raze/source/sw/src/game.cpp
NY00123 d50410f06b SW: With the input tied to frame rate, disable aiming while the
player is dead, and also disable horizontal aiming while on a ladder.
2020-05-20 14:43:03 +02:00

4140 lines
104 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"
// CTW NOTE
/*
Known remaining issues:
- Audio stuttering.
- CD Audio not looping properly (currently hard coded to restart about every 200 seconds.
- Hitting F5 to change resolution causes a crash (currently disabled).
- Multiplayer untested.
Things required to make savegames work:
- Load makesym.wpj and build it.
- In a DOS prompt, run "makesym sw.map swdata.map swcode.map"
- Copy swcode.map to swcode.sym and swdata.map to swdata.sym
*/
// CTW NOTE END
#define MAIN
#define QUIET
#include "build.h"
#include "baselayer.h"
#include "osd.h"
#include "baselayer.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "sector.h"
#include "sprite.h"
#include "weapon.h"
#include "player.h"
#include "lists.h"
#include "network.h"
#include "pal.h"
#include "mytypes.h"
//#include "config.h"
#include "menus.h"
#include "gamecontrol.h"
#include "gamedefs.h"
#include "config.h"
#include "demo.h"
#include "cache.h"
//#include "exports.h"
#include "anim.h"
#include "colormap.h"
#include "break.h"
#include "ninja.h"
#include "light.h"
#include "track.h"
#include "jsector.h"
#include "text.h"
#include "common.h"
#include "common_game.h"
#include "gameconfigfile.h"
#include "printf.h"
#include "m_argv.h"
#include "debugbreak.h"
#include "menu/menu.h"
#include "z_music.h"
#include "statistics.h"
#include "gstrings.h"
#include "mapinfo.h"
#include "rendering/v_video.h"
#include "sound/s_soundinternal.h"
#include "secrets.h"
#include "osdcmds.h"
//#include "crc32.h"
BEGIN_SW_NS
void pClearSpriteList(PLAYERp pp);
signed char MNU_InputSmallString(char*, short);
signed char MNU_InputString(char*, short);
SWBOOL IsCommand(const char* str);
SWBOOL MNU_StartNetGame(void);
extern SWBOOL mapcheat;
extern SWBOOL MultiPlayQuitFlag;
extern int sw_snd_scratch;
#if DEBUG
#define BETA 0
#endif
#define STAT_SCREEN_PIC 5114
#define TITLE_PIC 2324
#define THREED_REALMS_PIC 2325
#define TITLE_ROT_FLAGS (ROTATE_SPRITE_CORNER|ROTATE_SPRITE_SCREEN_CLIP|ROTATE_SPRITE_NON_MASK)
#define PAL_SIZE (256*3)
char DemoName[15][16];
// Stupid WallMart version!
//#define PLOCK_VERSION TRUE
#if PLOCK_VERSION
SWBOOL Global_PLock = TRUE;
#else
SWBOOL Global_PLock = FALSE;
#endif
// 12 was original source release. For future releases increment by two.
int GameVersion = 15;
char DemoText[3][64];
int DemoTextYstart = 0;
SWBOOL DoubleInitAWE32 = FALSE;
int Follow_posx=0,Follow_posy=0;
SWBOOL NoMeters = FALSE;
short IntroAnimCount = 0;
short PlayingLevel = -1;
SWBOOL GraphicsMode = FALSE;
char CacheLastLevel[32] = "";
char PlayerNameArg[32] = "";
SWBOOL CleanExit = FALSE;
SWBOOL DemoModeMenuInit = FALSE;
SWBOOL FinishAnim = 0;
SWBOOL ShortGameMode = FALSE;
SWBOOL ReloadPrompt = FALSE;
SWBOOL ReloadPromptMode = FALSE;
SWBOOL NewGame = TRUE;
SWBOOL InMenuLevel = FALSE;
SWBOOL LoadGameOutsideMoveLoop = FALSE;
SWBOOL LoadGameFromDemo = FALSE;
SWBOOL ArgCheat = FALSE;
extern SWBOOL NetBroadcastMode, NetModeOverride;
SWBOOL MultiPlayQuitFlag = FALSE;
//Miscellaneous variables
char MessageInputString[256];
char MessageOutputString[256];
SWBOOL MessageInputMode = FALSE;
SWBOOL ConInputMode = FALSE;
SWBOOL ConPanel = FALSE;
SWBOOL FinishedLevel = FALSE;
SWBOOL HelpInputMode = FALSE;
SWBOOL PanelUpdateMode = TRUE;
short HelpPage = 0;
short HelpPagePic[] = { 5115, 5116, 5117 };
SWBOOL InputMode = FALSE;
SWBOOL MessageInput = FALSE;
extern SWBOOL GamePaused;
short screenpeek = 0;
SWBOOL NoDemoStartup = FALSE;
SWBOOL FirstTimeIntoGame;
SWBOOL BorderAdjust = FALSE;
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 =
{
2, // border
0, // border tile
// 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 PauseMode = FALSE;
SWBOOL PauseKeySet = FALSE;
SWBOOL SlowMode = FALSE;
SWBOOL FrameAdvanceTics = 3;
SWBOOL ScrollMode2D = FALSE;
SWBOOL DebugSO = FALSE;
SWBOOL DebugPanel = FALSE;
SWBOOL DebugSector = FALSE;
SWBOOL DebugActor = FALSE;
SWBOOL DebugAnim = FALSE;
SWBOOL DebugOperate = FALSE;
SWBOOL DebugActorFreeze = FALSE;
void LoadingLevelScreen(void);
uint8_t FakeMultiNumPlayers;
int totalsynctics;
int turn_scale = 256;
int move_scale = 256;
short Level = 0;
SWBOOL ExitLevel = FALSE;
int16_t OrigCommPlayers=0;
extern uint8_t CommPlayers;
extern SWBOOL CommEnabled;
extern int bufferjitter;
SWBOOL CameraTestMode = FALSE;
char ds[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 PlayTheme(void);
void MenuLevel(void);
void StatScreen(PLAYERp mpp);
void InitRunLevel(void);
void RunLevel(void);
/////////////////////////////////////////////////////////////////////////////////////////////
static FILE *debug_fout = NULL;
void DebugWriteString(char *string)
{
#if BETA || !DEBUG
return;
#endif
if (!debug_fout)
{
if ((debug_fout = fopen("dbg.foo", "ab+")) == NULL)
return;
}
fprintf(debug_fout, "%s\n", string);
//fclose(debug_fout);
//debug_fout = NULL;
fflush(debug_fout);
}
void DebugWriteLoc(char *fname, int line)
{
#if BETA || !DEBUG
return;
#endif
if (!debug_fout)
{
if ((debug_fout = fopen("dbg.foo", "ab+")) == NULL)
return;
}
fprintf(debug_fout, "%s, %d\n", fname, line);
//fclose(debug_fout);
//debug_fout = NULL;
fflush(debug_fout);
}
void Mono_Print(char *str)
{
MONO_PRINT(str);
}
extern SWBOOL DrawScreen;
#if RANDOM_DEBUG
FILE *fout_err;
SWBOOL RandomPrint;
int krand1(char *file, unsigned line)
{
ASSERT(!DrawScreen);
if (RandomPrint && !Prediction)
{
extern uint32_t MoveThingsCount;
sprintf(ds,"mtc %d, %s, line %d, %d",MoveThingsCount,file,line,randomseed);
DebugWriteString(ds);
}
randomseed = ((randomseed * 21 + 1) & 65535);
return randomseed;
}
int krand2()
{
ASSERT(!DrawScreen);
randomseed = ((randomseed * 21 + 1) & 65535);
return randomseed;
}
#else
int krand1(void)
{
ASSERT(!DrawScreen);
krandcount++;
randomseed = ((randomseed * 21 + 1) & 65535);
return randomseed;
}
#endif
#if DEBUG
SWBOOL
ValidPtr(void *ptr)
{
MEM_HDRp mhp;
uint8_t* check;
ASSERT(ptr != NULL);
mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));
if (mhp->size == 0 || mhp->checksum == 0)
{
printf("ValidPtr(): Size or Checksum == 0!\n");
return FALSE;
}
check = (uint8_t*) & mhp->size;
if (mhp->checksum == check[0] + check[1] + check[2] + check[3])
return TRUE;
printf("ValidPtr(): Checksum bad!\n");
return FALSE;
}
void
PtrCheckSum(void *ptr, unsigned int *stored, unsigned int *actual)
{
MEM_HDRp mhp;
uint8_t* check;
ASSERT(ptr != NULL);
mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));
check = (uint8_t*) & mhp->size;
*stored = mhp->checksum;
*actual = check[0] + check[1] + check[2] + check[3];
}
void *
AllocMem(int size)
{
uint8_t* bp;
MEM_HDRp mhp;
uint8_t* check;
ASSERT(size != 0);
bp = (uint8_t*) malloc(size + sizeof(MEM_HDR));
// Used for debugging, we can remove this at ship time
if (bp == NULL)
{
I_FatalError("Memory could NOT be allocated in AllocMem: size = %d\n",size);
}
ASSERT(bp != NULL);
mhp = (MEM_HDRp) bp;
mhp->size = size;
check = (uint8_t*) & mhp->size;
mhp->checksum = check[0] + check[1] + check[2] + check[3];
bp += sizeof(MEM_HDR);
return bp;
}
void *
ReAllocMem(void *ptr, int size)
{
if (ptr == nullptr)
return AllocMem(size);
if (size == 0)
{
FreeMem(ptr);
return nullptr;
}
uint8_t* bp;
MEM_HDRp mhp;
uint8_t* check;
ASSERT(ValidPtr(ptr));
mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));
bp = (uint8_t*) realloc(mhp, size + sizeof(MEM_HDR));
ASSERT(bp != NULL);
mhp = (MEM_HDRp) bp;
mhp->size = size;
check = (uint8_t*) & mhp->size;
mhp->checksum = check[0] + check[1] + check[2] + check[3];
bp += sizeof(MEM_HDR);
ASSERT(ValidPtr(bp));
return bp;
}
void *
CallocMem(int size, int num)
{
uint8_t* bp;
MEM_HDRp mhp;
uint8_t* check;
int num_bytes;
ASSERT(size != 0 && num != 0);
num_bytes = (size * num) + sizeof(MEM_HDR);
bp = (uint8_t*) calloc(num_bytes, 1);
// Used for debugging, we can remove this at ship time
if (bp == NULL)
{
I_FatalError("Memory could NOT be allocated in CallocMem: size = %d, num = %d\n",size,num);
}
ASSERT(bp != NULL);
mhp = (MEM_HDRp) bp;
mhp->size = size;
check = (uint8_t*) & mhp->size;
mhp->checksum = check[0] + check[1] + check[2] + check[3];
bp += sizeof(MEM_HDR);
return bp;
}
void
FreeMem(void *ptr)
{
if (ptr == nullptr)
return;
MEM_HDRp mhp;
uint8_t* check;
ASSERT(ValidPtr(ptr));
mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));
check = (uint8_t*)&mhp->size;
memset(mhp, 0xCC, mhp->size + sizeof(MEM_HDR));
free(mhp);
}
#endif
int PointOnLine(int x, int y, int x1, int y1, int x2, int y2)
{
// the closer to 0 the closer to the line the point is
return ((x2 - x1) * (y - y1)) - ((y2 - y1) * (x - x1));
}
int
Distance(int x1, int y1, int x2, int y2)
{
int min;
if ((x2 = x2 - x1) < 0)
x2 = -x2;
if ((y2 = y2 - y1) < 0)
y2 = -y2;
if (x2 > y2)
min = y2;
else
min = x2;
return x2 + y2 - DIV2(min);
}
void
setup2dscreen(void)
{
// qsetmode640350();
}
void TerminateGame(void)
{
DemoTerm();
ErrorCorrectionQuit();
// uninitmultiplayers();
if (CleanExit)
{
SybexScreen();
//TenScreen();
}
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);
return true;
Player[0].q16ang = fix16_from_int(ang);
}
void LoadDemoRun(void)
{
short i;
FILE *fin;
fin = fopen("demos.run","r");
if (fin)
{
memset(DemoName,'\0',sizeof(DemoName));
for (i = 0; i < ARRAY_SSIZE(DemoName); i++)
{
if (fscanf(fin, "%s", DemoName[i]) == EOF)
break;
}
if (i == ARRAY_SSIZE(DemoName))
initputs("WARNING: demos.run is too long, ignoring remaining files\n");
fclose(fin);
}
memset(DemoText,'\0',sizeof(DemoText));
fin = fopen("demotxt.run","r");
if (fin)
{
fgets(ds, 6, fin);
sscanf(ds,"%d",&DemoTextYstart);
for (i = 0; i < ARRAY_SSIZE(DemoText); i++)
{
if (fgets(DemoText[i], SIZ(DemoText[0])-1, fin) == NULL)
break;
}
if (i == ARRAY_SSIZE(DemoText))
initputs("WARNING: demotxt.run is too long, trimming the text\n");
fclose(fin);
}
}
void DisplayDemoText(void)
{
short w,h;
short i;
for (i = 0; i < 3; i++)
{
MNU_MeasureString(DemoText[i], &w, &h);
PutStringTimer(Player, TEXT_TEST_COL(w), DemoTextYstart+(i*12), DemoText[i], 999);
}
}
void 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;
}
void AnimateCacheCursor(void)
{
#if 0
struct rccoord old_pos;
static short cursor_num = 0;
static char cache_cursor[] = {'|','/','-','\\'};
if (GraphicsMode)
return;
cursor_num++;
if (cursor_num > 3)
cursor_num = 0;
//old_pos = _gettextposition();
//_settextposition( old_pos.row, old_pos.col );
//_settextposition( 24, 25);
_settextposition(25, 0);
sprintf(ds,"Loading sound and graphics %c", cache_cursor[cursor_num]);
_outtext(ds);
//_settextposition( old_pos.row, old_pos.col );
#endif
}
static int firstnet = 0; // JBF
bool InitGame()
{
extern int MovesPerPacket;
//void *ReserveMem=NULL;
int i;
DSPRINTF(ds,"InitGame...");
MONO_PRINT(ds);
engineInit();
InitAutoNet();
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;
if (!BotMode)
gNet.MultiGameType = MULTI_GAME_COMMBAT;
else
gNet.MultiGameType = MULTI_GAME_AI_BOTS;
#if 0 //def NET_MODE_MASTER_SLAVE
if (!NetModeOverride)
{
if (numplayers <= 4)
NetBroadcastMode = TRUE;
else
NetBroadcastMode = FALSE;
}
#endif
}
LoadDemoRun();
// Save off total heap for later calculations
//TotalMemory = Z_AvailHeap();
//DSPRINTF(ds,"Available Heap before LoadImages = %d", TotalMemory);
//MONO_PRINT(ds);
// Reserve 1.5 megs for normal program use
// Generally, SW is consuming about a total of 11 megs including
// all the cached in graphics, etc. per level, so even on a 16 meg
// system, reserving 1.5 megs is fine.
// Note that on a 16 meg machine, Ken was leaving us about
// 24k for use outside the cache! This was causing out of mem problems
// when songs, etc., greater than the remaining heap were being loaded.
// Even if you pre-cache songs, etc. to help, reserving some heap is
// a very smart idea since the game uses malloc throughout execution.
//ReserveMem = AllocMem(1L<<20);
//if(ReserveMem == 0) MONO_PRINT("Could not allocate 1.5 meg reserve!");
// LoadImages will now proceed to steal all the remaining heap space
//_outtext("\n\n\n\n\n\n\n\n");
//AnimateCacheCursor();
TileFiles.LoadArtSet("tiles%03d.art");
// Now free it up for later use
/*
if(ReserveMem)
{
// Recalc TotalMemory for later reference
ActualHeap = Z_AvailHeap() + 1536000L;
FreeMem(ReserveMem);
}
*/
Connect();
SortBreakInfo();
parallaxtype = 1;
SW_InitMultiPsky();
memset(Track, 0, sizeof(Track));
memset(Player, 0, sizeof(Player));
for (i = 0; i < MAX_SW_PLAYERS; i++)
INITLIST(&Player[i].PanelSpriteList);
LoadKVXFromScript("swvoxfil.txt"); // Load voxels from script file
LoadPLockFromScript("swplock.txt"); // Get Parental Lock setup info
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();
palettePostLoadLookups();
V_Init2();
DemoModeMenuInit = TRUE;
// precache as much stuff as you can
if (UserMapName[0] == '\0')
{
AnimateCacheCursor();
if (!LoadLevel("$dozer.map")) return false;
AnimateCacheCursor();
SetupPreCache();
DoTheCache();
}
else
{
AnimateCacheCursor();
if (!LoadLevel(UserMapName)) return false;
AnimateCacheCursor();
SetupPreCache();
DoTheCache();
}
GraphicsMode = TRUE;
SetupAspectRatio();
InitFX(); // JBF: do it down here so we get a hold of the window handle
return true;
}
/*
Directory of C:\DEV\SW\MIDI
EXECUT11 MID
HROSHMA6 MID
HOSHIA02 MID
INTRO131 MID
KOTEC2 MID
KOTOKI12 MID
NIPPON34 MID
NOKI41 MID
SANAI MID
SIANRA23 MID
TKYO2007 MID
TYTAIK16 MID
YOKOHA03 MID
*/
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;
gNet.TimeLimitClock = gNet.TimeLimit;
serpwasseen = FALSE;
sumowasseen = FALSE;
zillawasseen = FALSE;
memset(BossSpriteNum,-1,sizeof(BossSpriteNum));
}
void InitLevelGlobals2(void)
{
extern short Bunny_Count;
// GLOBAL RESETS NOT DONE for LOAD GAME
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
InitTimingVars();
TotalKillable = 0;
Bunny_Count = 0;
}
void
InitLevel(void)
{
if (LoadGameOutsideMoveLoop)
{
InitLevelGlobals();
return;
}
static int DemoNumber = 0;
Terminate3DSounds();
// A few IMPORTANT GLOBAL RESETS
InitLevelGlobals();
if (!DemoMode)
Mus_Stop();
InitLevelGlobals2();
if (DemoMode)
{
Level = 0;
NewGame = TRUE;
DemoInitOnce = FALSE;
strcpy(DemoFileName, DemoName[DemoNumber]);
DemoNumber++;
if (!DemoName[DemoNumber][0])
DemoNumber = 0;
// read header and such
DemoPlaySetup();
strcpy(LevelName, DemoLevelName);
FindLevelInfo(LevelName, &Level);
if (Level > 0)
{
strcpy(LevelName, mapList[Level].fileName);
UserMapName[0] = '\0';
}
else
{
strcpy(UserMapName, DemoLevelName);
Level = 0;
}
}
else
{
if (Level < 0)
Level = 0;
if (Level > MAX_LEVELS)
Level = 1;
// extra code in case something is resetting these values
if (NewGame)
{
//Level = 1;
//DemoPlaying = FALSE;
DemoMode = FALSE;
//DemoRecording = FALSE;
//DemoEdit = FALSE;
}
if (UserMapName[0])
{
strcpy(LevelName, UserMapName);
Level = 0;
FindLevelInfo(UserMapName, &Level);
if (Level > 0)
{
// user map is part of game - treat it as such
strcpy(LevelName, mapList[Level].fileName);
UserMapName[0] = '\0';
}
}
else
{
strcpy(LevelName, mapList[Level].fileName);
}
}
PlayingLevel = Level;
if (NewGame)
InitNewGame();
LoadingLevelScreen();
MONO_PRINT("LoadintLevelScreen");
if (!DemoMode && !DemoInitOnce)
DemoPlaySetup();
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();
#if DEBUG
// fake Multi-player game setup
if (FakeMultiNumPlayers && !BotMode)
{
uint8_t i;
// insert all needed players except the first one - its already tere
for (i = 0; i < FakeMultiNumPlayers - 1; i++)
{
ManualPlayerInsert(Player);
// reset control back to 1st player
myconnectindex = 0;
screenpeek = 0;
}
}
#endif
// Put in the BOTS if called for
if (FakeMultiNumPlayers && BotMode)
{
uint8_t i;
// insert all needed players except the first one - its already tere
for (i = 0; i < FakeMultiNumPlayers; i++)
{
BotPlayerInsert(Player);
// reset control back to 1st player
myconnectindex = 0;
screenpeek = 0;
}
}
QueueReset();
PreMapCombineFloors();
InitMultiPlayerInfo();
InitAllPlayerSprites();
//
// Do setup for sprite, track, panel, sector, etc
//
// Set levels up
InitTimingVars();
SpriteSetup();
SpriteSetupPost(); // post processing - already gone once through the loop
InitLighting();
TrackSetup();
PlayerPanelSetup();
SectorSetup();
JS_InitMirrors();
JS_InitLockouts(); // Setup the lockout linked lists
JS_ToggleLockouts(); // Init lockouts on/off
PlaceSectorObjectsOnTracks();
PlaceActorsOnTracks();
PostSetupSectorObject();
SetupMirrorTiles();
initlava();
SongLevelNum = Level;
if (DemoMode)
{
DisplayDemoText();
}
if (ArgCheat)
{
int bak = hud_messages;
hud_messages = 0;
EveryCheatToggle(&Player[0],NULL);
hud_messages = bak;
GodMode = TRUE;
}
// reset NewGame
NewGame = FALSE;
DSPRINTF(ds,"End of InitLevel...");
MONO_PRINT(ds);
#if 0
#if DEBUG
if (!cansee(43594, -92986, 0x3fffffff, 290,
43180, -91707, 0x3fffffff, 290))
{
DSPRINTF(ds,"cansee failed");
MONO_PRINT(ds);
}
#endif
#endif
}
void
TerminateLevel(void)
{
int i, nexti, stat, pnum, ndx;
SECT_USERp *sectu;
//HEAP_CHECK();
DemoTerm();
// Free any track points
for (ndx = 0; ndx < MAX_TRACKS; ndx++)
{
if (Track[ndx].TrackPoint)
{
FreeMem(Track[ndx].TrackPoint);
// !JIM! I added null assigner
Track[ndx].TrackPoint = NULL;
}
}
// Clear the tracks
memset(Track, 0, sizeof(Track));
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)
{
////DSPRINTF(ds,"Sect User Free %d",sectu-SectUser);
//MONO_PRINT(ds);
FreeMem(*sectu);
*sectu = NULL;
}
}
//memset(&User[0], 0, sizeof(User));
memset(&SectUser[0], 0, sizeof(SectUser));
TRAVERSE_CONNECT(pnum)
{
PLAYERp pp = Player + pnum;
// Free panel sprites for players
pClearSpriteList(pp);
pp->DoPlayerAction = NULL;
pp->SpriteP = NULL;
pp->PlayerSprite = -1;
pp->UnderSpriteP = NULL;
pp->PlayerUnderSprite = -1;
memset(pp->HasKey, 0, sizeof(pp->HasKey));
//pp->WpnFlags = 0;
pp->CurWpn = NULL;
memset(pp->Wpn, 0, sizeof(pp->Wpn));
memset(pp->InventorySprite, 0, sizeof(pp->InventorySprite));
memset(pp->InventoryTics, 0, sizeof(pp->InventoryTics));
pp->Killer = -1;
INITLIST(&pp->PanelSpriteList);
}
JS_UnInitLockouts();
//HEAP_CHECK();
}
void NewLevel(void)
{
if (DemoPlaying)
{
InitLevel();
InitRunLevel();
DemoInitOnce = FALSE;
if (DemoMode)
{
if (DemoModeMenuInit)
{
DemoModeMenuInit = FALSE;
inputState.ClearKeyStatus(sc_Escape);
}
}
DemoPlayBack();
if (DemoRecording && DemoEdit)
{
RunLevel();
}
}
else
{
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);
}
}
FinishAnim = 0;
}
uint8_t* KeyPressedRange(uint8_t* kb, uint8_t* ke)
{
uint8_t* k;
for (k = kb; k <= ke; k++)
{
if (*k)
return k;
}
return NULL;
}
void ResetKeyRange(uint8_t* kb, uint8_t* ke)
{
uint8_t* k;
for (k = kb; k <= ke; k++)
{
*k = 0;
}
}
void PlayTheme()
{
// start music at logo
PlaySong(nullptr, ThemeSongs[0], ThemeTrack[0]);
DSPRINTF(ds,"After music stuff...");
MONO_PRINT(ds);
}
void LogoLevel(void)
{
int fin;
if (userConfig.nologo) return;
DSPRINTF(ds,"LogoLevel...");
MONO_PRINT(ds);
auto pal = fileSystem.LoadFile("3drealms.pal", 0);
if (pal.Size() >= 768)
{
for (auto & c : pal)
c <<= 2;
paletteSetColorTable(DREALMSPAL, pal.Data());
videoSetPalette(0, DREALMSPAL, Pal_Fullscreen);
}
DSPRINTF(ds,"Just read in 3drealms.pal...");
MONO_PRINT(ds);
//FadeOut(0, 0);
ready2send = 0;
totalclock = 0;
ototalclock = 0;
DSPRINTF(ds,"About to display 3drealms pic...");
MONO_PRINT(ds);
//FadeIn(0, 3);
inputState.ClearAllInput();
while (TRUE)
{
twod->ClearScreen();
rotatesprite(0, 0, RS_SCALE, 0, THREED_REALMS_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
handleevents();
// taken from top of faketimerhandler
// limits checks to max of 40 times a second
if (totalclock >= ototalclock + synctics)
{
ototalclock += synctics;
}
if (totalclock > 5*120 || inputState.CheckAllInput())
{
inputState.ClearAllInput();
break;
}
}
twod->ClearScreen();
videoNextPage();
videoSetPalette(0, BASEPAL, 0);
// put up a blank screen while loading
DSPRINTF(ds,"End of LogoLevel...");
MONO_PRINT(ds);
}
void CreditsLevel(void)
{
int curpic;
int handle;
uint32_t timer = 0;
int zero=0;
short save;
#define CREDITS1_PIC 5111
#define CREDITS2_PIC 5118
// put up a blank screen while loading
// get rid of all PERM sprites!
renderFlushPerms();
save = gs.BorderNum;
gs.BorderNum = save;
twod->ClearScreen();
videoNextPage();
inputState.ClearAllInput();
// Lo Wang feel like singing!
PlaySound(DIGI_JG95012, v3df_none, CHAN_VOICE, CHANF_UI);
while (soundEngine->IsSourcePlayingSomething(SOURCE_None, nullptr, CHAN_VOICE))
{
DoUpdateSounds();
handleevents();
if (inputState.CheckAllInput())
break;
videoNextPage();
}
StopSound();
// try 14 then 2 then quit
if (!PlaySong(nullptr, ThemeSongs[5], ThemeTrack[5], true))
{
PlaySong(nullptr, nullptr, 2, true);
}
ready2send = 0;
totalclock = 0;
ototalclock = 0;
inputState.ClearAllInput();
curpic = CREDITS1_PIC;
while (!inputState.CheckAllInput())
{
handleevents();
// taken from top of faketimerhandler
// limits checks to max of 40 times a second
if (totalclock >= ototalclock + synctics)
{
ototalclock += synctics;
timer += synctics;
}
rotatesprite(0, 0, RS_SCALE, 0, curpic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
if (timer > 8*120)
{
curpic = CREDITS2_PIC;
}
if (timer > 16*120)
{
timer = 0;
curpic = CREDITS1_PIC;
}
handleevents();
}
// put up a blank screen while loading
twod->ClearScreen();
videoNextPage();
inputState.ClearAllInput();
Mus_Stop();
}
void SybexScreen(void)
{
if (!SW_SHAREWARE) return;
if (CommEnabled)
return;
rotatesprite(0, 0, RS_SCALE, 0, 5261, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
inputState.ClearAllInput();
while (!inputState.CheckAllInput()) handleevents();
}
// CTW REMOVED END
void
TitleLevel(void)
{
twod->ClearScreen();
videoNextPage();
ready2send = 0;
totalclock = 0;
ototalclock = 0;
rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
//FadeIn(0, 3);
inputState.ClearAllInput();
while (TRUE)
{
handleevents();
OSD_DispatchQueued();
// taken from top of faketimerhandler
// limits checks to max of 40 times a second
if (totalclock >= ototalclock + synctics)
{
//void MNU_CheckForMenusAnyKey( void );
ototalclock += synctics;
//MNU_CheckForMenusAnyKey();
}
//if (M_Active())
// MNU_DrawMenu();
//drawscreen as fast as you can
rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
if (totalclock > 5*120 || inputState.CheckAllInput())
{
DemoMode = TRUE;
DemoPlaying = TRUE;
break;
}
}
// clearview(0);
// nextpage();
//SetPaletteToVESA(backup_pal);
// put up a blank screen while loading
// clearview(0);
// nextpage();
}
void DrawMenuLevelScreen(void)
{
twod->ClearScreen();
rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 20, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
}
void DrawStatScreen(void)
{
twod->ClearScreen();
rotatesprite(0, 0, RS_SCALE, 0, STAT_SCREEN_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
}
void DrawLoadLevelScreen(void)
{
twod->ClearScreen();
rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 20, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
}
short PlayerQuitMenuLevel = -1;
void IntroAnimLevel(void)
{
if (userConfig.nologo) return;
DSPRINTF(ds,"IntroAnimLevel");
MONO_PRINT(ds);
playanm(0);
}
void MenuLevel(void)
{
short w,h;
M_StartControlPanel(false);
M_SetMenu(NAME_Mainmenu);
// do demos only if not playing multi play
if (!CommEnabled && numplayers <= 1 && !FinishAnim && !NoDemoStartup)
{
// demos exist - do demo instead
if (DemoName[0][0] != '\0')
{
DemoMode = TRUE;
DemoPlaying = TRUE;
return;
}
}
DemoMode = FALSE;
DemoPlaying = FALSE;
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_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 170, ds, 1, 16);
sprintf(ds,"They are afraid!");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 180, ds, 1, 16);
}
videoNextPage();
//FadeIn(0, 3);
waitforeverybody();
// don't allow BorderAdjusting in these menus
BorderAdjust = FALSE;
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();
OSD_DispatchQueued();
// taken from top of faketimerhandler
// 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();
}
BorderAdjust = TRUE;
//LoadGameOutsideMoveLoop = FALSE;
inputState.ClearAllInput();
M_ClearMenus();
InMenuLevel = FALSE;
twod->ClearScreen();
videoNextPage();
}
void SceneLevel(void)
{
SWBOOL dp_bak;
SWBOOL dm_bak;
FILE *fin;
#define CINEMATIC_DEMO_FILE "$scene.dmo"
// make sure it exists
if ((fin = fopen(CINEMATIC_DEMO_FILE,"rb")) == NULL)
return;
else
fclose(fin);
strcpy(DemoFileName,CINEMATIC_DEMO_FILE);
dp_bak = DemoPlaying;
dm_bak = DemoMode;
DemoMode = TRUE;
DemoPlaying = TRUE;
DemoOverride = TRUE;
InitLevel();
DemoOverride = FALSE;
ScenePlayBack();
TerminateLevel();
DemoMode = dm_bak;
DemoPlaying = dp_bak;
}
void
LoadingLevelScreen(void)
{
short w,h;
extern SWBOOL DemoMode;
DrawLoadLevelScreen();
if (DemoMode)
sprintf(ds,"DEMO");
else
sprintf(ds,"ENTERING");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 170, ds,1,16);
auto ds = currentLevel->DisplayName();
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 180, ds,1,16);
videoNextPage();
}
void gNextState(STATEp *State)
{
// Transition to the next state
*State = (*State)->NextState;
if (TEST((*State)->Tics, SF_QUICK_CALL))
{
(*(*State)->Animator)(0);
*State = (*State)->NextState;
}
}
// Generic state control
void gStateControl(STATEp *State, int *tics)
{
*tics += synctics;
// Skip states if too much time has passed
while (*tics >= (*State)->Tics)
{
// Set Tics
*tics -= (*State)->Tics;
gNextState(State);
}
// Call the correct animator
if ((*State)->Animator)
(*(*State)->Animator)(0);
}
int BonusPunchSound(short UNUSED(SpriteNum))
{
PLAYERp pp = Player + myconnectindex;
PlaySound(DIGI_PLAYERYELL3, pp, v3df_none);
return 0;
}
int BonusKickSound(short UNUSED(SpriteNum))
{
PLAYERp pp = Player + myconnectindex;
PlaySound(DIGI_PLAYERYELL2, pp, v3df_none);
return 0;
}
int BonusGrabSound(short UNUSED(SpriteNum))
{
PLAYERp pp = Player + myconnectindex;
PlaySound(DIGI_BONUS_GRAB, pp, v3df_none);
return 0;
}
extern SWBOOL FinishedLevel;
extern int PlayClock;
extern short LevelSecrets;
extern short TotalKillable;
void BonusScreen()
{
int minutes,seconds,second_tics;
short w,h;
short limit;
#define BONUS_SCREEN_PIC 5120
#define BONUS_ANIM 5121
#define BONUS_ANIM_FRAMES (5159-5121)
#define BREAK_LIGHT_RATE 18
#define BONUS_PUNCH 5121
#define BONUS_KICK 5136
#define BONUS_GRAB 5151
#define BONUS_REST 5121
#define BONUS_TICS 8
#define BONUS_GRAB_TICS 20
#define BONUS_REST_TICS 50
static STATE s_BonusPunch[] =
{
{BONUS_PUNCH + 0, BONUS_TICS, NULL, &s_BonusPunch[1]},
{BONUS_PUNCH + 1, BONUS_TICS, NULL, &s_BonusPunch[2]},
{BONUS_PUNCH + 2, BONUS_TICS, NULL, &s_BonusPunch[3]},
{BONUS_PUNCH + 2, 0|SF_QUICK_CALL, BonusPunchSound, &s_BonusPunch[4]},
{BONUS_PUNCH + 3, BONUS_TICS, NULL, &s_BonusPunch[5]},
{BONUS_PUNCH + 4, BONUS_TICS, NULL, &s_BonusPunch[6]},
{BONUS_PUNCH + 5, BONUS_TICS, NULL, &s_BonusPunch[7]},
{BONUS_PUNCH + 6, BONUS_TICS, NULL, &s_BonusPunch[8]},
{BONUS_PUNCH + 7, BONUS_TICS, NULL, &s_BonusPunch[9]},
{BONUS_PUNCH + 8, BONUS_TICS, NULL, &s_BonusPunch[10]},
{BONUS_PUNCH + 9, BONUS_TICS, NULL, &s_BonusPunch[11]},
{BONUS_PUNCH + 10, BONUS_TICS, NULL, &s_BonusPunch[12]},
{BONUS_PUNCH + 11, BONUS_TICS, NULL, &s_BonusPunch[13]},
{BONUS_PUNCH + 12, BONUS_TICS, NULL, &s_BonusPunch[14]},
{BONUS_PUNCH + 14, 90, NULL, &s_BonusPunch[15]},
{BONUS_PUNCH + 14, BONUS_TICS, NULL, &s_BonusPunch[15]},
};
static STATE s_BonusKick[] =
{
{BONUS_KICK + 0, BONUS_TICS, NULL, &s_BonusKick[1]},
{BONUS_KICK + 1, BONUS_TICS, NULL, &s_BonusKick[2]},
{BONUS_KICK + 2, BONUS_TICS, NULL, &s_BonusKick[3]},
{BONUS_KICK + 2, 0|SF_QUICK_CALL, BonusKickSound, &s_BonusKick[4]},
{BONUS_KICK + 3, BONUS_TICS, NULL, &s_BonusKick[5]},
{BONUS_KICK + 4, BONUS_TICS, NULL, &s_BonusKick[6]},
{BONUS_KICK + 5, BONUS_TICS, NULL, &s_BonusKick[7]},
{BONUS_KICK + 6, BONUS_TICS, NULL, &s_BonusKick[8]},
{BONUS_KICK + 7, BONUS_TICS, NULL, &s_BonusKick[9]},
{BONUS_KICK + 8, BONUS_TICS, NULL, &s_BonusKick[10]},
{BONUS_KICK + 9, BONUS_TICS, NULL, &s_BonusKick[11]},
{BONUS_KICK + 10, BONUS_TICS, NULL, &s_BonusKick[12]},
{BONUS_KICK + 11, BONUS_TICS, NULL, &s_BonusKick[13]},
{BONUS_KICK + 12, BONUS_TICS, NULL, &s_BonusKick[14]},
{BONUS_KICK + 14, 90, NULL, &s_BonusKick[15]},
{BONUS_KICK + 14, BONUS_TICS, NULL, &s_BonusKick[15]},
};
static STATE s_BonusGrab[] =
{
{BONUS_GRAB + 0, BONUS_GRAB_TICS, NULL, &s_BonusGrab[1]},
{BONUS_GRAB + 1, BONUS_GRAB_TICS, NULL, &s_BonusGrab[2]},
{BONUS_GRAB + 2, BONUS_GRAB_TICS, NULL, &s_BonusGrab[3]},
{BONUS_GRAB + 2, 0|SF_QUICK_CALL, BonusGrabSound, &s_BonusGrab[4]},
{BONUS_GRAB + 3, BONUS_GRAB_TICS, NULL, &s_BonusGrab[5]},
{BONUS_GRAB + 4, BONUS_GRAB_TICS, NULL, &s_BonusGrab[6]},
{BONUS_GRAB + 5, BONUS_GRAB_TICS, NULL, &s_BonusGrab[7]},
{BONUS_GRAB + 6, BONUS_GRAB_TICS, NULL, &s_BonusGrab[8]},
{BONUS_GRAB + 7, BONUS_GRAB_TICS, NULL, &s_BonusGrab[9]},
{BONUS_GRAB + 8, BONUS_GRAB_TICS, NULL, &s_BonusGrab[10]},
{BONUS_GRAB + 9, 90, NULL, &s_BonusGrab[11]},
{BONUS_GRAB + 9, BONUS_GRAB_TICS, NULL, &s_BonusGrab[11]},
};
#if 1 // Turned off the standing animate because he looks like a FAG!
static STATE s_BonusRest[] =
{
{BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[1]},
{BONUS_REST + 1, BONUS_REST_TICS, NULL, &s_BonusRest[2]},
{BONUS_REST + 2, BONUS_REST_TICS, NULL, &s_BonusRest[3]},
{BONUS_REST + 1, BONUS_REST_TICS, NULL, &s_BonusRest[0]},
};
#else
static STATE s_BonusRest[] =
{
{BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[1]},
{BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[0]},
};
#endif
static STATEp s_BonusAnim[] =
{
s_BonusPunch,
s_BonusKick,
s_BonusGrab
};
STATEp State = s_BonusRest;
int Tics = 0;
int line = 0;
SWBOOL BonusDone;
if (Level < 0) Level = 0;
twod->ClearScreen();
videoNextPage();
inputState.ClearAllInput();
totalclock = ototalclock = 0;
limit = synctics;
PlaySong(nullptr, ThemeSongs[1], ThemeTrack[1]);
// special case code because I don't care any more!
if (FinishAnim)
{
renderFlushPerms();
rotatesprite(0, 0, RS_SCALE, 0, 5120, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
rotatesprite(158<<16, 86<<16, RS_SCALE, 0, State->Pic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
//FadeIn(0,0);
}
BonusDone = FALSE;
while (!BonusDone)
{
handleevents();
// taken from top of faketimerhandler
if (totalclock < ototalclock + limit)
{
continue;
}
ototalclock += limit;
if (inputState.CheckAllInput())
{
if (State >= s_BonusRest && State < &s_BonusRest[SIZ(s_BonusRest)])
{
State = s_BonusAnim[STD_RANDOM_RANGE(SIZ(s_BonusAnim))];
Tics = 0;
}
}
gStateControl(&State, &Tics);
twod->ClearScreen();
rotatesprite(0, 0, RS_SCALE, 0, 5120, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
if (UserMapName[0])
{
sprintf(ds,"%s",UserMapName);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 20, ds,1,19);
}
else
{
if (PlayingLevel <= 1)
PlayingLevel = 1;
auto ds = currentLevel->DisplayName();
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 20, ds,1,19);
}
sprintf(ds,"Completed");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 30, ds,1,19);
rotatesprite(158<<16, 86<<16, RS_SCALE, 0, State->Pic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
#define BONUS_LINE(i) (50 + ((i)*20))
line = 0;
second_tics = (PlayClock/120);
minutes = (second_tics/60);
seconds = (second_tics%60);
sprintf(ds,"Your Time: %2d : %02d", minutes, seconds);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(60, BONUS_LINE(line), ds,1,16);
if (!UserMapName[0])
{
line++;
sprintf(ds,"3D Realms Best Time: %d:%02d", currentLevel->designerTime/60, currentLevel->designerTime%60);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(40, BONUS_LINE(line), ds,1,16);
line++;
sprintf(ds,"Par Time: %d:%02d", currentLevel->parTime/ 60, currentLevel->parTime%60);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(40, BONUS_LINE(line), ds,1,16);
}
// always read secrets and kills from the first player
line++;
sprintf(ds,"Secrets: %d / %d", Player->SecretsFound, LevelSecrets);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(60, BONUS_LINE(line), ds,1,16);
line++;
sprintf(ds,"Kills: %d / %d", Player->Kills, TotalKillable);
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(60, BONUS_LINE(line), ds,1,16);
sprintf(ds,"Press SPACE to continue");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 185, ds,1,19);
videoNextPage();
if (State == State->NextState)
BonusDone = TRUE;
}
StopSound();
}
void EndGameSequence(void)
{
SWBOOL anim_ok = TRUE;
//FadeOut(0, 5);
StopSound();
if ((adult_lockout || Global_PLock) && FinishAnim == ANIM_SUMO)
anim_ok = FALSE;
if (anim_ok)
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 death_total[MAX_SW_PLAYERS_REG];
short kills[MAX_SW_PLAYERS_REG];
short pal;
#define STAT_START_X 20
#define STAT_START_Y 85
#define STAT_OFF_Y 9
#define STAT_HEADER_Y 14
#define SM_SIZ(num) ((num)*4)
#define STAT_TABLE_X (STAT_START_X + SM_SIZ(15))
#define STAT_TABLE_XOFF SM_SIZ(6)
// No stats in bot games
//if (BotMode) return;
//ResetPalette(mpp);
COVER_SetReverb(0); // Reset reverb
mpp->Reverb = 0;
StopSound();
soundEngine->UpdateSounds((int)totalclock);
if (FinishAnim)
{
EndGameSequence();
return;
}
if (gNet.MultiGameType != MULTI_GAME_COMMBAT)
{
if (!FinishedLevel)
return;
BonusScreen();
return;
}
renderFlushPerms();
DrawStatScreen();
memset(death_total,0,sizeof(death_total));
memset(kills,0,sizeof(kills));
auto c = GStrings("MULTIPLAYER TOTALS");
MNU_MeasureString(c, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 68, c, 0, 0);
c = GStrings("TXTS_PRESSSPACE");
MNU_MeasureString(c, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 189, c, 0, 0);
x = STAT_START_X;
y = STAT_START_Y;
// Hm.... how to translate this without messing up the formatting?
sprintf(ds," NAME 1 2 3 4 5 6 7 8 KILLS");
DisplayMiniBarSmString(mpp, x, y, 0, ds);
rows = OrigCommPlayers;
cols = OrigCommPlayers;
mpp = Player + myconnectindex;
y += STAT_HEADER_Y;
for (i = 0; i < rows; i++)
{
x = STAT_START_X;
pp = Player + i;
sprintf(ds,"%d", i+1);
DisplayMiniBarSmString(mpp, x, y, 0, ds);
sprintf(ds," %-13s", pp->PlayerName);
DisplayMiniBarSmString(mpp, x, y, User[pp->PlayerSprite]->spal, ds);
x = STAT_TABLE_X;
for (j = 0; j < cols; j++)
{
pal = 0;
death_total[j] += pp->KilledPlayer[j];
if (i == j)
{
// don't add kill for self or team player
pal = PALETTE_PLAYER0 + 4;
kills[i] -= pp->KilledPlayer[j]; // subtract self kills
}
else if (gNet.TeamPlay)
{
if (User[pp->PlayerSprite]->spal == User[Player[j].PlayerSprite]->spal)
{
// don't add kill for self or team player
pal = PALETTE_PLAYER0 + 4;
kills[i] -= pp->KilledPlayer[j]; // subtract self kills
}
else
kills[i] += pp->KilledPlayer[j]; // kills added here
}
else
{
kills[i] += pp->KilledPlayer[j]; // kills added here
}
sprintf(ds,"%d", pp->KilledPlayer[j]);
DisplayMiniBarSmString(mpp, x, y, pal, ds);
x += STAT_TABLE_XOFF;
}
y += STAT_OFF_Y;
}
// Deaths
x = STAT_START_X;
y += STAT_OFF_Y;
sprintf(ds," %s", GStrings("DEATHS"));
DisplayMiniBarSmString(mpp, x, y, 0, ds);
x = STAT_TABLE_X;
for (j = 0; j < cols; j++)
{
sprintf(ds,"%d",death_total[j]);
DisplayMiniBarSmString(mpp, x, y, 0, ds);
x += STAT_TABLE_XOFF;
}
x = STAT_START_X;
y += STAT_OFF_Y;
// Kills
x = STAT_TABLE_X + SM_SIZ(50);
y = STAT_START_Y + STAT_HEADER_Y;
for (i = 0; i < rows; i++)
{
pp = Player + i;
sprintf(ds,"%d", kills[i]); //pp->Kills);
DisplayMiniBarSmString(mpp, x, y, 0, ds);
y += STAT_OFF_Y;
}
videoNextPage();
inputState.ClearAllInput();
PlaySong(nullptr, ThemeSongs[1], ThemeTrack[1]);
while (!inputState.GetKeyStatus(KEYSC_SPACE) && !inputState.GetKeyStatus(KEYSC_ENTER))
{
handleevents();
}
StopSound();
}
void GameIntro(void)
{
DSPRINTF(ds,"GameIntro...");
MONO_PRINT(ds);
if (DemoPlaying)
return;
// this could probably be taken out and you could select skill level
// from menu to start the game
if (!CommEnabled && UserMapName[0])
return;
Level = 1;
PlayTheme();
if (!AutoNet)
{
LogoLevel();
//CreditsLevel();
//SceneLevel();
//TitleLevel();
IntroAnimLevel();
IntroAnimCount = 0;
}
MenuLevel();
}
void Control()
{
InitGame();
MONO_PRINT("InitGame done");
//MNU_InitMenus();
InGame = TRUE;
GameIntro();
while (!QuitFlag)
{
handleevents();
OSD_DispatchQueued();
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();
#if DEBUG
//if (DemoSyncRecord)
// demosync_record();
#endif
}
// Get input again to update q16ang/q16horiz.
if (!PEDANTIC_MODE)
getinput(&loc, TRUE);
}
void InitPlayerGameSettings(void)
{
int pnum;
// don't jack with auto aim settings if DemoMode is going
// what the hell did I do this for?????????
//if (DemoMode)
// return;
if (CommEnabled)
{
// everyone gets the same Auto Aim
TRAVERSE_CONNECT(pnum)
{
if (gNet.AutoAim)
SET(Player[pnum].Flags, PF_AUTO_AIM);
else
RESET(Player[pnum].Flags, PF_AUTO_AIM);
}
}
else
{
if (cl_autoaim)
SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
else
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
}
}
void InitRunLevel(void)
{
if (DemoEdit)
return;
if (LoadGameOutsideMoveLoop)
{
int SavePlayClock;
extern int PlayClock;
LoadGameOutsideMoveLoop = FALSE;
// contains what is needed from calls below
if (snd_ambience)
StartAmbientSound();
SetCrosshair();
SetRedrawScreen(Player + myconnectindex);
// crappy little hack to prevent play clock from being overwritten
// for load games
SavePlayClock = PlayClock;
InitTimingVars();
PlayClock = SavePlayClock;
MONO_PRINT("Done with InitRunLevel");
return;
}
#if 0
// ensure we are through the initialization code before sending the game
// version. Otherwise, it is possible to send this too early and have it
// blown away on the other side.
waitforeverybody();
#endif
SendVersion(GameVersion);
waitforeverybody();
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]);
if (!DemoInitOnce)
DemoRecordSetup();
// everything has been inited at least once for RECORD
DemoInitOnce = TRUE;
//DebugWriteLoc(__FILE__, __LINE__);
waitforeverybody();
CheckVersion(GameVersion);
// IMPORTANT - MUST be right before game loop AFTER waitforeverybody
InitTimingVars();
SetRedrawScreen(Player + myconnectindex);
if (snd_ambience)
StartAmbientSound();
}
void faketimerhandler();
void RunLevel(void)
{
InitRunLevel();
#if 0
waitforeverybody();
#endif
ready2send = 1;
while (TRUE)
{
handleevents();
OSD_DispatchQueued();
D_ProcessEvents();
faketimerhandler();
if (LoadGameOutsideMoveLoop)
{
return; // Stop the game loop if a savegame was loaded from the menu.
}
if (M_Active())
{
ototalclock = (int)totalclock;
}
else
{
MoveLoop();
}
drawscreen(Player + screenpeek);
if (QuitFlag)
break;
if (ExitLevel)
{
ExitLevel = FALSE;
break;
}
}
ready2send = 0;
}
typedef struct
{
char notshareware;
const char *arg_switch;
short arg_match_len;
const char *arg_fmt;
const char *arg_descr;
} CLI_ARG;
CLI_ARG cli_arg[] =
{
{0, "/?", 2, "-?", "This help message" },
//#ifndef SW_SHAREWARE
//{"/l", 2, "-l#", "Level (1-11)" },
//{"/v", 2, "-v#", "Volume (1-3)" },
{1, "/map", 4, "-map [mapname]", "Load a map" },
{1, "/nocdaudio", 5, "-nocd<audio>", "No CD Red Book Audio" },
//#endif
{0, "/name", 5, "-name [playername]", "Player Name" },
{0, "/s", 2, "-s#", "Skill (1-4)" },
{0, "/f#", 3, "-f#", "Packet Duplication - 2, 4, 8" },
{0, "/nopredict", 7, "-nopred<ict>", "Disable Net Prediction Method" },
{0, "/level#", 5, "-level#", "Start at level# (Shareware: 1-4, full version 1-28)" },
{0, "/dr", 3, "-dr[filename.dmo]", "Demo record. NOTE: Must use -level# with this option." },
{0, "/dp", 3, "-dp[filename.dmo]", "Demo playback. NOTE: Must use -level# with this option." },
{0, "/m", 6, "-monst<ers>", "No Monsters" },
{0, "/nodemo", 6, "-nodemo", "No demos on game startup" },
{0, "/nometers", 9, "-nometers", "Don't show air or boss meter bars in game"},
{0, "/movescale #", 9, "-movescale", "Adjust movement scale: 256 = 1 unit"},
{0, "/turnscale #", 9, "-turnscale", "Adjust turning scale: 256 = 1 unit"},
{0, "/extcompat", 9, "-extcompat", "Controller compatibility mode (with Duke 3D)"},
{1, "/g#", 2, "-g[filename.grp]", "Load an extra GRP or ZIP file"},
{1, "/h#", 2, "-h[filename.def]", "Use filename.def instead of SW.DEF"},
{0, "/setup", 5, "-setup", "Displays the configuration dialogue box"},
#if DEBUG
{0, "/coop", 5, "-coop#", "Single Player Cooperative Mode" },
{0, "/commbat", 8, "-commbat#", "Single Player Commbat Mode" },
{0, "/debug", 6, "-debug", "Debug Help Options" },
#endif
#if 0 //def NET_MODE_MASTER_SLAVE
{0, "/broadcast", 6, "-broad<cast>", "Broadcast network method (default)" },
{0, "/masterslave", 7, "-master<slave>", "Master/Slave network method" },
#endif
};
#if 0
Map -> User Map Name
Auto -> Auto Start Game
Rules -> 0=WangBang 1=WangBang (No Respawn) 2=CoOperative
Level -> 0 to 24(?)
Enemy -> 0=None 1=Easy 2=Norm 3=Hard 4=Insane
Markers -> 0=Off 1=On
Team -> 0=Off 1=On
HurtTeam -> 0=Off 1=On
KillLimit -> 0=Infinite 1=10 2=20 3=30 4=40 5=50 6=60 7=70 8=80 9=90 10=100
TimeLimit -> 0=Infinite 1=3 2=5 3=10 4=20 5=30 6=45 7=60
Color -> 0=Brown 1=Purple 2=Red 3=Yellow 4=Olive 5=Green
Nuke -> 0=Off 1=On
Example Command Line :
sw -map testmap.map -autonet 0,0,1,1,1,0,3,2,1,1 -f4 -name 1234567890 -net 12345678
commit -map grenade -autonet 0,0,1,1,1,0,3,2,1,1 -name frank
#endif
char isShareware = FALSE;
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;
buttonMap.SetButtons(actions, NUM_ACTIONS);
automapping = 1;
BorderAdjust = true;
SW_ExtInit();
CONFIG_ReadSetup();
hud_size.Callback();
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->pang = pp->pang;
npp->cursectnum = pp->cursectnum;
myconnectindex = numplayers;
screenpeek = numplayers;
sprintf(Player[myconnectindex].PlayerName,"PLAYER %d",myconnectindex+1);
Player[numplayers].movefifoend = Player[0].movefifoend;
// If IsAI = TRUE, new player will be a bot
Player[myconnectindex].IsAI = FALSE;
numplayers++;
}
}
void BotPlayerInsert(PLAYERp pp)
{
PLAYERp npp = Player + numplayers;
if (numplayers < MAX_SW_PLAYERS)
{
connectpoint2[numplayers - 1] = numplayers;
connectpoint2[numplayers] = -1;
npp->posx = pp->posx;
npp->posy = pp->posy;
npp->posz = pp->posz-Z(100);
npp->pang = pp->pang;
npp->cursectnum = pp->cursectnum;
//myconnectindex = numplayers;
//screenpeek = numplayers;
sprintf(Player[numplayers].PlayerName,"BOT %d",numplayers+1);
Player[numplayers].movefifoend = Player[0].movefifoend;
// If IsAI = TRUE, new player will be a bot
Player[numplayers].IsAI = TRUE;
numplayers++;
}
// SetFragBar(pp);
}
void
ManualPlayerDelete(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]);
adduserquote(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 (inputState.GetKeyStatus(KEYSC_LSHIFT) || inputState.GetKeyStatus(KEYSC_RSHIFT))
{
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
pp->view_outside_dang = NORM_ANGLE(pp->view_outside_dang + 256);
}
else
{
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
{
RESET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
}
else
{
SET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
pp->camera_dist = 0;
}
}
}
}
void PauseKey(PLAYERp pp)
{
extern SWBOOL GamePaused,CheatInputMode;
if (inputState.GetKeyStatus(sc_Pause) && !CommEnabled && !InputMode && !M_Active() && !CheatInputMode && !ConPanel)
{
inputState.ClearKeyStatus(sc_Pause);
PauseKeySet ^= 1;
if (PauseKeySet)
GamePaused = TRUE;
else
GamePaused = FALSE;
if (GamePaused)
{
short w,h;
#define MSG_GAME_PAUSED "Game Paused"
MNU_MeasureString(MSG_GAME_PAUSED, &w, &h);
PutStringTimer(pp, TEXT_TEST_COL(w), 100, MSG_GAME_PAUSED, 999);
Mus_SetPaused(true);
}
else
{
pClearTextLine(pp, 100);
Mus_SetPaused(false);
}
}
if (!CommEnabled && TEST(pp->Flags, PF_DEAD))
{
if (ReloadPrompt)
{
ReloadPrompt = FALSE;
/*
}
else
{
inputState.SetKeyStatus(sc_Escape);
ControlPanelType = ct_quickloadmenu;
}
*/
}
}
}
short MirrorDelay;
double elapsedInputTicks;
double scaleAdjustmentToInterval(double x) { return x * (120 / synctics) / (1000.0 / elapsedInputTicks); }
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 MenuButtonAutoRun;
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);
//info.dz = (info.dz * move_scale)>>8;
//info.dyaw = (info.dyaw * turn_scale)>>8;
PauseKey(pp);
if (PauseKeySet)
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;
SetFragBar(pp);
ScrollMode2D = FALSE;
SetRedrawScreen(pp);
}
}
// 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, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
int const running = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
int32_t turnamount;
int32_t keymove;
constexpr int const analogExtent = 32767; // KEEPINSYNC sdlayer.cpp
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;
info.dz = (info.dz * move_scale)>>8;
info.dyaw = (info.dyaw * turn_scale)>>8;
int32_t svel = 0, vel = 0;
fix16_t q16horz = 0, q16avel = 0;
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
{
svel = -info.mousex;
svel -= info.dyaw * keymove / analogExtent;
}
else
{
q16avel = fix16_div(fix16_from_int(info.mousex), fix16_from_int(32));
q16avel += fix16_from_int(info.dyaw) / analogExtent * (turnamount << 1);
}
if (mouseaim)
q16horz = -fix16_div(fix16_from_int(info.mousey), fix16_from_int(64));
else
vel = -(info.mousey >> 6);
if (in_mouseflip)
q16horz = -q16horz;
q16horz -= fix16_from_int(info.dpitch) * turnamount / analogExtent;
svel -= info.dx * keymove / analogExtent;
vel -= info.dz * keymove / analogExtent;
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))
{
turnheldtime += synctics;
if (PEDANTIC_MODE)
{
if (turnheldtime >= TURBOTURNTIME)
q16avel -= fix16_from_int(turnamount);
else
q16avel -= fix16_from_int(PREAMBLETURN);
}
else
q16avel = fix16_ssub(q16avel, fix16_from_float(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN)));
}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
{
turnheldtime += synctics;
if (PEDANTIC_MODE)
{
if (turnheldtime >= TURBOTURNTIME)
q16avel += fix16_from_int(turnamount);
else
q16avel += fix16_from_int(PREAMBLETURN);
}
else
q16avel = fix16_sadd(q16avel, 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;
//DSPRINTF(ds,"vel key %d",vel);
//DebugWriteString(ds);
}
else
{
//DSPRINTF(ds,"vel %d",vel);
//DebugWriteString(ds);
}
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
vel += -keymove;
q16avel = fix16_clamp(q16avel, -fix16_from_int(MAXANGVEL), fix16_from_int(MAXANGVEL));
q16horz = fix16_clamp(q16horz, -fix16_from_int(MAXHORIZVEL), fix16_from_int(MAXHORIZVEL));
if (PEDANTIC_MODE)
{
q16avel = fix16_floor(q16avel);
q16horz = fix16_floor(q16horz);
}
else if (!TEST(pp->Flags, PF_DEAD))
{
void DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16avel);
void DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16horz);
if (!TEST(pp->Flags, PF_CLIMBING))
DoPlayerTurn(pp, &pp->camq16ang, q16avel);
DoPlayerHorizon(pp, &pp->camq16horiz, q16horz);
}
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->q16avel += q16avel;
loc->q16horz += q16horz;
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, inputState.GetKeyStatus(sc_Pause));
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.ButtonDown(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.ButtonDown(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, inputState.GetKeyStatus(KEYSC_NUM));
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 DEBUG
DebugKeys(pp);
if (!CommEnabled) // Single player only keys
SinglePlayInput(pp);
#endif
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 (gs.BorderNum <= BORDER_BAR-1)
{
txt_x = 7;
txt_y = 168;
}
else
{
txt_x = 7;
txt_y = 147;
}
if (ScrollMode2D)
{
minigametext(txt_x,txt_y-7,"Follow Mode",2+8);
}
sprintf(ds,"%s",currentLevel->DisplayName());
minigametext(txt_x,txt_y,ds,2+8);
//////////////////////////////////
xvect = sintable[(2048 - cang) & 2047] * czoom;
yvect = sintable[(1536 - cang) & 2047] * czoom;
xvect2 = mulscale16(xvect, yxaspect);
yvect2 = mulscale16(yvect, yxaspect);
// Draw red lines
for (i = 0; i < numsectors; i++)
{
startwall = sector[i].wallptr;
endwall = sector[i].wallptr + sector[i].wallnum - 1;
z1 = sector[i].ceilingz;
z2 = sector[i].floorz;
for (j = startwall, wal = &wall[startwall]; j <= endwall; j++, wal++)
{
k = wal->nextwall;
if ((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;
if (sprisplayer)
{
if (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite)
rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, 1196+pspr_ndx[myconnectindex], spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
}
else
rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, spr->picnum, spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
}
}
}
break;
case 16: // Rotated sprite
x1 = sprx;
y1 = spry;
tilenum = spr->picnum;
xoff = (int)picanm[tilenum].xofs + (int)spr->xoffset;
if ((spr->cstat & 4) > 0)
xoff = -xoff;
k = spr->ang;
l = spr->xrepeat;
dax = sintable[k & 2047] * l;
day = sintable[(k + 1536) & 2047] * l;
l = tilesiz[tilenum].x;
k = (l >> 1) + xoff;
x1 -= mulscale16(dax, k);
x2 = x1 + mulscale16(dax, l);
y1 -= mulscale16(day, k);
y2 = y1 + mulscale16(day, l);
ox = x1 - cposx;
oy = y1 - cposy;
x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11),
x2 + (xdim << 11), y2 + (ydim << 11), col);
break;
case 32: // Floor sprite
if (dimensionmode == 5)
{
tilenum = spr->picnum;
xoff = (int)picanm[tilenum].xofs + (int)spr->xoffset;
yoff = (int)picanm[tilenum].yofs + (int)spr->yoffset;
if ((spr->cstat & 4) > 0)
xoff = -xoff;
if ((spr->cstat & 8) > 0)
yoff = -yoff;
k = spr->ang;
cosang = sintable[(k + 512) & 2047];
sinang = sintable[k];
xspan = tilesiz[tilenum].x;
xrepeat = spr->xrepeat;
yspan = tilesiz[tilenum].y;
yrepeat = spr->yrepeat;
dax = ((xspan >> 1) + xoff) * xrepeat;
day = ((yspan >> 1) + yoff) * yrepeat;
x1 = sprx + mulscale16(sinang, dax) + mulscale16(cosang, day);
y1 = spry + mulscale16(sinang, day) - mulscale16(cosang, dax);
l = xspan * xrepeat;
x2 = x1 - mulscale16(sinang, l);
y2 = y1 + mulscale16(cosang, l);
l = yspan * yrepeat;
k = -mulscale16(cosang, l);
x3 = x2 + k;
x4 = x1 + k;
k = -mulscale16(sinang, l);
y3 = y2 + k;
y4 = y1 + k;
ox = x1 - cposx;
oy = y1 - cposy;
x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
ox = x3 - cposx;
oy = y3 - cposy;
x3 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y3 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
ox = x4 - cposx;
oy = y4 - cposy;
x4 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y4 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11),
x2 + (xdim << 11), y2 + (ydim << 11), col);
renderDrawLine(x2 + (xdim << 11), y2 + (ydim << 11),
x3 + (xdim << 11), y3 + (ydim << 11), col);
renderDrawLine(x3 + (xdim << 11), y3 + (ydim << 11),
x4 + (xdim << 11), y4 + (ydim << 11), col);
renderDrawLine(x4 + (xdim << 11), y4 + (ydim << 11),
x1 + (xdim << 11), y1 + (ydim << 11), col);
}
break;
}
}
}
// Draw white lines
for (i = 0; i < numsectors; i++)
{
startwall = sector[i].wallptr;
endwall = sector[i].wallptr + sector[i].wallnum - 1;
for (j = startwall, wal = &wall[startwall]; j <= endwall; j++, wal++)
{
if ((uint16_t)wal->nextwall < MAXWALLS)
continue;
if (!mapcheat && (show2dwall[j >> 3] & (1 << (j & 7))) == 0)
continue;
if (tilesiz[wal->picnum].x == 0)
continue;
if (tilesiz[wal->picnum].y == 0)
continue;
ox = wal->x - cposx;
oy = wal->y - cposy;
x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
wal2 = &wall[wal->point2];
ox = wal2->x - cposx;
oy = wal2->y - cposy;
x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11), x2 + (xdim << 11), y2 + (ydim << 11), 24);
}
}
videoSetCorrectedAspect();
}
#if RANDOM_DEBUG
int RandomRange(int range, char *file, unsigned line)
{
uint32_t rand_num;
uint32_t value;
extern FILE *fout_err;
extern uint32_t MoveThingsCount;
if (RandomPrint && !Prediction)
{
sprintf(ds,"mtc %d, %s, line %d, %d",MoveThingsCount,file,line,randomseed);
DebugWriteString(ds);
}
if (range <= 0)
return 0;
rand_num = krand2();
if (rand_num == 65535U)
rand_num--;
// shift values to give more precision
value = (rand_num << 14) / ((65535UL << 14) / range);
if (value >= range)
value = range - 1;
return value;
}
#else
int RandomRange(int range)
{
uint32_t rand_num;
uint32_t value;
if (range <= 0)
return 0;
rand_num = RANDOM();
if (rand_num == 65535U)
rand_num--;
// shift values to give more precision
value = (rand_num << 14) / ((65535UL << 14) / range);
if (value >= (uint32_t)range)
value = range - 1;
return value;
}
#endif
int StdRandomRange(int range)
{
uint32_t rand_num;
uint32_t value;
if (range <= 0)
return 0;
rand_num = STD_RANDOM();
if (rand_num == RAND_MAX)
rand_num--;
// shift values to give more precision
#if (RAND_MAX > 0x7fff)
value = rand_num / (((int)RAND_MAX) / range);
#else
value = (rand_num << 14) / ((((int)RAND_MAX) << 14) / range);
#endif
if (value >= (uint32_t)range)
value = range - 1;
return value;
}
// [JM] Probably will need some doing over. !CHECKME!
void G_Polymer_UnInit(void) { }
#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);
}
void GameInterface::set_hud_layout(int requested_size)
{
gs.BorderNum = 9 - requested_size;
SetBorder(Player + myconnectindex, gs.BorderNum);
SetRedrawScreen(Player + myconnectindex);
}
/*extern*/ void GameInterface::set_hud_scale(int requested_size) { }
::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();
}
void GameInterface::UpdateScreenSize()
{
SetupAspectRatio();
}
#if 0 // the message input needs to be moved out of the game code!
void GetMessageInput(PLAYERp pp)
{
int pnum = myconnectindex;
short w, h;
static SWBOOL cur_show;
static SWBOOL TeamSendAll, TeamSendTeam;
#define TEAM_MENU "A - Send to ALL, T - Send to TEAM"
static char HoldMessageInputString[256];
int i;
if (!MessageInputMode && !ConInputMode)
{
if (buttonMap.ButtonDown(gamefunc_SendMessage))
{
buttonMap.ClearButton(gamefunc_SendMessage);
inputState.keyFlushChars();
MessageInputMode = TRUE;
InputMode = TRUE;
TeamSendTeam = FALSE;
TeamSendAll = FALSE;
if (MessageInputMode)
{
memset(MessageInputString, '\0', sizeof(MessageInputString));
}
}
}
else if (MessageInputMode && !ConInputMode)
{
if (gs.BorderNum > BORDER_BAR + 1)
SetRedrawScreen(pp);
// get input
switch (MNU_InputSmallString(MessageInputString, 320 - 20))
{
case -1: // Cancel Input (pressed ESC) or Err
MessageInputMode = FALSE;
InputMode = FALSE;
inputState.ClearAllInput();
break;
case FALSE: // Input finished (RETURN)
if (MessageInputString[0] == '\0')
{
// no input
MessageInputMode = FALSE;
InputMode = FALSE;
inputState.ClearAllInput();
buttonMap.ClearButton(gamefunc_Inventory);
}
else
{
if (gNet.TeamPlay)
{
if (memcmp(MessageInputString, TEAM_MENU, sizeof(TEAM_MENU)) != 0)
{
{
strcpy(HoldMessageInputString, MessageInputString);
strcpy(MessageInputString, TEAM_MENU);
break;
}
}
else if (memcmp(MessageInputString, TEAM_MENU, sizeof(TEAM_MENU)) == 0)
{
strcpy(MessageInputString, HoldMessageInputString);
TeamSendAll = TRUE;
}
}
SEND_MESSAGE:
// broadcast message
MessageInputMode = FALSE;
InputMode = FALSE;
inputState.ClearAllInput();
for (i = 0; i < NUMGAMEFUNCTIONS; i++)
buttonMap.ClearButton(i);
// Put who sent this
sprintf(ds, "%s: %s", pp->PlayerName, MessageInputString);
if (gNet.TeamPlay)
{
TRAVERSE_CONNECT(pnum)
{
if (pnum != myconnectindex)
{
if (TeamSendAll)
SW_SendMessage(pnum, ds);
else if (User[pp->PlayerSprite]->spal == User[Player[pnum].PlayerSprite]->spal)
SW_SendMessage(pnum, ds);
}
}
}
else
TRAVERSE_CONNECT(pnum)
{
if (pnum != myconnectindex)
{
SW_SendMessage(pnum, ds);
}
}
adduserquote(MessageInputString);
quotebot += 8;
quotebotgoal = quotebot;
}
break;
case TRUE: // Got input
if (gNet.TeamPlay)
{
if (memcmp(MessageInputString, TEAM_MENU "a", sizeof(TEAM_MENU) + 1) == 0)
{
strcpy(MessageInputString, HoldMessageInputString);
TeamSendAll = TRUE;
goto SEND_MESSAGE;
}
else if (memcmp(MessageInputString, TEAM_MENU "t", sizeof(TEAM_MENU) + 1) == 0)
{
strcpy(MessageInputString, HoldMessageInputString);
TeamSendTeam = TRUE;
goto SEND_MESSAGE;
}
else
{
// reset the string if anything else is typed
if (strlen(MessageInputString) + 1 > sizeof(TEAM_MENU))
{
strcpy(MessageInputString, TEAM_MENU);
}
}
}
break;
}
}
}
#endif
END_SW_NS