mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-01 00:21:31 +00:00
6705e8e51e
This completes Blood's transition.
610 lines
14 KiB
C++
610 lines
14 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "g_input.h"
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#include "automap.h"
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#include "blood.h"
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#include "choke.h"
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#include "view.h"
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#include "misc.h"
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#include "gameconfigfile.h"
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#include "gamecontrol.h"
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#include "m_argv.h"
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#include "statistics.h"
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#include "razemenu.h"
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#include "raze_sound.h"
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#include "secrets.h"
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#include "gamestate.h"
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#include "screenjob_.h"
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#include "mapinfo.h"
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#include "d_net.h"
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#include "v_video.h"
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#include "v_draw.h"
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#include "texturemanager.h"
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#include "statusbar.h"
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#include "vm.h"
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BEGIN_BLD_NS
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void InitCheats();
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bool bNoDemo = false;
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int gNetPlayers;
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int gChokeCounter = 0;
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int blood_globalflags;
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PLAYER gPlayerTemp[kMaxPlayers];
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int gHealthTemp[kMaxPlayers];
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vec3_t startpos;
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int16_t startang;
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int startsectnum;
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void QuitGame(void)
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{
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throw CExitEvent(0);
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}
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void EndLevel(void)
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{
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gViewPos = VIEWPOS_0;
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sndKillAllSounds();
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sfxKillAllSounds();
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ambKillAll();
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seqKillAll();
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}
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void StartLevel(MapRecord* level, bool newgame)
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{
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if (!level) return;
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gFrameCount = 0;
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PlayClock = 0;
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EndLevel();
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inputState.ClearAllInput();
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currentLevel = level;
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if (gGameOptions.nGameType == 0)
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{
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///////
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gGameOptions.weaponsV10x = cl_bloodoldweapbalance;
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///////
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}
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#if 0
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else if (gGameOptions.nGameType > 0 && newgame)
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{
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// todo
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gBlueFlagDropped = false;
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gRedFlagDropped = false;
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}
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#endif
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if (!newgame)
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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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memcpy(&gPlayerTemp[i], &gPlayer[i], sizeof(PLAYER));
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gHealthTemp[i] = gPlayer[i].actor->x().health;
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}
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}
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//drawLoadingScreen();
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dbLoadMap(currentLevel->fileName, (int*)&startpos.x, (int*)&startpos.y, (int*)&startpos.z, &startang, &startsectnum, nullptr);
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SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
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STAT_NewLevel(currentLevel->fileName);
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wsrand(dbReadMapCRC(currentLevel->LabelName()));
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gKillMgr.Clear();
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gSecretMgr.Clear();
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automapping = 1;
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int modernTypesErased = 0;
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BloodLinearSpriteIterator it;
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while (auto actor = it.Next())
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{
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spritetype* pSprite = &actor->s();
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if (pSprite->statnum < kMaxStatus && actor->hasX())
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{
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XSPRITE* pXSprite = &actor->x();
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if ((pXSprite->lSkill & (1 << gGameOptions.nDifficulty)) || (pXSprite->lS && gGameOptions.nGameType == 0)
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|| (pXSprite->lB && gGameOptions.nGameType == 2) || (pXSprite->lT && gGameOptions.nGameType == 3)
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|| (pXSprite->lC && gGameOptions.nGameType == 1)) {
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DeleteSprite(actor);
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continue;
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}
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#ifdef NOONE_EXTENSIONS
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if (!gModernMap && nnExtEraseModernStuff(actor))
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modernTypesErased++;
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#endif
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}
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}
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#ifdef NOONE_EXTENSIONS
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if (!gModernMap && modernTypesErased > 0)
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Printf(PRINT_NONOTIFY, "> Modern types erased: %d.\n", modernTypesErased);
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#endif
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startpos.z = getflorzofslope(startsectnum, startpos.x, startpos.y);
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for (int i = 0; i < kMaxPlayers; i++) {
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gStartZone[i].x = startpos.x;
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gStartZone[i].y = startpos.y;
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gStartZone[i].z = startpos.z;
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gStartZone[i].sectnum = startsectnum;
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gStartZone[i].ang = startang;
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#ifdef NOONE_EXTENSIONS
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// Create spawn zones for players in teams mode.
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if (gModernMap && i <= kMaxPlayers / 2) {
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gStartZoneTeam1[i].x = startpos.x;
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gStartZoneTeam1[i].y = startpos.y;
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gStartZoneTeam1[i].z = startpos.z;
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gStartZoneTeam1[i].sectnum = startsectnum;
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gStartZoneTeam1[i].ang = startang;
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gStartZoneTeam2[i].x = startpos.x;
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gStartZoneTeam2[i].y = startpos.y;
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gStartZoneTeam2[i].z = startpos.z;
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gStartZoneTeam2[i].sectnum = startsectnum;
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gStartZoneTeam2[i].ang = startang;
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}
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#endif
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}
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InitSectorFX();
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warpInit();
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actInit();
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evInit();
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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if (newgame)
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{
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playerInit(i, 0);
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}
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playerStart(i, 1);
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}
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if (!newgame)
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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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PLAYER* pPlayer = &gPlayer[i];
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pPlayer->pXSprite->health &= 0xf000;
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pPlayer->pXSprite->health |= gHealthTemp[i];
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pPlayer->weaponQav = gPlayerTemp[i].weaponQav;
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pPlayer->curWeapon = gPlayerTemp[i].curWeapon;
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pPlayer->weaponState = gPlayerTemp[i].weaponState;
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pPlayer->weaponAmmo = gPlayerTemp[i].weaponAmmo;
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pPlayer->qavCallback = gPlayerTemp[i].qavCallback;
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pPlayer->qavLoop = gPlayerTemp[i].qavLoop;
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pPlayer->weaponTimer = gPlayerTemp[i].weaponTimer;
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pPlayer->nextWeapon = gPlayerTemp[i].nextWeapon;
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pPlayer->qavLastTick = gPlayerTemp[i].qavLastTick;
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pPlayer->qavTimer = gPlayerTemp[i].qavTimer;
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}
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}
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PreloadCache();
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InitMirrors();
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trInit();
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if (!gMe->packSlots[1].isActive) // if diving suit is not active, turn off reverb sound effect
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sfxSetReverb(0);
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ambInit();
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Net_ClearFifo();
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gChokeCounter = 0;
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M_ClearMenus();
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// viewSetMessage("");
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viewSetErrorMessage("");
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paused = 0;
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levelTryPlayMusic();
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gChoke.reset();
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setLevelStarted(level);
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}
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void NewLevel(MapRecord *sng, int skill, bool newgame)
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{
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if (skill != -1) gGameOptions.nDifficulty = skill;
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gSkill = gGameOptions.nDifficulty;
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StartLevel(sng, newgame);
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gameaction = ga_level;
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}
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void GameInterface::NewGame(MapRecord *sng, int skill, bool)
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{
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gGameOptions.uGameFlags = 0;
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cheatReset();
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NewLevel(sng, skill, true);
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}
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void GameInterface::NextLevel(MapRecord *map, int skill)
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{
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NewLevel(map, skill, false);
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}
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int GameInterface::GetCurrentSkill()
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{
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return gGameOptions.nDifficulty;
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}
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void GameInterface::Ticker()
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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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auto& inp = gPlayer[i].input;
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auto oldactions = inp.actions;
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inp = playercmds[i].ucmd;
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inp.actions |= oldactions & ~(SB_BUTTON_MASK | SB_RUN | SB_WEAPONMASK_BITS); // should be everything non-button and non-weapon
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int newweap = inp.getNewWeapon();
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if (newweap > 0 && newweap < WeaponSel_MaxBlood) gPlayer[i].newWeapon = newweap;
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}
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BloodSpriteIterator it;
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while (DBloodActor* act = it.Next()) act->interpolated = false;
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ClearMovementInterpolations();
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UpdateInterpolations();
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if (!(paused || (gGameOptions.nGameType == 0 && M_Active())))
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{
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thinktime.Reset();
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thinktime.Clock();
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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viewBackupView(i);
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playerProcess(&gPlayer[i]);
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}
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trProcessBusy();
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evProcess(PlayClock);
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seqProcess(4);
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DoSectorPanning();
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actortime.Reset();
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actortime.Clock();
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actProcessSprites();
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actPostProcess();
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actortime.Unclock();
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viewCorrectPrediction();
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ambProcess();
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viewUpdateDelirium();
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gi->UpdateSounds();
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if (gMe->hand == 1)
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{
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const int CHOKERATE = 8;
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const int COUNTRATE = 30;
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gChokeCounter += CHOKERATE;
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while (gChokeCounter >= COUNTRATE)
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{
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gChoke.callback(gMe);
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gChokeCounter -= COUNTRATE;
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}
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}
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thinktime.Unclock();
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gFrameCount++;
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PlayClock += kTicsPerFrame;
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if (PlayClock == 8) gameaction = ga_autosave; // let the game run for 1 frame before saving.
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for (int i = 0; i < 8; i++)
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{
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team_ticker[i] -= 4;
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if (team_ticker[i] < 0)
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team_ticker[i] = 0;
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}
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if (gGameOptions.uGameFlags & GF_AdvanceLevel)
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{
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gGameOptions.uGameFlags &= ~GF_AdvanceLevel;
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seqKillAll();
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STAT_Update(gNextLevel == nullptr);
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CompleteLevel(gNextLevel);
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}
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r_NoInterpolate = false;
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}
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else r_NoInterpolate = true;
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}
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void GameInterface::DrawBackground()
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{
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twod->ClearScreen();
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auto tex = TexMan.CheckForTexture("titlescreen", ETextureType::Any);
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DrawTexture(twod, TexMan.GetGameTexture(tex), 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, TAG_DONE);
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}
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#define x(a, b) registerName(#a, b);
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static void SetTileNames()
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{
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auto registerName = [](const char* name, int index)
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{
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TexMan.AddAlias(name, tileGetTexture(index));
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};
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#include "namelist.h"
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// Oh Joy! Plasma Pak changes the tile number of the title screen, but we preferably want mods that use the original one to display it.
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// So let's make this remapping depend on the CRC.
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if (tileGetCRC32(2518) == 1170870757 && (tileGetCRC32(2046) != 290208654 || tileWidth(2518) == 0)) registerName("titlescreen", 2046);
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else registerName("titlescreen", 2518);
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}
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#undef x
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void ReadAllRFS();
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void GameInterface::loadPalette(void)
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{
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// in nearly typical Blood fashion it had to use an inverse of the original translucency settings...
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static glblend_t const bloodglblend =
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{
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{
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{ 1.f / 3.f, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0 },
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{ 2.f / 3.f, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0 },
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},
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};
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static const char* PLU[15] = {
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"NORMAL.PLU",
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"SATURATE.PLU",
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"BEAST.PLU",
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"TOMMY.PLU",
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"SPIDER3.PLU",
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"GRAY.PLU",
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"GRAYISH.PLU",
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"SPIDER1.PLU",
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"SPIDER2.PLU",
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"FLAME.PLU",
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"COLD.PLU",
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"P1.PLU",
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"P2.PLU",
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"P3.PLU",
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"P4.PLU"
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};
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static const char* PAL[5] = {
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"BLOOD.PAL",
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"WATER.PAL",
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"BEAST.PAL",
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"SEWER.PAL",
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"INVULN1.PAL"
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};
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for (auto& x : glblend) x = bloodglblend;
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for (int i = 0; i < 5; i++)
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{
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auto pal = fileSystem.LoadFile(PAL[i]);
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if (pal.Size() < 768) I_FatalError("%s: file too small", PAL[i]);
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paletteSetColorTable(i, pal.Data(), false, false);
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}
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numshades = 64;
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for (int i = 0; i < MAXPALOOKUPS; i++)
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{
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int lump = i < 15 ? fileSystem.FindFile(PLU[i]) : fileSystem.FindResource(i, "PLU");
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if (lump < 0)
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{
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if (i < 15) I_FatalError("%s: file not found", PLU[i]);
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else continue;
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}
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auto data = fileSystem.GetFileData(lump);
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if (data.Size() != 64 * 256)
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{
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if (i < 15) I_FatalError("%s: Incorrect PLU size", PLU[i]);
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else continue;
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}
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lookups.setTable(i, data.Data());
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}
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lookups.setFadeColor(1, 255, 255, 255);
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paletteloaded = PALETTE_SHADE | PALETTE_TRANSLUC | PALETTE_MAIN;
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}
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void GameInterface::app_init()
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{
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InitCheats();
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memcpy(&gGameOptions, &gSingleGameOptions, sizeof(GAMEOPTIONS));
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gGameOptions.nMonsterSettings = !userConfig.nomonsters;
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ReadAllRFS();
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HookReplaceFunctions();
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levelLoadDefaults();
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//---------
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SetTileNames();
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C_InitConback(TexMan.CheckForTexture("BACKTILE", ETextureType::Any), true, 0.25);
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Printf(PRINT_NONOTIFY, "Initializing view subsystem\n");
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viewInit();
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Printf(PRINT_NONOTIFY, "Initializing dynamic fire\n");
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FireInit();
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Printf(PRINT_NONOTIFY, "Initializing weapon animations\n");
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WeaponInit();
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Printf(PRINT_NONOTIFY, "Initializing sound system\n");
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sndInit();
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myconnectindex = connecthead = 0;
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gNetPlayers = numplayers = 1;
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connectpoint2[0] = -1;
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gGameOptions.nGameType = 0;
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UpdateNetworkMenus();
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gChoke.init(518, chokeCallback);
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UpdateDacs(0, true);
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enginecompatibility_mode = ENGINECOMPATIBILITY_19960925;
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gViewIndex = myconnectindex;
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gMe = gView = &gPlayer[myconnectindex];
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}
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static void gameInit()
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{
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gViewIndex = myconnectindex;
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gMe = gView = &gPlayer[myconnectindex];
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UpdateNetworkMenus();
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if (gGameOptions.nGameType > 0)
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{
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inputState.ClearAllInput();
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}
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}
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void GameInterface::Startup()
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{
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gameInit();
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PlayLogos(ga_mainmenu, ga_mainmenu, true);
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}
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void GameInterface::Render()
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{
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drawtime.Reset();
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drawtime.Clock();
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viewDrawScreen();
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drawtime.Unclock();
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}
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void sndPlaySpecialMusicOrNothing(int nMusic)
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{
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if (!Mus_Play(quoteMgr.GetQuote(nMusic), true))
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{
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Mus_Stop();
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}
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}
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extern IniFile* BloodINI;
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void GameInterface::FreeGameData()
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{
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if (BloodINI) delete BloodINI;
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}
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void GameInterface::FreeLevelData()
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{
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EndLevel();
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::GameInterface::FreeLevelData();
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}
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ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize)
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{
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int top = 0;
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if (gGameOptions.nGameType > 0 && gGameOptions.nGameType <= 3)
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{
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top = (tileHeight(2229) * ((gNetPlayers + 3) / 4));
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}
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return { top, 25 };
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}
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::GameInterface* CreateInterface()
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{
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return new GameInterface;
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}
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enum
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{
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kLoadScreenCRC = -2051908571,
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kLoadScreenWideBackWidth = 256,
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kLoadScreenWideSideWidth = 128,
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};
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DEFINE_ACTION_FUNCTION(_Blood, OriginalLoadScreen)
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{
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static int bLoadScreenCrcMatch = -1;
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|
if (bLoadScreenCrcMatch == -1) bLoadScreenCrcMatch = tileGetCRC32(kLoadScreen) == kLoadScreenCRC;
|
|
ACTION_RETURN_INT(bLoadScreenCrcMatch);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Blood, PlayIntroMusic)
|
|
{
|
|
Mus_Play("PESTIS.MID", false);
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Blood, sndStartSample)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(id);
|
|
PARAM_INT(vol);
|
|
PARAM_INT(chan);
|
|
PARAM_BOOL(looped);
|
|
PARAM_INT(chanflags);
|
|
sndStartSample(id, vol, chan, looped, EChanFlags::FromInt(chanflags));
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Blood, sndStartSampleNamed)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_STRING(id);
|
|
PARAM_INT(vol);
|
|
PARAM_INT(chan);
|
|
sndStartSample(id, vol, chan);
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Blood, PowerupIcon)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(pwup);
|
|
int tile = -1;
|
|
if (pwup >= 0 && pwup < (int)countof(gPowerUpInfo))
|
|
{
|
|
tile = gPowerUpInfo[pwup].picnum;
|
|
}
|
|
FGameTexture* tex = tileGetTexture(tile);
|
|
ACTION_RETURN_INT(tex ? tex->GetID().GetIndex() : -1);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Blood, GetViewPlayer)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
ACTION_RETURN_POINTER(gView);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_BloodPlayer, GetHealth)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(PLAYER);
|
|
XSPRITE* pXSprite = self->pXSprite;
|
|
ACTION_RETURN_INT(pXSprite->health);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(_BloodPlayer, powerupCheck, powerupCheck)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(PLAYER);
|
|
PARAM_INT(pwup);
|
|
ACTION_RETURN_INT(powerupCheck(self, pwup));
|
|
}
|
|
|
|
END_BLD_NS
|