//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" // CTW NOTE /* Known remaining issues: - Audio stuttering. - CD Audio not looping properly (currently hard coded to restart about every 200 seconds. - Hitting F5 to change resolution causes a crash (currently disabled). - Multiplayer untested. Things required to make savegames work: - Load makesym.wpj and build it. - In a DOS prompt, run "makesym sw.map swdata.map swcode.map" - Copy swcode.map to swcode.sym and swdata.map to swdata.sym */ // CTW NOTE END #define MAIN #define QUIET #include "build.h" #include "baselayer.h" #include "cache1d.h" #include "osd.h" #include "renderlayer.h" #include "keys.h" #include "names2.h" #include "panel.h" #include "game.h" #include "tags.h" #include "sector.h" #include "sprite.h" #include "weapon.h" #include "player.h" #include "lists.h" #include "network.h" #include "pal.h" #include "fx_man.h" #include "mytypes.h" //#include "config.h" #include "menus.h" #include "control.h" #include "gamecontrol.h" #include "gamedefs.h" #include "config.h" #include "demo.h" #include "cache.h" //#include "exports.h" #include "anim.h" #include "colormap.h" #include "break.h" #include "ninja.h" #include "light.h" #include "track.h" #include "jsector.h" #include "keyboard.h" #include "text.h" #include "music.h" #include "common.h" #include "common_game.h" #include "gameconfigfile.h" #include "printf.h" #include "m_argv.h" //#include "crc32.h" BEGIN_SW_NS void pClearSpriteList(PLAYERp pp); signed char MNU_InputSmallString(char*, short); signed char MNU_InputString(char*, short); SWBOOL IsCommand(char* str); SWBOOL MNU_StartNetGame(void); const char* AppProperName = "VoidSW"; const char* AppTechnicalName = "voidsw"; #if DEBUG #define BETA 0 #endif #define STAT_SCREEN_PIC 5114 #define TITLE_PIC 2324 #define THREED_REALMS_PIC 2325 #define TITLE_ROT_FLAGS (ROTATE_SPRITE_CORNER|ROTATE_SPRITE_SCREEN_CLIP|ROTATE_SPRITE_NON_MASK) #define PAL_SIZE (256*3) char DemoName[15][16]; // Stupid WallMart version! //#define PLOCK_VERSION TRUE #if PLOCK_VERSION SWBOOL Global_PLock = TRUE; #else SWBOOL Global_PLock = FALSE; #endif int GameVersion = 13; // 12 was original source release. For future releases increment by two. char DemoText[3][64]; int DemoTextYstart = 0; SWBOOL DoubleInitAWE32 = FALSE; int Follow_posx=0,Follow_posy=0; SWBOOL NoMeters = FALSE; short IntroAnimCount = 0; short PlayingLevel = -1; SWBOOL GraphicsMode = FALSE; char CacheLastLevel[32] = ""; char PlayerNameArg[32] = ""; SWBOOL CleanExit = FALSE; SWBOOL DemoModeMenuInit = FALSE; SWBOOL FinishAnim = 0; SWBOOL ShortGameMode = FALSE; SWBOOL ReloadPrompt = FALSE; SWBOOL ReloadPromptMode = FALSE; SWBOOL NewGame = TRUE; SWBOOL InMenuLevel = FALSE; SWBOOL LoadGameOutsideMoveLoop = FALSE; SWBOOL LoadGameFromDemo = FALSE; SWBOOL ArgCheat = FALSE; extern SWBOOL NetBroadcastMode, NetModeOverride; SWBOOL MultiPlayQuitFlag = FALSE; //Miscellaneous variables char MessageInputString[256]; char MessageOutputString[256]; SWBOOL MessageInputMode = FALSE; SWBOOL ConInputMode = FALSE; SWBOOL ConPanel = FALSE; SWBOOL FinishedLevel = FALSE; SWBOOL HelpInputMode = FALSE; SWBOOL PanelUpdateMode = TRUE; short HelpPage = 0; short HelpPagePic[] = { 5115, 5116, 5117 }; SWBOOL InputMode = FALSE; SWBOOL MessageInput = FALSE; extern SWBOOL GamePaused; short screenpeek = 0; SWBOOL NoDemoStartup = FALSE; SWBOOL FirstTimeIntoGame; extern uint8_t RedBookSong[40]; SWBOOL BorderAdjust = TRUE; SWBOOL LocationInfo = 0; void drawoverheadmap(int cposx, int cposy, int czoom, short cang); int DispFrameRate = FALSE; int DispMono = TRUE; int Fog = FALSE; int FogColor; SWBOOL PreCaching = TRUE; int GodMode = FALSE; SWBOOL BotMode = FALSE; short Skill = 2; short BetaVersion = 900; short TotalKillable; AUTO_NET Auto; SWBOOL AutoNet = FALSE; SWBOOL HasAutoColor = FALSE; uint8_t AutoColor; const GAME_SET gs_defaults = { 2, // border 0, // border tile // Network game settings 0, // GameType 0, // Level 0, // Monsters FALSE, // HurtTeammate TRUE, // SpawnMarkers Markers FALSE, // TeamPlay 0, // Kill Limit 0, // Time Limit 0, // Color TRUE, // nuke "Track??", // waveform track name }; GAME_SET gs; SWBOOL PlayerTrackingMode = FALSE; SWBOOL PauseMode = FALSE; SWBOOL PauseKeySet = FALSE; SWBOOL SlowMode = FALSE; SWBOOL FrameAdvanceTics = 3; SWBOOL ScrollMode2D = FALSE; SWBOOL DebugSO = FALSE; SWBOOL DebugPanel = FALSE; SWBOOL DebugSector = FALSE; SWBOOL DebugActor = FALSE; SWBOOL DebugAnim = FALSE; SWBOOL DebugOperate = FALSE; SWBOOL DebugActorFreeze = FALSE; void LoadingLevelScreen(char *level_name); uint8_t FakeMultiNumPlayers; int totalsynctics; int turn_scale = 256; int move_scale = 256; short Level = 0; SWBOOL ExitLevel = FALSE; int16_t OrigCommPlayers=0; extern uint8_t CommPlayers; extern SWBOOL CommEnabled; extern int bufferjitter; SWBOOL CameraTestMode = FALSE; char ds[512]; // debug string extern short NormalVisibility; extern int quotebot, quotebotgoal; // Multiplayer typing buffer char recbuf[80]; // Used as a temp buffer to hold typing text extern unsigned char palette_data[256][3]; // Global palette array #define ACT_STATUE 0 int score; SWBOOL QuitFlag = FALSE; SWBOOL InGame = FALSE; SWBOOL CommandSetup = FALSE; char UserMapName[80]="", buffer[80], ch; char LevelName[20]; uint8_t DebugPrintColor = 255; int krandcount; /// L O C A L P R O T O T Y P E S ///////////////////////////////////////////////////////// void BOT_DeleteAllBots(void); void BotPlayerInsert(PLAYERp pp); void SybexScreen(void); void DosScreen(void); void PlayTheme(void); void MenuLevel(void); void StatScreen(PLAYERp mpp); void InitRunLevel(void); void RunLevel(void); ///////////////////////////////////////////////////////////////////////////////////////////// static FILE *debug_fout = NULL; void DebugWriteString(char *string) { #if BETA || !DEBUG return; #endif if (!debug_fout) { if ((debug_fout = fopen("dbg.foo", "ab+")) == NULL) return; } fprintf(debug_fout, "%s\n", string); //fclose(debug_fout); //debug_fout = NULL; fflush(debug_fout); } void DebugWriteLoc(char *fname, int line) { #if BETA || !DEBUG return; #endif if (!debug_fout) { if ((debug_fout = fopen("dbg.foo", "ab+")) == NULL) return; } fprintf(debug_fout, "%s, %d\n", fname, line); //fclose(debug_fout); //debug_fout = NULL; fflush(debug_fout); } void Mono_Print(char *str) { MONO_PRINT(str); } extern SWBOOL DrawScreen; #if RANDOM_DEBUG FILE *fout_err; SWBOOL RandomPrint; int krand1(char *file, unsigned line) { ASSERT(!DrawScreen); if (RandomPrint && !Prediction) { extern uint32_t MoveThingsCount; sprintf(ds,"mtc %d, %s, line %d, %d",MoveThingsCount,file,line,randomseed); DebugWriteString(ds); } randomseed = ((randomseed * 21 + 1) & 65535); return randomseed; } int krand2() { ASSERT(!DrawScreen); randomseed = ((randomseed * 21 + 1) & 65535); return randomseed; } #else int krand1(void) { ASSERT(!DrawScreen); krandcount++; randomseed = ((randomseed * 21 + 1) & 65535); return randomseed; } #endif /* void HeapCheck(char *file, int line) { switch( _heapchk() ) { case _HEAPOK: //printf( "OK - heap is good\n" ); break; case _HEAPEMPTY: //printf( "OK - heap is empty\n" ); break; case _HEAPBADBEGIN: sprintf(ds, "ERROR - heap is damaged: %s, %d", file, line); MONO_PRINT(ds); DebugWriteString(ds); setvmode(0x3); printf( "%s\n", ds); exit(0); break; case _HEAPBADNODE: sprintf(ds, "ERROR - bad node in heap: %s, %d", file, line); MONO_PRINT(ds); DebugWriteString(ds); setvmode(0x3); printf( "%s\n", ds); exit(0); break; } } */ #if DEBUG SWBOOL ValidPtr(void *ptr) { MEM_HDRp mhp; uint8_t* check; ASSERT(ptr != NULL); mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR)); if (mhp->size == 0 || mhp->checksum == 0) { printf("ValidPtr(): Size or Checksum == 0!\n"); return FALSE; } check = (uint8_t*) & mhp->size; if (mhp->checksum == check[0] + check[1] + check[2] + check[3]) return TRUE; printf("ValidPtr(): Checksum bad!\n"); return FALSE; } void PtrCheckSum(void *ptr, unsigned int *stored, unsigned int *actual) { MEM_HDRp mhp; uint8_t* check; ASSERT(ptr != NULL); mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR)); check = (uint8_t*) & mhp->size; *stored = mhp->checksum; *actual = check[0] + check[1] + check[2] + check[3]; } void * AllocMem(int size) { uint8_t* bp; MEM_HDRp mhp; uint8_t* check; ASSERT(size != 0); bp = (uint8_t*) malloc(size + sizeof(MEM_HDR)); // Used for debugging, we can remove this at ship time if (bp == NULL) { TerminateGame(); printf("Memory could NOT be allocated in AllocMem: size = %d\n",size); exit(0); } ASSERT(bp != NULL); mhp = (MEM_HDRp) bp; mhp->size = size; check = (uint8_t*) & mhp->size; mhp->checksum = check[0] + check[1] + check[2] + check[3]; bp += sizeof(MEM_HDR); return bp; } void * ReAllocMem(void *ptr, int size) { uint8_t* bp; MEM_HDRp mhp; uint8_t* check; ASSERT(size != 0); ASSERT(ValidPtr(ptr)); mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR)); bp = (uint8_t*) realloc(mhp, size + sizeof(MEM_HDR)); ASSERT(bp != NULL); mhp = (MEM_HDRp) bp; mhp->size = size; check = (uint8_t*) & mhp->size; mhp->checksum = check[0] + check[1] + check[2] + check[3]; bp += sizeof(MEM_HDR); ASSERT(ValidPtr(bp)); return bp; } void * CallocMem(int size, int num) { uint8_t* bp; MEM_HDRp mhp; uint8_t* check; int num_bytes; ASSERT(size != 0 && num != 0); num_bytes = (size * num) + sizeof(MEM_HDR); bp = (uint8_t*) calloc(num_bytes, 1); // Used for debugging, we can remove this at ship time if (bp == NULL) { TerminateGame(); printf("Memory could NOT be allocated in CallocMem: size = %d, num = %d\n",size,num); exit(0); } ASSERT(bp != NULL); mhp = (MEM_HDRp) bp; mhp->size = size; check = (uint8_t*) & mhp->size; mhp->checksum = check[0] + check[1] + check[2] + check[3]; bp += sizeof(MEM_HDR); return bp; } void FreeMem(void *ptr) { MEM_HDRp mhp; uint8_t* check; ASSERT(ptr != NULL); ASSERT(ValidPtr(ptr)); mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR)); check = (uint8_t*)&mhp->size; memset(mhp, 0xCC, mhp->size + sizeof(MEM_HDR)); free(mhp); } #else SWBOOL ValidPtr(void *ptr) { return TRUE; } void * AllocMem(int size) { return malloc(size); } void * CallocMem(int size, int num) { return calloc(size, num); } void * ReAllocMem(void *ptr, int size) { return realloc(ptr, size); } void FreeMem(void *ptr) { free(ptr); } #endif int PointOnLine(int x, int y, int x1, int y1, int x2, int y2) { // the closer to 0 the closer to the line the point is return ((x2 - x1) * (y - y1)) - ((y2 - y1) * (x - x1)); } int Distance(int x1, int y1, int x2, int y2) { int min; if ((x2 = x2 - x1) < 0) x2 = -x2; if ((y2 = y2 - y1) < 0) y2 = -y2; if (x2 > y2) min = y2; else min = x2; return x2 + y2 - DIV2(min); } void MapSetAll2D(uint8_t fill) { int i; for (i = 0; i < (MAXWALLS >> 3); i++) show2dwall[i] = fill; for (i = 0; i < (MAXSPRITES >> 3); i++) show2dsprite[i] = fill; //for (i = 0; i < (MAXSECTORS >> 3); i++) for (i = 0; i < MAXSECTORS; i++) { if (sector[i].ceilingpicnum != 342 && sector[i].floorpicnum != 342) show2dsector[i>>3] |= (1<<(i&7)); //show2dsector[i] = fill; } } void MapSetup(void) { MapSetAll2D(0xFF); } void setup2dscreen(void) { // qsetmode640350(); } void TerminateGame(void) { int i,j; int oldtotalclock; DemoTerm(); ErrorCorrectionQuit(); // uninitmultiplayers(); if (CleanExit) { SybexScreen(); //TenScreen(); } ////--->>>> sound stuff was there //uninitkeys(); KB_Shutdown(); engineUnInit(); G_SaveConfig(); //Terminate3DSounds(); // Kill the sounds linked list UnInitSound(); timerUninit(); if (CleanExit) DosScreen(); uninitgroupfile(); } void LoadLevel(const char *filename) { int pos; if (engineLoadBoard(filename, SW_SHAREWARE ? 1 : 0, (vec3_t *)&Player[0], &Player[0].pang, &Player[0].cursectnum) == -1) { TerminateGame(); #ifdef RENDERTYPEWIN { char msg[256]; Bsnprintf(msg, 256, "Level not found: %s", filename); wm_msgbox(apptitle, msg); } #else printf("Level Not Found: %s\n", filename); #endif exit(0); } } void LoadDemoRun(void) { short i; FILE *fin; fin = fopen("demos.run","r"); if (fin) { memset(DemoName,'\0',sizeof(DemoName)); for (i = 0; TRUE; i++) { if (fscanf(fin, "%s", DemoName[i]) == EOF) break; } fclose(fin); } memset(DemoText,'\0',sizeof(DemoText)); fin = fopen("demotxt.run","r"); if (fin) { fgets(ds, 6, fin); sscanf(ds,"%d",&DemoTextYstart); for (i = 0; TRUE; i++) { if (fgets(DemoText[i], SIZ(DemoText[0])-1, fin) == NULL) break; } fclose(fin); } } void DisplayDemoText(void) { short w,h; short i; for (i = 0; i < 3; i++) { MNU_MeasureString(DemoText[i], &w, &h); PutStringTimer(Player, TEXT_TEST_COL(w), DemoTextYstart+(i*12), DemoText[i], 999); } } void Set_GameMode(void) { int result; char ch; //DSPRINTF(ds,"ScreenMode %d, ScreenWidth %d, ScreenHeight %d",ScreenMode, ScreenWidth, ScreenHeight); //MONO_PRINT(ds); result = COVERsetgamemode(ScreenMode, ScreenWidth, ScreenHeight, ScreenBPP); } void MultiSharewareCheck(void) { if (!SW_SHAREWARE) return; if (numplayers > 4) { #ifdef RENDERTYPEWIN wm_msgbox(apptitle,"To play a Network game with more than 4 players you must purchase " "the full version. Read the Ordering Info screens for details."); #else printf( "\n\nTo play a Network game with more than 4 players you must purchase the\n" "full version. Read the Ordering Info screens for details.\n\n"); #endif //uninitmultiplayers(); //uninitkeys(); G_SaveConfig(); KB_Shutdown(); engineUnInit(); UnInitSound(); timerUninit(); uninitgroupfile(); Bexit(0); } } // Some mem crap for Jim // I reserve 1 meg of heap space for our use out side the cache int TotalMemory = 0; int ActualHeap = 0; void InitAutoNet(void) { if (!AutoNet) return; gs.NetGameType = Auto.Rules; gs.NetLevel = Auto.Level; gs.NetMonsters = Auto.Enemy; gs.NetSpawnMarkers = Auto.Markers; gs.NetTeamPlay = Auto.Team; gs.NetHurtTeammate = Auto.HurtTeam; gs.NetKillLimit = Auto.Kill; gs.NetTimeLimit = Auto.Time; gs.NetColor = Auto.Color; gs.NetNuke = Auto.Nuke; } void AnimateCacheCursor(void) { #if 0 struct rccoord old_pos; static short cursor_num = 0; static char cache_cursor[] = {'|','/','-','\\'}; if (GraphicsMode) return; cursor_num++; if (cursor_num > 3) cursor_num = 0; //old_pos = _gettextposition(); //_settextposition( old_pos.row, old_pos.col ); //_settextposition( 24, 25); _settextposition(25, 0); sprintf(ds,"Loading sound and graphics %c", cache_cursor[cursor_num]); _outtext(ds); //_settextposition( old_pos.row, old_pos.col ); #endif } void COVERsetbrightness(int bright, unsigned char *pal) { paletteSetColorTable(BASEPAL, pal); videoSetPalette(bright, BASEPAL, 0); } static int firstnet = 0; // JBF int nextvoxid = 0; // JBF static void SW_FatalEngineError(void) { I_Error("There was a problem initialising the Build engine: %s", engineerrstr); } void InitGame() { extern int MovesPerPacket; //void *ReserveMem=NULL; int i; DSPRINTF(ds,"InitGame..."); MONO_PRINT(ds); if (engineInit()) SW_FatalEngineError(); InitAutoNet(); timerInit(120); CON_InitConsole(); // Init console command list ////DSPRINTF(ds,"%s, %d",__FILE__,__LINE__); MONO_PRINT(ds); //InitFX(); memcpy(palette_data,palette,768); InitPalette(); // sets numplayers, connecthead, connectpoint2, myconnectindex #if 0 if (!firstnet) initmultiplayers(0, NULL, 0, 0, 0); else if (initmultiplayersparms(argc - firstnet, &argv[firstnet])) { buildputs("Waiting for players...\n"); while (initmultiplayerscycle()) { handleevents(); if (quitevent) { QuitFlag = TRUE; return; } } } #endif initsynccrc(); // code to duplicate packets if (numplayers > 4 && MovesPerPacket == 1) { MovesPerPacket = 2; } MultiSharewareCheck(); if (numplayers > 1) { CommPlayers = numplayers; OrigCommPlayers = CommPlayers; CommEnabled = TRUE; if (!BotMode) gNet.MultiGameType = MULTI_GAME_COMMBAT; else gNet.MultiGameType = MULTI_GAME_AI_BOTS; #if 0 //def NET_MODE_MASTER_SLAVE if (!NetModeOverride) { if (numplayers <= 4) NetBroadcastMode = TRUE; else NetBroadcastMode = FALSE; } #endif } LoadDemoRun(); // Save off total heap for later calculations //TotalMemory = Z_AvailHeap(); //DSPRINTF(ds,"Available Heap before LoadImages = %d", TotalMemory); //MONO_PRINT(ds); // Reserve 1.5 megs for normal program use // Generally, SW is consuming about a total of 11 megs including // all the cached in graphics, etc. per level, so even on a 16 meg // system, reserving 1.5 megs is fine. // Note that on a 16 meg machine, Ken was leaving us about // 24k for use outside the cache! This was causing out of mem problems // when songs, etc., greater than the remaining heap were being loaded. // Even if you pre-cache songs, etc. to help, reserving some heap is // a very smart idea since the game uses malloc throughout execution. //ReserveMem = AllocMem(1L<<20); //if(ReserveMem == 0) MONO_PRINT("Could not allocate 1.5 meg reserve!"); // LoadImages will now proceed to steal all the remaining heap space //_outtext("\n\n\n\n\n\n\n\n"); //AnimateCacheCursor(); buildputs("Loading sound and graphics...\n"); TileFiles.LoadArtSet("tiles%03d.art"); // Now free it up for later use /* if(ReserveMem) { // Recalc TotalMemory for later reference ActualHeap = Z_AvailHeap() + 1536000L; FreeMem(ReserveMem); } */ Connect(); SortBreakInfo(); parallaxtype = 1; SW_InitMultiPsky(); memset(Track, 0, sizeof(Track)); memset(Player, 0, sizeof(Player)); for (i = 0; i < MAX_SW_PLAYERS; i++) INITLIST(&Player[i].PanelSpriteList); LoadKVXFromScript("swvoxfil.txt"); // Load voxels from script file LoadPLockFromScript("swplock.txt"); // Get Parental Lock setup info if (!SW_SHAREWARE) LoadCustomInfoFromScript("swcustom.txt"); // Load user customisation information if (!loaddefinitionsfile(G_DefFile())) buildputs("Definitions file loaded.\n"); userConfig.AddDefs.reset(); if (enginePostInit()) SW_FatalEngineError(); DemoModeMenuInit = TRUE; // precache as much stuff as you can if (UserMapName[0] == '\0') { AnimateCacheCursor(); LoadLevel("$dozer.map"); AnimateCacheCursor(); SetupPreCache(); DoTheCache(); } else { AnimateCacheCursor(); LoadLevel(UserMapName); AnimateCacheCursor(); SetupPreCache(); DoTheCache(); } Set_GameMode(); GraphicsMode = TRUE; SetupAspectRatio(); COVERsetbrightness(0, &palette_data[0][0]); InitFX(); // JBF: do it down here so we get a hold of the window handle InitMusic(); } /* Directory of C:\DEV\SW\MIDI EXECUT11 MID HROSHMA6 MID HOSHIA02 MID INTRO131 MID KOTEC2 MID KOTOKI12 MID NIPPON34 MID NOKI41 MID SANAI MID SIANRA23 MID TKYO2007 MID TYTAIK16 MID YOKOHA03 MID */ char LevelSong[16]; short SongLevelNum; //#ifndef SW_SHAREWARE LEVEL_INFO LevelInfo[MAX_LEVELS_REG+2] = { {"title.map", "theme.mid", " ", " ", " " }, {"$bullet.map", "e1l01.mid", "Seppuku Station", "0 : 55", "5 : 00" }, {"$dozer.map", "e1l03.mid", "Zilla Construction", "4 : 59", "8 : 00" }, {"$shrine.map", "e1l02.mid", "Master Leep's Temple", "3 : 16", "10 : 00" }, {"$woods.map", "e1l04.mid", "Dark Woods of the Serpent", "7 : 06", "16 : 00" }, {"$whirl.map", "yokoha03.mid", "Rising Son", "5 : 30", "10 : 00" }, {"$tank.map", "nippon34.mid", "Killing Fields", "1 : 46", "4 : 00" }, {"$boat.map", "execut11.mid", "Hara-Kiri Harbor", "1 : 56", "4 : 00" }, {"$garden.map", "execut11.mid", "Zilla's Villa", "1 : 06", "2 : 00" }, {"$outpost.map", "sanai.mid", "Monastery", "1 : 23", "3 : 00" }, {"$hidtemp.map", "kotec2.mid", "Raider of the Lost Wang", "2 : 05", "4 : 10" }, {"$plax1.map", "kotec2.mid", "Sumo Sky Palace", "6 : 32", "12 : 00" }, {"$bath.map", "yokoha03.mid", "Bath House", "10 : 00", "10 : 00" }, {"$airport.map", "nippon34.mid", "Unfriendly Skies", "2 : 59", "6 : 00" }, {"$refiner.map", "kotoki12.mid", "Crude Oil", "2 : 40", "5 : 00" }, {"$newmine.map", "hoshia02.mid", "Coolie Mines", "2 : 48", "6 : 00" }, {"$subbase.map", "hoshia02.mid", "Subpen 7", "2 : 02", "4 : 00" }, {"$rock.map", "kotoki12.mid", "The Great Escape", "3 : 18", "6 : 00" }, {"$yamato.map", "sanai.mid", "Floating Fortress", "11 : 38", "20 : 00" }, {"$seabase.map", "kotec2.mid", "Water Torture", "5 : 07", "10 : 00" }, {"$volcano.map", "kotec2.mid", "Stone Rain", "9 : 15", "20 : 00" }, {"$shore.map", "kotec2.mid", "Shanghai Shipwreck", "3 : 58", "8 : 00" }, {"$auto.map", "kotec2.mid", "Auto Maul", "4 : 07", "8 : 00" }, {"tank.map", "kotec2.mid", "Heavy Metal (DM only)", "10 : 00", "10 : 00" }, {"$dmwoods.map", "kotec2.mid", "Ripper Valley (DM only)", "10 : 00", "10 : 00" }, {"$dmshrin.map", "kotec2.mid", "House of Wang (DM only)", "10 : 00", "10 : 00" }, {"$rush.map", "kotec2.mid", "Lo Wang Rally (DM only)", "10 : 00", "10 : 00" }, {"shotgun.map", "kotec2.mid", "Ruins of the Ronin (CTF)", "10 : 00", "10 : 00" }, {"$dmdrop.map", "kotec2.mid", "Killing Fields (CTF)", "10 : 00", "10 : 00" }, {NULL, NULL, NULL, NULL, NULL} }; /*#else LEVEL_INFO LevelInfo[MAX_LEVELS+2] = // Shareware { {"title.map", "theme.mid", " ", " ", " " }, {"$bullet.map", "e1l01.mid", "Seppuku Station", "0 : 55", "5 : 00" }, {"$dozer.map", "e1l03.mid", "Zilla Construction", "4 : 59", "8 : 00" }, {"$shrine.map", "e1l02.mid", "Master Leep's Temple", "3 : 16", "10 : 00" }, {"$woods.map", "e1l04.mid", "Dark Woods of the Serpent", "7 : 06", "16 : 00" }, {NULL, NULL, NULL, NULL, NULL} }; #endif*/ char EpisodeNames[2][MAX_EPISODE_NAME_LEN+2] = { "^Enter the Wang", "^Code of Honor" }; char EpisodeSubtitles[2][MAX_EPISODE_SUBTITLE_LEN+1] = { "Four levels (Shareware Version)", "Eighteen levels (Full Version Only)" }; char SkillNames[4][MAX_SKILL_NAME_LEN+2] = { "^Tiny grasshopper", "^I Have No Fear", "^Who Wants Wang", "^No Pain, No Gain" }; void InitNewGame(void) { int i, ready_bak; int ver_bak; //waitforeverybody(); // since ready flag resets after this point, need to carefully sync for (i = 0; i < MAX_SW_PLAYERS; i++) { // don't jack with the playerreadyflag ready_bak = Player[i].playerreadyflag; ver_bak = Player[i].PlayerVersion; memset(&Player[i], 0, sizeof(Player[i])); Player[i].playerreadyflag = ready_bak; Player[i].PlayerVersion = ver_bak; INITLIST(&Player[i].PanelSpriteList); } memset(puser, 0, sizeof(puser)); } void FindLevelInfo(char *map_name, short *level) { char *ptr; char buff[16]; short i,j; for (j = 1; j <= MAX_LEVELS; j++) { if (LevelInfo[j].LevelName) { if (Bstrcasecmp(map_name, LevelInfo[j].LevelName) == 0) { *level = j; return; } } } *level = 0; return; } int ChopTics; void InitLevelGlobals(void) { extern char PlayerGravity; extern short wait_active_check_offset; //extern short Zombies; extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust; extern SWBOOL left_foot; extern SWBOOL serpwasseen; extern SWBOOL sumowasseen; extern SWBOOL zillawasseen; extern short BossSpriteNum[3]; // A few IMPORTANT GLOBAL RESETS // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1 MapSetup(); //Zombies = 0; ChopTics = 0; dimensionmode = 3; zoom = 768; PlayerGravity = 24; wait_active_check_offset = 0; PlaxCeilGlobZadjust = PlaxFloorGlobZadjust = Z(500); FinishedLevel = FALSE; AnimCnt = 0; left_foot = FALSE; screenpeek = myconnectindex; gNet.TimeLimitClock = gNet.TimeLimit; serpwasseen = FALSE; sumowasseen = FALSE; zillawasseen = FALSE; memset(BossSpriteNum,-1,sizeof(BossSpriteNum)); } void InitLevelGlobals2(void) { extern short Bunny_Count; // GLOBAL RESETS NOT DONE for LOAD GAME // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! InitTimingVars(); TotalKillable = 0; Bunny_Count = 0; } void InitLevel(void) { static int DemoNumber = 0; MONO_PRINT("InitLevel"); Terminate3DSounds(); // A few IMPORTANT GLOBAL RESETS InitLevelGlobals(); MONO_PRINT("InitLevelGlobals"); if (!DemoMode) StopSong(); if (LoadGameOutsideMoveLoop) { MONO_PRINT("Returning from InitLevel"); return; } InitLevelGlobals2(); MONO_PRINT("InitLevelGlobals2"); if (DemoMode) { Level = 0; NewGame = TRUE; DemoInitOnce = FALSE; strcpy(DemoFileName, DemoName[DemoNumber]); DemoNumber++; if (!DemoName[DemoNumber][0]) DemoNumber = 0; // read header and such DemoPlaySetup(); strcpy(LevelName, DemoLevelName); FindLevelInfo(LevelName, &Level); if (Level > 0) { strcpy(LevelSong, LevelInfo[Level].SongName); strcpy(LevelName, LevelInfo[Level].LevelName); UserMapName[0] = '\0'; } else { strcpy(UserMapName, DemoLevelName); Level = 0; } } else { if (Level < 0) Level = 0; if (Level > MAX_LEVELS) Level = 1; // extra code in case something is resetting these values if (NewGame) { //Level = 1; //DemoPlaying = FALSE; DemoMode = FALSE; //DemoRecording = FALSE; //DemoEdit = FALSE; } if (UserMapName[0]) { strcpy(LevelName, UserMapName); Level = 0; FindLevelInfo(UserMapName, &Level); if (Level > 0) { // user map is part of game - treat it as such strcpy(LevelSong, LevelInfo[Level].SongName); strcpy(LevelName, LevelInfo[Level].LevelName); UserMapName[0] = '\0'; } } else { strcpy(LevelName, LevelInfo[Level].LevelName); strcpy(LevelSong, LevelInfo[Level].SongName); } } PlayingLevel = Level; if (NewGame) InitNewGame(); LoadingLevelScreen(LevelName); MONO_PRINT("LoadintLevelScreen"); if (!DemoMode && !DemoInitOnce) DemoPlaySetup(); LoadLevel(LevelName); if (Bstrcasecmp(CacheLastLevel, LevelName) != 0) // clears gotpic and does some bit setting SetupPreCache(); else memset(gotpic,0,sizeof(gotpic)); if (sector[0].extra != -1) { NormalVisibility = g_visibility = sector[0].extra; sector[0].extra = 0; } else NormalVisibility = g_visibility; // // Do Player stuff first // InitAllPlayers(); #if DEBUG // fake Multi-player game setup if (FakeMultiNumPlayers && !BotMode) { uint8_t i; // insert all needed players except the first one - its already tere for (i = 0; i < FakeMultiNumPlayers - 1; i++) { ManualPlayerInsert(Player); // reset control back to 1st player myconnectindex = 0; screenpeek = 0; } } #endif // Put in the BOTS if called for if (FakeMultiNumPlayers && BotMode) { uint8_t i; // insert all needed players except the first one - its already tere for (i = 0; i < FakeMultiNumPlayers; i++) { BotPlayerInsert(Player); // reset control back to 1st player myconnectindex = 0; screenpeek = 0; } } QueueReset(); PreMapCombineFloors(); InitMultiPlayerInfo(); InitAllPlayerSprites(); // // Do setup for sprite, track, panel, sector, etc // // Set levels up InitTimingVars(); SpriteSetup(); SpriteSetupPost(); // post processing - already gone once through the loop InitLighting(); TrackSetup(); PlayerPanelSetup(); MapSetup(); SectorSetup(); JS_InitMirrors(); JS_InitLockouts(); // Setup the lockout linked lists JS_ToggleLockouts(); // Init lockouts on/off PlaceSectorObjectsOnTracks(); PlaceActorsOnTracks(); PostSetupSectorObject(); SetupMirrorTiles(); initlava(); SongLevelNum = Level; if (DemoMode) { DisplayDemoText(); } if (ArgCheat) { SWBOOL bak = hud_messages; hud_messages = FALSE; EveryCheatToggle(&Player[0],NULL); hud_messages = bak; GodMode = TRUE; } // reset NewGame NewGame = FALSE; DSPRINTF(ds,"End of InitLevel..."); MONO_PRINT(ds); #if 0 #if DEBUG if (!cansee(43594, -92986, 0x3fffffff, 290, 43180, -91707, 0x3fffffff, 290)) { DSPRINTF(ds,"cansee failed"); MONO_PRINT(ds); } #endif #endif } void TerminateLevel(void) { int i, nexti, stat, pnum, ndx; SECT_USERp *sectu; //HEAP_CHECK(); DemoTerm(); // Free any track points for (ndx = 0; ndx < MAX_TRACKS; ndx++) { if (Track[ndx].TrackPoint) { FreeMem(Track[ndx].TrackPoint); // !JIM! I added null assigner Track[ndx].TrackPoint = NULL; } } // Clear the tracks memset(Track, 0, sizeof(Track)); StopSound(); Terminate3DSounds(); // Kill the 3d sounds linked list //ClearSoundLocks(); // Clear all anims and any memory associated with them // Clear before killing sprites - save a little time //AnimClear(); for (stat = STAT_PLAYER0; stat < STAT_PLAYER0 + numplayers; stat++) { pnum = stat - STAT_PLAYER0; TRAVERSE_SPRITE_STAT(headspritestat[stat], i, nexti) { if (User[i]) memcpy(&puser[pnum], User[i], sizeof(USER)); } } // Kill User memory and delete sprites // for (stat = 0; stat < STAT_ALL; stat++) for (stat = 0; stat < MAXSTATUS; stat++) { TRAVERSE_SPRITE_STAT(headspritestat[stat], i, nexti) { KillSprite(i); } } // Free SectUser memory for (sectu = &SectUser[0]; sectu < &SectUser[MAXSECTORS]; sectu++) { if (*sectu) { ////DSPRINTF(ds,"Sect User Free %d",sectu-SectUser); //MONO_PRINT(ds); FreeMem(*sectu); *sectu = NULL; } } //memset(&User[0], 0, sizeof(User)); memset(&SectUser[0], 0, sizeof(SectUser)); TRAVERSE_CONNECT(pnum) { PLAYERp pp = Player + pnum; // Free panel sprites for players pClearSpriteList(pp); pp->DoPlayerAction = NULL; pp->SpriteP = NULL; pp->PlayerSprite = -1; pp->UnderSpriteP = NULL; pp->PlayerUnderSprite = -1; memset(pp->HasKey, 0, sizeof(pp->HasKey)); //pp->WpnFlags = 0; pp->CurWpn = NULL; memset(pp->Wpn, 0, sizeof(pp->Wpn)); memset(pp->InventorySprite, 0, sizeof(pp->InventorySprite)); memset(pp->InventoryTics, 0, sizeof(pp->InventoryTics)); pp->Killer = -1; INITLIST(&pp->PanelSpriteList); } JS_UnInitLockouts(); //HEAP_CHECK(); } void NewLevel(void) { DSPRINTF(ds,"NewLevel"); MONO_PRINT(ds); if (DemoPlaying) { FX_SetVolume(0); // Shut the hell up while game is loading! InitLevel(); InitRunLevel(); DemoInitOnce = FALSE; if (DemoMode) { if (DemoModeMenuInit) { DemoModeMenuInit = FALSE; inputState.ClearKeyStatus(sc_Escape); } } DemoPlayBack(); if (DemoRecording && DemoEdit) { RunLevel(); } } else { DSPRINTF(ds,"Calling FX_SetVolume"); MONO_PRINT(ds); FX_SetVolume(0); // Shut the hell up while game is loading! DSPRINTF(ds,"Calling InitLevel"); MONO_PRINT(ds); InitLevel(); DSPRINTF(ds,"Calling RunLevel"); MONO_PRINT(ds); RunLevel(); if (!QuitFlag) { // for good measure do this ready2send = 0; waitforeverybody(); } StatScreen(&Player[myconnectindex]); } if (LoadGameFromDemo) LoadGameFromDemo = FALSE; else TerminateLevel(); InGame = FALSE; if (SW_SHAREWARE) { if (FinishAnim) { PlayTheme(); MenuLevel(); } } else { if (FinishAnim == ANIM_ZILLA || FinishAnim == ANIM_SERP) { PlayTheme(); MenuLevel(); } } FinishAnim = 0; } void ResetKeys(void) { int i; inputState.ClearAllKeyStatus(); } SWBOOL KeyPressed(void) { int i; for (i = 0; i < NUMKEYS; i++) { if (KB_KeyPressed(i)) return TRUE; } return FALSE; } uint8_t* KeyPressedRange(uint8_t* kb, uint8_t* ke) { uint8_t* k; for (k = kb; k <= ke; k++) { if (*k) return k; } return NULL; } void ResetKeyRange(uint8_t* kb, uint8_t* ke) { uint8_t* k; for (k = kb; k <= ke; k++) { *k = 0; } } void PlayTheme() { // start music at logo strcpy(LevelSong,"theme.mid"); PlaySong(LevelSong, RedBookSong[0], TRUE, TRUE); DSPRINTF(ds,"After music stuff..."); MONO_PRINT(ds); } void LogoLevel(void) { char called; int fin; UserInput uinfo = { FALSE, FALSE, dir_None }; DSPRINTF(ds,"LogoLevel..."); MONO_PRINT(ds); // PreCache Anim LoadAnm(0); auto pal = kloadfile("3drealms.pal", 0); if (pal.Size() >= 768) { for (auto & c : pal) c <<= 2; paletteSetColorTable(DREALMSPAL, pal.Data()); videoSetPalette(0, DREALMSPAL, 2); } DSPRINTF(ds,"Just read in 3drealms.pal..."); MONO_PRINT(ds); //FadeOut(0, 0); ready2send = 0; totalclock = 0; ototalclock = 0; DSPRINTF(ds,"About to display 3drealms pic..."); MONO_PRINT(ds); videoClearViewableArea(0L); rotatesprite(0, 0, RS_SCALE, 0, THREED_REALMS_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1); videoNextPage(); //FadeIn(0, 3); ResetKeys(); while (TRUE) { handleevents(); CONTROL_GetUserInput(&uinfo); CONTROL_ClearUserInput(&uinfo); if (quitevent) { QuitFlag = TRUE; break; } // taken from top of faketimerhandler // limits checks to max of 40 times a second if (totalclock >= ototalclock + synctics) { ototalclock += synctics; } if (totalclock > 5*120 || KeyPressed() || uinfo.button0 || uinfo.button1) { break; } } videoClearViewableArea(0L); videoNextPage(); videoSetPalette(0, BASEPAL, 2); // put up a blank screen while loading DSPRINTF(ds,"End of LogoLevel..."); MONO_PRINT(ds); } void CreditsLevel(void) { char called; int fin; int i; int curpic; int handle; uint32_t timer = 0; int zero=0; short save; #define CREDITS1_PIC 5111 #define CREDITS2_PIC 5118 // put up a blank screen while loading // get rid of all PERM sprites! renderFlushPerms(); save = gs.BorderNum; SetBorder(Player + myconnectindex,0); ClearStartMost(); gs.BorderNum = save; videoClearViewableArea(0L); videoNextPage(); // Lo Wang feel like singing! handle = PlaySound(DIGI_JG95012,&zero,&zero,&zero,v3df_none); if (handle > 0) while (FX_SoundActive(handle)) ; // try 14 then 2 then quit if (!PlaySong(NULL, 14, FALSE, TRUE)) { if (!PlaySong(NULL, 2, FALSE, TRUE)) { handle = PlaySound(DIGI_NOLIKEMUSIC,&zero,&zero,&zero,v3df_none); if (handle > 0) while (FX_SoundActive(handle)) handleevents(); return; } } ready2send = 0; totalclock = 0; ototalclock = 0; ResetKeys(); curpic = CREDITS1_PIC; while (TRUE) { // taken from top of faketimerhandler // limits checks to max of 40 times a second if (totalclock >= ototalclock + synctics) { ototalclock += synctics; timer += synctics; } rotatesprite(0, 0, RS_SCALE, 0, curpic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1); videoNextPage(); if (timer > 8*120) { curpic = CREDITS2_PIC; } if (timer > 16*120) { timer = 0; curpic = CREDITS1_PIC; } if (!SongIsPlaying()) break; if (KB_KeyPressed(KEYSC_ESC)) break; } // put up a blank screen while loading videoClearViewableArea(0L); videoNextPage(); ResetKeys(); StopSong(); } void SybexScreen(void) { if (!SW_SHAREWARE) return; if (CommEnabled) return; rotatesprite(0, 0, RS_SCALE, 0, 5261, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1); videoNextPage(); ResetKeys(); while (!KeyPressed() && !quitevent) handleevents(); } // CTW REMOVED /* void TenScreen(void) { char called; int fin; char backup_pal[256*3]; char pal[PAL_SIZE]; char tempbuf[256]; char *palook_bak = palookup[0]; int i; uint32_t bak; int bakready2send; if (CommEnabled) return; bak = totalclock; flushperms(); clearview(0); nextpage(); for (i = 0; i < 256; i++) tempbuf[i] = i; palookup[0] = tempbuf; GetPaletteFromVESA(pal); memcpy(backup_pal, pal, PAL_SIZE); if ((fin = k open4load("ten.pal", 0)) != -1) { kread(fin, pal, PAL_SIZE); kclose(fin); } // palette to black FadeOut(0, 0); bakready2send = ready2send; //totalclock = 0; //ototalclock = 0; flushperms(); // draw it rotatesprite(0, 0, RS_SCALE, 0, TEN_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1); // bring to the front - still back palette nextpage(); // set pal SetPaletteToVESA(pal); //FadeIn(0, 3); ResetKeys(); while (!KeyPressed()); palookup[0] = palook_bak; clearview(0); nextpage(); SetPaletteToVESA(backup_pal); // put up a blank screen while loading clearview(0); nextpage(); ready2send = bakready2send; totalclock = bak; } */ // CTW REMOVED END void TitleLevel(void) { char called; int fin; unsigned char backup_pal[256*3]; unsigned char pal[PAL_SIZE]; char tempbuf[256]; char *palook_bak = palookup[0]; int i; for (i = 0; i < 256; i++) tempbuf[i] = i; palookup[0] = tempbuf; //GetPaletteFromVESA(pal); //memcpy(backup_pal, pal, PAL_SIZE); videoClearViewableArea(0L); videoNextPage(); // if ((fin = k open4load("title.pal", 0)) != -1) // { // kread(fin, pal, PAL_SIZE); // kclose(fin); // SetPaletteToVESA(pal); // } // clearview(0); // nextpage(); //FadeOut(0, 0); ready2send = 0; totalclock = 0; ototalclock = 0; rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1); videoNextPage(); //FadeIn(0, 3); ResetKeys(); while (TRUE) { handleevents(); OSD_DispatchQueued(); // taken from top of faketimerhandler // limits checks to max of 40 times a second if (totalclock >= ototalclock + synctics) { //void MNU_CheckForMenusAnyKey( void ); ototalclock += synctics; //MNU_CheckForMenusAnyKey(); } //if (UsingMenus) // MNU_DrawMenu(); //drawscreen as fast as you can rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1); videoNextPage(); if (totalclock > 5*120 || KeyPressed()) { DemoMode = TRUE; DemoPlaying = TRUE; break; } } palookup[0] = palook_bak; // clearview(0); // nextpage(); //SetPaletteToVESA(backup_pal); // put up a blank screen while loading // clearview(0); // nextpage(); } void DrawMenuLevelScreen(void) { renderFlushPerms(); videoClearViewableArea(0L); rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 20, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1); } void DrawStatScreen(void) { renderFlushPerms(); videoClearViewableArea(0L); rotatesprite(0, 0, RS_SCALE, 0, STAT_SCREEN_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1); } void DrawLoadLevelScreen(void) { renderFlushPerms(); videoClearViewableArea(0L); rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 20, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1); } short PlayerQuitMenuLevel = -1; void IntroAnimLevel(void) { DSPRINTF(ds,"IntroAnimLevel"); MONO_PRINT(ds); playanm(0); } void MenuLevel(void) { char called; int fin; short w,h; DSPRINTF(ds,"MenuLevel..."); MONO_PRINT(ds); if (AutoNet) { DrawMenuLevelScreen(); if (CommEnabled) { sprintf(ds,"Lo Wang is waiting for other players..."); MNU_MeasureString(ds, &w, &h); MNU_DrawString(TEXT_TEST_COL(w), 170, ds, 1, 16); sprintf(ds,"They are afraid!"); MNU_MeasureString(ds, &w, &h); MNU_DrawString(TEXT_TEST_COL(w), 180, ds, 1, 16); } videoNextPage(); waitforeverybody(); FirstTimeIntoGame = TRUE; MNU_StartNetGame(); FirstTimeIntoGame = FALSE; waitforeverybody(); ExitLevel = FALSE; FinishedLevel = FALSE; BorderAdjust = TRUE; UsingMenus = FALSE; InMenuLevel = FALSE; return; } // do demos only if not playing multi play if (!CommEnabled && numplayers <= 1 && !FinishAnim && !NoDemoStartup) { // demos exist - do demo instead if (DemoName[0][0] != '\0') { DemoMode = TRUE; DemoPlaying = TRUE; return; } } DemoMode = FALSE; DemoPlaying = FALSE; videoClearViewableArea(0L); videoNextPage(); //FadeOut(0, 0); ready2send = 0; totalclock = 0; ototalclock = 0; ExitLevel = FALSE; InMenuLevel = TRUE; DrawMenuLevelScreen(); if (CommEnabled) { sprintf(ds,"Lo Wang is waiting for other players..."); MNU_MeasureString(ds, &w, &h); MNU_DrawString(TEXT_TEST_COL(w), 170, ds, 1, 16); sprintf(ds,"They are afraid!"); MNU_MeasureString(ds, &w, &h); MNU_DrawString(TEXT_TEST_COL(w), 180, ds, 1, 16); } videoNextPage(); //FadeIn(0, 3); waitforeverybody(); // don't allow BorderAdjusting in these menus BorderAdjust = FALSE; ResetKeys(); if (SW_SHAREWARE) { // go to ordering menu only if shareware if (FinishAnim) { inputState.ClearKeyStatus(sc_Escape); ControlPanelType = ct_ordermenu; FinishAnim = 0; } } else { FinishAnim = 0; } while (TRUE) { handleevents(); OSD_DispatchQueued(); if (quitevent) QuitFlag = TRUE; // taken from top of faketimerhandler // limits checks to max of 40 times a second if (totalclock >= ototalclock + synctics) { ototalclock += synctics; MNU_CheckForMenusAnyKey(); if (CommEnabled) getpackets(); } if (CommEnabled) { if (MultiPlayQuitFlag) { short pnum; uint8_t pbuf[1]; QuitFlag = TRUE; pbuf[0] = PACKET_TYPE_MENU_LEVEL_QUIT; netbroadcastpacket(pbuf, 1); // TENSW break; } if (PlayerQuitMenuLevel >= 0) { MenuCommPlayerQuit(PlayerQuitMenuLevel); PlayerQuitMenuLevel = -1; } } if (ExitLevel) { // Quiting Level ExitLevel = FALSE; break; } if (QuitFlag) { // Quiting Game break; } // force the use of menus at all time if (!UsingMenus && !ConPanel) { inputState.SetKeyStatus(sc_Escape); MNU_CheckForMenusAnyKey(); } // must lock the clock for drawing so animations will happen totalclocklock = totalclock; //drawscreen as fast as you can DrawMenuLevelScreen(); if (UsingMenus) MNU_DrawMenu(); videoNextPage(); } BorderAdjust = TRUE; //LoadGameOutsideMoveLoop = FALSE; inputState.ClearKeyStatus(sc_Escape); KB_ClearKeysDown(); //ExitMenus(); UsingMenus = FALSE; InMenuLevel = FALSE; videoClearViewableArea(0L); videoNextPage(); } void SceneLevel(void) { SWBOOL dp_bak; SWBOOL dm_bak; FILE *fin; #define CINEMATIC_DEMO_FILE "$scene.dmo" // make sure it exists if ((fin = fopen(CINEMATIC_DEMO_FILE,"rb")) == NULL) return; else fclose(fin); strcpy(DemoFileName,CINEMATIC_DEMO_FILE); dp_bak = DemoPlaying; dm_bak = DemoMode; DemoMode = TRUE; DemoPlaying = TRUE; DemoOverride = TRUE; InitLevel(); DemoOverride = FALSE; ScenePlayBack(); TerminateLevel(); DemoMode = dm_bak; DemoPlaying = dp_bak; } void LoadingLevelScreen(char *level_name) { short w,h; extern SWBOOL DemoMode; extern char *MNU_LevelName[28]; DrawLoadLevelScreen(); if (DemoMode) sprintf(ds,"DEMO"); else sprintf(ds,"ENTERING"); MNU_MeasureString(ds, &w, &h); MNU_DrawString(TEXT_TEST_COL(w), 170, ds,1,16); if (UserMapName[0]) sprintf(ds,"%s",UserMapName); else sprintf(ds,"%s",LevelInfo[Level].Description); MNU_MeasureString(ds, &w, &h); MNU_DrawString(TEXT_TEST_COL(w), 180, ds,1,16); videoNextPage(); } void gNextState(STATEp *State) { // Transition to the next state *State = (*State)->NextState; if (TEST((*State)->Tics, SF_QUICK_CALL)) { (*(*State)->Animator)(0); *State = (*State)->NextState; } } // Generic state control void gStateControl(STATEp *State, int *tics) { *tics += synctics; // Skip states if too much time has passed while (*tics >= (*State)->Tics) { // Set Tics *tics -= (*State)->Tics; gNextState(State); } // Call the correct animator if ((*State)->Animator) (*(*State)->Animator)(0); } int BonusPunchSound(short SpriteNum) { PLAYERp pp = Player + myconnectindex; PlaySound(DIGI_PLAYERYELL3, &pp->posx, &pp->posy, &pp->posz, v3df_none); return 0; } int BonusKickSound(short SpriteNum) { PLAYERp pp = Player + myconnectindex; PlaySound(DIGI_PLAYERYELL2, &pp->posx, &pp->posy, &pp->posz, v3df_none); return 0; } int BonusGrabSound(short SpriteNum) { PLAYERp pp = Player + myconnectindex; PlaySound(DIGI_BONUS_GRAB, &pp->posx, &pp->posy, &pp->posz, v3df_none); return 0; } void BonusScreen(PLAYERp pp) { int minutes,seconds,second_tics; extern SWBOOL FinishedLevel; extern int PlayClock; extern short LevelSecrets; extern short TotalKillable; short w,h; short pic,limit; int zero=0; int handle = 0; short LI_Num; #define BONUS_SCREEN_PIC 5120 #define BONUS_ANIM 5121 #define BONUS_ANIM_FRAMES (5159-5121) #define BREAK_LIGHT_RATE 18 #define BONUS_PUNCH 5121 #define BONUS_KICK 5136 #define BONUS_GRAB 5151 #define BONUS_REST 5121 #define BONUS_TICS 8 #define BONUS_GRAB_TICS 20 #define BONUS_REST_TICS 50 static STATE s_BonusPunch[] = { {BONUS_PUNCH + 0, BONUS_TICS, NULL, &s_BonusPunch[1]}, {BONUS_PUNCH + 1, BONUS_TICS, NULL, &s_BonusPunch[2]}, {BONUS_PUNCH + 2, BONUS_TICS, NULL, &s_BonusPunch[3]}, {BONUS_PUNCH + 2, 0|SF_QUICK_CALL, BonusPunchSound, &s_BonusPunch[4]}, {BONUS_PUNCH + 3, BONUS_TICS, NULL, &s_BonusPunch[5]}, {BONUS_PUNCH + 4, BONUS_TICS, NULL, &s_BonusPunch[6]}, {BONUS_PUNCH + 5, BONUS_TICS, NULL, &s_BonusPunch[7]}, {BONUS_PUNCH + 6, BONUS_TICS, NULL, &s_BonusPunch[8]}, {BONUS_PUNCH + 7, BONUS_TICS, NULL, &s_BonusPunch[9]}, {BONUS_PUNCH + 8, BONUS_TICS, NULL, &s_BonusPunch[10]}, {BONUS_PUNCH + 9, BONUS_TICS, NULL, &s_BonusPunch[11]}, {BONUS_PUNCH + 10, BONUS_TICS, NULL, &s_BonusPunch[12]}, {BONUS_PUNCH + 11, BONUS_TICS, NULL, &s_BonusPunch[13]}, {BONUS_PUNCH + 12, BONUS_TICS, NULL, &s_BonusPunch[14]}, {BONUS_PUNCH + 14, 90, NULL, &s_BonusPunch[15]}, {BONUS_PUNCH + 14, BONUS_TICS, NULL, &s_BonusPunch[15]}, }; static STATE s_BonusKick[] = { {BONUS_KICK + 0, BONUS_TICS, NULL, &s_BonusKick[1]}, {BONUS_KICK + 1, BONUS_TICS, NULL, &s_BonusKick[2]}, {BONUS_KICK + 2, BONUS_TICS, NULL, &s_BonusKick[3]}, {BONUS_KICK + 2, 0|SF_QUICK_CALL, BonusKickSound, &s_BonusKick[4]}, {BONUS_KICK + 3, BONUS_TICS, NULL, &s_BonusKick[5]}, {BONUS_KICK + 4, BONUS_TICS, NULL, &s_BonusKick[6]}, {BONUS_KICK + 5, BONUS_TICS, NULL, &s_BonusKick[7]}, {BONUS_KICK + 6, BONUS_TICS, NULL, &s_BonusKick[8]}, {BONUS_KICK + 7, BONUS_TICS, NULL, &s_BonusKick[9]}, {BONUS_KICK + 8, BONUS_TICS, NULL, &s_BonusKick[10]}, {BONUS_KICK + 9, BONUS_TICS, NULL, &s_BonusKick[11]}, {BONUS_KICK + 10, BONUS_TICS, NULL, &s_BonusKick[12]}, {BONUS_KICK + 11, BONUS_TICS, NULL, &s_BonusKick[13]}, {BONUS_KICK + 12, BONUS_TICS, NULL, &s_BonusKick[14]}, {BONUS_KICK + 14, 90, NULL, &s_BonusKick[15]}, {BONUS_KICK + 14, BONUS_TICS, NULL, &s_BonusKick[15]}, }; static STATE s_BonusGrab[] = { {BONUS_GRAB + 0, BONUS_GRAB_TICS, NULL, &s_BonusGrab[1]}, {BONUS_GRAB + 1, BONUS_GRAB_TICS, NULL, &s_BonusGrab[2]}, {BONUS_GRAB + 2, BONUS_GRAB_TICS, NULL, &s_BonusGrab[3]}, {BONUS_GRAB + 2, 0|SF_QUICK_CALL, BonusGrabSound, &s_BonusGrab[4]}, {BONUS_GRAB + 3, BONUS_GRAB_TICS, NULL, &s_BonusGrab[5]}, {BONUS_GRAB + 4, BONUS_GRAB_TICS, NULL, &s_BonusGrab[6]}, {BONUS_GRAB + 5, BONUS_GRAB_TICS, NULL, &s_BonusGrab[7]}, {BONUS_GRAB + 6, BONUS_GRAB_TICS, NULL, &s_BonusGrab[8]}, {BONUS_GRAB + 7, BONUS_GRAB_TICS, NULL, &s_BonusGrab[9]}, {BONUS_GRAB + 8, BONUS_GRAB_TICS, NULL, &s_BonusGrab[10]}, {BONUS_GRAB + 9, 90, NULL, &s_BonusGrab[11]}, {BONUS_GRAB + 9, BONUS_GRAB_TICS, NULL, &s_BonusGrab[11]}, }; #if 1 // Turned off the standing animate because he looks like a FAG! static STATE s_BonusRest[] = { {BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[1]}, {BONUS_REST + 1, BONUS_REST_TICS, NULL, &s_BonusRest[2]}, {BONUS_REST + 2, BONUS_REST_TICS, NULL, &s_BonusRest[3]}, {BONUS_REST + 1, BONUS_REST_TICS, NULL, &s_BonusRest[0]}, }; #else static STATE s_BonusRest[] = { {BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[1]}, {BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[0]}, }; #endif static STATEp s_BonusAnim[] = { s_BonusPunch, s_BonusKick, s_BonusGrab }; STATEp State = s_BonusRest; int Tics = 0; int line = 0; SWBOOL BonusDone; UserInput uinfo = { FALSE, FALSE, dir_None }; if (Level < 0) Level = 0; videoClearViewableArea(0L); videoNextPage(); KB_ClearKeysDown(); totalclock = ototalclock = 0; limit = synctics; if (MusicEnabled()) { PlaySong(voc[DIGI_ENDLEV].name, 3, TRUE, TRUE); } // special case code because I don't care any more! if (FinishAnim) { renderFlushPerms(); rotatesprite(0, 0, RS_SCALE, 0, 5120, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1); rotatesprite(158<<16, 86<<16, RS_SCALE, 0, State->Pic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1); videoNextPage(); FadeIn(0,0); } BonusDone = FALSE; while (!BonusDone) { handleevents(); // taken from top of faketimerhandler if (totalclock < ototalclock + limit) { continue; } ototalclock += limit; CONTROL_GetUserInput(&uinfo); CONTROL_ClearUserInput(&uinfo); if (KB_KeyPressed(KEYSC_SPACE) || KB_KeyPressed(KEYSC_ENTER) || uinfo.button0 || uinfo.button1) { if (State >= s_BonusRest && State < &s_BonusRest[SIZ(s_BonusRest)]) { State = s_BonusAnim[STD_RANDOM_RANGE(SIZ(s_BonusAnim))]; Tics = 0; } } gStateControl(&State, &Tics); rotatesprite(0, 0, RS_SCALE, 0, 5120, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1); if (UserMapName[0]) { sprintf(ds,"%s",UserMapName); MNU_MeasureString(ds, &w, &h); MNU_DrawString(TEXT_TEST_COL(w), 20, ds,1,19); } else { if (PlayingLevel <= 1) PlayingLevel = 1; sprintf(ds,"%s",LevelInfo[PlayingLevel].Description); MNU_MeasureString(ds, &w, &h); MNU_DrawString(TEXT_TEST_COL(w), 20, ds,1,19); } sprintf(ds,"Completed"); MNU_MeasureString(ds, &w, &h); MNU_DrawString(TEXT_TEST_COL(w), 30, ds,1,19); rotatesprite(158<<16, 86<<16, RS_SCALE, 0, State->Pic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1); #define BONUS_LINE(i) (50 + ((i)*20)) line = 0; second_tics = (PlayClock/120); minutes = (second_tics/60); seconds = (second_tics%60); sprintf(ds,"Your Time: %2d : %02d", minutes, seconds); MNU_MeasureString(ds, &w, &h); MNU_DrawString(60, BONUS_LINE(line), ds,1,16); if (!UserMapName[0]) { line++; sprintf(ds,"3D Realms Best Time: %s", LevelInfo[PlayingLevel].BestTime); MNU_MeasureString(ds, &w, &h); MNU_DrawString(40, BONUS_LINE(line), ds,1,16); line++; sprintf(ds,"Par Time: %s", LevelInfo[PlayingLevel].ParTime); MNU_MeasureString(ds, &w, &h); MNU_DrawString(40, BONUS_LINE(line), ds,1,16); } // always read secrets and kills from the first player line++; sprintf(ds,"Secrets: %d / %d", Player->SecretsFound, LevelSecrets); MNU_MeasureString(ds, &w, &h); MNU_DrawString(60, BONUS_LINE(line), ds,1,16); line++; sprintf(ds,"Kills: %d / %d", Player->Kills, TotalKillable); MNU_MeasureString(ds, &w, &h); MNU_DrawString(60, BONUS_LINE(line), ds,1,16); sprintf(ds,"Press SPACE to continue"); MNU_MeasureString(ds, &w, &h); MNU_DrawString(TEXT_TEST_COL(w), 185, ds,1,19); videoNextPage(); ScreenCaptureKeys(); if (State == State->NextState) BonusDone = TRUE; } StopSound(); Terminate3DSounds(); } void EndGameSequence(void) { SWBOOL anim_ok = TRUE; FadeOut(0, 5); if ((adult_lockout || Global_PLock) && FinishAnim == ANIM_SUMO) anim_ok = FALSE; if (anim_ok) playanm(FinishAnim); BonusScreen(Player + myconnectindex); ExitLevel = FALSE; QuitFlag = FALSE; AutoNet = FALSE; if (FinishAnim == ANIM_ZILLA) CreditsLevel(); ExitLevel = FALSE; QuitFlag = FALSE; AutoNet = FALSE; if (SW_SHAREWARE) { Level = 0; } else { if (Level == 4 || Level == 20) { Level=0; } else Level++; } } void StatScreen(PLAYERp mpp) { int minutes,seconds,second_tics; extern SWBOOL FinishedLevel; extern int PlayClock; extern short LevelSecrets; extern short TotalKillable; short w,h; int zero=0; int handle=0; short rows,cols,i,j; PLAYERp pp = NULL; int x,y; short death_total[MAX_SW_PLAYERS_REG]; short kills[MAX_SW_PLAYERS_REG]; short pal; #define STAT_START_X 20 #define STAT_START_Y 85 #define STAT_OFF_Y 9 #define STAT_HEADER_Y 14 #define SM_SIZ(num) ((num)*4) #define STAT_TABLE_X (STAT_START_X + SM_SIZ(15)) #define STAT_TABLE_XOFF SM_SIZ(6) // No stats in bot games //if (BotMode) return; ResetPalette(mpp); COVER_SetReverb(0); // Reset reverb StopSound(); if (FinishAnim) { EndGameSequence(); return; } if (gNet.MultiGameType != MULTI_GAME_COMMBAT) { if (!FinishedLevel) return; BonusScreen(mpp); return; } renderFlushPerms(); DrawStatScreen(); memset(death_total,0,sizeof(death_total)); memset(kills,0,sizeof(kills)); sprintf(ds,"MULTIPLAYER TOTALS"); MNU_MeasureString(ds, &w, &h); MNU_DrawString(TEXT_TEST_COL(w), 68, ds, 0, 0); sprintf(ds,"PRESS SPACE BAR TO CONTINUE"); MNU_MeasureString(ds, &w, &h); MNU_DrawString(TEXT_TEST_COL(w), 189, ds, 0, 0); x = STAT_START_X; y = STAT_START_Y; sprintf(ds," NAME 1 2 3 4 5 6 7 8 KILLS"); DisplayMiniBarSmString(mpp, x, y, 0, ds); rows = OrigCommPlayers; cols = OrigCommPlayers; mpp = Player + myconnectindex; y += STAT_HEADER_Y; for (i = 0; i < rows; i++) { x = STAT_START_X; pp = Player + i; sprintf(ds,"%d", i+1); DisplayMiniBarSmString(mpp, x, y, 0, ds); sprintf(ds," %-13s", pp->PlayerName); DisplayMiniBarSmString(mpp, x, y, User[pp->PlayerSprite]->spal, ds); x = STAT_TABLE_X; for (j = 0; j < cols; j++) { pal = 0; death_total[j] += pp->KilledPlayer[j]; if (i == j) { // don't add kill for self or team player pal = PALETTE_PLAYER0 + 4; kills[i] -= pp->KilledPlayer[j]; // subtract self kills } else if (gNet.TeamPlay) { if (User[pp->PlayerSprite]->spal == User[Player[j].PlayerSprite]->spal) { // don't add kill for self or team player pal = PALETTE_PLAYER0 + 4; kills[i] -= pp->KilledPlayer[j]; // subtract self kills } else kills[i] += pp->KilledPlayer[j]; // kills added here } else { kills[i] += pp->KilledPlayer[j]; // kills added here } sprintf(ds,"%d", pp->KilledPlayer[j]); DisplayMiniBarSmString(mpp, x, y, pal, ds); x += STAT_TABLE_XOFF; } y += STAT_OFF_Y; } // Deaths x = STAT_START_X; y += STAT_OFF_Y; sprintf(ds," DEATHS"); DisplayMiniBarSmString(mpp, x, y, 0, ds); x = STAT_TABLE_X; for (j = 0; j < cols; j++) { sprintf(ds,"%d",death_total[j]); DisplayMiniBarSmString(mpp, x, y, 0, ds); x += STAT_TABLE_XOFF; } x = STAT_START_X; y += STAT_OFF_Y; // Kills x = STAT_TABLE_X + SM_SIZ(50); y = STAT_START_Y + STAT_HEADER_Y; for (i = 0; i < rows; i++) { pp = Player + i; sprintf(ds,"%d", kills[i]); //pp->Kills); DisplayMiniBarSmString(mpp, x, y, 0, ds); y += STAT_OFF_Y; } videoNextPage(); if (KeyPressed()) { while (KeyPressed()) ; } inputState.ClearKeyStatus(KEYSC_SPACE); inputState.ClearKeyStatus(KEYSC_ENTER); if (MusicEnabled()) { PlaySong(voc[DIGI_ENDLEV].name, 3, TRUE, TRUE); } while (!KB_KeyPressed(KEYSC_SPACE) && !KB_KeyPressed(KEYSC_ENTER)) { handleevents(); ScreenCaptureKeys(); } StopSound(); Terminate3DSounds(); } void GameIntro(void) { DSPRINTF(ds,"GameIntro..."); MONO_PRINT(ds); if (DemoPlaying) return; // this could probably be taken out and you could select skill level // from menu to start the game if (!CommEnabled && UserMapName[0]) return; Level = 1; PlayTheme(); if (!AutoNet) { LogoLevel(); //CreditsLevel(); //SceneLevel(); //TitleLevel(); IntroAnimLevel(); IntroAnimCount = 0; } MenuLevel(); } void Control() { InitGame(); MONO_PRINT("InitGame done"); MNU_InitMenus(); InGame = TRUE; GameIntro(); //NewGame = TRUE; while (!QuitFlag) { handleevents(); OSD_DispatchQueued(); if (quitevent) QuitFlag = TRUE; NewLevel(); } CleanExit = TRUE; TerminateGame(); } void _Assert(const char *expr, const char *strFile, unsigned uLine) { sprintf(ds, "Assertion failed: %s %s, line %u", expr, strFile, uLine); MONO_PRINT(ds); TerminateGame(); #if 1 //def RENDERTYPEWIN wm_msgbox(apptitle, "%s", ds); #else printf("Assertion failed: %s\n %s, line %u\n", expr, strFile, uLine); #endif exit(0); } void _ErrMsg(const char *strFile, unsigned uLine, const char *format, ...) { va_list arglist; //DSPRINTF(ds, "Error: %s, line %u", strFile, uLine); //MONO_PRINT(ds); TerminateGame(); #if 1 //def RENDERTYPEWIN { char msg[256], *p; Bsnprintf(msg, sizeof(msg), "Error: %s, line %u\n", strFile, uLine); p = &msg[strlen(msg)]; va_start(arglist, format); Bvsnprintf(msg, sizeof(msg) - (p-msg), format, arglist); va_end(arglist); wm_msgbox(apptitle, "%s", msg); } #else printf("Error: %s, line %u\n", strFile, uLine); va_start(arglist, format); vprintf(format, arglist); va_end(arglist); #endif exit(0); } void dsprintf(char *str, char *format, ...) { va_list arglist; va_start(arglist, format); vsprintf(str, format, arglist); va_end(arglist); } void dsprintf_null(char *str, const char *format, ...) { va_list arglist; } void MoveLoop(void) { int pnum; getpackets(); if (PredictionOn && CommEnabled) { while (predictmovefifoplc < Player[myconnectindex].movefifoend) { DoPrediction(ppp); } } //While you have new input packets to process... if (!CommEnabled) bufferjitter = 0; while (Player[myconnectindex].movefifoend - movefifoplc > bufferjitter) { //Make sure you have at least 1 packet from everyone else for (pnum=connecthead; pnum>=0; pnum=connectpoint2[pnum]) { if (movefifoplc == Player[pnum].movefifoend) { break; } } //Pnum is >= 0 only if last loop was broken, meaning a player wasn't caught up if (pnum >= 0) break; domovethings(); #if DEBUG //if (DemoSyncRecord) // demosync_record(); #endif } if (!InputMode && !PauseKeySet) MNU_CheckForMenus(); } void InitPlayerGameSettings(void) { int pnum; // don't jack with auto aim settings if DemoMode is going // what the hell did I do this for????????? //if (DemoMode) // return; if (CommEnabled) { // everyone gets the same Auto Aim TRAVERSE_CONNECT(pnum) { if (gNet.AutoAim) SET(Player[pnum].Flags, PF_AUTO_AIM); else RESET(Player[pnum].Flags, PF_AUTO_AIM); } } else { if (cl_autoaim) SET(Player[myconnectindex].Flags, PF_AUTO_AIM); else RESET(Player[myconnectindex].Flags, PF_AUTO_AIM); } g_MyAimMode = in_aimmode; } void InitRunLevel(void) { int i; if (DemoEdit) return; if (LoadGameOutsideMoveLoop) { int SavePlayClock; extern int PlayClock; LoadGameOutsideMoveLoop = FALSE; // contains what is needed from calls below if (snd_ambience) StartAmbientSound(); SetCrosshair(); PlaySong(LevelSong, -1, TRUE, TRUE); SetRedrawScreen(Player + myconnectindex); // crappy little hack to prevent play clock from being overwritten // for load games SavePlayClock = PlayClock; InitTimingVars(); PlayClock = SavePlayClock; MONO_PRINT("Done with InitRunLevel"); return; } #if 0 // ensure we are through the initialization code before sending the game // version. Otherwise, it is possible to send this too early and have it // blown away on the other side. waitforeverybody(); #endif SendVersion(GameVersion); waitforeverybody(); StopSong(); if (Bstrcasecmp(CacheLastLevel, LevelName) != 0) DoTheCache(); // auto aim / auto run / etc InitPlayerGameSettings(); // send packets with player info InitNetPlayerOptions(); // Initialize Game part of network code (When ready2send != 0) InitNetVars(); { int track; if (Level == 0) { track = RedBookSong[4+RANDOM_RANGE(10)]; } else { track = RedBookSong[Level]; } PlaySong(LevelSong, track, TRUE, TRUE); } InitPrediction(&Player[myconnectindex]); if (!DemoInitOnce) DemoRecordSetup(); // everything has been inited at least once for RECORD DemoInitOnce = TRUE; //DebugWriteLoc(__FILE__, __LINE__); waitforeverybody(); CheckVersion(GameVersion); // IMPORTANT - MUST be right before game loop AFTER waitforeverybody InitTimingVars(); SetRedrawScreen(Player + myconnectindex); snd_reversestereo.Callback(); snd_fxvolume.Callback(); FX_SetVolume(snd_fxvolume); // Turn volume back up if (snd_ambience) StartAmbientSound(); } void RunLevel(void) { int i; InitRunLevel(); FX_SetVolume(snd_fxvolume); SetSongVolume(mus_volume); #if 0 waitforeverybody(); #endif ready2send = 1; while (TRUE) { handleevents(); OSD_DispatchQueued(); if (quitevent) QuitFlag = TRUE; //MONO_PRINT("Before MoveLoop"); MoveLoop(); //MONO_PRINT("After MoveLoop"); //MONO_PRINT("Before DrawScreen"); drawscreen(Player + screenpeek); //MONO_PRINT("After DrawScreen"); if (QuitFlag) break; if (ExitLevel) { ExitLevel = FALSE; break; } } ready2send = 0; } void swexit(int exitval) { exit(exitval); } void DosScreen(void) { #if 0 #ifdef SW_SHAREWARE #define DOS_SCREEN_NAME "SHADSW.BIN" #else #define DOS_SCREEN_NAME "SWREG.BIN" #endif #define DOS_SCREEN_SIZE (4000-(80*2)) #define DOS_SCREEN_PTR ((void *)(0xB8000)) int i; char buffer[DOS_SCREEN_SIZE]; fin = k open4load(DOS_SCREEN_NAME,0); if (fin == -1) return; kread(fin, buffer, sizeof(buffer)); memcpy(DOS_SCREEN_PTR, buffer, DOS_SCREEN_SIZE); kclose(fin); move_cursor(23,0); _displaycursor(_GCURSORON); #endif } #if 0 //PLOCK_VERSION void AlphaMessage(void) { Global_PLock = TRUE; // Set the hardwired parental lock mode! buildputs("" " SHADOW WARRIOR(tm) Version 1.2 \n" "Copyright (c) 1997 3D Realms Entertainment\n" "\n\n" " NOTE: This version of Shadow Warrior has been modified from it's\n" " original form. All of the violent and mature content has been\n" " removed. To download a patch to restore this version to its\n" " original form visit www.3drealms.com, www.gtinteractive.com, or look\n" " inside your retail packaging for information about this version.\n\n\n" ); } #endif #if 0 //UK_VERSION void AlphaMessage(void) { buildputs("" " SHADOW WARRIOR(tm) Version 1.2 (UK Version) \n" "Copyright (c) 1997 3D Realms Entertainment\n" "\n\n" " NOTE: This is a modified version of Shadow Warrior created for the UK.\n" " It has been altered from its original version to replace \"shurikens\" \n" " with darts. We apologize for the inconvenience and hope you enjoy the\n" " game. Visit us on the web at www.3drealms.com.\n\n\n" ); } #endif #if 1 //!UK_VERSION && !PLOCK_VERSION void AlphaMessage(void) { if (SW_SHAREWARE) { buildputs("SHADOW WARRIOR(tm) Version 1.2 (Shareware Version)\n"); } else { buildputs("SHADOW WARRIOR(tm) Version 1.2\n"); } buildputs("Copyright (c) 1997 3D Realms Entertainment\n\n\n"); } #endif typedef struct { char notshareware; const char *arg_switch; short arg_match_len; const char *arg_fmt; const char *arg_descr; } CLI_ARG; #if DEBUG CLI_ARG cli_dbg_arg[] = { {0, "/demosyncrecord", 13, "-demosyncrecord", "Demo sync record" }, {0, "/demosynctest", 13, "-demosynctest", "Demo sync test" }, {0, "/cam", 4, "-cam", "Camera test mode" }, {0, "/debugactor", 11, "-debugactor", "No Actors" }, {0, "/debuganim", 10, "-debuganim", "No Anims" }, {0, "/debugso", 8, "-debugso", "No Sector Objects" }, {0, "/debugsector", 12, "-debugsector", "No Sector Movement" }, {0, "/debugpanel", 11, "-debugpanel", "No Panel" }, {0, "/mono", 5, "-mono", "Mono" }, }; #endif CLI_ARG cli_arg[] = { {0, "/?", 2, "-?", "This help message" }, //#ifndef SW_SHAREWARE //{"/l", 2, "-l#", "Level (1-11)" }, //{"/v", 2, "-v#", "Volume (1-3)" }, {1, "/map", 4, "-map [mapname]", "Load a map" }, {1, "/nocdaudio", 5, "-nocd<audio>", "No CD Red Book Audio" }, //#endif {0, "/name", 5, "-name [playername]", "Player Name" }, {0, "/s", 2, "-s#", "Skill (1-4)" }, {0, "/f#", 3, "-f#", "Packet Duplication - 2, 4, 8" }, {0, "/nopredict", 7, "-nopred<ict>", "Disable Net Prediction Method" }, {0, "/level#", 5, "-level#", "Start at level# (Shareware: 1-4, full version 1-28)" }, {0, "/dr", 3, "-dr[filename.dmo]", "Demo record. NOTE: Must use -level# with this option." }, {0, "/dp", 3, "-dp[filename.dmo]", "Demo playback. NOTE: Must use -level# with this option." }, {0, "/m", 6, "-monst<ers>", "No Monsters" }, {0, "/nodemo", 6, "-nodemo", "No demos on game startup" }, {0, "/nometers", 9, "-nometers", "Don't show air or boss meter bars in game"}, {0, "/movescale #", 9, "-movescale", "Adjust movement scale: 256 = 1 unit"}, {0, "/turnscale #", 9, "-turnscale", "Adjust turning scale: 256 = 1 unit"}, {0, "/extcompat", 9, "-extcompat", "Controller compatibility mode (with Duke 3D)"}, {1, "/g#", 2, "-g[filename.grp]", "Load an extra GRP or ZIP file"}, {1, "/h#", 2, "-h[filename.def]", "Use filename.def instead of SW.DEF"}, {0, "/setup", 5, "-setup", "Displays the configuration dialogue box"}, #if DEBUG {0, "/coop", 5, "-coop#", "Single Player Cooperative Mode" }, {0, "/commbat", 8, "-commbat#", "Single Player Commbat Mode" }, {0, "/debug", 6, "-debug", "Debug Help Options" }, #endif #if 0 //def NET_MODE_MASTER_SLAVE {0, "/broadcast", 6, "-broad<cast>", "Broadcast network method (default)" }, {0, "/masterslave", 7, "-master<slave>", "Master/Slave network method" }, #endif }; #if 0 Map->User Map Name Auto->Auto Start Game Rules->0=WangBang 1=WangBang(No Respawn) 2=CoOperative Level->0 to 24 (?) Enemy->0=None 1=Easy 2=Norm 3=Hard 4=Insane Markers->0=Off 1=On Team->0=Off 1=On HurtTeam->0=Off 1=On KillLimit->0=Infinite 1=10 2=20 3=30 4=40 5=50 6=60 7=70 8=80 9=90 10=100 TimeLimit->0=Infinite 1=3 2=5 3=10 4=20 5=30 6=45 7=60 Color->0=Brown 1=Purple 2=Red 3=Yellow 4=Olive 5=Green Nuke->0=Off 1=On Example Command Line : sw -map testmap.map -autonet 0,0,1,1,1,0,3,2,1,1 -f4 -name 1234567890 -net 12345678 commit -map grenade -autonet 0,0,1,1,1,0,3,2,1,1 -name frank #endif char isShareware = FALSE, useDarts = FALSE; int DetectShareware(void) { #define DOS_SCREEN_NAME_SW "SHADSW.BIN" #define DOS_SCREEN_NAME_REG "SWREG.BIN" int h; if (testkopen(DOS_SCREEN_NAME_SW, 1)) { isShareware = TRUE; return 0; } if (testkopen(DOS_SCREEN_NAME_REG, 1)) { isShareware = FALSE; return 0; } return 1; // heavens knows what this is... } void CommandLineHelp(char const * const * argv) { int i; #ifdef RENDERTYPEWIN char *str; int strl; strl = 30 + 70; for (i=0; i < (int)SIZ(cli_arg); i++) if (cli_arg[i].arg_fmt && (!SW_SHAREWARE || (!cli_arg[i].notshareware && SW_SHAREWARE))) strl += strlen(cli_arg[i].arg_fmt) + 1 + strlen(cli_arg[i].arg_descr) + 1; str = (char *)malloc(strl); if (str) { strcpy(str,"Usage: sw [options]\n"); strcat(str,"options: ('/' may be used instead of '-', <> text is optional)\n\n"); for (i=0; i < (int)SIZ(cli_arg); i++) { if (cli_arg[i].arg_fmt && (!SW_SHAREWARE || (!cli_arg[i].notshareware && SW_SHAREWARE))) { strcat(str, cli_arg[i].arg_fmt); strcat(str, "\t"); strcat(str, cli_arg[i].arg_descr); strcat(str, "\n"); } } wm_msgbox("Shadow Warrior Help",str); free(str); } #else if (SW_SHAREWARE) printf("Usage: %s [options]\n", argv[0]); else printf("Usage: %s [options] [map]\n", argv[0]); printf("options: ('/' may be used instead of '-', <> text is optional)\n\n"); for (i = 0; i < (int)SIZ(cli_arg); i++) { if (cli_arg[i].arg_fmt && (!SW_SHAREWARE || (!cli_arg[i].notshareware && SW_SHAREWARE))) { printf(" %-20s %-30s\n",cli_arg[i].arg_fmt, cli_arg[i].arg_descr); } } #endif } int32_t app_main() { int i; int stat, nexti; char type; extern int MovesPerPacket; void DoSector(void); void gameinput(void); int cnt = 0; uint32_t TotalMemory; SW_ExtInit(); CONFIG_ReadSetup(); if (enginePreInit()) { I_Error("There was a problem initialising the Build engine: %s", engineerrstr); } if (!DetectShareware()) { if (SW_SHAREWARE) buildputs("Detected shareware GRP\n"); else buildputs("Detected registered GRP\n"); } if (SW_SHAREWARE) { // Zero out the maps that aren't in shareware version memset(&LevelInfo[MAX_LEVELS_SW+1], 0, sizeof(LEVEL_INFO)*(MAX_LEVELS_REG-MAX_LEVELS_SW)); GameVersion++; } for (i = 0; i < MAX_SW_PLAYERS; i++) INITLIST(&Player[i].PanelSpriteList); DebugOperate = TRUE; AlphaMessage(); buildputs("\nType 'SW -?' for command line options.\n\n"); UserMapName[0] = '\0'; Control(); return 0; } void ManualPlayerInsert(PLAYERp pp) { PLAYERp npp = Player + numplayers; int i; if (numplayers < MAX_SW_PLAYERS) { connectpoint2[numplayers - 1] = numplayers; connectpoint2[numplayers] = -1; npp->posx = pp->posx; npp->posy = pp->posy; npp->posz = pp->posz; npp->pang = pp->pang; npp->cursectnum = pp->cursectnum; myconnectindex = numplayers; screenpeek = numplayers; sprintf(Player[myconnectindex].PlayerName,"PLAYER %d",myconnectindex+1); Player[numplayers].movefifoend = Player[0].movefifoend; // If IsAI = TRUE, new player will be a bot Player[myconnectindex].IsAI = FALSE; numplayers++; } } void BotPlayerInsert(PLAYERp pp) { PLAYERp npp = Player + numplayers; int i; if (numplayers < MAX_SW_PLAYERS) { connectpoint2[numplayers - 1] = numplayers; connectpoint2[numplayers] = -1; npp->posx = pp->posx; npp->posy = pp->posy; npp->posz = pp->posz-Z(100); npp->pang = pp->pang; npp->cursectnum = pp->cursectnum; //myconnectindex = numplayers; //screenpeek = numplayers; sprintf(Player[numplayers].PlayerName,"BOT %d",numplayers+1); Player[numplayers].movefifoend = Player[0].movefifoend; // If IsAI = TRUE, new player will be a bot Player[numplayers].IsAI = TRUE; numplayers++; } // SetFragBar(pp); } void ManualPlayerDelete(PLAYERp cur_pp) { short i, nexti; USERp u; short save_myconnectindex; PLAYERp pp; if (numplayers > 1) { numplayers--; connectpoint2[numplayers - 1] = -1; pp = Player + numplayers; KillSprite(pp->PlayerSprite); pp->PlayerSprite = -1; // Make sure enemys "forget" about deleted player TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti) { u = User[i]; if (u->tgt_sp == pp->SpriteP) u->tgt_sp = Player[0].SpriteP; } if (myconnectindex >= numplayers) myconnectindex = 0; if (screenpeek >= numplayers) screenpeek = 0; } } #if DEBUG void SinglePlayInput(PLAYERp pp) { int pnum = myconnectindex; uint8_t* kp; if (BUTTON(gamefunc_See_Co_Op_View) && !UsingMenus && !ConPanel && dimensionmode == 3) { short oldscreenpeek = screenpeek; inputState.ClearButton(gamefunc_See_Co_Op_View); screenpeek = connectpoint2[screenpeek]; if (screenpeek < 0) screenpeek = connecthead; if (dimensionmode == 2 || dimensionmode == 5 || dimensionmode == 6) setup2dscreen(); if (dimensionmode != 2) { PLAYERp tp; tp = Player + screenpeek; PlayerUpdatePanelInfo(tp); setpalettefade(0,0,0,0); memcpy(pp->temp_pal, palette_data, sizeof(palette_data)); DoPlayerDivePalette(tp); DoPlayerNightVisionPalette(tp); // printf("SingPlayInput set_pal: tp->PlayerSprite = %d\n",tp->PlayerSprite); } } } void DebugKeys(PLAYERp pp) { short w, h; if (!(KB_KeyPressed(KEYSC_ALT) || KB_KeyPressed(KEYSC_RALT))) return; if (InputMode) return; if (CommEnabled) return; // // visiblity adjust // if (KB_KeyPressed(KEYSC_L) > 0) { if (KB_KeyPressed(KEYSC_LSHIFT) | KB_KeyPressed(KEYSC_RSHIFT)) // SHIFT { g_visibility = g_visibility - (g_visibility >> 3); if (g_visibility < 128) g_visibility = 16348; //if (g_visibility > 16384) // g_visibility = 128; } else { KB_KeyPressed(KEYSC_L) = 0; g_visibility = g_visibility - (g_visibility >> 3); if (g_visibility > 16384) g_visibility = 128; } } // // parallax changes // if (KB_KeyPressed(KEYSC_X)) { if (KB_KeyPressed(KEYSC_LSHIFT)) { KB_KeyPressed(KEYSC_LSHIFT) = FALSE; KB_KeyPressed(KEYSC_X) = 0; parallaxyoffs_override += 10; if (parallaxyoffs_override > 100) parallaxyoffs_override = 0; } else { KB_KeyPressed(KEYSC_X) = 0; parallaxtype++; if (parallaxtype > 2) parallaxtype = 0; } } } #endif void ConKey(void) { #if DEBUG // Console Input Panel if (!ConPanel && dimensionmode == 3) { //if (KB_KeyPressed(KEYSC_TILDE) && KB_KeyPressed(KEYSC_LSHIFT)) if (KB_KeyPressed(KEYSC_TILDE)) { KB_KeyPressed(KEYSC_TILDE) = FALSE; //KB_KeyPressed(KEYSC_LSHIFT) = FALSE; KB_FlushKeyboardQueue(); ConPanel = TRUE; InputMode = TRUE; ConInputMode = TRUE; if (!CommEnabled) GamePaused = TRUE; memset(MessageInputString, '\0', sizeof(MessageInputString)); } } else if (ConPanel) { //if (KB_KeyPressed(KEYSC_TILDE) && KB_KeyPressed(KEYSC_LSHIFT)) if (KB_KeyPressed(KEYSC_TILDE)) { KB_KeyPressed(KEYSC_TILDE) = FALSE; //KB_KeyPressed(KEYSC_LSHIFT) = FALSE; KB_FlushKeyboardQueue(); ConPanel = FALSE; ConInputMode = FALSE; InputMode = FALSE; if (!CommEnabled) GamePaused = FALSE; memset(MessageInputString, '\0', sizeof(MessageInputString)); SetFragBar(Player + myconnectindex); } } #endif } void FunctionKeys(PLAYERp pp) { extern SWBOOL GamePaused; extern short QuickLoadNum; static int rts_delay = 0; int fn_key = 0; rts_delay++; if (KB_KeyPressed(sc_F1)) { fn_key = 1; } if (KB_KeyPressed(sc_F2)) { fn_key = 2; } if (KB_KeyPressed(sc_F3)) { fn_key = 3; } if (KB_KeyPressed(sc_F4)) { fn_key = 4; } if (KB_KeyPressed(sc_F5)) { fn_key = 5; } if (KB_KeyPressed(sc_F6)) { fn_key = 6; } if (KB_KeyPressed(sc_F7)) { fn_key = 7; } if (KB_KeyPressed(sc_F8)) { fn_key = 8; } if (KB_KeyPressed(sc_F9)) { fn_key = 9; } if (KB_KeyPressed(sc_F10)) { fn_key = 10; } if (inputState.AltPressed()) { if (rts_delay > 16 && fn_key && CommEnabled && !adult_lockout && !Global_PLock) { inputState.ClearKeyStatus(sc_F1 + fn_key - 1); rts_delay = 0; PlaySoundRTS(fn_key); if (CommEnabled) { PACKET_RTS p; p.PacketType = PACKET_TYPE_RTS; p.RTSnum = fn_key; netbroadcastpacket((uint8_t*)(&p), sizeof(p)); // TENSW } } return; } if (inputState.ShiftPressed()) { if (fn_key && CommEnabled) { inputState.ClearKeyStatus(sc_Escape); inputState.ClearKeyStatus(sc_F1 + fn_key - 1); if (CommEnabled) { short pnum; sprintf(ds,"SENT: %s",**CombatMacros[fn_key-1]); adduserquote(ds); TRAVERSE_CONNECT(pnum) { if (pnum != myconnectindex) { sprintf(ds,"%s: %s",pp->PlayerName, **CombatMacros[fn_key - 1]); SW_SendMessage(pnum, ds); } } } } return; } if (numplayers <= 1) { // F2 save menu if (KB_KeyPressed(KEYSC_F2)) { inputState.ClearKeyStatus(KEYSC_F2); if (!TEST(pp->Flags, PF_DEAD)) { inputState.SetKeyStatus(sc_Escape); ControlPanelType = ct_savemenu; } } // F3 load menu if (KB_KeyPressed(KEYSC_F3)) { inputState.ClearKeyStatus(KEYSC_F3); if (!TEST(pp->Flags, PF_DEAD)) { inputState.SetKeyStatus(sc_Escape); ControlPanelType = ct_loadmenu; } } // F6 option menu if (KB_KeyPressed(KEYSC_F6)) { extern SWBOOL QuickSaveMode; inputState.ClearKeyStatus(KEYSC_F6); if (!TEST(pp->Flags, PF_DEAD)) { inputState.SetKeyStatus(sc_Escape); ControlPanelType = ct_savemenu; QuickSaveMode = TRUE; } } // F9 quick load if (KB_KeyPressed(KEYSC_F9)) { inputState.ClearKeyStatus(KEYSC_F9); if (!TEST(pp->Flags, PF_DEAD)) { if (QuickLoadNum < 0) { PutStringInfoLine(pp, "Last saved game not found."); } else { KB_ClearKeysDown(); inputState.SetKeyStatus(sc_Escape); ControlPanelType = ct_quickloadmenu; } } } } // F4 sound menu if (KB_KeyPressed(KEYSC_F4)) { inputState.ClearKeyStatus(KEYSC_F4); inputState.SetKeyStatus(sc_Escape); ControlPanelType = ct_soundmenu; } // F7 VIEW control if (KB_KeyPressed(KEYSC_F7)) { inputState.ClearKeyStatus(KEYSC_F7); if (KB_KeyPressed(KEYSC_LSHIFT) || KB_KeyPressed(KEYSC_RSHIFT)) { if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE)) pp->view_outside_dang = NORM_ANGLE(pp->view_outside_dang + 256); } else { if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE)) { RESET(pp->Flags, PF_VIEW_FROM_OUTSIDE); } else { SET(pp->Flags, PF_VIEW_FROM_OUTSIDE); pp->camera_dist = 0; } } } // F8 toggle messages if (KB_KeyPressed(KEYSC_F8)) { inputState.ClearKeyStatus(KEYSC_F8); hud_messages = !hud_messages; if (hud_messages) PutStringInfoLine(pp, "Messages ON"); else PutStringInfoLine(pp, "Messages OFF"); } // F10 quit menu if (KB_KeyPressed(KEYSC_F10)) { inputState.ClearKeyStatus(KEYSC_F10); inputState.SetKeyStatus(sc_Escape); ControlPanelType = ct_quitmenu; } // F11 gamma correction if (KB_KeyPressed(KEYSC_F11) > 0) { inputState.ClearKeyStatus(KEYSC_F11); // Do this entirely in the video backend. } } void PauseKey(PLAYERp pp) { extern SWBOOL GamePaused,CheatInputMode; extern short QuickLoadNum; extern SWBOOL enabled; if (KB_KeyPressed(sc_Pause) && !CommEnabled && !InputMode && !UsingMenus && !CheatInputMode && !ConPanel) { inputState.ClearKeyStatus(sc_Pause); PauseKeySet ^= 1; if (PauseKeySet) GamePaused = TRUE; else GamePaused = FALSE; if (GamePaused) { short w,h; #define MSG_GAME_PAUSED "Game Paused" MNU_MeasureString(MSG_GAME_PAUSED, &w, &h); PutStringTimer(pp, TEXT_TEST_COL(w), 100, MSG_GAME_PAUSED, 999); PauseSong(TRUE); } else { pClearTextLine(pp, 100); PauseSong(FALSE); } } if (!CommEnabled && TEST(pp->Flags, PF_DEAD)) { if (ReloadPrompt) { if (QuickLoadNum < 0) { ReloadPrompt = FALSE; } else { inputState.SetKeyStatus(sc_Escape); ControlPanelType = ct_quickloadmenu; } } } } void GetMessageInput(PLAYERp pp) { int pnum = myconnectindex; short w,h; static SWBOOL cur_show; static SWBOOL TeamSendAll, TeamSendTeam; #define TEAM_MENU "A - Send to ALL, T - Send to TEAM" static char HoldMessageInputString[256]; int i; if (!MessageInputMode && !ConInputMode) { if (BUTTON(gamefunc_SendMessage)) { inputState.ClearButton(gamefunc_SendMessage); KB_FlushKeyboardQueue(); MessageInputMode = TRUE; InputMode = TRUE; TeamSendTeam = FALSE; TeamSendAll = FALSE; if (MessageInputMode) { memset(MessageInputString, '\0', sizeof(MessageInputString)); } } } else if (MessageInputMode && !ConInputMode) { if (gs.BorderNum > BORDER_BAR+1) SetRedrawScreen(pp); // get input switch (MNU_InputSmallString(MessageInputString, 320-20)) { case -1: // Cancel Input (pressed ESC) or Err MessageInputMode = FALSE; InputMode = FALSE; KB_ClearKeysDown(); KB_FlushKeyboardQueue(); break; case FALSE: // Input finished (RETURN) if (MessageInputString[0] == '\0') { // no input MessageInputMode = FALSE; InputMode = FALSE; KB_ClearKeysDown(); KB_FlushKeyboardQueue(); inputState.ClearButton(gamefunc_Inventory); } else { if (gNet.TeamPlay) { if (memcmp(MessageInputString, TEAM_MENU, sizeof(TEAM_MENU)) != 0) { // see if its a command if (IsCommand(MessageInputString)) { TeamSendAll = TRUE; } else { strcpy(HoldMessageInputString, MessageInputString); strcpy(MessageInputString, TEAM_MENU); break; } } else if (memcmp(MessageInputString, TEAM_MENU, sizeof(TEAM_MENU)) == 0) { strcpy(MessageInputString, HoldMessageInputString); TeamSendAll = TRUE; } } SEND_MESSAGE: // broadcast message MessageInputMode = FALSE; InputMode = FALSE; KB_ClearKeysDown(); KB_FlushKeyboardQueue(); inputState.ClearButton(gamefunc_Inventory); CON_ProcessUserCommand(); // Check to see if it's a cheat or command for (i = 0; i < NUMGAMEFUNCTIONS; i++) inputState.ClearButton(i); // Put who sent this sprintf(ds,"%s: %s",pp->PlayerName,MessageInputString); if (gNet.TeamPlay) { TRAVERSE_CONNECT(pnum) { if (pnum != myconnectindex) { if (TeamSendAll) SW_SendMessage(pnum, ds); else if (User[pp->PlayerSprite]->spal == User[Player[pnum].PlayerSprite]->spal) SW_SendMessage(pnum, ds); } } } else TRAVERSE_CONNECT(pnum) { if (pnum != myconnectindex) { SW_SendMessage(pnum, ds); } } adduserquote(MessageInputString); quotebot += 8; quotebotgoal = quotebot; } break; case TRUE: // Got input if (gNet.TeamPlay) { if (memcmp(MessageInputString, TEAM_MENU "a", sizeof(TEAM_MENU)+1) == 0) { strcpy(MessageInputString, HoldMessageInputString); TeamSendAll = TRUE; goto SEND_MESSAGE; } else if (memcmp(MessageInputString, TEAM_MENU "t", sizeof(TEAM_MENU)+1) == 0) { strcpy(MessageInputString, HoldMessageInputString); TeamSendTeam = TRUE; goto SEND_MESSAGE; } else { // reset the string if anything else is typed if (strlen(MessageInputString)+1 > sizeof(TEAM_MENU)) { strcpy(MessageInputString, TEAM_MENU); } } } break; } } } void GetConInput(PLAYERp pp) { int pnum = myconnectindex; short w,h; static SWBOOL cur_show; if (MessageInputMode || HelpInputMode) return; ConKey(); // Console input commands if (ConInputMode && !MessageInputMode) { // get input switch (MNU_InputSmallString(MessageInputString, 250)) { case -1: // Cancel Input (pressed ESC) or Err InputMode = FALSE; KB_ClearKeysDown(); KB_FlushKeyboardQueue(); memset(MessageInputString, '\0', sizeof(MessageInputString)); break; case FALSE: // Input finished (RETURN) if (MessageInputString[0] == '\0') { InputMode = FALSE; KB_ClearKeysDown(); KB_FlushKeyboardQueue(); inputState.ClearButton(gamefunc_Inventory); memset(MessageInputString, '\0', sizeof(MessageInputString)); } else { InputMode = FALSE; KB_ClearKeysDown(); KB_FlushKeyboardQueue(); inputState.ClearButton(gamefunc_Inventory); CON_ConMessage("%s", MessageInputString); CON_ProcessUserCommand(); // Check to see if it's a cheat or command conbot += 6; conbotgoal = conbot; //addconquote(MessageInputString); // Clear it out after every entry memset(MessageInputString, '\0', sizeof(MessageInputString)); } break; case TRUE: // Got input break; } } } void GetHelpInput(PLAYERp pp) { extern SWBOOL GamePaused; if (KB_KeyPressed(KEYSC_ALT) || KB_KeyPressed(KEYSC_RALT)) return; if (KB_KeyPressed(KEYSC_LSHIFT) || KB_KeyPressed(KEYSC_RSHIFT)) return; if (MessageInputMode || ConInputMode) return; // F1 help menu if (!HelpInputMode) { if (KB_KeyPressed(KEYSC_F1)) { inputState.ClearKeyStatus(KEYSC_F11); HelpPage = 0; HelpInputMode = TRUE; PanelUpdateMode = FALSE; InputMode = TRUE; if (!CommEnabled) GamePaused = TRUE; } } else if (HelpInputMode) { if (KB_KeyPressed(KEYSC_ESC)) { inputState.ClearKeyStatus(sc_Escape); KB_ClearKeysDown(); PanelUpdateMode = TRUE; HelpInputMode = FALSE; InputMode = FALSE; if (!CommEnabled) GamePaused = FALSE; SetRedrawScreen(pp); } if (KB_KeyPressed(KEYSC_SPACE) || KB_KeyPressed(KEYSC_ENTER) || KB_KeyPressed(KEYSC_PGDN) || KB_KeyPressed(KEYSC_DOWN) || KB_KeyPressed(KEYSC_RIGHT) || KB_KeyPressed(sc_kpad_3) || KB_KeyPressed(sc_kpad_2) || KB_KeyPressed(sc_kpad_6)) { inputState.ClearKeyStatus(KEYSC_SPACE); inputState.ClearKeyStatus(KEYSC_ENTER); inputState.ClearKeyStatus(KEYSC_PGDN); inputState.ClearKeyStatus(KEYSC_DOWN); inputState.ClearKeyStatus(KEYSC_RIGHT); inputState.ClearKeyStatus(sc_kpad_3); inputState.ClearKeyStatus(sc_kpad_2); inputState.ClearKeyStatus(sc_kpad_6); HelpPage++; if (HelpPage >= (int)SIZ(HelpPagePic)) // CTW MODIFICATION // "Oops! I did it again..." // HelpPage = SIZ(HelpPagePic) - 1; HelpPage = 0; // CTW MODIFICATION END } if (KB_KeyPressed(KEYSC_PGUP) || KB_KeyPressed(KEYSC_UP) || KB_KeyPressed(KEYSC_LEFT) || KB_KeyPressed(sc_kpad_9) || KB_KeyPressed(sc_kpad_8) || KB_KeyPressed(sc_kpad_4)) { inputState.ClearKeyStatus(KEYSC_PGUP); inputState.ClearKeyStatus(KEYSC_UP); inputState.ClearKeyStatus(KEYSC_LEFT); inputState.ClearKeyStatus(sc_kpad_8); inputState.ClearKeyStatus(sc_kpad_9); inputState.ClearKeyStatus(sc_kpad_4); HelpPage--; if (HelpPage < 0) // CTW MODIFICATION // "Played with the logic, got lost in the game..." HelpPage = SIZ(HelpPagePic) - 1; // CTW MODIFICATION END } } } short MirrorDelay; int MouseYAxisMode = -1; void getinput(SW_PACKET *loc) { SWBOOL found = FALSE; int i; PLAYERp pp = Player + myconnectindex; PLAYERp newpp = Player + myconnectindex; int pnum = myconnectindex; int inv_hotkey = 0; #define TURBOTURNTIME (120/8) #define NORMALTURN (12+6) #define RUNTURN (28) #define PREAMBLETURN 3 #define NORMALKEYMOVE 35 #define MAXVEL ((NORMALKEYMOVE*2)+10) #define MAXSVEL ((NORMALKEYMOVE*2)+10) #define MAXANGVEL 100 #define SET_LOC_KEY(loc, sync_num, key_test) SET(loc, ((!!(key_test)) << (sync_num))) ControlInfo info; int32_t running; int32_t turnamount; static int32_t turnheldtime; int32_t keymove; int32_t momx, momy; int aimvel; int mouseaxis; extern SWBOOL MenuButtonAutoRun; extern SWBOOL MenuButtonAutoAim; if (Prediction && CommEnabled) { newpp = ppp; } // reset all syncbits loc->bits = 0; svel = vel = angvel = aimvel = 0; // MAKE SURE THIS WILL GET SET SET_LOC_KEY(loc->bits, SK_QUIT_GAME, MultiPlayQuitFlag); if (in_aimmode) g_MyAimMode = 0; if (BUTTON(gamefunc_Mouse_Aiming)) { if (in_aimmode) g_MyAimMode = 1; else { inputState.ClearButton(gamefunc_Mouse_Aiming); g_MyAimMode = !g_MyAimMode; if (g_MyAimMode) { PutStringInfo(pp, "Mouse Aiming Off"); } else { PutStringInfo(pp, "Mouse Aiming On"); } } } CONTROL_GetInput(&info); info.dz = (info.dz * move_scale)>>8; info.dyaw = (info.dyaw * turn_scale)>>8; PauseKey(pp); if (PauseKeySet) return; if (!MenuInputMode && !UsingMenus) { GetMessageInput(pp); GetConInput(pp); GetHelpInput(pp); } // MAP KEY if (BUTTON(gamefunc_Map)) { inputState.ClearButton(gamefunc_Map); // Init follow coords Follow_posx = pp->posx; Follow_posy = pp->posy; if (dimensionmode == 3) dimensionmode = 5; else if (dimensionmode == 5) dimensionmode = 6; else { MirrorDelay = 1; dimensionmode = 3; SetFragBar(pp); ScrollMode2D = FALSE; SetRedrawScreen(pp); } } // Toggle follow map mode on/off if (dimensionmode == 5 || dimensionmode == 6) { if (BUTTON(gamefunc_Map_Follow_Mode)) { inputState.ClearButton(gamefunc_Map_Follow_Mode); ScrollMode2D = !ScrollMode2D; Follow_posx = pp->posx; Follow_posy = pp->posy; } } // If in 2D follow mode, scroll around using glob vars // Tried calling this in domovethings, but key response it too poor, skips key presses // Note: ScrollMode2D = Follow mode, so this get called only during follow mode if (ScrollMode2D && pp == Player + myconnectindex && !Prediction) MoveScrollMode2D(Player + myconnectindex); // !JIM! Added UsingMenus so that you don't move at all while using menus if (MenuInputMode || UsingMenus || ScrollMode2D || InputMode) return; SET_LOC_KEY(loc->bits, SK_SPACE_BAR, ((!!KB_KeyPressed(KEYSC_SPACE)) | BUTTON(gamefunc_Open))); running = G_CheckAutorun(BUTTON(gamefunc_Run)); if (BUTTON(gamefunc_Strafe) && !pp->sop) svel = -info.dyaw; else { if (info.dyaw > 0) angvel = labs((-info.dyaw)); else angvel = info.dyaw; } aimvel = info.dpitch; aimvel = min(127, aimvel); aimvel = max(-128, aimvel); if (in_mouseflip) aimvel = -aimvel; svel -= info.dx; vel = -info.dz; if (running) { if (pp->sop_control) turnamount = RUNTURN * 3; else turnamount = RUNTURN; keymove = NORMALKEYMOVE << 1; } else { if (pp->sop_control) turnamount = NORMALTURN * 3; else turnamount = NORMALTURN; keymove = NORMALKEYMOVE; } if (BUTTON(gamefunc_Strafe) && !pp->sop) { if (BUTTON(gamefunc_Turn_Left)) svel -= -keymove; if (BUTTON(gamefunc_Turn_Right)) svel -= keymove; } else { if (BUTTON(gamefunc_Turn_Left)) { turnheldtime += synctics; if (turnheldtime >= TURBOTURNTIME) angvel -= turnamount; else angvel -= PREAMBLETURN; } else if (BUTTON(gamefunc_Turn_Right)) { turnheldtime += synctics; if (turnheldtime >= TURBOTURNTIME) angvel += turnamount; else angvel += PREAMBLETURN; } else { turnheldtime = 0; } } if (BUTTON(gamefunc_Strafe_Left) && !pp->sop) svel += keymove; if (BUTTON(gamefunc_Strafe_Right) && !pp->sop) svel += -keymove; if (BUTTON(gamefunc_Move_Forward)) { vel += keymove; //DSPRINTF(ds,"vel key %d",vel); //DebugWriteString(ds); } else { //DSPRINTF(ds,"vel %d",vel); //DebugWriteString(ds); } if (BUTTON(gamefunc_Move_Backward)) vel += -keymove; if (vel < -MAXVEL) vel = -MAXVEL; if (vel > MAXVEL) vel = MAXVEL; if (svel < -MAXSVEL) svel = -MAXSVEL; if (svel > MAXSVEL) svel = MAXSVEL; if (angvel < -MAXANGVEL) angvel = -MAXANGVEL; if (angvel > MAXANGVEL) angvel = MAXANGVEL; momx = mulscale9(vel, sintable[NORM_ANGLE(newpp->pang + 512)]); momy = mulscale9(vel, sintable[NORM_ANGLE(newpp->pang)]); momx += mulscale9(svel, sintable[NORM_ANGLE(newpp->pang)]); momy += mulscale9(svel, sintable[NORM_ANGLE(newpp->pang + 1536)]); loc->vel = momx; loc->svel = momy; loc->angvel = angvel; loc->aimvel = aimvel; if (!CommEnabled) { if (MenuButtonAutoAim) { MenuButtonAutoAim = FALSE; if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != !!cl_autoaim) SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE); } } else if (KB_KeyPressed(sc_Pause)) { SET_LOC_KEY(loc->bits, SK_PAUSE, KB_KeyPressed(sc_Pause)); inputState.ClearKeyStatus(sc_Pause); } SET_LOC_KEY(loc->bits, SK_CENTER_VIEW, BUTTON(gamefunc_Center_View)); SET_LOC_KEY(loc->bits, SK_RUN, BUTTON(gamefunc_Run)); SET_LOC_KEY(loc->bits, SK_SHOOT, BUTTON(gamefunc_Fire)); // actually snap SET_LOC_KEY(loc->bits, SK_SNAP_UP, BUTTON(gamefunc_Aim_Up)); SET_LOC_KEY(loc->bits, SK_SNAP_DOWN, BUTTON(gamefunc_Aim_Down)); // actually just look SET_LOC_KEY(loc->bits, SK_LOOK_UP, BUTTON(gamefunc_Look_Up)); SET_LOC_KEY(loc->bits, SK_LOOK_DOWN, BUTTON(gamefunc_Look_Down)); for (i = 0; i < MAX_WEAPONS_KEYS; i++) { if (BUTTON(gamefunc_Weapon_1 + i)) { SET(loc->bits, i + 1); break; } } if (BUTTON(gamefunc_Next_Weapon)) { USERp u = User[pp->PlayerSprite]; short next_weapon = u->WeaponNum + 1; short start_weapon; inputState.ClearButton(gamefunc_Next_Weapon); start_weapon = u->WeaponNum + 1; if (u->WeaponNum == WPN_SWORD) start_weapon = WPN_STAR; if (u->WeaponNum == WPN_FIST) { next_weapon = 14; } else { next_weapon = -1; for (i = start_weapon; TRUE; i++) { if (i >= MAX_WEAPONS_KEYS) { next_weapon = 13; break; } if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i]) { next_weapon = i; break; } } } SET(loc->bits, next_weapon + 1); } if (BUTTON(gamefunc_Previous_Weapon)) { USERp u = User[pp->PlayerSprite]; short prev_weapon = u->WeaponNum - 1; short start_weapon; inputState.ClearButton(gamefunc_Previous_Weapon); start_weapon = u->WeaponNum - 1; if (u->WeaponNum == WPN_SWORD) { prev_weapon = 13; } else if (u->WeaponNum == WPN_STAR) { prev_weapon = 14; } else { prev_weapon = -1; for (i = start_weapon; TRUE; i--) { if (i <= -1) i = WPN_HEART; if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i]) { prev_weapon = i; break; } } } SET(loc->bits, prev_weapon + 1); } inv_hotkey = 0; if (BUTTON(gamefunc_Med_Kit)) inv_hotkey = INVENTORY_MEDKIT+1; if (BUTTON(gamefunc_Smoke_Bomb)) inv_hotkey = INVENTORY_CLOAK+1; if (BUTTON(gamefunc_Night_Vision)) inv_hotkey = INVENTORY_NIGHT_VISION+1; if (BUTTON(gamefunc_Gas_Bomb)) inv_hotkey = INVENTORY_CHEMBOMB+1; if (BUTTON(gamefunc_Flash_Bomb) && dimensionmode == 3) inv_hotkey = INVENTORY_FLASHBOMB+1; if (BUTTON(gamefunc_Caltrops)) inv_hotkey = INVENTORY_CALTROPS+1; SET(loc->bits, inv_hotkey<<SK_INV_HOTKEY_BIT0); SET_LOC_KEY(loc->bits, SK_INV_USE, BUTTON(gamefunc_Inventory)); SET_LOC_KEY(loc->bits, SK_OPERATE, BUTTON(gamefunc_Open)); SET_LOC_KEY(loc->bits, SK_JUMP, BUTTON(gamefunc_Jump)); SET_LOC_KEY(loc->bits, SK_CRAWL, BUTTON(gamefunc_Crouch)); SET_LOC_KEY(loc->bits, SK_TURN_180, BUTTON(gamefunc_TurnAround)); SET_LOC_KEY(loc->bits, SK_INV_LEFT, BUTTON(gamefunc_Inventory_Left)); SET_LOC_KEY(loc->bits, SK_INV_RIGHT, BUTTON(gamefunc_Inventory_Right)); SET_LOC_KEY(loc->bits, SK_HIDE_WEAPON, BUTTON(gamefunc_Holster_Weapon)); // need BUTTON SET_LOC_KEY(loc->bits, SK_CRAWL_LOCK, KB_KeyPressed(KEYSC_NUM)); if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE) { if (BUTTON(gamefunc_See_Co_Op_View)) { inputState.ClearButton(gamefunc_See_Co_Op_View); screenpeek = connectpoint2[screenpeek]; if (screenpeek < 0) screenpeek = connecthead; if (dimensionmode != 2 && screenpeek == myconnectindex) { // JBF: figure out what's going on here memcpy(pp->temp_pal, palette_data, sizeof(palette_data)); DoPlayerDivePalette(pp); // Check Dive again DoPlayerNightVisionPalette(pp); // Check Night Vision again } else { PLAYERp tp = Player+screenpeek; if (tp->FadeAmt<=0) memcpy(pp->temp_pal, palette_data, sizeof(palette_data)); else memcpy(pp->temp_pal, tp->temp_pal, sizeof(tp->temp_pal)); DoPlayerDivePalette(tp); DoPlayerNightVisionPalette(tp); } } } #if DEBUG DebugKeys(pp); if (!CommEnabled) // Single player only keys SinglePlayInput(pp); #endif FunctionKeys(pp); if (BUTTON(gamefunc_Toggle_Crosshair)) { inputState.ClearButton(gamefunc_Toggle_Crosshair); pToggleCrosshair(pp); } } #define MAP_WHITE_SECTOR (LT_GREY + 2) #define MAP_RED_SECTOR (RED + 6) #define MAP_FLOOR_SPRITE (RED + 8) #define MAP_ENEMY (RED + 10) #define MAP_SPRITE (FIRE + 8) #define MAP_PLAYER (GREEN + 6) #define MAP_BLOCK_SPRITE (DK_BLUE + 6) void drawoverheadmap(int cposx, int cposy, int czoom, short cang) { int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff; int dax, day, cosang, sinang, xspan, yspan, sprx, spry; int xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum, daang; int xvect, yvect, xvect2, yvect2; char col; walltype *wal, *wal2; spritetype *spr; short p; static int pspr_ndx[8]= {0,0,0,0,0,0,0,0}; SWBOOL sprisplayer = FALSE; short txt_x, txt_y; // draw location text if (gs.BorderNum <= BORDER_BAR-1) { txt_x = 7; txt_y = 168; } else { txt_x = 7; txt_y = 147; } if (ScrollMode2D) { minigametext(txt_x,txt_y-7,"Follow Mode",0,2+8); } if (UserMapName[0]) sprintf(ds,"%s",UserMapName); else sprintf(ds,"%s",LevelInfo[Level].Description); minigametext(txt_x,txt_y,ds,0,2+8); ////////////////////////////////// xvect = sintable[(2048 - cang) & 2047] * czoom; yvect = sintable[(1536 - cang) & 2047] * czoom; xvect2 = mulscale16(xvect, yxaspect); yvect2 = mulscale16(yvect, yxaspect); // Draw red lines for (i = 0; i < numsectors; i++) { startwall = sector[i].wallptr; endwall = sector[i].wallptr + sector[i].wallnum - 1; z1 = sector[i].ceilingz; z2 = sector[i].floorz; for (j = startwall, wal = &wall[startwall]; j <= endwall; j++, wal++) { k = wal->nextwall; if (k < 0) continue; if ((show2dwall[j >> 3] & (1 << (j & 7))) == 0) continue; if ((k > j) && ((show2dwall[k >> 3] & (1 << (k & 7))) > 0)) continue; if (sector[wal->nextsector].ceilingz == z1) if (sector[wal->nextsector].floorz == z2) if (((wal->cstat | wall[wal->nextwall].cstat) & (16 + 32)) == 0) continue; col = 152; //if (dimensionmode == 2) if (dimensionmode == 6) { if (sector[i].floorz != sector[i].ceilingz) if (sector[wal->nextsector].floorz != sector[wal->nextsector].ceilingz) if (((wal->cstat | wall[wal->nextwall].cstat) & (16 + 32)) == 0) if (sector[i].floorz == sector[wal->nextsector].floorz) continue; if (sector[i].floorpicnum != sector[wal->nextsector].floorpicnum) continue; if (sector[i].floorshade != sector[wal->nextsector].floorshade) continue; col = 12; } ox = wal->x - cposx; oy = wal->y - cposy; x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect); y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2); wal2 = &wall[wal->point2]; ox = wal2->x - cposx; oy = wal2->y - cposy; x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect); y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2); renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11), x2 + (xdim << 11), y2 + (ydim << 11), col); } } // Draw sprites k = Player[screenpeek].PlayerSprite; for (i = 0; i < numsectors; i++) for (j = headspritesect[i]; j >= 0; j = nextspritesect[j]) { for (p=connecthead; p >= 0; p=connectpoint2[p]) { if (Player[p].PlayerSprite == j) { if (sprite[Player[p].PlayerSprite].xvel > 16) pspr_ndx[myconnectindex] = (((int32_t) totalclock>>4)&3); sprisplayer = TRUE; goto SHOWSPRITE; } } if ((show2dsprite[j >> 3] & (1 << (j & 7))) > 0) { SHOWSPRITE: spr = &sprite[j]; col = 56; if ((spr->cstat & 1) > 0) col = 248; if (j == k) col = 31; sprx = spr->x; spry = spr->y; k = spr->statnum; if ((k >= 1) && (k <= 8) && (k != 2)) // Interpolate moving { sprx = sprite[j].x; spry = sprite[j].y; } switch (spr->cstat & 48) { case 0: // Regular sprite if (Player[p].PlayerSprite == j) { ox = sprx - cposx; oy = spry - cposy; x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect); y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2); if (dimensionmode == 5 && (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite)) { ox = (sintable[(spr->ang + 512) & 2047] >> 7); oy = (sintable[(spr->ang) & 2047] >> 7); x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect); y2 = mulscale16(oy, xvect) + mulscale16(ox, yvect); if (j == Player[screenpeek].PlayerSprite) { x2 = 0L; y2 = -(czoom << 5); } x3 = mulscale16(x2, yxaspect); y3 = mulscale16(y2, yxaspect); renderDrawLine(x1 - x2 + (xdim << 11), y1 - y3 + (ydim << 11), x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col); renderDrawLine(x1 - y2 + (xdim << 11), y1 + x3 + (ydim << 11), x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col); renderDrawLine(x1 + y2 + (xdim << 11), y1 - x3 + (ydim << 11), x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col); } else { if (((gotsector[i >> 3] & (1 << (i & 7))) > 0) && (czoom > 192)) { daang = (spr->ang - cang) & 2047; if (j == Player[screenpeek].PlayerSprite) { x1 = 0; //y1 = (yxaspect << 2); y1 = 0; daang = 0; } // Special case tiles if (spr->picnum == 3123) break; if (sprisplayer) { if (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite) rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, 1196+pspr_ndx[myconnectindex], spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y); } else rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, spr->picnum, spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y); } } } break; case 16: // Rotated sprite x1 = sprx; y1 = spry; tilenum = spr->picnum; xoff = (int)picanm[tilenum].xofs + (int)spr->xoffset; if ((spr->cstat & 4) > 0) xoff = -xoff; k = spr->ang; l = spr->xrepeat; dax = sintable[k & 2047] * l; day = sintable[(k + 1536) & 2047] * l; l = tilesiz[tilenum].x; k = (l >> 1) + xoff; x1 -= mulscale16(dax, k); x2 = x1 + mulscale16(dax, l); y1 -= mulscale16(day, k); y2 = y1 + mulscale16(day, l); ox = x1 - cposx; oy = y1 - cposy; x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect); y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2); ox = x2 - cposx; oy = y2 - cposy; x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect); y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2); renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11), x2 + (xdim << 11), y2 + (ydim << 11), col); break; case 32: // Floor sprite if (dimensionmode == 5) { tilenum = spr->picnum; xoff = (int)picanm[tilenum].xofs + (int)spr->xoffset; yoff = (int)picanm[tilenum].yofs + (int)spr->yoffset; if ((spr->cstat & 4) > 0) xoff = -xoff; if ((spr->cstat & 8) > 0) yoff = -yoff; k = spr->ang; cosang = sintable[(k + 512) & 2047]; sinang = sintable[k]; xspan = tilesiz[tilenum].x; xrepeat = spr->xrepeat; yspan = tilesiz[tilenum].y; yrepeat = spr->yrepeat; dax = ((xspan >> 1) + xoff) * xrepeat; day = ((yspan >> 1) + yoff) * yrepeat; x1 = sprx + mulscale16(sinang, dax) + mulscale16(cosang, day); y1 = spry + mulscale16(sinang, day) - mulscale16(cosang, dax); l = xspan * xrepeat; x2 = x1 - mulscale16(sinang, l); y2 = y1 + mulscale16(cosang, l); l = yspan * yrepeat; k = -mulscale16(cosang, l); x3 = x2 + k; x4 = x1 + k; k = -mulscale16(sinang, l); y3 = y2 + k; y4 = y1 + k; ox = x1 - cposx; oy = y1 - cposy; x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect); y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2); ox = x2 - cposx; oy = y2 - cposy; x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect); y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2); ox = x3 - cposx; oy = y3 - cposy; x3 = mulscale16(ox, xvect) - mulscale16(oy, yvect); y3 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2); ox = x4 - cposx; oy = y4 - cposy; x4 = mulscale16(ox, xvect) - mulscale16(oy, yvect); y4 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2); renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11), x2 + (xdim << 11), y2 + (ydim << 11), col); renderDrawLine(x2 + (xdim << 11), y2 + (ydim << 11), x3 + (xdim << 11), y3 + (ydim << 11), col); renderDrawLine(x3 + (xdim << 11), y3 + (ydim << 11), x4 + (xdim << 11), y4 + (ydim << 11), col); renderDrawLine(x4 + (xdim << 11), y4 + (ydim << 11), x1 + (xdim << 11), y1 + (ydim << 11), col); } break; } } } // Draw white lines for (i = 0; i < numsectors; i++) { startwall = sector[i].wallptr; endwall = sector[i].wallptr + sector[i].wallnum - 1; for (j = startwall, wal = &wall[startwall]; j <= endwall; j++, wal++) { if (wal->nextwall >= 0) continue; if ((show2dwall[j >> 3] & (1 << (j & 7))) == 0) continue; if (tilesiz[wal->picnum].x == 0) continue; if (tilesiz[wal->picnum].y == 0) continue; ox = wal->x - cposx; oy = wal->y - cposy; x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect); y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2); wal2 = &wall[wal->point2]; ox = wal2->x - cposx; oy = wal2->y - cposy; x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect); y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2); renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11), x2 + (xdim << 11), y2 + (ydim << 11), 24); } } } #if RANDOM_DEBUG int RandomRange(int range, char *file, unsigned line) { uint32_t rand_num; uint32_t value; extern FILE *fout_err; extern uint32_t MoveThingsCount; if (RandomPrint && !Prediction) { sprintf(ds,"mtc %d, %s, line %d, %d",MoveThingsCount,file,line,randomseed); DebugWriteString(ds); } if (range <= 0) return 0; rand_num = krand2(); if (rand_num == 65535U) rand_num--; // shift values to give more precision value = (rand_num << 14) / ((65535UL << 14) / range); if (value >= range) value = range - 1; return value; } #else int RandomRange(int range) { uint32_t rand_num; uint32_t value; if (range <= 0) return 0; rand_num = RANDOM(); if (rand_num == 65535U) rand_num--; // shift values to give more precision value = (rand_num << 14) / ((65535UL << 14) / range); if (value >= (uint32_t)range) value = range - 1; return value; } #endif int StdRandomRange(int range) { uint32_t rand_num; uint32_t value; if (range <= 0) return 0; rand_num = STD_RANDOM(); if (rand_num == RAND_MAX) rand_num--; // shift values to give more precision #if (RAND_MAX > 0x7fff) value = rand_num / (((int)RAND_MAX) / range); #else value = (rand_num << 14) / ((((int)RAND_MAX) << 14) / range); #endif if (value >= (uint32_t)range) value = range - 1; return value; } // [JM] Probably will need some doing over. !CHECKME! void M32RunScript(const char *s) { UNREFERENCED_PARAMETER(s); } void G_Polymer_UnInit(void) { } int osdcmd_restartvid(const osdfuncparm_t *parm) { UNREFERENCED_PARAMETER(parm); videoResetMode(); if (videoSetGameMode(fullscreen, xdim, ydim, bpp, upscalefactor)) buildputs("restartvid: Reset failed...\n"); return OSDCMD_OK; } #include "saveable.h" static saveable_data saveable_build_data[] = { SAVE_DATA(sector), SAVE_DATA(sprite), SAVE_DATA(wall) }; saveable_module saveable_build = { // code NULL, 0, // data saveable_build_data, NUM_SAVEABLE_ITEMS(saveable_build_data) }; extern void faketimerhandler(); extern int app_main(); /*extern*/ bool validate_hud(int requested_size) { return requested_size; } /*extern*/ void set_hud(int requested_size) { /* the relevant setting is gs.BorderNum */} GameInterface Interface = { faketimerhandler, app_main, validate_hud, set_hud, set_hud, }; // vim:ts=4:sw=4:expandtab: END_SW_NS