2016-03-01 15:47:10 +00:00
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION: none
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//
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//-----------------------------------------------------------------------------
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#include <string.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <stddef.h>
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#include <time.h>
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- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
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#include <memory>
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2016-03-01 15:47:10 +00:00
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#ifdef __APPLE__
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#include <CoreServices/CoreServices.h>
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#endif
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#include "templates.h"
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#include "version.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "d_protocol.h"
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#include "d_netinf.h"
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#include "intermission/intermission.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "menu/menu.h"
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#include "m_random.h"
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#include "m_crc32.h"
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#include "i_system.h"
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#include "i_input.h"
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#include "p_saveg.h"
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#include "p_tick.h"
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#include "d_main.h"
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#include "wi_stuff.h"
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#include "hu_stuff.h"
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#include "st_stuff.h"
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#include "am_map.h"
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#include "c_console.h"
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#include "c_cvars.h"
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#include "c_bind.h"
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "gstrings.h"
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#include "r_sky.h"
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#include "g_game.h"
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#include "g_level.h"
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#include "b_bot.h" //Added by MC:
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#include "sbar.h"
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#include "m_swap.h"
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#include "m_png.h"
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#include "gi.h"
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#include "a_keys.h"
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#include "a_artifacts.h"
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#include "r_data/r_translate.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "d_event.h"
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#include "p_acs.h"
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#include "p_effect.h"
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#include "m_joy.h"
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#include "r_renderer.h"
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#include "r_utility.h"
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#include "a_morph.h"
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#include "p_spec.h"
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#include "r_data/colormaps.h"
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2016-09-21 10:19:13 +00:00
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#include "serializer.h"
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2016-09-21 15:37:56 +00:00
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#include "w_zip.h"
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#include "resourcefiles/resourcefile.h"
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2016-03-01 15:47:10 +00:00
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#include <zlib.h>
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#include "g_hub.h"
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static FRandom pr_dmspawn ("DMSpawn");
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static FRandom pr_pspawn ("PlayerSpawn");
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const int SAVEPICWIDTH = 216;
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const int SAVEPICHEIGHT = 162;
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bool G_CheckDemoStatus (void);
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void G_ReadDemoTiccmd (ticcmd_t *cmd, int player);
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void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf);
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void G_PlayerReborn (int player);
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void G_DoNewGame (void);
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void G_DoLoadGame (void);
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void G_DoPlayDemo (void);
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void G_DoCompleted (void);
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void G_DoVictory (void);
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void G_DoWorldDone (void);
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void G_DoSaveGame (bool okForQuicksave, FString filename, const char *description);
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void G_DoAutoSave ();
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2016-09-21 10:19:13 +00:00
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void STAT_Serialize(FSerializer &file);
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2016-09-21 15:37:56 +00:00
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bool WriteZip(const char *filename, TArray<FString> &filenames, TArray<FCompressedBuffer> &content);
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2016-03-01 15:47:10 +00:00
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FIntCVar gameskill ("skill", 2, CVAR_SERVERINFO|CVAR_LATCH);
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2016-09-21 19:57:24 +00:00
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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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2016-03-01 15:47:10 +00:00
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CVAR (Int, deathmatch, 0, CVAR_SERVERINFO|CVAR_LATCH);
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CVAR (Bool, chasedemo, false, 0);
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CVAR (Bool, storesavepic, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, longsavemessages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (String, save_dir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (Bool, cl_waitforsave, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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EXTERN_CVAR (Float, con_midtime);
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//==========================================================================
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//
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// CVAR displaynametags
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//
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// Selects whether to display name tags or not when changing weapons/items
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//
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//==========================================================================
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CUSTOM_CVAR (Int, displaynametags, 0, CVAR_ARCHIVE)
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{
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if (self < 0 || self > 3)
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{
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self = 0;
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}
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}
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CVAR(Int, nametagcolor, CR_GOLD, CVAR_ARCHIVE)
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gameaction_t gameaction;
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gamestate_t gamestate = GS_STARTUP;
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int paused;
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bool pauseext;
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bool sendpause; // send a pause event next tic
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bool sendsave; // send a save event next tic
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bool sendturn180; // [RH] send a 180 degree turn next tic
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bool usergame; // ok to save / end game
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bool insave; // Game is saving - used to block exit commands
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bool timingdemo; // if true, exit with report on completion
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bool nodrawers; // for comparative timing purposes
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bool noblit; // for comparative timing purposes
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bool viewactive;
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bool netgame; // only true if packets are broadcast
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bool multiplayer;
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2016-11-01 13:47:01 +00:00
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bool multiplayernext = false; // [SP] Map coop/dm implementation
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2016-03-01 15:47:10 +00:00
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player_t players[MAXPLAYERS];
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bool playeringame[MAXPLAYERS];
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int consoleplayer; // player taking events
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int gametic;
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CVAR(Bool, demo_compress, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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FString newdemoname;
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FString newdemomap;
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FString demoname;
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bool demorecording;
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bool demoplayback;
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bool demonew; // [RH] Only used around G_InitNew for demos
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int demover;
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BYTE* demobuffer;
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BYTE* demo_p;
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BYTE* democompspot;
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BYTE* demobodyspot;
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size_t maxdemosize;
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BYTE* zdemformend; // end of FORM ZDEM chunk
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BYTE* zdembodyend; // end of ZDEM BODY chunk
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bool singledemo; // quit after playing a demo from cmdline
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bool precache = true; // if true, load all graphics at start
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wbstartstruct_t wminfo; // parms for world map / intermission
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short consistancy[MAXPLAYERS][BACKUPTICS];
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#define MAXPLMOVE (forwardmove[1])
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#define TURBOTHRESHOLD 12800
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float normforwardmove[2] = {0x19, 0x32}; // [RH] For setting turbo from console
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float normsidemove[2] = {0x18, 0x28}; // [RH] Ditto
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2016-03-26 08:28:00 +00:00
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int forwardmove[2], sidemove[2];
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int angleturn[4] = {640, 1280, 320, 320}; // + slow turn
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int flyspeed[2] = {1*256, 3*256};
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2016-03-01 15:47:10 +00:00
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int lookspeed[2] = {450, 512};
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#define SLOWTURNTICS 6
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CVAR (Bool, cl_run, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always run?
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CVAR (Bool, invertmouse, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Invert mouse look down/up?
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CVAR (Bool, freelook, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always mlook?
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CVAR (Bool, lookstrafe, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always strafe with mouse?
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CVAR (Float, m_pitch, 1.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Mouse speeds
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CVAR (Float, m_yaw, 1.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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CVAR (Float, m_forward, 1.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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CVAR (Float, m_side, 2.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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int turnheld; // for accelerative turning
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// mouse values are used once
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int mousex;
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int mousey;
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FString savegamefile;
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char savedescription[SAVESTRINGSIZE];
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// [RH] Name of screenshot file to generate (usually NULL)
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FString shotfile;
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AActor* bodyque[BODYQUESIZE];
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int bodyqueslot;
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void R_ExecuteSetViewSize (void);
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FString savename;
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FString BackupSaveName;
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bool SendLand;
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const AInventory *SendItemUse, *SendItemDrop;
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EXTERN_CVAR (Int, team)
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CVAR (Bool, teamplay, false, CVAR_SERVERINFO)
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// [RH] Allow turbo setting anytime during game
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CUSTOM_CVAR (Float, turbo, 100.f, 0)
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{
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if (self < 10.f)
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{
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self = 10.f;
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}
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else if (self > 255.f)
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{
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self = 255.f;
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}
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else
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{
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double scale = self * 0.01;
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forwardmove[0] = (int)(normforwardmove[0]*scale);
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forwardmove[1] = (int)(normforwardmove[1]*scale);
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sidemove[0] = (int)(normsidemove[0]*scale);
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sidemove[1] = (int)(normsidemove[1]*scale);
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}
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}
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CCMD (turnspeeds)
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{
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if (argv.argc() == 1)
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{
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Printf ("Current turn speeds: %d %d %d %d\n", angleturn[0],
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angleturn[1], angleturn[2], angleturn[3]);
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}
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else
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{
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int i;
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for (i = 1; i <= 4 && i < argv.argc(); ++i)
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{
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angleturn[i-1] = atoi (argv[i]);
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}
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if (i <= 2)
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{
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angleturn[1] = angleturn[0] * 2;
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}
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if (i <= 3)
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{
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angleturn[2] = angleturn[0] / 2;
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}
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if (i <= 4)
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{
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angleturn[3] = angleturn[2];
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}
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}
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}
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CCMD (slot)
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{
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if (argv.argc() > 1)
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{
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int slot = atoi (argv[1]);
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if (slot < NUM_WEAPON_SLOTS)
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{
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SendItemUse = players[consoleplayer].weapons.Slots[slot].PickWeapon (&players[consoleplayer],
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!(dmflags2 & DF2_DONTCHECKAMMO));
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}
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}
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}
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CCMD (centerview)
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{
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Net_WriteByte (DEM_CENTERVIEW);
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}
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CCMD(crouch)
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{
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Net_WriteByte(DEM_CROUCH);
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}
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CCMD (land)
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{
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SendLand = true;
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}
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CCMD (pause)
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{
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sendpause = true;
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}
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CCMD (turn180)
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{
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sendturn180 = true;
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}
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CCMD (weapnext)
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{
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SendItemUse = players[consoleplayer].weapons.PickNextWeapon (&players[consoleplayer]);
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// [BC] Option to display the name of the weapon being cycled to.
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if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
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{
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StatusBar->AttachMessage(new 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' ));
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}
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}
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CCMD (weapprev)
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{
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SendItemUse = players[consoleplayer].weapons.PickPrevWeapon (&players[consoleplayer]);
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// [BC] Option to display the name of the weapon being cycled to.
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|
if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
|
|
|
|
{
|
|
|
|
StatusBar->AttachMessage(new DHUDMessageFadeOut(SmallFont, SendItemUse->GetTag(),
|
|
|
|
1.5f, 0.90f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID( 'W', 'E', 'P', 'N' ));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (invnext)
|
|
|
|
{
|
|
|
|
AInventory *next;
|
|
|
|
|
|
|
|
if (who == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
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 (new DHUDMessageFadeOut (SmallFont, who->InvSel->GetTag(),
|
|
|
|
1.5f, 0.80f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID('S','I','N','V'));
|
|
|
|
}
|
|
|
|
who->player->inventorytics = 5*TICRATE;
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (invprev)
|
|
|
|
{
|
|
|
|
AInventory *item, *newitem;
|
|
|
|
|
|
|
|
if (who == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
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 (new DHUDMessageFadeOut (SmallFont, who->InvSel->GetTag(),
|
|
|
|
1.5f, 0.80f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID('S','I','N','V'));
|
|
|
|
}
|
|
|
|
who->player->inventorytics = 5*TICRATE;
|
|
|
|
}
|
|
|
|
|
|
|
|
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(PClass::FindActor(argv[1]));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (invdrop)
|
|
|
|
{
|
|
|
|
if (players[consoleplayer].mo)
|
|
|
|
{
|
|
|
|
SendItemDrop = players[consoleplayer].mo->InvSel;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (weapdrop)
|
|
|
|
{
|
|
|
|
SendItemDrop = players[consoleplayer].ReadyWeapon;
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (drop)
|
|
|
|
{
|
|
|
|
if (argv.argc() > 1 && who != NULL)
|
|
|
|
{
|
|
|
|
SendItemDrop = who->FindInventory(PClass::FindActor(argv[1]));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
PClassActor *GetFlechetteType(AActor *other);
|
|
|
|
|
|
|
|
CCMD (useflechette)
|
|
|
|
{ // Select from one of arti_poisonbag1-3, whichever the player has
|
|
|
|
static const ENamedName bagnames[3] =
|
|
|
|
{
|
|
|
|
NAME_ArtiPoisonBag1,
|
|
|
|
NAME_ArtiPoisonBag2,
|
|
|
|
NAME_ArtiPoisonBag3
|
|
|
|
};
|
|
|
|
|
|
|
|
if (who == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
PClassActor *type = GetFlechetteType(who);
|
|
|
|
if (type != NULL)
|
|
|
|
{
|
|
|
|
AInventory *item;
|
|
|
|
if ( (item = who->FindInventory (type) ))
|
|
|
|
{
|
|
|
|
SendItemUse = item;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// The default flechette could not be found. Try all 3 types then.
|
|
|
|
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(PClass::FindActor(argv[1]));
|
|
|
|
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]);
|
|
|
|
LocalKeyboardTurner = true;
|
|
|
|
}
|
|
|
|
if (Button_Left.bDown)
|
|
|
|
{
|
|
|
|
G_AddViewAngle (-angleturn[tspeed]);
|
|
|
|
LocalKeyboardTurner = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Button_LookUp.bDown)
|
|
|
|
{
|
|
|
|
G_AddViewPitch (lookspeed[speed]);
|
|
|
|
LocalKeyboardTurner = true;
|
|
|
|
}
|
|
|
|
if (Button_LookDown.bDown)
|
|
|
|
{
|
|
|
|
G_AddViewPitch (-lookspeed[speed]);
|
|
|
|
LocalKeyboardTurner = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
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));
|
|
|
|
LocalKeyboardTurner = true;
|
|
|
|
}
|
|
|
|
if (joyaxes[JOYAXIS_Yaw] != 0)
|
|
|
|
{
|
|
|
|
G_AddViewAngle(joyint(-1280 * joyaxes[JOYAXIS_Yaw]));
|
|
|
|
LocalKeyboardTurner = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
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 = smooth_mouse;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void G_AddViewAngle (int yaw)
|
|
|
|
{
|
|
|
|
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 = smooth_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_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]);
|
|
|
|
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.
|
|
|
|
//
|
|
|
|
extern FTexture *Page;
|
|
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
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[0] = '\0';
|
|
|
|
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(level.info->slideshow, FSTATE_InLevel);
|
|
|
|
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_DEMOSCREEN && Page != NULL)
|
|
|
|
{
|
|
|
|
Page->Unload();
|
|
|
|
Page = NULL;
|
|
|
|
}
|
|
|
|
else if (oldgamestate == GS_FINALE)
|
|
|
|
{
|
|
|
|
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.
|
|
|
|
DWORD rngsum = FRandom::StaticSumSeeds ();
|
|
|
|
|
|
|
|
//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
|
2016-11-04 11:43:23 +00:00
|
|
|
if (turbo > 100.f && cmd->ucmd.forwardmove > TURBOTHRESHOLD &&
|
2016-03-01 15:47:10 +00:00
|
|
|
!(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)
|
|
|
|
{
|
2016-03-26 08:28:00 +00:00
|
|
|
DWORD 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();
|
2016-03-01 15:47:10 +00:00
|
|
|
sum ^= players[i].health;
|
|
|
|
consistancy[i][buf] = sum;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
consistancy[i][buf] = rngsum;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// 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_UndoPlayerMorph (p, p, 0, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Strip all current powers, unless moving in a hub and the power is okay to keep.
|
|
|
|
item = p->mo->Inventory;
|
|
|
|
while (item != NULL)
|
|
|
|
{
|
|
|
|
next = item->Inventory;
|
|
|
|
if (item->IsKindOf (RUNTIME_CLASS(APowerup)))
|
|
|
|
{
|
|
|
|
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;
|
2016-03-21 11:18:46 +00:00
|
|
|
p->mo->Alpha = p->mo->GetDefault()->Alpha;
|
2016-03-01 15:47:10 +00:00
|
|
|
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
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
BYTE currclass;
|
|
|
|
userinfo_t userinfo; // [RH] Save userinfo
|
|
|
|
APlayerPawn *actor;
|
|
|
|
PClassPlayerPawn *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:
|
|
|
|
|
|
|
|
// 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)
|
|
|
|
{
|
2016-03-26 08:28:00 +00:00
|
|
|
DVector3 spot;
|
|
|
|
double oldz;
|
2016-03-01 15:47:10 +00:00
|
|
|
int i;
|
|
|
|
|
|
|
|
if (mthing->type == 0) return false;
|
|
|
|
|
2016-03-26 08:28:00 +00:00
|
|
|
spot = mthing->pos;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
if (!(level.flags & LEVEL_USEPLAYERSTARTZ))
|
|
|
|
{
|
2016-03-26 08:28:00 +00:00
|
|
|
spot.Z = 0;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
2016-03-26 08:28:00 +00:00
|
|
|
spot.Z += P_PointInSector (spot)->floorplane.ZatPoint (spot);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
if (!players[playernum].mo)
|
|
|
|
{ // first spawn of level, before corpses
|
|
|
|
for (i = 0; i < playernum; i++)
|
2016-03-26 08:28:00 +00:00
|
|
|
if (players[i].mo && players[i].mo->X() == spot.X && players[i].mo->Y() == spot.Y)
|
2016-03-01 15:47:10 +00:00
|
|
|
return false;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2016-03-26 08:28:00 +00:00
|
|
|
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
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// 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;
|
2016-03-26 08:28:00 +00:00
|
|
|
i = P_CheckPosition(players[playernum].mo, spot);
|
2016-03-01 15:47:10 +00:00
|
|
|
players[playernum].mo->flags &= ~MF_SOLID;
|
2016-03-26 08:28:00 +00:00
|
|
|
players[playernum].mo->SetZ(oldz); // [RH] Restore corpse's height
|
2016-03-01 15:47:10 +00:00
|
|
|
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
|
2016-03-21 23:06:58 +00:00
|
|
|
static double PlayersRangeFromSpot (FPlayerStart *spot)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-03-21 23:06:58 +00:00
|
|
|
double closest = INT_MAX;
|
|
|
|
double distance;
|
2016-03-01 15:47:10 +00:00
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
if (!playeringame[i] || !players[i].mo || players[i].health <= 0)
|
|
|
|
continue;
|
|
|
|
|
2016-03-21 23:06:58 +00:00
|
|
|
distance = players[i].mo->Distance2D(spot->pos.X, spot->pos.Y);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
if (distance < closest)
|
|
|
|
closest = distance;
|
|
|
|
}
|
|
|
|
|
|
|
|
return closest;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Select the deathmatch spawn spot farthest from everyone.
|
|
|
|
static FPlayerStart *SelectFarthestDeathmatchSpot (size_t selections)
|
|
|
|
{
|
2016-03-21 23:06:58 +00:00
|
|
|
double bestdistance = 0;
|
2016-03-01 15:47:10 +00:00
|
|
|
FPlayerStart *bestspot = NULL;
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
for (i = 0; i < selections; i++)
|
|
|
|
{
|
2016-03-21 23:06:58 +00:00
|
|
|
double distance = PlayersRangeFromSpot (&deathmatchstarts[i]);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
if (distance > bestdistance)
|
|
|
|
{
|
|
|
|
bestdistance = distance;
|
|
|
|
bestspot = &deathmatchstarts[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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, &deathmatchstarts[i]) )
|
|
|
|
{
|
|
|
|
return &deathmatchstarts[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] return a spot anyway, since we allow telefragging when a player spawns
|
|
|
|
return &deathmatchstarts[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
void G_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");
|
|
|
|
|
|
|
|
// 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 = &playerstarts[0];
|
|
|
|
if (spot->type == 0)
|
|
|
|
{ // Fine, whatever.
|
|
|
|
spot = &deathmatchstarts[0];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
AActor *mo = P_SpawnPlayer(spot, playernum);
|
|
|
|
if (mo != NULL) P_PlayerStartStomp(mo);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// G_PickPlayerStart
|
|
|
|
//
|
|
|
|
FPlayerStart *G_PickPlayerStart(int playernum, int flags)
|
|
|
|
{
|
|
|
|
if (AllPlayerStarts.Size() == 0) // No starts to pick
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((level.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 (G_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];
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// G_QueueBody
|
|
|
|
//
|
|
|
|
static void G_QueueBody (AActor *body)
|
|
|
|
{
|
|
|
|
// flush an old corpse if needed
|
|
|
|
int modslot = bodyqueslot%BODYQUESIZE;
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
*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];
|
|
|
|
|
2016-03-20 11:13:00 +00:00
|
|
|
body->Scale.X *= skin.Scale.X / defaultActor->Scale.X;
|
|
|
|
body->Scale.Y *= skin.Scale.Y / defaultActor->Scale.Y;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bodyqueslot++;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// G_DoReborn
|
|
|
|
//
|
2016-10-23 10:06:59 +00:00
|
|
|
EXTERN_CVAR(Bool, sv_singleplayerrespawn)
|
2016-03-01 15:47:10 +00:00
|
|
|
void G_DoReborn (int playernum, bool freshbot)
|
|
|
|
{
|
2016-10-23 10:06:59 +00:00
|
|
|
if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN) && !sv_singleplayerrespawn)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
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
|
|
|
|
{
|
|
|
|
// 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)
|
|
|
|
{
|
|
|
|
G_DeathMatchSpawnPlayer (playernum);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) &&
|
|
|
|
playerstarts[playernum].type != 0 &&
|
|
|
|
G_CheckSpot (playernum, &playerstarts[playernum]))
|
|
|
|
{
|
|
|
|
AActor *mo = P_SpawnPlayer(&playerstarts[playernum], playernum);
|
|
|
|
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]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Make the player disappear
|
|
|
|
FBehavior::StaticStopMyScripts(players[playernum].mo);
|
|
|
|
// [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;
|
|
|
|
}
|
2016-05-09 18:03:47 +00:00
|
|
|
|
|
|
|
players[playernum].DestroyPSprites();
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-09-21 19:57:24 +00:00
|
|
|
static bool CheckSingleWad (const char *name, bool &printRequires, bool printwarn)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
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.
|
2016-09-21 19:57:24 +00:00
|
|
|
bool G_CheckSaveGameWads (FSerializer &arc, bool printwarn)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
bool printRequires = false;
|
2016-09-21 19:57:24 +00:00
|
|
|
FString text;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2016-09-21 19:57:24 +00:00
|
|
|
arc("Game WAD", text);
|
2016-03-01 15:47:10 +00:00
|
|
|
CheckSingleWad (text, printRequires, printwarn);
|
2016-09-21 19:57:24 +00:00
|
|
|
arc("Map WAD", text);
|
2016-03-01 15:47:10 +00:00
|
|
|
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;
|
|
|
|
|
2016-09-21 22:18:31 +00:00
|
|
|
FResourceFile *resfile = FResourceFile::OpenResourceFile(savename.GetChars(), nullptr, true, true);
|
|
|
|
if (resfile == nullptr)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
Printf ("Could not read savegame '%s'\n", savename.GetChars());
|
|
|
|
return;
|
|
|
|
}
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
try
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
FResourceLump *info = resfile->FindLump("info.json");
|
|
|
|
if (info == nullptr)
|
|
|
|
{
|
|
|
|
delete resfile;
|
|
|
|
Printf("'%s' is not a valid savegame: Missing 'info.json'.\n", savename.GetChars());
|
|
|
|
return;
|
|
|
|
}
|
2016-03-01 15:47:10 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
SaveVersion = 0;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
void *data = info->CacheLump();
|
|
|
|
FSerializer arc;
|
|
|
|
if (!arc.OpenReader((const char *)data, info->LumpSize))
|
|
|
|
{
|
|
|
|
Printf("Failed to access savegame info\n");
|
|
|
|
delete resfile;
|
|
|
|
return;
|
|
|
|
}
|
2016-09-21 22:18:31 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
// 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);
|
2016-09-21 22:18:31 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
if (engine.CompareNoCase(GAMESIG) != 0)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
// Make a special case for the message printed for old savegames that don't
|
|
|
|
// have this information.
|
|
|
|
if (engine.IsEmpty())
|
|
|
|
{
|
|
|
|
Printf("Savegame is from an incompatible version\n");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-09-24 07:00:31 +00:00
|
|
|
Printf("Savegame is from another ZDoom-based engine: %s\n", engine.GetChars());
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
}
|
|
|
|
delete resfile;
|
|
|
|
return;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
|
|
|
|
if (SaveVersion < MINSAVEVER || SaveVersion > SAVEVER)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
delete resfile;
|
|
|
|
Printf("Savegame is from an incompatible version");
|
|
|
|
if (SaveVersion < MINSAVEVER)
|
|
|
|
{
|
|
|
|
Printf(": %d (%d is the oldest supported)", SaveVersion, MINSAVEVER);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf(": %d (%d is the highest supported)", SaveVersion, SAVEVER);
|
|
|
|
}
|
|
|
|
Printf("\n");
|
|
|
|
return;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
if (!G_CheckSaveGameWads(arc, true))
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
delete resfile;
|
|
|
|
return;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
|
|
|
|
if (map.IsEmpty())
|
2016-09-21 22:18:31 +00:00
|
|
|
{
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
Printf("Savegame is missing the current map\n");
|
|
|
|
delete resfile;
|
|
|
|
return;
|
2016-09-21 22:18:31 +00:00
|
|
|
}
|
2016-03-01 15:47:10 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
// 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();
|
2016-09-21 22:18:31 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
info = resfile->FindLump("globals.json");
|
|
|
|
if (info == nullptr)
|
|
|
|
{
|
|
|
|
delete resfile;
|
|
|
|
Printf("'%s' is not a valid savegame: Missing 'globals.json'.\n", savename.GetChars());
|
|
|
|
return;
|
|
|
|
}
|
2016-09-21 22:18:31 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
data = info->CacheLump();
|
|
|
|
if (!arc.OpenReader((const char *)data, info->LumpSize))
|
|
|
|
{
|
|
|
|
Printf("Failed to access savegame info\n");
|
|
|
|
delete resfile;
|
|
|
|
return;
|
|
|
|
}
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
// Read intermission data for hubs
|
|
|
|
G_SerializeHub(arc);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
bglobal.RemoveAllBots(true);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
FString cvar;
|
|
|
|
arc("importantcvars", cvar);
|
|
|
|
if (!cvar.IsEmpty())
|
|
|
|
{
|
|
|
|
BYTE *vars_p = (BYTE *)cvar.GetChars();
|
|
|
|
C_ReadCVars(&vars_p);
|
|
|
|
}
|
2016-09-21 22:18:31 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
DWORD time[2] = { 1,0 };
|
2016-03-01 15:47:10 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
arc("ticrate", time[0])
|
|
|
|
("leveltime", time[1]);
|
|
|
|
// dearchive all the modifications
|
|
|
|
level.time = Scale(time[1], TICRATE, time[0]);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
G_ReadSnapshots(resfile);
|
|
|
|
delete resfile; // we no longer need the resource file below this point
|
|
|
|
resfile = nullptr;
|
|
|
|
G_ReadVisited(arc);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
// load a base level
|
|
|
|
savegamerestore = true; // Use the player actors in the savegame
|
|
|
|
bool demoplaybacksave = demoplayback;
|
|
|
|
G_InitNew(map, false);
|
|
|
|
demoplayback = demoplaybacksave;
|
|
|
|
savegamerestore = false;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
STAT_Serialize(arc);
|
|
|
|
FRandom::StaticReadRNGState(arc);
|
|
|
|
P_ReadACSDefereds(arc);
|
|
|
|
P_ReadACSVars(arc);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
NextSkill = -1;
|
|
|
|
arc("nextskill", NextSkill);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
if (level.info != nullptr)
|
|
|
|
level.info->Snapshot.Clean();
|
2016-03-01 15:47:10 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
BackupSaveName = savename;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
// 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();
|
|
|
|
}
|
|
|
|
catch (...)
|
|
|
|
{
|
|
|
|
// delete the resource file if anything goes wrong in here.
|
|
|
|
if (resfile != nullptr) delete resfile;
|
2016-10-05 17:02:53 +00:00
|
|
|
throw;
|
- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
|
|
|
}
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// 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;
|
|
|
|
strncpy (savedescription, description, sizeof(savedescription)-1);
|
|
|
|
savedescription[sizeof(savedescription)-1] = '\0';
|
|
|
|
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)
|
|
|
|
{
|
2016-09-21 15:37:56 +00:00
|
|
|
name.AppendFormat("%d." SAVEGAME_EXT, slot);
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
return name;
|
|
|
|
}
|
|
|
|
|
|
|
|
CVAR (Int, autosavenum, 0, CVAR_NOSET|CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|
|
|
static int nextautosave = -1;
|
|
|
|
CVAR (Int, disableautosave, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
2016-03-03 08:27:37 +00:00
|
|
|
CVAR (Bool, saveloadconfirmation, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // [mxd]
|
2016-03-01 15:47:10 +00:00
|
|
|
CUSTOM_CVAR (Int, autosavecount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|
|
|
{
|
|
|
|
if (self < 0)
|
|
|
|
self = 0;
|
|
|
|
if (self > 20)
|
|
|
|
self = 20;
|
|
|
|
}
|
|
|
|
|
|
|
|
extern void P_CalcHeight (player_t *);
|
|
|
|
|
|
|
|
void G_DoAutoSave ()
|
|
|
|
{
|
|
|
|
char description[SAVESTRINGSIZE];
|
|
|
|
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 ();
|
|
|
|
strcpy (description, "Autosave ");
|
|
|
|
strncpy (description+9, readableTime+4, 12);
|
|
|
|
description[9+12] = 0;
|
|
|
|
|
|
|
|
G_DoSaveGame (false, file, description);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2016-09-21 10:19:13 +00:00
|
|
|
static void PutSaveWads (FSerializer &arc)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
const char *name;
|
|
|
|
|
|
|
|
// Name of IWAD
|
|
|
|
name = Wads.GetWadName (FWadCollection::IWAD_FILENUM);
|
2016-09-21 10:19:13 +00:00
|
|
|
arc.AddString("Game WAD", name);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// Name of wad the map resides in
|
|
|
|
if (Wads.GetLumpFile (level.lumpnum) > 1)
|
|
|
|
{
|
|
|
|
name = Wads.GetWadName (Wads.GetLumpFile (level.lumpnum));
|
2016-09-21 10:19:13 +00:00
|
|
|
arc.AddString("Map WAD", name);
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-09-21 10:19:13 +00:00
|
|
|
static void PutSaveComment (FSerializer &arc)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
char comment[256];
|
|
|
|
const char *readableTime;
|
|
|
|
WORD len;
|
|
|
|
int levelTime;
|
|
|
|
|
|
|
|
// Get the current date and time
|
|
|
|
readableTime = myasctime ();
|
|
|
|
|
|
|
|
strncpy (comment, readableTime, 10);
|
|
|
|
strncpy (comment+10, readableTime+19, 5);
|
|
|
|
strncpy (comment+15, readableTime+10, 9);
|
|
|
|
comment[24] = 0;
|
|
|
|
|
2016-09-21 10:19:13 +00:00
|
|
|
arc.AddString("Creation Time", comment);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// Get level name
|
|
|
|
//strcpy (comment, level.level_name);
|
|
|
|
mysnprintf(comment, countof(comment), "%s - %s", level.MapName.GetChars(), level.LevelName.GetChars());
|
|
|
|
len = (WORD)strlen (comment);
|
|
|
|
comment[len] = '\n';
|
|
|
|
|
|
|
|
// Append elapsed time
|
|
|
|
levelTime = level.time / TICRATE;
|
|
|
|
mysnprintf (comment + len + 1, countof(comment) - len - 1, "time: %02d:%02d:%02d",
|
|
|
|
levelTime/3600, (levelTime%3600)/60, levelTime%60);
|
|
|
|
comment[len+16] = 0;
|
|
|
|
|
|
|
|
// Write out the comment
|
2016-09-21 10:19:13 +00:00
|
|
|
arc.AddString("Comment", comment);
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
2016-09-21 07:01:12 +00:00
|
|
|
static void PutSavePic (FileWriter *file, int width, int height)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
if (width <= 0 || height <= 0 || !storesavepic)
|
|
|
|
{
|
|
|
|
M_CreateDummyPNG (file);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Renderer->WriteSavePic(&players[consoleplayer], file, width, height);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void G_DoSaveGame (bool okForQuicksave, FString filename, const char *description)
|
|
|
|
{
|
2016-09-21 10:19:13 +00:00
|
|
|
TArray<FCompressedBuffer> savegame_content;
|
2016-09-21 15:37:56 +00:00
|
|
|
TArray<FString> savegame_filenames;
|
2016-09-21 10:19:13 +00:00
|
|
|
|
2016-03-01 15:47:10 +00:00
|
|
|
char buf[100];
|
|
|
|
|
|
|
|
// Do not even try, if we're not in a level. (Can happen after
|
|
|
|
// a demo finishes playback.)
|
|
|
|
if (lines == NULL || sectors == NULL || gamestate != GS_LEVEL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (demoplayback)
|
|
|
|
{
|
2016-09-21 10:19:13 +00:00
|
|
|
filename = G_BuildSaveName ("demosave." SAVEGAME_EXT, -1);
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (cl_waitforsave)
|
|
|
|
I_FreezeTime(true);
|
|
|
|
|
|
|
|
insave = true;
|
|
|
|
G_SnapshotLevel ();
|
|
|
|
|
2016-09-21 10:19:13 +00:00
|
|
|
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.
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2016-09-21 19:57:24 +00:00
|
|
|
savegameinfo.OpenWriter(true);
|
|
|
|
savegameglobals.OpenWriter(save_formatted);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
SaveVersion = SAVEVER;
|
2016-09-21 10:19:13 +00:00
|
|
|
PutSavePic(&savepic, SAVEPICWIDTH, SAVEPICHEIGHT);
|
2016-03-01 15:47:10 +00:00
|
|
|
mysnprintf(buf, countof(buf), GAMENAME " %s", GetVersionString());
|
2016-09-21 10:19:13 +00:00
|
|
|
// 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);
|
|
|
|
|
2016-09-21 15:37:56 +00:00
|
|
|
int ver = SAVEVER;
|
2016-09-21 10:19:13 +00:00
|
|
|
savegameinfo.AddString("Software", buf)
|
|
|
|
.AddString("Engine", GAMESIG)
|
2016-09-21 15:37:56 +00:00
|
|
|
("Save Version", ver)
|
2016-09-21 10:19:13 +00:00
|
|
|
.AddString("Title", description)
|
|
|
|
.AddString("Current Map", level.MapName);
|
|
|
|
|
|
|
|
|
|
|
|
PutSaveWads (savegameinfo);
|
|
|
|
PutSaveComment (savegameinfo);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// Intermission stats for hubs
|
2016-09-21 10:19:13 +00:00
|
|
|
G_SerializeHub(savegameglobals);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
{
|
|
|
|
FString vars = C_GetMassCVarString(CVAR_SERVERINFO);
|
2016-09-21 10:19:13 +00:00
|
|
|
savegameglobals.AddString("importantcvars", vars.GetChars());
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (level.time != 0 || level.maptime != 0)
|
|
|
|
{
|
2016-09-21 10:19:13 +00:00
|
|
|
int tic = TICRATE;
|
|
|
|
savegameglobals("ticrate", tic);
|
|
|
|
savegameglobals("leveltime", level.time);
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
2016-09-21 10:19:13 +00:00
|
|
|
STAT_Serialize(savegameglobals);
|
|
|
|
FRandom::StaticWriteRNGState(savegameglobals);
|
|
|
|
P_WriteACSDefereds(savegameglobals);
|
|
|
|
P_WriteACSVars(savegameglobals);
|
2016-09-21 15:37:56 +00:00
|
|
|
G_WriteVisited(savegameglobals);
|
|
|
|
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
if (NextSkill != -1)
|
|
|
|
{
|
2016-09-21 10:19:13 +00:00
|
|
|
savegameglobals("nextskill", NextSkill);
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
2016-09-21 15:37:56 +00:00
|
|
|
auto picdata = savepic.GetBuffer();
|
2016-09-24 07:00:31 +00:00
|
|
|
FCompressedBuffer bufpng = { picdata->Size(), picdata->Size(), METHOD_STORED, 0, static_cast<unsigned int>(crc32(0, &(*picdata)[0], picdata->Size())), (char*)&(*picdata)[0] };
|
2016-09-21 15:37:56 +00:00
|
|
|
|
|
|
|
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);
|
2016-09-21 10:19:13 +00:00
|
|
|
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2016-09-21 15:37:56 +00:00
|
|
|
WriteZip(filename, savegame_filenames, savegame_content);
|
|
|
|
|
2016-03-01 15:47:10 +00:00
|
|
|
M_NotifyNewSave (filename.GetChars(), description, okForQuicksave);
|
|
|
|
|
2016-09-21 15:37:56 +00:00
|
|
|
// delete the JSON buffers we created just above. Everything else will
|
|
|
|
// either still be needed or taken care of automatically.
|
2016-09-21 23:28:05 +00:00
|
|
|
savegame_content[1].Clean();
|
|
|
|
savegame_content[2].Clean();
|
2016-09-21 15:37:56 +00:00
|
|
|
|
2016-09-21 19:57:24 +00:00
|
|
|
// Check whether the file is ok by trying to open it.
|
|
|
|
FResourceFile *test = FResourceFile::OpenResourceFile(filename, nullptr, true);
|
|
|
|
if (test != nullptr)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-09-21 19:57:24 +00:00
|
|
|
delete test;
|
2016-03-01 15:47:10 +00:00
|
|
|
if (longsavemessages) Printf ("%s (%s)\n", GStrings("GGSAVED"), filename.GetChars());
|
|
|
|
else Printf ("%s\n", GStrings("GGSAVED"));
|
|
|
|
}
|
|
|
|
else Printf(PRINT_HIGH, "Save failed\n");
|
|
|
|
|
2016-09-21 15:37:56 +00:00
|
|
|
|
2016-03-01 15:47:10 +00:00
|
|
|
BackupSaveName = filename;
|
|
|
|
|
|
|
|
// We don't need the snapshot any longer.
|
2016-09-20 23:48:23 +00:00
|
|
|
level.info->Snapshot.Clean();
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
insave = false;
|
|
|
|
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 = 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:
|
|
|
|
{
|
|
|
|
BYTE i = ReadByte (&demo_p);
|
|
|
|
if (i < MAXPLAYERS)
|
|
|
|
{
|
|
|
|
playeringame[i] = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
Net_DoCommand (id, &demo_p, player);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool stoprecording;
|
|
|
|
|
|
|
|
CCMD (stop)
|
|
|
|
{
|
|
|
|
stoprecording = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
extern BYTE *lenspot;
|
|
|
|
|
|
|
|
void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf)
|
|
|
|
{
|
|
|
|
BYTE *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 = (BYTE *)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 = (BYTE *)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 = 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);
|
|
|
|
WriteByte ((BYTE)i, &demo_p);
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (playdemo)
|
|
|
|
{
|
|
|
|
if (netgame)
|
|
|
|
{
|
|
|
|
Printf("End your current netgame first!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (demorecording)
|
|
|
|
{
|
|
|
|
Printf("End your current demo first!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (argv.argc() > 1)
|
|
|
|
{
|
|
|
|
G_DeferedPlayDemo (argv[1]);
|
|
|
|
singledemo = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
BYTE *nextchunk;
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
BYTE *uncompressed = (BYTE*)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 = Wads.CheckNumForFullName (defdemoname, true);
|
|
|
|
if (demolump >= 0)
|
|
|
|
{
|
|
|
|
int demolen = Wads.LumpLength (demolump);
|
|
|
|
demobuffer = (BYTE *)M_Malloc(demolen);
|
|
|
|
Wads.ReadLump (demolump, demobuffer);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FixPathSeperator (defdemoname);
|
|
|
|
DefaultExtension (defdemoname, ".lmp");
|
|
|
|
M_ReadFileMalloc (defdemoname, &demobuffer);
|
|
|
|
}
|
|
|
|
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 (numsectors == 0)
|
|
|
|
{
|
|
|
|
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 (false) - 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 = NULL;
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
BYTE *formlen;
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
bool saved = M_WriteFile (demoname, demobuffer, int(demo_p - demobuffer));
|
|
|
|
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;
|
|
|
|
}
|