//------------------------------------------------------------------------- /* 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" #define MAIN #define QUIET #include "build.h" #include "names2.h" #include "panel.h" #include "game.h" #include "interpso.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 "automap.h" #include "statusbar.h" #include "texturemanager.h" #include "st_start.h" #include "i_interface.h" #include "mytypes.h" #include "menus.h" #include "gamecontrol.h" #include "misc.h" #include "misc.h" #include "break.h" #include "light.h" #include "misc.h" #include "jsector.h" #include "gameconfigfile.h" #include "printf.h" #include "m_argv.h" #include "debugbreak.h" #include "razemenu.h" #include "raze_music.h" #include "statistics.h" #include "gstrings.h" #include "mapinfo.h" #include "v_video.h" #include "raze_sound.h" #include "secrets.h" #include "screenjob_.h" #include "inputstate.h" #include "gamestate.h" #include "d_net.h" #include "v_draw.h" #include "interpolate.h" //#include "crc32.h" CVAR(Bool, sw_ninjahack, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_SERVERINFO); CVAR(Bool, sw_darts, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR(Bool, sw_bunnyrockets, false, CVAR_SERVERINFO | CVAR_CHEAT); // This is a cheat, so don't save. BEGIN_SW_NS void pClearSpriteList(PLAYERp pp); extern int sw_snd_scratch; int GameVersion = 20; bool NoMeters = false; int FinishAnim = 0; bool ReloadPrompt = false; bool NewGame = false; //Miscellaneous variables bool FinishedLevel = false; short screenpeek = 0; int GodMode = false; short Skill = 2; int TotalKillable; const GAME_SET gs_defaults = { // Network game settings 0, // GameType 0, // Monsters false, // HurtTeammate true, // SpawnMarkers Markers false, // TeamPlay 0, // Kill Limit 0, // Time Limit 0, // Color true, // nuke }; GAME_SET gs; bool PlayerTrackingMode = false; bool SlowMode = false; bool DebugOperate = false; void LoadingLevelScreen(void); uint8_t FakeMultiNumPlayers; int totalsynctics; int OrigCommPlayers=0; extern uint8_t CommPlayers; extern bool CommEnabled; bool CameraTestMode = false; char ds[645]; // debug string extern short NormalVisibility; bool CommandSetup = false; char buffer[80], ch; uint8_t DebugPrintColor = 255; FString ThemeSongs[6]; int ThemeTrack[6]; /// L O C A L P R O T O T Y P E S ///////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// #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::LoadGameTextures() { LoadKVXFromScript("swvoxfil.txt"); // Load voxels from script file } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GameInterface::app_init() { GameTicRate = TICS_PER_SEC / synctics; InitCheats(); automapping = 1; gs = gs_defaults; for (int i = 0; i < MAX_SW_PLAYERS; i++) INITLIST(&Player[i].PanelSpriteList); DebugOperate = true; enginecompatibility_mode = ENGINECOMPATIBILITY_19961112; if (SW_SHAREWARE) Printf("SHADOW WARRIOR(tm) Version 1.2 (Shareware Version)\n"); else Printf("SHADOW WARRIOR(tm) Version 1.2\n"); if (sw_snd_scratch == 0) // This is always 0 at this point - this check is only here to prevent whole program optimization from eliminating the variable. Printf("Copyright (c) 1997 3D Realms Entertainment\n"); registerosdcommands(); numplayers = 1; myconnectindex = 0; connecthead = 0; connectpoint2[0] = -1; if (SW_SHAREWARE && numplayers > 4) { I_FatalError("To play a Network game with more than 4 players you must purchase " "the full version. Read the Ordering Info screens for details."); } //Connect(); SortBreakInfo(); parallaxtype = 1; SW_InitMultiPsky(); memset(Track, 0, sizeof(Track)); memset(Player, 0, sizeof(Player)); for (int i = 0; i < MAX_SW_PLAYERS; i++) INITLIST(&Player[i].PanelSpriteList); LoadCustomInfoFromScript("engine/swcustom.txt"); // load the internal definitions. These also apply to the shareware version. if (!SW_SHAREWARE) LoadCustomInfoFromScript("swcustom.txt"); // Load user customisation information SetTileNames(); userConfig.AddDefs.reset(); InitFX(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GameInterface::DrawBackground(void) { const int TITLE_PIC = 2324; twod->ClearScreen(); DrawTexture(twod, tileGetTexture(TITLE_PIC), 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, DTA_LegacyRenderStyle, STYLE_Normal, DTA_Color, shadeToLight(20), TAG_DONE); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void InitLevelGlobals(void) { ChopTics = 0; automapMode = am_off; PlayerGravity = 24; wait_active_check_offset = 0; PlaxCeilGlobZadjust = PlaxFloorGlobZadjust = Z(500); FinishedLevel = false; AnimCnt = 0; left_foot = false; screenpeek = myconnectindex; ClearInterpolations(); gNet.TimeLimitClock = gNet.TimeLimit; for (auto& b : bosswasseen) b = false; memset(BossSpriteNum,0,sizeof(BossSpriteNum)); } //--------------------------------------------------------------------------- // // GLOBAL RESETS NOT DONE for LOAD GAME // //--------------------------------------------------------------------------- void InitLevelGlobals2(void) { InitTimingVars(); TotalKillable = 0; Bunny_Count = 0; FinishAnim = false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void InitLevel(MapRecord *maprec) { Terminate3DSounds(); // A few IMPORTANT GLOBAL RESETS InitLevelGlobals(); Mus_Stop(); if (!maprec) { I_Error("Attempt to start game without level"); return; } InitLevelGlobals2(); if (NewGame) { for (int i = 0; i < MAX_SW_PLAYERS; i++) { // don't jack with the playerreadyflag int ready_bak = Player[i].playerreadyflag; int 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)); } int16_t ang; currentLevel = maprec; engineLoadBoard(maprec->fileName, SW_SHAREWARE ? 1 : 0, &Player[0].pos, &ang, &Player[0].cursectnum); SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name); STAT_NewLevel(currentLevel->fileName); Player[0].angle.ang = buildang(ang); if (sector[0].extra != -1) { NormalVisibility = g_visibility = sector[0].extra; sector[0].extra = 0; } else NormalVisibility = g_visibility; // // Do Player stuff first // InitAllPlayers(); 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(); SectorSetup(); JS_InitMirrors(); PlaceSectorObjectsOnTracks(); PlaceActorsOnTracks(); PostSetupSectorObject(); SetupMirrorTiles(); CollectPortals(); // reset NewGame NewGame = false; setLevelStarted(maprec); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void InitRunLevel(void) { Mus_Stop(); DoTheCache(); // send packets with player info InitNetPlayerOptions(); // Initialize Game part of network code InitNetVars(); if (currentLevel) { PlaySong(currentLevel->music, currentLevel->cdSongId); } InitPrediction(&Player[myconnectindex]); InitTimingVars(); if (snd_ambience) StartAmbientSound(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void TerminateLevel(void) { videoFadePalette(0, 0, 0, 0); if (!currentLevel) return; int i, stat, pnum, ndx; // Free any track points for (ndx = 0; ndx < MAX_TRACKS; ndx++) { Track[ndx].FreeTrackPoints(); } // Clear the tracks memset(Track, 0, sizeof(Track)); StopFX(); // 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; SWStatIterator it(stat); if (auto actor = it.Next()) { if (actor->hasU()) puser[pnum].CopyFromUser(actor->u()); } } // Kill User memory and delete sprites SWSpriteIterator it; while (auto actor = it.Next()) { KillActor(actor); } TRAVERSE_CONNECT(pnum) { PLAYERp pp = &Player[pnum]; // Free panel sprites for players pClearSpriteList(pp); pp->cookieTime = 0; memset(pp->cookieQuote, 0, sizeof(pp->cookieQuote)); pp->DoPlayerAction = nullptr; pp->actor = nullptr; pp->PlayerUnderActor = nullptr; memset(pp->HasKey, 0, sizeof(pp->HasKey)); //pp->WpnFlags = 0; pp->CurWpn = nullptr; memset(pp->Wpn, 0, sizeof(pp->Wpn)); memset(pp->InventoryTics, 0, sizeof(pp->InventoryTics)); pp->KillerActor = nullptr;; INITLIST(&pp->PanelSpriteList); } } static bool DidOrderSound; static int zero = 0; static void PlayOrderSound() { if (!DidOrderSound) { DidOrderSound = true; int choose_snd = STD_RANDOM_RANGE(1000); if (choose_snd > 500) PlaySound(DIGI_WANGORDER1, v3df_dontpan, CHAN_BODY, CHANF_UI); else PlaySound(DIGI_WANGORDER2, v3df_dontpan, CHAN_BODY, CHANF_UI); } } void GameInterface::LevelCompleted(MapRecord* map, int skill) { //ResetPalette(mpp); COVER_SetReverb(0); // Reset reverb Player[myconnectindex].Reverb = 0; StopSound(); STAT_Update(map == nullptr); SummaryInfo info{}; info.kills = Player[screenpeek].Kills; info.maxkills = TotalKillable; info.secrets = Player[screenpeek].SecretsFound; info.maxsecrets = LevelSecrets; info.time = PlayClock / 120; ShowIntermission(currentLevel, map, &info, [=](bool) { if (map == nullptr) { FinishAnim = false; PlaySong(ThemeSongs[0], ThemeTrack[0]); if (isShareware()) { PlayOrderSound(); gameaction = ga_creditsmenu; } else gameaction = ga_mainmenu; } else gameaction = ga_nextlevel; }); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GameInterface::NextLevel(MapRecord *map, int skill) { if (skill != -1) Skill = skill; ShadowWarrior::NewGame = false; InitLevel(map); InitRunLevel(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GameInterface::NewGame(MapRecord *map, int skill, bool) { if (skill != -1) Skill = skill; ShadowWarrior::NewGame = true; InitLevel(map); InitRunLevel(); gameaction = ga_level; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int GameInterface::GetCurrentSkill() { return Skill; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GameInterface::Ticker(void) { int i; TRAVERSE_CONNECT(i) { auto pp = Player + i; pp->lastinput = pp->input; pp->input = playercmds[i].ucmd; if (pp->lastinput.actions & SB_CENTERVIEW) pp->input.actions |= SB_CENTERVIEW; } domovethings(); r_NoInterpolate = paused; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GameInterface::Render() { if (paused) { smoothratio = MaxSmoothRatio; } else { smoothratio = !cl_interpolate || cl_capfps ? MaxSmoothRatio : I_GetTimeFrac() * MaxSmoothRatio; } drawtime.Reset(); drawtime.Clock(); drawscreen(Player + screenpeek, smoothratio); drawtime.Unclock(); } void GameInterface::Startup() { PlayLogos(ga_mainmenunostopsound, ga_mainmenu, false); } void GameInterface::ErrorCleanup() { // Make sure we do not leave the game in an unstable state TerminateLevel(); FinishAnim = false; } void GameInterface::ExitFromMenu() { endoomName = !isShareware() ? "swreg.bin" : "shadsw.bin"; ST_Endoom(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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) / ((65535U << 14) / range); if (value >= (uint32_t)range) value = range - 1; return value; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize) { return { 0, 48 }; } ::GameInterface* CreateInterface() { return new GameInterface; } GameStats GameInterface::getStats() { PLAYERp pp = Player + myconnectindex; return { pp->Kills, TotalKillable, pp->SecretsFound, LevelSecrets, PlayClock / 120, 0 }; } void GameInterface::FreeLevelData() { TerminateLevel(); ::GameInterface::FreeLevelData(); } int GameInterface::Voxelize(int sprnum) { return (aVoxelArray[sprnum].Voxel); } END_SW_NS