qzdoom/src/g_game.cpp

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//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
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//
// 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.
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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
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 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
// along with this program. If not, see http://www.gnu.org/licenses/
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//
//-----------------------------------------------------------------------------
//
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#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <stddef.h>
#include <memory>
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#include "i_time.h"
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#include "templates.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/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 "w_wad.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_renderer.h"
#include "r_utility.h"
#include "a_morph.h"
#include "p_spec.h"
#include "serializer.h"
#include "vm.h"
#include "dobjgc.h"
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#include "g_hub.h"
#include "g_levellocals.h"
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#include "events.h"
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static FRandom pr_dmspawn ("DMSpawn");
static FRandom pr_pspawn ("PlayerSpawn");
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, FString filename, const char *description);
void G_DoAutoSave ();
void STAT_Serialize(FSerializer &file);
bool WriteZip(const char *filename, TArray<FString> &filenames, TArray<FCompressedBuffer> &content);
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FIntCVar gameskill ("skill", 2, CVAR_SERVERINFO|CVAR_LATCH);
CVAR(Bool, save_formatted, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // use formatted JSON for saves (more readable but a larger files and a bit slower.
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CVAR (Int, deathmatch, 0, CVAR_SERVERINFO|CVAR_LATCH);
CVAR (Bool, chasedemo, false, 0);
CVAR (Bool, storesavepic, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, longsavemessages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (String, save_dir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR (Bool, cl_waitforsave, true, 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)
gameaction_t gameaction;
gamestate_t gamestate = GS_STARTUP;
FName SelectedSlideshow; // what to start when ga_slideshow
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int paused;
bool pauseext;
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 netgame; // only true if packets are broadcast
bool multiplayer;
bool multiplayernext = false; // [SP] Map coop/dm implementation
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player_t players[MAXPLAYERS];
bool playeringame[MAXPLAYERS];
int consoleplayer; // player taking events
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;
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uint8_t* demobuffer;
uint8_t* demo_p;
uint8_t* democompspot;
uint8_t* demobodyspot;
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size_t maxdemosize;
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uint8_t* zdemformend; // end of FORM ZDEM chunk
uint8_t* zdembodyend; // end of ZDEM BODY chunk
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bool singledemo; // quit after playing a demo from cmdline
bool precache = true; // if true, load all graphics at start
wbstartstruct_t wminfo; // parms for world map / intermission
short consistancy[MAXPLAYERS][BACKUPTICS];
#define MAXPLMOVE (forwardmove[1])
#define TURBOTHRESHOLD 12800
float normforwardmove[2] = {0x19, 0x32}; // [RH] For setting turbo from console
float normsidemove[2] = {0x18, 0x28}; // [RH] Ditto
int forwardmove[2], sidemove[2];
int angleturn[4] = {640, 1280, 320, 320}; // + slow turn
int flyspeed[2] = {1*256, 3*256};
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int lookspeed[2] = {450, 512};
#define SLOWTURNTICS 6
CVAR (Bool, cl_run, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always run?
CVAR (Bool, invertmouse, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Invert mouse look down/up?
CVAR (Bool, freelook, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always mlook?
CVAR (Bool, lookstrafe, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always strafe with mouse?
CVAR (Float, m_pitch, 1.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Mouse speeds
CVAR (Float, m_yaw, 1.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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
// mouse values are used once
int mousex;
int mousey;
FString savegamefile;
FString savedescription;
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// [RH] Name of screenshot file to generate (usually NULL)
FString shotfile;
FString savename;
FString BackupSaveName;
bool SendLand;
const AInventory *SendItemUse, *SendItemDrop;
int SendItemDropAmount;
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EXTERN_CVAR (Int, team)
CVAR (Bool, teamplay, false, CVAR_SERVERINFO)
// [RH] Allow turbo setting anytime during game
CUSTOM_CVAR (Float, turbo, 100.f, 0)
{
if (self < 10.f)
{
self = 10.f;
}
else if (self > 255.f)
{
self = 255.f;
}
else
{
double scale = self * 0.01;
forwardmove[0] = (int)(normforwardmove[0]*scale);
forwardmove[1] = (int)(normforwardmove[1]*scale);
sidemove[0] = (int)(normsidemove[0]*scale);
sidemove[1] = (int)(normsidemove[1]*scale);
}
}
CCMD (turnspeeds)
{
if (argv.argc() == 1)
{
Printf ("Current turn speeds: %d %d %d %d\n", angleturn[0],
angleturn[1], angleturn[2], angleturn[3]);
}
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];
}
}
}
//===========================================================================
//
// FWeaponSlot :: PickWeapon
//
// Picks a weapon from this slot. If no weapon is selected in this slot,
// or the first weapon in this slot is selected, returns the last weapon.
// Otherwise, returns the previous weapon in this slot. This means
// precedence is given to the last weapon in the slot, which by convention
// is probably the strongest. Does not return weapons you have no ammo
// for or which you do not possess.
//
//===========================================================================
AWeapon *PickWeapon(player_t *player, int slot, bool checkammo)
{
int i, j;
if (player->mo == nullptr)
{
return nullptr;
}
int Size = player->weapons.SlotSize(slot);
// Does this slot even have any weapons?
if (Size == 0)
{
return player->ReadyWeapon;
}
if (player->ReadyWeapon != nullptr)
{
for (i = 0; (unsigned)i < Size; i++)
{
auto weapontype = player->weapons.GetWeapon(slot, i);
if (weapontype == player->ReadyWeapon->GetClass() ||
(player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP &&
player->ReadyWeapon->SisterWeapon != nullptr &&
player->ReadyWeapon->SisterWeapon->GetClass() == weapontype))
{
for (j = (i == 0 ? Size - 1 : i - 1);
j != i;
j = (j == 0 ? Size - 1 : j - 1))
{
auto weapontype2 = player->weapons.GetWeapon(slot, j);
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(weapontype2));
if (weap != nullptr && weap->IsKindOf(NAME_Weapon))
{
if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
{
return weap;
}
}
}
}
}
}
for (i = Size - 1; i >= 0; i--)
{
auto weapontype = player->weapons.GetWeapon(slot, i);
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(weapontype));
if (weap != nullptr && weap->IsKindOf(NAME_Weapon))
{
if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
{
return weap;
}
}
}
return player->ReadyWeapon;
}
//===========================================================================
//
// FindMostRecentWeapon
//
// Locates the slot and index for the most recently selected weapon. If the
// player is in the process of switching to a new weapon, that is the most
// recently selected weapon. Otherwise, the current weapon is the most recent
// weapon.
//
//===========================================================================
static bool FindMostRecentWeapon(player_t *player, int *slot, int *index)
{
if (player->PendingWeapon != WP_NOCHANGE)
{
return player->weapons.LocateWeapon(player->PendingWeapon->GetClass(), slot, index);
}
else if (player->ReadyWeapon != nullptr)
{
AWeapon *weap = player->ReadyWeapon;
if (!player->weapons.LocateWeapon(weap->GetClass(), slot, index))
{
// If the current weapon wasn't found and is powered up,
// look for its non-powered up version.
if (weap->WeaponFlags & WIF_POWERED_UP && weap->SisterWeaponType != nullptr)
{
return player->weapons.LocateWeapon(weap->SisterWeaponType, slot, index);
}
return false;
}
return true;
}
else
{
return false;
}
}
//===========================================================================
//
// FWeaponSlots :: PickNextWeapon
//
// Returns the "next" weapon for this player. If the current weapon is not
// in a slot, then it just returns that weapon, since there's nothing to
// consider it relative to.
//
//===========================================================================
AWeapon *PickNextWeapon(player_t *player)
{
int startslot, startindex;
int slotschecked = 0;
if (player->mo == nullptr)
{
return nullptr;
}
if (player->ReadyWeapon == nullptr || FindMostRecentWeapon(player, &startslot, &startindex))
{
int slot;
int index;
if (player->ReadyWeapon == nullptr)
{
startslot = NUM_WEAPON_SLOTS - 1;
startindex = player->weapons.SlotSize(startslot) - 1;
}
slot = startslot;
index = startindex;
do
{
if (++index >= player->weapons.SlotSize(slot))
{
index = 0;
slotschecked++;
if (++slot >= NUM_WEAPON_SLOTS)
{
slot = 0;
}
}
PClassActor *type = player->weapons.GetWeapon(slot, index);
AWeapon *weap = static_cast<AWeapon *>(player->mo->FindInventory(type));
if (weap != nullptr && weap->CheckAmmo(AWeapon::EitherFire, false))
{
return weap;
}
} while ((slot != startslot || index != startindex) && slotschecked <= NUM_WEAPON_SLOTS);
}
return player->ReadyWeapon;
}
//===========================================================================
//
// FWeaponSlots :: PickPrevWeapon
//
// Returns the "previous" weapon for this player. If the current weapon is
// not in a slot, then it just returns that weapon, since there's nothing to
// consider it relative to.
//
//===========================================================================
AWeapon *PickPrevWeapon(player_t *player)
{
int startslot, startindex;
int slotschecked = 0;
if (player->mo == nullptr)
{
return nullptr;
}
if (player->ReadyWeapon == nullptr || FindMostRecentWeapon(player, &startslot, &startindex))
{
int slot;
int index;
if (player->ReadyWeapon == nullptr)
{
startslot = 0;
startindex = 0;
}
slot = startslot;
index = startindex;
do
{
if (--index < 0)
{
slotschecked++;
if (--slot < 0)
{
slot = NUM_WEAPON_SLOTS - 1;
}
index = player->weapons.SlotSize(slot) - 1;
}
PClassActor *type = player->weapons.GetWeapon(slot, index);
AWeapon *weap = static_cast<AWeapon *>(player->mo->FindInventory(type));
if (weap != nullptr && weap->CheckAmmo(AWeapon::EitherFire, false))
{
return weap;
}
} while ((slot != startslot || index != startindex) && slotschecked <= NUM_WEAPON_SLOTS);
}
return player->ReadyWeapon;
}
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CCMD (slot)
{
if (argv.argc() > 1)
{
int slot = atoi (argv[1]);
if (slot < NUM_WEAPON_SLOTS)
{
// Needs to be redone
SendItemUse = PickWeapon(&players[consoleplayer], slot, !(dmflags2 & DF2_DONTCHECKAMMO));
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}
}
}
CCMD (centerview)
{
Net_WriteByte (DEM_CENTERVIEW);
}
CCMD(crouch)
{
Net_WriteByte(DEM_CROUCH);
}
CCMD (land)
{
SendLand = true;
}
CCMD (pause)
{
sendpause = true;
}
CCMD (turn180)
{
sendturn180 = true;
}
CCMD (weapnext)
{
SendItemUse = PickNextWeapon (&players[consoleplayer]);
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// [BC] Option to display the name of the weapon being cycled to.
if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
{
StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(SmallFont, SendItemUse->GetTag(),
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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, "misc/weaponchange", 1.0, ATTN_NONE);
}
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}
CCMD (weapprev)
{
SendItemUse = PickPrevWeapon (&players[consoleplayer]);
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// [BC] Option to display the name of the weapon being cycled to.
if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
{
StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(SmallFont, SendItemUse->GetTag(),
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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, "misc/weaponchange", 1.0, ATTN_NONE);
}
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}
CCMD (invnext)
{
AInventory *next;
if (who == NULL)
return;
auto old = who->InvSel;
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if (who->InvSel != NULL)
{
if ((next = who->InvSel->NextInv()) != NULL)
{
who->InvSel = next;
}
else
{
// Select the first item in the inventory
if (!(who->Inventory->ItemFlags & IF_INVBAR))
{
who->InvSel = who->Inventory->NextInv();
}
else
{
who->InvSel = who->Inventory;
}
}
if ((displaynametags & 1) && StatusBar && SmallFont && who->InvSel)
StatusBar->AttachMessage (Create<DHUDMessageFadeOut> (SmallFont, who->InvSel->GetTag(),
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1.5f, 0.80f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID('S','I','N','V'));
}
who->player->inventorytics = 5*TICRATE;
if (old != who->InvSel)
{
S_Sound(CHAN_AUTO, "misc/invchange", 1.0, ATTN_NONE);
}
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}
CCMD (invprev)
{
AInventory *item, *newitem;
if (who == NULL)
return;
auto old = who->InvSel;
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if (who->InvSel != NULL)
{
if ((item = who->InvSel->PrevInv()) != NULL)
{
who->InvSel = item;
}
else
{
// Select the last item in the inventory
item = who->InvSel;
while ((newitem = item->NextInv()) != NULL)
{
item = newitem;
}
who->InvSel = item;
}
if ((displaynametags & 1) && StatusBar && SmallFont && who->InvSel)
StatusBar->AttachMessage (Create<DHUDMessageFadeOut> (SmallFont, who->InvSel->GetTag(),
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1.5f, 0.80f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID('S','I','N','V'));
}
who->player->inventorytics = 5*TICRATE;
if (old != who->InvSel)
{
S_Sound(CHAN_AUTO, "misc/invchange", 1.0, ATTN_NONE);
}
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}
CCMD (invuseall)
{
SendItemUse = (const AInventory *)1;
}
CCMD (invuse)
{
if (players[consoleplayer].inventorytics == 0)
{
if (players[consoleplayer].mo) SendItemUse = players[consoleplayer].mo->InvSel;
}
players[consoleplayer].inventorytics = 0;
}
CCMD(invquery)
{
AInventory *inv = players[consoleplayer].mo->InvSel;
if (inv != NULL)
{
Printf(PRINT_HIGH, "%s (%dx)\n", inv->GetTag(), inv->Amount);
}
}
CCMD (use)
{
if (argv.argc() > 1 && who != NULL)
{
SendItemUse = who->FindInventory(argv[1]);
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}
}
CCMD (invdrop)
{
if (players[consoleplayer].mo)
{
SendItemDrop = players[consoleplayer].mo->InvSel;
SendItemDropAmount = -1;
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}
}
CCMD (weapdrop)
{
SendItemDrop = players[consoleplayer].ReadyWeapon;
SendItemDropAmount = -1;
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}
CCMD (drop)
{
if (argv.argc() > 1 && who != NULL)
{
SendItemDrop = who->FindInventory(argv[1]);
SendItemDropAmount = argv.argc() > 2 ? atoi(argv[2]) : -1;
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}
}
PClassActor *GetFlechetteType(AActor *other);
CCMD (useflechette)
{ // Select from one of arti_poisonbag1-3, whichever the player has
static const ENamedName bagnames[3] =
{
NAME_ArtiPoisonBag3, // use type 3 first because that's the default when the player has none specified.
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NAME_ArtiPoisonBag1,
NAME_ArtiPoisonBag2
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};
if (who == NULL)
return;
PClassActor *type = who->FlechetteType;
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if (type != NULL)
{
AInventory *item;
if ( (item = who->FindInventory (type) ))
{
SendItemUse = item;
return;
}
}
// The default flechette could not be found, or the player had no default. Try all 3 types then.
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for (int j = 0; j < 3; ++j)
{
AInventory *item;
if ( (item = who->FindInventory (bagnames[j])) )
{
SendItemUse = item;
break;
}
}
}
CCMD (select)
{
if (argv.argc() > 1)
{
AInventory *item = who->FindInventory(argv[1]);
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if (item != NULL)
{
who->InvSel = item;
}
}
who->player->inventorytics = 5*TICRATE;
}
static inline int joyint(double val)
{
if (val >= 0)
{
return int(ceil(val));
}
else
{
return int(floor(val));
}
}
//
// 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 = I_BaseTiccmd (); // empty, or external driver
*cmd = *base;
cmd->consistancy = consistancy[consoleplayer][(maketic/ticdup)%BACKUPTICS];
strafe = Button_Strafe.bDown;
speed = Button_Speed.bDown ^ (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 (Button_Left.bDown || Button_Right.bDown)
turnheld += ticdup;
else
turnheld = 0;
// let movement keys cancel each other out
if (strafe)
{
if (Button_Right.bDown)
side += sidemove[speed];
if (Button_Left.bDown)
side -= sidemove[speed];
}
else
{
int tspeed = speed;
if (turnheld < SLOWTURNTICS)
tspeed += 2; // slow turn
if (Button_Right.bDown)
{
G_AddViewAngle (angleturn[tspeed]);
}
if (Button_Left.bDown)
{
G_AddViewAngle (-angleturn[tspeed]);
}
}
if (Button_LookUp.bDown)
{
G_AddViewPitch (lookspeed[speed]);
}
if (Button_LookDown.bDown)
{
G_AddViewPitch (-lookspeed[speed]);
}
if (Button_MoveUp.bDown)
fly += flyspeed[speed];
if (Button_MoveDown.bDown)
fly -= flyspeed[speed];
if (Button_Klook.bDown)
{
if (Button_Forward.bDown)
G_AddViewPitch (lookspeed[speed]);
if (Button_Back.bDown)
G_AddViewPitch (-lookspeed[speed]);
}
else
{
if (Button_Forward.bDown)
forward += forwardmove[speed];
if (Button_Back.bDown)
forward -= forwardmove[speed];
}
if (Button_MoveRight.bDown)
side += sidemove[speed];
if (Button_MoveLeft.bDown)
side -= sidemove[speed];
// buttons
if (Button_Attack.bDown) cmd->ucmd.buttons |= BT_ATTACK;
if (Button_AltAttack.bDown) cmd->ucmd.buttons |= BT_ALTATTACK;
if (Button_Use.bDown) cmd->ucmd.buttons |= BT_USE;
if (Button_Jump.bDown) cmd->ucmd.buttons |= BT_JUMP;
if (Button_Crouch.bDown) cmd->ucmd.buttons |= BT_CROUCH;
if (Button_Zoom.bDown) cmd->ucmd.buttons |= BT_ZOOM;
if (Button_Reload.bDown) cmd->ucmd.buttons |= BT_RELOAD;
if (Button_User1.bDown) cmd->ucmd.buttons |= BT_USER1;
if (Button_User2.bDown) cmd->ucmd.buttons |= BT_USER2;
if (Button_User3.bDown) cmd->ucmd.buttons |= BT_USER3;
if (Button_User4.bDown) cmd->ucmd.buttons |= BT_USER4;
if (Button_Speed.bDown) cmd->ucmd.buttons |= BT_SPEED;
if (Button_Strafe.bDown) cmd->ucmd.buttons |= BT_STRAFE;
if (Button_MoveRight.bDown) cmd->ucmd.buttons |= BT_MOVERIGHT;
if (Button_MoveLeft.bDown) cmd->ucmd.buttons |= BT_MOVELEFT;
if (Button_LookDown.bDown) cmd->ucmd.buttons |= BT_LOOKDOWN;
if (Button_LookUp.bDown) cmd->ucmd.buttons |= BT_LOOKUP;
if (Button_Back.bDown) cmd->ucmd.buttons |= BT_BACK;
if (Button_Forward.bDown) cmd->ucmd.buttons |= BT_FORWARD;
if (Button_Right.bDown) cmd->ucmd.buttons |= BT_RIGHT;
if (Button_Left.bDown) cmd->ucmd.buttons |= BT_LEFT;
if (Button_MoveDown.bDown) cmd->ucmd.buttons |= BT_MOVEDOWN;
if (Button_MoveUp.bDown) cmd->ucmd.buttons |= BT_MOVEUP;
if (Button_ShowScores.bDown) cmd->ucmd.buttons |= BT_SHOWSCORES;
// Handle joysticks/game controllers.
float joyaxes[NUM_JOYAXIS];
I_GetAxes(joyaxes);
// Remap some axes depending on button state.
if (Button_Strafe.bDown || (Button_Mlook.bDown && lookstrafe))
{
joyaxes[JOYAXIS_Side] = joyaxes[JOYAXIS_Yaw];
joyaxes[JOYAXIS_Yaw] = 0;
}
if (Button_Mlook.bDown)
{
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 (!Button_Mlook.bDown && !freelook)
{
forward += (int)((float)mousey * m_forward);
}
cmd->ucmd.pitch = LocalViewPitch >> 16;
if (SendLand)
{
SendLand = false;
fly = -32768;
}
if (strafe || lookstrafe)
side += (int)((float)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_WriteByte (DEM_PAUSE);
}
if (sendsave)
{
sendsave = false;
Net_WriteByte (DEM_SAVEGAME);
Net_WriteString (savegamefile);
Net_WriteString (savedescription);
savegamefile = "";
}
if (SendItemUse == (const AInventory *)1)
{
Net_WriteByte (DEM_INVUSEALL);
SendItemUse = NULL;
}
else if (SendItemUse != NULL)
{
Net_WriteByte (DEM_INVUSE);
Net_WriteLong (SendItemUse->InventoryID);
SendItemUse = NULL;
}
if (SendItemDrop != NULL)
{
Net_WriteByte (DEM_INVDROP);
Net_WriteLong (SendItemDrop->InventoryID);
Net_WriteLong(SendItemDropAmount);
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SendItemDrop = NULL;
}
cmd->ucmd.forwardmove <<= 8;
cmd->ucmd.sidemove <<= 8;
}
//[Graf Zahl] This really helps if the mouse update rate can't be increased!
CVAR (Bool, smooth_mouse, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
void G_AddViewPitch (int look, bool mouse)
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{
if (gamestate == GS_TITLELEVEL)
{
return;
}
look <<= 16;
if (players[consoleplayer].playerstate != PST_DEAD && // No adjustment while dead.
players[consoleplayer].ReadyWeapon != NULL && // No adjustment if no weapon.
players[consoleplayer].ReadyWeapon->FOVScale > 0) // No adjustment if it is non-positive.
{
look = int(look * players[consoleplayer].ReadyWeapon->FOVScale);
}
if (!level.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 || smooth_mouse);
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}
}
void G_AddViewAngle (int yaw, bool mouse)
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{
if (gamestate == GS_TITLELEVEL)
{
return;
}
yaw <<= 16;
if (players[consoleplayer].playerstate != PST_DEAD && // No adjustment while dead.
players[consoleplayer].ReadyWeapon != NULL && // No adjustment if no weapon.
players[consoleplayer].ReadyWeapon->FOVScale > 0) // No adjustment if it is non-positive.
{
yaw = int(yaw * players[consoleplayer].ReadyWeapon->FOVScale);
}
LocalViewAngle -= yaw;
if (yaw != 0)
{
LocalKeyboardTurner = (!mouse || smooth_mouse);
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}
}
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_WriteByte(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]);
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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)
{
// 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 && AM_Responder (ev, false))
return true; // automap ate it
}
else if (gamestate == GS_FINALE)
{
if (F_Responder (ev))
return true; // finale ate the event
}
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:
mousex = (int)(ev->x * mouse_sensitivity);
mousey = (int)(ev->y * mouse_sensitivity);
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)
return AM_Responder (ev, true);
return (ev->type == EV_KeyDown ||
ev->type == EV_Mouse);
}
//
// 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)
{
G_DoReborn(i, false);
}
}
}
if (ToggleFullscreen)
{
static char toggle_fullscreen[] = "toggle fullscreen";
ToggleFullscreen = false;
AddCommandString (toggle_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_loadlevel:
G_DoLoadLevel (-1, false, false);
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break;
case ga_recordgame:
G_CheckDemoStatus();
G_RecordDemo(newdemoname);
G_BeginRecording(newdemomap);
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, savegamefile, savedescription);
gameaction = ga_nothing;
savegamefile = "";
savedescription = "";
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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_slideshow:
if (gamestate == GS_LEVEL) F_StartIntermission(SelectedSlideshow, FSTATE_InLevel);
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break;
case ga_worlddone:
G_DoWorldDone ();
break;
case ga_screenshot:
M_ScreenShot (shotfile);
shotfile = "";
gameaction = ga_nothing;
break;
case ga_fullconsole:
C_FullConsole ();
gameaction = ga_nothing;
break;
case ga_togglemap:
AM_ToggleMap ();
gameaction = ga_nothing;
break;
case ga_nothing:
break;
}
C_AdjustBottom ();
}
if (oldgamestate != gamestate)
{
if (oldgamestate == GS_FINALE)
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{
F_EndFinale ();
}
}
// 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.
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uint32_t rngsum = FRandom::StaticSumSeeds ();
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//Added by MC: For some of that bot stuff. The main bot function.
bglobal.Main ();
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 &&
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!(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)
{
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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();
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sum ^= players[i].health;
consistancy[i][buf] = sum;
}
else
{
consistancy[i][buf] = rngsum;
}
}
}
}
// [ZZ] also tick the UI part of the events
E_UiTick();
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// do main actions
switch (gamestate)
{
case GS_LEVEL:
P_Ticker ();
AM_Ticker ();
break;
case GS_TITLELEVEL:
P_Ticker ();
break;
case GS_INTERMISSION:
WI_Ticker ();
break;
case GS_FINALE:
F_Ticker ();
break;
case GS_DEMOSCREEN:
D_PageTicker ();
break;
case GS_STARTUP:
if (gameaction == ga_nothing)
{
gamestate = GS_FULLCONSOLE;
gameaction = ga_fullconsole;
}
break;
default:
break;
}
// [MK] Additional ticker for UI events right after all others
E_PostUiTick();
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}
//
// 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)
{
AInventory *item, *next;
player_t *p;
p = &players[player];
if (p->morphTics != 0)
{ // Undo morph
P_UnmorphActor(p->mo, p->mo, 0, true);
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}
// Strip all current powers, unless moving in a hub and the power is okay to keep.
item = p->mo->Inventory;
auto ptype = PClass::FindActor(NAME_Powerup);
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while (item != NULL)
{
next = item->Inventory;
if (item->IsKindOf (ptype))
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{
if (deathmatch || ((mode != FINISH_SameHub || !(item->ItemFlags & IF_HUBPOWER))
&& !(item->ItemFlags & IF_PERSISTENTPOWER))) // Keep persistent powers in non-deathmatch games
{
item->Destroy ();
}
}
item = next;
}
if (p->ReadyWeapon != NULL &&
p->ReadyWeapon->WeaponFlags&WIF_POWERED_UP &&
p->PendingWeapon == p->ReadyWeapon->SisterWeapon)
{
// Unselect powered up weapons if the unpowered counterpart is pending
p->ReadyWeapon=p->PendingWeapon;
}
// reset invisibility to default
if (p->mo->GetDefault()->flags & MF_SHADOW)
{
p->mo->flags |= MF_SHADOW;
}
else
{
p->mo->flags &= ~MF_SHADOW;
}
p->mo->RenderStyle = p->mo->GetDefault()->RenderStyle;
p->mo->Alpha = p->mo->GetDefault()->Alpha;
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p->extralight = 0; // cancel gun flashes
p->fixedcolormap = NOFIXEDCOLORMAP; // cancel ir goggles
p->fixedlightlevel = -1;
p->damagecount = 0; // no palette changes
p->bonuscount = 0;
p->poisoncount = 0;
p->inventorytics = 0;
if (mode != FINISH_SameHub)
{
// Take away flight and keys (and anything else with IF_INTERHUBSTRIP set)
item = p->mo->Inventory;
while (item != NULL)
{
next = item->Inventory;
if (item->InterHubAmount < 1)
{
item->Destroy ();
}
item = next;
}
}
if (mode == FINISH_NoHub && !(level.flags2 & LEVEL2_KEEPFULLINVENTORY))
{ // Reduce all owned (visible) inventory to defined maximum interhub amount
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TArray<AInventory*> todelete;
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for (item = p->mo->Inventory; item != NULL; item = item->Inventory)
{
// If the player is carrying more samples of an item than allowed, reduce amount accordingly
if (item->ItemFlags & IF_INVBAR && item->Amount > item->InterHubAmount)
{
item->Amount = item->InterHubAmount;
if ((level.flags3 & LEVEL3_REMOVEITEMS) && !(item->ItemFlags & IF_UNDROPPABLE))
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{
todelete.Push(item);
}
}
}
for (auto it : todelete)
{
if (!(it->ObjectFlags & OF_EuthanizeMe))
{
it->DepleteOrDestroy();
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}
}
}
// Resets player health to default if not dead.
if ((flags & CHANGELEVEL_RESETHEALTH) && p->playerstate != PST_DEAD)
{
p->health = p->mo->health = p->mo->SpawnHealth();
}
// Clears the entire inventory and gives back the defaults for starting a game
if ((flags & CHANGELEVEL_RESETINVENTORY) && p->playerstate != PST_DEAD)
{
p->mo->ClearInventory();
p->mo->GiveDefaultInventory();
}
}
//
// G_PlayerReborn
// Called after a player dies
// almost everything is cleared and initialized
//
void G_PlayerReborn (int player)
{
player_t* p;
int frags[MAXPLAYERS];
int fragcount; // [RH] Cumulative frags
int killcount;
int itemcount;
int secretcount;
int chasecam;
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uint8_t currclass;
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userinfo_t userinfo; // [RH] Save userinfo
APlayerPawn *actor;
PClassActor *cls;
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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:
// 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->oldbuttons = ~0, p->attackdown = true; p->usedown = true; // don't do anything immediately
p->original_oldbuttons = ~0;
p->playerstate = PST_LIVE;
if (gamestate != GS_TITLELEVEL)
{
// [GRB] Give inventory specified in DECORATE
actor->GiveDefaultInventory ();
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 G_CheckSpot (int playernum, FPlayerStart *mthing)
{
DVector3 spot;
double oldz;
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int i;
if (mthing->type == 0) return false;
spot = mthing->pos;
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if (!(level.flags & LEVEL_USEPLAYERSTARTZ))
{
spot.Z = 0;
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}
spot.Z += P_PointInSector (spot)->floorplane.ZatPoint (spot);
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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)
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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
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// 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);
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players[playernum].mo->flags &= ~MF_SOLID;
players[playernum].mo->SetZ(oldz); // [RH] Restore corpse's height
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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
static double PlayersRangeFromSpot (FPlayerStart *spot)
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{
double closest = INT_MAX;
double distance;
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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);
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if (distance < closest)
closest = distance;
}
return closest;
}
// [RH] Select the deathmatch spawn spot farthest from everyone.
static FPlayerStart *SelectFarthestDeathmatchSpot (size_t selections)
{
double bestdistance = 0;
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FPlayerStart *bestspot = NULL;
unsigned int i;
for (i = 0; i < selections; i++)
{
double distance = PlayersRangeFromSpot (&level.deathmatchstarts[i]);
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if (distance > bestdistance)
{
bestdistance = distance;
bestspot = &level.deathmatchstarts[i];
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}
}
return bestspot;
}
// [RH] Select a deathmatch spawn spot at random (original mechanism)
static FPlayerStart *SelectRandomDeathmatchSpot (int playernum, unsigned int selections)
{
unsigned int i, j;
for (j = 0; j < 20; j++)
{
i = pr_dmspawn() % selections;
if (G_CheckSpot (playernum, &level.deathmatchstarts[i]) )
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{
return &level.deathmatchstarts[i];
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}
}
// [RH] return a spot anyway, since we allow telefragging when a player spawns
return &level.deathmatchstarts[i];
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}
DEFINE_ACTION_FUNCTION(DObject, G_PickDeathmatchStart)
{
PARAM_PROLOGUE;
unsigned int selections = level.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 = level.deathmatchstarts[i].angle;
pos = level.deathmatchstarts[i].pos;
}
if (numret > 1)
{
ret[1].SetInt(angle);
numret = 2;
}
if (numret > 0)
{
ret[0].SetVector(pos);
}
return numret;
}
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void G_DeathMatchSpawnPlayer (int playernum)
{
unsigned int selections;
FPlayerStart *spot;
selections = level.deathmatchstarts.Size ();
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// [RH] We can get by with just 1 deathmatch start
if (selections < 1)
I_Error ("No deathmatch starts");
// 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) && players[playernum].mo)
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 = G_PickPlayerStart(playernum, PPS_FORCERANDOM);
if (!G_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 = &level.playerstarts[0];
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if (spot->type == 0)
{ // Fine, whatever.
spot = &level.deathmatchstarts[0];
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}
}
}
}
AActor *mo = P_SpawnPlayer(spot, playernum);
if (mo != NULL) P_PlayerStartStomp(mo);
}
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//
// G_PickPlayerStart
//
FPlayerStart *G_PickPlayerStart(int playernum, int flags)
{
if (level.AllPlayerStarts.Size() == 0) // No starts to pick
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{
return NULL;
}
if ((level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM) ||
level.playerstarts[playernum].type == 0)
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{
if (!(flags & PPS_NOBLOCKINGCHECK))
{
TArray<FPlayerStart *> good_starts;
unsigned int i;
// Find all unblocked player starts.
for (i = 0; i < level.AllPlayerStarts.Size(); ++i)
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{
if (G_CheckSpot(playernum, &level.AllPlayerStarts[i]))
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{
good_starts.Push(&level.AllPlayerStarts[i]);
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}
}
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 &level.AllPlayerStarts[pr_pspawn(level.AllPlayerStarts.Size())];
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}
return &level.playerstarts[playernum];
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}
DEFINE_ACTION_FUNCTION(DObject, G_PickPlayerStart)
{
PARAM_PROLOGUE;
PARAM_INT(playernum);
PARAM_INT(flags);
auto ps = G_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;
}
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//
// G_QueueBody
//
static void G_QueueBody (AActor *body)
{
// flush an old corpse if needed
int modslot = level.bodyqueslot%level.BODYQUESIZE;
level.bodyqueslot = modslot + 1;
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if (level.bodyqueslot >= level.BODYQUESIZE && level.bodyque[modslot] != NULL)
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{
level.bodyque[modslot]->Destroy ();
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}
level.bodyque[modslot] = body;
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// 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)
{
*translationtables[TRANSLATION_PlayerCorpses][modslot] = *TranslationToTable(body->Translation);
body->Translation = TRANSLATION(TRANSLATION_PlayerCorpses,modslot);
translationtables[TRANSLATION_PlayerCorpses][modslot]->UpdateNative();
}
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];
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body->Scale.X *= skin.Scale.X / defaultActor->Scale.X;
body->Scale.Y *= skin.Scale.Y / defaultActor->Scale.Y;
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}
}
//
// G_DoReborn
//
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EXTERN_CVAR(Bool, sv_singleplayerrespawn)
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void G_DoReborn (int playernum, bool freshbot)
{
if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN) && !sv_singleplayerrespawn &&
!G_SkillProperty(SKILLP_PlayerRespawn))
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{
if (BackupSaveName.Len() > 0 && FileExists (BackupSaveName.GetChars()))
{ // 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 (level.MapName, false);
demoplayback = indemo;
// gameaction = ga_loadlevel;
}
}
else
{
bool isUnfriendly = players[playernum].mo && !(players[playernum].mo->flags & MF_FRIENDLY);
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// respawn at the start
// first disassociate the corpse
if (players[playernum].mo)
{
G_QueueBody (players[playernum].mo);
players[playernum].mo->player = NULL;
}
// spawn at random spot if in deathmatch
if ((deathmatch || isUnfriendly) && (level.deathmatchstarts.Size () > 0))
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{
G_DeathMatchSpawnPlayer (playernum);
return;
}
if (!(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) &&
level.playerstarts[playernum].type != 0 &&
G_CheckSpot (playernum, &level.playerstarts[playernum]))
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{
AActor *mo = P_SpawnPlayer(&level.playerstarts[playernum], playernum);
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if (mo != NULL) P_PlayerStartStomp(mo, true);
}
else
{ // try to spawn at any random player's spot
FPlayerStart *start = G_PickPlayerStart(playernum, PPS_FORCERANDOM);
AActor *mo = P_SpawnPlayer(start, playernum);
if (mo != NULL) P_PlayerStartStomp(mo, true);
}
}
}
//
// G_DoReborn
//
void G_DoPlayerPop(int playernum)
{
playeringame[playernum] = false;
if (deathmatch)
{
Printf("%s left the game with %d frags\n",
players[playernum].userinfo.GetName(),
players[playernum].fragcount);
}
else
{
Printf("%s left the game\n", players[playernum].userinfo.GetName());
}
// [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]);
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}
}
}
// [RH] Make the player disappear
FBehavior::StaticStopMyScripts(players[playernum].mo);
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// [ZZ] fire player disconnect hook
E_PlayerDisconnected(playernum);
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// [RH] Let the scripts know the player left
FBehavior::StaticStartTypedScripts(SCRIPT_Disconnect, players[playernum].mo, true, playernum, true);
if (players[playernum].mo != NULL)
{
P_DisconnectEffect(players[playernum].mo);
players[playernum].mo->player = NULL;
players[playernum].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 = NULL;
players[playernum].camera = NULL;
}
players[playernum].DestroyPSprites();
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}
void G_ScreenShot (char *filename)
{
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)
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{
if (name == NULL)
{
return true;
}
if (Wads.CheckIfWadLoaded (name) < 0)
{
if (printwarn)
{
if (!printRequires)
{
Printf ("This savegame needs these wads:\n%s", 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)
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{
bool printRequires = false;
FString text;
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arc("Game WAD", text);
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CheckSingleWad (text, printRequires, printwarn);
arc("Map WAD", text);
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CheckSingleWad (text, printRequires, printwarn);
if (printRequires)
{
if (printwarn)
{
Printf ("\n");
}
return false;
}
return true;
}
void G_DoLoadGame ()
{
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, true));
if (resfile == nullptr)
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{
Printf ("Could not read savegame '%s'\n", savename.GetChars());
return;
}
FResourceLump *info = resfile->FindLump("info.json");
if (info == nullptr)
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{
Printf("'%s' is not a valid savegame: Missing 'info.json'.\n", savename.GetChars());
return;
}
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SaveVersion = 0;
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void *data = info->CacheLump();
FSerializer arc;
if (!arc.OpenReader((const char *)data, info->LumpSize))
{
Printf("Failed to access savegame info\n");
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())
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{
Printf("Savegame is from an incompatible version\n");
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}
else
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{
Printf("Savegame is from another ZDoom-based engine: %s\n", engine.GetChars());
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}
return;
}
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if (SaveVersion < MINSAVEVER || SaveVersion > SAVEVER)
{
Printf("Savegame is from an incompatible version");
if (SaveVersion < MINSAVEVER)
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{
Printf(": %d (%d is the oldest supported)", SaveVersion, MINSAVEVER);
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}
else
{
Printf(": %d (%d is the highest supported)", SaveVersion, SAVEVER);
}
Printf("\n");
return;
}
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if (!G_CheckSaveGameWads(arc, true))
{
return;
}
if (map.IsEmpty())
{
Printf("Savegame is missing the current map\n");
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();
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info = resfile->FindLump("globals.json");
if (info == nullptr)
{
Printf("'%s' is not a valid savegame: Missing 'globals.json'.\n", savename.GetChars());
return;
}
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data = info->CacheLump();
if (!arc.OpenReader((const char *)data, info->LumpSize))
{
Printf("Failed to access savegame info\n");
return;
}
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// Read intermission data for hubs
G_SerializeHub(arc);
bglobal.RemoveAllBots(true);
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FString cvar;
arc("importantcvars", cvar);
if (!cvar.IsEmpty())
{
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uint8_t *vars_p = (uint8_t *)cvar.GetChars();
C_ReadCVars(&vars_p);
}
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2017-03-08 17:47:52 +00:00
uint32_t time[2] = { 1,0 };
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arc("ticrate", time[0])
("leveltime", time[1]);
// dearchive all the modifications
level.time = Scale(time[1], TICRATE, time[0]);
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G_ReadSnapshots(resfile.get());
resfile.reset(nullptr); // we no longer need the resource file below this point
G_ReadVisited(arc);
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// load a base level
savegamerestore = true; // Use the player actors in the savegame
bool demoplaybacksave = demoplayback;
G_InitNew(map, false);
demoplayback = demoplaybacksave;
savegamerestore = false;
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STAT_Serialize(arc);
FRandom::StaticReadRNGState(arc);
P_ReadACSDefereds(arc);
P_ReadACSVars(arc);
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NextSkill = -1;
arc("nextskill", NextSkill);
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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();
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}
//
// 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 ("A game save is still pending.\n");
return;
}
else if (!usergame)
{
Printf ("not in a saveable game\n");
}
else if (gamestate != GS_LEVEL)
{
Printf ("not in a level\n");
}
else if (players[consoleplayer].health <= 0 && !multiplayer)
{
Printf ("player is dead in a single-player game\n");
}
else
{
savegamefile = filename;
savedescription = description;
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sendsave = true;
}
}
FString G_BuildSaveName (const char *prefix, int slot)
{
FString name;
FString leader;
const char *slash = "";
leader = Args->CheckValue ("-savedir");
if (leader.IsEmpty())
{
leader = save_dir;
if (leader.IsEmpty())
{
leader = M_GetSavegamesPath();
}
}
size_t len = leader.Len();
if (leader[0] != '\0' && leader[len-1] != '\\' && leader[len-1] != '/')
{
slash = "/";
}
name << leader << slash;
name = NicePath(name);
CreatePath(name);
name << prefix;
if (slot >= 0)
{
name.AppendFormat("%d." SAVEGAME_EXT, slot);
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}
return name;
}
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]
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CUSTOM_CVAR (Int, autosavecount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self < 0)
self = 0;
}
extern void P_CalcHeight (player_t *);
void G_DoAutoSave ()
{
FString description;
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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 ("auto", nextautosave);
if (!(level.flags2 & LEVEL2_NOAUTOSAVEHINT))
{
nextautosave = (nextautosave + 1) % count;
}
else
{
// This flag can only be used once per level
level.flags2 &= ~LEVEL2_NOAUTOSAVEHINT;
}
readableTime = myasctime ();
description.Format("Autosave %.12s", readableTime + 4);
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G_DoSaveGame (false, file, description);
}
static void PutSaveWads (FSerializer &arc)
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{
const char *name;
// Name of IWAD
name = Wads.GetWadName (Wads.GetIwadNum());
arc.AddString("Game WAD", name);
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// Name of wad the map resides in
if (Wads.GetLumpFile (level.lumpnum) > Wads.GetIwadNum())
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{
name = Wads.GetWadName (Wads.GetLumpFile (level.lumpnum));
arc.AddString("Map WAD", name);
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}
}
static void PutSaveComment (FSerializer &arc)
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{
const char *readableTime;
int levelTime;
// Get the current date and time
readableTime = myasctime ();
FString comment;
comment.Format("%.10s%.5s%.9s", readableTime, &readableTime[19], &readableTime[10]);
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arc.AddString("Creation Time", comment);
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// Get level name
//strcpy (comment, level.level_name);
comment.Format("%s - %s\n", level.MapName.GetChars(), level.LevelName.GetChars());
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// Append elapsed time
levelTime = level.time / TICRATE;
comment.AppendFormat("time: %02d:%02d:%02d",
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levelTime/3600, (levelTime%3600)/60, levelTime%60);
// Write out the comment
arc.AddString("Comment", comment);
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}
static void PutSavePic (FileWriter *file, int width, int height)
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{
if (width <= 0 || height <= 0 || !storesavepic)
{
M_CreateDummyPNG (file);
}
else
{
screen->WriteSavePic(&players[consoleplayer], file, width, height);
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}
}
void G_DoSaveGame (bool okForQuicksave, FString filename, const char *description)
{
TArray<FCompressedBuffer> savegame_content;
TArray<FString> savegame_filenames;
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char buf[100];
// Do not even try, if we're not in a level. (Can happen after
// a demo finishes playback.)
if (level.lines.Size() == 0 || level.sectors.Size() == 0 || gamestate != GS_LEVEL)
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{
return;
}
if (demoplayback)
{
filename = G_BuildSaveName ("demosave." SAVEGAME_EXT, -1);
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}
if (cl_waitforsave)
I_FreezeTime(true);
insave = true;
try
{
G_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;
}
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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.
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savegameinfo.OpenWriter(true);
savegameglobals.OpenWriter(save_formatted);
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SaveVersion = SAVEVER;
PutSavePic(&savepic, SAVEPICWIDTH, SAVEPICHEIGHT);
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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", level.MapName);
M_FinishPNG(&savepic);
int ver = SAVEVER;
savegameinfo.AddString("Software", buf)
.AddString("Engine", GAMESIG)
("Save Version", ver)
.AddString("Title", description)
.AddString("Current Map", level.MapName);
PutSaveWads (savegameinfo);
PutSaveComment (savegameinfo);
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// Intermission stats for hubs
G_SerializeHub(savegameglobals);
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{
FString vars = C_GetMassCVarString(CVAR_SERVERINFO);
savegameglobals.AddString("importantcvars", vars.GetChars());
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}
if (level.time != 0 || level.maptime != 0)
{
int tic = TICRATE;
savegameglobals("ticrate", tic);
savegameglobals("leveltime", level.time);
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}
STAT_Serialize(savegameglobals);
FRandom::StaticWriteRNGState(savegameglobals);
P_WriteACSDefereds(savegameglobals);
P_WriteACSVars(savegameglobals);
G_WriteVisited(savegameglobals);
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if (NextSkill != -1)
{
savegameglobals("nextskill", NextSkill);
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}
auto picdata = savepic.GetBuffer();
FCompressedBuffer bufpng = { picdata->Size(), picdata->Size(), METHOD_STORED, 0, 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);
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WriteZip(filename, savegame_filenames, savegame_content);
savegameManager.NotifyNewSave (filename, description, okForQuicksave);
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// delete the JSON buffers we created just above. Everything else will
// either still be needed or taken care of automatically.
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savegame_content[1].Clean();
savegame_content[2].Clean();
// Check whether the file is ok by trying to open it.
FResourceFile *test = FResourceFile::OpenResourceFile(filename, true);
if (test != nullptr)
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{
delete test;
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if (longsavemessages) Printf ("%s (%s)\n", GStrings("GGSAVED"), filename.GetChars());
else Printf ("%s\n", GStrings("GGSAVED"));
}
else Printf(PRINT_HIGH, "Save failed\n");
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BackupSaveName = filename;
// We don't need the snapshot any longer.
level.info->Snapshot.Clean();
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insave = false;
if (cl_waitforsave)
I_FreezeTime(false);
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}
//
// 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 = ReadByte (&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:
{
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uint8_t i = ReadByte (&demo_p);
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if (i < MAXPLAYERS)
{
playeringame[i] = false;
}
}
break;
default:
Net_DoCommand (id, &demo_p, player);
break;
}
}
}
bool stoprecording;
CCMD (stop)
{
stoprecording = true;
}
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extern uint8_t *lenspot;
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void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf)
{
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uint8_t *specdata;
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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;
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demobuffer = (uint8_t *)M_Realloc (demobuffer, maxdemosize);
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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;
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demobuffer = (uint8_t *)M_Malloc (maxdemosize);
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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 = level.MapName;
}
demo_p = demobuffer;
WriteLong (FORM_ID, &demo_p); // Write FORM ID
demo_p += 4; // Leave space for len
WriteLong (ZDEM_ID, &demo_p); // Write ZDEM ID
// Write header chunk
StartChunk (ZDHD_ID, &demo_p);
WriteWord (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;
WriteLong(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);
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WriteByte ((uint8_t)i, &demo_p);
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D_WriteUserInfoStrings (i, &demo_p);
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;
WriteLong (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;
}
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UNSAFE_CCMD (playdemo)
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{
if (netgame)
{
Printf("End your current netgame first!\n");
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return;
}
if (demorecording)
{
Printf("End your current demo first!\n");
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return;
}
if (argv.argc() > 1)
{
G_DeferedPlayDemo (argv[1]);
singledemo = true;
}
}
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UNSAFE_CCMD (timedemo)
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{
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;
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uint8_t *nextchunk;
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demoplayback = true;
for (i = 0; i < MAXPLAYERS; i++)
playeringame[i] = 0;
len = ReadLong (&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 = ReadLong (&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 = ReadLong (&demo_p);
len = ReadLong (&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 = ReadWord (&demo_p); // ZDoom version demo was created with
if (demover < MINDEMOVERSION)
{
Printf ("Demo requires an older version of " GAMENAME "!\n");
//return true;
}
if (ReadWord (&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 = ReadLong (&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 = ReadByte (&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 = ReadLong (&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)
{
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uint8_t *uncompressed = (uint8_t*)M_Malloc(uncompSize);
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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 = Wads.CheckNumForFullName (defdemoname, true);
if (demolump >= 0)
{
int demolen = Wads.LumpLength (demolump);
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demobuffer = (uint8_t *)M_Malloc(demolen);
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Wads.ReadLump (demolump, demobuffer);
}
else
{
FixPathSeperator (defdemoname);
DefaultExtension (defdemoname, ".lmp");
2018-03-11 17:32:00 +00:00
FileReader fr;
if (!fr.OpenFile(defdemoname))
{
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());
}
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}
demo_p = demobuffer;
Printf ("Playing demo %s\n", defdemoname.GetChars());
C_BackupCVars (); // [RH] Save cvars that might be affected by demo
if (ReadLong (&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, false);
}
else if (level.sectors.Size() == 0)
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{
I_Error("Cannot play demo without its savegame\n");
}
C_HideConsole ();
demonew = false;
precache = true;
usergame = false;
demoplayback = true;
}
}
//
// 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;
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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 = NULL;
if (StatusBar != NULL)
{
StatusBar->AttachToPlayer (&players[0]);
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}
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)
{
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uint8_t *formlen;
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WriteByte (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);
Byte *compressed = new Byte[outlen];
int r = compress2 (compressed, &outlen, demobodyspot, len, 9);
if (r == Z_OK && outlen < len)
{
formlen = democompspot;
WriteLong (len, &democompspot);
memcpy (demobodyspot, compressed, outlen);
demo_p = demobodyspot + outlen;
}
delete[] compressed;
}
FinishChunk (&demo_p);
formlen = demobuffer + 4;
WriteLong (int(demo_p - demobuffer - 8), &formlen);
auto fw = FileWriter::Open(demoname);
bool saved = false;
if (fw != nullptr)
{
const size_t size = demo_p - demobuffer;
saved = fw->Write(demobuffer, size) == size;
delete fw;
if (!saved) remove(demoname);
}
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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(FName whichone)
{
gameaction = ga_slideshow;
SelectedSlideshow = whichone == NAME_None ? level.info->slideshow : whichone;
}
DEFINE_ACTION_FUNCTION(FLevelLocals, StartSlideshow)
{
PARAM_PROLOGUE;
PARAM_NAME(whichone);
G_StartSlideshow(whichone);
return 0;
}
DEFINE_GLOBAL(players)
DEFINE_GLOBAL(playeringame)
DEFINE_GLOBAL(PlayerClasses)
DEFINE_GLOBAL_NAMED(Skins, PlayerSkins)
DEFINE_GLOBAL(consoleplayer)
2018-09-24 00:16:49 +00:00
DEFINE_GLOBAL_NAMED(PClass::AllClasses, AllClasses)
DEFINE_GLOBAL_NAMED(PClassActor::AllActorClasses, AllActorClasses)
DEFINE_GLOBAL(validcount)
DEFINE_GLOBAL(multiplayer)
DEFINE_GLOBAL(gameaction)
DEFINE_GLOBAL(gamestate)
DEFINE_GLOBAL(skyflatnum)
DEFINE_GLOBAL_NAMED(bglobal.freeze, globalfreeze)
DEFINE_GLOBAL(gametic)
DEFINE_GLOBAL(demoplayback)
DEFINE_GLOBAL(automapactive);
DEFINE_GLOBAL(Net_Arbitrator);