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6125 lines
154 KiB
C
6125 lines
154 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file g_game.c
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/// \brief game loop functions, events handling
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#include "doomdef.h"
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#include "console.h"
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#include "d_main.h"
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#include "d_player.h"
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#include "d_clisrv.h"
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#include "f_finale.h"
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#include "p_setup.h"
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#include "p_saveg.h"
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#include "i_system.h"
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#include "am_map.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "r_draw.h"
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#include "r_main.h"
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#include "s_sound.h"
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#include "g_game.h"
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#include "m_cheat.h"
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#include "m_misc.h"
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#include "m_menu.h"
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#include "m_argv.h"
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#include "hu_stuff.h"
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#include "st_stuff.h"
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#include "z_zone.h"
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#include "i_video.h"
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#include "byteptr.h"
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#include "i_joy.h"
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#include "r_local.h"
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#include "r_things.h"
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#include "y_inter.h"
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#include "v_video.h"
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#include "dehacked.h" // get_number (for ghost thok)
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#include "lua_hook.h"
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#include "b_bot.h"
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#include "m_cond.h" // condition sets
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#include "md5.h" // demo checksums
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gameaction_t gameaction;
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gamestate_t gamestate = GS_NULL;
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UINT8 ultimatemode = false;
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boolean botingame;
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UINT8 botskin;
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UINT8 botcolor;
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JoyType_t Joystick;
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JoyType_t Joystick2;
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// 1024 bytes is plenty for a savegame
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#define SAVEGAMESIZE (1024)
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char gamedatafilename[64] = "gamedata.dat";
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char timeattackfolder[64] = "main";
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char customversionstring[32] = "\0";
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static void G_DoCompleted(void);
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static void G_DoStartContinue(void);
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static void G_DoContinued(void);
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static void G_DoWorldDone(void);
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char mapmusname[7]; // Music name
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UINT16 mapmusflags; // Track and reset bit
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UINT32 mapmusposition; // Position to jump to
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INT16 gamemap = 1;
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INT16 maptol;
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UINT8 globalweather = 0;
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INT32 curWeather = PRECIP_NONE;
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INT32 cursaveslot = 0; // Auto-save 1p savegame slot
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//INT16 lastmapsaved = 0; // Last map we auto-saved at
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INT16 lastmaploaded = 0; // Last map the game loaded
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boolean gamecomplete = false;
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UINT8 numgameovers = 0; // for startinglives balance
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SINT8 startinglivesbalance[maxgameovers+1] = {3, 5, 7, 9, 12, 15, 20, 25, 30, 40, 50, 75, 99, 0x7F};
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UINT16 mainwads = 0;
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boolean modifiedgame; // Set if homebrew PWAD stuff has been added.
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boolean savemoddata = false;
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UINT8 paused;
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UINT8 modeattacking = ATTACKING_NONE;
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boolean disableSpeedAdjust = false;
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boolean imcontinuing = false;
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boolean runemeraldmanager = false;
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UINT16 emeraldspawndelay = 60*TICRATE;
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// menu demo things
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UINT8 numDemos = 0;
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UINT32 demoDelayTime = 15*TICRATE;
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UINT32 demoIdleTime = 3*TICRATE;
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boolean timingdemo; // if true, exit with report on completion
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boolean nodrawers; // for comparative timing purposes
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boolean noblit; // for comparative timing purposes
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static tic_t demostarttime; // for comparative timing purposes
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boolean netgame; // only true if packets are broadcast
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boolean multiplayer;
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boolean playeringame[MAXPLAYERS];
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boolean addedtogame;
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player_t players[MAXPLAYERS];
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INT32 consoleplayer; // player taking events and displaying
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INT32 displayplayer; // view being displayed
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INT32 secondarydisplayplayer; // for splitscreen
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tic_t gametic;
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tic_t levelstarttic; // gametic at level start
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UINT32 ssspheres; // old special stage
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INT16 lastmap; // last level you were at (returning from special stages)
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tic_t timeinmap; // Ticker for time spent in level (used for levelcard display)
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INT16 spstage_start;
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INT16 sstage_start, sstage_end, smpstage_start, smpstage_end;
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INT16 titlemap = 0;
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boolean hidetitlepics = false;
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INT16 bootmap; //bootmap for loading a map on startup
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INT16 tutorialmap = 0; // map to load for tutorial
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boolean tutorialmode = false; // are we in a tutorial right now?
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INT32 tutorialgcs = gcs_custom; // which control scheme is loaded?
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INT32 tutorialusemouse = 0; // store cv_usemouse user value
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INT32 tutorialfreelook = 0; // store cv_alwaysfreelook user value
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INT32 tutorialmousemove = 0; // store cv_mousemove user value
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INT32 tutorialanalog = 0; // store cv_analog user value
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boolean looptitle = false;
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UINT8 skincolor_redteam = SKINCOLOR_RED;
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UINT8 skincolor_blueteam = SKINCOLOR_BLUE;
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UINT8 skincolor_redring = SKINCOLOR_SALMON;
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UINT8 skincolor_bluering = SKINCOLOR_CORNFLOWER;
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tic_t countdowntimer = 0;
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boolean countdowntimeup = false;
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boolean exitfadestarted = false;
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cutscene_t *cutscenes[128];
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textprompt_t *textprompts[MAX_PROMPTS];
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INT16 nextmapoverride;
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UINT8 skipstats;
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// Pointers to each CTF flag
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mobj_t *redflag;
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mobj_t *blueflag;
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// Pointers to CTF spawn location
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mapthing_t *rflagpoint;
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mapthing_t *bflagpoint;
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struct quake quake;
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// Map Header Information
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mapheader_t* mapheaderinfo[NUMMAPS] = {NULL};
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static boolean exitgame = false;
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static boolean retrying = false;
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UINT8 stagefailed; // Used for GEMS BONUS? Also to see if you beat the stage.
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UINT16 emeralds;
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UINT32 token; // Number of tokens collected in a level
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UINT32 tokenlist; // List of tokens collected
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boolean gottoken; // Did you get a token? Used for end of act
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INT32 tokenbits; // Used for setting token bits
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// Old Special Stage
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INT32 sstimer; // Time allotted in the special stage
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tic_t totalplaytime;
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boolean gamedataloaded = false;
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// Time attack data for levels
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// These are dynamically allocated for space reasons now
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recorddata_t *mainrecords[NUMMAPS] = {NULL};
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nightsdata_t *nightsrecords[NUMMAPS] = {NULL};
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UINT8 mapvisited[NUMMAPS];
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// Temporary holding place for nights data for the current map
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nightsdata_t ntemprecords;
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UINT32 bluescore, redscore; // CTF and Team Match team scores
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// ring count... for PERFECT!
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INT32 nummaprings = 0;
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// Elminates unnecessary searching.
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boolean CheckForBustableBlocks;
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boolean CheckForBouncySector;
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boolean CheckForQuicksand;
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boolean CheckForMarioBlocks;
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boolean CheckForFloatBob;
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boolean CheckForReverseGravity;
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// Powerup durations
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UINT16 invulntics = 20*TICRATE;
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UINT16 sneakertics = 20*TICRATE;
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UINT16 flashingtics = 3*TICRATE;
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UINT16 tailsflytics = 8*TICRATE;
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UINT16 underwatertics = 30*TICRATE;
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UINT16 spacetimetics = 11*TICRATE + (TICRATE/2);
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UINT16 extralifetics = 4*TICRATE;
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UINT16 nightslinktics = 2*TICRATE;
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INT32 gameovertics = 15*TICRATE;
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UINT8 use1upSound = 0;
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UINT8 maxXtraLife = 2; // Max extra lives from rings
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UINT8 introtoplay;
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UINT8 creditscutscene;
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// Emerald locations
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mobj_t *hunt1;
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mobj_t *hunt2;
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mobj_t *hunt3;
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UINT32 countdown, countdown2; // for racing
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fixed_t gravity;
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INT16 autobalance; //for CTF team balance
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INT16 teamscramble; //for CTF team scramble
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INT16 scrambleplayers[MAXPLAYERS]; //for CTF team scramble
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INT16 scrambleteams[MAXPLAYERS]; //for CTF team scramble
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INT16 scrambletotal; //for CTF team scramble
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INT16 scramblecount; //for CTF team scramble
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INT32 cheats; //for multiplayer cheat commands
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tic_t hidetime;
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// Grading
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UINT32 timesBeaten;
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UINT32 timesBeatenWithEmeralds;
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UINT32 timesBeatenUltimate;
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static char demoname[64];
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boolean demorecording;
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boolean demoplayback;
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boolean titledemo; // Title Screen demo can be cancelled by any key
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static UINT8 *demobuffer = NULL;
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static UINT8 *demo_p, *demotime_p;
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static UINT8 *demoend;
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static UINT8 demoflags;
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static UINT16 demoversion;
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boolean singledemo; // quit after playing a demo from cmdline
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boolean demo_start; // don't start playing demo right away
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boolean demosynced = true; // console warning message
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boolean metalrecording; // recording as metal sonic
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mobj_t *metalplayback;
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static UINT8 *metalbuffer = NULL;
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static UINT8 *metal_p;
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static UINT16 metalversion;
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// extra data stuff (events registered this frame while recording)
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static struct {
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UINT8 flags; // EZT flags
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// EZT_COLOR
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UINT8 color, lastcolor;
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// EZT_SCALE
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fixed_t scale, lastscale;
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// EZT_HIT
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UINT16 hits;
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mobj_t **hitlist;
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} ghostext;
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// Your naming conventions are stupid and useless.
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// There is no conflict here.
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typedef struct demoghost {
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UINT8 checksum[16];
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UINT8 *buffer, *p, color;
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UINT16 version;
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mobj_t oldmo, *mo;
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struct demoghost *next;
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} demoghost;
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demoghost *ghosts = NULL;
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boolean precache = true; // if true, load all graphics at start
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INT16 prevmap, nextmap;
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static UINT8 *savebuffer;
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// Analog Control
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static void UserAnalog_OnChange(void);
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static void UserAnalog2_OnChange(void);
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static void Analog_OnChange(void);
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static void Analog2_OnChange(void);
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static void DirectionChar_OnChange(void);
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static void DirectionChar2_OnChange(void);
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static void AutoBrake_OnChange(void);
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static void AutoBrake2_OnChange(void);
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void SendWeaponPref(void);
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void SendWeaponPref2(void);
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static CV_PossibleValue_t crosshair_cons_t[] = {{0, "Off"}, {1, "Cross"}, {2, "Angle"}, {3, "Point"}, {0, NULL}};
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static CV_PossibleValue_t joyaxis_cons_t[] = {{0, "None"},
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{1, "X-Axis"}, {2, "Y-Axis"}, {-1, "X-Axis-"}, {-2, "Y-Axis-"},
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#if JOYAXISSET > 1
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{3, "Z-Axis"}, {4, "X-Rudder"}, {-3, "Z-Axis-"}, {-4, "X-Rudder-"},
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#endif
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#if JOYAXISSET > 2
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{5, "Y-Rudder"}, {6, "Z-Rudder"}, {-5, "Y-Rudder-"}, {-6, "Z-Rudder-"},
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#endif
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#if JOYAXISSET > 3
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{7, "U-Axis"}, {8, "V-Axis"}, {-7, "U-Axis-"}, {-8, "V-Axis-"},
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#endif
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{0, NULL}};
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#if JOYAXISSET > 4
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"More Axis Sets"
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#endif
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// don't mind me putting these here, I was lazy to figure out where else I could put those without blowing up the compiler.
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// it automatically becomes compact with 20+ players, but if you like it, I guess you can turn that on!
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consvar_t cv_compactscoreboard= {"compactscoreboard", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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// chat timer thingy
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static CV_PossibleValue_t chattime_cons_t[] = {{5, "MIN"}, {999, "MAX"}, {0, NULL}};
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consvar_t cv_chattime = {"chattime", "8", CV_SAVE, chattime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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// chatwidth
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static CV_PossibleValue_t chatwidth_cons_t[] = {{64, "MIN"}, {150, "MAX"}, {0, NULL}};
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consvar_t cv_chatwidth = {"chatwidth", "128", CV_SAVE, chatwidth_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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// chatheight
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static CV_PossibleValue_t chatheight_cons_t[] = {{6, "MIN"}, {22, "MAX"}, {0, NULL}};
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consvar_t cv_chatheight= {"chatheight", "8", CV_SAVE, chatheight_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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// chat notifications (do you want to hear beeps? I'd understand if you didn't.)
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consvar_t cv_chatnotifications= {"chatnotifications", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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// chat spam protection (why would you want to disable that???)
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consvar_t cv_chatspamprotection= {"chatspamprotection", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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// minichat text background
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consvar_t cv_chatbacktint = {"chatbacktint", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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// old shit console chat. (mostly exists for stuff like terminal, not because I cared if anyone liked the old chat.)
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static CV_PossibleValue_t consolechat_cons_t[] = {{0, "Window"}, {1, "Console"}, {2, "Window (Hidden)"}, {0, NULL}};
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consvar_t cv_consolechat = {"chatmode", "Window", CV_SAVE, consolechat_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_crosshair = {"crosshair", "Cross", CV_SAVE, crosshair_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_crosshair2 = {"crosshair2", "Cross", CV_SAVE, crosshair_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_invertmouse = {"invertmouse", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_alwaysfreelook = {"alwaysmlook", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_invertmouse2 = {"invertmouse2", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_alwaysfreelook2 = {"alwaysmlook2", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_chasefreelook = {"chasemlook", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_chasefreelook2 = {"chasemlook2", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_mousemove = {"mousemove", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_mousemove2 = {"mousemove2", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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// previously "analog", "analog2", "useranalog", and "useranalog2", invalidating 2.1-era copies of config.cfg
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// changed because it'd be nice to see people try out our actually good controls with gamepads now autobrake exists
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consvar_t cv_analog = {"sessionanalog", "Off", CV_CALL|CV_NOSHOWHELP, CV_OnOff, Analog_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_analog2 = {"sessionanalog2", "Off", CV_CALL|CV_NOSHOWHELP, CV_OnOff, Analog2_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_useranalog = {"configanalog", "Off", CV_SAVE|CV_CALL|CV_NOSHOWHELP, CV_OnOff, UserAnalog_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_useranalog2 = {"configanalog2", "Off", CV_SAVE|CV_CALL|CV_NOSHOWHELP, CV_OnOff, UserAnalog2_OnChange, 0, NULL, NULL, 0, 0, NULL};
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// deez New User eXperiences
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static CV_PossibleValue_t directionchar_cons_t[] = {{0, "Camera"}, {1, "Movement"}, {0, NULL}};
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consvar_t cv_directionchar = {"directionchar", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_directionchar2 = {"directionchar2", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar2_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_autobrake = {"autobrake", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_autobrake2 = {"autobrake2", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake2_OnChange, 0, NULL, NULL, 0, 0, NULL};
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typedef enum
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{
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AXISNONE = 0,
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AXISTURN,
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AXISMOVE,
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AXISLOOK,
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AXISSTRAFE,
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AXISDEAD, //Axises that don't want deadzones
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AXISJUMP,
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AXISSPIN,
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AXISFIRE,
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AXISFIRENORMAL,
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} axis_input_e;
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consvar_t cv_turnaxis = {"joyaxis_turn", "X-Rudder", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_moveaxis = {"joyaxis_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_sideaxis = {"joyaxis_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_lookaxis = {"joyaxis_look", "Y-Rudder-", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_jumpaxis = {"joyaxis_jump", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_spinaxis = {"joyaxis_spin", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_fireaxis = {"joyaxis_fire", "Z-Axis-", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_firenaxis = {"joyaxis_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_turnaxis2 = {"joyaxis2_turn", "X-Rudder", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_moveaxis2 = {"joyaxis2_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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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));
|
|
}
|
|
|