StopMetalRecording(); for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i]) G_PlayerFinishLevel(i); // take away cards and stuff if (automapactive) AM_Stop(); S_StopSounds(); prevmap = (INT16)(gamemap-1); // go to next level // nextmap is 0-based, unlike gamemap if (nextmapoverride != 0) nextmap = (INT16)(nextmapoverride-1); else nextmap = (INT16)(mapheaderinfo[gamemap-1]->nextlevel-1); // Remember last map for when you come out of the special stage. if (!G_IsSpecialStage(gamemap)) lastmap = nextmap; // If nextmap is actually going to get used, make sure it points to // a map of the proper gametype -- skip levels that don't support // the current gametype. (Helps avoid playing boss levels in Race, // for instance). if (!token && !G_IsSpecialStage(gamemap) && (nextmap >= 0 && nextmap < NUMMAPS)) { register INT16 cm = nextmap; INT16 tolflag = G_TOLFlag(gametype); UINT8 visitedmap[(NUMMAPS+7)/8]; memset(visitedmap, 0, sizeof (visitedmap)); while (!mapheaderinfo[cm] || !(mapheaderinfo[cm]->typeoflevel & tolflag)) { visitedmap[cm/8] |= (1<<(cm&7)); if (!mapheaderinfo[cm]) cm = -1; // guarantee error execution else cm = (INT16)(mapheaderinfo[cm]->nextlevel-1); if (cm >= NUMMAPS || cm < 0) // out of range (either 1100-1102 or error) { cm = nextmap; //Start the loop again so that the error checking below is executed. //Make sure the map actually exists before you try to go to it! if ((W_CheckNumForName(G_BuildMapName(cm + 1)) == LUMPERROR)) { CONS_Alert(CONS_ERROR, M_GetText("Next map given (MAP %d) doesn't exist! Reverting to MAP01.\n"), cm+1); cm = 0; break; } } if (visitedmap[cm/8] & (1<<(cm&7))) // smells familiar { // We got stuck in a loop, came back to the map we started on // without finding one supporting the current gametype. // Thus, print a warning, and just use this map anyways. CONS_Alert(CONS_WARNING, M_GetText("Can't find a compatible map after map %d; using map %d anyway\n"), prevmap+1, cm+1); break; } } nextmap = cm; } if (nextmap < 0 || (nextmap >= NUMMAPS && nextmap < 1100-1) || nextmap > 1102-1) I_Error("Followed map %d to invalid map %d\n", prevmap + 1, nextmap + 1); // wrap around in race if (nextmap >= 1100-1 && nextmap <= 1102-1 && (gametype == GT_RACE || gametype == GT_COMPETITION)) nextmap = (INT16)(spstage_start-1); if (gametype == GT_COOP && token) { token--; gottoken = true; if (!(emeralds & EMERALD1)) nextmap = (INT16)(sstage_start - 1); // Special Stage 1 else if (!(emeralds & EMERALD2)) nextmap = (INT16)(sstage_start); // Special Stage 2 else if (!(emeralds & EMERALD3)) nextmap = (INT16)(sstage_start + 1); // Special Stage 3 else if (!(emeralds & EMERALD4)) nextmap = (INT16)(sstage_start + 2); // Special Stage 4 else if (!(emeralds & EMERALD5)) nextmap = (INT16)(sstage_start + 3); // Special Stage 5 else if (!(emeralds & EMERALD6)) nextmap = (INT16)(sstage_start + 4); // Special Stage 6 else if (!(emeralds & EMERALD7)) nextmap = (INT16)(sstage_start + 5); // Special Stage 7 else gottoken = false; } if (G_IsSpecialStage(gamemap) && !gottoken) nextmap = lastmap; // Exiting from a special stage? Go back to the game. Tails 08-11-2001 automapactive = false; if (gametype != GT_COOP) { if (cv_advancemap.value == 0) // Stay on same map. nextmap = prevmap; else if (cv_advancemap.value == 2) // Go to random map. nextmap = RandMap(G_TOLFlag(gametype), prevmap); } // We are committed to this map now. // We may as well allocate its header if it doesn't exist // (That is, if it's a real map) if (nextmap < NUMMAPS && !mapheaderinfo[nextmap]) P_AllocMapHeader(nextmap); if (skipstats && !modeattacking) // Don't skip stats if we're in record attack G_AfterIntermission(); else { G_SetGamestate(GS_INTERMISSION); Y_StartIntermission(); } } void G_AfterIntermission(void) { HU_ClearCEcho(); if (mapheaderinfo[gamemap-1]->cutscenenum && !modeattacking) // Start a custom cutscene. F_StartCustomCutscene(mapheaderinfo[gamemap-1]->cutscenenum-1, false, false); else { if (nextmap < 1100-1) G_NextLevel(); else G_EndGame(); } } // // G_NextLevel (WorldDone) // // init next level or go to the final scene // called by end of intermission screen (y_inter) // void G_NextLevel(void) { gameaction = ga_worlddone; } static void G_DoWorldDone(void) { if (server) { if (gametype == GT_COOP) // don't reset player between maps D_MapChange(nextmap+1, gametype, ultimatemode, false, 0, false, false); else // resetplayer in match/chaos/tag/CTF/race for more equality D_MapChange(nextmap+1, gametype, ultimatemode, true, 0, false, false); } gameaction = ga_nothing; } // // G_UseContinue // void G_UseContinue(void) { if (gamestate == GS_LEVEL && !netgame && !multiplayer) { gameaction = ga_startcont; lastdraw = true; } } static void G_DoStartContinue(void) { I_Assert(!netgame && !multiplayer); G_PlayerFinishLevel(consoleplayer); // take away cards and stuff F_StartContinue(); gameaction = ga_nothing; } // // G_Continue // // re-init level, used by continue and possibly countdowntimeup // void G_Continue(void) { if (!netgame && !multiplayer) gameaction = ga_continued; } static void G_DoContinued(void) { player_t *pl = &players[consoleplayer]; I_Assert(!netgame && !multiplayer); I_Assert(pl->continues > 0); pl->continues--; // Reset score pl->score = 0; // Allow tokens to come back tokenlist = 0; token = 0; // Reset # of lives pl->lives = (ultimatemode) ? 1 : 3; D_MapChange(gamemap, gametype, ultimatemode, false, 0, false, false); gameaction = ga_nothing; } // // G_EndGame (formerly Y_EndGame) // Frankly this function fits better in g_game.c than it does in y_inter.c // // ...Gee, (why) end the game? // Because G_AfterIntermission and F_EndCutscene would // both do this exact same thing *in different ways* otherwise, // which made it so that you could only unlock Ultimate mode // if you had a cutscene after the final level and crap like that. // This function simplifies it so only one place has to be updated // when something new is added. void G_EndGame(void) { // Only do evaluation and credits in coop games. if (gametype == GT_COOP) { if (nextmap == 1102-1) // end game with credits { F_StartCredits(); return; } if (nextmap == 1101-1) // end game with evaluation { F_StartGameEvaluation(); return; } } // 1100 or competitive multiplayer, so go back to title screen. D_StartTitle(); } // // G_LoadGameSettings // // Sets a tad of default info we need. void G_LoadGameSettings(void) { // defaults spstage_start = 1; sstage_start = 50; sstage_end = 57; // 8 special stages in vanilla SRB2 useNightsSS = false; //true; // initialize free sfx slots for skin sounds S_InitRuntimeSounds(); } // G_LoadGameData // Loads the main data file, which stores information such as emblems found, etc. void G_LoadGameData(void) { size_t length; INT32 i, j; UINT8 modded = false; UINT8 rtemp; //For records UINT32 recscore; tic_t rectime; UINT16 recrings; UINT8 recmares; INT32 curmare; // Clear things so previously read gamedata doesn't transfer // to new gamedata G_ClearRecords(); // main and nights records M_ClearSecrets(); // emblems, unlocks, maps visited, etc totalplaytime = 0; // total play time (separate from all) if (M_CheckParm("-nodata")) return; // Don't load. // Allow saving of gamedata beyond this point gamedataloaded = true; if (M_CheckParm("-resetdata")) return; // Don't load (essentially, reset). length = FIL_ReadFile(va(pandf, srb2home, gamedatafilename), &savebuffer); if (!length) // Aw, no game data. Their loss! return; save_p = savebuffer; // Version check if (READUINT32(save_p) != 0xFCAFE211) { const char *gdfolder = "the SRB2 folder"; if (strcmp(srb2home,".")) gdfolder = srb2home; Z_Free(savebuffer); save_p = NULL; I_Error("Game data is from another version of SRB2.\nDelete %s(maybe in %s) and try again.", gamedatafilename, gdfolder); } totalplaytime = READUINT32(save_p); modded = READUINT8(save_p); // Aha! Someone's been screwing with the save file! if ((modded && !savemoddata)) goto datacorrupt; else if (modded != true && modded != false) goto datacorrupt; // TODO put another cipher on these things? meh, I don't care... for (i = 0; i < NUMMAPS; i++) if ((mapvisited[i] = READUINT8(save_p)) > MV_MAX) goto datacorrupt; // To save space, use one bit per collected/achieved/unlocked flag for (i = 0; i < MAXEMBLEMS;) { rtemp = READUINT8(save_p); for (j = 0; j < 8 && j+i < MAXEMBLEMS; ++j) emblemlocations[j+i].collected = ((rtemp >> j) & 1); i += j; } for (i = 0; i < MAXEXTRAEMBLEMS;) { rtemp = READUINT8(save_p); for (j = 0; j < 8 && j+i < MAXEXTRAEMBLEMS; ++j) extraemblems[j+i].collected = ((rtemp >> j) & 1); i += j; } for (i = 0; i < MAXUNLOCKABLES;) { rtemp = READUINT8(save_p); for (j = 0; j < 8 && j+i < MAXUNLOCKABLES; ++j) unlockables[j+i].unlocked = ((rtemp >> j) & 1); i += j; } for (i = 0; i < MAXCONDITIONSETS;) { rtemp = READUINT8(save_p); for (j = 0; j < 8 && j+i < MAXCONDITIONSETS; ++j) conditionSets[j+i].achieved = ((rtemp >> j) & 1); i += j; } timesBeaten = READUINT32(save_p); timesBeatenWithEmeralds = READUINT32(save_p); timesBeatenUltimate = READUINT32(save_p); // Main records for (i = 0; i < NUMMAPS; ++i) { recscore = READUINT32(save_p); rectime = (tic_t)READUINT32(save_p); recrings = READUINT16(save_p); if (recrings > 10000 || recscore > MAXSCORE) goto datacorrupt; if (recscore || rectime || recrings) { G_AllocMainRecordData((INT16)i); mainrecords[i]->score = recscore; mainrecords[i]->time = rectime; mainrecords[i]->rings = recrings; } } // Nights records for (i = 0; i < NUMMAPS; ++i) { if ((recmares = READUINT8(save_p)) == 0) continue; G_AllocNightsRecordData((INT16)i); for (curmare = 0; curmare < (recmares+1); ++curmare) { nightsrecords[i]->score[curmare] = READUINT32(save_p); nightsrecords[i]->grade[curmare] = READUINT8(save_p); nightsrecords[i]->time[curmare] = (tic_t)READUINT32(save_p); if (nightsrecords[i]->grade[curmare] > GRADE_S) goto datacorrupt; } nightsrecords[i]->nummares = recmares; } // done Z_Free(savebuffer); save_p = NULL; // Silent update unlockables in case they're out of sync with conditions M_SilentUpdateUnlockablesAndEmblems(); return; // Landing point for corrupt gamedata datacorrupt: { const char *gdfolder = "the SRB2 folder"; if (strcmp(srb2home,".")) gdfolder = srb2home; Z_Free(savebuffer); save_p = NULL; I_Error("Corrupt game data file.\nDelete %s(maybe in %s) and try again.", gamedatafilename, gdfolder); } } // G_SaveGameData // Saves the main data file, which stores information such as emblems found, etc. void G_SaveGameData(void) { size_t length; INT32 i, j; UINT8 btemp; INT32 curmare; if (!gamedataloaded) return; // If never loaded (-nodata), don't save save_p = savebuffer = (UINT8 *)malloc(GAMEDATASIZE); if (!save_p) { CONS_Alert(CONS_ERROR, M_GetText("No more free memory for saving game data\n")); return; } if (modifiedgame && !savemoddata) { free(savebuffer); save_p = savebuffer = NULL; return; } // Version test WRITEUINT32(save_p, 0xFCAFE211); WRITEUINT32(save_p, totalplaytime); btemp = (UINT8)(savemoddata || modifiedgame); WRITEUINT8(save_p, btemp); // TODO put another cipher on these things? meh, I don't care... for (i = 0; i < NUMMAPS; i++) WRITEUINT8(save_p, mapvisited[i]); // To save space, use one bit per collected/achieved/unlocked flag for (i = 0; i < MAXEMBLEMS;) { btemp = 0; for (j = 0; j < 8 && j+i < MAXEMBLEMS; ++j) btemp |= (emblemlocations[j+i].collected << j); WRITEUINT8(save_p, btemp); i += j; } for (i = 0; i < MAXEXTRAEMBLEMS;) { btemp = 0; for (j = 0; j < 8 && j+i < MAXEXTRAEMBLEMS; ++j) btemp |= (extraemblems[j+i].collected << j); WRITEUINT8(save_p, btemp); i += j; } for (i = 0; i < MAXUNLOCKABLES;) { btemp = 0; for (j = 0; j < 8 && j+i < MAXUNLOCKABLES; ++j) btemp |= (unlockables[j+i].unlocked << j); WRITEUINT8(save_p, btemp); i += j; } for (i = 0; i < MAXCONDITIONSETS;) { btemp = 0; for (j = 0; j < 8 && j+i < MAXCONDITIONSETS; ++j) btemp |= (conditionSets[j+i].achieved << j); WRITEUINT8(save_p, btemp); i += j; } WRITEUINT32(save_p, timesBeaten); WRITEUINT32(save_p, timesBeatenWithEmeralds); WRITEUINT32(save_p, timesBeatenUltimate); // Main records for (i = 0; i < NUMMAPS; i++) { if (mainrecords[i]) { WRITEUINT32(save_p, mainrecords[i]->score); WRITEUINT32(save_p, mainrecords[i]->time); WRITEUINT16(save_p, mainrecords[i]->rings); } else { WRITEUINT32(save_p, 0); WRITEUINT32(save_p, 0); WRITEUINT16(save_p, 0); } } // NiGHTS records for (i = 0; i < NUMMAPS; i++) { if (!nightsrecords[i] || !nightsrecords[i]->nummares) { WRITEUINT8(save_p, 0); continue; } WRITEUINT8(save_p, nightsrecords[i]->nummares); for (curmare = 0; curmare < (nightsrecords[i]->nummares + 1); ++curmare) { WRITEUINT32(save_p, nightsrecords[i]->score[curmare]); WRITEUINT8(save_p, nightsrecords[i]->grade[curmare]); WRITEUINT32(save_p, nightsrecords[i]->time[curmare]); } } length = save_p - savebuffer; FIL_WriteFile(va(pandf, srb2home, gamedatafilename), savebuffer, length); free(savebuffer); save_p = savebuffer = NULL; } #define VERSIONSIZE 16 #ifdef SAVEGAMES_OTHERVERSIONS static INT16 startonmapnum = 0; // // User wants to load a savegame from a different version? // static void M_ForceLoadGameResponse(INT32 ch) { if (ch != 'y' && ch != KEY_ENTER) { //refused Z_Free(savebuffer); save_p = savebuffer = NULL; startonmapnum = 0; M_SetupNextMenu(&SP_LoadDef); return; } // pick up where we left off. save_p += VERSIONSIZE; if (!P_LoadGame(startonmapnum)) { M_ClearMenus(true); // so ESC backs out to title M_StartMessage(M_GetText("Savegame file corrupted\n\nPress ESC\n"), NULL, MM_NOTHING); Command_ExitGame_f(); Z_Free(savebuffer); save_p = savebuffer = NULL; startonmapnum = 0; // no cheating! memset(&savedata, 0, sizeof(savedata)); return; } // done Z_Free(savebuffer); save_p = savebuffer = NULL; startonmapnum = 0; //set cursaveslot to -1 so nothing gets saved. cursaveslot = -1; displayplayer = consoleplayer; multiplayer = splitscreen = false; if (setsizeneeded) R_ExecuteSetViewSize(); M_ClearMenus(true); CON_ToggleOff(); } #endif // // G_InitFromSavegame // Can be called by the startup code or the menu task. // void G_LoadGame(UINT32 slot, INT16 mapoverride) { size_t length; char vcheck[VERSIONSIZE]; char savename[255]; // memset savedata to all 0, fixes calling perfectly valid saves corrupt because of bots memset(&savedata, 0, sizeof(savedata)); #ifdef SAVEGAME_OTHERVERSIONS //Oh christ. The force load response needs access to mapoverride too... startonmapnum = mapoverride; #endif sprintf(savename, savegamename, slot); length = FIL_ReadFile(savename, &savebuffer); if (!length) { CONS_Printf(M_GetText("Couldn't read file %s\n"), savename); return; } save_p = savebuffer; memset(vcheck, 0, sizeof (vcheck)); sprintf(vcheck, "version %d", VERSION); if (strcmp((const char *)save_p, (const char *)vcheck)) { #ifdef SAVEGAME_OTHERVERSIONS M_StartMessage(M_GetText("Save game from different version.\nYou can load this savegame, but\nsaving afterwards will be disabled.\n\nDo you want to continue anyway?\n\n(Press 'Y' to confirm)\n"), M_ForceLoadGameResponse, MM_YESNO); //Freeing done by the callback function of the above message #else M_ClearMenus(true); // so ESC backs out to title M_StartMessage(M_GetText("Save game from different version\n\nPress ESC\n"), NULL, MM_NOTHING); Command_ExitGame_f(); Z_Free(savebuffer); save_p = savebuffer = NULL; // no cheating! memset(&savedata, 0, sizeof(savedata)); #endif return; // bad version } save_p += VERSIONSIZE; // if (demoplayback) // reset game engine // G_StopDemo(); // paused = false; // automapactive = false; // dearchive all the modifications if (!P_LoadGame(mapoverride)) { M_ClearMenus(true); // so ESC backs out to title M_StartMessage(M_GetText("Savegame file corrupted\n\nPress ESC\n"), NULL, MM_NOTHING); Command_ExitGame_f(); Z_Free(savebuffer); save_p = savebuffer = NULL; // no cheating! memset(&savedata, 0, sizeof(savedata)); return; } // done Z_Free(savebuffer); save_p = savebuffer = NULL; // gameaction = ga_nothing; // G_SetGamestate(GS_LEVEL); displayplayer = consoleplayer; multiplayer = splitscreen = false; // G_DeferedInitNew(sk_medium, G_BuildMapName(1), 0, 0, 1); if (setsizeneeded) R_ExecuteSetViewSize(); M_ClearMenus(true); CON_ToggleOff(); } // // G_SaveGame // Saves your game. // void G_SaveGame(UINT32 savegameslot) { boolean saved; char savename[256] = ""; const char *backup; sprintf(savename, savegamename, savegameslot); backup = va("%s",savename); // save during evaluation or credits? game's over, folks! if (gamestate == GS_CREDITS || gamestate == GS_EVALUATION) gamecomplete = true; gameaction = ga_nothing; { char name[VERSIONSIZE]; size_t length; save_p = savebuffer = (UINT8 *)malloc(SAVEGAMESIZE); if (!save_p) { CONS_Alert(CONS_ERROR, M_GetText("No more free memory for saving game data\n")); return; } memset(name, 0, sizeof (name)); sprintf(name, "version %d", VERSION); WRITEMEM(save_p, name, VERSIONSIZE); P_SaveGame(); length = save_p - savebuffer; saved = FIL_WriteFile(backup, savebuffer, length); free(savebuffer); save_p = savebuffer = NULL; } gameaction = ga_nothing; if (cv_debug && saved) CONS_Printf(M_GetText("Game saved.\n")); else if (!saved) CONS_Alert(CONS_ERROR, M_GetText("Error while writing to %s for save slot %u, base: %s\n"), backup, savegameslot, savegamename); } // // G_DeferedInitNew // Can be called by the startup code or the menu task, // consoleplayer, displayplayer, playeringame[] should be set. // void G_DeferedInitNew(boolean pultmode, const char *mapname, INT32 pickedchar, boolean SSSG, boolean FLS) { UINT8 color = 0; paused = false; if (demoplayback) COM_BufAddText("stopdemo\n"); ghosts = NULL; // this leave the actual game if needed SV_StartSinglePlayerServer(); if (savedata.lives > 0) { color = savedata.skincolor; botskin = savedata.botskin; botcolor = savedata.botcolor; botingame = (botskin != 0); } else if (splitscreen != SSSG) { splitscreen = SSSG; SplitScreen_OnChange(); } if (!color) color = skins[pickedchar].prefcolor; SetPlayerSkinByNum(consoleplayer, pickedchar); CV_StealthSet(&cv_skin, skins[pickedchar].name); CV_StealthSetValue(&cv_playercolor, color); if (mapname) D_MapChange(M_MapNumber(mapname[3], mapname[4]), gametype, pultmode, true, 1, false, FLS); } // // This is the map command interpretation something like Command_Map_f // // called at: map cmd execution, doloadgame, doplaydemo void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean skipprecutscene) { INT32 i; if (paused) { paused = false; S_ResumeAudio(); } if (netgame || multiplayer) // Nice try, haxor. ultimatemode = false; if (!demoplayback && !netgame) // Netgame sets random seed elsewhere, demo playback sets seed just before us! P_SetRandSeed(M_RandomizedSeed()); // Use a more "Random" random seed if (resetplayer) { // Clear a bunch of variables tokenlist = token = sstimer = redscore = bluescore = lastmap = 0; countdown = countdown2 = 0; for (i = 0; i < MAXPLAYERS; i++) { players[i].playerstate = PST_REBORN; players[i].starpostangle = players[i].starpostnum = players[i].starposttime = 0; players[i].starpostx = players[i].starposty = players[i].starpostz = 0; if (netgame || multiplayer) { players[i].lives = cv_startinglives.value; players[i].continues = 0; } else if (pultmode) { players[i].lives = 1; players[i].continues = 0; } else { players[i].lives = 3; players[i].continues = 1; } // The latter two should clear by themselves, but just in case players[i].pflags &= ~(PF_TAGIT|PF_TAGGED|PF_FULLSTASIS); // Clear cheatcodes too, just in case. players[i].pflags &= ~(PF_GODMODE|PF_NOCLIP|PF_INVIS); players[i].score = players[i].xtralife = 0; } // Reset unlockable triggers unlocktriggers = 0; // clear itemfinder, just in case if (!dedicated) // except in dedicated servers, where it is not registered and can actually I_Error debug builds CV_StealthSetValue(&cv_itemfinder, 0); } // internal game map // well this check is useless because it is done before (d_netcmd.c::command_map_f) // but in case of for demos.... if (W_CheckNumForName(mapname) == LUMPERROR) { I_Error("Internal game map '%s' not found\n", mapname); Command_ExitGame_f(); return; } gamemap = (INT16)M_MapNumber(mapname[3], mapname[4]); // get xx out of MAPxx // gamemap changed; we assume that its map header is always valid, // so make it so if(!mapheaderinfo[gamemap-1]) P_AllocMapHeader(gamemap-1); maptol = mapheaderinfo[gamemap-1]->typeoflevel; globalweather = mapheaderinfo[gamemap-1]->weather; // Don't carry over custom music change to another map. mapmusflags |= MUSIC_RELOADRESET; ultimatemode = pultmode; automapactive = false; imcontinuing = false; if (!skipprecutscene && mapheaderinfo[gamemap-1]->precutscenenum && !modeattacking) // Start a custom cutscene. F_StartCustomCutscene(mapheaderinfo[gamemap-1]->precutscenenum-1, true, resetplayer); else G_DoLoadLevel(resetplayer); if (netgame) { char *title = G_BuildMapTitle(gamemap); CONS_Printf(M_GetText("Map is now \"%s"), G_BuildMapName(gamemap)); if (title) { CONS_Printf(": %s", title); Z_Free(title); } CONS_Printf("\"\n"); } } char *G_BuildMapTitle(INT32 mapnum) { char *title = NULL; if (strcmp(mapheaderinfo[mapnum-1]->lvlttl, "")) { size_t len = 1; const char *zonetext = NULL; const INT32 actnum = mapheaderinfo[mapnum-1]->actnum; len += strlen(mapheaderinfo[mapnum-1]->lvlttl); if (!(mapheaderinfo[mapnum-1]->levelflags & LF_NOZONE)) { zonetext = M_GetText("ZONE"); len += strlen(zonetext) + 1; // ' ' + zonetext } if (actnum > 0) len += 1 + 11; // ' ' + INT32 title = Z_Malloc(len, PU_STATIC, NULL); sprintf(title, "%s", mapheaderinfo[mapnum-1]->lvlttl); if (zonetext) sprintf(title + strlen(title), " %s", zonetext); if (actnum > 0) sprintf(title + strlen(title), " %d", actnum); } return title; } // // DEMO RECORDING // #define DEMOVERSION 0x0009 #define DEMOHEADER "\xF0" "SRB2Replay" "\x0F" #define DF_GHOST 0x01 // This demo contains ghost data too! #define DF_RECORDATTACK 0x02 // This demo is from record attack and contains its final completion time, score, and rings! #define DF_NIGHTSATTACK 0x04 // This demo is from NiGHTS attack and contains its time left, score, and mares! #define DF_ATTACKMASK 0x06 // This demo is from ??? attack and contains ??? #define DF_ATTACKSHIFT 1 // For demos #define ZT_FWD 0x01 #define ZT_SIDE 0x02 #define ZT_ANGLE 0x04 #define ZT_BUTTONS 0x08 #define ZT_AIMING 0x10 #define DEMOMARKER 0x80 // demoend static ticcmd_t oldcmd; // For Metal Sonic and time attack ghosts #define GZT_XYZ 0x01 #define GZT_MOMXY 0x02 #define GZT_MOMZ 0x04 #define GZT_ANGLE 0x08 // Not used for Metal Sonic #define GZT_SPRITE 0x10 // Animation frame #define GZT_EXTRA 0x20 #define GZT_NIGHTS 0x40 // NiGHTS Mode stuff! // GZT_EXTRA flags #define EZT_THOK 0x01 // Spawned a thok object #define EZT_SPIN 0x02 // Because one type of thok object apparently wasn't enough #define EZT_REV 0x03 // And two types wasn't enough either yet #define EZT_THOKMASK 0x03 #define EZT_COLOR 0x04 // Changed color (Super transformation, Mario fireflowers/invulnerability, etc.) #define EZT_FLIP 0x08 // Reversed gravity #define EZT_SCALE 0x10 // Changed size #define EZT_HIT 0x20 // Damaged a mobj #define EZT_SPRITE 0x40 // Changed sprite set completely out of PLAY (NiGHTS, SOCs, whatever) static mobj_t oldmetal, oldghost; void G_SaveMetal(UINT8 **buffer) { I_Assert(buffer != NULL && *buffer != NULL); WRITEUINT32(*buffer, metal_p - metalbuffer); } void G_LoadMetal(UINT8 **buffer) { I_Assert(buffer != NULL && *buffer != NULL); G_DoPlayMetal(); metal_p = metalbuffer + READUINT32(*buffer); } ticcmd_t *G_CopyTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n) { return M_Memcpy(dest, src, n*sizeof(*src)); } ticcmd_t *G_MoveTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n) { size_t i; for (i = 0; i < n; i++) { dest[i].forwardmove = src[i].forwardmove; dest[i].sidemove = src[i].sidemove; dest[i].angleturn = SHORT(src[i].angleturn); dest[i].aiming = (INT16)SHORT(src[i].aiming); dest[i].buttons = (UINT16)SHORT(src[i].buttons); } return dest; } void G_ReadDemoTiccmd(ticcmd_t *cmd, INT32 playernum) { UINT8 ziptic; (void)playernum; if (!demo_p || !demo_start) return; ziptic = READUINT8(demo_p); if (ziptic & ZT_FWD) oldcmd.forwardmove = READSINT8(demo_p); if (ziptic & ZT_SIDE) oldcmd.sidemove = READSINT8(demo_p); if (ziptic & ZT_ANGLE) oldcmd.angleturn = READINT16(demo_p); if (ziptic & ZT_BUTTONS) oldcmd.buttons = (oldcmd.buttons & (BT_CAMLEFT|BT_CAMRIGHT)) | (READUINT16(demo_p) & ~(BT_CAMLEFT|BT_CAMRIGHT)); if (ziptic & ZT_AIMING) oldcmd.aiming = READINT16(demo_p); G_CopyTiccmd(cmd, &oldcmd, 1); if (!(demoflags & DF_GHOST) && *demo_p == DEMOMARKER) { // end of demo data stream G_CheckDemoStatus(); return; } } void G_WriteDemoTiccmd(ticcmd_t *cmd, INT32 playernum) { char ziptic = 0; UINT8 *ziptic_p; (void)playernum; if (!demo_p) return; ziptic_p = demo_p++; // the ziptic, written at the end of this function if (cmd->forwardmove != oldcmd.forwardmove) { WRITEUINT8(demo_p,cmd->forwardmove); oldcmd.forwardmove = cmd->forwardmove; ziptic |= ZT_FWD; } if (cmd->sidemove != oldcmd.sidemove) { WRITEUINT8(demo_p,cmd->sidemove); oldcmd.sidemove = cmd->sidemove; ziptic |= ZT_SIDE; } if (cmd->angleturn != oldcmd.angleturn) { WRITEINT16(demo_p,cmd->angleturn); oldcmd.angleturn = cmd->angleturn; ziptic |= ZT_ANGLE; } if (cmd->buttons != oldcmd.buttons) { WRITEUINT16(demo_p,cmd->buttons); oldcmd.buttons = cmd->buttons; ziptic |= ZT_BUTTONS; } if (cmd->aiming != oldcmd.aiming) { WRITEINT16(demo_p,cmd->aiming); oldcmd.aiming = cmd->aiming; ziptic |= ZT_AIMING; } *ziptic_p = ziptic; // attention here for the ticcmd size! // latest demos with mouse aiming byte in ticcmd if (!(demoflags & DF_GHOST) && ziptic_p > demoend - 9) { G_CheckDemoStatus(); // no more space return; } } void G_GhostAddThok(void) { if (!demorecording || !(demoflags & DF_GHOST)) return; ghostext.flags = (ghostext.flags & ~EZT_THOKMASK) | EZT_THOK; } void G_GhostAddSpin(void) { if (!demorecording || !(demoflags & DF_GHOST)) return; ghostext.flags = (ghostext.flags & ~EZT_THOKMASK) | EZT_SPIN; } void G_GhostAddRev(void) { if (!demorecording || !(demoflags & DF_GHOST)) return; ghostext.flags = (ghostext.flags & ~EZT_THOKMASK) | EZT_REV; } void G_GhostAddFlip(void) { if (!demorecording || !(demoflags & DF_GHOST)) return; ghostext.flags |= EZT_FLIP; } void G_GhostAddColor(ghostcolor_t color) { if (!demorecording || !(demoflags & DF_GHOST)) return; if (ghostext.lastcolor == (UINT8)color) { ghostext.flags &= ~EZT_COLOR; return; } ghostext.flags |= EZT_COLOR; ghostext.color = (UINT8)color; } void G_GhostAddScale(fixed_t scale) { if (!demorecording || !(demoflags & DF_GHOST)) return; if (ghostext.lastscale == scale) { ghostext.flags &= ~EZT_SCALE; return; } ghostext.flags |= EZT_SCALE; ghostext.scale = scale; } void G_GhostAddHit(mobj_t *victim) { if (!demorecording || !(demoflags & DF_GHOST)) return; ghostext.flags |= EZT_HIT; ghostext.hits++; ghostext.hitlist = Z_Realloc(ghostext.hitlist, ghostext.hits * sizeof(mobj_t *), PU_LEVEL, NULL); ghostext.hitlist[ghostext.hits-1] = victim; } void G_WriteGhostTic(mobj_t *ghost) { char ziptic = 0; UINT8 *ziptic_p; UINT32 i; UINT8 sprite; UINT8 frame; if (!demo_p) return; if (!(demoflags & DF_GHOST)) return; // No ghost data to write. if (ghost->player && ghost->player->pflags & PF_NIGHTSMODE && ghost->tracer) { // We're talking about the NiGHTS thing, not the normal platforming thing! ziptic |= GZT_NIGHTS; ghost = ghost->tracer; } ziptic_p = demo_p++; // the ziptic, written at the end of this function #define MAXMOM (0xFFFF<<8) // GZT_XYZ is only useful if you've moved 256 FRACUNITS or more in a single tic. if (abs(ghost->x-oldghost.x) > MAXMOM || abs(ghost->y-oldghost.y) > MAXMOM || abs(ghost->z-oldghost.z) > MAXMOM) { oldghost.x = ghost->x; oldghost.y = ghost->y; oldghost.z = ghost->z; ziptic |= GZT_XYZ; WRITEFIXED(demo_p,oldghost.x); WRITEFIXED(demo_p,oldghost.y); WRITEFIXED(demo_p,oldghost.z); } else { // For moving normally: // Store one full byte of movement, plus one byte of fractional movement. INT16 momx = (INT16)((ghost->x-oldghost.x)>>8); INT16 momy = (INT16)((ghost->y-oldghost.y)>>8); if (momx != oldghost.momx || momy != oldghost.momy) { oldghost.momx = momx; oldghost.momy = momy; ziptic |= GZT_MOMXY; WRITEINT16(demo_p,momx); WRITEINT16(demo_p,momy); } momx = (INT16)((ghost->z-oldghost.z)>>8); if (momx != oldghost.momz) { oldghost.momz = momx; ziptic |= GZT_MOMZ; WRITEINT16(demo_p,momx); } // This SHOULD set oldghost.x/y/z to match ghost->x/y/z // but it keeps the fractional loss of one byte, // so it will hopefully be made up for in future tics. oldghost.x += oldghost.momx<<8; oldghost.y += oldghost.momy<<8; oldghost.z += oldghost.momz<<8; } #undef MAXMOM // Only store the 8 most relevant bits of angle // because exact values aren't too easy to discern to begin with when only 8 angles have different sprites // and it does not affect this mode of movement at all anyway. if (ghost->angle>>24 != oldghost.angle) { oldghost.angle = ghost->angle>>24; ziptic |= GZT_ANGLE; WRITEUINT8(demo_p,oldghost.angle); } // Store the sprite frame. frame = ghost->frame & 0xFF; if (frame != oldghost.frame) { oldghost.frame = frame; ziptic |= GZT_SPRITE; WRITEUINT8(demo_p,oldghost.frame); } // Check for sprite set changes sprite = ghost->sprite; if (sprite != oldghost.sprite) { oldghost.sprite = sprite; ghostext.flags |= EZT_SPRITE; } if (ghostext.flags) { ziptic |= GZT_EXTRA; if (ghostext.color == ghostext.lastcolor) ghostext.flags &= ~EZT_COLOR; if (ghostext.scale == ghostext.lastscale) ghostext.flags &= ~EZT_SCALE; WRITEUINT8(demo_p,ghostext.flags); if (ghostext.flags & EZT_COLOR) { WRITEUINT8(demo_p,ghostext.color); ghostext.lastcolor = ghostext.color; } if (ghostext.flags & EZT_SCALE) { WRITEFIXED(demo_p,ghostext.scale); ghostext.lastscale = ghostext.scale; } if (ghostext.flags & EZT_HIT) { WRITEUINT16(demo_p,ghostext.hits); for (i = 0; i < ghostext.hits; i++) { mobj_t *mo = ghostext.hitlist[i]; WRITEUINT32(demo_p,UINT32_MAX); // reserved for some method of determining exactly which mobj this is. (mobjnum doesn't work here.) WRITEUINT32(demo_p,mo->type); WRITEUINT16(demo_p,(UINT16)mo->health); WRITEFIXED(demo_p,mo->x); WRITEFIXED(demo_p,mo->y); WRITEFIXED(demo_p,mo->z); WRITEANGLE(demo_p,mo->angle); } Z_Free(ghostext.hitlist); ghostext.hits = 0; ghostext.hitlist = NULL; } if (ghostext.flags & EZT_SPRITE) WRITEUINT8(demo_p,sprite); ghostext.flags = 0; } *ziptic_p = ziptic; // attention here for the ticcmd size! // latest demos with mouse aiming byte in ticcmd if (demo_p >= demoend - (13 + 9)) { G_CheckDemoStatus(); // no more space return; } } // Uses ghost data to do consistency checks on your position. // This fixes desynchronising demos when fighting eggman. void G_ConsGhostTic(void) { UINT8 ziptic; UINT16 px,py,pz,gx,gy,gz; mobj_t *testmo; boolean nightsfail = false; if (!demo_p || !demo_start) return; if (!(demoflags & DF_GHOST)) return; // No ghost data to use. testmo = players[0].mo; // Grab ghost data. ziptic = READUINT8(demo_p); if (ziptic & GZT_XYZ) { oldghost.x = READFIXED(demo_p); oldghost.y = READFIXED(demo_p); oldghost.z = READFIXED(demo_p); } else { if (ziptic & GZT_MOMXY) { oldghost.momx = READINT16(demo_p)<<8; oldghost.momy = READINT16(demo_p)<<8; } if (ziptic & GZT_MOMZ) oldghost.momz = READINT16(demo_p)<<8; oldghost.x += oldghost.momx; oldghost.y += oldghost.momy; oldghost.z += oldghost.momz; } if (ziptic & GZT_ANGLE) demo_p++; if (ziptic & GZT_SPRITE) demo_p++; if(ziptic & GZT_NIGHTS) { if (!testmo->player || !(testmo->player->pflags & PF_NIGHTSMODE) || !testmo->tracer) nightsfail = true; else testmo = testmo->tracer; } if (ziptic & GZT_EXTRA) { // But wait, there's more! ziptic = READUINT8(demo_p); if (ziptic & EZT_COLOR) demo_p++; if (ziptic & EZT_SCALE) demo_p += sizeof(fixed_t); if (ziptic & EZT_HIT) { // Resync mob damage. UINT16 i, count = READUINT16(demo_p); thinker_t *th; mobj_t *mobj; UINT32 type; UINT16 health; fixed_t x; fixed_t y; fixed_t z; for (i = 0; i < count; i++) { demo_p += 4; // reserved. type = READUINT32(demo_p); health = READUINT16(demo_p); x = READFIXED(demo_p); y = READFIXED(demo_p); z = READFIXED(demo_p); demo_p += sizeof(angle_t); // angle, unnecessary for cons. mobj = NULL; for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mobj = (mobj_t *)th; if (mobj->type == (mobjtype_t)type && mobj->x == x && mobj->y == y && mobj->z == z) break; mobj = NULL; // wasn't this one, keep searching. } if (mobj && mobj->health != health) // Wasn't damaged?! This is desync! Fix it! { if (demosynced) CONS_Alert(CONS_WARNING, M_GetText("Demo playback has desynced!\n")); demosynced = false; P_DamageMobj(mobj, players[0].mo, players[0].mo, 1); } } } if (ziptic & EZT_SPRITE) demo_p++; } // Re-synchronise px = testmo->x>>FRACBITS; py = testmo->y>>FRACBITS; pz = testmo->z>>FRACBITS; gx = oldghost.x>>FRACBITS; gy = oldghost.y>>FRACBITS; gz = oldghost.z>>FRACBITS; if (nightsfail || px != gx || py != gy || pz != gz) { if (demosynced) CONS_Alert(CONS_WARNING, M_GetText("Demo playback has desynced!\n")); demosynced = false; P_UnsetThingPosition(testmo); testmo->x = oldghost.x; testmo->y = oldghost.y; P_SetThingPosition(testmo); testmo->z = oldghost.z; } if (*demo_p == DEMOMARKER) { // end of demo data stream G_CheckDemoStatus(); return; } } void G_GhostTicker(void) { demoghost *g,*p; for(g = ghosts, p = NULL; g; g = g->next) { // Skip normal demo data. UINT8 ziptic = READUINT8(g->p); if (ziptic & ZT_FWD) g->p++; if (ziptic & ZT_SIDE) g->p++; if (ziptic & ZT_ANGLE) g->p += 2; if (ziptic & ZT_BUTTONS) g->p += 2; if (ziptic & ZT_AIMING) g->p += 2; // Grab ghost data. ziptic = READUINT8(g->p); if (ziptic & GZT_XYZ) { g->oldmo.x = READFIXED(g->p); g->oldmo.y = READFIXED(g->p); g->oldmo.z = READFIXED(g->p); } else { if (ziptic & GZT_MOMXY) { g->oldmo.momx = READINT16(g->p)<<8; g->oldmo.momy = READINT16(g->p)<<8; } if (ziptic & GZT_MOMZ) g->oldmo.momz = READINT16(g->p)<<8; g->oldmo.x += g->oldmo.momx; g->oldmo.y += g->oldmo.momy; g->oldmo.z += g->oldmo.momz; } if (ziptic & GZT_ANGLE) g->oldmo.angle = READUINT8(g->p)<<24; if (ziptic & GZT_SPRITE) g->oldmo.frame = READUINT8(g->p); // Update ghost P_UnsetThingPosition(g->mo); g->mo->x = g->oldmo.x; g->mo->y = g->oldmo.y; g->mo->z = g->oldmo.z; P_SetThingPosition(g->mo); g->mo->angle = g->oldmo.angle; g->mo->frame = g->oldmo.frame | tr_trans30<p); if (ziptic & EZT_COLOR) { g->color = READUINT8(g->p); switch(g->color) { default: case GHC_NORMAL: // Go back to skin color g->mo->color = g->oldmo.color; break; // Handled below case GHC_SUPER: case GHC_INVINCIBLE: break; case GHC_FIREFLOWER: // Fireflower g->mo->color = SKINCOLOR_WHITE; break; } } if (ziptic & EZT_FLIP) g->mo->eflags ^= MFE_VERTICALFLIP; if (ziptic & EZT_SCALE) { g->mo->destscale = READFIXED(g->p); if (g->mo->destscale != g->mo->scale) P_SetScale(g->mo, g->mo->destscale); } if (ziptic & EZT_THOKMASK) { // Let's only spawn ONE of these per frame, thanks. mobj_t *mobj; INT32 type = -1; if (g->mo->skin) { skin_t *skin = (skin_t *)g->mo->skin; switch (ziptic & EZT_THOKMASK) { case EZT_THOK: type = skin->thokitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].painchance : (UINT32)skin->thokitem; break; case EZT_SPIN: type = skin->spinitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].damage : (UINT32)skin->spinitem; break; case EZT_REV: type = skin->revitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].raisestate : (UINT32)skin->revitem; break; } } if (type == MT_GHOST) { mobj = P_SpawnGhostMobj(g->mo); // does a large portion of the work for us mobj->frame = (mobj->frame & ~FF_FRAMEMASK)|tr_trans60<mo->x, g->mo->y, g->mo->z - FixedDiv(FixedMul(g->mo->info->height, g->mo->scale) - g->mo->height,3*FRACUNIT), MT_THOK); mobj->sprite = states[mobjinfo[type].spawnstate].sprite; mobj->frame = (states[mobjinfo[type].spawnstate].frame & FF_FRAMEMASK) | tr_trans60<tics = -1; // nope. mobj->color = g->mo->color; if (g->mo->eflags & MFE_VERTICALFLIP) { mobj->flags2 |= MF2_OBJECTFLIP; mobj->eflags |= MFE_VERTICALFLIP; } P_SetScale(mobj, g->mo->scale); mobj->destscale = g->mo->scale; } mobj->floorz = mobj->z; mobj->ceilingz = mobj->z+mobj->height; P_UnsetThingPosition(mobj); mobj->flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY; // make an ATTEMPT to curb crazy SOCs fucking stuff up... P_SetThingPosition(mobj); mobj->fuse = 8; P_SetTarget(&mobj->target, g->mo); } if (ziptic & EZT_HIT) { // Spawn hit poofs for killing things! UINT16 i, count = READUINT16(g->p), health; UINT32 type; fixed_t x,y,z; angle_t angle; mobj_t *poof; for (i = 0; i < count; i++) { g->p += 4; // reserved type = READUINT32(g->p); health = READUINT16(g->p); x = READFIXED(g->p); y = READFIXED(g->p); z = READFIXED(g->p); angle = READANGLE(g->p); if (!(mobjinfo[type].flags & MF_SHOOTABLE) || !(mobjinfo[type].flags & (MF_ENEMY|MF_MONITOR)) || health != 0 || i >= 4) // only spawn for the first 4 hits per frame, to prevent ghosts from splode-spamming too bad. continue; poof = P_SpawnMobj(x, y, z, MT_GHOST); poof->angle = angle; poof->flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY; // make an ATTEMPT to curb crazy SOCs fucking stuff up... poof->health = 0; P_SetMobjStateNF(poof, S_XPLD1); } } if (ziptic & EZT_SPRITE) g->mo->sprite = READUINT8(g->p); } // Tick ghost colors (Super and Mario Invincibility flashing) switch(g->color) { case GHC_SUPER: // Super Sonic (P_DoSuperStuff) g->mo->color = SKINCOLOR_SUPER1; g->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4); break; case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer) g->mo->color = (UINT8)(leveltime % MAXSKINCOLORS); break; default: break; } // Demo ends after ghost data. if (*g->p == DEMOMARKER) { g->mo->momx = g->mo->momy = g->mo->momz = 0; if (p) p->next = g->next; else ghosts = g->next; Z_Free(g); continue; } p = g; } } void G_ReadMetalTic(mobj_t *metal) { UINT8 ziptic; UINT16 speed; UINT8 statetype; if (!metal_p) return; ziptic = READUINT8(metal_p); // Read changes from the tic if (ziptic & GZT_XYZ) { P_TeleportMove(metal, READFIXED(metal_p), READFIXED(metal_p), READFIXED(metal_p)); oldmetal.x = metal->x; oldmetal.y = metal->y; oldmetal.z = metal->z; } else { if (ziptic & GZT_MOMXY) { oldmetal.momx = READINT16(metal_p)<<8; oldmetal.momy = READINT16(metal_p)<<8; } if (ziptic & GZT_MOMZ) oldmetal.momz = READINT16(metal_p)<<8; oldmetal.x += oldmetal.momx; oldmetal.y += oldmetal.momy; oldmetal.z += oldmetal.momz; } if (ziptic & GZT_ANGLE) oldmetal.angle = READUINT8(metal_p)<<24; if (ziptic & GZT_SPRITE) metal_p++; // Currently unused. (Metal Sonic figures out what he's doing his own damn self.) // Set movement, position, and angle // oldmetal contains where you're supposed to be. metal->momx = oldmetal.momx; metal->momy = oldmetal.momy; metal->momz = oldmetal.momz; P_UnsetThingPosition(metal); metal->x = oldmetal.x; metal->y = oldmetal.y; metal->z = oldmetal.z; P_SetThingPosition(metal); metal->angle = oldmetal.angle; if (ziptic & GZT_EXTRA) { // But wait, there's more! ziptic = READUINT8(metal_p); if (ziptic & EZT_FLIP) metal->eflags ^= MFE_VERTICALFLIP; if (ziptic & EZT_SCALE) { metal->destscale = READFIXED(metal_p); if (metal->destscale != metal->scale) P_SetScale(metal, metal->destscale); } } // Calculates player's speed based on distance-of-a-line formula speed = FixedDiv(P_AproxDistance(oldmetal.momx, oldmetal.momy), metal->scale)>>FRACBITS; // Use speed to decide an appropriate state if (speed > 28) // default skin runspeed statetype = 2; else if (speed > 1) // stopspeed statetype = 1; else statetype = 0; // Set state if (statetype != metal->threshold) { switch (statetype) { case 2: // run P_SetMobjState(metal,metal->info->meleestate); break; case 1: // walk P_SetMobjState(metal,metal->info->seestate); break; default: // stand P_SetMobjState(metal,metal->info->spawnstate); break; } metal->threshold = statetype; } // TODO: Modify state durations based on movement speed, similar to players? if (*metal_p == DEMOMARKER) { // end of demo data stream G_StopMetalDemo(); return; } } void G_WriteMetalTic(mobj_t *metal) { UINT8 ziptic = 0; UINT8 *ziptic_p; if (!demo_p) // demo_p will be NULL until the race start linedef executor is triggered! return; ziptic_p = demo_p++; // the ziptic, written at the end of this function #define MAXMOM (0xFFFF<<8) // GZT_XYZ is only useful if you've moved 256 FRACUNITS or more in a single tic. if (abs(metal->x-oldmetal.x) > MAXMOM || abs(metal->y-oldmetal.y) > MAXMOM || abs(metal->z-oldmetal.z) > MAXMOM) { oldmetal.x = metal->x; oldmetal.y = metal->y; oldmetal.z = metal->z; WRITEFIXED(demo_p,oldmetal.x); WRITEFIXED(demo_p,oldmetal.y); WRITEFIXED(demo_p,oldmetal.z); ziptic |= GZT_XYZ; } else { // For moving normally: // Store one full byte of movement, plus one byte of fractional movement. INT16 momx = (INT16)((metal->x-oldmetal.x)>>8); INT16 momy = (INT16)((metal->y-oldmetal.y)>>8); if (momx != oldmetal.momx || momy != oldmetal.momy) { oldmetal.momx = momx; oldmetal.momy = momy; WRITEINT16(demo_p,momx); WRITEINT16(demo_p,momy); ziptic |= GZT_MOMXY; } momx = (INT16)((metal->z-oldmetal.z)>>8); if (momx != oldmetal.momz) { oldmetal.momz = momx; WRITEINT16(demo_p,momx); ziptic |= GZT_MOMZ; } // This SHOULD set oldmetal.x/y/z to match metal->x/y/z // but it keeps the fractional loss of one byte, // so it will hopefully be made up for in future tics. oldmetal.x += oldmetal.momx<<8; oldmetal.y += oldmetal.momy<<8; oldmetal.z += oldmetal.momz<<8; } #undef MAXMOM // Only store the 8 most relevant bits of angle // because exact values aren't too easy to discern to begin with when only 8 angles have different sprites // and it does not affect movement at all anyway. if (metal->angle>>24 != oldmetal.angle) { oldmetal.angle = metal->angle>>24; WRITEUINT8(demo_p,oldmetal.angle); ziptic |= GZT_ANGLE; } // Metal Sonic does not need our state changes. // ... currently. { UINT8 *exttic_p = NULL; UINT8 exttic = 0; if ((metal->eflags & MFE_VERTICALFLIP) != (oldmetal.eflags & MFE_VERTICALFLIP)) { if (!exttic_p) exttic_p = demo_p++; exttic |= EZT_FLIP; oldmetal.eflags ^= MFE_VERTICALFLIP; } if (metal->scale != oldmetal.scale) { if (!exttic_p) exttic_p = demo_p++; exttic |= EZT_SCALE; WRITEFIXED(demo_p,metal->scale); oldmetal.scale = metal->scale; } if (exttic_p) { *exttic_p = exttic; ziptic |= GZT_EXTRA; } } *ziptic_p = ziptic; // attention here for the ticcmd size! // latest demos with mouse aiming byte in ticcmd if (demo_p >= demoend - 32) { G_StopMetalRecording(); // no more space return; } } // // G_RecordDemo // void G_RecordDemo(const char *name) { INT32 maxsize; strcpy(demoname, name); strcat(demoname, ".lmp"); maxsize = 1024*1024; if (M_CheckParm("-maxdemo") && M_IsNextParm()) maxsize = atoi(M_GetNextParm()) * 1024; // if (demobuffer) // free(demobuffer); demo_p = NULL; demobuffer = malloc(maxsize); demoend = demobuffer + maxsize; demorecording = true; } void G_RecordMetal(void) { INT32 maxsize; maxsize = 1024*1024; if (M_CheckParm("-maxdemo") && M_IsNextParm()) maxsize = atoi(M_GetNextParm()) * 1024; demo_p = NULL; demobuffer = malloc(maxsize); demoend = demobuffer + maxsize; metalrecording = true; } void G_BeginRecording(void) { UINT8 i; char name[16]; player_t *player = &players[consoleplayer]; if (demo_p) return; memset(name,0,sizeof(name)); demo_p = demobuffer; demoflags = DF_GHOST|(modeattacking<>DF_ATTACKSHIFT) { case ATTACKING_NONE: // 0 break; case ATTACKING_RECORD: // 1 demotime_p = demo_p; WRITEUINT32(demo_p,UINT32_MAX); // time WRITEUINT32(demo_p,0); // score WRITEUINT16(demo_p,0); // rings break; case ATTACKING_NIGHTS: // 2 demotime_p = demo_p; WRITEUINT32(demo_p,UINT32_MAX); // time WRITEUINT32(demo_p,0); // score break; default: // 3 break; } WRITEUINT32(demo_p,P_GetInitSeed()); // Name for (i = 0; i < 16 && cv_playername.string[i]; i++) name[i] = cv_playername.string[i]; for (; i < 16; i++) name[i] = '\0'; M_Memcpy(demo_p,name,16); demo_p += 16; // Skin for (i = 0; i < 16 && cv_skin.string[i]; i++) name[i] = cv_skin.string[i]; for (; i < 16; i++) name[i] = '\0'; M_Memcpy(demo_p,name,16); demo_p += 16; // Color for (i = 0; i < 16 && cv_playercolor.string[i]; i++) name[i] = cv_playercolor.string[i]; for (; i < 16; i++) name[i] = '\0'; M_Memcpy(demo_p,name,16); demo_p += 16; // Stats WRITEUINT8(demo_p,player->charability); WRITEUINT8(demo_p,player->charability2); WRITEUINT8(demo_p,player->actionspd>>FRACBITS); WRITEUINT8(demo_p,player->mindash>>FRACBITS); WRITEUINT8(demo_p,player->maxdash>>FRACBITS); WRITEUINT8(demo_p,player->normalspeed>>FRACBITS); WRITEUINT8(demo_p,player->runspeed>>FRACBITS); WRITEUINT8(demo_p,player->thrustfactor); WRITEUINT8(demo_p,player->accelstart); WRITEUINT8(demo_p,player->acceleration); // Trying to convert it back to % causes demo desync due to precision loss. // Don't do it. WRITEFIXED(demo_p, player->jumpfactor); // Save netvar data (SONICCD, etc) CV_SaveNetVars(&demo_p); memset(&oldcmd,0,sizeof(oldcmd)); memset(&oldghost,0,sizeof(oldghost)); memset(&ghostext,0,sizeof(ghostext)); ghostext.lastcolor = ghostext.color = GHC_NORMAL; ghostext.lastscale = ghostext.scale = FRACUNIT; if (player->mo) { oldghost.x = player->mo->x; oldghost.y = player->mo->y; oldghost.z = player->mo->z; oldghost.angle = player->mo->angle; // preticker started us gravity flipped if (player->mo->eflags & MFE_VERTICALFLIP) ghostext.flags |= EZT_FLIP; } } void G_BeginMetal(void) { mobj_t *mo = players[consoleplayer].mo; if (demo_p) return; demo_p = demobuffer; // Write header. M_Memcpy(demo_p, DEMOHEADER, 12); demo_p += 12; WRITEUINT8(demo_p,VERSION); WRITEUINT8(demo_p,SUBVERSION); WRITEUINT16(demo_p,DEMOVERSION); // demo checksum demo_p += 16; M_Memcpy(demo_p, "METL", 4); demo_p += 4; // Set up our memory. memset(&oldmetal,0,sizeof(oldmetal)); oldmetal.x = mo->x; oldmetal.y = mo->y; oldmetal.z = mo->z; oldmetal.angle = mo->angle; } void G_SetDemoTime(UINT32 ptime, UINT32 pscore, UINT16 prings) { if (!demorecording || !demotime_p) return; if (demoflags & DF_RECORDATTACK) { WRITEUINT32(demotime_p, ptime); WRITEUINT32(demotime_p, pscore); WRITEUINT16(demotime_p, prings); demotime_p = NULL; } else if (demoflags & DF_NIGHTSATTACK) { WRITEUINT32(demotime_p, ptime); WRITEUINT32(demotime_p, pscore); demotime_p = NULL; } } // Returns bitfield: // 1 == new demo has lower time // 2 == new demo has higher score // 4 == new demo has higher rings UINT8 G_CmpDemoTime(char *oldname, char *newname) { UINT8 *buffer,*p; UINT8 flags; UINT32 oldtime, newtime, oldscore, newscore; UINT16 oldrings, newrings, oldversion; size_t bufsize ATTRUNUSED; UINT8 c; UINT16 s ATTRUNUSED; UINT8 aflags = 0; // load the new file FIL_DefaultExtension(newname, ".lmp"); bufsize = FIL_ReadFile(newname, &buffer); I_Assert(bufsize != 0); p = buffer; // read demo header I_Assert(!memcmp(p, DEMOHEADER, 12)); p += 12; // DEMOHEADER c = READUINT8(p); // VERSION I_Assert(c == VERSION); c = READUINT8(p); // SUBVERSION I_Assert(c == SUBVERSION); s = READUINT16(p); I_Assert(s == DEMOVERSION); p += 16; // demo checksum I_Assert(!memcmp(p, "PLAY", 4)); p += 4; // PLAY p += 2; // gamemap p += 16; // map md5 flags = READUINT8(p); // demoflags aflags = flags & (DF_RECORDATTACK|DF_NIGHTSATTACK); I_Assert(aflags); if (flags & DF_RECORDATTACK) { newtime = READUINT32(p); newscore = READUINT32(p); newrings = READUINT16(p); } else if (flags & DF_NIGHTSATTACK) { newtime = READUINT32(p); newscore = READUINT32(p); newrings = 0; } else // appease compiler return 0; Z_Free(buffer); // load old file FIL_DefaultExtension(oldname, ".lmp"); if (!FIL_ReadFile(oldname, &buffer)) { CONS_Alert(CONS_ERROR, M_GetText("Failed to read file '%s'.\n"), oldname); return UINT8_MAX; } p = buffer; // read demo header if (memcmp(p, DEMOHEADER, 12)) { CONS_Alert(CONS_NOTICE, M_GetText("File '%s' invalid format. It will be overwritten.\n"), oldname); Z_Free(buffer); return UINT8_MAX; } p += 12; // DEMOHEADER p++; // VERSION p++; // SUBVERSION oldversion = READUINT16(p); switch(oldversion) // demoversion { case DEMOVERSION: // latest always supported // compatibility available? case 0x0008: break; // too old, cannot support. default: CONS_Alert(CONS_NOTICE, M_GetText("File '%s' invalid format. It will be overwritten.\n"), oldname); Z_Free(buffer); return UINT8_MAX; } p += 16; // demo checksum if (memcmp(p, "PLAY", 4)) { CONS_Alert(CONS_NOTICE, M_GetText("File '%s' invalid format. It will be overwritten.\n"), oldname); Z_Free(buffer); return UINT8_MAX; } p += 4; // "PLAY" if (oldversion <= 0x0008) p++; // gamemap else p += 2; // gamemap p += 16; // mapmd5 flags = READUINT8(p); if (!(flags & aflags)) { CONS_Alert(CONS_NOTICE, M_GetText("File '%s' not from same game mode. It will be overwritten.\n"), oldname); Z_Free(buffer); return UINT8_MAX; } if (flags & DF_RECORDATTACK) { oldtime = READUINT32(p); oldscore = READUINT32(p); oldrings = READUINT16(p); } else if (flags & DF_NIGHTSATTACK) { oldtime = READUINT32(p); oldscore = READUINT32(p); oldrings = 0; } else // appease compiler return UINT8_MAX; Z_Free(buffer); c = 0; if (newtime < oldtime || (newtime == oldtime && (newscore > oldscore || newrings > oldrings))) c |= 1; // Better time if (newscore > oldscore || (newscore == oldscore && newtime < oldtime)) c |= 1<<1; // Better score if (newrings > oldrings || (newrings == oldrings && newtime < oldtime)) c |= 1<<2; // Better rings return c; } // // G_PlayDemo // void G_DeferedPlayDemo(const char *name) { COM_BufAddText("playdemo \""); COM_BufAddText(name); COM_BufAddText("\"\n"); } // // Start a demo from a .LMP file or from a wad resource // void G_DoPlayDemo(char *defdemoname) { UINT8 i; lumpnum_t l; char skin[17],color[17],*n,*pdemoname; UINT8 version,subversion,charability,charability2,thrustfactor,accelstart,acceleration; UINT32 randseed; fixed_t actionspd,mindash,maxdash,normalspeed,runspeed,jumpfactor; char msg[1024]; skin[16] = '\0'; color[16] = '\0'; n = defdemoname+strlen(defdemoname); while (*n != '/' && *n != '\\' && n != defdemoname) n--; if (n != defdemoname) n++; pdemoname = ZZ_Alloc(strlen(n)+1); strcpy(pdemoname,n); // Internal if no extension, external if one exists if (FIL_CheckExtension(defdemoname)) { //FIL_DefaultExtension(defdemoname, ".lmp"); if (!FIL_ReadFile(defdemoname, &demobuffer)) { snprintf(msg, 1024, M_GetText("Failed to read file '%s'.\n"), defdemoname); CONS_Alert(CONS_ERROR, "%s", msg); gameaction = ga_nothing; M_StartMessage(msg, NULL, MM_NOTHING); return; } demo_p = demobuffer; } // load demo resource from WAD else if ((l = W_CheckNumForName(defdemoname)) == LUMPERROR) { snprintf(msg, 1024, M_GetText("Failed to read lump '%s'.\n"), defdemoname); CONS_Alert(CONS_ERROR, "%s", msg); gameaction = ga_nothing; M_StartMessage(msg, NULL, MM_NOTHING); return; } else // it's an internal demo demobuffer = demo_p = W_CacheLumpNum(l, PU_STATIC); // read demo header gameaction = ga_nothing; demoplayback = true; if (memcmp(demo_p, DEMOHEADER, 12)) { snprintf(msg, 1024, M_GetText("%s is not a SRB2 replay file.\n"), pdemoname); CONS_Alert(CONS_ERROR, "%s", msg); M_StartMessage(msg, NULL, MM_NOTHING); Z_Free(pdemoname); Z_Free(demobuffer); demoplayback = false; titledemo = false; return; } demo_p += 12; // DEMOHEADER version = READUINT8(demo_p); subversion = READUINT8(demo_p); demoversion = READUINT16(demo_p); switch(demoversion) { case DEMOVERSION: // latest always supported // compatibility available? case 0x0008: break; // too old, cannot support. default: snprintf(msg, 1024, M_GetText("%s is an incompatible replay format and cannot be played.\n"), pdemoname); CONS_Alert(CONS_ERROR, "%s", msg); M_StartMessage(msg, NULL, MM_NOTHING); Z_Free(pdemoname); Z_Free(demobuffer); demoplayback = false; titledemo = false; return; } demo_p += 16; // demo checksum if (memcmp(demo_p, "PLAY", 4)) { snprintf(msg, 1024, M_GetText("%s is the wrong type of recording and cannot be played.\n"), pdemoname); CONS_Alert(CONS_ERROR, "%s", msg); M_StartMessage(msg, NULL, MM_NOTHING); Z_Free(pdemoname); Z_Free(demobuffer); demoplayback = false; titledemo = false; return; } demo_p += 4; // "PLAY" if (demoversion <= 0x0008) gamemap = READUINT8(demo_p); else gamemap = READINT16(demo_p); demo_p += 16; // mapmd5 demoflags = READUINT8(demo_p); modeattacking = (demoflags & DF_ATTACKMASK)>>DF_ATTACKSHIFT; CON_ToggleOff(); hu_demoscore = 0; hu_demotime = UINT32_MAX; hu_demorings = 0; switch (modeattacking) { case ATTACKING_NONE: // 0 break; case ATTACKING_RECORD: // 1 hu_demotime = READUINT32(demo_p); hu_demoscore = READUINT32(demo_p); hu_demorings = READUINT16(demo_p); break; case ATTACKING_NIGHTS: // 2 hu_demotime = READUINT32(demo_p); hu_demoscore = READUINT32(demo_p); break; default: // 3 modeattacking = ATTACKING_NONE; break; } // Random seed randseed = READUINT32(demo_p); // Player name M_Memcpy(player_names[0],demo_p,16); demo_p += 16; // Skin M_Memcpy(skin,demo_p,16); demo_p += 16; // Color M_Memcpy(color,demo_p,16); demo_p += 16; charability = READUINT8(demo_p); charability2 = READUINT8(demo_p); actionspd = (fixed_t)READUINT8(demo_p)<color = players[0].skincolor; oldghost.x = players[0].mo->x; oldghost.y = players[0].mo->y; oldghost.z = players[0].mo->z; } // Set saved attribute values // No cheat checking here, because even if they ARE wrong... // it would only break the replay if we clipped them. players[0].charability = charability; players[0].charability2 = charability2; players[0].actionspd = actionspd; players[0].mindash = mindash; players[0].maxdash = maxdash; players[0].normalspeed = normalspeed; players[0].runspeed = runspeed; players[0].thrustfactor = thrustfactor; players[0].accelstart = accelstart; players[0].acceleration = acceleration; players[0].jumpfactor = jumpfactor; demo_start = true; } void G_AddGhost(char *defdemoname) { INT32 i; lumpnum_t l; char name[17],skin[17],color[17],*n,*pdemoname,md5[16]; demoghost *gh; UINT8 flags; UINT8 *buffer,*p; mapthing_t *mthing; UINT16 count, ghostversion; name[16] = '\0'; skin[16] = '\0'; color[16] = '\0'; n = defdemoname+strlen(defdemoname); while (*n != '/' && *n != '\\' && n != defdemoname) n--; if (n != defdemoname) n++; pdemoname = ZZ_Alloc(strlen(n)+1); strcpy(pdemoname,n); // Internal if no extension, external if one exists if (FIL_CheckExtension(defdemoname)) { //FIL_DefaultExtension(defdemoname, ".lmp"); if (!FIL_ReadFileTag(defdemoname, &buffer, PU_LEVEL)) { CONS_Alert(CONS_ERROR, M_GetText("Failed to read file '%s'.\n"), defdemoname); Z_Free(pdemoname); return; } p = buffer; } // load demo resource from WAD else if ((l = W_CheckNumForName(defdemoname)) == LUMPERROR) { CONS_Alert(CONS_ERROR, M_GetText("Failed to read lump '%s'.\n"), defdemoname); Z_Free(pdemoname); return; } else // it's an internal demo buffer = p = W_CacheLumpNum(l, PU_LEVEL); // read demo header if (memcmp(p, DEMOHEADER, 12)) { CONS_Alert(CONS_NOTICE, M_GetText("Ghost %s: Not a SRB2 replay.\n"), pdemoname); Z_Free(pdemoname); Z_Free(buffer); return; } p += 12; // DEMOHEADER p++; // VERSION p++; // SUBVERSION ghostversion = READUINT16(p); switch(ghostversion) { case DEMOVERSION: // latest always supported // compatibility available? case 0x0008: break; // too old, cannot support. default: CONS_Alert(CONS_NOTICE, M_GetText("Ghost %s: Demo version incompatible.\n"), pdemoname); Z_Free(pdemoname); Z_Free(buffer); return; } M_Memcpy(md5, p, 16); p += 16; // demo checksum for (gh = ghosts; gh; gh = gh->next) if (!memcmp(md5, gh->checksum, 16)) // another ghost in the game already has this checksum? { // Don't add another one, then! CONS_Debug(DBG_SETUP, "Rejecting duplicate ghost %s (MD5 was matched)\n", pdemoname); Z_Free(pdemoname); Z_Free(buffer); return; } if (memcmp(p, "PLAY", 4)) { CONS_Alert(CONS_NOTICE, M_GetText("Ghost %s: Demo format unacceptable.\n"), pdemoname); Z_Free(pdemoname); Z_Free(buffer); return; } p += 4; // "PLAY" if (ghostversion <= 0x0008) p++; // gamemap else p += 2; // gamemap p += 16; // mapmd5 (possibly check for consistency?) flags = READUINT8(p); if (!(flags & DF_GHOST)) { CONS_Alert(CONS_NOTICE, M_GetText("Ghost %s: No ghost data in this demo.\n"), pdemoname); Z_Free(pdemoname); Z_Free(buffer); return; } switch ((flags & DF_ATTACKMASK)>>DF_ATTACKSHIFT) { case ATTACKING_NONE: // 0 break; case ATTACKING_RECORD: // 1 p += 10; // demo time, score, and rings break; case ATTACKING_NIGHTS: // 2 p += 8; // demo time left, score break; default: // 3 break; } p += 4; // random seed // Player name (TODO: Display this somehow if it doesn't match cv_playername!) M_Memcpy(name, p,16); p += 16; // Skin M_Memcpy(skin, p,16); p += 16; // Color M_Memcpy(color, p,16); p += 16; // Ghosts do not have a player structure to put this in. p++; // charability p++; // charability2 p++; // actionspd p++; // mindash p++; // maxdash p++; // normalspeed p++; // runspeed p++; // thrustfactor p++; // accelstart p++; // acceleration p += 4; // jumpfactor // net var data count = READUINT16(p); while (count--) { p += 2; SKIPSTRING(p); p++; } if (*p == DEMOMARKER) { CONS_Alert(CONS_NOTICE, M_GetText("Failed to add ghost %s: Replay is empty.\n"), pdemoname); Z_Free(pdemoname); Z_Free(buffer); return; } gh = Z_Calloc(sizeof(demoghost), PU_LEVEL, NULL); gh->next = ghosts; gh->buffer = buffer; M_Memcpy(gh->checksum, md5, 16); gh->p = p; ghosts = gh; gh->version = ghostversion; mthing = playerstarts[0]; I_Assert(mthing); { // A bit more complex than P_SpawnPlayer because ghosts aren't solid and won't just push themselves out of the ceiling. fixed_t z,f,c; gh->mo = P_SpawnMobj(mthing->x << FRACBITS, mthing->y << FRACBITS, 0, MT_GHOST); gh->mo->angle = FixedAngle(mthing->angle*FRACUNIT); f = gh->mo->floorz; c = gh->mo->ceilingz - mobjinfo[MT_PLAYER].height; if (!!(mthing->options & MTF_AMBUSH) ^ !!(mthing->options & MTF_OBJECTFLIP)) { z = c; if (mthing->options >> ZSHIFT) z -= ((mthing->options >> ZSHIFT) << FRACBITS); if (z < f) z = f; } else { z = f; if (mthing->options >> ZSHIFT) z += ((mthing->options >> ZSHIFT) << FRACBITS); if (z > c) z = c; } gh->mo->z = z; } gh->mo->state = states+S_PLAY_STND; gh->mo->sprite = gh->mo->state->sprite; gh->mo->frame = (gh->mo->state->frame & FF_FRAMEMASK) | tr_trans20<mo->tics = -1; gh->oldmo.x = gh->mo->x; gh->oldmo.y = gh->mo->y; gh->oldmo.z = gh->mo->z; // Set skin gh->mo->skin = &skins[0]; for (i = 0; i < numskins; i++) if (!stricmp(skins[i].name,skin)) { gh->mo->skin = &skins[i]; break; } gh->oldmo.skin = gh->mo->skin; // Set color gh->mo->color = ((skin_t*)gh->mo->skin)->prefcolor; for (i = 0; i < MAXSKINCOLORS; i++) if (!stricmp(Color_Names[i],color)) { gh->mo->color = (UINT8)i; break; } gh->oldmo.color = gh->mo->color; CONS_Printf(M_GetText("Added ghost %s from %s\n"), name, pdemoname); Z_Free(pdemoname); } // // G_TimeDemo // NOTE: name is a full filename for external demos // static INT32 restorecv_vidwait; void G_TimeDemo(const char *name) { nodrawers = M_CheckParm("-nodraw"); noblit = M_CheckParm("-noblit"); restorecv_vidwait = cv_vidwait.value; if (cv_vidwait.value) CV_Set(&cv_vidwait, "0"); timingdemo = true; singletics = true; framecount = 0; demostarttime = I_GetTime(); G_DeferedPlayDemo(name); } void G_DoPlayMetal(void) { lumpnum_t l; mobj_t *mo = NULL; thinker_t *th; // it's an internal demo if ((l = W_CheckNumForName(va("%sMS",G_BuildMapName(gamemap)))) == LUMPERROR) { CONS_Alert(CONS_WARNING, M_GetText("No bot recording for this map.\n")); return; } else metalbuffer = metal_p = W_CacheLumpNum(l, PU_STATIC); // find metal sonic for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo = (mobj_t *)th; if (mo->type == MT_METALSONIC_RACE) break; } if (!mo) { CONS_Alert(CONS_ERROR, M_GetText("Failed to find bot entity.\n")); Z_Free(metalbuffer); return; } // read demo header metal_p += 12; // DEMOHEADER metal_p++; // VERSION metal_p++; // SUBVERSION metalversion = READUINT16(metal_p); switch(metalversion) { case DEMOVERSION: // latest always supported // compatibility available? case 0x0008: break; // too old, cannot support. default: CONS_Alert(CONS_WARNING, M_GetText("Failed to load bot recording for this map, format version incompatible.\n")); Z_Free(metalbuffer); return; } metal_p += 16; // demo checksum if (memcmp(metal_p, "METL", 4)) { CONS_Alert(CONS_WARNING, M_GetText("Failed to load bot recording for this map, wasn't recorded in Metal format.\n")); Z_Free(metalbuffer); return; } metal_p += 4; // "METL" // read initial tic memset(&oldmetal,0,sizeof(oldmetal)); oldmetal.x = mo->x; oldmetal.y = mo->y; oldmetal.z = mo->z; oldmetal.angle = mo->angle; metalplayback = mo; } void G_DoneLevelLoad(void) { CONS_Printf(M_GetText("Loaded level in %f sec\n"), (double)(I_GetTime() - demostarttime) / TICRATE); framecount = 0; demostarttime = I_GetTime(); } /* =================== = = 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 =================== */ // Stops metal sonic's demo. Separate from other functions because metal + replays can coexist void G_StopMetalDemo(void) { // Metal Sonic finishing doesn't end the game, dammit. Z_Free(metalbuffer); metalbuffer = NULL; metalplayback = NULL; metal_p = NULL; } // Stops metal sonic recording. ATTRNORETURN void FUNCNORETURN G_StopMetalRecording(void) { boolean saved = false; if (demo_p) { UINT8 *p = demobuffer+16; // checksum position #ifdef NOMD5 UINT8 i; WRITEUINT8(demo_p, DEMOMARKER); // add the demo end marker for (i = 0; i < 16; i++, p++) *p = P_RandomByte(); // This MD5 was chosen by fair dice roll and most likely < 50% correct. #else WRITEUINT8(demo_p, DEMOMARKER); // add the demo end marker md5_buffer((char *)p+16, demo_p - (p+16), (void *)p); // make a checksum of everything after the checksum in the file. #endif saved = FIL_WriteFile(va("%sMS.LMP", G_BuildMapName(gamemap)), demobuffer, demo_p - demobuffer); // finally output the file. } free(demobuffer); metalrecording = false; if (saved) I_Error("Saved to %sMS.LMP", G_BuildMapName(gamemap)); I_Error("Failed to save demo!"); } // reset engine variable set for the demos // called from stopdemo command, map command, and g_checkdemoStatus. void G_StopDemo(void) { Z_Free(demobuffer); demobuffer = NULL; demoplayback = false; titledemo = false; timingdemo = false; singletics = false; if (gamestate == GS_INTERMISSION) Y_EndIntermission(); // cleanup G_SetGamestate(GS_NULL); wipegamestate = GS_NULL; SV_StopServer(); SV_ResetServer(); } boolean G_CheckDemoStatus(void) { boolean saved; while (ghosts) { demoghost *next = ghosts->next; Z_Free(ghosts); ghosts = next; } ghosts = NULL; // DO NOT end metal sonic demos here if (timingdemo) { INT32 demotime; double f1, f2; demotime = I_GetTime() - demostarttime; if (!demotime) return true; G_StopDemo(); timingdemo = false; f1 = (double)demotime; f2 = (double)framecount*TICRATE; CONS_Printf(M_GetText("timed %u gametics in %d realtics\n%f seconds, %f avg fps\n"), leveltime,demotime,f1/TICRATE,f2/f1); if (restorecv_vidwait != cv_vidwait.value) CV_SetValue(&cv_vidwait, restorecv_vidwait); D_AdvanceDemo(); return true; } if (demoplayback) { if (singledemo) I_Quit(); G_StopDemo(); if (modeattacking) M_EndModeAttackRun(); else D_AdvanceDemo(); return true; } if (demorecording) { UINT8 *p = demobuffer+16; // checksum position #ifdef NOMD5 UINT8 i; WRITEUINT8(demo_p, DEMOMARKER); // add the demo end marker for (i = 0; i < 16; i++, p++) *p = P_RandomByte(); // This MD5 was chosen by fair dice roll and most likely < 50% correct. #else WRITEUINT8(demo_p, DEMOMARKER); // add the demo end marker md5_buffer((char *)p+16, demo_p - (p+16), p); // make a checksum of everything after the checksum in the file. #endif saved = FIL_WriteFile(va(pandf, srb2home, demoname), demobuffer, demo_p - demobuffer); // finally output the file. free(demobuffer); demorecording = false; if (modeattacking != ATTACKING_RECORD) { if (saved) CONS_Printf(M_GetText("Demo %s recorded\n"), demoname); else CONS_Alert(CONS_WARNING, M_GetText("Demo %s not saved\n"), demoname); } return true; } return false; } // // G_SetGamestate // // Use this to set the gamestate, please. // void G_SetGamestate(gamestate_t newstate) { gamestate = newstate; } /* These functions handle the exitgame flag. Before, when the user chose to end a game, it happened immediately, which could cause crashes if the game was in the middle of something. Now, a flag is set, and the game can then be stopped when it's safe to do so. */ // Used as a callback function. void G_SetExitGameFlag(void) { exitgame = true; } void G_ClearExitGameFlag(void) { exitgame = false; } boolean G_GetExitGameFlag(void) { return exitgame; } // Same deal with retrying. void G_SetRetryFlag(void) { retrying = true; } void G_ClearRetryFlag(void) { retrying = false; } boolean G_GetRetryFlag(void) { return retrying; } // Time utility functions INT32 G_TicsToHours(tic_t tics) { return tics/(3600*TICRATE); } INT32 G_TicsToMinutes(tic_t tics, boolean full) { if (full) return tics/(60*TICRATE); else return tics/(60*TICRATE)%60; } INT32 G_TicsToSeconds(tic_t tics) { return (tics/TICRATE)%60; } INT32 G_TicsToCentiseconds(tic_t tics) { return (INT32)((tics%TICRATE) * (100.00f/TICRATE)); } INT32 G_TicsToMilliseconds(tic_t tics) { return (INT32)((tics%TICRATE) * (1000.00f/TICRATE)); }