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/hexen/g_game.c | 2014 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2014 insertions(+) create mode 100644 src/hexen/g_game.c (limited to 'src/hexen/g_game.c') diff --git a/src/hexen/g_game.c b/src/hexen/g_game.c new file mode 100644 index 00000000..f22138bd --- /dev/null +++ b/src/hexen/g_game.c @@ -0,0 +1,2014 @@ + +//************************************************************************** +//** +//** g_game.c : Heretic 2 : Raven Software, Corp. +//** +//** $RCSfile: g_game.c,v $ +//** $Revision: 1.68 $ +//** $Date: 96/01/12 13:18:07 $ +//** $Author: bgokey $ +//** +//************************************************************************** + +#include +#include "h2def.h" +#include "p_local.h" +#include "soundst.h" + +#define AM_STARTKEY 9 + +// External functions + +extern void R_InitSky(int map); +extern void P_PlayerNextArtifact(player_t *player); + +// Functions + +boolean G_CheckDemoStatus (void); +void G_ReadDemoTiccmd (ticcmd_t *cmd); +void G_WriteDemoTiccmd (ticcmd_t *cmd); +void G_InitNew (skill_t skill, int episode, int map); + +void G_DoReborn (int playernum); + +void G_DoLoadLevel(void); +void G_DoInitNew(void); +void G_DoNewGame(void); +void G_DoLoadGame(void); +void G_DoPlayDemo(void); +void G_DoTeleportNewMap(void); +void G_DoCompleted(void); +void G_DoVictory(void); +void G_DoWorldDone(void); +void G_DoSaveGame(void); +void G_DoSingleReborn(void); + +void H2_PageTicker(void); +void H2_AdvanceDemo(void); + +extern boolean mn_SuicideConsole; + +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]; +pclass_t PlayerClass[MAXPLAYERS]; + +// Position indicator for cooperative net-play reborn +int RebornPosition; + +int consoleplayer; // player taking events and displaying +int displayplayer; // view being displayed +int gametic; +int levelstarttic; // gametic at level start + +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]; + +// +// controls (have defaults) +// +int key_right, key_left, key_up, key_down; +int key_strafeleft, key_straferight, key_jump; +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 mousebjump; + +int joybfire; +int joybstrafe; +int joybuse; +int joybspeed; +int joybjump; + +int LeaveMap; +static int LeavePosition; + +//#define MAXPLMOVE 0x32 // Old Heretic Max move + +fixed_t MaxPlayerMove[NUMCLASSES] = { 0x3C, 0x32, 0x2D, 0x31 }; +fixed_t forwardmove[NUMCLASSES][2] = +{ + { 0x1D, 0x3C }, + { 0x19, 0x32 }, + { 0x16, 0x2E }, + { 0x18, 0x31 } +}; + +fixed_t sidemove[NUMCLASSES][2] = +{ + { 0x1B, 0x3B }, + { 0x18, 0x28 }, + { 0x15, 0x25 }, + { 0x17, 0x27 } +}; + +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 + +static skill_t TempSkill; +static int TempEpisode; +static int TempMap; + +//============================================================================= +/* +==================== += += 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; + int pClass; + + extern boolean artiskip; + +#ifdef __WATCOMC__ + int angleDelta; + static int oldAngle; + extern int newViewAngleOff; + static int externInvKey; + extern boolean automapactive; + event_t ev; +#endif + + pClass = players[consoleplayer].class; + 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; // 3; + } + else + { + lspeed = 2; // 5; + } + +// +// let movement keys cancel each other out +// + if(strafe) + { + if (gamekeydown[key_right]) + { + side += sidemove[pClass][speed]; + } + if (gamekeydown[key_left]) + { + side -= sidemove[pClass][speed]; + } + if (joyxmove > 0) + { + side += sidemove[pClass][speed]; + } + if (joyxmove < 0) + { + side -= sidemove[pClass][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[pClass][speed]; + } + if (gamekeydown[key_down]) + { + forward -= forwardmove[pClass][speed]; + } + if (joyymove < 0) + { + forward += forwardmove[pClass][speed]; + } + if (joyymove > 0) + { + forward -= forwardmove[pClass][speed]; + } + if (gamekeydown[key_straferight]) + { + side += sidemove[pClass][speed]; + } + if (gamekeydown[key_strafeleft]) + { + side -= sidemove[pClass][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; + H2_PostEvent(&ev); + externInvKey &= ~EBT_USEARTIFACT; + } + else if(i_ExternData->buttons&EBT_USEARTIFACT) + { + externInvKey |= EBT_USEARTIFACT; + ev.type = ev_keydown; + ev.data1 = key_useartifact; + H2_PostEvent(&ev); + } + if(externInvKey&EBT_INVENTORYRIGHT) + { + ev.type = ev_keyup; + ev.data1 = key_invright; + H2_PostEvent(&ev); + externInvKey &= ~EBT_INVENTORYRIGHT; + } + else if(i_ExternData->buttons&EBT_INVENTORYRIGHT) + { + externInvKey |= EBT_INVENTORYRIGHT; + ev.type = ev_keydown; + ev.data1 = key_invright; + H2_PostEvent(&ev); + } + if(externInvKey&EBT_INVENTORYLEFT) + { + ev.type = ev_keyup; + ev.data1 = key_invleft; + H2_PostEvent(&ev); + externInvKey &= ~EBT_INVENTORYLEFT; + } + else if(i_ExternData->buttons&EBT_INVENTORYLEFT) + { + externInvKey |= EBT_INVENTORYLEFT; + ev.type = ev_keydown; + ev.data1 = key_invleft; + H2_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; + H2_PostEvent(&ev); + externInvKey &= ~EBT_MAP; + } + else if(i_ExternData->buttons&EBT_MAP) + { + externInvKey |= EBT_MAP; + ev.type = ev_keydown; + ev.data1 = AM_STARTKEY; + H2_PostEvent(&ev); + } + } + if(i_ExternData->buttons&EBT_WEAPONCYCLE) + { + int curWeapon; + player_t *pl; + + pl = &players[consoleplayer]; + curWeapon = pl->readyweapon; + for(curWeapon = (curWeapon+1)&3; curWeapon != pl->readyweapon; + curWeapon = (curWeapon+1)&3) + { + if(pl->weaponowned[curWeapon]) + { + cmd->buttons |= BT_CHANGE; + cmd->buttons |= curWeapon<buttons&EBT_JUMP) + { + cmd->arti |= AFLAG_JUMP; + } + } +#endif + + // Fly up/down/drop keys + if(gamekeydown[key_flyup]) + { + flyheight = 5; // note that the actual flyheight will be twice this + } + if(gamekeydown[key_flydown]) + { + flyheight = -5; + } + if(gamekeydown[key_flycenter]) + { + flyheight = TOCENTER; +#ifdef __WATCOMC__ + if(!useexterndriver) + { + look = TOCENTER; + } +#else + look = TOCENTER; +#endif + } + // Use artifact key + if(gamekeydown[key_useartifact]) + { + if(gamekeydown[key_speed] && artiskip) + { + if(players[consoleplayer].inventory[inv_ptr].type != arti_none) + { // Skip an artifact + gamekeydown[key_useartifact] = false; + P_PlayerNextArtifact(&players[consoleplayer]); + } + } + 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&AFLAG_MASK; + usearti = false; + } + } + } + if(gamekeydown[key_jump] || mousebuttons[mousebjump] + || joybuttons[joybjump]) + { + cmd->arti |= AFLAG_JUMP; + } + if(mn_SuicideConsole) + { + cmd->arti |= AFLAG_SUICIDE; + mn_SuicideConsole = false; + } + + // Artifact hot keys + if(gamekeydown[KEY_BACKSPACE] && !cmd->arti) + { + gamekeydown[KEY_BACKSPACE] = false; // Use one of each artifact + cmd->arti = NUMARTIFACTS; + } + else if(gamekeydown[KEY_BACKSLASH] && !cmd->arti + && (players[consoleplayer].mo->health < MAXHEALTH)) + { + gamekeydown[KEY_BACKSLASH] = false; + cmd->arti = arti_health; + } + else if(gamekeydown[KEY_ZERO] && !cmd->arti) + { + gamekeydown[KEY_ZERO] = false; + cmd->arti = arti_poisonbag; + } + else if(gamekeydown[KEY_NINE] && !cmd->arti) + { + gamekeydown[KEY_NINE] = false; + cmd->arti = arti_blastradius; + } + else if(gamekeydown[KEY_EIGHT] && !cmd->arti) + { + gamekeydown[KEY_EIGHT] = false; + cmd->arti = arti_teleport; + } + else if(gamekeydown[KEY_SEVEN] && !cmd->arti) + { + gamekeydown[KEY_SEVEN] = false; + cmd->arti = arti_teleportother; + } + else if(gamekeydown[KEY_SIX] && !cmd->arti) + { + gamekeydown[KEY_SIX] = false; + cmd->arti = arti_egg; + } + else if(gamekeydown[KEY_FIVE] && !cmd->arti + && !players[consoleplayer].powers[pw_invulnerability]) + { + gamekeydown[KEY_FIVE] = false; + cmd->arti = arti_invulnerability; + } + +// +// 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; 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 > MaxPlayerMove[pClass]) + { + forward = MaxPlayerMove[pClass]; + } + else if (forward < -MaxPlayerMove[pClass]) + { + forward = -MaxPlayerMove[pClass]; + } + if (side > MaxPlayerMove[pClass]) + { + side = MaxPlayerMove[pClass]; + } + else if (side < -MaxPlayerMove[pClass]) + { + side = -MaxPlayerMove[pClass]; + } + if(players[consoleplayer].powers[pw_speed] + && !players[consoleplayer].morphTics) + { // Adjust for a player with a speed artifact + forward = (3*forward)>>1; + side = (3*side)>>1; + } + 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(CT_Responder(ev)) + { // Chat ate the event + return(true); + } + if(gamestate == GS_LEVEL) + { + 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=NULL; + +// +// 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: + H2_PageTicker (); + break; + } +} + + +/* +============================================================================== + + PLAYER STRUCTURE FUNCTIONS + +also see P_SpawnPlayer in P_Things +============================================================================== +*/ + +//========================================================================== +// +// G_PlayerExitMap +// +// Called when the player leaves a map. +// +//========================================================================== + +void G_PlayerExitMap(int playerNumber) +{ + int i; + player_t *player; + int flightPower; + + player = &players[playerNumber]; + +// if(deathmatch) +// { +// // Strip all but one of each type of artifact +// for(i = 0; i < player->inventorySlotNum; i++) +// { +// player->inventory[i].count = 1; +// } +// player->artifactCount = player->inventorySlotNum; +// } +// else + + // Strip all current powers (retain flight) + flightPower = player->powers[pw_flight]; + memset(player->powers, 0, sizeof(player->powers)); + player->powers[pw_flight] = flightPower; + + if(deathmatch) + { + player->powers[pw_flight] = 0; + } + else + { + if(P_GetMapCluster(gamemap) != P_GetMapCluster(LeaveMap)) + { // Entering new cluster + // Strip all keys + player->keys = 0; + + // Strip flight artifact + for(i = 0; i < 25; i++) + { + player->powers[pw_flight] = 0; + P_PlayerUseArtifact(player, arti_fly); + } + player->powers[pw_flight] = 0; + } + } + + if(player->morphTics) + { + player->readyweapon = player->mo->special1; // Restore weapon + player->morphTics = 0; + } + player->messageTics = 0; + player->lookdir = 0; + player->mo->flags &= ~MF_SHADOW; // Remove invisibility + player->extralight = 0; // Remove weapon flashes + player->fixedcolormap = 0; // Remove torch + player->damagecount = 0; // No palette changes + player->bonuscount = 0; + player->poisoncount = 0; + if(player == &players[consoleplayer]) + { + SB_state = -1; // refresh the status bar + viewangleoffset = 0; + } +} + +//========================================================================== +// +// G_PlayerReborn +// +// Called after a player dies. Almost everything is cleared and +// initialized. +// +//========================================================================== + +void G_PlayerReborn(int player) +{ + player_t *p; + int frags[MAXPLAYERS]; + int killcount, itemcount, secretcount; + uint worldTimer; + + memcpy(frags, players[player].frags, sizeof(frags)); + killcount = players[player].killcount; + itemcount = players[player].itemcount; + secretcount = players[player].secretcount; + worldTimer = players[player].worldTimer; + + 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; + players[player].worldTimer = worldTimer; + players[player].class = PlayerClass[player]; + + p->usedown = p->attackdown = true; // don't do anything immediately + p->playerstate = PST_LIVE; + p->health = MAXHEALTH; + p->readyweapon = p->pendingweapon = WP_FIRST; + p->weaponowned[WP_FIRST] = true; + p->messageTics = 0; + p->lookdir = 0; + localQuakeHappening[player] = false; + if(p == &players[consoleplayer]) + { + SB_state = -1; // refresh the status bar + inv_ptr = 0; // reset the inventory pointer + curpos = 0; + viewangleoffset = 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_TELEPORT); // 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; + + // This check has been moved to p_setup.c:P_LoadThings() + //if (selections < 8) + // I_Error ("Only %i deathmatch spots, 8 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[0][playernum]); +} + +//========================================================================== +// +// G_DoReborn +// +//========================================================================== + +void G_DoReborn(int playernum) +{ + int i; + boolean oldWeaponowned[NUMWEAPONS]; + int oldKeys; + int oldPieces; + boolean foundSpot; + int bestWeapon; + + if(G_CheckDemoStatus()) + { + return; + } + if(!netgame) + { + if(SV_RebornSlotAvailable()) + { // Use the reborn code if the slot is available + gameaction = ga_singlereborn; + } + else + { // Start a new game if there's no reborn info + gameaction = ga_newgame; + } + } + else + { // Net-game + players[playernum].mo->player = NULL; // Dissassociate the corpse + + if(deathmatch) + { // Spawn at random spot if in death match + G_DeathMatchSpawnPlayer(playernum); + return; + } + + // Cooperative net-play, retain keys and weapons + oldKeys = players[playernum].keys; + oldPieces = players[playernum].pieces; + for(i = 0; i < NUMWEAPONS; i++) + { + oldWeaponowned[i] = players[playernum].weaponowned[i]; + } + + foundSpot = false; + if(G_CheckSpot(playernum, + &playerstarts[RebornPosition][playernum])) + { // Appropriate player start spot is open + P_SpawnPlayer(&playerstarts[RebornPosition][playernum]); + foundSpot = true; + } + else + { + // Try to spawn at one of the other player start spots + for(i = 0; i < MAXPLAYERS; i++) + { + if(G_CheckSpot(playernum, &playerstarts[RebornPosition][i])) + { // Found an open start spot + + // Fake as other player + playerstarts[RebornPosition][i].type = playernum+1; + P_SpawnPlayer(&playerstarts[RebornPosition][i]); + + // Restore proper player type + playerstarts[RebornPosition][i].type = i+1; + + foundSpot = true; + break; + } + } + } + + if(foundSpot == false) + { // Player's going to be inside something + P_SpawnPlayer(&playerstarts[RebornPosition][playernum]); + } + + // Restore keys and weapons + players[playernum].keys = oldKeys; + players[playernum].pieces = oldPieces; + for(bestWeapon = 0, i = 0; i < NUMWEAPONS; i++) + { + if(oldWeaponowned[i]) + { + bestWeapon = i; + players[playernum].weaponowned[i] = true; + } + } + players[playernum].mana[MANA_1] = 25; + players[playernum].mana[MANA_2] = 25; + if(bestWeapon) + { // Bring up the best weapon + players[playernum].pendingweapon = bestWeapon; + } + } +} + +void G_ScreenShot (void) +{ + gameaction = ga_screenshot; +} + +//========================================================================== +// +// G_StartNewInit +// +//========================================================================== + +void G_StartNewInit(void) +{ + SV_InitBaseSlot(); + SV_ClearRebornSlot(); + P_ACSInitNewGame(); + // Default the player start spot group to 0 + RebornPosition = 0; +} + +//========================================================================== +// +// G_StartNewGame +// +//========================================================================== + +void G_StartNewGame(skill_t skill) +{ + int realMap; + + G_StartNewInit(); + realMap = P_TranslateMap(1); + if(realMap == -1) + { + realMap = 1; + } + G_InitNew(TempSkill, 1, realMap); +} + +//========================================================================== +// +// G_TeleportNewMap +// +// Only called by the warp cheat code. Works just like normal map to map +// teleporting, but doesn't do any interlude stuff. +// +//========================================================================== + +void G_TeleportNewMap(int map, int position) +{ + gameaction = ga_leavemap; + LeaveMap = map; + LeavePosition = position; +} + +//========================================================================== +// +// G_DoTeleportNewMap +// +//========================================================================== + +void G_DoTeleportNewMap(void) +{ + SV_MapTeleport(LeaveMap, LeavePosition); + gamestate = GS_LEVEL; + gameaction = ga_nothing; + RebornPosition = LeavePosition; +} + +/* +boolean secretexit; +void G_ExitLevel (void) +{ + secretexit = false; + gameaction = ga_completed; +} +void G_SecretExitLevel (void) +{ + secretexit = true; + gameaction = ga_completed; +} +*/ + +//========================================================================== +// +// G_Completed +// +// Starts intermission routine, which is used only during hub exits, +// and DeathMatch games. +//========================================================================== + +void G_Completed(int map, int position) +{ + gameaction = ga_completed; + LeaveMap = map; + LeavePosition = position; +} + +void G_DoCompleted(void) +{ + int i; + + gameaction = ga_nothing; + if(G_CheckDemoStatus()) + { + return; + } + for(i = 0; i < MAXPLAYERS; i++) + { + if(playeringame[i]) + { + G_PlayerExitMap(i); + } + } + if(LeaveMap == -1 && LeavePosition == -1) + { + gameaction = ga_victory; + return; + } + else + { + gamestate = GS_INTERMISSION; + IN_Start(); + } + +/* + int i; + static int afterSecret[3] = { 7, 5, 5 }; + + gameaction = ga_nothing; + if(G_CheckDemoStatus()) + { + return; + } + for(i = 0; i < MAXPLAYERS; i++) + { + if(playeringame[i]) + { + G_PlayerFinishLevel(i); + } + } + prevmap = gamemap; + if(secretexit == true) + { + gamemap = 9; + } + else if(gamemap == 9) + { // Finished secret level + gamemap = afterSecret[gameepisode-1]; + } + else if(gamemap == 8) + { + gameaction = ga_victory; + return; + } + else + { + gamemap++; + } + gamestate = GS_INTERMISSION; + IN_Start(); +*/ +} + +//============================================================================ +// +// G_WorldDone +// +//============================================================================ + +void G_WorldDone(void) +{ + gameaction = ga_worlddone; +} + +//============================================================================ +// +// G_DoWorldDone +// +//============================================================================ + +void G_DoWorldDone(void) +{ + gamestate = GS_LEVEL; + G_DoLoadLevel(); + gameaction = ga_nothing; + viewactive = true; +} + +//========================================================================== +// +// G_DoSingleReborn +// +// Called by G_Ticker based on gameaction. Loads a game from the reborn +// save slot. +// +//========================================================================== + +void G_DoSingleReborn(void) +{ + gameaction = ga_nothing; + SV_LoadGame(SV_GetRebornSlot()); + SB_SetClassData(); +} + +//========================================================================== +// +// G_LoadGame +// +// Can be called by the startup code or the menu task. +// +//========================================================================== + +static int GameLoadSlot; + +void G_LoadGame(int slot) +{ + GameLoadSlot = slot; + gameaction = ga_loadgame; +} + +//========================================================================== +// +// G_DoLoadGame +// +// Called by G_Ticker based on gameaction. +// +//========================================================================== + +void G_DoLoadGame(void) +{ + gameaction = ga_nothing; + SV_LoadGame(GameLoadSlot); + if(!netgame) + { // Copy the base slot to the reborn slot + SV_UpdateRebornSlot(); + } + SB_SetClassData(); +} + +//========================================================================== +// +// G_SaveGame +// +// Called by the menu task. 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) +{ + SV_SaveGame(savegameslot, savedescription); + gameaction = ga_nothing; + savedescription[0] = 0; + P_SetMessage(&players[consoleplayer], TXT_GAMESAVED, true); +} + +//========================================================================== +// +// G_DeferredNewGame +// +//========================================================================== + +void G_DeferredNewGame(skill_t skill) +{ + TempSkill = skill; + gameaction = ga_newgame; +} + +//========================================================================== +// +// G_DoNewGame +// +//========================================================================== + +void G_DoNewGame(void) +{ + G_StartNewGame(TempSkill); + gameaction = ga_nothing; +} + +/* +==================== += += G_InitNew += += Can be called by the startup code or the menu task += consoleplayer, displayplayer, playeringame[] should be set +==================== +*/ + +void G_DeferedInitNew(skill_t skill, int episode, int map) +{ + TempSkill = skill; + TempEpisode = episode; + TempMap = map; + gameaction = ga_initnew; +} + +void G_DoInitNew(void) +{ + SV_InitBaseSlot(); + G_InitNew(TempSkill, TempEpisode, TempMap); + gameaction = ga_nothing; +} + +void G_InitNew(skill_t skill, int episode, int map) +{ + int i; + + if(paused) + { + paused = false; + S_ResumeSound(); + } + if(skill < sk_baby) + { + skill = sk_baby; + } + if(skill > sk_nightmare) + { + skill = sk_nightmare; + } + if(map < 1) + { + map = 1; + } + if(map > 99) + { + map = 99; + } + M_ClearRandom(); + // Force players to be initialized upon first level load + for(i = 0; i < MAXPLAYERS; i++) + { + players[i].playerstate = PST_REBORN; + players[i].worldTimer = 0; + } + + // Set up a bunch of globals + usergame = true; // will be set false if a demo + paused = false; + demorecording = false; + demoplayback = false; + viewactive = true; + gameepisode = episode; + gamemap = map; + gameskill = skill; + BorderNeedRefresh = true; + + // Initialize the sky + R_InitSky(map); + + // Give one null ticcmd_t + //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