// G_game.c #include #include "DoomDef.h" #include "P_local.h" #include "soundst.h" // Macros #define SAVE_GAME_TERMINATOR 0x1d // 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 }; 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]; 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 = 3; } else { lspeed = 5; } // // 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; } if(gamekeydown[key_lookcenter]) { look = TOCENTER; } #ifdef __WATCOMC__ if(useexterndriver && i_ExternData->buttons&EBT_CENTERVIEW) { look = TOCENTER; } 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->pitch) { angleDelta = i_ExternData->pitch-oldAngle; if(abs(angleDelta < 14)) { look = angleDelta/2; } else { look = 7*(angleDelta > 0 ? 1 : -1); } if(look == TOCENTER) { look++; } oldAngle += look; } 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) { sendpause ^= 1; } 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(i_ExternData->buttons&EBT_MAP && gamestate == GS_LEVEL) { if(automapactive) { AM_Stop(); } else { AM_Start(); } } } #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; look = TOCENTER; } // Use artifact key if(gamekeydown[key_useartifact]) { if(gamekeydown[key_speed] && !noartiskip) { if(players[consoleplayer].inventory[inv_ptr].type != arti_none) { gamekeydown[key_useartifact] = false; cmd->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 } } /* ==================== = = 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 is a 24 byte text string. // //--------------------------------------------------------------------------- void G_SaveGame(int slot, char *description) { savegameslot = slot; strcpy(savedescription, description); sendsave = true; } //--------------------------------------------------------------------------- // // PROC G_DoSaveGame // // Called by G_Ticker based on gameaction. // //--------------------------------------------------------------------------- void G_DoSaveGame(void) { char name[100]; char name2[VERSIONSIZE]; char *description; int length; int i; if(cdrom) { sprintf(name, SAVEGAMENAMECD"%d.hsg", savegameslot); } else { sprintf(name, SAVEGAMENAME"%d.hsg", savegameslot); } description = savedescription; // Allocate save game buffer save_p = savebuffer = Z_Malloc(SAVEGAMESIZE, PU_STATIC, NULL); memcpy(save_p, description, SAVESTRINGSIZE); save_p += SAVESTRINGSIZE; memset(name2, 0, sizeof(name2)); sprintf(name2, "version %i",VERSION); memcpy(save_p, name2, VERSIONSIZE); save_p += VERSIONSIZE; *save_p++ = gameskill; *save_p++ = gameepisode; *save_p++ = gamemap; for(i = 0; i < MAXPLAYERS; i++) { *save_p++ = playeringame[i]; } *save_p++ = leveltime>>16; *save_p++ = leveltime>>8; *save_p++ = leveltime; P_ArchivePlayers(); P_ArchiveWorld(); P_ArchiveThinkers(); P_ArchiveSpecials(); // Send a savegame termination marker *save_p++ = SAVE_GAME_TERMINATOR; length = save_p-savebuffer; if(length > SAVEGAMESIZE) { I_Error("Savegame buffer overrun"); } M_WriteFile(name, savebuffer, length); gameaction = ga_nothing; savedescription[0] = 0; Z_Free(savebuffer); P_SetMessage(&players[consoleplayer], TXT_GAMESAVED, true); } /* ==================== = = 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) { G_InitNew (d_skill, d_episode, d_map); gameaction = ga_nothing; } extern int skytexture; void G_InitNew(skill_t skill, int episode, int map) { int i; int speed; if(paused) { paused = false; S_ResumeSound(); } if(skill < sk_baby) skill = sk_baby; if(skill > 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]<forwardmove = ((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