raze/source/sw/src/game.cpp
pogokeen 222e593437 Change some clocks to support sub-tick precision using a new class, ClockTicks.
Using that higher precision, interpolate at a higher granularity.
Further, truncate the target interpolation time to vertical blank boundaries to avoid producing temporal artifacts.
Fix issues caused by interpolation calculations being handled differently in multiple places (and fix cases where smoothratios were being thrown away only to be redone without checking all proper conditions).
Ensure ClockTicks changes do not break other targets (EKenBuild, VoidSW), but note any interpolation there is not similarly updated.

git-svn-id: https://svn.eduke32.com/eduke32@8050 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/build.cpp
#	source/build/src/sdlayer.cpp
2019-09-20 21:09:14 +02:00

5994 lines
153 KiB
C++

//-------------------------------------------------------------------------
/*
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
*/
//-------------------------------------------------------------------------
// CTW NOTE
/*
Known remaining issues:
- Audio stuttering.
- CD Audio not looping properly (currently hard coded to restart about every 200 seconds.
- Hitting F5 to change resolution causes a crash (currently disabled).
- Multiplayer untested.
Things required to make savegames work:
- Load makesym.wpj and build it.
- In a DOS prompt, run "makesym sw.map swdata.map swcode.map"
- Copy swcode.map to swcode.sym and swdata.map to swdata.sym
*/
// CTW NOTE END
#define MAIN
#define QUIET
#include "build.h"
#include "baselayer.h"
#include "cache1d.h"
#include "osd.h"
#ifdef RENDERTYPEWIN
# include "winlayer.h"
#endif
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.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 "fx_man.h"
#include "mytypes.h"
//#include "config.h"
#include "menus.h"
#include "control.h"
#include "function.h"
#include "gamedefs.h"
#include "config.h"
#include "demo.h"
#include "cache.h"
//#include "exports.h"
#include "anim.h"
#include "colormap.h"
#include "break.h"
#include "ninja.h"
#include "light.h"
#include "track.h"
#include "jsector.h"
#include "keyboard.h"
#include "text.h"
#include "music.h"
#include "common.h"
#include "common_game.h"
#include "crc32.h"
const char* AppProperName = "VoidSW";
const char* AppTechnicalName = "voidsw";
#define SETUPFILENAME "voidsw.cfg"
char setupfilename[BMAX_PATH] = SETUPFILENAME;
#if DEBUG
#define BETA 0
#endif
#define STAT_SCREEN_PIC 5114
#define TITLE_PIC 2324
#define THREED_REALMS_PIC 2325
#define TITLE_ROT_FLAGS (ROTATE_SPRITE_CORNER|ROTATE_SPRITE_SCREEN_CLIP|ROTATE_SPRITE_NON_MASK)
#define PAL_SIZE (256*3)
char DemoName[15][16];
// Stupid WallMart version!
//#define PLOCK_VERSION TRUE
#if PLOCK_VERSION
SWBOOL Global_PLock = TRUE;
#else
SWBOOL Global_PLock = FALSE;
#endif
int GameVersion = 13; // 12 was original source release. For future releases increment by two.
char DemoText[3][64];
int DemoTextYstart = 0;
SWBOOL DoubleInitAWE32 = FALSE;
int Follow_posx=0,Follow_posy=0;
SWBOOL NoMeters = FALSE;
short IntroAnimCount = 0;
short PlayingLevel = -1;
SWBOOL GraphicsMode = FALSE;
char CacheLastLevel[32] = "";
char PlayerNameArg[32] = "";
SWBOOL CleanExit = FALSE;
SWBOOL DemoModeMenuInit = FALSE;
SWBOOL FinishAnim = 0;
SWBOOL ShortGameMode = FALSE;
SWBOOL ReloadPrompt = FALSE;
SWBOOL ReloadPromptMode = FALSE;
SWBOOL NewGame = TRUE;
SWBOOL InMenuLevel = FALSE;
SWBOOL LoadGameOutsideMoveLoop = FALSE;
SWBOOL LoadGameFromDemo = FALSE;
SWBOOL ArgCheat = FALSE;
extern SWBOOL NetBroadcastMode, NetModeOverride;
SWBOOL MultiPlayQuitFlag = FALSE;
//Miscellaneous variables
char MessageInputString[256];
char MessageOutputString[256];
SWBOOL MessageInputMode = FALSE;
SWBOOL ConInputMode = FALSE;
SWBOOL ConPanel = FALSE;
SWBOOL FinishedLevel = FALSE;
SWBOOL HelpInputMode = FALSE;
SWBOOL PanelUpdateMode = TRUE;
short HelpPage = 0;
short HelpPagePic[] = { 5115, 5116, 5117 };
SWBOOL InputMode = FALSE;
SWBOOL MessageInput = FALSE;
extern SWBOOL GamePaused;
short screenpeek = 0;
SWBOOL NoDemoStartup = FALSE;
SWBOOL FirstTimeIntoGame;
extern uint8_t RedBookSong[40];
SWBOOL BorderAdjust = TRUE;
SWBOOL LocationInfo = 0;
void drawoverheadmap(int cposx, int cposy, int czoom, short cang);
int DispFrameRate = FALSE;
int DispMono = TRUE;
int Fog = FALSE;
int FogColor;
SWBOOL PreCaching = TRUE;
int GodMode = FALSE;
SWBOOL BotMode = FALSE;
short Skill = 2;
short BetaVersion = 900;
short TotalKillable;
AUTO_NET Auto;
SWBOOL AutoNet = FALSE;
SWBOOL HasAutoColor = FALSE;
uint8_t AutoColor;
const GAME_SET gs_defaults =
{
32768, // mouse speed
128, // music vol
192, // fx vol
2, // border
0, // brightness
0, // border tile
FALSE, // mouse aiming
FALSE, // mouse look
FALSE, // mouse invert
TRUE, // bobbing
FALSE, // tilting
TRUE, // shadows
FALSE, // auto run
TRUE, // crosshair
TRUE, // auto aim
TRUE, // messages
TRUE, // fx on
TRUE, // Music on
TRUE, // talking
TRUE, // ambient
FALSE, // Flip Stereo
// Network game settings
0, // GameType
0, // Level
0, // Monsters
FALSE, // HurtTeammate
TRUE, // SpawnMarkers Markers
FALSE, // TeamPlay
0, // Kill Limit
0, // Time Limit
0, // Color
0, // Parental Lock
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", // Password
TRUE, // nuke
TRUE, // voxels
FALSE, // stats
FALSE, // mouse aiming on
FALSE, // play cd
"Track??", // waveform track name
};
GAME_SET gs;
SWBOOL PlayerTrackingMode = FALSE;
SWBOOL PauseMode = FALSE;
SWBOOL PauseKeySet = FALSE;
SWBOOL SlowMode = FALSE;
SWBOOL FrameAdvanceTics = 3;
SWBOOL ScrollMode2D = FALSE;
SWBOOL DebugSO = FALSE;
SWBOOL DebugPanel = FALSE;
SWBOOL DebugSector = FALSE;
SWBOOL DebugActor = FALSE;
SWBOOL DebugAnim = FALSE;
SWBOOL DebugOperate = FALSE;
SWBOOL DebugActorFreeze = FALSE;
void LoadingLevelScreen(char *level_name);
uint8_t FakeMultiNumPlayers;
int totalsynctics;
int turn_scale = 256;
int move_scale = 256;
short Level = 0;
SWBOOL ExitLevel = FALSE;
int16_t OrigCommPlayers=0;
extern uint8_t CommPlayers;
extern SWBOOL CommEnabled;
extern int bufferjitter;
SWBOOL CameraTestMode = FALSE;
char ds[512]; // debug string
extern short NormalVisibility;
extern int quotebot, quotebotgoal; // Multiplayer typing buffer
char recbuf[80]; // Used as a temp buffer to hold typing text
extern unsigned char palette_data[256][3]; // Global palette array
#define ACT_STATUE 0
int score;
SWBOOL QuitFlag = FALSE;
SWBOOL InGame = FALSE;
SWBOOL CommandSetup = FALSE;
char UserMapName[80]="", buffer[80], ch;
char LevelName[20];
uint8_t DebugPrintColor = 255;
int krandcount;
/// L O C A L P R O T O T Y P E S /////////////////////////////////////////////////////////
void BOT_DeleteAllBots(void);
void BotPlayerInsert(PLAYERp pp);
void SybexScreen(void);
void DosScreen(void);
void MenuLevel(void);
void StatScreen(PLAYERp mpp);
void InitRunLevel(void);
void RunLevel(void);
/////////////////////////////////////////////////////////////////////////////////////////////
static FILE *debug_fout = NULL;
void DebugWriteString(char *string)
{
#if BETA || !DEBUG
return;
#endif
if (!debug_fout)
{
if ((debug_fout = fopen("dbg.foo", "ab+")) == NULL)
return;
}
fprintf(debug_fout, "%s\n", string);
//fclose(debug_fout);
//debug_fout = NULL;
fflush(debug_fout);
}
void DebugWriteLoc(char *fname, int line)
{
#if BETA || !DEBUG
return;
#endif
if (!debug_fout)
{
if ((debug_fout = fopen("dbg.foo", "ab+")) == NULL)
return;
}
fprintf(debug_fout, "%s, %d\n", fname, line);
//fclose(debug_fout);
//debug_fout = NULL;
fflush(debug_fout);
}
void Mono_Print(char *str)
{
MONO_PRINT(str);
}
extern SWBOOL DrawScreen;
#if RANDOM_DEBUG
FILE *fout_err;
SWBOOL RandomPrint;
int krand1(char *file, unsigned line)
{
ASSERT(!DrawScreen);
if (RandomPrint && !Prediction)
{
extern uint32_t MoveThingsCount;
sprintf(ds,"mtc %d, %s, line %d, %d",MoveThingsCount,file,line,randomseed);
DebugWriteString(ds);
}
randomseed = ((randomseed * 21 + 1) & 65535);
return randomseed;
}
int krand2()
{
ASSERT(!DrawScreen);
randomseed = ((randomseed * 21 + 1) & 65535);
return randomseed;
}
#else
int krand1(void)
{
ASSERT(!DrawScreen);
krandcount++;
randomseed = ((randomseed * 21 + 1) & 65535);
return randomseed;
}
#endif
/*
void HeapCheck(char *file, int line)
{
switch( _heapchk() )
{
case _HEAPOK:
//printf( "OK - heap is good\n" );
break;
case _HEAPEMPTY:
//printf( "OK - heap is empty\n" );
break;
case _HEAPBADBEGIN:
sprintf(ds, "ERROR - heap is damaged: %s, %d", file, line);
MONO_PRINT(ds);
DebugWriteString(ds);
setvmode(0x3);
printf( "%s\n", ds);
exit(0);
break;
case _HEAPBADNODE:
sprintf(ds, "ERROR - bad node in heap: %s, %d", file, line);
MONO_PRINT(ds);
DebugWriteString(ds);
setvmode(0x3);
printf( "%s\n", ds);
exit(0);
break;
}
}
*/
#if DEBUG
SWBOOL
ValidPtr(void *ptr)
{
MEM_HDRp mhp;
uint8_t* check;
ASSERT(ptr != NULL);
mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));
if (mhp->size == 0 || mhp->checksum == 0)
{
printf("ValidPtr(): Size or Checksum == 0!\n");
return FALSE;
}
check = (uint8_t*) & mhp->size;
if (mhp->checksum == check[0] + check[1] + check[2] + check[3])
return TRUE;
printf("ValidPtr(): Checksum bad!\n");
return FALSE;
}
void
PtrCheckSum(void *ptr, unsigned int *stored, unsigned int *actual)
{
MEM_HDRp mhp;
uint8_t* check;
ASSERT(ptr != NULL);
mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));
check = (uint8_t*) & mhp->size;
*stored = mhp->checksum;
*actual = check[0] + check[1] + check[2] + check[3];
}
void *
AllocMem(int size)
{
uint8_t* bp;
MEM_HDRp mhp;
uint8_t* check;
ASSERT(size != 0);
bp = (uint8_t*) malloc(size + sizeof(MEM_HDR));
// Used for debugging, we can remove this at ship time
if (bp == NULL)
{
TerminateGame();
printf("Memory could NOT be allocated in AllocMem: size = %d\n",size);
exit(0);
}
ASSERT(bp != NULL);
mhp = (MEM_HDRp) bp;
mhp->size = size;
check = (uint8_t*) & mhp->size;
mhp->checksum = check[0] + check[1] + check[2] + check[3];
bp += sizeof(MEM_HDR);
return bp;
}
void *
ReAllocMem(void *ptr, int size)
{
uint8_t* bp;
MEM_HDRp mhp;
uint8_t* check;
ASSERT(size != 0);
ASSERT(ValidPtr(ptr));
mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));
bp = (uint8_t*) realloc(mhp, size + sizeof(MEM_HDR));
ASSERT(bp != NULL);
mhp = (MEM_HDRp) bp;
mhp->size = size;
check = (uint8_t*) & mhp->size;
mhp->checksum = check[0] + check[1] + check[2] + check[3];
bp += sizeof(MEM_HDR);
ASSERT(ValidPtr(bp));
return bp;
}
void *
CallocMem(int size, int num)
{
uint8_t* bp;
MEM_HDRp mhp;
uint8_t* check;
int num_bytes;
ASSERT(size != 0 && num != 0);
num_bytes = (size * num) + sizeof(MEM_HDR);
bp = (uint8_t*) calloc(num_bytes, 1);
// Used for debugging, we can remove this at ship time
if (bp == NULL)
{
TerminateGame();
printf("Memory could NOT be allocated in CallocMem: size = %d, num = %d\n",size,num);
exit(0);
}
ASSERT(bp != NULL);
mhp = (MEM_HDRp) bp;
mhp->size = size;
check = (uint8_t*) & mhp->size;
mhp->checksum = check[0] + check[1] + check[2] + check[3];
bp += sizeof(MEM_HDR);
return bp;
}
void
FreeMem(void *ptr)
{
MEM_HDRp mhp;
uint8_t* check;
ASSERT(ptr != NULL);
ASSERT(ValidPtr(ptr));
mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));
check = (uint8_t*)&mhp->size;
memset(mhp, 0xCC, mhp->size + sizeof(MEM_HDR));
free(mhp);
}
#else
SWBOOL
ValidPtr(void *ptr)
{
return TRUE;
}
void *
AllocMem(int size)
{
return malloc(size);
}
void *
CallocMem(int size, int num)
{
return calloc(size, num);
}
void *
ReAllocMem(void *ptr, int size)
{
return realloc(ptr, size);
}
void
FreeMem(void *ptr)
{
free(ptr);
}
#endif
int PointOnLine(int x, int y, int x1, int y1, int x2, int y2)
{
// the closer to 0 the closer to the line the point is
return ((x2 - x1) * (y - y1)) - ((y2 - y1) * (x - x1));
}
int
Distance(int x1, int y1, int x2, int y2)
{
int min;
if ((x2 = x2 - x1) < 0)
x2 = -x2;
if ((y2 = y2 - y1) < 0)
y2 = -y2;
if (x2 > y2)
min = y2;
else
min = x2;
return x2 + y2 - DIV2(min);
}
void
MapSetAll2D(uint8_t fill)
{
int i;
for (i = 0; i < (MAXWALLS >> 3); i++)
show2dwall[i] = fill;
for (i = 0; i < (MAXSPRITES >> 3); i++)
show2dsprite[i] = fill;
//for (i = 0; i < (MAXSECTORS >> 3); i++)
for (i = 0; i < MAXSECTORS; i++)
{
if (sector[i].ceilingpicnum != 342 && sector[i].floorpicnum != 342)
show2dsector[i>>3] |= (1<<(i&7));
//show2dsector[i] = fill;
}
}
void
MapSetup(void)
{
MapSetAll2D(0xFF);
}
void
setup2dscreen(void)
{
// qsetmode640350();
}
void
TerminateGame(void)
{
int i,j;
int oldtotalclock;
DemoTerm();
ErrorCorrectionQuit();
uninitmultiplayers();
if (CleanExit)
{
SybexScreen();
//TenScreen();
}
////--->>>> sound stuff was there
//uninitkeys();
KB_Shutdown();
engineUnInit();
TermSetup();
//Terminate3DSounds(); // Kill the sounds linked list
UnInitSound();
timerUninit();
if (CleanExit)
DosScreen();
uninitgroupfile();
}
void
LoadLevel(const char *filename)
{
int pos;
if (engineLoadBoard(filename, SW_SHAREWARE ? 1 : 0, (vec3_t *)&Player[0], &Player[0].pang, &Player[0].cursectnum) == -1)
{
TerminateGame();
#ifdef RENDERTYPEWIN
{
char msg[256];
Bsnprintf(msg, 256, "Level not found: %s", filename);
wm_msgbox(apptitle, msg);
}
#else
printf("Level Not Found: %s\n", filename);
#endif
exit(0);
}
}
void
LoadImages(const char *filename)
{
short ndx;
FILE *fin;
if (artLoadFiles(filename, 32*1048576) == -1)
{
TerminateGame();
#ifdef RENDERTYPEWIN
{
wm_msgbox(apptitle, "Art not found. Please check your GRP file.");
}
#else
printf("Art not found. Please check your GRP file.\n");
#endif
exit(-1);
}
}
void LoadDemoRun(void)
{
short i;
FILE *fin;
fin = fopen("demos.run","r");
if (fin)
{
memset(DemoName,'\0',sizeof(DemoName));
for (i = 0; TRUE; i++)
{
if (fscanf(fin, "%s", DemoName[i]) == EOF)
break;
}
fclose(fin);
}
memset(DemoText,'\0',sizeof(DemoText));
fin = fopen("demotxt.run","r");
if (fin)
{
fgets(ds, 6, fin);
sscanf(ds,"%d",&DemoTextYstart);
for (i = 0; TRUE; i++)
{
if (fgets(DemoText[i], SIZ(DemoText[0])-1, fin) == NULL)
break;
}
fclose(fin);
}
}
void DisplayDemoText(void)
{
short w,h;
short i;
for (i = 0; i < 3; i++)
{
MNU_MeasureString(DemoText[i], &w, &h);
PutStringTimer(Player, TEXT_TEST_COL(w), DemoTextYstart+(i*12), DemoText[i], 999);
}
}
void Set_GameMode(void)
{
extern int ScreenMode, ScreenWidth, ScreenHeight, ScreenBPP;
int result;
char ch;
//DSPRINTF(ds,"ScreenMode %d, ScreenWidth %d, ScreenHeight %d",ScreenMode, ScreenWidth, ScreenHeight);
//MONO_PRINT(ds);
result = COVERsetgamemode(ScreenMode, ScreenWidth, ScreenHeight, ScreenBPP);
if (result < 0)
{
buildprintf("Failure setting video mode %dx%dx%d %s! Attempting safer mode...",
ScreenWidth,ScreenHeight,ScreenBPP,ScreenMode ? "fullscreen" : "windowed");
ScreenMode = 0;
ScreenWidth = 640;
ScreenHeight = 480;
ScreenBPP = 8;
result = COVERsetgamemode(ScreenMode, ScreenWidth, ScreenHeight, ScreenBPP);
if (result < 0)
{
uninitmultiplayers();
//uninitkeys();
KB_Shutdown();
engineUnInit();
TermSetup();
UnInitSound();
timerUninit();
DosScreen();
uninitgroupfile();
exit(0);
}
}
}
void MultiSharewareCheck(void)
{
if (!SW_SHAREWARE) return;
if (numplayers > 4)
{
#ifdef RENDERTYPEWIN
wm_msgbox(apptitle,"To play a Network game with more than 4 players you must purchase "
"the full version. Read the Ordering Info screens for details.");
#else
printf(
"\n\nTo play a Network game with more than 4 players you must purchase the\n"
"full version. Read the Ordering Info screens for details.\n\n");
#endif
uninitmultiplayers();
//uninitkeys();
KB_Shutdown();
engineUnInit();
TermSetup();
UnInitSound();
timerUninit();
uninitgroupfile();
exit(0);
}
}
// Some mem crap for Jim
// I reserve 1 meg of heap space for our use out side the cache
int TotalMemory = 0;
int ActualHeap = 0;
void InitAutoNet(void)
{
if (!AutoNet)
return;
gs.NetGameType = Auto.Rules;
gs.NetLevel = Auto.Level;
gs.NetMonsters = Auto.Enemy;
gs.NetSpawnMarkers = Auto.Markers;
gs.NetTeamPlay = Auto.Team;
gs.NetHurtTeammate = Auto.HurtTeam;
gs.NetKillLimit = Auto.Kill;
gs.NetTimeLimit = Auto.Time;
gs.NetColor = Auto.Color;
gs.NetNuke = Auto.Nuke;
}
void AnimateCacheCursor(void)
{
#if 0
struct rccoord old_pos;
static short cursor_num = 0;
static char cache_cursor[] = {'|','/','-','\\'};
if (GraphicsMode)
return;
cursor_num++;
if (cursor_num > 3)
cursor_num = 0;
//old_pos = _gettextposition();
//_settextposition( old_pos.row, old_pos.col );
//_settextposition( 24, 25);
_settextposition(25, 0);
sprintf(ds,"Loading sound and graphics %c", cache_cursor[cursor_num]);
_outtext(ds);
//_settextposition( old_pos.row, old_pos.col );
#endif
}
void COVERsetbrightness(int bright, unsigned char *pal)
{
paletteSetColorTable(0, pal);
videoSetPalette(bright, 0, 0);
}
static int firstnet = 0; // JBF
int nextvoxid = 0; // JBF
extern int startwin_run(void);
static void SW_FatalEngineError(void)
{
wm_msgbox("Build Engine Initialisation Error",
"There was a problem initialising the Build engine: %s", engineerrstr);
exit(1);
}
void
InitGame(int32_t argc, char const * const * argv)
{
extern int MovesPerPacket;
//void *ReserveMem=NULL;
int i;
DSPRINTF(ds,"InitGame...");
MONO_PRINT(ds);
if (engineInit())
SW_FatalEngineError();
//initgroupfile(G_GrpFile()); // JBF: moving this close to start of program to detect shareware
InitSetup();
InitAutoNet();
timerInit(120);
CON_InitConsole(); // Init console command list
////DSPRINTF(ds,"%s, %d",__FILE__,__LINE__); MONO_PRINT(ds);
//InitFX();
memcpy(palette_data,palette,768);
InitPalette();
// sets numplayers, connecthead, connectpoint2, myconnectindex
if (!firstnet)
initmultiplayers(0, NULL, 0, 0, 0);
else if (initmultiplayersparms(argc - firstnet, &argv[firstnet]))
{
buildputs("Waiting for players...\n");
while (initmultiplayerscycle())
{
handleevents();
if (quitevent)
{
QuitFlag = TRUE;
return;
}
}
}
initsynccrc();
// code to duplicate packets
if (numplayers > 4 && MovesPerPacket == 1)
{
MovesPerPacket = 2;
}
MultiSharewareCheck();
if (numplayers > 1)
{
CommPlayers = numplayers;
OrigCommPlayers = CommPlayers;
CommEnabled = TRUE;
if (!BotMode)
gNet.MultiGameType = MULTI_GAME_COMMBAT;
else
gNet.MultiGameType = MULTI_GAME_AI_BOTS;
#if 0 //def NET_MODE_MASTER_SLAVE
if (!NetModeOverride)
{
if (numplayers <= 4)
NetBroadcastMode = TRUE;
else
NetBroadcastMode = FALSE;
}
#endif
}
LoadDemoRun();
// Save off total heap for later calculations
//TotalMemory = Z_AvailHeap();
//DSPRINTF(ds,"Available Heap before LoadImages = %d", TotalMemory);
//MONO_PRINT(ds);
// Reserve 1.5 megs for normal program use
// Generally, SW is consuming about a total of 11 megs including
// all the cached in graphics, etc. per level, so even on a 16 meg
// system, reserving 1.5 megs is fine.
// Note that on a 16 meg machine, Ken was leaving us about
// 24k for use outside the cache! This was causing out of mem problems
// when songs, etc., greater than the remaining heap were being loaded.
// Even if you pre-cache songs, etc. to help, reserving some heap is
// a very smart idea since the game uses malloc throughout execution.
//ReserveMem = AllocMem(1L<<20);
//if(ReserveMem == 0) MONO_PRINT("Could not allocate 1.5 meg reserve!");
// LoadImages will now proceed to steal all the remaining heap space
//_outtext("\n\n\n\n\n\n\n\n");
//AnimateCacheCursor();
buildputs("Loading sound and graphics...\n");
LoadImages("tiles%03d.art");
// Now free it up for later use
/*
if(ReserveMem)
{
// Recalc TotalMemory for later reference
ActualHeap = Z_AvailHeap() + 1536000L;
FreeMem(ReserveMem);
}
*/
Connect();
SortBreakInfo();
parallaxtype = 1;
SW_InitMultiPsky();
memset(Track, 0, sizeof(Track));
memset(Player, 0, sizeof(Player));
for (i = 0; i < MAX_SW_PLAYERS; i++)
INITLIST(&Player[i].PanelSpriteList);
LoadKVXFromScript("swvoxfil.txt"); // Load voxels from script file
LoadPLockFromScript("swplock.txt"); // Get Parental Lock setup info
if (!SW_SHAREWARE)
LoadCustomInfoFromScript("swcustom.txt"); // Load user customisation information
if (!loaddefinitionsfile(G_DefFile())) buildputs("Definitions file loaded.\n");
for (char * m : g_defModules)
free(m);
g_defModules.clear();
if (enginePostInit())
SW_FatalEngineError();
DemoModeMenuInit = TRUE;
// precache as much stuff as you can
if (UserMapName[0] == '\0')
{
AnimateCacheCursor();
LoadLevel("$dozer.map");
AnimateCacheCursor();
SetupPreCache();
DoTheCache();
}
else
{
AnimateCacheCursor();
LoadLevel(UserMapName);
AnimateCacheCursor();
SetupPreCache();
DoTheCache();
}
Set_GameMode();
GraphicsMode = TRUE;
SetupAspectRatio();
COVERsetbrightness(gs.Brightness,&palette_data[0][0]);
InitFX(); // JBF: do it down here so we get a hold of the window handle
InitMusic();
}
/*
Directory of C:\DEV\SW\MIDI
EXECUT11 MID
HROSHMA6 MID
HOSHIA02 MID
INTRO131 MID
KOTEC2 MID
KOTOKI12 MID
NIPPON34 MID
NOKI41 MID
SANAI MID
SIANRA23 MID
TKYO2007 MID
TYTAIK16 MID
YOKOHA03 MID
*/
char LevelSong[16];
short SongLevelNum;
//#ifndef SW_SHAREWARE
LEVEL_INFO LevelInfo[MAX_LEVELS_REG+2] =
{
{"title.map", "theme.mid", " ", " ", " " },
{"$bullet.map", "e1l01.mid", "Seppuku Station", "0 : 55", "5 : 00" },
{"$dozer.map", "e1l03.mid", "Zilla Construction", "4 : 59", "8 : 00" },
{"$shrine.map", "e1l02.mid", "Master Leep's Temple", "3 : 16", "10 : 00" },
{"$woods.map", "e1l04.mid", "Dark Woods of the Serpent", "7 : 06", "16 : 00" },
{"$whirl.map", "yokoha03.mid", "Rising Son", "5 : 30", "10 : 00" },
{"$tank.map", "nippon34.mid", "Killing Fields", "1 : 46", "4 : 00" },
{"$boat.map", "execut11.mid", "Hara-Kiri Harbor", "1 : 56", "4 : 00" },
{"$garden.map", "execut11.mid", "Zilla's Villa", "1 : 06", "2 : 00" },
{"$outpost.map", "sanai.mid", "Monastery", "1 : 23", "3 : 00" },
{"$hidtemp.map", "kotec2.mid", "Raider of the Lost Wang", "2 : 05", "4 : 10" },
{"$plax1.map", "kotec2.mid", "Sumo Sky Palace", "6 : 32", "12 : 00" },
{"$bath.map", "yokoha03.mid", "Bath House", "10 : 00", "10 : 00" },
{"$airport.map", "nippon34.mid", "Unfriendly Skies", "2 : 59", "6 : 00" },
{"$refiner.map", "kotoki12.mid", "Crude Oil", "2 : 40", "5 : 00" },
{"$newmine.map", "hoshia02.mid", "Coolie Mines", "2 : 48", "6 : 00" },
{"$subbase.map", "hoshia02.mid", "Subpen 7", "2 : 02", "4 : 00" },
{"$rock.map", "kotoki12.mid", "The Great Escape", "3 : 18", "6 : 00" },
{"$yamato.map", "sanai.mid", "Floating Fortress", "11 : 38", "20 : 00" },
{"$seabase.map", "kotec2.mid", "Water Torture", "5 : 07", "10 : 00" },
{"$volcano.map", "kotec2.mid", "Stone Rain", "9 : 15", "20 : 00" },
{"$shore.map", "kotec2.mid", "Shanghai Shipwreck", "3 : 58", "8 : 00" },
{"$auto.map", "kotec2.mid", "Auto Maul", "4 : 07", "8 : 00" },
{"tank.map", "kotec2.mid", "Heavy Metal (DM only)", "10 : 00", "10 : 00" },
{"$dmwoods.map", "kotec2.mid", "Ripper Valley (DM only)", "10 : 00", "10 : 00" },
{"$dmshrin.map", "kotec2.mid", "House of Wang (DM only)", "10 : 00", "10 : 00" },
{"$rush.map", "kotec2.mid", "Lo Wang Rally (DM only)", "10 : 00", "10 : 00" },
{"shotgun.map", "kotec2.mid", "Ruins of the Ronin (CTF)", "10 : 00", "10 : 00" },
{"$dmdrop.map", "kotec2.mid", "Killing Fields (CTF)", "10 : 00", "10 : 00" },
{NULL, NULL, NULL, NULL, NULL}
};
/*#else
LEVEL_INFO LevelInfo[MAX_LEVELS+2] = // Shareware
{
{"title.map", "theme.mid", " ", " ", " " },
{"$bullet.map", "e1l01.mid", "Seppuku Station", "0 : 55", "5 : 00" },
{"$dozer.map", "e1l03.mid", "Zilla Construction", "4 : 59", "8 : 00" },
{"$shrine.map", "e1l02.mid", "Master Leep's Temple", "3 : 16", "10 : 00" },
{"$woods.map", "e1l04.mid", "Dark Woods of the Serpent", "7 : 06", "16 : 00" },
{NULL, NULL, NULL, NULL, NULL}
};
#endif*/
char EpisodeNames[2][MAX_EPISODE_NAME_LEN+2] =
{
"^Enter the Wang",
"^Code of Honor"
};
char EpisodeSubtitles[2][MAX_EPISODE_SUBTITLE_LEN+1] =
{
"Four levels (Shareware Version)",
"Eighteen levels (Full Version Only)"
};
char SkillNames[4][MAX_SKILL_NAME_LEN+2] =
{
"^Tiny grasshopper",
"^I Have No Fear",
"^Who Wants Wang",
"^No Pain, No Gain"
};
void InitNewGame(void)
{
int i, ready_bak;
int ver_bak;
//waitforeverybody(); // since ready flag resets after this point, need to carefully sync
for (i = 0; i < MAX_SW_PLAYERS; i++)
{
// don't jack with the playerreadyflag
ready_bak = Player[i].playerreadyflag;
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));
}
void FindLevelInfo(char *map_name, short *level)
{
char *ptr;
char buff[16];
short i,j;
for (j = 1; j <= MAX_LEVELS; j++)
{
if (LevelInfo[j].LevelName)
{
if (Bstrcasecmp(map_name, LevelInfo[j].LevelName) == 0)
{
*level = j;
return;
}
}
}
*level = 0;
return;
}
int ChopTics;
void InitLevelGlobals(void)
{
extern char PlayerGravity;
extern short wait_active_check_offset;
//extern short Zombies;
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
extern SWBOOL left_foot;
extern SWBOOL serpwasseen;
extern SWBOOL sumowasseen;
extern SWBOOL zillawasseen;
extern short BossSpriteNum[3];
// A few IMPORTANT GLOBAL RESETS
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1
MapSetup();
//Zombies = 0;
ChopTics = 0;
dimensionmode = 3;
zoom = 768;
PlayerGravity = 24;
wait_active_check_offset = 0;
PlaxCeilGlobZadjust = PlaxFloorGlobZadjust = Z(500);
FinishedLevel = FALSE;
AnimCnt = 0;
left_foot = FALSE;
screenpeek = myconnectindex;
gNet.TimeLimitClock = gNet.TimeLimit;
serpwasseen = FALSE;
sumowasseen = FALSE;
zillawasseen = FALSE;
memset(BossSpriteNum,-1,sizeof(BossSpriteNum));
}
void InitLevelGlobals2(void)
{
extern short Bunny_Count;
// GLOBAL RESETS NOT DONE for LOAD GAME
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
InitTimingVars();
TotalKillable = 0;
Bunny_Count = 0;
}
void
InitLevel(void)
{
static int DemoNumber = 0;
MONO_PRINT("InitLevel");
Terminate3DSounds();
// A few IMPORTANT GLOBAL RESETS
InitLevelGlobals();
MONO_PRINT("InitLevelGlobals");
if (!DemoMode)
StopSong();
if (LoadGameOutsideMoveLoop)
{
MONO_PRINT("Returning from InitLevel");
return;
}
InitLevelGlobals2();
MONO_PRINT("InitLevelGlobals2");
if (DemoMode)
{
Level = 0;
NewGame = TRUE;
DemoInitOnce = FALSE;
strcpy(DemoFileName, DemoName[DemoNumber]);
DemoNumber++;
if (!DemoName[DemoNumber][0])
DemoNumber = 0;
// read header and such
DemoPlaySetup();
strcpy(LevelName, DemoLevelName);
FindLevelInfo(LevelName, &Level);
if (Level > 0)
{
strcpy(LevelSong, LevelInfo[Level].SongName);
strcpy(LevelName, LevelInfo[Level].LevelName);
UserMapName[0] = '\0';
}
else
{
strcpy(UserMapName, DemoLevelName);
Level = 0;
}
}
else
{
if (Level < 0)
Level = 0;
if (Level > MAX_LEVELS)
Level = 1;
// extra code in case something is resetting these values
if (NewGame)
{
//Level = 1;
//DemoPlaying = FALSE;
DemoMode = FALSE;
//DemoRecording = FALSE;
//DemoEdit = FALSE;
}
if (UserMapName[0])
{
strcpy(LevelName, UserMapName);
Level = 0;
FindLevelInfo(UserMapName, &Level);
if (Level > 0)
{
// user map is part of game - treat it as such
strcpy(LevelSong, LevelInfo[Level].SongName);
strcpy(LevelName, LevelInfo[Level].LevelName);
UserMapName[0] = '\0';
}
}
else
{
strcpy(LevelName, LevelInfo[Level].LevelName);
strcpy(LevelSong, LevelInfo[Level].SongName);
}
}
PlayingLevel = Level;
if (NewGame)
InitNewGame();
LoadingLevelScreen(LevelName);
MONO_PRINT("LoadintLevelScreen");
if (!DemoMode && !DemoInitOnce)
DemoPlaySetup();
LoadLevel(LevelName);
if (Bstrcasecmp(CacheLastLevel, LevelName) != 0)
// clears gotpic and does some bit setting
SetupPreCache();
else
memset(gotpic,0,sizeof(gotpic));
if (sector[0].extra != -1)
{
NormalVisibility = g_visibility = sector[0].extra;
sector[0].extra = 0;
}
else
NormalVisibility = g_visibility;
//
// Do Player stuff first
//
InitAllPlayers();
#if DEBUG
// fake Multi-player game setup
if (FakeMultiNumPlayers && !BotMode)
{
uint8_t i;
// insert all needed players except the first one - its already tere
for (i = 0; i < FakeMultiNumPlayers - 1; i++)
{
ManualPlayerInsert(Player);
// reset control back to 1st player
myconnectindex = 0;
screenpeek = 0;
}
}
#endif
// Put in the BOTS if called for
if (FakeMultiNumPlayers && BotMode)
{
uint8_t i;
// insert all needed players except the first one - its already tere
for (i = 0; i < FakeMultiNumPlayers; i++)
{
BotPlayerInsert(Player);
// reset control back to 1st player
myconnectindex = 0;
screenpeek = 0;
}
}
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();
MapSetup();
SectorSetup();
JS_InitMirrors();
JS_InitLockouts(); // Setup the lockout linked lists
JS_ToggleLockouts(); // Init lockouts on/off
PlaceSectorObjectsOnTracks();
PlaceActorsOnTracks();
PostSetupSectorObject();
SetupMirrorTiles();
initlava();
SongLevelNum = Level;
if (DemoMode)
{
DisplayDemoText();
}
if (ArgCheat)
{
SWBOOL bak = gs.Messages;
gs.Messages = FALSE;
EveryCheatToggle(&Player[0],NULL);
gs.Messages = bak;
GodMode = TRUE;
}
// reset NewGame
NewGame = FALSE;
DSPRINTF(ds,"End of InitLevel...");
MONO_PRINT(ds);
#if 0
#if DEBUG
if (!cansee(43594, -92986, 0x3fffffff, 290,
43180, -91707, 0x3fffffff, 290))
{
DSPRINTF(ds,"cansee failed");
MONO_PRINT(ds);
}
#endif
#endif
}
void
TerminateLevel(void)
{
void pClearSpriteList(PLAYERp pp);
int i, nexti, stat, pnum, ndx;
SECT_USERp *sectu;
//HEAP_CHECK();
DemoTerm();
// Free any track points
for (ndx = 0; ndx < MAX_TRACKS; ndx++)
{
if (Track[ndx].TrackPoint)
{
FreeMem(Track[ndx].TrackPoint);
// !JIM! I added null assigner
Track[ndx].TrackPoint = NULL;
}
}
// Clear the tracks
memset(Track, 0, sizeof(Track));
StopSound();
Terminate3DSounds(); // Kill the 3d sounds linked list
//ClearSoundLocks();
// 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;
TRAVERSE_SPRITE_STAT(headspritestat[stat], i, nexti)
{
if (User[i])
memcpy(&puser[pnum], User[i], sizeof(USER));
}
}
// Kill User memory and delete sprites
// for (stat = 0; stat < STAT_ALL; stat++)
for (stat = 0; stat < MAXSTATUS; stat++)
{
TRAVERSE_SPRITE_STAT(headspritestat[stat], i, nexti)
{
KillSprite(i);
}
}
// Free SectUser memory
for (sectu = &SectUser[0];
sectu < &SectUser[MAXSECTORS];
sectu++)
{
if (*sectu)
{
////DSPRINTF(ds,"Sect User Free %d",sectu-SectUser);
//MONO_PRINT(ds);
FreeMem(*sectu);
*sectu = NULL;
}
}
//memset(&User[0], 0, sizeof(User));
memset(&SectUser[0], 0, sizeof(SectUser));
TRAVERSE_CONNECT(pnum)
{
PLAYERp pp = Player + pnum;
// Free panel sprites for players
pClearSpriteList(pp);
pp->DoPlayerAction = NULL;
pp->SpriteP = NULL;
pp->PlayerSprite = -1;
pp->UnderSpriteP = NULL;
pp->PlayerUnderSprite = -1;
memset(pp->HasKey, 0, sizeof(pp->HasKey));
//pp->WpnFlags = 0;
pp->CurWpn = NULL;
memset(pp->Wpn, 0, sizeof(pp->Wpn));
memset(pp->InventorySprite, 0, sizeof(pp->InventorySprite));
memset(pp->InventoryTics, 0, sizeof(pp->InventoryTics));
pp->Killer = -1;
INITLIST(&pp->PanelSpriteList);
}
JS_UnInitLockouts();
//HEAP_CHECK();
}
void
NewLevel(void)
{
DSPRINTF(ds,"NewLevel");
MONO_PRINT(ds);
if (DemoPlaying)
{
FX_SetVolume(0); // Shut the hell up while game is loading!
InitLevel();
InitRunLevel();
DemoInitOnce = FALSE;
if (DemoMode)
{
if (DemoModeMenuInit)
{
DemoModeMenuInit = FALSE;
KEY_PRESSED(KEYSC_ESC) = TRUE;
}
}
DemoPlayBack();
if (DemoRecording && DemoEdit)
{
RunLevel();
}
}
else
{
DSPRINTF(ds,"Calling FX_SetVolume");
MONO_PRINT(ds);
FX_SetVolume(0); // Shut the hell up while game is loading!
DSPRINTF(ds,"Calling InitLevel");
MONO_PRINT(ds);
InitLevel();
DSPRINTF(ds,"Calling RunLevel");
MONO_PRINT(ds);
RunLevel();
if (!QuitFlag)
{
// for good measure do this
ready2send = 0;
waitforeverybody();
}
StatScreen(&Player[myconnectindex]);
}
if (LoadGameFromDemo)
LoadGameFromDemo = FALSE;
else
TerminateLevel();
InGame = FALSE;
if (SW_SHAREWARE)
{
if (FinishAnim)
MenuLevel();
}
else
{
if (FinishAnim == ANIM_ZILLA || FinishAnim == ANIM_SERP)
MenuLevel();
}
FinishAnim = 0;
}
void
ResetKeys(void)
{
int i;
for (i = 0; i < MAXKEYBOARDSCAN; i++)
{
KEY_PRESSED(i) = 0;
}
}
SWBOOL
KeyPressed(void)
{
int i;
for (i = 0; i < MAXKEYBOARDSCAN; i++)
{
if (KEY_PRESSED(i))
return TRUE;
}
return FALSE;
}
uint8_t*
KeyPressedRange(uint8_t* kb, uint8_t* ke)
{
uint8_t* k;
for (k = kb; k <= ke; k++)
{
if (*k)
return k;
}
return NULL;
}
void
ResetKeyRange(uint8_t* kb, uint8_t* ke)
{
uint8_t* k;
for (k = kb; k <= ke; k++)
{
*k = 0;
}
}
void
LogoLevel(void)
{
char called;
int fin;
unsigned char backup_pal[256*3];
unsigned char pal[PAL_SIZE];
char tempbuf[256];
char *palook_bak = palookup[0];
UserInput uinfo = { FALSE, FALSE, dir_None };
int i;
DSPRINTF(ds,"LogoLevel...");
MONO_PRINT(ds);
for (i = 0; i < 256; i++)
tempbuf[i] = i;
palookup[0] = tempbuf;
DSPRINTF(ds,"Created palookup...");
MONO_PRINT(ds);
// start music at logo
strcpy(LevelSong,"theme.mid");
PlaySong(LevelSong, RedBookSong[0], TRUE, TRUE);
DSPRINTF(ds,"After music stuff...");
MONO_PRINT(ds);
//GetPaletteFromVESA(pal);
//memcpy(backup_pal, pal, PAL_SIZE);
DSPRINTF(ds,"Got Palette from VESA...");
MONO_PRINT(ds);
// PreCache Anim
LoadAnm(0);
if ((fin = kopen4load("3drealms.pal", 0)) != -1)
{
kread(fin, pal, PAL_SIZE);
kclose(fin);
paletteSetColorTable(1, pal);
videoSetPalette(gs.Brightness, 1, 2);
}
DSPRINTF(ds,"Just read in 3drealms.pal...");
MONO_PRINT(ds);
//FadeOut(0, 0);
ready2send = 0;
totalclock = 0;
ototalclock = 0;
DSPRINTF(ds,"About to display 3drealms pic...");
MONO_PRINT(ds);
videoClearViewableArea(0L);
rotatesprite(0, 0, RS_SCALE, 0, THREED_REALMS_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
//FadeIn(0, 3);
ResetKeys();
while (TRUE)
{
handleevents();
CONTROL_GetUserInput(&uinfo);
CONTROL_ClearUserInput(&uinfo);
if (quitevent) { QuitFlag = TRUE; break; }
// taken from top of faketimerhandler
// limits checks to max of 40 times a second
if (totalclock >= ototalclock + synctics)
{
ototalclock += synctics;
}
if (totalclock > 5*120 || KeyPressed() || uinfo.button0 || uinfo.button1)
{
break;
}
}
palookup[0] = palook_bak;
videoClearViewableArea(0L);
videoNextPage();
//SetPaletteToVESA(backup_pal);
paletteSetColorTable(0, &palette_data[0][0]);
videoSetPalette(gs.Brightness, 0, 2);
// put up a blank screen while loading
DSPRINTF(ds,"End of LogoLevel...");
MONO_PRINT(ds);
}
void
CreditsLevel(void)
{
char called;
int fin;
int i;
int curpic;
int handle;
uint32_t timer = 0;
int zero=0;
short save;
#define CREDITS1_PIC 5111
#define CREDITS2_PIC 5118
// put up a blank screen while loading
// get rid of all PERM sprites!
renderFlushPerms();
save = gs.BorderNum;
SetBorder(Player + myconnectindex,0);
ClearStartMost();
gs.BorderNum = save;
videoClearViewableArea(0L);
videoNextPage();
// Lo Wang feel like singing!
handle = PlaySound(DIGI_JG95012,&zero,&zero,&zero,v3df_none);
if (handle > 0)
while (FX_SoundActive(handle)) ;
// try 14 then 2 then quit
if (!PlaySong(NULL, 14, FALSE, TRUE))
{
if (!PlaySong(NULL, 2, FALSE, TRUE))
{
handle = PlaySound(DIGI_NOLIKEMUSIC,&zero,&zero,&zero,v3df_none);
if (handle > 0)
while (FX_SoundActive(handle)) handleevents();
return;
}
}
ready2send = 0;
totalclock = 0;
ototalclock = 0;
ResetKeys();
curpic = CREDITS1_PIC;
while (TRUE)
{
// taken from top of faketimerhandler
// limits checks to max of 40 times a second
if (totalclock >= ototalclock + synctics)
{
ototalclock += synctics;
timer += synctics;
}
rotatesprite(0, 0, RS_SCALE, 0, curpic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
if (timer > 8*120)
{
curpic = CREDITS2_PIC;
}
if (timer > 16*120)
{
timer = 0;
curpic = CREDITS1_PIC;
}
if (!SongIsPlaying())
break;
if (KEY_PRESSED(KEYSC_ESC))
break;
}
// put up a blank screen while loading
videoClearViewableArea(0L);
videoNextPage();
ResetKeys();
StopSong();
}
void
SybexScreen(void)
{
if (!SW_SHAREWARE) return;
if (CommEnabled)
return;
rotatesprite(0, 0, RS_SCALE, 0, 5261, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
ResetKeys();
while (!KeyPressed() && !quitevent) handleevents();
}
// CTW REMOVED
/*
void
TenScreen(void)
{
char called;
int fin;
char backup_pal[256*3];
char pal[PAL_SIZE];
char tempbuf[256];
char *palook_bak = palookup[0];
int i;
uint32_t bak;
int bakready2send;
if (CommEnabled)
return;
bak = totalclock;
flushperms();
clearview(0);
nextpage();
for (i = 0; i < 256; i++)
tempbuf[i] = i;
palookup[0] = tempbuf;
GetPaletteFromVESA(pal);
memcpy(backup_pal, pal, PAL_SIZE);
if ((fin = kopen4load("ten.pal", 0)) != -1)
{
kread(fin, pal, PAL_SIZE);
kclose(fin);
}
// palette to black
FadeOut(0, 0);
bakready2send = ready2send;
//totalclock = 0;
//ototalclock = 0;
flushperms();
// draw it
rotatesprite(0, 0, RS_SCALE, 0, TEN_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
// bring to the front - still back palette
nextpage();
// set pal
SetPaletteToVESA(pal);
//FadeIn(0, 3);
ResetKeys();
while (!KeyPressed());
palookup[0] = palook_bak;
clearview(0);
nextpage();
SetPaletteToVESA(backup_pal);
// put up a blank screen while loading
clearview(0);
nextpage();
ready2send = bakready2send;
totalclock = bak;
}
*/
// CTW REMOVED END
void
TitleLevel(void)
{
char called;
int fin;
unsigned char backup_pal[256*3];
unsigned char pal[PAL_SIZE];
char tempbuf[256];
char *palook_bak = palookup[0];
int i;
for (i = 0; i < 256; i++)
tempbuf[i] = i;
palookup[0] = tempbuf;
//GetPaletteFromVESA(pal);
//memcpy(backup_pal, pal, PAL_SIZE);
videoClearViewableArea(0L);
videoNextPage();
// if ((fin = kopen4load("title.pal", 0)) != -1)
// {
// kread(fin, pal, PAL_SIZE);
// kclose(fin);
// SetPaletteToVESA(pal);
// }
// clearview(0);
// nextpage();
//FadeOut(0, 0);
ready2send = 0;
totalclock = 0;
ototalclock = 0;
rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
//FadeIn(0, 3);
ResetKeys();
while (TRUE)
{
handleevents();
OSD_DispatchQueued();
// taken from top of faketimerhandler
// limits checks to max of 40 times a second
if (totalclock >= ototalclock + synctics)
{
//void MNU_CheckForMenusAnyKey( void );
ototalclock += synctics;
//MNU_CheckForMenusAnyKey();
}
//if (UsingMenus)
// MNU_DrawMenu();
//drawscreen as fast as you can
rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
if (totalclock > 5*120 || KeyPressed())
{
DemoMode = TRUE;
DemoPlaying = TRUE;
break;
}
}
palookup[0] = palook_bak;
// clearview(0);
// nextpage();
//SetPaletteToVESA(backup_pal);
// put up a blank screen while loading
// clearview(0);
// nextpage();
}
void DrawMenuLevelScreen(void)
{
renderFlushPerms();
videoClearViewableArea(0L);
rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 20, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
}
void DrawStatScreen(void)
{
renderFlushPerms();
videoClearViewableArea(0L);
rotatesprite(0, 0, RS_SCALE, 0, STAT_SCREEN_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
}
void DrawLoadLevelScreen(void)
{
renderFlushPerms();
videoClearViewableArea(0L);
rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 20, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
}
short PlayerQuitMenuLevel = -1;
void
IntroAnimLevel(void)
{
DSPRINTF(ds,"IntroAnimLevel");
MONO_PRINT(ds);
playanm(0);
}
void
MenuLevel(void)
{
SWBOOL MNU_StartNetGame(void);
char called;
int fin;
extern ClockTicks totalclocklock;
short w,h;
DSPRINTF(ds,"MenuLevel...");
MONO_PRINT(ds);
if (gs.MusicOn)
{
PlaySong(NULL, RedBookSong[0], TRUE, FALSE);
}
if (AutoNet)
{
DrawMenuLevelScreen();
if (CommEnabled)
{
sprintf(ds,"Lo Wang is waiting for other players...");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 170, ds, 1, 16);
sprintf(ds,"They are afraid!");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 180, ds, 1, 16);
}
videoNextPage();
waitforeverybody();
FirstTimeIntoGame = TRUE;
MNU_StartNetGame();
FirstTimeIntoGame = FALSE;
waitforeverybody();
ExitLevel = FALSE;
FinishedLevel = FALSE;
BorderAdjust = TRUE;
UsingMenus = FALSE;
InMenuLevel = FALSE;
return;
}
// do demos only if not playing multi play
if (!CommEnabled && numplayers <= 1 && !FinishAnim && !NoDemoStartup)
{
// demos exist - do demo instead
if (DemoName[0][0] != '\0')
{
DemoMode = TRUE;
DemoPlaying = TRUE;
return;
}
}
DemoMode = FALSE;
DemoPlaying = FALSE;
videoClearViewableArea(0L);
videoNextPage();
//FadeOut(0, 0);
ready2send = 0;
totalclock = 0;
ototalclock = 0;
ExitLevel = FALSE;
InMenuLevel = TRUE;
DrawMenuLevelScreen();
if (CommEnabled)
{
sprintf(ds,"Lo Wang is waiting for other players...");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 170, ds, 1, 16);
sprintf(ds,"They are afraid!");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 180, ds, 1, 16);
}
videoNextPage();
//FadeIn(0, 3);
waitforeverybody();
// don't allow BorderAdjusting in these menus
BorderAdjust = FALSE;
ResetKeys();
if (SW_SHAREWARE)
{
// go to ordering menu only if shareware
if (FinishAnim)
{
KEY_PRESSED(KEYSC_ESC) = 1;
ControlPanelType = ct_ordermenu;
FinishAnim = 0;
}
}
else
{
FinishAnim = 0;
}
while (TRUE)
{
handleevents();
OSD_DispatchQueued();
if (quitevent) QuitFlag = TRUE;
// taken from top of faketimerhandler
// limits checks to max of 40 times a second
if (totalclock >= ototalclock + synctics)
{
ototalclock += synctics;
MNU_CheckForMenusAnyKey();
if (CommEnabled)
getpackets();
}
if (CommEnabled)
{
if (MultiPlayQuitFlag)
{
short pnum;
uint8_t pbuf[1];
QuitFlag = TRUE;
pbuf[0] = PACKET_TYPE_MENU_LEVEL_QUIT;
netbroadcastpacket(pbuf, 1); // TENSW
break;
}
if (PlayerQuitMenuLevel >= 0)
{
MenuCommPlayerQuit(PlayerQuitMenuLevel);
PlayerQuitMenuLevel = -1;
}
}
if (ExitLevel)
{
// Quiting Level
ExitLevel = FALSE;
break;
}
if (QuitFlag)
{
// Quiting Game
break;
}
// force the use of menus at all time
if (!UsingMenus && !ConPanel)
{
KEY_PRESSED(KEYSC_ESC) = TRUE;
MNU_CheckForMenusAnyKey();
}
// must lock the clock for drawing so animations will happen
totalclocklock = totalclock;
//drawscreen as fast as you can
DrawMenuLevelScreen();
if (UsingMenus)
MNU_DrawMenu();
videoNextPage();
}
BorderAdjust = TRUE;
//LoadGameOutsideMoveLoop = FALSE;
KEY_PRESSED(KEYSC_ESC) = FALSE;
KB_ClearKeysDown();
//ExitMenus();
UsingMenus = FALSE;
InMenuLevel = FALSE;
videoClearViewableArea(0L);
videoNextPage();
}
void
SceneLevel(void)
{
SWBOOL dp_bak;
SWBOOL dm_bak;
FILE *fin;
#define CINEMATIC_DEMO_FILE "$scene.dmo"
// make sure it exists
if ((fin = fopen(CINEMATIC_DEMO_FILE,"rb")) == NULL)
return;
else
fclose(fin);
strcpy(DemoFileName,CINEMATIC_DEMO_FILE);
dp_bak = DemoPlaying;
dm_bak = DemoMode;
DemoMode = TRUE;
DemoPlaying = TRUE;
DemoOverride = TRUE;
InitLevel();
DemoOverride = FALSE;
ScenePlayBack();
TerminateLevel();
DemoMode = dm_bak;
DemoPlaying = dp_bak;
}
void
LoadingLevelScreen(char *level_name)
{
short w,h;
extern SWBOOL DemoMode;
extern char *MNU_LevelName[28];
DrawLoadLevelScreen();
if (DemoMode)
sprintf(ds,"DEMO");
else
sprintf(ds,"ENTERING");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 170, ds,1,16);
if (UserMapName[0])
sprintf(ds,"%s",UserMapName);
else
sprintf(ds,"%s",LevelInfo[Level].Description);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 180, ds,1,16);
videoNextPage();
}
void
gNextState(STATEp *State)
{
// Transition to the next state
*State = (*State)->NextState;
if (TEST((*State)->Tics, SF_QUICK_CALL))
{
(*(*State)->Animator)(0);
*State = (*State)->NextState;
}
}
// Generic state control
void
gStateControl(STATEp *State, int *tics)
{
*tics += synctics;
// Skip states if too much time has passed
while (*tics >= (*State)->Tics)
{
// Set Tics
*tics -= (*State)->Tics;
gNextState(State);
}
// Call the correct animator
if ((*State)->Animator)
(*(*State)->Animator)(0);
}
int BonusPunchSound(short SpriteNum)
{
PLAYERp pp = Player + myconnectindex;
PlaySound(DIGI_PLAYERYELL3, &pp->posx, &pp->posy, &pp->posz, v3df_none);
return 0;
}
int BonusKickSound(short SpriteNum)
{
PLAYERp pp = Player + myconnectindex;
PlaySound(DIGI_PLAYERYELL2, &pp->posx, &pp->posy, &pp->posz, v3df_none);
return 0;
}
int BonusGrabSound(short SpriteNum)
{
PLAYERp pp = Player + myconnectindex;
PlaySound(DIGI_BONUS_GRAB, &pp->posx, &pp->posy, &pp->posz, v3df_none);
return 0;
}
void
BonusScreen(PLAYERp pp)
{
int minutes,seconds,second_tics;
extern SWBOOL FinishedLevel;
extern int PlayClock;
extern short LevelSecrets;
extern short TotalKillable;
short w,h;
short pic,limit;
int zero=0;
int handle = 0;
short LI_Num;
#define BONUS_SCREEN_PIC 5120
#define BONUS_ANIM 5121
#define BONUS_ANIM_FRAMES (5159-5121)
#define BREAK_LIGHT_RATE 18
#define BONUS_PUNCH 5121
#define BONUS_KICK 5136
#define BONUS_GRAB 5151
#define BONUS_REST 5121
#define BONUS_TICS 8
#define BONUS_GRAB_TICS 20
#define BONUS_REST_TICS 50
static STATE s_BonusPunch[] =
{
{BONUS_PUNCH + 0, BONUS_TICS, NULL, &s_BonusPunch[1]},
{BONUS_PUNCH + 1, BONUS_TICS, NULL, &s_BonusPunch[2]},
{BONUS_PUNCH + 2, BONUS_TICS, NULL, &s_BonusPunch[3]},
{BONUS_PUNCH + 2, 0|SF_QUICK_CALL, BonusPunchSound, &s_BonusPunch[4]},
{BONUS_PUNCH + 3, BONUS_TICS, NULL, &s_BonusPunch[5]},
{BONUS_PUNCH + 4, BONUS_TICS, NULL, &s_BonusPunch[6]},
{BONUS_PUNCH + 5, BONUS_TICS, NULL, &s_BonusPunch[7]},
{BONUS_PUNCH + 6, BONUS_TICS, NULL, &s_BonusPunch[8]},
{BONUS_PUNCH + 7, BONUS_TICS, NULL, &s_BonusPunch[9]},
{BONUS_PUNCH + 8, BONUS_TICS, NULL, &s_BonusPunch[10]},
{BONUS_PUNCH + 9, BONUS_TICS, NULL, &s_BonusPunch[11]},
{BONUS_PUNCH + 10, BONUS_TICS, NULL, &s_BonusPunch[12]},
{BONUS_PUNCH + 11, BONUS_TICS, NULL, &s_BonusPunch[13]},
{BONUS_PUNCH + 12, BONUS_TICS, NULL, &s_BonusPunch[14]},
{BONUS_PUNCH + 14, 90, NULL, &s_BonusPunch[15]},
{BONUS_PUNCH + 14, BONUS_TICS, NULL, &s_BonusPunch[15]},
};
static STATE s_BonusKick[] =
{
{BONUS_KICK + 0, BONUS_TICS, NULL, &s_BonusKick[1]},
{BONUS_KICK + 1, BONUS_TICS, NULL, &s_BonusKick[2]},
{BONUS_KICK + 2, BONUS_TICS, NULL, &s_BonusKick[3]},
{BONUS_KICK + 2, 0|SF_QUICK_CALL, BonusKickSound, &s_BonusKick[4]},
{BONUS_KICK + 3, BONUS_TICS, NULL, &s_BonusKick[5]},
{BONUS_KICK + 4, BONUS_TICS, NULL, &s_BonusKick[6]},
{BONUS_KICK + 5, BONUS_TICS, NULL, &s_BonusKick[7]},
{BONUS_KICK + 6, BONUS_TICS, NULL, &s_BonusKick[8]},
{BONUS_KICK + 7, BONUS_TICS, NULL, &s_BonusKick[9]},
{BONUS_KICK + 8, BONUS_TICS, NULL, &s_BonusKick[10]},
{BONUS_KICK + 9, BONUS_TICS, NULL, &s_BonusKick[11]},
{BONUS_KICK + 10, BONUS_TICS, NULL, &s_BonusKick[12]},
{BONUS_KICK + 11, BONUS_TICS, NULL, &s_BonusKick[13]},
{BONUS_KICK + 12, BONUS_TICS, NULL, &s_BonusKick[14]},
{BONUS_KICK + 14, 90, NULL, &s_BonusKick[15]},
{BONUS_KICK + 14, BONUS_TICS, NULL, &s_BonusKick[15]},
};
static STATE s_BonusGrab[] =
{
{BONUS_GRAB + 0, BONUS_GRAB_TICS, NULL, &s_BonusGrab[1]},
{BONUS_GRAB + 1, BONUS_GRAB_TICS, NULL, &s_BonusGrab[2]},
{BONUS_GRAB + 2, BONUS_GRAB_TICS, NULL, &s_BonusGrab[3]},
{BONUS_GRAB + 2, 0|SF_QUICK_CALL, BonusGrabSound, &s_BonusGrab[4]},
{BONUS_GRAB + 3, BONUS_GRAB_TICS, NULL, &s_BonusGrab[5]},
{BONUS_GRAB + 4, BONUS_GRAB_TICS, NULL, &s_BonusGrab[6]},
{BONUS_GRAB + 5, BONUS_GRAB_TICS, NULL, &s_BonusGrab[7]},
{BONUS_GRAB + 6, BONUS_GRAB_TICS, NULL, &s_BonusGrab[8]},
{BONUS_GRAB + 7, BONUS_GRAB_TICS, NULL, &s_BonusGrab[9]},
{BONUS_GRAB + 8, BONUS_GRAB_TICS, NULL, &s_BonusGrab[10]},
{BONUS_GRAB + 9, 90, NULL, &s_BonusGrab[11]},
{BONUS_GRAB + 9, BONUS_GRAB_TICS, NULL, &s_BonusGrab[11]},
};
#if 1 // Turned off the standing animate because he looks like a FAG!
static STATE s_BonusRest[] =
{
{BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[1]},
{BONUS_REST + 1, BONUS_REST_TICS, NULL, &s_BonusRest[2]},
{BONUS_REST + 2, BONUS_REST_TICS, NULL, &s_BonusRest[3]},
{BONUS_REST + 1, BONUS_REST_TICS, NULL, &s_BonusRest[0]},
};
#else
static STATE s_BonusRest[] =
{
{BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[1]},
{BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[0]},
};
#endif
static STATEp s_BonusAnim[] =
{
s_BonusPunch,
s_BonusKick,
s_BonusGrab
};
STATEp State = s_BonusRest;
int Tics = 0;
int line = 0;
SWBOOL BonusDone;
UserInput uinfo = { FALSE, FALSE, dir_None };
if (Level < 0) Level = 0;
videoClearViewableArea(0L);
videoNextPage();
KB_ClearKeysDown();
totalclock = ototalclock = 0;
limit = synctics;
if (gs.MusicOn)
{
PlaySong(voc[DIGI_ENDLEV].name, 3, TRUE, TRUE);
}
// special case code because I don't care any more!
if (FinishAnim)
{
renderFlushPerms();
rotatesprite(0, 0, RS_SCALE, 0, 5120, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
rotatesprite(158<<16, 86<<16, RS_SCALE, 0, State->Pic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
FadeIn(0,0);
}
BonusDone = FALSE;
while (!BonusDone)
{
handleevents();
// taken from top of faketimerhandler
if (totalclock < ototalclock + limit)
{
continue;
}
ototalclock += limit;
CONTROL_GetUserInput(&uinfo);
CONTROL_ClearUserInput(&uinfo);
if (KEY_PRESSED(KEYSC_SPACE) || KEY_PRESSED(KEYSC_ENTER) || uinfo.button0 || uinfo.button1)
{
if (State >= s_BonusRest && State < &s_BonusRest[SIZ(s_BonusRest)])
{
State = s_BonusAnim[STD_RANDOM_RANGE(SIZ(s_BonusAnim))];
Tics = 0;
}
}
gStateControl(&State, &Tics);
rotatesprite(0, 0, RS_SCALE, 0, 5120, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
if (UserMapName[0])
{
sprintf(ds,"%s",UserMapName);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 20, ds,1,19);
}
else
{
if (PlayingLevel <= 1)
PlayingLevel = 1;
sprintf(ds,"%s",LevelInfo[PlayingLevel].Description);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 20, ds,1,19);
}
sprintf(ds,"Completed");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 30, ds,1,19);
rotatesprite(158<<16, 86<<16, RS_SCALE, 0, State->Pic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
#define BONUS_LINE(i) (50 + ((i)*20))
line = 0;
second_tics = (PlayClock/120);
minutes = (second_tics/60);
seconds = (second_tics%60);
sprintf(ds,"Your Time: %2d : %02d", minutes, seconds);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(60, BONUS_LINE(line), ds,1,16);
if (!UserMapName[0])
{
line++;
sprintf(ds,"3D Realms Best Time: %s", LevelInfo[PlayingLevel].BestTime);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(40, BONUS_LINE(line), ds,1,16);
line++;
sprintf(ds,"Par Time: %s", LevelInfo[PlayingLevel].ParTime);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(40, BONUS_LINE(line), ds,1,16);
}
// always read secrets and kills from the first player
line++;
sprintf(ds,"Secrets: %d / %d", Player->SecretsFound, LevelSecrets);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(60, BONUS_LINE(line), ds,1,16);
line++;
sprintf(ds,"Kills: %d / %d", Player->Kills, TotalKillable);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(60, BONUS_LINE(line), ds,1,16);
sprintf(ds,"Press SPACE to continue");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 185, ds,1,19);
videoNextPage();
ScreenCaptureKeys();
if (State == State->NextState)
BonusDone = TRUE;
}
StopSound();
Terminate3DSounds();
}
void EndGameSequence(void)
{
SWBOOL anim_ok = TRUE;
FadeOut(0, 5);
if ((gs.ParentalLock || Global_PLock) && FinishAnim == ANIM_SUMO)
anim_ok = FALSE;
if (anim_ok)
playanm(FinishAnim);
BonusScreen(Player + myconnectindex);
ExitLevel = FALSE;
QuitFlag = FALSE;
AutoNet = FALSE;
if (FinishAnim == ANIM_ZILLA)
CreditsLevel();
ExitLevel = FALSE;
QuitFlag = FALSE;
AutoNet = FALSE;
if (SW_SHAREWARE)
{
Level = 0;
}
else
{
if (Level == 4 || Level == 20)
{
Level=0;
}
else
Level++;
}
}
void
StatScreen(PLAYERp mpp)
{
int minutes,seconds,second_tics;
extern SWBOOL FinishedLevel;
extern int PlayClock;
extern short LevelSecrets;
extern short TotalKillable;
short w,h;
int zero=0;
int handle=0;
short rows,cols,i,j;
PLAYERp pp = NULL;
int x,y;
short death_total[MAX_SW_PLAYERS_REG];
short kills[MAX_SW_PLAYERS_REG];
short pal;
#define STAT_START_X 20
#define STAT_START_Y 85
#define STAT_OFF_Y 9
#define STAT_HEADER_Y 14
#define SM_SIZ(num) ((num)*4)
#define STAT_TABLE_X (STAT_START_X + SM_SIZ(15))
#define STAT_TABLE_XOFF SM_SIZ(6)
// No stats in bot games
//if (BotMode) return;
ResetPalette(mpp);
COVER_SetReverb(0); // Reset reverb
StopSound();
if (FinishAnim)
{
EndGameSequence();
return;
}
if (gNet.MultiGameType != MULTI_GAME_COMMBAT)
{
if (!FinishedLevel)
return;
BonusScreen(mpp);
return;
}
renderFlushPerms();
DrawStatScreen();
memset(death_total,0,sizeof(death_total));
memset(kills,0,sizeof(kills));
sprintf(ds,"MULTIPLAYER TOTALS");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 68, ds, 0, 0);
sprintf(ds,"PRESS SPACE BAR TO CONTINUE");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 189, ds, 0, 0);
x = STAT_START_X;
y = STAT_START_Y;
sprintf(ds," NAME 1 2 3 4 5 6 7 8 KILLS");
DisplayMiniBarSmString(mpp, x, y, 0, ds);
rows = OrigCommPlayers;
cols = OrigCommPlayers;
mpp = Player + myconnectindex;
y += STAT_HEADER_Y;
for (i = 0; i < rows; i++)
{
x = STAT_START_X;
pp = Player + i;
sprintf(ds,"%d", i+1);
DisplayMiniBarSmString(mpp, x, y, 0, ds);
sprintf(ds," %-13s", pp->PlayerName);
DisplayMiniBarSmString(mpp, x, y, User[pp->PlayerSprite]->spal, ds);
x = STAT_TABLE_X;
for (j = 0; j < cols; j++)
{
pal = 0;
death_total[j] += pp->KilledPlayer[j];
if (i == j)
{
// don't add kill for self or team player
pal = PALETTE_PLAYER0 + 4;
kills[i] -= pp->KilledPlayer[j]; // subtract self kills
}
else if (gNet.TeamPlay)
{
if (User[pp->PlayerSprite]->spal == User[Player[j].PlayerSprite]->spal)
{
// don't add kill for self or team player
pal = PALETTE_PLAYER0 + 4;
kills[i] -= pp->KilledPlayer[j]; // subtract self kills
}
else
kills[i] += pp->KilledPlayer[j]; // kills added here
}
else
{
kills[i] += pp->KilledPlayer[j]; // kills added here
}
sprintf(ds,"%d", pp->KilledPlayer[j]);
DisplayMiniBarSmString(mpp, x, y, pal, ds);
x += STAT_TABLE_XOFF;
}
y += STAT_OFF_Y;
}
// Deaths
x = STAT_START_X;
y += STAT_OFF_Y;
sprintf(ds," DEATHS");
DisplayMiniBarSmString(mpp, x, y, 0, ds);
x = STAT_TABLE_X;
for (j = 0; j < cols; j++)
{
sprintf(ds,"%d",death_total[j]);
DisplayMiniBarSmString(mpp, x, y, 0, ds);
x += STAT_TABLE_XOFF;
}
x = STAT_START_X;
y += STAT_OFF_Y;
// Kills
x = STAT_TABLE_X + SM_SIZ(50);
y = STAT_START_Y + STAT_HEADER_Y;
for (i = 0; i < rows; i++)
{
pp = Player + i;
sprintf(ds,"%d", kills[i]); //pp->Kills);
DisplayMiniBarSmString(mpp, x, y, 0, ds);
y += STAT_OFF_Y;
}
videoNextPage();
if (KeyPressed())
{
while (KeyPressed()) ;
}
KEY_PRESSED(KEYSC_SPACE) = 0;
KEY_PRESSED(KEYSC_ENTER) = 0;
if (gs.MusicOn)
{
PlaySong(voc[DIGI_ENDLEV].name, 3, TRUE, TRUE);
}
while (!KEY_PRESSED(KEYSC_SPACE) && !KEY_PRESSED(KEYSC_ENTER))
{
handleevents();
ScreenCaptureKeys();
}
StopSound();
Terminate3DSounds();
}
void
GameIntro(void)
{
DSPRINTF(ds,"GameIntro...");
MONO_PRINT(ds);
if (DemoPlaying)
return;
// this could probably be taken out and you could select skill level
// from menu to start the game
if (!CommEnabled && UserMapName[0])
return;
Level = 1;
if (!AutoNet)
{
LogoLevel();
//CreditsLevel();
//SceneLevel();
//TitleLevel();
IntroAnimLevel();
IntroAnimCount = 0;
}
MenuLevel();
}
void
Control(int32_t argc, char const * const * argv)
{
InitGame(argc, argv);
MONO_PRINT("InitGame done");
MNU_InitMenus();
InGame = TRUE;
GameIntro();
//NewGame = TRUE;
while (!QuitFlag)
{
handleevents();
OSD_DispatchQueued();
if (quitevent) QuitFlag = TRUE;
NewLevel();
}
CleanExit = TRUE;
TerminateGame();
}
void
_Assert(const char *expr, const char *strFile, unsigned uLine)
{
sprintf(ds, "Assertion failed: %s %s, line %u", expr, strFile, uLine);
MONO_PRINT(ds);
TerminateGame();
#if 1 //def RENDERTYPEWIN
wm_msgbox(apptitle, "%s", ds);
#else
printf("Assertion failed: %s\n %s, line %u\n", expr, strFile, uLine);
#endif
exit(0);
}
void
_ErrMsg(const char *strFile, unsigned uLine, const char *format, ...)
{
va_list arglist;
//DSPRINTF(ds, "Error: %s, line %u", strFile, uLine);
//MONO_PRINT(ds);
TerminateGame();
#if 1 //def RENDERTYPEWIN
{
char msg[256], *p;
Bsnprintf(msg, sizeof(msg), "Error: %s, line %u\n", strFile, uLine);
p = &msg[strlen(msg)];
va_start(arglist, format);
Bvsnprintf(msg, sizeof(msg) - (p-msg), format, arglist);
va_end(arglist);
wm_msgbox(apptitle, "%s", msg);
}
#else
printf("Error: %s, line %u\n", strFile, uLine);
va_start(arglist, format);
vprintf(format, arglist);
va_end(arglist);
#endif
exit(0);
}
void
dsprintf(char *str, char *format, ...)
{
va_list arglist;
va_start(arglist, format);
vsprintf(str, format, arglist);
va_end(arglist);
}
void
dsprintf_null(char *str, const char *format, ...)
{
va_list arglist;
}
void MoveLoop(void)
{
int pnum;
getpackets();
if (PredictionOn && CommEnabled)
{
while (predictmovefifoplc < Player[myconnectindex].movefifoend)
{
DoPrediction(ppp);
}
}
//While you have new input packets to process...
if (!CommEnabled)
bufferjitter = 0;
while (Player[myconnectindex].movefifoend - movefifoplc > bufferjitter)
{
//Make sure you have at least 1 packet from everyone else
for (pnum=connecthead; pnum>=0; pnum=connectpoint2[pnum])
{
if (movefifoplc == Player[pnum].movefifoend)
{
break;
}
}
//Pnum is >= 0 only if last loop was broken, meaning a player wasn't caught up
if (pnum >= 0)
break;
domovethings();
#if DEBUG
//if (DemoSyncRecord)
// demosync_record();
#endif
}
if (!InputMode && !PauseKeySet)
MNU_CheckForMenus();
}
void InitPlayerGameSettings(void)
{
int pnum;
// don't jack with auto aim settings if DemoMode is going
// what the hell did I do this for?????????
//if (DemoMode)
// return;
if (CommEnabled)
{
// everyone gets the same Auto Aim
TRAVERSE_CONNECT(pnum)
{
if (gNet.AutoAim)
SET(Player[pnum].Flags, PF_AUTO_AIM);
else
RESET(Player[pnum].Flags, PF_AUTO_AIM);
}
}
else
{
if (gs.AutoAim)
SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
else
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
}
// everyone had their own Auto Run
if (gs.AutoRun)
SET(Player[myconnectindex].Flags, PF_LOCK_RUN);
else
RESET(Player[myconnectindex].Flags, PF_LOCK_RUN);
if (gs.MouseAimingOn)
SET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
else
RESET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
}
void InitRunLevel(void)
{
int i;
if (DemoEdit)
return;
if (LoadGameOutsideMoveLoop)
{
int SavePlayClock;
extern int PlayClock;
LoadGameOutsideMoveLoop = FALSE;
// contains what is needed from calls below
if (gs.Ambient)
StartAmbientSound();
SetCrosshair();
PlaySong(LevelSong, -1, TRUE, TRUE);
SetRedrawScreen(Player + myconnectindex);
// crappy little hack to prevent play clock from being overwritten
// for load games
SavePlayClock = PlayClock;
InitTimingVars();
PlayClock = SavePlayClock;
MONO_PRINT("Done with InitRunLevel");
return;
}
#if 0
// ensure we are through the initialization code before sending the game
// version. Otherwise, it is possible to send this too early and have it
// blown away on the other side.
waitforeverybody();
#endif
SendVersion(GameVersion);
waitforeverybody();
StopSong();
if (Bstrcasecmp(CacheLastLevel, LevelName) != 0)
DoTheCache();
// auto aim / auto run / etc
InitPlayerGameSettings();
// send packets with player info
InitNetPlayerOptions();
// Initialize Game part of network code (When ready2send != 0)
InitNetVars();
{
int track;
if (Level == 0)
{
track = RedBookSong[4+RANDOM_RANGE(10)];
}
else
{
track = RedBookSong[Level];
}
PlaySong(LevelSong, track, TRUE, TRUE);
}
InitPrediction(&Player[myconnectindex]);
if (!DemoInitOnce)
DemoRecordSetup();
// everything has been inited at least once for RECORD
DemoInitOnce = TRUE;
//DebugWriteLoc(__FILE__, __LINE__);
waitforeverybody();
CheckVersion(GameVersion);
// IMPORTANT - MUST be right before game loop AFTER waitforeverybody
InitTimingVars();
SetRedrawScreen(Player + myconnectindex);
FX_SetVolume(gs.SoundVolume); // Turn volume back up
if (gs.Ambient)
StartAmbientSound();
}
void
RunLevel(void)
{
int i;
InitRunLevel();
FX_SetVolume(gs.SoundVolume);
SetSongVolume(gs.MusicVolume);
#if 0
waitforeverybody();
#endif
ready2send = 1;
while (TRUE)
{
handleevents();
OSD_DispatchQueued();
if (quitevent) QuitFlag = TRUE;
//MONO_PRINT("Before MoveLoop");
MoveLoop();
//MONO_PRINT("After MoveLoop");
//MONO_PRINT("Before DrawScreen");
drawscreen(Player + screenpeek);
//MONO_PRINT("After DrawScreen");
if (QuitFlag)
break;
if (ExitLevel)
{
ExitLevel = FALSE;
break;
}
}
ready2send = 0;
}
void swexit(int exitval)
{
exit(exitval);
}
void DosScreen(void)
{
#if 0
#ifdef SW_SHAREWARE
#define DOS_SCREEN_NAME "SHADSW.BIN"
#else
#define DOS_SCREEN_NAME "SWREG.BIN"
#endif
#define DOS_SCREEN_SIZE (4000-(80*2))
#define DOS_SCREEN_PTR ((void *)(0xB8000))
int fin;
int i;
char buffer[DOS_SCREEN_SIZE];
fin = kopen4load(DOS_SCREEN_NAME,0);
if (fin == -1)
return;
kread(fin, buffer, sizeof(buffer));
memcpy(DOS_SCREEN_PTR, buffer, DOS_SCREEN_SIZE);
kclose(fin);
move_cursor(23,0);
_displaycursor(_GCURSORON);
#endif
}
#if 0 //PLOCK_VERSION
void AlphaMessage(void)
{
Global_PLock = TRUE; // Set the hardwired parental lock mode!
buildputs(""
" SHADOW WARRIOR(tm) Version 1.2 \n"
"Copyright (c) 1997 3D Realms Entertainment\n"
"\n\n"
" NOTE: This version of Shadow Warrior has been modified from it's\n"
" original form. All of the violent and mature content has been\n"
" removed. To download a patch to restore this version to its\n"
" original form visit www.3drealms.com, www.gtinteractive.com, or look\n"
" inside your retail packaging for information about this version.\n\n\n"
);
}
#endif
#if 0 //UK_VERSION
void AlphaMessage(void)
{
buildputs(""
" SHADOW WARRIOR(tm) Version 1.2 (UK Version) \n"
"Copyright (c) 1997 3D Realms Entertainment\n"
"\n\n"
" NOTE: This is a modified version of Shadow Warrior created for the UK.\n"
" It has been altered from its original version to replace \"shurikens\" \n"
" with darts. We apologize for the inconvenience and hope you enjoy the\n"
" game. Visit us on the web at www.3drealms.com.\n\n\n"
);
}
#endif
#if 1 //!UK_VERSION && !PLOCK_VERSION
void AlphaMessage(void)
{
if (SW_SHAREWARE)
{
buildputs("SHADOW WARRIOR(tm) Version 1.2 (Shareware Version)\n");
}
else
{
buildputs("SHADOW WARRIOR(tm) Version 1.2\n");
}
buildputs("Copyright (c) 1997 3D Realms Entertainment\n\n\n");
}
#endif
typedef struct
{
char notshareware;
const char *arg_switch;
short arg_match_len;
const char *arg_fmt;
const char *arg_descr;
} CLI_ARG;
#if DEBUG
CLI_ARG cli_dbg_arg[] =
{
{0, "/demosyncrecord", 13, "-demosyncrecord", "Demo sync record" },
{0, "/demosynctest", 13, "-demosynctest", "Demo sync test" },
{0, "/cam", 4, "-cam", "Camera test mode" },
{0, "/debugactor", 11, "-debugactor", "No Actors" },
{0, "/debuganim", 10, "-debuganim", "No Anims" },
{0, "/debugso", 8, "-debugso", "No Sector Objects" },
{0, "/debugsector", 12, "-debugsector", "No Sector Movement" },
{0, "/debugpanel", 11, "-debugpanel", "No Panel" },
{0, "/mono", 5, "-mono", "Mono" },
};
#endif
CLI_ARG cli_arg[] =
{
{0, "/?", 2, "-?", "This help message" },
//#ifndef SW_SHAREWARE
//{"/l", 2, "-l#", "Level (1-11)" },
//{"/v", 2, "-v#", "Volume (1-3)" },
{1, "/map", 4, "-map [mapname]", "Load a map" },
{1, "/nocdaudio", 5, "-nocd<audio>", "No CD Red Book Audio" },
//#endif
{0, "/name", 5, "-name [playername]", "Player Name" },
{0, "/s", 2, "-s#", "Skill (1-4)" },
{0, "/f#", 3, "-f#", "Packet Duplication - 2, 4, 8" },
{0, "/nopredict", 7, "-nopred<ict>", "Disable Net Prediction Method" },
{0, "/level#", 5, "-level#", "Start at level# (Shareware: 1-4, full version 1-28)" },
{0, "/dr", 3, "-dr[filename.dmo]", "Demo record. NOTE: Must use -level# with this option." },
{0, "/dp", 3, "-dp[filename.dmo]", "Demo playback. NOTE: Must use -level# with this option." },
{0, "/m", 6, "-monst<ers>", "No Monsters" },
{0, "/nodemo", 6, "-nodemo", "No demos on game startup" },
{0, "/nometers", 9, "-nometers", "Don't show air or boss meter bars in game"},
{0, "/movescale #", 9, "-movescale", "Adjust movement scale: 256 = 1 unit"},
{0, "/turnscale #", 9, "-turnscale", "Adjust turning scale: 256 = 1 unit"},
{0, "/extcompat", 9, "-extcompat", "Controller compatibility mode (with Duke 3D)"},
{1, "/g#", 2, "-g[filename.grp]", "Load an extra GRP or ZIP file"},
{1, "/h#", 2, "-h[filename.def]", "Use filename.def instead of SW.DEF"},
{0, "/setup", 5, "-setup", "Displays the configuration dialogue box"},
#if DEBUG
{0, "/coop", 5, "-coop#", "Single Player Cooperative Mode" },
{0, "/commbat", 8, "-commbat#", "Single Player Commbat Mode" },
{0, "/debug", 6, "-debug", "Debug Help Options" },
#endif
#if 0 //def NET_MODE_MASTER_SLAVE
{0, "/broadcast", 6, "-broad<cast>", "Broadcast network method (default)" },
{0, "/masterslave", 7, "-master<slave>", "Master/Slave network method" },
#endif
};
#if 0
Map->User Map Name
Auto->Auto Start Game
Rules->0=WangBang 1=WangBang(No Respawn) 2=CoOperative
Level->0 to 24 (?)
Enemy->0=None 1=Easy 2=Norm 3=Hard 4=Insane
Markers->0=Off 1=On
Team->0=Off 1=On
HurtTeam->0=Off 1=On
KillLimit->0=Infinite 1=10 2=20 3=30 4=40 5=50 6=60 7=70 8=80 9=90 10=100
TimeLimit->0=Infinite 1=3 2=5 3=10 4=20 5=30 6=45 7=60
Color->0=Brown 1=Purple 2=Red 3=Yellow 4=Olive 5=Green
Nuke->0=Off 1=On
Example Command Line :
sw -map testmap.map -autonet 0,0,1,1,1,0,3,2,1,1 -f4 -name 1234567890 -net 12345678
commit -map grenade -autonet 0,0,1,1,1,0,3,2,1,1 -name frank
#endif
char isShareware = FALSE, useDarts = FALSE;
int DetectShareware(void)
{
#define DOS_SCREEN_NAME_SW "SHADSW.BIN"
#define DOS_SCREEN_NAME_REG "SWREG.BIN"
int h;
h = kopen4load(DOS_SCREEN_NAME_SW,1);
if (h >= 0)
{
isShareware = TRUE;
kclose(h);
return 0;
}
h = kopen4load(DOS_SCREEN_NAME_REG,1);
if (h >= 0)
{
isShareware = FALSE;
kclose(h);
return 0;
}
return 1; // heavens knows what this is...
}
void CommandLineHelp(char const * const * argv)
{
int i;
#ifdef RENDERTYPEWIN
char *str;
int strl;
strl = 30 + 70;
for (i=0; i < (int)SIZ(cli_arg); i++)
if (cli_arg[i].arg_fmt && (!SW_SHAREWARE || (!cli_arg[i].notshareware && SW_SHAREWARE)))
strl += strlen(cli_arg[i].arg_fmt) + 1 + strlen(cli_arg[i].arg_descr) + 1;
str = (char *)malloc(strl);
if (str)
{
strcpy(str,"Usage: sw [options]\n");
strcat(str,"options: ('/' may be used instead of '-', <> text is optional)\n\n");
for (i=0; i < (int)SIZ(cli_arg); i++)
{
if (cli_arg[i].arg_fmt && (!SW_SHAREWARE || (!cli_arg[i].notshareware && SW_SHAREWARE)))
{
strcat(str, cli_arg[i].arg_fmt);
strcat(str, "\t");
strcat(str, cli_arg[i].arg_descr);
strcat(str, "\n");
}
}
wm_msgbox("Shadow Warrior Help",str);
free(str);
}
#else
if (SW_SHAREWARE)
printf("Usage: %s [options]\n", argv[0]);
else
printf("Usage: %s [options] [map]\n", argv[0]);
printf("options: ('/' may be used instead of '-', <> text is optional)\n\n");
for (i = 0; i < (int)SIZ(cli_arg); i++)
{
if (cli_arg[i].arg_fmt && (!SW_SHAREWARE || (!cli_arg[i].notshareware && SW_SHAREWARE)))
{
printf(" %-20s %-30s\n",cli_arg[i].arg_fmt, cli_arg[i].arg_descr);
}
}
#endif
}
int32_t app_main(int32_t argc, char const * const * argv)
{
int i;
int stat, nexti;
char type;
extern int MovesPerPacket;
void DoSector(void);
void gameinput(void);
int cnt = 0;
uint32_t TotalMemory;
for (i=1; i<argc; i++)
{
if (argv[i][0] != '-'
#ifdef _WIN32
&& argv[i][0] != '/'
#endif
)
{
continue;
}
if (!Bstrcasecmp(argv[i]+1, "setup"))
{
CommandSetup = TRUE;
}
else if (!Bstrcasecmp(argv[i]+1, "?"))
{
CommandLineHelp(argv);
return 0;
}
}
#ifdef RENDERTYPEWIN
if (win_checkinstance())
{
if (!wm_ynbox("Shadow Warrior","Another Build game is currently running. "
"Do you wish to continue starting this copy?"))
return 0;
}
#endif
#if defined(PREFIX)
{
const char *prefixdir = PREFIX;
if (prefixdir && prefixdir[0])
{
addsearchpath(prefixdir);
}
}
#endif
OSD_SetLogFile(APPBASENAME ".log");
{
//char *supportdir = Bgetsupportdir(TRUE);
char *appdir = Bgetappdir();
char dirpath[BMAX_PATH+1];
// the OSX app bundle, or on Windows the directory where the EXE was launched
if (appdir)
{
addsearchpath(appdir);
free(appdir);
}
// the global support files directory
#if 0 // [JM] ifdef'd out for now. !CHECKME!
if (supportdir)
{
Bsnprintf(dirpath, sizeof(dirpath), "%s/JFShadowWarrior", supportdir);
addsearchpath(dirpath);
free(supportdir);
}
#endif
}
// default behaviour is to write to the user profile directory, but
// creating a 'user_profiles_disabled' file in the current working
// directory where the game was launched makes the installation
// "portable" by writing into the working directory
#if 0 // [JM] ifdef'd out for now. !CHECKME!
if (access("user_profiles_disabled", F_OK) == 0)
#endif
{
char cwd[BMAX_PATH+1];
if (getcwd(cwd, sizeof(cwd)))
{
addsearchpath(cwd);
}
}
#if 0 // [JM] ifdef'd out for now. !CHECKME!
else
{
char *supportdir;
char dirpath[BMAX_PATH+1];
int asperr;
if ((supportdir = Bgetsupportdir(FALSE)))
{
Bsnprintf(dirpath, sizeof(dirpath), "%s/"
#if defined(_WIN32) || defined(__APPLE__)
"JFShadowWarrior"
#else
".jfsw"
#endif
, supportdir);
asperr = addsearchpath(dirpath);
if (asperr == -2)
{
if (Bmkdir(dirpath, S_IRWXU) == 0)
{
asperr = addsearchpath(dirpath);
}
else
{
asperr = -1;
}
}
if (asperr == 0)
{
chdir(dirpath);
}
free(supportdir);
}
}
#endif
OSD_SetLogFile("sw.log");
if (g_grpNamePtr == NULL)
{
const char *cp = getenv("SWGRP");
if (cp)
{
clearGrpNamePtr();
g_grpNamePtr = dup_filename(cp);
initprintf("Using \"%s\" as main GRP file\n", g_grpNamePtr);
}
}
wm_setapptitle("Shadow Warrior");
if (enginePreInit())
{
wm_msgbox("Build Engine Initialisation Error",
"There was a problem initialising the Build engine: %s", engineerrstr);
exit(1);
}
i = CONFIG_ReadSetup();
#if defined RENDERTYPEWIN || (defined RENDERTYPESDL && (defined __APPLE__ || defined HAVE_GTK2))
if (i < 0 || ForceSetup || CommandSetup)
{
if (quitevent || !startwin_run())
{
engineUnInit();
exit(0);
}
}
#endif
initgroupfile(G_GrpFile());
if (!DetectShareware())
{
if (SW_SHAREWARE) buildputs("Detected shareware GRP\n");
else buildputs("Detected registered GRP\n");
}
if (SW_SHAREWARE)
{
wm_setapptitle("Shadow Warrior Shareware");
// Zero out the maps that aren't in shareware version
memset(&LevelInfo[MAX_LEVELS_SW+1], 0, sizeof(LEVEL_INFO)*(MAX_LEVELS_REG-MAX_LEVELS_SW));
GameVersion++;
}
else
{
wm_setapptitle("Shadow Warrior");
}
for (i = 0; i < MAX_SW_PLAYERS; i++)
INITLIST(&Player[i].PanelSpriteList);
DebugOperate = TRUE;
AlphaMessage();
buildputs("\nType 'SW -?' for command line options.\n\n");
UserMapName[0] = '\0';
//LocationInfo = TRUE;
#if 0
//#if DEBUG && SYNC_TEST
// automatically record a demo
DemoRecording = TRUE;
DemoPlaying = FALSE;
PreCaching = TRUE;
DemoRecCnt = 0;
strcpy(DemoFileName, "DMOTEST.DMO");
//DemoSyncRecord = TRUE;
#endif
#if DEBUG
{
FILE *fout;
if ((fout = fopen("dbg.foo", "wb")) != NULL)
{
fprintf(fout, "Whoo-oo-ooooo wants some wang?\n");
fclose(fout);
}
}
#endif
for (cnt = 1; cnt < argc; cnt++)
{
char const *arg = argv[cnt];
if (*arg != '/' && *arg != '-') continue;
if (firstnet > 0)
{
arg++;
switch (arg[0])
{
case 'n':
case 'N':
if (arg[1] == '0')
{
NetBroadcastMode = FALSE;
buildputs("Network mode: master/slave\n");
wm_msgbox("Multiplayer Option Error",
"This release unfortunately does not support a master-slave networking "
"mode because of certain bugs we have not been able to locate and fix "
"at this time. However, peer-to-peer networking has been found to be "
"playable, so we suggest attempting to use that for now. Details can be "
"found in the release notes. Sorry for the inconvenience.");
return 0;
}
else if (arg[1] == '1')
{
NetBroadcastMode = TRUE;
buildputs("Network mode: peer-to-peer\n");
}
break;
default:
break;
}
continue;
}
// Store arg in command line array!
CON_StoreArg(arg);
arg++;
if (Bstrncasecmp(arg, "autonet",7) == 0)
{
AutoNet = TRUE;
cnt++;
sscanf(argv[cnt],"%d,%d,%d,%d,%d,%d,%d,%d,%d,%d",&Auto.Rules,&Auto.Level,&Auto.Enemy,&Auto.Markers,
&Auto.Team,&Auto.HurtTeam,&Auto.Kill,&Auto.Time,&Auto.Color,&Auto.Nuke);
}
else if (Bstrncasecmp(arg, "turnscale",9) == 0)
{
if (cnt <= argc-2)
{
cnt++;
sscanf(argv[cnt], "%d",&turn_scale);
}
}
else if (Bstrncasecmp(arg, "movescale",9) == 0)
{
if (cnt <= argc-2)
{
cnt++;
sscanf(argv[cnt], "%d",&move_scale);
}
}
else if (Bstrncasecmp(arg, "extcompat",9) == 0)
{
move_scale *= 5;
turn_scale *= 5;
}
else if (Bstrncasecmp(arg, "setupfile",8) == 0)
{
// Passed by setup.exe
// skip setupfile name
cnt++;
}
else if (Bstrncasecmp(arg, "net",3) == 0)
{
if (cnt+1 < argc)
{
firstnet = cnt+1;
}
}
#if DEBUG
else if (Bstrncasecmp(arg, "debug",5) == 0)
{
#ifdef RENDERTYPEWIN
char *str;
int strl;
strl = 24 + 70;
for (i=0; i < (int)SIZ(cli_dbg_arg); i++)
strl += strlen(cli_dbg_arg[i].arg_fmt) + 1 + strlen(cli_dbg_arg[i].arg_descr) + 1;
str = (char *)malloc(strl);
if (str)
{
strcpy(str,
"Usage: sw [options]\n"
"options: ('/' may be used instead of '-', <> text is optional)\n\n"
);
for (i=0; i < (int)SIZ(cli_dbg_arg); i++)
{
strcat(str, cli_dbg_arg[i].arg_fmt);
strcat(str, "\t");
strcat(str, cli_dbg_arg[i].arg_descr);
strcat(str, "\n");
}
wm_msgbox("Shadow Warrior Debug Help",str);
free(str);
}
#else
printf("Usage: %s [options]\n", argv[0]);
printf("options: ('/' may be used instead of '-', <> text is optional)\n\n");
for (i = 0; i < (int)SIZ(cli_dbg_arg); i++)
{
if (cli_dbg_arg[i].arg_fmt)
{
printf(" %-20s %-30s\n",cli_dbg_arg[i].arg_fmt, cli_dbg_arg[i].arg_descr);
}
}
#endif
swexit(0);
}
#endif
else if (Bstrncasecmp(arg, "short",5) == 0)
{
ShortGameMode = TRUE;
}
else if (Bstrncasecmp(arg, "nodemo",6) == 0)
{
NoDemoStartup = TRUE;
}
else if (Bstrncasecmp(arg, "allsync",3) == 0)
{
NumSyncBytes = 8;
}
else if (Bstrncasecmp(arg, "name",4) == 0)
{
if (cnt <= argc-2)
{
strncpy(PlayerNameArg, argv[++cnt], SIZ(PlayerNameArg)-1);
PlayerNameArg[SIZ(PlayerNameArg)-1] = '\0';
}
}
else if (Bstrncasecmp(arg, "f8",2) == 0)
{
MovesPerPacket = 8;
}
else if (Bstrncasecmp(arg, "f4",2) == 0)
{
MovesPerPacket = 4;
}
else if (Bstrncasecmp(arg, "f2",2) == 0)
{
MovesPerPacket = 2;
}
else if (Bstrncasecmp(arg, "monst", 5) == 0)
{
DebugActor = TRUE;
}
else if (Bstrncasecmp(arg, "nopredict",6) == 0)
{
extern SWBOOL PredictionOn;
PredictionOn = FALSE;
}
else if (Bstrncasecmp(arg, "col", 3) == 0)
// provides a way to force the player color for joiners
// since -autonet does not seem to work for them
{
int temp;
cnt++;
sscanf(argv[cnt],"%d",&temp);
AutoColor = temp;
HasAutoColor = TRUE;
}
else if (Bstrncasecmp(arg, "level", 5) == 0)
{
if (strlen(arg) > 5)
{
strcpy(UserMapName,LevelInfo[atoi(&arg[5])].LevelName);
}
}
else if (Bstrncasecmp(arg, "s", 1) == 0)
{
if (strlen(arg) > 1)
Skill = atoi(&arg[1])-1;
Skill = max(Skill,short(0));
Skill = min(Skill,short(3));
}
else if (Bstrncasecmp(arg, "commbat", 7) == 0)
{
if (strlen(arg) > 7)
{
FakeMultiNumPlayers = atoi(&arg[7]);
gNet.MultiGameType = MULTI_GAME_COMMBAT;
}
}
else
/* bots suck, bye bye!
#ifndef SW_SHAREWARE
if (memcmp(argv[cnt], "-bots", 5) == 0)
{
if (strlen(argv[cnt]) > 5)
{
FakeMultiNumPlayers = atoi(&argv[cnt][5]);
printf("Adding %d BOT(s) to the game!\n",FakeMultiNumPlayers);
gNet.MultiGameType = MULTI_GAME_AI_BOTS;
BotMode = TRUE;
}
}
else
#endif
*/
if (Bstrncasecmp(arg, "nometers", 8) == 0)
{
NoMeters = TRUE;
}
else if (Bstrncasecmp(arg, "coop", 4) == 0)
{
if (strlen(arg) > 4)
{
FakeMultiNumPlayers = atoi(&arg[4]);
gNet.MultiGameType = MULTI_GAME_COOPERATIVE;
}
}
else if (FALSE && Bstrncasecmp(arg, "ddr", 3) == 0)
{
//NumSyncBytes = 8;
DemoRecording = TRUE;
DemoPlaying = FALSE;
DemoRecCnt = 0;
DemoDebugMode = TRUE;
if (strlen(arg) > 3)
{
strcpy(DemoFileName, &arg[2]);
if (strchr(DemoFileName, '.') == 0)
strcat(DemoFileName, ".dmo");
}
}
else if (FALSE && Bstrncasecmp(arg, "dr", 2) == 0)
{
//NumSyncBytes = 8;
DemoRecording = TRUE;
DemoPlaying = FALSE;
DemoRecCnt = 0;
if (strlen(arg) > 2)
{
strcpy(DemoFileName, &arg[2]);
if (strchr(DemoFileName, '.') == 0)
strcat(DemoFileName, ".dmo");
}
}
else if (FALSE && Bstrncasecmp(arg, "dp", 2) == 0)
{
DemoPlaying = TRUE;
DemoRecording = FALSE;
PreCaching = TRUE;
if (strlen(arg) > 2)
{
strcpy(DemoFileName, &arg[2]);
if (strchr(DemoFileName, '.') == 0)
strcat(DemoFileName, ".dmo");
}
}
#if 0 //def NET_MODE_MASTER_SLAVE
else if (Bstrncasecmp(arg, "masterslave",6) == 0)
{
NetModeOverride = TRUE;
NetBroadcastMode = FALSE;
}
else if (Bstrncasecmp(arg, "broadcast",5) == 0)
{
NetModeOverride = TRUE;
NetBroadcastMode = TRUE;
}
#endif
else if (Bstrncasecmp(arg, "cheat",5) == 0)
{
ArgCheat = TRUE;
}
else if (Bstrncasecmp(arg, "demosynctest",12) == 0)
{
NumSyncBytes = 8;
DemoSyncTest = TRUE;
DemoSyncRecord = FALSE;
}
else if (Bstrncasecmp(arg, "demosyncrecord",12) == 0)
{
NumSyncBytes = 8;
DemoSyncTest = FALSE;
DemoSyncRecord = TRUE;
}
else if (Bstrncasecmp(arg, "cam",3) == 0)
{
CameraTestMode = TRUE;
}
#if DEBUG
else if (FALSE && Bstrncasecmp(arg, "de", 2) == 0)
{
#if DEMO_FILE_TYPE == DEMO_FILE_GROUP
DemoPlaying = TRUE;
DemoRecording = FALSE;
if (strlen(arg) > 2)
{
strcpy(DemoFileName, &arg[2]);
if (strchr(DemoFileName, '.') == 0)
strcat(DemoFileName, ".dmo");
}
#else
DemoEdit = TRUE;
DemoPlaying = TRUE;
DemoRecording = FALSE;
if (strlen(arg) > 2)
{
strcpy(DemoFileName, &arg[2]);
if (strchr(DemoFileName, '.') == 0)
strcat(DemoFileName, ".dmo");
}
#endif
}
else if (Bstrncasecmp(arg, "randprint",5) == 0)
{
RandomPrint = TRUE;
}
else if (Bstrncasecmp(arg, "level", 5) == 0)
{
if (strlen(arg) > 5)
{
strcpy(UserMapName,LevelInfo[atoi(&arg[5])].LevelName);
}
}
else if (Bstrncasecmp(arg, "debugsecret", 10) == 0)
{
extern SWBOOL DebugSecret;
DebugSecret = TRUE;
}
else if (Bstrncasecmp(arg, "debugactor", 10) == 0)
{
DebugActor = TRUE;
}
else if (Bstrncasecmp(arg, "mono", 4) == 0)
{
DispMono = TRUE;
}
else if (Bstrncasecmp(arg, "debugso", 7) == 0)
{
DebugSO = TRUE;
}
else if (Bstrncasecmp(arg, "nosyncprint",10) == 0)
{
extern SWBOOL SyncPrintMode;
SyncPrintMode = FALSE;
}
else if (Bstrncasecmp(arg, "debuganim", 9) == 0)
{
DebugAnim = TRUE;
}
else if (Bstrncasecmp(arg, "debugsector", 11) == 0)
{
DebugSector = TRUE;
}
else if (Bstrncasecmp(arg, "debugpanel", 10) == 0)
{
DebugPanel = TRUE;
}
else if (FALSE && Bstrncasecmp(arg, "dt", 2) == 0)
{
if (strlen(arg) > 2)
{
strcpy(DemoTmpName, &arg[2]);
if (strchr(DemoFileName, '.') == 0)
strcat(DemoFileName, ".dmo");
}
}
else if (Bstrncasecmp(arg, "nodemo", 6) == 0)
{
DemoRecording = FALSE;
DemoPlaying = FALSE;
PreCaching = TRUE;
DemoRecCnt = 0;
DemoSyncTest = FALSE;
DemoSyncRecord = FALSE;
}
#endif
else if (Bstrncasecmp(arg, "map", 3) == 0 && !SW_SHAREWARE)
{
int fil;
strcpy(UserMapName, argv[++cnt]);
if (strchr(UserMapName, '.') == 0)
strcat(UserMapName, ".map");
if ((fil = kopen4load(UserMapName,0)) == -1)
{
#ifdef RENDERTYPEWIN
char msg[256];
Bsnprintf(msg, 256, "ERROR: Could not find user map %s!",UserMapName);
wm_msgbox(apptitle, msg);
#else
printf("ERROR: Could not find user map %s!\n\n",UserMapName);
#endif
kclose(fil);
swexit(0);
}
else
kclose(fil);
}
else if (Bstrncasecmp(arg, "g", 1) == 0 && !SW_SHAREWARE)
{
if (strlen(arg) > 1)
{
if (initgroupfile(arg+1) >= 0)
buildprintf("Added %s\n", arg+1);
}
}
else if (Bstrncasecmp(arg, "h", 1) == 0 && !SW_SHAREWARE)
{
if (strlen(arg) > 1)
G_AddDef(arg+1);
}
else if (Bstrncasecmp(arg, "mh", 1) == 0 && !SW_SHAREWARE)
{
if (strlen(arg) > 1)
G_AddDefModule(arg+1);
}
}
Control(argc, argv);
return 0;
}
void
ManualPlayerInsert(PLAYERp pp)
{
PLAYERp npp = Player + numplayers;
int i;
if (numplayers < MAX_SW_PLAYERS)
{
connectpoint2[numplayers - 1] = numplayers;
connectpoint2[numplayers] = -1;
npp->posx = pp->posx;
npp->posy = pp->posy;
npp->posz = pp->posz;
npp->pang = pp->pang;
npp->cursectnum = pp->cursectnum;
myconnectindex = numplayers;
screenpeek = numplayers;
sprintf(Player[myconnectindex].PlayerName,"PLAYER %d",myconnectindex+1);
Player[numplayers].movefifoend = Player[0].movefifoend;
// If IsAI = TRUE, new player will be a bot
Player[myconnectindex].IsAI = FALSE;
numplayers++;
}
}
void
BotPlayerInsert(PLAYERp pp)
{
PLAYERp npp = Player + numplayers;
int i;
if (numplayers < MAX_SW_PLAYERS)
{
connectpoint2[numplayers - 1] = numplayers;
connectpoint2[numplayers] = -1;
npp->posx = pp->posx;
npp->posy = pp->posy;
npp->posz = pp->posz-Z(100);
npp->pang = pp->pang;
npp->cursectnum = pp->cursectnum;
//myconnectindex = numplayers;
//screenpeek = numplayers;
sprintf(Player[numplayers].PlayerName,"BOT %d",numplayers+1);
Player[numplayers].movefifoend = Player[0].movefifoend;
// If IsAI = TRUE, new player will be a bot
Player[numplayers].IsAI = TRUE;
numplayers++;
}
// SetFragBar(pp);
}
void
ManualPlayerDelete(PLAYERp cur_pp)
{
short i, nexti;
USERp u;
short save_myconnectindex;
PLAYERp pp;
if (numplayers > 1)
{
numplayers--;
connectpoint2[numplayers - 1] = -1;
pp = Player + numplayers;
KillSprite(pp->PlayerSprite);
pp->PlayerSprite = -1;
// Make sure enemys "forget" about deleted player
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
{
u = User[i];
if (u->tgt_sp == pp->SpriteP)
u->tgt_sp = Player[0].SpriteP;
}
if (myconnectindex >= numplayers)
myconnectindex = 0;
if (screenpeek >= numplayers)
screenpeek = 0;
}
}
#if DEBUG
void
SinglePlayInput(PLAYERp pp)
{
int pnum = myconnectindex;
uint8_t* kp;
if (BUTTON(gamefunc_See_Co_Op_View) && !UsingMenus && !ConPanel && dimensionmode == 3)
{
short oldscreenpeek = screenpeek;
CONTROL_ClearButton(gamefunc_See_Co_Op_View);
screenpeek = connectpoint2[screenpeek];
if (screenpeek < 0)
screenpeek = connecthead;
if (dimensionmode == 2 || dimensionmode == 5 || dimensionmode == 6)
setup2dscreen();
if (dimensionmode != 2)
{
PLAYERp tp;
tp = Player + screenpeek;
PlayerUpdatePanelInfo(tp);
if (getrendermode() < 3)
COVERsetbrightness(gs.Brightness,(char *)palette_data);
else
setpalettefade(0,0,0,0);
memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
DoPlayerDivePalette(tp);
DoPlayerNightVisionPalette(tp);
// printf("SingPlayInput set_pal: tp->PlayerSprite = %d\n",tp->PlayerSprite);
}
}
if (!(KEY_PRESSED(KEYSC_ALT) | KEY_PRESSED(KEYSC_RALT)))
return;
if (!SW_SHAREWARE && KEY_PRESSED(KEYSC_M))
{
extern SWBOOL DebugActorFreeze;
KEY_PRESSED(KEYSC_M) = 0;
DebugActorFreeze++;
if (DebugActorFreeze > 2)
DebugActorFreeze = 0;
if (DebugActorFreeze == 2)
{
short i, nexti;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
{
SET(sprite[i].cstat, CSTAT_SPRITE_INVISIBLE);
if (TEST(sprite[i].cstat, CSTAT_SPRITE_BLOCK))
{
SET(sprite[i].extra, SPRX_BLOCK);
RESET(sprite[i].cstat, CSTAT_SPRITE_BLOCK);
}
}
}
if (DebugActorFreeze == 0)
{
short i, nexti;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
{
RESET(sprite[i].cstat, CSTAT_SPRITE_INVISIBLE);
if (TEST(sprite[i].extra, SPRX_BLOCK))
SET(sprite[i].cstat, CSTAT_SPRITE_BLOCK);
}
}
}
// Insert a player
if (KEY_PRESSED(KEYSC_INS))
// player
{
KEY_PRESSED(KEYSC_INS) = 0;
ManualPlayerInsert(pp);
// comes back looking through screenpeek
InitPlayerSprite(Player + screenpeek);
PlayerDeathReset(Player + screenpeek);
SetFragBar(pp);
}
// Delete a player
if (KEY_PRESSED(KEYSC_DEL))
{
KEY_PRESSED(KEYSC_DEL) = 0;
ManualPlayerDelete(pp);
}
// Move control to numbered player
if ((kp = KeyPressedRange(&KEY_PRESSED(KEYSC_1), &KEY_PRESSED(KEYSC_9))) && numplayers > 1)
{
short save_myconnectindex;
save_myconnectindex = myconnectindex;
myconnectindex = (intptr_t)kp - (intptr_t)(&KEY_PRESSED(KEYSC_1));
if (myconnectindex >= numplayers)
myconnectindex = save_myconnectindex;
screenpeek = myconnectindex;
DoPlayerDivePalette(pp);
// Now check for item or pain palette stuff
// This sets the palette to whatever it is of the player you
// just chose to view the game through.
// printf("SingPlayInput ALT+1-9 set_pal: pp->PlayerSprite = %d\n",pp->PlayerSprite);
COVERsetbrightness(gs.Brightness,(char *)palette_data); // JBF: figure out what's going on here
DoPlayerNightVisionPalette(pp);
ResetKeyRange(&KEY_PRESSED(KEYSC_1), &KEY_PRESSED(KEYSC_9));
}
#if 0
if (KEY_PRESSED(KEYSC_T))
{
KEY_PRESSED(KEYSC_T) = 0;
PlayerTrackingMode ^= 1;
}
#endif
if (KEY_PRESSED(KEYSC_H))
{
short pnum;
KEY_PRESSED(KEYSC_H) = 0;
TRAVERSE_CONNECT(pnum)
{
User[Player[pnum].PlayerSprite]->Health = 100;
}
}
}
void
DebugKeys(PLAYERp pp)
{
short w, h;
if (!(KEY_PRESSED(KEYSC_ALT) || KEY_PRESSED(KEYSC_RALT)))
return;
if (InputMode)
return;
if (CommEnabled)
return;
//
// visiblity adjust
//
if (KEY_PRESSED(KEYSC_L) > 0)
{
if (KEY_PRESSED(KEYSC_LSHIFT) | KEY_PRESSED(KEYSC_RSHIFT)) // SHIFT
{
g_visibility = g_visibility - (g_visibility >> 3);
if (g_visibility < 128)
g_visibility = 16348;
//if (g_visibility > 16384)
// g_visibility = 128;
}
else
{
KEY_PRESSED(KEYSC_L) = 0;
g_visibility = g_visibility - (g_visibility >> 3);
if (g_visibility > 16384)
g_visibility = 128;
}
}
//
// parallax changes
//
if (KEY_PRESSED(KEYSC_X))
{
if (KEY_PRESSED(KEYSC_LSHIFT))
{
KEY_PRESSED(KEYSC_LSHIFT) = FALSE;
KEY_PRESSED(KEYSC_X) = 0;
parallaxyoffs_override += 10;
if (parallaxyoffs_override > 100)
parallaxyoffs_override = 0;
}
else
{
KEY_PRESSED(KEYSC_X) = 0;
parallaxtype++;
if (parallaxtype > 2)
parallaxtype = 0;
}
}
}
#endif
void
ConKey(void)
{
#if DEBUG
// Console Input Panel
if (!ConPanel && dimensionmode == 3)
{
//if (KEY_PRESSED(KEYSC_TILDE) && KEY_PRESSED(KEYSC_LSHIFT))
if (KEY_PRESSED(KEYSC_TILDE))
{
KEY_PRESSED(KEYSC_TILDE) = FALSE;
//KEY_PRESSED(KEYSC_LSHIFT) = FALSE;
KB_FlushKeyboardQueue();
ConPanel = TRUE;
InputMode = TRUE;
ConInputMode = TRUE;
if (!CommEnabled)
GamePaused = TRUE;
memset(MessageInputString, '\0', sizeof(MessageInputString));
}
}
else if (ConPanel)
{
//if (KEY_PRESSED(KEYSC_TILDE) && KEY_PRESSED(KEYSC_LSHIFT))
if (KEY_PRESSED(KEYSC_TILDE))
{
KEY_PRESSED(KEYSC_TILDE) = FALSE;
//KEY_PRESSED(KEYSC_LSHIFT) = FALSE;
KB_FlushKeyboardQueue();
ConPanel = FALSE;
ConInputMode = FALSE;
InputMode = FALSE;
if (!CommEnabled)
GamePaused = FALSE;
memset(MessageInputString, '\0', sizeof(MessageInputString));
SetFragBar(Player + myconnectindex);
}
}
#endif
}
char WangBangMacro[10][64];
void
FunctionKeys(PLAYERp pp)
{
extern SWBOOL GamePaused;
extern short QuickLoadNum;
static int rts_delay = 0;
int fn_key = 0;
rts_delay++;
if (KEY_PRESSED(sc_F1)) { fn_key = 1; }
if (KEY_PRESSED(sc_F2)) { fn_key = 2; }
if (KEY_PRESSED(sc_F3)) { fn_key = 3; }
if (KEY_PRESSED(sc_F4)) { fn_key = 4; }
if (KEY_PRESSED(sc_F5)) { fn_key = 5; }
if (KEY_PRESSED(sc_F6)) { fn_key = 6; }
if (KEY_PRESSED(sc_F7)) { fn_key = 7; }
if (KEY_PRESSED(sc_F8)) { fn_key = 8; }
if (KEY_PRESSED(sc_F9)) { fn_key = 9; }
if (KEY_PRESSED(sc_F10)) { fn_key = 10; }
if (KEY_PRESSED(KEYSC_ALT) || KEY_PRESSED(KEYSC_RALT))
{
if (rts_delay > 16 && fn_key && CommEnabled && !gs.ParentalLock && !Global_PLock)
{
KEY_PRESSED(sc_F1 + fn_key - 1) = 0;
rts_delay = 0;
PlaySoundRTS(fn_key);
if (CommEnabled)
{
short pnum;
PACKET_RTS p;
p.PacketType = PACKET_TYPE_RTS;
p.RTSnum = fn_key;
netbroadcastpacket((uint8_t*)(&p), sizeof(p)); // TENSW
}
}
return;
}
if (KEY_PRESSED(KEYSC_LSHIFT) || KEY_PRESSED(KEYSC_RSHIFT))
{
if (fn_key && CommEnabled)
{
KEY_PRESSED(sc_F1 + fn_key - 1) = 0;
if (CommEnabled)
{
short pnum;
sprintf(ds,"SENT: %s",WangBangMacro[fn_key-1]);
adduserquote(ds);
TRAVERSE_CONNECT(pnum)
{
if (pnum != myconnectindex)
{
sprintf(ds,"%s: %s",pp->PlayerName, WangBangMacro[fn_key-1]);
SW_SendMessage(pnum, ds);
}
}
}
}
return;
}
if (numplayers <= 1)
{
// F2 save menu
if (KEY_PRESSED(KEYSC_F2))
{
KEY_PRESSED(KEYSC_F2) = 0;
if (!TEST(pp->Flags, PF_DEAD))
{
KEY_PRESSED(KEYSC_ESC) = 1;
ControlPanelType = ct_savemenu;
}
}
// F3 load menu
if (KEY_PRESSED(KEYSC_F3))
{
KEY_PRESSED(KEYSC_F3) = 0;
if (!TEST(pp->Flags, PF_DEAD))
{
KEY_PRESSED(KEYSC_ESC) = 1;
ControlPanelType = ct_loadmenu;
}
}
// F6 option menu
if (KEY_PRESSED(KEYSC_F6))
{
extern SWBOOL QuickSaveMode;
KEY_PRESSED(KEYSC_F6) = 0;
if (!TEST(pp->Flags, PF_DEAD))
{
KEY_PRESSED(KEYSC_ESC) = 1;
ControlPanelType = ct_savemenu;
QuickSaveMode = TRUE;
}
}
// F9 quick load
if (KEY_PRESSED(KEYSC_F9))
{
KEY_PRESSED(KEYSC_F9) = 0;
if (!TEST(pp->Flags, PF_DEAD))
{
if (QuickLoadNum < 0)
{
PutStringInfoLine(pp, "Last saved game not found.");
}
else
{
KB_ClearKeysDown();
KEY_PRESSED(KEYSC_ESC) = 1;
ControlPanelType = ct_quickloadmenu;
}
}
}
}
// F4 sound menu
if (KEY_PRESSED(KEYSC_F4))
{
KEY_PRESSED(KEYSC_F4) = 0;
KEY_PRESSED(KEYSC_ESC) = 1;
ControlPanelType = ct_soundmenu;
}
// F7 VIEW control
if (KEY_PRESSED(KEYSC_F7))
{
KEY_PRESSED(KEYSC_F7) = 0;
if (KEY_PRESSED(KEYSC_LSHIFT) || KEY_PRESSED(KEYSC_RSHIFT))
{
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
pp->view_outside_dang = NORM_ANGLE(pp->view_outside_dang + 256);
}
else
{
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
{
RESET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
}
else
{
SET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
pp->camera_dist = 0;
}
}
}
// F8 toggle messages
if (KEY_PRESSED(KEYSC_F8))
{
KEY_PRESSED(KEYSC_F8) = 0;
gs.Messages ^= 1;
if (gs.Messages)
PutStringInfoLine(pp, "Messages ON");
else
PutStringInfoLine(pp, "Messages OFF");
}
// F10 quit menu
if (KEY_PRESSED(KEYSC_F10))
{
KEY_PRESSED(KEYSC_F10) = 0;
KEY_PRESSED(KEYSC_ESC) = 1;
ControlPanelType = ct_quitmenu;
}
// F11 gamma correction
if (KEY_PRESSED(KEYSC_F11) > 0)
{
KEY_PRESSED(KEYSC_F11) = 0;
gs.Brightness++;
if (gs.Brightness >= SLDR_BRIGHTNESSMAX)
gs.Brightness = 0;
sprintf(ds,"Brightness level (%d)",gs.Brightness+1);
PutStringInfoLine(pp, ds);
if (!pp->NightVision && pp->FadeAmt <= 0)
{
COVERsetbrightness(gs.Brightness,&palette_data[0][0]);
}
//DoPlayerDivePalette(pp);
//DoPlayerNightVisionPalette(pp);
}
}
void PauseKey(PLAYERp pp)
{
extern SWBOOL GamePaused,CheatInputMode;
extern short QuickLoadNum;
extern SWBOOL enabled;
if (KEY_PRESSED(sc_Pause) && !CommEnabled && !InputMode && !UsingMenus && !CheatInputMode && !ConPanel)
{
KEY_PRESSED(sc_Pause) = 0;
PauseKeySet ^= 1;
if (PauseKeySet)
GamePaused = TRUE;
else
GamePaused = FALSE;
if (GamePaused)
{
short w,h;
#define MSG_GAME_PAUSED "Game Paused"
MNU_MeasureString(MSG_GAME_PAUSED, &w, &h);
PutStringTimer(pp, TEXT_TEST_COL(w), 100, MSG_GAME_PAUSED, 999);
PauseSong(TRUE);
}
else
{
pClearTextLine(pp, 100);
PauseSong(FALSE);
}
}
if (!CommEnabled && TEST(pp->Flags, PF_DEAD))
{
if (ReloadPrompt)
{
if (QuickLoadNum < 0)
{
ReloadPrompt = FALSE;
}
else
{
KEY_PRESSED(KEYSC_ESC) = 1;
ControlPanelType = ct_quickloadmenu;
}
}
}
}
void GetMessageInput(PLAYERp pp)
{
int pnum = myconnectindex;
short w,h;
signed char MNU_InputSmallString(char *, short);
signed char MNU_InputString(char *, short);
static SWBOOL cur_show;
static SWBOOL TeamSendAll, TeamSendTeam;
#define TEAM_MENU "A - Send to ALL, T - Send to TEAM"
static char HoldMessageInputString[256];
int i;
SWBOOL IsCommand(char *str);
if (!MessageInputMode && !ConInputMode)
{
if (BUTTON(gamefunc_SendMessage))
{
CONTROL_ClearButton(gamefunc_SendMessage);
KB_FlushKeyboardQueue();
MessageInputMode = TRUE;
InputMode = TRUE;
TeamSendTeam = FALSE;
TeamSendAll = FALSE;
if (MessageInputMode)
{
memset(MessageInputString, '\0', sizeof(MessageInputString));
}
}
}
else if (MessageInputMode && !ConInputMode)
{
if (gs.BorderNum > BORDER_BAR+1)
SetRedrawScreen(pp);
// get input
switch (MNU_InputSmallString(MessageInputString, 320-20))
{
case -1: // Cancel Input (pressed ESC) or Err
MessageInputMode = FALSE;
InputMode = FALSE;
KB_ClearKeysDown();
KB_FlushKeyboardQueue();
break;
case FALSE: // Input finished (RETURN)
if (MessageInputString[0] == '\0')
{
// no input
MessageInputMode = FALSE;
InputMode = FALSE;
KB_ClearKeysDown();
KB_FlushKeyboardQueue();
CONTROL_ClearButton(gamefunc_Inventory);
}
else
{
if (gNet.TeamPlay)
{
if (memcmp(MessageInputString, TEAM_MENU, sizeof(TEAM_MENU)) != 0)
{
// see if its a command
if (IsCommand(MessageInputString))
{
TeamSendAll = TRUE;
}
else
{
strcpy(HoldMessageInputString, MessageInputString);
strcpy(MessageInputString, TEAM_MENU);
break;
}
}
else if (memcmp(MessageInputString, TEAM_MENU, sizeof(TEAM_MENU)) == 0)
{
strcpy(MessageInputString, HoldMessageInputString);
TeamSendAll = TRUE;
}
}
SEND_MESSAGE:
// broadcast message
MessageInputMode = FALSE;
InputMode = FALSE;
KB_ClearKeysDown();
KB_FlushKeyboardQueue();
CONTROL_ClearButton(gamefunc_Inventory);
CON_ProcessUserCommand(); // Check to see if it's a cheat or command
for (i = 0; i < NUMGAMEFUNCTIONS; i++)
CONTROL_ClearButton(i);
// Put who sent this
sprintf(ds,"%s: %s",pp->PlayerName,MessageInputString);
if (gNet.TeamPlay)
{
TRAVERSE_CONNECT(pnum)
{
if (pnum != myconnectindex)
{
if (TeamSendAll)
SW_SendMessage(pnum, ds);
else if (User[pp->PlayerSprite]->spal == User[Player[pnum].PlayerSprite]->spal)
SW_SendMessage(pnum, ds);
}
}
}
else
TRAVERSE_CONNECT(pnum)
{
if (pnum != myconnectindex)
{
SW_SendMessage(pnum, ds);
}
}
adduserquote(MessageInputString);
quotebot += 8;
quotebotgoal = quotebot;
}
break;
case TRUE: // Got input
if (gNet.TeamPlay)
{
if (memcmp(MessageInputString, TEAM_MENU "a", sizeof(TEAM_MENU)+1) == 0)
{
strcpy(MessageInputString, HoldMessageInputString);
TeamSendAll = TRUE;
goto SEND_MESSAGE;
}
else if (memcmp(MessageInputString, TEAM_MENU "t", sizeof(TEAM_MENU)+1) == 0)
{
strcpy(MessageInputString, HoldMessageInputString);
TeamSendTeam = TRUE;
goto SEND_MESSAGE;
}
else
{
// reset the string if anything else is typed
if (strlen(MessageInputString)+1 > sizeof(TEAM_MENU))
{
strcpy(MessageInputString, TEAM_MENU);
}
}
}
break;
}
}
}
void GetConInput(PLAYERp pp)
{
int pnum = myconnectindex;
short w,h;
signed char MNU_InputSmallString(char *, short);
signed char MNU_InputString(char *, short);
static SWBOOL cur_show;
if (MessageInputMode || HelpInputMode)
return;
ConKey();
// Console input commands
if (ConInputMode && !MessageInputMode)
{
// get input
switch (MNU_InputSmallString(MessageInputString, 250))
{
case -1: // Cancel Input (pressed ESC) or Err
InputMode = FALSE;
KB_ClearKeysDown();
KB_FlushKeyboardQueue();
memset(MessageInputString, '\0', sizeof(MessageInputString));
break;
case FALSE: // Input finished (RETURN)
if (MessageInputString[0] == '\0')
{
InputMode = FALSE;
KB_ClearKeysDown();
KB_FlushKeyboardQueue();
CONTROL_ClearButton(gamefunc_Inventory);
memset(MessageInputString, '\0', sizeof(MessageInputString));
}
else
{
InputMode = FALSE;
KB_ClearKeysDown();
KB_FlushKeyboardQueue();
CONTROL_ClearButton(gamefunc_Inventory);
CON_ConMessage("%s", MessageInputString);
CON_ProcessUserCommand(); // Check to see if it's a cheat or command
conbot += 6;
conbotgoal = conbot;
//addconquote(MessageInputString);
// Clear it out after every entry
memset(MessageInputString, '\0', sizeof(MessageInputString));
}
break;
case TRUE: // Got input
break;
}
}
}
void GetHelpInput(PLAYERp pp)
{
extern SWBOOL GamePaused;
if (KEY_PRESSED(KEYSC_ALT) || KEY_PRESSED(KEYSC_RALT))
return;
if (KEY_PRESSED(KEYSC_LSHIFT) || KEY_PRESSED(KEYSC_RSHIFT))
return;
if (MessageInputMode || ConInputMode)
return;
// F1 help menu
if (!HelpInputMode)
{
if (KEY_PRESSED(KEYSC_F1))
{
KEY_PRESSED(KEYSC_F1) = FALSE;
HelpPage = 0;
HelpInputMode = TRUE;
PanelUpdateMode = FALSE;
InputMode = TRUE;
if (!CommEnabled)
GamePaused = TRUE;
}
}
else if (HelpInputMode)
{
if (KEY_PRESSED(KEYSC_ESC))
{
KEY_PRESSED(KEYSC_ESC) = 0;
KB_ClearKeysDown();
PanelUpdateMode = TRUE;
HelpInputMode = FALSE;
InputMode = FALSE;
if (!CommEnabled)
GamePaused = FALSE;
SetRedrawScreen(pp);
}
if (KEY_PRESSED(KEYSC_SPACE) || KEY_PRESSED(KEYSC_ENTER) || KEY_PRESSED(KEYSC_PGDN) || KEY_PRESSED(KEYSC_DOWN) || KEY_PRESSED(KEYSC_RIGHT) || KEY_PRESSED(sc_kpad_3) || KEY_PRESSED(sc_kpad_2) || KEY_PRESSED(sc_kpad_6))
{
KEY_PRESSED(KEYSC_SPACE) = KEY_PRESSED(KEYSC_ENTER) = 0;
KEY_PRESSED(KEYSC_PGDN) = 0;
KEY_PRESSED(KEYSC_DOWN) = 0;
KEY_PRESSED(KEYSC_RIGHT) = 0;
KEY_PRESSED(sc_kpad_3) = 0;
KEY_PRESSED(sc_kpad_2) = 0;
KEY_PRESSED(sc_kpad_6) = 0;
HelpPage++;
if (HelpPage >= (int)SIZ(HelpPagePic))
// CTW MODIFICATION
// "Oops! I did it again..."
// HelpPage = SIZ(HelpPagePic) - 1;
HelpPage = 0;
// CTW MODIFICATION END
}
if (KEY_PRESSED(KEYSC_PGUP) || KEY_PRESSED(KEYSC_UP) || KEY_PRESSED(KEYSC_LEFT) || KEY_PRESSED(sc_kpad_9) || KEY_PRESSED(sc_kpad_8) || KEY_PRESSED(sc_kpad_4))
{
KEY_PRESSED(KEYSC_PGUP) = 0;
KEY_PRESSED(KEYSC_UP) = 0;
KEY_PRESSED(KEYSC_LEFT) = 0;
KEY_PRESSED(sc_kpad_8) = 0;
KEY_PRESSED(sc_kpad_9) = 0;
KEY_PRESSED(sc_kpad_4) = 0;
HelpPage--;
if (HelpPage < 0)
// CTW MODIFICATION
// "Played with the logic, got lost in the game..."
HelpPage = SIZ(HelpPagePic) - 1;
// CTW MODIFICATION END
}
}
}
short MirrorDelay;
int MouseYAxisMode = -1;
void
getinput(SW_PACKET *loc)
{
SWBOOL found = FALSE;
int i;
PLAYERp pp = Player + myconnectindex;
PLAYERp newpp = Player + myconnectindex;
int pnum = myconnectindex;
int inv_hotkey = 0;
#define TURBOTURNTIME (120/8)
#define NORMALTURN (12+6)
#define RUNTURN (28)
#define PREAMBLETURN 3
#define NORMALKEYMOVE 35
#define MAXVEL ((NORMALKEYMOVE*2)+10)
#define MAXSVEL ((NORMALKEYMOVE*2)+10)
#define MAXANGVEL 100
#define SET_LOC_KEY(loc, sync_num, key_test) SET(loc, ((!!(key_test)) << (sync_num)))
ControlInfo info;
int32_t running;
int32_t turnamount;
static int32_t turnheldtime;
int32_t keymove;
int32_t momx, momy;
int aimvel;
int mouseaxis;
extern SWBOOL MenuButtonAutoRun;
extern SWBOOL MenuButtonAutoAim;
if (Prediction && CommEnabled)
{
newpp = ppp;
}
// reset all syncbits
loc->bits = 0;
svel = vel = angvel = aimvel = 0;
// MAKE SURE THIS WILL GET SET
SET_LOC_KEY(loc->bits, SK_QUIT_GAME, MultiPlayQuitFlag);
if (gs.MouseAimingType == 1) // while held
{
if (BUTTON(gamefunc_Mouse_Aiming))
{
SET(pp->Flags, PF_MOUSE_AIMING_ON);
gs.MouseAimingOn = TRUE;
}
else
{
if (TEST(pp->Flags, PF_MOUSE_AIMING_ON))
{
SET_LOC_KEY(loc->bits, SK_LOOK_UP, TRUE);
RESET(pp->Flags, PF_MOUSE_AIMING_ON);
gs.MouseAimingOn = FALSE;
}
}
}
else if (gs.MouseAimingType == 0) // togglable button
{
if (BUTTON(gamefunc_Mouse_Aiming) && !BUTTONHELD(gamefunc_Mouse_Aiming))
{
FLIP(pp->Flags, PF_MOUSE_AIMING_ON);
gs.MouseAimingOn = !gs.MouseAimingOn;
if (!TEST(pp->Flags, PF_MOUSE_AIMING_ON))
{
SET_LOC_KEY(loc->bits, SK_LOOK_UP, TRUE);
PutStringInfo(pp, "Mouse Aiming Off");
}
else
{
PutStringInfo(pp, "Mouse Aiming On");
}
}
}
if (TEST(pp->Flags, PF_MOUSE_AIMING_ON))
{
mouseaxis = analog_lookingupanddown;
}
else
{
mouseaxis = MouseAnalogAxes[1];
}
if (mouseaxis != MouseYAxisMode)
{
CONTROL_MapAnalogAxis(1, mouseaxis, controldevice_mouse);
MouseYAxisMode = mouseaxis;
}
CONTROL_GetInput(&info);
info.dz = (info.dz * move_scale)>>8;
info.dyaw = (info.dyaw * turn_scale)>>8;
PauseKey(pp);
if (PauseKeySet)
return;
if (!MenuInputMode && !UsingMenus)
{
GetMessageInput(pp);
GetConInput(pp);
GetHelpInput(pp);
}
// MAP KEY
if (BUTTON(gamefunc_Map))
{
CONTROL_ClearButton(gamefunc_Map);
// Init follow coords
Follow_posx = pp->posx;
Follow_posy = pp->posy;
if (dimensionmode == 3)
dimensionmode = 5;
else if (dimensionmode == 5)
dimensionmode = 6;
else
{
MirrorDelay = 1;
dimensionmode = 3;
SetFragBar(pp);
ScrollMode2D = FALSE;
SetRedrawScreen(pp);
}
}
// Toggle follow map mode on/off
if (dimensionmode == 5 || dimensionmode == 6)
{
if (BUTTON(gamefunc_Map_Follow_Mode) && !BUTTONHELD(gamefunc_Map_Follow_Mode))
{
ScrollMode2D = !ScrollMode2D;
Follow_posx = pp->posx;
Follow_posy = pp->posy;
}
}
// If in 2D follow mode, scroll around using glob vars
// Tried calling this in domovethings, but key response it too poor, skips key presses
// Note: ScrollMode2D = Follow mode, so this get called only during follow mode
if (ScrollMode2D && pp == Player + myconnectindex && !Prediction)
MoveScrollMode2D(Player + myconnectindex);
// !JIM! Added UsingMenus so that you don't move at all while using menus
if (MenuInputMode || UsingMenus || ScrollMode2D || InputMode)
return;
SET_LOC_KEY(loc->bits, SK_SPACE_BAR, ((!!KEY_PRESSED(KEYSC_SPACE)) | BUTTON(gamefunc_Open)));
running = BUTTON(gamefunc_Run) || TEST(pp->Flags, PF_LOCK_RUN);
if (BUTTON(gamefunc_Strafe) && !pp->sop)
svel = -info.dyaw;
else
{
if (info.dyaw > 0)
angvel = labs((-info.dyaw));
else
angvel = info.dyaw;
}
aimvel = info.dpitch;
aimvel = min(127, aimvel);
aimvel = max(-128, aimvel);
if (gs.MouseInvert)
aimvel = -aimvel;
svel -= info.dx;
vel = -info.dz;
if (running)
{
if (pp->sop_control)
turnamount = RUNTURN * 3;
else
turnamount = RUNTURN;
keymove = NORMALKEYMOVE << 1;
}
else
{
if (pp->sop_control)
turnamount = NORMALTURN * 3;
else
turnamount = NORMALTURN;
keymove = NORMALKEYMOVE;
}
if (BUTTON(gamefunc_Strafe) && !pp->sop)
{
if (BUTTON(gamefunc_Turn_Left))
svel -= -keymove;
if (BUTTON(gamefunc_Turn_Right))
svel -= keymove;
}
else
{
if (BUTTON(gamefunc_Turn_Left))
{
turnheldtime += synctics;
if (turnheldtime >= TURBOTURNTIME)
angvel -= turnamount;
else
angvel -= PREAMBLETURN;
}
else if (BUTTON(gamefunc_Turn_Right))
{
turnheldtime += synctics;
if (turnheldtime >= TURBOTURNTIME)
angvel += turnamount;
else
angvel += PREAMBLETURN;
}
else
{
turnheldtime = 0;
}
}
if (BUTTON(gamefunc_Strafe_Left) && !pp->sop)
svel += keymove;
if (BUTTON(gamefunc_Strafe_Right) && !pp->sop)
svel += -keymove;
if (BUTTON(gamefunc_Move_Forward))
{
vel += keymove;
//DSPRINTF(ds,"vel key %d",vel);
//DebugWriteString(ds);
}
else
{
//DSPRINTF(ds,"vel %d",vel);
//DebugWriteString(ds);
}
if (BUTTON(gamefunc_Move_Backward))
vel += -keymove;
if (vel < -MAXVEL)
vel = -MAXVEL;
if (vel > MAXVEL)
vel = MAXVEL;
if (svel < -MAXSVEL)
svel = -MAXSVEL;
if (svel > MAXSVEL)
svel = MAXSVEL;
if (angvel < -MAXANGVEL)
angvel = -MAXANGVEL;
if (angvel > MAXANGVEL)
angvel = MAXANGVEL;
momx = mulscale9(vel, sintable[NORM_ANGLE(newpp->pang + 512)]);
momy = mulscale9(vel, sintable[NORM_ANGLE(newpp->pang)]);
momx += mulscale9(svel, sintable[NORM_ANGLE(newpp->pang)]);
momy += mulscale9(svel, sintable[NORM_ANGLE(newpp->pang + 1536)]);
loc->vel = momx;
loc->svel = momy;
loc->angvel = angvel;
loc->aimvel = aimvel;
if (MenuButtonAutoRun)
{
MenuButtonAutoRun = FALSE;
if ((!!TEST(pp->Flags, PF_LOCK_RUN)) != gs.AutoRun)
SET_LOC_KEY(loc->bits, SK_RUN_LOCK, TRUE);
}
SET_LOC_KEY(loc->bits, SK_RUN_LOCK, BUTTON(gamefunc_AutoRun));
if (!CommEnabled)
{
if (MenuButtonAutoAim)
{
MenuButtonAutoAim = FALSE;
if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != gs.AutoAim)
SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE);
}
}
else if (KEY_PRESSED(sc_Pause))
{
SET_LOC_KEY(loc->bits, SK_PAUSE, KEY_PRESSED(sc_Pause));
KEY_PRESSED(sc_Pause) = 0;
}
SET_LOC_KEY(loc->bits, SK_CENTER_VIEW, BUTTON(gamefunc_Center_View));
SET_LOC_KEY(loc->bits, SK_RUN, BUTTON(gamefunc_Run));
SET_LOC_KEY(loc->bits, SK_SHOOT, BUTTON(gamefunc_Fire));
// actually snap
SET_LOC_KEY(loc->bits, SK_SNAP_UP, BUTTON(gamefunc_Aim_Up));
SET_LOC_KEY(loc->bits, SK_SNAP_DOWN, BUTTON(gamefunc_Aim_Down));
// actually just look
SET_LOC_KEY(loc->bits, SK_LOOK_UP, BUTTON(gamefunc_Look_Up));
SET_LOC_KEY(loc->bits, SK_LOOK_DOWN, BUTTON(gamefunc_Look_Down));
for (i = 0; i < MAX_WEAPONS_KEYS; i++)
{
if (BUTTON(gamefunc_Weapon_1 + i))
{
SET(loc->bits, i + 1);
break;
}
}
if (BUTTON(gamefunc_Next_Weapon))
{
USERp u = User[pp->PlayerSprite];
short next_weapon = u->WeaponNum + 1;
short start_weapon;
CONTROL_ClearButton(gamefunc_Next_Weapon);
start_weapon = u->WeaponNum + 1;
if (u->WeaponNum == WPN_SWORD)
start_weapon = WPN_STAR;
if (u->WeaponNum == WPN_FIST)
{
next_weapon = 14;
}
else
{
next_weapon = -1;
for (i = start_weapon; TRUE; i++)
{
if (i >= MAX_WEAPONS_KEYS)
{
next_weapon = 13;
break;
}
if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
{
next_weapon = i;
break;
}
}
}
SET(loc->bits, next_weapon + 1);
}
if (BUTTON(gamefunc_Previous_Weapon))
{
USERp u = User[pp->PlayerSprite];
short prev_weapon = u->WeaponNum - 1;
short start_weapon;
CONTROL_ClearButton(gamefunc_Previous_Weapon);
start_weapon = u->WeaponNum - 1;
if (u->WeaponNum == WPN_SWORD)
{
prev_weapon = 13;
}
else if (u->WeaponNum == WPN_STAR)
{
prev_weapon = 14;
}
else
{
prev_weapon = -1;
for (i = start_weapon; TRUE; i--)
{
if (i <= -1)
i = WPN_HEART;
if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
{
prev_weapon = i;
break;
}
}
}
SET(loc->bits, prev_weapon + 1);
}
inv_hotkey = 0;
if (BUTTON(gamefunc_Med_Kit))
inv_hotkey = INVENTORY_MEDKIT+1;
if (BUTTON(gamefunc_Smoke_Bomb))
inv_hotkey = INVENTORY_CLOAK+1;
if (BUTTON(gamefunc_Night_Vision))
inv_hotkey = INVENTORY_NIGHT_VISION+1;
if (BUTTON(gamefunc_Gas_Bomb))
inv_hotkey = INVENTORY_CHEMBOMB+1;
if (BUTTON(gamefunc_Flash_Bomb) && dimensionmode == 3)
inv_hotkey = INVENTORY_FLASHBOMB+1;
if (BUTTON(gamefunc_Caltrops))
inv_hotkey = INVENTORY_CALTROPS+1;
SET(loc->bits, inv_hotkey<<SK_INV_HOTKEY_BIT0);
SET_LOC_KEY(loc->bits, SK_INV_USE, BUTTON(gamefunc_Inventory));
SET_LOC_KEY(loc->bits, SK_OPERATE, BUTTON(gamefunc_Open));
SET_LOC_KEY(loc->bits, SK_JUMP, BUTTON(gamefunc_Jump));
SET_LOC_KEY(loc->bits, SK_CRAWL, BUTTON(gamefunc_Crouch));
SET_LOC_KEY(loc->bits, SK_TURN_180, BUTTON(gamefunc_TurnAround));
SET_LOC_KEY(loc->bits, SK_INV_LEFT, BUTTON(gamefunc_Inventory_Left));
SET_LOC_KEY(loc->bits, SK_INV_RIGHT, BUTTON(gamefunc_Inventory_Right));
SET_LOC_KEY(loc->bits, SK_HIDE_WEAPON, BUTTON(gamefunc_Holster_Weapon));
// need BUTTON
SET_LOC_KEY(loc->bits, SK_CRAWL_LOCK, KEY_PRESSED(KEYSC_NUM));
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
{
if (BUTTON(gamefunc_See_Co_Op_View))
{
CONTROL_ClearButton(gamefunc_See_Co_Op_View);
screenpeek = connectpoint2[screenpeek];
if (screenpeek < 0)
screenpeek = connecthead;
if (dimensionmode != 2 && screenpeek == myconnectindex)
{
// JBF: figure out what's going on here
COVERsetbrightness(gs.Brightness,&palette_data[0][0]);
memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
DoPlayerDivePalette(pp); // Check Dive again
DoPlayerNightVisionPalette(pp); // Check Night Vision again
}
else
{
PLAYERp tp = Player+screenpeek;
if (tp->FadeAmt<=0)
memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
else
memcpy(pp->temp_pal, tp->temp_pal, sizeof(tp->temp_pal));
COVERsetbrightness(gs.Brightness,&palette_data[0][0]);
DoPlayerDivePalette(tp);
DoPlayerNightVisionPalette(tp);
}
}
}
#if DEBUG
DebugKeys(pp);
if (!CommEnabled) // Single player only keys
SinglePlayInput(pp);
#endif
FunctionKeys(pp);
if (BUTTON(gamefunc_Toggle_Crosshair))
{
CONTROL_ClearButton(gamefunc_Toggle_Crosshair);
pToggleCrosshair(pp);
}
}
#define MAP_WHITE_SECTOR (LT_GREY + 2)
#define MAP_RED_SECTOR (RED + 6)
#define MAP_FLOOR_SPRITE (RED + 8)
#define MAP_ENEMY (RED + 10)
#define MAP_SPRITE (FIRE + 8)
#define MAP_PLAYER (GREEN + 6)
#define MAP_BLOCK_SPRITE (DK_BLUE + 6)
void drawoverheadmap(int cposx, int cposy, int czoom, short cang)
{
int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
int xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum, daang;
int xvect, yvect, xvect2, yvect2;
char col;
walltype *wal, *wal2;
spritetype *spr;
short p;
static int pspr_ndx[8]= {0,0,0,0,0,0,0,0};
SWBOOL sprisplayer = FALSE;
short txt_x, txt_y;
// draw location text
if (gs.BorderNum <= BORDER_BAR-1)
{
txt_x = 7;
txt_y = 168;
}
else
{
txt_x = 7;
txt_y = 147;
}
if (ScrollMode2D)
{
minigametext(txt_x,txt_y-7,"Follow Mode",0,2+8);
}
if (UserMapName[0])
sprintf(ds,"%s",UserMapName);
else
sprintf(ds,"%s",LevelInfo[Level].Description);
minigametext(txt_x,txt_y,ds,0,2+8);
//////////////////////////////////
xvect = sintable[(2048 - cang) & 2047] * czoom;
yvect = sintable[(1536 - cang) & 2047] * czoom;
xvect2 = mulscale16(xvect, yxaspect);
yvect2 = mulscale16(yvect, yxaspect);
// Draw red lines
for (i = 0; i < numsectors; i++)
{
startwall = sector[i].wallptr;
endwall = sector[i].wallptr + sector[i].wallnum - 1;
z1 = sector[i].ceilingz;
z2 = sector[i].floorz;
for (j = startwall, wal = &wall[startwall]; j <= endwall; j++, wal++)
{
k = wal->nextwall;
if (k < 0)
continue;
if ((show2dwall[j >> 3] & (1 << (j & 7))) == 0)
continue;
if ((k > j) && ((show2dwall[k >> 3] & (1 << (k & 7))) > 0))
continue;
if (sector[wal->nextsector].ceilingz == z1)
if (sector[wal->nextsector].floorz == z2)
if (((wal->cstat | wall[wal->nextwall].cstat) & (16 + 32)) == 0)
continue;
col = 152;
//if (dimensionmode == 2)
if (dimensionmode == 6)
{
if (sector[i].floorz != sector[i].ceilingz)
if (sector[wal->nextsector].floorz != sector[wal->nextsector].ceilingz)
if (((wal->cstat | wall[wal->nextwall].cstat) & (16 + 32)) == 0)
if (sector[i].floorz == sector[wal->nextsector].floorz)
continue;
if (sector[i].floorpicnum != sector[wal->nextsector].floorpicnum)
continue;
if (sector[i].floorshade != sector[wal->nextsector].floorshade)
continue;
col = 12;
}
ox = wal->x - cposx;
oy = wal->y - cposy;
x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
wal2 = &wall[wal->point2];
ox = wal2->x - cposx;
oy = wal2->y - cposy;
x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11), x2 + (xdim << 11), y2 + (ydim << 11), col);
}
}
// Draw sprites
k = Player[screenpeek].PlayerSprite;
for (i = 0; i < numsectors; i++)
for (j = headspritesect[i]; j >= 0; j = nextspritesect[j])
{
for (p=connecthead; p >= 0; p=connectpoint2[p])
{
if (Player[p].PlayerSprite == j)
{
if (sprite[Player[p].PlayerSprite].xvel > 16)
pspr_ndx[myconnectindex] = (((int32_t) totalclock>>4)&3);
sprisplayer = TRUE;
goto SHOWSPRITE;
}
}
if ((show2dsprite[j >> 3] & (1 << (j & 7))) > 0)
{
SHOWSPRITE:
spr = &sprite[j];
col = 56;
if ((spr->cstat & 1) > 0)
col = 248;
if (j == k)
col = 31;
sprx = spr->x;
spry = spr->y;
k = spr->statnum;
if ((k >= 1) && (k <= 8) && (k != 2)) // Interpolate moving
{
sprx = sprite[j].x;
spry = sprite[j].y;
}
switch (spr->cstat & 48)
{
case 0: // Regular sprite
if (Player[p].PlayerSprite == j)
{
ox = sprx - cposx;
oy = spry - cposy;
x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
if (dimensionmode == 5 && (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite))
{
ox = (sintable[(spr->ang + 512) & 2047] >> 7);
oy = (sintable[(spr->ang) & 2047] >> 7);
x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y2 = mulscale16(oy, xvect) + mulscale16(ox, yvect);
if (j == Player[screenpeek].PlayerSprite)
{
x2 = 0L;
y2 = -(czoom << 5);
}
x3 = mulscale16(x2, yxaspect);
y3 = mulscale16(y2, yxaspect);
renderDrawLine(x1 - x2 + (xdim << 11), y1 - y3 + (ydim << 11),
x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
renderDrawLine(x1 - y2 + (xdim << 11), y1 + x3 + (ydim << 11),
x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
renderDrawLine(x1 + y2 + (xdim << 11), y1 - x3 + (ydim << 11),
x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
}
else
{
if (((gotsector[i >> 3] & (1 << (i & 7))) > 0) && (czoom > 192))
{
daang = (spr->ang - cang) & 2047;
if (j == Player[screenpeek].PlayerSprite)
{
x1 = 0;
//y1 = (yxaspect << 2);
y1 = 0;
daang = 0;
}
// Special case tiles
if (spr->picnum == 3123) break;
if (sprisplayer)
{
if (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite)
rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, 1196+pspr_ndx[myconnectindex], spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
}
else
rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, spr->picnum, spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
}
}
}
break;
case 16: // Rotated sprite
x1 = sprx;
y1 = spry;
tilenum = spr->picnum;
xoff = (int)picanm[tilenum].xofs + (int)spr->xoffset;
if ((spr->cstat & 4) > 0)
xoff = -xoff;
k = spr->ang;
l = spr->xrepeat;
dax = sintable[k & 2047] * l;
day = sintable[(k + 1536) & 2047] * l;
l = tilesiz[tilenum].x;
k = (l >> 1) + xoff;
x1 -= mulscale16(dax, k);
x2 = x1 + mulscale16(dax, l);
y1 -= mulscale16(day, k);
y2 = y1 + mulscale16(day, l);
ox = x1 - cposx;
oy = y1 - cposy;
x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11),
x2 + (xdim << 11), y2 + (ydim << 11), col);
break;
case 32: // Floor sprite
if (dimensionmode == 5)
{
tilenum = spr->picnum;
xoff = (int)picanm[tilenum].xofs + (int)spr->xoffset;
yoff = (int)picanm[tilenum].yofs + (int)spr->yoffset;
if ((spr->cstat & 4) > 0)
xoff = -xoff;
if ((spr->cstat & 8) > 0)
yoff = -yoff;
k = spr->ang;
cosang = sintable[(k + 512) & 2047];
sinang = sintable[k];
xspan = tilesiz[tilenum].x;
xrepeat = spr->xrepeat;
yspan = tilesiz[tilenum].y;
yrepeat = spr->yrepeat;
dax = ((xspan >> 1) + xoff) * xrepeat;
day = ((yspan >> 1) + yoff) * yrepeat;
x1 = sprx + mulscale16(sinang, dax) + mulscale16(cosang, day);
y1 = spry + mulscale16(sinang, day) - mulscale16(cosang, dax);
l = xspan * xrepeat;
x2 = x1 - mulscale16(sinang, l);
y2 = y1 + mulscale16(cosang, l);
l = yspan * yrepeat;
k = -mulscale16(cosang, l);
x3 = x2 + k;
x4 = x1 + k;
k = -mulscale16(sinang, l);
y3 = y2 + k;
y4 = y1 + k;
ox = x1 - cposx;
oy = y1 - cposy;
x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
ox = x3 - cposx;
oy = y3 - cposy;
x3 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y3 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
ox = x4 - cposx;
oy = y4 - cposy;
x4 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y4 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11),
x2 + (xdim << 11), y2 + (ydim << 11), col);
renderDrawLine(x2 + (xdim << 11), y2 + (ydim << 11),
x3 + (xdim << 11), y3 + (ydim << 11), col);
renderDrawLine(x3 + (xdim << 11), y3 + (ydim << 11),
x4 + (xdim << 11), y4 + (ydim << 11), col);
renderDrawLine(x4 + (xdim << 11), y4 + (ydim << 11),
x1 + (xdim << 11), y1 + (ydim << 11), col);
}
break;
}
}
}
// Draw white lines
for (i = 0; i < numsectors; i++)
{
startwall = sector[i].wallptr;
endwall = sector[i].wallptr + sector[i].wallnum - 1;
for (j = startwall, wal = &wall[startwall]; j <= endwall; j++, wal++)
{
if (wal->nextwall >= 0)
continue;
if ((show2dwall[j >> 3] & (1 << (j & 7))) == 0)
continue;
if (tilesiz[wal->picnum].x == 0)
continue;
if (tilesiz[wal->picnum].y == 0)
continue;
ox = wal->x - cposx;
oy = wal->y - cposy;
x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
wal2 = &wall[wal->point2];
ox = wal2->x - cposx;
oy = wal2->y - cposy;
x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11), x2 + (xdim << 11), y2 + (ydim << 11), 24);
}
}
}
extern int tilefileoffs[MAXTILES]; //offset into the
extern char tilefilenum[MAXTILES]; //0-11
#if 0
loadtile(short tilenume)
{
char *ptr;
int i;
char zerochar = 0;
if (walsiz[tilenume] <= 0)
return;
i = tilefilenum[tilenume];
if (i != artfilnum)
{
if (artfil != -1)
kclose(artfil);
artfilnum = i;
artfilplc = 0L;
artfilename[7] = (i%10)+48;
artfilename[6] = ((i/10)%10)+48;
artfilename[5] = ((i/100)%10)+48;
artfil = kopen4load(artfilename);
faketimerhandler();
}
if (waloff[tilenume] == 0)
allocache(&waloff[tilenume],walsiz[tilenume],&zerochar);
if (artfilplc != tilefileoffs[tilenume])
{
klseek(artfil,tilefileoffs[tilenume]-artfilplc,SEEK_CUR);
faketimerhandler();
}
ptr = (char *)waloff[tilenume];
kread(artfil,ptr,walsiz[tilenume]);
faketimerhandler();
artfilplc = tilefileoffs[tilenume]+walsiz[tilenume];
}
#endif
#if RANDOM_DEBUG
int
RandomRange(int range, char *file, unsigned line)
{
uint32_t rand_num;
uint32_t value;
extern FILE *fout_err;
extern uint32_t MoveThingsCount;
if (RandomPrint && !Prediction)
{
sprintf(ds,"mtc %d, %s, line %d, %d",MoveThingsCount,file,line,randomseed);
DebugWriteString(ds);
}
if (range <= 0)
return 0;
rand_num = krand2();
if (rand_num == 65535U)
rand_num--;
// shift values to give more precision
value = (rand_num << 14) / ((65535UL << 14) / range);
if (value >= range)
value = range - 1;
return value;
}
#else
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) / ((65535UL << 14) / range);
if (value >= (uint32_t)range)
value = range - 1;
return value;
}
#endif
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;
}
// [JM] Probably will need some doing over. !CHECKME!
void M32RunScript(const char *s) { UNREFERENCED_PARAMETER(s); }
void G_Polymer_UnInit(void) { }
void app_crashhandler(void) { }
int osdcmd_restartvid(const osdfuncparm_t *parm)
{
UNREFERENCED_PARAMETER(parm);
videoResetMode();
if (videoSetGameMode(fullscreen, xdim, ydim, bpp, upscalefactor))
buildputs("restartvid: Reset failed...\n");
return OSDCMD_OK;
}
#include "saveable.h"
static saveable_data saveable_build_data[] =
{
SAVE_DATA(sector),
SAVE_DATA(sprite),
SAVE_DATA(wall)
};
saveable_module saveable_build =
{
// code
NULL,
0,
// data
saveable_build_data,
NUM_SAVEABLE_ITEMS(saveable_build_data)
};
// vim:ts=4:sw=4:expandtab: