From 0df2cb80cf03d7259746834220d209b306a8c503 Mon Sep 17 00:00:00 2001 From: Simon Howard Date: Thu, 4 Sep 2008 23:15:36 +0000 Subject: Add GPLed Heretic/Hexen source. Subversion-branch: /branches/raven-branch Subversion-revision: 1195 --- src/heretic/g_game.c | 1952 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1952 insertions(+) create mode 100644 src/heretic/g_game.c (limited to 'src/heretic/g_game.c') diff --git a/src/heretic/g_game.c b/src/heretic/g_game.c new file mode 100644 index 00000000..175d1167 --- /dev/null +++ b/src/heretic/g_game.c @@ -0,0 +1,1952 @@ + +// G_game.c + +#include +#include +#include "DoomDef.h" +#include "P_local.h" +#include "soundst.h" + +// Macros + +#define SVG_RAM 0 +#define SVG_FILE 1 +#define SAVE_GAME_TERMINATOR 0x1d +#define AM_STARTKEY 9 + +// Functions + +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); + +void D_PageTicker(void); +void D_AdvanceDemo(void); + +struct +{ + mobjtype_t type; + int speed[2]; +} MonsterMissileInfo[] = +{ + { MT_IMPBALL, 10, 20 }, + { MT_MUMMYFX1, 9, 18 }, + { MT_KNIGHTAXE, 9, 18 }, + { MT_REDAXE, 9, 18 }, + { MT_BEASTBALL, 12, 20 }, + { MT_WIZFX1, 18, 24 }, + { MT_SNAKEPRO_A, 14, 20 }, + { MT_SNAKEPRO_B, 14, 20 }, + { MT_HEADFX1, 13, 20 }, + { MT_HEADFX3, 10, 18 }, + { MT_MNTRFX1, 20, 26 }, + { MT_MNTRFX2, 14, 20 }, + { MT_SRCRFX1, 20, 28 }, + { MT_SOR2FX1, 20, 28 }, + { -1, -1, -1 } // Terminator +}; + +FILE *SaveGameFP; +int SaveGameType; + +gameaction_t gameaction; +gamestate_t gamestate; +skill_t gameskill; +boolean respawnmonsters; +int gameepisode; +int gamemap; +int prevmap; + +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 +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]; + +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 demoplayback; +byte *demobuffer, *demo_p; +boolean singledemo; // quit after playing a demo from cmdline + +boolean precache = true; // if true, load all graphics at start + +short consistancy[MAXPLAYERS][BACKUPTICS]; + +byte *savebuffer, *save_p; + + +// +// controls (have defaults) +// +int key_right, key_left, key_up, key_down; +int key_strafeleft, key_straferight; +int key_fire, key_use, key_strafe, key_speed; +int key_flyup, key_flydown, key_flycenter; +int key_lookup, key_lookdown, key_lookcenter; +int key_invleft, key_invright, key_useartifact; + +int mousebfire; +int mousebstrafe; +int mousebforward; + +int joybfire; +int joybstrafe; +int joybuse; +int joybspeed; + + + +#define MAXPLMOVE 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 +boolean gamekeydown[NUMKEYS]; +int turnheld; // for accelerative turning +int lookheld; + + +boolean mousearray[4]; +boolean *mousebuttons = &mousearray[1]; + // allow [-1] +int mousex, mousey; // mouse values are used once +int dclicktime, dclickstate, dclicks; +int dclicktime2, dclickstate2, dclicks2; + +int joyxmove, joyymove; // joystick values are repeated +boolean joyarray[5]; +boolean *joybuttons = &joyarray[1]; // allow [-1] + +int savegameslot; +char savedescription[32]; + +int inventoryTics; + +#ifdef __WATCOMC__ +extern externdata_t *i_ExternData; +#endif + +//============================================================================= +// Not used - ripped out for Heretic +/* +int G_CmdChecksum(ticcmd_t *cmd) +{ + int i; + int sum; + + 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 +==================== +*/ + +extern boolean inventory; +extern int curpos; +extern int inv_ptr; + +extern int isCyberPresent; // is CyberMan present? +boolean usearti = true; +void I_ReadCyberCmd (ticcmd_t *cmd); + +void G_BuildTiccmd (ticcmd_t *cmd) +{ + int i; + boolean strafe, bstrafe; + int speed, tspeed, lspeed; + int forward, side; + int look, arti; + int flyheight; + + extern boolean noartiskip; + +#ifdef __WATCOMC__ + int angleDelta; + static int oldAngle; + extern int newViewAngleOff; + static int externInvKey; + extern boolean automapactive; + event_t ev; +#endif + + + memset (cmd,0,sizeof(*cmd)); + //cmd->consistancy = + // consistancy[consoleplayer][(maketic*ticdup)%BACKUPTICS]; + cmd->consistancy = + consistancy[consoleplayer][maketic%BACKUPTICS]; + if (isCyberPresent) + I_ReadCyberCmd (cmd); + +//printf ("cons: %i\n",cmd->consistancy); + + strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe] + || joybuttons[joybstrafe]; + speed = gamekeydown[key_speed] || joybuttons[joybspeed] + || joybuttons[joybspeed]; +#ifdef __WATCOMC__ + if(useexterndriver) + { + speed |= (i_ExternData->buttons&EBT_SPEED); + strafe |= (i_ExternData->buttons&EBT_STRAFE); + } +#endif + + forward = side = look = arti = flyheight = 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; + + if(gamekeydown[key_lookdown] || gamekeydown[key_lookup]) + { + lookheld += ticdup; + } + else + { + lookheld = 0; + } + if(lookheld < SLOWTURNTICS) + { + lspeed = 1; + } + else + { + lspeed = 2; + } + +// +// let movement keys cancel each other out +// + if(strafe) + { + if (gamekeydown[key_right]) + side += sidemove[speed]; + if (gamekeydown[key_left]) + 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]) + forward += forwardmove[speed]; + if (gamekeydown[key_down]) + forward -= forwardmove[speed]; + if (joyymove < 0) + forward += forwardmove[speed]; + if (joyymove > 0) + forward -= forwardmove[speed]; + if (gamekeydown[key_straferight]) + side += sidemove[speed]; + if (gamekeydown[key_strafeleft]) + side -= sidemove[speed]; + + // Look up/down/center keys + if(gamekeydown[key_lookup]) + { + look = lspeed; + } + if(gamekeydown[key_lookdown]) + { + look = -lspeed; + } +#ifdef __WATCOMC__ + if(gamekeydown[key_lookcenter] && !useexterndriver) + { + look = TOCENTER; + } +#else + if(gamekeydown[key_lookcenter]) + { + look = TOCENTER; + } +#endif + +#ifdef __WATCOMC__ + if(useexterndriver && look != TOCENTER && (gamestate == GS_LEVEL || + gamestate == GS_INTERMISSION)) + { + if(i_ExternData->moveForward) + { + forward += i_ExternData->moveForward; + if(speed) + { + forward <<= 1; + } + } + if(i_ExternData->angleTurn) + { + if(strafe) + { + side += i_ExternData->angleTurn; + } + else + { + cmd->angleturn += i_ExternData->angleTurn; + } + } + if(i_ExternData->moveSideways) + { + side += i_ExternData->moveSideways; + if(speed) + { + side <<= 1; + } + } + if(i_ExternData->buttons&EBT_CENTERVIEW) + { + look = TOCENTER; + oldAngle = 0; + } + else if(i_ExternData->pitch) + { + angleDelta = i_ExternData->pitch-oldAngle; + if(abs(angleDelta) < 35) + { + look = angleDelta/5; + } + else + { + look = 7*(angleDelta > 0 ? 1 : -1); + } + if(look == TOCENTER) + { + look++; + } + oldAngle += look*5; + } + if(i_ExternData->flyDirection) + { + if(i_ExternData->flyDirection > 0) + { + flyheight = 5; + } + else + { + flyheight = -5; + } + } + if(abs(newViewAngleOff-i_ExternData->angleHead) < 3000) + { + newViewAngleOff = i_ExternData->angleHead; + } + if(i_ExternData->buttons&EBT_FIRE) + { + cmd->buttons |= BT_ATTACK; + } + if(i_ExternData->buttons&EBT_OPENDOOR) + { + cmd->buttons |= BT_USE; + } + if(i_ExternData->buttons&EBT_PAUSE) + { + cmd->buttons = BT_SPECIAL | BTS_PAUSE; + i_ExternData->buttons &= ~EBT_PAUSE; + } + if(externInvKey&EBT_USEARTIFACT) + { + ev.type = ev_keyup; + ev.data1 = key_useartifact; + D_PostEvent(&ev); + externInvKey &= ~EBT_USEARTIFACT; + } + else if(i_ExternData->buttons&EBT_USEARTIFACT) + { + externInvKey |= EBT_USEARTIFACT; + ev.type = ev_keydown; + ev.data1 = key_useartifact; + D_PostEvent(&ev); + } + if(externInvKey&EBT_INVENTORYRIGHT) + { + ev.type = ev_keyup; + ev.data1 = key_invright; + D_PostEvent(&ev); + externInvKey &= ~EBT_INVENTORYRIGHT; + } + else if(i_ExternData->buttons&EBT_INVENTORYRIGHT) + { + externInvKey |= EBT_INVENTORYRIGHT; + ev.type = ev_keydown; + ev.data1 = key_invright; + D_PostEvent(&ev); + } + if(externInvKey&EBT_INVENTORYLEFT) + { + ev.type = ev_keyup; + ev.data1 = key_invleft; + D_PostEvent(&ev); + externInvKey &= ~EBT_INVENTORYLEFT; + } + else if(i_ExternData->buttons&EBT_INVENTORYLEFT) + { + externInvKey |= EBT_INVENTORYLEFT; + ev.type = ev_keydown; + ev.data1 = key_invleft; + D_PostEvent(&ev); + } + if(i_ExternData->buttons&EBT_FLYDROP) + { + flyheight = TOCENTER; + } + if(gamestate == GS_LEVEL) + { + if(externInvKey&EBT_MAP) + { // AutoMap + ev.type = ev_keyup; + ev.data1 = AM_STARTKEY; + D_PostEvent(&ev); + externInvKey &= ~EBT_MAP; + } + else if(i_ExternData->buttons&EBT_MAP) + { + externInvKey |= EBT_MAP; + ev.type = ev_keydown; + ev.data1 = AM_STARTKEY; + D_PostEvent(&ev); + } + } +#if 0 + if((i = (i_ExternData->buttons>>EBT_WEAPONSHIFT)&EBT_WEAPONMASK) != 0) + { + cmd->buttons |= BT_CHANGE; + cmd->buttons |= (i-1)<buttons&EBT_WEAPONCYCLE) + { + int curWeapon; + player_t *pl; + + pl = &players[consoleplayer]; + curWeapon = pl->readyweapon; + for(curWeapon = (curWeapon+1)&7; curWeapon != pl->readyweapon; + curWeapon = (curWeapon+1)&7) + { + if(pl->weaponowned[curWeapon]) + { + if(curWeapon >= wp_goldwand && curWeapon <= wp_mace && + !pl->ammo[wpnlev1info[curWeapon].ammo]) + { // weapon that requires ammo is empty + continue; + } + break; + } + } + cmd->buttons |= BT_CHANGE; + cmd->buttons |= curWeapon<arti = 0xff; // skip artifact code + } + } + else + { + if(inventory) + { + players[consoleplayer].readyArtifact = + players[consoleplayer].inventory[inv_ptr].type; + inventory = false; + cmd->arti = 0; + usearti = false; + } + else if(usearti) + { + cmd->arti = players[consoleplayer].inventory[inv_ptr].type; + usearti = false; + } + } + } + if(gamekeydown[127] && !cmd->arti + && !players[consoleplayer].powers[pw_weaponlevel2]) + { + gamekeydown[127] = false; + cmd->arti = arti_tomeofpower; + } + +// +// buttons +// + cmd->chatchar = CT_dequeueChatChar(); + + if (gamekeydown[key_fire] || mousebuttons[mousebfire] + || joybuttons[joybfire]) + cmd->buttons |= BT_ATTACK; + + if (gamekeydown[key_use] || joybuttons[joybuse] ) + { + cmd->buttons |= BT_USE; + dclicks = 0; // clear double clicks if hit use button + } + + for(i = 0; i < NUMWEAPONS-2; i++) + { + if(gamekeydown['1'+i]) + { + cmd->buttons |= 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; + } + } + + if (strafe) + { + side += mousex*2; + } + else + { + cmd->angleturn -= mousex*0x8; + } + forward += mousey; + 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; + if(players[consoleplayer].playerstate == PST_LIVE) + { + if(look < 0) + { + look += 16; + } + cmd->lookfly = look; + } + if(flyheight < 0) + { + flyheight += 16; + } + cmd->lookfly |= flyheight<<4; + +// +// special buttons +// + if (sendpause) + { + sendpause = false; + cmd->buttons = BT_SPECIAL | BTS_PAUSE; + } + + if (sendsave) + { + sendsave = false; + cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<type == ev_keyup && ev->data1 == key_useartifact) + { // flag to denote that it's okay to use an artifact + if(!inventory) + { + plr->readyArtifact = plr->inventory[inv_ptr].type; + } + usearti = true; + } + + // Check for spy mode player cycle + if(gamestate == GS_LEVEL && ev->type == ev_keydown + && ev->data1 == KEY_F12 && !deathmatch) + { // Cycle the display player + do + { + displayplayer++; + if(displayplayer == MAXPLAYERS) + { + displayplayer = 0; + } + } while(!playeringame[displayplayer] + && displayplayer != consoleplayer); + return(true); + } + + if(gamestate == GS_LEVEL) + { + if(CT_Responder(ev)) + { // Chat ate the event + return(true); + } + if(SB_Responder(ev)) + { // Status bar ate the event + return(true); + } + if(AM_Responder(ev)) + { // Automap ate the event + return(true); + } + } + + switch(ev->type) + { + case ev_keydown: + if(ev->data1 == key_invleft) + { + inventoryTics = 5*35; + if(!inventory) + { + inventory = true; + break; + } + inv_ptr--; + if(inv_ptr < 0) + { + inv_ptr = 0; + } + else + { + curpos--; + if(curpos < 0) + { + curpos = 0; + } + } + return(true); + } + if(ev->data1 == key_invright) + { + inventoryTics = 5*35; + if(!inventory) + { + inventory = true; + break; + } + inv_ptr++; + if(inv_ptr >= plr->inventorySlotNum) + { + inv_ptr--; + if(inv_ptr < 0) + inv_ptr = 0; + } + else + { + curpos++; + if(curpos > 6) + { + curpos = 6; + } + } + return(true); + } + if(ev->data1 == KEY_PAUSE && !MenuActive) + { + sendpause = true; + return(true); + } + if(ev->data1 < NUMKEYS) + { + gamekeydown[ev->data1] = true; + } + return(true); // eat key down events + + case ev_keyup: + if(ev->data1 < NUMKEYS) + { + gamekeydown[ev->data1] = false; + } + return(false); // always let key up events filter down + + 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: + joybuttons[0] = ev->data1&1; + joybuttons[1] = ev->data1&2; + joybuttons[2] = ev->data1&4; + joybuttons[3] = ev->data1&8; + joyxmove = ev->data2; + joyymove = ev->data3; + return(true); // eat events + + default: + break; + } + return(false); +} + +/* +=============================================================================== += += G_Ticker += +=============================================================================== +*/ + +void G_Ticker (void) +{ + int i, buf; + ticcmd_t *cmd; + +// +// do player reborns if needed +// + for (i=0 ; i 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; + } + } + } + // turn inventory off after a certain amount of time + if(inventory && !(--inventoryTics)) + { + players[consoleplayer].readyArtifact = + players[consoleplayer].inventory[inv_ptr].type; + inventory = false; + cmd->arti = 0; + } +// +// do main actions +// +// +// do main actions +// + switch (gamestate) + { + case GS_LEVEL: + P_Ticker (); + SB_Ticker (); + AM_Ticker (); + CT_Ticker(); + break; + case GS_INTERMISSION: + IN_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 +==================== +*/ +extern int curpos; +extern int inv_ptr; +extern int playerkeys; + +void G_PlayerFinishLevel(int player) +{ + player_t *p; + int i; + +/* // BIG HACK + inv_ptr = 0; + curpos = 0; +*/ + // END HACK + p = &players[player]; + for(i=0; iinventorySlotNum; i++) + { + p->inventory[i].count = 1; + } + p->artifactCount = p->inventorySlotNum; + + if(!deathmatch) + { + for(i = 0; i < 16; i++) + { + P_PlayerUseArtifact(p, arti_fly); + } + } + memset(p->powers, 0, sizeof(p->powers)); + memset(p->keys, 0, sizeof(p->keys)); + playerkeys = 0; +// memset(p->inventory, 0, sizeof(p->inventory)); + if(p->chickenTics) + { + p->readyweapon = p->mo->special1; // Restore weapon + p->chickenTics = 0; + } + p->messageTics = 0; + p->lookdir = 0; + p->mo->flags &= ~MF_SHADOW; // Remove invisibility + p->extralight = 0; // Remove weapon flashes + p->fixedcolormap = 0; // Remove torch + p->damagecount = 0; // No palette changes + p->bonuscount = 0; + p->rain1 = NULL; + p->rain2 = NULL; + if(p == &players[consoleplayer]) + { + SB_state = -1; // refresh the status bar + } +} + +/* +==================== += += 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, itemcount, secretcount; + boolean secret; + + secret = false; + memcpy(frags, players[player].frags, sizeof(frags)); + killcount = players[player].killcount; + itemcount = players[player].itemcount; + secretcount = players[player].secretcount; + + p = &players[player]; + if(p->didsecret) + { + secret = true; + } + memset(p, 0, sizeof(*p)); + + memcpy(players[player].frags, frags, sizeof(players[player].frags)); + players[player].killcount = killcount; + players[player].itemcount = itemcount; + players[player].secretcount = secretcount; + + p->usedown = p->attackdown = true; // don't do anything immediately + p->playerstate = PST_LIVE; + p->health = MAXHEALTH; + p->readyweapon = p->pendingweapon = wp_goldwand; + p->weaponowned[wp_staff] = true; + p->weaponowned[wp_goldwand] = true; + p->messageTics = 0; + p->lookdir = 0; + p->ammo[am_goldwand] = 50; + for(i = 0; i < NUMAMMO; i++) + { + p->maxammo[i] = maxammo[i]; + } + if(gamemap == 9 || secret) + { + p->didsecret = true; + } + if(p == &players[consoleplayer]) + { + SB_state = -1; // refresh the status bar + inv_ptr = 0; // reset the inventory pointer + curpos = 0; + } +} + +/* +==================== += += 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,y; + subsector_t *ss; + unsigned an; + mobj_t *mo; + + x = mthing->x << FRACBITS; + y = mthing->y << FRACBITS; + + players[playernum].mo->flags2 &= ~MF2_PASSMOBJ; + if (!P_CheckPosition (players[playernum].mo, x, y) ) + { + players[playernum].mo->flags2 |= MF2_PASSMOBJ; + return false; + } + players[playernum].mo->flags2 |= MF2_PASSMOBJ; + +// spawn a teleport fog + ss = R_PointInSubsector (x,y); + an = ( ANG45 * (mthing->angle/45) ) >> ANGLETOFINESHIFT; + + mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an] + , ss->sector->floorheight+TELEFOGHEIGHT +, 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 (G_CheckDemoStatus ()) + return; + if (!netgame) + gameaction = ga_loadlevel; // reload the level from scratch + else + { // respawn at the start + players[playernum].mo->player = NULL; // dissasociate the corpse + + // 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 sk_nightmare) + skill = sk_nightmare; + if(episode < 1) + episode = 1; + // Up to 9 episodes for testing + if(episode > 9) + episode = 9; + if(map < 1) + map = 1; + if(map > 9) + map = 9; + M_ClearRandom(); + if(respawnparm) + { + respawnmonsters = true; + } + else + { + respawnmonsters = false; + } + // Set monster missile speeds + speed = skill == sk_nightmare; + for(i = 0; MonsterMissileInfo[i].type != -1; i++) + { + mobjinfo[MonsterMissileInfo[i].type].speed + = MonsterMissileInfo[i].speed[speed]< 5) + { + skytexture = R_TextureNumForName("SKY1"); + } + else + { + skytexture = R_TextureNumForName(skyLumpNames[episode-1]); + } + +// +// give one null ticcmd_t +// +#if 0 + gametic = 0; + maketic = 1; + for (i=0 ; iforwardmove = ((signed char)*demo_p++); + cmd->sidemove = ((signed char)*demo_p++); + cmd->angleturn = ((unsigned char)*demo_p++)<<8; + cmd->buttons = (unsigned char)*demo_p++; + cmd->lookfly = (unsigned char)*demo_p++; + cmd->arti = (unsigned char)*demo_p++; +} + +void G_WriteDemoTiccmd (ticcmd_t *cmd) +{ + if (gamekeydown['q']) // press q to end demo recording + G_CheckDemoStatus (); + *demo_p++ = cmd->forwardmove; + *demo_p++ = cmd->sidemove; + *demo_p++ = cmd->angleturn>>8; + *demo_p++ = cmd->buttons; + *demo_p++ = cmd->lookfly; + *demo_p++ = cmd->arti; + demo_p -= 6; + G_ReadDemoTiccmd (cmd); // make SURE it is exactly the same +} + + + +/* +=================== += += G_RecordDemo += +=================== +*/ + +void G_RecordDemo (skill_t skill, int numplayers, int episode, int map, char *name) +{ + int i; + + G_InitNew (skill, episode, map); + usergame = false; + strcpy (demoname, name); + strcat (demoname, ".lmp"); + demobuffer = demo_p = Z_Malloc (0x20000,PU_STATIC,NULL); + *demo_p++ = skill; + *demo_p++ = episode; + *demo_p++ = map; + + for (i=0 ; i is a 24 byte text string. +// +//========================================================================== + +void G_SaveGame(int slot, char *description) +{ + savegameslot = slot; + strcpy(savedescription, description); + sendsave = true; +} + +//========================================================================== +// +// G_DoSaveGame +// +// Called by G_Ticker based on gameaction. +// +//========================================================================== + +void G_DoSaveGame(void) +{ + int i; + char name[100]; + char verString[VERSIONSIZE]; + char *description; + + if(cdrom) + { + sprintf(name, SAVEGAMENAMECD"%d.hsg", savegameslot); + } + else + { + sprintf(name, SAVEGAMENAME"%d.hsg", savegameslot); + } + description = savedescription; + + SV_Open(name); + SV_Write(description, SAVESTRINGSIZE); + memset(verString, 0, sizeof(verString)); + sprintf(verString, "version %i", VERSION); + SV_Write(verString, VERSIONSIZE); + SV_WriteByte(gameskill); + SV_WriteByte(gameepisode); + SV_WriteByte(gamemap); + for(i = 0; i < MAXPLAYERS; i++) + { + SV_WriteByte(playeringame[i]); + } + SV_WriteByte(leveltime>>16); + SV_WriteByte(leveltime>>8); + SV_WriteByte(leveltime); + P_ArchivePlayers(); + P_ArchiveWorld(); + P_ArchiveThinkers(); + P_ArchiveSpecials(); + SV_Close(name); + + gameaction = ga_nothing; + savedescription[0] = 0; + P_SetMessage(&players[consoleplayer], TXT_GAMESAVED, true); +} + +//========================================================================== +// +// SV_Open +// +//========================================================================== + +void SV_Open(char *fileName) +{ + MallocFailureOk = true; + save_p = savebuffer = Z_Malloc(SAVEGAMESIZE, PU_STATIC, NULL); + MallocFailureOk = false; + if(savebuffer == NULL) + { // Not enough memory - use file save method + SaveGameType = SVG_FILE; + SaveGameFP = fopen(fileName, "wb"); + } + else + { + SaveGameType = SVG_RAM; + } +} + +//========================================================================== +// +// SV_Close +// +//========================================================================== + +void SV_Close(char *fileName) +{ + int length; + + SV_WriteByte(SAVE_GAME_TERMINATOR); + if(SaveGameType == SVG_RAM) + { + length = save_p-savebuffer; + if(length > SAVEGAMESIZE) + { + I_Error("Savegame buffer overrun"); + } + M_WriteFile(fileName, savebuffer, length); + Z_Free(savebuffer); + } + else + { // SVG_FILE + fclose(SaveGameFP); + } +} + +//========================================================================== +// +// SV_Write +// +//========================================================================== + +void SV_Write(void *buffer, int size) +{ + if(SaveGameType == SVG_RAM) + { + memcpy(save_p, buffer, size); + save_p += size; + } + else + { // SVG_FILE + fwrite(buffer, size, 1, SaveGameFP); + } +} + +void SV_WriteByte(byte val) +{ + SV_Write(&val, sizeof(byte)); +} + +void SV_WriteWord(unsigned short val) +{ + SV_Write(&val, sizeof(unsigned short)); +} + +void SV_WriteLong(unsigned int val) +{ + SV_Write(&val, sizeof(int)); +} -- cgit v1.2.3