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Diffstat (limited to 'src/doom/g_game.c')
-rw-r--r-- | src/doom/g_game.c | 2256 |
1 files changed, 2256 insertions, 0 deletions
diff --git a/src/doom/g_game.c b/src/doom/g_game.c new file mode 100644 index 00000000..ad7155a0 --- /dev/null +++ b/src/doom/g_game.c @@ -0,0 +1,2256 @@ +// 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 +}; + +// Set to -1 or +1 to switch to the previous or next weapon. + +static int next_weapon = 0; + +// Used for prev/next weapon keys. + +static const struct +{ + weapontype_t weapon; + weapontype_t weapon_num; +} weapon_order_table[] = { + { wp_fist, wp_fist }, + { wp_chainsaw, wp_fist }, + { wp_pistol, wp_pistol }, + { wp_shotgun, wp_shotgun }, + { wp_supershotgun, wp_shotgun }, + { wp_chaingun, wp_chaingun }, + { wp_missile, wp_missile }, + { wp_plasma, wp_plasma }, + { wp_bfg, wp_bfg } +}; + +#define SLOWTURNTICS 6 + +#define NUMKEYS 256 +#define MAX_JOY_BUTTONS 20 + +static boolean gamekeydown[NUMKEYS]; +static int turnheld; // for accelerative turning + +static boolean mousearray[MAX_MOUSE_BUTTONS + 1]; +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; + +// 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; +} + +static boolean WeaponSelectable(weapontype_t weapon) +{ + // Can't select a weapon if we don't own it. + + if (!players[consoleplayer].weaponowned[weapon]) + { + return false; + } + + // Can't select the fist if we have the chainsaw, unless + // we also have the berserk pack. + + if (weapon == wp_fist + && players[consoleplayer].weaponowned[wp_chainsaw] + && !players[consoleplayer].powers[pw_strength]) + { + return false; + } + + return true; +} + +static int G_NextWeapon(int direction) +{ + weapontype_t weapon; + int i; + + // Find index in the table. + + if (players[consoleplayer].pendingweapon == wp_nochange) + { + weapon = players[consoleplayer].readyweapon; + } + else + { + weapon = players[consoleplayer].pendingweapon; + } + + for (i=0; i<arrlen(weapon_order_table); ++i) + { + if (weapon_order_table[i].weapon == weapon) + { + break; + } + } + + // Switch weapon. + + do + { + i += direction; + i = (i + arrlen(weapon_order_table)) % arrlen(weapon_order_table); + } while (!WeaponSelectable(weapon_order_table[i].weapon)); + + return weapon_order_table[i].weapon_num; +} + +// +// 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; + } + + // If the previous or next weapon button is pressed, the + // next_weapon variable is set to change weapons when + // we generate a ticcmd. Choose a new weapon. + + if (next_weapon != 0) + { + i = G_NextWeapon(next_weapon); + cmd->buttons |= BT_CHANGE; + cmd->buttons |= i << BT_WEAPONSHIFT; + next_weapon = 0; + } + else + { + // Check weapon keys. + + 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) + { + static signed short carry = 0; + signed short desired_angleturn; + + desired_angleturn = cmd->angleturn + carry; + + // round angleturn to the nearest 256 unit boundary + // for recording demos with single byte values for turn + + cmd->angleturn = (desired_angleturn + 128) & 0xff00; + + // Carry forward the error from the reduced resolution to the + // next tic, so that successive small movements can accumulate. + + carry = desired_angleturn - cmd->angleturn; + } +} + + +// +// 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) + { + int button_on = (buttons_mask & (1 << i)) != 0; + + // Detect button press: + + if (!joybuttons[i] && button_on) + { + // Weapon cycling: + + if (i == joybprevweapon) + { + next_weapon = -1; + } + else if (i == joybnextweapon) + { + next_weapon = 1; + } + } + + joybuttons[i] = button_on; + } +} + +static void SetMouseButtons(unsigned int buttons_mask) +{ + int i; + + for (i=0; i<MAX_MOUSE_BUTTONS; ++i) + { + unsigned int button_on = (buttons_mask & (1 << i)) != 0; + + // Detect button press: + + if (!mousebuttons[i] && button_on) + { + if (i == mousebprevweapon) + { + next_weapon = -1; + } + else if (i == mousebnextweapon) + { + next_weapon = 1; + } + } + + mousebuttons[i] = button_on; + } +} + +// +// 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_spy && (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); + } + + // If the next/previous weapon keys are pressed, set the next_weapon + // variable to change weapons when the next ticcmd is generated. + + if (ev->type == ev_keydown && ev->data1 == key_prevweapon) + { + next_weapon = -1; + } + else if (ev->type == ev_keydown && ev->data1 == key_nextweapon) + { + next_weapon = 1; + } + + 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: + SetMouseButtons(ev->data1); + 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; + } + + savegame_error = false; + + 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; + } + + savegame_error = false; + + 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[key_demo_quit]) // 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; +} + + + |