gzdoom/src/g_game.cpp

3180 lines
74 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program 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 3 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, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <stddef.h>
#include <memory>
#include "i_time.h"
#include "version.h"
#include "doomdef.h"
#include "doomstat.h"
#include "d_protocol.h"
#include "d_netinf.h"
#include "intermission/intermission.h"
#include "m_argv.h"
#include "m_misc.h"
#include "menu.h"
#include "m_crc32.h"
#include "p_saveg.h"
#include "p_tick.h"
#include "d_main.h"
#include "wi_stuff.h"
#include "hu_stuff.h"
#include "st_stuff.h"
#include "am_map.h"
#include "c_console.h"
#include "c_bind.h"
#include "c_dispatch.h"
#include "filesystem.h"
#include "p_local.h"
#include "gstrings.h"
#include "r_sky.h"
#include "g_game.h"
#include "sbar.h"
#include "m_png.h"
#include "a_keys.h"
#include "cmdlib.h"
#include "d_net.h"
#include "d_event.h"
#include "p_acs.h"
#include "p_effect.h"
#include "m_joy.h"
#include "r_utility.h"
#include "a_morph.h"
#include "p_spec.h"
#include "serializer_doom.h"
#include "vm.h"
#include "dobjgc.h"
#include "gi.h"
#include "a_dynlight.h"
#include "i_system.h"
#include "p_conversation.h"
#include "v_palette.h"
#include "s_music.h"
#include "p_setup.h"
#include "d_event.h"
#include "model.h"
#include "v_video.h"
#include "g_hub.h"
#include "g_levellocals.h"
#include "events.h"
#include "c_buttons.h"
#include "d_buttons.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "doommenu.h"
#include "screenjob.h"
#include "i_interface.h"
#include "fs_findfile.h"
static FRandom pr_dmspawn ("DMSpawn");
static FRandom pr_pspawn ("PlayerSpawn");
bool WriteZip(const char* filename, const FileSys::FCompressedBuffer* content, size_t contentcount);
bool G_CheckDemoStatus (void);
void G_ReadDemoTiccmd (ticcmd_t *cmd, int player);
void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf);
void G_PlayerReborn (int player);
void G_DoNewGame (void);
void G_DoLoadGame (void);
void G_DoPlayDemo (void);
void G_DoCompleted (void);
void G_DoVictory (void);
void G_DoWorldDone (void);
void G_DoSaveGame (bool okForQuicksave, bool forceQuicksave, FString filename, const char *description);
void G_DoAutoSave ();
void G_DoQuickSave ();
void STAT_Serialize(FSerializer &file);
CVARD_NAMED(Int, gameskill, skill, 2, CVAR_SERVERINFO|CVAR_LATCH, "sets the skill for the next newly started game")
CVAR(Bool, save_formatted, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // use formatted JSON for saves (more readable but a larger files and a bit slower.
CVAR (Int, deathmatch, 0, CVAR_SERVERINFO|CVAR_LATCH);
CVAR (Bool, chasedemo, false, 0);
CVAR (Bool, storesavepic, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, longsavemessages, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, cl_waitforsave, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR (Bool, enablescriptscreenshot, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR (Bool, cl_restartondeath, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
EXTERN_CVAR (Float, con_midtime);
//==========================================================================
//
// CVAR displaynametags
//
// Selects whether to display name tags or not when changing weapons/items
//
//==========================================================================
CUSTOM_CVAR (Int, displaynametags, 0, CVAR_ARCHIVE)
{
if (self < 0 || self > 3)
{
self = 0;
}
}
CVAR(Int, nametagcolor, CR_GOLD, CVAR_ARCHIVE)
extern bool playedtitlemusic;
gameaction_t gameaction;
bool sendpause; // send a pause event next tic
bool sendsave; // send a save event next tic
bool sendturn180; // [RH] send a 180 degree turn next tic
bool usergame; // ok to save / end game
bool insave; // Game is saving - used to block exit commands
bool timingdemo; // if true, exit with report on completion
bool nodrawers; // for comparative timing purposes
bool noblit; // for comparative timing purposes
bool viewactive;
bool multiplayernext = false; // [SP] Map coop/dm implementation
player_t players[MAXPLAYERS];
bool playeringame[MAXPLAYERS];
int gametic;
CVAR(Bool, demo_compress, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
FString newdemoname;
FString newdemomap;
FString demoname;
bool demorecording;
bool demoplayback;
bool demonew; // [RH] Only used around G_InitNew for demos
int demover;
uint8_t* demobuffer;
uint8_t* demo_p;
uint8_t* democompspot;
uint8_t* demobodyspot;
size_t maxdemosize;
uint8_t* zdemformend; // end of FORM ZDEM chunk
uint8_t* zdembodyend; // end of ZDEM BODY chunk
bool singledemo; // quit after playing a demo from cmdline
bool precache = true; // if true, load all graphics at start
short consistancy[MAXPLAYERS][BACKUPTICS];
#define MAXPLMOVE (forwardmove[1])
#define TURBOTHRESHOLD 12800
EXTERN_CVAR (Int, turnspeedwalkfast)
EXTERN_CVAR (Int, turnspeedsprintfast)
EXTERN_CVAR (Int, turnspeedwalkslow)
EXTERN_CVAR (Int, turnspeedsprintslow)
int forwardmove[2], sidemove[2];
FIntCVarRef *angleturn[4] = {&turnspeedwalkfast, &turnspeedsprintfast, &turnspeedwalkslow, &turnspeedsprintslow};
int flyspeed[2] = {1*256, 3*256};
int lookspeed[2] = {450, 512};
#define SLOWTURNTICS 6
CVAR (Bool, cl_run, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always run?
CVAR (Bool, freelook, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always mlook?
CVAR (Bool, lookstrafe, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always strafe with mouse?
CVAR (Float, m_forward, 1.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
CVAR (Float, m_side, 2.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
int turnheld; // for accelerative turning
EXTERN_CVAR (Bool, invertmouse)
EXTERN_CVAR (Bool, invertmousex)
// mouse values are used once
float mousex;
float mousey;
FString savegamefile;
FString savedescription;
// [RH] Name of screenshot file to generate (usually NULL)
FString shotfile;
FString savename;
FString BackupSaveName;
bool SendLand;
const AActor *SendItemUse, *SendItemDrop;
int SendItemDropAmount;
extern uint8_t globalfreeze;
EXTERN_CVAR (Int, team)
CVAR (Bool, teamplay, false, CVAR_SERVERINFO)
// Workaround for x64 code generation bug in MSVC 2015
// Optimized targets contain illegal instructions in the function below
#if defined _M_X64 && _MSC_VER < 1910
#pragma optimize("", off)
#endif // _M_X64 && _MSC_VER < 1910
// [RH] Allow turbo setting anytime during game
CUSTOM_CVAR (Float, turbo, 100.f, CVAR_NOINITCALL)
{
if (self < 10.f)
{
self = 10.f;
}
else if (self > 255.f)
{
self = 255.f;
}
else
{
double scale = self * 0.01;
forwardmove[0] = (int)(gameinfo.normforwardmove[0]*scale);
forwardmove[1] = (int)(gameinfo.normforwardmove[1]*scale);
sidemove[0] = (int)(gameinfo.normsidemove[0]*scale);
sidemove[1] = (int)(gameinfo.normsidemove[1]*scale);
}
}
#if defined _M_X64 && _MSC_VER < 1910
#pragma optimize("", on)
#endif // _M_X64 && _MSC_VER < 1910
CCMD (turnspeeds)
{
if (argv.argc() == 1)
{
Printf ("Current turn speeds:\n"
TEXTCOLOR_BLUE " turnspeedwalkfast: " TEXTCOLOR_GREEN " %d\n"
TEXTCOLOR_BLUE " turnspeedsprintfast: " TEXTCOLOR_GREEN " %d\n"
TEXTCOLOR_BLUE " turnspeedwalkslow: " TEXTCOLOR_GREEN " %d\n"
TEXTCOLOR_BLUE " turnspeedsprintslow: " TEXTCOLOR_GREEN " %d\n", *turnspeedwalkfast,
*turnspeedsprintfast, *turnspeedwalkslow, *turnspeedsprintslow);
}
else
{
int i;
for (i = 1; i <= 4 && i < argv.argc(); ++i)
{
*angleturn[i-1] = atoi (argv[i]);
}
if (i <= 2)
{
*angleturn[1] = *angleturn[0] * 2;
}
if (i <= 3)
{
*angleturn[2] = *angleturn[0] / 2;
}
if (i <= 4)
{
*angleturn[3] = *angleturn[2];
}
}
}
CCMD (slot)
{
if (argv.argc() > 1)
{
int slot = atoi (argv[1]);
auto mo = players[consoleplayer].mo;
if (slot < NUM_WEAPON_SLOTS && mo)
{
// Needs to be redone
IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickWeapon)
{
VMValue param[] = { mo, slot, !(dmflags2 & DF2_DONTCHECKAMMO) };
VMReturn ret((void**)&SendItemUse);
VMCall(func, param, 3, &ret, 1);
}
}
// [Nash] Option to display the name of the weapon being switched to.
if ((paused || pauseext) || players[consoleplayer].playerstate != PST_LIVE)
return;
if (SendItemUse != players[consoleplayer].ReadyWeapon && (displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
{
StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, SendItemUse->GetTag(),
1.5f, 0.90f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID('W', 'E', 'P', 'N'));
}
}
}
CCMD (centerview)
{
if ((players[consoleplayer].cheats & CF_TOTALLYFROZEN))
return;
Net_WriteInt8 (DEM_CENTERVIEW);
}
CCMD(crouch)
{
Net_WriteInt8(DEM_CROUCH);
}
CCMD (land)
{
SendLand = true;
}
CCMD (pause)
{
sendpause = true;
}
CCMD (turn180)
{
sendturn180 = true;
}
CCMD (weapnext)
{
auto mo = players[consoleplayer].mo;
if (mo)
{
// Needs to be redone
IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickNextWeapon)
{
VMValue param[] = { mo };
VMReturn ret((void**)&SendItemUse);
VMCall(func, param, 1, &ret, 1);
}
}
// [BC] Option to display the name of the weapon being cycled to.
if ((paused || pauseext) || players[consoleplayer].playerstate != PST_LIVE) return;
if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
{
StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, SendItemUse->GetTag(),
1.5f, 0.90f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID( 'W', 'E', 'P', 'N' ));
}
if (SendItemUse != players[consoleplayer].ReadyWeapon)
{
S_Sound(CHAN_AUTO, 0, "misc/weaponchange", 1.0, ATTN_NONE);
}
}
CCMD (weapprev)
{
auto mo = players[consoleplayer].mo;
if (mo)
{
// Needs to be redone
IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickPrevWeapon)
{
VMValue param[] = { mo };
VMReturn ret((void**)&SendItemUse);
VMCall(func, param, 1, &ret, 1);
}
}
// [BC] Option to display the name of the weapon being cycled to.
if ((paused || pauseext) || players[consoleplayer].playerstate != PST_LIVE) return;
if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
{
StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, SendItemUse->GetTag(),
1.5f, 0.90f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID( 'W', 'E', 'P', 'N' ));
}
if (SendItemUse != players[consoleplayer].ReadyWeapon)
{
S_Sound(CHAN_AUTO, 0, "misc/weaponchange", 1.0, ATTN_NONE);
}
}
static void DisplayNameTag(AActor *actor)
{
auto tag = actor->GetTag();
if ((displaynametags & 1) && StatusBar && SmallFont)
StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, tag,
1.5f, 0.80f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID('S', 'I', 'N', 'V'));
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, DisplayNameTag, DisplayNameTag)
{
PARAM_SELF_PROLOGUE(AActor);
DisplayNameTag(self);
return 0;
}
CCMD (invnext)
{
if (players[consoleplayer].mo != nullptr)
{
IFVM(PlayerPawn, InvNext)
{
VMValue param = players[consoleplayer].mo;
VMCall(func, &param, 1, nullptr, 0);
}
}
}
CCMD(invprev)
{
if (players[consoleplayer].mo != nullptr)
{
IFVM(PlayerPawn, InvPrev)
{
VMValue param = players[consoleplayer].mo;
VMCall(func, &param, 1, nullptr, 0);
}
}
}
CCMD (invuseall)
{
SendItemUse = (const AActor *)1;
}
CCMD (invuse)
{
if (players[consoleplayer].inventorytics == 0)
{
if (players[consoleplayer].mo) SendItemUse = players[consoleplayer].mo->PointerVar<AActor>(NAME_InvSel);
}
players[consoleplayer].inventorytics = 0;
}
CCMD(invquery)
{
AActor *inv = players[consoleplayer].mo->PointerVar<AActor>(NAME_InvSel);
if (inv != NULL)
{
Printf(PRINT_HIGH, "%s (%dx)\n", inv->GetTag(), inv->IntVar(NAME_Amount));
}
}
constexpr char True[] = "true";
CCMD (use)
{
if (argv.argc() > 1 && players[consoleplayer].mo != NULL)
{
bool subclass = false;
if (argv.argc() > 2)
subclass = !stricmp(argv[2], True) || atoi(argv[2]);
SendItemUse = players[consoleplayer].mo->FindInventory(argv[1], subclass);
}
}
CCMD (invdrop)
{
if (players[consoleplayer].mo)
{
SendItemDrop = players[consoleplayer].mo->PointerVar<AActor>(NAME_InvSel);
SendItemDropAmount = -1;
}
}
CCMD (weapdrop)
{
SendItemDrop = players[consoleplayer].ReadyWeapon;
SendItemDropAmount = -1;
}
CCMD (drop)
{
if (argv.argc() > 1 && players[consoleplayer].mo != NULL)
{
bool subclass = false;
if (argv.argc() > 3)
subclass = !stricmp(argv[3], True) || atoi(argv[3]);
SendItemDrop = players[consoleplayer].mo->FindInventory(argv[1], subclass);
SendItemDropAmount = argv.argc() > 2 ? atoi(argv[2]) : -1;
}
}
CCMD (useflechette)
{
if (players[consoleplayer].mo == nullptr) return;
IFVIRTUALPTRNAME(players[consoleplayer].mo, NAME_PlayerPawn, GetFlechetteItem)
{
VMValue params[] = { players[consoleplayer].mo };
AActor *cls;
VMReturn ret((void**)&cls);
VMCall(func, params, 1, &ret, 1);
if (cls != nullptr) SendItemUse = cls;
}
}
CCMD (select)
{
if (!players[consoleplayer].mo) return;
auto user = players[consoleplayer].mo;
if (argv.argc() > 1)
{
bool subclass = false;
if (argv.argc() > 2)
subclass = !stricmp(argv[2], True) || atoi(argv[2]);
auto item = user->FindInventory(argv[1], subclass);
if (item != NULL)
{
user->PointerVar<AActor>(NAME_InvSel) = item;
}
}
user->player->inventorytics = 5*TICRATE;
}
static inline int joyint(double val)
{
if (val >= 0)
{
return int(ceil(val));
}
else
{
return int(floor(val));
}
}
FBaseCVar* G_GetUserCVar(int playernum, const char* cvarname)
{
if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
{
return nullptr;
}
FBaseCVar** cvar_p = players[playernum].userinfo.CheckKey(FName(cvarname, true));
FBaseCVar* cvar;
if (cvar_p == nullptr || (cvar = *cvar_p) == nullptr || (cvar->GetFlags() & CVAR_IGNORE))
{
return nullptr;
}
return cvar;
}
static ticcmd_t emptycmd;
ticcmd_t* G_BaseTiccmd()
{
return &emptycmd;
}
//
// G_BuildTiccmd
// Builds a ticcmd from all of the available inputs
// or reads it from the demo buffer.
// If recording a demo, write it out
//
void G_BuildTiccmd (ticcmd_t *cmd)
{
int strafe;
int speed;
int forward;
int side;
int fly;
ticcmd_t *base;
base = G_BaseTiccmd ();
*cmd = *base;
cmd->consistancy = consistancy[consoleplayer][(maketic/ticdup)%BACKUPTICS];
strafe = buttonMap.ButtonDown(Button_Strafe);
speed = buttonMap.ButtonDown(Button_Speed) ^ (int)cl_run;
forward = side = fly = 0;
// [RH] only use two stage accelerative turning on the keyboard
// and not the joystick, since we treat the joystick as
// the analog device it is.
if (buttonMap.ButtonDown(Button_Left) || buttonMap.ButtonDown(Button_Right))
turnheld += ticdup;
else
turnheld = 0;
// let movement keys cancel each other out
if (strafe)
{
if (buttonMap.ButtonDown(Button_Right))
side += sidemove[speed];
if (buttonMap.ButtonDown(Button_Left))
side -= sidemove[speed];
}
else
{
int tspeed = speed;
if (turnheld < SLOWTURNTICS)
tspeed += 2; // slow turn
if (buttonMap.ButtonDown(Button_Right))
{
G_AddViewAngle (*angleturn[tspeed]);
}
if (buttonMap.ButtonDown(Button_Left))
{
G_AddViewAngle (-*angleturn[tspeed]);
}
}
if (buttonMap.ButtonDown(Button_LookUp))
{
G_AddViewPitch (lookspeed[speed]);
}
if (buttonMap.ButtonDown(Button_LookDown))
{
G_AddViewPitch (-lookspeed[speed]);
}
if (buttonMap.ButtonDown(Button_MoveUp))
fly += flyspeed[speed];
if (buttonMap.ButtonDown(Button_MoveDown))
fly -= flyspeed[speed];
if (buttonMap.ButtonDown(Button_Klook))
{
if (buttonMap.ButtonDown(Button_Forward))
G_AddViewPitch (lookspeed[speed]);
if (buttonMap.ButtonDown(Button_Back))
G_AddViewPitch (-lookspeed[speed]);
}
else
{
if (buttonMap.ButtonDown(Button_Forward))
forward += forwardmove[speed];
if (buttonMap.ButtonDown(Button_Back))
forward -= forwardmove[speed];
}
if (buttonMap.ButtonDown(Button_MoveRight))
side += sidemove[speed];
if (buttonMap.ButtonDown(Button_MoveLeft))
side -= sidemove[speed];
// buttons
if (buttonMap.ButtonDown(Button_Attack)) cmd->ucmd.buttons |= BT_ATTACK;
if (buttonMap.ButtonDown(Button_AltAttack)) cmd->ucmd.buttons |= BT_ALTATTACK;
if (buttonMap.ButtonDown(Button_Use)) cmd->ucmd.buttons |= BT_USE;
if (buttonMap.ButtonDown(Button_Jump)) cmd->ucmd.buttons |= BT_JUMP;
if (buttonMap.ButtonDown(Button_Crouch)) cmd->ucmd.buttons |= BT_CROUCH;
if (buttonMap.ButtonDown(Button_Zoom)) cmd->ucmd.buttons |= BT_ZOOM;
if (buttonMap.ButtonDown(Button_Reload)) cmd->ucmd.buttons |= BT_RELOAD;
if (buttonMap.ButtonDown(Button_User1)) cmd->ucmd.buttons |= BT_USER1;
if (buttonMap.ButtonDown(Button_User2)) cmd->ucmd.buttons |= BT_USER2;
if (buttonMap.ButtonDown(Button_User3)) cmd->ucmd.buttons |= BT_USER3;
if (buttonMap.ButtonDown(Button_User4)) cmd->ucmd.buttons |= BT_USER4;
if (buttonMap.ButtonDown(Button_Speed)) cmd->ucmd.buttons |= BT_SPEED;
if (buttonMap.ButtonDown(Button_Strafe)) cmd->ucmd.buttons |= BT_STRAFE;
if (buttonMap.ButtonDown(Button_MoveRight)) cmd->ucmd.buttons |= BT_MOVERIGHT;
if (buttonMap.ButtonDown(Button_MoveLeft)) cmd->ucmd.buttons |= BT_MOVELEFT;
if (buttonMap.ButtonDown(Button_LookDown)) cmd->ucmd.buttons |= BT_LOOKDOWN;
if (buttonMap.ButtonDown(Button_LookUp)) cmd->ucmd.buttons |= BT_LOOKUP;
if (buttonMap.ButtonDown(Button_Back)) cmd->ucmd.buttons |= BT_BACK;
if (buttonMap.ButtonDown(Button_Forward)) cmd->ucmd.buttons |= BT_FORWARD;
if (buttonMap.ButtonDown(Button_Right)) cmd->ucmd.buttons |= BT_RIGHT;
if (buttonMap.ButtonDown(Button_Left)) cmd->ucmd.buttons |= BT_LEFT;
if (buttonMap.ButtonDown(Button_MoveDown)) cmd->ucmd.buttons |= BT_MOVEDOWN;
if (buttonMap.ButtonDown(Button_MoveUp)) cmd->ucmd.buttons |= BT_MOVEUP;
if (buttonMap.ButtonDown(Button_ShowScores)) cmd->ucmd.buttons |= BT_SHOWSCORES;
if (speed) cmd->ucmd.buttons |= BT_RUN;
// Handle joysticks/game controllers.
float joyaxes[NUM_JOYAXIS];
I_GetAxes(joyaxes);
// Remap some axes depending on button state.
if (buttonMap.ButtonDown(Button_Strafe) || (buttonMap.ButtonDown(Button_Mlook) && lookstrafe))
{
joyaxes[JOYAXIS_Side] = joyaxes[JOYAXIS_Yaw];
joyaxes[JOYAXIS_Yaw] = 0;
}
if (buttonMap.ButtonDown(Button_Mlook))
{
joyaxes[JOYAXIS_Pitch] = joyaxes[JOYAXIS_Forward];
joyaxes[JOYAXIS_Forward] = 0;
}
if (joyaxes[JOYAXIS_Pitch] != 0)
{
G_AddViewPitch(joyint(joyaxes[JOYAXIS_Pitch] * 2048));
}
if (joyaxes[JOYAXIS_Yaw] != 0)
{
G_AddViewAngle(joyint(-1280 * joyaxes[JOYAXIS_Yaw]));
}
side -= joyint(sidemove[speed] * joyaxes[JOYAXIS_Side]);
forward += joyint(joyaxes[JOYAXIS_Forward] * forwardmove[speed]);
fly += joyint(joyaxes[JOYAXIS_Up] * 2048);
// Handle mice.
if (!buttonMap.ButtonDown(Button_Mlook) && !freelook)
{
forward += xs_CRoundToInt(mousey * m_forward);
}
cmd->ucmd.pitch = LocalViewPitch >> 16;
if (SendLand)
{
SendLand = false;
fly = -32768;
}
if (strafe || lookstrafe)
side += xs_CRoundToInt(mousex * m_side);
mousex = mousey = 0;
// Build command.
if (forward > MAXPLMOVE)
forward = MAXPLMOVE;
else if (forward < -MAXPLMOVE)
forward = -MAXPLMOVE;
if (side > MAXPLMOVE)
side = MAXPLMOVE;
else if (side < -MAXPLMOVE)
side = -MAXPLMOVE;
cmd->ucmd.forwardmove += forward;
cmd->ucmd.sidemove += side;
cmd->ucmd.yaw = LocalViewAngle >> 16;
cmd->ucmd.upmove = fly;
LocalViewAngle = 0;
LocalViewPitch = 0;
// special buttons
if (sendturn180)
{
sendturn180 = false;
cmd->ucmd.buttons |= BT_TURN180;
}
if (sendpause)
{
sendpause = false;
Net_WriteInt8 (DEM_PAUSE);
}
if (sendsave)
{
sendsave = false;
Net_WriteInt8 (DEM_SAVEGAME);
Net_WriteString (savegamefile.GetChars());
Net_WriteString (savedescription.GetChars());
savegamefile = "";
}
if (SendItemUse == (const AActor *)1)
{
Net_WriteInt8 (DEM_INVUSEALL);
SendItemUse = NULL;
}
else if (SendItemUse != NULL)
{
Net_WriteInt8 (DEM_INVUSE);
Net_WriteInt32 (SendItemUse->InventoryID);
SendItemUse = NULL;
}
if (SendItemDrop != NULL)
{
Net_WriteInt8 (DEM_INVDROP);
Net_WriteInt32 (SendItemDrop->InventoryID);
Net_WriteInt32(SendItemDropAmount);
SendItemDrop = NULL;
}
cmd->ucmd.forwardmove <<= 8;
cmd->ucmd.sidemove <<= 8;
}
static int LookAdjust(int look)
{
look <<= 16;
if (players[consoleplayer].playerstate != PST_DEAD && // No adjustment while dead.
players[consoleplayer].ReadyWeapon != NULL) // No adjustment if no weapon.
{
auto FOVScale = players[consoleplayer].ReadyWeapon->FloatVar(NAME_FOVScale);
auto LookScale = players[consoleplayer].ReadyWeapon->FloatVar(NAME_LookScale);
if (FOVScale > 0) // No adjustment if it is non-positive.
{
look = int(look * FOVScale);
}
if (LookScale > 0) // No adjustment if it is non-positive.
{
look = int(look * LookScale);
}
}
return look;
}
void G_AddViewPitch (int look, bool mouse)
{
if (gamestate == GS_TITLELEVEL)
{
return;
}
look = LookAdjust(look);
if (!primaryLevel->IsFreelookAllowed())
{
LocalViewPitch = 0;
}
else if (look > 0)
{
// Avoid overflowing
if (LocalViewPitch > INT_MAX - look)
{
LocalViewPitch = 0x78000000;
}
else
{
LocalViewPitch = min(LocalViewPitch + look, 0x78000000);
}
}
else if (look < 0)
{
// Avoid overflowing
if (LocalViewPitch < INT_MIN - look)
{
LocalViewPitch = -0x78000000;
}
else
{
LocalViewPitch = max(LocalViewPitch + look, -0x78000000);
}
}
if (look != 0)
{
LocalKeyboardTurner = !mouse;
}
}
void G_AddViewAngle (int yaw, bool mouse)
{
if (gamestate == GS_TITLELEVEL)
{
return;
}
yaw = LookAdjust(yaw);
LocalViewAngle -= yaw;
if (yaw != 0)
{
LocalKeyboardTurner = !mouse;
}
}
CVAR (Bool, bot_allowspy, false, 0)
enum {
SPY_CANCEL = 0,
SPY_NEXT,
SPY_PREV,
};
// [RH] Spy mode has been separated into two console commands.
// One goes forward; the other goes backward.
static void ChangeSpy (int changespy)
{
// If you're not in a level, then you can't spy.
if (gamestate != GS_LEVEL)
{
return;
}
// If not viewing through a player, return your eyes to your own head.
if (players[consoleplayer].camera->player == NULL)
{
// When watching demos, you will just have to wait until your player
// has done this for you, since it could desync otherwise.
if (!demoplayback)
{
Net_WriteInt8(DEM_REVERTCAMERA);
}
return;
}
// We may not be allowed to spy on anyone.
if (dmflags2 & DF2_DISALLOW_SPYING)
return;
// Otherwise, cycle to the next player.
bool checkTeam = !demoplayback && deathmatch;
int pnum = consoleplayer;
if (changespy != SPY_CANCEL)
{
player_t *player = players[consoleplayer].camera->player;
// only use the camera as starting index if it's a valid player.
if (player != NULL) pnum = int(players[consoleplayer].camera->player - players);
int step = (changespy == SPY_NEXT) ? 1 : -1;
do
{
pnum += step;
pnum &= MAXPLAYERS-1;
if (playeringame[pnum] &&
(!checkTeam || players[pnum].mo->IsTeammate (players[consoleplayer].mo) ||
(bot_allowspy && players[pnum].Bot != NULL)))
{
break;
}
} while (pnum != consoleplayer);
}
players[consoleplayer].camera = players[pnum].mo;
S_UpdateSounds(players[consoleplayer].camera);
StatusBar->AttachToPlayer (&players[pnum]);
if (demoplayback || multiplayer)
{
StatusBar->ShowPlayerName ();
}
}
CCMD (spynext)
{
// allow spy mode changes even during the demo
ChangeSpy (SPY_NEXT);
}
CCMD (spyprev)
{
// allow spy mode changes even during the demo
ChangeSpy (SPY_PREV);
}
CCMD (spycancel)
{
// allow spy mode changes even during the demo
ChangeSpy (SPY_CANCEL);
}
//
// G_Responder
// Get info needed to make ticcmd_ts for the players.
//
bool G_Responder (event_t *ev)
{
// check events
if (ev->type != EV_Mouse && primaryLevel->localEventManager->Responder(ev)) // [ZZ] ZScript ate the event // update 07.03.17: mouse events are handled directly
return true;
if (gamestate == GS_INTRO || gamestate == GS_CUTSCENE)
{
return ScreenJobResponder(ev);
}
// any other key pops up menu if in demos
// [RH] But only if the key isn't bound to a "special" command
if (gameaction == ga_nothing &&
(demoplayback || gamestate == GS_DEMOSCREEN || gamestate == GS_TITLELEVEL))
{
const char *cmd = Bindings.GetBind (ev->data1);
if (ev->type == EV_KeyDown)
{
if (!cmd || (
strnicmp (cmd, "menu_", 5) &&
stricmp (cmd, "toggleconsole") &&
stricmp (cmd, "sizeup") &&
stricmp (cmd, "sizedown") &&
stricmp (cmd, "togglemap") &&
stricmp (cmd, "spynext") &&
stricmp (cmd, "spyprev") &&
stricmp (cmd, "chase") &&
stricmp (cmd, "+showscores") &&
stricmp (cmd, "bumpgamma") &&
stricmp (cmd, "screenshot")))
{
M_StartControlPanel(true);
M_SetMenu(NAME_Mainmenu, -1);
return true;
}
else
{
return C_DoKey (ev, &Bindings, &DoubleBindings);
}
}
if (cmd && cmd[0] == '+')
return C_DoKey (ev, &Bindings, &DoubleBindings);
return false;
}
if (CT_Responder (ev))
return true; // chat ate the event
if (gamestate == GS_LEVEL)
{
if (ST_Responder (ev))
return true; // status window ate it
if (!viewactive && primaryLevel->automap && primaryLevel->automap->Responder (ev, false))
return true; // automap ate it
}
switch (ev->type)
{
case EV_KeyDown:
if (C_DoKey (ev, &Bindings, &DoubleBindings))
return true;
break;
case EV_KeyUp:
C_DoKey (ev, &Bindings, &DoubleBindings);
break;
// [RH] mouse buttons are sent as key up/down events
case EV_Mouse:
if(invertmousex)
{
mousex = -ev->x;
}
else
{
mousex = ev->x;
}
if(invertmouse)
{
mousey = -ev->y;
}
else
{
mousey = ev->y;
}
break;
}
// [RH] If the view is active, give the automap a chance at
// the events *last* so that any bound keys get precedence.
if (gamestate == GS_LEVEL && viewactive && primaryLevel->automap)
return primaryLevel->automap->Responder (ev, true);
return (ev->type == EV_KeyDown ||
ev->type == EV_Mouse);
}
static void G_FullConsole()
{
int oldgs = gamestate;
if (hud_toggled)
D_ToggleHud();
if (demoplayback)
G_CheckDemoStatus();
D_QuitNetGame();
advancedemo = false;
C_FullConsole();
if (oldgs != GS_STARTUP)
{
primaryLevel->Music = "";
S_Start();
S_StopMusic(true);
P_FreeLevelData(false);
}
}
//==========================================================================
//
// FRandom :: StaticSumSeeds
//
// This function produces a uint32_t that can be used to check the consistancy
// of network games between different machines. Only a select few RNGs are
// used for the sum, because not all RNGs are important to network sync.
//
//==========================================================================
extern FRandom pr_spawnmobj;
extern FRandom pr_acs;
extern FRandom pr_chase;
extern FRandom pr_damagemobj;
static uint32_t StaticSumSeeds()
{
return
pr_spawnmobj.Seed() +
pr_acs.Seed() +
pr_chase.Seed() +
pr_damagemobj.Seed();
}
//
// G_Ticker
// Make ticcmd_ts for the players.
//
void G_Ticker ()
{
int i;
gamestate_t oldgamestate;
// do player reborns if needed
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
if (players[i].playerstate == PST_GONE)
{
G_DoPlayerPop(i);
}
if (players[i].playerstate == PST_REBORN || players[i].playerstate == PST_ENTER)
{
primaryLevel->DoReborn(i, false);
}
}
}
if (ToggleFullscreen)
{
ToggleFullscreen = false;
AddCommandString ("toggle vid_fullscreen");
}
// do things to change the game state
oldgamestate = gamestate;
while (gameaction != ga_nothing)
{
if (gameaction == ga_newgame2)
{
gameaction = ga_newgame;
break;
}
switch (gameaction)
{
case ga_recordgame:
G_CheckDemoStatus();
G_RecordDemo(newdemoname.GetChars());
G_BeginRecording(newdemomap.GetChars());
[[fallthrough]];
case ga_newgame2: // Silence GCC (see above)
case ga_newgame:
G_DoNewGame ();
break;
case ga_loadgame:
case ga_loadgamehidecon:
case ga_autoloadgame:
G_DoLoadGame ();
break;
case ga_savegame:
G_DoSaveGame (true, false, savegamefile, savedescription.GetChars());
gameaction = ga_nothing;
savegamefile = "";
savedescription = "";
break;
case ga_autosave:
G_DoAutoSave ();
gameaction = ga_nothing;
break;
case ga_loadgameplaydemo:
G_DoLoadGame ();
// fallthrough
case ga_playdemo:
G_DoPlayDemo ();
break;
case ga_completed:
G_DoCompleted ();
break;
case ga_worlddone:
G_DoWorldDone ();
break;
case ga_screenshot:
M_ScreenShot (shotfile.GetChars());
shotfile = "";
gameaction = ga_nothing;
break;
case ga_fullconsole:
G_FullConsole ();
gameaction = ga_nothing;
break;
case ga_togglemap:
AM_ToggleMap ();
gameaction = ga_nothing;
break;
case ga_resumeconversation:
P_ResumeConversation ();
gameaction = ga_nothing;
break;
case ga_intermission:
gamestate = GS_CUTSCENE;
gameaction = ga_nothing;
break;
case ga_titleloop:
D_StartTitle();
break;
case ga_intro:
gamestate = GS_INTRO;
gameaction = ga_nothing;
C_HideConsole(); // On some systems, console is open during intro
break;
default:
case ga_nothing:
break;
}
C_AdjustBottom ();
}
// get commands, check consistancy, and build new consistancy check
int buf = (gametic/ticdup)%BACKUPTICS;
// [RH] Include some random seeds and player stuff in the consistancy
// check, not just the player's x position like BOOM.
uint32_t rngsum = StaticSumSeeds ();
//Added by MC: For some of that bot stuff. The main bot function.
primaryLevel->BotInfo.Main (primaryLevel);
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
ticcmd_t *cmd = &players[i].cmd;
ticcmd_t *newcmd = &netcmds[i][buf];
if ((gametic % ticdup) == 0)
{
RunNetSpecs (i, buf);
}
if (demorecording)
{
G_WriteDemoTiccmd (newcmd, i, buf);
}
players[i].oldbuttons = cmd->ucmd.buttons;
// If the user alt-tabbed away, paused gets set to -1. In this case,
// we do not want to read more demo commands until paused is no
// longer negative.
if (demoplayback)
{
G_ReadDemoTiccmd (cmd, i);
}
else
{
memcpy(cmd, newcmd, sizeof(ticcmd_t));
}
// check for turbo cheats
if (multiplayer && turbo > 100.f && cmd->ucmd.forwardmove > TURBOTHRESHOLD &&
!(gametic&31) && ((gametic>>5)&(MAXPLAYERS-1)) == i )
{
Printf ("%s is turbo!\n", players[i].userinfo.GetName());
}
if (netgame && players[i].Bot == NULL && !demoplayback && (gametic%ticdup) == 0)
{
//players[i].inconsistant = 0;
if (gametic > BACKUPTICS*ticdup && consistancy[i][buf] != cmd->consistancy)
{
players[i].inconsistant = gametic - BACKUPTICS*ticdup;
}
if (players[i].mo)
{
uint32_t sum = rngsum + int((players[i].mo->X() + players[i].mo->Y() + players[i].mo->Z())*257) + players[i].mo->Angles.Yaw.BAMs() + players[i].mo->Angles.Pitch.BAMs();
sum ^= players[i].health;
consistancy[i][buf] = sum;
}
else
{
consistancy[i][buf] = rngsum;
}
}
}
}
// [ZZ] also tick the UI part of the events
primaryLevel->localEventManager->UiTick();
C_RunDelayedCommands();
// do main actions
switch (gamestate)
{
case GS_LEVEL:
P_Ticker ();
primaryLevel->automap->Ticker ();
break;
case GS_TITLELEVEL:
P_Ticker ();
break;
case GS_DEMOSCREEN:
D_PageTicker ();
break;
case GS_STARTUP:
if (gameaction == ga_nothing)
{
gamestate = GS_FULLCONSOLE;
gameaction = ga_fullconsole;
}
break;
case GS_CUTSCENE:
case GS_INTRO:
if (ScreenJobTick())
{
// synchronize termination with the playsim.
Net_WriteInt8(DEM_ENDSCREENJOB);
}
break;
default:
break;
}
// [MK] Additional ticker for UI events right after all others
primaryLevel->localEventManager->PostUiTick();
}
//
// PLAYER STRUCTURE FUNCTIONS
// also see P_SpawnPlayer in P_Mobj
//
//
// G_PlayerFinishLevel
// Called when a player completes a level.
//
// flags is checked for RESETINVENTORY and RESETHEALTH only.
void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags)
{
IFVM(PlayerPawn, PlayerFinishLevel)
{
VMValue params[] = { players[player].mo, mode, flags };
VMCall(func, params, 3, nullptr, 0);
}
}
//
// G_PlayerReborn
// Called after a player dies
// almost everything is cleared and initialized
//
void FLevelLocals::PlayerReborn (int player)
{
player_t* p;
int frags[MAXPLAYERS];
int fragcount; // [RH] Cumulative frags
int killcount;
int itemcount;
int secretcount;
int chasecam;
uint8_t currclass;
userinfo_t userinfo; // [RH] Save userinfo
AActor *actor;
PClassActor *cls;
FString log;
DBot *Bot; //Added by MC:
p = &players[player];
memcpy (frags, p->frags, sizeof(frags));
fragcount = p->fragcount;
killcount = p->killcount;
itemcount = p->itemcount;
secretcount = p->secretcount;
currclass = p->CurrentPlayerClass;
userinfo.TransferFrom(p->userinfo);
actor = p->mo;
cls = p->cls;
log = p->LogText;
chasecam = p->cheats & CF_CHASECAM;
Bot = p->Bot; //Added by MC:
const bool settings_controller = p->settings_controller;
// Reset player structure to its defaults
p->~player_t();
::new(p) player_t;
memcpy (p->frags, frags, sizeof(p->frags));
p->health = actor->health;
p->fragcount = fragcount;
p->killcount = killcount;
p->itemcount = itemcount;
p->secretcount = secretcount;
p->CurrentPlayerClass = currclass;
p->userinfo.TransferFrom(userinfo);
p->mo = actor;
p->cls = cls;
p->LogText = log;
p->cheats |= chasecam;
p->Bot = Bot; //Added by MC:
p->settings_controller = settings_controller;
p->oldbuttons = ~0, p->attackdown = true; p->usedown = true; // don't do anything immediately
p->original_oldbuttons = ~0;
p->playerstate = PST_LIVE;
NetworkEntityManager::SetClientNetworkEntity(p->mo, p - players);
if (gamestate != GS_TITLELEVEL)
{
// [GRB] Give inventory specified in DECORATE
IFVIRTUALPTRNAME(actor, NAME_PlayerPawn, GiveDefaultInventory)
{
VMValue params[1] = { actor };
VMCall(func, params, 1, nullptr, 0);
}
p->ReadyWeapon = p->PendingWeapon;
}
//Added by MC: Init bot structure.
if (p->Bot != NULL)
{
botskill_t skill = p->Bot->skill;
p->Bot->Clear ();
p->Bot->player = p;
p->Bot->skill = skill;
}
}
//
// G_CheckSpot
// Returns false if the player cannot be respawned
// at the given mapthing spot
// because something is occupying it
//
bool FLevelLocals::CheckSpot (int playernum, FPlayerStart *mthing)
{
DVector3 spot;
double oldz;
int i;
if (mthing->type == 0) return false;
spot = mthing->pos;
if (!(flags & LEVEL_USEPLAYERSTARTZ))
{
spot.Z = 0;
}
spot.Z += PointInSector (spot)->floorplane.ZatPoint (spot);
if (!players[playernum].mo)
{ // first spawn of level, before corpses
for (i = 0; i < playernum; i++)
if (players[i].mo && players[i].mo->X() == spot.X && players[i].mo->Y() == spot.Y)
return false;
return true;
}
oldz = players[playernum].mo->Z(); // [RH] Need to save corpse's z-height
players[playernum].mo->SetZ(spot.Z); // [RH] Checks are now full 3-D
// killough 4/2/98: fix bug where P_CheckPosition() uses a non-solid
// corpse to detect collisions with other players in DM starts
//
// Old code:
// if (!P_CheckPosition (players[playernum].mo, x, y))
// return false;
players[playernum].mo->flags |= MF_SOLID;
i = P_CheckPosition(players[playernum].mo, spot.XY());
players[playernum].mo->flags &= ~MF_SOLID;
players[playernum].mo->SetZ(oldz); // [RH] Restore corpse's height
if (!i)
return false;
return true;
}
//
// G_DeathMatchSpawnPlayer
// Spawns a player at one of the random death match spots
// called at level load and each death
//
// [RH] Returns the distance of the closest player to the given mapthing
double FLevelLocals::PlayersRangeFromSpot (FPlayerStart *spot)
{
double closest = INT_MAX;
double distance;
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || !players[i].mo || players[i].health <= 0)
continue;
distance = players[i].mo->Distance2D(spot->pos.X, spot->pos.Y);
if (distance < closest)
closest = distance;
}
return closest;
}
// [RH] Select the deathmatch spawn spot farthest from everyone.
FPlayerStart *FLevelLocals::SelectFarthestDeathmatchSpot (size_t selections)
{
double bestdistance = 0;
FPlayerStart *bestspot = NULL;
unsigned int i;
for (i = 0; i < selections; i++)
{
double distance = PlayersRangeFromSpot (&deathmatchstarts[i]);
if (distance > bestdistance)
{
bestdistance = distance;
bestspot = &deathmatchstarts[i];
}
}
return bestspot;
}
// [RH] Select a deathmatch spawn spot at random (original mechanism)
FPlayerStart *FLevelLocals::SelectRandomDeathmatchSpot (int playernum, unsigned int selections)
{
unsigned int i, j;
for (j = 0; j < 20; j++)
{
i = pr_dmspawn() % selections;
if (CheckSpot (playernum, &deathmatchstarts[i]) )
{
return &deathmatchstarts[i];
}
}
// [RH] return a spot anyway, since we allow telefragging when a player spawns
return &deathmatchstarts[i];
}
DEFINE_ACTION_FUNCTION(FLevelLocals, PickDeathmatchStart)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
unsigned int selections = self->deathmatchstarts.Size();
DVector3 pos;
int angle;
if (selections == 0)
{
angle = INT_MAX;
pos = DVector3(0, 0, 0);
}
else
{
unsigned int i = pr_dmspawn() % selections;
angle = self->deathmatchstarts[i].angle;
pos = self->deathmatchstarts[i].pos;
}
if (numret > 1)
{
ret[1].SetInt(angle);
numret = 2;
}
if (numret > 0)
{
ret[0].SetVector(pos);
}
return numret;
}
void FLevelLocals::DeathMatchSpawnPlayer (int playernum)
{
unsigned int selections;
FPlayerStart *spot;
selections = deathmatchstarts.Size ();
// [RH] We can get by with just 1 deathmatch start
if (selections < 1)
I_Error ("No deathmatch starts");
bool hasSpawned = false;
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (PlayerInGame(i) && Players[i]->mo != nullptr && Players[i]->health > 0)
{
hasSpawned = true;
break;
}
}
// At level start, none of the players have mobjs attached to them,
// so we always use the random deathmatch spawn. During the game,
// though, we use whatever dmflags specifies.
if ((dmflags & DF_SPAWN_FARTHEST) && hasSpawned)
spot = SelectFarthestDeathmatchSpot (selections);
else
spot = SelectRandomDeathmatchSpot (playernum, selections);
if (spot == NULL)
{ // No good spot, so the player will probably get stuck.
// We were probably using select farthest above, and all
// the spots were taken.
spot = PickPlayerStart(playernum, PPS_FORCERANDOM);
if (!CheckSpot(playernum, spot))
{ // This map doesn't have enough coop spots for this player
// to use one.
spot = SelectRandomDeathmatchSpot(playernum, selections);
if (spot == NULL)
{ // We have a player 1 start, right?
spot = &playerstarts[0];
if (spot->type == 0)
{ // Fine, whatever.
spot = &deathmatchstarts[0];
}
}
}
}
AActor *mo = SpawnPlayer(spot, playernum);
if (mo != NULL) P_PlayerStartStomp(mo);
}
//
// G_PickPlayerStart
//
FPlayerStart *FLevelLocals::PickPlayerStart(int playernum, int flags)
{
if (AllPlayerStarts.Size() == 0) // No starts to pick
{
return NULL;
}
if ((flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM) ||
playerstarts[playernum].type == 0)
{
if (!(flags & PPS_NOBLOCKINGCHECK))
{
TArray<FPlayerStart *> good_starts;
unsigned int i;
// Find all unblocked player starts.
for (i = 0; i < AllPlayerStarts.Size(); ++i)
{
if (CheckSpot(playernum, &AllPlayerStarts[i]))
{
good_starts.Push(&AllPlayerStarts[i]);
}
}
if (good_starts.Size() > 0)
{ // Pick an open spot at random.
return good_starts[pr_pspawn(good_starts.Size())];
}
}
// Pick a spot at random, whether it's open or not.
return &AllPlayerStarts[pr_pspawn(AllPlayerStarts.Size())];
}
return &playerstarts[playernum];
}
DEFINE_ACTION_FUNCTION(FLevelLocals, PickPlayerStart)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_INT(playernum);
PARAM_INT(flags);
auto ps = self->PickPlayerStart(playernum, flags);
if (numret > 1)
{
ret[1].SetInt(ps? ps->angle : 0);
numret = 2;
}
if (numret > 0)
{
ret[0].SetVector(ps ? ps->pos : DVector3(0, 0, 0));
}
return numret;
}
//
// G_QueueBody
//
void FLevelLocals::QueueBody (AActor *body)
{
// flush an old corpse if needed
int modslot = bodyqueslot % BODYQUESIZE;
bodyqueslot = modslot + 1;
if (bodyqueslot >= BODYQUESIZE && bodyque[modslot] != NULL)
{
bodyque[modslot]->Destroy ();
}
bodyque[modslot] = body;
// Copy the player's translation, so that if they change their color later, only
// their current body will change and not all their old corpses.
if (GetTranslationType(body->Translation) == TRANSLATION_Players ||
GetTranslationType(body->Translation) == TRANSLATION_PlayersExtra)
{
// This needs to be able to handle multiple levels, in case a level with dead players is used as a secondary one later.
GPalette.CopyTranslation(TRANSLATION(TRANSLATION_PlayerCorpses, modslot), body->Translation);
body->Translation = TRANSLATION(TRANSLATION_PlayerCorpses, modslot);
}
const int skinidx = body->player->userinfo.GetSkin();
if (0 != skinidx && !(body->flags4 & MF4_NOSKIN))
{
// Apply skin's scale to actor's scale, it will be lost otherwise
const AActor *const defaultActor = body->GetDefault();
const FPlayerSkin &skin = Skins[skinidx];
body->Scale.X *= skin.Scale.X / defaultActor->Scale.X;
body->Scale.Y *= skin.Scale.Y / defaultActor->Scale.Y;
}
}
//
// G_DoReborn
//
EXTERN_CVAR(Bool, sv_singleplayerrespawn)
void FLevelLocals::DoReborn (int playernum, bool freshbot)
{
if (!multiplayer && !(flags2 & LEVEL2_ALLOWRESPAWN) && !sv_singleplayerrespawn &&
!G_SkillProperty(SKILLP_PlayerRespawn))
{
if (!(cl_restartondeath) && (BackupSaveName.Len() > 0 && FileExists (BackupSaveName)))
{ // Load game from the last point it was saved
savename = BackupSaveName;
gameaction = ga_autoloadgame;
}
else
{ // Reload the level from scratch
bool indemo = demoplayback;
BackupSaveName = "";
G_InitNew (MapName.GetChars(), false);
demoplayback = indemo;
}
}
else
{
bool isUnfriendly;
PlayerSpawnPickClass(playernum);
// this condition should never be false
assert(players[playernum].cls != NULL);
if (players[playernum].cls != NULL)
{
isUnfriendly = !(GetDefaultByType(players[playernum].cls)->flags & MF_FRIENDLY);
DPrintf(DMSG_NOTIFY, "Player class IS defined: unfriendly is %i\n", isUnfriendly);
}
else
{
// we shouldn't be here, but if we are, get the player's current status
isUnfriendly = players[playernum].mo && !(players[playernum].mo->flags & MF_FRIENDLY);
DPrintf(DMSG_NOTIFY, "Player class NOT defined: unfriendly is %i\n", isUnfriendly);
}
// respawn at the start
// first disassociate the corpse
if (players[playernum].mo)
{
QueueBody (players[playernum].mo);
players[playernum].mo->player = NULL;
}
// spawn at random spot if in deathmatch
if ((deathmatch || isUnfriendly) && (deathmatchstarts.Size () > 0))
{
DeathMatchSpawnPlayer (playernum);
return;
}
if (!(flags2 & LEVEL2_RANDOMPLAYERSTARTS) &&
playerstarts[playernum].type != 0 &&
CheckSpot (playernum, &playerstarts[playernum]))
{
AActor *mo = SpawnPlayer(&playerstarts[playernum], playernum);
if (mo != NULL) P_PlayerStartStomp(mo, true);
}
else
{ // try to spawn at any random player's spot
FPlayerStart *start = PickPlayerStart(playernum, PPS_FORCERANDOM);
AActor *mo = SpawnPlayer(start, playernum);
if (mo != NULL) P_PlayerStartStomp(mo, true);
}
}
}
//
// G_DoReborn
//
void G_DoPlayerPop(int playernum)
{
playeringame[playernum] = false;
FString message = GStrings.GetString(deathmatch? "TXT_LEFTWITHFRAGS" : "TXT_LEFTTHEGAME");
message.Substitute("%s", players[playernum].userinfo.GetName());
message.Substitute("%d", FStringf("%d", players[playernum].fragcount));
Printf("%s\n", message.GetChars());
// [RH] Revert each player to their own view if spying through the player who left
for (int ii = 0; ii < MAXPLAYERS; ++ii)
{
if (playeringame[ii] && players[ii].camera == players[playernum].mo)
{
players[ii].camera = players[ii].mo;
if (ii == consoleplayer && StatusBar != NULL)
{
StatusBar->AttachToPlayer(&players[ii]);
}
}
}
// [RH] Make the player disappear
auto mo = players[playernum].mo;
mo->Level->Behaviors.StopMyScripts(mo);
// [ZZ] fire player disconnect hook
mo->Level->localEventManager->PlayerDisconnected(playernum);
// [RH] Let the scripts know the player left
mo->Level->Behaviors.StartTypedScripts(SCRIPT_Disconnect, mo, true, playernum, true);
if (mo != NULL)
{
P_DisconnectEffect(mo);
mo->player = NULL;
mo->Destroy();
if (!(players[playernum].mo->ObjectFlags & OF_EuthanizeMe))
{ // We just destroyed a morphed player, so now the original player
// has taken their place. Destroy that one too.
players[playernum].mo->Destroy();
}
players[playernum].mo = nullptr;
players[playernum].camera = nullptr;
}
players[playernum].DestroyPSprites();
}
void G_ScreenShot (const char *filename)
{
if (gameaction == ga_nothing)
{
shotfile = filename;
gameaction = ga_screenshot;
}
}
//
// G_InitFromSavegame
// Can be called by the startup code or the menu task.
//
void G_LoadGame (const char* name, bool hidecon)
{
if (name != NULL)
{
savename = name;
gameaction = !hidecon ? ga_loadgame : ga_loadgamehidecon;
}
}
static bool CheckSingleWad (const char *name, bool &printRequires, bool printwarn)
{
if (name == NULL)
{
return true;
}
if (fileSystem.CheckIfResourceFileLoaded (name) < 0)
{
if (printwarn)
{
if (!printRequires)
{
Printf ("%s:\n%s", GStrings.GetString("TXT_SAVEGAMENEEDS"), name);
}
else
{
Printf (", %s", name);
}
}
printRequires = true;
return false;
}
return true;
}
// Return false if not all the needed wads have been loaded.
bool G_CheckSaveGameWads (FSerializer &arc, bool printwarn)
{
bool printRequires = false;
const char *text = arc.GetString("Game WAD");
CheckSingleWad (text, printRequires, printwarn);
const char *text2 = arc.GetString("Map WAD");
// do not validate the same file twice.
if (text != nullptr && text2 != nullptr && stricmp(text, text2) != 0) CheckSingleWad (text2, printRequires, printwarn);
if (printRequires)
{
if (printwarn)
{
Printf ("\n");
}
return false;
}
return true;
}
static void LoadGameError(const char *label, const char *append = "")
{
FString message = GStrings.GetString(label);
message.Substitute("%s", savename);
Printf ("%s %s\n", message.GetChars(), append);
}
void C_SerializeCVars(FSerializer& arc, const char* label, uint32_t filter)
{
FString dump;
if (arc.BeginObject(label))
{
if (arc.isWriting())
{
decltype(cvarMap)::Iterator it(cvarMap);
decltype(cvarMap)::Pair *pair;
while (it.NextPair(pair))
{
auto cvar = pair->Value;
if ((cvar->Flags & filter) && !(cvar->Flags & (CVAR_NOSAVE | CVAR_IGNORE | CVAR_CONFIG_ONLY)))
{
UCVarValue val = cvar->GetGenericRep(CVAR_String);
char* c = const_cast<char*>(val.String);
arc(cvar->GetName(), c);
}
}
}
else
{
decltype(cvarMap)::Iterator it(cvarMap);
decltype(cvarMap)::Pair *pair;
while (it.NextPair(pair))
{
auto cvar = pair->Value;
if ((cvar->Flags & filter) && !(cvar->Flags & (CVAR_NOSAVE | CVAR_IGNORE | CVAR_CONFIG_ONLY)))
{
UCVarValue val;
char* c = nullptr;
arc(cvar->GetName(), c);
if (c != nullptr)
{
val.String = c;
cvar->SetGenericRep(val, CVAR_String);
delete[] c;
}
}
}
}
arc.EndObject();
}
}
void SetupLoadingCVars();
void FinishLoadingCVars();
void G_DoLoadGame ()
{
SetupLoadingCVars();
bool hidecon;
if (gameaction != ga_autoloadgame)
{
demoplayback = false;
}
hidecon = gameaction == ga_loadgamehidecon;
gameaction = ga_nothing;
std::unique_ptr<FResourceFile> resfile(FResourceFile::OpenResourceFile(savename.GetChars(), true));
if (resfile == nullptr)
{
LoadGameError("TXT_COULDNOTREAD");
return;
}
auto info = resfile->FindEntry("info.json");
if (info < 0)
{
LoadGameError("TXT_NOINFOJSON");
return;
}
SaveVersion = 0;
auto data = resfile->Read(info);
FSerializer arc;
if (!arc.OpenReader(data.string(), data.size()))
{
LoadGameError("TXT_FAILEDTOREADSG");
return;
}
// Check whether this savegame actually has been created by a compatible engine.
// Since there are ZDoom derivates using the exact same savegame format but
// with mutual incompatibilities this check simplifies things significantly.
FString savever, engine, map;
arc("Save Version", SaveVersion);
arc("Engine", engine);
arc("Current Map", map);
if (engine.CompareNoCase(GAMESIG) != 0)
{
// Make a special case for the message printed for old savegames that don't
// have this information.
if (engine.IsEmpty())
{
LoadGameError("TXT_INCOMPATIBLESG");
}
else
{
LoadGameError("TXT_OTHERENGINESG", engine.GetChars());
}
return;
}
if (SaveVersion < MINSAVEVER || SaveVersion > SAVEVER)
{
FString message;
if (SaveVersion < MINSAVEVER)
{
message = GStrings.GetString("TXT_TOOOLDSG");
message.Substitute("%e", FStringf("%d", MINSAVEVER));
}
else
{
message = GStrings.GetString("TXT_TOONEWSG");
message.Substitute("%e", FStringf("%d", SAVEVER));
}
message.Substitute("%d", FStringf("%d", SaveVersion));
LoadGameError(message.GetChars());
return;
}
if (!G_CheckSaveGameWads(arc, true))
{
return;
}
if (map.IsEmpty())
{
LoadGameError("TXT_NOMAPSG");
return;
}
// Now that it looks like we can load this save, hide the fullscreen console if it was up
// when the game was selected from the menu.
if (hidecon && gamestate == GS_FULLCONSOLE)
{
gamestate = GS_HIDECONSOLE;
}
// we are done with info.json.
arc.Close();
info = resfile->FindEntry("globals.json");
if (info < 0)
{
LoadGameError("TXT_NOGLOBALSJSON");
return;
}
data = resfile->Read(info);
if (!arc.OpenReader(data.string(), data.size()))
{
LoadGameError("TXT_SGINFOERR");
return;
}
// Read intermission data for hubs
G_SerializeHub(arc);
primaryLevel->BotInfo.RemoveAllBots(primaryLevel, true);
savegamerestore = true; // Use the player actors in the savegame
FString cvar;
arc("importantcvars", cvar);
if (!cvar.IsEmpty())
{
uint8_t *vars_p = (uint8_t *)cvar.GetChars();
C_ReadCVars(&vars_p);
}
else
{
C_SerializeCVars(arc, "servercvars", CVAR_SERVERINFO);
}
uint32_t time[2] = { 1,0 };
arc("ticrate", time[0])
("leveltime", time[1])
("globalfreeze", globalfreeze);
// dearchive all the modifications
level.time = Scale(time[1], TICRATE, time[0]);
G_ReadSnapshots(resfile.get());
resfile.reset(nullptr); // we no longer need the resource file below this point
G_ReadVisited(arc);
// load a base level
bool demoplaybacksave = demoplayback;
G_InitNew(map.GetChars(), false);
FinishLoadingCVars();
demoplayback = demoplaybacksave;
savegamerestore = false;
STAT_Serialize(arc);
FRandom::StaticReadRNGState(arc);
P_ReadACSDefereds(arc);
P_ReadACSVars(arc);
NextSkill = -1;
arc("nextskill", NextSkill);
if (level.info != nullptr)
level.info->Snapshot.Clean();
BackupSaveName = savename;
// At this point, the GC threshold is likely a lot higher than the
// amount of memory in use, so bring it down now by starting a
// collection.
GC::StartCollection();
}
//
// G_SaveGame
// Called by the menu task.
// Description is a 24 byte text string
//
void G_SaveGame (const char *filename, const char *description)
{
if (sendsave || gameaction == ga_savegame)
{
Printf ("%s\n", GStrings.GetString("TXT_SAVEPENDING"));
}
else if (!usergame)
{
Printf ("%s\n", GStrings.GetString("TXT_NOTSAVEABLE"));
}
else if (gamestate != GS_LEVEL)
{
Printf ("%s\n", GStrings.GetString("TXT_NOTINLEVEL"));
}
else if (players[consoleplayer].health <= 0 && !multiplayer)
{
Printf ("%s\n", GStrings.GetString("TXT_SPPLAYERDEAD"));
}
else
{
savegamefile = filename;
savedescription = description;
sendsave = true;
}
}
CCMD(opensaves)
{
FString name = G_GetSavegamesFolder();
CreatePath(name.GetChars());
I_OpenShellFolder(name.GetChars());
}
CVAR (Int, autosavenum, 0, CVAR_NOSET|CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
static int nextautosave = -1;
CVAR (Int, disableautosave, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, saveloadconfirmation, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // [mxd]
CUSTOM_CVAR (Int, autosavecount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self < 0)
self = 0;
}
CVAR (Int, quicksavenum, -1, CVAR_NOSET|CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
static int lastquicksave = -1;
CVAR (Bool, quicksaverotation, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CUSTOM_CVAR (Int, quicksaverotationcount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self < 1)
self = 1;
}
void G_DoAutoSave ()
{
FString description;
FString file;
// Keep up to four autosaves at a time
UCVarValue num;
const char *readableTime;
int count = autosavecount != 0 ? autosavecount : 1;
if (nextautosave == -1)
{
nextautosave = (autosavenum + 1) % count;
}
num.Int = nextautosave;
autosavenum->ForceSet (num, CVAR_Int);
file = G_BuildSaveName(FStringf("auto%02d", nextautosave).GetChars());
// The hint flag is only relevant on the primary level.
if (!(primaryLevel->flags2 & LEVEL2_NOAUTOSAVEHINT))
{
nextautosave = (nextautosave + 1) % count;
}
else
{
// This flag can only be used once per level
primaryLevel->flags2 &= ~LEVEL2_NOAUTOSAVEHINT;
}
readableTime = myasctime ();
description.Format("Autosave %s", readableTime);
G_DoSaveGame (false, false, file, description.GetChars());
}
void G_DoQuickSave ()
{
FString description;
FString file;
// Keeps a rotating set of quicksaves
UCVarValue num;
const char *readableTime;
int count = quicksaverotationcount != 0 ? quicksaverotationcount : 1;
if (quicksavenum < 0)
{
lastquicksave = 0;
}
else
{
lastquicksave = (quicksavenum + 1) % count;
}
num.Int = lastquicksave;
quicksavenum->ForceSet (num, CVAR_Int);
file = G_BuildSaveName(FStringf("quick%02d", lastquicksave).GetChars());
readableTime = myasctime ();
description.Format("Quicksave %s", readableTime);
G_DoSaveGame (true, true, file, description.GetChars());
}
static void PutSaveWads (FSerializer &arc)
{
const char *name;
// Name of IWAD
name = fileSystem.GetResourceFileName (fileSystem.GetIwadNum());
arc.AddString("Game WAD", name);
// Name of wad the map resides in
name = fileSystem.GetResourceFileName (fileSystem.GetFileContainer (primaryLevel->lumpnum));
arc.AddString("Map WAD", name);
}
static void PutSaveComment (FSerializer &arc)
{
int levelTime;
FString comment = myasctime();
arc.AddString("Creation Time", comment.GetChars());
// Get level name
comment.Format("%s - %s\n", primaryLevel->MapName.GetChars(), primaryLevel->LevelName.GetChars());
// Append elapsed time
const char *const time = GStrings.GetString("SAVECOMMENT_TIME");
levelTime = primaryLevel->time / TICRATE;
comment.AppendFormat("%s: %02d:%02d:%02d", time, levelTime/3600, (levelTime%3600)/60, levelTime%60);
// Write out the comment
arc.AddString("Comment", comment.GetChars());
}
static void PutSavePic (FileWriter *file, int width, int height)
{
if (width <= 0 || height <= 0 || !storesavepic)
{
M_CreateDummyPNG (file);
}
else
{
D_Render([&]()
{
WriteSavePic(&players[consoleplayer], file, width, height);
}, false);
}
}
void G_DoSaveGame (bool okForQuicksave, bool forceQuicksave, FString filename, const char *description)
{
TArray<FCompressedBuffer> savegame_content;
TArray<FString> savegame_filenames;
char buf[100];
// Do not even try, if we're not in a level. (Can happen after
// a demo finishes playback.)
if (primaryLevel->lines.Size() == 0 || primaryLevel->sectors.Size() == 0 || gamestate != GS_LEVEL)
{
return;
}
if (demoplayback)
{
filename = G_BuildSaveName ("demosave");
}
if (cl_waitforsave)
I_FreezeTime(true);
insave = true;
try
{
level.SnapshotLevel();
}
catch(CRecoverableError &err)
{
// delete the snapshot. Since the save failed it is broken.
insave = false;
level.info->Snapshot.Clean();
Printf(PRINT_HIGH, "Save failed\n");
Printf(PRINT_HIGH, "%s\n", err.GetMessage());
// The time freeze must be reset if the save fails.
if (cl_waitforsave)
I_FreezeTime(false);
return;
}
catch (...)
{
insave = false;
if (cl_waitforsave)
I_FreezeTime(false);
throw;
}
BufferWriter savepic;
FSerializer savegameinfo; // this is for displayable info about the savegame
FSerializer savegameglobals; // and this for non-level related info that must be saved.
savegameinfo.OpenWriter(true);
savegameglobals.OpenWriter(save_formatted);
SaveVersion = SAVEVER;
PutSavePic(&savepic, SAVEPICWIDTH, SAVEPICHEIGHT);
mysnprintf(buf, countof(buf), GAMENAME " %s", GetVersionString());
// put some basic info into the PNG so that this isn't lost when the image gets extracted.
M_AppendPNGText(&savepic, "Software", buf);
M_AppendPNGText(&savepic, "Title", description);
M_AppendPNGText(&savepic, "Current Map", primaryLevel->MapName.GetChars());
M_FinishPNG(&savepic);
int ver = SAVEVER;
savegameinfo.AddString("Software", buf)
.AddString("Engine", GAMESIG)
("Save Version", ver)
.AddString("Title", description)
.AddString("Current Map", primaryLevel->MapName.GetChars());
PutSaveWads (savegameinfo);
PutSaveComment (savegameinfo);
// Intermission stats for hubs
G_SerializeHub(savegameglobals);
C_SerializeCVars(savegameglobals, "servercvars", CVAR_SERVERINFO);
if (level.time != 0 || level.maptime != 0)
{
int tic = TICRATE;
savegameglobals("ticrate", tic);
savegameglobals("leveltime", level.time);
}
STAT_Serialize(savegameglobals);
FRandom::StaticWriteRNGState(savegameglobals);
P_WriteACSDefereds(savegameglobals);
P_WriteACSVars(savegameglobals);
G_WriteVisited(savegameglobals);
if (NextSkill != -1)
{
savegameglobals("nextskill", NextSkill);
}
auto picdata = savepic.GetBuffer();
FCompressedBuffer bufpng = { picdata->size(), picdata->size(), FileSys::METHOD_STORED, static_cast<unsigned int>(crc32(0, &(*picdata)[0], picdata->size())), (char*)&(*picdata)[0] };
savegame_content.Push(bufpng);
savegame_filenames.Push("savepic.png");
savegame_content.Push(savegameinfo.GetCompressedOutput());
savegame_filenames.Push("info.json");
savegame_content.Push(savegameglobals.GetCompressedOutput());
savegame_filenames.Push("globals.json");
G_WriteSnapshots (savegame_filenames, savegame_content);
for (unsigned i = 0; i < savegame_content.Size(); i++)
savegame_content[i].filename = savegame_filenames[i].GetChars();
bool succeeded = false;
if (WriteZip(filename.GetChars(), savegame_content.Data(), savegame_content.Size()))
{
// Check whether the file is ok by trying to open it.
FResourceFile *test = FResourceFile::OpenResourceFile(filename.GetChars(), true);
if (test != nullptr)
{
delete test;
succeeded = true;
}
}
if (succeeded)
{
savegameManager.NotifyNewSave(filename, description, okForQuicksave, forceQuicksave);
BackupSaveName = filename;
if (longsavemessages) Printf("%s (%s)\n", GStrings.GetString("GGSAVED"), filename.GetChars());
else Printf("%s\n", GStrings.GetString("GGSAVED"));
}
else
{
Printf(PRINT_HIGH, "%s\n", GStrings.GetString("TXT_SAVEFAILED"));
}
// delete the JSON buffers we created just above. Everything else will
// either still be needed or taken care of automatically.
savegame_content[1].Clean();
savegame_content[2].Clean();
// We don't need the snapshot any longer.
level.info->Snapshot.Clean();
insave = false;
if (cl_waitforsave)
I_FreezeTime(false);
}
//
// DEMO RECORDING
//
void G_ReadDemoTiccmd (ticcmd_t *cmd, int player)
{
int id = DEM_BAD;
while (id != DEM_USERCMD && id != DEM_EMPTYUSERCMD)
{
if (!demorecording && demo_p >= zdembodyend)
{
// nothing left in the BODY chunk, so end playback.
G_CheckDemoStatus ();
break;
}
id = ReadInt8 (&demo_p);
switch (id)
{
case DEM_STOP:
// end of demo stream
G_CheckDemoStatus ();
break;
case DEM_USERCMD:
UnpackUserCmd (&cmd->ucmd, &cmd->ucmd, &demo_p);
break;
case DEM_EMPTYUSERCMD:
// leave cmd->ucmd unchanged
break;
case DEM_DROPPLAYER:
{
uint8_t i = ReadInt8 (&demo_p);
if (i < MAXPLAYERS)
{
playeringame[i] = false;
}
}
break;
default:
Net_DoCommand (id, &demo_p, player);
break;
}
}
}
bool stoprecording;
CCMD (stop)
{
stoprecording = true;
}
extern uint8_t *lenspot;
void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf)
{
uint8_t *specdata;
int speclen;
if (stoprecording)
{ // use "stop" console command to end demo recording
G_CheckDemoStatus ();
if (!netgame)
{
gameaction = ga_fullconsole;
}
return;
}
// [RH] Write any special "ticcmds" for this player to the demo
if ((specdata = NetSpecs[player][buf].GetData (&speclen)) && gametic % ticdup == 0)
{
memcpy (demo_p, specdata, speclen);
demo_p += speclen;
NetSpecs[player][buf].SetData (NULL, 0);
}
// [RH] Now write out a "normal" ticcmd.
WriteUserCmdMessage (&cmd->ucmd, &players[player].cmd.ucmd, &demo_p);
// [RH] Bigger safety margin
if (demo_p > demobuffer + maxdemosize - 64)
{
ptrdiff_t pos = demo_p - demobuffer;
ptrdiff_t spot = lenspot - demobuffer;
ptrdiff_t comp = democompspot - demobuffer;
ptrdiff_t body = demobodyspot - demobuffer;
// [RH] Allocate more space for the demo
maxdemosize += 0x20000;
demobuffer = (uint8_t *)M_Realloc (demobuffer, maxdemosize);
demo_p = demobuffer + pos;
lenspot = demobuffer + spot;
democompspot = demobuffer + comp;
demobodyspot = demobuffer + body;
}
}
//
// G_RecordDemo
//
void G_RecordDemo (const char* name)
{
usergame = false;
demoname = name;
FixPathSeperator (demoname);
DefaultExtension (demoname, ".lmp");
maxdemosize = 0x20000;
demobuffer = (uint8_t *)M_Malloc (maxdemosize);
demorecording = true;
}
// [RH] Demos are now saved as IFF FORMs. I've also removed support
// for earlier ZDEMs since I didn't want to bother supporting
// something that probably wasn't used much (if at all).
void G_BeginRecording (const char *startmap)
{
int i;
if (startmap == NULL)
{
startmap = primaryLevel->MapName.GetChars();
}
demo_p = demobuffer;
WriteInt32 (FORM_ID, &demo_p); // Write FORM ID
demo_p += 4; // Leave space for len
WriteInt32 (ZDEM_ID, &demo_p); // Write ZDEM ID
// Write header chunk
StartChunk (ZDHD_ID, &demo_p);
WriteInt16 (DEMOGAMEVERSION, &demo_p); // Write ZDoom version
*demo_p++ = 2; // Write minimum version needed to use this demo.
*demo_p++ = 3; // (Useful?)
strcpy((char*)demo_p, startmap); // Write name of map demo was recorded on.
demo_p += strlen(startmap) + 1;
WriteInt32(rngseed, &demo_p); // Write RNG seed
*demo_p++ = consoleplayer;
FinishChunk (&demo_p);
// Write player info chunks
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
StartChunk(UINF_ID, &demo_p);
WriteInt8((uint8_t)i, &demo_p);
auto str = D_GetUserInfoStrings(i);
memcpy(demo_p, str.GetChars(), str.Len() + 1);
demo_p += str.Len();
FinishChunk(&demo_p);
}
}
// It is possible to start a "multiplayer" game with only one player,
// so checking the number of players when playing back the demo is not
// enough.
if (multiplayer)
{
StartChunk (NETD_ID, &demo_p);
FinishChunk (&demo_p);
}
// Write cvars chunk
StartChunk (VARS_ID, &demo_p);
C_WriteCVars (&demo_p, CVAR_SERVERINFO|CVAR_DEMOSAVE);
FinishChunk (&demo_p);
// Write weapon ordering chunk
StartChunk (WEAP_ID, &demo_p);
P_WriteDemoWeaponsChunk(&demo_p);
FinishChunk (&demo_p);
// Indicate body is compressed
StartChunk (COMP_ID, &demo_p);
democompspot = demo_p;
WriteInt32 (0, &demo_p);
FinishChunk (&demo_p);
// Begin BODY chunk
StartChunk (BODY_ID, &demo_p);
demobodyspot = demo_p;
}
//
// G_PlayDemo
//
FString defdemoname;
void G_DeferedPlayDemo (const char *name)
{
defdemoname = name;
gameaction = (gameaction == ga_loadgame) ? ga_loadgameplaydemo : ga_playdemo;
}
UNSAFE_CCMD (playdemo)
{
if (netgame)
{
Printf("End your current netgame first!\n");
return;
}
if (demorecording)
{
Printf("End your current demo first!\n");
return;
}
if (argv.argc() > 1)
{
G_DeferedPlayDemo (argv[1]);
singledemo = true;
}
}
UNSAFE_CCMD (timedemo)
{
if (argv.argc() > 1)
{
G_TimeDemo (argv[1]);
singledemo = true;
}
}
// [RH] Process all the information in a FORM ZDEM
// until a BODY chunk is entered.
bool G_ProcessIFFDemo (FString &mapname)
{
bool headerHit = false;
bool bodyHit = false;
int numPlayers = 0;
int id, len, i;
uLong uncompSize = 0;
uint8_t *nextchunk;
demoplayback = true;
for (i = 0; i < MAXPLAYERS; i++)
playeringame[i] = 0;
len = ReadInt32 (&demo_p);
zdemformend = demo_p + len + (len & 1);
// Check to make sure this is a ZDEM chunk file.
// TODO: Support multiple FORM ZDEMs in a CAT. Might be useful.
id = ReadInt32 (&demo_p);
if (id != ZDEM_ID)
{
Printf ("Not a " GAMENAME " demo file!\n");
return true;
}
// Process all chunks until a BODY chunk is encountered.
while (demo_p < zdemformend && !bodyHit)
{
id = ReadInt32 (&demo_p);
len = ReadInt32 (&demo_p);
nextchunk = demo_p + len + (len & 1);
if (nextchunk > zdemformend)
{
Printf ("Demo is mangled!\n");
return true;
}
switch (id)
{
case ZDHD_ID:
headerHit = true;
demover = ReadInt16 (&demo_p); // ZDoom version demo was created with
if (demover < MINDEMOVERSION)
{
Printf ("Demo requires an older version of " GAMENAME "!\n");
//return true;
}
if (ReadInt16 (&demo_p) > DEMOGAMEVERSION) // Minimum ZDoom version
{
Printf ("Demo requires a newer version of " GAMENAME "!\n");
return true;
}
if (demover >= 0x21a)
{
mapname = (char*)demo_p;
demo_p += mapname.Len() + 1;
}
else
{
mapname = FString((char*)demo_p, 8);
demo_p += 8;
}
rngseed = ReadInt32 (&demo_p);
// Only reset the RNG if this demo is not in conjunction with a savegame.
if (mapname[0] != 0)
{
FRandom::StaticClearRandom ();
}
consoleplayer = *demo_p++;
break;
case VARS_ID:
C_ReadCVars (&demo_p);
break;
case UINF_ID:
i = ReadInt8 (&demo_p);
if (!playeringame[i])
{
playeringame[i] = 1;
numPlayers++;
}
D_ReadUserInfoStrings (i, &demo_p, false);
break;
case NETD_ID:
multiplayer = true;
break;
case WEAP_ID:
P_ReadDemoWeaponsChunk(&demo_p);
break;
case BODY_ID:
bodyHit = true;
zdembodyend = demo_p + len;
break;
case COMP_ID:
uncompSize = ReadInt32 (&demo_p);
break;
}
if (!bodyHit)
demo_p = nextchunk;
}
if (!headerHit)
{
Printf ("Demo has no header!\n");
return true;
}
if (!numPlayers)
{
Printf ("Demo has no players!\n");
return true;
}
if (!bodyHit)
{
zdembodyend = NULL;
Printf ("Demo has no BODY chunk!\n");
return true;
}
if (numPlayers > 1)
multiplayer = netgame = true;
if (uncompSize > 0)
{
uint8_t *uncompressed = (uint8_t*)M_Malloc(uncompSize);
int r = uncompress (uncompressed, &uncompSize, demo_p, uLong(zdembodyend - demo_p));
if (r != Z_OK)
{
Printf ("Could not decompress demo! %s\n", M_ZLibError(r).GetChars());
M_Free(uncompressed);
return true;
}
M_Free (demobuffer);
zdembodyend = uncompressed + uncompSize;
demobuffer = demo_p = uncompressed;
}
return false;
}
void G_DoPlayDemo (void)
{
FString mapname;
int demolump;
gameaction = ga_nothing;
// [RH] Allow for demos not loaded as lumps
demolump = fileSystem.CheckNumForFullName (defdemoname.GetChars(), true);
if (demolump >= 0)
{
int demolen = fileSystem.FileLength (demolump);
demobuffer = (uint8_t *)M_Malloc(demolen);
fileSystem.ReadFile (demolump, demobuffer);
}
else
{
FixPathSeperator (defdemoname);
DefaultExtension (defdemoname, ".lmp");
FileReader fr;
if (!fr.OpenFile(defdemoname.GetChars()))
{
I_Error("Unable to open demo '%s'", defdemoname.GetChars());
}
auto len = fr.GetLength();
demobuffer = (uint8_t*)M_Malloc(len);
if (fr.Read(demobuffer, len) != len)
{
I_Error("Unable to read demo '%s'", defdemoname.GetChars());
}
}
demo_p = demobuffer;
if (singledemo) Printf ("Playing demo %s\n", defdemoname.GetChars());
C_BackupCVars (); // [RH] Save cvars that might be affected by demo
if (ReadInt32 (&demo_p) != FORM_ID)
{
const char *eek = "Cannot play non-" GAMENAME " demos.\n";
C_ForgetCVars();
M_Free(demobuffer);
demo_p = demobuffer = NULL;
if (singledemo)
{
I_Error ("%s", eek);
}
else
{
//Printf (PRINT_BOLD, "%s", eek);
gameaction = ga_nothing;
}
}
else if (G_ProcessIFFDemo (mapname))
{
C_RestoreCVars();
gameaction = ga_nothing;
demoplayback = false;
}
else
{
// don't spend a lot of time in loadlevel
precache = false;
demonew = true;
if (mapname.Len() != 0)
{
G_InitNew (mapname.GetChars(), false);
}
else if (primaryLevel->sectors.Size() == 0)
{
I_Error("Cannot play demo without its savegame\n");
}
C_HideConsole ();
demonew = false;
precache = true;
usergame = false;
demoplayback = true;
playedtitlemusic = false;
}
}
//
// G_TimeDemo
//
void G_TimeDemo (const char* name)
{
nodrawers = !!Args->CheckParm ("-nodraw");
noblit = !!Args->CheckParm ("-noblit");
timingdemo = true;
singletics = true;
defdemoname = name;
gameaction = (gameaction == ga_loadgame) ? ga_loadgameplaydemo : ga_playdemo;
}
/*
===================
=
= G_CheckDemoStatus
=
= Called after a death or level completion to allow demos to be cleaned up
= Returns true if a new demo loop action will take place
===================
*/
bool G_CheckDemoStatus (void)
{
if (!demorecording)
{ // [RH] Restore the player's userinfo settings.
D_SetupUserInfo();
}
if (demoplayback)
{
extern int starttime;
int endtime = 0;
if (timingdemo)
endtime = I_GetTime () - starttime;
C_RestoreCVars (); // [RH] Restore cvars demo might have changed
M_Free (demobuffer);
demobuffer = NULL;
P_SetupWeapons_ntohton();
demoplayback = false;
netgame = false;
multiplayer = false;
singletics = false;
for (int i = 1; i < MAXPLAYERS; i++)
playeringame[i] = 0;
consoleplayer = 0;
players[0].camera = nullptr;
if (StatusBar != NULL)
{
StatusBar->AttachToPlayer (&players[0]);
}
if (singledemo || timingdemo)
{
if (timingdemo)
{
// Trying to get back to a stable state after timing a demo
// seems to cause problems. I don't feel like fixing that
// right now.
I_FatalError ("timed %i gametics in %i realtics (%.1f fps)\n"
"(This is not really an error.)", gametic,
endtime, (float)gametic/(float)endtime*(float)TICRATE);
}
else
{
Printf ("Demo ended.\n");
}
gameaction = ga_fullconsole;
timingdemo = false;
return false;
}
else
{
D_AdvanceDemo ();
}
return true;
}
if (demorecording)
{
uint8_t *formlen;
WriteInt8 (DEM_STOP, &demo_p);
if (demo_compress)
{
// Now that the entire BODY chunk has been created, replace it with
// a compressed version. If the BODY successfully compresses, the
// contents of the COMP chunk will be changed to indicate the
// uncompressed size of the BODY.
uLong len = uLong(demo_p - demobodyspot);
uLong outlen = (len + len/100 + 12);
TArray<Byte> compressed(outlen, true);
int r = compress2 (compressed.Data(), &outlen, demobodyspot, len, 9);
if (r == Z_OK && outlen < len)
{
formlen = democompspot;
WriteInt32 (len, &democompspot);
memcpy (demobodyspot, compressed.Data(), outlen);
demo_p = demobodyspot + outlen;
}
}
FinishChunk (&demo_p);
formlen = demobuffer + 4;
WriteInt32 (int(demo_p - demobuffer - 8), &formlen);
auto fw = FileWriter::Open(demoname.GetChars());
bool saved = false;
if (fw != nullptr)
{
const size_t size = demo_p - demobuffer;
saved = fw->Write(demobuffer, size) == size;
delete fw;
if (!saved) RemoveFile(demoname.GetChars());
}
M_Free (demobuffer);
demorecording = false;
stoprecording = false;
if (saved)
{
Printf ("Demo %s recorded\n", demoname.GetChars());
}
else
{
Printf ("Demo %s could not be saved\n", demoname.GetChars());
}
}
return false;
}
void G_StartSlideshow(FLevelLocals *Level, FName whichone)
{
auto SelectedSlideshow = whichone == NAME_None ? Level->info->slideshow : whichone;
auto slide = F_StartIntermission(SelectedSlideshow);
RunIntermission(nullptr, nullptr, slide, nullptr, [](bool)
{
primaryLevel->SetMusic();
gamestate = GS_LEVEL;
wipegamestate = GS_LEVEL;
gameaction = ga_resumeconversation;
});
}
DEFINE_ACTION_FUNCTION(FLevelLocals, StartSlideshow)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_NAME(whichone);
G_StartSlideshow(self, whichone);
return 0;
}
DEFINE_ACTION_FUNCTION(FLevelLocals, MakeScreenShot)
{
if (enablescriptscreenshot)
{
G_ScreenShot("");
}
return 0;
}
void G_MakeAutoSave()
{
if (gameaction == ga_nothing)
{
gameaction = ga_autosave;
}
}
DEFINE_ACTION_FUNCTION(FLevelLocals, MakeAutoSave)
{
G_MakeAutoSave();
return 0;
}
DEFINE_GLOBAL(players)
DEFINE_GLOBAL(playeringame)
DEFINE_GLOBAL(PlayerClasses)
DEFINE_GLOBAL_NAMED(Skins, PlayerSkins)
DEFINE_GLOBAL(consoleplayer)
DEFINE_GLOBAL_NAMED(PClassActor::AllActorClasses, AllActorClasses)
DEFINE_GLOBAL_NAMED(primaryLevel, Level)
DEFINE_GLOBAL(validcount)
DEFINE_GLOBAL(multiplayer)
DEFINE_GLOBAL(gameaction)
DEFINE_GLOBAL(gamestate)
DEFINE_GLOBAL(skyflatnum)
DEFINE_GLOBAL(globalfreeze)
DEFINE_GLOBAL(gametic)
DEFINE_GLOBAL(demoplayback)
DEFINE_GLOBAL(automapactive);
DEFINE_GLOBAL(viewactive);
DEFINE_GLOBAL(Net_Arbitrator);
DEFINE_GLOBAL(netgame);
DEFINE_GLOBAL(paused);
DEFINE_GLOBAL(Terrains);