mirror of
https://github.com/ZDoom/Raze.git
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2531 lines
64 KiB
C++
2531 lines
64 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#define MAIN
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#define QUIET
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#include "build.h"
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#include "baselayer.h"
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#include "baselayer.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "interp.h"
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#include "interpso.h"
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#include "tags.h"
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#include "sector.h"
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#include "sprite.h"
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#include "weapon.h"
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#include "player.h"
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#include "lists.h"
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#include "network.h"
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#include "pal.h"
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#include "mytypes.h"
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#include "menus.h"
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#include "gamecontrol.h"
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#include "gamedefs.h"
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#include "misc.h"
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#include "misc.h"
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#include "break.h"
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#include "ninja.h"
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#include "light.h"
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#include "misc.h"
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#include "jsector.h"
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#include "common.h"
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#include "gameconfigfile.h"
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#include "printf.h"
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#include "m_argv.h"
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#include "debugbreak.h"
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#include "menu.h"
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#include "raze_music.h"
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#include "statistics.h"
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#include "gstrings.h"
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#include "mapinfo.h"
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#include "v_video.h"
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#include "raze_sound.h"
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#include "secrets.h"
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#include "osdcmds.h"
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#include "screenjob.h"
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#include "inputstate.h"
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#include "gamestate.h"
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//#include "crc32.h"
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CVAR(Bool, sw_ninjahack, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR(Bool, sw_darts, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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BEGIN_SW_NS
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void pClearSpriteList(PLAYERp pp);
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signed char MNU_InputSmallString(char*, short);
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signed char MNU_InputString(char*, short);
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SWBOOL IsCommand(const char* str);
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extern SWBOOL mapcheat;
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extern SWBOOL MultiPlayQuitFlag;
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extern int sw_snd_scratch;
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#if DEBUG
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#define BETA 0
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#endif
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#define PAL_SIZE (256*3)
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char DemoName[15][16];
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// Stupid WallMart version!
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//#define PLOCK_VERSION TRUE
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#if PLOCK_VERSION
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SWBOOL Global_PLock = TRUE;
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#else
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SWBOOL Global_PLock = FALSE;
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#endif
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int GameVersion = 20;
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char DemoText[3][64];
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int DemoTextYstart = 0;
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int Follow_posx=0,Follow_posy=0;
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SWBOOL NoMeters = FALSE;
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SWBOOL GraphicsMode = FALSE;
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char CacheLastLevel[32] = "";
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char PlayerNameArg[32] = "";
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SWBOOL CleanExit = FALSE;
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SWBOOL FinishAnim = 0;
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SWBOOL ShortGameMode = FALSE;
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SWBOOL ReloadPrompt = FALSE;
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SWBOOL NewGame = TRUE;
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SWBOOL InMenuLevel = FALSE;
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SWBOOL LoadGameOutsideMoveLoop = FALSE;
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SWBOOL LoadGameFromDemo = FALSE;
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extern SWBOOL NetBroadcastMode, NetModeOverride;
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SWBOOL MultiPlayQuitFlag = FALSE;
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//Miscellaneous variables
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char MessageInputString[256];
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char MessageOutputString[256];
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SWBOOL ConInputMode = FALSE;
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SWBOOL FinishedLevel = FALSE;
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SWBOOL PanelUpdateMode = TRUE;
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short HelpPage = 0;
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short HelpPagePic[] = { 5115, 5116, 5117 };
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SWBOOL InputMode = FALSE;
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SWBOOL MessageInput = FALSE;
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short screenpeek = 0;
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SWBOOL NoDemoStartup = FALSE;
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SWBOOL FirstTimeIntoGame;
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SWBOOL PedanticMode;
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SWBOOL LocationInfo = 0;
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void drawoverheadmap(int cposx, int cposy, int czoom, short cang);
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int DispFrameRate = FALSE;
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int DispMono = TRUE;
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int Fog = FALSE;
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int FogColor;
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SWBOOL PreCaching = TRUE;
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int GodMode = FALSE;
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SWBOOL BotMode = FALSE;
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short Skill = 2;
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short BetaVersion = 900;
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short TotalKillable;
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AUTO_NET Auto;
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SWBOOL AutoNet = FALSE;
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SWBOOL HasAutoColor = FALSE;
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uint8_t AutoColor;
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const GAME_SET gs_defaults =
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{
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// Network game settings
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0, // GameType
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0, // Level
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0, // Monsters
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FALSE, // HurtTeammate
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TRUE, // SpawnMarkers Markers
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FALSE, // TeamPlay
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0, // Kill Limit
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0, // Time Limit
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0, // Color
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TRUE, // nuke
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};
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GAME_SET gs;
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SWBOOL PlayerTrackingMode = FALSE;
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SWBOOL SlowMode = FALSE;
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SWBOOL FrameAdvanceTics = 3;
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SWBOOL ScrollMode2D = FALSE;
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SWBOOL DebugSO = FALSE;
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SWBOOL DebugPanel = FALSE;
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SWBOOL DebugSector = FALSE;
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SWBOOL DebugActor = FALSE;
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SWBOOL DebugAnim = FALSE;
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SWBOOL DebugOperate = FALSE;
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SWBOOL DebugActorFreeze = FALSE;
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void LoadingLevelScreen(void);
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uint8_t FakeMultiNumPlayers;
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int totalsynctics;
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short Level = 0;
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SWBOOL ExitLevel = FALSE;
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int OrigCommPlayers=0;
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extern uint8_t CommPlayers;
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extern SWBOOL CommEnabled;
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extern int bufferjitter;
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SWBOOL CameraTestMode = FALSE;
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char ds[645]; // debug string
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extern short NormalVisibility;
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extern int quotebot, quotebotgoal; // Multiplayer typing buffer
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char recbuf[80]; // Used as a temp buffer to hold typing text
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#define ACT_STATUE 0
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int score;
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SWBOOL QuitFlag = FALSE;
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SWBOOL InGame = FALSE;
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SWBOOL CommandSetup = FALSE;
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char UserMapName[80]="", buffer[80], ch;
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char LevelName[20];
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uint8_t DebugPrintColor = 255;
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int krandcount;
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/// L O C A L P R O T O T Y P E S /////////////////////////////////////////////////////////
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void BOT_DeleteAllBots(void);
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void BotPlayerInsert(PLAYERp pp);
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void SybexScreen(void);
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void MenuLevel(void);
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void StatScreen(PLAYERp mpp);
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void InitRunLevel(void);
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void RunLevel(void);
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/////////////////////////////////////////////////////////////////////////////////////////////
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static FILE *debug_fout = NULL;
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// Transitioning helper.
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void Logo(const CompletionFunc& completion);
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int SyncScreenJob()
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{
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while (gamestate == GS_INTERMISSION || gamestate == GS_INTRO)
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{
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DoUpdateSounds();
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handleevents();
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updatePauseStatus();
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D_ProcessEvents();
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ControlInfo info;
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CONTROL_GetInput(&info);
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C_RunDelayedCommands();
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RunScreenJobFrame(); // This handles continuation through its completion callback.
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videoNextPage();
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}
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return 0;
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}
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extern SWBOOL DrawScreen;
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int krand1(void)
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{
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ASSERT(!DrawScreen);
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krandcount++;
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randomseed = ((randomseed * 21 + 1) & 65535);
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return randomseed;
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}
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int PointOnLine(int x, int y, int x1, int y1, int x2, int y2)
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{
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// the closer to 0 the closer to the line the point is
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return ((x2 - x1) * (y - y1)) - ((y2 - y1) * (x - x1));
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}
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int
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Distance(int x1, int y1, int x2, int y2)
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{
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int min;
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if ((x2 = x2 - x1) < 0)
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x2 = -x2;
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if ((y2 = y2 - y1) < 0)
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y2 = -y2;
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if (x2 > y2)
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min = y2;
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else
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min = x2;
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return x2 + y2 - DIV2(min);
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}
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void TerminateGame(void)
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{
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ErrorCorrectionQuit();
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// uninitmultiplayers();
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if (CleanExit)
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{
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//SybexScreen();
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}
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throw CExitEvent(3);
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}
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bool LoadLevel(const char *filename)
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{
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int16_t ang;
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if (engineLoadBoard(filename, SW_SHAREWARE ? 1 : 0, (vec3_t *)&Player[0], &ang, &Player[0].cursectnum) == -1)
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{
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Printf("Level not found: %s", filename);
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return false;
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}
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currentLevel = &mapList[Level];
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SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
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STAT_NewLevel(currentLevel->labelName);
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Player[0].q16ang = fix16_from_int(ang);
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return true;
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}
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void MultiSharewareCheck(void)
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{
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if (!SW_SHAREWARE) return;
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if (numplayers > 4)
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{
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I_FatalError("To play a Network game with more than 4 players you must purchase "
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"the full version. Read the Ordering Info screens for details.");
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}
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}
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// Some mem crap for Jim
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// I reserve 1 meg of heap space for our use out side the cache
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int TotalMemory = 0;
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int ActualHeap = 0;
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void InitAutoNet(void)
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{
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if (!AutoNet)
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return;
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gs.NetGameType = Auto.Rules;
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gs.NetLevel = Auto.Level;
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gs.NetMonsters = Auto.Enemy;
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gs.NetSpawnMarkers = Auto.Markers;
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gs.NetTeamPlay = Auto.Team;
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gs.NetHurtTeammate = Auto.HurtTeam;
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gs.NetKillLimit = Auto.Kill;
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gs.NetTimeLimit = Auto.Time;
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gs.NetColor = Auto.Color;
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gs.NetNuke = Auto.Nuke;
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}
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static int firstnet = 0; // JBF
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void SW_InitMultiPsky(void)
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{
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// default
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psky_t* const defaultsky = tileSetupSky(DEFAULTPSKY);
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defaultsky->lognumtiles = 1;
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defaultsky->horizfrac = 8192;
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}
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bool InitGame()
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{
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extern int MovesPerPacket;
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//void *ReserveMem=NULL;
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int i;
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engineInit();
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InitAutoNet();
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{
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auto pal = fileSystem.LoadFile("3drealms.pal", 0);
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if (pal.Size() >= 768)
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{
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for (auto& c : pal)
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c <<= 2;
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paletteSetColorTable(DREALMSPAL, pal.Data(), true, true);
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}
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}
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timerInit(120);
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InitPalette();
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// sets numplayers, connecthead, connectpoint2, myconnectindex
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#if 0
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if (!firstnet)
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initmultiplayers(0, NULL, 0, 0, 0);
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else if (initmultiplayersparms(argc - firstnet, &argv[firstnet]))
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{
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Printf("Waiting for players...\n");
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while (initmultiplayerscycle())
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{
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handleevents();
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}
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}
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#else
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numplayers = 1; myconnectindex = 0;
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connecthead = 0; connectpoint2[0] = -1;
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#endif
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initsynccrc();
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// code to duplicate packets
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if (numplayers > 4 && MovesPerPacket == 1)
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{
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MovesPerPacket = 2;
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}
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MultiSharewareCheck();
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if (numplayers > 1)
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{
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CommPlayers = numplayers;
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OrigCommPlayers = CommPlayers;
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CommEnabled = TRUE;
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gNet.MultiGameType = MULTI_GAME_COMMBAT;
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}
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TileFiles.LoadArtSet("tiles%03d.art");
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InitFonts();
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Connect();
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SortBreakInfo();
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parallaxtype = 1;
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SW_InitMultiPsky();
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memset(Track, 0, sizeof(Track));
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memset(Player, 0, sizeof(Player));
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for (i = 0; i < MAX_SW_PLAYERS; i++)
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INITLIST(&Player[i].PanelSpriteList);
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LoadKVXFromScript("swvoxfil.txt"); // Load voxels from script file
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LoadPLockFromScript("swplock.txt"); // Get Parental Lock setup info
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LoadCustomInfoFromScript("engine/swcustom.txt"); // load the internal definitions. These also apply to the shareware version.
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if (!SW_SHAREWARE)
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{
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LoadCustomInfoFromScript("swcustom.txt"); // Load user customisation information
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}
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if (!loaddefinitionsfile(G_DefFile())) Printf("Definitions file loaded.\n");
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userConfig.AddDefs.reset();
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enginePostInit();
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videoInit();
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// precache as much stuff as you can
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if (UserMapName[0] == '\0')
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{
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if (!LoadLevel("$dozer.map")) return false;
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SetupPreCache();
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DoTheCache();
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}
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else
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{
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if (!LoadLevel(UserMapName)) return false;
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SetupPreCache();
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DoTheCache();
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}
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GraphicsMode = TRUE;
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InitFX(); // JBF: do it down here so we get a hold of the window handle
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return true;
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}
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short SongLevelNum;
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FString ThemeSongs[6];
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int ThemeTrack[6];
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void InitNewGame(void)
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{
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int i, ready_bak;
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int ver_bak;
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//waitforeverybody(); // since ready flag resets after this point, need to carefully sync
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for (i = 0; i < MAX_SW_PLAYERS; i++)
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{
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// don't jack with the playerreadyflag
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ready_bak = Player[i].playerreadyflag;
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ver_bak = Player[i].PlayerVersion;
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memset(&Player[i], 0, sizeof(Player[i]));
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Player[i].playerreadyflag = ready_bak;
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Player[i].PlayerVersion = ver_bak;
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INITLIST(&Player[i].PanelSpriteList);
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}
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memset(puser, 0, sizeof(puser));
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}
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void FindLevelInfo(char *map_name, short *level)
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{
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short j;
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for (j = 1; j <= MAX_LEVELS; j++)
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{
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if (Bstrcasecmp(map_name, mapList[j].fileName.GetChars()) == 0)
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{
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*level = j;
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return;
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}
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}
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*level = 0;
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return;
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}
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int ChopTics;
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void InitLevelGlobals(void)
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{
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extern char PlayerGravity;
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extern short wait_active_check_offset;
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//extern short Zombies;
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extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
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extern SWBOOL left_foot;
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extern SWBOOL serpwasseen;
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extern SWBOOL sumowasseen;
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extern SWBOOL zillawasseen;
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extern short BossSpriteNum[3];
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ChopTics = 0;
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dimensionmode = 3;
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zoom = 768;
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PlayerGravity = 24;
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wait_active_check_offset = 0;
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PlaxCeilGlobZadjust = PlaxFloorGlobZadjust = Z(500);
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FinishedLevel = FALSE;
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AnimCnt = 0;
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left_foot = FALSE;
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screenpeek = myconnectindex;
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numinterpolations = short_numinterpolations = 0;
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gNet.TimeLimitClock = gNet.TimeLimit;
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serpwasseen = FALSE;
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sumowasseen = FALSE;
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zillawasseen = FALSE;
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memset(BossSpriteNum,-1,sizeof(BossSpriteNum));
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PedanticMode = false;
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}
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void InitLevelGlobals2(void)
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{
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extern short Bunny_Count;
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// GLOBAL RESETS NOT DONE for LOAD GAME
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// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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InitTimingVars();
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TotalKillable = 0;
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Bunny_Count = 0;
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FinishAnim = 0;
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}
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void
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InitLevel(void)
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{
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if (LoadGameOutsideMoveLoop)
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{
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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
|