From c137d2ad74b9b46c93411ce7fcae6d7041777d07 Mon Sep 17 00:00:00 2001 From: Simon Howard Date: Sat, 6 Sep 2008 18:32:11 +0000 Subject: Move doom-specific files to a separate directory. Subversion-branch: /branches/raven-branch Subversion-revision: 1201 --- src/doom/g_game.c | 2138 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2138 insertions(+) create mode 100644 src/doom/g_game.c (limited to 'src/doom/g_game.c') diff --git a/src/doom/g_game.c b/src/doom/g_game.c new file mode 100644 index 00000000..44e77a74 --- /dev/null +++ b/src/doom/g_game.c @@ -0,0 +1,2138 @@ +// 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 +#include +#include + +#include "doomdef.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_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 +boolean noblit; // 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]; + + +// +// Controls +// +int key_right = KEY_RIGHTARROW; +int key_left = KEY_LEFTARROW; + +int key_up = KEY_UPARROW; +int key_down = KEY_DOWNARROW; +int key_strafeleft = ','; +int key_straferight = '.'; +int key_fire = KEY_RCTRL; +int key_use = ' '; +int key_strafe = KEY_RALT; +int key_speed = KEY_RSHIFT; + +int mousebfire = 0; +int mousebstrafe = 1; +int mousebforward = 2; + +int mousebstrafeleft = -1; +int mousebstraferight = -1; +int mousebbackward = -1; +int mousebuse = -1; + +// Control whether if a mouse button is double clicked, it acts like +// "use" has been pressed + +int dclick_use = 1; + +int joybfire = 0; +int joybstrafe = 1; +int joybuse = 3; +int joybspeed = 2; +int joybstrafeleft = -1; +int joybstraferight = -1; + +// fraggle: Disallow mouse and joystick movement to cause forward/backward +// motion. Specified with the '-novert' command line parameter. +// This is an int to allow saving to config file + +int novert = 0; + + + +#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 + +#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; iconsistancy = + 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 ; ibuttons |= BT_CHANGE; + cmd->buttons |= i< 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; + } + } + } + + // fraggle: allow disabling mouse y movement + + if (!novert) + { + 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<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 ; itype == 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; + return true; + } + if (ev->data1 data1] = true; + return true; // eat key down events + + case ev_keyup: + if (ev->data1 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 ; iforwardmove > 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>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 ; imaxammo[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 ; ix == 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 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 ; iforwardmove = ((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 + // @category demo + // @vanilla + // + // Specify the demo buffer size (KiB) + // + + i = M_CheckParm ("-maxdemo"); + if (i && i= 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 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"); + + //! + // @vanilla + // + // Disable blitting the screen. + // + + noblit = M_CheckParm ("-noblit"); + 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; +} + + + -- cgit v1.2.3