//------------------------------------------------------------------------- /* 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 "compat.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 static MapRecord* NextMap; void uploadCinemaPalettes(); int32_t registerosdcommands(void); void InitFonts(); void InitCheats(); int EndLevel = 0; InputPacket localInput; //////// void ResetEngine() { EraseScreen(-1); resettiming(); } void InstallEngine() { 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]; short nFontFirstChar; short nBackgroundPic; short nShadowPic; short nCreaturesKilled = 0, nCreaturesTotal = 0; short nFreeze; short nSnakeCam = -1; short nLocalSpr; int nNetPlayerCount = 0; short nClockVal; short nRedTicks; short nAlarmTicks; short nButtonColor; short nEnergyChan; short bModemPlay = false; int lCountDown = 0; short nEnergyTowers = 0; short nCfgNetPlayers = 0; FILE *vcrfp = NULL; int lLocalCodes = 0; short bCoordinates = false; int nNetTime = -1; short nCodeMin = 0; short nCodeMax = 0; short nCodeIndex = 0; //short nScreenWidth = 320; //short nScreenHeight = 200; int flash; int totalmoves; short nCurBodyNum = 0; short nBodyTotal = 0; short lastfps; short nTotalPlayers = 1; // TODO: Rename this (or make it static) so it doesn't conflict with library function //short socket = 0; short nFirstPassword = 0; short nFirstPassInfo = 0; short nPasswordCount = 0; short bSnakeCam = false; short bRecord = false; short bPlayback = false; short bInDemo = false; short bSlipMode = false; short bDoFlashes = true; short 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() { int i; StatIterator it(407); while ((i = it.NextIndex()) >= 0) { PlayFX2(StaticSound[kSound74], i); } } void DoRedAlert(int nVal) { if (nVal) { nAlarmTicks = 69; nRedTicks = 30; } int i; StatIterator it(405); while ((i = it.NextIndex()) >= 0) { if (nVal) { PlayFXAtXYZ(StaticSound[kSoundAlarm], sprite[i].x, sprite[i].y, sprite[i].z, sprite[i].sectnum); AddFlash(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].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) 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(); for (int i = 0; i < MAXSPRITES; i++) { sprite[i].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 (totalvel[nLocalPlayer] == 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) SetPlayerItem(nLocalPlayer, 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) SetPlayerItem(nLocalPlayer, 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 && (!(nPlayerWeapons[nLocalPlayer] & (1 << newWeap)) || (nPlayerWeapons[nLocalPlayer] & (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 && ((!(nPlayerWeapons[nLocalPlayer] & (1 << newWeap)) || (nPlayerWeapons[nLocalPlayer] & (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].nTarget = besttarget; sPlayerInput[nLocalPlayer].nAngle = localInput.avel; sPlayerInput[nLocalPlayer].pan = localInput.horz; Ra[nLocalPlayer].nTarget = 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() { int i; //int esi = 1; //int edi = esi; #if 0 help_disabled = true; #endif InitCheats(); registerosdcommands(); if (nNetPlayerCount == -1) { nNetPlayerCount = nCfgNetPlayers - 1; nTotalPlayers += nNetPlayerCount; } // temp - moving InstallEngine(); before FadeOut as we use nextpage() in FadeOut InstallEngine(); LoadDefinitions(); InitFonts(); SetTileNames(); TileFiles.SetBackup(); InitFX(); seq_LoadSequences(); InitStatus(); for (i = 0; i < kMaxPlayers; i++) { nPlayerLives[i] = kDefaultLives; } resettiming(); GrabPalette(); enginecompatibility_mode = ENGINECOMPATIBILITY_19950829; } void mychangespritesect(int nSprite, int nSector) { changespritesect(nSprite, nSector); } void mydeletesprite(int nSprite) { if (nSprite < 0 || nSprite > kMaxSprites) { I_Error("bad sprite value %d handed to mydeletesprite", nSprite); } FVector3 pos = GetSoundPos(&sprite[nSprite].pos); soundEngine->RelinkSound(SOURCE_Actor, &sprite[nSprite], nullptr, &pos); deletesprite(nSprite); sprite[nSprite].ox = 0x80000000; if (nSprite == besttarget) { besttarget = -1; } } 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; } extern short cPupData[300]; extern uint8_t* Worktile; extern int lHeadStartClock; extern short* pPupData; void SerializeState(FSerializer& arc) { int loaded = 0; if (arc.BeginObject("state")) { if (arc.isReading() && (currentLevel->gameflags & LEVEL_EX_COUNTDOWN)) { InitEnergyTile(); } arc ("besttarget", besttarget) ("creaturestotal", nCreaturesTotal) ("creatureskilled", nCreaturesKilled) ("freeze", nFreeze) ("snakecam", nSnakeCam) ("localspr", nLocalSpr) ("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", nSpiritSprite) .EndObject(); } } END_PS_NS