raze/source/games/exhumed/src/exhumed.cpp
Christoph Oelckers 60faceaf59 - Exhumed: fixed serialization.
The exhumedActors array was not written out, resulting in all kinds of strange effects.
2021-11-07 21:45:51 +01:00

650 lines
15 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "compat.h"
#include "engine.h"
#include "exhumed.h"
#include "sequence.h"
#include "names.h"
#include "player.h"
#include "input.h"
#include "sound.h"
#include "view.h"
#include "status.h"
#include "version.h"
#include "aistuff.h"
#include "mapinfo.h"
#include <string.h>
#include <cstdio> // for printf
#include <cstdlib>
#include <stdarg.h>
#include <ctype.h>
#include <time.h>
#include <assert.h>
#include "gamecvars.h"
#include "savegamehelp.h"
#include "c_dispatch.h"
#include "raze_sound.h"
#include "gamestate.h"
#include "screenjob.h"
#include "c_console.h"
#include "cheathandler.h"
#include "inputstate.h"
#include "d_protocol.h"
#include "texturemanager.h"
#include "razemenu.h"
#include "v_draw.h"
#include "interpolate.h"
BEGIN_PS_NS
DExhumedActor exhumedActors[MAXSPRITES];
static MapRecord* NextMap;
void uploadCinemaPalettes();
int32_t registerosdcommands(void);
void InitCheats();
int EndLevel = 0;
InputPacket localInput;
////////
void ResetEngine()
{
EraseScreen(-1);
resettiming();
}
void GameInterface::loadPalette()
{
paletteLoadFromDisk();
uploadCinemaPalettes();
LoadPaletteLookups();
}
void CopyTileToBitmap(short nSrcTile, short nDestTile, int xPos, int yPos);
// void TestSaveLoad();
void EraseScreen(int nVal);
void LoadStatus();
void MySetView(int x1, int y1, int x2, int y2);
char sHollyStr[40];
short nFontFirstChar;
short nBackgroundPic;
short nShadowPic;
short nCreaturesKilled = 0, nCreaturesTotal = 0;
short nFreeze;
short nSnakeCam = -1;
int nNetPlayerCount = 0;
short nClockVal;
short nRedTicks;
short nAlarmTicks;
short nButtonColor;
short nEnergyChan;
short bModemPlay = false;
int lCountDown = 0;
short nEnergyTowers = 0;
short nCfgNetPlayers = 0;
FILE *vcrfp = NULL;
int lLocalCodes = 0;
short bCoordinates = false;
int nNetTime = -1;
short nCodeMin = 0;
short nCodeMax = 0;
short nCodeIndex = 0;
//short nScreenWidth = 320;
//short nScreenHeight = 200;
int flash;
int totalmoves;
short nCurBodyNum = 0;
short nBodyTotal = 0;
short lastfps;
short nTotalPlayers = 1;
// TODO: Rename this (or make it static) so it doesn't conflict with library function
//short socket = 0;
short nFirstPassword = 0;
short nFirstPassInfo = 0;
short nPasswordCount = 0;
short bSnakeCam = false;
short bRecord = false;
short bPlayback = false;
short bInDemo = false;
short bSlipMode = false;
short bDoFlashes = true;
DExhumedActor* bestTarget;
short scan_char = 0;
int nStartLevel;
int nTimeLimit;
int bVanilla = 0;
void DebugOut(const char *fmt, ...)
{
#ifdef _DEBUG
va_list args;
va_start(args, fmt);
VPrintf(PRINT_HIGH, fmt, args);
#endif
}
void DoClockBeep()
{
ExhumedStatIterator it(407);
while (auto i = it.Next())
{
PlayFX2(StaticSound[kSound74], i);
}
}
void DoRedAlert(int nVal)
{
if (nVal)
{
nAlarmTicks = 69;
nRedTicks = 30;
}
ExhumedStatIterator it(405);
while (auto ac = it.Next())
{
if (nVal)
{
auto spri = &ac->s();
PlayFXAtXYZ(StaticSound[kSoundAlarm], spri->x, spri->y, spri->z, spri->sectnum);
AddFlash(spri->sectnum, spri->x, spri->y, spri->z, 192);
}
}
}
void DrawClock()
{
int ebp = 49;
auto pixels = TileFiles.tileMakeWritable(kTile3603);
memset(pixels, TRANSPARENT_INDEX, 4096);
if (lCountDown / 30 != nClockVal)
{
nClockVal = lCountDown / 30;
DoClockBeep();
}
int nVal = nClockVal;
while (nVal)
{
int v2 = nVal & 0xF;
int yPos = 32 - tileHeight(v2 + kClockSymbol1) / 2;
CopyTileToBitmap(v2 + kClockSymbol1, kTile3603, ebp - tileWidth(v2 + kClockSymbol1) / 2, yPos);
ebp -= 15;
nVal /= 16;
}
DoEnergyTile();
}
double calc_smoothratio()
{
if (bRecord || bPlayback || nFreeze != 0 || paused)
return MaxSmoothRatio;
return I_GetTimeFrac() * MaxSmoothRatio;
}
void DoGameOverScene(bool finallevel)
{
// todo: make these customizable later.
StartCutscene(finallevel ? "ExhumedCutscenes.BuildCinemaLose" : "ExhumedCutscenes.BuildGameoverScene", 0, [](bool)
{
gameaction = ga_mainmenu;
});
}
void GameMove(void)
{
FixPalette();
ExhumedSpriteIterator it;
while (auto ac = it.Next())
{
ac->s().backuploc();
}
if (currentLevel->gameflags & LEVEL_EX_COUNTDOWN)
{
if (lCountDown <= 0)
{
DoGameOverScene(true);
return;
}
// Pink section
lCountDown--;
DrawClock();
if (nRedTicks)
{
nRedTicks--;
if (nRedTicks <= 0) {
DoRedAlert(0);
}
}
nAlarmTicks--;
nButtonColor--;
if (nAlarmTicks <= 0) {
DoRedAlert(1);
}
}
// YELLOW SECTION
MoveThings();
obobangle = bobangle;
if (PlayerList[nLocalPlayer].totalvel == 0)
{
bobangle = 0;
}
else
{
bobangle += 56;
bobangle &= kAngleMask;
}
UpdateCreepySounds();
// loc_120E9:
totalmoves++;
}
static int SelectAltWeapon(int weap2)
{
// todo
return 0;
}
void GameInterface::Ticker()
{
if (paused)
{
r_NoInterpolate = true;
}
else if (EndLevel == 0)
{
inita &= kAngleMask;
for (int i = 0; i < 4; i++)
{
lPlayerXVel += localInput.fvel * bcos(inita) + localInput.svel * bsin(inita);
lPlayerYVel += localInput.fvel * bsin(inita) - localInput.svel * bcos(inita);
lPlayerXVel -= (lPlayerXVel >> 5) + (lPlayerXVel >> 6);
lPlayerYVel -= (lPlayerYVel >> 5) + (lPlayerYVel >> 6);
}
UpdateInterpolations();
if (localInput.actions & SB_INVPREV)
{
int nItem = PlayerList[nLocalPlayer].nItem;
int i;
for (i = 6; i > 0; i--)
{
nItem--;
if (nItem < 0) nItem = 5;
if (PlayerList[nLocalPlayer].items[nItem] != 0)
break;
}
if (i > 0) PlayerList[nLocalPlayer].nItem = nItem;
}
if (localInput.actions & SB_INVNEXT)
{
int nItem = PlayerList[nLocalPlayer].nItem;
int i;
for (i = 6; i > 0; i--)
{
nItem++;
if (nItem == 6) nItem = 0;
if (PlayerList[nLocalPlayer].items[nItem] != 0)
break;
}
if (i > 0) PlayerList[nLocalPlayer].nItem = nItem;
}
if (localInput.actions & SB_INVUSE)
{
if (PlayerList[nLocalPlayer].nItem != -1)
{
localInput.setItemUsed(PlayerList[nLocalPlayer].nItem);
}
}
for (int i = 0; i < 6; i++)
{
if (localInput.isItemUsed(i))
{
localInput.clearItemUsed(i);
if (PlayerList[nLocalPlayer].items[i] > 0)
{
if (nItemMagic[i] <= PlayerList[nLocalPlayer].nMagic)
{
sPlayerInput[nLocalPlayer].nItem = i;
break;
}
}
}
}
auto currWeap = PlayerList[nLocalPlayer].nCurrentWeapon;
int weap2 = localInput.getNewWeapon();
if (weap2 == WeaponSel_Next)
{
auto newWeap = currWeap == 6 ? 0 : currWeap + 1;
while (newWeap != 0 && (!(PlayerList[nLocalPlayer].nPlayerWeapons & (1 << newWeap)) || (PlayerList[nLocalPlayer].nPlayerWeapons & (1 << newWeap) && PlayerList[nLocalPlayer].nAmmo[newWeap] == 0)))
{
newWeap++;
if (newWeap > 6) newWeap = 0;
}
localInput.setNewWeapon(newWeap + 1);
}
else if (weap2 == WeaponSel_Prev)
{
auto newWeap = currWeap == 0 ? 6 : currWeap - 1;
while (newWeap != 0 && ((!(PlayerList[nLocalPlayer].nPlayerWeapons & (1 << newWeap)) || (PlayerList[nLocalPlayer].nPlayerWeapons & (1 << newWeap) && PlayerList[nLocalPlayer].nAmmo[newWeap] == 0))))
{
newWeap--;
}
localInput.setNewWeapon(newWeap + 1);
}
else if (weap2 == WeaponSel_Alt)
{
weap2 = SelectAltWeapon(weap2);
}
// make weapon selection persist until it gets used up.
int weap = sPlayerInput[nLocalPlayer].getNewWeapon();
if (weap2 <= 0 || weap2 > 7) sPlayerInput[nLocalPlayer].SetNewWeapon(weap);
auto oldactions = sPlayerInput[nLocalPlayer].actions;
sPlayerInput[nLocalPlayer].actions = localInput.actions;
if (oldactions & SB_CENTERVIEW) sPlayerInput[nLocalPlayer].actions |= SB_CENTERVIEW;
sPlayerInput[nLocalPlayer].xVel = lPlayerXVel;
sPlayerInput[nLocalPlayer].yVel = lPlayerYVel;
sPlayerInput[nLocalPlayer].buttons = lLocalCodes;
sPlayerInput[nLocalPlayer].pTarget = bestTarget;
sPlayerInput[nLocalPlayer].nAngle = localInput.avel;
sPlayerInput[nLocalPlayer].pan = localInput.horz;
Ra[nLocalPlayer].pTarget = bestTarget;
lLocalCodes = 0;
PlayClock += 4;
if (PlayClock == 8) gameaction = ga_autosave; // let the game run for 1 frame before saving.
GameMove();
r_NoInterpolate = false;
}
else
{
// Wait for the end of level sound to play out, but stop updating the playsim.
if (EndLevel == 13)
PlayLocalSound(StaticSound[59], 0, true, CHANF_UI);
if (EndLevel > 1) EndLevel--;
r_NoInterpolate = true;
int flash = 7 - abs(EndLevel - 7);
videoTintBlood(flash * 30, flash * 30, flash * 30);
if (EndLevel == 1)
{
if (!soundEngine->GetSoundPlayingInfo(SOURCE_None, nullptr, StaticSound[59] + 1))
{
videoTintBlood(0, 0, 0);
CompleteLevel(NextMap);
NextMap = nullptr;
EndLevel = 0;
}
}
}
}
void LevelFinished()
{
NextMap = FindNextMap(currentLevel);
EndLevel = 13;
}
#define x(a, b) registerName(#a, b);
static void SetTileNames()
{
auto registerName = [](const char* name, int index)
{
TexMan.AddAlias(name, tileGetTexture(index));
};
#include "namelist.h"
}
#undef x
void GameInterface::app_init()
{
#if 0
help_disabled = true;
#endif
InitCheats();
registerosdcommands();
if (nNetPlayerCount == -1)
{
nNetPlayerCount = nCfgNetPlayers - 1;
nTotalPlayers += nNetPlayerCount;
}
SetTileNames();
InitFX();
seq_LoadSequences();
InitStatus();
resettiming();
GrabPalette();
enginecompatibility_mode = ENGINECOMPATIBILITY_19950829;
}
void DeleteActor(DExhumedActor* actor)
{
if (!actor)
{
return;
}
FVector3 pos = GetSoundPos(&actor->s().pos);
soundEngine->RelinkSound(SOURCE_Actor, &actor->s(), nullptr, &pos);
deletesprite(actor->GetSpriteIndex());
actor->s().ox = 0x80000000;
if (actor == bestTarget) {
bestTarget = nullptr;
}
}
void CopyTileToBitmap(short nSrcTile, short nDestTile, int xPos, int yPos)
{
int nOffs = tileHeight(nDestTile) * xPos;
auto pixels = TileFiles.tileMakeWritable(nDestTile);
uint8_t *pDest = pixels + nOffs + yPos;
uint8_t *pDestB = pDest;
tileLoad(nSrcTile);
int destYSize = tileHeight(nDestTile);
int srcYSize = tileHeight(nSrcTile);
const uint8_t *pSrc = tilePtr(nSrcTile);
for (int x = 0; x < tileWidth(nSrcTile); x++)
{
pDest += destYSize;
for (int y = 0; y < srcYSize; y++)
{
uint8_t val = *pSrc;
if (val != TRANSPARENT_INDEX) {
*pDestB = val;
}
pDestB++;
pSrc++;
}
// reset pDestB
pDestB = pDest;
}
TileFiles.InvalidateTile(nDestTile);
}
void EraseScreen(int nVal)
{
// There's no other values than 0 ever coming through here.
twod->ClearScreen();
}
bool GameInterface::CanSave()
{
return gamestate == GS_LEVEL && !bRecord && !bPlayback && !bInDemo && nTotalPlayers == 1 && nFreeze == 0;
}
::GameStats GameInterface::getStats()
{
return { nCreaturesKilled, nCreaturesTotal, 0, 0, PlayClock / 120, 0 };
}
::GameInterface* CreateInterface()
{
return new GameInterface;
}
extern short cPupData[300];
extern uint8_t* Worktile;
extern int lHeadStartClock;
extern short* pPupData;
FSerializer& Serialize(FSerializer& arc, const char* keyname, DExhumedActor& w, DExhumedActor* def)
{
if (arc.BeginObject(keyname))
{
arc("phase", w.nPhase)
("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("target", w.pTarget)
("count", w.nCount)
("run", w.nRun)
("index", w.nIndex)
("index2", w.nIndex2)
("channel", w.nChannel)
("damage", w.nDamage)
("turn", w.nTurn)
("x", w.x)
("y", w.y)
.EndObject();
}
return arc;
}
void SerializeState(FSerializer& arc)
{
int loaded = 0;
if (arc.BeginObject("state"))
{
if (arc.isReading() && (currentLevel->gameflags & LEVEL_EX_COUNTDOWN))
{
InitEnergyTile();
}
arc ("besttarget", bestTarget)
("creaturestotal", nCreaturesTotal)
("creatureskilled", nCreaturesKilled)
("freeze", nFreeze)
("snakecam", nSnakeCam)
("clockval", nClockVal) // kTile3603
("redticks", nRedTicks)
("alarmticks", nAlarmTicks)
("buttoncolor", nButtonColor)
("energychan", nEnergyChan)
("countdown", lCountDown)
("energytowers", nEnergyTowers)
("totalmoves", totalmoves)
("curbodynum", nCurBodyNum)
("bodytotal", nBodyTotal)
("bsnakecam", bSnakeCam)
("slipmode", bSlipMode)
("PlayClock", PlayClock)
("spiritsprite", pSpiritSprite)
.SparseArray("actors", exhumedActors, kMaxSprites, activeSprites)
.EndObject();
}
}
END_PS_NS