raze/source/sw/src/game.cpp
2020-08-16 09:04:24 +02:00

2531 lines
64 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
*/
//-------------------------------------------------------------------------
#include "ns.h"
#define MAIN
#define QUIET
#include "build.h"
#include "baselayer.h"
#include "baselayer.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "interp.h"
#include "interpso.h"
#include "tags.h"
#include "sector.h"
#include "sprite.h"
#include "weapon.h"
#include "player.h"
#include "lists.h"
#include "network.h"
#include "pal.h"
#include "mytypes.h"
#include "menus.h"
#include "gamecontrol.h"
#include "gamedefs.h"
#include "misc.h"
#include "misc.h"
#include "break.h"
#include "ninja.h"
#include "light.h"
#include "misc.h"
#include "jsector.h"
#include "common.h"
#include "gameconfigfile.h"
#include "printf.h"
#include "m_argv.h"
#include "debugbreak.h"
#include "menu.h"
#include "raze_music.h"
#include "statistics.h"
#include "gstrings.h"
#include "mapinfo.h"
#include "v_video.h"
#include "raze_sound.h"
#include "secrets.h"
#include "osdcmds.h"
#include "screenjob.h"
#include "inputstate.h"
#include "gamestate.h"
//#include "crc32.h"
CVAR(Bool, sw_ninjahack, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR(Bool, sw_darts, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
BEGIN_SW_NS
void pClearSpriteList(PLAYERp pp);
signed char MNU_InputSmallString(char*, short);
signed char MNU_InputString(char*, short);
SWBOOL IsCommand(const char* str);
extern SWBOOL mapcheat;
extern SWBOOL MultiPlayQuitFlag;
extern int sw_snd_scratch;
#if DEBUG
#define BETA 0
#endif
#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 = 20;
char DemoText[3][64];
int DemoTextYstart = 0;
int Follow_posx=0,Follow_posy=0;
SWBOOL NoMeters = FALSE;
SWBOOL GraphicsMode = FALSE;
char CacheLastLevel[32] = "";
char PlayerNameArg[32] = "";
SWBOOL CleanExit = FALSE;
SWBOOL FinishAnim = 0;
SWBOOL ShortGameMode = FALSE;
SWBOOL ReloadPrompt = FALSE;
SWBOOL NewGame = TRUE;
SWBOOL InMenuLevel = FALSE;
SWBOOL LoadGameOutsideMoveLoop = FALSE;
SWBOOL LoadGameFromDemo = FALSE;
extern SWBOOL NetBroadcastMode, NetModeOverride;
SWBOOL MultiPlayQuitFlag = FALSE;
//Miscellaneous variables
char MessageInputString[256];
char MessageOutputString[256];
SWBOOL ConInputMode = FALSE;
SWBOOL FinishedLevel = FALSE;
SWBOOL PanelUpdateMode = TRUE;
short HelpPage = 0;
short HelpPagePic[] = { 5115, 5116, 5117 };
SWBOOL InputMode = FALSE;
SWBOOL MessageInput = FALSE;
short screenpeek = 0;
SWBOOL NoDemoStartup = FALSE;
SWBOOL FirstTimeIntoGame;
SWBOOL PedanticMode;
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 =
{
// Network game settings
0, // GameType
0, // Level
0, // Monsters
FALSE, // HurtTeammate
TRUE, // SpawnMarkers Markers
FALSE, // TeamPlay
0, // Kill Limit
0, // Time Limit
0, // Color
TRUE, // nuke
};
GAME_SET gs;
SWBOOL PlayerTrackingMode = 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(void);
uint8_t FakeMultiNumPlayers;
int totalsynctics;
short Level = 0;
SWBOOL ExitLevel = FALSE;
int OrigCommPlayers=0;
extern uint8_t CommPlayers;
extern SWBOOL CommEnabled;
extern int bufferjitter;
SWBOOL CameraTestMode = FALSE;
char ds[645]; // debug string
extern short NormalVisibility;
extern int quotebot, quotebotgoal; // Multiplayer typing buffer
char recbuf[80]; // Used as a temp buffer to hold typing text
#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 MenuLevel(void);
void StatScreen(PLAYERp mpp);
void InitRunLevel(void);
void RunLevel(void);
/////////////////////////////////////////////////////////////////////////////////////////////
static FILE *debug_fout = NULL;
// Transitioning helper.
void Logo(const CompletionFunc& completion);
int SyncScreenJob()
{
while (gamestate == GS_INTERMISSION || gamestate == GS_INTRO)
{
DoUpdateSounds();
handleevents();
updatePauseStatus();
D_ProcessEvents();
ControlInfo info;
CONTROL_GetInput(&info);
C_RunDelayedCommands();
RunScreenJobFrame(); // This handles continuation through its completion callback.
videoNextPage();
}
return 0;
}
extern SWBOOL DrawScreen;
int krand1(void)
{
ASSERT(!DrawScreen);
krandcount++;
randomseed = ((randomseed * 21 + 1) & 65535);
return randomseed;
}
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 TerminateGame(void)
{
ErrorCorrectionQuit();
// uninitmultiplayers();
if (CleanExit)
{
//SybexScreen();
}
throw CExitEvent(3);
}
bool LoadLevel(const char *filename)
{
int16_t ang;
if (engineLoadBoard(filename, SW_SHAREWARE ? 1 : 0, (vec3_t *)&Player[0], &ang, &Player[0].cursectnum) == -1)
{
Printf("Level not found: %s", filename);
return false;
}
currentLevel = &mapList[Level];
SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
STAT_NewLevel(currentLevel->labelName);
Player[0].q16ang = fix16_from_int(ang);
return true;
}
void MultiSharewareCheck(void)
{
if (!SW_SHAREWARE) return;
if (numplayers > 4)
{
I_FatalError("To play a Network game with more than 4 players you must purchase "
"the full version. Read the Ordering Info screens for details.");
}
}
// 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;
}
static int firstnet = 0; // JBF
void SW_InitMultiPsky(void)
{
// default
psky_t* const defaultsky = tileSetupSky(DEFAULTPSKY);
defaultsky->lognumtiles = 1;
defaultsky->horizfrac = 8192;
}
bool InitGame()
{
extern int MovesPerPacket;
//void *ReserveMem=NULL;
int i;
engineInit();
InitAutoNet();
{
auto pal = fileSystem.LoadFile("3drealms.pal", 0);
if (pal.Size() >= 768)
{
for (auto& c : pal)
c <<= 2;
paletteSetColorTable(DREALMSPAL, pal.Data(), true, true);
}
}
timerInit(120);
InitPalette();
// sets numplayers, connecthead, connectpoint2, myconnectindex
#if 0
if (!firstnet)
initmultiplayers(0, NULL, 0, 0, 0);
else if (initmultiplayersparms(argc - firstnet, &argv[firstnet]))
{
Printf("Waiting for players...\n");
while (initmultiplayerscycle())
{
handleevents();
}
}
#else
numplayers = 1; myconnectindex = 0;
connecthead = 0; connectpoint2[0] = -1;
#endif
initsynccrc();
// code to duplicate packets
if (numplayers > 4 && MovesPerPacket == 1)
{
MovesPerPacket = 2;
}
MultiSharewareCheck();
if (numplayers > 1)
{
CommPlayers = numplayers;
OrigCommPlayers = CommPlayers;
CommEnabled = TRUE;
gNet.MultiGameType = MULTI_GAME_COMMBAT;
}
TileFiles.LoadArtSet("tiles%03d.art");
InitFonts();
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
LoadCustomInfoFromScript("engine/swcustom.txt"); // load the internal definitions. These also apply to the shareware version.
if (!SW_SHAREWARE)
{
LoadCustomInfoFromScript("swcustom.txt"); // Load user customisation information
}
if (!loaddefinitionsfile(G_DefFile())) Printf("Definitions file loaded.\n");
userConfig.AddDefs.reset();
enginePostInit();
videoInit();
// precache as much stuff as you can
if (UserMapName[0] == '\0')
{
if (!LoadLevel("$dozer.map")) return false;
SetupPreCache();
DoTheCache();
}
else
{
if (!LoadLevel(UserMapName)) return false;
SetupPreCache();
DoTheCache();
}
GraphicsMode = TRUE;
InitFX(); // JBF: do it down here so we get a hold of the window handle
return true;
}
short SongLevelNum;
FString ThemeSongs[6];
int ThemeTrack[6];
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)
{
short j;
for (j = 1; j <= MAX_LEVELS; j++)
{
if (Bstrcasecmp(map_name, mapList[j].fileName.GetChars()) == 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];
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;
numinterpolations = short_numinterpolations = 0;
gNet.TimeLimitClock = gNet.TimeLimit;
serpwasseen = FALSE;
sumowasseen = FALSE;
zillawasseen = FALSE;
memset(BossSpriteNum,-1,sizeof(BossSpriteNum));
PedanticMode = false;
}
void InitLevelGlobals2(void)
{
extern short Bunny_Count;
// GLOBAL RESETS NOT DONE for LOAD GAME
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
InitTimingVars();
TotalKillable = 0;
Bunny_Count = 0;
FinishAnim = 0;
}
void
InitLevel(void)
{
if (LoadGameOutsideMoveLoop)
{
InitLevelGlobals();
return;
}
static int DemoNumber = 0;
Terminate3DSounds();
// A few IMPORTANT GLOBAL RESETS
InitLevelGlobals();
Mus_Stop();
InitLevelGlobals2();
{
if (Level < 0)
Level = 0;
if (Level > MAX_LEVELS)
Level = 1;
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(LevelName, mapList[Level].fileName);
UserMapName[0] = '\0';
}
}
else
{
strcpy(LevelName, mapList[Level].fileName);
}
}
if (NewGame)
InitNewGame();
if (!LoadLevel(LevelName))
{
NewGame = false;
return;
}
STAT_NewLevel(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();
QueueReset();
PreMapCombineFloors();
InitMultiPlayerInfo();
InitAllPlayerSprites();
//
// Do setup for sprite, track, panel, sector, etc
//
// Set levels up
InitTimingVars();
SpriteSetup();
SpriteSetupPost(); // post processing - already gone once through the loop
InitLighting();
TrackSetup();
PlayerPanelSetup();
SectorSetup();
JS_InitMirrors();
JS_InitLockouts(); // Setup the lockout linked lists
JS_ToggleLockouts(); // Init lockouts on/off
PlaceSectorObjectsOnTracks();
PlaceActorsOnTracks();
PostSetupSectorObject();
SetupMirrorTiles();
initlava();
SongLevelNum = Level;
// reset NewGame
NewGame = FALSE;
}
void
TerminateLevel(void)
{
int i, nexti, stat, pnum, ndx;
SECT_USERp *sectu;
// 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));
StopFX();
// Clear all anims and any memory associated with them
// Clear before killing sprites - save a little time
//AnimClear();
for (stat = STAT_PLAYER0; stat < STAT_PLAYER0 + numplayers; stat++)
{
pnum = stat - STAT_PLAYER0;
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)
{
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->InventoryTics, 0, sizeof(pp->InventoryTics));
pp->Killer = -1;
INITLIST(&pp->PanelSpriteList);
}
JS_UnInitLockouts();
//HEAP_CHECK();
}
void NewLevel(void)
{
do
{
InitLevel();
RunLevel();
}
while (LoadGameOutsideMoveLoop);
STAT_Update(false);
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)
{
PlayTheme();
MenuLevel();
STAT_Update(true);
}
}
else
{
if (FinishAnim == ANIM_ZILLA || FinishAnim == ANIM_SERP)
{
PlayTheme();
MenuLevel();
STAT_Update(true);
}
}
}
void PlayTheme()
{
// start music at logo
PlaySong(nullptr, ThemeSongs[0], ThemeTrack[0]);
}
// CTW REMOVED END
void DrawMenuLevelScreen(void)
{
const int TITLE_PIC = 2324;
twod->ClearScreen();
DrawTexture(twod, tileGetTexture(TITLE_PIC), 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, DTA_LegacyRenderStyle, STYLE_Normal,
DTA_Color, shadeToLight(20), TAG_DONE);
}
short PlayerQuitMenuLevel = -1;
void MenuLevel(void)
{
short w,h;
M_StartControlPanel(false);
M_SetMenu(NAME_Mainmenu);
twod->ClearScreen();
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_DrawString(160, 170, ds, 1, 16, 0);
sprintf(ds,"They are afraid!");
MNU_DrawString(160, 180, ds, 1, 16, 0);
}
videoNextPage();
//FadeIn(0, 3);
waitforeverybody();
inputState.ClearAllInput();
if (SW_SHAREWARE)
{
// go to ordering menu only if shareware
if (FinishAnim)
{
inputState.ClearKeyStatus(sc_Escape);
M_StartControlPanel(false);
M_SetMenu(NAME_CreditsMenu);
FinishAnim = 0;
}
}
else
{
FinishAnim = 0;
}
while (TRUE)
{
handleevents();
D_ProcessEvents();
C_RunDelayedCommands();
// limits checks to max of 40 times a second
if (totalclock >= ototalclock + synctics)
{
ototalclock += synctics;
if (CommEnabled)
getpackets();
}
if (CommEnabled)
{
if (MultiPlayQuitFlag)
{
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;
}
// must lock the clock for drawing so animations will happen
totalclocklock = totalclock;
//drawscreen as fast as you can
DrawMenuLevelScreen();
DoUpdateSounds();
videoNextPage();
}
inputState.ClearAllInput();
M_ClearMenus();
InMenuLevel = FALSE;
twod->ClearScreen();
videoNextPage();
}
extern SWBOOL FinishedLevel;
void EndGameSequence(void)
{
StopSound();
//playanm(FinishAnim);
//BonusScreen();
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)
{
extern SWBOOL FinishedLevel;
short w,h;
short rows,cols,i,j;
PLAYERp pp = NULL;
int x,y;
short pal;
//ResetPalette(mpp);
COVER_SetReverb(0); // Reset reverb
mpp->Reverb = 0;
StopSound();
soundEngine->UpdateSounds((int)totalclock);
if (FinishAnim)
{
EndGameSequence();
return;
}
if (gNet.MultiGameType != MULTI_GAME_COMMBAT)
{
if (!FinishedLevel)
return;
//BonusScreen();
return;
}
//MPBonusScreen();
}
void GameIntro(void)
{
if ((!CommEnabled && UserMapName[0]))
return;
Level = 1;
Logo([](bool) { gamestate = GS_LEVEL; });
SyncScreenJob();
MenuLevel();
}
void Control()
{
InitGame();
InGame = TRUE;
GameIntro();
while (!QuitFlag)
{
handleevents();
C_RunDelayedCommands();
NewLevel();
}
CleanExit = TRUE;
throw CExitEvent(0);
}
void _Assert(const char *expr, const char *strFile, unsigned uLine)
{
I_FatalError("Assertion failed: %s %s, line %u", expr, strFile, uLine);
}
void dsprintf(char *str, const 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 getinput(SW_PACKET *, SWBOOL);
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();
}
}
void InitPlayerGameSettings(void)
{
int pnum;
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 (cl_autoaim)
SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
else
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
}
}
void InitRunLevel(void)
{
if (LoadGameOutsideMoveLoop)
{
int SavePlayClock;
extern int PlayClock;
LoadGameOutsideMoveLoop = FALSE;
// contains what is needed from calls below
if (snd_ambience)
StartAmbientSound();
// crappy little hack to prevent play clock from being overwritten
// for load games
SavePlayClock = PlayClock;
InitTimingVars();
PlayClock = SavePlayClock;
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();
Mus_Stop();
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();
{
if (Level == 0)
{
PlaySong(nullptr, currentLevel->music, 1 + RANDOM_RANGE(10));
}
else
{
PlaySong(currentLevel->labelName, currentLevel->music, currentLevel->cdSongId);
}
}
InitPrediction(&Player[myconnectindex]);
waitforeverybody();
CheckVersion(GameVersion);
// IMPORTANT - MUST be right before game loop AFTER waitforeverybody
InitTimingVars();
if (snd_ambience)
StartAmbientSound();
}
void RunLevel(void)
{
InitRunLevel();
#if 0
waitforeverybody();
#endif
ready2send = 1;
while (TRUE)
{
handleevents();
C_RunDelayedCommands();
D_ProcessEvents();
if (LoadGameOutsideMoveLoop)
{
return; // Stop the game loop if a savegame was loaded from the menu.
}
updatePauseStatus();
if (paused)
{
ototalclock = (int)totalclock - (120 / synctics);
buttonMap.ResetButtonStates();
}
else
{
while (ready2send && (totalclock >= ototalclock + synctics))
{
UpdateInputs();
MoveLoop();
}
// Get input again to update q16ang/q16horiz.
if (!PedanticMode)
getinput(&loc, TRUE);
}
drawscreen(Player + screenpeek);
if (QuitFlag)
break;
if (ExitLevel)
{
ExitLevel = FALSE;
break;
}
timerUpdateClock();
}
ready2send = 0;
}
#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;
int DetectShareware(void)
{
return (isShareware = !!(g_gameType & GAMEFLAG_SHAREWARE));
}
void CommandLineHelp(char const * const * argv)
{
}
static const char* actions[] = {
"Move_Forward",
"Move_Backward",
"Turn_Left",
"Turn_Right",
"Strafe",
"Fire",
"Open",
"Run",
"Alt_Fire", // Duke3D", Blood
"Jump",
"Crouch",
"Look_Up",
"Look_Down",
"Look_Left",
"Look_Right",
"Strafe_Left",
"Strafe_Right",
"Aim_Up",
"Aim_Down",
"Weapon_1",
"Weapon_2",
"Weapon_3",
"Weapon_4",
"Weapon_5",
"Weapon_6",
"Weapon_7",
"Weapon_8",
"Weapon_9",
"Weapon_10",
"Inventory",
"Inventory_Left",
"Inventory_Right",
"NightVision",
"MedKit",
"TurnAround",
"SendMessage",
"Map",
"Shrink_Screen",
"Enlarge_Screen",
"Center_View",
"Holster_Weapon",
"Show_Opponents_Weapon",
"Map_Follow_Mode",
"See_Coop_View",
"Mouse_Aiming",
"Toggle_Crosshair",
"Next_Weapon",
"Previous_Weapon",
"Dpad_Select",
"Dpad_Aiming",
"Last_Weapon",
"Alt_Weapon",
"Third_Person_View",
"Toggle_Crouch", // This is the last one used by EDuke32"",
"Smoke_Bomb",
"Gas_Bomb",
"Flash_Bomb",
"Caltrops",
};
int32_t GameInterface::app_main()
{
int i;
extern int MovesPerPacket;
void DoSector(void);
void gameinput(void);
int cnt = 0;
InitCheats();
buttonMap.SetButtons(actions, NUM_ACTIONS);
automapping = 1;
gs = gs_defaults;
if (!DetectShareware())
{
if (SW_SHAREWARE) Printf("Detected shareware GRP\n");
else Printf("Detected registered GRP\n");
}
for (i = 0; i < MAX_SW_PLAYERS; i++)
INITLIST(&Player[i].PanelSpriteList);
DebugOperate = TRUE;
enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;
if (SW_SHAREWARE)
Printf("SHADOW WARRIOR(tm) Version 1.2 (Shareware Version)\n");
else
Printf("SHADOW WARRIOR(tm) Version 1.2\n");
if (sw_snd_scratch == 0) // This is always 0 at this point - this check is only here to prevent whole program optimization from eliminating the variable.
Printf("Copyright (c) 1997 3D Realms Entertainment\n");
UserMapName[0] = '\0';
registerosdcommands();
Control();
return 0;
}
void ManualPlayerInsert(PLAYERp pp)
{
PLAYERp npp = Player + numplayers;
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->q16ang = pp->q16ang;
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;
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->q16ang = pp->q16ang;
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++;
}
}
void
ManualPlayerDelete(void)
{
short i, nexti;
USERp u;
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;
}
}
char WangBangMacro[10][64];
void
FunctionKeys(PLAYERp pp)
{
static int rts_delay = 0;
int fn_key = 0;
rts_delay++;
if (inputState.GetKeyStatus(sc_F1)) { fn_key = 1; }
if (inputState.GetKeyStatus(sc_F2)) { fn_key = 2; }
if (inputState.GetKeyStatus(sc_F3)) { fn_key = 3; }
if (inputState.GetKeyStatus(sc_F4)) { fn_key = 4; }
if (inputState.GetKeyStatus(sc_F5)) { fn_key = 5; }
if (inputState.GetKeyStatus(sc_F6)) { fn_key = 6; }
if (inputState.GetKeyStatus(sc_F7)) { fn_key = 7; }
if (inputState.GetKeyStatus(sc_F8)) { fn_key = 8; }
if (inputState.GetKeyStatus(sc_F9)) { fn_key = 9; }
if (inputState.GetKeyStatus(sc_F10)) { fn_key = 10; }
if (inputState.AltPressed())
{
if (rts_delay > 16 && fn_key && CommEnabled && !adult_lockout && !Global_PLock)
{
inputState.ClearKeyStatus(sc_F1 + fn_key - 1);
rts_delay = 0;
PlaySoundRTS(fn_key);
if (CommEnabled)
{
PACKET_RTS p;
p.PacketType = PACKET_TYPE_RTS;
p.RTSnum = fn_key;
netbroadcastpacket((uint8_t*)(&p), sizeof(p)); // TENSW
}
}
return;
}
if (inputState.ShiftPressed())
{
if (fn_key && CommEnabled)
{
inputState.ClearKeyStatus(sc_Escape);
inputState.ClearKeyStatus(sc_F1 + fn_key - 1);
if (CommEnabled)
{
short pnum;
sprintf(ds,"SENT: %s",**CombatMacros[fn_key-1]);
Printf(PRINT_NOTIFY | PRINT_TEAMCHAT, "%s\n", ds);
TRAVERSE_CONNECT(pnum)
{
if (pnum != myconnectindex)
{
sprintf(ds,"%s: %s",pp->PlayerName, **CombatMacros[fn_key - 1]);
SW_SendMessage(pnum, ds);
}
}
}
}
return;
}
// F7 VIEW control
if (buttonMap.ButtonDown(gamefunc_Third_Person_View))
{
buttonMap.ClearButton(gamefunc_Third_Person_View);
if (SHIFTS_IS_PRESSED)
{
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;
}
}
}
}
short MirrorDelay;
double elapsedInputTicks;
double scaleAdjustmentToInterval(double x) { return x * (120 / synctics) / (1000.0 / elapsedInputTicks); }
void DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel);
void DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel);
void
getinput(SW_PACKET *loc, SWBOOL tied)
{
int i;
PLAYERp pp = Player + myconnectindex;
PLAYERp newpp = Player + 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 MAXHORIZVEL 128
#define SET_LOC_KEY(loc, sync_num, key_test) SET(loc, ((!!(key_test)) << (sync_num)))
static int32_t turnheldtime;
int32_t momx, momy;
extern SWBOOL MenuButtonAutoAim;
if (Prediction && CommEnabled)
{
newpp = ppp;
}
static double lastInputTicks;
auto const currentHiTicks = timerGetHiTicks();
elapsedInputTicks = currentHiTicks - lastInputTicks;
lastInputTicks = currentHiTicks;
// MAKE SURE THIS WILL GET SET
SET_LOC_KEY(loc->bits, SK_QUIT_GAME, MultiPlayQuitFlag);
bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
if (!CommEnabled)
{
// Go back to the source to set this - the old code here was catastrophically bad.
// this needs to be fixed properly - as it is this can never be compatible with demo playback.
if (mouseaim)
SET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
else
RESET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
if (cl_autoaim)
SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
else
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
}
ControlInfo info;
CONTROL_GetInput(&info);
if (paused)
return;
// MAP KEY
if (buttonMap.ButtonDown(gamefunc_Map))
{
buttonMap.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;
ScrollMode2D = FALSE;
}
}
// Toggle follow map mode on/off
if (dimensionmode == 5 || dimensionmode == 6)
{
if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
{
buttonMap.ClearButton(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 (!tied && ScrollMode2D && pp == Player + myconnectindex && !Prediction)
MoveScrollMode2D(Player + myconnectindex);
// !JIM! Added M_Active() so that you don't move at all while using menus
if (M_Active() || ScrollMode2D || InputMode)
return;
SET_LOC_KEY(loc->bits, SK_SPACE_BAR, buttonMap.ButtonDown(gamefunc_Open));
int const running = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
int32_t turnamount;
int32_t keymove;
// The function DoPlayerTurn() scales the player's q16angvel by 1.40625, so store as constant
// and use to scale back player's aim and ang values for a consistent feel between games.
float const angvelScale = 1.40625f;
float const aimvelScale = 1.203125f;
// Shadow Warrior has a ticrate of 40, 25% more than the other games, so store below constant
// for dividing controller input to match speed input speed of other games.
float const ticrateScale = 0.75f;
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 (tied)
keymove = 0;
int32_t svel = 0, vel = 0;
fix16_t q16aimvel = 0, q16angvel = 0;
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
{
svel -= (info.mousex * ticrateScale) * 4.f;
svel -= info.dyaw * keymove;
}
else
{
q16angvel = fix16_sadd(q16angvel, fix16_from_float(info.mousex / angvelScale));
q16angvel = fix16_sadd(q16angvel, fix16_from_dbl(scaleAdjustmentToInterval((info.dyaw * ticrateScale) / angvelScale)));
}
if (mouseaim)
q16aimvel = fix16_ssub(q16aimvel, fix16_from_float(info.mousey / aimvelScale));
else
vel -= (info.mousey * ticrateScale) * 8.f;
if (in_mouseflip)
q16aimvel = -q16aimvel;
q16aimvel -= fix16_from_dbl(scaleAdjustmentToInterval((info.dpitch * ticrateScale) / aimvelScale));
svel -= info.dx * keymove;
vel -= info.dz * keymove;
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
svel -= -keymove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
svel -= keymove;
}
else
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left) || (buttonMap.ButtonDown(gamefunc_Strafe_Left) && pp->sop))
{
turnheldtime += synctics;
if (PedanticMode)
{
if (turnheldtime >= TURBOTURNTIME)
q16angvel -= fix16_from_int(turnamount);
else
q16angvel -= fix16_from_int(PREAMBLETURN);
}
else
q16angvel = fix16_ssub(q16angvel, fix16_from_float(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN)));
}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && pp->sop))
{
turnheldtime += synctics;
if (PedanticMode)
{
if (turnheldtime >= TURBOTURNTIME)
q16angvel += fix16_from_int(turnamount);
else
q16angvel += fix16_from_int(PREAMBLETURN);
}
else
q16angvel = fix16_sadd(q16angvel, fix16_from_float(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN)));
}
else
{
turnheldtime = 0;
}
}
if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !pp->sop)
svel += keymove;
if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !pp->sop)
svel += -keymove;
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
{
vel += keymove;
}
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
vel += -keymove;
q16angvel = fix16_clamp(q16angvel, -fix16_from_int(MAXANGVEL), fix16_from_int(MAXANGVEL));
q16aimvel = fix16_clamp(q16aimvel, -fix16_from_int(MAXHORIZVEL), fix16_from_int(MAXHORIZVEL));
void DoPlayerTeleportPause(PLAYERp pp);
if (PedanticMode)
{
q16angvel = fix16_floor(q16angvel);
q16aimvel = fix16_floor(q16aimvel);
}
else
{
fix16_t prevcamq16ang = pp->camq16ang, prevcamq16horiz = pp->camq16horiz;
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN))
DoPlayerTurn(pp, &pp->camq16ang, q16angvel);
if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
DoPlayerHorizon(pp, &pp->camq16horiz, q16aimvel);
pp->oq16ang += pp->camq16ang - prevcamq16ang;
pp->oq16horiz += pp->camq16horiz - prevcamq16horiz;
}
loc->vel += vel;
loc->svel += svel;
if (!tied)
{
vel = clamp(loc->vel, -MAXVEL, MAXVEL);
svel = clamp(loc->svel, -MAXSVEL, MAXSVEL);
momx = mulscale9(vel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang) + 512)]);
momy = mulscale9(vel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang))]);
momx += mulscale9(svel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang))]);
momy += mulscale9(svel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang) + 1536)]);
loc->vel = momx;
loc->svel = momy;
}
loc->q16angvel += q16angvel;
loc->q16aimvel += q16aimvel;
if (!CommEnabled)
{
// What a mess...:?
#if 0
if (MenuButtonAutoAim)
{
MenuButtonAutoAim = FALSE;
if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != !!cl_autoaim)
SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE);
}
#endif
}
else if (inputState.GetKeyStatus(sc_Pause))
{
SET_LOC_KEY(loc->bits, SK_PAUSE, true);
inputState.ClearKeyStatus(sc_Pause);
}
SET_LOC_KEY(loc->bits, SK_CENTER_VIEW, buttonMap.ButtonDown(gamefunc_Center_View));
SET_LOC_KEY(loc->bits, SK_RUN, buttonMap.ButtonDown(gamefunc_Run));
SET_LOC_KEY(loc->bits, SK_SHOOT, buttonMap.ButtonDown(gamefunc_Fire));
// actually snap
SET_LOC_KEY(loc->bits, SK_SNAP_UP, buttonMap.ButtonDown(gamefunc_Aim_Up));
SET_LOC_KEY(loc->bits, SK_SNAP_DOWN, buttonMap.ButtonDown(gamefunc_Aim_Down));
// actually just look
SET_LOC_KEY(loc->bits, SK_LOOK_UP, buttonMap.ButtonDown(gamefunc_Look_Up));
SET_LOC_KEY(loc->bits, SK_LOOK_DOWN, buttonMap.ButtonDown(gamefunc_Look_Down));
for (i = 0; i < MAX_WEAPONS_KEYS; i++)
{
if (buttonMap.ButtonDown(gamefunc_Weapon_1 + i))
{
SET(loc->bits, i + 1);
break;
}
}
if (buttonMap.ButtonPressed(gamefunc_Next_Weapon))
{
USERp u = User[pp->PlayerSprite];
short next_weapon = u->WeaponNum + 1;
short start_weapon;
buttonMap.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 (buttonMap.ButtonPressed(gamefunc_Previous_Weapon))
{
USERp u = User[pp->PlayerSprite];
short prev_weapon = u->WeaponNum - 1;
short start_weapon;
buttonMap.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);
}
if (buttonMap.ButtonDown(gamefunc_Alt_Weapon))
{
buttonMap.ClearButton(gamefunc_Alt_Weapon);
USERp u = User[pp->PlayerSprite];
short const which_weapon = u->WeaponNum + 1;
SET(loc->bits, which_weapon);
}
inv_hotkey = 0;
if (buttonMap.ButtonDown(gamefunc_MedKit))
inv_hotkey = INVENTORY_MEDKIT+1;
if (buttonMap.ButtonDown(gamefunc_Smoke_Bomb))
inv_hotkey = INVENTORY_CLOAK+1;
if (buttonMap.ButtonDown(gamefunc_NightVision))
inv_hotkey = INVENTORY_NIGHT_VISION+1;
if (buttonMap.ButtonDown(gamefunc_Gas_Bomb))
inv_hotkey = INVENTORY_CHEMBOMB+1;
if (buttonMap.ButtonDown(gamefunc_Flash_Bomb) && dimensionmode == 3)
inv_hotkey = INVENTORY_FLASHBOMB+1;
if (buttonMap.ButtonDown(gamefunc_Caltrops))
inv_hotkey = INVENTORY_CALTROPS+1;
SET(loc->bits, inv_hotkey<<SK_INV_HOTKEY_BIT0);
SET_LOC_KEY(loc->bits, SK_INV_USE, buttonMap.ButtonDown(gamefunc_Inventory));
SET_LOC_KEY(loc->bits, SK_OPERATE, buttonMap.ButtonDown(gamefunc_Open));
SET_LOC_KEY(loc->bits, SK_JUMP, buttonMap.ButtonDown(gamefunc_Jump));
SET_LOC_KEY(loc->bits, SK_CRAWL, buttonMap.ButtonDown(gamefunc_Crouch));
SET_LOC_KEY(loc->bits, SK_TURN_180, buttonMap.ButtonDown(gamefunc_TurnAround));
SET_LOC_KEY(loc->bits, SK_INV_LEFT, buttonMap.ButtonDown(gamefunc_Inventory_Left));
SET_LOC_KEY(loc->bits, SK_INV_RIGHT, buttonMap.ButtonDown(gamefunc_Inventory_Right));
SET_LOC_KEY(loc->bits, SK_HIDE_WEAPON, buttonMap.ButtonDown(gamefunc_Holster_Weapon));
// need BUTTON
SET_LOC_KEY(loc->bits, SK_CRAWL_LOCK, buttonMap.ButtonDown(gamefunc_Toggle_Crouch));
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
{
if (buttonMap.ButtonDown(gamefunc_See_Coop_View))
{
buttonMap.ClearButton(gamefunc_See_Coop_View);
screenpeek = connectpoint2[screenpeek];
if (screenpeek < 0)
screenpeek = connecthead;
if (dimensionmode != 2 && screenpeek == myconnectindex)
{
// JBF: figure out what's going on here
DoPlayerDivePalette(pp); // Check Dive again
DoPlayerNightVisionPalette(pp); // Check Night Vision again
}
else
{
PLAYERp tp = Player+screenpeek;
DoPlayerDivePalette(tp);
DoPlayerNightVisionPalette(tp);
}
}
}
if (!tied)
FunctionKeys(pp);
if (buttonMap.ButtonDown(gamefunc_Toggle_Crosshair))
{
buttonMap.ClearButton(gamefunc_Toggle_Crosshair);
pToggleCrosshair();
}
}
#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;
int32_t tmpydim = (xdim * 5) / 8;
renderSetAspect(65536, divscale16(tmpydim * 320, xdim * 200));
// draw location text
if (hud_size == Hud_Nothing)
{
txt_x = 7;
txt_y = 168;
}
else
{
txt_x = 7;
txt_y = 147;
}
if (ScrollMode2D)
{
MNU_DrawSmallString(txt_x, txt_y - 7, "Follow Mode", 0, 0);
}
sprintf(ds,"%s",currentLevel->DisplayName());
MNU_DrawSmallString(txt_x,txt_y,ds,0, 0);
//////////////////////////////////
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 ((unsigned)k >= MAXWALLS)
continue;
if (!mapcheat)
{
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; // 1=white / 31=black / 44=green / 56=pink / 128=yellow / 210=blue / 248=orange / 255=purple
}
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 (mapcheat || (show2dsprite[j >> 3] & (1 << (j & 7))) > 0)
{
SHOWSPRITE:
spr = &sprite[j];
col = 56; // 1=white / 31=black / 44=green / 56=pink / 128=yellow / 210=blue / 248=orange / 255=purple
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;
int spnum = -1;
if (sprisplayer)
{
if (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite)
spnum = 1196 + pspr_ndx[myconnectindex];
}
else spnum = spr->picnum;
double xd = ((x1 << 4) + (xdim << 15)) / 65536.;
double yd = ((y1 << 4) + (ydim << 15)) / 65536.;
double sc = mulscale16(czoom * (spr->yrepeat), yxaspect) / 65536.;
if (spnum >= 0)
{
DrawTexture(twod, tileGetTexture(5407, true), xd, yd, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, spr->pal), DTA_Color, shadeToLight(spr->shade),
DTA_Alpha, (spr->cstat & 2) ? 0.33 : 1., TAG_DONE);
}
}
}
}
break;
case 16: // Rotated sprite
x1 = sprx;
y1 = spry;
tilenum = spr->picnum;
xoff = (int)tileLeftOffset(tilenum) + (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)tileLeftOffset(tilenum) + (int)spr->xoffset;
yoff = (int)tileTopOffset(tilenum) + (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 ((uint16_t)wal->nextwall < MAXWALLS)
continue;
if (!mapcheat && (show2dwall[j >> 3] & (1 << (j & 7))) == 0)
continue;
if (!tileGetTexture(wal->picnum)->isValid()) 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);
}
}
videoSetCorrectedAspect();
}
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;
}
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;
}
#include "saveable.h"
saveable_module saveable_build{};
void Saveable_Init_Dynamic()
{
static saveable_data saveable_build_data[] =
{
{sector, MAXSECTORS*sizeof(sectortype)},
{sprite, MAXSPRITES*sizeof(spritetype)},
{wall, MAXWALLS*sizeof(walltype)},
};
saveable_build.data = saveable_build_data;
saveable_build.numdata = NUM_SAVEABLE_ITEMS(saveable_build_data);
}
ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize)
{
return { 0, 48 };
}
::GameInterface* CreateInterface()
{
return new GameInterface;
}
GameStats GameInterface::getStats()
{
PLAYERp pp = Player + myconnectindex;
return { pp->Kills, TotalKillable, pp->SecretsFound, LevelSecrets, PlayClock / 120, 0 };
}
void GameInterface::FreeGameData()
{
TerminateLevel();
}
END_SW_NS