//------------------------------------------------------------------------- /* 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 TObjPtr bestTarget; IMPLEMENT_CLASS(DExhumedActor, false, true) IMPLEMENT_POINTERS_START(DExhumedActor) IMPLEMENT_POINTER(pTarget) IMPLEMENT_POINTERS_END size_t MarkMove(); size_t MarkBullets(); size_t MarkInput(); size_t MarkItems(); size_t MarkLighting(); size_t MarkObjects(); size_t MarkPlayers(); size_t MarkQueen(); size_t MarkRa(); size_t MarkSnake(); size_t MarkRunlist(); static void markgcroots() { MarkBullets(); MarkInput(); MarkItems(); MarkLighting(); MarkObjects(); MarkPlayers(); MarkQueen(); MarkRa(); MarkSnake(); MarkRunlist(); GC::Mark(bestTarget); GC::Mark(pSpiritSprite); } 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(int nSrcTile, int nDestTile, int xPos, int yPos); // void TestSaveLoad(); void LoadStatus(); void MySetView(int x1, int y1, int x2, int y2); char sHollyStr[40]; int nFontFirstChar; int nBackgroundPic; int nShadowPic; int nCreaturesKilled = 0, nCreaturesTotal = 0; int nFreeze; int nSnakeCam = -1; int nNetPlayerCount = 0; int nClockVal; int nRedTicks; int nAlarmTicks; int nButtonColor; int nEnergyChan; int lCountDown = 0; int nEnergyTowers = 0; int nCfgNetPlayers = 0; int lLocalCodes = 0; bool bCoordinates = false; int nNetTime = -1; int flash; int totalmoves; int nCurBodyNum = 0; int nBodyTotal = 0; int nTotalPlayers = 1; // TODO: Rename this (or make it static) so it doesn't conflict with library function bool bSnakeCam = false; bool bRecord = false; bool bPlayback = false; bool bInDemo = false; bool bSlipMode = false; bool bDoFlashes = true; 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) { PlayFXAtXYZ(StaticSound[kSoundAlarm], ac->spr.pos.X, ac->spr.pos.Y, ac->spr.pos.Z); AddFlash(ac->sector(), ac->spr.pos.X, ac->spr.pos.Y, ac->spr.pos.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->spr.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() { GC::AddMarkerFunc(markgcroots); #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; } if (actor == bestTarget) { bestTarget = nullptr; } actor->Destroy(); } void CopyTileToBitmap(int nSrcTile, int 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; } void DExhumedActor::Serialize(FSerializer& arc) { Super::Serialize(arc); arc("phase", nPhase) ("health", nHealth) ("frame", nFrame) ("action", nAction) ("target", pTarget) ("count", nCount) ("run", nRun) ("index", nIndex) ("index2", nIndex2) ("channel", nChannel) ("damage", nDamage) ("turn", nTurn) ("x", x) ("y", y); } 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) .EndObject(); } } END_PS_NS