CGDoom/cgdoom/g_game.c

1479 lines
33 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION: none
//
//-----------------------------------------------------------------------------
//static const char
#include "os.h"
#include "cgdoom.h"
#include "doomdef.h"
#include "doomstat.h"
#include "z_zone.h"
#include "f_finale.h"
//#include "m_argv.h"
#include "m_misc.h"
#include "m_menu.h"
#include "m_random.h"
#include "i_system.h"
#include "p_setup.h"
#include "p_saveg.h"
#include "p_tick.h"
#include "d_main.h"
#include "wi_stuff.h"
#include "hu_stuff.h"
#include "st_stuff.h"
#include "am_map.h"
// Needs access to LFB.
#include "v_video.h"
#include "w_wad.h"
#include "p_local.h"
// Data.
#include "dstrings.h"
// SKY handling - still the wrong place.
#include "r_data.h"
#include "r_sky.h"
#include "g_game.h"
/* CGDoom: Amount of data available at screens[0], here full VRAM */
#define SAVEGAMESIZE (384*216*2)
#define SAVESTRINGSIZE 24
boolean G_CheckDemoStatus (void);
void G_ReadDemoTiccmd (ticcmd_t* cmd);
void G_WriteDemoTiccmd (ticcmd_t* cmd);
void G_PlayerReborn (int player);
void G_InitNew (skill_t skill, int episode, int map);
void G_DoReborn (void);
void G_DoLoadLevel (void);
void G_DoNewGame (void);
void G_DoLoadGame (void);
void G_DoPlayDemo (void);
void G_DoCompleted (void);
void G_DoVictory (void);
void G_DoWorldDone (void);
boolean G_DoSaveGame (void);
gameaction_t gameaction;
gamestate_t gamestate;
skill_t gameskill;
boolean respawnmonsters;
int gameepisode;
int gamemap;
boolean paused;
boolean sendpause; // send a pause event next tic
boolean sendsave; // send a save event next tic
boolean usergame; // ok to save / end game
boolean timingdemo; // if true, exit with report on completion
boolean nodrawers; // for comparative timing purposes
boolean noblit; // for comparative timing purposes
int starttime; // for comparative timing purposes
boolean viewactive;
boolean deathmatch; // only if started as net death
boolean netgame = 0; // only true if packets are broadcast
boolean playeringame[MAXPLAYERS];
player_t players[MAXPLAYERS];
int consoleplayer = 0; // player taking events and displaying
int displayplayer; // view being displayed
int gametic;
int levelstarttic; // gametic at level start
int totalkills, totalitems, totalsecret; // for intermission
char demoname[32];
boolean demorecording;
boolean demoplayback;
boolean netdemo = 0;
byte* demobuffer;
byte* demo_p;
byte* demoend;
boolean singledemo; // quit after playing a demo from cmdline
boolean precache = false; // if true, load all graphics at start
wbstartstruct_t wminfo; // parms for world map / intermission
byte* savebuffer;
//
// controls (have defaults)
//
int key_right = KEY_RIGHTARROW;
int key_left = KEY_LEFTARROW;
int key_up = KEY_UPARROW;
int key_down = KEY_DOWNARROW;
int key_strafeleft = KEY_SRIGHTARROW;
int key_straferight = KEY_SLEFTARROW;
int key_fire = KEY_RCTRL;
int key_use = 32;
int key_strafe;
int key_speed = KEY_RSHIFT;
#define MAXPLMOVE (forwardmove[1])
#define TURBOTHRESHOLD 0x32
const fixed_t forwardmove[2] = {0x19, 0x32};
const fixed_t sidemove[2] = {0x18, 0x28};
const fixed_t angleturn[3] = {720, 720, 320}; // + slow turn
#define SLOWTURNTICS 6
#define NUMKEYS 256
boolean gamekeydown[NUMKEYS];
int turnheld; // for accelerative turning
int speedtoggle = 0; // for run toggle
int savegameslot;
char savedescription[32];
#define BODYQUESIZE 32
mobj_t* bodyque[BODYQUESIZE];
int bodyqueslot;
void* statcopy; // for statistics driver
/* I HOPE THIS ISN'T NEEDED, BECAUSE IT GIVES A STRANGE COMPILER WARNING THAT I HAVE NO IDEA WHAT TO DO WITH
int G_CmdChecksum (ticcmd_t* cmd)
{
int i;
int sum = 0;
for (i=0 ; i< sizeof(*cmd)/4 - 1 ; i++)
sum += ((int *)cmd)[i];
return sum;
}
*/
//
// G_BuildTiccmd
// Builds a ticcmd from all of the available inputs
// or reads it from the demo buffer.
// If recording a demo, write it out
//
void G_BuildTiccmd (ticcmd_t* cmd)
{
int i;
//boolean strafe;
int speed;
int tspeed;
int forward;
int side;
ticcmd_t* base;
base = I_BaseTiccmd (); // empty, or external driver
memcpy (cmd,base,sizeof(*cmd));
//cmd->consistancy = consistancy[consoleplayer][maketic%BACKUPTICS];
/* Bit 0 is the speed status, bit 1 is set until key is released */
speed = (speedtoggle != 0);
if (gamekeydown[key_speed] && !(speedtoggle & 2))
speedtoggle = (speedtoggle ^ 1) | 2;
if (!gamekeydown[key_speed])
speedtoggle &= ~2;
forward = side = 0;
// use two stage accelerative turning on the keyboard
if (gamekeydown[key_right] || gamekeydown[key_left])
turnheld++;
else
turnheld = 0;
if (turnheld < SLOWTURNTICS)
tspeed = 2; // slow turn
else
tspeed = speed;
if (gamekeydown[key_right])
cmd->angleturn -= angleturn[tspeed];
if (gamekeydown[key_left])
cmd->angleturn += angleturn[tspeed];
if (gamekeydown[key_up])
forward= +forwardmove[speed];
if (gamekeydown[key_down])
forward= -forwardmove[speed];
if (gamekeydown[key_strafeleft])
side= +sidemove[speed];
if (gamekeydown[key_straferight])
side= -sidemove[speed];
// buttons
//cmd->chatchar = HU_dequeueChatChar();
if (gamekeydown[key_fire])
cmd->buttons |= BT_ATTACK;
if (gamekeydown[key_use] )
cmd->buttons |= BT_USE;
// chainsaw overrides
for (i=0 ; i<NUMWEAPONS-1 ; i++)
if (gamekeydown['1'+i])
{
cmd->buttons |= BT_CHANGE;
cmd->buttons |= i<<BT_WEAPONSHIFT;
break;
}
if (forward > MAXPLMOVE)
{
forward = MAXPLMOVE;
}
else if (forward < -MAXPLMOVE)
{
forward = -MAXPLMOVE;
}
if (side > MAXPLMOVE)
{
side = MAXPLMOVE;
}
else if (side < -MAXPLMOVE)
{
side = -MAXPLMOVE;
}
cmd->forwardmove= forward;
cmd->sidemove= side;
// special buttons
if (sendpause)
{
sendpause = false;
cmd->buttons = BT_SPECIAL | BTS_PAUSE;
}
if (sendsave)
{
sendsave = false;
cmd->buttons = (byte)(BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT));
}
}
//
// G_DoLoadLevel
//
extern gamestate_t wipegamestate;
void G_DoLoadLevel (void)
{
//int i;
// Set the sky map.
// First thing, we have a dummy sky texture name,
// a flat. The data is in the WAD only because
// we look for an actual index, instead of simply
// setting one.
skyflatnum = R_FlatNumForName ( SKYFLATNAME );
// DOOM determines the sky texture to be used
// depending on the current episode, and the game version.
if ( (gamemode == commercial) || ( gamemode == pack_tnt ) || ( gamemode == pack_plut ) )
{
skytexture = R_TextureNumForName ("SKY3");
if (gamemap < 12)
skytexture = R_TextureNumForName ("SKY1");
else
if (gamemap < 21)
skytexture = R_TextureNumForName ("SKY2");
}
levelstarttic = gametic; // for time calculation
if (wipegamestate == GS_LEVEL)
wipegamestate = (gamestate_t)-1; // force a wipe
gamestate = GS_LEVEL;
/*for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i] && players[i].playerstate == PST_DEAD)
players[i].playerstate = PST_REBORN;
memset (players[i].frags,0,sizeof(players[i].frags));
} */
memset (players[0].frags,0,sizeof(players[0].frags));
P_SetupLevel (gameepisode, gamemap, 0);
displayplayer = consoleplayer; // view the guy you are playing
starttime = I_GetTime ();
gameaction = ga_nothing;
//Z_CheckHeap ();
// clear cmd building stuff
memset (gamekeydown, 0, sizeof(gamekeydown));
sendpause = sendsave = paused = false;
}
//
// G_Responder
// Get info needed to make ticcmd_ts for the players.
//
boolean G_Responder (event_t* ev)
{
/*// allow spy mode changes even during the demo
if (gamestate == GS_LEVEL && ev->type == ev_keydown && ev->data1 == KEY_F12 && (singledemo || !deathmatch) )
{
// spy mode
do
{
displayplayer++;
if (displayplayer == MAXPLAYERS)
displayplayer = 0;
} while (!playeringame[displayplayer] && displayplayer != consoleplayer);
return true;
}*/
// any other key pops up menu if in demos
if (gameaction == ga_nothing && !singledemo && (gamestate == GS_DEMOSCREEN) )
{
if (ev->type == ev_keydown )
{
M_StartControlPanel ();
return true;
}
return false;
}
//DEBUG DEBUG DEBUG
//ONE of those three keeps crashing when there's an event, can't be bothered to find which one
if (gamestate == GS_LEVEL)
{
if (HU_Responder (ev))
return true; // chat ate the event
//if (ST_Responder (ev))
// return true; // status window ate it
if (AM_Responder (ev))
return true; // automap ate it
}
if (gamestate == GS_FINALE)
{
if (F_Responder (ev))
return true; // finale ate the event
}
switch (ev->type)
{
case ev_keydown:
if (ev->data1 == KEY_PAUSE)
{
sendpause = true;
return true;
}
if (ev->data1 <NUMKEYS)
{
gamekeydown[ev->data1] = true;
}
return true; // eat key down events
case ev_keyup:
if (ev->data1 <NUMKEYS)
gamekeydown[ev->data1] = false;
return false; // always let key up events filter down
default:
break;
}
return false;
}
//
// G_Ticker
// Make ticcmd_ts for the players.
//
void G_Ticker (void)
{
//int i;
ticcmd_t* cmd;
// do player reborns if needed
//for (i=0 ; i<MAXPLAYERS ; i++)
if (playeringame[0] && players[0].playerstate == PST_REBORN)
G_DoReborn ();
// do things to change the game state
while (gameaction != ga_nothing)
{
switch (gameaction)
{
case ga_loadlevel:
G_DoLoadLevel ();
break;
case ga_newgame:
G_DoNewGame ();
break;
case ga_loadgame:
G_DoLoadGame ();
break;
case ga_savegame:
/* After saving the game, the storage memory is shuffled, we need to
leave and we need to do it quickly */
if (G_DoSaveGame ()) {
I_Quit();
return;
}
break;
case ga_playdemo:
G_DoPlayDemo ();
break;
case ga_completed:
G_DoCompleted ();
break;
case ga_victory:
F_StartFinale ();
break;
case ga_worlddone:
G_DoWorldDone ();
break;
case ga_nothing:
break;
}
}
//I_Error("loopdaloop2"); //fine as far as this...
// get commands
// check for special buttons
if (playeringame[0])
{
cmd = &players[0].cmd;
if (demoplayback)
G_ReadDemoTiccmd (cmd);
else
G_BuildTiccmd (cmd);
if (demorecording)
G_WriteDemoTiccmd (cmd);
if (players[0].cmd.buttons & BT_SPECIAL)
{
switch (players[0].cmd.buttons & BT_SPECIALMASK)
{
case BTS_PAUSE:
paused ^= 1;
break;
case BTS_SAVEGAME:
if (!savedescription[0])
strcpy(savedescription, "NET GAME");
savegameslot = (players[0].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
gameaction = ga_savegame;
break;
}
}
}
//I_Error("loopdaloop3");
// do main actions
switch (gamestate)
{
case GS_LEVEL:
P_Ticker ();
ST_Ticker ();
AM_Ticker ();
HU_Ticker ();
break;
case GS_INTERMISSION:
WI_Ticker ();
break;
case GS_FINALE:
F_Ticker ();
break;
case GS_DEMOSCREEN:
D_PageTicker ();
break;
}
}
//
// PLAYER STRUCTURE FUNCTIONS
// also see P_SpawnPlayer in P_Things
//
//
// G_InitPlayer
// Called at the start.
// Called by the game initialization functions.
//
void G_InitPlayer (int player)
{
player_t* p;
// set up the saved info
p = &players[player];
// clear everything else to defaults
G_PlayerReborn (player);
}
//
// G_PlayerFinishLevel
// Can when a player completes a level.
//
void G_PlayerFinishLevel (int player)
{
player_t* p;
p = &players[player];
memset (p->powers, 0, sizeof (p->powers));
memset (p->cards, 0, sizeof (p->cards));
p->mo->flags &= ~MF_SHADOW; // cancel invisibility
p->extralight = 0; // cancel gun flashes
p->fixedcolormap = 0; // cancel ir gogles
p->damagecount = 0; // no palette changes
p->bonuscount = 0;
}
//
// G_PlayerReborn
// Called after a player dies
// almost everything is cleared and initialized
//
void G_PlayerReborn (int player)
{
player_t* p;
int i;
int frags[MAXPLAYERS];
int killcount;
int itemcount;
int secretcount;
memcpy (frags,players[player].frags,sizeof(frags));
killcount = players[player].killcount;
itemcount = players[player].itemcount;
secretcount = players[player].secretcount;
p = &players[player];
memset (p, 0, sizeof(*p));
memcpy (players[player].frags, frags, sizeof(players[player].frags));
players[player].killcount = killcount;
players[player].itemcount = itemcount;
players[player].secretcount = secretcount;
p->usedown = p->attackdown = true; // don't do anything immediately
p->playerstate = PST_LIVE;
p->health = MAXHEALTH;
p->readyweapon = p->pendingweapon = wp_pistol;
p->weaponowned[wp_fist] = true;
p->weaponowned[wp_pistol] = true;
p->ammo[am_clip] = 50;
for (i=0 ; i<NUMAMMO ; i++)
p->maxammo[i] = maxammo[i];
}
//
// G_CheckSpot
// Returns false if the player cannot be respawned
// at the given mapthing_t spot
// because something is occupying it
//
void P_SpawnPlayer (mapthing_t* mthing);
boolean G_CheckSpot ( int playernum, mapthing_t* mthing )
{
fixed_t x;
fixed_t y;
subsector_t* ss;
unsigned an;
mobj_t* mo;
int i;
if (!players[playernum].mo)
{
// first spawn of level, before corpses
for (i=0 ; i<playernum ; i++)
if (players[i].mo->x == mthing->x << FRACBITS && players[i].mo->y == mthing->y << FRACBITS)
return false;
return true;
}
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
if (!P_CheckPosition (players[playernum].mo, x, y) )
return false;
// flush an old corpse if needed
if (bodyqueslot >= BODYQUESIZE)
P_RemoveMobj (bodyque[bodyqueslot%BODYQUESIZE]);
bodyque[bodyqueslot%BODYQUESIZE] = players[playernum].mo;
bodyqueslot++;
// spawn a teleport fog
ss = R_PointInSubsector (x,y);
an = ( ANG45 * (mthing->angle/45) ) >> ANGLETOFINESHIFT;
mo = P_SpawnMobj (x+20*finecosine(an), y+20*finesine[an], ss->sector->floorheight, MT_TFOG);
return true;
}
//
// G_DeathMatchSpawnPlayer
// Spawns a player at one of the random death match spots
// called at level load and each death
//
/*void G_DeathMatchSpawnPlayer (int playernum)
{
int i,j;
int selections;
selections = deathmatch_p - deathmatchstarts;
if (selections < 4)
I_Error ("Only %i deathmatch spots, 4 required", selections);
for (j=0 ; j<20 ; j++)
{
i = P_Random() % selections;
if (G_CheckSpot (playernum, &deathmatchstarts[i]) )
{
deathmatchstarts[i].type = playernum+1;
P_SpawnPlayer (&deathmatchstarts[i]);
return;
}
}
// no good spot, so the player will probably get stuck
P_SpawnPlayer (&playerstarts[playernum]);
}
*/
//
// G_DoReborn
//
void G_DoReborn (void)
{
// reload the level from scratch
gameaction = ga_loadlevel;
}
// DOOM Par Times
const int pars[4][10] =
{
{0},
{0,30,75,120,90,165,180,180,30,165},
{0,90,90,90,120,90,360,240,30,170},
{0,90,45,90,150,90,90,165,30,135}
};
// DOOM II Par Times
const int cpars[32] =
{
30,90,120,120,90,150,120,120,270,90, // 1-10
210,150,150,150,210,150,420,150,210,150, // 11-20
240,150,180,150,150,300,330,420,300,180, // 21-30
120,30 // 31-32
};
//
// G_DoCompleted
//
boolean secretexit;
extern char* pagename;
void G_ExitLevel (void)
{
secretexit = false;
gameaction = ga_completed;
}
// Here's for the german edition.
void G_SecretExitLevel (void)
{
// IF NO WOLF3D LEVELS, NO SECRET EXIT!
if ( (gamemode == commercial) && (W_CheckNumForName("map31")<0))
secretexit = false;
else
secretexit = true;
gameaction = ga_completed;
}
void G_DoCompleted (void)
{
//int i;
gameaction = ga_nothing;
//for (i=0 ; i<MAXPLAYERS ; i++)
if (playeringame[0])
G_PlayerFinishLevel (0); // take away cards and stuff
if (automapactive)
AM_Stop ();
if ( gamemode != commercial)
switch(gamemap)
{
case 8:
gameaction = ga_victory;
return;
case 9:
//for (i=0 ; i<MAXPLAYERS ; i++)
players[0].didsecret = true;
break;
}
if ( (gamemap == 8) && (gamemode != commercial) )
{
// victory
gameaction = ga_victory;
return;
}
if ( (gamemap == 9) && (gamemode != commercial) )
{
// exit secret level
//for (i=0 ; i<MAXPLAYERS ; i++)
players[0].didsecret = true;
}
wminfo.didsecret = players[consoleplayer].didsecret;
wminfo.epsd = gameepisode -1;
wminfo.last = gamemap -1;
if (CGD_SingleEpisodeUltimate)
wminfo.epsd = CGD_SingleEpisodeUltimate - 1;
// wminfo.next is 0 biased, unlike gamemap
if ( gamemode == commercial)
{
if (secretexit)
switch(gamemap)
{
case 15: wminfo.next = 30; break;
case 31: wminfo.next = 31; break;
}
else
switch(gamemap)
{
case 31:
case 32: wminfo.next = 15; break;
default: wminfo.next = gamemap;
}
}
else
{
if (secretexit)
wminfo.next = 8; // go to secret level
else if (gamemap == 9)
{
// returning from secret level
switch (gameepisode)
{
case 1:
wminfo.next = 3;
break;
case 2:
wminfo.next = 5;
break;
case 3:
wminfo.next = 6;
break;
case 4:
wminfo.next = 2;
break;
}
}
else
wminfo.next = gamemap; // go to next level
}
wminfo.maxkills = totalkills;
wminfo.maxitems = totalitems;
wminfo.maxsecret = totalsecret;
wminfo.maxfrags = 0;
if ( gamemode == commercial )
wminfo.partime = 35*cpars[gamemap-1];
else
wminfo.partime = 35*pars[gameepisode][gamemap];
wminfo.pnum = consoleplayer;
/*for (i=0 ; i<MAXPLAYERS ; i++)
{ */
wminfo.plyr[0].in = playeringame[0];
wminfo.plyr[0].skills = players[0].killcount;
wminfo.plyr[0].sitems = players[0].itemcount;
wminfo.plyr[0].ssecret = players[0].secretcount;
wminfo.plyr[0].stime = leveltime;
memcpy (wminfo.plyr[0].frags, players[0].frags, sizeof(wminfo.plyr[0].frags));
//}
gamestate = GS_INTERMISSION;
viewactive = false;
automapactive = false;
if (statcopy)
memcpy (statcopy, &wminfo, sizeof(wminfo));
WI_Start (&wminfo);
}
//
// G_WorldDone
//
void G_WorldDone (void)
{
gameaction = ga_worlddone;
if (secretexit)
players[consoleplayer].didsecret = true;
if ( gamemode == commercial )
{
switch (gamemap)
{
case 15:
case 31:
if (!secretexit)
break;
case 6:
case 11:
case 20:
case 30:
F_StartFinale ();
break;
}
}
}
void G_DoWorldDone (void)
{
gamestate = GS_LEVEL;
gamemap = wminfo.next+1;
G_DoLoadLevel ();
gameaction = ga_nothing;
viewactive = true;
}
//
// G_InitFromSavegame
// Can be called by the startup code or the menu task.
//
extern boolean setsizeneeded;
void R_ExecuteSetViewSize (void);
int saveslotnumber;
void G_LoadGame (int slot)
{
saveslotnumber = slot;
gameaction = ga_loadgame;
}
#define VERSIONSIZE 16
void G_DoLoadGame (void)
{
int length;
int i;
int a,b,c;
char vcheck[VERSIONSIZE];
char savename[64];
gameaction = ga_nothing;
/* Read data from yet-unsaved saves */
int n = CGD_DELAYEDSAVES_SAVES + saveslotnumber;
if (CGD_DelayedSaves[n].data != NULL) {
savebuffer = (void *)CGD_DelayedSaves[n].data;
length = CGD_DelayedSaves[n].size;
}
else {
sprintf(savename, "%s_%d.dsg", CGD_WADFileName, saveslotnumber);
savebuffer = NULL;
length = M_ReadFile (savename, &savebuffer, 1);
I_ReinitAfterError();
}
save_p = savebuffer + SAVESTRINGSIZE;
if (length < 0)
return;
// skip the description field
memset (vcheck,0,sizeof(vcheck));
sprintf (vcheck,"version %i",VERSION);
if (strcmp ((const char *)save_p, vcheck))
return; // bad version
save_p += VERSIONSIZE;
gameskill = *save_p++;
gameepisode = *save_p++;
gamemap = *save_p++;
for (i=0 ; i<MAXPLAYERS ; i++)
playeringame[i] = *save_p++;
// load a base level
G_InitNew (gameskill, gameepisode, gamemap);
// get the times
a = *save_p++;
b = *save_p++;
c = *save_p++;
leveltime = (a<<16) + (b<<8) + c;
// dearchive all the modifications
P_UnArchivePlayers ();
P_UnArchiveWorld ();
P_UnArchiveThinkers ();
P_UnArchiveSpecials ();
if (*save_p != 0x1d)
I_Error ("Bad savegame");
// done
if (CGD_DelayedSaves[n].data == NULL)
Z_Free (savebuffer);
if (setsizeneeded)
R_ExecuteSetViewSize ();
}
//
// G_SaveGame
// Called by the menu task.
// Description is a 24 byte text string
//
void G_SaveGame( int slot, char* description )
{
savegameslot = slot;
strcpy (savedescription, description);
sendsave = true;
}
boolean G_DoSaveGame (void)
{
char name[50];
char name2[VERSIONSIZE];
char* description;
int length;
int i;
sprintf(name, "%s_%d.dsg", CGD_WADFileName, savegameslot);
description = savedescription;
save_p = savebuffer = screens[0];
memcpy (save_p, description, SAVESTRINGSIZE);
save_p += SAVESTRINGSIZE;
memset (name2,0,sizeof(name2));
sprintf (name2,"version %i",VERSION);
memcpy (save_p, name2, VERSIONSIZE);
save_p += VERSIONSIZE;
*save_p++ = gameskill;
*save_p++ = gameepisode;
*save_p++ = gamemap;
for (i=0 ; i<MAXPLAYERS ; i++)
*save_p++ = playeringame[i];
*save_p++ = leveltime>>16;
*save_p++ = leveltime>>8;
*save_p++ = leveltime;
P_ArchivePlayers ();
P_ArchiveWorld ();
P_ArchiveThinkers ();
P_ArchiveSpecials ();
*save_p++ = 0x1d; // consistancy marker
length = save_p - savebuffer;
if (length > SAVEGAMESIZE)
I_Error ("Savegame buffer overrun");
boolean save_now = false;
#ifndef CGDOOM_DELAY_SAVES
save_now = true;
#endif
int n = CGD_DELAYEDSAVES_SAVES + savegameslot;
CGDoom_DelayedFileWrite *dfw = &CGD_DelayedSaves[n];
/* Allocate memory to hold the data while delaying */
if (!save_now) {
if (dfw->data)
Z_Free(dfw->data);
dfw->data = Z_Malloc(length, PU_STATIC, 0);
if (dfw->data == NULL)
save_now = true;
else
memcpy((void *)dfw->data, savebuffer, length);
}
if (save_now) {
dfw->data = savebuffer;
}
strcpy(dfw->filename, name);
dfw->size = length;
gameaction = ga_nothing;
savedescription[0] = 0;
static char msg[64];
sprintf(msg, GGSAVED " (%d kB)", length >> 10);
players[consoleplayer].message = msg;
/* Redraw status bar next frame; large save files override it */
extern boolean st_firsttime;
st_firsttime = true;
return save_now;
}
//
// G_InitNew
// Can be called by the startup code or the menu task,
// consoleplayer, displayplayer, playeringame[] should be set.
//
skill_t d_skill;
int d_episode;
int d_map;
void G_DeferedInitNew( skill_t skill, int episode, int map)
{
d_skill = skill;
d_episode = episode;
d_map = map;
gameaction = ga_newgame;
}
void G_DoNewGame (void)
{
demoplayback = false;
netdemo = false;
netgame = false;
deathmatch = false;
playeringame[0] = true;
playeringame[1] = playeringame[2] = playeringame[3] = 0;
respawnparm = false;
fastparm = false;
nomonsters = false;
consoleplayer = 0;
G_InitNew (d_skill, d_episode, d_map);
gameaction = ga_nothing;
if (demorecording)
G_BeginRecording ();
}
// The sky texture to be used instead of the F_SKY1 dummy.
extern int skytexture;
void G_InitNew ( skill_t skill, int episode, int map )
{
//int i;
if (paused)
{
paused = false;
}
if (skill > sk_nightmare)
skill = sk_nightmare;
// This was quite messy with SPECIAL and commented parts.
// Supposedly hacks to make the latest edition work.
// It might not work properly.
if (episode < 1)
episode = 1;
if ( gamemode == retail )
{
if (episode > 4)
episode = 4;
}
else if ( gamemode == shareware )
{
if (episode > 1)
episode = 1; // only start episode 1 on shareware
}
else
{
if (episode > 3)
episode = 3;
}
if (map < 1)
map = 1;
if ( (map > 9) && ( gamemode != commercial) )
map = 9;
M_ClearRandom ();
if (skill == sk_nightmare)
respawnmonsters = true;
else
respawnmonsters = false;
//CGD: make mobjinfo const
// force players to be initialized upon first level load
/*for (i=0 ; i<MAXPLAYERS ; i++)
players[i].playerstate = PST_REBORN; */
players[0].playerstate = PST_REBORN;
usergame = true; // will be set false if a demo
paused = false;
demoplayback = false;
automapactive = false;
viewactive = true;
gameepisode = episode;
gamemap = map;
gameskill = skill;
viewactive = true;
// set the sky map for the episode
if ( gamemode == commercial)
{
skytexture = R_TextureNumForName ("SKY3");
if (gamemap < 12)
skytexture = R_TextureNumForName ("SKY1");
else
if (gamemap < 21)
skytexture = R_TextureNumForName ("SKY2");
}
else
switch (CGD_SingleEpisodeUltimate ? CGD_SingleEpisodeUltimate : episode)
{
case 1:
skytexture = R_TextureNumForName ("SKY1");
break;
case 2:
skytexture = R_TextureNumForName ("SKY2");
break;
case 3:
skytexture = R_TextureNumForName ("SKY3");
break;
case 4: // Special Edition sky
skytexture = R_TextureNumForName ("SKY4");
break;
}
G_DoLoadLevel ();
}
//
// DEMO RECORDING
//
#define DEMOMARKER 0x80
void G_ReadDemoTiccmd (ticcmd_t* cmd)
{
if (*demo_p == DEMOMARKER)
{
// end of demo data stream
G_CheckDemoStatus ();
return;
}
cmd->forwardmove = ((signed char)*demo_p++);
cmd->sidemove = ((signed char)*demo_p++);
cmd->angleturn = ((unsigned char)*demo_p++)<<8;
cmd->buttons = (unsigned char)*demo_p++;
}
void G_WriteDemoTiccmd (ticcmd_t* cmd)
{
if (gamekeydown[KEY_ESCAPE]) // press MENU to end demo recording
G_CheckDemoStatus ();
*demo_p++ = (byte)cmd->forwardmove;
*demo_p++ = (byte)cmd->sidemove;
*demo_p++ = (byte)((cmd->angleturn+128)>>8);
*demo_p++ = (byte)cmd->buttons;
// demo_p -= 4;
if (demo_p > demoend - 12)
{
// no more space
G_CheckDemoStatus ();
return;
}
// G_ReadDemoTiccmd (cmd); // make SURE it is exactly the same
cmd->angleturn = demo_p[-2] << 8;
}
//
// G_RecordDemo
//
void G_RecordDemo (const char* name)
{
int maxsize;
usergame = false;
strcpy (demoname, name);
strcat (demoname, ".lmp");
/* CGDoom: Maximum is 64 kiB instead of 128 kiB to save RAM */
maxsize = CGD_Options.EnableExperimentalMemory ? 0x20000 : 0x10000;
demobuffer = Z_Malloc (maxsize,PU_STATIC,NULL);
if (demobuffer) {
demoend = demobuffer + maxsize;
demorecording = true;
}
}
void G_BeginRecording (void)
{
int i;
demo_p = demobuffer;
*demo_p++ = VERSION;
*demo_p++ = gameskill;
*demo_p++ = gameepisode;
*demo_p++ = gamemap;
*demo_p++ = deathmatch;
*demo_p++ = respawnparm;
*demo_p++ = fastparm;
*demo_p++ = nomonsters;
*demo_p++ = consoleplayer;
for (i=0 ; i<MAXPLAYERS ; i++)
*demo_p++ = playeringame[i];
}
//
// G_PlayDemo
//
char* defdemoname;
char* defdemofilename;
void G_DeferedPlayDemo (char* name)
{
defdemoname = name;
defdemofilename = NULL;
gameaction = ga_playdemo;
}
void G_DeferedPlayDemoFile (char* name)
{
defdemoname = NULL;
defdemofilename = name;
gameaction = ga_playdemo;
}
void G_DoPlayDemo (void)
{
skill_t skill;
int i, episode, map;
gameaction = ga_nothing;
if (defdemoname)
{
demobuffer = demo_p = (byte *)W_CacheLumpNameConst(defdemoname, PU_STATIC);
}
else if (defdemofilename)
{
demobuffer = NULL;
M_ReadFile(defdemofilename, &demobuffer, 1);
demo_p = demobuffer;
}
/* CGDoom: We have old WADs with demos at versions 108 and 109. The decoding
work similarly, it's probably enemy position/AI that mess up */
byte version = *demo_p++;
if (version != VERSION && version != 109 && version != 108)
{
// fprintf( stderr, "Demo is from a different game version!\n");
gameaction = ga_nothing;
return;
}
skill = *demo_p++;
episode = *demo_p++;
map = *demo_p++;
deathmatch = *demo_p++;
respawnparm = *demo_p++;
fastparm = *demo_p++;
nomonsters = *demo_p++;
consoleplayer = *demo_p++;
for (i=0 ; i<MAXPLAYERS ; i++)
playeringame[i] = *demo_p++;
if (playeringame[1])
{
netgame = true;
netdemo = true;
}
// don't spend a lot of time in loadlevel
precache = false;
G_InitNew (skill, episode, map);
precache = true;
usergame = false;
demoplayback = true;
}
//
// G_TimeDemo
//
void G_TimeDemo (char* name)
{
nodrawers = 0;
noblit = 0;
timingdemo = true;
singletics = true;
defdemoname = name;
gameaction = ga_playdemo;
}
/*
===================
=
= G_CheckDemoStatus
=
= Called after a death or level completion to allow demos to be cleaned up
= Returns true if a new demo loop action will take place
===================
*/
boolean G_CheckDemoStatus (void)
{
int endtime;
if (timingdemo)
{
endtime = I_GetTime ();
I_Error ("timed %i gametics in %i realtics",gametic
, endtime-starttime);
}
if (demoplayback)
{
if(CGD_PlayDemoOnly)
{
fuck = true;
return true;
}
Z_ChangeTag (demobuffer, PU_CACHE);
demoplayback = false;
netdemo = false;
netgame = false;
deathmatch = false;
playeringame[1] = playeringame[2] = playeringame[3] = 0;
respawnparm = false;
fastparm = false;
nomonsters = false;
consoleplayer = 0;
D_AdvanceDemo ();
return true;
}
if (demorecording)
{
*demo_p++ = DEMOMARKER;
CGDoom_DelayedFileWrite *dfw = &CGD_DelayedSaves[CGD_DELAYEDSAVES_DEMO];
strcpy(dfw->filename, demoname);
dfw->data = demobuffer;
dfw->size = demo_p - demobuffer;
demorecording = false;
printf ("Demo %s recorded", demoname);
}
return false;
}