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authorSimon Howard2010-02-01 19:11:06 +0000
committerSimon Howard2010-02-01 19:11:06 +0000
commitde6f6af80635f0f20d7cb75722dc04b00dd2d746 (patch)
tree364dcb86f2c22411a720447bfa21c4de9191ff6f /src/strife/g_game.c
parent28f8d3e9b5794e188ccff1cc68c62be9001985b7 (diff)
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Remove improperly-created strife directory.
Subversion-branch: /branches/strife-branch Subversion-revision: 1839
Diffstat (limited to 'src/strife/g_game.c')
-rw-r--r--src/strife/g_game.c2098
1 files changed, 0 insertions, 2098 deletions
diff --git a/src/strife/g_game.c b/src/strife/g_game.c
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--- a/src/strife/g_game.c
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@@ -1,2098 +0,0 @@
-// Emacs style mode select -*- C++ -*-
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program 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., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION: none
-//
-//-----------------------------------------------------------------------------
-
-
-
-#include <string.h>
-#include <stdlib.h>
-#include <math.h>
-
-#include "doomdef.h"
-#include "doomkeys.h"
-#include "doomstat.h"
-
-#include "deh_main.h"
-#include "deh_misc.h"
-
-#include "z_zone.h"
-#include "f_finale.h"
-#include "m_argv.h"
-#include "m_controls.h"
-#include "m_misc.h"
-#include "m_menu.h"
-#include "m_random.h"
-#include "i_system.h"
-#include "i_timer.h"
-#include "i_video.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"
-
-#include "s_sound.h"
-
-// Data.
-#include "dstrings.h"
-#include "sounds.h"
-
-// SKY handling - still the wrong place.
-#include "r_data.h"
-#include "r_sky.h"
-
-
-
-#include "g_game.h"
-
-
-#define SAVEGAMESIZE 0x2c000
-
-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 (int playernum);
-
-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);
-void G_DoSaveGame (void);
-
-// Gamestate the last time G_Ticker was called.
-
-gamestate_t oldgamestate;
-
-gameaction_t gameaction;
-gamestate_t gamestate;
-skill_t gameskill;
-boolean respawnmonsters;
-int gameepisode;
-int gamemap;
-
-// If non-zero, exit the level after this number of minutes.
-
-int timelimit;
-
-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
-int starttime; // for comparative timing purposes
-
-boolean viewactive;
-
-boolean deathmatch; // only if started as net death
-boolean netgame; // only true if packets are broadcast
-boolean playeringame[MAXPLAYERS];
-player_t players[MAXPLAYERS];
-
-boolean turbodetected[MAXPLAYERS];
-
-int consoleplayer; // 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 longtics; // cph's doom 1.91 longtics hack
-boolean lowres_turn; // low resolution turning for longtics
-boolean demoplayback;
-boolean netdemo;
-byte* demobuffer;
-byte* demo_p;
-byte* demoend;
-boolean singledemo; // quit after playing a demo from cmdline
-
-boolean precache = true; // if true, load all graphics at start
-
-boolean testcontrols = false; // Invoked by setup to test controls
-
-wbstartstruct_t wminfo; // parms for world map / intermission
-
-byte consistancy[MAXPLAYERS][BACKUPTICS];
-
-#define MAXPLMOVE (forwardmove[1])
-
-#define TURBOTHRESHOLD 0x32
-
-fixed_t forwardmove[2] = {0x19, 0x32};
-fixed_t sidemove[2] = {0x18, 0x28};
-fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn
-
-static int *weapon_keys[] = {
- &key_weapon1,
- &key_weapon2,
- &key_weapon3,
- &key_weapon4,
- &key_weapon5,
- &key_weapon6,
- &key_weapon7,
- &key_weapon8
-};
-
-#define SLOWTURNTICS 6
-
-#define NUMKEYS 256
-
-static boolean gamekeydown[NUMKEYS];
-static int turnheld; // for accelerative turning
-
-static boolean mousearray[4];
-static boolean *mousebuttons = &mousearray[1]; // allow [-1]
-
-// mouse values are used once
-int mousex;
-int mousey;
-
-static int dclicktime;
-static boolean dclickstate;
-static int dclicks;
-static int dclicktime2;
-static boolean dclickstate2;
-static int dclicks2;
-
-#define MAX_JOY_BUTTONS 20
-
-// joystick values are repeated
-static int joyxmove;
-static int joyymove;
-static boolean joyarray[MAX_JOY_BUTTONS + 1];
-static boolean *joybuttons = &joyarray[1]; // allow [-1]
-
-static int savegameslot;
-static char savedescription[32];
-
-static int testcontrols_mousespeed;
-
-#define BODYQUESIZE 32
-
-mobj_t* bodyque[BODYQUESIZE];
-int bodyqueslot;
-
-int vanilla_savegame_limit = 1;
-int vanilla_demo_limit = 1;
-
-
-#define MOUSE_SPEED_BOX_WIDTH 16
-#define COLOR_RED 0xb0
-#define COLOR_BLACK 0x00
-#define COLOR_WHITE 0x04
-#define COLOR_YELLOW 0xe7
-
-void G_DrawMouseSpeedBox(void)
-{
- extern int usemouse;
- int i;
- int box_x, box_y;
- int original_speed;
- int x, y;
- int redline_x;
- int linelen;
- char *lumpname;
- int color;
-
- // If the mouse is turned off or acceleration is turned off, don't
- // draw the box at all.
-
- if (!usemouse || fabs(mouse_acceleration - 1) < 0.01)
- {
- return;
- }
-
- // Calculate box position
-
- box_x = SCREENWIDTH - MOUSE_SPEED_BOX_WIDTH * 8;
- box_y = SCREENHEIGHT - 9;
-
- // Draw the box.
-
- x = box_x;
-
- for (i=0; i<MOUSE_SPEED_BOX_WIDTH; ++i)
- {
- if (i == 0)
- {
- lumpname = "M_LSLEFT";
- }
- else if (i == MOUSE_SPEED_BOX_WIDTH - 1)
- {
- lumpname = "M_LSRGHT";
- }
- else
- {
- lumpname = "M_LSCNTR";
- }
-
- V_DrawPatchDirect(x, box_y,
- W_CacheLumpName(DEH_String(lumpname), PU_CACHE));
- x += 8;
- }
-
- // Calculate the position of the red line. This is 1/3 of the way
- // along the box.
-
- redline_x = (MOUSE_SPEED_BOX_WIDTH / 3) * 8;
-
- // Undo acceleration and get back the original mouse speed
-
- if (testcontrols_mousespeed < mouse_threshold)
- {
- original_speed = testcontrols_mousespeed;
- }
- else
- {
- original_speed = testcontrols_mousespeed - mouse_threshold;
- original_speed = (int) (original_speed / mouse_acceleration);
- original_speed += mouse_threshold;
- }
-
- // Calculate line length
-
- linelen = (original_speed * redline_x) / mouse_threshold;
-
- // Draw horizontal "thermometer"
-
- for (x=0; x<(MOUSE_SPEED_BOX_WIDTH - 1) * 8; ++x)
- {
- if (x < linelen)
- {
- if (x < redline_x)
- {
- color = COLOR_WHITE;
- }
- else
- {
- color = COLOR_YELLOW;
- }
- }
- else
- {
- color = COLOR_BLACK;
- }
-
- I_VideoBuffer[(box_y - 4) * SCREENWIDTH + box_x + x + 1] = color;
- }
-
- // Draw red line
-
- for (y=box_y - 8; y<box_y; ++y)
- {
- I_VideoBuffer[y * SCREENWIDTH + box_x + redline_x] = COLOR_RED;
- }
-}
-
-int G_CmdChecksum (ticcmd_t* cmd)
-{
- size_t 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;
- boolean bstrafe;
- int speed;
- int tspeed;
- int forward;
- int side;
-
- memset(cmd, 0, sizeof(ticcmd_t));
-
- cmd->consistancy =
- consistancy[consoleplayer][maketic%BACKUPTICS];
-
- strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe]
- || joybuttons[joybstrafe];
-
- // fraggle: support the old "joyb_speed = 31" hack which
- // allowed an autorun effect
-
- speed = key_speed >= NUMKEYS
- || joybspeed >= MAX_JOY_BUTTONS
- || gamekeydown[key_speed]
- || joybuttons[joybspeed];
-
- forward = side = 0;
-
- // use two stage accelerative turning
- // on the keyboard and joystick
- if (joyxmove < 0
- || joyxmove > 0
- || gamekeydown[key_right]
- || gamekeydown[key_left])
- turnheld += ticdup;
- else
- turnheld = 0;
-
- if (turnheld < SLOWTURNTICS)
- tspeed = 2; // slow turn
- else
- tspeed = speed;
-
- // let movement keys cancel each other out
- if (strafe)
- {
- if (gamekeydown[key_right])
- {
- // fprintf(stderr, "strafe right\n");
- side += sidemove[speed];
- }
- if (gamekeydown[key_left])
- {
- // fprintf(stderr, "strafe left\n");
- side -= sidemove[speed];
- }
- if (joyxmove > 0)
- side += sidemove[speed];
- if (joyxmove < 0)
- side -= sidemove[speed];
-
- }
- else
- {
- if (gamekeydown[key_right])
- cmd->angleturn -= angleturn[tspeed];
- if (gamekeydown[key_left])
- cmd->angleturn += angleturn[tspeed];
- if (joyxmove > 0)
- cmd->angleturn -= angleturn[tspeed];
- if (joyxmove < 0)
- cmd->angleturn += angleturn[tspeed];
- }
-
- if (gamekeydown[key_up])
- {
- // fprintf(stderr, "up\n");
- forward += forwardmove[speed];
- }
- if (gamekeydown[key_down])
- {
- // fprintf(stderr, "down\n");
- forward -= forwardmove[speed];
- }
-
- if (joyymove < 0)
- forward += forwardmove[speed];
- if (joyymove > 0)
- forward -= forwardmove[speed];
-
- if (gamekeydown[key_strafeleft]
- || joybuttons[joybstrafeleft]
- || mousebuttons[mousebstrafeleft])
- {
- side -= sidemove[speed];
- }
-
- if (gamekeydown[key_straferight]
- || joybuttons[joybstraferight]
- || mousebuttons[mousebstraferight])
- {
- side += sidemove[speed];
- }
-
- // buttons
- cmd->chatchar = HU_dequeueChatChar();
-
- if (gamekeydown[key_fire] || mousebuttons[mousebfire]
- || joybuttons[joybfire])
- cmd->buttons |= BT_ATTACK;
-
- if (gamekeydown[key_use]
- || joybuttons[joybuse]
- || mousebuttons[mousebuse])
- {
- cmd->buttons |= BT_USE;
- // clear double clicks if hit use button
- dclicks = 0;
- }
-
- // chainsaw overrides
-
- for (i=0; i<arrlen(weapon_keys); ++i)
- {
- int key = *weapon_keys[i];
-
- if (gamekeydown[key])
- {
- cmd->buttons |= BT_CHANGE;
- cmd->buttons |= i<<BT_WEAPONSHIFT;
- break;
- }
- }
-
- // mouse
- if (mousebuttons[mousebforward])
- {
- forward += forwardmove[speed];
- }
- if (mousebuttons[mousebbackward])
- {
- forward -= forwardmove[speed];
- }
-
- if (dclick_use)
- {
- // forward double click
- if (mousebuttons[mousebforward] != dclickstate && dclicktime > 1 )
- {
- dclickstate = mousebuttons[mousebforward];
- if (dclickstate)
- dclicks++;
- if (dclicks == 2)
- {
- cmd->buttons |= BT_USE;
- dclicks = 0;
- }
- else
- dclicktime = 0;
- }
- else
- {
- dclicktime += ticdup;
- if (dclicktime > 20)
- {
- dclicks = 0;
- dclickstate = 0;
- }
- }
-
- // strafe double click
- bstrafe =
- mousebuttons[mousebstrafe]
- || joybuttons[joybstrafe];
- if (bstrafe != dclickstate2 && dclicktime2 > 1 )
- {
- dclickstate2 = bstrafe;
- if (dclickstate2)
- dclicks2++;
- if (dclicks2 == 2)
- {
- cmd->buttons |= BT_USE;
- dclicks2 = 0;
- }
- else
- dclicktime2 = 0;
- }
- else
- {
- dclicktime2 += ticdup;
- if (dclicktime2 > 20)
- {
- dclicks2 = 0;
- dclickstate2 = 0;
- }
- }
- }
-
- forward += mousey;
-
- if (strafe)
- side += mousex*2;
- else
- cmd->angleturn -= mousex*0x8;
-
- if (mousex == 0)
- {
- // No movement in the previous frame
-
- testcontrols_mousespeed = 0;
- }
-
- mousex = mousey = 0;
-
- 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 = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT);
- }
-
- // low-res turning
-
- if (lowres_turn)
- {
- // round angleturn to the nearest 256 boundary
- // for recording demos with single byte values for turn
-
- cmd->angleturn = (cmd->angleturn + 128) & 0xff00;
- }
-}
-
-
-//
-// 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(DEH_String(SKYFLATNAME));
-
- levelstarttic = gametic; // for time calculation
-
- if (wipegamestate == GS_LEVEL)
- wipegamestate = -1; // force a wipe
-
- gamestate = GS_LEVEL;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- turbodetected[i] = false;
- if (playeringame[i] && players[i].playerstate == PST_DEAD)
- players[i].playerstate = PST_REBORN;
- memset (players[i].frags,0,sizeof(players[i].frags));
- }
-
- P_SetupLevel (gameepisode, gamemap, 0, gameskill);
- displayplayer = consoleplayer; // view the guy you are playing
- gameaction = ga_nothing;
- Z_CheckHeap ();
-
- // clear cmd building stuff
-
- memset (gamekeydown, 0, sizeof(gamekeydown));
- joyxmove = joyymove = 0;
- mousex = mousey = 0;
- sendpause = sendsave = paused = false;
- memset (mousebuttons, 0, sizeof(mousebuttons));
- memset (joybuttons, 0, sizeof(joybuttons));
-
- if (testcontrols)
- {
- players[consoleplayer].message = "Press escape to quit.";
- }
-}
-
-
-static void SetJoyButtons(unsigned int buttons_mask)
-{
- int i;
-
- for (i=0; i<MAX_JOY_BUTTONS; ++i)
- {
- joybuttons[i] = (buttons_mask & (1 << i)) != 0;
- }
-}
-
-//
-// 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 &&
- (demoplayback || gamestate == GS_DEMOSCREEN)
- )
- {
- if (ev->type == ev_keydown ||
- (ev->type == ev_mouse && ev->data1) ||
- (ev->type == ev_joystick && ev->data1) )
- {
- M_StartControlPanel ();
- return true;
- }
- return false;
- }
-
- if (gamestate == GS_LEVEL)
- {
-#if 0
- if (devparm && ev->type == ev_keydown && ev->data1 == ';')
- {
- G_DeathMatchSpawnPlayer (0);
- return true;
- }
-#endif
- 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
- }
-
- if (testcontrols && ev->type == ev_mouse)
- {
- // If we are invoked by setup to test the controls, save the
- // mouse speed so that we can display it on-screen.
- // Perform a low pass filter on this so that the thermometer
- // appears to move smoothly.
-
- testcontrols_mousespeed = abs(ev->data2);
- }
-
- switch (ev->type)
- {
- case ev_keydown:
- if (ev->data1 == key_pause)
- {
- sendpause = true;
- }
- else 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
-
- case ev_mouse:
- mousebuttons[0] = ev->data1 & 1;
- mousebuttons[1] = ev->data1 & 2;
- mousebuttons[2] = ev->data1 & 4;
- mousex = ev->data2*(mouseSensitivity+5)/10;
- mousey = ev->data3*(mouseSensitivity+5)/10;
- return true; // eat events
-
- case ev_joystick:
- SetJoyButtons(ev->data1);
- joyxmove = ev->data2;
- joyymove = ev->data3;
- return true; // eat events
-
- default:
- break;
- }
-
- return false;
-}
-
-
-
-//
-// G_Ticker
-// Make ticcmd_ts for the players.
-//
-void G_Ticker (void)
-{
- int i;
- int buf;
- ticcmd_t* cmd;
-
- // do player reborns if needed
- for (i=0 ; i<MAXPLAYERS ; i++)
- if (playeringame[i] && players[i].playerstate == PST_REBORN)
- G_DoReborn (i);
-
- // 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:
- G_DoSaveGame ();
- 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_screenshot:
- V_ScreenShot("DOOM%02i.pcx");
- players[consoleplayer].message = DEH_String("screen shot");
- gameaction = ga_nothing;
- break;
- case ga_nothing:
- break;
- }
- }
-
- // get commands, check consistancy,
- // and build new consistancy check
- buf = (gametic/ticdup)%BACKUPTICS;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- cmd = &players[i].cmd;
-
- memcpy (cmd, &netcmds[i][buf], sizeof(ticcmd_t));
-
- if (demoplayback)
- G_ReadDemoTiccmd (cmd);
- if (demorecording)
- G_WriteDemoTiccmd (cmd);
-
- // check for turbo cheats
-
- // check ~ 4 seconds whether to display the turbo message.
- // store if the turbo threshold was exceeded in any tics
- // over the past 4 seconds. offset the checking period
- // for each player so messages are not displayed at the
- // same time.
-
- if (cmd->forwardmove > TURBOTHRESHOLD)
- {
- turbodetected[i] = true;
- }
-
- if ((gametic & 31) == 0
- && ((gametic >> 5) % MAXPLAYERS) == i
- && turbodetected[i])
- {
- static char turbomessage[80];
- extern char *player_names[4];
- sprintf (turbomessage, "%s is turbo!",player_names[i]);
- players[consoleplayer].message = turbomessage;
- turbodetected[i] = false;
- }
-
- if (netgame && !netdemo && !(gametic%ticdup) )
- {
- if (gametic > BACKUPTICS
- && consistancy[i][buf] != cmd->consistancy)
- {
- I_Error ("consistency failure (%i should be %i)",
- cmd->consistancy, consistancy[i][buf]);
- }
- if (players[i].mo)
- consistancy[i][buf] = players[i].mo->x;
- else
- consistancy[i][buf] = rndindex;
- }
- }
- }
-
- // check for special buttons
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- if (players[i].cmd.buttons & BT_SPECIAL)
- {
- switch (players[i].cmd.buttons & BT_SPECIALMASK)
- {
- case BTS_PAUSE:
- paused ^= 1;
- if (paused)
- S_PauseSound ();
- else
- S_ResumeSound ();
- break;
-
- case BTS_SAVEGAME:
- if (!savedescription[0])
- strcpy (savedescription, "NET GAME");
- savegameslot =
- (players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
- gameaction = ga_savegame;
- break;
- }
- }
- }
- }
-
- // Have we just finished displaying an intermission screen?
-
- if (oldgamestate == GS_INTERMISSION && gamestate != GS_INTERMISSION)
- {
- WI_End();
- }
-
- oldgamestate = gamestate;
-
- // 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 = deh_initial_health; // Use dehacked value
- p->readyweapon = p->pendingweapon = wp_pistol;
- p->weaponowned[wp_fist] = true;
- p->weaponowned[wp_pistol] = true;
- p->ammo[am_clip] = deh_initial_bullets;
-
- 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 * (((unsigned int) mthing->angle)/45) ) >> ANGLETOFINESHIFT;
-
- mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an]
- , ss->sector->floorheight
- , MT_TFOG);
-
- if (players[consoleplayer].viewz != 1)
- S_StartSound (mo, sfx_telept); // don't start sound on first frame
-
- 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 (int playernum)
-{
- int i;
-
- if (!netgame)
- {
- // reload the level from scratch
- gameaction = ga_loadlevel;
- }
- else
- {
- // respawn at the start
-
- // first dissasociate the corpse
- players[playernum].mo->player = NULL;
-
- // spawn at random spot if in death match
- if (deathmatch)
- {
- G_DeathMatchSpawnPlayer (playernum);
- return;
- }
-
- if (G_CheckSpot (playernum, &playerstarts[playernum]) )
- {
- P_SpawnPlayer (&playerstarts[playernum]);
- return;
- }
-
- // try to spawn at one of the other players spots
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (G_CheckSpot (playernum, &playerstarts[i]) )
- {
- playerstarts[i].type = playernum+1; // fake as other player
- P_SpawnPlayer (&playerstarts[i]);
- playerstarts[i].type = i+1; // restore
- return;
- }
- // he's going to be inside something. Too bad.
- }
- P_SpawnPlayer (&playerstarts[playernum]);
- }
-}
-
-
-void G_ScreenShot (void)
-{
- gameaction = ga_screenshot;
-}
-
-
-
-// DOOM Par Times
-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
-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[i])
- G_PlayerFinishLevel (i); // take away cards and stuff
-
- if (automapactive)
- AM_Stop ();
-
- if (gamemode != commercial)
- {
- // Chex Quest ends after 5 levels, rather than 8.
-
- if (gameversion == exe_chex)
- {
- if (gamemap == 5)
- {
- gameaction = ga_victory;
- return;
- }
- }
- else
- {
- switch(gamemap)
- {
- case 8:
- gameaction = ga_victory;
- return;
- case 9:
- for (i=0 ; i<MAXPLAYERS ; i++)
- players[i].didsecret = true;
- break;
- }
- }
- }
-
-//#if 0 Hmmm - why?
- 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[i].didsecret = true;
- }
-//#endif
-
-
- wminfo.didsecret = players[consoleplayer].didsecret;
- wminfo.epsd = gameepisode -1;
- wminfo.last = gamemap -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 = TICRATE*cpars[gamemap-1];
- else
- wminfo.partime = TICRATE*pars[gameepisode][gamemap];
- wminfo.pnum = consoleplayer;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- wminfo.plyr[i].in = playeringame[i];
- wminfo.plyr[i].skills = players[i].killcount;
- wminfo.plyr[i].sitems = players[i].itemcount;
- wminfo.plyr[i].ssecret = players[i].secretcount;
- wminfo.plyr[i].stime = leveltime;
- memcpy (wminfo.plyr[i].frags, players[i].frags
- , sizeof(wminfo.plyr[i].frags));
- }
-
- gamestate = GS_INTERMISSION;
- viewactive = false;
- automapactive = false;
-
- 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);
-
-char savename[256];
-
-void G_LoadGame (char* name)
-{
- strcpy (savename, name);
- gameaction = ga_loadgame;
-}
-
-#define VERSIONSIZE 16
-
-
-void G_DoLoadGame (void)
-{
- int savedleveltime;
-
- gameaction = ga_nothing;
-
- save_stream = fopen(savename, "rb");
-
- if (save_stream == NULL)
- {
- return;
- }
-
- if (!P_ReadSaveGameHeader())
- {
- fclose(save_stream);
- return;
- }
-
- savedleveltime = leveltime;
-
- // load a base level
- G_InitNew (gameskill, gameepisode, gamemap);
-
- leveltime = savedleveltime;
-
- // dearchive all the modifications
- P_UnArchivePlayers ();
- P_UnArchiveWorld ();
- P_UnArchiveThinkers ();
- P_UnArchiveSpecials ();
-
- if (!P_ReadSaveGameEOF())
- I_Error ("Bad savegame");
-
- fclose(save_stream);
-
- if (setsizeneeded)
- R_ExecuteSetViewSize ();
-
- // draw the pattern into the back screen
- R_FillBackScreen ();
-}
-
-
-//
-// 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;
-}
-
-void G_DoSaveGame (void)
-{
- char *savegame_file;
- char *temp_savegame_file;
-
- temp_savegame_file = P_TempSaveGameFile();
- savegame_file = P_SaveGameFile(savegameslot);
-
- // Open the savegame file for writing. We write to a temporary file
- // and then rename it at the end if it was successfully written.
- // This prevents an existing savegame from being overwritten by
- // a corrupted one, or if a savegame buffer overrun occurs.
-
- save_stream = fopen(temp_savegame_file, "wb");
-
- if (save_stream == NULL)
- {
- return;
- }
-
- P_WriteSaveGameHeader(savedescription);
-
- P_ArchivePlayers ();
- P_ArchiveWorld ();
- P_ArchiveThinkers ();
- P_ArchiveSpecials ();
-
- P_WriteSaveGameEOF();
-
- // Enforce the same savegame size limit as in Vanilla Doom,
- // except if the vanilla_savegame_limit setting is turned off.
-
- if (vanilla_savegame_limit && ftell(save_stream) > SAVEGAMESIZE)
- {
- I_Error ("Savegame buffer overrun");
- }
-
- // Finish up, close the savegame file.
-
- fclose(save_stream);
-
- // Now rename the temporary savegame file to the actual savegame
- // file, overwriting the old savegame if there was one there.
-
- remove(savegame_file);
- rename(temp_savegame_file, savegame_file);
-
- gameaction = ga_nothing;
- strcpy(savedescription, "");
-
- players[consoleplayer].message = DEH_String(GGSAVED);
-
- // draw the pattern into the back screen
- R_FillBackScreen ();
-}
-
-
-//
-// 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[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;
-}
-
-// 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 )
-{
- char *skytexturename;
- int i;
-
- if (paused)
- {
- paused = false;
- S_ResumeSound ();
- }
-
-
- 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 || respawnparm )
- respawnmonsters = true;
- else
- respawnmonsters = false;
-
- if (fastparm || (skill == sk_nightmare && gameskill != sk_nightmare) )
- {
- for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
- states[i].tics >>= 1;
- mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT;
- mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT;
- mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT;
- }
- else if (skill != sk_nightmare && gameskill == sk_nightmare)
- {
- for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
- states[i].tics <<= 1;
- mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT;
- mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT;
- mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT;
- }
-
-
- // force players to be initialized upon first level load
- for (i=0 ; i<MAXPLAYERS ; i++)
- players[i].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 to use.
- //
- // Note: This IS broken, but it is how Vanilla Doom behaves.
- // See http://doom.wikia.com/wiki/Sky_never_changes_in_Doom_II.
- //
- // Because we set the sky here at the start of a game, not at the
- // start of a level, the sky texture never changes unless we
- // restore from a saved game. This was fixed before the Doom
- // source release, but this IS the way Vanilla DOS Doom behaves.
-
- if (gamemode == commercial)
- {
- if (gamemap < 12)
- skytexturename = "SKY1";
- else if (gamemap < 21)
- skytexturename = "SKY2";
- else
- skytexturename = "SKY3";
- }
- else
- {
- switch (gameepisode)
- {
- default:
- case 1:
- skytexturename = "SKY1";
- break;
- case 2:
- skytexturename = "SKY2";
- break;
- case 3:
- skytexturename = "SKY3";
- break;
- case 4: // Special Edition sky
- skytexturename = "SKY4";
- break;
- }
- }
-
- skytexturename = DEH_String(skytexturename);
-
- skytexture = R_TextureNumForName(skytexturename);
-
-
- 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++);
-
- // If this is a longtics demo, read back in higher resolution
-
- if (longtics)
- {
- cmd->angleturn = *demo_p++;
- cmd->angleturn |= (*demo_p++) << 8;
- }
- else
- {
- cmd->angleturn = ((unsigned char) *demo_p++)<<8;
- }
-
- cmd->buttons = (unsigned char)*demo_p++;
-}
-
-// Increase the size of the demo buffer to allow unlimited demos
-
-static void IncreaseDemoBuffer(void)
-{
- int current_length;
- byte *new_demobuffer;
- byte *new_demop;
- int new_length;
-
- // Find the current size
-
- current_length = demoend - demobuffer;
-
- // Generate a new buffer twice the size
- new_length = current_length * 2;
-
- new_demobuffer = Z_Malloc(new_length, PU_STATIC, 0);
- new_demop = new_demobuffer + (demo_p - demobuffer);
-
- // Copy over the old data
-
- memcpy(new_demobuffer, demobuffer, current_length);
-
- // Free the old buffer and point the demo pointers at the new buffer.
-
- Z_Free(demobuffer);
-
- demobuffer = new_demobuffer;
- demo_p = new_demop;
- demoend = demobuffer + new_length;
-}
-
-void G_WriteDemoTiccmd (ticcmd_t* cmd)
-{
- byte *demo_start;
-
- if (gamekeydown['q']) // press q to end demo recording
- G_CheckDemoStatus ();
-
- demo_start = demo_p;
-
- *demo_p++ = cmd->forwardmove;
- *demo_p++ = cmd->sidemove;
-
- // If this is a longtics demo, record in higher resolution
-
- if (longtics)
- {
- *demo_p++ = (cmd->angleturn & 0xff);
- *demo_p++ = (cmd->angleturn >> 8) & 0xff;
- }
- else
- {
- *demo_p++ = cmd->angleturn >> 8;
- }
-
- *demo_p++ = cmd->buttons;
-
- // reset demo pointer back
- demo_p = demo_start;
-
- if (demo_p > demoend - 16)
- {
- if (vanilla_demo_limit)
- {
- // no more space
- G_CheckDemoStatus ();
- return;
- }
- else
- {
- // Vanilla demo limit disabled: unlimited
- // demo lengths!
-
- IncreaseDemoBuffer();
- }
- }
-
- G_ReadDemoTiccmd (cmd); // make SURE it is exactly the same
-}
-
-
-
-//
-// G_RecordDemo
-//
-void G_RecordDemo (char* name)
-{
- int i;
- int maxsize;
-
- usergame = false;
- strcpy (demoname, name);
- strcat (demoname, ".lmp");
- maxsize = 0x20000;
-
- //!
- // @arg <size>
- // @category demo
- // @vanilla
- //
- // Specify the demo buffer size (KiB)
- //
-
- i = M_CheckParm ("-maxdemo");
- if (i && i<myargc-1)
- maxsize = atoi(myargv[i+1])*1024;
- demobuffer = Z_Malloc (maxsize,PU_STATIC,NULL);
- demoend = demobuffer + maxsize;
-
- demorecording = true;
-}
-
-
-void G_BeginRecording (void)
-{
- int i;
-
- //!
- // @category demo
- //
- // Record a high resolution "Doom 1.91" demo.
- //
-
- longtics = M_CheckParm("-longtics") != 0;
-
- // If not recording a longtics demo, record in low res
-
- lowres_turn = !longtics;
-
- demo_p = demobuffer;
-
- // Save the right version code for this demo
-
- if (longtics)
- {
- *demo_p++ = DOOM_191_VERSION;
- }
- else
- {
- *demo_p++ = DOOM_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;
-
-void G_DeferedPlayDemo (char* name)
-{
- defdemoname = name;
- gameaction = ga_playdemo;
-}
-
-// Generate a string describing a demo version
-
-static char *DemoVersionDescription(int version)
-{
- static char resultbuf[16];
-
- switch (version)
- {
- case 104:
- return "v1.4";
- case 105:
- return "v1.5";
- case 106:
- return "v1.6/v1.666";
- case 107:
- return "v1.7/v1.7a";
- case 108:
- return "v1.8";
- case 109:
- return "v1.9";
- default:
- break;
- }
-
- // Unknown version. Perhaps this is a pre-v1.4 IWAD? If the version
- // byte is in the range 0-4 then it can be a v1.0-v1.2 demo.
-
- if (version >= 0 && version <= 4)
- {
- return "v1.0/v1.1/v1.2";
- }
- else
- {
- sprintf(resultbuf, "%i.%i (unknown)", version / 100, version % 100);
- return resultbuf;
- }
-}
-
-void G_DoPlayDemo (void)
-{
- skill_t skill;
- int i, episode, map;
- int demoversion;
-
- gameaction = ga_nothing;
- demobuffer = demo_p = W_CacheLumpName (defdemoname, PU_STATIC);
-
- demoversion = *demo_p++;
-
- if (demoversion == DOOM_VERSION)
- {
- longtics = false;
- }
- else if (demoversion == DOOM_191_VERSION)
- {
- // demo recorded with cph's modified "v1.91" doom exe
- longtics = true;
- }
- else
- {
- char *message = "Demo is from a different game version!\n"
- "(read %i, should be %i)\n"
- "\n"
- "*** You may need to upgrade your version "
- "of Doom to v1.9. ***\n"
- " See: http://doomworld.com/files/patches.shtml\n"
- " This appears to be %s.";
-
- I_Error(message, demoversion, DOOM_VERSION,
- DemoVersionDescription(demoversion));
- }
-
- 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++;
-
- //!
- // @category demo
- //
- // Play back a demo recorded in a netgame with a single player.
- //
-
- if (playeringame[1] || M_CheckParm("-netdemo") > 0)
- {
- netgame = true;
- netdemo = true;
- }
-
- // don't spend a lot of time in loadlevel
- precache = false;
- G_InitNew (skill, episode, map);
- precache = true;
- starttime = I_GetTime ();
-
- usergame = false;
- demoplayback = true;
-}
-
-//
-// G_TimeDemo
-//
-void G_TimeDemo (char* name)
-{
- //!
- // @vanilla
- //
- // Disable rendering the screen entirely.
- //
-
- nodrawers = M_CheckParm ("-nodraw");
-
- 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)
- {
- float fps;
- int realtics;
-
- endtime = I_GetTime ();
- realtics = endtime - starttime;
- fps = ((float) gametic * TICRATE) / realtics;
-
- // Prevent recursive calls
- timingdemo = false;
- demoplayback = false;
-
- I_Error ("timed %i gametics in %i realtics (%f fps)",
- gametic, realtics, fps);
- }
-
- if (demoplayback)
- {
- W_ReleaseLumpName(defdemoname);
- demoplayback = false;
- netdemo = false;
- netgame = false;
- deathmatch = false;
- playeringame[1] = playeringame[2] = playeringame[3] = 0;
- respawnparm = false;
- fastparm = false;
- nomonsters = false;
- consoleplayer = 0;
-
- if (singledemo)
- I_Quit ();
- else
- D_AdvanceDemo ();
-
- return true;
- }
-
- if (demorecording)
- {
- *demo_p++ = DEMOMARKER;
- M_WriteFile (demoname, demobuffer, demo_p - demobuffer);
- Z_Free (demobuffer);
- demorecording = false;
- I_Error ("Demo %s recorded",demoname);
- }
-
- return false;
-}
-
-
-