mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 04:50:42 +00:00
- cleaned up the setup code and consolidated everything in a separate file.
This commit is contained in:
parent
ea6c74d0e6
commit
d139720607
9 changed files with 472 additions and 465 deletions
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@ -15,6 +15,7 @@ set( PCH_SOURCES
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src/dispatch.cpp
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src/flags_d.cpp
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src/flags_r.cpp
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src/game.cpp
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src/game_misc.cpp
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src/gamedef.cpp
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src/gameexec.cpp
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466
source/games/duke/src/game.cpp
Normal file
466
source/games/duke/src/game.cpp
Normal file
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@ -0,0 +1,466 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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// all code related to startup, up to entering the main loop.
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#include "ns.h" // Must come before everything else!
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#include "duke3d.h"
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#include "baselayer.h"
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#include "m_argv.h"
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#include "mapinfo.h"
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#include "texturemanager.h"
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#include "statusbar.h"
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#include "st_start.h"
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#include "i_interface.h"
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#include "prediction.h"
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#include "glbackend/glbackend.h"
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BEGIN_DUKE_NS
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void SetDispatcher();
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void InitCheats();
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int registerosdcommands(void);
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//---------------------------------------------------------------------------
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//
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// game specific command line args go here.
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//
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//---------------------------------------------------------------------------
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static void checkcommandline()
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{
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auto val = Args->CheckValue("-skill");
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if (!val) val = Args->CheckValue("-s");
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if (val)
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{
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ud.m_player_skill = ud.player_skill = clamp((int)strtol(val, nullptr, 0), 0, 5);
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if (ud.m_player_skill == 4) ud.m_respawn_monsters = ud.respawn_monsters = 1;
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}
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val = Args->CheckValue("-respawn");
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if (!val) val = Args->CheckValue("-t");
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if (val)
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{
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if (*val == '1') ud.m_respawn_monsters = 1;
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else if (*val == '2') ud.m_respawn_items = 1;
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else if (*val == '3') ud.m_respawn_inventory = 1;
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else
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{
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ud.m_respawn_monsters = 1;
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ud.m_respawn_items = 1;
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ud.m_respawn_inventory = 1;
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}
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Printf("Respawn on.\n");
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void genspriteremaps(void)
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{
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int j;
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auto fr = fileSystem.OpenFileReader("lookup.dat");
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if (!fr.isOpen())
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return;
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j = lookups.loadTable(fr);
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if (j < 0)
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{
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if (j == -1)
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Printf("ERROR loading \"lookup.dat\": failed reading enough data.\n");
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return;
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}
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uint8_t paldata[768];
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for (j=1; j<=5; j++)
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{
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if (fr.Read(paldata, 768) != 768)
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return;
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for (int k = 0; k < 768; k++) // Build uses 6 bit VGA palettes.
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paldata[k] = (paldata[k] << 2) | (paldata[k] >> 6);
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paletteSetColorTable(j, paldata, j == DREALMSPAL || j == ENDINGPAL, j < DREALMSPAL);
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}
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for (int i = 0; i < 256; i++)
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{
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// swap red and blue channels.
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paldata[i * 3] = GPalette.BaseColors[i].b;
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paldata[i * 3+1] = GPalette.BaseColors[i].g;
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paldata[i * 3+2] = GPalette.BaseColors[i].r;
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}
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paletteSetColorTable(DRUGPAL, paldata, false, false); // todo: implement this as a shader effect (swap R and B in postprocessing.)
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if (isRR())
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{
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uint8_t table[256];
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for (j = 0; j < 256; j++)
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table[j] = j;
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for (j = 0; j < 32; j++)
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table[j] = j + 32;
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lookups.makeTable(7, table, 0, 0, 0, 0);
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for (j = 0; j < 256; j++)
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table[j] = j;
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lookups.makeTable(30, table, 0, 0, 0, 0);
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lookups.makeTable(31, table, 0, 0, 0, 0);
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lookups.makeTable(32, table, 0, 0, 0, 0);
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lookups.makeTable(33, table, 0, 0, 0, 0);
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if (isRRRA())
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lookups.makeTable(105, table, 0, 0, 0, 0);
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int unk = 63;
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for (j = 64; j < 80; j++)
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{
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unk--;
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table[j] = unk;
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table[j + 16] = j - 24;
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}
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table[80] = 80;
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table[81] = 81;
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for (j = 0; j < 32; j++)
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{
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table[j] = j + 32;
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}
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lookups.makeTable(34, table, 0, 0, 0, 0);
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for (j = 0; j < 256; j++)
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table[j] = j;
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for (j = 0; j < 16; j++)
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table[j] = j + 129;
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for (j = 16; j < 32; j++)
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table[j] = j + 192;
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lookups.makeTable(35, table, 0, 0, 0, 0);
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if (isRRRA())
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{
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lookups.makeTable(50, nullptr, 12 * 4, 12 * 4, 12 * 4, 0);
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lookups.makeTable(51, nullptr, 12 * 4, 12 * 4, 12 * 4, 0);
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lookups.makeTable(54, lookups.getTable(8), 32 * 4, 32 * 4, 32 * 4, 0);
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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// Define sky layouts.
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// This one's easy - the other games are a total mess
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//
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//---------------------------------------------------------------------------
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static void setupbackdrop()
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{
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static const uint16_t pskyoff[8] = {};
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static const uint16_t moonoff[8] = { 0, 2, 3, 0, 2, 0, 1, 0 };
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static const uint16_t orbitoff[8] = { 0, 0, 4, 0, 0, 1, 2, 3 };
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static const uint16_t laoff[8] = { 1, 2, 1, 3, 4, 0, 2, 3 };
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static const uint16_t defoff[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };
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static const uint16_t defoff1[8] = { 1, 2, 3, 4, 5, 6, 7, 0 };
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static const uint16_t defoff4[8] = { 4, 5, 6, 7, 0, 1, 2, 3 };
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static const uint16_t defoff7[8] = { 7, 0, 1, 2, 3, 4, 5, 6 };
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defineSky(DEFAULTPSKY, 32768, 3, pskyoff);
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defineSky(TILE_CLOUDYOCEAN, 65536, 3, pskyoff);
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defineSky(TILE_MOONSKY1, 32768, 3, moonoff);
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defineSky(TILE_BIGORBIT1, 32768, 3, orbitoff);
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defineSky(TILE_LA, 16384 + 1024, 3, laoff);
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if (isWorldTour())
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{
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defineSky(5284, 65536, 3, defoff);
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defineSky(5412, 65536, 3, defoff, 48);
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defineSky(5420, 65536, 3, defoff, 48);
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defineSky(5450, 65536, 3, defoff7, 48);
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defineSky(5548, 65536, 3, defoff, 48);
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defineSky(5556, 65536, 3, defoff1, 48);
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defineSky(5720, 65536, 3, defoff4, 48);
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defineSky(5814, 65536, 3, defoff, 48);
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}
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// Ugh... Since we do not know up front which of these tiles are skies we have to set them all...
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if (isRRRA())
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{
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for (int i = 0; i < MAXUSERTILES; i++)
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{
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if (tilesiz[i].x == 512)
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{
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defineSky(i, 32768, 1, pskyoff);
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}
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else if (tilesiz[i].x == 1024)
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{
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defineSky(i, 32768, 0, pskyoff);
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}
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void SetupGameButtons()
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{
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static const char* actions[] = {
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"Move_Forward",
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"Move_Backward",
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"Turn_Left",
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"Turn_Right",
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"Strafe",
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"Fire",
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"Open",
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"Run",
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"Alt_Fire", // Duke3D", Blood
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"Jump",
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"Crouch",
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"Look_Up",
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"Look_Down",
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"Look_Left",
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"Look_Right",
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"Strafe_Left",
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"Strafe_Right",
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"Aim_Up",
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"Aim_Down",
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"Weapon_1",
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"Weapon_2",
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"Weapon_3",
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"Weapon_4",
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"Weapon_5",
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"Weapon_6",
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"Weapon_7",
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"Weapon_8",
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"Weapon_9",
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"Weapon_10",
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"Inventory",
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"Inventory_Left",
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"Inventory_Right",
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"Holo_Duke", // Duke3D", isRR()
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"Jetpack",
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"NightVision",
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"MedKit",
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"TurnAround",
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"SendMessage",
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"Map",
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"Shrink_Screen",
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"Enlarge_Screen",
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"Center_View",
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"Holster_Weapon",
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"Show_Opponents_Weapon",
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"Map_Follow_Mode",
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"See_Coop_View",
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"Mouse_Aiming",
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"Toggle_Crosshair",
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"Steroids",
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"Quick_Kick",
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"Next_Weapon",
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"Previous_Weapon",
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"Dpad_Select",
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"Dpad_Aiming",
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"Last_Weapon",
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"Alt_Weapon",
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"Third_Person_View",
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"Show_DukeMatch_Scores",
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"Toggle_Crouch", // This is the last one used by EDuke32.
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};
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buttonMap.SetButtons(actions, NUM_ACTIONS);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void ticker(void)
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{
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S_Update();
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// we need CONTROL_GetInput in order to pick up joystick button presses
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if (!(ps[myconnectindex].gm & MODE_GAME))
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{
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ControlInfo noshareinfo;
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CONTROL_GetInput(&noshareinfo);
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C_RunDelayedCommands();
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void loaddefs()
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{
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const char *defsfile = G_DefFile();
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cycle_t deftimer;
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deftimer.Reset();
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deftimer.Clock();
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if (!loaddefinitionsfile(defsfile))
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{
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deftimer.Unclock();
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Printf("Definitions file \"%s\" loaded in %.3f ms.\n", defsfile, deftimer.TimeMS());
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}
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userConfig.AddDefs.reset();
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void initTiles()
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{
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if (TileFiles.artLoadFiles("tiles%03i.art") < 0)
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I_FatalError("Failed loading art.");
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tileDelete(TILE_MIRROR);
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skiptile = TILE_W_FORCEFIELD + 1;
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if (isRR())
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tileDelete(0);
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tileDelete(FOF);
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}
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//---------------------------------------------------------------------------
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//
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// set up the game module's state
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//
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//---------------------------------------------------------------------------
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static void Startup(void)
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{
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ud.god = 0;
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ud.m_respawn_items = 0;
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ud.m_respawn_monsters = 0;
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ud.m_respawn_inventory = 0;
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ud.cashman = 0;
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ud.m_player_skill = ud.player_skill = 2;
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ud.wchoice[0][0] = 3;
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ud.wchoice[0][1] = 4;
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ud.wchoice[0][2] = 5;
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ud.wchoice[0][3] = 7;
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ud.wchoice[0][4] = 8;
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ud.wchoice[0][5] = 6;
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ud.wchoice[0][6] = 0;
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ud.wchoice[0][7] = 2;
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ud.wchoice[0][8] = 9;
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ud.wchoice[0][9] = 1;
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ud.multimode = 1;
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ud.m_monsters_off = userConfig.nomonsters;
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ps[0].aim_mode = 1;
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ud.camerasprite = -1;
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if (fileSystem.FileExists("DUKESW.BIN"))
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g_Shareware = 1;
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numplayers = 1;
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playerswhenstarted = ud.multimode;
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connectpoint2[0] = -1;
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SetDispatcher();
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S_InitSound();
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timerInit(TICRATE);
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timerSetCallback(ticker);
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loadcons();
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fi.initactorflags();
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OnEvent(EVENT_INIT);
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enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;
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if (engineInit())
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G_FatalEngineError();
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setupbackdrop();
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//Net_SendClientInfo();
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initTiles();
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fi.InitFonts();
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genspriteremaps();
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TileFiles.PostLoadSetup();
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SetupGameButtons();
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InitCheats();
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checkcommandline();
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registerosdcommands();
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screenpeek = myconnectindex;
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ps[myconnectindex].palette = BASEPAL;
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for (int j=numplayers; j<ud.multimode; j++)
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{
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mysnprintf(ud.user_name[j], sizeof(ud.user_name[j]),"%s %d", GStrings("PLAYER"),j+1);
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ps[j].weaponswitch = 3;
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ps[j].auto_aim = 0;
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}
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loaddefs();
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if (ud.multimode > 1)
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{
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ud.m_monsters_off = 1;
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ud.m_player_skill = 0;
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}
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ud.last_level = -1;
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hud_size.Callback();
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hud_scale.Callback();
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}
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//---------------------------------------------------------------------------
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//
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// main entry point, sets up the game module and the engine, then enters the main loop
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||||
//
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||||
//---------------------------------------------------------------------------
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void app_loop();
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int GameInterface::app_main()
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{
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Startup();
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enginePostInit();
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videoInit();
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videoSetPalette(BASEPAL);
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app_loop();
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return 0;
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}
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END_DUKE_NS
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|
@ -68,13 +68,6 @@ struct TileInfo
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extern TileInfo tileinfo[MAXTILES];
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|
||||
|
||||
|
||||
extern void setupbackdrop();
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//////////
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||||
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extern void genspriteremaps(void);
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|
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extern int32_t actor_tog;
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extern int32_t otherp;
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|
||||
|
|
|
@ -104,38 +104,6 @@ void setmapfog(int fogtype)
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GLInterface.SetMapFog(fogtype != 0);
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||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// game specific command line args go here.
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void checkcommandline()
|
||||
{
|
||||
auto val = Args->CheckValue("-skill");
|
||||
if (!val) val = Args->CheckValue("-s");
|
||||
if (val)
|
||||
{
|
||||
ud.m_player_skill = ud.player_skill = clamp((int)strtol(val, nullptr, 0), 0, 5);
|
||||
if (ud.m_player_skill == 4) ud.m_respawn_monsters = ud.respawn_monsters = 1;
|
||||
}
|
||||
val = Args->CheckValue("-respawn");
|
||||
if (!val) val = Args->CheckValue("-t");
|
||||
if (val)
|
||||
{
|
||||
if (*val == '1') ud.m_respawn_monsters = 1;
|
||||
else if (*val == '2') ud.m_respawn_items = 1;
|
||||
else if (*val == '3') ud.m_respawn_inventory = 1;
|
||||
else
|
||||
{
|
||||
ud.m_respawn_monsters = 1;
|
||||
ud.m_respawn_items = 1;
|
||||
ud.m_respawn_inventory = 1;
|
||||
}
|
||||
Printf("Respawn on.\n");
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// fixme: Menu does not call this
|
||||
|
@ -158,101 +126,6 @@ void gameexitfrommenu()
|
|||
ST_Endoom();
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void genspriteremaps(void)
|
||||
{
|
||||
int j;
|
||||
|
||||
auto fr = fileSystem.OpenFileReader("lookup.dat");
|
||||
if (!fr.isOpen())
|
||||
return;
|
||||
|
||||
j = lookups.loadTable(fr);
|
||||
|
||||
if (j < 0)
|
||||
{
|
||||
if (j == -1)
|
||||
Printf("ERROR loading \"lookup.dat\": failed reading enough data.\n");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
uint8_t paldata[768];
|
||||
|
||||
for (j=1; j<=5; j++)
|
||||
{
|
||||
if (fr.Read(paldata, 768) != 768)
|
||||
return;
|
||||
|
||||
for (int k = 0; k < 768; k++) // Build uses 6 bit VGA palettes.
|
||||
paldata[k] = (paldata[k] << 2) | (paldata[k] >> 6);
|
||||
|
||||
paletteSetColorTable(j, paldata, j == DREALMSPAL || j == ENDINGPAL, j < DREALMSPAL);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 256; i++)
|
||||
{
|
||||
// swap red and blue channels.
|
||||
paldata[i * 3] = GPalette.BaseColors[i].b;
|
||||
paldata[i * 3+1] = GPalette.BaseColors[i].g;
|
||||
paldata[i * 3+2] = GPalette.BaseColors[i].r;
|
||||
}
|
||||
paletteSetColorTable(DRUGPAL, paldata, false, false); // todo: implement this as a shader effect (swap R and B in postprocessing.)
|
||||
|
||||
if (isRR())
|
||||
{
|
||||
uint8_t table[256];
|
||||
for (j = 0; j < 256; j++)
|
||||
table[j] = j;
|
||||
for (j = 0; j < 32; j++)
|
||||
table[j] = j + 32;
|
||||
|
||||
lookups.makeTable(7, table, 0, 0, 0, 0);
|
||||
|
||||
for (j = 0; j < 256; j++)
|
||||
table[j] = j;
|
||||
lookups.makeTable(30, table, 0, 0, 0, 0);
|
||||
lookups.makeTable(31, table, 0, 0, 0, 0);
|
||||
lookups.makeTable(32, table, 0, 0, 0, 0);
|
||||
lookups.makeTable(33, table, 0, 0, 0, 0);
|
||||
if (isRRRA())
|
||||
lookups.makeTable(105, table, 0, 0, 0, 0);
|
||||
|
||||
int unk = 63;
|
||||
for (j = 64; j < 80; j++)
|
||||
{
|
||||
unk--;
|
||||
table[j] = unk;
|
||||
table[j + 16] = j - 24;
|
||||
}
|
||||
table[80] = 80;
|
||||
table[81] = 81;
|
||||
for (j = 0; j < 32; j++)
|
||||
{
|
||||
table[j] = j + 32;
|
||||
}
|
||||
lookups.makeTable(34, table, 0, 0, 0, 0);
|
||||
for (j = 0; j < 256; j++)
|
||||
table[j] = j;
|
||||
for (j = 0; j < 16; j++)
|
||||
table[j] = j + 129;
|
||||
for (j = 16; j < 32; j++)
|
||||
table[j] = j + 192;
|
||||
lookups.makeTable(35, table, 0, 0, 0, 0);
|
||||
if (isRRRA())
|
||||
{
|
||||
lookups.makeTable(50, nullptr, 12 * 4, 12 * 4, 12 * 4, 0);
|
||||
lookups.makeTable(51, nullptr, 12 * 4, 12 * 4, 12 * 4, 0);
|
||||
lookups.makeTable(54, lookups.getTable(8), 32 * 4, 32 * 4, 32 * 4, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// This now redirects the messagew to the console's notification display
|
||||
|
@ -863,58 +736,6 @@ int startrts(int lumpNum, int localPlayer)
|
|||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Define sky layouts.
|
||||
// This one's easy - the other games are a total mess
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void setupbackdrop()
|
||||
{
|
||||
static const uint16_t pskyoff[8] = {};
|
||||
static const uint16_t moonoff[8] = { 0, 2, 3, 0, 2, 0, 1, 0 };
|
||||
static const uint16_t orbitoff[8] = { 0, 0, 4, 0, 0, 1, 2, 3 };
|
||||
static const uint16_t laoff[8] = { 1, 2, 1, 3, 4, 0, 2, 3 };
|
||||
static const uint16_t defoff[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };
|
||||
static const uint16_t defoff1[8] = { 1, 2, 3, 4, 5, 6, 7, 0 };
|
||||
static const uint16_t defoff4[8] = { 4, 5, 6, 7, 0, 1, 2, 3 };
|
||||
static const uint16_t defoff7[8] = { 7, 0, 1, 2, 3, 4, 5, 6 };
|
||||
|
||||
defineSky(DEFAULTPSKY, 32768, 3, pskyoff);
|
||||
defineSky(TILE_CLOUDYOCEAN, 65536, 3, pskyoff);
|
||||
defineSky(TILE_MOONSKY1, 32768, 3, moonoff);
|
||||
defineSky(TILE_BIGORBIT1, 32768, 3, orbitoff);
|
||||
defineSky(TILE_LA, 16384 + 1024, 3, laoff);
|
||||
if (isWorldTour())
|
||||
{
|
||||
defineSky(5284, 65536, 3, defoff);
|
||||
defineSky(5412, 65536, 3, defoff, 48);
|
||||
defineSky(5420, 65536, 3, defoff, 48);
|
||||
defineSky(5450, 65536, 3, defoff7, 48);
|
||||
defineSky(5548, 65536, 3, defoff, 48);
|
||||
defineSky(5556, 65536, 3, defoff1, 48);
|
||||
defineSky(5720, 65536, 3, defoff4, 48);
|
||||
defineSky(5814, 65536, 3, defoff, 48);
|
||||
}
|
||||
|
||||
// Ugh... Since we do not know up front which of these tiles are skies we have to set them all...
|
||||
if (isRRRA())
|
||||
{
|
||||
for (int i = 0; i < MAXUSERTILES; i++)
|
||||
{
|
||||
if (tilesiz[i].x == 512)
|
||||
{
|
||||
defineSky(i, 32768, 1, pskyoff);
|
||||
}
|
||||
else if (tilesiz[i].x == 1024)
|
||||
{
|
||||
defineSky(i, 32768, 0, pskyoff);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool GameInterface::automapActive()
|
||||
{
|
||||
return ud.overhead_on != 0;
|
||||
|
|
|
@ -86,7 +86,6 @@ enum
|
|||
};
|
||||
|
||||
G_EXTERN char g_loadFromGroupOnly;
|
||||
G_EXTERN char g_skillCnt;
|
||||
G_EXTERN char pus,pub;
|
||||
G_EXTERN char ready2send;
|
||||
#define MAXPLAYERNAME 32
|
||||
|
@ -103,7 +102,7 @@ G_EXTERN int32_t movefifosendplc;
|
|||
|
||||
G_EXTERN int32_t predictfifoplc;
|
||||
|
||||
G_EXTERN int32_t g_networkBroadcastMode, g_movesPerPacket;
|
||||
G_EXTERN int32_t g_networkBroadcastMode;
|
||||
|
||||
G_EXTERN int32_t g_animWallCnt;
|
||||
#define numanimwalls g_animWallCnt
|
||||
|
@ -211,7 +210,7 @@ G_EXTERN int16_t fakebubba_spawn, mamaspawn_count, banjosound, g_bellTime, BellS
|
|||
#define word_119BE0 BellSprite
|
||||
G_EXTERN uint8_t g_spriteExtra[MAXSPRITES], g_sectorExtra[MAXSECTORS]; // move these back into the base structs!
|
||||
G_EXTERN uint8_t enemysizecheat, ufospawnsminion, pistonsound, chickenphase, RRRA_ExitedLevel, fogactive;
|
||||
G_EXTERN int32_t g_cdTrack;
|
||||
extern int32_t g_cdTrack;
|
||||
#define raat607 enemysizecheat // only as a reminder
|
||||
#define raat605 chickenphase
|
||||
#define at59d yeehaa_timer
|
||||
|
|
|
@ -50,8 +50,6 @@ BEGIN_DUKE_NS
|
|||
void nonsharedkeys(void)
|
||||
{
|
||||
static int nonsharedtimer;
|
||||
short i, ch, weapon;
|
||||
int j;
|
||||
|
||||
if (ud.recstat == 2)
|
||||
{
|
||||
|
|
|
@ -54,12 +54,12 @@ struct user_defs
|
|||
short last_level, secretlevel;
|
||||
|
||||
int const_visibility;
|
||||
int camera_time, folfvel, folavel, folx, foly, fola;
|
||||
int folfvel, folavel, folx, foly, fola;
|
||||
int reccnt;
|
||||
|
||||
int runkey_mode, statusbarscale, mouseaiming, weaponswitch;
|
||||
|
||||
int entered_name, shadows, fta_on, executions, auto_run;
|
||||
int entered_name, shadows, executions, auto_run;
|
||||
int coords, tickrate, levelstats, m_coop, coop, screen_size, lockout, crosshair;
|
||||
int wchoice[MAXPLAYERS][MAX_WEAPONS], playerai;
|
||||
|
||||
|
|
|
@ -44,16 +44,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "st_start.h"
|
||||
#include "i_interface.h"
|
||||
|
||||
// Uncomment to prevent anything except mirrors from drawing. It is sensible to
|
||||
// also uncomment ENGINE_CLEAR_SCREEN in build/src/engine_priv.h.
|
||||
//#define DEBUG_MIRRORS_ONLY
|
||||
|
||||
BEGIN_DUKE_NS
|
||||
|
||||
void SetDispatcher();
|
||||
void InitCheats();
|
||||
void checkcommandline();
|
||||
int registerosdcommands(void);
|
||||
int32_t moveloop(void);
|
||||
int menuloop(void);
|
||||
void advancequeue(int myconnectindex);
|
||||
|
@ -76,270 +68,6 @@ weaponhit hittype[MAXSPRITES];
|
|||
ActorInfo actorinfo[MAXTILES];
|
||||
player_struct ps[MAXPLAYERS];
|
||||
|
||||
static void gameTimerHandler(void)
|
||||
{
|
||||
S_Update();
|
||||
|
||||
// we need CONTROL_GetInput in order to pick up joystick button presses
|
||||
if (!(ps[myconnectindex].gm & MODE_GAME))
|
||||
{
|
||||
ControlInfo noshareinfo;
|
||||
CONTROL_GetInput(&noshareinfo);
|
||||
C_RunDelayedCommands();
|
||||
}
|
||||
}
|
||||
|
||||
void G_InitTimer(int32_t ticspersec)
|
||||
{
|
||||
if (g_timerTicsPerSecond != ticspersec)
|
||||
{
|
||||
timerUninit();
|
||||
timerInit(ticspersec);
|
||||
g_timerTicsPerSecond = ticspersec;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
static int parsedefinitions_game(scriptfile *, int);
|
||||
|
||||
|
||||
/*
|
||||
===================
|
||||
=
|
||||
= G_Startup
|
||||
=
|
||||
===================
|
||||
*/
|
||||
|
||||
static void G_Startup(void)
|
||||
{
|
||||
timerInit(TICRATE);
|
||||
timerSetCallback(gameTimerHandler);
|
||||
|
||||
loadcons();
|
||||
fi.initactorflags();
|
||||
|
||||
if (IsGameEvent(EVENT_INIT))
|
||||
{
|
||||
SetGameVarID(g_iReturnVarID, -1, -1, -1);
|
||||
OnEvent(EVENT_INIT);
|
||||
}
|
||||
|
||||
enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;
|
||||
|
||||
if (engineInit())
|
||||
G_FatalEngineError();
|
||||
|
||||
// These depend on having the dynamic tile and/or sound mappings set up:
|
||||
setupbackdrop();
|
||||
//Net_SendClientInfo();
|
||||
|
||||
if (userConfig.CommandMap.IsNotEmpty())
|
||||
{
|
||||
if (VOLUMEONE)
|
||||
{
|
||||
Printf("The -map option is available in the registered version only!\n");
|
||||
userConfig.CommandMap = "";
|
||||
}
|
||||
}
|
||||
|
||||
if (numplayers > 1)
|
||||
Printf("Multiplayer initialized.\n");
|
||||
|
||||
if (TileFiles.artLoadFiles("tiles%03i.art") < 0)
|
||||
I_FatalError("Failed loading art.");
|
||||
|
||||
fi.InitFonts();
|
||||
|
||||
// Make the fullscreen nuke logo background non-fullbright. Has to be
|
||||
// after dynamic tile remapping (from C_Compile) and loading tiles.
|
||||
picanm[TILE_LOADSCREEN].sf |= PICANM_NOFULLBRIGHT_BIT;
|
||||
|
||||
// Printf("Loading palette/lookups...\n");
|
||||
genspriteremaps();
|
||||
TileFiles.PostLoadSetup();
|
||||
|
||||
screenpeek = myconnectindex;
|
||||
}
|
||||
|
||||
void app_loop();
|
||||
|
||||
// TODO: reorder (net)weaponhit to eliminate slop and update assertion
|
||||
EDUKE32_STATIC_ASSERT(sizeof(weaponhit)%4 == 0);
|
||||
|
||||
static const char* actions[] = {
|
||||
"Move_Forward",
|
||||
"Move_Backward",
|
||||
"Turn_Left",
|
||||
"Turn_Right",
|
||||
"Strafe",
|
||||
"Fire",
|
||||
"Open",
|
||||
"Run",
|
||||
"Alt_Fire", // Duke3D", Blood
|
||||
"Jump",
|
||||
"Crouch",
|
||||
"Look_Up",
|
||||
"Look_Down",
|
||||
"Look_Left",
|
||||
"Look_Right",
|
||||
"Strafe_Left",
|
||||
"Strafe_Right",
|
||||
"Aim_Up",
|
||||
"Aim_Down",
|
||||
"Weapon_1",
|
||||
"Weapon_2",
|
||||
"Weapon_3",
|
||||
"Weapon_4",
|
||||
"Weapon_5",
|
||||
"Weapon_6",
|
||||
"Weapon_7",
|
||||
"Weapon_8",
|
||||
"Weapon_9",
|
||||
"Weapon_10",
|
||||
"Inventory",
|
||||
"Inventory_Left",
|
||||
"Inventory_Right",
|
||||
"Holo_Duke", // Duke3D", isRR()
|
||||
"Jetpack",
|
||||
"NightVision",
|
||||
"MedKit",
|
||||
"TurnAround",
|
||||
"SendMessage",
|
||||
"Map",
|
||||
"Shrink_Screen",
|
||||
"Enlarge_Screen",
|
||||
"Center_View",
|
||||
"Holster_Weapon",
|
||||
"Show_Opponents_Weapon",
|
||||
"Map_Follow_Mode",
|
||||
"See_Coop_View",
|
||||
"Mouse_Aiming",
|
||||
"Toggle_Crosshair",
|
||||
"Steroids",
|
||||
"Quick_Kick",
|
||||
"Next_Weapon",
|
||||
"Previous_Weapon",
|
||||
"Dpad_Select",
|
||||
"Dpad_Aiming",
|
||||
"Last_Weapon",
|
||||
"Alt_Weapon",
|
||||
"Third_Person_View",
|
||||
"Show_DukeMatch_Scores",
|
||||
"Toggle_Crouch", // This is the last one used by EDuke32.
|
||||
};
|
||||
|
||||
int GameInterface::app_main()
|
||||
{
|
||||
for (int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
for (int j = 0; j < 10; j++)
|
||||
{
|
||||
const char* s = "3457860291";
|
||||
ud.wchoice[i][j] = s[j] - '0';
|
||||
}
|
||||
}
|
||||
|
||||
SetDispatcher();
|
||||
buttonMap.SetButtons(actions, NUM_ACTIONS);
|
||||
g_skillCnt = 4;
|
||||
ud.multimode = 1;
|
||||
ud.m_monsters_off = userConfig.nomonsters;
|
||||
|
||||
g_movesPerPacket = 1;
|
||||
//bufferjitter = 1;
|
||||
//initsynccrc();
|
||||
|
||||
checkcommandline();
|
||||
|
||||
ps[0].aim_mode = 1;
|
||||
ud.camerasprite = -1;
|
||||
ud.camera_time = 0;//4;
|
||||
|
||||
S_InitSound();
|
||||
|
||||
|
||||
if (isRR())
|
||||
{
|
||||
g_cdTrack = -1;
|
||||
}
|
||||
|
||||
InitCheats();
|
||||
|
||||
if (VOLUMEONE)
|
||||
g_Shareware = 1;
|
||||
else
|
||||
{
|
||||
if (fileSystem.FileExists("DUKESW.BIN")) // JBF 20030810
|
||||
{
|
||||
g_Shareware = 1;
|
||||
}
|
||||
}
|
||||
|
||||
numplayers = 1;
|
||||
playerswhenstarted = ud.multimode;
|
||||
|
||||
connectpoint2[0] = -1;
|
||||
|
||||
G_Startup(); // a bunch of stuff including compiling cons
|
||||
|
||||
ps[myconnectindex].palette = BASEPAL;
|
||||
|
||||
for (int i=1, j=numplayers; j<ud.multimode; j++)
|
||||
{
|
||||
Bsprintf(ud.user_name[j],"%s %d", GStrings("PLAYER"),j+1);
|
||||
ps[j].weaponswitch = 3;
|
||||
ps[j].auto_aim = 0;
|
||||
i = 1-i;
|
||||
}
|
||||
|
||||
const char *defsfile = G_DefFile();
|
||||
uint32_t stime = timerGetTicks();
|
||||
if (!loaddefinitionsfile(defsfile))
|
||||
{
|
||||
uint32_t etime = timerGetTicks();
|
||||
Printf("Definitions file \"%s\" loaded in %d ms.\n", defsfile, etime-stime);
|
||||
}
|
||||
|
||||
userConfig.AddDefs.reset();
|
||||
|
||||
enginePostInit();
|
||||
hud_size.Callback();
|
||||
hud_scale.Callback();
|
||||
|
||||
tileDelete(TILE_MIRROR);
|
||||
skiptile = TILE_W_FORCEFIELD + 1;
|
||||
|
||||
if (isRR())
|
||||
tileDelete(0);
|
||||
|
||||
tileDelete(13);
|
||||
|
||||
// getnames();
|
||||
|
||||
if (ud.multimode > 1)
|
||||
{
|
||||
ud.m_monsters_off = 1;
|
||||
ud.m_player_skill = 0;
|
||||
}
|
||||
|
||||
playerswhenstarted = ud.multimode; // XXX: redundant?
|
||||
|
||||
ud.last_level = -1;
|
||||
registerosdcommands();
|
||||
|
||||
videoInit();
|
||||
V_LoadTranslations();
|
||||
videoSetPalette(BASEPAL);
|
||||
|
||||
FX_StopAllSounds();
|
||||
app_loop();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void app_loop()
|
||||
{
|
||||
|
||||
|
|
|
@ -52,6 +52,7 @@ int32_t g_shrinkerRadius = 650;
|
|||
int32_t g_spriteGravity = 176;
|
||||
int32_t g_timerTicsPerSecond = TICRATE;
|
||||
int32_t g_tripbombRadius = 3880;
|
||||
int32_t g_cdTrack = -1;
|
||||
|
||||
uint16_t frags[MAXPLAYERS][MAXPLAYERS];
|
||||
input_t sync[MAXPLAYERS];
|
||||
|
|
Loading…
Reference in a new issue