mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-15 07:01:15 +00:00
db7793bf54
* Split input bits and movement into separate functions. * Reordered movement to be more like Duke/SW for ease of comparison. * Removed a global. * Removed a few includes.
529 lines
12 KiB
C++
529 lines
12 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "mmulti.h"
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#include "compat.h"
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#include "common_game.h"
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#include "g_input.h"
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#include "automap.h"
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#include "db.h"
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#include "blood.h"
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#include "choke.h"
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#include "dude.h"
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#include "endgame.h"
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#include "eventq.h"
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#include "fx.h"
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#include "gib.h"
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#include "globals.h"
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#include "levels.h"
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#include "loadsave.h"
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#include "sectorfx.h"
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#include "seq.h"
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#include "sound.h"
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#include "triggers.h"
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#include "view.h"
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#include "misc.h"
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#include "gameconfigfile.h"
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#include "gamecontrol.h"
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#include "m_argv.h"
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#include "statistics.h"
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#include "menu.h"
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#include "raze_sound.h"
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#include "nnexts.h"
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#include "secrets.h"
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#include "gamestate.h"
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#include "screenjob.h"
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#include "mapinfo.h"
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#include "choke.h"
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#include "d_net.h"
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#include "v_video.h"
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#include "statusbar.h"
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BEGIN_BLD_NS
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void InitCheats();
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bool bNoDemo = false;
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int gNetPlayers;
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int gChokeCounter = 0;
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int blood_globalflags;
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PLAYER gPlayerTemp[kMaxPlayers];
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int gHealthTemp[kMaxPlayers];
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vec3_t startpos;
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int16_t startang, startsectnum;
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void QuitGame(void)
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{
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throw CExitEvent(0);
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}
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void EndLevel(void)
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{
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gViewPos = VIEWPOS_0;
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sndKillAllSounds();
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sfxKillAllSounds();
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ambKillAll();
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seqKillAll();
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}
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void StartLevel(MapRecord* level)
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{
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if (!level) return;
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gFrameCount = 0;
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gFrameClock = 0;
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STAT_Update(0);
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EndLevel();
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currentLevel = level;
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if (gGameOptions.nGameType == 0)
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{
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///////
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gGameOptions.weaponsV10x = gWeaponsV10x;
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///////
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}
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#if 0
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else if (gGameOptions.nGameType > 0 && !(gGameOptions.uGameFlags & GF_AdvanceLevel))
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{
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// todo
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gBlueFlagDropped = false;
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gRedFlagDropped = false;
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}
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#endif
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if (gGameOptions.uGameFlags & GF_AdvanceLevel)
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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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memcpy(&gPlayerTemp[i], &gPlayer[i], sizeof(PLAYER));
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gHealthTemp[i] = xsprite[gPlayer[i].pSprite->extra].health;
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}
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}
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memset(xsprite, 0, sizeof(xsprite));
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memset(sprite, 0, kMaxSprites * sizeof(spritetype));
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//drawLoadingScreen();
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if (dbLoadMap(currentLevel->fileName, (int*)&startpos.x, (int*)&startpos.y, (int*)&startpos.z, &startang, &startsectnum, nullptr))
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{
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I_Error("%s: Unable to load map", level->DisplayName());
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}
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SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
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STAT_NewLevel(currentLevel->fileName);
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wsrand(dbReadMapCRC(currentLevel->LabelName()));
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gKillMgr.Clear();
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gSecretMgr.Clear();
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automapping = 1;
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int modernTypesErased = 0;
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for (int i = 0; i < kMaxSprites; i++)
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{
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spritetype* pSprite = &sprite[i];
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if (pSprite->statnum < kMaxStatus && pSprite->extra > 0) {
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XSPRITE* pXSprite = &xsprite[pSprite->extra];
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if ((pXSprite->lSkill & (1 << gGameOptions.nDifficulty)) || (pXSprite->lS && gGameOptions.nGameType == 0)
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|| (pXSprite->lB && gGameOptions.nGameType == 2) || (pXSprite->lT && gGameOptions.nGameType == 3)
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|| (pXSprite->lC && gGameOptions.nGameType == 1)) {
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DeleteSprite(i);
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continue;
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}
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#ifdef NOONE_EXTENSIONS
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if (!gModernMap && nnExtEraseModernStuff(pSprite, pXSprite))
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modernTypesErased++;
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#endif
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}
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}
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#ifdef NOONE_EXTENSIONS
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if (!gModernMap && modernTypesErased > 0)
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Printf(PRINT_NONOTIFY, "> Modern types erased: %d.\n", modernTypesErased);
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#endif
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startpos.z = getflorzofslope(startsectnum, startpos.x, startpos.y);
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for (int i = 0; i < kMaxPlayers; i++) {
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gStartZone[i].x = startpos.x;
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gStartZone[i].y = startpos.y;
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gStartZone[i].z = startpos.z;
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gStartZone[i].sectnum = startsectnum;
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gStartZone[i].ang = startang;
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#ifdef NOONE_EXTENSIONS
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// Create spawn zones for players in teams mode.
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if (gModernMap && i <= kMaxPlayers / 2) {
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gStartZoneTeam1[i].x = startpos.x;
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gStartZoneTeam1[i].y = startpos.y;
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gStartZoneTeam1[i].z = startpos.z;
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gStartZoneTeam1[i].sectnum = startsectnum;
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gStartZoneTeam1[i].ang = startang;
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gStartZoneTeam2[i].x = startpos.x;
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gStartZoneTeam2[i].y = startpos.y;
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gStartZoneTeam2[i].z = startpos.z;
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gStartZoneTeam2[i].sectnum = startsectnum;
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gStartZoneTeam2[i].ang = startang;
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}
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#endif
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}
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InitSectorFX();
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warpInit();
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actInit(false);
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evInit();
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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if (!(gGameOptions.uGameFlags & GF_AdvanceLevel))
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{
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if (numplayers == 1)
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{
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gProfile[i].skill = gSkill;
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}
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playerInit(i, 0);
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}
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playerStart(i, 1);
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}
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if (gGameOptions.uGameFlags & GF_AdvanceLevel)
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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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PLAYER* pPlayer = &gPlayer[i];
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pPlayer->pXSprite->health &= 0xf000;
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pPlayer->pXSprite->health |= gHealthTemp[i];
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pPlayer->weaponQav = gPlayerTemp[i].weaponQav;
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pPlayer->curWeapon = gPlayerTemp[i].curWeapon;
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pPlayer->weaponState = gPlayerTemp[i].weaponState;
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pPlayer->weaponAmmo = gPlayerTemp[i].weaponAmmo;
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pPlayer->qavCallback = gPlayerTemp[i].qavCallback;
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pPlayer->qavLoop = gPlayerTemp[i].qavLoop;
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pPlayer->weaponTimer = gPlayerTemp[i].weaponTimer;
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pPlayer->nextWeapon = gPlayerTemp[i].nextWeapon;
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}
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}
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gGameOptions.uGameFlags &= ~(GF_AdvanceLevel|GF_EndGame);
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PreloadCache();
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InitMirrors();
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trInit();
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if (!gMe->packSlots[1].isActive) // if diving suit is not active, turn off reverb sound effect
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sfxSetReverb(0);
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ambInit();
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Net_ClearFifo();
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gChokeCounter = 0;
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M_ClearMenus();
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// viewSetMessage("");
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viewSetErrorMessage("");
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paused = 0;
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levelTryPlayMusic();
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gChoke.reset();
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setLevelStarted(level);
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}
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void NewLevel(MapRecord *sng, int skill)
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{
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auto completion = [=](bool = false)
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{
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if (skill != -1) gGameOptions.nDifficulty = skill;
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gSkill = skill;
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cheatReset();
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StartLevel(sng);
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gameaction = ga_level;
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};
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bool startedCutscene = false;
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if (!(sng->flags & MI_USERMAP))
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{
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int episode = volfromlevelnum(sng->levelNumber);
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int level = mapfromlevelnum(sng->levelNumber);
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if (gEpisodeInfo[episode].cutALevel == level && gEpisodeInfo[episode].cutsceneAName[0])
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{
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levelPlayIntroScene(episode, completion);
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startedCutscene = true;
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}
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}
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if (!startedCutscene) completion(false);
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}
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void GameInterface::NewGame(MapRecord *sng, int skill)
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{
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gGameOptions.uGameFlags = 0;
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NewLevel(sng, skill);
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}
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void GameInterface::NextLevel(MapRecord *map, int skill)
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{
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gGameOptions.uGameFlags = GF_AdvanceLevel;
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NewLevel(map, skill);
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}
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void GameInterface::Ticker()
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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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auto& inp = gPlayer[i].input;
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auto oldactions = inp.actions;
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inp = playercmds[i].ucmd;
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inp.actions |= oldactions & ~(SB_BUTTON_MASK | SB_RUN | SB_WEAPONMASK_BITS); // should be everything non-button and non-weapon
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int newweap = inp.getNewWeapon();
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if (newweap > 0 && newweap < WeaponSel_MaxBlood) gPlayer[i].newWeapon = newweap;
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}
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viewClearInterpolations();
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if (!(paused || (gGameOptions.nGameType == 0 && M_Active())))
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{
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thinktime.Reset();
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thinktime.Clock();
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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viewBackupView(i);
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playerProcess(&gPlayer[i]);
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}
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trProcessBusy();
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evProcess(gFrameClock);
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seqProcess(4);
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DoSectorPanning();
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actortime.Reset();
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actortime.Clock();
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actProcessSprites();
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actPostProcess();
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actortime.Unclock();
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viewCorrectPrediction();
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ambProcess();
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viewUpdateDelirium();
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viewUpdateShake();
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gi->UpdateSounds();
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if (gMe->hand == 1)
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{
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const int CHOKERATE = 8;
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const int COUNTRATE = 30;
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gChokeCounter += CHOKERATE;
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while (gChokeCounter >= COUNTRATE)
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{
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gChoke.at1c(gMe);
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gChokeCounter -= COUNTRATE;
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}
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}
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thinktime.Unclock();
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gFrameCount++;
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gFrameClock += kTicsPerFrame;
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if (gFrameClock == 8) gameaction = ga_autosave; // let the game run for 1 frame before saving.
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for (int i = 0; i < 8; i++)
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{
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dword_21EFD0[i] = dword_21EFD0[i] -= 4;
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if (dword_21EFD0[i] < 0)
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dword_21EFD0[i] = 0;
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}
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if ((gGameOptions.uGameFlags & GF_AdvanceLevel) != 0)
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{
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seqKillAll();
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if (gGameOptions.uGameFlags & GF_EndGame)
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{
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STAT_Update(true);
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if (gGameOptions.nGameType == 0)
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{
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auto completion = [](bool) {
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gGameOptions.uGameFlags &= ~(GF_AdvanceLevel|GF_EndGame);
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gameaction = ga_creditsmenu;
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};
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if (gGameOptions.uGameFlags & GF_PlayCutscene)
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{
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levelPlayEndScene(volfromlevelnum(currentLevel->levelNumber), completion);
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}
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else completion(false);
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}
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else
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{
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gGameOptions.uGameFlags &= ~(GF_AdvanceLevel|GF_EndGame);
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}
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}
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else
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{
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STAT_Update(false);
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EndLevel();
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Mus_Stop();
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// Fixme: Link maps, not episode/level pairs.
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int ep = volfromlevelnum(currentLevel->levelNumber);
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auto map = FindMapByLevelNum(levelnum(ep, gNextLevel));
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CompleteLevel(map);
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}
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}
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r_NoInterpolate = false;
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}
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else r_NoInterpolate = true;
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}
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void GameInterface::DrawBackground()
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{
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twod->ClearScreen();
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DrawTexture(twod, tileGetTexture(2518, true), 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, TAG_DONE);
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}
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void ReadAllRFS();
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void GameInterface::app_init()
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{
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InitCheats();
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memcpy(&gGameOptions, &gSingleGameOptions, sizeof(GAMEOPTIONS));
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gGameOptions.nMonsterSettings = !userConfig.nomonsters;
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ReadAllRFS();
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HookReplaceFunctions();
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Printf(PRINT_NONOTIFY, "Initializing Build 3D engine\n");
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engineInit();
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Printf(PRINT_NONOTIFY, "Loading tiles\n");
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if (!tileInit(0, NULL))
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I_FatalError("TILES###.ART files not found");
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levelLoadDefaults();
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LoadDefinitions();
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TileFiles.SetBackup();
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powerupInit();
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Printf(PRINT_NONOTIFY, "Loading cosine table\n");
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trigInit();
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Printf(PRINT_NONOTIFY, "Initializing view subsystem\n");
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viewInit();
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Printf(PRINT_NONOTIFY, "Initializing dynamic fire\n");
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FireInit();
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Printf(PRINT_NONOTIFY, "Initializing weapon animations\n");
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WeaponInit();
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LoadSaveSetup();
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myconnectindex = connecthead = 0;
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gNetPlayers = numplayers = 1;
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connectpoint2[0] = -1;
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gGameOptions.nGameType = 0;
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UpdateNetworkMenus();
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Printf(PRINT_NONOTIFY, "Initializing sound system\n");
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sndInit();
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registerosdcommands();
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gChoke.init(518, sub_84230);
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UpdateDacs(0, true);
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enginecompatibility_mode = ENGINECOMPATIBILITY_19960925;
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}
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static void gameInit()
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{
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//RESTART:
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gViewIndex = myconnectindex;
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gMe = gView = &gPlayer[myconnectindex];
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PROFILE* pProfile = &gProfile[myconnectindex];
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strcpy(pProfile->name, playername);
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pProfile->skill = gSkill;
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UpdateNetworkMenus();
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if (gGameOptions.nGameType > 0)
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{
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inputState.ClearAllInput();
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}
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}
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void GameInterface::Startup()
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{
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gameInit();
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if (userConfig.CommandMap.IsNotEmpty())
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{
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}
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else
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{
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if (!userConfig.nologo && gGameOptions.nGameType == 0) playlogos();
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else
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{
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gameaction = ga_mainmenu;
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}
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}
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}
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void GameInterface::Render()
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{
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drawtime.Reset();
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drawtime.Clock();
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viewDrawScreen();
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drawtime.Unclock();
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}
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void sndPlaySpecialMusicOrNothing(int nMusic)
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{
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if (!Mus_Play(nullptr, quoteMgr.GetQuote(nMusic), true))
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{
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Mus_Stop();
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}
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}
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extern IniFile* BloodINI;
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void GameInterface::FreeGameData()
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{
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if (BloodINI) delete BloodINI;
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}
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void GameInterface::FreeLevelData()
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{
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EndLevel();
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::GameInterface::FreeLevelData();
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}
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ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize)
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{
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int top = 0;
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if (gGameOptions.nGameType > 0 && gGameOptions.nGameType <= 3)
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{
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top = (tilesiz[2229].y * ((gNetPlayers + 3) / 4));
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}
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return { top, 25 };
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}
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::GameInterface* CreateInterface()
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{
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return new GameInterface;
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}
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END_BLD_NS
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