SRB2/src/g_game.c

6125 lines
154 KiB
C

// 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 "d_clisrv.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
UINT32 mapmusposition; // Position to jump to
INT16 gamemap = 1;
INT16 maptol;
UINT8 globalweather = 0;
INT32 curWeather = PRECIP_NONE;
INT32 cursaveslot = 0; // Auto-save 1p savegame slot
//INT16 lastmapsaved = 0; // Last map we auto-saved at
INT16 lastmaploaded = 0; // Last map the game loaded
boolean gamecomplete = false;
UINT8 numgameovers = 0; // for startinglives balance
SINT8 startinglivesbalance[maxgameovers+1] = {3, 5, 7, 9, 12, 15, 20, 25, 30, 40, 50, 75, 99, 0x7F};
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;
UINT16 emeraldspawndelay = 60*TICRATE;
// menu demo things
UINT8 numDemos = 0;
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 ssspheres; // old special stage
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, sstage_end, smpstage_start, smpstage_end;
INT16 titlemap = 0;
boolean hidetitlepics = false;
INT16 bootmap; //bootmap for loading a map on startup
INT16 tutorialmap = 0; // map to load for tutorial
boolean tutorialmode = false; // are we in a tutorial right now?
INT32 tutorialgcs = gcs_custom; // which control scheme is loaded?
INT32 tutorialusemouse = 0; // store cv_usemouse user value
INT32 tutorialfreelook = 0; // store cv_alwaysfreelook user value
INT32 tutorialmousemove = 0; // store cv_mousemove user value
INT32 tutorialanalog = 0; // store cv_analog user value
boolean looptitle = false;
UINT8 skincolor_redteam = SKINCOLOR_RED;
UINT8 skincolor_blueteam = SKINCOLOR_BLUE;
UINT8 skincolor_redring = SKINCOLOR_SALMON;
UINT8 skincolor_bluering = SKINCOLOR_CORNFLOWER;
tic_t countdowntimer = 0;
boolean countdowntimeup = false;
boolean exitfadestarted = false;
cutscene_t *cutscenes[128];
textprompt_t *textprompts[MAX_PROMPTS];
INT16 nextmapoverride;
UINT8 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
boolean gottoken; // Did you get a token? Used for end of act
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;
UINT16 nightslinktics = 2*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
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);
static void DirectionChar_OnChange(void);
static void DirectionChar2_OnChange(void);
static void AutoBrake_OnChange(void);
static void AutoBrake2_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"},
{1, "X-Axis"}, {2, "Y-Axis"}, {-1, "X-Axis-"}, {-2, "Y-Axis-"},
#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
{0, NULL}};
#if JOYAXISSET > 4
"More Axis Sets"
#endif
// don't mind me putting these here, I was lazy to figure out where else I could put those without blowing up the compiler.
// it automatically becomes compact with 20+ players, but if you like it, I guess you can turn that on!
consvar_t cv_compactscoreboard= {"compactscoreboard", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
// chat timer thingy
static CV_PossibleValue_t chattime_cons_t[] = {{5, "MIN"}, {999, "MAX"}, {0, NULL}};
consvar_t cv_chattime = {"chattime", "8", CV_SAVE, chattime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
// chatwidth
static CV_PossibleValue_t chatwidth_cons_t[] = {{64, "MIN"}, {150, "MAX"}, {0, NULL}};
consvar_t cv_chatwidth = {"chatwidth", "128", CV_SAVE, chatwidth_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
// chatheight
static CV_PossibleValue_t chatheight_cons_t[] = {{6, "MIN"}, {22, "MAX"}, {0, NULL}};
consvar_t cv_chatheight= {"chatheight", "8", CV_SAVE, chatheight_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
// chat notifications (do you want to hear beeps? I'd understand if you didn't.)
consvar_t cv_chatnotifications= {"chatnotifications", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
// chat spam protection (why would you want to disable that???)
consvar_t cv_chatspamprotection= {"chatspamprotection", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
// minichat text background
consvar_t cv_chatbacktint = {"chatbacktint", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
// old shit console chat. (mostly exists for stuff like terminal, not because I cared if anyone liked the old chat.)
static CV_PossibleValue_t consolechat_cons_t[] = {{0, "Window"}, {1, "Console"}, {2, "Window (Hidden)"}, {0, NULL}};
consvar_t cv_consolechat = {"chatmode", "Window", CV_SAVE, consolechat_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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_alwaysfreelook = {"alwaysmlook", "On", 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_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};
// previously "analog", "analog2", "useranalog", and "useranalog2", invalidating 2.1-era copies of config.cfg
// changed because it'd be nice to see people try out our actually good controls with gamepads now autobrake exists
consvar_t cv_analog = {"sessionanalog", "Off", CV_CALL|CV_NOSHOWHELP, CV_OnOff, Analog_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_analog2 = {"sessionanalog2", "Off", CV_CALL|CV_NOSHOWHELP, CV_OnOff, Analog2_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_useranalog = {"configanalog", "Off", CV_SAVE|CV_CALL|CV_NOSHOWHELP, CV_OnOff, UserAnalog_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_useranalog2 = {"configanalog2", "Off", CV_SAVE|CV_CALL|CV_NOSHOWHELP, CV_OnOff, UserAnalog2_OnChange, 0, NULL, NULL, 0, 0, NULL};
// deez New User eXperiences
static CV_PossibleValue_t directionchar_cons_t[] = {{0, "Camera"}, {1, "Movement"}, {0, NULL}};
consvar_t cv_directionchar = {"directionchar", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_directionchar2 = {"directionchar2", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar2_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_autobrake = {"autobrake", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_autobrake2 = {"autobrake2", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake2_OnChange, 0, NULL, NULL, 0, 0, NULL};
typedef enum
{
AXISNONE = 0,
AXISTURN,
AXISMOVE,
AXISLOOK,
AXISSTRAFE,
AXISDEAD, //Axises that don't want deadzones
AXISJUMP,
AXISSPIN,
AXISFIRE,
AXISFIRENORMAL,
} axis_input_e;
consvar_t cv_turnaxis = {"joyaxis_turn", "X-Rudder", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_moveaxis = {"joyaxis_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_sideaxis = {"joyaxis_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_lookaxis = {"joyaxis_look", "Y-Rudder-", 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", "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};
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};
consvar_t cv_sideaxis2 = {"joyaxis2_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_lookaxis2 = {"joyaxis2_look", "Y-Rudder-", 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", "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};
#ifdef SEENAMES
player_t *seenplayer; // player we're aiming at right now
#endif
// now automatically allocated in D_RegisterClientCommands
// so that it doesn't have to be updated depending on the value of MAXPLAYERS
char player_names[MAXPLAYERS][MAXPLAYERNAME+1];
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
Nextmap_OnChange();
}
// 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;
}
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];
}
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;
}
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];
}
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<<FRACBITS>>16, 50<<FRACBITS>>16};
static fixed_t sidemove[2] = {25<<FRACBITS>>16, 50<<FRACBITS>>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, altaxis, i;
const INT32 speed = 1;
// these ones used for multiple conditions
boolean turnleft, turnright, strafelkey, straferkey, movefkey, movebkey, 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.
// ...OR if we're blindfolded. No looking into the floor.
if (paused || P_AutoPause() || (gamestate == GS_LEVEL && (player->playerstate == PST_REBORN || ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK)
&& (leveltime < hidetime * TICRATE) && (player->pflags & PF_TAGIT)))))
{
cmd->angleturn = (INT16)(localangle >> 16);
cmd->aiming = G_ClipAimingPitch(&localaiming);
return;
}
turnright = PLAYER1INPUTDOWN(gc_turnright);
turnleft = PLAYER1INPUTDOWN(gc_turnleft);
straferkey = PLAYER1INPUTDOWN(gc_straferight);
strafelkey = PLAYER1INPUTDOWN(gc_strafeleft);
movefkey = PLAYER1INPUTDOWN(gc_forward);
movebkey = PLAYER1INPUTDOWN(gc_backward);
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 (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| (!demoplayback && (player->climbing
|| (player->powers[pw_carry] == CR_NIGHTSMODE)
|| (player->pflags & (PF_SLIDING|PF_FORCESTRAFE))))) // Analog
forcestrafe = true;
if (forcestrafe)
{
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 (cv_analog.value) // Analog
{
if (turnright)
cmd->buttons |= BT_CAMRIGHT;
if (turnleft)
cmd->buttons |= BT_CAMLEFT;
}
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);
altaxis = JoyAxis(AXISLOOK);
if (movefkey || (gamepadjoystickmove && axis < 0)
|| ((player->powers[pw_carry] == CR_NIGHTSMODE)
&& (PLAYER1INPUTDOWN(gc_lookup) || (gamepadjoystickmove && altaxis < 0))))
forward = forwardmove[speed];
if (movebkey || (gamepadjoystickmove && axis > 0)
|| ((player->powers[pw_carry] == CR_NIGHTSMODE)
&& (PLAYER1INPUTDOWN(gc_lookdown) || (gamepadjoystickmove && altaxis > 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 (straferkey)
side += sidemove[speed];
if (strafelkey)
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;
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 (!(player->powers[pw_carry] == CR_NIGHTSMODE))
{
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 ((!demoplayback && (player->climbing
|| (player->pflags & PF_SLIDING)))) // Analog for mouse
side += mousex*2;
else if (cv_analog.value)
{
if (mousex)
{
if (mousex > 0)
cmd->buttons |= BT_CAMRIGHT;
else
cmd->buttons |= BT_CAMLEFT;
}
}
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.
// 9-18-2017: ALSO, only do this when using keys to move. Gamepad analog sticks get severely gimped by this
if (!forcestrafe && (((movefkey || movebkey) && side) || ((strafelkey || straferkey) && forward)))
{
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) {
if (player->awayviewtics)
cmd->angleturn = (INT16)(player->awayviewmobj->angle >> 16);
else
cmd->angleturn = (INT16)(thiscam->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, altaxis, i;
const INT32 speed = 1;
// these ones used for multiple conditions
boolean turnleft, turnright, strafelkey, straferkey, movefkey, movebkey, 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);
straferkey = PLAYER2INPUTDOWN(gc_straferight);
strafelkey = PLAYER2INPUTDOWN(gc_strafeleft);
movefkey = PLAYER2INPUTDOWN(gc_forward);
movebkey = PLAYER2INPUTDOWN(gc_backward);
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 (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| player->climbing
|| (player->powers[pw_carry] == CR_NIGHTSMODE)
|| (player->pflags & (PF_SLIDING|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 (cv_analog2.value) // Analog
{
if (turnright)
cmd->buttons |= BT_CAMRIGHT;
if (turnleft)
cmd->buttons |= BT_CAMLEFT;
}
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);
altaxis = Joy2Axis(AXISLOOK);
if (movefkey || (gamepadjoystickmove && axis < 0)
|| ((player->powers[pw_carry] == CR_NIGHTSMODE)
&& (PLAYER2INPUTDOWN(gc_lookup) || (gamepadjoystickmove && altaxis < 0))))
forward = forwardmove[speed];
if (movebkey || (gamepadjoystickmove && axis > 0)
|| ((player->powers[pw_carry] == CR_NIGHTSMODE)
&& (PLAYER2INPUTDOWN(gc_lookdown) || (gamepadjoystickmove && altaxis > 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 (straferkey)
side += sidemove[speed];
if (strafelkey)
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;
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 (!(player->powers[pw_carry] == CR_NIGHTSMODE))
{
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 (player->climbing
|| (player->pflags & PF_SLIDING)) // Analog for mouse
side += mouse2x*2;
else if (cv_analog2.value)
{
if (mouse2x)
{
if (mouse2x > 0)
cmd->buttons |= BT_CAMRIGHT;
else
cmd->buttons |= BT_CAMLEFT;
}
}
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.
// 9-18-2017: ALSO, only do this when using keys to move. Gamepad analog sticks get severely gimped by this
if (!forcestrafe && (((movefkey || movebkey) && side) || ((strafelkey || straferkey) && forward)))
{
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) {
if (player->awayviewtics)
cmd->angleturn = (INT16)(player->awayviewmobj->angle >> 16);
else
cmd->angleturn = (INT16)(thiscam->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();
}
static void DirectionChar_OnChange(void)
{
SendWeaponPref();
}
static void DirectionChar2_OnChange(void)
{
SendWeaponPref2();
}
static void AutoBrake_OnChange(void)
{
SendWeaponPref();
}
static void AutoBrake2_OnChange(void)
{
SendWeaponPref2();
}
//
// G_DoLoadLevel
//
void G_DoLoadLevel(boolean resetplayer)
{
INT32 i;
// Make sure objectplace is OFF when you first start the level!
OP_ResetObjectplace();
demosynced = true;
levelstarttic = gametic; // for time calculation
if (wipegamestate == GS_LEVEL)
wipegamestate = -1; // force a wipe
if (gamestate == GS_INTERMISSION)
Y_EndIntermission();
// cleanup
if (titlemapinaction == TITLEMAP_LOADING)
{
if (W_CheckNumForName(G_BuildMapName(gamemap)) == LUMPERROR)
{
titlemap = 0; // let's not infinite recursion ok
Command_ExitGame_f();
return;
}
titlemapinaction = TITLEMAP_RUNNING;
}
else
titlemapinaction = TITLEMAP_OFF;
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)) // this never returns 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();
}
INT32 pausedelay = 0;
boolean pausebreakkey = false;
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 || gamestate == GS_ENDING) // todo: keep ending here?
{
if (HU_Responder(ev))
return true; // chat ate the event
if (F_CreditResponder(ev))
{
// Skip credits for everyone
if (!netgame || server || IsPlayerAdmin(consoleplayer))
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
return true;
}
}
else if (gamestate == GS_CONTINUING)
{
if (F_ContinueResponder(ev))
return true;
}
// Demo End
else if (gamestate == GS_GAMEEND)
return true;
else if (gamestate == GS_INTERMISSION || gamestate == GS_EVALUATION)
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 (modeattacking && !demoplayback && (gamestate == GS_LEVEL))
{
pausebreakkey = (ev->data1 == KEY_PAUSE);
if (menuactive || pausedelay < 0 || leveltime < 2)
return true;
if (pausedelay < 1+(NEWTICRATE/2))
pausedelay = 1+(NEWTICRATE/2);
else if (++pausedelay > 1+(NEWTICRATE/2)+(NEWTICRATE/3))
{
G_SetRetryFlag();
return true;
}
pausedelay++; // counteract subsequent subtraction this frame
}
else
{
INT32 oldpausedelay = pausedelay;
pausedelay = (NEWTICRATE/7);
if (!oldpausedelay)
{
// command will handle all the checks for us
COM_ImmedExecute("pause");
return true;
}
}
}
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();
if (modeattacking)
{
pausedelay = INT32_MIN;
M_ModeAttackRetry(0);
}
else
{
// Costs a life to retry ... unless the player in question is dead already.
if (G_GametypeUsesLives() && players[consoleplayer].playerstate == PST_LIVE && players[consoleplayer].lives != INFLIVES)
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();
F_TextPromptTicker();
AM_Ticker();
HU_Ticker();
break;
case GS_INTERMISSION:
if (run)
Y_Ticker();
HU_Ticker();
break;
case GS_TIMEATTACK:
F_MenuPresTicker(run);
break;
case GS_INTRO:
if (run)
F_IntroTicker();
break;
case GS_ENDING:
if (run)
F_EndingTicker();
HU_Ticker();
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();
HU_Ticker();
break;
case GS_CONTINUING:
if (run)
F_ContinueTicker();
break;
case GS_CREDITS:
if (run)
F_CreditTicker();
HU_Ticker();
break;
case GS_TITLESCREEN:
if (titlemapinaction) P_Ticker(run); // then intentionally fall through
/* FALLTHRU */
case GS_WAITINGPLAYERS:
F_MenuPresTicker(run);
F_TitleScreenTicker(run);
break;
case GS_DEDICATEDSERVER:
case GS_NULL:
break; // do nothing
}
if (run)
{
if (pausedelay && pausedelay != INT32_MIN)
{
if (pausedelay > 0)
pausedelay--;
else
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;
fixed_t camerascale;
fixed_t shieldscale;
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;
UINT32 followitem;
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;
fixed_t height;
fixed_t spinheight;
INT32 exiting;
INT16 numboxes;
INT16 totalring;
UINT8 laps;
UINT8 mare;
UINT8 skincolor;
INT32 skin;
UINT32 availabilities;
tic_t jointime;
boolean spectator;
boolean outofcoop;
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;
outofcoop = players[player].outofcoop;
pflags = (players[player].pflags & (PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE|PF_TAGIT|PF_GAMETYPEOVER));
// 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;
availabilities = players[player].availabilities;
camerascale = players[player].camerascale;
shieldscale = players[player].shieldscale;
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;
height = players[player].height;
spinheight = players[player].spinheight;
thokitem = players[player].thokitem;
spinitem = players[player].spinitem;
revitem = players[player].revitem;
followitem = players[player].followitem;
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;
p->outofcoop = outofcoop;
// save player config truth reborn
p->skincolor = skincolor;
p->skin = skin;
p->availabilities = availabilities;
p->camerascale = camerascale;
p->shieldscale = shieldscale;
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->followitem = followitem;
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->height = height;
p->spinheight = spinheight;
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->rings = p->spheres = 0; // 0 rings
p->panim = PA_IDLE; // standing animation
//if ((netgame || multiplayer) && !p->spectator) -- moved into P_SpawnPlayer to account for forced changes there
//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);
mapmusposition = mapheaderinfo[gamemap-1]->muspos;
}
// This is in S_Start, but this was not here previously.
// if (cv_resetmusic.value)
// S_StopMusic();
S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
}
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;
p->marelap = p->marebonuslap = 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);
players[playernum].rings = mapheaderinfo[gamemap-1]->startrings;
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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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 resetlevel = false;
INT32 i;
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);
return;
}
if (countdowntimeup || (!(netgame || multiplayer) && gametype == GT_COOP))
resetlevel = true;
else if (gametype == GT_COOP && (netgame || multiplayer))
{
boolean notgameover = true;
if (cv_cooplives.value != 0 && player->lives <= 0) // consider game over first
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].exiting || players[i].lives > 0)
break;
}
if (i == MAXPLAYERS)
{
notgameover = false;
if (!countdown2)
{
// They're dead, Jim.
//nextmapoverride = spstage_start;
nextmapoverride = gamemap;
countdown2 = TICRATE;
skipstats = 2;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
players[i].score = 0;
}
//emeralds = 0;
tokenbits = 0;
tokenlist = 0;
token = 0;
}
}
}
if (notgameover && cv_coopstarposts.value == 2)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].playerstate != PST_DEAD && !players[i].spectator && players[i].mo && players[i].mo->health)
break;
}
if (i == MAXPLAYERS)
resetlevel = true;
}
}
if (resetlevel)
{
// reload the level from scratch
if (countdowntimeup)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
players[i].starpostangle = 0;
players[i].starposttime = 0;
players[i].starpostx = 0;
players[i].starposty = 0;
players[i].starpostz = 0;
players[i].starpostnum = 0;
}
}
if (!countdowntimeup && (mapheaderinfo[gamemap-1]->levelflags & LF_NORELOAD))
{
P_LoadThingsOnly();
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
players[i].playerstate = PST_REBORN;
P_ClearStarPost(players[i].starpostnum);
}
// Do a wipe
wipegamestate = -1;
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
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
G_SpawnPlayer(i, (players[i].starposttime));
}
// restore time in netgame (see also p_setup.c)
if ((netgame || multiplayer) && gametype == GT_COOP && cv_coopstarposts.value == 2)
{
// is this a hack? maybe
tic_t maxstarposttime = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].starposttime > maxstarposttime)
maxstarposttime = players[i].starposttime;
}
leveltime = maxstarposttime;
}
}
else
{
#ifdef HAVE_BLUA
LUAh_MapChange(gamemap);
#endif
G_DoLoadLevel(true);
return;
}
}
else
{
// respawn at the start
mobj_t *oldmo = NULL;
// Not resetting map, so return to level music
if (!countdown2
&& player->lives <= 0
&& cv_cooplives.value == 1) // not allowed for life steal because no way to come back from zero group lives without addons, which should call this anyways
P_RestoreMultiMusic(player);
// 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, (player->starposttime));
if (oldmo)
G_ChangePlayerReferences(oldmo, players[playernum].mo);
}
}
void G_AddPlayer(INT32 playernum)
{
INT32 countplayers = 0, notexiting = 0;
player_t *p = &players[playernum];
// Go through the current players and make sure you have the latest starpost set
if (G_PlatformGametype() && (netgame || multiplayer))
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].bot) // ignore dumb, stupid tails
continue;
countplayers++;
if (!players->exiting)
notexiting++;
if (!(cv_coopstarposts.value && (gametype == GT_COOP) && (p->starpostnum < players[i].starpostnum)))
continue;
p->starposttime = players[i].starposttime;
p->starpostx = players[i].starpostx;
p->starposty = players[i].starposty;
p->starpostz = players[i].starpostz;
p->starpostangle = players[i].starpostangle;
p->starpostnum = players[i].starpostnum;
}
}
p->jointime = 0;
p->playerstate = PST_REBORN;
p->height = mobjinfo[MT_PLAYER].height;
if (G_GametypeUsesLives() || ((netgame || multiplayer) && gametype == GT_COOP))
p->lives = cv_startinglives.value;
if (countplayers && !notexiting)
P_DoPlayerExit(p);
}
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();
}
else if (gamestate == GS_ENDING)
{
F_StartCredits();
}
else if (gamestate == GS_CREDITS)
{
F_StartGameEvaluation();
}
}
// See also the enum GameType in doomstat.h
const char *Gametype_Names[NUMGAMETYPES] =
{
"Co-op", // GT_COOP
"Competition", // GT_COMPETITION
"Race", // GT_RACE
"Match", // GT_MATCH
"Team Match", // GT_TEAMMATCH
"Tag", // GT_TAG
"Hide & Seek", // GT_HIDEANDSEEK
"CTF" // GT_CTF
};
//
// G_GetGametypeByName
//
// Returns the number for the given gametype name string, or -1 if not valid.
//
INT32 G_GetGametypeByName(const char *gametypestr)
{
INT32 i;
for (i = 0; i < NUMGAMETYPES; i++)
if (!stricmp(gametypestr, Gametype_Names[i]))
return i;
return -1; // unknown gametype
}
//
// G_IsSpecialStage
//
// Returns TRUE if
// the given map is a special stage.
//
boolean G_IsSpecialStage(INT32 mapnum)
{
if (gametype != GT_COOP || modeattacking == ATTACKING_RECORD)
return false;
if (mapnum >= sstage_start && mapnum <= sstage_end)
return true;
if (mapnum >= smpstage_start && mapnum <= smpstage_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 <graue@oceanbase.org>
*/
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 <graue@oceanbase.org>
*/
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;
tokenlist = 0; // Reset the list
if (modeattacking && pausedelay)
pausedelay = 0;
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 > 1103-1)
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 ((gottoken = (gametype == GT_COOP && token)))
{
token--;
for (i = 0; i < 7; i++)
if (!(emeralds & (1<<i)))
{
nextmap = ((netgame || multiplayer) ? smpstage_start : sstage_start) + i - 1; // to special stage!
break;
}
if (i == 7)
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 && skipstats <= 1) // 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;
if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking) && (!modifiedgame || savemoddata) && cursaveslot > 0)
G_SaveGameOver((UINT32)cursaveslot, true);
// Reset # of lives
pl->lives = (ultimatemode) ? 1 : startinglivesbalance[numgameovers];
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 == 1103-1) // end game with ending
{
F_StartEnding();
return;
}
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 = smpstage_start = 50;
sstage_end = smpstage_end = 56; // 7 special stages in vanilla SRB2
sstage_end++; // plus one weirdo
// 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] & MV_MAX));
// 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
//
// 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 slot)
{
boolean saved;
char savename[256] = "";
const char *backup;
sprintf(savename, savegamename, slot);
backup = va("%s",savename);
// save during evaluation or credits? game's over, folks!
if (gamestate == GS_ENDING || 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, slot, savegamename);
}
#define BADSAVE goto cleanup;
#define CHECKPOS if (save_p >= end_p) BADSAVE
void G_SaveGameOver(UINT32 slot, boolean modifylives)
{
boolean saved = false;
size_t length;
char vcheck[VERSIONSIZE];
char savename[255];
const char *backup;
sprintf(savename, savegamename, slot);
backup = va("%s",savename);
length = FIL_ReadFile(savename, &savebuffer);
if (!length)
{
CONS_Printf(M_GetText("Couldn't read file %s\n"), savename);
return;
}
{
char temp[sizeof(timeattackfolder)];
UINT8 *end_p = savebuffer + length;
UINT8 *lives_p;
SINT8 pllives;
save_p = savebuffer;
// Version check
memset(vcheck, 0, sizeof (vcheck));
sprintf(vcheck, "version %d", VERSION);
if (strcmp((const char *)save_p, (const char *)vcheck)) BADSAVE
save_p += VERSIONSIZE;
// P_UnArchiveMisc()
(void)READINT16(save_p);
CHECKPOS
(void)READUINT16(save_p); // emeralds
CHECKPOS
READSTRINGN(save_p, temp, sizeof(temp)); // mod it belongs to
if (strcmp(temp, timeattackfolder)) BADSAVE
// P_UnArchivePlayer()
CHECKPOS
(void)READUINT16(save_p);
CHECKPOS
WRITEUINT8(save_p, numgameovers);
CHECKPOS
lives_p = save_p;
pllives = READSINT8(save_p); // lives
CHECKPOS
if (modifylives && pllives < startinglivesbalance[numgameovers])
{
pllives = startinglivesbalance[numgameovers];
WRITESINT8(lives_p, pllives);
}
(void)READINT32(save_p); // Score
CHECKPOS
(void)READINT32(save_p); // continues
// File end marker check
CHECKPOS
if (READUINT8(save_p) != 0x1d) BADSAVE;
// done
saved = FIL_WriteFile(backup, savebuffer, length);
}
cleanup:
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, slot, savegamename);
Z_Free(savebuffer);
save_p = savebuffer = NULL;
}
#undef CHECKPOS
#undef BADSAVE
//
// 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 = skins[pickedchar].prefcolor;
paused = false;
if (demoplayback)
COM_BufAddText("stopdemo\n");
ghosts = NULL;
// this leave the actual game if needed
SV_StartSinglePlayerServer();
if (savedata.lives > 0)
{
if ((botingame = ((botskin = savedata.botskin) != 0)))
botcolor = skins[botskin-1].prefcolor;
}
else if (splitscreen != SSSG)
{
splitscreen = SSSG;
SplitScreen_OnChange();
}
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, boolean FLS)
{
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
numgameovers = tokenlist = token = sstimer = redscore = bluescore = lastmap = 0;
countdown = countdown2 = exitfadestarted = 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)
{
if (!FLS || (players[i].lives < 1))
players[i].lives = cv_startinglives.value;
players[i].continues = 0;
}
else
{
players[i].lives = (pultmode) ? 1 : startinglivesbalance[0];
players[i].continues = (pultmode) ? 0 : 1;
}
if (!((netgame || multiplayer) && (FLS)))
players[i].score = 0;
// The latter two should clear by themselves, but just in case
players[i].pflags &= ~(PF_TAGIT|PF_GAMETYPEOVER|PF_FULLSTASIS);
// Clear cheatcodes too, just in case.
players[i].pflags &= ~(PF_GODMODE|PF_NOCLIP|PF_INVIS);
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 (!mapheaderinfo[mapnum-1])
P_AllocMapHeader(mapnum-1);
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 0x000a
#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_FRAME 0x10 // Animation frame
#define GZT_SPR2 0x20 // Player animations
#define GZT_EXTRA 0x40
#define GZT_FOLLOW 0x80 // Followmobj
// 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)
// spare EZT slot 0x80
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;
if (!demo_p)
return;
if (!(demoflags & DF_GHOST))
return; // No ghost data to write.
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->player && ghost->player->drawangle>>24 != oldghost.angle)
{
oldghost.angle = ghost->player->drawangle>>24;
ziptic |= GZT_ANGLE;
WRITEUINT8(demo_p,oldghost.angle);
}
// Store the sprite frame.
if ((ghost->frame & FF_FRAMEMASK) != oldghost.frame)
{
oldghost.frame = (ghost->frame & FF_FRAMEMASK);
ziptic |= GZT_FRAME;
WRITEUINT8(demo_p,oldghost.frame);
}
if (ghost->sprite == SPR_PLAY
&& ghost->sprite2 != oldghost.sprite2)
{
oldghost.sprite2 = ghost->sprite2;
ziptic |= GZT_SPR2;
WRITEUINT8(demo_p,oldghost.sprite2);
}
// Check for sprite set changes
if (ghost->sprite != oldghost.sprite)
{
oldghost.sprite = ghost->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,oldghost.sprite);
ghostext.flags = 0;
}
if (ghost->player && ghost->player->followmobj) // bloats tails runs but what can ya do
{
INT16 temp;
ziptic |= GZT_FOLLOW;
temp = (INT16)((ghost->player->followmobj->x-ghost->x)>>8);
WRITEINT16(demo_p,temp);
temp = (INT16)((ghost->player->followmobj->y-ghost->y)>>8);
WRITEINT16(demo_p,temp);
temp = (INT16)((ghost->player->followmobj->z-ghost->z)>>8);
WRITEINT16(demo_p,temp);
WRITEUINT8(demo_p,ghost->player->followmobj->sprite);
WRITEUINT8(demo_p,ghost->player->followmobj->sprite2);
WRITEUINT8(demo_p,(ghost->player->followmobj->frame & FF_FRAMEMASK));
}
*ziptic_p = ziptic;
// attention here for the ticcmd size!
// latest demos with mouse aiming byte in ticcmd
if (demo_p >= demoend - (13 + 9 + 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;
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_FRAME)
demo_p++;
if (ziptic & GZT_SPR2)
demo_p++;
if (ziptic & GZT_EXTRA)
{ // But wait, there's more!
UINT8 xziptic = READUINT8(demo_p);
if (xziptic & EZT_COLOR)
demo_p++;
if (xziptic & EZT_SCALE)
demo_p += sizeof(fixed_t);
if (xziptic & 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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mobj = (mobj_t *)th;
if (mobj->type == (mobjtype_t)type && mobj->x == x && mobj->y == y && mobj->z == z)
break;
}
if (th != &thlist[THINK_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, 0);
}
}
}
if (xziptic & EZT_SPRITE)
demo_p++;
}
if (ziptic & GZT_FOLLOW)
{ // Even more...
demo_p += sizeof(INT16);
demo_p += sizeof(INT16);
demo_p += sizeof(INT16);
demo_p++;
demo_p++;
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 (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);
UINT8 xziptic = 0;
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->mo->angle = READUINT8(g->p)<<24;
if (ziptic & GZT_FRAME)
g->oldmo.frame = READUINT8(g->p);
if (ziptic & GZT_SPR2)
g->oldmo.sprite2 = 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->frame = g->oldmo.frame | tr_trans30<<FF_TRANSSHIFT;
g->mo->sprite2 = g->oldmo.sprite2;
if (ziptic & GZT_EXTRA)
{ // But wait, there's more!
xziptic = READUINT8(g->p);
if (xziptic & EZT_COLOR)
{
g->color = READUINT8(g->p);
switch(g->color)
{
default:
case GHC_RETURNSKIN:
g->mo->skin = g->oldmo.skin;
// fallthru
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;
case GHC_NIGHTSSKIN: // not actually a colour
g->mo->skin = &skins[DEFAULTNIGHTSSKIN];
break;
}
}
if (xziptic & EZT_FLIP)
g->mo->eflags ^= MFE_VERTICALFLIP;
if (xziptic & EZT_SCALE)
{
g->mo->destscale = READFIXED(g->p);
if (g->mo->destscale != g->mo->scale)
P_SetScale(g->mo, g->mo->destscale);
}
if (xziptic & 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 (xziptic & 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<<FF_TRANSSHIFT; // P_SpawnGhostMobj sets trans50, we want trans60
}
else
{
mobj = P_SpawnMobj(g->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<<FF_TRANSSHIFT;
mobj->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 (xziptic & 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 (xziptic & EZT_SPRITE)
g->mo->sprite = READUINT8(g->p);
}
// Tick ghost colors (Super and Mario Invincibility flashing)
switch(g->color)
{
case GHC_SUPER: // Super (P_DoSuperStuff)
if (g->mo->skin)
{
skin_t *skin = (skin_t *)g->mo->skin;
g->mo->color = skin->supercolor;
}
else
g->mo->color = SKINCOLOR_SUPERGOLD1;
g->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4);
break;
case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer)
g->mo->color = (UINT8)(SKINCOLOR_RUBY + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RUBY))); // Passes through all saturated colours
break;
default:
break;
}
#define follow g->mo->tracer
if (ziptic & GZT_FOLLOW)
{ // Even more...
if (!follow)
{
mobj_t *newmo = P_SpawnMobj(g->mo->x, g->mo->y, g->mo->z, MT_GHOST);
P_SetTarget(&g->mo->tracer, newmo);
P_SetTarget(&newmo->tracer, g->mo);
newmo->skin = g->mo->skin;
newmo->tics = -1;
newmo->flags2 |= MF2_LINKDRAW;
follow->eflags = (follow->eflags & ~MFE_VERTICALFLIP)|(g->mo->eflags & MFE_VERTICALFLIP);
follow->destscale = g->mo->destscale;
if (follow->destscale != follow->scale)
P_SetScale(follow, follow->destscale);
}
else
{
if (xziptic & EZT_FLIP)
g->mo->eflags ^= MFE_VERTICALFLIP;
if (xziptic & EZT_SCALE)
{
follow->destscale = g->mo->destscale;
if (follow->destscale != follow->scale)
P_SetScale(follow, follow->destscale);
}
}
P_UnsetThingPosition(follow);
follow->x = g->mo->x + (READINT16(g->p)<<8);
follow->y = g->mo->y + (READINT16(g->p)<<8);
follow->z = g->mo->z + (READINT16(g->p)<<8);
P_SetThingPosition(follow);
follow->sprite = READUINT8(g->p);
follow->sprite2 = READUINT8(g->p);
follow->frame = (READUINT8(g->p)) | tr_trans30<<FF_TRANSSHIFT;
follow->angle = g->mo->angle;
follow->color = g->mo->color;
}
else if (follow)
{
P_RemoveMobj(follow);
P_SetTarget(&follow, NULL);
}
#undef follow
// 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)
metal->angle = READUINT8(metal_p)<<24;
if (ziptic & GZT_FRAME)
metal_p++; // Currently unused. (Metal Sonic figures out what he's doing his own damn self.)
if (ziptic & GZT_SPR2)
metal_p++;
// 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);
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->player && metal->player->drawangle>>24 != oldmetal.angle)
{
oldmetal.angle = metal->player->drawangle>>24;
ziptic |= GZT_ANGLE;
WRITEUINT8(demo_p,oldmetal.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);
// Setup 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;
// game data
M_Memcpy(demo_p, "PLAY", 4); demo_p += 4;
WRITEINT16(demo_p,gamemap);
M_Memcpy(demo_p, mapmd5, 16); demo_p += 16;
WRITEUINT8(demo_p,demoflags);
switch ((demoflags & DF_ATTACKMASK)>>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);
WRITEUINT8(demo_p,player->height>>FRACBITS);
WRITEUINT8(demo_p,player->spinheight>>FRACBITS);
WRITEUINT8(demo_p,player->camerascale>>FRACBITS);
WRITEUINT8(demo_p,player->shieldscale>>FRACBITS);
// Trying to convert it back to % causes demo desync due to precision loss.
// Don't do it.
WRITEFIXED(demo_p, player->jumpfactor);
// And mobjtype_t is best with UINT32 too...
WRITEUINT32(demo_p, player->followitem);
// Save pflag data
{
UINT8 buf = 0;
if (player->pflags & PF_FLIPCAM)
buf |= 0x01;
if (player->pflags & PF_ANALOGMODE)
buf |= 0x02;
if (player->pflags & PF_DIRECTIONCHAR)
buf |= 0x04;
if (player->pflags & PF_AUTOBRAKE)
buf |= 0x08;
if (cv_usejoystick.value)
buf |= 0x10;
CV_SetValue(&cv_showinputjoy, !!(cv_usejoystick.value));
WRITEUINT8(demo_p,buf);
}
// Save netvar data
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>>24;
// 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>>24;
}
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
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;
pflags_t pflags;
UINT32 randseed, followitem;
fixed_t camerascale,shieldscale,actionspd,mindash,maxdash,normalspeed,runspeed,jumpfactor,height,spinheight;
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
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"
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)<<FRACBITS;
mindash = (fixed_t)READUINT8(demo_p)<<FRACBITS;
maxdash = (fixed_t)READUINT8(demo_p)<<FRACBITS;
normalspeed = (fixed_t)READUINT8(demo_p)<<FRACBITS;
runspeed = (fixed_t)READUINT8(demo_p)<<FRACBITS;
thrustfactor = READUINT8(demo_p);
accelstart = READUINT8(demo_p);
acceleration = READUINT8(demo_p);
height = (fixed_t)READUINT8(demo_p)<<FRACBITS;
spinheight = (fixed_t)READUINT8(demo_p)<<FRACBITS;
camerascale = (fixed_t)READUINT8(demo_p)<<FRACBITS;
shieldscale = (fixed_t)READUINT8(demo_p)<<FRACBITS;
jumpfactor = READFIXED(demo_p);
followitem = READUINT32(demo_p);
// pflag data
{
UINT8 buf = READUINT8(demo_p);
pflags = 0;
if (buf & 0x01)
pflags |= PF_FLIPCAM;
if (buf & 0x02)
pflags |= PF_ANALOGMODE;
if (buf & 0x04)
pflags |= PF_DIRECTIONCHAR;
if (buf & 0x08)
pflags |= PF_AUTOBRAKE;
CV_SetValue(&cv_showinputjoy, !!(buf & 0x10));
}
// net var data
CV_LoadNetVars(&demo_p);
// Sigh ... it's an empty demo.
if (*demo_p == DEMOMARKER)
{
snprintf(msg, 1024, M_GetText("%s contains no data to 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;
}
Z_Free(pdemoname);
memset(&oldcmd,0,sizeof(oldcmd));
memset(&oldghost,0,sizeof(oldghost));
if (VERSION != version || SUBVERSION != subversion)
CONS_Alert(CONS_WARNING, M_GetText("Demo version does not match game version. Desyncs may occur.\n"));
// didn't start recording right away.
demo_start = false;
// Set skin
SetPlayerSkin(0, skin);
#ifdef HAVE_BLUA
LUAh_MapChange(gamemap);
#endif
displayplayer = consoleplayer = 0;
memset(playeringame,0,sizeof(playeringame));
playeringame[0] = true;
P_SetRandSeed(randseed);
G_InitNew(false, G_BuildMapName(gamemap), true, true, false);
// Set color
for (i = 0; i < MAXSKINCOLORS; i++)
if (!stricmp(Color_Names[i],color))
{
players[0].skincolor = i;
break;
}
CV_StealthSetValue(&cv_playercolor, players[0].skincolor);
if (players[0].mo)
{
players[0].mo->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].camerascale = camerascale;
players[0].shieldscale = shieldscale;
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].height = height;
players[0].spinheight = spinheight;
players[0].jumpfactor = jumpfactor;
players[0].followitem = followitem;
players[0].pflags = pflags;
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
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++; // height
p++; // spinheight
p++; // camerascale
p++; // shieldscale
p += 4; // jumpfactor
p += 4; // followitem
p++; // pflag data
// 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->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;
gh->mo->state = states+S_PLAY_STND;
gh->mo->sprite = gh->mo->state->sprite;
gh->mo->sprite2 = (gh->mo->state->frame & FF_FRAMEMASK);
gh->mo->frame = tr_trans20<<FF_TRANSSHIFT;
gh->mo->tics = -1;
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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo = (mobj_t *)th;
if (mo->type != MT_METALSONIC_RACE)
continue;
break;
}
if (th == &thlist[THINK_MOBJ])
{
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
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;
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));
}