raze/source/games/exhumed/src/exhumed.cpp
Christoph Oelckers aa0080039f - refactored coordinate display to have a single unified printing function.
The games will now only return the data, this has also been added for Exhumed.
Printing will now be in actual map units, not build's internal mixed format.
2022-10-08 19:28:57 +02:00

663 lines
15 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "engine.h"
#include "exhumed.h"
#include "sequence.h"
#include "names.h"
#include "player.h"
#include "input.h"
#include "sound.h"
#include "view.h"
#include "status.h"
#include "version.h"
#include "aistuff.h"
#include "mapinfo.h"
#include <string.h>
#include <cstdio> // for printf
#include <cstdlib>
#include <stdarg.h>
#include <ctype.h>
#include <time.h>
#include <assert.h>
#include "gamecvars.h"
#include "savegamehelp.h"
#include "c_dispatch.h"
#include "raze_sound.h"
#include "gamestate.h"
#include "screenjob.h"
#include "c_console.h"
#include "cheathandler.h"
#include "inputstate.h"
#include "d_protocol.h"
#include "texturemanager.h"
#include "razemenu.h"
#include "v_draw.h"
#include "interpolate.h"
#include "psky.h"
BEGIN_PS_NS
TObjPtr<DExhumedActor*> bestTarget;
IMPLEMENT_CLASS(DExhumedActor, false, true)
IMPLEMENT_POINTERS_START(DExhumedActor)
IMPLEMENT_POINTER(pTarget)
IMPLEMENT_POINTERS_END
size_t MarkMove();
size_t MarkBullets();
size_t MarkInput();
size_t MarkItems();
size_t MarkLighting();
size_t MarkObjects();
size_t MarkPlayers();
size_t MarkQueen();
size_t MarkRa();
size_t MarkSnake();
size_t MarkRunlist();
static void markgcroots()
{
MarkBullets();
MarkInput();
MarkItems();
MarkLighting();
MarkObjects();
MarkPlayers();
MarkQueen();
MarkRa();
MarkSnake();
MarkRunlist();
GC::Mark(bestTarget);
GC::Mark(pSpiritSprite);
}
static MapRecord* NextMap;
void uploadCinemaPalettes();
int32_t registerosdcommands(void);
void InitCheats();
int EndLevel = 0;
InputPacket localInput;
////////
void ResetEngine()
{
EraseScreen(-1);
resettiming();
}
void GameInterface::loadPalette()
{
paletteLoadFromDisk();
uploadCinemaPalettes();
LoadPaletteLookups();
}
void CopyTileToBitmap(int nSrcTile, int nDestTile, int xPos, int yPos);
// void TestSaveLoad();
void LoadStatus();
void MySetView(int x1, int y1, int x2, int y2);
char sHollyStr[40];
int nFontFirstChar;
int nBackgroundPic;
int nShadowPic;
int nCreaturesKilled = 0, nCreaturesTotal = 0;
int nFreeze;
int nSnakeCam = -1;
int nNetPlayerCount = 0;
int nClockVal;
int nRedTicks;
int nAlarmTicks;
int nButtonColor;
int nEnergyChan;
int lCountDown = 0;
int nEnergyTowers = 0;
int nCfgNetPlayers = 0;
int lLocalCodes = 0;
bool bCoordinates = false;
int nNetTime = -1;
int flash;
int totalmoves;
int nCurBodyNum = 0;
int nBodyTotal = 0;
int nTotalPlayers = 1;
// TODO: Rename this (or make it static) so it doesn't conflict with library function
bool bSnakeCam = false;
bool bRecord = false;
bool bPlayback = false;
bool bInDemo = false;
bool bSlipMode = false;
bool bDoFlashes = true;
int nStartLevel;
int nTimeLimit;
int bVanilla = 0;
void DebugOut(const char *fmt, ...)
{
#ifdef _DEBUG
va_list args;
va_start(args, fmt);
VPrintf(PRINT_HIGH, fmt, args);
#endif
}
void DoClockBeep()
{
ExhumedStatIterator it(407);
while (auto i = it.Next())
{
PlayFX2(StaticSound[kSound74], i);
}
}
void DoRedAlert(int nVal)
{
if (nVal)
{
nAlarmTicks = 69;
nRedTicks = 30;
}
ExhumedStatIterator it(405);
while (auto ac = it.Next())
{
if (nVal)
{
PlayFXAtXYZ(StaticSound[kSoundAlarm], ac->spr.pos);
AddFlash(ac->sector(), ac->spr.pos, 192);
}
}
}
void DrawClock()
{
int ebp = 49;
auto pixels = TileFiles.tileMakeWritable(kTile3603);
memset(pixels, TRANSPARENT_INDEX, 4096);
if (lCountDown / 30 != nClockVal)
{
nClockVal = lCountDown / 30;
DoClockBeep();
}
int nVal = nClockVal;
while (nVal)
{
int v2 = nVal & 0xF;
int yPos = 32 - tileHeight(v2 + kClockSymbol1) / 2;
CopyTileToBitmap(v2 + kClockSymbol1, kTile3603, ebp - tileWidth(v2 + kClockSymbol1) / 2, yPos);
ebp -= 15;
nVal /= 16;
}
DoEnergyTile();
}
double calc_smoothratio()
{
if (bRecord || bPlayback || nFreeze != 0 || paused || cl_capfps || !cl_interpolate || EndLevel)
return MaxSmoothRatio;
return I_GetTimeFrac() * MaxSmoothRatio;
}
void DoGameOverScene(bool finallevel)
{
// todo: make these customizable later.
StartCutscene(finallevel ? "ExhumedCutscenes.BuildCinemaLose" : "ExhumedCutscenes.BuildGameoverScene", 0, [](bool)
{
gameaction = ga_mainmenu;
});
}
void GameMove(void)
{
FixPalette();
ExhumedSpriteIterator it;
while (auto ac = it.Next())
{
ac->backuploc();
}
if (currentLevel->gameflags & LEVEL_EX_COUNTDOWN)
{
if (lCountDown <= 0)
{
DoGameOverScene(true);
return;
}
// Pink section
lCountDown--;
DrawClock();
if (nRedTicks)
{
nRedTicks--;
if (nRedTicks <= 0) {
DoRedAlert(0);
}
}
nAlarmTicks--;
nButtonColor--;
if (nAlarmTicks <= 0) {
DoRedAlert(1);
}
}
// YELLOW SECTION
MoveThings();
obobangle = bobangle;
if (PlayerList[nLocalPlayer].totalvel == 0)
{
bobangle = 0;
}
else
{
bobangle += 56;
bobangle &= kAngleMask;
}
UpdateCreepySounds();
// loc_120E9:
totalmoves++;
}
static int SelectAltWeapon(int weap2)
{
// todo
return 0;
}
void GameInterface::Ticker()
{
if (paused)
{
r_NoInterpolate = true;
}
else if (EndLevel == 0)
{
inita &= kAngleMask;
for (int i = 0; i < 4; i++)
{
lPlayerXVel += localInput.fvel * bcos(inita) + localInput.svel * bsin(inita);
lPlayerYVel += localInput.fvel * bsin(inita) - localInput.svel * bcos(inita);
lPlayerXVel -= (lPlayerXVel >> 5) + (lPlayerXVel >> 6);
lPlayerYVel -= (lPlayerYVel >> 5) + (lPlayerYVel >> 6);
}
UpdateInterpolations();
if (localInput.actions & SB_INVPREV)
{
int nItem = PlayerList[nLocalPlayer].nItem;
int i;
for (i = 6; i > 0; i--)
{
nItem--;
if (nItem < 0) nItem = 5;
if (PlayerList[nLocalPlayer].items[nItem] != 0)
break;
}
if (i > 0) PlayerList[nLocalPlayer].nItem = nItem;
}
if (localInput.actions & SB_INVNEXT)
{
int nItem = PlayerList[nLocalPlayer].nItem;
int i;
for (i = 6; i > 0; i--)
{
nItem++;
if (nItem == 6) nItem = 0;
if (PlayerList[nLocalPlayer].items[nItem] != 0)
break;
}
if (i > 0) PlayerList[nLocalPlayer].nItem = nItem;
}
if (localInput.actions & SB_INVUSE)
{
if (PlayerList[nLocalPlayer].nItem != -1)
{
localInput.setItemUsed(PlayerList[nLocalPlayer].nItem);
}
}
for (int i = 0; i < 6; i++)
{
if (localInput.isItemUsed(i))
{
localInput.clearItemUsed(i);
if (PlayerList[nLocalPlayer].items[i] > 0)
{
if (nItemMagic[i] <= PlayerList[nLocalPlayer].nMagic)
{
sPlayerInput[nLocalPlayer].nItem = i;
break;
}
}
}
}
auto currWeap = PlayerList[nLocalPlayer].nCurrentWeapon;
int weap2 = localInput.getNewWeapon();
if (weap2 == WeaponSel_Next)
{
auto newWeap = currWeap == 6 ? 0 : currWeap + 1;
while (newWeap != 0 && (!(PlayerList[nLocalPlayer].nPlayerWeapons & (1 << newWeap)) || (PlayerList[nLocalPlayer].nPlayerWeapons & (1 << newWeap) && PlayerList[nLocalPlayer].nAmmo[newWeap] == 0)))
{
newWeap++;
if (newWeap > 6) newWeap = 0;
}
localInput.setNewWeapon(newWeap + 1);
}
else if (weap2 == WeaponSel_Prev)
{
auto newWeap = currWeap == 0 ? 6 : currWeap - 1;
while (newWeap != 0 && ((!(PlayerList[nLocalPlayer].nPlayerWeapons & (1 << newWeap)) || (PlayerList[nLocalPlayer].nPlayerWeapons & (1 << newWeap) && PlayerList[nLocalPlayer].nAmmo[newWeap] == 0))))
{
newWeap--;
}
localInput.setNewWeapon(newWeap + 1);
}
else if (weap2 == WeaponSel_Alt)
{
weap2 = SelectAltWeapon(weap2);
}
// make weapon selection persist until it gets used up.
int weap = sPlayerInput[nLocalPlayer].getNewWeapon();
if (weap2 <= 0 || weap2 > 7) sPlayerInput[nLocalPlayer].SetNewWeapon(weap);
auto oldactions = sPlayerInput[nLocalPlayer].actions;
sPlayerInput[nLocalPlayer].actions = localInput.actions;
if (oldactions & SB_CENTERVIEW) sPlayerInput[nLocalPlayer].actions |= SB_CENTERVIEW;
sPlayerInput[nLocalPlayer].xVel = lPlayerXVel;
sPlayerInput[nLocalPlayer].yVel = lPlayerYVel;
sPlayerInput[nLocalPlayer].buttons = lLocalCodes;
sPlayerInput[nLocalPlayer].pTarget = bestTarget;
sPlayerInput[nLocalPlayer].nAngle = localInput.avel;
sPlayerInput[nLocalPlayer].pan = localInput.horz;
Ra[nLocalPlayer].pTarget = bestTarget;
lLocalCodes = 0;
PlayClock += 4;
if (PlayClock == 8) gameaction = ga_autosave; // let the game run for 1 frame before saving.
GameMove();
r_NoInterpolate = false;
}
else
{
// Wait for the end of level sound to play out, but stop updating the playsim.
if (EndLevel == 13)
PlayLocalSound(StaticSound[59], 0, true, CHANF_UI);
if (EndLevel > 1) EndLevel--;
int flash = 7 - abs(EndLevel - 7);
videoTintBlood(flash * 30, flash * 30, flash * 30);
if (EndLevel == 1)
{
if (!soundEngine->GetSoundPlayingInfo(SOURCE_None, nullptr, StaticSound[59] + 1))
{
videoTintBlood(0, 0, 0);
CompleteLevel(NextMap);
NextMap = nullptr;
EndLevel = 0;
}
}
}
}
void LevelFinished()
{
NextMap = FindNextMap(currentLevel);
EndLevel = 13;
}
#define x(a, b) registerName(#a, b);
static void SetTileNames()
{
auto registerName = [](const char* name, int index)
{
TexMan.AddAlias(name, tileGetTexture(index));
TileFiles.addName(name, index);
};
#include "namelist.h"
}
#undef x
void GameInterface::app_init()
{
GC::AddMarkerFunc(markgcroots);
#if 0
help_disabled = true;
#endif
InitCheats();
registerosdcommands();
if (nNetPlayerCount == -1)
{
nNetPlayerCount = nCfgNetPlayers - 1;
nTotalPlayers += nNetPlayerCount;
}
SetTileNames();
defineSky(DEFAULTPSKY, 2, nullptr, 256, 1.f);
InitFX();
seq_LoadSequences();
InitStatus();
resettiming();
GrabPalette();
enginecompatibility_mode = ENGINECOMPATIBILITY_19950829;
}
void DeleteActor(DExhumedActor* actor)
{
if (!actor)
{
return;
}
if (actor == bestTarget) {
bestTarget = nullptr;
}
actor->Destroy();
}
void CopyTileToBitmap(int nSrcTile, int nDestTile, int xPos, int yPos)
{
int nOffs = tileHeight(nDestTile) * xPos;
auto pixels = TileFiles.tileMakeWritable(nDestTile);
uint8_t *pDest = pixels + nOffs + yPos;
uint8_t *pDestB = pDest;
tileLoad(nSrcTile);
int destYSize = tileHeight(nDestTile);
int srcYSize = tileHeight(nSrcTile);
const uint8_t *pSrc = tilePtr(nSrcTile);
for (int x = 0; x < tileWidth(nSrcTile); x++)
{
pDest += destYSize;
for (int y = 0; y < srcYSize; y++)
{
uint8_t val = *pSrc;
if (val != TRANSPARENT_INDEX) {
*pDestB = val;
}
pDestB++;
pSrc++;
}
// reset pDestB
pDestB = pDest;
}
TileFiles.InvalidateTile(nDestTile);
}
void EraseScreen(int nVal)
{
// There's no other values than 0 ever coming through here.
twod->ClearScreen();
}
bool GameInterface::CanSave()
{
return gamestate == GS_LEVEL && !bRecord && !bPlayback && !bInDemo && nTotalPlayers == 1 && nFreeze == 0;
}
::GameStats GameInterface::getStats()
{
return { nCreaturesKilled, nCreaturesTotal, 0, 0, PlayClock / 120, 0 };
}
::GameInterface* CreateInterface()
{
return new GameInterface;
}
std::pair<DVector3, DAngle> GameInterface::GetCoordinates()
{
auto pPlayerActor = PlayerList[nLocalPlayer].pActor;
if (!pPlayerActor) return std::make_pair(DVector3(DBL_MAX, 0, 0), nullAngle);
return std::make_pair(pPlayerActor->spr.pos, pPlayerActor->spr.angle);
}
void DExhumedActor::Serialize(FSerializer& arc)
{
Super::Serialize(arc);
arc("phase", nPhase)
("health", nHealth)
("frame", nFrame)
("action", nAction)
("target", pTarget)
("count", nCount)
("run", nRun)
("index", nIndex)
("index2", nIndex2)
("channel", nChannel)
("damage", nDamage)
("turn", nTurn)
("x", x)
("y", y);
}
void SerializeState(FSerializer& arc)
{
if (arc.BeginObject("state"))
{
if (arc.isReading() && (currentLevel->gameflags & LEVEL_EX_COUNTDOWN))
{
InitEnergyTile();
}
arc ("besttarget", bestTarget)
("creaturestotal", nCreaturesTotal)
("creatureskilled", nCreaturesKilled)
("freeze", nFreeze)
("snakecam", nSnakeCam)
("clockval", nClockVal) // kTile3603
("redticks", nRedTicks)
("alarmticks", nAlarmTicks)
("buttoncolor", nButtonColor)
("energychan", nEnergyChan)
("countdown", lCountDown)
("energytowers", nEnergyTowers)
("totalmoves", totalmoves)
("curbodynum", nCurBodyNum)
("bodytotal", nBodyTotal)
("bsnakecam", bSnakeCam)
("slipmode", bSlipMode)
("PlayClock", PlayClock)
("spiritsprite", pSpiritSprite)
.EndObject();
}
}
END_PS_NS