raze/source/games/duke/src/game.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
*/
//-------------------------------------------------------------------------
// all code related to startup, up to entering the main loop.
#include "ns.h" // Must come before everything else!
#include "duke3d.h"
#include "m_argv.h"
#include "mapinfo.h"
#include "texturemanager.h"
#include "statusbar.h"
#include "st_start.h"
#include "i_interface.h"
#include "prediction.h"
#include "gamestate.h"
#include "razefont.h"
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#include "psky.h"
#include "vm.h"
#include "thingdef.h"
BEGIN_DUKE_NS
void SetDispatcher();
void InitCheats();
int registerosdcommands(void);
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//---------------------------------------------------------------------------
//
// DObject stuff - everything GC related.
//
//---------------------------------------------------------------------------
IMPLEMENT_CLASS(DDukeActor, false, true)
IMPLEMENT_POINTERS_START(DDukeActor)
IMPLEMENT_POINTER(ownerActor)
IMPLEMENT_POINTER(hitOwnerActor)
IMPLEMENT_POINTER(temp_actor)
IMPLEMENT_POINTER(seek_actor)
IMPLEMENT_POINTERS_END
size_t DDukeActor::PropagateMark()
{
for (auto& var : uservars)
{
var.Mark();
}
return Super::PropagateMark();
}
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static void markgcroots()
{
GC::Mark(camsprite);
GC::Mark(BellSprite);
GC::MarkArray(spriteq, countof(spriteq));
GC::Mark(currentCommentarySprite);
GC::Mark(ud.cameraactor);
for (auto& pl : ps)
{
GC::Mark(pl.actor);
GC::Mark(pl.actorsqu);
GC::Mark(pl.wackedbyactor);
GC::Mark(pl.on_crane);
GC::Mark(pl.holoduke_on);
GC::Mark(pl.somethingonplayer);
GC::Mark(pl.access_spritenum);
GC::Mark(pl.dummyplayersprite);
GC::Mark(pl.newOwner);
for (auto& var : pl.uservars)
{
var.Mark();
}
}
}
//---------------------------------------------------------------------------
//
// game specific command line args go here.
//
//---------------------------------------------------------------------------
static void checkcommandline()
{
#if 0
val = Args->CheckValue("-respawn");
if (!val) val = Args->CheckValue("-t");
if (val)
{
if (*val == '1') ud.m_respawn_monsters = 1;
else if (*val == '2') ud.m_respawn_items = 1;
else if (*val == '3') ud.m_respawn_inventory = 1;
else
{
ud.m_respawn_monsters = 1;
ud.m_respawn_items = 1;
ud.m_respawn_inventory = 1;
}
Printf("Respawn on.\n");
}
#endif
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void genspriteremaps(void)
{
int j;
auto fr = fileSystem.OpenFileReader("lookup.dat");
if (!fr.isOpen())
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return;
j = lookups.loadTable(fr);
if (j < 0)
{
if (j == -1)
Printf("ERROR loading \"lookup.dat\": failed reading enough data.\n");
return;
}
uint8_t paldata[768];
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for (j = 1; j <= 5; j++)
{
if (fr.Read(paldata, 768) != 768)
return;
for (int k = 0; k < 768; k++) // Build uses 6 bit VGA palettes.
paldata[k] = (paldata[k] << 2) | (paldata[k] >> 6);
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paletteSetColorTable(j, paldata, j == DREALMSPAL || j == ENDINGPAL, j > SLIMEPAL);
}
for (int i = 0; i < 256; i++)
{
// swap red and blue channels.
paldata[i * 3] = GPalette.BaseColors[i].b;
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paldata[i * 3 + 1] = GPalette.BaseColors[i].g;
paldata[i * 3 + 2] = GPalette.BaseColors[i].r;
}
paletteSetColorTable(DRUGPAL, paldata, false, false); // todo: implement this as a shader effect (swap R and B in postprocessing.)
if (isRR())
{
uint8_t table[256];
for (j = 0; j < 256; j++)
table[j] = j;
for (j = 0; j < 32; j++)
table[j] = j + 32;
lookups.makeTable(7, table, 0, 0, 0, 0);
for (j = 0; j < 256; j++)
table[j] = j;
lookups.makeTable(30, table, 0, 0, 0, 0);
lookups.makeTable(31, table, 0, 0, 0, 0);
lookups.makeTable(32, table, 0, 0, 0, 0);
lookups.makeTable(33, table, 0, 0, 0, 0);
if (isRRRA())
lookups.makeTable(105, table, 0, 0, 0, 0);
int unk = 63;
for (j = 64; j < 80; j++)
{
unk--;
table[j] = unk;
table[j + 16] = j - 24;
}
table[80] = 80;
table[81] = 81;
for (j = 0; j < 32; j++)
{
table[j] = j + 32;
}
lookups.makeTable(34, table, 0, 0, 0, 0);
for (j = 0; j < 256; j++)
table[j] = j;
for (j = 0; j < 16; j++)
table[j] = j + 129;
for (j = 16; j < 32; j++)
table[j] = j + 192;
lookups.makeTable(35, table, 0, 0, 0, 0);
if (isRRRA())
{
lookups.makeTable(50, nullptr, 12 * 4, 12 * 4, 12 * 4, 0);
lookups.makeTable(51, nullptr, 12 * 4, 12 * 4, 12 * 4, 0);
lookups.makeTable(54, lookups.getTable(8), 32 * 4, 32 * 4, 32 * 4, 0);
}
}
}
//---------------------------------------------------------------------------
//
// Define sky layouts.
// This one's easy - the other games are a total mess
//
//---------------------------------------------------------------------------
static void setupbackdrop()
{
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static const int16_t moonoff[8] = { 0, 2, 3, 0, 2, 0, 1, 0 };
static const int16_t orbitoff[8] = { 0, 0, 4, 0, 0, 1, 2, 3 };
static const int16_t laoff[8] = { 1, 2, 1, 3, 4, 0, 2, 3 };
static const int16_t defoff[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };
static const int16_t defoff1[8] = { 1, 2, 3, 4, 5, 6, 7, 0 };
static const int16_t defoff4[8] = { 4, 5, 6, 7, 0, 1, 2, 3 };
static const int16_t defoff7[8] = { 7, 0, 1, 2, 3, 4, 5, 6 };
defineSky(DEFAULTPSKY, 3, nullptr);
defineSky(TILE_CLOUDYOCEAN, 3, nullptr);
defineSky(TILE_MOONSKY1, 3, moonoff);
defineSky(TILE_BIGORBIT1, 3, orbitoff);
defineSky(TILE_LA, 3, laoff);
if (isWorldTour())
{
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defineSky(5284, 3, defoff);
defineSky(5412, 3, defoff, 80);
defineSky(5420, 3, defoff, 80);
defineSky(5450, 3, defoff7, 80);
defineSky(5540, 3, defoff, 80);
defineSky(5548, 3, defoff, 80);
defineSky(5556, 3, defoff1, 80);
defineSky(5720, 3, defoff4, 80);
defineSky(5814, 3, defoff, 80);
}
if (isNam())
{
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defineSky(212, 3, nullptr, 0, 1, 140);
defineSky(225, 3, nullptr, 0, 1, 140);
}
if (isWW2GI() && (g_gameType & GAMEFLAG_ADDON))
{
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defineSky(1086, 3, nullptr, 0, 1, 140);
}
// this sky isn't actually placed wrong - it's just so poorly designed that it needs to be shifted down to hide its shortcomings as good as possible.
if (isDuke() && (g_gameType & GAMEFLAG_DUKEDC))
{
defineSky(3708, 3, nullptr, 0, 1, -40);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void initTiles()
{
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tileDelete(TILE_MIRROR);
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//skiptile = TILE_W_FORCEFIELD + 1;
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if (isRR())
tileDelete(0);
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tileDelete(FOF);
}
#define x(a, b) registerName(#a, b);
#define y(a, b) // Do not create names for RRTILExxxx.
static void SetTileNames()
{
auto registerName = [](const char* name, int index)
{
TexMan.AddAlias(name, tileGetTexture(index));
TileFiles.addName(name, index);
};
if (!isRR())
{
#include "namelist_d.h"
}
else
{
#include "namelist_r.h"
}
}
#undef x
#undef y
void GameInterface::loadPalette()
{
paletteLoadFromDisk();
genspriteremaps();
}
int GameInterface::GetCurrentSkill()
{
return ud.player_skill - 1;
}
//---------------------------------------------------------------------------
//
// set up the game module's state
//
//---------------------------------------------------------------------------
void GameInterface::app_init()
{
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GC::AddMarkerFunc(markgcroots);
if (isRR()) C_SetNotifyFontScale(0.5);
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ud.god = 0;
ud.m_respawn_items = 0;
ud.m_respawn_monsters = 0;
ud.m_respawn_inventory = 0;
ud.cashman = 0;
ud.player_skill = 2;
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ud.wchoice[0][0] = 3;
ud.wchoice[0][1] = 4;
ud.wchoice[0][2] = 5;
ud.wchoice[0][3] = 7;
ud.wchoice[0][4] = 8;
ud.wchoice[0][5] = 6;
ud.wchoice[0][6] = 0;
ud.wchoice[0][7] = 2;
ud.wchoice[0][8] = 9;
ud.wchoice[0][9] = 1;
ud.multimode = 1;
ud.m_monsters_off = userConfig.nomonsters;
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ps[0].aim_mode = 1;
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ud.cameraactor = nullptr;
if (fileSystem.FileExists("DUKESW.BIN"))
g_gameType |= GAMEFLAG_SHAREWARE;
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numplayers = 1;
playerswhenstarted = ud.multimode;
connectpoint2[0] = -1;
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SetDispatcher();
S_InitSound();
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loadcons();
fi.initactorflags();
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duke_menufont->Callback(); // depends on the .CON files so it must be after loadcons
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OnEvent(EVENT_INIT);
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//Net_SendClientInfo();
initTiles();
setupbackdrop();
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SetupGameButtons();
InitCheats();
checkcommandline();
registerosdcommands();
screenpeek = myconnectindex;
SetTileNames();
C_InitConback(TexMan.CheckForTexture("MENUSCREEN", ETextureType::Any), false, 0.75);
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if (ud.multimode > 1)
{
ud.m_monsters_off = 1;
//ud.player_skill = 0;
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}
ud.last_level = -1;
enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;//bVanilla;
S_ParseDeveloperCommentary();
}
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void CallInitialize(DDukeActor* actor)
{
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IFVIRTUALPTR(actor, DDukeActor, Initialize)
{
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VMValue val[2] = { actor };
VMCall(func, val, 1, nullptr, 0);
}
}
void CallTick(DDukeActor* actor)
{
IFVIRTUALPTR(actor, DDukeActor, Tick)
{
VMValue val = actor;
VMCall(func, &val, 1, nullptr, 0);
}
}
void CallAction(DDukeActor* actor)
{
IFVIRTUALPTR(actor, DDukeActor, RunState)
{
VMValue val = actor;
VMCall(func, &val, 1, nullptr, 0);
}
}
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void CallOnHit(DDukeActor* actor, DDukeActor* hitter)
{
IFVIRTUALPTR(actor, DDukeActor, onHit)
{
VMValue val[2] = { actor, hitter };
VMCall(func, val, 2, nullptr, 0);
}
}
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void CallOnHurt(DDukeActor* actor, player_struct* hitter)
{
IFVIRTUALPTR(actor, DDukeActor, onHurt)
{
VMValue val[2] = { actor, hitter };
VMCall(func, val, 2, nullptr, 0);
}
}
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void CallOnUse(DDukeActor* actor, player_struct* user)
{
IFVIRTUALPTR(actor, DDukeActor, onUse)
{
VMValue val[2] = { actor, user };
VMCall(func, val, 2, nullptr, 0);
}
}
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bool CallAnimate(DDukeActor* actor, tspritetype* tspr)
{
int nval = false;
IFVIRTUALPTR(actor, DDukeActor, animate)
{
VMReturn ret(& nval);
VMValue val[2] = { actor, tspr };
VMCall(func, val, 2, &ret, 1);
}
return nval;
}
END_DUKE_NS