//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 sirlemonhead, Nuke.YKT This file is part of PCExhumed. PCExhumed is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" #include "engine.h" #include "exhumed.h" #include "sequence.h" #include "names.h" #include "player.h" #include "input.h" #include "sound.h" #include "view.h" #include "status.h" #include "version.h" #include "aistuff.h" #include "mapinfo.h" #include #include // for printf #include #include #include #include #include #include "gamecvars.h" #include "savegamehelp.h" #include "c_dispatch.h" #include "raze_sound.h" #include "gamestate.h" #include "screenjob.h" #include "c_console.h" #include "cheathandler.h" #include "inputstate.h" #include "d_protocol.h" #include "texturemanager.h" #include "razemenu.h" #include "v_draw.h" #include "interpolate.h" BEGIN_PS_NS DExhumedActor exhumedActors[MAXSPRITES]; static MapRecord* NextMap; void uploadCinemaPalettes(); int32_t registerosdcommands(void); void InitCheats(); int EndLevel = 0; InputPacket localInput; //////// void ResetEngine() { EraseScreen(-1); resettiming(); } void GameInterface::loadPalette() { paletteLoadFromDisk(); uploadCinemaPalettes(); LoadPaletteLookups(); } void CopyTileToBitmap(short nSrcTile, short nDestTile, int xPos, int yPos); // void TestSaveLoad(); void EraseScreen(int nVal); void LoadStatus(); void MySetView(int x1, int y1, int x2, int y2); char sHollyStr[40]; int nFontFirstChar; int nBackgroundPic; int nShadowPic; short nCreaturesKilled = 0, nCreaturesTotal = 0; short nFreeze; short nSnakeCam = -1; int nNetPlayerCount = 0; short nClockVal; short nRedTicks; short nAlarmTicks; short nButtonColor; short nEnergyChan; int lCountDown = 0; short nEnergyTowers = 0; short nCfgNetPlayers = 0; int lLocalCodes = 0; short bCoordinates = false; int nNetTime = -1; int flash; int totalmoves; short nCurBodyNum = 0; short nBodyTotal = 0; short nTotalPlayers = 1; // TODO: Rename this (or make it static) so it doesn't conflict with library function short bSnakeCam = false; short bRecord = false; short bPlayback = false; short bInDemo = false; short bSlipMode = false; short bDoFlashes = true; DExhumedActor* bestTarget; short scan_char = 0; int nStartLevel; int nTimeLimit; int bVanilla = 0; void DebugOut(const char *fmt, ...) { #ifdef _DEBUG va_list args; va_start(args, fmt); VPrintf(PRINT_HIGH, fmt, args); #endif } void DoClockBeep() { ExhumedStatIterator it(407); while (auto i = it.Next()) { PlayFX2(StaticSound[kSound74], i); } } void DoRedAlert(int nVal) { if (nVal) { nAlarmTicks = 69; nRedTicks = 30; } ExhumedStatIterator it(405); while (auto ac = it.Next()) { if (nVal) { auto spri = &ac->s(); PlayFXAtXYZ(StaticSound[kSoundAlarm], spri->x, spri->y, spri->z, spri->sectnum); AddFlash(spri->sectnum, spri->x, spri->y, spri->z, 192); } } } void DrawClock() { int ebp = 49; auto pixels = TileFiles.tileMakeWritable(kTile3603); memset(pixels, TRANSPARENT_INDEX, 4096); if (lCountDown / 30 != nClockVal) { nClockVal = lCountDown / 30; DoClockBeep(); } int nVal = nClockVal; while (nVal) { int v2 = nVal & 0xF; int yPos = 32 - tileHeight(v2 + kClockSymbol1) / 2; CopyTileToBitmap(v2 + kClockSymbol1, kTile3603, ebp - tileWidth(v2 + kClockSymbol1) / 2, yPos); ebp -= 15; nVal /= 16; } DoEnergyTile(); } double calc_smoothratio() { if (bRecord || bPlayback || nFreeze != 0 || paused || cl_capfps || !cl_interpolate) return MaxSmoothRatio; return I_GetTimeFrac() * MaxSmoothRatio; } void DoGameOverScene(bool finallevel) { // todo: make these customizable later. StartCutscene(finallevel ? "ExhumedCutscenes.BuildCinemaLose" : "ExhumedCutscenes.BuildGameoverScene", 0, [](bool) { gameaction = ga_mainmenu; }); } void GameMove(void) { FixPalette(); ExhumedSpriteIterator it; while (auto ac = it.Next()) { ac->s().backuploc(); } if (currentLevel->gameflags & LEVEL_EX_COUNTDOWN) { if (lCountDown <= 0) { DoGameOverScene(true); return; } // Pink section lCountDown--; DrawClock(); if (nRedTicks) { nRedTicks--; if (nRedTicks <= 0) { DoRedAlert(0); } } nAlarmTicks--; nButtonColor--; if (nAlarmTicks <= 0) { DoRedAlert(1); } } // YELLOW SECTION MoveThings(); obobangle = bobangle; if (PlayerList[nLocalPlayer].totalvel == 0) { bobangle = 0; } else { bobangle += 56; bobangle &= kAngleMask; } UpdateCreepySounds(); // loc_120E9: totalmoves++; } static int SelectAltWeapon(int weap2) { // todo return 0; } void GameInterface::Ticker() { if (paused) { r_NoInterpolate = true; } else if (EndLevel == 0) { inita &= kAngleMask; for (int i = 0; i < 4; i++) { lPlayerXVel += localInput.fvel * bcos(inita) + localInput.svel * bsin(inita); lPlayerYVel += localInput.fvel * bsin(inita) - localInput.svel * bcos(inita); lPlayerXVel -= (lPlayerXVel >> 5) + (lPlayerXVel >> 6); lPlayerYVel -= (lPlayerYVel >> 5) + (lPlayerYVel >> 6); } UpdateInterpolations(); if (localInput.actions & SB_INVPREV) { int nItem = PlayerList[nLocalPlayer].nItem; int i; for (i = 6; i > 0; i--) { nItem--; if (nItem < 0) nItem = 5; if (PlayerList[nLocalPlayer].items[nItem] != 0) break; } if (i > 0) PlayerList[nLocalPlayer].nItem = nItem; } if (localInput.actions & SB_INVNEXT) { int nItem = PlayerList[nLocalPlayer].nItem; int i; for (i = 6; i > 0; i--) { nItem++; if (nItem == 6) nItem = 0; if (PlayerList[nLocalPlayer].items[nItem] != 0) break; } if (i > 0) PlayerList[nLocalPlayer].nItem = nItem; } if (localInput.actions & SB_INVUSE) { if (PlayerList[nLocalPlayer].nItem != -1) { localInput.setItemUsed(PlayerList[nLocalPlayer].nItem); } } for (int i = 0; i < 6; i++) { if (localInput.isItemUsed(i)) { localInput.clearItemUsed(i); if (PlayerList[nLocalPlayer].items[i] > 0) { if (nItemMagic[i] <= PlayerList[nLocalPlayer].nMagic) { sPlayerInput[nLocalPlayer].nItem = i; break; } } } } auto currWeap = PlayerList[nLocalPlayer].nCurrentWeapon; int weap2 = localInput.getNewWeapon(); if (weap2 == WeaponSel_Next) { auto newWeap = currWeap == 6 ? 0 : currWeap + 1; while (newWeap != 0 && (!(PlayerList[nLocalPlayer].nPlayerWeapons & (1 << newWeap)) || (PlayerList[nLocalPlayer].nPlayerWeapons & (1 << newWeap) && PlayerList[nLocalPlayer].nAmmo[newWeap] == 0))) { newWeap++; if (newWeap > 6) newWeap = 0; } localInput.setNewWeapon(newWeap + 1); } else if (weap2 == WeaponSel_Prev) { auto newWeap = currWeap == 0 ? 6 : currWeap - 1; while (newWeap != 0 && ((!(PlayerList[nLocalPlayer].nPlayerWeapons & (1 << newWeap)) || (PlayerList[nLocalPlayer].nPlayerWeapons & (1 << newWeap) && PlayerList[nLocalPlayer].nAmmo[newWeap] == 0)))) { newWeap--; } localInput.setNewWeapon(newWeap + 1); } else if (weap2 == WeaponSel_Alt) { weap2 = SelectAltWeapon(weap2); } // make weapon selection persist until it gets used up. int weap = sPlayerInput[nLocalPlayer].getNewWeapon(); if (weap2 <= 0 || weap2 > 7) sPlayerInput[nLocalPlayer].SetNewWeapon(weap); auto oldactions = sPlayerInput[nLocalPlayer].actions; sPlayerInput[nLocalPlayer].actions = localInput.actions; if (oldactions & SB_CENTERVIEW) sPlayerInput[nLocalPlayer].actions |= SB_CENTERVIEW; sPlayerInput[nLocalPlayer].xVel = lPlayerXVel; sPlayerInput[nLocalPlayer].yVel = lPlayerYVel; sPlayerInput[nLocalPlayer].buttons = lLocalCodes; sPlayerInput[nLocalPlayer].pTarget = bestTarget; sPlayerInput[nLocalPlayer].nAngle = localInput.avel; sPlayerInput[nLocalPlayer].pan = localInput.horz; Ra[nLocalPlayer].pTarget = bestTarget; lLocalCodes = 0; PlayClock += 4; if (PlayClock == 8) gameaction = ga_autosave; // let the game run for 1 frame before saving. GameMove(); r_NoInterpolate = false; } else { // Wait for the end of level sound to play out, but stop updating the playsim. if (EndLevel == 13) PlayLocalSound(StaticSound[59], 0, true, CHANF_UI); if (EndLevel > 1) EndLevel--; r_NoInterpolate = true; int flash = 7 - abs(EndLevel - 7); videoTintBlood(flash * 30, flash * 30, flash * 30); if (EndLevel == 1) { if (!soundEngine->GetSoundPlayingInfo(SOURCE_None, nullptr, StaticSound[59] + 1)) { videoTintBlood(0, 0, 0); CompleteLevel(NextMap); NextMap = nullptr; EndLevel = 0; } } } } void LevelFinished() { NextMap = FindNextMap(currentLevel); EndLevel = 13; } #define x(a, b) registerName(#a, b); static void SetTileNames() { auto registerName = [](const char* name, int index) { TexMan.AddAlias(name, tileGetTexture(index)); }; #include "namelist.h" } #undef x void GameInterface::app_init() { #if 0 help_disabled = true; #endif InitCheats(); registerosdcommands(); if (nNetPlayerCount == -1) { nNetPlayerCount = nCfgNetPlayers - 1; nTotalPlayers += nNetPlayerCount; } SetTileNames(); InitFX(); seq_LoadSequences(); InitStatus(); resettiming(); GrabPalette(); enginecompatibility_mode = ENGINECOMPATIBILITY_19950829; } void DeleteActor(DExhumedActor* actor) { if (!actor) { return; } FVector3 pos = GetSoundPos(&actor->s().pos); soundEngine->RelinkSound(SOURCE_Actor, &actor->s(), nullptr, &pos); deletesprite(actor->GetSpriteIndex()); actor->s().ox = 0x80000000; if (actor == bestTarget) { bestTarget = nullptr; } } void CopyTileToBitmap(short nSrcTile, short nDestTile, int xPos, int yPos) { int nOffs = tileHeight(nDestTile) * xPos; auto pixels = TileFiles.tileMakeWritable(nDestTile); uint8_t *pDest = pixels + nOffs + yPos; uint8_t *pDestB = pDest; tileLoad(nSrcTile); int destYSize = tileHeight(nDestTile); int srcYSize = tileHeight(nSrcTile); const uint8_t *pSrc = tilePtr(nSrcTile); for (int x = 0; x < tileWidth(nSrcTile); x++) { pDest += destYSize; for (int y = 0; y < srcYSize; y++) { uint8_t val = *pSrc; if (val != TRANSPARENT_INDEX) { *pDestB = val; } pDestB++; pSrc++; } // reset pDestB pDestB = pDest; } TileFiles.InvalidateTile(nDestTile); } void EraseScreen(int nVal) { // There's no other values than 0 ever coming through here. twod->ClearScreen(); } bool GameInterface::CanSave() { return gamestate == GS_LEVEL && !bRecord && !bPlayback && !bInDemo && nTotalPlayers == 1 && nFreeze == 0; } ::GameStats GameInterface::getStats() { return { nCreaturesKilled, nCreaturesTotal, 0, 0, PlayClock / 120, 0 }; } ::GameInterface* CreateInterface() { return new GameInterface; } FSerializer& Serialize(FSerializer& arc, const char* keyname, DExhumedActor& w, DExhumedActor* def) { if (arc.BeginObject(keyname)) { arc("phase", w.nPhase) ("health", w.nHealth) ("frame", w.nFrame) ("action", w.nAction) ("target", w.pTarget) ("count", w.nCount) ("run", w.nRun) ("index", w.nIndex) ("index2", w.nIndex2) ("channel", w.nChannel) ("damage", w.nDamage) ("turn", w.nTurn) ("x", w.x) ("y", w.y) .EndObject(); } return arc; } void SerializeState(FSerializer& arc) { if (arc.BeginObject("state")) { if (arc.isReading() && (currentLevel->gameflags & LEVEL_EX_COUNTDOWN)) { InitEnergyTile(); } arc ("besttarget", bestTarget) ("creaturestotal", nCreaturesTotal) ("creatureskilled", nCreaturesKilled) ("freeze", nFreeze) ("snakecam", nSnakeCam) ("clockval", nClockVal) // kTile3603 ("redticks", nRedTicks) ("alarmticks", nAlarmTicks) ("buttoncolor", nButtonColor) ("energychan", nEnergyChan) ("countdown", lCountDown) ("energytowers", nEnergyTowers) ("totalmoves", totalmoves) ("curbodynum", nCurBodyNum) ("bodytotal", nBodyTotal) ("bsnakecam", bSnakeCam) ("slipmode", bSlipMode) ("PlayClock", PlayClock) ("spiritsprite", pSpiritSprite) .SparseArray("actors", exhumedActors, kMaxSprites, activeSprites) .EndObject(); } } END_PS_NS