//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // #include #include #include #include #include #include "i_time.h" #include "templates.h" #include "version.h" #include "doomdef.h" #include "doomstat.h" #include "d_protocol.h" #include "d_netinf.h" #include "intermission/intermission.h" #include "m_argv.h" #include "m_misc.h" #include "menu/menu.h" #include "m_crc32.h" #include "p_saveg.h" #include "p_tick.h" #include "d_main.h" #include "wi_stuff.h" #include "hu_stuff.h" #include "st_stuff.h" #include "am_map.h" #include "c_console.h" #include "c_bind.h" #include "c_dispatch.h" #include "w_wad.h" #include "p_local.h" #include "gstrings.h" #include "r_sky.h" #include "g_game.h" #include "sbar.h" #include "m_png.h" #include "a_keys.h" #include "cmdlib.h" #include "d_net.h" #include "d_event.h" #include "p_acs.h" #include "p_effect.h" #include "m_joy.h" #include "r_renderer.h" #include "r_utility.h" #include "a_morph.h" #include "p_spec.h" #include "serializer.h" #include "vm.h" #include "dobjgc.h" #include "gi.h" #include "g_hub.h" #include "g_levellocals.h" #include "events.h" static FRandom pr_dmspawn ("DMSpawn"); static FRandom pr_pspawn ("PlayerSpawn"); bool G_CheckDemoStatus (void); void G_ReadDemoTiccmd (ticcmd_t *cmd, int player); void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf); void G_PlayerReborn (int player); void G_DoNewGame (void); void G_DoLoadGame (void); void G_DoPlayDemo (void); void G_DoCompleted (void); void G_DoVictory (void); void G_DoWorldDone (void); void G_DoSaveGame (bool okForQuicksave, FString filename, const char *description); void G_DoAutoSave (); void STAT_Serialize(FSerializer &file); bool WriteZip(const char *filename, TArray &filenames, TArray &content); FIntCVar gameskill ("skill", 2, CVAR_SERVERINFO|CVAR_LATCH); CVAR(Bool, save_formatted, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // use formatted JSON for saves (more readable but a larger files and a bit slower. CVAR (Int, deathmatch, 0, CVAR_SERVERINFO|CVAR_LATCH); CVAR (Bool, chasedemo, false, 0); CVAR (Bool, storesavepic, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Bool, longsavemessages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (String, save_dir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG); CVAR (Bool, cl_waitforsave, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); EXTERN_CVAR (Float, con_midtime); //========================================================================== // // CVAR displaynametags // // Selects whether to display name tags or not when changing weapons/items // //========================================================================== CUSTOM_CVAR (Int, displaynametags, 0, CVAR_ARCHIVE) { if (self < 0 || self > 3) { self = 0; } } CVAR(Int, nametagcolor, CR_GOLD, CVAR_ARCHIVE) gameaction_t gameaction; gamestate_t gamestate = GS_STARTUP; FName SelectedSlideshow; // what to start when ga_slideshow int paused; bool pauseext; bool sendpause; // send a pause event next tic bool sendsave; // send a save event next tic bool sendturn180; // [RH] send a 180 degree turn next tic bool usergame; // ok to save / end game bool insave; // Game is saving - used to block exit commands bool timingdemo; // if true, exit with report on completion bool nodrawers; // for comparative timing purposes bool noblit; // for comparative timing purposes bool viewactive; bool netgame; // only true if packets are broadcast bool multiplayer; bool multiplayernext = false; // [SP] Map coop/dm implementation player_t players[MAXPLAYERS]; bool playeringame[MAXPLAYERS]; int consoleplayer; // player taking events int gametic; CVAR(Bool, demo_compress, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); FString newdemoname; FString newdemomap; FString demoname; bool demorecording; bool demoplayback; bool demonew; // [RH] Only used around G_InitNew for demos int demover; uint8_t* demobuffer; uint8_t* demo_p; uint8_t* democompspot; uint8_t* demobodyspot; size_t maxdemosize; uint8_t* zdemformend; // end of FORM ZDEM chunk uint8_t* zdembodyend; // end of ZDEM BODY chunk bool singledemo; // quit after playing a demo from cmdline bool precache = true; // if true, load all graphics at start wbstartstruct_t wminfo; // parms for world map / intermission short consistancy[MAXPLAYERS][BACKUPTICS]; #define MAXPLMOVE (forwardmove[1]) #define TURBOTHRESHOLD 12800 int forwardmove[2], sidemove[2]; int angleturn[4] = {640, 1280, 320, 320}; // + slow turn int flyspeed[2] = {1*256, 3*256}; int lookspeed[2] = {450, 512}; #define SLOWTURNTICS 6 CVAR (Bool, cl_run, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always run? CVAR (Bool, invertmouse, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Invert mouse look down/up? CVAR (Bool, freelook, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always mlook? CVAR (Bool, lookstrafe, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always strafe with mouse? CVAR (Float, m_pitch, 1.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Mouse speeds CVAR (Float, m_yaw, 1.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) CVAR (Float, m_forward, 1.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) CVAR (Float, m_side, 2.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) int turnheld; // for accelerative turning // mouse values are used once int mousex; int mousey; FString savegamefile; FString savedescription; // [RH] Name of screenshot file to generate (usually NULL) FString shotfile; FString savename; FString BackupSaveName; bool SendLand; const AActor *SendItemUse, *SendItemDrop; int SendItemDropAmount; EXTERN_CVAR (Int, team) CVAR (Bool, teamplay, false, CVAR_SERVERINFO) // Workaround for x64 code generation bug in MSVC 2015 // Optimized targets contain illegal instructions in the function below #if defined _M_X64 && _MSC_VER < 1910 #pragma optimize("", off) #endif // _M_X64 && _MSC_VER < 1910 // [RH] Allow turbo setting anytime during game CUSTOM_CVAR (Float, turbo, 100.f, CVAR_NOINITCALL) { if (self < 10.f) { self = 10.f; } else if (self > 255.f) { self = 255.f; } else { double scale = self * 0.01; forwardmove[0] = (int)(gameinfo.normforwardmove[0]*scale); forwardmove[1] = (int)(gameinfo.normforwardmove[1]*scale); sidemove[0] = (int)(gameinfo.normsidemove[0]*scale); sidemove[1] = (int)(gameinfo.normsidemove[1]*scale); } } #if defined _M_X64 && _MSC_VER < 1910 #pragma optimize("", on) #endif // _M_X64 && _MSC_VER < 1910 CCMD (turnspeeds) { if (argv.argc() == 1) { Printf ("Current turn speeds: %d %d %d %d\n", angleturn[0], angleturn[1], angleturn[2], angleturn[3]); } else { int i; for (i = 1; i <= 4 && i < argv.argc(); ++i) { angleturn[i-1] = atoi (argv[i]); } if (i <= 2) { angleturn[1] = angleturn[0] * 2; } if (i <= 3) { angleturn[2] = angleturn[0] / 2; } if (i <= 4) { angleturn[3] = angleturn[2]; } } } CCMD (slot) { if (argv.argc() > 1) { int slot = atoi (argv[1]); auto mo = players[consoleplayer].mo; if (slot < NUM_WEAPON_SLOTS && mo) { // Needs to be redone IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickWeapon) { VMValue param[] = { mo, slot, !(dmflags2 & DF2_DONTCHECKAMMO) }; VMReturn ret((void**)&SendItemUse); VMCall(func, param, 3, &ret, 1); } } } } CCMD (centerview) { Net_WriteByte (DEM_CENTERVIEW); } CCMD(crouch) { Net_WriteByte(DEM_CROUCH); } CCMD (land) { SendLand = true; } CCMD (pause) { sendpause = true; } CCMD (turn180) { sendturn180 = true; } CCMD (weapnext) { auto mo = players[consoleplayer].mo; if (mo) { // Needs to be redone IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickNextWeapon) { VMValue param[] = { mo }; VMReturn ret((void**)&SendItemUse); VMCall(func, param, 1, &ret, 1); } } // [BC] Option to display the name of the weapon being cycled to. if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse) { StatusBar->AttachMessage(Create(SmallFont, SendItemUse->GetTag(), 1.5f, 0.90f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID( 'W', 'E', 'P', 'N' )); } if (SendItemUse != players[consoleplayer].ReadyWeapon) { S_Sound(CHAN_AUTO, "misc/weaponchange", 1.0, ATTN_NONE); } } CCMD (weapprev) { auto mo = players[consoleplayer].mo; if (mo) { // Needs to be redone IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickPrevWeapon) { VMValue param[] = { mo }; VMReturn ret((void**)&SendItemUse); VMCall(func, param, 1, &ret, 1); } } // [BC] Option to display the name of the weapon being cycled to. if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse) { StatusBar->AttachMessage(Create(SmallFont, SendItemUse->GetTag(), 1.5f, 0.90f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID( 'W', 'E', 'P', 'N' )); } if (SendItemUse != players[consoleplayer].ReadyWeapon) { S_Sound(CHAN_AUTO, "misc/weaponchange", 1.0, ATTN_NONE); } } static void DisplayNameTag(AActor *actor) { auto tag = actor->GetTag(); if ((displaynametags & 1) && StatusBar && SmallFont) StatusBar->AttachMessage(Create(SmallFont, tag, 1.5f, 0.80f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID('S', 'I', 'N', 'V')); } DEFINE_ACTION_FUNCTION_NATIVE(AActor, DisplayNameTag, DisplayNameTag) { PARAM_SELF_PROLOGUE(AActor); DisplayNameTag(self); return 0; } CCMD (invnext) { if (who != NULL) { IFVM(PlayerPawn, InvNext) { VMValue param = who; VMCall(func, ¶m, 1, nullptr, 0); } } } CCMD(invprev) { if (who != NULL) { IFVM(PlayerPawn, InvPrev) { VMValue param = who; VMCall(func, ¶m, 1, nullptr, 0); } } } CCMD (invuseall) { SendItemUse = (const AActor *)1; } CCMD (invuse) { if (players[consoleplayer].inventorytics == 0) { if (players[consoleplayer].mo) SendItemUse = players[consoleplayer].mo->PointerVar(NAME_InvSel); } players[consoleplayer].inventorytics = 0; } CCMD(invquery) { AActor *inv = players[consoleplayer].mo->PointerVar(NAME_InvSel); if (inv != NULL) { Printf(PRINT_HIGH, "%s (%dx)\n", inv->GetTag(), inv->IntVar(NAME_Amount)); } } CCMD (use) { if (argv.argc() > 1 && who != NULL) { SendItemUse = who->FindInventory(argv[1]); } } CCMD (invdrop) { if (players[consoleplayer].mo) { SendItemDrop = players[consoleplayer].mo->PointerVar(NAME_InvSel); SendItemDropAmount = -1; } } CCMD (weapdrop) { SendItemDrop = players[consoleplayer].ReadyWeapon; SendItemDropAmount = -1; } CCMD (drop) { if (argv.argc() > 1 && who != NULL) { SendItemDrop = who->FindInventory(argv[1]); SendItemDropAmount = argv.argc() > 2 ? atoi(argv[2]) : -1; } } CCMD (useflechette) { if (who == nullptr) return; IFVIRTUALPTRNAME(who, NAME_PlayerPawn, GetFlechetteItem) { VMValue params[] = { who }; AActor *cls; VMReturn ret((void**)&cls); VMCall(func, params, 1, &ret, 1); if (cls != nullptr) SendItemUse = cls; } } CCMD (select) { if (argv.argc() > 1) { auto item = who->FindInventory(argv[1]); if (item != NULL) { who->PointerVar(NAME_InvSel) = item; } } who->player->inventorytics = 5*TICRATE; } static inline int joyint(double val) { if (val >= 0) { return int(ceil(val)); } else { return int(floor(val)); } } // // G_BuildTiccmd // Builds a ticcmd from all of the available inputs // or reads it from the demo buffer. // If recording a demo, write it out // void G_BuildTiccmd (ticcmd_t *cmd) { int strafe; int speed; int forward; int side; int fly; ticcmd_t *base; base = I_BaseTiccmd (); // empty, or external driver *cmd = *base; cmd->consistancy = consistancy[consoleplayer][(maketic/ticdup)%BACKUPTICS]; strafe = Button_Strafe.bDown; speed = Button_Speed.bDown ^ (int)cl_run; forward = side = fly = 0; // [RH] only use two stage accelerative turning on the keyboard // and not the joystick, since we treat the joystick as // the analog device it is. if (Button_Left.bDown || Button_Right.bDown) turnheld += ticdup; else turnheld = 0; // let movement keys cancel each other out if (strafe) { if (Button_Right.bDown) side += sidemove[speed]; if (Button_Left.bDown) side -= sidemove[speed]; } else { int tspeed = speed; if (turnheld < SLOWTURNTICS) tspeed += 2; // slow turn if (Button_Right.bDown) { G_AddViewAngle (angleturn[tspeed]); } if (Button_Left.bDown) { G_AddViewAngle (-angleturn[tspeed]); } } if (Button_LookUp.bDown) { G_AddViewPitch (lookspeed[speed]); } if (Button_LookDown.bDown) { G_AddViewPitch (-lookspeed[speed]); } if (Button_MoveUp.bDown) fly += flyspeed[speed]; if (Button_MoveDown.bDown) fly -= flyspeed[speed]; if (Button_Klook.bDown) { if (Button_Forward.bDown) G_AddViewPitch (lookspeed[speed]); if (Button_Back.bDown) G_AddViewPitch (-lookspeed[speed]); } else { if (Button_Forward.bDown) forward += forwardmove[speed]; if (Button_Back.bDown) forward -= forwardmove[speed]; } if (Button_MoveRight.bDown) side += sidemove[speed]; if (Button_MoveLeft.bDown) side -= sidemove[speed]; // buttons if (Button_Attack.bDown) cmd->ucmd.buttons |= BT_ATTACK; if (Button_AltAttack.bDown) cmd->ucmd.buttons |= BT_ALTATTACK; if (Button_Use.bDown) cmd->ucmd.buttons |= BT_USE; if (Button_Jump.bDown) cmd->ucmd.buttons |= BT_JUMP; if (Button_Crouch.bDown) cmd->ucmd.buttons |= BT_CROUCH; if (Button_Zoom.bDown) cmd->ucmd.buttons |= BT_ZOOM; if (Button_Reload.bDown) cmd->ucmd.buttons |= BT_RELOAD; if (Button_User1.bDown) cmd->ucmd.buttons |= BT_USER1; if (Button_User2.bDown) cmd->ucmd.buttons |= BT_USER2; if (Button_User3.bDown) cmd->ucmd.buttons |= BT_USER3; if (Button_User4.bDown) cmd->ucmd.buttons |= BT_USER4; if (Button_Speed.bDown) cmd->ucmd.buttons |= BT_SPEED; if (Button_Strafe.bDown) cmd->ucmd.buttons |= BT_STRAFE; if (Button_MoveRight.bDown) cmd->ucmd.buttons |= BT_MOVERIGHT; if (Button_MoveLeft.bDown) cmd->ucmd.buttons |= BT_MOVELEFT; if (Button_LookDown.bDown) cmd->ucmd.buttons |= BT_LOOKDOWN; if (Button_LookUp.bDown) cmd->ucmd.buttons |= BT_LOOKUP; if (Button_Back.bDown) cmd->ucmd.buttons |= BT_BACK; if (Button_Forward.bDown) cmd->ucmd.buttons |= BT_FORWARD; if (Button_Right.bDown) cmd->ucmd.buttons |= BT_RIGHT; if (Button_Left.bDown) cmd->ucmd.buttons |= BT_LEFT; if (Button_MoveDown.bDown) cmd->ucmd.buttons |= BT_MOVEDOWN; if (Button_MoveUp.bDown) cmd->ucmd.buttons |= BT_MOVEUP; if (Button_ShowScores.bDown) cmd->ucmd.buttons |= BT_SHOWSCORES; // Handle joysticks/game controllers. float joyaxes[NUM_JOYAXIS]; I_GetAxes(joyaxes); // Remap some axes depending on button state. if (Button_Strafe.bDown || (Button_Mlook.bDown && lookstrafe)) { joyaxes[JOYAXIS_Side] = joyaxes[JOYAXIS_Yaw]; joyaxes[JOYAXIS_Yaw] = 0; } if (Button_Mlook.bDown) { joyaxes[JOYAXIS_Pitch] = joyaxes[JOYAXIS_Forward]; joyaxes[JOYAXIS_Forward] = 0; } if (joyaxes[JOYAXIS_Pitch] != 0) { G_AddViewPitch(joyint(joyaxes[JOYAXIS_Pitch] * 2048)); } if (joyaxes[JOYAXIS_Yaw] != 0) { G_AddViewAngle(joyint(-1280 * joyaxes[JOYAXIS_Yaw])); } side -= joyint(sidemove[speed] * joyaxes[JOYAXIS_Side]); forward += joyint(joyaxes[JOYAXIS_Forward] * forwardmove[speed]); fly += joyint(joyaxes[JOYAXIS_Up] * 2048); // Handle mice. if (!Button_Mlook.bDown && !freelook) { forward += (int)((float)mousey * m_forward); } cmd->ucmd.pitch = LocalViewPitch >> 16; if (SendLand) { SendLand = false; fly = -32768; } if (strafe || lookstrafe) side += (int)((float)mousex * m_side); mousex = mousey = 0; // Build command. if (forward > MAXPLMOVE) forward = MAXPLMOVE; else if (forward < -MAXPLMOVE) forward = -MAXPLMOVE; if (side > MAXPLMOVE) side = MAXPLMOVE; else if (side < -MAXPLMOVE) side = -MAXPLMOVE; cmd->ucmd.forwardmove += forward; cmd->ucmd.sidemove += side; cmd->ucmd.yaw = LocalViewAngle >> 16; cmd->ucmd.upmove = fly; LocalViewAngle = 0; LocalViewPitch = 0; // special buttons if (sendturn180) { sendturn180 = false; cmd->ucmd.buttons |= BT_TURN180; } if (sendpause) { sendpause = false; Net_WriteByte (DEM_PAUSE); } if (sendsave) { sendsave = false; Net_WriteByte (DEM_SAVEGAME); Net_WriteString (savegamefile); Net_WriteString (savedescription); savegamefile = ""; } if (SendItemUse == (const AActor *)1) { Net_WriteByte (DEM_INVUSEALL); SendItemUse = NULL; } else if (SendItemUse != NULL) { Net_WriteByte (DEM_INVUSE); Net_WriteLong (SendItemUse->InventoryID); SendItemUse = NULL; } if (SendItemDrop != NULL) { Net_WriteByte (DEM_INVDROP); Net_WriteLong (SendItemDrop->InventoryID); Net_WriteLong(SendItemDropAmount); 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) static int LookAdjust(int look) { look <<= 16; if (players[consoleplayer].playerstate != PST_DEAD && // No adjustment while dead. players[consoleplayer].ReadyWeapon != NULL) // No adjustment if no weapon. { auto scale = players[consoleplayer].ReadyWeapon->FloatVar(NAME_FOVScale); if (scale > 0) // No adjustment if it is non-positive. { look = int(look * scale); } } return look; } void G_AddViewPitch (int look, bool mouse) { if (gamestate == GS_TITLELEVEL) { return; } look = LookAdjust(look); if (!level.IsFreelookAllowed()) { LocalViewPitch = 0; } else if (look > 0) { // Avoid overflowing if (LocalViewPitch > INT_MAX - look) { LocalViewPitch = 0x78000000; } else { LocalViewPitch = MIN(LocalViewPitch + look, 0x78000000); } } else if (look < 0) { // Avoid overflowing if (LocalViewPitch < INT_MIN - look) { LocalViewPitch = -0x78000000; } else { LocalViewPitch = MAX(LocalViewPitch + look, -0x78000000); } } if (look != 0) { LocalKeyboardTurner = (!mouse || smooth_mouse); } } void G_AddViewAngle (int yaw, bool mouse) { if (gamestate == GS_TITLELEVEL) { return; } yaw = LookAdjust(yaw); LocalViewAngle -= yaw; if (yaw != 0) { LocalKeyboardTurner = (!mouse || 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 && currentUILevel->automap->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 currentUILevel->automap->Responder (ev, true); return (ev->type == EV_KeyDown || ev->type == EV_Mouse); } // // G_Ticker // Make ticcmd_ts for the players. // void G_Ticker () { int i; gamestate_t oldgamestate; // do player reborns if needed for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) { if (players[i].playerstate == PST_GONE) { G_DoPlayerPop(i); } if (players[i].playerstate == PST_REBORN || players[i].playerstate == PST_ENTER) { G_DoReborn(i, false); } } } if (ToggleFullscreen) { static char toggle_fullscreen[] = "toggle fullscreen"; ToggleFullscreen = false; AddCommandString (toggle_fullscreen); } // do things to change the game state oldgamestate = gamestate; while (gameaction != ga_nothing) { if (gameaction == ga_newgame2) { gameaction = ga_newgame; break; } switch (gameaction) { case ga_loadlevel: G_DoLoadLevel (-1, false, false); 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 = ""; break; case ga_autosave: G_DoAutoSave (); gameaction = ga_nothing; break; case ga_loadgameplaydemo: G_DoLoadGame (); // fallthrough case ga_playdemo: G_DoPlayDemo (); break; case ga_completed: G_DoCompleted (); break; case ga_slideshow: if (gamestate == GS_LEVEL) F_StartIntermission(SelectedSlideshow, FSTATE_InLevel); break; case ga_worlddone: G_DoWorldDone (); break; case ga_screenshot: M_ScreenShot (shotfile); shotfile = ""; gameaction = ga_nothing; break; case ga_fullconsole: C_FullConsole (); gameaction = ga_nothing; break; case ga_togglemap: AM_ToggleMap (); gameaction = ga_nothing; break; case ga_nothing: break; } C_AdjustBottom (); } if (oldgamestate != gamestate) { if (oldgamestate == GS_FINALE) { 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. uint32_t 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 if (multiplayer && turbo > 100.f && cmd->ucmd.forwardmove > TURBOTHRESHOLD && !(gametic&31) && ((gametic>>5)&(MAXPLAYERS-1)) == i ) { Printf ("%s is turbo!\n", players[i].userinfo.GetName()); } if (netgame && players[i].Bot == NULL && !demoplayback && (gametic%ticdup) == 0) { //players[i].inconsistant = 0; if (gametic > BACKUPTICS*ticdup && consistancy[i][buf] != cmd->consistancy) { players[i].inconsistant = gametic - BACKUPTICS*ticdup; } if (players[i].mo) { uint32_t sum = rngsum + int((players[i].mo->X() + players[i].mo->Y() + players[i].mo->Z())*257) + players[i].mo->Angles.Yaw.BAMs() + players[i].mo->Angles.Pitch.BAMs(); sum ^= players[i].health; consistancy[i][buf] = sum; } else { consistancy[i][buf] = rngsum; } } } } // [ZZ] also tick the UI part of the events E_UiTick(); // do main actions switch (gamestate) { case GS_LEVEL: P_Ticker (); currentUILevel->automap->Ticker (); break; case GS_TITLELEVEL: P_Ticker (); break; case GS_INTERMISSION: WI_Ticker (); break; case GS_FINALE: F_Ticker (); break; case GS_DEMOSCREEN: D_PageTicker (); break; case GS_STARTUP: if (gameaction == ga_nothing) { gamestate = GS_FULLCONSOLE; gameaction = ga_fullconsole; } break; default: break; } // [MK] Additional ticker for UI events right after all others E_PostUiTick(); } // // PLAYER STRUCTURE FUNCTIONS // also see P_SpawnPlayer in P_Mobj // // // G_PlayerFinishLevel // Called when a player completes a level. // // flags is checked for RESETINVENTORY and RESETHEALTH only. void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags) { IFVM(PlayerPawn, PlayerFinishLevel) { VMValue params[] = { players[player].mo, mode, flags }; VMCall(func, params, 3, nullptr, 0); } } // // G_PlayerReborn // Called after a player dies // almost everything is cleared and initialized // void G_PlayerReborn (int player) { player_t* p; int frags[MAXPLAYERS]; int fragcount; // [RH] Cumulative frags int killcount; int itemcount; int secretcount; int chasecam; uint8_t currclass; userinfo_t userinfo; // [RH] Save userinfo AActor *actor; PClassActor *cls; FString log; DBot *Bot; //Added by MC: p = &players[player]; memcpy (frags, p->frags, sizeof(frags)); fragcount = p->fragcount; killcount = p->killcount; itemcount = p->itemcount; secretcount = p->secretcount; currclass = p->CurrentPlayerClass; userinfo.TransferFrom(p->userinfo); actor = p->mo; cls = p->cls; log = p->LogText; chasecam = p->cheats & CF_CHASECAM; Bot = p->Bot; //Added by MC: const bool settings_controller = p->settings_controller; // Reset player structure to its defaults p->~player_t(); ::new(p) player_t; memcpy (p->frags, frags, sizeof(p->frags)); p->health = actor->health; p->fragcount = fragcount; p->killcount = killcount; p->itemcount = itemcount; p->secretcount = secretcount; p->CurrentPlayerClass = currclass; p->userinfo.TransferFrom(userinfo); p->mo = actor; p->cls = cls; p->LogText = log; p->cheats |= chasecam; p->Bot = Bot; //Added by MC: p->settings_controller = settings_controller; p->oldbuttons = ~0, p->attackdown = true; p->usedown = true; // don't do anything immediately p->original_oldbuttons = ~0; p->playerstate = PST_LIVE; if (gamestate != GS_TITLELEVEL) { // [GRB] Give inventory specified in DECORATE IFVIRTUALPTRNAME(actor, NAME_PlayerPawn, GiveDefaultInventory) { VMValue params[1] = { actor }; VMCall(func, params, 1, nullptr, 0); } p->ReadyWeapon = p->PendingWeapon; } //Added by MC: Init bot structure. if (p->Bot != NULL) { botskill_t skill = p->Bot->skill; p->Bot->Clear (); p->Bot->player = p; p->Bot->skill = skill; } } // // G_CheckSpot // Returns false if the player cannot be respawned // at the given mapthing spot // because something is occupying it // bool G_CheckSpot (int playernum, FPlayerStart *mthing) { DVector3 spot; double oldz; int i; if (mthing->type == 0) return false; spot = mthing->pos; if (!(level.flags & LEVEL_USEPLAYERSTARTZ)) { spot.Z = 0; } spot.Z += P_PointInSector (spot)->floorplane.ZatPoint (spot); if (!players[playernum].mo) { // first spawn of level, before corpses for (i = 0; i < playernum; i++) if (players[i].mo && players[i].mo->X() == spot.X && players[i].mo->Y() == spot.Y) return false; return true; } oldz = players[playernum].mo->Z(); // [RH] Need to save corpse's z-height players[playernum].mo->SetZ(spot.Z); // [RH] Checks are now full 3-D // killough 4/2/98: fix bug where P_CheckPosition() uses a non-solid // corpse to detect collisions with other players in DM starts // // Old code: // if (!P_CheckPosition (players[playernum].mo, x, y)) // return false; players[playernum].mo->flags |= MF_SOLID; i = P_CheckPosition(players[playernum].mo, spot); players[playernum].mo->flags &= ~MF_SOLID; players[playernum].mo->SetZ(oldz); // [RH] Restore corpse's height if (!i) return false; return true; } // // G_DeathMatchSpawnPlayer // Spawns a player at one of the random death match spots // called at level load and each death // // [RH] Returns the distance of the closest player to the given mapthing static double PlayersRangeFromSpot (FPlayerStart *spot) { double closest = INT_MAX; double distance; int i; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || !players[i].mo || players[i].health <= 0) continue; distance = players[i].mo->Distance2D(spot->pos.X, spot->pos.Y); if (distance < closest) closest = distance; } return closest; } // [RH] Select the deathmatch spawn spot farthest from everyone. static FPlayerStart *SelectFarthestDeathmatchSpot (size_t selections) { double bestdistance = 0; FPlayerStart *bestspot = NULL; unsigned int i; for (i = 0; i < selections; i++) { double distance = PlayersRangeFromSpot (&level.deathmatchstarts[i]); if (distance > bestdistance) { bestdistance = distance; bestspot = &level.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, &level.deathmatchstarts[i]) ) { return &level.deathmatchstarts[i]; } } // [RH] return a spot anyway, since we allow telefragging when a player spawns return &level.deathmatchstarts[i]; } DEFINE_ACTION_FUNCTION(DObject, G_PickDeathmatchStart) { PARAM_PROLOGUE; unsigned int selections = level.deathmatchstarts.Size(); DVector3 pos; int angle; if (selections == 0) { angle = INT_MAX; pos = DVector3(0, 0, 0); } else { unsigned int i = pr_dmspawn() % selections; angle = level.deathmatchstarts[i].angle; pos = level.deathmatchstarts[i].pos; } if (numret > 1) { ret[1].SetInt(angle); numret = 2; } if (numret > 0) { ret[0].SetVector(pos); } return numret; } void G_DeathMatchSpawnPlayer (int playernum) { unsigned int selections; FPlayerStart *spot; selections = level.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 = &level.playerstarts[0]; if (spot->type == 0) { // Fine, whatever. spot = &level.deathmatchstarts[0]; } } } } AActor *mo = P_SpawnPlayer(spot, playernum); if (mo != NULL) P_PlayerStartStomp(mo); } // // G_PickPlayerStart // FPlayerStart *G_PickPlayerStart(int playernum, int flags) { if (level.AllPlayerStarts.Size() == 0) // No starts to pick { return NULL; } if ((level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM) || level.playerstarts[playernum].type == 0) { if (!(flags & PPS_NOBLOCKINGCHECK)) { TArray good_starts; unsigned int i; // Find all unblocked player starts. for (i = 0; i < level.AllPlayerStarts.Size(); ++i) { if (G_CheckSpot(playernum, &level.AllPlayerStarts[i])) { good_starts.Push(&level.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 &level.AllPlayerStarts[pr_pspawn(level.AllPlayerStarts.Size())]; } return &level.playerstarts[playernum]; } DEFINE_ACTION_FUNCTION(DObject, G_PickPlayerStart) { PARAM_PROLOGUE; PARAM_INT(playernum); PARAM_INT(flags); auto ps = G_PickPlayerStart(playernum, flags); if (numret > 1) { ret[1].SetInt(ps? ps->angle : 0); numret = 2; } if (numret > 0) { ret[0].SetVector(ps ? ps->pos : DVector3(0, 0, 0)); } return numret; } // // G_QueueBody // static void G_QueueBody (AActor *body) { // flush an old corpse if needed int modslot = level.bodyqueslot%level.BODYQUESIZE; level.bodyqueslot = modslot + 1; if (level.bodyqueslot >= level.BODYQUESIZE && level.bodyque[modslot] != NULL) { level.bodyque[modslot]->Destroy (); } level.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]; body->Scale.X *= skin.Scale.X / defaultActor->Scale.X; body->Scale.Y *= skin.Scale.Y / defaultActor->Scale.Y; } } // // G_DoReborn // EXTERN_CVAR(Bool, sv_singleplayerrespawn) void G_DoReborn (int playernum, bool freshbot) { if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN) && !sv_singleplayerrespawn && !G_SkillProperty(SKILLP_PlayerRespawn)) { if (BackupSaveName.Len() > 0 && FileExists (BackupSaveName.GetChars())) { // Load game from the last point it was saved savename = BackupSaveName; gameaction = ga_autoloadgame; } else { // Reload the level from scratch bool indemo = demoplayback; BackupSaveName = ""; G_InitNew (level.MapName, false); demoplayback = indemo; // gameaction = ga_loadlevel; } } else { bool isUnfriendly = players[playernum].mo && !(players[playernum].mo->flags & MF_FRIENDLY); // respawn at the start // first disassociate the corpse if (players[playernum].mo) { G_QueueBody (players[playernum].mo); players[playernum].mo->player = NULL; } // spawn at random spot if in deathmatch if ((deathmatch || isUnfriendly) && (level.deathmatchstarts.Size () > 0)) { G_DeathMatchSpawnPlayer (playernum); return; } if (!(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) && level.playerstarts[playernum].type != 0 && G_CheckSpot (playernum, &level.playerstarts[playernum])) { AActor *mo = P_SpawnPlayer(&level.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 level.Behaviors.StopMyScripts(players[playernum].mo); // [ZZ] fire player disconnect hook E_PlayerDisconnected(playernum); // [RH] Let the scripts know the player left level.Behaviors.StartTypedScripts(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 = nullptr; } players[playernum].DestroyPSprites(); } void G_ScreenShot (char *filename) { shotfile = filename; gameaction = ga_screenshot; } // // G_InitFromSavegame // Can be called by the startup code or the menu task. // void G_LoadGame (const char* name, bool hidecon) { if (name != NULL) { savename = name; gameaction = !hidecon ? ga_loadgame : ga_loadgamehidecon; } } static bool CheckSingleWad (const char *name, bool &printRequires, bool printwarn) { if (name == NULL) { return true; } if (Wads.CheckIfWadLoaded (name) < 0) { if (printwarn) { if (!printRequires) { Printf ("This savegame needs these wads:\n%s", name); } else { Printf (", %s", name); } } printRequires = true; return false; } return true; } // Return false if not all the needed wads have been loaded. bool G_CheckSaveGameWads (FSerializer &arc, bool printwarn) { bool printRequires = false; FString text; arc("Game WAD", text); CheckSingleWad (text, printRequires, printwarn); arc("Map WAD", text); CheckSingleWad (text, printRequires, printwarn); if (printRequires) { if (printwarn) { Printf ("\n"); } return false; } return true; } void G_DoLoadGame () { bool hidecon; if (gameaction != ga_autoloadgame) { demoplayback = false; } hidecon = gameaction == ga_loadgamehidecon; gameaction = ga_nothing; std::unique_ptr resfile(FResourceFile::OpenResourceFile(savename.GetChars(), true, true)); if (resfile == nullptr) { Printf ("Could not read savegame '%s'\n", savename.GetChars()); return; } FResourceLump *info = resfile->FindLump("info.json"); if (info == nullptr) { Printf("'%s' is not a valid savegame: Missing 'info.json'.\n", savename.GetChars()); return; } SaveVersion = 0; void *data = info->CacheLump(); FSerializer arc; if (!arc.OpenReader((const char *)data, info->LumpSize)) { Printf("Failed to access savegame info\n"); return; } // Check whether this savegame actually has been created by a compatible engine. // Since there are ZDoom derivates using the exact same savegame format but // with mutual incompatibilities this check simplifies things significantly. FString savever, engine, map; arc("Save Version", SaveVersion); arc("Engine", engine); arc("Current Map", map); if (engine.CompareNoCase(GAMESIG) != 0) { // Make a special case for the message printed for old savegames that don't // have this information. if (engine.IsEmpty()) { Printf("Savegame is from an incompatible version\n"); } else { Printf("Savegame is from another ZDoom-based engine: %s\n", engine.GetChars()); } return; } if (SaveVersion < MINSAVEVER || SaveVersion > SAVEVER) { 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; } if (!G_CheckSaveGameWads(arc, true)) { return; } if (map.IsEmpty()) { Printf("Savegame is missing the current map\n"); return; } // Now that it looks like we can load this save, hide the fullscreen console if it was up // when the game was selected from the menu. if (hidecon && gamestate == GS_FULLCONSOLE) { gamestate = GS_HIDECONSOLE; } // we are done with info.json. arc.Close(); info = resfile->FindLump("globals.json"); if (info == nullptr) { Printf("'%s' is not a valid savegame: Missing 'globals.json'.\n", savename.GetChars()); return; } data = info->CacheLump(); if (!arc.OpenReader((const char *)data, info->LumpSize)) { Printf("Failed to access savegame info\n"); return; } // Read intermission data for hubs G_SerializeHub(arc); bglobal.RemoveAllBots(true); FString cvar; arc("importantcvars", cvar); if (!cvar.IsEmpty()) { uint8_t *vars_p = (uint8_t *)cvar.GetChars(); C_ReadCVars(&vars_p); } uint32_t time[2] = { 1,0 }; arc("ticrate", time[0]) ("leveltime", time[1]); // dearchive all the modifications level.time = Scale(time[1], TICRATE, time[0]); G_ReadSnapshots(resfile.get()); resfile.reset(nullptr); // we no longer need the resource file below this point G_ReadVisited(arc); // load a base level savegamerestore = true; // Use the player actors in the savegame bool demoplaybacksave = demoplayback; G_InitNew(map, false); demoplayback = demoplaybacksave; savegamerestore = false; STAT_Serialize(arc); FRandom::StaticReadRNGState(arc); P_ReadACSDefereds(arc); P_ReadACSVars(arc); NextSkill = -1; arc("nextskill", NextSkill); if (level.info != nullptr) level.info->Snapshot.Clean(); BackupSaveName = savename; // At this point, the GC threshold is likely a lot higher than the // amount of memory in use, so bring it down now by starting a // collection. GC::StartCollection(); } // // G_SaveGame // Called by the menu task. // Description is a 24 byte text string // void G_SaveGame (const char *filename, const char *description) { if (sendsave || gameaction == ga_savegame) { Printf ("A game save is still pending.\n"); return; } else if (!usergame) { Printf ("not in a saveable game\n"); } else if (gamestate != GS_LEVEL) { Printf ("not in a level\n"); } else if (players[consoleplayer].health <= 0 && !multiplayer) { Printf ("player is dead in a single-player game\n"); } else { savegamefile = filename; savedescription = description; sendsave = true; } } FString G_BuildSaveName (const char *prefix, int slot) { FString name; FString leader; const char *slash = ""; leader = Args->CheckValue ("-savedir"); if (leader.IsEmpty()) { leader = save_dir; if (leader.IsEmpty()) { leader = M_GetSavegamesPath(); } } size_t len = leader.Len(); if (leader[0] != '\0' && leader[len-1] != '\\' && leader[len-1] != '/') { slash = "/"; } name << leader << slash; name = NicePath(name); CreatePath(name); name << prefix; if (slot >= 0) { name.AppendFormat("%d." SAVEGAME_EXT, slot); } return name; } CVAR (Int, autosavenum, 0, CVAR_NOSET|CVAR_ARCHIVE|CVAR_GLOBALCONFIG) static int nextautosave = -1; CVAR (Int, disableautosave, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Bool, saveloadconfirmation, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // [mxd] CUSTOM_CVAR (Int, autosavecount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self < 0) self = 0; } void G_DoAutoSave () { FString description; FString file; // Keep up to four autosaves at a time UCVarValue num; const char *readableTime; int count = autosavecount != 0 ? autosavecount : 1; if (nextautosave == -1) { nextautosave = (autosavenum + 1) % count; } num.Int = nextautosave; autosavenum.ForceSet (num, CVAR_Int); file = G_BuildSaveName ("auto", nextautosave); if (!(level.flags2 & LEVEL2_NOAUTOSAVEHINT)) { nextautosave = (nextautosave + 1) % count; } else { // This flag can only be used once per level level.flags2 &= ~LEVEL2_NOAUTOSAVEHINT; } readableTime = myasctime (); description.Format("Autosave %.12s", readableTime + 4); G_DoSaveGame (false, file, description); } static void PutSaveWads (FSerializer &arc) { const char *name; // Name of IWAD name = Wads.GetWadName (Wads.GetIwadNum()); arc.AddString("Game WAD", name); // Name of wad the map resides in if (Wads.GetLumpFile (level.lumpnum) > Wads.GetIwadNum()) { name = Wads.GetWadName (Wads.GetLumpFile (level.lumpnum)); arc.AddString("Map WAD", name); } } static void PutSaveComment (FSerializer &arc) { const char *readableTime; int levelTime; // Get the current date and time readableTime = myasctime (); FString comment; comment.Format("%.10s%.5s%.9s", readableTime, &readableTime[19], &readableTime[10]); arc.AddString("Creation Time", comment); // Get level name //strcpy (comment, level.level_name); comment.Format("%s - %s\n", level.MapName.GetChars(), level.LevelName.GetChars()); // Append elapsed time const char *const time = GStrings("SAVECOMMENT_TIME"); levelTime = level.time / TICRATE; comment.AppendFormat("%s: %02d:%02d:%02d", time, levelTime/3600, (levelTime%3600)/60, levelTime%60); // Write out the comment arc.AddString("Comment", comment); } static void PutSavePic (FileWriter *file, int width, int height) { if (width <= 0 || height <= 0 || !storesavepic) { M_CreateDummyPNG (file); } else { screen->WriteSavePic(&players[consoleplayer], file, width, height); } } void G_DoSaveGame (bool okForQuicksave, FString filename, const char *description) { TArray savegame_content; TArray savegame_filenames; char buf[100]; // Do not even try, if we're not in a level. (Can happen after // a demo finishes playback.) if (level.lines.Size() == 0 || level.sectors.Size() == 0 || gamestate != GS_LEVEL) { return; } if (demoplayback) { filename = G_BuildSaveName ("demosave." SAVEGAME_EXT, -1); } if (cl_waitforsave) I_FreezeTime(true); insave = true; try { G_SnapshotLevel(); } catch(CRecoverableError &err) { // delete the snapshot. Since the save failed it is broken. insave = false; level.info->Snapshot.Clean(); Printf(PRINT_HIGH, "Save failed\n"); Printf(PRINT_HIGH, "%s\n", err.GetMessage()); // The time freeze must be reset if the save fails. if (cl_waitforsave) I_FreezeTime(false); return; } catch (...) { insave = false; if (cl_waitforsave) I_FreezeTime(false); throw; } BufferWriter savepic; FSerializer savegameinfo; // this is for displayable info about the savegame FSerializer savegameglobals; // and this for non-level related info that must be saved. savegameinfo.OpenWriter(true); savegameglobals.OpenWriter(save_formatted); SaveVersion = SAVEVER; PutSavePic(&savepic, SAVEPICWIDTH, SAVEPICHEIGHT); mysnprintf(buf, countof(buf), GAMENAME " %s", GetVersionString()); // put some basic info into the PNG so that this isn't lost when the image gets extracted. M_AppendPNGText(&savepic, "Software", buf); M_AppendPNGText(&savepic, "Title", description); M_AppendPNGText(&savepic, "Current Map", level.MapName); M_FinishPNG(&savepic); int ver = SAVEVER; savegameinfo.AddString("Software", buf) .AddString("Engine", GAMESIG) ("Save Version", ver) .AddString("Title", description) .AddString("Current Map", level.MapName); PutSaveWads (savegameinfo); PutSaveComment (savegameinfo); // Intermission stats for hubs G_SerializeHub(savegameglobals); { FString vars = C_GetMassCVarString(CVAR_SERVERINFO); savegameglobals.AddString("importantcvars", vars.GetChars()); } if (level.time != 0 || level.maptime != 0) { int tic = TICRATE; savegameglobals("ticrate", tic); savegameglobals("leveltime", level.time); } STAT_Serialize(savegameglobals); FRandom::StaticWriteRNGState(savegameglobals); P_WriteACSDefereds(savegameglobals); P_WriteACSVars(savegameglobals); G_WriteVisited(savegameglobals); if (NextSkill != -1) { savegameglobals("nextskill", NextSkill); } auto picdata = savepic.GetBuffer(); FCompressedBuffer bufpng = { picdata->Size(), picdata->Size(), METHOD_STORED, 0, static_cast(crc32(0, &(*picdata)[0], picdata->Size())), (char*)&(*picdata)[0] }; savegame_content.Push(bufpng); savegame_filenames.Push("savepic.png"); savegame_content.Push(savegameinfo.GetCompressedOutput()); savegame_filenames.Push("info.json"); savegame_content.Push(savegameglobals.GetCompressedOutput()); savegame_filenames.Push("globals.json"); G_WriteSnapshots (savegame_filenames, savegame_content); WriteZip(filename, savegame_filenames, savegame_content); savegameManager.NotifyNewSave (filename, description, okForQuicksave); // delete the JSON buffers we created just above. Everything else will // either still be needed or taken care of automatically. savegame_content[1].Clean(); savegame_content[2].Clean(); // Check whether the file is ok by trying to open it. FResourceFile *test = FResourceFile::OpenResourceFile(filename, true); if (test != nullptr) { delete test; if (longsavemessages) Printf ("%s (%s)\n", GStrings("GGSAVED"), filename.GetChars()); else Printf ("%s\n", GStrings("GGSAVED")); } else Printf(PRINT_HIGH, "Save failed\n"); BackupSaveName = filename; // We don't need the snapshot any longer. level.info->Snapshot.Clean(); insave = false; if (cl_waitforsave) I_FreezeTime(false); } // // DEMO RECORDING // void G_ReadDemoTiccmd (ticcmd_t *cmd, int player) { int id = DEM_BAD; while (id != DEM_USERCMD && id != DEM_EMPTYUSERCMD) { if (!demorecording && demo_p >= zdembodyend) { // nothing left in the BODY chunk, so end playback. G_CheckDemoStatus (); break; } id = 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: { uint8_t 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 uint8_t *lenspot; void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf) { uint8_t *specdata; int speclen; if (stoprecording) { // use "stop" console command to end demo recording G_CheckDemoStatus (); if (!netgame) { gameaction = ga_fullconsole; } return; } // [RH] Write any special "ticcmds" for this player to the demo if ((specdata = NetSpecs[player][buf].GetData (&speclen)) && gametic % ticdup == 0) { memcpy (demo_p, specdata, speclen); demo_p += speclen; NetSpecs[player][buf].SetData (NULL, 0); } // [RH] Now write out a "normal" ticcmd. WriteUserCmdMessage (&cmd->ucmd, &players[player].cmd.ucmd, &demo_p); // [RH] Bigger safety margin if (demo_p > demobuffer + maxdemosize - 64) { ptrdiff_t pos = demo_p - demobuffer; ptrdiff_t spot = lenspot - demobuffer; ptrdiff_t comp = democompspot - demobuffer; ptrdiff_t body = demobodyspot - demobuffer; // [RH] Allocate more space for the demo maxdemosize += 0x20000; demobuffer = (uint8_t *)M_Realloc (demobuffer, maxdemosize); demo_p = demobuffer + pos; lenspot = demobuffer + spot; democompspot = demobuffer + comp; demobodyspot = demobuffer + body; } } // // G_RecordDemo // void G_RecordDemo (const char* name) { usergame = false; demoname = name; FixPathSeperator (demoname); DefaultExtension (demoname, ".lmp"); maxdemosize = 0x20000; demobuffer = (uint8_t *)M_Malloc (maxdemosize); demorecording = true; } // [RH] Demos are now saved as IFF FORMs. I've also removed support // for earlier ZDEMs since I didn't want to bother supporting // something that probably wasn't used much (if at all). void G_BeginRecording (const char *startmap) { int i; if (startmap == NULL) { startmap = 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 ((uint8_t)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; } UNSAFE_CCMD (playdemo) { if (netgame) { Printf("End your current netgame first!\n"); return; } if (demorecording) { Printf("End your current demo first!\n"); return; } if (argv.argc() > 1) { G_DeferedPlayDemo (argv[1]); singledemo = true; } } UNSAFE_CCMD (timedemo) { if (argv.argc() > 1) { G_TimeDemo (argv[1]); singledemo = true; } } // [RH] Process all the information in a FORM ZDEM // until a BODY chunk is entered. bool G_ProcessIFFDemo (FString &mapname) { bool headerHit = false; bool bodyHit = false; int numPlayers = 0; int id, len, i; uLong uncompSize = 0; uint8_t *nextchunk; demoplayback = true; for (i = 0; i < MAXPLAYERS; i++) playeringame[i] = 0; len = 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) { uint8_t *uncompressed = (uint8_t*)M_Malloc(uncompSize); int r = uncompress (uncompressed, &uncompSize, demo_p, uLong(zdembodyend - demo_p)); if (r != Z_OK) { Printf ("Could not decompress demo! %s\n", M_ZLibError(r).GetChars()); M_Free(uncompressed); return true; } M_Free (demobuffer); zdembodyend = uncompressed + uncompSize; demobuffer = demo_p = uncompressed; } return false; } void G_DoPlayDemo (void) { FString mapname; int demolump; gameaction = ga_nothing; // [RH] Allow for demos not loaded as lumps demolump = Wads.CheckNumForFullName (defdemoname, true); if (demolump >= 0) { int demolen = Wads.LumpLength (demolump); demobuffer = (uint8_t *)M_Malloc(demolen); Wads.ReadLump (demolump, demobuffer); } else { FixPathSeperator (defdemoname); DefaultExtension (defdemoname, ".lmp"); FileReader fr; if (!fr.OpenFile(defdemoname)) { I_Error("Unable to open demo '%s'", defdemoname.GetChars()); } auto len = fr.GetLength(); demobuffer = (uint8_t*)M_Malloc(len); if (fr.Read(demobuffer, len) != len) { I_Error("Unable to read demo '%s'", defdemoname.GetChars()); } } demo_p = demobuffer; Printf ("Playing demo %s\n", defdemoname.GetChars()); C_BackupCVars (); // [RH] Save cvars that might be affected by demo if (ReadLong (&demo_p) != FORM_ID) { const char *eek = "Cannot play non-" GAMENAME " demos.\n"; C_ForgetCVars(); M_Free(demobuffer); demo_p = demobuffer = NULL; if (singledemo) { I_Error ("%s", eek); } else { Printf (PRINT_BOLD, "%s", eek); gameaction = ga_nothing; } } else if (G_ProcessIFFDemo (mapname)) { C_RestoreCVars(); gameaction = ga_nothing; demoplayback = false; } else { // don't spend a lot of time in loadlevel precache = false; demonew = true; if (mapname.Len() != 0) { G_InitNew (mapname, false); } else if (level.sectors.Size() == 0) { I_Error("Cannot play demo without its savegame\n"); } C_HideConsole (); demonew = false; precache = true; usergame = false; demoplayback = true; } } // // G_TimeDemo // void G_TimeDemo (const char* name) { nodrawers = !!Args->CheckParm ("-nodraw"); noblit = !!Args->CheckParm ("-noblit"); timingdemo = true; singletics = true; defdemoname = name; gameaction = (gameaction == ga_loadgame) ? ga_loadgameplaydemo : ga_playdemo; } /* =================== = = G_CheckDemoStatus = = Called after a death or level completion to allow demos to be cleaned up = Returns true if a new demo loop action will take place =================== */ bool G_CheckDemoStatus (void) { if (!demorecording) { // [RH] Restore the player's userinfo settings. D_SetupUserInfo(); } if (demoplayback) { extern int starttime; int endtime = 0; if (timingdemo) endtime = I_GetTime () - starttime; C_RestoreCVars (); // [RH] Restore cvars demo might have changed M_Free (demobuffer); demobuffer = NULL; P_SetupWeapons_ntohton(); demoplayback = false; netgame = false; multiplayer = false; singletics = false; for (int i = 1; i < MAXPLAYERS; i++) playeringame[i] = 0; consoleplayer = 0; players[0].camera = nullptr; if (StatusBar != NULL) { StatusBar->AttachToPlayer (&players[0]); } if (singledemo || timingdemo) { if (timingdemo) { // Trying to get back to a stable state after timing a demo // seems to cause problems. I don't feel like fixing that // right now. I_FatalError ("timed %i gametics in %i realtics (%.1f fps)\n" "(This is not really an error.)", gametic, endtime, (float)gametic/(float)endtime*(float)TICRATE); } else { Printf ("Demo ended.\n"); } gameaction = ga_fullconsole; timingdemo = false; return false; } else { D_AdvanceDemo (); } return true; } if (demorecording) { uint8_t *formlen; 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); TArray compressed(outlen, true); int r = compress2 (compressed.Data(), &outlen, demobodyspot, len, 9); if (r == Z_OK && outlen < len) { formlen = democompspot; WriteLong (len, &democompspot); memcpy (demobodyspot, compressed.Data(), outlen); demo_p = demobodyspot + outlen; } } FinishChunk (&demo_p); formlen = demobuffer + 4; WriteLong (int(demo_p - demobuffer - 8), &formlen); auto fw = FileWriter::Open(demoname); bool saved = false; if (fw != nullptr) { const size_t size = demo_p - demobuffer; saved = fw->Write(demobuffer, size) == size; delete fw; if (!saved) remove(demoname); } M_Free (demobuffer); demorecording = false; stoprecording = false; if (saved) { Printf ("Demo %s recorded\n", demoname.GetChars()); } else { Printf ("Demo %s could not be saved\n", demoname.GetChars()); } } return false; } void G_StartSlideshow(FName whichone) { gameaction = ga_slideshow; SelectedSlideshow = whichone == NAME_None ? level.info->slideshow : whichone; } DEFINE_ACTION_FUNCTION(FLevelLocals, StartSlideshow) { PARAM_PROLOGUE; PARAM_NAME(whichone); G_StartSlideshow(whichone); return 0; } DEFINE_GLOBAL(players) DEFINE_GLOBAL(playeringame) DEFINE_GLOBAL(PlayerClasses) DEFINE_GLOBAL_NAMED(Skins, PlayerSkins) DEFINE_GLOBAL(consoleplayer) DEFINE_GLOBAL_NAMED(PClass::AllClasses, AllClasses) DEFINE_GLOBAL_NAMED(PClassActor::AllActorClasses, AllActorClasses) DEFINE_GLOBAL(validcount) DEFINE_GLOBAL(multiplayer) DEFINE_GLOBAL(gameaction) DEFINE_GLOBAL(gamestate) DEFINE_GLOBAL(skyflatnum) DEFINE_GLOBAL_NAMED(bglobal.freeze, globalfreeze) DEFINE_GLOBAL(gametic) DEFINE_GLOBAL(demoplayback) DEFINE_GLOBAL(automapactive); DEFINE_GLOBAL(Net_Arbitrator); DEFINE_GLOBAL(netgame);