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https://git.do.srb2.org/STJr/SRB2.git
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5501 lines
144 KiB
C
5501 lines
144 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) 1999-2023 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 "netcode/d_clisrv.h"
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#include "netcode/net_command.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_time.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 "g_demo.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_skins.h"
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#include "y_inter.h"
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#include "v_video.h"
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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 "lua_script.h"
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#include "r_fps.h" // frame interpolation/uncapped
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#include "lua_hud.h"
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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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UINT16 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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UINT32 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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UINT8 gamecomplete = 0;
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marathonmode_t marathonmode = 0;
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tic_t marathontime = 0;
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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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boolean usedCheats = false; // Set when a gamedata-preventing cheat command is used.
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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 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, spmarathon_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[0] user value
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boolean looptitle = false;
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UINT16 skincolor_redteam = SKINCOLOR_RED;
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UINT16 skincolor_blueteam = SKINCOLOR_BLUE;
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UINT16 skincolor_redring = SKINCOLOR_SALMON;
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UINT16 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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static boolean retryingmodeattack = false;
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boolean stagefailed = false; // Used for GEMS BONUS? Also to see if you beat the stage.
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UINT16 emeralds;
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INT32 luabanks[NUM_LUABANKS];
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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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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 = 11*TICRATE;
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UINT8 ammoremovaltics = 2*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 useContinues = 0; // Set to 1 to enable continues outside of no-save scenarioes
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UINT8 shareEmblems = 0; // Set to 1 to share all picked up emblems in multiplayer
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UINT8 introtoplay;
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UINT8 creditscutscene;
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UINT8 useBlackRock = 1;
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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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typedef struct joystickvector2_s
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{
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INT32 xaxis;
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INT32 yaxis;
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} joystickvector2_t;
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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= CVAR_INIT ("compactscoreboard", "Off", CV_SAVE, CV_OnOff, 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 = CVAR_INIT ("chattime", "8", CV_SAVE, chattime_cons_t, NULL);
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// chatwidth
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static CV_PossibleValue_t chatwidth_cons_t[] = {{64, "MIN"}, {300, "MAX"}, {0, NULL}};
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consvar_t cv_chatwidth = CVAR_INIT ("chatwidth", "150", CV_SAVE, chatwidth_cons_t, 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= CVAR_INIT ("chatheight", "8", CV_SAVE, chatheight_cons_t, 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= CVAR_INIT ("chatnotifications", "On", CV_SAVE, CV_OnOff, NULL);
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// chat spam protection (why would you want to disable that???)
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consvar_t cv_chatspamprotection= CVAR_INIT ("chatspamprotection", "On", CV_SAVE, CV_OnOff, NULL);
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// minichat text background
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consvar_t cv_chatbacktint = CVAR_INIT ("chatbacktint", "On", CV_SAVE, CV_OnOff, 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 = CVAR_INIT ("chatmode", "Window", CV_SAVE, consolechat_cons_t, NULL);
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// Pause game upon window losing focus
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consvar_t cv_pauseifunfocused = CVAR_INIT ("pauseifunfocused", "Yes", CV_SAVE, CV_YesNo, NULL);
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consvar_t cv_crosshair = CVAR_INIT ("crosshair", "Cross", CV_SAVE, crosshair_cons_t, NULL);
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consvar_t cv_crosshair2 = CVAR_INIT ("crosshair2", "Cross", CV_SAVE, crosshair_cons_t, NULL);
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consvar_t cv_invertmouse = CVAR_INIT ("invertmouse", "Off", CV_SAVE, CV_OnOff, NULL);
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consvar_t cv_alwaysfreelook = CVAR_INIT ("alwaysmlook", "On", CV_SAVE, CV_OnOff, NULL);
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consvar_t cv_invertmouse2 = CVAR_INIT ("invertmouse2", "Off", CV_SAVE, CV_OnOff, NULL);
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consvar_t cv_alwaysfreelook2 = CVAR_INIT ("alwaysmlook2", "On", CV_SAVE, CV_OnOff, NULL);
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consvar_t cv_chasefreelook = CVAR_INIT ("chasemlook", "Off", CV_SAVE, CV_OnOff, NULL);
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consvar_t cv_chasefreelook2 = CVAR_INIT ("chasemlook2", "Off", CV_SAVE, CV_OnOff, NULL);
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consvar_t cv_mousemove = CVAR_INIT ("mousemove", "Off", CV_SAVE, CV_OnOff, NULL);
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consvar_t cv_mousemove2 = CVAR_INIT ("mousemove2", "Off", CV_SAVE, CV_OnOff, 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[2] = {
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CVAR_INIT ("sessionanalog", "Off", CV_CALL|CV_NOSHOWHELP, CV_OnOff, Analog_OnChange),
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CVAR_INIT ("sessionanalog2", "Off", CV_CALL|CV_NOSHOWHELP, CV_OnOff, Analog2_OnChange),
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};
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consvar_t cv_useranalog[2] = {
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CVAR_INIT ("configanalog", "On", CV_SAVE|CV_CALL|CV_NOSHOWHELP, CV_OnOff, UserAnalog_OnChange),
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CVAR_INIT ("configanalog2", "On", CV_SAVE|CV_CALL|CV_NOSHOWHELP, CV_OnOff, UserAnalog2_OnChange),
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};
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// deez New User eXperiences
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static CV_PossibleValue_t directionchar_cons_t[] = {{0, "Camera"}, {1, "Movement"}, {2, "Simple Locked"}, {0, NULL}};
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consvar_t cv_directionchar[2] = {
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CVAR_INIT ("directionchar", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar_OnChange),
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CVAR_INIT ("directionchar2", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar2_OnChange),
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};
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consvar_t cv_autobrake = CVAR_INIT ("autobrake", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake_OnChange);
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consvar_t cv_autobrake2 = CVAR_INIT ("autobrake2", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake2_OnChange);
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// hi here's some new controls
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static CV_PossibleValue_t zerotoone_cons_t[] = {{0, "MIN"}, {FRACUNIT, "MAX"}, {0, NULL}};
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consvar_t cv_cam_shiftfacing[2] = {
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CVAR_INIT ("cam_shiftfacingchar", "0.375", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, zerotoone_cons_t, NULL),
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CVAR_INIT ("cam2_shiftfacingchar", "0.375", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, zerotoone_cons_t, NULL),
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};
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consvar_t cv_cam_turnfacing[2] = {
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CVAR_INIT ("cam_turnfacingchar", "0.25", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, zerotoone_cons_t, NULL),
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CVAR_INIT ("cam2_turnfacingchar", "0.25", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, zerotoone_cons_t, NULL),
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};
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consvar_t cv_cam_turnfacingability[2] = {
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CVAR_INIT ("cam_turnfacingability", "0.125", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, zerotoone_cons_t, NULL),
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CVAR_INIT ("cam2_turnfacingability", "0.125", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, zerotoone_cons_t, NULL),
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};
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consvar_t cv_cam_turnfacingspindash[2] = {
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CVAR_INIT ("cam_turnfacingspindash", "0.25", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, zerotoone_cons_t, NULL),
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CVAR_INIT ("cam2_turnfacingspindash", "0.25", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, zerotoone_cons_t, NULL),
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};
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consvar_t cv_cam_turnfacinginput[2] = {
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CVAR_INIT ("cam_turnfacinginput", "0.375", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, zerotoone_cons_t, NULL),
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CVAR_INIT ("cam2_turnfacinginput", "0.375", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, zerotoone_cons_t, NULL),
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};
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static CV_PossibleValue_t centertoggle_cons_t[] = {{0, "Hold"}, {1, "Toggle"}, {2, "Sticky Hold"}, {0, NULL}};
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consvar_t cv_cam_centertoggle[2] = {
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CVAR_INIT ("cam_centertoggle", "Hold", CV_SAVE|CV_ALLOWLUA, centertoggle_cons_t, NULL),
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CVAR_INIT ("cam2_centertoggle", "Hold", CV_SAVE|CV_ALLOWLUA, centertoggle_cons_t, NULL),
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};
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static CV_PossibleValue_t lockedinput_cons_t[] = {{0, "Strafe"}, {1, "Turn"}, {0, NULL}};
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consvar_t cv_cam_lockedinput[2] = {
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CVAR_INIT ("cam_lockedinput", "Strafe", CV_SAVE|CV_ALLOWLUA, lockedinput_cons_t, NULL),
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CVAR_INIT ("cam2_lockedinput", "Strafe", CV_SAVE|CV_ALLOWLUA, lockedinput_cons_t, NULL),
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};
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static CV_PossibleValue_t lockedassist_cons_t[] = {
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{0, "Off"},
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{LOCK_BOSS, "Bosses"},
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{LOCK_BOSS|LOCK_ENEMY, "Enemies"},
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{LOCK_BOSS|LOCK_INTERESTS, "Interests"},
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{LOCK_BOSS|LOCK_ENEMY|LOCK_INTERESTS, "Full"},
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{0, NULL}
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};
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consvar_t cv_cam_lockonboss[2] = {
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CVAR_INIT ("cam_lockaimassist", "Full", CV_SAVE|CV_ALLOWLUA, lockedassist_cons_t, NULL),
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CVAR_INIT ("cam2_lockaimassist", "Full", CV_SAVE|CV_ALLOWLUA, lockedassist_cons_t, NULL),
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};
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consvar_t cv_moveaxis = CVAR_INIT ("joyaxis_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL);
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consvar_t cv_sideaxis = CVAR_INIT ("joyaxis_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL);
|
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consvar_t cv_lookaxis = CVAR_INIT ("joyaxis_look", "X-Rudder-", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_turnaxis = CVAR_INIT ("joyaxis_turn", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_jumpaxis = CVAR_INIT ("joyaxis_jump", "None", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_spinaxis = CVAR_INIT ("joyaxis_spin", "None", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_fireaxis = CVAR_INIT ("joyaxis_fire", "Z-Rudder", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_firenaxis = CVAR_INIT ("joyaxis_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_deadzone = CVAR_INIT ("joy_deadzone", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL);
|
|
consvar_t cv_digitaldeadzone = CVAR_INIT ("joy_digdeadzone", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL);
|
|
|
|
consvar_t cv_moveaxis2 = CVAR_INIT ("joyaxis2_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_sideaxis2 = CVAR_INIT ("joyaxis2_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_lookaxis2 = CVAR_INIT ("joyaxis2_look", "X-Rudder-", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_turnaxis2 = CVAR_INIT ("joyaxis2_turn", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_jumpaxis2 = CVAR_INIT ("joyaxis2_jump", "None", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_spinaxis2 = CVAR_INIT ("joyaxis2_spin", "None", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_fireaxis2 = CVAR_INIT ("joyaxis2_fire", "Z-Rudder", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_firenaxis2 = CVAR_INIT ("joyaxis2_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL);
|
|
consvar_t cv_deadzone2 = CVAR_INIT ("joy_deadzone2", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL);
|
|
consvar_t cv_digitaldeadzone2 = CVAR_INIT ("joy_digdeadzone2", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL);
|
|
|
|
player_t *seenplayer; // player we're aiming at right now
|
|
|
|
// 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];
|
|
|
|
INT32 player_name_changes[MAXPLAYERS];
|
|
|
|
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, gamedata_t *data)
|
|
{
|
|
if (!data->mainrecords[i])
|
|
data->mainrecords[i] = Z_Malloc(sizeof(recorddata_t), PU_STATIC, NULL);
|
|
memset(data->mainrecords[i], 0, sizeof(recorddata_t));
|
|
}
|
|
|
|
void G_AllocNightsRecordData(INT16 i, gamedata_t *data)
|
|
{
|
|
if (!data->nightsrecords[i])
|
|
data->nightsrecords[i] = Z_Malloc(sizeof(nightsdata_t), PU_STATIC, NULL);
|
|
memset(data->nightsrecords[i], 0, sizeof(nightsdata_t));
|
|
}
|
|
|
|
// MAKE SURE YOU SAVE DATA BEFORE CALLING THIS
|
|
void G_ClearRecords(gamedata_t *data)
|
|
{
|
|
INT16 i;
|
|
for (i = 0; i < NUMMAPS; ++i)
|
|
{
|
|
if (data->mainrecords[i])
|
|
{
|
|
Z_Free(data->mainrecords[i]);
|
|
data->mainrecords[i] = NULL;
|
|
}
|
|
if (data->nightsrecords[i])
|
|
{
|
|
Z_Free(data->nightsrecords[i]);
|
|
data->nightsrecords[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
// For easy retrieval of records
|
|
UINT32 G_GetBestScore(INT16 map, gamedata_t *data)
|
|
{
|
|
if (!data->mainrecords[map-1])
|
|
return 0;
|
|
|
|
return data->mainrecords[map-1]->score;
|
|
}
|
|
|
|
tic_t G_GetBestTime(INT16 map, gamedata_t *data)
|
|
{
|
|
if (!data->mainrecords[map-1] || data->mainrecords[map-1]->time <= 0)
|
|
return (tic_t)UINT32_MAX;
|
|
|
|
return data->mainrecords[map-1]->time;
|
|
}
|
|
|
|
UINT16 G_GetBestRings(INT16 map, gamedata_t *data)
|
|
{
|
|
if (!data->mainrecords[map-1])
|
|
return 0;
|
|
|
|
return data->mainrecords[map-1]->rings;
|
|
}
|
|
|
|
UINT32 G_GetBestNightsScore(INT16 map, UINT8 mare, gamedata_t *data)
|
|
{
|
|
if (!data->nightsrecords[map-1])
|
|
return 0;
|
|
|
|
return data->nightsrecords[map-1]->score[mare];
|
|
}
|
|
|
|
tic_t G_GetBestNightsTime(INT16 map, UINT8 mare, gamedata_t *data)
|
|
{
|
|
if (!data->nightsrecords[map-1] || data->nightsrecords[map-1]->time[mare] <= 0)
|
|
return (tic_t)UINT32_MAX;
|
|
|
|
return data->nightsrecords[map-1]->time[mare];
|
|
}
|
|
|
|
UINT8 G_GetBestNightsGrade(INT16 map, UINT8 mare, gamedata_t *data)
|
|
{
|
|
if (!data->nightsrecords[map-1])
|
|
return 0;
|
|
|
|
return data->nightsrecords[map-1]->grade[mare];
|
|
}
|
|
|
|
// For easy adding of NiGHTS records
|
|
void G_AddTempNightsRecords(player_t *player, UINT32 pscore, tic_t ptime, UINT8 mare)
|
|
{
|
|
const UINT8 playerID = player - players;
|
|
|
|
I_Assert(player != NULL);
|
|
|
|
ntemprecords[playerID].score[mare] = pscore;
|
|
ntemprecords[playerID].grade[mare] = P_GetGrade(pscore, gamemap, mare - 1);
|
|
ntemprecords[playerID].time[mare] = ptime;
|
|
|
|
// Update nummares
|
|
// Note that mare "0" is overall, mare "1" is the first real mare
|
|
if (ntemprecords[playerID].nummares < mare)
|
|
ntemprecords[playerID].nummares = mare;
|
|
}
|
|
|
|
//
|
|
// G_SetMainRecords
|
|
//
|
|
// Update replay files/data, etc. for Record Attack
|
|
// See G_SetNightsRecords for NiGHTS Attack.
|
|
//
|
|
static void G_SetMainRecords(gamedata_t *data, player_t *player)
|
|
{
|
|
UINT8 earnedEmblems;
|
|
|
|
I_Assert(player != NULL);
|
|
|
|
// Record new best time
|
|
if (!data->mainrecords[gamemap-1])
|
|
G_AllocMainRecordData(gamemap-1, data);
|
|
|
|
if (player->recordscore > data->mainrecords[gamemap-1]->score)
|
|
data->mainrecords[gamemap-1]->score = player->recordscore;
|
|
|
|
if ((data->mainrecords[gamemap-1]->time == 0) || (player->realtime < data->mainrecords[gamemap-1]->time))
|
|
data->mainrecords[gamemap-1]->time = player->realtime;
|
|
|
|
if ((UINT16)(player->rings) > data->mainrecords[gamemap-1]->rings)
|
|
data->mainrecords[gamemap-1]->rings = (UINT16)(player->rings);
|
|
|
|
if (modeattacking)
|
|
{
|
|
const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1;
|
|
char *gpath;
|
|
char lastdemo[256], bestdemo[256];
|
|
|
|
// Save demo!
|
|
bestdemo[255] = '\0';
|
|
lastdemo[255] = '\0';
|
|
G_SetDemoTime(player->realtime, player->recordscore, (UINT16)(player->rings));
|
|
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-%s-last.lmp", gpath, skins[cv_chooseskin.value-1].name);
|
|
|
|
if (FIL_FileExists(lastdemo))
|
|
{
|
|
UINT8 *buf;
|
|
size_t len = FIL_ReadFile(lastdemo, &buf);
|
|
|
|
snprintf(bestdemo, 255, "%s-%s-time-best.lmp", gpath, skins[cv_chooseskin.value-1].name);
|
|
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-%s-score-best.lmp", gpath, skins[cv_chooseskin.value-1].name);
|
|
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);
|
|
}
|
|
|
|
snprintf(bestdemo, 255, "%s-%s-rings-best.lmp", gpath, skins[cv_chooseskin.value-1].name);
|
|
if (!FIL_FileExists(bestdemo) || (G_CmpDemoTime(bestdemo, lastdemo) & (1<<2)))
|
|
{ // Better rings, 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 MOST RINGS!"), M_GetText("Saved replay as"), bestdemo);
|
|
}
|
|
|
|
//CONS_Printf("%s '%s'\n", M_GetText("Saved replay as"), lastdemo);
|
|
|
|
Z_Free(buf);
|
|
}
|
|
free(gpath);
|
|
}
|
|
|
|
// Check emblems when level data is updated
|
|
if ((earnedEmblems = M_CheckLevelEmblems(data)))
|
|
{
|
|
CONS_Printf(M_GetText("\x82" "Earned %hu emblem%s for Record Attack records.\n"), (UINT16)earnedEmblems, earnedEmblems > 1 ? "s" : "");
|
|
}
|
|
|
|
// Update timeattack menu's replay availability.
|
|
Nextmap_OnChange();
|
|
}
|
|
|
|
static void G_SetNightsRecords(gamedata_t *data, player_t *player)
|
|
{
|
|
nightsdata_t *const ntemprecord = &ntemprecords[player - players];
|
|
UINT32 totalscore = 0;
|
|
tic_t totaltime = 0;
|
|
INT32 i;
|
|
|
|
UINT8 earnedEmblems;
|
|
|
|
if (!ntemprecord->nummares)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Set overall
|
|
{
|
|
UINT8 totalrank = 0, realrank = 0;
|
|
|
|
for (i = 1; i <= ntemprecord->nummares; ++i)
|
|
{
|
|
totalscore += ntemprecord->score[i];
|
|
totalrank += ntemprecord->grade[i];
|
|
totaltime += ntemprecord->time[i];
|
|
}
|
|
|
|
// Determine overall grade
|
|
realrank = (UINT8)((FixedDiv((fixed_t)totalrank << FRACBITS, ntemprecord->nummares << FRACBITS) + (FRACUNIT/2)) >> FRACBITS);
|
|
|
|
// You need ALL rainbow As to get a rainbow A overall
|
|
if (realrank == GRADE_S && (totalrank / ntemprecord->nummares) != GRADE_S)
|
|
{
|
|
realrank = GRADE_A;
|
|
}
|
|
|
|
ntemprecord->score[0] = totalscore;
|
|
ntemprecord->grade[0] = realrank;
|
|
ntemprecord->time[0] = totaltime;
|
|
}
|
|
|
|
// Now take all temp records and put them in the actual records
|
|
{
|
|
nightsdata_t *maprecords;
|
|
|
|
if (!data->nightsrecords[gamemap-1])
|
|
{
|
|
G_AllocNightsRecordData(gamemap-1, data);
|
|
}
|
|
|
|
maprecords = data->nightsrecords[gamemap-1];
|
|
|
|
if (maprecords->nummares != ntemprecord->nummares)
|
|
{
|
|
maprecords->nummares = ntemprecord->nummares;
|
|
}
|
|
|
|
for (i = 0; i < ntemprecord->nummares + 1; ++i)
|
|
{
|
|
if (maprecords->score[i] < ntemprecord->score[i])
|
|
maprecords->score[i] = ntemprecord->score[i];
|
|
if (maprecords->grade[i] < ntemprecord->grade[i])
|
|
maprecords->grade[i] = ntemprecord->grade[i];
|
|
if (!maprecords->time[i] || maprecords->time[i] > ntemprecord->time[i])
|
|
maprecords->time[i] = ntemprecord->time[i];
|
|
}
|
|
}
|
|
|
|
memset(&ntemprecords[player - players], 0, sizeof(nightsdata_t));
|
|
|
|
if (modeattacking)
|
|
{
|
|
const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1;
|
|
char *gpath;
|
|
char lastdemo[256], bestdemo[256];
|
|
|
|
// 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-%s-last.lmp", gpath, skins[cv_chooseskin.value-1].name);
|
|
|
|
if (FIL_FileExists(lastdemo))
|
|
{
|
|
UINT8 *buf;
|
|
size_t len = FIL_ReadFile(lastdemo, &buf);
|
|
|
|
snprintf(bestdemo, 255, "%s-%s-time-best.lmp", gpath, skins[cv_chooseskin.value-1].name);;
|
|
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-%s-score-best.lmp", gpath, skins[cv_chooseskin.value-1].name);
|
|
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 ((earnedEmblems = M_CheckLevelEmblems(data)))
|
|
{
|
|
CONS_Printf(M_GetText("\x82" "Earned %hu emblem%s for NiGHTS records.\n"), (UINT16)earnedEmblems, earnedEmblems > 1 ? "s" : "");
|
|
}
|
|
|
|
// 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 play Record Attack.\n"));
|
|
|
|
// If in record attack recording, cancel it.
|
|
if (modeattacking)
|
|
M_EndModeAttackRun();
|
|
else if (marathonmode)
|
|
Command_ExitGame_f();
|
|
}
|
|
|
|
void G_SetUsedCheats(boolean silent)
|
|
{
|
|
if (usedCheats)
|
|
return;
|
|
|
|
usedCheats = true;
|
|
|
|
if (!silent)
|
|
CONS_Alert(CONS_NOTICE, M_GetText("Game must be restarted to save progress.\n"));
|
|
|
|
// If in record attack recording, cancel it.
|
|
if (modeattacking)
|
|
M_EndModeAttackRun();
|
|
else if (marathonmode)
|
|
Command_ExitGame_f();
|
|
}
|
|
|
|
/** 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);
|
|
}
|
|
|
|
INT32 JoyAxis(joyaxis_e axissel)
|
|
{
|
|
INT32 retaxis;
|
|
INT32 axisval;
|
|
boolean flp = false;
|
|
|
|
//find what axis to get
|
|
switch (axissel)
|
|
{
|
|
case JA_TURN:
|
|
axisval = cv_turnaxis.value;
|
|
break;
|
|
case JA_MOVE:
|
|
axisval = cv_moveaxis.value;
|
|
break;
|
|
case JA_LOOK:
|
|
axisval = cv_lookaxis.value;
|
|
break;
|
|
case JA_STRAFE:
|
|
axisval = cv_sideaxis.value;
|
|
break;
|
|
case JA_JUMP:
|
|
axisval = cv_jumpaxis.value;
|
|
break;
|
|
case JA_SPIN:
|
|
axisval = cv_spinaxis.value;
|
|
break;
|
|
case JA_FIRE:
|
|
axisval = cv_fireaxis.value;
|
|
break;
|
|
case JA_FIRENORMAL:
|
|
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 >= JA_DIGITAL)
|
|
{
|
|
const INT32 jdeadzone = ((JOYAXISRANGE-1) * cv_digitaldeadzone.value) >> FRACBITS;
|
|
if (-jdeadzone < retaxis && retaxis < jdeadzone)
|
|
return 0;
|
|
}
|
|
|
|
if (flp) retaxis = -retaxis; //flip it around
|
|
return retaxis;
|
|
}
|
|
|
|
INT32 Joy2Axis(joyaxis_e axissel)
|
|
{
|
|
INT32 retaxis;
|
|
INT32 axisval;
|
|
boolean flp = false;
|
|
|
|
//find what axis to get
|
|
switch (axissel)
|
|
{
|
|
case JA_TURN:
|
|
axisval = cv_turnaxis2.value;
|
|
break;
|
|
case JA_MOVE:
|
|
axisval = cv_moveaxis2.value;
|
|
break;
|
|
case JA_LOOK:
|
|
axisval = cv_lookaxis2.value;
|
|
break;
|
|
case JA_STRAFE:
|
|
axisval = cv_sideaxis2.value;
|
|
break;
|
|
case JA_JUMP:
|
|
axisval = cv_jumpaxis2.value;
|
|
break;
|
|
case JA_SPIN:
|
|
axisval = cv_spinaxis2.value;
|
|
break;
|
|
case JA_FIRE:
|
|
axisval = cv_fireaxis2.value;
|
|
break;
|
|
case JA_FIRENORMAL:
|
|
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 >= JA_DIGITAL)
|
|
{
|
|
const INT32 jdeadzone = ((JOYAXISRANGE-1) * cv_digitaldeadzone2.value) >> FRACBITS;
|
|
if (-jdeadzone < retaxis && retaxis < jdeadzone)
|
|
return 0;
|
|
}
|
|
|
|
if (flp) retaxis = -retaxis; //flip it around
|
|
return retaxis;
|
|
}
|
|
|
|
|
|
#define PlayerJoyAxis(p, ax) ((p) == 1 ? JoyAxis(ax) : Joy2Axis(ax))
|
|
|
|
// Take a magnitude of two axes, and adjust it to take out the deadzone
|
|
// Will return a value between 0 and JOYAXISRANGE
|
|
static INT32 G_BasicDeadZoneCalculation(INT32 magnitude, fixed_t deadZone)
|
|
{
|
|
const INT32 jdeadzone = (JOYAXISRANGE * deadZone) / FRACUNIT;
|
|
INT32 deadzoneAppliedValue = 0;
|
|
INT32 adjustedMagnitude = abs(magnitude);
|
|
|
|
if (jdeadzone >= JOYAXISRANGE && adjustedMagnitude >= JOYAXISRANGE) // If the deadzone and magnitude are both 100%...
|
|
return JOYAXISRANGE; // ...return 100% input directly, to avoid dividing by 0
|
|
else if (adjustedMagnitude > jdeadzone) // Otherwise, calculate how much the magnitude exceeds the deadzone
|
|
{
|
|
adjustedMagnitude = min(adjustedMagnitude, JOYAXISRANGE);
|
|
|
|
adjustedMagnitude -= jdeadzone;
|
|
|
|
deadzoneAppliedValue = (adjustedMagnitude * JOYAXISRANGE) / (JOYAXISRANGE - jdeadzone);
|
|
}
|
|
|
|
return deadzoneAppliedValue;
|
|
}
|
|
|
|
// Get the actual sensible radial value for a joystick axis when accounting for a deadzone
|
|
static void G_HandleAxisDeadZone(UINT8 splitnum, joystickvector2_t *joystickvector)
|
|
{
|
|
INT32 gamepadStyle = Joystick.bGamepadStyle;
|
|
fixed_t deadZone = cv_deadzone.value;
|
|
|
|
if (splitnum == 1)
|
|
{
|
|
gamepadStyle = Joystick2.bGamepadStyle;
|
|
deadZone = cv_deadzone2.value;
|
|
}
|
|
|
|
// When gamepadstyle is "true" the values are just -1, 0, or 1. This is done in the interface code.
|
|
if (!gamepadStyle)
|
|
{
|
|
// Get the total magnitude of the 2 axes
|
|
INT32 magnitude = (joystickvector->xaxis * joystickvector->xaxis) + (joystickvector->yaxis * joystickvector->yaxis);
|
|
INT32 normalisedXAxis;
|
|
INT32 normalisedYAxis;
|
|
INT32 normalisedMagnitude;
|
|
double dMagnitude = sqrt((double)magnitude);
|
|
magnitude = (INT32)dMagnitude;
|
|
|
|
// Get the normalised xy values from the magnitude
|
|
normalisedXAxis = (joystickvector->xaxis * magnitude) / JOYAXISRANGE;
|
|
normalisedYAxis = (joystickvector->yaxis * magnitude) / JOYAXISRANGE;
|
|
|
|
// Apply the deadzone to the magnitude to give a correct value between 0 and JOYAXISRANGE
|
|
normalisedMagnitude = G_BasicDeadZoneCalculation(magnitude, deadZone);
|
|
|
|
// Apply the deadzone to the xy axes
|
|
joystickvector->xaxis = (normalisedXAxis * normalisedMagnitude) / JOYAXISRANGE;
|
|
joystickvector->yaxis = (normalisedYAxis * normalisedMagnitude) / JOYAXISRANGE;
|
|
|
|
// Cap the values so they don't go above the correct maximum
|
|
joystickvector->xaxis = min(joystickvector->xaxis, JOYAXISRANGE);
|
|
joystickvector->xaxis = max(joystickvector->xaxis, -JOYAXISRANGE);
|
|
joystickvector->yaxis = min(joystickvector->yaxis, JOYAXISRANGE);
|
|
joystickvector->yaxis = max(joystickvector->yaxis, -JOYAXISRANGE);
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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
|
|
|
|
INT16 ticcmd_oldangleturn[2];
|
|
boolean ticcmd_centerviewdown[2]; // For simple controls, lock the camera behind the player
|
|
mobj_t *ticcmd_ztargetfocus[2]; // Locking onto an object?
|
|
void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
|
|
{
|
|
boolean forcestrafe = false;
|
|
boolean forcefullinput = false;
|
|
INT32 tspeed, forward, side, axis, strafeaxis, moveaxis, turnaxis, lookaxis, i;
|
|
|
|
joystickvector2_t movejoystickvector, lookjoystickvector;
|
|
|
|
const INT32 speed = 1;
|
|
// these ones used for multiple conditions
|
|
boolean turnleft, turnright, strafelkey, straferkey, movefkey, movebkey, mouseaiming, analogjoystickmove, gamepadjoystickmove, thisjoyaiming;
|
|
boolean strafeisturn; // Simple controls only
|
|
player_t *player = &players[ssplayer == 2 ? secondarydisplayplayer : consoleplayer];
|
|
camera_t *thiscam = ((ssplayer == 1 || player->bot == BOT_2PHUMAN) ? &camera : &camera2);
|
|
angle_t *myangle = (ssplayer == 1 ? &localangle : &localangle2);
|
|
INT32 *myaiming = (ssplayer == 1 ? &localaiming : &localaiming2);
|
|
|
|
angle_t drawangleoffset = (player->powers[pw_carry] == CR_ROLLOUT) ? ANGLE_180 : 0;
|
|
INT32 chasecam, chasefreelook, alwaysfreelook, usejoystick, invertmouse, turnmultiplier, mousemove;
|
|
controlstyle_e controlstyle = G_ControlStyle(ssplayer);
|
|
INT32 mdx, mdy, mldy;
|
|
|
|
static INT32 turnheld[2]; // for accelerative turning
|
|
static boolean keyboard_look[2]; // true if lookup/down using keyboard
|
|
static boolean resetdown[2]; // don't cam reset every frame
|
|
static boolean joyaiming[2]; // check the last frame's value if we need to reset the camera
|
|
|
|
// simple mode vars
|
|
static boolean zchange[2]; // only switch z targets once per press
|
|
static fixed_t tta_factor[2] = {FRACUNIT, FRACUNIT}; // disables turn-to-angle when manually turning camera until movement happens
|
|
boolean centerviewdown = false;
|
|
|
|
UINT8 forplayer = ssplayer-1;
|
|
|
|
if (ssplayer == 1)
|
|
{
|
|
chasecam = cv_chasecam.value;
|
|
chasefreelook = cv_chasefreelook.value;
|
|
alwaysfreelook = cv_alwaysfreelook.value;
|
|
usejoystick = cv_usejoystick.value;
|
|
invertmouse = cv_invertmouse.value;
|
|
turnmultiplier = cv_cam_turnmultiplier.value;
|
|
mousemove = cv_mousemove.value;
|
|
mdx = mouse.dx;
|
|
mdy = -mouse.dy;
|
|
mldy = -mouse.mlookdy;
|
|
G_CopyTiccmd(cmd, I_BaseTiccmd(), 1); // empty, or external driver
|
|
}
|
|
else
|
|
{
|
|
chasecam = cv_chasecam2.value;
|
|
chasefreelook = cv_chasefreelook2.value;
|
|
alwaysfreelook = cv_alwaysfreelook2.value;
|
|
usejoystick = cv_usejoystick2.value;
|
|
invertmouse = cv_invertmouse2.value;
|
|
turnmultiplier = cv_cam2_turnmultiplier.value;
|
|
mousemove = cv_mousemove2.value;
|
|
mdx = mouse2.dx;
|
|
mdy = -mouse2.dy;
|
|
mldy = -mouse2.mlookdy;
|
|
G_CopyTiccmd(cmd, I_BaseTiccmd2(), 1); // empty, or external driver
|
|
}
|
|
|
|
if (menuactive || CON_Ready() || chat_on)
|
|
mdx = mdy = mldy = 0;
|
|
|
|
strafeisturn = controlstyle == CS_SIMPLE && ticcmd_centerviewdown[forplayer] &&
|
|
((cv_cam_lockedinput[forplayer].value && !ticcmd_ztargetfocus[forplayer]) || (player->pflags & PF_STARTDASH)) &&
|
|
!player->climbing && player->powers[pw_carry] != CR_MINECART;
|
|
|
|
// 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 || ((gametyperules & GTR_TAG)
|
|
&& (leveltime < hidetime * TICRATE) && (player->pflags & PF_TAGIT)))))
|
|
{//@TODO splitscreen player
|
|
cmd->angleturn = ticcmd_oldangleturn[forplayer];
|
|
cmd->aiming = G_ClipAimingPitch(myaiming);
|
|
return;
|
|
}
|
|
|
|
turnright = PLAYERINPUTDOWN(ssplayer, GC_TURNRIGHT);
|
|
turnleft = PLAYERINPUTDOWN(ssplayer, GC_TURNLEFT);
|
|
|
|
straferkey = PLAYERINPUTDOWN(ssplayer, GC_STRAFERIGHT);
|
|
strafelkey = PLAYERINPUTDOWN(ssplayer, GC_STRAFELEFT);
|
|
movefkey = PLAYERINPUTDOWN(ssplayer, GC_FORWARD);
|
|
movebkey = PLAYERINPUTDOWN(ssplayer, GC_BACKWARD);
|
|
|
|
if (strafeisturn)
|
|
{
|
|
turnright |= straferkey;
|
|
turnleft |= strafelkey;
|
|
straferkey = strafelkey = false;
|
|
}
|
|
|
|
mouseaiming = (PLAYERINPUTDOWN(ssplayer, GC_MOUSEAIMING)) ^
|
|
((chasecam && !player->spectator) ? chasefreelook : alwaysfreelook);
|
|
analogjoystickmove = usejoystick && !Joystick.bGamepadStyle;
|
|
gamepadjoystickmove = usejoystick && Joystick.bGamepadStyle;
|
|
|
|
thisjoyaiming = (chasecam && !player->spectator) ? chasefreelook : alwaysfreelook;
|
|
|
|
// Reset the vertical look if we're no longer joyaiming
|
|
if (!thisjoyaiming && joyaiming[forplayer])
|
|
*myaiming = 0;
|
|
joyaiming[forplayer] = thisjoyaiming;
|
|
|
|
turnaxis = PlayerJoyAxis(ssplayer, JA_TURN);
|
|
if (strafeisturn)
|
|
turnaxis += PlayerJoyAxis(ssplayer, JA_STRAFE);
|
|
lookaxis = PlayerJoyAxis(ssplayer, JA_LOOK);
|
|
lookjoystickvector.xaxis = turnaxis;
|
|
lookjoystickvector.yaxis = lookaxis;
|
|
G_HandleAxisDeadZone(forplayer, &lookjoystickvector);
|
|
|
|
if (gamepadjoystickmove && lookjoystickvector.xaxis != 0)
|
|
{
|
|
turnright = turnright || (lookjoystickvector.xaxis > 0);
|
|
turnleft = turnleft || (lookjoystickvector.xaxis < 0);
|
|
}
|
|
forward = side = 0;
|
|
|
|
// use two stage accelerative turning
|
|
// on the keyboard and joystick
|
|
if (turnleft || turnright)
|
|
turnheld[forplayer] += realtics;
|
|
else
|
|
turnheld[forplayer] = 0;
|
|
|
|
if (turnheld[forplayer] < SLOWTURNTICS)
|
|
tspeed = 2; // slow turn
|
|
else
|
|
tspeed = speed;
|
|
|
|
// let movement keys cancel each other out
|
|
if (controlstyle == CS_LMAOGALOG) // 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->pflags & PF_SLIDING)))
|
|
forcefullinput = true;
|
|
if (twodlevel
|
|
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|
|
|| (!demoplayback && ((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 && lookjoystickvector.xaxis != 0)
|
|
{
|
|
// JOYAXISRANGE is supposed to be 1023 (divide by 1024)
|
|
side += ((lookjoystickvector.xaxis * sidemove[1]) >> 10);
|
|
}
|
|
}
|
|
else if (controlstyle == CS_LMAOGALOG) // Analog
|
|
{
|
|
if (turnright)
|
|
cmd->buttons |= BT_CAMRIGHT;
|
|
if (turnleft)
|
|
cmd->buttons |= BT_CAMLEFT;
|
|
}
|
|
else
|
|
{
|
|
if (turnright && turnleft);
|
|
else if (turnright)
|
|
cmd->angleturn = (INT16)(cmd->angleturn - ((angleturn[tspeed] * turnmultiplier)>>FRACBITS));
|
|
else if (turnleft)
|
|
cmd->angleturn = (INT16)(cmd->angleturn + ((angleturn[tspeed] * turnmultiplier)>>FRACBITS));
|
|
|
|
if (analogjoystickmove && lookjoystickvector.xaxis != 0)
|
|
{
|
|
// JOYAXISRANGE should be 1023 (divide by 1024)
|
|
cmd->angleturn = (INT16)(cmd->angleturn - ((((lookjoystickvector.xaxis * angleturn[1]) >> 10) * turnmultiplier)>>FRACBITS)); // ANALOG!
|
|
}
|
|
|
|
if (turnright || turnleft || abs(cmd->angleturn) > angleturn[2])
|
|
tta_factor[forplayer] = 0; // suspend turn to angle
|
|
}
|
|
|
|
strafeaxis = strafeisturn ? 0 : PlayerJoyAxis(ssplayer, JA_STRAFE);
|
|
moveaxis = PlayerJoyAxis(ssplayer, JA_MOVE);
|
|
movejoystickvector.xaxis = strafeaxis;
|
|
movejoystickvector.yaxis = moveaxis;
|
|
G_HandleAxisDeadZone(forplayer, &movejoystickvector);
|
|
|
|
if (gamepadjoystickmove && movejoystickvector.xaxis != 0)
|
|
{
|
|
if (movejoystickvector.xaxis > 0)
|
|
side += sidemove[speed];
|
|
else if (movejoystickvector.xaxis < 0)
|
|
side -= sidemove[speed];
|
|
}
|
|
else if (analogjoystickmove && movejoystickvector.xaxis != 0)
|
|
{
|
|
// JOYAXISRANGE is supposed to be 1023 (divide by 1024)
|
|
side += ((movejoystickvector.xaxis * sidemove[1]) >> 10);
|
|
}
|
|
|
|
// forward with key or button
|
|
if (movefkey || (gamepadjoystickmove && movejoystickvector.yaxis < 0)
|
|
|| ((player->powers[pw_carry] == CR_NIGHTSMODE)
|
|
&& (PLAYERINPUTDOWN(ssplayer, GC_LOOKUP) || (gamepadjoystickmove && lookjoystickvector.yaxis > 0))))
|
|
forward = forwardmove[speed];
|
|
if (movebkey || (gamepadjoystickmove && movejoystickvector.yaxis > 0)
|
|
|| ((player->powers[pw_carry] == CR_NIGHTSMODE)
|
|
&& (PLAYERINPUTDOWN(ssplayer, GC_LOOKDOWN) || (gamepadjoystickmove && lookjoystickvector.yaxis < 0))))
|
|
forward -= forwardmove[speed];
|
|
|
|
if (analogjoystickmove && movejoystickvector.yaxis != 0)
|
|
forward -= ((movejoystickvector.yaxis * 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 (PLAYERINPUTDOWN(ssplayer, GC_WEAPONNEXT))
|
|
cmd->buttons |= BT_WEAPONNEXT; // Next Weapon
|
|
if (PLAYERINPUTDOWN(ssplayer, 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 (PLAYERINPUTDOWN(ssplayer, GC_WEPSLOT1 + i))
|
|
{
|
|
cmd->buttons |= (UINT16)(i + 1);
|
|
break;
|
|
}
|
|
|
|
// fire with any button/key
|
|
axis = PlayerJoyAxis(ssplayer, JA_FIRE);
|
|
if (PLAYERINPUTDOWN(ssplayer, GC_FIRE) || (usejoystick && axis > 0))
|
|
cmd->buttons |= BT_ATTACK;
|
|
|
|
// fire normal with any button/key
|
|
axis = PlayerJoyAxis(ssplayer, JA_FIRENORMAL);
|
|
if (PLAYERINPUTDOWN(ssplayer, GC_FIRENORMAL) || (usejoystick && axis > 0))
|
|
cmd->buttons |= BT_FIRENORMAL;
|
|
|
|
if (PLAYERINPUTDOWN(ssplayer, GC_TOSSFLAG))
|
|
cmd->buttons |= BT_TOSSFLAG;
|
|
|
|
// Lua scriptable buttons
|
|
if (PLAYERINPUTDOWN(ssplayer, GC_CUSTOM1))
|
|
cmd->buttons |= BT_CUSTOM1;
|
|
if (PLAYERINPUTDOWN(ssplayer, GC_CUSTOM2))
|
|
cmd->buttons |= BT_CUSTOM2;
|
|
if (PLAYERINPUTDOWN(ssplayer, GC_CUSTOM3))
|
|
cmd->buttons |= BT_CUSTOM3;
|
|
|
|
// use with any button/key
|
|
axis = PlayerJoyAxis(ssplayer, JA_SPIN);
|
|
if (PLAYERINPUTDOWN(ssplayer, GC_SPIN) || (usejoystick && axis > 0))
|
|
cmd->buttons |= BT_SPIN;
|
|
|
|
// Centerview can be a toggle in simple mode!
|
|
{
|
|
static boolean last_centerviewdown[2], centerviewhold[2]; // detect taps for toggle behavior
|
|
boolean down = PLAYERINPUTDOWN(ssplayer, GC_CENTERVIEW);
|
|
|
|
if (!(controlstyle == CS_SIMPLE && cv_cam_centertoggle[forplayer].value))
|
|
centerviewdown = down;
|
|
else
|
|
{
|
|
if (down && !last_centerviewdown[forplayer])
|
|
centerviewhold[forplayer] = !centerviewhold[forplayer];
|
|
last_centerviewdown[forplayer] = down;
|
|
|
|
if (cv_cam_centertoggle[forplayer].value == 2 && !down && !ticcmd_ztargetfocus[forplayer])
|
|
centerviewhold[forplayer] = false;
|
|
|
|
centerviewdown = centerviewhold[forplayer];
|
|
}
|
|
}
|
|
|
|
if (centerviewdown)
|
|
{
|
|
if (controlstyle == CS_SIMPLE && !ticcmd_centerviewdown[forplayer] && !G_RingSlingerGametype())
|
|
{
|
|
CV_SetValue(&cv_directionchar[forplayer], 2);
|
|
cmd->angleturn = (INT16)((player->mo->angle - *myangle) >> 16);
|
|
*myaiming = 0;
|
|
|
|
if (cv_cam_lockonboss[forplayer].value)
|
|
P_SetTarget(&ticcmd_ztargetfocus[forplayer], P_LookForFocusTarget(player, NULL, 0, cv_cam_lockonboss[forplayer].value));
|
|
}
|
|
|
|
ticcmd_centerviewdown[forplayer] = true;
|
|
}
|
|
else if (ticcmd_centerviewdown[forplayer])
|
|
{
|
|
if (controlstyle == CS_SIMPLE)
|
|
{
|
|
P_SetTarget(&ticcmd_ztargetfocus[forplayer], NULL);
|
|
CV_SetValue(&cv_directionchar[forplayer], 1);
|
|
}
|
|
|
|
ticcmd_centerviewdown[forplayer] = false;
|
|
}
|
|
|
|
if (ticcmd_ztargetfocus[forplayer])
|
|
{
|
|
if (
|
|
P_MobjWasRemoved(ticcmd_ztargetfocus[forplayer]) ||
|
|
!ticcmd_ztargetfocus[forplayer]->health ||
|
|
(ticcmd_ztargetfocus[forplayer]->type == MT_EGGMOBILE3 && !ticcmd_ztargetfocus[forplayer]->movecount) // Sea Egg is moving around underground and shouldn't be tracked
|
|
)
|
|
P_SetTarget(&ticcmd_ztargetfocus[forplayer], NULL);
|
|
else
|
|
{
|
|
mobj_t *newtarget = NULL;
|
|
if (zchange[forplayer])
|
|
{
|
|
if (!turnleft && !turnright && abs(cmd->angleturn) < angleturn[0])
|
|
zchange[forplayer] = false;
|
|
}
|
|
else if (turnleft || cmd->angleturn > angleturn[0])
|
|
{
|
|
zchange[forplayer] = true;
|
|
newtarget = P_LookForFocusTarget(player, ticcmd_ztargetfocus[forplayer], 1, cv_cam_lockonboss[forplayer].value);
|
|
}
|
|
else if (turnright || cmd->angleturn < -angleturn[0])
|
|
{
|
|
zchange[forplayer] = true;
|
|
newtarget = P_LookForFocusTarget(player, ticcmd_ztargetfocus[forplayer], -1, cv_cam_lockonboss[forplayer].value);
|
|
}
|
|
|
|
if (newtarget)
|
|
P_SetTarget(&ticcmd_ztargetfocus[forplayer], newtarget);
|
|
|
|
// I assume this is netgame-safe because gunslinger spawns this for only the local player...... *sweats intensely*
|
|
newtarget = P_SpawnMobj(ticcmd_ztargetfocus[forplayer]->x, ticcmd_ztargetfocus[forplayer]->y, ticcmd_ztargetfocus[forplayer]->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
|
|
P_SetTarget(&newtarget->target, ticcmd_ztargetfocus[forplayer]);
|
|
newtarget->drawonlyforplayer = player; // Hide it from the other player in splitscreen, and yourself when spectating
|
|
|
|
if (player->mo && P_AproxDistance(
|
|
player->mo->x - ticcmd_ztargetfocus[forplayer]->x,
|
|
player->mo->y - ticcmd_ztargetfocus[forplayer]->y
|
|
) > 50*player->mo->scale)
|
|
{
|
|
INT32 anglediff = R_PointToAngle2(player->mo->x, player->mo->y, ticcmd_ztargetfocus[forplayer]->x, ticcmd_ztargetfocus[forplayer]->y) - *myangle;
|
|
const INT32 maxturn = ANG10/2;
|
|
anglediff /= 4;
|
|
|
|
if (anglediff > maxturn)
|
|
anglediff = maxturn;
|
|
else if (anglediff < -maxturn)
|
|
anglediff = -maxturn;
|
|
|
|
cmd->angleturn = (INT16)(cmd->angleturn + (anglediff >> 16));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ticcmd_centerviewdown[forplayer] && controlstyle == CS_SIMPLE)
|
|
controlstyle = CS_LEGACY;
|
|
|
|
if (PLAYERINPUTDOWN(ssplayer, GC_CAMRESET))
|
|
{
|
|
if (thiscam->chase && !resetdown[forplayer])
|
|
P_ResetCamera(&players[ssplayer == 1 ? displayplayer : secondarydisplayplayer], thiscam);
|
|
|
|
resetdown[forplayer] = true;
|
|
}
|
|
else
|
|
resetdown[forplayer] = false;
|
|
|
|
|
|
// jump button
|
|
axis = PlayerJoyAxis(ssplayer, JA_JUMP);
|
|
if (PLAYERINPUTDOWN(ssplayer, GC_JUMP) || (usejoystick && axis > 0))
|
|
cmd->buttons |= BT_JUMP;
|
|
|
|
// player aiming shit, ahhhh...
|
|
{
|
|
INT32 player_invert = invertmouse ? -1 : 1;
|
|
INT32 screen_invert =
|
|
(player->mo && (player->mo->eflags & MFE_VERTICALFLIP)
|
|
&& (!thiscam->chase || player->pflags & PF_FLIPCAM)) //because chasecam's not inverted
|
|
? -1 : 1; // set to -1 or 1 to multiply
|
|
INT32 configlookaxis = ssplayer == 1 ? cv_lookaxis.value : cv_lookaxis2.value;
|
|
|
|
// mouse look stuff (mouse look is not the same as mouse aim)
|
|
if (mouseaiming)
|
|
{
|
|
keyboard_look[forplayer] = false;
|
|
|
|
// looking up/down
|
|
*myaiming += (mldy<<19)*player_invert*screen_invert;
|
|
}
|
|
|
|
if (analogjoystickmove && joyaiming[forplayer] && lookjoystickvector.yaxis != 0 && configlookaxis != 0)
|
|
*myaiming += (lookjoystickvector.yaxis<<16) * screen_invert;
|
|
|
|
// spring back if not using keyboard neither mouselookin'
|
|
if (!keyboard_look[forplayer] && configlookaxis == 0 && !joyaiming[forplayer] && !mouseaiming)
|
|
*myaiming = 0;
|
|
|
|
if (!(player->powers[pw_carry] == CR_NIGHTSMODE))
|
|
{
|
|
if (PLAYERINPUTDOWN(ssplayer, GC_LOOKUP) || (gamepadjoystickmove && lookjoystickvector.yaxis < 0))
|
|
{
|
|
*myaiming += KB_LOOKSPEED * screen_invert;
|
|
keyboard_look[forplayer] = true;
|
|
}
|
|
else if (PLAYERINPUTDOWN(ssplayer, GC_LOOKDOWN) || (gamepadjoystickmove && lookjoystickvector.yaxis > 0))
|
|
{
|
|
*myaiming -= KB_LOOKSPEED * screen_invert;
|
|
keyboard_look[forplayer] = true;
|
|
}
|
|
else if (ticcmd_centerviewdown[forplayer])
|
|
*myaiming = 0;
|
|
}
|
|
|
|
// accept no mlook for network games
|
|
if (!cv_allowmlook.value)
|
|
*myaiming = 0;
|
|
|
|
cmd->aiming = G_ClipAimingPitch(myaiming);
|
|
}
|
|
|
|
if (!mouseaiming && mousemove)
|
|
forward += mdy;
|
|
|
|
if ((!demoplayback && (player->pflags & PF_SLIDING))) // Analog for mouse
|
|
side += mdx*2;
|
|
else if (controlstyle == CS_LMAOGALOG)
|
|
{
|
|
if (mdx)
|
|
{
|
|
if (mdx > 0)
|
|
cmd->buttons |= BT_CAMRIGHT;
|
|
else
|
|
cmd->buttons |= BT_CAMLEFT;
|
|
}
|
|
}
|
|
else
|
|
cmd->angleturn = (INT16)(cmd->angleturn - (mdx*8));
|
|
|
|
if (forward > MAXPLMOVE)
|
|
forward = MAXPLMOVE;
|
|
else if (forward < -MAXPLMOVE)
|
|
forward = -MAXPLMOVE;
|
|
if (side > MAXPLMOVE)
|
|
side = MAXPLMOVE;
|
|
else if (side < -MAXPLMOVE)
|
|
side = -MAXPLMOVE;
|
|
|
|
// No additional acceleration when moving forward/backward and strafing simultaneously.
|
|
// do this AFTER we cap to MAXPLMOVE so people can't find ways to cheese around this.
|
|
if (!forcefullinput && forward && side)
|
|
{
|
|
angle_t angle = R_PointToAngle2(0, 0, side << FRACBITS, forward << FRACBITS);
|
|
INT32 maxforward = abs(P_ReturnThrustY(NULL, angle, MAXPLMOVE));
|
|
INT32 maxside = abs(P_ReturnThrustX(NULL, angle, MAXPLMOVE));
|
|
forward = max(min(forward, maxforward), -maxforward);
|
|
side = max(min(side, maxside), -maxside);
|
|
}
|
|
|
|
//Silly hack to make 2d mode *somewhat* playable with no chasecam.
|
|
if ((twodlevel || (player->mo && player->mo->flags2 & MF2_TWOD)) && !thiscam->chase)
|
|
{
|
|
INT32 temp = forward;
|
|
forward = side;
|
|
side = temp;
|
|
}
|
|
|
|
cmd->forwardmove = (SINT8)(cmd->forwardmove + forward);
|
|
cmd->sidemove = (SINT8)(cmd->sidemove + side);
|
|
|
|
// Note: Majority of botstuffs are handled in G_Ticker now.
|
|
if (player->bot == BOT_2PAI
|
|
&& !player->powers[pw_tailsfly]
|
|
&& (cmd->forwardmove || cmd->sidemove || cmd->buttons))
|
|
{
|
|
player->bot = BOT_2PHUMAN; // A player-controlled bot. Returns to AI when it respawns.
|
|
CV_SetValue(&cv_analog[1], true);
|
|
}
|
|
|
|
if (player->bot == BOT_2PHUMAN)
|
|
cmd->angleturn = (INT16)((localangle - *myangle) >> 16);
|
|
|
|
*myangle += (cmd->angleturn<<16);
|
|
|
|
if (controlstyle == CS_LMAOGALOG) {
|
|
angle_t angle;
|
|
|
|
if (player->awayviewtics)
|
|
angle = player->awayviewmobj->angle;
|
|
else
|
|
angle = thiscam->angle;
|
|
|
|
cmd->angleturn = (INT16)((angle - (ticcmd_oldangleturn[forplayer] << 16)) >> 16);
|
|
}
|
|
else
|
|
{
|
|
// Adjust camera angle by player input
|
|
if (controlstyle == CS_SIMPLE && !forcestrafe && thiscam->chase && !turnheld[forplayer] && !ticcmd_centerviewdown[forplayer] && !player->climbing && player->powers[pw_carry] != CR_MINECART)
|
|
{
|
|
fixed_t camadjustfactor = cv_cam_turnfacinginput[forplayer].value;
|
|
|
|
if (camadjustfactor)
|
|
{
|
|
fixed_t sine = FINESINE((R_PointToAngle2(0, 0, player->rmomx, player->rmomy) - localangle)>>ANGLETOFINESHIFT);
|
|
fixed_t factor;
|
|
INT16 camadjust;
|
|
|
|
if ((sine > 0) == (cmd->sidemove > 0))
|
|
sine = 0; // Prevent jerking right when braking from going left, or vice versa
|
|
|
|
factor = min(40, FixedMul(player->speed, abs(sine))*2 / FRACUNIT);
|
|
|
|
camadjust = (cmd->sidemove * factor * camadjustfactor) >> 16;
|
|
|
|
*myangle -= camadjust << 16;
|
|
cmd->angleturn = (INT16)(cmd->angleturn - camadjust);
|
|
}
|
|
|
|
if (ticcmd_centerviewdown[forplayer] && (cv_cam_lockedinput[forplayer].value || (player->pflags & PF_STARTDASH)))
|
|
cmd->sidemove = 0;
|
|
}
|
|
|
|
// Adjust camera angle to face player direction, depending on circumstances
|
|
// Nothing happens if cam left/right are held, so you can hold both to lock the camera in one direction
|
|
if (controlstyle == CS_SIMPLE && !forcestrafe && thiscam->chase && !turnheld[forplayer] && !ticcmd_centerviewdown[forplayer] && player->powers[pw_carry] != CR_MINECART)
|
|
{
|
|
fixed_t camadjustfactor;
|
|
boolean alt = false; // Reduce intensity on diagonals and prevent backwards movement from turning the camera
|
|
|
|
if (player->pflags & PF_GLIDING)
|
|
camadjustfactor = cv_cam_turnfacingability[forplayer].value/4;
|
|
else if (player->pflags & PF_STARTDASH)
|
|
camadjustfactor = cv_cam_turnfacingspindash[forplayer].value/4;
|
|
else
|
|
{
|
|
alt = true;
|
|
camadjustfactor = cv_cam_turnfacing[forplayer].value/8;
|
|
}
|
|
|
|
camadjustfactor = FixedMul(camadjustfactor, max(FRACUNIT - player->speed, min(player->speed/18, FRACUNIT)));
|
|
|
|
camadjustfactor = FixedMul(camadjustfactor, tta_factor[forplayer]);
|
|
|
|
if (tta_factor[forplayer] < FRACUNIT && (cmd->forwardmove || cmd->sidemove || tta_factor[forplayer] >= FRACUNIT/3))
|
|
tta_factor[forplayer] += FRACUNIT>>5;
|
|
else if (tta_factor[forplayer] && tta_factor[forplayer] < FRACUNIT/3)
|
|
tta_factor[forplayer] -= FRACUNIT>>5;
|
|
|
|
if (camadjustfactor)
|
|
{
|
|
angle_t controlangle;
|
|
INT32 anglediff;
|
|
INT16 camadjust;
|
|
|
|
if ((cmd->forwardmove || cmd->sidemove) && !(player->pflags & PF_SPINNING))
|
|
controlangle = *myangle + R_PointToAngle2(0, 0, cmd->forwardmove << FRACBITS, -cmd->sidemove << FRACBITS);
|
|
else
|
|
controlangle = player->drawangle + drawangleoffset;
|
|
|
|
anglediff = controlangle - *myangle;
|
|
|
|
if (alt)
|
|
{
|
|
fixed_t sine = FINESINE((angle_t) (anglediff)>>ANGLETOFINESHIFT);
|
|
sine = abs(sine);
|
|
|
|
if (abs(anglediff) > ANGLE_90)
|
|
sine = max(0, sine*3 - 2*FRACUNIT); // At about 135 degrees, this will stop turning
|
|
|
|
anglediff = FixedMul(anglediff, sine);
|
|
}
|
|
|
|
camadjust = FixedMul(anglediff, camadjustfactor) >> 16;
|
|
|
|
*myangle += camadjust << 16;
|
|
cmd->angleturn = (INT16)(cmd->angleturn + camadjust);
|
|
}
|
|
}
|
|
}
|
|
|
|
// At this point, cmd doesn't contain the final angle yet,
|
|
// So we need to temporarily transform it so Lua scripters
|
|
// don't need to handle it differently than in other hooks.
|
|
if (addedtogame && gamestate == GS_LEVEL)
|
|
{
|
|
INT16 extra = ticcmd_oldangleturn[forplayer] - player->oldrelangleturn;
|
|
INT16 origangle = cmd->angleturn;
|
|
INT16 orighookangle = (INT16)(origangle + player->angleturn + extra);
|
|
INT16 origaiming = cmd->aiming;
|
|
|
|
cmd->angleturn = orighookangle;
|
|
|
|
LUA_HookTiccmd(player, cmd, HOOK(PlayerCmd));
|
|
|
|
extra = cmd->angleturn - orighookangle;
|
|
cmd->angleturn = origangle + extra;
|
|
*myangle += extra << 16;
|
|
*myaiming += (cmd->aiming - origaiming) << 16;
|
|
|
|
// Send leveltime when this tic was generated to the server for control lag calculations.
|
|
// Only do this when in a level. Also do this after the hook, so that it can't overwrite this.
|
|
cmd->latency = (leveltime & 0xFF);
|
|
}
|
|
|
|
//Reset away view if a command is given.
|
|
if (ssplayer == 1 && (cmd->forwardmove || cmd->sidemove || cmd->buttons)
|
|
&& displayplayer != consoleplayer)
|
|
{
|
|
// Call ViewpointSwitch hooks here.
|
|
// The viewpoint was forcibly changed.
|
|
LUA_HookViewpointSwitch(player, &players[consoleplayer], true);
|
|
displayplayer = consoleplayer;
|
|
}
|
|
|
|
cmd->angleturn = (INT16)(cmd->angleturn + ticcmd_oldangleturn[forplayer]);
|
|
ticcmd_oldangleturn[forplayer] = cmd->angleturn;
|
|
}
|
|
|
|
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);
|
|
dest[i].latency = src[i].latency;
|
|
}
|
|
return dest;
|
|
}
|
|
|
|
// 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[0].value)
|
|
CV_SetValue(&cv_analog[0], 1);
|
|
else
|
|
CV_SetValue(&cv_analog[0], 0);
|
|
}
|
|
|
|
static void UserAnalog2_OnChange(void)
|
|
{
|
|
if (botingame)
|
|
return;
|
|
if (cv_useranalog[1].value)
|
|
CV_SetValue(&cv_analog[1], 1);
|
|
else
|
|
CV_SetValue(&cv_analog[1], 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[0].value) {
|
|
CV_SetValue(&cv_analog[0], 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_analog[1].value) {
|
|
CV_SetValue(&cv_analog[1], 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);
|
|
I_UpdateMouseGrab();
|
|
|
|
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_LoadLevel(false, false)) // this never returns false?
|
|
{
|
|
// fail so reset game stuff
|
|
Command_ExitGame_f();
|
|
return;
|
|
}
|
|
|
|
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;
|
|
}
|
|
G_SetMouseDeltas(0, 0, 1);
|
|
G_SetMouseDeltas(0, 0, 2);
|
|
|
|
// clear hud messages remains (usually from game startup)
|
|
CON_ClearHUD();
|
|
}
|
|
|
|
//
|
|
// Start the title card.
|
|
//
|
|
void G_StartTitleCard(void)
|
|
{
|
|
// The title card has been disabled for this map.
|
|
// Oh well.
|
|
if (!G_IsTitleCardAvailable())
|
|
{
|
|
WipeStageTitle = false;
|
|
return;
|
|
}
|
|
|
|
// clear the hud
|
|
CON_ClearHUD();
|
|
|
|
// prepare status bar
|
|
ST_startTitleCard();
|
|
|
|
// start the title card
|
|
WipeStageTitle = (!titlemapinaction);
|
|
}
|
|
|
|
//
|
|
// Run the title card before fading in to the level.
|
|
//
|
|
void G_PreLevelTitleCard(void)
|
|
{
|
|
#ifndef NOWIPE
|
|
tic_t starttime = I_GetTime();
|
|
tic_t endtime = starttime + (PRELEVELTIME*NEWTICRATERATIO);
|
|
tic_t nowtime = starttime;
|
|
tic_t lasttime = starttime;
|
|
while (nowtime < endtime)
|
|
{
|
|
// draw loop
|
|
while (!((nowtime = I_GetTime()) - lasttime))
|
|
{
|
|
I_Sleep(cv_sleep.value);
|
|
I_UpdateTime(cv_timescale.value);
|
|
}
|
|
lasttime = nowtime;
|
|
|
|
ST_runTitleCard();
|
|
ST_preLevelTitleCardDrawer();
|
|
I_FinishUpdate(); // page flip or blit buffer
|
|
NetKeepAlive(); // Prevent timeouts
|
|
|
|
if (moviemode)
|
|
M_SaveFrame();
|
|
if (takescreenshot) // Only take screenshots after drawing.
|
|
M_DoScreenShot();
|
|
}
|
|
if (!cv_showhud.value)
|
|
wipestyleflags = WSF_CROSSFADE;
|
|
#endif
|
|
}
|
|
|
|
static boolean titlecardforreload = false;
|
|
|
|
//
|
|
// Returns true if the current level has a title card.
|
|
//
|
|
boolean G_IsTitleCardAvailable(void)
|
|
{
|
|
// The current level header explicitly disabled the title card.
|
|
UINT16 titleflag = LF_NOTITLECARDFIRST;
|
|
|
|
if (modeattacking != ATTACKING_NONE)
|
|
titleflag = LF_NOTITLECARDRECORDATTACK;
|
|
else if (titlecardforreload)
|
|
titleflag = LF_NOTITLECARDRESPAWN;
|
|
|
|
if (mapheaderinfo[gamemap-1]->levelflags & titleflag)
|
|
return false;
|
|
|
|
// The current gametype doesn't have a title card.
|
|
if (gametyperules & GTR_NOTITLECARD)
|
|
return false;
|
|
|
|
// The current level has no name.
|
|
if (!mapheaderinfo[gamemap-1]->lvlttl[0])
|
|
return false;
|
|
|
|
// The title card is available.
|
|
return true;
|
|
}
|
|
|
|
INT32 pausedelay = 0;
|
|
boolean pausebreakkey = false;
|
|
static INT32 camtoggledelay, camtoggledelay2 = 0;
|
|
|
|
static boolean ViewpointSwitchResponder(event_t *ev)
|
|
{
|
|
// ViewpointSwitch Lua hook.
|
|
UINT8 canSwitchView = 0;
|
|
|
|
INT32 direction = 0;
|
|
if (ev->key == KEY_F12 || ev->key == gamecontrol[GC_VIEWPOINTNEXT][0] || ev->key == gamecontrol[GC_VIEWPOINTNEXT][1])
|
|
direction = 1;
|
|
if (ev->key == gamecontrol[GC_VIEWPOINTPREV][0] || ev->key == gamecontrol[GC_VIEWPOINTPREV][1])
|
|
direction = -1;
|
|
// This enabled reverse-iterating with shift+F12, sadly I had to
|
|
// disable this in case your shift key is bound to a control =((
|
|
//if (shiftdown)
|
|
// direction = -direction;
|
|
|
|
// allow spy mode changes even during the demo
|
|
if (!(gamestate == GS_LEVEL && ev->type == ev_keydown && direction != 0))
|
|
return false;
|
|
|
|
if (splitscreen || !netgame)
|
|
{
|
|
displayplayer = consoleplayer;
|
|
return false;
|
|
}
|
|
|
|
// spy mode
|
|
do
|
|
{
|
|
// Wrap in both directions
|
|
displayplayer += direction;
|
|
displayplayer = (displayplayer + MAXPLAYERS) % MAXPLAYERS;
|
|
|
|
if (!playeringame[displayplayer])
|
|
continue;
|
|
|
|
// Call ViewpointSwitch hooks here.
|
|
canSwitchView = LUA_HookViewpointSwitch(&players[consoleplayer], &players[displayplayer], false);
|
|
if (canSwitchView == 1) // Set viewpoint to this player
|
|
break;
|
|
else if (canSwitchView == 2) // Skip this player
|
|
continue;
|
|
|
|
if (players[displayplayer].spectator)
|
|
continue;
|
|
|
|
if (G_GametypeHasTeams())
|
|
{
|
|
if (players[consoleplayer].ctfteam
|
|
&& players[displayplayer].ctfteam != players[consoleplayer].ctfteam)
|
|
continue;
|
|
}
|
|
else if (gametyperules & GTR_HIDEFROZEN)
|
|
{
|
|
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();
|
|
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// G_Responder
|
|
// Get info needed to make ticcmd_ts for the players.
|
|
//
|
|
boolean G_Responder(event_t *ev)
|
|
{
|
|
// 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->key != 301 && !(gamestate == GS_TITLESCREEN && finalecount < TICRATE))
|
|
{
|
|
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)
|
|
F_StartGameEvaluation();
|
|
else if (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
|
|
|
|
if (ViewpointSwitchResponder(ev))
|
|
return true;
|
|
|
|
// update keys current state
|
|
G_MapEventsToControls(ev);
|
|
|
|
switch (ev->type)
|
|
{
|
|
case ev_keydown:
|
|
if (ev->key == gamecontrol[GC_PAUSE][0]
|
|
|| ev->key == gamecontrol[GC_PAUSE][1]
|
|
|| ev->key == KEY_PAUSE)
|
|
{
|
|
if (modeattacking && !demoplayback && (gamestate == GS_LEVEL))
|
|
{
|
|
pausebreakkey = (ev->key == 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_SetModeAttackRetryFlag();
|
|
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->key == gamecontrol[GC_CAMTOGGLE][0]
|
|
|| ev->key == gamecontrol[GC_CAMTOGGLE][1])
|
|
{
|
|
if (!camtoggledelay)
|
|
{
|
|
camtoggledelay = NEWTICRATE / 7;
|
|
CV_SetValue(&cv_chasecam, cv_chasecam.value ? 0 : 1);
|
|
}
|
|
}
|
|
if (ev->key == gamecontrolbis[GC_CAMTOGGLE][0]
|
|
|| ev->key == 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_LuaResponder
|
|
// Let Lua handle key events.
|
|
//
|
|
boolean G_LuaResponder(event_t *ev)
|
|
{
|
|
boolean cancelled = false;
|
|
|
|
if (ev->type == ev_keydown)
|
|
{
|
|
cancelled = LUA_HookKey(ev, HOOK(KeyDown));
|
|
LUA_InvalidateUserdata(ev);
|
|
}
|
|
else if (ev->type == ev_keyup)
|
|
{
|
|
cancelled = LUA_HookKey(ev, HOOK(KeyUp));
|
|
LUA_InvalidateUserdata(ev);
|
|
}
|
|
|
|
return cancelled;
|
|
}
|
|
|
|
//
|
|
// G_Ticker
|
|
// Make ticcmd_ts for the players.
|
|
//
|
|
void G_Ticker(boolean run)
|
|
{
|
|
UINT32 i;
|
|
INT32 buf;
|
|
|
|
// Bot players queued for removal
|
|
for (i = MAXPLAYERS-1; i != UINT32_MAX; i--)
|
|
{
|
|
if (playeringame[i] && players[i].removing)
|
|
{
|
|
CL_RemovePlayer(i, i);
|
|
if (netgame)
|
|
{
|
|
char kickmsg[256];
|
|
|
|
strcpy(kickmsg, M_GetText("\x82*Bot %s has been removed"));
|
|
strcpy(kickmsg, va(kickmsg, player_names[i], i));
|
|
HU_AddChatText(kickmsg, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
// see also SCR_DisplayMarathonInfo
|
|
if ((marathonmode & (MA_INIT|MA_INGAME)) == MA_INGAME && gamestate == GS_LEVEL)
|
|
marathontime++;
|
|
|
|
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, or you haven't even touched the first starpost in marathon run.
|
|
if (marathonmode && gamemap == spmarathon_start && !players[consoleplayer].starposttime)
|
|
{
|
|
player_t *p = &players[consoleplayer];
|
|
marathonmode |= MA_INIT;
|
|
marathontime = 0;
|
|
|
|
numgameovers = tokenlist = token = 0;
|
|
countdown = countdown2 = exitfadestarted = 0;
|
|
|
|
p->playerstate = PST_REBORN;
|
|
p->starpostx = p->starposty = p->starpostz = 0;
|
|
|
|
p->lives = startinglivesbalance[0];
|
|
p->continues = 1;
|
|
|
|
p->score = p->recordscore = 0;
|
|
|
|
// The latter two should clear by themselves, but just in case
|
|
p->pflags &= ~(PF_TAGIT|PF_GAMETYPEOVER|PF_FULLSTASIS);
|
|
|
|
// Clear cheatcodes too, just in case.
|
|
p->pflags &= ~(PF_GODMODE|PF_NOCLIP|PF_INVIS);
|
|
|
|
p->xtralife = 0;
|
|
|
|
// Reset unlockable triggers
|
|
unlocktriggers = 0;
|
|
|
|
emeralds = 0;
|
|
|
|
memset(&luabanks, 0, sizeof(luabanks));
|
|
}
|
|
else 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;
|
|
|
|
// Generate ticcmds for bots FIRST, then copy received ticcmds for players.
|
|
// This emulates pre-2.2.10 behaviour where the bot referenced their leader's last copied ticcmd,
|
|
// which is desirable because P_PlayerThink can override inputs (e.g. while PF_STASIS is applied or in a waterslide),
|
|
// and the bot AI needs to respect that.
|
|
#define ISHUMAN (players[i].bot == BOT_NONE || players[i].bot == BOT_2PHUMAN)
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && !ISHUMAN) // Less work is required if we're building a bot ticcmd.
|
|
{
|
|
players[i].lastbuttons = players[i].cmd.buttons; // Save last frame's button readings
|
|
B_BuildTiccmd(&players[i], &players[i].cmd);
|
|
|
|
// Since bot TicCmd is pre-determined for both the client and server, the latency and packet checks are simplified.
|
|
players[i].cmd.latency = 0;
|
|
P_SetPlayerAngle(&players[i], players[i].cmd.angleturn << 16);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && ISHUMAN)
|
|
{
|
|
players[i].lastbuttons = players[i].cmd.buttons; // Save last frame's button readings
|
|
G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
|
|
|
|
// Use the leveltime sent in the player's ticcmd to determine control lag
|
|
players[i].cmd.latency = min(((leveltime & 0xFF) - players[i].cmd.latency) & 0xFF, MAXPREDICTTICS-1);
|
|
|
|
// Do angle adjustments.
|
|
players[i].angleturn += players[i].cmd.angleturn - players[i].oldrelangleturn;
|
|
players[i].oldrelangleturn = players[i].cmd.angleturn;
|
|
if (P_ControlStyle(&players[i]) == CS_LMAOGALOG)
|
|
P_ForceLocalAngle(&players[i], players[i].angleturn << 16);
|
|
else
|
|
players[i].cmd.angleturn = (players[i].angleturn & ~TICCMD_RECEIVED) | (players[i].cmd.angleturn & TICCMD_RECEIVED);
|
|
}
|
|
}
|
|
#undef ISHUMAN
|
|
|
|
// do main actions
|
|
switch (gamestate)
|
|
{
|
|
case GS_LEVEL:
|
|
if (titledemo)
|
|
F_TitleDemoTicker();
|
|
P_Ticker(run); // tic the game
|
|
ST_Ticker(run);
|
|
F_TextPromptTicker();
|
|
AM_Ticker();
|
|
HU_Ticker();
|
|
|
|
break;
|
|
|
|
case GS_INTERMISSION:
|
|
if (run)
|
|
Y_Ticker();
|
|
HU_Ticker();
|
|
break;
|
|
|
|
case GS_TIMEATTACK:
|
|
if (run)
|
|
F_MenuPresTicker();
|
|
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);
|
|
if (run)
|
|
F_MenuPresTicker();
|
|
F_TitleScreenTicker(run);
|
|
break;
|
|
|
|
case GS_WAITINGPLAYERS:
|
|
if (netgame)
|
|
F_WaitingPlayersTicker();
|
|
HU_Ticker();
|
|
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--;
|
|
|
|
if (gametic % NAMECHANGERATE == 0)
|
|
{
|
|
memset(player_name_changes, 0, sizeof player_name_changes);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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->recordscore = 0;
|
|
|
|
p->mo->flags2 &= ~MF2_SHADOW; // cancel invisibility
|
|
P_FlashPal(p, 0, 0); // Resets
|
|
p->starpostscale = 0;
|
|
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, boolean betweenmaps)
|
|
{
|
|
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 starpostscale;
|
|
fixed_t jumpfactor;
|
|
fixed_t height;
|
|
fixed_t spinheight;
|
|
INT32 exiting;
|
|
tic_t dashmode;
|
|
INT16 numboxes;
|
|
INT16 totalring;
|
|
UINT8 laps;
|
|
UINT8 mare;
|
|
UINT16 skincolor;
|
|
INT32 skin;
|
|
UINT32 availabilities;
|
|
tic_t jointime;
|
|
tic_t quittime;
|
|
boolean spectator;
|
|
boolean outofcoop;
|
|
boolean removing;
|
|
INT16 bot;
|
|
SINT8 pity;
|
|
INT16 rings;
|
|
INT16 spheres;
|
|
INT16 playerangleturn;
|
|
INT16 oldrelangleturn;
|
|
|
|
score = players[player].score;
|
|
lives = players[player].lives;
|
|
continues = players[player].continues;
|
|
ctfteam = players[player].ctfteam;
|
|
exiting = players[player].exiting;
|
|
jointime = players[player].jointime;
|
|
quittime = players[player].quittime;
|
|
spectator = players[player].spectator;
|
|
outofcoop = players[player].outofcoop;
|
|
removing = players[player].removing;
|
|
pflags = (players[player].pflags & (PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE|PF_TAGIT|PF_GAMETYPEOVER));
|
|
playerangleturn = players[player].angleturn;
|
|
oldrelangleturn = players[player].oldrelangleturn;
|
|
|
|
if (!betweenmaps)
|
|
pflags |= (players[player].pflags & PF_FINISHED);
|
|
|
|
// 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));
|
|
|
|
dashmode = players[player].dashmode;
|
|
|
|
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;
|
|
starpostscale = players[player].starpostscale;
|
|
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;
|
|
|
|
if (betweenmaps || !G_IsSpecialStage(gamemap))
|
|
{
|
|
rings = (ultimatemode ? 0 : mapheaderinfo[gamemap-1]->startrings);
|
|
spheres = 0;
|
|
}
|
|
else
|
|
{
|
|
rings = players[player].rings;
|
|
spheres = players[player].spheres;
|
|
}
|
|
|
|
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->quittime = quittime;
|
|
p->spectator = spectator;
|
|
p->outofcoop = outofcoop;
|
|
p->removing = removing;
|
|
p->angleturn = playerangleturn;
|
|
p->oldrelangleturn = oldrelangleturn;
|
|
|
|
// 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->starpostscale = starpostscale;
|
|
p->jumpfactor = jumpfactor;
|
|
p->height = height;
|
|
p->spinheight = spinheight;
|
|
p->exiting = exiting;
|
|
|
|
p->dashmode = dashmode;
|
|
|
|
p->numboxes = numboxes;
|
|
p->laps = laps;
|
|
p->totalring = totalring;
|
|
|
|
p->mare = mare;
|
|
if (bot == BOT_2PHUMAN)
|
|
p->bot = BOT_2PAI; // reset to AI-controlled
|
|
else
|
|
p->bot = bot;
|
|
p->pity = pity;
|
|
p->rings = rings;
|
|
p->spheres = spheres;
|
|
|
|
// Don't do anything immediately
|
|
p->pflags |= PF_SPINDOWN;
|
|
p->pflags |= PF_ATTACKDOWN;
|
|
p->pflags |= PF_JUMPDOWN;
|
|
|
|
p->playerstate = PST_LIVE;
|
|
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
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
if (betweenmaps)
|
|
return;
|
|
|
|
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 (RESETMUSIC)
|
|
// S_StopMusic();
|
|
S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
|
|
}
|
|
|
|
if (gametyperules & GTR_EMERALDHUNT)
|
|
P_FindEmerald(); // scan for emeralds to hunt for
|
|
|
|
// 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;
|
|
}
|
|
|
|
//
|
|
// 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)
|
|
{
|
|
if (!playeringame[playernum])
|
|
return;
|
|
|
|
P_SpawnPlayer(playernum);
|
|
G_MovePlayerToSpawnOrStarpost(playernum);
|
|
LUA_HookPlayer(&players[playernum], HOOK(PlayerSpawn)); // Lua hook for player spawning :)
|
|
}
|
|
|
|
void G_MovePlayerToSpawnOrStarpost(INT32 playernum)
|
|
{
|
|
if (players[playernum].starposttime)
|
|
P_MovePlayerToStarpost(playernum);
|
|
else
|
|
P_MovePlayerToSpawn(playernum, G_FindMapStart(playernum));
|
|
|
|
R_ResetMobjInterpolationState(players[playernum].mo);
|
|
|
|
if (players[playernum].bot) // don't reset the camera for bots
|
|
return;
|
|
|
|
if (playernum == consoleplayer)
|
|
P_ResetCamera(&players[playernum], &camera);
|
|
else if (playernum == secondarydisplayplayer)
|
|
P_ResetCamera(&players[playernum], &camera2);
|
|
}
|
|
|
|
mapthing_t *G_FindCTFStart(INT32 playernum)
|
|
{
|
|
INT32 i,j;
|
|
|
|
if (!numredctfstarts && !numbluectfstarts) //why even bother, eh?
|
|
{
|
|
if ((gametyperules & GTR_TEAMFLAGS) && (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;
|
|
}
|
|
|
|
// Find a Co-op start, or fallback into other types of starts.
|
|
static inline mapthing_t *G_FindCoopStartOrFallback(INT32 playernum)
|
|
{
|
|
mapthing_t *spawnpoint = NULL;
|
|
if (!(spawnpoint = G_FindCoopStart(playernum)) // find a Co-op start
|
|
&& !(spawnpoint = G_FindMatchStart(playernum))) // find a DM start
|
|
spawnpoint = G_FindCTFStart(playernum); // fallback
|
|
return spawnpoint;
|
|
}
|
|
|
|
// Find a Match start, or fallback into other types of starts.
|
|
static inline mapthing_t *G_FindMatchStartOrFallback(INT32 playernum)
|
|
{
|
|
mapthing_t *spawnpoint = NULL;
|
|
if (!(spawnpoint = G_FindMatchStart(playernum)) // find a DM start
|
|
&& !(spawnpoint = G_FindCTFStart(playernum))) // find a CTF start
|
|
spawnpoint = G_FindCoopStart(playernum); // fallback
|
|
return spawnpoint;
|
|
}
|
|
|
|
mapthing_t *G_FindMapStart(INT32 playernum)
|
|
{
|
|
mapthing_t *spawnpoint;
|
|
|
|
if (!playeringame[playernum])
|
|
return NULL;
|
|
|
|
// -- Spectators --
|
|
// Order in platform gametypes: Coop->DM->CTF
|
|
// And, with deathmatch starts: DM->CTF->Coop
|
|
if (players[playernum].spectator)
|
|
{
|
|
// In platform gametypes, spawn in Co-op starts first
|
|
// Overriden by GTR_DEATHMATCHSTARTS.
|
|
if (G_PlatformGametype() && !(gametyperules & GTR_DEATHMATCHSTARTS))
|
|
spawnpoint = G_FindCoopStartOrFallback(playernum);
|
|
else
|
|
spawnpoint = G_FindMatchStartOrFallback(playernum);
|
|
}
|
|
|
|
// -- CTF --
|
|
// Order: CTF->DM->Coop
|
|
else if ((gametyperules & (GTR_TEAMFLAGS|GTR_TEAMS)) && 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 (G_TagGametype() ? (!(players[playernum].pflags & PF_TAGIT)) : (gametyperules & GTR_DEATHMATCHSTARTS))
|
|
spawnpoint = G_FindMatchStartOrFallback(playernum);
|
|
|
|
// -- Other game modes --
|
|
// Order: Coop->DM->CTF
|
|
else
|
|
spawnpoint = G_FindCoopStartOrFallback(playernum);
|
|
|
|
//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"));
|
|
}
|
|
}
|
|
|
|
return spawnpoint;
|
|
}
|
|
|
|
// 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();
|
|
|
|
// Tailsbot
|
|
if (player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN)
|
|
{ // 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;
|
|
}
|
|
|
|
// Additional players (e.g. independent bots) in Single Player
|
|
if (playernum != consoleplayer && !(netgame || multiplayer))
|
|
{
|
|
mobj_t *oldmo = NULL;
|
|
// Do nothing if out of lives
|
|
if (player->lives <= 0)
|
|
return;
|
|
|
|
// Otherwise do respawn, starting by removing the player object
|
|
if (player->mo)
|
|
{
|
|
oldmo = player->mo;
|
|
P_RemoveMobj(player->mo);
|
|
}
|
|
// Do spawning
|
|
G_SpawnPlayer(playernum);
|
|
if (oldmo)
|
|
G_ChangePlayerReferences(oldmo, players[playernum].mo);
|
|
|
|
return; //Exit function to avoid proccing other SP related mechanics
|
|
}
|
|
|
|
if (countdowntimeup || (!(netgame || multiplayer) && (gametyperules & GTR_CAMPAIGN)))
|
|
resetlevel = true;
|
|
else if ((G_GametypeUsesCoopLives() || G_GametypeUsesCoopStarposts()) && (netgame || multiplayer) && !G_IsSpecialStage(gamemap))
|
|
{
|
|
boolean notgameover = true;
|
|
|
|
if (G_GametypeUsesCoopLives() && (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 (G_GametypeUsesCoopStarposts() && (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)
|
|
{
|
|
// Don't give completion emblems for reloading the level...
|
|
stagefailed = true;
|
|
|
|
// reload the level from scratch
|
|
if (countdowntimeup)
|
|
{
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
players[i].recordscore = 0;
|
|
players[i].starpostscale = 0;
|
|
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) && !(marathonmode & MA_INIT))
|
|
{
|
|
P_RespawnThings();
|
|
|
|
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;
|
|
wipestyleflags = WSF_CROSSFADE;
|
|
|
|
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;
|
|
}
|
|
G_SetMouseDeltas(0, 0, 1);
|
|
G_SetMouseDeltas(0, 0, 2);
|
|
|
|
// 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);
|
|
}
|
|
|
|
// restore time in netgame (see also p_setup.c)
|
|
if ((netgame || multiplayer) && G_GametypeUsesCoopStarposts() && 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
|
|
{
|
|
LUA_HookInt(gamemap, HOOK(MapChange));
|
|
titlecardforreload = true;
|
|
G_DoLoadLevel(true);
|
|
titlecardforreload = false;
|
|
if (metalrecording)
|
|
G_BeginMetal();
|
|
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);
|
|
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 == BOT_2PAI || players[i].bot == BOT_2PHUMAN) // ignore dumb, stupid tails
|
|
continue;
|
|
|
|
countplayers++;
|
|
|
|
if (!players[i].exiting)
|
|
notexiting++;
|
|
|
|
if (!(cv_coopstarposts.value && G_GametypeUsesCoopStarposts() && (p->starpostnum < players[i].starpostnum)))
|
|
continue;
|
|
|
|
p->starpostscale = players[i].starpostscale;
|
|
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->playerstate = PST_REBORN;
|
|
|
|
p->height = mobjinfo[MT_PLAYER].height;
|
|
|
|
if (G_GametypeUsesLives() || ((netgame || multiplayer) && (gametyperules & GTR_FRIENDLY)))
|
|
p->lives = cv_startinglives.value;
|
|
|
|
if ((countplayers && !notexiting) || G_IsSpecialStage(gamemap))
|
|
P_DoPlayerExit(p);
|
|
}
|
|
|
|
boolean G_EnoughPlayersFinished(void)
|
|
{
|
|
UINT8 numneeded = (G_IsSpecialStage(gamemap) ? 4 : cv_playersforexit.value);
|
|
INT32 total = 0;
|
|
INT32 exiting = 0;
|
|
INT32 i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || players[i].spectator || players[i].bot)
|
|
continue;
|
|
if (players[i].quittime > 30 * TICRATE)
|
|
continue;
|
|
if (players[i].lives <= 0)
|
|
continue;
|
|
|
|
total++;
|
|
if ((players[i].pflags & PF_FINISHED) || players[i].exiting)
|
|
exiting++;
|
|
}
|
|
|
|
if (exiting)
|
|
return exiting * 4 / total >= numneeded;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
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 (!(gametyperules & (GTR_FRIENDLY|GTR_CAMPAIGN)))
|
|
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
|
|
};
|
|
|
|
// For dehacked
|
|
const char *Gametype_ConstantNames[NUMGAMETYPES] =
|
|
{
|
|
"GT_COOP", // GT_COOP
|
|
"GT_COMPETITION", // GT_COMPETITION
|
|
"GT_RACE", // GT_RACE
|
|
|
|
"GT_MATCH", // GT_MATCH
|
|
"GT_TEAMMATCH", // GT_TEAMMATCH
|
|
|
|
"GT_TAG", // GT_TAG
|
|
"GT_HIDEANDSEEK", // GT_HIDEANDSEEK
|
|
|
|
"GT_CTF" // GT_CTF
|
|
};
|
|
|
|
// Gametype rules
|
|
UINT32 gametypedefaultrules[NUMGAMETYPES] =
|
|
{
|
|
// Co-op
|
|
GTR_CAMPAIGN|GTR_LIVES|GTR_FRIENDLY|GTR_SPAWNENEMIES|GTR_ALLOWEXIT|GTR_EMERALDHUNT|GTR_EMERALDTOKENS|GTR_SPECIALSTAGES|GTR_CUTSCENES,
|
|
// Competition
|
|
GTR_RACE|GTR_LIVES|GTR_SPAWNENEMIES|GTR_EMERALDTOKENS|GTR_SPAWNINVUL|GTR_ALLOWEXIT,
|
|
// Race
|
|
GTR_RACE|GTR_SPAWNENEMIES|GTR_SPAWNINVUL|GTR_ALLOWEXIT,
|
|
|
|
// Match
|
|
GTR_RINGSLINGER|GTR_FIRSTPERSON|GTR_SPECTATORS|GTR_POINTLIMIT|GTR_TIMELIMIT|GTR_OVERTIME|GTR_POWERSTONES|GTR_DEATHMATCHSTARTS|GTR_SPAWNINVUL|GTR_RESPAWNDELAY|GTR_PITYSHIELD|GTR_DEATHPENALTY,
|
|
// Team Match
|
|
GTR_RINGSLINGER|GTR_FIRSTPERSON|GTR_SPECTATORS|GTR_TEAMS|GTR_POINTLIMIT|GTR_TIMELIMIT|GTR_OVERTIME|GTR_DEATHMATCHSTARTS|GTR_SPAWNINVUL|GTR_RESPAWNDELAY|GTR_PITYSHIELD,
|
|
|
|
// Tag
|
|
GTR_RINGSLINGER|GTR_FIRSTPERSON|GTR_TAG|GTR_SPECTATORS|GTR_POINTLIMIT|GTR_TIMELIMIT|GTR_OVERTIME|GTR_STARTCOUNTDOWN|GTR_BLINDFOLDED|GTR_DEATHMATCHSTARTS|GTR_SPAWNINVUL|GTR_RESPAWNDELAY,
|
|
// Hide and Seek
|
|
GTR_RINGSLINGER|GTR_FIRSTPERSON|GTR_TAG|GTR_SPECTATORS|GTR_POINTLIMIT|GTR_TIMELIMIT|GTR_OVERTIME|GTR_STARTCOUNTDOWN|GTR_HIDEFROZEN|GTR_BLINDFOLDED|GTR_DEATHMATCHSTARTS|GTR_SPAWNINVUL|GTR_RESPAWNDELAY,
|
|
|
|
// CTF
|
|
GTR_RINGSLINGER|GTR_FIRSTPERSON|GTR_SPECTATORS|GTR_TEAMS|GTR_TEAMFLAGS|GTR_POINTLIMIT|GTR_TIMELIMIT|GTR_OVERTIME|GTR_POWERSTONES|GTR_DEATHMATCHSTARTS|GTR_SPAWNINVUL|GTR_RESPAWNDELAY|GTR_PITYSHIELD,
|
|
};
|
|
|
|
//
|
|
// G_SetGametype
|
|
//
|
|
// Set a new gametype, also setting gametype rules accordingly. Yay!
|
|
//
|
|
void G_SetGametype(INT16 gtype)
|
|
{
|
|
gametype = gtype;
|
|
gametyperules = gametypedefaultrules[gametype];
|
|
}
|
|
|
|
//
|
|
// G_AddGametype
|
|
//
|
|
// Add a gametype. Returns the new gametype number.
|
|
//
|
|
INT16 G_AddGametype(UINT32 rules)
|
|
{
|
|
INT16 newgtype = gametypecount;
|
|
gametypecount++;
|
|
|
|
// Set gametype rules.
|
|
gametypedefaultrules[newgtype] = rules;
|
|
Gametype_Names[newgtype] = "???";
|
|
|
|
// Update gametype_cons_t accordingly.
|
|
G_UpdateGametypeSelections();
|
|
|
|
return newgtype;
|
|
}
|
|
|
|
//
|
|
// G_AddGametypeConstant
|
|
//
|
|
// Self-explanatory. Filters out "bad" characters.
|
|
//
|
|
void G_AddGametypeConstant(INT16 gtype, const char *newgtconst)
|
|
{
|
|
size_t r = 0; // read
|
|
size_t w = 0; // write
|
|
char *gtconst = Z_Calloc(strlen(newgtconst) + 4, PU_STATIC, NULL);
|
|
char *tmpconst = Z_Calloc(strlen(newgtconst) + 1, PU_STATIC, NULL);
|
|
|
|
// Copy the gametype name.
|
|
strcpy(tmpconst, newgtconst);
|
|
|
|
// Make uppercase.
|
|
strupr(tmpconst);
|
|
|
|
// Prepare to write the new constant string now.
|
|
strcpy(gtconst, "GT_");
|
|
|
|
// Remove characters that will not be allowed in the constant string.
|
|
for (; r < strlen(tmpconst); r++)
|
|
{
|
|
boolean writechar = true;
|
|
char rc = tmpconst[r];
|
|
switch (rc)
|
|
{
|
|
// Space, at sign and question mark
|
|
case ' ':
|
|
case '@':
|
|
case '?':
|
|
// Used for operations
|
|
case '+':
|
|
case '-':
|
|
case '*':
|
|
case '/':
|
|
case '%':
|
|
case '^':
|
|
case '&':
|
|
case '!':
|
|
// Part of Lua's syntax
|
|
case '#':
|
|
case '=':
|
|
case '~':
|
|
case '<':
|
|
case '>':
|
|
case '(':
|
|
case ')':
|
|
case '{':
|
|
case '}':
|
|
case '[':
|
|
case ']':
|
|
case ':':
|
|
case ';':
|
|
case ',':
|
|
case '.':
|
|
writechar = false;
|
|
break;
|
|
}
|
|
if (writechar)
|
|
{
|
|
gtconst[3 + w] = rc;
|
|
w++;
|
|
}
|
|
}
|
|
|
|
// Free the temporary string.
|
|
Z_Free(tmpconst);
|
|
|
|
// Finally, set the constant string.
|
|
Gametype_ConstantNames[gtype] = gtconst;
|
|
}
|
|
|
|
//
|
|
// G_UpdateGametypeSelections
|
|
//
|
|
// Updates gametype_cons_t.
|
|
//
|
|
void G_UpdateGametypeSelections(void)
|
|
{
|
|
INT32 i;
|
|
for (i = 0; i < gametypecount; i++)
|
|
{
|
|
gametype_cons_t[i].value = i;
|
|
gametype_cons_t[i].strvalue = Gametype_Names[i];
|
|
}
|
|
gametype_cons_t[NUMGAMETYPES].value = 0;
|
|
gametype_cons_t[NUMGAMETYPES].strvalue = NULL;
|
|
}
|
|
|
|
//
|
|
// G_SetGametypeDescription
|
|
//
|
|
// Set a description for the specified gametype.
|
|
// (Level platter)
|
|
//
|
|
void G_SetGametypeDescription(INT16 gtype, char *descriptiontext, UINT8 leftcolor, UINT8 rightcolor)
|
|
{
|
|
if (descriptiontext != NULL)
|
|
strncpy(gametypedesc[gtype].notes, descriptiontext, 441);
|
|
gametypedesc[gtype].col[0] = leftcolor;
|
|
gametypedesc[gtype].col[1] = rightcolor;
|
|
}
|
|
|
|
// Gametype rankings
|
|
INT16 gametyperankings[NUMGAMETYPES] =
|
|
{
|
|
GT_COOP,
|
|
GT_COMPETITION,
|
|
GT_RACE,
|
|
|
|
GT_MATCH,
|
|
GT_TEAMMATCH,
|
|
|
|
GT_TAG,
|
|
GT_HIDEANDSEEK,
|
|
|
|
GT_CTF,
|
|
};
|
|
|
|
// Gametype to TOL (Type Of Level)
|
|
UINT32 gametypetol[NUMGAMETYPES] =
|
|
{
|
|
TOL_COOP, // Co-op
|
|
TOL_COMPETITION, // Competition
|
|
TOL_RACE, // Race
|
|
|
|
TOL_MATCH, // Match
|
|
TOL_MATCH, // Team Match
|
|
|
|
TOL_TAG, // Tag
|
|
TOL_TAG, // Hide and Seek
|
|
|
|
TOL_CTF, // CTF
|
|
};
|
|
|
|
tolinfo_t TYPEOFLEVEL[NUMTOLNAMES] = {
|
|
{"SOLO",TOL_SP},
|
|
{"SP",TOL_SP},
|
|
{"SINGLEPLAYER",TOL_SP},
|
|
{"SINGLE",TOL_SP},
|
|
|
|
{"COOP",TOL_COOP},
|
|
{"CO-OP",TOL_COOP},
|
|
|
|
{"COMPETITION",TOL_COMPETITION},
|
|
{"RACE",TOL_RACE},
|
|
|
|
{"MATCH",TOL_MATCH},
|
|
{"TAG",TOL_TAG},
|
|
{"CTF",TOL_CTF},
|
|
|
|
{"2D",TOL_2D},
|
|
{"MARIO",TOL_MARIO},
|
|
{"NIGHTS",TOL_NIGHTS},
|
|
{"OLDBRAK",TOL_ERZ3},
|
|
{"ERZ3",TOL_ERZ3},
|
|
|
|
{"XMAS",TOL_XMAS},
|
|
{"CHRISTMAS",TOL_XMAS},
|
|
{"WINTER",TOL_XMAS},
|
|
|
|
{NULL, 0}
|
|
};
|
|
|
|
UINT32 lastcustomtol = (TOL_XMAS<<1);
|
|
|
|
//
|
|
// G_AddTOL
|
|
//
|
|
// Adds a type of level.
|
|
//
|
|
void G_AddTOL(UINT32 newtol, const char *tolname)
|
|
{
|
|
INT32 i;
|
|
for (i = 0; TYPEOFLEVEL[i].name; i++)
|
|
;
|
|
|
|
TYPEOFLEVEL[i].name = Z_StrDup(tolname);
|
|
TYPEOFLEVEL[i].flag = newtol;
|
|
}
|
|
|
|
//
|
|
// G_AddGametypeTOL
|
|
//
|
|
// Assigns a type of level to a gametype.
|
|
//
|
|
void G_AddGametypeTOL(INT16 gtype, UINT32 newtol)
|
|
{
|
|
gametypetol[gtype] = newtol;
|
|
}
|
|
|
|
//
|
|
// 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 < gametypecount; 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 (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 ((gametyperules & GTR_LIVES)
|
|
&& !(modeattacking || metalrecording) // No lives in Time Attack
|
|
&& !G_IsSpecialStage(gamemap)
|
|
&& !(maptol & TOL_NIGHTS)) // No lives in NiGHTS
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// G_GametypeUsesCoopLives
|
|
//
|
|
// Returns true if the current gametype uses
|
|
// the cooplives CVAR. False otherwise.
|
|
//
|
|
boolean G_GametypeUsesCoopLives(void)
|
|
{
|
|
return (gametyperules & (GTR_LIVES|GTR_FRIENDLY)) == (GTR_LIVES|GTR_FRIENDLY);
|
|
}
|
|
|
|
//
|
|
// G_GametypeUsesCoopStarposts
|
|
//
|
|
// Returns true if the current gametype uses
|
|
// the coopstarposts CVAR. False otherwise.
|
|
//
|
|
boolean G_GametypeUsesCoopStarposts(void)
|
|
{
|
|
return (gametyperules & GTR_FRIENDLY);
|
|
}
|
|
|
|
//
|
|
// G_GametypeHasTeams
|
|
//
|
|
// Returns true if the current gametype uses
|
|
// Red/Blue teams. False otherwise.
|
|
//
|
|
boolean G_GametypeHasTeams(void)
|
|
{
|
|
return (gametyperules & GTR_TEAMS);
|
|
}
|
|
|
|
//
|
|
// G_GametypeHasSpectators
|
|
//
|
|
// Returns true if the current gametype supports
|
|
// spectators. False otherwise.
|
|
//
|
|
boolean G_GametypeHasSpectators(void)
|
|
{
|
|
return (gametyperules & GTR_SPECTATORS);
|
|
}
|
|
|
|
//
|
|
// 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 ((gametyperules & GTR_RINGSLINGER) || (cv_ringslinger.value));
|
|
}
|
|
|
|
//
|
|
// G_PlatformGametype
|
|
//
|
|
// Returns true if a gametype is a more traditional platforming-type.
|
|
//
|
|
boolean G_PlatformGametype(void)
|
|
{
|
|
return (!(gametyperules & GTR_RINGSLINGER));
|
|
}
|
|
|
|
//
|
|
// G_CoopGametype
|
|
//
|
|
// Returns true if a gametype is a Co-op gametype.
|
|
//
|
|
boolean G_CoopGametype(void)
|
|
{
|
|
return ((gametyperules & (GTR_FRIENDLY|GTR_CAMPAIGN)) == (GTR_FRIENDLY|GTR_CAMPAIGN));
|
|
}
|
|
|
|
//
|
|
// G_TagGametype
|
|
//
|
|
// For Jazz's Tag/HnS modes that have a lot of special cases..
|
|
//
|
|
boolean G_TagGametype(void)
|
|
{
|
|
return (gametyperules & GTR_TAG);
|
|
}
|
|
|
|
//
|
|
// G_CompetitionGametype
|
|
//
|
|
// For gametypes that are race gametypes, and have lives.
|
|
//
|
|
boolean G_CompetitionGametype(void)
|
|
{
|
|
return ((gametyperules & GTR_RACE) && (gametyperules & GTR_LIVES));
|
|
}
|
|
|
|
/** 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>
|
|
*/
|
|
UINT32 G_TOLFlag(INT32 pgametype)
|
|
{
|
|
if (!multiplayer)
|
|
return TOL_SP;
|
|
return gametypetol[pgametype];
|
|
}
|
|
|
|
/** 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(UINT32 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, serverGamedata)) // 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_UpdateVisited
|
|
//
|
|
static void G_UpdateVisited(gamedata_t *data, player_t *player, boolean silent)
|
|
{
|
|
// Update visitation flags?
|
|
if (!demoplayback
|
|
&& G_CoopGametype() // Campaign mode
|
|
&& !stagefailed) // Did not fail the stage
|
|
{
|
|
UINT8 earnedEmblems;
|
|
UINT16 totalrings = 0;
|
|
INT32 i;
|
|
|
|
// Update visitation flags
|
|
data->mapvisited[gamemap-1] |= MV_BEATEN;
|
|
|
|
// eh, what the hell
|
|
if (ultimatemode)
|
|
data->mapvisited[gamemap-1] |= MV_ULTIMATE;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
totalrings += players[i].rings;
|
|
}
|
|
|
|
// may seem incorrect but IS possible in what the main game uses as mp special stages, and nummaprings will be -1 in NiGHTS
|
|
if (nummaprings > 0 && totalrings >= nummaprings)
|
|
{
|
|
data->mapvisited[gamemap-1] |= MV_PERFECT;
|
|
if (modeattacking)
|
|
data->mapvisited[gamemap-1] |= MV_PERFECTRA;
|
|
}
|
|
|
|
if (!G_IsSpecialStage(gamemap))
|
|
{
|
|
// not available to special stages because they can only really be done in one order in an unmodified game, so impossible for first six and trivial for seventh
|
|
if (ALL7EMERALDS(emeralds))
|
|
data->mapvisited[gamemap-1] |= MV_ALLEMERALDS;
|
|
}
|
|
|
|
if ((earnedEmblems = M_CompletionEmblems(data)) && !silent)
|
|
{
|
|
CONS_Printf(M_GetText("\x82" "Earned %hu emblem%s for level completion.\n"), (UINT16)earnedEmblems, earnedEmblems > 1 ? "s" : "");
|
|
}
|
|
|
|
if (silent)
|
|
{
|
|
M_CheckLevelEmblems(data);
|
|
}
|
|
else
|
|
{
|
|
if (mapheaderinfo[gamemap-1]->menuflags & LF2_RECORDATTACK)
|
|
G_SetMainRecords(data, player);
|
|
else if (mapheaderinfo[gamemap-1]->menuflags & LF2_NIGHTSATTACK)
|
|
G_SetNightsRecords(data, player);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void G_UpdateAllVisited(void)
|
|
{
|
|
// Update server
|
|
G_UpdateVisited(serverGamedata, &players[serverplayer], true);
|
|
|
|
// Update client
|
|
G_UpdateVisited(clientGamedata, &players[consoleplayer], false);
|
|
|
|
if (splitscreen)
|
|
{
|
|
// Allow P2 to get emblems too, why not :)
|
|
G_UpdateVisited(clientGamedata, &players[secondarydisplayplayer], false);
|
|
}
|
|
}
|
|
|
|
static boolean CanSaveLevel(INT32 mapnum)
|
|
{
|
|
// You can never save in a special stage.
|
|
if (G_IsSpecialStage(mapnum))
|
|
return false;
|
|
|
|
// If the game is complete for this save slot, then any level can save!
|
|
if (gamecomplete)
|
|
return true;
|
|
|
|
// Be kind with Marathon Mode live event backups.
|
|
if (marathonmode)
|
|
return true;
|
|
|
|
// Any levels that have the savegame flag can save normally.
|
|
return (mapheaderinfo[mapnum-1] && (mapheaderinfo[mapnum-1]->levelflags & LF_SAVEGAME));
|
|
}
|
|
|
|
static void G_HandleSaveLevel(void)
|
|
{
|
|
// Update records & emblems
|
|
G_UpdateAllVisited();
|
|
|
|
// do this before running the intermission or custom cutscene, mostly for the sake of marathon mode but it also massively reduces redundant file save events in f_finale.c
|
|
if (nextmap >= 1100-1)
|
|
{
|
|
if (!gamecomplete)
|
|
gamecomplete = 2; // special temporary mode to prevent using SP level select in pause menu until the intermission is over without restricting it in every intermission
|
|
if (cursaveslot > 0)
|
|
{
|
|
if (marathonmode)
|
|
{
|
|
// don't keep a backup around when the run is done!
|
|
if (FIL_FileExists(liveeventbackup))
|
|
remove(liveeventbackup);
|
|
cursaveslot = 0;
|
|
}
|
|
else if (!usedCheats && !(netgame || multiplayer || ultimatemode || demorecording || metalrecording || modeattacking))
|
|
{
|
|
G_SaveGame((UINT32)cursaveslot, spstage_start);
|
|
}
|
|
}
|
|
}
|
|
// and doing THIS here means you don't lose your progress if you close the game mid-intermission
|
|
else if (!(ultimatemode || netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking)
|
|
&& !usedCheats && cursaveslot > 0 && CanSaveLevel(lastmap+1))
|
|
{
|
|
G_SaveGame((UINT32)cursaveslot, lastmap+1); // not nextmap+1 to route around special stages
|
|
}
|
|
}
|
|
|
|
//
|
|
// G_DoCompleted
|
|
//
|
|
static void G_DoCompleted(void)
|
|
{
|
|
INT32 i;
|
|
boolean spec = G_IsSpecialStage(gamemap);
|
|
|
|
tokenlist = 0; // Reset the list
|
|
|
|
if (modeattacking && pausedelay)
|
|
pausedelay = 0;
|
|
|
|
gameaction = ga_nothing;
|
|
|
|
if (metalplayback)
|
|
G_StopMetalDemo();
|
|
if (metalrecording)
|
|
G_StopMetalRecording(false);
|
|
|
|
G_SetGamestate(GS_NULL);
|
|
wipegamestate = GS_NULL;
|
|
|
|
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 if (marathonmode && mapheaderinfo[gamemap-1]->marathonnext)
|
|
nextmap = (INT16)(mapheaderinfo[gamemap-1]->marathonnext-1);
|
|
else
|
|
{
|
|
nextmap = (INT16)(mapheaderinfo[gamemap-1]->nextlevel-1);
|
|
if (marathonmode && nextmap == spmarathon_start-1)
|
|
nextmap = 1100-1; // No infinite loop for you
|
|
}
|
|
|
|
// 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 (!spec || nextmapoverride)
|
|
{
|
|
if (nextmap >= 0 && nextmap < NUMMAPS)
|
|
{
|
|
register INT16 cm = nextmap;
|
|
UINT32 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 if (marathonmode && mapheaderinfo[cm]->marathonnext)
|
|
cm = (INT16)(mapheaderinfo[cm]->marathonnext-1);
|
|
else
|
|
cm = (INT16)(mapheaderinfo[cm]->nextlevel-1);
|
|
|
|
if (cm >= NUMMAPS || cm < 0) // out of range (either 1100ish 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;
|
|
}
|
|
|
|
// wrap around in race
|
|
if (nextmap >= 1100-1 && nextmap <= 1102-1 && !(gametyperules & GTR_CAMPAIGN))
|
|
nextmap = (INT16)(spstage_start-1);
|
|
|
|
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);
|
|
|
|
if (!spec)
|
|
lastmap = nextmap; // Remember last map for when you come out of the special stage.
|
|
}
|
|
|
|
if ((gottoken = ((gametyperules & GTR_SPECIALSTAGES) && token)))
|
|
{
|
|
token--;
|
|
|
|
if (!nextmapoverride)
|
|
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;
|
|
token = 0;
|
|
}
|
|
}
|
|
|
|
if (spec && !gottoken && !nextmapoverride)
|
|
nextmap = lastmap; // Exiting from a special stage? Go back to the game. Tails 08-11-2001
|
|
|
|
automapactive = false;
|
|
|
|
if (!(gametyperules & GTR_CAMPAIGN))
|
|
{
|
|
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 the current gametype has no intermission screen set, then don't start it.
|
|
Y_DetermineIntermissionType();
|
|
|
|
if ((skipstats && !modeattacking) || (modeattacking && stagefailed) || (intertype == int_none))
|
|
{
|
|
G_HandleSaveLevel();
|
|
G_AfterIntermission();
|
|
}
|
|
else
|
|
{
|
|
G_SetGamestate(GS_INTERMISSION);
|
|
Y_StartIntermission();
|
|
Y_LoadIntermissionData();
|
|
G_HandleSaveLevel();
|
|
}
|
|
}
|
|
|
|
// See also F_EndCutscene, the only other place which handles intra-map/ending transitions
|
|
void G_AfterIntermission(void)
|
|
{
|
|
Y_CleanupScreenBuffer();
|
|
|
|
if (modeattacking)
|
|
{
|
|
M_EndModeAttackRun();
|
|
return;
|
|
}
|
|
|
|
if (gamecomplete == 2) // special temporary mode to prevent using SP level select in pause menu until the intermission is over without restricting it in every intermission
|
|
gamecomplete = 1;
|
|
|
|
HU_ClearCEcho();
|
|
|
|
if ((gametyperules & GTR_CUTSCENES) && mapheaderinfo[gamemap-1]->cutscenenum
|
|
&& !modeattacking
|
|
&& skipstats <= 1
|
|
&& (gamecomplete || !(marathonmode & MA_NOCUTSCENES))
|
|
&& stagefailed == false)
|
|
{
|
|
// Start a custom cutscene.
|
|
F_StartCustomCutscene(mapheaderinfo[gamemap-1]->cutscenenum-1, false, 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 (gametyperules & GTR_CAMPAIGN)
|
|
// 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);
|
|
|
|
if (pl->continues)
|
|
pl->continues--;
|
|
|
|
// Reset score
|
|
pl->score = 0;
|
|
|
|
// Allow tokens to come back
|
|
tokenlist = 0;
|
|
token = 0;
|
|
|
|
if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking) && !usedCheats && 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 (gametyperules & GTR_CUTSCENES)
|
|
{
|
|
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 = spmarathon_start = 1;
|
|
sstage_start = 50;
|
|
sstage_end = 56; // 7 special stages in vanilla SRB2
|
|
sstage_end++; // plus one weirdo
|
|
smpstage_start = 60;
|
|
smpstage_end = 66; // 7 multiplayer special stages too
|
|
|
|
// initialize free sfx slots for skin sounds
|
|
S_InitRuntimeSounds();
|
|
}
|
|
|
|
#define GAMEDATA_ID 0x86E4A27C // Change every major version, as usual
|
|
#define COMPAT_GAMEDATA_ID 0xFCAFE211 // Can be removed entirely for 2.3
|
|
|
|
// G_LoadGameData
|
|
// Loads the main data file, which stores information such as emblems found, etc.
|
|
void G_LoadGameData(gamedata_t *data)
|
|
{
|
|
size_t length;
|
|
INT32 i, j;
|
|
|
|
UINT32 versionID;
|
|
UINT8 rtemp;
|
|
|
|
//For records
|
|
UINT32 recscore;
|
|
tic_t rectime;
|
|
UINT16 recrings;
|
|
|
|
UINT8 recmares;
|
|
INT32 curmare;
|
|
|
|
// Stop saving, until we successfully load it again.
|
|
data->loaded = false;
|
|
|
|
// Backwards compat stuff
|
|
INT32 max_emblems = MAXEMBLEMS;
|
|
INT32 max_extraemblems = MAXEXTRAEMBLEMS;
|
|
INT32 max_unlockables = MAXUNLOCKABLES;
|
|
INT32 max_conditionsets = MAXCONDITIONSETS;
|
|
|
|
// Clear things so previously read gamedata doesn't transfer
|
|
// to new gamedata
|
|
G_ClearRecords(data); // main and nights records
|
|
M_ClearSecrets(data); // emblems, unlocks, maps visited, etc
|
|
data->totalplaytime = 0; // total play time (separate from all)
|
|
|
|
if (M_CheckParm("-nodata"))
|
|
{
|
|
// Don't load at all.
|
|
return;
|
|
}
|
|
|
|
if (M_CheckParm("-resetdata"))
|
|
{
|
|
// Don't load, but do save. (essentially, reset)
|
|
data->loaded = true;
|
|
return;
|
|
}
|
|
|
|
length = FIL_ReadFile(va(pandf, srb2home, gamedatafilename), &savebuffer);
|
|
if (!length)
|
|
{
|
|
// No gamedata. We can save a new one.
|
|
data->loaded = true;
|
|
return;
|
|
}
|
|
|
|
save_p = savebuffer;
|
|
|
|
// Version check
|
|
versionID = READUINT32(save_p);
|
|
if (versionID != GAMEDATA_ID
|
|
#ifdef COMPAT_GAMEDATA_ID // backwards compat behavior
|
|
&& versionID != COMPAT_GAMEDATA_ID
|
|
#endif
|
|
)
|
|
{
|
|
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);
|
|
}
|
|
|
|
#ifdef COMPAT_GAMEDATA_ID // Account for lower MAXUNLOCKABLES and MAXEXTRAEMBLEMS from older versions
|
|
if (versionID == COMPAT_GAMEDATA_ID)
|
|
{
|
|
max_extraemblems = 16;
|
|
max_unlockables = 32;
|
|
}
|
|
#endif
|
|
|
|
data->totalplaytime = READUINT32(save_p);
|
|
|
|
#ifdef COMPAT_GAMEDATA_ID
|
|
if (versionID == COMPAT_GAMEDATA_ID)
|
|
{
|
|
// We'll temporarily use the old condition when loading an older file.
|
|
// The proper mod-specific hash will get saved in afterwards.
|
|
boolean modded = READUINT8(save_p);
|
|
|
|
if (modded && !savemoddata)
|
|
{
|
|
goto datacorrupt;
|
|
}
|
|
else if (modded != true && modded != false)
|
|
{
|
|
goto datacorrupt;
|
|
}
|
|
|
|
// make a backup of the old data
|
|
char currentfilename[64];
|
|
char backupfilename[69];
|
|
char bak[5];
|
|
|
|
strcpy(bak, ".bak");
|
|
strcpy(currentfilename, gamedatafilename);
|
|
STRBUFCPY(backupfilename, strcat(currentfilename, bak));
|
|
|
|
FIL_WriteFile(va(pandf, srb2home, backupfilename), savebuffer, length);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// Quick & dirty hash for what mod this save file is for.
|
|
UINT32 modID = READUINT32(save_p);
|
|
UINT32 expectedID = quickncasehash(timeattackfolder, sizeof timeattackfolder);
|
|
|
|
if (modID != expectedID)
|
|
{
|
|
// Aha! Someone's been screwing with the save file!
|
|
goto datacorrupt;
|
|
}
|
|
}
|
|
|
|
// TODO put another cipher on these things? meh, I don't care...
|
|
for (i = 0; i < NUMMAPS; i++)
|
|
if ((data->mapvisited[i] = READUINT8(save_p)) > MV_MAX)
|
|
goto datacorrupt;
|
|
|
|
// To save space, use one bit per collected/achieved/unlocked flag
|
|
for (i = 0; i < max_emblems;)
|
|
{
|
|
rtemp = READUINT8(save_p);
|
|
for (j = 0; j < 8 && j+i < max_emblems; ++j)
|
|
data->collected[j+i] = ((rtemp >> j) & 1);
|
|
i += j;
|
|
}
|
|
for (i = 0; i < max_extraemblems;)
|
|
{
|
|
rtemp = READUINT8(save_p);
|
|
for (j = 0; j < 8 && j+i < max_extraemblems; ++j)
|
|
data->extraCollected[j+i] = ((rtemp >> j) & 1);
|
|
i += j;
|
|
}
|
|
for (i = 0; i < max_unlockables;)
|
|
{
|
|
rtemp = READUINT8(save_p);
|
|
for (j = 0; j < 8 && j+i < max_unlockables; ++j)
|
|
data->unlocked[j+i] = ((rtemp >> j) & 1);
|
|
i += j;
|
|
}
|
|
for (i = 0; i < max_conditionsets;)
|
|
{
|
|
rtemp = READUINT8(save_p);
|
|
for (j = 0; j < 8 && j+i < max_conditionsets; ++j)
|
|
data->achieved[j+i] = ((rtemp >> j) & 1);
|
|
i += j;
|
|
}
|
|
|
|
data->timesBeaten = READUINT32(save_p);
|
|
data->timesBeatenWithEmeralds = READUINT32(save_p);
|
|
data->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);
|
|
save_p++; // compat
|
|
|
|
if (recrings > 10000 || recscore > MAXSCORE)
|
|
goto datacorrupt;
|
|
|
|
if (recscore || rectime || recrings)
|
|
{
|
|
G_AllocMainRecordData((INT16)i, data);
|
|
data->mainrecords[i]->score = recscore;
|
|
data->mainrecords[i]->time = rectime;
|
|
data->mainrecords[i]->rings = recrings;
|
|
}
|
|
}
|
|
|
|
// Nights records
|
|
for (i = 0; i < NUMMAPS; ++i)
|
|
{
|
|
if ((recmares = READUINT8(save_p)) == 0)
|
|
continue;
|
|
|
|
G_AllocNightsRecordData((INT16)i, data);
|
|
|
|
for (curmare = 0; curmare < (recmares+1); ++curmare)
|
|
{
|
|
data->nightsrecords[i]->score[curmare] = READUINT32(save_p);
|
|
data->nightsrecords[i]->grade[curmare] = READUINT8(save_p);
|
|
data->nightsrecords[i]->time[curmare] = (tic_t)READUINT32(save_p);
|
|
|
|
if (data->nightsrecords[i]->grade[curmare] > GRADE_S)
|
|
{
|
|
goto datacorrupt;
|
|
}
|
|
}
|
|
|
|
data->nightsrecords[i]->nummares = recmares;
|
|
}
|
|
|
|
// done
|
|
Z_Free(savebuffer);
|
|
save_p = NULL;
|
|
|
|
// Don't consider loaded until it's a success!
|
|
// It used to do this much earlier, but this would cause the gamedata to
|
|
// save over itself when it I_Errors from the corruption landing point below,
|
|
// which can accidentally delete players' legitimate data if the code ever has any tiny mistakes!
|
|
data->loaded = true;
|
|
|
|
// Silent update unlockables in case they're out of sync with conditions
|
|
M_SilentUpdateUnlockablesAndEmblems(data);
|
|
M_SilentUpdateSkinAvailabilites();
|
|
|
|
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(gamedata_t *data)
|
|
{
|
|
size_t length;
|
|
INT32 i, j;
|
|
UINT8 btemp;
|
|
|
|
INT32 curmare;
|
|
|
|
if (!data->loaded)
|
|
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 (usedCheats)
|
|
{
|
|
free(savebuffer);
|
|
save_p = savebuffer = NULL;
|
|
return;
|
|
}
|
|
|
|
// Version test
|
|
WRITEUINT32(save_p, GAMEDATA_ID);
|
|
|
|
WRITEUINT32(save_p, data->totalplaytime);
|
|
|
|
WRITEUINT32(save_p, quickncasehash(timeattackfolder, sizeof timeattackfolder));
|
|
|
|
// TODO put another cipher on these things? meh, I don't care...
|
|
for (i = 0; i < NUMMAPS; i++)
|
|
WRITEUINT8(save_p, (data->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 |= (data->collected[j+i] << j);
|
|
WRITEUINT8(save_p, btemp);
|
|
i += j;
|
|
}
|
|
for (i = 0; i < MAXEXTRAEMBLEMS;)
|
|
{
|
|
btemp = 0;
|
|
for (j = 0; j < 8 && j+i < MAXEXTRAEMBLEMS; ++j)
|
|
btemp |= (data->extraCollected[j+i] << j);
|
|
WRITEUINT8(save_p, btemp);
|
|
i += j;
|
|
}
|
|
for (i = 0; i < MAXUNLOCKABLES;)
|
|
{
|
|
btemp = 0;
|
|
for (j = 0; j < 8 && j+i < MAXUNLOCKABLES; ++j)
|
|
btemp |= (data->unlocked[j+i] << j);
|
|
WRITEUINT8(save_p, btemp);
|
|
i += j;
|
|
}
|
|
for (i = 0; i < MAXCONDITIONSETS;)
|
|
{
|
|
btemp = 0;
|
|
for (j = 0; j < 8 && j+i < MAXCONDITIONSETS; ++j)
|
|
btemp |= (data->achieved[j+i] << j);
|
|
WRITEUINT8(save_p, btemp);
|
|
i += j;
|
|
}
|
|
|
|
WRITEUINT32(save_p, data->timesBeaten);
|
|
WRITEUINT32(save_p, data->timesBeatenWithEmeralds);
|
|
WRITEUINT32(save_p, data->timesBeatenUltimate);
|
|
|
|
// Main records
|
|
for (i = 0; i < NUMMAPS; i++)
|
|
{
|
|
if (data->mainrecords[i])
|
|
{
|
|
WRITEUINT32(save_p, data->mainrecords[i]->score);
|
|
WRITEUINT32(save_p, data->mainrecords[i]->time);
|
|
WRITEUINT16(save_p, data->mainrecords[i]->rings);
|
|
}
|
|
else
|
|
{
|
|
WRITEUINT32(save_p, 0);
|
|
WRITEUINT32(save_p, 0);
|
|
WRITEUINT16(save_p, 0);
|
|
}
|
|
WRITEUINT8(save_p, 0); // compat
|
|
}
|
|
|
|
// NiGHTS records
|
|
for (i = 0; i < NUMMAPS; i++)
|
|
{
|
|
if (!data->nightsrecords[i] || !data->nightsrecords[i]->nummares)
|
|
{
|
|
WRITEUINT8(save_p, 0);
|
|
continue;
|
|
}
|
|
|
|
WRITEUINT8(save_p, data->nightsrecords[i]->nummares);
|
|
|
|
for (curmare = 0; curmare < (data->nightsrecords[i]->nummares + 1); ++curmare)
|
|
{
|
|
WRITEUINT32(save_p, data->nightsrecords[i]->score[curmare]);
|
|
WRITEUINT8(save_p, data->nightsrecords[i]->grade[curmare]);
|
|
WRITEUINT32(save_p, data->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
|
|
|
|
if (marathonmode)
|
|
strcpy(savename, liveeventbackup);
|
|
else
|
|
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, (marathonmode ? "back-up %d" : "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;
|
|
}
|
|
if (marathonmode)
|
|
{
|
|
marathontime = READUINT32(save_p);
|
|
marathonmode |= READUINT8(save_p);
|
|
}
|
|
|
|
// 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, INT16 mapnum)
|
|
{
|
|
boolean saved;
|
|
char savename[256] = "";
|
|
const char *backup;
|
|
|
|
if (marathonmode)
|
|
strcpy(savename, liveeventbackup);
|
|
else
|
|
sprintf(savename, savegamename, slot);
|
|
backup = va("%s",savename);
|
|
|
|
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, (marathonmode ? "back-up %d" : "version %d"), VERSION);
|
|
WRITEMEM(save_p, name, VERSIONSIZE);
|
|
|
|
P_SaveGame(mapnum);
|
|
if (marathonmode)
|
|
{
|
|
UINT32 writetime = marathontime;
|
|
if (!(marathonmode & MA_INGAME))
|
|
writetime += TICRATE*5; // live event backup penalty because we don't know how long it takes to get to the next map
|
|
WRITEUINT32(save_p, writetime);
|
|
WRITEUINT8(save_p, (marathonmode & ~MA_INIT));
|
|
}
|
|
|
|
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, (marathonmode ? liveeventbackup : 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;
|
|
|
|
if (marathonmode)
|
|
strcpy(savename, liveeventbackup);
|
|
else
|
|
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;
|
|
#ifdef NEWSKINSAVES
|
|
INT16 backwardsCompat = 0;
|
|
#endif
|
|
|
|
save_p = savebuffer;
|
|
// Version check
|
|
memset(vcheck, 0, sizeof (vcheck));
|
|
sprintf(vcheck, (marathonmode ? "back-up %d" : "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
|
|
#ifdef NEWSKINSAVES
|
|
backwardsCompat = READUINT16(save_p);
|
|
CHECKPOS
|
|
|
|
if (backwardsCompat == NEWSKINSAVES) // New save, read skin names
|
|
#endif
|
|
{
|
|
char ourSkinName[SKINNAMESIZE+1];
|
|
char botSkinName[SKINNAMESIZE+1];
|
|
|
|
READSTRINGN(save_p, ourSkinName, SKINNAMESIZE);
|
|
CHECKPOS
|
|
|
|
READSTRINGN(save_p, botSkinName, SKINNAMESIZE);
|
|
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
|
|
switch (READUINT8(save_p))
|
|
{
|
|
case 0xb7:
|
|
{
|
|
UINT8 i, banksinuse;
|
|
CHECKPOS
|
|
banksinuse = READUINT8(save_p);
|
|
CHECKPOS
|
|
if (banksinuse > NUM_LUABANKS)
|
|
BADSAVE
|
|
for (i = 0; i < banksinuse; i++)
|
|
{
|
|
(void)READINT32(save_p);
|
|
CHECKPOS
|
|
}
|
|
if (READUINT8(save_p) != 0x1d)
|
|
BADSAVE
|
|
}
|
|
case 0x1d:
|
|
break;
|
|
default:
|
|
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, (marathonmode ? liveeventbackup : 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)
|
|
{
|
|
UINT16 color = skins[pickedchar].prefcolor;
|
|
paused = false;
|
|
|
|
if (demoplayback)
|
|
COM_BufAddText("stopdemo\n");
|
|
G_FreeGhosts(); // TODO: do we actually need to do this?
|
|
|
|
// 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;
|
|
|
|
Y_CleanupScreenBuffer();
|
|
|
|
if (paused)
|
|
{
|
|
paused = false;
|
|
S_ResumeAudio();
|
|
}
|
|
|
|
if (netgame || multiplayer) // Nice try, haxor.
|
|
pultmode = 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].starpostscale = players[i].starpostangle = players[i].starpostnum = players[i].starposttime = 0;
|
|
players[i].starpostx = players[i].starposty = players[i].starpostz = 0;
|
|
players[i].recordscore = 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 ((gametyperules & GTR_CUTSCENES) && !skipprecutscene && mapheaderinfo[gamemap-1]->precutscenenum && !modeattacking && !(marathonmode & MA_NOCUTSCENES)) // Start a custom cutscene.
|
|
F_StartCustomCutscene(mapheaderinfo[gamemap-1]->precutscenenum-1, true, resetplayer, FLS);
|
|
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 UINT8 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;
|
|
}
|
|
|
|
static void measurekeywords(mapsearchfreq_t *fr,
|
|
struct searchdim **dimp, UINT8 *cuntp,
|
|
const char *s, const char *q, boolean wanttable)
|
|
{
|
|
char *qp;
|
|
char *sp;
|
|
if (wanttable)
|
|
(*dimp) = Z_Realloc((*dimp), 255 * sizeof (struct searchdim),
|
|
PU_STATIC, NULL);
|
|
for (qp = strtok(va("%s", q), " ");
|
|
qp && fr->total < 255;
|
|
qp = strtok(0, " "))
|
|
{
|
|
if (( sp = strcasestr(s, qp) ))
|
|
{
|
|
if (wanttable)
|
|
{
|
|
(*dimp)[(*cuntp)].pos = sp - s;
|
|
(*dimp)[(*cuntp)].siz = strlen(qp);
|
|
}
|
|
(*cuntp)++;
|
|
fr->total++;
|
|
}
|
|
}
|
|
if (wanttable)
|
|
(*dimp) = Z_Realloc((*dimp), (*cuntp) * sizeof (struct searchdim),
|
|
PU_STATIC, NULL);
|
|
}
|
|
|
|
static void writesimplefreq(mapsearchfreq_t *fr, INT32 *frc,
|
|
INT32 mapnum, UINT8 pos, UINT8 siz)
|
|
{
|
|
fr[(*frc)].mapnum = mapnum;
|
|
fr[(*frc)].matchd = ZZ_Alloc(sizeof (struct searchdim));
|
|
fr[(*frc)].matchd[0].pos = pos;
|
|
fr[(*frc)].matchd[0].siz = siz;
|
|
fr[(*frc)].matchc = 1;
|
|
fr[(*frc)].total = 1;
|
|
(*frc)++;
|
|
}
|
|
|
|
INT32 G_FindMap(const char *mapname, char **foundmapnamep,
|
|
mapsearchfreq_t **freqp, INT32 *freqcp)
|
|
{
|
|
INT32 newmapnum = 0;
|
|
INT32 mapnum;
|
|
INT32 apromapnum = 0;
|
|
|
|
size_t mapnamelen;
|
|
char *realmapname = NULL;
|
|
char *newmapname = NULL;
|
|
char *apromapname = NULL;
|
|
char *aprop = NULL;
|
|
|
|
mapsearchfreq_t *freq;
|
|
boolean wanttable;
|
|
INT32 freqc;
|
|
UINT8 frequ;
|
|
|
|
INT32 i;
|
|
|
|
mapnamelen = strlen(mapname);
|
|
|
|
/* Count available maps; how ugly. */
|
|
for (i = 0, freqc = 0; i < NUMMAPS; ++i)
|
|
{
|
|
if (mapheaderinfo[i])
|
|
freqc++;
|
|
}
|
|
|
|
freq = ZZ_Calloc(freqc * sizeof (mapsearchfreq_t));
|
|
|
|
wanttable = !!( freqp );
|
|
|
|
freqc = 0;
|
|
for (i = 0, mapnum = 1; i < NUMMAPS; ++i, ++mapnum)
|
|
if (mapheaderinfo[i])
|
|
{
|
|
if (!( realmapname = G_BuildMapTitle(mapnum) ))
|
|
continue;
|
|
|
|
aprop = realmapname;
|
|
|
|
/* Now that we found a perfect match no need to fucking guess. */
|
|
if (strnicmp(realmapname, mapname, mapnamelen) == 0)
|
|
{
|
|
if (wanttable)
|
|
{
|
|
writesimplefreq(freq, &freqc, mapnum, 0, mapnamelen);
|
|
}
|
|
if (newmapnum == 0)
|
|
{
|
|
newmapnum = mapnum;
|
|
newmapname = realmapname;
|
|
realmapname = 0;
|
|
Z_Free(apromapname);
|
|
if (!wanttable)
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
if (apromapnum == 0 || wanttable)
|
|
{
|
|
/* LEVEL 1--match keywords verbatim */
|
|
if (( aprop = strcasestr(realmapname, mapname) ))
|
|
{
|
|
if (wanttable)
|
|
{
|
|
writesimplefreq(freq, &freqc,
|
|
mapnum, aprop - realmapname, mapnamelen);
|
|
}
|
|
if (apromapnum == 0)
|
|
{
|
|
apromapnum = mapnum;
|
|
apromapname = realmapname;
|
|
realmapname = 0;
|
|
}
|
|
}
|
|
else/* ...match individual keywords */
|
|
{
|
|
freq[freqc].mapnum = mapnum;
|
|
measurekeywords(&freq[freqc],
|
|
&freq[freqc].matchd, &freq[freqc].matchc,
|
|
realmapname, mapname, wanttable);
|
|
measurekeywords(&freq[freqc],
|
|
&freq[freqc].keywhd, &freq[freqc].keywhc,
|
|
mapheaderinfo[i]->keywords, mapname, wanttable);
|
|
if (freq[freqc].total)
|
|
freqc++;
|
|
}
|
|
}
|
|
|
|
Z_Free(realmapname);/* leftover old name */
|
|
}
|
|
|
|
if (newmapnum == 0)/* no perfect match--try a substring */
|
|
{
|
|
newmapnum = apromapnum;
|
|
newmapname = apromapname;
|
|
}
|
|
|
|
if (newmapnum == 0)/* calculate most queries met! */
|
|
{
|
|
frequ = 0;
|
|
for (i = 0; i < freqc; ++i)
|
|
{
|
|
if (freq[i].total > frequ)
|
|
{
|
|
frequ = freq[i].total;
|
|
newmapnum = freq[i].mapnum;
|
|
}
|
|
}
|
|
if (newmapnum)
|
|
{
|
|
newmapname = G_BuildMapTitle(newmapnum);
|
|
}
|
|
}
|
|
|
|
if (freqp)
|
|
(*freqp) = freq;
|
|
else
|
|
Z_Free(freq);
|
|
|
|
if (freqcp)
|
|
(*freqcp) = freqc;
|
|
|
|
if (foundmapnamep)
|
|
(*foundmapnamep) = newmapname;
|
|
else
|
|
Z_Free(newmapname);
|
|
|
|
return newmapnum;
|
|
}
|
|
|
|
void G_FreeMapSearch(mapsearchfreq_t *freq, INT32 freqc)
|
|
{
|
|
INT32 i;
|
|
for (i = 0; i < freqc; ++i)
|
|
{
|
|
Z_Free(freq[i].matchd);
|
|
}
|
|
Z_Free(freq);
|
|
}
|
|
|
|
INT32 G_FindMapByNameOrCode(const char *mapname, char **realmapnamep)
|
|
{
|
|
boolean usemapcode = false;
|
|
|
|
INT32 newmapnum;
|
|
|
|
size_t mapnamelen;
|
|
|
|
char *p;
|
|
|
|
mapnamelen = strlen(mapname);
|
|
|
|
if (mapnamelen == 2)/* maybe two digit code */
|
|
{
|
|
if (( newmapnum = M_MapNumber(mapname[0], mapname[1]) ))
|
|
usemapcode = true;
|
|
}
|
|
else if (mapnamelen == 5 && strnicmp(mapname, "MAP", 3) == 0)
|
|
{
|
|
if (( newmapnum = M_MapNumber(mapname[3], mapname[4]) ))
|
|
usemapcode = true;
|
|
}
|
|
|
|
if (!usemapcode)
|
|
{
|
|
/* Now detect map number in base 10, which no one asked for. */
|
|
newmapnum = strtol(mapname, &p, 10);
|
|
if (*p == '\0')/* we got it */
|
|
{
|
|
if (newmapnum < 1 || newmapnum > NUMMAPS)
|
|
{
|
|
CONS_Alert(CONS_ERROR, M_GetText("Invalid map number %d.\n"), newmapnum);
|
|
return 0;
|
|
}
|
|
usemapcode = true;
|
|
}
|
|
else
|
|
{
|
|
newmapnum = G_FindMap(mapname, realmapnamep, NULL, NULL);
|
|
}
|
|
}
|
|
|
|
if (usemapcode)
|
|
{
|
|
/* we can't check mapheaderinfo for this hahahaha */
|
|
if (W_CheckNumForName(G_BuildMapName(newmapnum)) == LUMPERROR)
|
|
return 0;
|
|
|
|
if (realmapnamep)
|
|
(*realmapnamep) = G_BuildMapTitle(newmapnum);
|
|
}
|
|
|
|
return newmapnum;
|
|
}
|
|
|
|
//
|
|
// 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;
|
|
}
|
|
|
|
void G_SetModeAttackRetryFlag(void)
|
|
{
|
|
retryingmodeattack = true;
|
|
G_SetRetryFlag();
|
|
}
|
|
|
|
void G_ClearModeAttackRetryFlag(void)
|
|
{
|
|
retryingmodeattack = false;
|
|
}
|
|
|
|
boolean G_GetModeAttackRetryFlag(void)
|
|
{
|
|
return retryingmodeattack;
|
|
}
|
|
|
|
// 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));
|
|
}
|