raze-gles/source/blood/src/blood.cpp
Christoph Oelckers 43033e830a - Blood now also starts the first level without leaks.
I had to refactor the LoadSave data to allow automatic takedown, the linked list was not the most convenient thing - an array is better.
2019-12-24 19:47:34 +01:00

1977 lines
58 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "build.h"
#include "mmulti.h"
#include "compat.h"
#include "renderlayer.h"
#include "common.h"
#include "common_game.h"
#include "asound.h"
#include "db.h"
#include "blood.h"
#include "choke.h"
#include "config.h"
#include "controls.h"
#include "credits.h"
#include "demo.h"
#include "dude.h"
#include "endgame.h"
#include "eventq.h"
#include "fire.h"
#include "fx.h"
#include "getopt.h"
#include "globals.h"
#include "levels.h"
#include "loadsave.h"
#include "gamemenu.h"
#include "mirrors.h"
#include "network.h"
#include "osdcmds.h"
#include "replace.h"
#include "resource.h"
#include "qheap.h"
#include "screen.h"
#include "sectorfx.h"
#include "seq.h"
#include "sfx.h"
#include "sound.h"
#include "tile.h"
#include "trig.h"
#include "triggers.h"
#include "view.h"
#include "warp.h"
#include "weapon.h"
#include "gameconfigfile.h"
#include "gamecontrol.h"
#include "m_argv.h"
#include "statistics.h"
#include "menu/menu.h"
#include "sound/s_soundinternal.h"
#ifdef _WIN32
# include <shellapi.h>
# define UPDATEINTERVAL 604800 // 1w
#else
# ifndef GEKKO
# include <sys/ioctl.h>
# endif
#endif /* _WIN32 */
BEGIN_BLD_NS
int32_t gNoSetup = 0, gCommandSetup = 0;
INPUT_MODE gInputMode;
#ifdef USE_QHEAP
unsigned int nMaxAlloc = 0x4000000;
#endif
char bAddUserMap = false;
bool bNoDemo = false;
bool bQuickStart = true;
char gUserMapFilename[BMAX_PATH];
short BloodVersion = 0x115;
int gNetPlayers;
char *pUserTiles = NULL;
int gChokeCounter = 0;
double g_gameUpdateTime, g_gameUpdateAndDrawTime;
double g_gameUpdateAvgTime = 0.001;
int gSaveGameNum;
bool gQuitGame;
int gQuitRequest;
bool gPaused;
bool gSaveGameActive;
int gCacheMiss;
enum gametokens
{
T_INCLUDE = 0,
T_INTERFACE = 0,
T_LOADGRP = 1,
T_MODE = 1,
T_CACHESIZE = 2,
T_ALLOW = 2,
T_NOAUTOLOAD,
T_INCLUDEDEFAULT,
T_MUSIC,
T_SOUND,
T_FILE,
//T_CUTSCENE,
//T_ANIMSOUNDS,
//T_NOFLOORPALRANGE,
T_ID,
T_MINPITCH,
T_MAXPITCH,
T_PRIORITY,
T_TYPE,
T_DISTANCE,
T_VOLUME,
T_DELAY,
T_RENAMEFILE,
T_GLOBALGAMEFLAGS,
T_ASPECT,
T_FORCEFILTER,
T_FORCENOFILTER,
T_TEXTUREFILTER,
T_RFFDEFINEID,
T_TILEFROMTEXTURE,
T_IFCRC,
T_SURFACE,
T_VOXEL,
T_VIEW,
T_SHADE,
};
int blood_globalflags;
void G_Polymer_UnInit(void)
{
// NUKE-TODO:
}
void ShutDown(void)
{
if (!in3dmode())
return;
netDeinitialize();
//sndTerm();
sfxTerm();
scrUnInit();
// PORT_TODO: Check argument
if (syncstate)
printf("A packet was lost! (syncstate)\n");
DO_FREE_AND_NULL(pUserTiles);
}
void QuitGame(void)
{
ShutDown();
Bexit(0);
}
void PrecacheDude(spritetype *pSprite)
{
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
seqPrecacheId(pDudeInfo->seqStartID);
seqPrecacheId(pDudeInfo->seqStartID+5);
seqPrecacheId(pDudeInfo->seqStartID+1);
seqPrecacheId(pDudeInfo->seqStartID+2);
switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
seqPrecacheId(pDudeInfo->seqStartID+8);
seqPrecacheId(pDudeInfo->seqStartID+9);
seqPrecacheId(pDudeInfo->seqStartID+13);
seqPrecacheId(pDudeInfo->seqStartID+14);
seqPrecacheId(pDudeInfo->seqStartID+15);
break;
case kDudeZombieButcher:
case kDudeGillBeast:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
seqPrecacheId(pDudeInfo->seqStartID+8);
seqPrecacheId(pDudeInfo->seqStartID+9);
seqPrecacheId(pDudeInfo->seqStartID+10);
seqPrecacheId(pDudeInfo->seqStartID+11);
break;
case kDudeGargoyleStatueFlesh:
case kDudeGargoyleStatueStone:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+6);
fallthrough__;
case kDudeGargoyleFlesh:
case kDudeGargoyleStone:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
seqPrecacheId(pDudeInfo->seqStartID+8);
seqPrecacheId(pDudeInfo->seqStartID+9);
break;
case kDudePhantasm:
case kDudeHellHound:
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
case kDudeSpiderMother:
case kDudeTchernobog:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
seqPrecacheId(pDudeInfo->seqStartID+8);
break;
case kDudeCerberusTwoHead:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
fallthrough__;
case kDudeHand:
case kDudeBoneEel:
case kDudeBat:
case kDudeRat:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
break;
case kDudeCultistBeast:
seqPrecacheId(pDudeInfo->seqStartID+6);
break;
case kDudeZombieAxeBuried:
seqPrecacheId(pDudeInfo->seqStartID+12);
seqPrecacheId(pDudeInfo->seqStartID+9);
fallthrough__;
case kDudeZombieAxeLaying:
seqPrecacheId(pDudeInfo->seqStartID+10);
fallthrough__;
case kDudeZombieAxeNormal:
seqPrecacheId(pDudeInfo->seqStartID+6);
seqPrecacheId(pDudeInfo->seqStartID+7);
seqPrecacheId(pDudeInfo->seqStartID+8);
seqPrecacheId(pDudeInfo->seqStartID+11);
seqPrecacheId(pDudeInfo->seqStartID+13);
seqPrecacheId(pDudeInfo->seqStartID+14);
break;
}
}
void PrecacheThing(spritetype *pSprite) {
switch (pSprite->type) {
case kThingGlassWindow: // worthless...
case kThingFluorescent:
seqPrecacheId(12);
break;
case kThingSpiderWeb:
seqPrecacheId(15);
break;
case kThingMetalGrate:
seqPrecacheId(21);
break;
case kThingFlammableTree:
seqPrecacheId(25);
seqPrecacheId(26);
break;
case kTrapMachinegun:
seqPrecacheId(38);
seqPrecacheId(40);
seqPrecacheId(28);
break;
case kThingObjectGib:
//case kThingObjectExplode: weird that only gib object is precached and this one is not
break;
default:
tilePreloadTile(pSprite->picnum);
break;
}
seqPrecacheId(3);
seqPrecacheId(4);
seqPrecacheId(5);
seqPrecacheId(9);
}
void PreloadTiles(void)
{
int skyTile = -1;
memset(gotpic,0,sizeof(gotpic));
for (int i = 0; i < numsectors; i++)
{
tilePrecacheTile(sector[i].floorpicnum, 0);
tilePrecacheTile(sector[i].ceilingpicnum, 0);
if ((sector[i].ceilingstat&1) != 0 && skyTile == -1)
skyTile = sector[i].ceilingpicnum;
}
for (int i = 0; i < numwalls; i++)
{
tilePrecacheTile(wall[i].picnum, 0);
if (wall[i].overpicnum >= 0)
tilePrecacheTile(wall[i].overpicnum, 0);
}
for (int i = 0; i < kMaxSprites; i++)
{
if (sprite[i].statnum < kMaxStatus)
{
spritetype *pSprite = &sprite[i];
switch (pSprite->statnum)
{
case kStatDude:
PrecacheDude(pSprite);
break;
case kStatThing:
PrecacheThing(pSprite);
break;
default:
tilePrecacheTile(pSprite->picnum);
break;
}
}
}
if (numplayers > 1)
{
seqPrecacheId(dudeInfo[31].seqStartID+6);
seqPrecacheId(dudeInfo[31].seqStartID+7);
seqPrecacheId(dudeInfo[31].seqStartID+8);
seqPrecacheId(dudeInfo[31].seqStartID+9);
seqPrecacheId(dudeInfo[31].seqStartID+10);
seqPrecacheId(dudeInfo[31].seqStartID+14);
seqPrecacheId(dudeInfo[31].seqStartID+15);
seqPrecacheId(dudeInfo[31].seqStartID+12);
seqPrecacheId(dudeInfo[31].seqStartID+16);
seqPrecacheId(dudeInfo[31].seqStartID+17);
seqPrecacheId(dudeInfo[31].seqStartID+18);
}
if (skyTile > -1 && skyTile < kMaxTiles)
{
for (int i = 1; i < gSkyCount; i++)
tilePrecacheTile(skyTile+i, 0);
}
gameHandleEvents();
}
static void PrecacheSounds(void)
{
for (unsigned int i = 0; i < fileSystem.GetNumEntries(); i++)
{
DICTNODE* pNode = fileSystem.GetFileAt(i);
if (pNode->ResType() == NAME_RAW || pNode->ResType() == NAME_SFX)
{
pNode->Get();
//if ((i&15) == 15) gameHandleEvents(); // don't do this too often. That made sense in 1996 but not in 2019
}
}
}
void PreloadCache(void)
{
char tempbuf[128];
if (gDemo.at1)
return;
PrecacheSounds();
PreloadTiles();
ClockTicks clock = totalclock;
int cnt = 0;
int percentDisplayed = -1;
for (int i=0; i<kMaxTiles && !inputState.GetKeyStatus(sc_Space); i++)
{
if (TestBitString(gotpic, i))
{
// For the hardware renderer precaching the raw pixel data is pointless.
if (videoGetRenderMode() < REND_POLYMOST)
tileLoad(i);
#ifdef USE_OPENGL
if (r_precache) PrecacheHardwareTextures(i);
#endif
if ((++cnt & 7) == 0)
gameHandleEvents();
if (videoGetRenderMode() != REND_CLASSIC && totalclock - clock > (kTicRate>>2))
{
int const percentComplete = min(100, tabledivide32_noinline(100 * cnt, nPrecacheCount));
// this just prevents the loading screen percentage bar from making large jumps
while (percentDisplayed < percentComplete)
{
gameHandleEvents();
Bsprintf(tempbuf, "Loaded %d%% (%d/%d textures)\n", percentDisplayed, cnt, nPrecacheCount);
viewLoadingScreenUpdate(tempbuf, percentDisplayed);
videoNextPage();
if (totalclock - clock >= 1)
{
clock = totalclock;
percentDisplayed++;
}
}
clock = totalclock;
}
}
}
memset(gotpic,0,sizeof(gotpic));
}
void EndLevel(void)
{
gViewPos = VIEWPOS_0;
gGameMessageMgr.Clear();
sndKillAllSounds();
sfxKillAllSounds();
ambKillAll();
seqKillAll();
}
int G_TryMapHack(const char* mhkfile)
{
int const failure = engineLoadMHK(mhkfile);
if (!failure)
initprintf("Loaded map hack file \"%s\"\n", mhkfile);
return failure;
}
void G_LoadMapHack(char* outbuf, const char* filename)
{
if (filename != NULL)
Bstrcpy(outbuf, filename);
append_ext_UNSAFE(outbuf, ".mhk");
if (G_TryMapHack(outbuf) && usermaphacks != NULL)
{
auto pMapInfo = (usermaphack_t*)bsearch(&g_loadedMapHack, usermaphacks, num_usermaphacks,
sizeof(usermaphack_t), compare_usermaphacks);
if (pMapInfo)
G_TryMapHack(pMapInfo->mhkfile);
}
}
PLAYER gPlayerTemp[kMaxPlayers];
int gHealthTemp[kMaxPlayers];
vec3_t startpos;
int16_t startang, startsectnum;
void StartLevel(GAMEOPTIONS *gameOptions)
{
STAT_Update(0);
EndLevel();
gStartNewGame = 0;
ready2send = 0;
if (gDemo.at0 && gGameStarted)
gDemo.Close();
netWaitForEveryone(0);
if (gGameOptions.nGameType == 0)
{
if (!(gGameOptions.uGameFlags&1))
levelSetupOptions(gGameOptions.nEpisode, gGameOptions.nLevel);
if (gEpisodeInfo[gGameOptions.nEpisode].cutALevel == gGameOptions.nLevel
&& gEpisodeInfo[gGameOptions.nEpisode].at8f08)
gGameOptions.uGameFlags |= 4;
if ((gGameOptions.uGameFlags&4) && gDemo.at1 == 0)
levelPlayIntroScene(gGameOptions.nEpisode);
///////
gGameOptions.weaponsV10x = gWeaponsV10x;
///////
}
else if (gGameOptions.nGameType > 0 && !(gGameOptions.uGameFlags&1))
{
gGameOptions.nEpisode = gPacketStartGame.episodeId;
gGameOptions.nLevel = gPacketStartGame.levelId;
gGameOptions.nGameType = gPacketStartGame.gameType;
gGameOptions.nDifficulty = gPacketStartGame.difficulty;
gGameOptions.nMonsterSettings = gPacketStartGame.monsterSettings;
gGameOptions.nWeaponSettings = gPacketStartGame.weaponSettings;
gGameOptions.nItemSettings = gPacketStartGame.itemSettings;
gGameOptions.nRespawnSettings = gPacketStartGame.respawnSettings;
gGameOptions.bFriendlyFire = gPacketStartGame.bFriendlyFire;
gGameOptions.bKeepKeysOnRespawn = gPacketStartGame.bKeepKeysOnRespawn;
if (gPacketStartGame.userMap)
levelAddUserMap(gPacketStartGame.userMapName);
else
levelSetupOptions(gGameOptions.nEpisode, gGameOptions.nLevel);
///////
gGameOptions.weaponsV10x = gPacketStartGame.weaponsV10x;
///////
gBlueFlagDropped = false;
gRedFlagDropped = false;
}
if (gameOptions->uGameFlags&1)
{
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
memcpy(&gPlayerTemp[i],&gPlayer[i],sizeof(PLAYER));
gHealthTemp[i] = xsprite[gPlayer[i].pSprite->extra].health;
}
}
bVanilla = gDemo.at1 && gDemo.m_bLegacy;
enginecompatibility_mode = ENGINECOMPATIBILITY_19960925;//bVanilla;
memset(xsprite,0,sizeof(xsprite));
memset(sprite,0,kMaxSprites*sizeof(spritetype));
drawLoadingScreen();
if (dbLoadMap(gameOptions->zLevelName,(int*)&startpos.x,(int*)&startpos.y,(int*)&startpos.z,&startang,&startsectnum,(unsigned int*)&gameOptions->uMapCRC))
{
gQuitGame = true;
return;
}
char levelName[BMAX_PATH];
currentLevel = &mapList[gGameOptions.nEpisode * kMaxLevels + gGameOptions.nLevel];
STAT_NewLevel(gameOptions->zLevelName);
G_LoadMapHack(levelName, gameOptions->zLevelName);
wsrand(gameOptions->uMapCRC);
gKillMgr.Clear();
gSecretMgr.Clear();
gLevelTime = 0;
automapping = 1;
for (int i = 0; i < kMaxSprites; i++)
{
spritetype *pSprite = &sprite[i];
if (pSprite->statnum < kMaxStatus && pSprite->extra > 0) {
XSPRITE *pXSprite = &xsprite[pSprite->extra];
if ((pXSprite->lSkill & (1 << gameOptions->nDifficulty)) || (pXSprite->lS && gameOptions->nGameType == 0)
|| (pXSprite->lB && gameOptions->nGameType == 2) || (pXSprite->lT && gameOptions->nGameType == 3)
|| (pXSprite->lC && gameOptions->nGameType == 1)) {
DeleteSprite(i);
continue;
}
if (gModernMap) {
switch (pSprite->type) {
// add statnum for faster dude searching
case kModernDudeTargetChanger:
changespritestat(i, kStatModernDudeTargetChanger);
break;
// remove kStatItem status from random item generators
case kModernRandom:
case kModernRandom2:
changespritestat(i, kStatDecoration);
break;
}
// very quick fix for floor sprites with Touch trigger flag if their Z is equals sector floorz / ceilgz
if ((pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) && pSprite->sectnum >= 0 && pSprite->extra >= 0 && xsprite[pSprite->extra].Touch) {
if (pSprite->z == sector[pSprite->sectnum].floorz) pSprite->z--;
else if (pSprite->z == sector[pSprite->sectnum].ceilingz) pSprite->z++;
}
} else {
switch (pSprite->type) {
// erase all modern types if the map is not extended
case kModernCustomDudeSpawn:
case kModernRandomTX:
case kModernSequentialTX:
case kModernSeqSpawner:
case kModernObjPropertiesChanger:
case kModernObjPicnumChanger:
case kModernObjSizeChanger:
case kModernDudeTargetChanger:
case kModernSectorFXChanger:
case kModernObjDataChanger:
case kModernSpriteDamager:
case kModernObjDataAccumulator:
case kModernEffectSpawner:
case kModernWindGenerator:
case kModernPlayerControl:
pSprite->type = kSpriteDecoration;
break;
case kItemModernMapLevel:
case kDudeModernCustom:
case kDudeModernCustomBurning:
case kModernThingTNTProx:
case kModernThingEnemyLifeLeech:
pSprite->type = kSpriteDecoration;
changespritestat(pSprite->index, kStatDecoration);
break;
case kModernConcussSprite:
pSprite->type = kSpriteDecoration;
changespritestat(pSprite->index, kStatDecoration);
break;
// also erase some modernized vanilla types which was not active
case kMarkerWarpDest:
if (pSprite->statnum != kStatMarker) pSprite->type = kSpriteDecoration;
break;
}
if (pXSprite->Sight)
pXSprite->Sight = false; // it does not work in vanilla at all
if (pXSprite->Proximity) {
// proximity works only for things and dudes in vanilla
switch (pSprite->statnum) {
case kStatThing:
case kStatDude:
break;
default:
pXSprite->Proximity = false;
break;
}
}
}
}
}
scrLoadPLUs();
startpos.z = getflorzofslope(startsectnum,startpos.x,startpos.y);
for (int i = 0; i < kMaxPlayers; i++) {
gStartZone[i].x = startpos.x;
gStartZone[i].y = startpos.y;
gStartZone[i].z = startpos.z;
gStartZone[i].sectnum = startsectnum;
gStartZone[i].ang = startang;
// By NoOne: Create spawn zones for players in teams mode.
if (gModernMap && i <= kMaxPlayers / 2) {
gStartZoneTeam1[i].x = startpos.x;
gStartZoneTeam1[i].y = startpos.y;
gStartZoneTeam1[i].z = startpos.z;
gStartZoneTeam1[i].sectnum = startsectnum;
gStartZoneTeam1[i].ang = startang;
gStartZoneTeam2[i].x = startpos.x;
gStartZoneTeam2[i].y = startpos.y;
gStartZoneTeam2[i].z = startpos.z;
gStartZoneTeam2[i].sectnum = startsectnum;
gStartZoneTeam2[i].ang = startang;
}
}
InitSectorFX();
warpInit();
actInit(false);
evInit();
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
if (!(gameOptions->uGameFlags&1))
{
if (numplayers == 1)
{
gProfile[i].skill = gSkill;
gProfile[i].nAutoAim = cl_autoaim;
gProfile[i].nWeaponSwitch = cl_weaponswitch;
}
playerInit(i,0);
}
playerStart(i);
}
if (gameOptions->uGameFlags&1)
{
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
PLAYER *pPlayer = &gPlayer[i];
pPlayer->pXSprite->health &= 0xf000;
pPlayer->pXSprite->health |= gHealthTemp[i];
pPlayer->weaponQav = gPlayerTemp[i].weaponQav;
pPlayer->curWeapon = gPlayerTemp[i].curWeapon;
pPlayer->weaponState = gPlayerTemp[i].weaponState;
pPlayer->weaponAmmo = gPlayerTemp[i].weaponAmmo;
pPlayer->qavCallback = gPlayerTemp[i].qavCallback;
pPlayer->qavLoop = gPlayerTemp[i].qavLoop;
pPlayer->weaponTimer = gPlayerTemp[i].weaponTimer;
pPlayer->nextWeapon = gPlayerTemp[i].nextWeapon;
}
}
gameOptions->uGameFlags &= ~3;
scrSetDac();
PreloadCache();
InitMirrors();
gFrameClock = 0;
trInit();
if (!bVanilla && !gMe->packSlots[1].isActive) // if diving suit is not active, turn off reverb sound effect
sfxSetReverb(0);
ambInit();
sub_79760();
gCacheMiss = 0;
gFrame = 0;
gChokeCounter = 0;
if (!gDemo.at1)
M_ClearMenus();
levelTryPlayMusicOrNothing(gGameOptions.nEpisode, gGameOptions.nLevel);
// viewSetMessage("");
viewSetErrorMessage("");
viewResizeView(gViewSize);
if (gGameOptions.nGameType == 3)
gGameMessageMgr.SetCoordinates(gViewX0S+1,gViewY0S+15);
netWaitForEveryone(0);
totalclock = 0;
gPaused = 0;
gGameStarted = 1;
ready2send = 1;
}
void StartNetworkLevel(void)
{
if (gDemo.at0)
gDemo.Close();
if (!(gGameOptions.uGameFlags&1))
{
gGameOptions.nEpisode = gPacketStartGame.episodeId;
gGameOptions.nLevel = gPacketStartGame.levelId;
gGameOptions.nGameType = gPacketStartGame.gameType;
gGameOptions.nDifficulty = gPacketStartGame.difficulty;
gGameOptions.nMonsterSettings = gPacketStartGame.monsterSettings;
gGameOptions.nWeaponSettings = gPacketStartGame.weaponSettings;
gGameOptions.nItemSettings = gPacketStartGame.itemSettings;
gGameOptions.nRespawnSettings = gPacketStartGame.respawnSettings;
gGameOptions.bFriendlyFire = gPacketStartGame.bFriendlyFire;
gGameOptions.bKeepKeysOnRespawn = gPacketStartGame.bKeepKeysOnRespawn;
///////
gGameOptions.weaponsV10x = gPacketStartGame.weaponsV10x;
///////
gBlueFlagDropped = false;
gRedFlagDropped = false;
if (gPacketStartGame.userMap)
levelAddUserMap(gPacketStartGame.userMapName);
else
levelSetupOptions(gGameOptions.nEpisode, gGameOptions.nLevel);
}
StartLevel(&gGameOptions);
}
int gDoQuickSave = 0;
void LocalKeys(void)
{
bool alt = inputState.AltPressed();
bool ctrl = inputState.CtrlPressed();
bool shift = inputState.ShiftPressed();
if (buttonMap.ButtonDown(gamefunc_See_Chase_View) && !alt && !shift)
{
buttonMap.ClearButton(gamefunc_See_Chase_View);
if (gViewPos > VIEWPOS_0)
gViewPos = VIEWPOS_0;
else
gViewPos = VIEWPOS_1;
}
if (buttonMap.ButtonDown(gamefunc_See_Coop_View))
{
buttonMap.ClearButton(gamefunc_See_Coop_View);
if (gGameOptions.nGameType == 1)
{
gViewIndex = connectpoint2[gViewIndex];
if (gViewIndex == -1)
gViewIndex = connecthead;
gView = &gPlayer[gViewIndex];
}
else if (gGameOptions.nGameType == 3)
{
int oldViewIndex = gViewIndex;
do
{
gViewIndex = connectpoint2[gViewIndex];
if (gViewIndex == -1)
gViewIndex = connecthead;
if (oldViewIndex == gViewIndex || gMe->teamId == gPlayer[gViewIndex].teamId)
break;
} while (oldViewIndex != gViewIndex);
gView = &gPlayer[gViewIndex];
}
}
char key;
if ((key = inputState.keyGetScan()) != 0)
{
if ((alt || shift) && gGameOptions.nGameType > 0 && key >= sc_F1 && key <= sc_F10)
{
char fk = key - sc_F1;
if (alt)
{
netBroadcastTaunt(myconnectindex, fk);
}
else
{
gPlayerMsg.Set(*CombatMacros[fk]);
gPlayerMsg.Send();
}
buttonMap.ClearButton(gamefunc_See_Chase_View);
return;
}
#if 0
switch (key)
{
case sc_kpad_Period:
case sc_Delete:
if (ctrl && alt)
{
gQuitGame = 1; // uh, what?
return;
}
break;
case default:
break;
}
#endif
}
}
bool gRestartGame = false;
void ProcessFrame(void)
{
char buffer[128];
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
gPlayer[i].input.buttonFlags = gFifoInput[gNetFifoTail&255][i].buttonFlags;
gPlayer[i].input.keyFlags.word |= gFifoInput[gNetFifoTail&255][i].keyFlags.word;
gPlayer[i].input.useFlags.byte |= gFifoInput[gNetFifoTail&255][i].useFlags.byte;
if (gFifoInput[gNetFifoTail&255][i].newWeapon)
gPlayer[i].input.newWeapon = gFifoInput[gNetFifoTail&255][i].newWeapon;
gPlayer[i].input.forward = gFifoInput[gNetFifoTail&255][i].forward;
gPlayer[i].input.q16turn = gFifoInput[gNetFifoTail&255][i].q16turn;
gPlayer[i].input.strafe = gFifoInput[gNetFifoTail&255][i].strafe;
gPlayer[i].input.q16mlook = gFifoInput[gNetFifoTail&255][i].q16mlook;
}
gNetFifoTail++;
if (!(gFrame&((gSyncRate<<3)-1)))
{
CalcGameChecksum();
memcpy(gCheckFifo[gCheckHead[myconnectindex]&255][myconnectindex], gChecksum, sizeof(gChecksum));
gCheckHead[myconnectindex]++;
}
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
if (gPlayer[i].input.keyFlags.quit)
{
gPlayer[i].input.keyFlags.quit = 0;
netBroadcastPlayerLogoff(i);
if (i == myconnectindex)
{
// netBroadcastMyLogoff(gQuitRequest == 2);
gQuitGame = true;
gRestartGame = gQuitRequest == 2;
netDeinitialize();
netResetToSinglePlayer();
return;
}
}
if (gPlayer[i].input.keyFlags.restart)
{
gPlayer[i].input.keyFlags.restart = 0;
levelRestart();
return;
}
if (gPlayer[i].input.keyFlags.pause)
{
gPlayer[i].input.keyFlags.pause = 0;
gPaused = !gPaused;
if (gPaused && gGameOptions.nGameType > 0 && numplayers > 1)
{
sprintf(buffer,"%s paused the game",gProfile[i].name);
viewSetMessage(buffer);
}
}
}
viewClearInterpolations();
if (!gDemo.at1)
{
if (gPaused || gEndGameMgr.at0 || (gGameOptions.nGameType == 0 && M_Active()))
return;
if (gDemo.at0)
gDemo.Write(gFifoInput[(gNetFifoTail-1)&255]);
}
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
viewBackupView(i);
playerProcess(&gPlayer[i]);
}
trProcessBusy();
evProcess((int)gFrameClock);
seqProcess(4);
DoSectorPanning();
actProcessSprites();
actPostProcess();
viewCorrectPrediction();
ambProcess();
viewUpdateDelirium();
viewUpdateShake();
sfxUpdate3DSounds();
if (gMe->hand == 1)
{
#define CHOKERATE 8
#define TICRATE 30
gChokeCounter += CHOKERATE;
while (gChokeCounter >= TICRATE)
{
gChoke.at1c(gMe);
gChokeCounter -= TICRATE;
}
}
gLevelTime++;
gFrame++;
gFrameClock += 4;
if ((gGameOptions.uGameFlags&1) != 0 && !gStartNewGame)
{
ready2send = 0;
if (gNetPlayers > 1 && gNetMode == NETWORK_SERVER && gPacketMode == PACKETMODE_1 && myconnectindex == connecthead)
{
while (gNetFifoMasterTail < gNetFifoTail)
{
gameHandleEvents();
netMasterUpdate();
}
}
if (gDemo.at0)
gDemo.Close();
Mus_Fade(4000);
seqKillAll();
if (gGameOptions.uGameFlags&2)
{
if (gGameOptions.nGameType == 0)
{
if (gGameOptions.uGameFlags&8)
levelPlayEndScene(gGameOptions.nEpisode);
M_StartControlPanel(false);
M_SetMenu(NAME_CreditsMenu);
}
gGameOptions.uGameFlags &= ~3;
gRestartGame = 1;
gQuitGame = 1;
}
else
{
gEndGameMgr.Setup();
viewResizeView(gViewSize);
}
}
}
#if 0
SWITCH switches[] = {
{ "broadcast", 1, 0 },
{ "masterslave", 3, 0 },
{ "record", 7, 1 },
{ "robust", 8, 0 },
{ "skill", 10, 1 },
{ "ini", 13, 1 },
{ "f", 15, 1 },
{ "control", 16, 1 },
{ "vector", 17, 1 },
{ "noresend", 22, 0 },
{ "silentaim", 23, 0 },
{ "art", 26, 1 },
{ "client", 31, 1 },
{ "noautoload", 32, 0 },
{ NULL, 0, 0 }
};
#endif
void ParseOptions(void)
{
// Stuff for later.
#if 0
int option;
while ((option = GetOptions(switches)) != -1)
{
switch (option)
{
case 18:
bQuickStart = 1;
break;
//case 12:
// EightyTwoFifty = 1;
// break;
case 1:
gPacketMode = PACKETMODE_2;
break;
case 21:
break;
case 2:
if (OptArgc < 1)
ThrowError("Missing argument");
strcpy(gUserMapFilename, OptArgv[0]);
bAddUserMap = 1;
bNoDemo = 1;
break;
case 3:
if (gSyncRate == 1)
gPacketMode = PACKETMODE_2;
else
gPacketMode = PACKETMODE_1;
break;
case 30:
if (OptArgc < 1)
ThrowError("Missing argument");
gNetPlayers = ClipRange(atoi(OptArgv[0]), 1, kMaxPlayers);
gNetMode = NETWORK_SERVER;
break;
case 31:
if (OptArgc < 1)
ThrowError("Missing argument");
gNetMode = NETWORK_CLIENT;
strncpy(gNetAddress, OptArgv[0], sizeof(gNetAddress)-1);
break;
case 22:
bNoResend = 0;
break;
case 23:
bSilentAim = 1;
break;
case 5:
gGameOptions.nMonsterSettings = 0;
break;
case 6:
if (OptArgc < 1)
gDemo.SetupPlayback(NULL);
else
gDemo.SetupPlayback(OptArgv[0]);
break;
case 7:
if (OptArgc < 1)
gDemo.Create(NULL);
else
gDemo.Create(OptArgv[0]);
break;
case 8:
gRobust = 1;
break;
case 10:
if (OptArgc < 1)
ThrowError("Missing argument");
gSkill = strtoul(OptArgv[0], NULL, 0);
if (gSkill < 0)
gSkill = 0;
else if (gSkill > 4)
gSkill = 4;
break;
case 15:
if (OptArgc < 1)
ThrowError("Missing argument");
gSyncRate = ClipRange(strtoul(OptArgv[0], NULL, 0), 1, 4);
if (gPacketMode == PACKETMODE_1)
gSyncRate = 1;
else if (gPacketMode == PACKETMODE_3)
gSyncRate = 1;
break;
}
}
#endif
#if 0
if (bAddUserMap)
{
char zNode[BMAX_PATH];
char zDir[BMAX_PATH];
char zFName[BMAX_PATH];
_splitpath(gUserMapFilename, zNode, zDir, zFName, NULL);
strcpy(g_modDir, zNode);
strcat(g_modDir, zDir);
strcpy(gUserMapFilename, zFName);
}
#endif
}
void ClockStrobe()
{
//gGameClock++;
}
int GameInterface::app_main()
{
memcpy(&gGameOptions, &gSingleGameOptions, sizeof(GAMEOPTIONS));
gGameOptions.nMonsterSettings = !userConfig.nomonsters;
bQuickStart = userConfig.nologo;
#ifdef USE_QHEAP
Resource::heap = new QHeap(nMaxAlloc);
#endif
//gSysRes.Init(pUserRFF ? pUserRFF : "BLOOD.RFF");
//gGuiRes.Init("GUI.RFF");
HookReplaceFunctions();
initprintf("Initializing Build 3D engine\n");
scrInit();
initprintf("Loading tiles\n");
if (pUserTiles)
{
FStringf buffer("%s%%03i.ART", pUserTiles);
if (!tileInit(0,buffer))
ThrowError("User specified ART files not found");
}
else
{
if (!tileInit(0,NULL))
ThrowError("TILES###.ART files not found");
}
levelLoadDefaults();
loaddefinitionsfile(BLOODWIDESCREENDEF);
loaddefinitions_game(BLOODWIDESCREENDEF, FALSE);
const char *defsfile = G_DefFile();
uint32_t stime = timerGetTicks();
if (!loaddefinitionsfile(defsfile))
{
uint32_t etime = timerGetTicks();
initprintf("Definitions file \"%s\" loaded in %d ms.\n", defsfile, etime-stime);
}
loaddefinitions_game(defsfile, FALSE);
powerupInit();
initprintf("Loading cosine table\n");
trigInit(gSysRes);
initprintf("Initializing view subsystem\n");
viewInit();
initprintf("Initializing dynamic fire\n");
FireInit();
initprintf("Initializing weapon animations\n");
WeaponInit();
LoadSaveSetup();
LoadSavedInfo();
gDemo.LoadDemoInfo();
initprintf("There are %d demo(s) in the loop\n", gDemo.at59ef);
initprintf("Loading control setup\n");
ctrlInit();
timerInit(120);
timerSetCallback(ClockStrobe);
// PORT-TODO: CD audio init
initprintf("Initializing network users\n");
netInitialize(true);
scrSetGameMode(0, 0, 0, 0);
scrSetGamma(gGamma);
hud_size.Callback();
initprintf("Initializing sound system\n");
sndInit();
gChoke.sub_83ff0(518, sub_84230);
if (bAddUserMap)
{
levelAddUserMap(gUserMapFilename);
gStartNewGame = 1;
}
videoSetViewableArea(0, 0, xdim - 1, ydim - 1);
if (!bQuickStart)
credLogosDos();
scrSetDac();
RESTART:
sub_79760();
gViewIndex = myconnectindex;
gMe = gView = &gPlayer[myconnectindex];
netBroadcastPlayerInfo(myconnectindex);
initprintf("Waiting for network players!\n");
netWaitForEveryone(0);
if (gRestartGame)
{
// Network error
gQuitGame = false;
gRestartGame = false;
netDeinitialize();
netResetToSinglePlayer();
goto RESTART;
}
UpdateNetworkMenus();
if (!gDemo.at0 && gDemo.at59ef > 0 && gGameOptions.nGameType == 0 && !bNoDemo)
gDemo.SetupPlayback(NULL);
viewSetCrosshairColor(CrosshairColors.r, CrosshairColors.g, CrosshairColors.b);
gQuitGame = 0;
gRestartGame = 0;
if (gGameOptions.nGameType > 0)
{
inputState.ClearKeysDown();
inputState.keyFlushChars();
inputState.keyFlushScans();
}
else if (gDemo.at1 && !bAddUserMap && !bNoDemo)
gDemo.Playback();
if (gDemo.at59ef > 0)
M_ClearMenus();
if (!bAddUserMap && !gGameStarted)
{
M_StartControlPanel(false);
M_SetMenu(NAME_MainMenu);
}
ready2send = 1;
while (!gQuitGame)
{
handleevents();
netUpdate();
inputState.SetBindsEnabled(gInputMode == kInputGame);
switch (gInputMode)
{
case kInputGame:
LocalKeys();
break;
default:
break;
}
if (gQuitGame)
continue;
OSD_DispatchQueued();
bool bDraw;
if (gGameStarted)
{
char gameUpdate = false;
double const gameUpdateStartTime = timerGetHiTicks();
gameHandleEvents();
while (gPredictTail < gNetFifoHead[myconnectindex] && !gPaused)
{
viewUpdatePrediction(&gFifoInput[gPredictTail&255][myconnectindex]);
}
if (numplayers == 1)
gBufferJitter = 0;
while (totalclock >= gNetFifoClock && ready2send)
{
netGetInput();
gNetFifoClock += 4;
while (gNetFifoHead[myconnectindex]-gNetFifoTail > gBufferJitter && !gStartNewGame && !gQuitGame)
{
int i;
for (i = connecthead; i >= 0; i = connectpoint2[i])
if (gNetFifoHead[i] == gNetFifoTail)
break;
if (i >= 0)
break;
faketimerhandler();
ProcessFrame();
gameUpdate = true;
}
}
if (gameUpdate)
{
g_gameUpdateTime = timerGetHiTicks() - gameUpdateStartTime;
if (g_gameUpdateAvgTime < 0.f)
g_gameUpdateAvgTime = g_gameUpdateTime;
g_gameUpdateAvgTime = ((GAMEUPDATEAVGTIMENUMSAMPLES-1.f)*g_gameUpdateAvgTime+g_gameUpdateTime)/((float) GAMEUPDATEAVGTIMENUMSAMPLES);
}
bDraw = G_FPSLimit() != 0;
if (gQuitRequest && gQuitGame)
videoClearScreen(0);
else
{
netCheckSync();
if (bDraw)
{
viewDrawScreen();
g_gameUpdateAndDrawTime = g_beforeSwapTime/* timerGetHiTicks()*/ - gameUpdateStartTime;
}
}
}
else
{
bDraw = G_FPSLimit() != 0;
if (bDraw)
{
videoClearScreen(0);
rotatesprite(160<<16,100<<16,65536,0,2518,0,0,0x4a,0,0,xdim-1,ydim-1);
}
gameHandleEvents();
if (gQuitRequest && !gQuitGame)
netBroadcastMyLogoff(gQuitRequest == 2);
}
if (bDraw)
{
switch (gInputMode)
{
case kInputMessage:
gPlayerMsg.ProcessKeys();
gPlayerMsg.Draw();
break;
case kInputEndGame:
gEndGameMgr.ProcessKeys();
gEndGameMgr.Draw();
break;
default:
break;
}
videoNextPage();
}
//scrNextPage();
if (TestBitString(gotpic, 2342))
{
FireProcess();
ClearBitString(gotpic, 2342);
}
//if (byte_148e29 && gStartNewGame)
//{
// gStartNewGame = 0;
// gQuitGame = 1;
//}
if (gStartNewGame)
{
StartLevel(&gGameOptions);
}
}
ready2send = 0;
if (gDemo.at0)
gDemo.Close();
if (gRestartGame)
{
UpdateDacs(0, true);
Mus_Stop();
soundEngine->StopAllChannels();
gQuitGame = 0;
gQuitRequest = 0;
gRestartGame = 0;
gGameStarted = 0;
levelSetupOptions(0,0);
#if 0
// What's this loop for? Needs checking
while (gGameMenuMgr.m_bActive)
{
gGameMenuMgr.Process();
gameHandleEvents();
if (G_FPSLimit())
{
videoClearScreen(0);
gGameMenuMgr.Draw();
videoNextPage();
}
}
#endif
if (gGameOptions.nGameType != 0)
{
if (!gDemo.at0 && gDemo.at59ef > 0 && gGameOptions.nGameType == 0 && !bNoDemo)
gDemo.NextDemo();
videoSetViewableArea(0,0,xdim-1,ydim-1);
if (!bQuickStart)
credLogosDos();
scrSetDac();
}
goto RESTART;
}
ShutDown();
return 0;
}
static int32_t S_DefineAudioIfSupported(char *fn, const char *name)
{
#if !defined HAVE_FLAC || !defined HAVE_VORBIS
const char *extension = Bstrrchr(name, '.');
# if !defined HAVE_FLAC
if (extension && !Bstrcasecmp(extension, ".flac"))
return -2;
# endif
# if !defined HAVE_VORBIS
if (extension && !Bstrcasecmp(extension, ".ogg"))
return -2;
# endif
#endif
Bstrncpy(fn, name, BMAX_PATH);
return 0;
}
// Returns:
// 0: all OK
// -1: ID declaration was invalid:
static int32_t S_DefineMusic(const char *ID, const char *name)
{
int32_t sel = MUS_FIRST_SPECIAL;
Bassert(ID != NULL);
if (!Bstrcmp(ID,"intro"))
{
sel = MUS_INTRO;
}
else if (!Bstrcmp(ID,"loading"))
{
sel = MUS_LOADING;
}
else
{
sel = levelGetMusicIdx(ID);
if (sel < 0)
return -1;
}
quoteMgr.InitializeQuote(sel, name);
return 0;
}
static int parsedefinitions_game(scriptfile *, int);
static void parsedefinitions_game_include(const char *fileName, scriptfile *pScript, const char *cmdtokptr, int const firstPass)
{
scriptfile *included = scriptfile_fromfile(fileName);
if (!included)
{
if (!Bstrcasecmp(cmdtokptr,"null") || pScript == NULL) // this is a bit overboard to prevent unused parameter warnings
{
// initprintf("Warning: Failed including %s as module\n", fn);
}
/*
else
{
initprintf("Warning: Failed including %s on line %s:%d\n",
fn, script->filename,scriptfile_getlinum(script,cmdtokptr));
}
*/
}
else
{
parsedefinitions_game(included, firstPass);
scriptfile_close(included);
}
}
#if 0
static void parsedefinitions_game_animsounds(scriptfile *pScript, const char * blockEnd, char const * fileName, dukeanim_t * animPtr)
{
Bfree(animPtr->sounds);
size_t numPairs = 0, allocSize = 4;
animPtr->sounds = (animsound_t *)Xmalloc(allocSize * sizeof(animsound_t));
animPtr->numsounds = 0;
int defError = 1;
uint16_t lastFrameNum = 1;
while (pScript->textptr < blockEnd)
{
int32_t frameNum;
int32_t soundNum;
// HACK: we've reached the end of the list
// (hack because it relies on knowledge of
// how scriptfile_* preprocesses the text)
if (blockEnd - pScript->textptr == 1)
break;
// would produce error when it encounters the closing '}'
// without the above hack
if (scriptfile_getnumber(pScript, &frameNum))
break;
defError = 1;
if (scriptfile_getsymbol(pScript, &soundNum))
break;
// frame numbers start at 1 for us
if (frameNum <= 0)
{
initprintf("Error: frame number must be greater zero on line %s:%d\n", pScript->filename,
scriptfile_getlinum(pScript, pScript->ltextptr));
break;
}
if (frameNum < lastFrameNum)
{
initprintf("Error: frame numbers must be in (not necessarily strictly)"
" ascending order (line %s:%d)\n",
pScript->filename, scriptfile_getlinum(pScript, pScript->ltextptr));
break;
}
lastFrameNum = frameNum;
if ((unsigned)soundNum >= MAXSOUNDS && soundNum != -1)
{
initprintf("Error: sound number #%d invalid on line %s:%d\n", soundNum, pScript->filename,
scriptfile_getlinum(pScript, pScript->ltextptr));
break;
}
if (numPairs >= allocSize)
{
allocSize *= 2;
animPtr->sounds = (animsound_t *)Xrealloc(animPtr->sounds, allocSize * sizeof(animsound_t));
}
defError = 0;
animsound_t & sound = animPtr->sounds[numPairs];
sound.frame = frameNum;
sound.sound = soundNum;
++numPairs;
}
if (!defError)
{
animPtr->numsounds = numPairs;
// initprintf("Defined sound sequence for hi-anim \"%s\" with %d frame/sound pairs\n",
// hardcoded_anim_tokens[animnum].text, numpairs);
}
else
{
DO_FREE_AND_NULL(animPtr->sounds);
initprintf("Failed defining sound sequence for anim \"%s\".\n", fileName);
}
}
#endif
static int parsedefinitions_game(scriptfile *pScript, int firstPass)
{
int token;
char *pToken;
static const tokenlist tokens[] =
{
{ "include", T_INCLUDE },
{ "#include", T_INCLUDE },
{ "includedefault", T_INCLUDEDEFAULT },
{ "#includedefault", T_INCLUDEDEFAULT },
{ "loadgrp", T_LOADGRP },
{ "cachesize", T_CACHESIZE },
{ "noautoload", T_NOAUTOLOAD },
{ "music", T_MUSIC },
{ "sound", T_SOUND },
//{ "cutscene", T_CUTSCENE },
//{ "animsounds", T_ANIMSOUNDS },
{ "renamefile", T_RENAMEFILE },
{ "globalgameflags", T_GLOBALGAMEFLAGS },
{ "rffdefineid", T_RFFDEFINEID },
{ "tilefromtexture", T_TILEFROMTEXTURE },
};
static const tokenlist soundTokens[] =
{
{ "id", T_ID },
{ "file", T_FILE },
{ "minpitch", T_MINPITCH },
{ "maxpitch", T_MAXPITCH },
{ "priority", T_PRIORITY },
{ "type", T_TYPE },
{ "distance", T_DISTANCE },
{ "volume", T_VOLUME },
};
#if 0
static const tokenlist animTokens [] =
{
{ "delay", T_DELAY },
{ "aspect", T_ASPECT },
{ "sounds", T_SOUND },
{ "forcefilter", T_FORCEFILTER },
{ "forcenofilter", T_FORCENOFILTER },
{ "texturefilter", T_TEXTUREFILTER },
};
#endif
do
{
token = getatoken(pScript, tokens, ARRAY_SIZE(tokens));
pToken = pScript->ltextptr;
switch (token)
{
case T_LOADGRP:
{
char *fileName;
if (!scriptfile_getstring(pScript,&fileName) && firstPass)
{
fileSystem.AddAdditionalFile(fileName);
}
}
break;
case T_CACHESIZE:
{
int32_t cacheSize;
if (scriptfile_getnumber(pScript, &cacheSize) || !firstPass)
break;
}
break;
case T_INCLUDE:
{
char *fileName;
if (!scriptfile_getstring(pScript, &fileName))
parsedefinitions_game_include(fileName, pScript, pToken, firstPass);
break;
}
case T_INCLUDEDEFAULT:
{
parsedefinitions_game_include(G_DefaultDefFile(), pScript, pToken, firstPass);
break;
}
case T_NOAUTOLOAD:
if (firstPass)
gNoAutoLoad = true;
break;
case T_MUSIC:
{
char *tokenPtr = pScript->ltextptr;
char *musicID = NULL;
char *fileName = NULL;
char *musicEnd;
if (scriptfile_getbraces(pScript, &musicEnd))
break;
while (pScript->textptr < musicEnd)
{
switch (getatoken(pScript, soundTokens, ARRAY_SIZE(soundTokens)))
{
case T_ID: scriptfile_getstring(pScript, &musicID); break;
case T_FILE: scriptfile_getstring(pScript, &fileName); break;
}
}
if (!firstPass)
{
if (musicID==NULL)
{
initprintf("Error: missing ID for music definition near line %s:%d\n",
pScript->filename, scriptfile_getlinum(pScript,tokenPtr));
break;
}
if (fileName == NULL || fileSystem.FileExists(fileName))
break;
if (S_DefineMusic(musicID, fileName) == -1)
initprintf("Error: invalid music ID on line %s:%d\n", pScript->filename, scriptfile_getlinum(pScript, tokenPtr));
}
}
break;
case T_RFFDEFINEID:
{
char *resName = NULL;
char *resType = NULL;
char *rffName = NULL;
int resID;
if (scriptfile_getstring(pScript, &resName))
break;
if (scriptfile_getstring(pScript, &resType))
break;
if (scriptfile_getnumber(pScript, &resID))
break;
if (scriptfile_getstring(pScript, &rffName))
break;
if (!firstPass)
{
FStringf name("%s.%s", resName, resType);
fileSystem.CreatePathlessCopy(resName, resID, 0);
}
}
break;
case T_TILEFROMTEXTURE:
{
char *texturetokptr = pScript->ltextptr, *textureend;
int32_t tile = -1;
int32_t havesurface = 0, havevox = 0, haveview = 0, haveshade = 0;
int32_t surface = 0, vox = 0, view = 0, shade = 0;
int32_t tilecrc = 0, origcrc = 0;
static const tokenlist tilefromtexturetokens[] =
{
{ "surface", T_SURFACE },
{ "voxel", T_VOXEL },
{ "ifcrc", T_IFCRC },
{ "view", T_VIEW },
{ "shade", T_SHADE },
};
if (scriptfile_getsymbol(pScript,&tile)) break;
if (scriptfile_getbraces(pScript,&textureend)) break;
while (pScript->textptr < textureend)
{
int32_t token = getatoken(pScript,tilefromtexturetokens,ARRAY_SIZE(tilefromtexturetokens));
switch (token)
{
case T_IFCRC:
scriptfile_getsymbol(pScript, &tilecrc);
break;
case T_SURFACE:
havesurface = 1;
scriptfile_getsymbol(pScript, &surface);
break;
case T_VOXEL:
havevox = 1;
scriptfile_getsymbol(pScript, &vox);
break;
case T_VIEW:
haveview = 1;
scriptfile_getsymbol(pScript, &view);
break;
case T_SHADE:
haveshade = 1;
scriptfile_getsymbol(pScript, &shade);
break;
}
}
if (!firstPass)
{
if (EDUKE32_PREDICT_FALSE((unsigned)tile >= MAXUSERTILES))
{
initprintf("Error: missing or invalid 'tile number' for texture definition near line %s:%d\n",
pScript->filename, scriptfile_getlinum(pScript,texturetokptr));
break;
}
if (tilecrc)
{
origcrc = tileCRC(tile);
if (origcrc != tilecrc)
{
//initprintf("CRC of tile %d doesn't match! CRC: %d, Expected: %d\n", tile, origcrc, tilecrc);
break;
}
}
if (havesurface)
surfType[tile] = surface;
if (havevox)
voxelIndex[tile] = vox;
if (haveshade)
tileShade[tile] = shade;
if (haveview)
picanm[tile].extra = view&7;
}
}
break;
#if 0
case T_CUTSCENE:
{
char *fileName = NULL;
scriptfile_getstring(pScript, &fileName);
char *animEnd;
if (scriptfile_getbraces(pScript, &animEnd))
break;
if (!firstPass)
{
dukeanim_t *animPtr = Anim_Find(fileName);
if (!animPtr)
{
animPtr = Anim_Create(fileName);
animPtr->framedelay = 10;
animPtr->frameflags = 0;
}
int32_t temp;
while (pScript->textptr < animEnd)
{
switch (getatoken(pScript, animTokens, ARRAY_SIZE(animTokens)))
{
case T_DELAY:
scriptfile_getnumber(pScript, &temp);
animPtr->framedelay = temp;
break;
case T_ASPECT:
{
double dtemp, dtemp2;
scriptfile_getdouble(pScript, &dtemp);
scriptfile_getdouble(pScript, &dtemp2);
animPtr->frameaspect1 = dtemp;
animPtr->frameaspect2 = dtemp2;
break;
}
case T_SOUND:
{
char *animSoundsEnd = NULL;
if (scriptfile_getbraces(pScript, &animSoundsEnd))
break;
parsedefinitions_game_animsounds(pScript, animSoundsEnd, fileName, animPtr);
break;
}
case T_FORCEFILTER:
animPtr->frameflags |= CUTSCENE_FORCEFILTER;
break;
case T_FORCENOFILTER:
animPtr->frameflags |= CUTSCENE_FORCENOFILTER;
break;
case T_TEXTUREFILTER:
animPtr->frameflags |= CUTSCENE_TEXTUREFILTER;
break;
}
}
}
else
pScript->textptr = animEnd;
}
break;
case T_ANIMSOUNDS:
{
char *tokenPtr = pScript->ltextptr;
char *fileName = NULL;
scriptfile_getstring(pScript, &fileName);
if (!fileName)
break;
char *animSoundsEnd = NULL;
if (scriptfile_getbraces(pScript, &animSoundsEnd))
break;
if (firstPass)
{
pScript->textptr = animSoundsEnd;
break;
}
dukeanim_t *animPtr = Anim_Find(fileName);
if (!animPtr)
{
initprintf("Error: expected animation filename on line %s:%d\n",
pScript->filename, scriptfile_getlinum(pScript, tokenPtr));
break;
}
parsedefinitions_game_animsounds(pScript, animSoundsEnd, fileName, animPtr);
}
break;
case T_SOUND:
{
char *tokenPtr = pScript->ltextptr;
char *fileName = NULL;
char *musicEnd;
double volume = 1.0;
int32_t soundNum = -1;
int32_t maxpitch = 0;
int32_t minpitch = 0;
int32_t priority = 0;
int32_t type = 0;
int32_t distance = 0;
if (scriptfile_getbraces(pScript, &musicEnd))
break;
while (pScript->textptr < musicEnd)
{
switch (getatoken(pScript, soundTokens, ARRAY_SIZE(soundTokens)))
{
case T_ID: scriptfile_getsymbol(pScript, &soundNum); break;
case T_FILE: scriptfile_getstring(pScript, &fileName); break;
case T_MINPITCH: scriptfile_getsymbol(pScript, &minpitch); break;
case T_MAXPITCH: scriptfile_getsymbol(pScript, &maxpitch); break;
case T_PRIORITY: scriptfile_getsymbol(pScript, &priority); break;
case T_TYPE: scriptfile_getsymbol(pScript, &type); break;
case T_DISTANCE: scriptfile_getsymbol(pScript, &distance); break;
case T_VOLUME: scriptfile_getdouble(pScript, &volume); break;
}
}
if (!firstPass)
{
if (soundNum==-1)
{
initprintf("Error: missing ID for sound definition near line %s:%d\n", pScript->filename, scriptfile_getlinum(pScript,tokenPtr));
break;
}
if (fileName == NULL || fileSystem.FileExists(fileName))
break;
// maybe I should have just packed this into a sound_t and passed a reference...
if (S_DefineSound(soundNum, fileName, minpitch, maxpitch, priority, type, distance, volume) == -1)
initprintf("Error: invalid sound ID on line %s:%d\n", pScript->filename, scriptfile_getlinum(pScript,tokenPtr));
}
}
break;
#endif
case T_GLOBALGAMEFLAGS: scriptfile_getnumber(pScript, &blood_globalflags); break;
case T_EOF: return 0;
default: break;
}
}
while (1);
return 0;
}
int loaddefinitions_game(const char *fileName, int32_t firstPass)
{
scriptfile *pScript = scriptfile_fromfile(fileName);
if (pScript)
parsedefinitions_game(pScript, firstPass);
if (userConfig.AddDefs) for (auto & m : *userConfig.AddDefs)
parsedefinitions_game_include(m, NULL, "null", firstPass);
if (pScript)
scriptfile_close(pScript);
scriptfile_clearsymbols();
return 0;
}
bool DemoRecordStatus(void) {
return gDemo.at0;
}
bool VanillaMode() {
return gDemo.m_bLegacy && gDemo.at1;
}
bool fileExistsRFF(int id, const char *ext) {
return gSysRes.Lookup(id, ext);
}
int sndTryPlaySpecialMusic(int nMusic)
{
if (Mus_Play(nullptr, quoteMgr.GetQuote(nMusic), true))
{
return 0;
}
return 1;
}
void sndPlaySpecialMusicOrNothing(int nMusic)
{
if (sndTryPlaySpecialMusic(nMusic))
{
Mus_Stop();
}
}
extern IniFile* BloodINI;
void GameInterface::FreeGameData()
{
if (BloodINI) delete BloodINI;
ShutDown();
}
::GameInterface* CreateInterface()
{
return new GameInterface;
}
END_BLD_NS