raze-gles/source/sw/src/game.cpp
Christoph Oelckers fd31d4fa6a - replaced 32 bit SDL library - the preincluded one appeared to be broken.
- fixed main group autochoice.
- fixed uninitialized player links for Shadow Warrior.
2019-11-19 22:35:52 +01:00

4831 lines
123 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
// CTW NOTE
/*
Known remaining issues:
- Audio stuttering.
- CD Audio not looping properly (currently hard coded to restart about every 200 seconds.
- Hitting F5 to change resolution causes a crash (currently disabled).
- Multiplayer untested.
Things required to make savegames work:
- Load makesym.wpj and build it.
- In a DOS prompt, run "makesym sw.map swdata.map swcode.map"
- Copy swcode.map to swcode.sym and swdata.map to swdata.sym
*/
// CTW NOTE END
#define MAIN
#define QUIET
#include "build.h"
#include "baselayer.h"
#include "cache1d.h"
#include "osd.h"
#include "renderlayer.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "sector.h"
#include "sprite.h"
#include "weapon.h"
#include "player.h"
#include "lists.h"
#include "network.h"
#include "pal.h"
#include "fx_man.h"
#include "input.h"
#include "mytypes.h"
//#include "config.h"
#include "menus.h"
#include "control.h"
#include "gamecontrol.h"
#include "gamedefs.h"
#include "config.h"
#include "demo.h"
#include "cache.h"
//#include "exports.h"
#include "anim.h"
#include "colormap.h"
#include "break.h"
#include "ninja.h"
#include "light.h"
#include "track.h"
#include "jsector.h"
#include "keyboard.h"
#include "text.h"
#include "music.h"
#include "common.h"
#include "common_game.h"
#include "gameconfigfile.h"
#include "printf.h"
#include "m_argv.h"
//#include "crc32.h"
BEGIN_SW_NS
void pClearSpriteList(PLAYERp pp);
signed char MNU_InputSmallString(char*, short);
signed char MNU_InputString(char*, short);
SWBOOL IsCommand(const char* str);
SWBOOL MNU_StartNetGame(void);
const char* AppProperName = "VoidSW";
const char* AppTechnicalName = "voidsw";
#if DEBUG
#define BETA 0
#endif
#define STAT_SCREEN_PIC 5114
#define TITLE_PIC 2324
#define THREED_REALMS_PIC 2325
#define TITLE_ROT_FLAGS (ROTATE_SPRITE_CORNER|ROTATE_SPRITE_SCREEN_CLIP|ROTATE_SPRITE_NON_MASK)
#define PAL_SIZE (256*3)
char DemoName[15][16];
// Stupid WallMart version!
//#define PLOCK_VERSION TRUE
#if PLOCK_VERSION
SWBOOL Global_PLock = TRUE;
#else
SWBOOL Global_PLock = FALSE;
#endif
int GameVersion = 13; // 12 was original source release. For future releases increment by two.
char DemoText[3][64];
int DemoTextYstart = 0;
SWBOOL DoubleInitAWE32 = FALSE;
int Follow_posx=0,Follow_posy=0;
SWBOOL NoMeters = FALSE;
short IntroAnimCount = 0;
short PlayingLevel = -1;
SWBOOL GraphicsMode = FALSE;
char CacheLastLevel[32] = "";
char PlayerNameArg[32] = "";
SWBOOL CleanExit = FALSE;
SWBOOL DemoModeMenuInit = FALSE;
SWBOOL FinishAnim = 0;
SWBOOL ShortGameMode = FALSE;
SWBOOL ReloadPrompt = FALSE;
SWBOOL ReloadPromptMode = FALSE;
SWBOOL NewGame = TRUE;
SWBOOL InMenuLevel = FALSE;
SWBOOL LoadGameOutsideMoveLoop = FALSE;
SWBOOL LoadGameFromDemo = FALSE;
SWBOOL ArgCheat = FALSE;
extern SWBOOL NetBroadcastMode, NetModeOverride;
SWBOOL MultiPlayQuitFlag = FALSE;
//Miscellaneous variables
char MessageInputString[256];
char MessageOutputString[256];
SWBOOL MessageInputMode = FALSE;
SWBOOL ConInputMode = FALSE;
SWBOOL ConPanel = FALSE;
SWBOOL FinishedLevel = FALSE;
SWBOOL HelpInputMode = FALSE;
SWBOOL PanelUpdateMode = TRUE;
short HelpPage = 0;
short HelpPagePic[] = { 5115, 5116, 5117 };
SWBOOL InputMode = FALSE;
SWBOOL MessageInput = FALSE;
extern SWBOOL GamePaused;
short screenpeek = 0;
SWBOOL NoDemoStartup = FALSE;
SWBOOL FirstTimeIntoGame;
extern uint8_t RedBookSong[40];
SWBOOL BorderAdjust = TRUE;
SWBOOL LocationInfo = 0;
void drawoverheadmap(int cposx, int cposy, int czoom, short cang);
int DispFrameRate = FALSE;
int DispMono = TRUE;
int Fog = FALSE;
int FogColor;
SWBOOL PreCaching = TRUE;
int GodMode = FALSE;
SWBOOL BotMode = FALSE;
short Skill = 2;
short BetaVersion = 900;
short TotalKillable;
AUTO_NET Auto;
SWBOOL AutoNet = FALSE;
SWBOOL HasAutoColor = FALSE;
uint8_t AutoColor;
const GAME_SET gs_defaults =
{
2, // border
0, // border tile
// Network game settings
0, // GameType
0, // Level
0, // Monsters
FALSE, // HurtTeammate
TRUE, // SpawnMarkers Markers
FALSE, // TeamPlay
0, // Kill Limit
0, // Time Limit
0, // Color
TRUE, // nuke
"Track??", // waveform track name
};
GAME_SET gs;
SWBOOL PlayerTrackingMode = FALSE;
SWBOOL PauseMode = FALSE;
SWBOOL PauseKeySet = FALSE;
SWBOOL SlowMode = FALSE;
SWBOOL FrameAdvanceTics = 3;
SWBOOL ScrollMode2D = FALSE;
SWBOOL DebugSO = FALSE;
SWBOOL DebugPanel = FALSE;
SWBOOL DebugSector = FALSE;
SWBOOL DebugActor = FALSE;
SWBOOL DebugAnim = FALSE;
SWBOOL DebugOperate = FALSE;
SWBOOL DebugActorFreeze = FALSE;
void LoadingLevelScreen(char *level_name);
uint8_t FakeMultiNumPlayers;
int totalsynctics;
int turn_scale = 256;
int move_scale = 256;
short Level = 0;
SWBOOL ExitLevel = FALSE;
int16_t OrigCommPlayers=0;
extern uint8_t CommPlayers;
extern SWBOOL CommEnabled;
extern int bufferjitter;
SWBOOL CameraTestMode = FALSE;
char ds[645]; // debug string
extern short NormalVisibility;
extern int quotebot, quotebotgoal; // Multiplayer typing buffer
char recbuf[80]; // Used as a temp buffer to hold typing text
extern unsigned char palette_data[256][3]; // Global palette array
#define ACT_STATUE 0
int score;
SWBOOL QuitFlag = FALSE;
SWBOOL InGame = FALSE;
SWBOOL CommandSetup = FALSE;
char UserMapName[80]="", buffer[80], ch;
char LevelName[20];
uint8_t DebugPrintColor = 255;
int krandcount;
/// L O C A L P R O T O T Y P E S /////////////////////////////////////////////////////////
void BOT_DeleteAllBots(void);
void BotPlayerInsert(PLAYERp pp);
void SybexScreen(void);
void DosScreen(void);
void PlayTheme(void);
void MenuLevel(void);
void StatScreen(PLAYERp mpp);
void InitRunLevel(void);
void RunLevel(void);
/////////////////////////////////////////////////////////////////////////////////////////////
static FILE *debug_fout = NULL;
void DebugWriteString(char *string)
{
#if BETA || !DEBUG
return;
#endif
if (!debug_fout)
{
if ((debug_fout = fopen("dbg.foo", "ab+")) == NULL)
return;
}
fprintf(debug_fout, "%s\n", string);
//fclose(debug_fout);
//debug_fout = NULL;
fflush(debug_fout);
}
void DebugWriteLoc(char *fname, int line)
{
#if BETA || !DEBUG
return;
#endif
if (!debug_fout)
{
if ((debug_fout = fopen("dbg.foo", "ab+")) == NULL)
return;
}
fprintf(debug_fout, "%s, %d\n", fname, line);
//fclose(debug_fout);
//debug_fout = NULL;
fflush(debug_fout);
}
void Mono_Print(char *str)
{
MONO_PRINT(str);
}
extern SWBOOL DrawScreen;
#if RANDOM_DEBUG
FILE *fout_err;
SWBOOL RandomPrint;
int krand1(char *file, unsigned line)
{
ASSERT(!DrawScreen);
if (RandomPrint && !Prediction)
{
extern uint32_t MoveThingsCount;
sprintf(ds,"mtc %d, %s, line %d, %d",MoveThingsCount,file,line,randomseed);
DebugWriteString(ds);
}
randomseed = ((randomseed * 21 + 1) & 65535);
return randomseed;
}
int krand2()
{
ASSERT(!DrawScreen);
randomseed = ((randomseed * 21 + 1) & 65535);
return randomseed;
}
#else
int krand1(void)
{
ASSERT(!DrawScreen);
krandcount++;
randomseed = ((randomseed * 21 + 1) & 65535);
return randomseed;
}
#endif
#if DEBUG
SWBOOL
ValidPtr(void *ptr)
{
MEM_HDRp mhp;
uint8_t* check;
ASSERT(ptr != NULL);
mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));
if (mhp->size == 0 || mhp->checksum == 0)
{
printf("ValidPtr(): Size or Checksum == 0!\n");
return FALSE;
}
check = (uint8_t*) & mhp->size;
if (mhp->checksum == check[0] + check[1] + check[2] + check[3])
return TRUE;
printf("ValidPtr(): Checksum bad!\n");
return FALSE;
}
void
PtrCheckSum(void *ptr, unsigned int *stored, unsigned int *actual)
{
MEM_HDRp mhp;
uint8_t* check;
ASSERT(ptr != NULL);
mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));
check = (uint8_t*) & mhp->size;
*stored = mhp->checksum;
*actual = check[0] + check[1] + check[2] + check[3];
}
void *
AllocMem(int size)
{
uint8_t* bp;
MEM_HDRp mhp;
uint8_t* check;
ASSERT(size != 0);
bp = (uint8_t*) malloc(size + sizeof(MEM_HDR));
// Used for debugging, we can remove this at ship time
if (bp == NULL)
{
TerminateGame();
printf("Memory could NOT be allocated in AllocMem: size = %d\n",size);
exit(0);
}
ASSERT(bp != NULL);
mhp = (MEM_HDRp) bp;
mhp->size = size;
check = (uint8_t*) & mhp->size;
mhp->checksum = check[0] + check[1] + check[2] + check[3];
bp += sizeof(MEM_HDR);
return bp;
}
void *
ReAllocMem(void *ptr, int size)
{
uint8_t* bp;
MEM_HDRp mhp;
uint8_t* check;
ASSERT(size != 0);
ASSERT(ValidPtr(ptr));
mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));
bp = (uint8_t*) realloc(mhp, size + sizeof(MEM_HDR));
ASSERT(bp != NULL);
mhp = (MEM_HDRp) bp;
mhp->size = size;
check = (uint8_t*) & mhp->size;
mhp->checksum = check[0] + check[1] + check[2] + check[3];
bp += sizeof(MEM_HDR);
ASSERT(ValidPtr(bp));
return bp;
}
void *
CallocMem(int size, int num)
{
uint8_t* bp;
MEM_HDRp mhp;
uint8_t* check;
int num_bytes;
ASSERT(size != 0 && num != 0);
num_bytes = (size * num) + sizeof(MEM_HDR);
bp = (uint8_t*) calloc(num_bytes, 1);
// Used for debugging, we can remove this at ship time
if (bp == NULL)
{
TerminateGame();
printf("Memory could NOT be allocated in CallocMem: size = %d, num = %d\n",size,num);
exit(0);
}
ASSERT(bp != NULL);
mhp = (MEM_HDRp) bp;
mhp->size = size;
check = (uint8_t*) & mhp->size;
mhp->checksum = check[0] + check[1] + check[2] + check[3];
bp += sizeof(MEM_HDR);
return bp;
}
void
FreeMem(void *ptr)
{
MEM_HDRp mhp;
uint8_t* check;
ASSERT(ptr != NULL);
ASSERT(ValidPtr(ptr));
mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));
check = (uint8_t*)&mhp->size;
memset(mhp, 0xCC, mhp->size + sizeof(MEM_HDR));
free(mhp);
}
#else
SWBOOL
ValidPtr(void *ptr)
{
return TRUE;
}
void *
AllocMem(int size)
{
return malloc(size);
}
void *
CallocMem(int size, int num)
{
return calloc(size, num);
}
void *
ReAllocMem(void *ptr, int size)
{
return realloc(ptr, size);
}
void
FreeMem(void *ptr)
{
free(ptr);
}
#endif
int PointOnLine(int x, int y, int x1, int y1, int x2, int y2)
{
// the closer to 0 the closer to the line the point is
return ((x2 - x1) * (y - y1)) - ((y2 - y1) * (x - x1));
}
int
Distance(int x1, int y1, int x2, int y2)
{
int min;
if ((x2 = x2 - x1) < 0)
x2 = -x2;
if ((y2 = y2 - y1) < 0)
y2 = -y2;
if (x2 > y2)
min = y2;
else
min = x2;
return x2 + y2 - DIV2(min);
}
void
MapSetAll2D(uint8_t fill)
{
int i;
for (i = 0; i < (MAXWALLS >> 3); i++)
show2dwall[i] = fill;
for (i = 0; i < (MAXSPRITES >> 3); i++)
show2dsprite[i] = fill;
//for (i = 0; i < (MAXSECTORS >> 3); i++)
for (i = 0; i < MAXSECTORS; i++)
{
if (sector[i].ceilingpicnum != 342 && sector[i].floorpicnum != 342)
show2dsector[i>>3] |= (1<<(i&7));
//show2dsector[i] = fill;
}
}
void
MapSetup(void)
{
MapSetAll2D(0xFF);
}
void
setup2dscreen(void)
{
// qsetmode640350();
}
void TerminateGame(void)
{
int i,j;
int oldtotalclock;
DemoTerm();
ErrorCorrectionQuit();
// uninitmultiplayers();
if (CleanExit)
{
SybexScreen();
//TenScreen();
}
engineUnInit();
//Terminate3DSounds(); // Kill the sounds linked list
UnInitSound();
timerUninit();
if (CleanExit)
DosScreen();
}
void LoadLevel(const char *filename)
{
int pos;
if (engineLoadBoard(filename, SW_SHAREWARE ? 1 : 0, (vec3_t *)&Player[0], &Player[0].pang, &Player[0].cursectnum) == -1)
{
TerminateGame();
#ifdef RENDERTYPEWIN
{
char msg[256];
Bsnprintf(msg, 256, "Level not found: %s", filename);
wm_msgbox(apptitle, msg);
}
#else
printf("Level Not Found: %s\n", filename);
#endif
exit(0);
}
}
void LoadDemoRun(void)
{
short i;
FILE *fin;
fin = fopen("demos.run","r");
if (fin)
{
memset(DemoName,'\0',sizeof(DemoName));
for (i = 0; TRUE; i++)
{
if (fscanf(fin, "%s", DemoName[i]) == EOF)
break;
}
fclose(fin);
}
memset(DemoText,'\0',sizeof(DemoText));
fin = fopen("demotxt.run","r");
if (fin)
{
fgets(ds, 6, fin);
sscanf(ds,"%d",&DemoTextYstart);
for (i = 0; TRUE; i++)
{
if (fgets(DemoText[i], SIZ(DemoText[0])-1, fin) == NULL)
break;
}
fclose(fin);
}
}
void DisplayDemoText(void)
{
short w,h;
short i;
for (i = 0; i < 3; i++)
{
MNU_MeasureString(DemoText[i], &w, &h);
PutStringTimer(Player, TEXT_TEST_COL(w), DemoTextYstart+(i*12), DemoText[i], 999);
}
}
void Set_GameMode(void)
{
int result;
char ch;
//DSPRINTF(ds,"ScreenMode %d, ScreenWidth %d, ScreenHeight %d",ScreenMode, ScreenWidth, ScreenHeight);
//MONO_PRINT(ds);
result = COVERsetgamemode(ScreenMode, ScreenWidth, ScreenHeight, ScreenBPP);
}
void MultiSharewareCheck(void)
{
if (!SW_SHAREWARE) return;
if (numplayers > 4)
{
#ifdef RENDERTYPEWIN
wm_msgbox(apptitle,"To play a Network game with more than 4 players you must purchase "
"the full version. Read the Ordering Info screens for details.");
#else
printf(
"\n\nTo play a Network game with more than 4 players you must purchase the\n"
"full version. Read the Ordering Info screens for details.\n\n");
#endif
//uninitmultiplayers();
//uninitkeys();
engineUnInit();
UnInitSound();
timerUninit();
Bexit(0);
}
}
// Some mem crap for Jim
// I reserve 1 meg of heap space for our use out side the cache
int TotalMemory = 0;
int ActualHeap = 0;
void InitAutoNet(void)
{
if (!AutoNet)
return;
gs.NetGameType = Auto.Rules;
gs.NetLevel = Auto.Level;
gs.NetMonsters = Auto.Enemy;
gs.NetSpawnMarkers = Auto.Markers;
gs.NetTeamPlay = Auto.Team;
gs.NetHurtTeammate = Auto.HurtTeam;
gs.NetKillLimit = Auto.Kill;
gs.NetTimeLimit = Auto.Time;
gs.NetColor = Auto.Color;
gs.NetNuke = Auto.Nuke;
}
void AnimateCacheCursor(void)
{
#if 0
struct rccoord old_pos;
static short cursor_num = 0;
static char cache_cursor[] = {'|','/','-','\\'};
if (GraphicsMode)
return;
cursor_num++;
if (cursor_num > 3)
cursor_num = 0;
//old_pos = _gettextposition();
//_settextposition( old_pos.row, old_pos.col );
//_settextposition( 24, 25);
_settextposition(25, 0);
sprintf(ds,"Loading sound and graphics %c", cache_cursor[cursor_num]);
_outtext(ds);
//_settextposition( old_pos.row, old_pos.col );
#endif
}
void COVERsetbrightness(int bright, unsigned char *pal)
{
paletteSetColorTable(BASEPAL, pal);
videoSetPalette(bright, BASEPAL, 0);
}
static int firstnet = 0; // JBF
int nextvoxid = 0; // JBF
static void SW_FatalEngineError(void)
{
I_Error("There was a problem initialising the Build engine: %s", engineerrstr);
}
void InitGame()
{
extern int MovesPerPacket;
//void *ReserveMem=NULL;
int i;
DSPRINTF(ds,"InitGame...");
MONO_PRINT(ds);
if (engineInit())
SW_FatalEngineError();
InitAutoNet();
timerInit(120);
CON_InitConsole(); // Init console command list
////DSPRINTF(ds,"%s, %d",__FILE__,__LINE__); MONO_PRINT(ds);
//InitFX();
memcpy(palette_data,palette,768);
InitPalette();
// sets numplayers, connecthead, connectpoint2, myconnectindex
#if 0
if (!firstnet)
initmultiplayers(0, NULL, 0, 0, 0);
else if (initmultiplayersparms(argc - firstnet, &argv[firstnet]))
{
buildputs("Waiting for players...\n");
while (initmultiplayerscycle())
{
handleevents();
if (quitevent)
{
QuitFlag = TRUE;
return;
}
}
}
#else
numplayers = 1; myconnectindex = 0;
connecthead = 0; connectpoint2[0] = -1;
#endif
initsynccrc();
// code to duplicate packets
if (numplayers > 4 && MovesPerPacket == 1)
{
MovesPerPacket = 2;
}
MultiSharewareCheck();
if (numplayers > 1)
{
CommPlayers = numplayers;
OrigCommPlayers = CommPlayers;
CommEnabled = TRUE;
if (!BotMode)
gNet.MultiGameType = MULTI_GAME_COMMBAT;
else
gNet.MultiGameType = MULTI_GAME_AI_BOTS;
#if 0 //def NET_MODE_MASTER_SLAVE
if (!NetModeOverride)
{
if (numplayers <= 4)
NetBroadcastMode = TRUE;
else
NetBroadcastMode = FALSE;
}
#endif
}
LoadDemoRun();
// Save off total heap for later calculations
//TotalMemory = Z_AvailHeap();
//DSPRINTF(ds,"Available Heap before LoadImages = %d", TotalMemory);
//MONO_PRINT(ds);
// Reserve 1.5 megs for normal program use
// Generally, SW is consuming about a total of 11 megs including
// all the cached in graphics, etc. per level, so even on a 16 meg
// system, reserving 1.5 megs is fine.
// Note that on a 16 meg machine, Ken was leaving us about
// 24k for use outside the cache! This was causing out of mem problems
// when songs, etc., greater than the remaining heap were being loaded.
// Even if you pre-cache songs, etc. to help, reserving some heap is
// a very smart idea since the game uses malloc throughout execution.
//ReserveMem = AllocMem(1L<<20);
//if(ReserveMem == 0) MONO_PRINT("Could not allocate 1.5 meg reserve!");
// LoadImages will now proceed to steal all the remaining heap space
//_outtext("\n\n\n\n\n\n\n\n");
//AnimateCacheCursor();
initprintf("Loading sound and graphics...\n");
TileFiles.LoadArtSet("tiles%03d.art");
// Now free it up for later use
/*
if(ReserveMem)
{
// Recalc TotalMemory for later reference
ActualHeap = Z_AvailHeap() + 1536000L;
FreeMem(ReserveMem);
}
*/
Connect();
SortBreakInfo();
parallaxtype = 1;
SW_InitMultiPsky();
memset(Track, 0, sizeof(Track));
memset(Player, 0, sizeof(Player));
for (i = 0; i < MAX_SW_PLAYERS; i++)
INITLIST(&Player[i].PanelSpriteList);
LoadKVXFromScript("swvoxfil.txt"); // Load voxels from script file
LoadPLockFromScript("swplock.txt"); // Get Parental Lock setup info
if (!SW_SHAREWARE)
LoadCustomInfoFromScript("swcustom.txt"); // Load user customisation information
if (!loaddefinitionsfile(G_DefFile())) buildputs("Definitions file loaded.\n");
userConfig.AddDefs.reset();
if (enginePostInit())
SW_FatalEngineError();
DemoModeMenuInit = TRUE;
// precache as much stuff as you can
if (UserMapName[0] == '\0')
{
AnimateCacheCursor();
LoadLevel("$dozer.map");
AnimateCacheCursor();
SetupPreCache();
DoTheCache();
}
else
{
AnimateCacheCursor();
LoadLevel(UserMapName);
AnimateCacheCursor();
SetupPreCache();
DoTheCache();
}
Set_GameMode();
GraphicsMode = TRUE;
SetupAspectRatio();
COVERsetbrightness(0, &palette_data[0][0]);
InitFX(); // JBF: do it down here so we get a hold of the window handle
InitMusic();
}
/*
Directory of C:\DEV\SW\MIDI
EXECUT11 MID
HROSHMA6 MID
HOSHIA02 MID
INTRO131 MID
KOTEC2 MID
KOTOKI12 MID
NIPPON34 MID
NOKI41 MID
SANAI MID
SIANRA23 MID
TKYO2007 MID
TYTAIK16 MID
YOKOHA03 MID
*/
char LevelSong[16];
short SongLevelNum;
//#ifndef SW_SHAREWARE
LEVEL_INFO LevelInfo[MAX_LEVELS_REG+2] =
{
{"title.map", "theme.mid", " ", " ", " " },
{"$bullet.map", "e1l01.mid", "Seppuku Station", "0 : 55", "5 : 00" },
{"$dozer.map", "e1l03.mid", "Zilla Construction", "4 : 59", "8 : 00" },
{"$shrine.map", "e1l02.mid", "Master Leep's Temple", "3 : 16", "10 : 00" },
{"$woods.map", "e1l04.mid", "Dark Woods of the Serpent", "7 : 06", "16 : 00" },
{"$whirl.map", "yokoha03.mid", "Rising Son", "5 : 30", "10 : 00" },
{"$tank.map", "nippon34.mid", "Killing Fields", "1 : 46", "4 : 00" },
{"$boat.map", "execut11.mid", "Hara-Kiri Harbor", "1 : 56", "4 : 00" },
{"$garden.map", "execut11.mid", "Zilla's Villa", "1 : 06", "2 : 00" },
{"$outpost.map", "sanai.mid", "Monastery", "1 : 23", "3 : 00" },
{"$hidtemp.map", "kotec2.mid", "Raider of the Lost Wang", "2 : 05", "4 : 10" },
{"$plax1.map", "kotec2.mid", "Sumo Sky Palace", "6 : 32", "12 : 00" },
{"$bath.map", "yokoha03.mid", "Bath House", "10 : 00", "10 : 00" },
{"$airport.map", "nippon34.mid", "Unfriendly Skies", "2 : 59", "6 : 00" },
{"$refiner.map", "kotoki12.mid", "Crude Oil", "2 : 40", "5 : 00" },
{"$newmine.map", "hoshia02.mid", "Coolie Mines", "2 : 48", "6 : 00" },
{"$subbase.map", "hoshia02.mid", "Subpen 7", "2 : 02", "4 : 00" },
{"$rock.map", "kotoki12.mid", "The Great Escape", "3 : 18", "6 : 00" },
{"$yamato.map", "sanai.mid", "Floating Fortress", "11 : 38", "20 : 00" },
{"$seabase.map", "kotec2.mid", "Water Torture", "5 : 07", "10 : 00" },
{"$volcano.map", "kotec2.mid", "Stone Rain", "9 : 15", "20 : 00" },
{"$shore.map", "kotec2.mid", "Shanghai Shipwreck", "3 : 58", "8 : 00" },
{"$auto.map", "kotec2.mid", "Auto Maul", "4 : 07", "8 : 00" },
{"tank.map", "kotec2.mid", "Heavy Metal (DM only)", "10 : 00", "10 : 00" },
{"$dmwoods.map", "kotec2.mid", "Ripper Valley (DM only)", "10 : 00", "10 : 00" },
{"$dmshrin.map", "kotec2.mid", "House of Wang (DM only)", "10 : 00", "10 : 00" },
{"$rush.map", "kotec2.mid", "Lo Wang Rally (DM only)", "10 : 00", "10 : 00" },
{"shotgun.map", "kotec2.mid", "Ruins of the Ronin (CTF)", "10 : 00", "10 : 00" },
{"$dmdrop.map", "kotec2.mid", "Killing Fields (CTF)", "10 : 00", "10 : 00" },
{NULL, NULL, NULL, NULL, NULL}
};
/*#else
LEVEL_INFO LevelInfo[MAX_LEVELS+2] = // Shareware
{
{"title.map", "theme.mid", " ", " ", " " },
{"$bullet.map", "e1l01.mid", "Seppuku Station", "0 : 55", "5 : 00" },
{"$dozer.map", "e1l03.mid", "Zilla Construction", "4 : 59", "8 : 00" },
{"$shrine.map", "e1l02.mid", "Master Leep's Temple", "3 : 16", "10 : 00" },
{"$woods.map", "e1l04.mid", "Dark Woods of the Serpent", "7 : 06", "16 : 00" },
{NULL, NULL, NULL, NULL, NULL}
};
#endif*/
const char *ThemeSongs[6] =
{
"THEME.MID",
"ENDLEV3.VOC",
"SERPENT.MID",
"SUMO.MID",
"ZILLA.MID"
"ENDING.MID"
};
int ThemeTrack[6] =
{
2,3,13,13,13,14
};
char EpisodeNames[3][MAX_EPISODE_NAME_LEN+2] =
{
"^Enter the Wang",
"^Code of Honor",
"^User Maps",
};
char EpisodeSubtitles[3][MAX_EPISODE_SUBTITLE_LEN+1] =
{
"Four levels (Shareware Version)",
"Eighteen levels (Full Version Only)",
"Select a user map to play",
};
char SkillNames[4][MAX_SKILL_NAME_LEN+2] =
{
"^Tiny grasshopper",
"^I Have No Fear",
"^Who Wants Wang",
"^No Pain, No Gain"
};
void InitNewGame(void)
{
int i, ready_bak;
int ver_bak;
//waitforeverybody(); // since ready flag resets after this point, need to carefully sync
for (i = 0; i < MAX_SW_PLAYERS; i++)
{
// don't jack with the playerreadyflag
ready_bak = Player[i].playerreadyflag;
ver_bak = Player[i].PlayerVersion;
memset(&Player[i], 0, sizeof(Player[i]));
Player[i].playerreadyflag = ready_bak;
Player[i].PlayerVersion = ver_bak;
INITLIST(&Player[i].PanelSpriteList);
}
memset(puser, 0, sizeof(puser));
}
void FindLevelInfo(char *map_name, short *level)
{
char *ptr;
char buff[16];
short i,j;
for (j = 1; j <= MAX_LEVELS; j++)
{
if (LevelInfo[j].LevelName)
{
if (Bstrcasecmp(map_name, LevelInfo[j].LevelName) == 0)
{
*level = j;
return;
}
}
}
*level = 0;
return;
}
int ChopTics;
void InitLevelGlobals(void)
{
extern char PlayerGravity;
extern short wait_active_check_offset;
//extern short Zombies;
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
extern SWBOOL left_foot;
extern SWBOOL serpwasseen;
extern SWBOOL sumowasseen;
extern SWBOOL zillawasseen;
extern short BossSpriteNum[3];
// A few IMPORTANT GLOBAL RESETS
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1
MapSetup();
//Zombies = 0;
ChopTics = 0;
dimensionmode = 3;
zoom = 768;
PlayerGravity = 24;
wait_active_check_offset = 0;
PlaxCeilGlobZadjust = PlaxFloorGlobZadjust = Z(500);
FinishedLevel = FALSE;
AnimCnt = 0;
left_foot = FALSE;
screenpeek = myconnectindex;
gNet.TimeLimitClock = gNet.TimeLimit;
serpwasseen = FALSE;
sumowasseen = FALSE;
zillawasseen = FALSE;
memset(BossSpriteNum,-1,sizeof(BossSpriteNum));
}
void InitLevelGlobals2(void)
{
extern short Bunny_Count;
// GLOBAL RESETS NOT DONE for LOAD GAME
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
InitTimingVars();
TotalKillable = 0;
Bunny_Count = 0;
}
void
InitLevel(void)
{
static int DemoNumber = 0;
Terminate3DSounds();
// A few IMPORTANT GLOBAL RESETS
InitLevelGlobals();
if (!DemoMode)
StopSong();
if (LoadGameOutsideMoveLoop)
{
return;
}
InitLevelGlobals2();
if (DemoMode)
{
Level = 0;
NewGame = TRUE;
DemoInitOnce = FALSE;
strcpy(DemoFileName, DemoName[DemoNumber]);
DemoNumber++;
if (!DemoName[DemoNumber][0])
DemoNumber = 0;
// read header and such
DemoPlaySetup();
strcpy(LevelName, DemoLevelName);
FindLevelInfo(LevelName, &Level);
if (Level > 0)
{
strcpy(LevelSong, LevelInfo[Level].SongName);
strcpy(LevelName, LevelInfo[Level].LevelName);
UserMapName[0] = '\0';
}
else
{
strcpy(UserMapName, DemoLevelName);
Level = 0;
}
}
else
{
if (Level < 0)
Level = 0;
if (Level > MAX_LEVELS)
Level = 1;
// extra code in case something is resetting these values
if (NewGame)
{
//Level = 1;
//DemoPlaying = FALSE;
DemoMode = FALSE;
//DemoRecording = FALSE;
//DemoEdit = FALSE;
}
if (UserMapName[0])
{
strcpy(LevelName, UserMapName);
Level = 0;
FindLevelInfo(UserMapName, &Level);
if (Level > 0)
{
// user map is part of game - treat it as such
strcpy(LevelSong, LevelInfo[Level].SongName);
strcpy(LevelName, LevelInfo[Level].LevelName);
UserMapName[0] = '\0';
}
}
else
{
strcpy(LevelName, LevelInfo[Level].LevelName);
strcpy(LevelSong, LevelInfo[Level].SongName);
}
}
PlayingLevel = Level;
if (NewGame)
InitNewGame();
LoadingLevelScreen(LevelName);
MONO_PRINT("LoadintLevelScreen");
if (!DemoMode && !DemoInitOnce)
DemoPlaySetup();
LoadLevel(LevelName);
if (Bstrcasecmp(CacheLastLevel, LevelName) != 0)
// clears gotpic and does some bit setting
SetupPreCache();
else
memset(gotpic,0,sizeof(gotpic));
if (sector[0].extra != -1)
{
NormalVisibility = g_visibility = sector[0].extra;
sector[0].extra = 0;
}
else
NormalVisibility = g_visibility;
//
// Do Player stuff first
//
InitAllPlayers();
#if DEBUG
// fake Multi-player game setup
if (FakeMultiNumPlayers && !BotMode)
{
uint8_t i;
// insert all needed players except the first one - its already tere
for (i = 0; i < FakeMultiNumPlayers - 1; i++)
{
ManualPlayerInsert(Player);
// reset control back to 1st player
myconnectindex = 0;
screenpeek = 0;
}
}
#endif
// Put in the BOTS if called for
if (FakeMultiNumPlayers && BotMode)
{
uint8_t i;
// insert all needed players except the first one - its already tere
for (i = 0; i < FakeMultiNumPlayers; i++)
{
BotPlayerInsert(Player);
// reset control back to 1st player
myconnectindex = 0;
screenpeek = 0;
}
}
QueueReset();
PreMapCombineFloors();
InitMultiPlayerInfo();
InitAllPlayerSprites();
//
// Do setup for sprite, track, panel, sector, etc
//
// Set levels up
InitTimingVars();
SpriteSetup();
SpriteSetupPost(); // post processing - already gone once through the loop
InitLighting();
TrackSetup();
PlayerPanelSetup();
MapSetup();
SectorSetup();
JS_InitMirrors();
JS_InitLockouts(); // Setup the lockout linked lists
JS_ToggleLockouts(); // Init lockouts on/off
PlaceSectorObjectsOnTracks();
PlaceActorsOnTracks();
PostSetupSectorObject();
SetupMirrorTiles();
initlava();
SongLevelNum = Level;
if (DemoMode)
{
DisplayDemoText();
}
if (ArgCheat)
{
SWBOOL bak = hud_messages;
hud_messages = FALSE;
EveryCheatToggle(&Player[0],NULL);
hud_messages = bak;
GodMode = TRUE;
}
// reset NewGame
NewGame = FALSE;
DSPRINTF(ds,"End of InitLevel...");
MONO_PRINT(ds);
#if 0
#if DEBUG
if (!cansee(43594, -92986, 0x3fffffff, 290,
43180, -91707, 0x3fffffff, 290))
{
DSPRINTF(ds,"cansee failed");
MONO_PRINT(ds);
}
#endif
#endif
}
void
TerminateLevel(void)
{
int i, nexti, stat, pnum, ndx;
SECT_USERp *sectu;
//HEAP_CHECK();
DemoTerm();
// Free any track points
for (ndx = 0; ndx < MAX_TRACKS; ndx++)
{
if (Track[ndx].TrackPoint)
{
FreeMem(Track[ndx].TrackPoint);
// !JIM! I added null assigner
Track[ndx].TrackPoint = NULL;
}
}
// Clear the tracks
memset(Track, 0, sizeof(Track));
StopSound();
Terminate3DSounds(); // Kill the 3d sounds linked list
//ClearSoundLocks();
// Clear all anims and any memory associated with them
// Clear before killing sprites - save a little time
//AnimClear();
for (stat = STAT_PLAYER0; stat < STAT_PLAYER0 + numplayers; stat++)
{
pnum = stat - STAT_PLAYER0;
TRAVERSE_SPRITE_STAT(headspritestat[stat], i, nexti)
{
if (User[i])
memcpy(&puser[pnum], User[i], sizeof(USER));
}
}
// Kill User memory and delete sprites
// for (stat = 0; stat < STAT_ALL; stat++)
for (stat = 0; stat < MAXSTATUS; stat++)
{
TRAVERSE_SPRITE_STAT(headspritestat[stat], i, nexti)
{
KillSprite(i);
}
}
// Free SectUser memory
for (sectu = &SectUser[0];
sectu < &SectUser[MAXSECTORS];
sectu++)
{
if (*sectu)
{
////DSPRINTF(ds,"Sect User Free %d",sectu-SectUser);
//MONO_PRINT(ds);
FreeMem(*sectu);
*sectu = NULL;
}
}
//memset(&User[0], 0, sizeof(User));
memset(&SectUser[0], 0, sizeof(SectUser));
TRAVERSE_CONNECT(pnum)
{
PLAYERp pp = Player + pnum;
// Free panel sprites for players
pClearSpriteList(pp);
pp->DoPlayerAction = NULL;
pp->SpriteP = NULL;
pp->PlayerSprite = -1;
pp->UnderSpriteP = NULL;
pp->PlayerUnderSprite = -1;
memset(pp->HasKey, 0, sizeof(pp->HasKey));
//pp->WpnFlags = 0;
pp->CurWpn = NULL;
memset(pp->Wpn, 0, sizeof(pp->Wpn));
memset(pp->InventorySprite, 0, sizeof(pp->InventorySprite));
memset(pp->InventoryTics, 0, sizeof(pp->InventoryTics));
pp->Killer = -1;
INITLIST(&pp->PanelSpriteList);
}
JS_UnInitLockouts();
//HEAP_CHECK();
}
void NewLevel(void)
{
if (DemoPlaying)
{
FX_SetVolume(0); // Shut the hell up while game is loading!
InitLevel();
InitRunLevel();
DemoInitOnce = FALSE;
if (DemoMode)
{
if (DemoModeMenuInit)
{
DemoModeMenuInit = FALSE;
inputState.ClearKeyStatus(sc_Escape);
}
}
DemoPlayBack();
if (DemoRecording && DemoEdit)
{
RunLevel();
}
}
else
{
FX_SetVolume(0); // Shut the hell up while game is loading!
InitLevel();
RunLevel();
if (!QuitFlag)
{
// for good measure do this
ready2send = 0;
waitforeverybody();
}
StatScreen(&Player[myconnectindex]);
}
if (LoadGameFromDemo)
LoadGameFromDemo = FALSE;
else
TerminateLevel();
InGame = FALSE;
if (SW_SHAREWARE)
{
if (FinishAnim)
{
PlayTheme();
MenuLevel();
}
}
else
{
if (FinishAnim == ANIM_ZILLA || FinishAnim == ANIM_SERP)
{
PlayTheme();
MenuLevel();
}
}
FinishAnim = 0;
}
void
ResetKeys(void)
{
int i;
inputState.ClearAllKeyStatus();
}
SWBOOL KeyPressed(void)
{
int i;
for (i = 0; i < NUMKEYS; i++)
{
if (inputState.GetKeyStatus(i))
return TRUE;
}
return FALSE;
}
uint8_t* KeyPressedRange(uint8_t* kb, uint8_t* ke)
{
uint8_t* k;
for (k = kb; k <= ke; k++)
{
if (*k)
return k;
}
return NULL;
}
void ResetKeyRange(uint8_t* kb, uint8_t* ke)
{
uint8_t* k;
for (k = kb; k <= ke; k++)
{
*k = 0;
}
}
void PlayTheme()
{
// start music at logo
strcpy(LevelSong,"theme.mid");
PlaySong(LevelSong, RedBookSong[0], TRUE, TRUE);
DSPRINTF(ds,"After music stuff...");
MONO_PRINT(ds);
}
void LogoLevel(void)
{
char called;
int fin;
UserInput uinfo = { FALSE, FALSE, dir_None };
DSPRINTF(ds,"LogoLevel...");
MONO_PRINT(ds);
// PreCache Anim
LoadAnm(0);
auto pal = kloadfile("3drealms.pal", 0);
if (pal.Size() >= 768)
{
for (auto & c : pal)
c <<= 2;
paletteSetColorTable(DREALMSPAL, pal.Data());
videoSetPalette(0, DREALMSPAL, 2);
}
DSPRINTF(ds,"Just read in 3drealms.pal...");
MONO_PRINT(ds);
//FadeOut(0, 0);
ready2send = 0;
totalclock = 0;
ototalclock = 0;
DSPRINTF(ds,"About to display 3drealms pic...");
MONO_PRINT(ds);
videoClearViewableArea(0L);
rotatesprite(0, 0, RS_SCALE, 0, THREED_REALMS_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
//FadeIn(0, 3);
ResetKeys();
while (TRUE)
{
handleevents();
CONTROL_GetUserInput(&uinfo);
CONTROL_ClearUserInput(&uinfo);
if (quitevent) { QuitFlag = TRUE; break; }
// taken from top of faketimerhandler
// limits checks to max of 40 times a second
if (totalclock >= ototalclock + synctics)
{
ototalclock += synctics;
}
if (totalclock > 5*120 || I_GeneralTrigger())
{
I_GeneralTriggerClear();
break;
}
}
videoClearViewableArea(0L);
videoNextPage();
videoSetPalette(0, BASEPAL, 2);
// put up a blank screen while loading
DSPRINTF(ds,"End of LogoLevel...");
MONO_PRINT(ds);
}
void CreditsLevel(void)
{
char called;
int fin;
int i;
int curpic;
int handle;
uint32_t timer = 0;
int zero=0;
short save;
#define CREDITS1_PIC 5111
#define CREDITS2_PIC 5118
// put up a blank screen while loading
// get rid of all PERM sprites!
renderFlushPerms();
save = gs.BorderNum;
SetBorder(Player + myconnectindex,0);
ClearStartMost();
gs.BorderNum = save;
videoClearViewableArea(0L);
videoNextPage();
// Lo Wang feel like singing!
handle = PlaySound(DIGI_JG95012,&zero,&zero,&zero,v3df_none);
if (handle > 0)
while (FX_SoundActive(handle)) ;
// try 14 then 2 then quit
if (!PlaySong(NULL, 14, FALSE, TRUE))
{
if (!PlaySong(NULL, 2, FALSE, TRUE))
{
handle = PlaySound(DIGI_NOLIKEMUSIC,&zero,&zero,&zero,v3df_none);
if (handle > 0)
while (FX_SoundActive(handle)) handleevents();
return;
}
}
ready2send = 0;
totalclock = 0;
ototalclock = 0;
ResetKeys();
curpic = CREDITS1_PIC;
while (TRUE)
{
// taken from top of faketimerhandler
// limits checks to max of 40 times a second
if (totalclock >= ototalclock + synctics)
{
ototalclock += synctics;
timer += synctics;
}
rotatesprite(0, 0, RS_SCALE, 0, curpic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
if (timer > 8*120)
{
curpic = CREDITS2_PIC;
}
if (timer > 16*120)
{
timer = 0;
curpic = CREDITS1_PIC;
}
if (!SongIsPlaying())
break;
if (inputState.GetKeyStatus(KEYSC_ESC))
break;
}
// put up a blank screen while loading
videoClearViewableArea(0L);
videoNextPage();
ResetKeys();
StopSong();
}
void SybexScreen(void)
{
if (!SW_SHAREWARE) return;
if (CommEnabled)
return;
rotatesprite(0, 0, RS_SCALE, 0, 5261, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
ResetKeys();
while (!KeyPressed() && !quitevent) handleevents();
}
// CTW REMOVED END
void
TitleLevel(void)
{
char called;
int fin;
unsigned char backup_pal[256*3];
unsigned char pal[PAL_SIZE];
char tempbuf[256];
char *palook_bak = palookup[0];
int i;
for (i = 0; i < 256; i++)
tempbuf[i] = i;
palookup[0] = tempbuf;
videoClearViewableArea(0L);
videoNextPage();
ready2send = 0;
totalclock = 0;
ototalclock = 0;
rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
//FadeIn(0, 3);
ResetKeys();
while (TRUE)
{
handleevents();
OSD_DispatchQueued();
// taken from top of faketimerhandler
// limits checks to max of 40 times a second
if (totalclock >= ototalclock + synctics)
{
//void MNU_CheckForMenusAnyKey( void );
ototalclock += synctics;
//MNU_CheckForMenusAnyKey();
}
//if (UsingMenus)
// MNU_DrawMenu();
//drawscreen as fast as you can
rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
if (totalclock > 5*120 || KeyPressed())
{
DemoMode = TRUE;
DemoPlaying = TRUE;
break;
}
}
palookup[0] = palook_bak;
// clearview(0);
// nextpage();
//SetPaletteToVESA(backup_pal);
// put up a blank screen while loading
// clearview(0);
// nextpage();
}
void DrawMenuLevelScreen(void)
{
renderFlushPerms();
videoClearViewableArea(0L);
rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 20, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
}
void DrawStatScreen(void)
{
renderFlushPerms();
videoClearViewableArea(0L);
rotatesprite(0, 0, RS_SCALE, 0, STAT_SCREEN_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
}
void DrawLoadLevelScreen(void)
{
renderFlushPerms();
videoClearViewableArea(0L);
rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 20, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
}
short PlayerQuitMenuLevel = -1;
void IntroAnimLevel(void)
{
DSPRINTF(ds,"IntroAnimLevel");
MONO_PRINT(ds);
playanm(0);
}
void MenuLevel(void)
{
char called;
int fin;
short w,h;
DSPRINTF(ds,"MenuLevel...");
MONO_PRINT(ds);
// do demos only if not playing multi play
if (!CommEnabled && numplayers <= 1 && !FinishAnim && !NoDemoStartup)
{
// demos exist - do demo instead
if (DemoName[0][0] != '\0')
{
DemoMode = TRUE;
DemoPlaying = TRUE;
return;
}
}
DemoMode = FALSE;
DemoPlaying = FALSE;
videoClearViewableArea(0L);
videoNextPage();
//FadeOut(0, 0);
ready2send = 0;
totalclock = 0;
ototalclock = 0;
ExitLevel = FALSE;
InMenuLevel = TRUE;
DrawMenuLevelScreen();
if (CommEnabled)
{
sprintf(ds,"Lo Wang is waiting for other players...");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 170, ds, 1, 16);
sprintf(ds,"They are afraid!");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 180, ds, 1, 16);
}
videoNextPage();
//FadeIn(0, 3);
waitforeverybody();
// don't allow BorderAdjusting in these menus
BorderAdjust = FALSE;
ResetKeys();
if (SW_SHAREWARE)
{
// go to ordering menu only if shareware
if (FinishAnim)
{
inputState.ClearKeyStatus(sc_Escape);
ControlPanelType = ct_ordermenu;
FinishAnim = 0;
}
}
else
{
FinishAnim = 0;
}
while (TRUE)
{
handleevents();
OSD_DispatchQueued();
if (quitevent) QuitFlag = TRUE;
// taken from top of faketimerhandler
// limits checks to max of 40 times a second
if (totalclock >= ototalclock + synctics)
{
ototalclock += synctics;
MNU_CheckForMenusAnyKey();
if (CommEnabled)
getpackets();
}
if (CommEnabled)
{
if (MultiPlayQuitFlag)
{
short pnum;
uint8_t pbuf[1];
QuitFlag = TRUE;
pbuf[0] = PACKET_TYPE_MENU_LEVEL_QUIT;
netbroadcastpacket(pbuf, 1); // TENSW
break;
}
if (PlayerQuitMenuLevel >= 0)
{
MenuCommPlayerQuit(PlayerQuitMenuLevel);
PlayerQuitMenuLevel = -1;
}
}
if (ExitLevel)
{
// Quiting Level
ExitLevel = FALSE;
break;
}
if (QuitFlag)
{
// Quiting Game
break;
}
// force the use of menus at all time
if (!UsingMenus && !ConPanel)
{
inputState.SetKeyStatus(sc_Escape);
MNU_CheckForMenusAnyKey();
}
// must lock the clock for drawing so animations will happen
totalclocklock = totalclock;
//drawscreen as fast as you can
DrawMenuLevelScreen();
if (UsingMenus)
MNU_DrawMenu();
videoNextPage();
}
BorderAdjust = TRUE;
//LoadGameOutsideMoveLoop = FALSE;
inputState.ClearKeyStatus(sc_Escape);
inputState.ClearKeysDown();
//ExitMenus();
UsingMenus = FALSE;
InMenuLevel = FALSE;
videoClearViewableArea(0L);
videoNextPage();
}
void SceneLevel(void)
{
SWBOOL dp_bak;
SWBOOL dm_bak;
FILE *fin;
#define CINEMATIC_DEMO_FILE "$scene.dmo"
// make sure it exists
if ((fin = fopen(CINEMATIC_DEMO_FILE,"rb")) == NULL)
return;
else
fclose(fin);
strcpy(DemoFileName,CINEMATIC_DEMO_FILE);
dp_bak = DemoPlaying;
dm_bak = DemoMode;
DemoMode = TRUE;
DemoPlaying = TRUE;
DemoOverride = TRUE;
InitLevel();
DemoOverride = FALSE;
ScenePlayBack();
TerminateLevel();
DemoMode = dm_bak;
DemoPlaying = dp_bak;
}
void LoadingLevelScreen(char *level_name)
{
short w,h;
extern SWBOOL DemoMode;
extern char *MNU_LevelName[28];
DrawLoadLevelScreen();
if (DemoMode)
sprintf(ds,"DEMO");
else
sprintf(ds,"ENTERING");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 170, ds,1,16);
if (UserMapName[0])
sprintf(ds,"%s",UserMapName);
else
sprintf(ds,"%s",LevelInfo[Level].Description);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 180, ds,1,16);
videoNextPage();
}
void gNextState(STATEp *State)
{
// Transition to the next state
*State = (*State)->NextState;
if (TEST((*State)->Tics, SF_QUICK_CALL))
{
(*(*State)->Animator)(0);
*State = (*State)->NextState;
}
}
// Generic state control
void gStateControl(STATEp *State, int *tics)
{
*tics += synctics;
// Skip states if too much time has passed
while (*tics >= (*State)->Tics)
{
// Set Tics
*tics -= (*State)->Tics;
gNextState(State);
}
// Call the correct animator
if ((*State)->Animator)
(*(*State)->Animator)(0);
}
int BonusPunchSound(short SpriteNum)
{
PLAYERp pp = Player + myconnectindex;
PlaySound(DIGI_PLAYERYELL3, &pp->posx, &pp->posy, &pp->posz, v3df_none);
return 0;
}
int BonusKickSound(short SpriteNum)
{
PLAYERp pp = Player + myconnectindex;
PlaySound(DIGI_PLAYERYELL2, &pp->posx, &pp->posy, &pp->posz, v3df_none);
return 0;
}
int BonusGrabSound(short SpriteNum)
{
PLAYERp pp = Player + myconnectindex;
PlaySound(DIGI_BONUS_GRAB, &pp->posx, &pp->posy, &pp->posz, v3df_none);
return 0;
}
void BonusScreen(PLAYERp pp)
{
int minutes,seconds,second_tics;
extern SWBOOL FinishedLevel;
extern int PlayClock;
extern short LevelSecrets;
extern short TotalKillable;
short w,h;
short pic,limit;
int zero=0;
int handle = 0;
short LI_Num;
#define BONUS_SCREEN_PIC 5120
#define BONUS_ANIM 5121
#define BONUS_ANIM_FRAMES (5159-5121)
#define BREAK_LIGHT_RATE 18
#define BONUS_PUNCH 5121
#define BONUS_KICK 5136
#define BONUS_GRAB 5151
#define BONUS_REST 5121
#define BONUS_TICS 8
#define BONUS_GRAB_TICS 20
#define BONUS_REST_TICS 50
static STATE s_BonusPunch[] =
{
{BONUS_PUNCH + 0, BONUS_TICS, NULL, &s_BonusPunch[1]},
{BONUS_PUNCH + 1, BONUS_TICS, NULL, &s_BonusPunch[2]},
{BONUS_PUNCH + 2, BONUS_TICS, NULL, &s_BonusPunch[3]},
{BONUS_PUNCH + 2, 0|SF_QUICK_CALL, BonusPunchSound, &s_BonusPunch[4]},
{BONUS_PUNCH + 3, BONUS_TICS, NULL, &s_BonusPunch[5]},
{BONUS_PUNCH + 4, BONUS_TICS, NULL, &s_BonusPunch[6]},
{BONUS_PUNCH + 5, BONUS_TICS, NULL, &s_BonusPunch[7]},
{BONUS_PUNCH + 6, BONUS_TICS, NULL, &s_BonusPunch[8]},
{BONUS_PUNCH + 7, BONUS_TICS, NULL, &s_BonusPunch[9]},
{BONUS_PUNCH + 8, BONUS_TICS, NULL, &s_BonusPunch[10]},
{BONUS_PUNCH + 9, BONUS_TICS, NULL, &s_BonusPunch[11]},
{BONUS_PUNCH + 10, BONUS_TICS, NULL, &s_BonusPunch[12]},
{BONUS_PUNCH + 11, BONUS_TICS, NULL, &s_BonusPunch[13]},
{BONUS_PUNCH + 12, BONUS_TICS, NULL, &s_BonusPunch[14]},
{BONUS_PUNCH + 14, 90, NULL, &s_BonusPunch[15]},
{BONUS_PUNCH + 14, BONUS_TICS, NULL, &s_BonusPunch[15]},
};
static STATE s_BonusKick[] =
{
{BONUS_KICK + 0, BONUS_TICS, NULL, &s_BonusKick[1]},
{BONUS_KICK + 1, BONUS_TICS, NULL, &s_BonusKick[2]},
{BONUS_KICK + 2, BONUS_TICS, NULL, &s_BonusKick[3]},
{BONUS_KICK + 2, 0|SF_QUICK_CALL, BonusKickSound, &s_BonusKick[4]},
{BONUS_KICK + 3, BONUS_TICS, NULL, &s_BonusKick[5]},
{BONUS_KICK + 4, BONUS_TICS, NULL, &s_BonusKick[6]},
{BONUS_KICK + 5, BONUS_TICS, NULL, &s_BonusKick[7]},
{BONUS_KICK + 6, BONUS_TICS, NULL, &s_BonusKick[8]},
{BONUS_KICK + 7, BONUS_TICS, NULL, &s_BonusKick[9]},
{BONUS_KICK + 8, BONUS_TICS, NULL, &s_BonusKick[10]},
{BONUS_KICK + 9, BONUS_TICS, NULL, &s_BonusKick[11]},
{BONUS_KICK + 10, BONUS_TICS, NULL, &s_BonusKick[12]},
{BONUS_KICK + 11, BONUS_TICS, NULL, &s_BonusKick[13]},
{BONUS_KICK + 12, BONUS_TICS, NULL, &s_BonusKick[14]},
{BONUS_KICK + 14, 90, NULL, &s_BonusKick[15]},
{BONUS_KICK + 14, BONUS_TICS, NULL, &s_BonusKick[15]},
};
static STATE s_BonusGrab[] =
{
{BONUS_GRAB + 0, BONUS_GRAB_TICS, NULL, &s_BonusGrab[1]},
{BONUS_GRAB + 1, BONUS_GRAB_TICS, NULL, &s_BonusGrab[2]},
{BONUS_GRAB + 2, BONUS_GRAB_TICS, NULL, &s_BonusGrab[3]},
{BONUS_GRAB + 2, 0|SF_QUICK_CALL, BonusGrabSound, &s_BonusGrab[4]},
{BONUS_GRAB + 3, BONUS_GRAB_TICS, NULL, &s_BonusGrab[5]},
{BONUS_GRAB + 4, BONUS_GRAB_TICS, NULL, &s_BonusGrab[6]},
{BONUS_GRAB + 5, BONUS_GRAB_TICS, NULL, &s_BonusGrab[7]},
{BONUS_GRAB + 6, BONUS_GRAB_TICS, NULL, &s_BonusGrab[8]},
{BONUS_GRAB + 7, BONUS_GRAB_TICS, NULL, &s_BonusGrab[9]},
{BONUS_GRAB + 8, BONUS_GRAB_TICS, NULL, &s_BonusGrab[10]},
{BONUS_GRAB + 9, 90, NULL, &s_BonusGrab[11]},
{BONUS_GRAB + 9, BONUS_GRAB_TICS, NULL, &s_BonusGrab[11]},
};
#if 1 // Turned off the standing animate because he looks like a FAG!
static STATE s_BonusRest[] =
{
{BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[1]},
{BONUS_REST + 1, BONUS_REST_TICS, NULL, &s_BonusRest[2]},
{BONUS_REST + 2, BONUS_REST_TICS, NULL, &s_BonusRest[3]},
{BONUS_REST + 1, BONUS_REST_TICS, NULL, &s_BonusRest[0]},
};
#else
static STATE s_BonusRest[] =
{
{BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[1]},
{BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[0]},
};
#endif
static STATEp s_BonusAnim[] =
{
s_BonusPunch,
s_BonusKick,
s_BonusGrab
};
STATEp State = s_BonusRest;
int Tics = 0;
int line = 0;
SWBOOL BonusDone;
UserInput uinfo = { FALSE, FALSE, dir_None };
if (Level < 0) Level = 0;
videoClearViewableArea(0L);
videoNextPage();
inputState.ClearKeysDown();
totalclock = ototalclock = 0;
limit = synctics;
if (MusicEnabled())
{
PlaySong(voc[DIGI_ENDLEV].name, 3, TRUE, TRUE);
}
// special case code because I don't care any more!
if (FinishAnim)
{
renderFlushPerms();
rotatesprite(0, 0, RS_SCALE, 0, 5120, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
rotatesprite(158<<16, 86<<16, RS_SCALE, 0, State->Pic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
FadeIn(0,0);
}
BonusDone = FALSE;
while (!BonusDone)
{
handleevents();
// taken from top of faketimerhandler
if (totalclock < ototalclock + limit)
{
continue;
}
ototalclock += limit;
CONTROL_GetUserInput(&uinfo);
CONTROL_ClearUserInput(&uinfo);
if (I_GeneralTrigger())
{
I_GeneralTriggerClear();
if (State >= s_BonusRest && State < &s_BonusRest[SIZ(s_BonusRest)])
{
State = s_BonusAnim[STD_RANDOM_RANGE(SIZ(s_BonusAnim))];
Tics = 0;
}
}
gStateControl(&State, &Tics);
rotatesprite(0, 0, RS_SCALE, 0, 5120, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
if (UserMapName[0])
{
sprintf(ds,"%s",UserMapName);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 20, ds,1,19);
}
else
{
if (PlayingLevel <= 1)
PlayingLevel = 1;
sprintf(ds,"%s",LevelInfo[PlayingLevel].Description);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 20, ds,1,19);
}
sprintf(ds,"Completed");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 30, ds,1,19);
rotatesprite(158<<16, 86<<16, RS_SCALE, 0, State->Pic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
#define BONUS_LINE(i) (50 + ((i)*20))
line = 0;
second_tics = (PlayClock/120);
minutes = (second_tics/60);
seconds = (second_tics%60);
sprintf(ds,"Your Time: %2d : %02d", minutes, seconds);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(60, BONUS_LINE(line), ds,1,16);
if (!UserMapName[0])
{
line++;
sprintf(ds,"3D Realms Best Time: %s", LevelInfo[PlayingLevel].BestTime);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(40, BONUS_LINE(line), ds,1,16);
line++;
sprintf(ds,"Par Time: %s", LevelInfo[PlayingLevel].ParTime);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(40, BONUS_LINE(line), ds,1,16);
}
// always read secrets and kills from the first player
line++;
sprintf(ds,"Secrets: %d / %d", Player->SecretsFound, LevelSecrets);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(60, BONUS_LINE(line), ds,1,16);
line++;
sprintf(ds,"Kills: %d / %d", Player->Kills, TotalKillable);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(60, BONUS_LINE(line), ds,1,16);
sprintf(ds,"Press SPACE to continue");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 185, ds,1,19);
videoNextPage();
ScreenCaptureKeys();
if (State == State->NextState)
BonusDone = TRUE;
}
StopSound();
Terminate3DSounds();
}
void EndGameSequence(void)
{
SWBOOL anim_ok = TRUE;
FadeOut(0, 5);
if ((adult_lockout || Global_PLock) && FinishAnim == ANIM_SUMO)
anim_ok = FALSE;
if (anim_ok)
playanm(FinishAnim);
BonusScreen(Player + myconnectindex);
ExitLevel = FALSE;
QuitFlag = FALSE;
AutoNet = FALSE;
if (FinishAnim == ANIM_ZILLA)
CreditsLevel();
ExitLevel = FALSE;
QuitFlag = FALSE;
AutoNet = FALSE;
if (SW_SHAREWARE)
{
Level = 0;
}
else
{
if (Level == 4 || Level == 20)
{
Level=0;
}
else
Level++;
}
}
void StatScreen(PLAYERp mpp)
{
int minutes,seconds,second_tics;
extern SWBOOL FinishedLevel;
extern int PlayClock;
extern short LevelSecrets;
extern short TotalKillable;
short w,h;
int zero=0;
int handle=0;
short rows,cols,i,j;
PLAYERp pp = NULL;
int x,y;
short death_total[MAX_SW_PLAYERS_REG];
short kills[MAX_SW_PLAYERS_REG];
short pal;
#define STAT_START_X 20
#define STAT_START_Y 85
#define STAT_OFF_Y 9
#define STAT_HEADER_Y 14
#define SM_SIZ(num) ((num)*4)
#define STAT_TABLE_X (STAT_START_X + SM_SIZ(15))
#define STAT_TABLE_XOFF SM_SIZ(6)
// No stats in bot games
//if (BotMode) return;
ResetPalette(mpp);
COVER_SetReverb(0); // Reset reverb
StopSound();
if (FinishAnim)
{
EndGameSequence();
return;
}
if (gNet.MultiGameType != MULTI_GAME_COMMBAT)
{
if (!FinishedLevel)
return;
BonusScreen(mpp);
return;
}
renderFlushPerms();
DrawStatScreen();
memset(death_total,0,sizeof(death_total));
memset(kills,0,sizeof(kills));
sprintf(ds,"MULTIPLAYER TOTALS");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 68, ds, 0, 0);
sprintf(ds,"PRESS SPACE BAR TO CONTINUE");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 189, ds, 0, 0);
x = STAT_START_X;
y = STAT_START_Y;
sprintf(ds," NAME 1 2 3 4 5 6 7 8 KILLS");
DisplayMiniBarSmString(mpp, x, y, 0, ds);
rows = OrigCommPlayers;
cols = OrigCommPlayers;
mpp = Player + myconnectindex;
y += STAT_HEADER_Y;
for (i = 0; i < rows; i++)
{
x = STAT_START_X;
pp = Player + i;
sprintf(ds,"%d", i+1);
DisplayMiniBarSmString(mpp, x, y, 0, ds);
sprintf(ds," %-13s", pp->PlayerName);
DisplayMiniBarSmString(mpp, x, y, User[pp->PlayerSprite]->spal, ds);
x = STAT_TABLE_X;
for (j = 0; j < cols; j++)
{
pal = 0;
death_total[j] += pp->KilledPlayer[j];
if (i == j)
{
// don't add kill for self or team player
pal = PALETTE_PLAYER0 + 4;
kills[i] -= pp->KilledPlayer[j]; // subtract self kills
}
else if (gNet.TeamPlay)
{
if (User[pp->PlayerSprite]->spal == User[Player[j].PlayerSprite]->spal)
{
// don't add kill for self or team player
pal = PALETTE_PLAYER0 + 4;
kills[i] -= pp->KilledPlayer[j]; // subtract self kills
}
else
kills[i] += pp->KilledPlayer[j]; // kills added here
}
else
{
kills[i] += pp->KilledPlayer[j]; // kills added here
}
sprintf(ds,"%d", pp->KilledPlayer[j]);
DisplayMiniBarSmString(mpp, x, y, pal, ds);
x += STAT_TABLE_XOFF;
}
y += STAT_OFF_Y;
}
// Deaths
x = STAT_START_X;
y += STAT_OFF_Y;
sprintf(ds," DEATHS");
DisplayMiniBarSmString(mpp, x, y, 0, ds);
x = STAT_TABLE_X;
for (j = 0; j < cols; j++)
{
sprintf(ds,"%d",death_total[j]);
DisplayMiniBarSmString(mpp, x, y, 0, ds);
x += STAT_TABLE_XOFF;
}
x = STAT_START_X;
y += STAT_OFF_Y;
// Kills
x = STAT_TABLE_X + SM_SIZ(50);
y = STAT_START_Y + STAT_HEADER_Y;
for (i = 0; i < rows; i++)
{
pp = Player + i;
sprintf(ds,"%d", kills[i]); //pp->Kills);
DisplayMiniBarSmString(mpp, x, y, 0, ds);
y += STAT_OFF_Y;
}
videoNextPage();
if (KeyPressed())
{
while (KeyPressed()) ;
}
inputState.ClearKeyStatus(KEYSC_SPACE);
inputState.ClearKeyStatus(KEYSC_ENTER);
if (MusicEnabled())
{
PlaySong(voc[DIGI_ENDLEV].name, 3, TRUE, TRUE);
}
while (!inputState.GetKeyStatus(KEYSC_SPACE) && !inputState.GetKeyStatus(KEYSC_ENTER))
{
handleevents();
ScreenCaptureKeys();
}
StopSound();
Terminate3DSounds();
}
void GameIntro(void)
{
DSPRINTF(ds,"GameIntro...");
MONO_PRINT(ds);
if (DemoPlaying)
return;
// this could probably be taken out and you could select skill level
// from menu to start the game
if (!CommEnabled && UserMapName[0])
return;
Level = 1;
PlayTheme();
if (!AutoNet)
{
LogoLevel();
//CreditsLevel();
//SceneLevel();
//TitleLevel();
IntroAnimLevel();
IntroAnimCount = 0;
}
MenuLevel();
}
void Control()
{
InitGame();
MONO_PRINT("InitGame done");
MNU_InitMenus();
InGame = TRUE;
GameIntro();
while (!QuitFlag)
{
handleevents();
OSD_DispatchQueued();
if (quitevent) QuitFlag = TRUE;
NewLevel();
}
CleanExit = TRUE;
TerminateGame();
}
void _Assert(const char *expr, const char *strFile, unsigned uLine)
{
sprintf(ds, "Assertion failed: %s %s, line %u", expr, strFile, uLine);
MONO_PRINT(ds);
TerminateGame();
#if 1 //def RENDERTYPEWIN
wm_msgbox(apptitle, "%s", ds);
#else
printf("Assertion failed: %s\n %s, line %u\n", expr, strFile, uLine);
#endif
exit(0);
}
void _ErrMsg(const char *strFile, unsigned uLine, const char *format, ...)
{
va_list arglist;
//DSPRINTF(ds, "Error: %s, line %u", strFile, uLine);
//MONO_PRINT(ds);
TerminateGame();
#if 1 //def RENDERTYPEWIN
{
char msg[256], *p;
Bsnprintf(msg, sizeof(msg), "Error: %s, line %u\n", strFile, uLine);
p = &msg[strlen(msg)];
va_start(arglist, format);
Bvsnprintf(msg, sizeof(msg) - (p-msg), format, arglist);
va_end(arglist);
wm_msgbox(apptitle, "%s", msg);
}
#else
printf("Error: %s, line %u\n", strFile, uLine);
va_start(arglist, format);
vprintf(format, arglist);
va_end(arglist);
#endif
exit(0);
}
void dsprintf(char *str, const char *format, ...)
{
va_list arglist;
va_start(arglist, format);
vsprintf(str, format, arglist);
va_end(arglist);
}
void dsprintf_null(char *str, const char *format, ...)
{
va_list arglist;
}
void MoveLoop(void)
{
int pnum;
getpackets();
if (PredictionOn && CommEnabled)
{
while (predictmovefifoplc < Player[myconnectindex].movefifoend)
{
DoPrediction(ppp);
}
}
//While you have new input packets to process...
if (!CommEnabled)
bufferjitter = 0;
while (Player[myconnectindex].movefifoend - movefifoplc > bufferjitter)
{
//Make sure you have at least 1 packet from everyone else
for (pnum=connecthead; pnum>=0; pnum=connectpoint2[pnum])
{
if (movefifoplc == Player[pnum].movefifoend)
{
break;
}
}
//Pnum is >= 0 only if last loop was broken, meaning a player wasn't caught up
if (pnum >= 0)
break;
domovethings();
#if DEBUG
//if (DemoSyncRecord)
// demosync_record();
#endif
}
if (!InputMode && !PauseKeySet)
MNU_CheckForMenus();
}
void InitPlayerGameSettings(void)
{
int pnum;
// don't jack with auto aim settings if DemoMode is going
// what the hell did I do this for?????????
//if (DemoMode)
// return;
if (CommEnabled)
{
// everyone gets the same Auto Aim
TRAVERSE_CONNECT(pnum)
{
if (gNet.AutoAim)
SET(Player[pnum].Flags, PF_AUTO_AIM);
else
RESET(Player[pnum].Flags, PF_AUTO_AIM);
}
}
else
{
if (cl_autoaim)
SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
else
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
}
g_MyAimMode = in_aimmode;
}
void InitRunLevel(void)
{
int i;
if (DemoEdit)
return;
if (LoadGameOutsideMoveLoop)
{
int SavePlayClock;
extern int PlayClock;
LoadGameOutsideMoveLoop = FALSE;
// contains what is needed from calls below
if (snd_ambience)
StartAmbientSound();
SetCrosshair();
PlaySong(LevelSong, -1, TRUE, TRUE);
SetRedrawScreen(Player + myconnectindex);
// crappy little hack to prevent play clock from being overwritten
// for load games
SavePlayClock = PlayClock;
InitTimingVars();
PlayClock = SavePlayClock;
MONO_PRINT("Done with InitRunLevel");
return;
}
#if 0
// ensure we are through the initialization code before sending the game
// version. Otherwise, it is possible to send this too early and have it
// blown away on the other side.
waitforeverybody();
#endif
SendVersion(GameVersion);
waitforeverybody();
StopSong();
if (Bstrcasecmp(CacheLastLevel, LevelName) != 0)
DoTheCache();
// auto aim / auto run / etc
InitPlayerGameSettings();
// send packets with player info
InitNetPlayerOptions();
// Initialize Game part of network code (When ready2send != 0)
InitNetVars();
{
int track;
if (Level == 0)
{
track = RedBookSong[4+RANDOM_RANGE(10)];
}
else
{
track = RedBookSong[Level];
}
PlaySong(LevelSong, track, TRUE, TRUE);
}
InitPrediction(&Player[myconnectindex]);
if (!DemoInitOnce)
DemoRecordSetup();
// everything has been inited at least once for RECORD
DemoInitOnce = TRUE;
//DebugWriteLoc(__FILE__, __LINE__);
waitforeverybody();
CheckVersion(GameVersion);
// IMPORTANT - MUST be right before game loop AFTER waitforeverybody
InitTimingVars();
SetRedrawScreen(Player + myconnectindex);
snd_reversestereo.Callback();
snd_fxvolume.Callback();
FX_SetVolume(snd_fxvolume); // Turn volume back up
if (snd_ambience)
StartAmbientSound();
}
void RunLevel(void)
{
int i;
InitRunLevel();
FX_SetVolume(snd_fxvolume);
SetSongVolume(mus_volume);
#if 0
waitforeverybody();
#endif
ready2send = 1;
while (TRUE)
{
handleevents();
OSD_DispatchQueued();
if (quitevent) QuitFlag = TRUE;
//MONO_PRINT("Before MoveLoop");
MoveLoop();
//MONO_PRINT("After MoveLoop");
//MONO_PRINT("Before DrawScreen");
drawscreen(Player + screenpeek);
//MONO_PRINT("After DrawScreen");
if (QuitFlag)
break;
if (ExitLevel)
{
ExitLevel = FALSE;
break;
}
}
ready2send = 0;
}
void swexit(int exitval)
{
exit(exitval);
}
void DosScreen(void)
{
}
#if 0 //PLOCK_VERSION
void AlphaMessage(void)
{
Global_PLock = TRUE; // Set the hardwired parental lock mode!
initprintf(""
" SHADOW WARRIOR(tm) Version 1.2 \n"
"Copyright (c) 1997 3D Realms Entertainment\n"
"\n\n"
" NOTE: This version of Shadow Warrior has been modified from it's\n"
" original form. All of the violent and mature content has been\n"
" removed. To download a patch to restore this version to its\n"
" original form visit www.3drealms.com, www.gtinteractive.com, or look\n"
" inside your retail packaging for information about this version.\n\n\n"
);
}
#endif
#if 0 //UK_VERSION
void AlphaMessage(void)
{
initprintf(""
" SHADOW WARRIOR(tm) Version 1.2 (UK Version) \n"
"Copyright (c) 1997 3D Realms Entertainment\n"
"\n\n"
" NOTE: This is a modified version of Shadow Warrior created for the UK.\n"
" It has been altered from its original version to replace \"shurikens\" \n"
" with darts. We apologize for the inconvenience and hope you enjoy the\n"
" game. Visit us on the web at www.3drealms.com.\n\n\n"
);
}
#endif
#if 1 //!UK_VERSION && !PLOCK_VERSION
void AlphaMessage(void)
{
if (SW_SHAREWARE)
{
initprintf("SHADOW WARRIOR(tm) Version 1.2 (Shareware Version)\n");
}
else
{
initprintf("SHADOW WARRIOR(tm) Version 1.2\n");
}
initprintf("Copyright (c) 1997 3D Realms Entertainment\n\n");
}
#endif
typedef struct
{
char notshareware;
const char *arg_switch;
short arg_match_len;
const char *arg_fmt;
const char *arg_descr;
} CLI_ARG;
#if DEBUG
CLI_ARG cli_dbg_arg[] =
{
{0, "/demosyncrecord", 13, "-demosyncrecord", "Demo sync record" },
{0, "/demosynctest", 13, "-demosynctest", "Demo sync test" },
{0, "/cam", 4, "-cam", "Camera test mode" },
{0, "/debugactor", 11, "-debugactor", "No Actors" },
{0, "/debuganim", 10, "-debuganim", "No Anims" },
{0, "/debugso", 8, "-debugso", "No Sector Objects" },
{0, "/debugsector", 12, "-debugsector", "No Sector Movement" },
{0, "/debugpanel", 11, "-debugpanel", "No Panel" },
{0, "/mono", 5, "-mono", "Mono" },
};
#endif
CLI_ARG cli_arg[] =
{
{0, "/?", 2, "-?", "This help message" },
//#ifndef SW_SHAREWARE
//{"/l", 2, "-l#", "Level (1-11)" },
//{"/v", 2, "-v#", "Volume (1-3)" },
{1, "/map", 4, "-map [mapname]", "Load a map" },
{1, "/nocdaudio", 5, "-nocd<audio>", "No CD Red Book Audio" },
//#endif
{0, "/name", 5, "-name [playername]", "Player Name" },
{0, "/s", 2, "-s#", "Skill (1-4)" },
{0, "/f#", 3, "-f#", "Packet Duplication - 2, 4, 8" },
{0, "/nopredict", 7, "-nopred<ict>", "Disable Net Prediction Method" },
{0, "/level#", 5, "-level#", "Start at level# (Shareware: 1-4, full version 1-28)" },
{0, "/dr", 3, "-dr[filename.dmo]", "Demo record. NOTE: Must use -level# with this option." },
{0, "/dp", 3, "-dp[filename.dmo]", "Demo playback. NOTE: Must use -level# with this option." },
{0, "/m", 6, "-monst<ers>", "No Monsters" },
{0, "/nodemo", 6, "-nodemo", "No demos on game startup" },
{0, "/nometers", 9, "-nometers", "Don't show air or boss meter bars in game"},
{0, "/movescale #", 9, "-movescale", "Adjust movement scale: 256 = 1 unit"},
{0, "/turnscale #", 9, "-turnscale", "Adjust turning scale: 256 = 1 unit"},
{0, "/extcompat", 9, "-extcompat", "Controller compatibility mode (with Duke 3D)"},
{1, "/g#", 2, "-g[filename.grp]", "Load an extra GRP or ZIP file"},
{1, "/h#", 2, "-h[filename.def]", "Use filename.def instead of SW.DEF"},
{0, "/setup", 5, "-setup", "Displays the configuration dialogue box"},
#if DEBUG
{0, "/coop", 5, "-coop#", "Single Player Cooperative Mode" },
{0, "/commbat", 8, "-commbat#", "Single Player Commbat Mode" },
{0, "/debug", 6, "-debug", "Debug Help Options" },
#endif
#if 0 //def NET_MODE_MASTER_SLAVE
{0, "/broadcast", 6, "-broad<cast>", "Broadcast network method (default)" },
{0, "/masterslave", 7, "-master<slave>", "Master/Slave network method" },
#endif
};
#if 0
Map -> User Map Name
Auto -> Auto Start Game
Rules -> 0=WangBang 1=WangBang (No Respawn) 2=CoOperative
Level -> 0 to 24(?)
Enemy -> 0=None 1=Easy 2=Norm 3=Hard 4=Insane
Markers -> 0=Off 1=On
Team -> 0=Off 1=On
HurtTeam -> 0=Off 1=On
KillLimit -> 0=Infinite 1=10 2=20 3=30 4=40 5=50 6=60 7=70 8=80 9=90 10=100
TimeLimit -> 0=Infinite 1=3 2=5 3=10 4=20 5=30 6=45 7=60
Color -> 0=Brown 1=Purple 2=Red 3=Yellow 4=Olive 5=Green
Nuke -> 0=Off 1=On
Example Command Line :
sw -map testmap.map -autonet 0,0,1,1,1,0,3,2,1,1 -f4 -name 1234567890 -net 12345678
commit -map grenade -autonet 0,0,1,1,1,0,3,2,1,1 -name frank
#endif
char isShareware = FALSE, useDarts = FALSE;
int DetectShareware(void)
{
#define DOS_SCREEN_NAME_SW "SHADSW.BIN"
#define DOS_SCREEN_NAME_REG "SWREG.BIN"
int h;
if (testkopen(DOS_SCREEN_NAME_SW, 1))
{
isShareware = TRUE;
return 0;
}
if (testkopen(DOS_SCREEN_NAME_REG, 1))
{
isShareware = FALSE;
return 0;
}
return 1; // heavens knows what this is...
}
void CommandLineHelp(char const * const * argv)
{
}
int32_t GameInterface::app_main()
{
int i;
int stat, nexti;
char type;
extern int MovesPerPacket;
void DoSector(void);
void gameinput(void);
int cnt = 0;
uint32_t TotalMemory;
SW_ExtInit();
CONFIG_ReadSetup();
if (enginePreInit())
{
I_Error("There was a problem initialising the Build engine: %s", engineerrstr);
}
if (!DetectShareware())
{
if (SW_SHAREWARE) buildputs("Detected shareware GRP\n");
else buildputs("Detected registered GRP\n");
}
if (SW_SHAREWARE)
{
// Zero out the maps that aren't in shareware version
memset(&LevelInfo[MAX_LEVELS_SW+1], 0, sizeof(LEVEL_INFO)*(MAX_LEVELS_REG-MAX_LEVELS_SW));
GameVersion++;
}
for (i = 0; i < MAX_SW_PLAYERS; i++)
INITLIST(&Player[i].PanelSpriteList);
DebugOperate = TRUE;
AlphaMessage();
buildputs("\nType 'SW -?' for command line options.\n\n");
UserMapName[0] = '\0';
Control();
return 0;
}
void ManualPlayerInsert(PLAYERp pp)
{
PLAYERp npp = Player + numplayers;
int i;
if (numplayers < MAX_SW_PLAYERS)
{
connectpoint2[numplayers - 1] = numplayers;
connectpoint2[numplayers] = -1;
npp->posx = pp->posx;
npp->posy = pp->posy;
npp->posz = pp->posz;
npp->pang = pp->pang;
npp->cursectnum = pp->cursectnum;
myconnectindex = numplayers;
screenpeek = numplayers;
sprintf(Player[myconnectindex].PlayerName,"PLAYER %d",myconnectindex+1);
Player[numplayers].movefifoend = Player[0].movefifoend;
// If IsAI = TRUE, new player will be a bot
Player[myconnectindex].IsAI = FALSE;
numplayers++;
}
}
void BotPlayerInsert(PLAYERp pp)
{
PLAYERp npp = Player + numplayers;
int i;
if (numplayers < MAX_SW_PLAYERS)
{
connectpoint2[numplayers - 1] = numplayers;
connectpoint2[numplayers] = -1;
npp->posx = pp->posx;
npp->posy = pp->posy;
npp->posz = pp->posz-Z(100);
npp->pang = pp->pang;
npp->cursectnum = pp->cursectnum;
//myconnectindex = numplayers;
//screenpeek = numplayers;
sprintf(Player[numplayers].PlayerName,"BOT %d",numplayers+1);
Player[numplayers].movefifoend = Player[0].movefifoend;
// If IsAI = TRUE, new player will be a bot
Player[numplayers].IsAI = TRUE;
numplayers++;
}
// SetFragBar(pp);
}
void ManualPlayerDelete(PLAYERp cur_pp)
{
short i, nexti;
USERp u;
short save_myconnectindex;
PLAYERp pp;
if (numplayers > 1)
{
numplayers--;
connectpoint2[numplayers - 1] = -1;
pp = Player + numplayers;
KillSprite(pp->PlayerSprite);
pp->PlayerSprite = -1;
// Make sure enemys "forget" about deleted player
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
{
u = User[i];
if (u->tgt_sp == pp->SpriteP)
u->tgt_sp = Player[0].SpriteP;
}
if (myconnectindex >= numplayers)
myconnectindex = 0;
if (screenpeek >= numplayers)
screenpeek = 0;
}
}
#if DEBUG
void SinglePlayInput(PLAYERp pp)
{
int pnum = myconnectindex;
uint8_t* kp;
if (buttonMap.ButtonDown(gamefunc_See_Co_Op_View) && !UsingMenus && !ConPanel && dimensionmode == 3)
{
short oldscreenpeek = screenpeek;
buttonMap.ClearButton(gamefunc_See_Co_Op_View);
screenpeek = connectpoint2[screenpeek];
if (screenpeek < 0)
screenpeek = connecthead;
if (dimensionmode == 2 || dimensionmode == 5 || dimensionmode == 6)
setup2dscreen();
if (dimensionmode != 2)
{
PLAYERp tp;
tp = Player + screenpeek;
PlayerUpdatePanelInfo(tp);
setpalettefade(0,0,0,0);
memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
DoPlayerDivePalette(tp);
DoPlayerNightVisionPalette(tp);
// printf("SingPlayInput set_pal: tp->PlayerSprite = %d\n",tp->PlayerSprite);
}
}
}
void DebugKeys(PLAYERp pp)
{
short w, h;
if (!(inputState.GetKeyStatus(KEYSC_ALT) || inputState.GetKeyStatus(KEYSC_RALT)))
return;
if (InputMode)
return;
if (CommEnabled)
return;
//
// visiblity adjust
//
if (inputState.GetKeyStatus(KEYSC_L) > 0)
{
if (inputState.GetKeyStatus(KEYSC_LSHIFT) | inputState.GetKeyStatus(KEYSC_RSHIFT)) // SHIFT
{
g_visibility = g_visibility - (g_visibility >> 3);
if (g_visibility < 128)
g_visibility = 16348;
//if (g_visibility > 16384)
// g_visibility = 128;
}
else
{
inputState.GetKeyStatus(KEYSC_L) = 0;
g_visibility = g_visibility - (g_visibility >> 3);
if (g_visibility > 16384)
g_visibility = 128;
}
}
//
// parallax changes
//
if (inputState.GetKeyStatus(KEYSC_X))
{
if (inputState.GetKeyStatus(KEYSC_LSHIFT))
{
inputState.GetKeyStatus(KEYSC_LSHIFT) = FALSE;
inputState.GetKeyStatus(KEYSC_X) = 0;
parallaxyoffs_override += 10;
if (parallaxyoffs_override > 100)
parallaxyoffs_override = 0;
}
else
{
inputState.GetKeyStatus(KEYSC_X) = 0;
parallaxtype++;
if (parallaxtype > 2)
parallaxtype = 0;
}
}
}
#endif
void ConKey(void)
{
#if DEBUG
// Console Input Panel
if (!ConPanel && dimensionmode == 3)
{
//if (inputState.GetKeyStatus(KEYSC_TILDE) && inputState.GetKeyStatus(KEYSC_LSHIFT))
if (inputState.GetKeyStatus(KEYSC_TILDE))
{
inputState.GetKeyStatus(KEYSC_TILDE) = FALSE;
//inputState.GetKeyStatus(KEYSC_LSHIFT) = FALSE;
inputState.keyFlushChars();
ConPanel = TRUE;
InputMode = TRUE;
ConInputMode = TRUE;
if (!CommEnabled)
GamePaused = TRUE;
memset(MessageInputString, '\0', sizeof(MessageInputString));
}
}
else if (ConPanel)
{
//if (inputState.GetKeyStatus(KEYSC_TILDE) && inputState.GetKeyStatus(KEYSC_LSHIFT))
if (inputState.GetKeyStatus(KEYSC_TILDE))
{
inputState.GetKeyStatus(KEYSC_TILDE) = FALSE;
//inputState.GetKeyStatus(KEYSC_LSHIFT) = FALSE;
inputState.keyFlushChars();
ConPanel = FALSE;
ConInputMode = FALSE;
InputMode = FALSE;
if (!CommEnabled)
GamePaused = FALSE;
memset(MessageInputString, '\0', sizeof(MessageInputString));
SetFragBar(Player + myconnectindex);
}
}
#endif
}
void FunctionKeys(PLAYERp pp)
{
extern SWBOOL GamePaused;
extern short QuickLoadNum;
static int rts_delay = 0;
int fn_key = 0;
rts_delay++;
if (inputState.GetKeyStatus(sc_F1)) { fn_key = 1; }
if (inputState.GetKeyStatus(sc_F2)) { fn_key = 2; }
if (inputState.GetKeyStatus(sc_F3)) { fn_key = 3; }
if (inputState.GetKeyStatus(sc_F4)) { fn_key = 4; }
if (inputState.GetKeyStatus(sc_F5)) { fn_key = 5; }
if (inputState.GetKeyStatus(sc_F6)) { fn_key = 6; }
if (inputState.GetKeyStatus(sc_F7)) { fn_key = 7; }
if (inputState.GetKeyStatus(sc_F8)) { fn_key = 8; }
if (inputState.GetKeyStatus(sc_F9)) { fn_key = 9; }
if (inputState.GetKeyStatus(sc_F10)) { fn_key = 10; }
if (inputState.AltPressed())
{
if (rts_delay > 16 && fn_key && CommEnabled && !adult_lockout && !Global_PLock)
{
inputState.ClearKeyStatus(sc_F1 + fn_key - 1);
rts_delay = 0;
PlaySoundRTS(fn_key);
if (CommEnabled)
{
PACKET_RTS p;
p.PacketType = PACKET_TYPE_RTS;
p.RTSnum = fn_key;
netbroadcastpacket((uint8_t*)(&p), sizeof(p)); // TENSW
}
}
return;
}
if (inputState.ShiftPressed())
{
if (fn_key && CommEnabled)
{
inputState.ClearKeyStatus(sc_Escape);
inputState.ClearKeyStatus(sc_F1 + fn_key - 1);
if (CommEnabled)
{
short pnum;
sprintf(ds,"SENT: %s",**CombatMacros[fn_key-1]);
adduserquote(ds);
TRAVERSE_CONNECT(pnum)
{
if (pnum != myconnectindex)
{
sprintf(ds,"%s: %s",pp->PlayerName, **CombatMacros[fn_key - 1]);
SW_SendMessage(pnum, ds);
}
}
}
}
return;
}
if (numplayers <= 1)
{
// F2 save menu
if (inputState.GetKeyStatus(KEYSC_F2))
{
inputState.ClearKeyStatus(KEYSC_F2);
if (!TEST(pp->Flags, PF_DEAD))
{
inputState.SetKeyStatus(sc_Escape);
ControlPanelType = ct_savemenu;
}
}
// F3 load menu
if (inputState.GetKeyStatus(KEYSC_F3))
{
inputState.ClearKeyStatus(KEYSC_F3);
if (!TEST(pp->Flags, PF_DEAD))
{
inputState.SetKeyStatus(sc_Escape);
ControlPanelType = ct_loadmenu;
}
}
// F6 option menu
if (inputState.GetKeyStatus(KEYSC_F6))
{
extern SWBOOL QuickSaveMode;
inputState.ClearKeyStatus(KEYSC_F6);
if (!TEST(pp->Flags, PF_DEAD))
{
inputState.SetKeyStatus(sc_Escape);
ControlPanelType = ct_savemenu;
QuickSaveMode = TRUE;
}
}
// F9 quick load
if (inputState.GetKeyStatus(KEYSC_F9))
{
inputState.ClearKeyStatus(KEYSC_F9);
if (!TEST(pp->Flags, PF_DEAD))
{
if (QuickLoadNum < 0)
{
PutStringInfoLine(pp, "Last saved game not found.");
}
else
{
inputState.ClearKeysDown();
inputState.SetKeyStatus(sc_Escape);
ControlPanelType = ct_quickloadmenu;
}
}
}
}
// F4 sound menu
if (inputState.GetKeyStatus(KEYSC_F4))
{
inputState.ClearKeyStatus(KEYSC_F4);
inputState.SetKeyStatus(sc_Escape);
ControlPanelType = ct_soundmenu;
}
// F7 VIEW control
if (inputState.GetKeyStatus(KEYSC_F7))
{
inputState.ClearKeyStatus(KEYSC_F7);
if (inputState.GetKeyStatus(KEYSC_LSHIFT) || inputState.GetKeyStatus(KEYSC_RSHIFT))
{
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
pp->view_outside_dang = NORM_ANGLE(pp->view_outside_dang + 256);
}
else
{
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
{
RESET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
}
else
{
SET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
pp->camera_dist = 0;
}
}
}
// F8 toggle messages
if (inputState.GetKeyStatus(KEYSC_F8))
{
inputState.ClearKeyStatus(KEYSC_F8);
hud_messages = !hud_messages;
if (hud_messages)
PutStringInfoLine(pp, "Messages ON");
else
PutStringInfoLine(pp, "Messages OFF");
}
// F10 quit menu
if (inputState.GetKeyStatus(KEYSC_F10))
{
inputState.ClearKeyStatus(KEYSC_F10);
inputState.SetKeyStatus(sc_Escape);
ControlPanelType = ct_quitmenu;
}
// F11 gamma correction
if (inputState.GetKeyStatus(KEYSC_F11) > 0)
{
inputState.ClearKeyStatus(KEYSC_F11);
// Do this entirely in the video backend.
}
}
void PauseKey(PLAYERp pp)
{
extern SWBOOL GamePaused,CheatInputMode;
extern short QuickLoadNum;
extern SWBOOL enabled;
if (inputState.GetKeyStatus(sc_Pause) && !CommEnabled && !InputMode && !UsingMenus && !CheatInputMode && !ConPanel)
{
inputState.ClearKeyStatus(sc_Pause);
PauseKeySet ^= 1;
if (PauseKeySet)
GamePaused = TRUE;
else
GamePaused = FALSE;
if (GamePaused)
{
short w,h;
#define MSG_GAME_PAUSED "Game Paused"
MNU_MeasureString(MSG_GAME_PAUSED, &w, &h);
PutStringTimer(pp, TEXT_TEST_COL(w), 100, MSG_GAME_PAUSED, 999);
PauseSong(TRUE);
}
else
{
pClearTextLine(pp, 100);
PauseSong(FALSE);
}
}
if (!CommEnabled && TEST(pp->Flags, PF_DEAD))
{
if (ReloadPrompt)
{
if (QuickLoadNum < 0)
{
ReloadPrompt = FALSE;
}
else
{
inputState.SetKeyStatus(sc_Escape);
ControlPanelType = ct_quickloadmenu;
}
}
}
}
void GetMessageInput(PLAYERp pp)
{
int pnum = myconnectindex;
short w,h;
static SWBOOL cur_show;
static SWBOOL TeamSendAll, TeamSendTeam;
#define TEAM_MENU "A - Send to ALL, T - Send to TEAM"
static char HoldMessageInputString[256];
int i;
if (!MessageInputMode && !ConInputMode)
{
if (buttonMap.ButtonDown(gamefunc_SendMessage))
{
buttonMap.ClearButton(gamefunc_SendMessage);
inputState.keyFlushChars();
MessageInputMode = TRUE;
InputMode = TRUE;
TeamSendTeam = FALSE;
TeamSendAll = FALSE;
if (MessageInputMode)
{
memset(MessageInputString, '\0', sizeof(MessageInputString));
}
}
}
else if (MessageInputMode && !ConInputMode)
{
if (gs.BorderNum > BORDER_BAR+1)
SetRedrawScreen(pp);
// get input
switch (MNU_InputSmallString(MessageInputString, 320-20))
{
case -1: // Cancel Input (pressed ESC) or Err
MessageInputMode = FALSE;
InputMode = FALSE;
inputState.ClearKeysDown();
inputState.keyFlushChars();
break;
case FALSE: // Input finished (RETURN)
if (MessageInputString[0] == '\0')
{
// no input
MessageInputMode = FALSE;
InputMode = FALSE;
inputState.ClearKeysDown();
inputState.keyFlushChars();
buttonMap.ClearButton(gamefunc_Inventory);
}
else
{
if (gNet.TeamPlay)
{
if (memcmp(MessageInputString, TEAM_MENU, sizeof(TEAM_MENU)) != 0)
{
// see if its a command
if (IsCommand(MessageInputString))
{
TeamSendAll = TRUE;
}
else
{
strcpy(HoldMessageInputString, MessageInputString);
strcpy(MessageInputString, TEAM_MENU);
break;
}
}
else if (memcmp(MessageInputString, TEAM_MENU, sizeof(TEAM_MENU)) == 0)
{
strcpy(MessageInputString, HoldMessageInputString);
TeamSendAll = TRUE;
}
}
SEND_MESSAGE:
// broadcast message
MessageInputMode = FALSE;
InputMode = FALSE;
inputState.ClearKeysDown();
inputState.keyFlushChars();
buttonMap.ClearButton(gamefunc_Inventory);
CON_ProcessUserCommand(); // Check to see if it's a cheat or command
for (i = 0; i < NUMGAMEFUNCTIONS; i++)
buttonMap.ClearButton(i);
// Put who sent this
sprintf(ds,"%s: %s",pp->PlayerName,MessageInputString);
if (gNet.TeamPlay)
{
TRAVERSE_CONNECT(pnum)
{
if (pnum != myconnectindex)
{
if (TeamSendAll)
SW_SendMessage(pnum, ds);
else if (User[pp->PlayerSprite]->spal == User[Player[pnum].PlayerSprite]->spal)
SW_SendMessage(pnum, ds);
}
}
}
else
TRAVERSE_CONNECT(pnum)
{
if (pnum != myconnectindex)
{
SW_SendMessage(pnum, ds);
}
}
adduserquote(MessageInputString);
quotebot += 8;
quotebotgoal = quotebot;
}
break;
case TRUE: // Got input
if (gNet.TeamPlay)
{
if (memcmp(MessageInputString, TEAM_MENU "a", sizeof(TEAM_MENU)+1) == 0)
{
strcpy(MessageInputString, HoldMessageInputString);
TeamSendAll = TRUE;
goto SEND_MESSAGE;
}
else if (memcmp(MessageInputString, TEAM_MENU "t", sizeof(TEAM_MENU)+1) == 0)
{
strcpy(MessageInputString, HoldMessageInputString);
TeamSendTeam = TRUE;
goto SEND_MESSAGE;
}
else
{
// reset the string if anything else is typed
if (strlen(MessageInputString)+1 > sizeof(TEAM_MENU))
{
strcpy(MessageInputString, TEAM_MENU);
}
}
}
break;
}
}
}
void GetConInput(PLAYERp pp)
{
int pnum = myconnectindex;
short w,h;
static SWBOOL cur_show;
if (MessageInputMode || HelpInputMode)
return;
ConKey();
// Console input commands
if (ConInputMode && !MessageInputMode)
{
// get input
switch (MNU_InputSmallString(MessageInputString, 250))
{
case -1: // Cancel Input (pressed ESC) or Err
InputMode = FALSE;
inputState.ClearKeysDown();
inputState.keyFlushChars();
memset(MessageInputString, '\0', sizeof(MessageInputString));
break;
case FALSE: // Input finished (RETURN)
if (MessageInputString[0] == '\0')
{
InputMode = FALSE;
inputState.ClearKeysDown();
inputState.keyFlushChars();
buttonMap.ClearButton(gamefunc_Inventory);
memset(MessageInputString, '\0', sizeof(MessageInputString));
}
else
{
InputMode = FALSE;
inputState.ClearKeysDown();
inputState.keyFlushChars();
buttonMap.ClearButton(gamefunc_Inventory);
CON_ConMessage("%s", MessageInputString);
CON_ProcessUserCommand(); // Check to see if it's a cheat or command
conbot += 6;
conbotgoal = conbot;
//addconquote(MessageInputString);
// Clear it out after every entry
memset(MessageInputString, '\0', sizeof(MessageInputString));
}
break;
case TRUE: // Got input
break;
}
}
}
void GetHelpInput(PLAYERp pp)
{
extern SWBOOL GamePaused;
if (inputState.GetKeyStatus(KEYSC_ALT) || inputState.GetKeyStatus(KEYSC_RALT))
return;
if (inputState.GetKeyStatus(KEYSC_LSHIFT) || inputState.GetKeyStatus(KEYSC_RSHIFT))
return;
if (MessageInputMode || ConInputMode)
return;
// F1 help menu
if (!HelpInputMode)
{
if (inputState.GetKeyStatus(KEYSC_F1))
{
inputState.ClearKeyStatus(KEYSC_F11);
HelpPage = 0;
HelpInputMode = TRUE;
PanelUpdateMode = FALSE;
InputMode = TRUE;
if (!CommEnabled)
GamePaused = TRUE;
}
}
else if (HelpInputMode)
{
if (inputState.GetKeyStatus(KEYSC_ESC))
{
inputState.ClearKeyStatus(sc_Escape);
inputState.ClearKeysDown();
PanelUpdateMode = TRUE;
HelpInputMode = FALSE;
InputMode = FALSE;
if (!CommEnabled)
GamePaused = FALSE;
SetRedrawScreen(pp);
}
if (inputState.GetKeyStatus(KEYSC_SPACE) || inputState.GetKeyStatus(KEYSC_ENTER) || inputState.GetKeyStatus(KEYSC_PGDN) || inputState.GetKeyStatus(KEYSC_DOWN) || inputState.GetKeyStatus(KEYSC_RIGHT) || inputState.GetKeyStatus(sc_kpad_3) || inputState.GetKeyStatus(sc_kpad_2) || inputState.GetKeyStatus(sc_kpad_6))
{
inputState.ClearKeyStatus(KEYSC_SPACE);
inputState.ClearKeyStatus(KEYSC_ENTER);
inputState.ClearKeyStatus(KEYSC_PGDN);
inputState.ClearKeyStatus(KEYSC_DOWN);
inputState.ClearKeyStatus(KEYSC_RIGHT);
inputState.ClearKeyStatus(sc_kpad_3);
inputState.ClearKeyStatus(sc_kpad_2);
inputState.ClearKeyStatus(sc_kpad_6);
HelpPage++;
if (HelpPage >= (int)SIZ(HelpPagePic))
// CTW MODIFICATION
// "Oops! I did it again..."
// HelpPage = SIZ(HelpPagePic) - 1;
HelpPage = 0;
// CTW MODIFICATION END
}
if (inputState.GetKeyStatus(KEYSC_PGUP) || inputState.GetKeyStatus(KEYSC_UP) || inputState.GetKeyStatus(KEYSC_LEFT) || inputState.GetKeyStatus(sc_kpad_9) || inputState.GetKeyStatus(sc_kpad_8) || inputState.GetKeyStatus(sc_kpad_4))
{
inputState.ClearKeyStatus(KEYSC_PGUP);
inputState.ClearKeyStatus(KEYSC_UP);
inputState.ClearKeyStatus(KEYSC_LEFT);
inputState.ClearKeyStatus(sc_kpad_8);
inputState.ClearKeyStatus(sc_kpad_9);
inputState.ClearKeyStatus(sc_kpad_4);
HelpPage--;
if (HelpPage < 0)
// CTW MODIFICATION
// "Played with the logic, got lost in the game..."
HelpPage = SIZ(HelpPagePic) - 1;
// CTW MODIFICATION END
}
}
}
short MirrorDelay;
int MouseYAxisMode = -1;
void getinput(SW_PACKET *loc)
{
SWBOOL found = FALSE;
int i;
PLAYERp pp = Player + myconnectindex;
PLAYERp newpp = Player + myconnectindex;
int pnum = myconnectindex;
int inv_hotkey = 0;
#define TURBOTURNTIME (120/8)
#define NORMALTURN (12+6)
#define RUNTURN (28)
#define PREAMBLETURN 3
#define NORMALKEYMOVE 35
#define MAXVEL ((NORMALKEYMOVE*2)+10)
#define MAXSVEL ((NORMALKEYMOVE*2)+10)
#define MAXANGVEL 100
#define SET_LOC_KEY(loc, sync_num, key_test) SET(loc, ((!!(key_test)) << (sync_num)))
ControlInfo info;
int32_t running;
int32_t turnamount;
static int32_t turnheldtime;
int32_t keymove;
int32_t momx, momy;
int aimvel;
int mouseaxis;
extern SWBOOL MenuButtonAutoRun;
extern SWBOOL MenuButtonAutoAim;
if (Prediction && CommEnabled)
{
newpp = ppp;
}
// reset all syncbits
loc->bits = 0;
svel = vel = angvel = aimvel = 0;
// MAKE SURE THIS WILL GET SET
SET_LOC_KEY(loc->bits, SK_QUIT_GAME, MultiPlayQuitFlag);
if (in_aimmode)
g_MyAimMode = 0;
if (buttonMap.ButtonDown(gamefunc_Mouse_Aiming))
{
if (in_aimmode)
g_MyAimMode = 1;
else
{
buttonMap.ClearButton(gamefunc_Mouse_Aiming);
g_MyAimMode = !g_MyAimMode;
if (g_MyAimMode)
{
PutStringInfo(pp, "Mouse Aiming Off");
}
else
{
PutStringInfo(pp, "Mouse Aiming On");
}
}
}
CONTROL_GetInput(&info);
info.dz = (info.dz * move_scale)>>8;
info.dyaw = (info.dyaw * turn_scale)>>8;
PauseKey(pp);
if (PauseKeySet)
return;
if (!MenuInputMode && !UsingMenus)
{
GetMessageInput(pp);
GetConInput(pp);
GetHelpInput(pp);
}
// MAP KEY
if (buttonMap.ButtonDown(gamefunc_Map))
{
buttonMap.ClearButton(gamefunc_Map);
// Init follow coords
Follow_posx = pp->posx;
Follow_posy = pp->posy;
if (dimensionmode == 3)
dimensionmode = 5;
else if (dimensionmode == 5)
dimensionmode = 6;
else
{
MirrorDelay = 1;
dimensionmode = 3;
SetFragBar(pp);
ScrollMode2D = FALSE;
SetRedrawScreen(pp);
}
}
// Toggle follow map mode on/off
if (dimensionmode == 5 || dimensionmode == 6)
{
if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
{
buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
ScrollMode2D = !ScrollMode2D;
Follow_posx = pp->posx;
Follow_posy = pp->posy;
}
}
// If in 2D follow mode, scroll around using glob vars
// Tried calling this in domovethings, but key response it too poor, skips key presses
// Note: ScrollMode2D = Follow mode, so this get called only during follow mode
if (ScrollMode2D && pp == Player + myconnectindex && !Prediction)
MoveScrollMode2D(Player + myconnectindex);
// !JIM! Added UsingMenus so that you don't move at all while using menus
if (MenuInputMode || UsingMenus || ScrollMode2D || InputMode)
return;
SET_LOC_KEY(loc->bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
running = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
svel = -info.dyaw;
else
{
if (info.dyaw > 0)
angvel = labs((-info.dyaw));
else
angvel = info.dyaw;
}
aimvel = info.dpitch;
aimvel = min(127, aimvel);
aimvel = max(-128, aimvel);
if (in_mouseflip)
aimvel = -aimvel;
svel -= info.dx;
vel = -info.dz;
if (running)
{
if (pp->sop_control)
turnamount = RUNTURN * 3;
else
turnamount = RUNTURN;
keymove = NORMALKEYMOVE << 1;
}
else
{
if (pp->sop_control)
turnamount = NORMALTURN * 3;
else
turnamount = NORMALTURN;
keymove = NORMALKEYMOVE;
}
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
svel -= -keymove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
svel -= keymove;
}
else
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
{
turnheldtime += synctics;
if (turnheldtime >= TURBOTURNTIME)
angvel -= turnamount;
else
angvel -= PREAMBLETURN;
}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
{
turnheldtime += synctics;
if (turnheldtime >= TURBOTURNTIME)
angvel += turnamount;
else
angvel += PREAMBLETURN;
}
else
{
turnheldtime = 0;
}
}
if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !pp->sop)
svel += keymove;
if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !pp->sop)
svel += -keymove;
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
{
vel += keymove;
//DSPRINTF(ds,"vel key %d",vel);
//DebugWriteString(ds);
}
else
{
//DSPRINTF(ds,"vel %d",vel);
//DebugWriteString(ds);
}
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
vel += -keymove;
if (vel < -MAXVEL)
vel = -MAXVEL;
if (vel > MAXVEL)
vel = MAXVEL;
if (svel < -MAXSVEL)
svel = -MAXSVEL;
if (svel > MAXSVEL)
svel = MAXSVEL;
if (angvel < -MAXANGVEL)
angvel = -MAXANGVEL;
if (angvel > MAXANGVEL)
angvel = MAXANGVEL;
momx = mulscale9(vel, sintable[NORM_ANGLE(newpp->pang + 512)]);
momy = mulscale9(vel, sintable[NORM_ANGLE(newpp->pang)]);
momx += mulscale9(svel, sintable[NORM_ANGLE(newpp->pang)]);
momy += mulscale9(svel, sintable[NORM_ANGLE(newpp->pang + 1536)]);
loc->vel = momx;
loc->svel = momy;
loc->angvel = angvel;
loc->aimvel = aimvel;
if (!CommEnabled)
{
if (MenuButtonAutoAim)
{
MenuButtonAutoAim = FALSE;
if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != !!cl_autoaim)
SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE);
}
}
else if (inputState.GetKeyStatus(sc_Pause))
{
SET_LOC_KEY(loc->bits, SK_PAUSE, inputState.GetKeyStatus(sc_Pause));
inputState.ClearKeyStatus(sc_Pause);
}
SET_LOC_KEY(loc->bits, SK_CENTER_VIEW, buttonMap.ButtonDown(gamefunc_Center_View));
SET_LOC_KEY(loc->bits, SK_RUN, buttonMap.ButtonDown(gamefunc_Run));
SET_LOC_KEY(loc->bits, SK_SHOOT, buttonMap.ButtonDown(gamefunc_Fire));
// actually snap
SET_LOC_KEY(loc->bits, SK_SNAP_UP, buttonMap.ButtonDown(gamefunc_Aim_Up));
SET_LOC_KEY(loc->bits, SK_SNAP_DOWN, buttonMap.ButtonDown(gamefunc_Aim_Down));
// actually just look
SET_LOC_KEY(loc->bits, SK_LOOK_UP, buttonMap.ButtonDown(gamefunc_Look_Up));
SET_LOC_KEY(loc->bits, SK_LOOK_DOWN, buttonMap.ButtonDown(gamefunc_Look_Down));
for (i = 0; i < MAX_WEAPONS_KEYS; i++)
{
if (buttonMap.ButtonDown(gamefunc_Weapon_1 + i))
{
SET(loc->bits, i + 1);
break;
}
}
if (buttonMap.ButtonDown(gamefunc_Next_Weapon))
{
USERp u = User[pp->PlayerSprite];
short next_weapon = u->WeaponNum + 1;
short start_weapon;
buttonMap.ClearButton(gamefunc_Next_Weapon);
start_weapon = u->WeaponNum + 1;
if (u->WeaponNum == WPN_SWORD)
start_weapon = WPN_STAR;
if (u->WeaponNum == WPN_FIST)
{
next_weapon = 14;
}
else
{
next_weapon = -1;
for (i = start_weapon; TRUE; i++)
{
if (i >= MAX_WEAPONS_KEYS)
{
next_weapon = 13;
break;
}
if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
{
next_weapon = i;
break;
}
}
}
SET(loc->bits, next_weapon + 1);
}
if (buttonMap.ButtonDown(gamefunc_Previous_Weapon))
{
USERp u = User[pp->PlayerSprite];
short prev_weapon = u->WeaponNum - 1;
short start_weapon;
buttonMap.ClearButton(gamefunc_Previous_Weapon);
start_weapon = u->WeaponNum - 1;
if (u->WeaponNum == WPN_SWORD)
{
prev_weapon = 13;
}
else if (u->WeaponNum == WPN_STAR)
{
prev_weapon = 14;
}
else
{
prev_weapon = -1;
for (i = start_weapon; TRUE; i--)
{
if (i <= -1)
i = WPN_HEART;
if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
{
prev_weapon = i;
break;
}
}
}
SET(loc->bits, prev_weapon + 1);
}
inv_hotkey = 0;
if (buttonMap.ButtonDown(gamefunc_Med_Kit))
inv_hotkey = INVENTORY_MEDKIT+1;
if (buttonMap.ButtonDown(gamefunc_Smoke_Bomb))
inv_hotkey = INVENTORY_CLOAK+1;
if (buttonMap.ButtonDown(gamefunc_Night_Vision))
inv_hotkey = INVENTORY_NIGHT_VISION+1;
if (buttonMap.ButtonDown(gamefunc_Gas_Bomb))
inv_hotkey = INVENTORY_CHEMBOMB+1;
if (buttonMap.ButtonDown(gamefunc_Flash_Bomb) && dimensionmode == 3)
inv_hotkey = INVENTORY_FLASHBOMB+1;
if (buttonMap.ButtonDown(gamefunc_Caltrops))
inv_hotkey = INVENTORY_CALTROPS+1;
SET(loc->bits, inv_hotkey<<SK_INV_HOTKEY_BIT0);
SET_LOC_KEY(loc->bits, SK_INV_USE, buttonMap.ButtonDown(gamefunc_Inventory));
SET_LOC_KEY(loc->bits, SK_OPERATE, buttonMap.ButtonDown(gamefunc_Open));
SET_LOC_KEY(loc->bits, SK_JUMP, buttonMap.ButtonDown(gamefunc_Jump));
SET_LOC_KEY(loc->bits, SK_CRAWL, buttonMap.ButtonDown(gamefunc_Crouch));
SET_LOC_KEY(loc->bits, SK_TURN_180, buttonMap.ButtonDown(gamefunc_TurnAround));
SET_LOC_KEY(loc->bits, SK_INV_LEFT, buttonMap.ButtonDown(gamefunc_Inventory_Left));
SET_LOC_KEY(loc->bits, SK_INV_RIGHT, buttonMap.ButtonDown(gamefunc_Inventory_Right));
SET_LOC_KEY(loc->bits, SK_HIDE_WEAPON, buttonMap.ButtonDown(gamefunc_Holster_Weapon));
// need BUTTON
SET_LOC_KEY(loc->bits, SK_CRAWL_LOCK, inputState.GetKeyStatus(KEYSC_NUM));
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
{
if (buttonMap.ButtonDown(gamefunc_See_Co_Op_View))
{
buttonMap.ClearButton(gamefunc_See_Co_Op_View);
screenpeek = connectpoint2[screenpeek];
if (screenpeek < 0)
screenpeek = connecthead;
if (dimensionmode != 2 && screenpeek == myconnectindex)
{
// JBF: figure out what's going on here
memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
DoPlayerDivePalette(pp); // Check Dive again
DoPlayerNightVisionPalette(pp); // Check Night Vision again
}
else
{
PLAYERp tp = Player+screenpeek;
if (tp->FadeAmt<=0)
memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
else
memcpy(pp->temp_pal, tp->temp_pal, sizeof(tp->temp_pal));
DoPlayerDivePalette(tp);
DoPlayerNightVisionPalette(tp);
}
}
}
#if DEBUG
DebugKeys(pp);
if (!CommEnabled) // Single player only keys
SinglePlayInput(pp);
#endif
FunctionKeys(pp);
if (buttonMap.ButtonDown(gamefunc_Toggle_Crosshair))
{
buttonMap.ClearButton(gamefunc_Toggle_Crosshair);
pToggleCrosshair(pp);
}
}
#define MAP_WHITE_SECTOR (LT_GREY + 2)
#define MAP_RED_SECTOR (RED + 6)
#define MAP_FLOOR_SPRITE (RED + 8)
#define MAP_ENEMY (RED + 10)
#define MAP_SPRITE (FIRE + 8)
#define MAP_PLAYER (GREEN + 6)
#define MAP_BLOCK_SPRITE (DK_BLUE + 6)
void drawoverheadmap(int cposx, int cposy, int czoom, short cang)
{
int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
int xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum, daang;
int xvect, yvect, xvect2, yvect2;
char col;
walltype *wal, *wal2;
spritetype *spr;
short p;
static int pspr_ndx[8]= {0,0,0,0,0,0,0,0};
SWBOOL sprisplayer = FALSE;
short txt_x, txt_y;
// draw location text
if (gs.BorderNum <= BORDER_BAR-1)
{
txt_x = 7;
txt_y = 168;
}
else
{
txt_x = 7;
txt_y = 147;
}
if (ScrollMode2D)
{
minigametext(txt_x,txt_y-7,"Follow Mode",0,2+8);
}
if (UserMapName[0])
sprintf(ds,"%s",UserMapName);
else
sprintf(ds,"%s",LevelInfo[Level].Description);
minigametext(txt_x,txt_y,ds,0,2+8);
//////////////////////////////////
xvect = sintable[(2048 - cang) & 2047] * czoom;
yvect = sintable[(1536 - cang) & 2047] * czoom;
xvect2 = mulscale16(xvect, yxaspect);
yvect2 = mulscale16(yvect, yxaspect);
// Draw red lines
for (i = 0; i < numsectors; i++)
{
startwall = sector[i].wallptr;
endwall = sector[i].wallptr + sector[i].wallnum - 1;
z1 = sector[i].ceilingz;
z2 = sector[i].floorz;
for (j = startwall, wal = &wall[startwall]; j <= endwall; j++, wal++)
{
k = wal->nextwall;
if (k < 0)
continue;
if ((show2dwall[j >> 3] & (1 << (j & 7))) == 0)
continue;
if ((k > j) && ((show2dwall[k >> 3] & (1 << (k & 7))) > 0))
continue;
if (sector[wal->nextsector].ceilingz == z1)
if (sector[wal->nextsector].floorz == z2)
if (((wal->cstat | wall[wal->nextwall].cstat) & (16 + 32)) == 0)
continue;
col = 152;
//if (dimensionmode == 2)
if (dimensionmode == 6)
{
if (sector[i].floorz != sector[i].ceilingz)
if (sector[wal->nextsector].floorz != sector[wal->nextsector].ceilingz)
if (((wal->cstat | wall[wal->nextwall].cstat) & (16 + 32)) == 0)
if (sector[i].floorz == sector[wal->nextsector].floorz)
continue;
if (sector[i].floorpicnum != sector[wal->nextsector].floorpicnum)
continue;
if (sector[i].floorshade != sector[wal->nextsector].floorshade)
continue;
col = 12; // 1=white / 31=black / 44=green / 56=pink / 128=yellow / 210=blue / 248=orange / 255=purple
}
ox = wal->x - cposx;
oy = wal->y - cposy;
x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
wal2 = &wall[wal->point2];
ox = wal2->x - cposx;
oy = wal2->y - cposy;
x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11), x2 + (xdim << 11), y2 + (ydim << 11), col);
}
}
// Draw sprites
k = Player[screenpeek].PlayerSprite;
for (i = 0; i < numsectors; i++)
for (j = headspritesect[i]; j >= 0; j = nextspritesect[j])
{
for (p=connecthead; p >= 0; p=connectpoint2[p])
{
if (Player[p].PlayerSprite == j)
{
if (sprite[Player[p].PlayerSprite].xvel > 16)
pspr_ndx[myconnectindex] = (((int32_t) totalclock>>4)&3);
sprisplayer = TRUE;
goto SHOWSPRITE;
}
}
if ((show2dsprite[j >> 3] & (1 << (j & 7))) > 0)
{
SHOWSPRITE:
spr = &sprite[j];
col = 56; // 1=white / 31=black / 44=green / 56=pink / 128=yellow / 210=blue / 248=orange / 255=purple
if ((spr->cstat & 1) > 0)
col = 248;
if (j == k)
col = 31;
sprx = spr->x;
spry = spr->y;
k = spr->statnum;
if ((k >= 1) && (k <= 8) && (k != 2)) // Interpolate moving
{
sprx = sprite[j].x;
spry = sprite[j].y;
}
switch (spr->cstat & 48)
{
case 0: // Regular sprite
if (Player[p].PlayerSprite == j)
{
ox = sprx - cposx;
oy = spry - cposy;
x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
if (dimensionmode == 5 && (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite))
{
ox = (sintable[(spr->ang + 512) & 2047] >> 7);
oy = (sintable[(spr->ang) & 2047] >> 7);
x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y2 = mulscale16(oy, xvect) + mulscale16(ox, yvect);
if (j == Player[screenpeek].PlayerSprite)
{
x2 = 0L;
y2 = -(czoom << 5);
}
x3 = mulscale16(x2, yxaspect);
y3 = mulscale16(y2, yxaspect);
renderDrawLine(x1 - x2 + (xdim << 11), y1 - y3 + (ydim << 11),
x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
renderDrawLine(x1 - y2 + (xdim << 11), y1 + x3 + (ydim << 11),
x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
renderDrawLine(x1 + y2 + (xdim << 11), y1 - x3 + (ydim << 11),
x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
}
else
{
if (((gotsector[i >> 3] & (1 << (i & 7))) > 0) && (czoom > 192))
{
daang = (spr->ang - cang) & 2047;
if (j == Player[screenpeek].PlayerSprite)
{
x1 = 0;
//y1 = (yxaspect << 2);
y1 = 0;
daang = 0;
}
// Special case tiles
if (spr->picnum == 3123) break;
if (sprisplayer)
{
if (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite)
rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, 1196+pspr_ndx[myconnectindex], spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
}
else
rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, spr->picnum, spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
}
}
}
break;
case 16: // Rotated sprite
x1 = sprx;
y1 = spry;
tilenum = spr->picnum;
xoff = (int)picanm[tilenum].xofs + (int)spr->xoffset;
if ((spr->cstat & 4) > 0)
xoff = -xoff;
k = spr->ang;
l = spr->xrepeat;
dax = sintable[k & 2047] * l;
day = sintable[(k + 1536) & 2047] * l;
l = tilesiz[tilenum].x;
k = (l >> 1) + xoff;
x1 -= mulscale16(dax, k);
x2 = x1 + mulscale16(dax, l);
y1 -= mulscale16(day, k);
y2 = y1 + mulscale16(day, l);
ox = x1 - cposx;
oy = y1 - cposy;
x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11),
x2 + (xdim << 11), y2 + (ydim << 11), col);
break;
case 32: // Floor sprite
if (dimensionmode == 5)
{
tilenum = spr->picnum;
xoff = (int)picanm[tilenum].xofs + (int)spr->xoffset;
yoff = (int)picanm[tilenum].yofs + (int)spr->yoffset;
if ((spr->cstat & 4) > 0)
xoff = -xoff;
if ((spr->cstat & 8) > 0)
yoff = -yoff;
k = spr->ang;
cosang = sintable[(k + 512) & 2047];
sinang = sintable[k];
xspan = tilesiz[tilenum].x;
xrepeat = spr->xrepeat;
yspan = tilesiz[tilenum].y;
yrepeat = spr->yrepeat;
dax = ((xspan >> 1) + xoff) * xrepeat;
day = ((yspan >> 1) + yoff) * yrepeat;
x1 = sprx + mulscale16(sinang, dax) + mulscale16(cosang, day);
y1 = spry + mulscale16(sinang, day) - mulscale16(cosang, dax);
l = xspan * xrepeat;
x2 = x1 - mulscale16(sinang, l);
y2 = y1 + mulscale16(cosang, l);
l = yspan * yrepeat;
k = -mulscale16(cosang, l);
x3 = x2 + k;
x4 = x1 + k;
k = -mulscale16(sinang, l);
y3 = y2 + k;
y4 = y1 + k;
ox = x1 - cposx;
oy = y1 - cposy;
x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
ox = x3 - cposx;
oy = y3 - cposy;
x3 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y3 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
ox = x4 - cposx;
oy = y4 - cposy;
x4 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y4 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11),
x2 + (xdim << 11), y2 + (ydim << 11), col);
renderDrawLine(x2 + (xdim << 11), y2 + (ydim << 11),
x3 + (xdim << 11), y3 + (ydim << 11), col);
renderDrawLine(x3 + (xdim << 11), y3 + (ydim << 11),
x4 + (xdim << 11), y4 + (ydim << 11), col);
renderDrawLine(x4 + (xdim << 11), y4 + (ydim << 11),
x1 + (xdim << 11), y1 + (ydim << 11), col);
}
break;
}
}
}
// Draw white lines
for (i = 0; i < numsectors; i++)
{
startwall = sector[i].wallptr;
endwall = sector[i].wallptr + sector[i].wallnum - 1;
for (j = startwall, wal = &wall[startwall]; j <= endwall; j++, wal++)
{
if (wal->nextwall >= 0)
continue;
if ((show2dwall[j >> 3] & (1 << (j & 7))) == 0)
continue;
if (tilesiz[wal->picnum].x == 0)
continue;
if (tilesiz[wal->picnum].y == 0)
continue;
ox = wal->x - cposx;
oy = wal->y - cposy;
x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
wal2 = &wall[wal->point2];
ox = wal2->x - cposx;
oy = wal2->y - cposy;
x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11), x2 + (xdim << 11), y2 + (ydim << 11), 24);
}
}
}
#if RANDOM_DEBUG
int RandomRange(int range, char *file, unsigned line)
{
uint32_t rand_num;
uint32_t value;
extern FILE *fout_err;
extern uint32_t MoveThingsCount;
if (RandomPrint && !Prediction)
{
sprintf(ds,"mtc %d, %s, line %d, %d",MoveThingsCount,file,line,randomseed);
DebugWriteString(ds);
}
if (range <= 0)
return 0;
rand_num = krand2();
if (rand_num == 65535U)
rand_num--;
// shift values to give more precision
value = (rand_num << 14) / ((65535UL << 14) / range);
if (value >= range)
value = range - 1;
return value;
}
#else
int RandomRange(int range)
{
uint32_t rand_num;
uint32_t value;
if (range <= 0)
return 0;
rand_num = RANDOM();
if (rand_num == 65535U)
rand_num--;
// shift values to give more precision
value = (rand_num << 14) / ((65535UL << 14) / range);
if (value >= (uint32_t)range)
value = range - 1;
return value;
}
#endif
int StdRandomRange(int range)
{
uint32_t rand_num;
uint32_t value;
if (range <= 0)
return 0;
rand_num = STD_RANDOM();
if (rand_num == RAND_MAX)
rand_num--;
// shift values to give more precision
#if (RAND_MAX > 0x7fff)
value = rand_num / (((int)RAND_MAX) / range);
#else
value = (rand_num << 14) / ((((int)RAND_MAX) << 14) / range);
#endif
if (value >= (uint32_t)range)
value = range - 1;
return value;
}
// [JM] Probably will need some doing over. !CHECKME!
void G_Polymer_UnInit(void) { }
#include "saveable.h"
static saveable_data saveable_build_data[] =
{
SAVE_DATA(sector),
SAVE_DATA(sprite),
SAVE_DATA(wall)
};
saveable_module saveable_build =
{
// code
NULL,
0,
// data
saveable_build_data,
NUM_SAVEABLE_ITEMS(saveable_build_data)
};
/*extern*/ bool GameInterface::validate_hud(int requested_size) { return requested_size; }
/*extern*/ void GameInterface::set_hud_layout(int requested_size) { /* the relevant setting is gs.BorderNum */}
/*extern*/ void GameInterface::set_hud_scale(int requested_size) { /* the relevant setting is gs.BorderNum */ }
bool GameInterface::mouseInactiveConditional(bool condition)
{
return condition;
}
::GameInterface* CreateInterface()
{
return new GameInterface;
}
END_SW_NS