g_game.c
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上传日期:2021-05-12
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文件大小:48k
源码类别:
射击游戏
开发平台:
Visual C++
- // Emacs style mode select -*- C++ -*-
- //-----------------------------------------------------------------------------
- //
- // $Id:$
- //
- // Copyright (C) 1993-1996 by id Software, Inc.
- //
- // This source is available for distribution and/or modification
- // only under the terms of the DOOM Source Code License as
- // published by id Software. All rights reserved.
- //
- // The source is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
- // for more details.
- //
- // $Log:$
- //
- // DESCRIPTION: none
- //
- //-----------------------------------------------------------------------------
- static const char
- rcsid[] = "$Id: g_game.c,v 1.8 1997/02/03 22:45:09 b1 Exp $";
- #include <string.h>
- #include <stdlib.h>
- #include "doomdef.h"
- #include "doomstat.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 "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
- #define SAVESTRINGSIZE 24
- void WriteDebug(char *);
- char MsgText[256];
- 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_DoPlayDemo_II(void);
- void G_DoCompleted (void);
- void G_DoVictory (void);
- void G_DoWorldDone (void);
- void G_DoSaveGame (void);
- gameaction_t gameaction;
- gamestate_t gamestate;
- skill_t gameskill;
- boolean respawnmonsters;
- int gameepisode;
- int gamemap;
- 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];
- 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];
- int demotype;
- boolean demorecording;
- 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
- wbstartstruct_t wminfo; // parms for world map / intermission
- short consistancy[MAXPLAYERS][BACKUPTICS];
- byte* savebuffer;
- //
- // controls (have defaults)
- //
- int key_right;
- int key_left;
- int key_up;
- int key_down;
- int key_strafeleft;
- int key_straferight;
- int key_fire;
- int key_use;
- int key_strafe;
- int key_speed;
- int key_mvert;
- int mousebfire;
- int mousebstrafe;
- int mousebforward;
- int mouseb1;
- int mouseb2;
- int mouseb3;
- int joybfire;
- int joybstrafe;
- int joybuse;
- int joybspeed;
- int joyb1;
- int joyb2;
- int joyb3;
- int joyb4;
- int always_run;
- int swap_stereo;
- int mvert;
- int keylink;
- int link_alt;
- #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
- boolean gamekeydown[NUMKEYS];
- int turnheld; // for accelerative turning
- boolean mousearray[4];
- boolean* mousebuttons = &mousearray[1]; // allow [-1]
- // mouse values are used once
- int mousex;
- int mousey;
- int dclicktime;
- int dclickstate;
- int dclicks;
- int dclicktime2;
- int dclickstate2;
- int dclicks2;
- // joystick values are repeated
- int joyxmove;
- int joyymove;
- boolean joyarray[5];
- boolean* joybuttons = &joyarray[1]; // allow [-1]
- int savegameslot;
- char savedescription[32];
- #define BODYQUESIZE 32
- mobj_t* bodyque[BODYQUESIZE];
- int bodyqueslot;
- void* statcopy; // for statistics driver
- int G_CmdChecksum (ticcmd_t* cmd)
- {
- int i;
- int 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
- //
- void G_BuildTiccmd (ticcmd_t* cmd)
- {
- int i;
- boolean strafe;
- boolean bstrafe;
- int speed;
- int tspeed;
- int forward;
- int side;
- ticcmd_t *base;
- base = I_BaseTiccmd (); // empty, or external driver
- memcpy (cmd,base,sizeof(*cmd));
- cmd->consistancy = consistancy[consoleplayer][maketic%BACKUPTICS];
- strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe] || joybuttons[joybstrafe];
- if ((joybspeed == 31) || (always_run == TRUE))
- speed = 1;
- else
- speed = 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 rightn");
- side += sidemove[speed];
- }
- if (gamekeydown[key_left])
- {
- // fprintf(stderr, "strafe leftn");
- 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, "upn");
- forward += forwardmove[speed];
- }
- if (gamekeydown[key_down])
- {
- // fprintf(stderr, "downn");
- 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];
- // buttons
- cmd->chatchar = HU_dequeueChatChar();
- if (gamekeydown[key_fire] || mousebuttons[mousebfire] || joybuttons[joybfire])
- {
- cmd->buttons |= BT_ATTACK;
- }
- if (gamekeydown[key_use] || joybuttons[joybuse] )
- {
- cmd->buttons |= BT_USE;
- // clear double clicks if hit use button
- dclicks = 0;
- }
- // chainsaw overrides
- for (i = 0; i < NUMWEAPONS-1; i++)
- if (gamekeydown[KEY_1+i])
- {
- cmd->buttons |= BT_CHANGE;
- cmd->buttons |= i<<BT_WEAPONSHIFT;
- break;
- }
- // mouse
- if (mousebuttons[mousebforward])
- forward += forwardmove[speed];
- // forward double click
- if (mousebuttons[mousebforward] != dclickstate && dclicktime > 1 )
- {
- dclickstate = mousebuttons[mousebforward];
- if (dclickstate)
- dclicks++;
- if (dclicks == 2)
- {
- cmd->buttons |= BT_USE;
- dclicks = 0;
- }
- else
- dclicktime = 0;
- }
- else
- {
- dclicktime += ticdup;
- if (dclicktime > 20)
- {
- dclicks = 0;
- dclickstate = 0;
- }
- }
- // strafe double click
- bstrafe = mousebuttons[mousebstrafe] || joybuttons[joybstrafe];
- if (bstrafe != dclickstate2 && dclicktime2 > 1 )
- {
- dclickstate2 = bstrafe;
- if (dclickstate2)
- dclicks2++;
- if (dclicks2 == 2)
- {
- cmd->buttons |= BT_USE;
- dclicks2 = 0;
- }
- else
- dclicktime2 = 0;
- }
- else
- {
- dclicktime2 += ticdup;
- if (dclicktime2 > 20)
- {
- dclicks2 = 0;
- dclickstate2 = 0;
- }
- }
- forward += mousey;
- if (strafe)
- side += mousex*2;
- else
- cmd->angleturn -= mousex*0x8;
- mousex = mousey = 0;
- if (forward > MAXPLMOVE)
- forward = MAXPLMOVE;
- else
- if (forward < -MAXPLMOVE)
- forward = -MAXPLMOVE;
- if (side > MAXPLMOVE)
- side = MAXPLMOVE;
- else
- if (side < -MAXPLMOVE)
- side = -MAXPLMOVE;
- cmd->forwardmove += forward;
- cmd->sidemove += side;
- // special buttons
- if (sendpause)
- {
- sendpause = false;
- cmd->buttons = BT_SPECIAL | BTS_PAUSE;
- }
- if (sendsave)
- {
- sendsave = false;
- cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot << BTS_SAVESHIFT);
- }
- }
- //
- // 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 ( SKYFLATNAME );
- // DOOM determines the sky texture to be used
- // depending on the current episode, and the game version.
- if ( (gamemode == commercial) // Doom II
- || ( gamemode == addon_tnt )
- || ( gamemode == addon_plut ) )
- {
- skytexture = R_TextureNumForName ("SKY3");
- if (gamemap < 12)
- skytexture = R_TextureNumForName ("SKY1");
- else
- if (gamemap < 21)
- skytexture = R_TextureNumForName ("SKY2");
- //WriteDebug("Sky set...n");
- }
- levelstarttic = gametic; // for time calculation
- if (wipegamestate == GS_LEVEL)
- wipegamestate = -1; // force a wipe
- gamestate = GS_LEVEL;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i] && players[i].playerstate == PST_DEAD)
- players[i].playerstate = PST_REBORN;
- memset (players[i].frags,0,sizeof(players[i].frags));
- }
- //WriteDebug("P_SetupLeveln");
- P_SetupLevel (gameepisode, gamemap, 0, gameskill);
- displayplayer = consoleplayer; // view the guy you are playing
- starttime = I_GetTime ();
- gameaction = ga_nothing;
- //WriteDebug("Z_CheckHeapn");
- Z_CheckHeap ();
- // clear cmd building stuff
- memset (gamekeydown, 0, sizeof(gamekeydown));
- joyxmove = joyymove = 0;
- mousex = mousey = 0;
- sendpause = sendsave = paused = false;
- memset (mousebuttons, 0, sizeof(mousebuttons));
- memset (joybuttons, 0, sizeof(joybuttons));
- //WriteDebug("G_DoLoadLevel donen");
- R_FillBackScreen();
- }
- //
- // G_Responder
- // Get info needed to make ticcmd_ts for the players.
- //
- boolean G_Responder(event_t* ev)
- {
- // allow spy mode changes even during the demo
- if (gamestate == GS_LEVEL && ev->type == ev_keydown && ev->data1 == KEY_F12 && (singledemo || !deathmatch))
- {
- // spy mode
- do
- {
- displayplayer++;
- if (displayplayer == MAXPLAYERS)
- displayplayer = 0;
- }
- while (!playeringame[displayplayer] && displayplayer != consoleplayer);
- return true;
- }
- if ((ev->type == ev_keydown) && (ev->data1 == key_mvert))
- {
- // don't like this - mvert = !mvert;
- if (mvert == 0)
- mvert = 1;
- else
- mvert = 0;
- 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))
- {
- // except the console key...
- if ((ev->type != ev_keydown) || (ev->data1 != KEY_CONSOLE))
- {
- 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
- }
- switch (ev->type)
- {
- case ev_keydown:
- if (ev->data1 == KEY_PAUSE)
- {
- 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
- // Make ticcmd_ts for the players.
- //
- void G_Ticker (void)
- {
- int i;
- int buf;
- ticcmd_t* cmd;
- // do player reborns if needed
- for (i=0 ; i<MAXPLAYERS ; i++)
- if (playeringame[i] && players[i].playerstate == PST_REBORN)
- {
- //WriteDebug("Players being "reborn"n");
- G_DoReborn (i);
- }
- // do things to change the game state
- while (gameaction != ga_nothing)
- {
- switch (gameaction)
- {
- case ga_loadlevel:
- G_DoLoadLevel ();
- break;
- case ga_newgame:
- G_DoNewGame ();
- break;
- case ga_loadgame:
- G_DoLoadGame ();
- break;
- case ga_savegame:
- G_DoSaveGame ();
- break;
- case ga_playdemo:
- //WriteDebug("Playing demo...n");
- if (demotype == DEMO_I)
- G_DoPlayDemo();
- else
- G_DoPlayDemo_II();
- break;
- case ga_completed:
- G_DoCompleted ();
- break;
- case ga_victory:
- F_StartFinale ();
- break;
- case ga_worlddone:
- G_DoWorldDone ();
- break;
- case ga_screenshot:
- M_ScreenShot ();
- gameaction = ga_nothing;
- break;
- case ga_nothing:
- break;
- }
- }
- // get commands, check consistancy,
- // and build new consistancy check
- buf = (gametic/ticdup)%BACKUPTICS;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- cmd = &players[i].cmd;
- memcpy (cmd, &netcmds[i][buf], sizeof(ticcmd_t));
- if (demoplayback)
- {
- //WriteDebug("G_ReadDemoTiccmdn");
- G_ReadDemoTiccmd (cmd);
- }
- if (demorecording)
- G_WriteDemoTiccmd (cmd);
- // check for turbo cheats
- if (cmd->forwardmove > TURBOTHRESHOLD
- && !(gametic&31) && ((gametic>>5)&3) == i )
- {
- static char turbomessage[80];
- extern char *player_names[4];
- sprintf (turbomessage, "%s is turbo!",player_names[i]);
- players[consoleplayer].message = turbomessage;
- }
- if (netgame && !netdemo && !(gametic%ticdup) )
- {
- if (gametic > BACKUPTICS
- && consistancy[i][buf] != cmd->consistancy)
- {
- I_Error ("consistency failure (%i should be %i)",
- cmd->consistancy, consistancy[i][buf]);
- }
- if (players[i].mo)
- consistancy[i][buf] = players[i].mo->x;
- else
- consistancy[i][buf] = rndindex;
- }
- }
- }
- // check for special buttons
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- if (players[i].cmd.buttons & BT_SPECIAL)
- {
- switch (players[i].cmd.buttons & BT_SPECIALMASK)
- {
- case BTS_PAUSE:
- paused ^= 1;
- if (paused)
- S_PauseSound ();
- else
- S_ResumeSound ();
- break;
- case BTS_SAVEGAME:
- if (!savedescription[0])
- strcpy (savedescription, "NET GAME");
- savegameslot =
- (players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
- gameaction = ga_savegame;
- break;
- }
- }
- }
- }
- // do main actions
- switch (gamestate)
- {
- case GS_LEVEL:
- //WriteDebug("P_Ticker...n");
- P_Ticker ();
- //WriteDebug("ST_Ticker...n");
- ST_Ticker ();
- //WriteDebug("AM_Ticker...n");
- AM_Ticker ();
- //WriteDebug("HU_Ticker...n");
- HU_Ticker ();
- break;
- case GS_INTERMISSION:
- //WriteDebug("WI_Ticker...n");
- WI_Ticker ();
- break;
- case GS_FINALE:
- //WriteDebug("F_Ticker...n");
- F_Ticker ();
- break;
- case GS_DEMOSCREEN:
- //WriteDebug("D_PageTicker...n");
- 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 = MAXHEALTH;
- p->readyweapon = p->pendingweapon = wp_pistol;
- p->weaponowned[wp_fist] = true;
- p->weaponowned[wp_pistol] = true;
- p->ammo[am_clip] = 50;
- for (i=0 ; i<NUMAMMO ; i++)
- p->maxammo[i] = maxammo[i];
- }
- //
- // G_CheckSpot
- // Returns false if the player cannot be respawned
- // at the given mapthing_t spot
- // because something is occupying it
- //
- void P_SpawnPlayer (mapthing_t* mthing);
- boolean
- G_CheckSpot
- ( int playernum,
- mapthing_t* mthing )
- {
- fixed_t x;
- fixed_t y;
- subsector_t* ss;
- unsigned an;
- mobj_t* mo;
- int i;
- if (players[playernum].mo == NULL)
- {
- // first spawn of level, before corpses
- for (i=0 ; i<playernum ; i++)
- {
- if (players[i].mo != NULL)
- {
- if (players[i].mo->x == mthing->x << FRACBITS && players[i].mo->y == mthing->y << FRACBITS)
- {
- return false;
- }
- }
- }
- return true;
- }
- x = mthing->x << FRACBITS;
- y = mthing->y << FRACBITS;
- if (!P_CheckPosition (players[playernum].mo, x, y) )
- return false;
- // flush an old corpse if needed
- if (bodyqueslot >= BODYQUESIZE)
- P_RemoveMobj (bodyque[bodyqueslot%BODYQUESIZE]);
- bodyque[bodyqueslot%BODYQUESIZE] = players[playernum].mo;
- bodyqueslot++;
- // spawn a teleport fog
- ss = R_PointInSubsector (x,y);
- an = ( ANG45 * (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;
- //WriteDebug("Fn");
- P_SpawnPlayer (&deathmatchstarts[i]);
- return;
- }
- }
- // no good spot, so the player will probably get stuck
- //WriteDebug("Yn");
- P_SpawnPlayer (&playerstarts[playernum]);
- //WriteDebug("Zn");
- }
- //
- // G_DoReborn
- //
- void G_DoReborn (int playernum)
- {
- int i;
- if (!netgame)
- {
- // reload the level from scratch
- gameaction = ga_loadlevel;
- }
- else
- {
- // respawn at the start
- // first dissasociate the corpse
- players[playernum].mo->player = NULL;
- // spawn at random spot if in death match
- if (deathmatch)
- {
- G_DeathMatchSpawnPlayer (playernum);
- return;
- }
- if (G_CheckSpot (playernum, &playerstarts[playernum]) )
- {
- P_SpawnPlayer (&playerstarts[playernum]);
- return;
- }
- // try to spawn at one of the other players spots
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (G_CheckSpot (playernum, &playerstarts[i]) )
- {
- playerstarts[i].type = playernum+1; // fake as other player
- P_SpawnPlayer (&playerstarts[i]);
- playerstarts[i].type = i+1; // restore
- return;
- }
- // he's going to be inside something. Too bad.
- }
- P_SpawnPlayer (&playerstarts[playernum]);
- }
- }
- void G_ScreenShot (void)
- {
- gameaction = ga_screenshot;
- }
- // DOOM Par Times
- int pars[4][10] =
- {
- {0},
- {0,30,75,120,90,165,180,180,30,165},
- {0,90,90,90,120,90,360,240,30,170},
- {0,90,45,90,150,90,90,165,30,135}
- };
- // DOOM II Par Times
- int cpars[32] =
- {
- 30,90,120,120,90,150,120,120,270,90, // 1-10
- 210,150,150,150,210,150,420,150,210,150, // 11-20
- 240,150,180,150,150,300,330,420,300,180, // 21-30
- 120,30 // 31-32
- };
- //
- // G_DoCompleted
- //
- boolean secretexit;
- extern char* pagename;
- void G_ExitLevel (void)
- {
- secretexit = false;
- gameaction = ga_completed;
- }
- // Here's for the german edition.
- void G_SecretExitLevel (void)
- {
- // IF NO WOLF3D LEVELS, NO SECRET EXIT!
- if ( (gamemode == commercial)
- && (W_CheckNumForName("map31")<0))
- secretexit = false;
- else
- secretexit = true;
- gameaction = ga_completed;
- }
- void G_DoCompleted (void)
- {
- int i;
- gameaction = ga_nothing;
- for (i=0 ; i<MAXPLAYERS ; i++)
- if (playeringame[i])
- G_PlayerFinishLevel (i); // take away cards and stuff
- if (automapactive)
- AM_Stop ();
- if ( gamemode != commercial)
- switch(gamemap)
- {
- case 8:
- gameaction = ga_victory;
- return;
- case 9:
- for (i=0 ; i<MAXPLAYERS ; i++)
- players[i].didsecret = true;
- break;
- }
- //#if 0 Hmmm - why?
- if ( (gamemap == 8)
- && (gamemode != commercial) )
- {
- // victory
- gameaction = ga_victory;
- return;
- }
- if ( (gamemap == 9)
- && (gamemode != commercial) )
- {
- // exit secret level
- for (i=0 ; i<MAXPLAYERS ; i++)
- players[i].didsecret = true;
- }
- //#endif
- wminfo.didsecret = players[consoleplayer].didsecret;
- wminfo.epsd = gameepisode -1;
- wminfo.last = gamemap -1;
- // wminfo.next is 0 biased, unlike gamemap
- if ( gamemode == commercial)
- {
- if (secretexit)
- switch(gamemap)
- {
- case 15: wminfo.next = 30; break;
- case 31: wminfo.next = 31; break;
- }
- else
- switch(gamemap)
- {
- case 31:
- case 32: wminfo.next = 15; break;
- default: wminfo.next = gamemap;
- }
- }
- else
- {
- if (secretexit)
- wminfo.next = 8; // go to secret level
- else if (gamemap == 9)
- {
- // returning from secret level
- switch (gameepisode)
- {
- case 1:
- wminfo.next = 3;
- break;
- case 2:
- wminfo.next = 5;
- break;
- case 3:
- wminfo.next = 6;
- break;
- case 4:
- wminfo.next = 2;
- break;
- }
- }
- else
- wminfo.next = gamemap; // go to next level
- }
- wminfo.maxkills = totalkills;
- wminfo.maxitems = totalitems;
- wminfo.maxsecret = totalsecret;
- wminfo.maxfrags = 0;
- if ( gamemode == commercial )
- wminfo.partime = 35*cpars[gamemap-1];
- else
- wminfo.partime = 35*pars[gameepisode][gamemap];
- wminfo.pnum = consoleplayer;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- wminfo.plyr[i].in = playeringame[i];
- wminfo.plyr[i].skills = players[i].killcount;
- wminfo.plyr[i].sitems = players[i].itemcount;
- wminfo.plyr[i].ssecret = players[i].secretcount;
- wminfo.plyr[i].stime = leveltime;
- memcpy (wminfo.plyr[i].frags, players[i].frags
- , sizeof(wminfo.plyr[i].frags));
- }
- gamestate = GS_INTERMISSION;
- viewactive = false;
- automapactive = false;
- if (statcopy)
- memcpy (statcopy, &wminfo, sizeof(wminfo));
- WI_Start (&wminfo);
- }
- //
- // G_WorldDone
- //
- void G_WorldDone (void)
- {
- gameaction = ga_worlddone;
- if (secretexit)
- players[consoleplayer].didsecret = true;
- if ( gamemode == commercial )
- {
- switch (gamemap)
- {
- case 15:
- case 31:
- if (!secretexit)
- break;
- case 6:
- case 11:
- case 20:
- case 30:
- F_StartFinale ();
- break;
- }
- }
- }
- void G_DoWorldDone (void)
- {
- gamestate = GS_LEVEL;
- gamemap = wminfo.next+1;
- G_DoLoadLevel ();
- gameaction = ga_nothing;
- viewactive = true;
- }
- //
- // G_InitFromSavegame
- // Can be called by the startup code or the menu task.
- //
- extern boolean setsizeneeded;
- void R_ExecuteSetViewSize (void);
- char savename[256];
- void G_LoadGame (char* name)
- {
- strcpy (savename, name);
- gameaction = ga_loadgame;
- }
- #define VERSIONSIZE 16
- void G_DoLoadGame (void)
- {
- int length;
- int i;
- int a,b,c;
- char vcheck[VERSIONSIZE];
- gameaction = ga_nothing;
- length = M_ReadFile (savename, &savebuffer);
- save_p = savebuffer + SAVESTRINGSIZE;
- // skip the description field
- memset (vcheck,0,sizeof(vcheck));
- sprintf (vcheck,"version %i",VERSION);
- if (strcmp (save_p, vcheck))
- return; // bad version
- save_p += VERSIONSIZE;
- gameskill = *save_p++;
- gameepisode = *save_p++;
- gamemap = *save_p++;
- for (i=0 ; i<MAXPLAYERS ; i++)
- playeringame[i] = *save_p++;
- // load a base level
- G_InitNew (gameskill, gameepisode, gamemap);
- // get the times
- a = *save_p++;
- b = *save_p++;
- c = *save_p++;
- leveltime = (a<<16) + (b<<8) + c;
- // dearchive all the modifications
- P_UnArchivePlayers ();
- P_UnArchiveWorld ();
- P_UnArchiveThinkers ();
- P_UnArchiveSpecials ();
- if (*save_p != 0x1d)
- I_Error ("Bad savegame");
- // done
- Z_Free (savebuffer);
- if (setsizeneeded)
- R_ExecuteSetViewSize ();
- // draw the pattern into the back screen
- WriteDebug("Calling R_FileBackScreen...n");
- R_FillBackScreen();
- WriteDebug("Calling R_DrawViewBorder...n");
- R_DrawViewBorder();
- }
- //
- // G_SaveGame
- // Called by the menu task.
- // Description is a 24 byte text string
- //
- void
- G_SaveGame
- ( int slot,
- char* description )
- {
- savegameslot = slot;
- strcpy (savedescription, description);
- sendsave = true;
- }
- void G_DoSaveGame (void)
- {
- char name[100];
- char name2[VERSIONSIZE];
- char* description;
- int length;
- int i;
- if (M_CheckParm("-cdrom"))
- sprintf(name,"c:\doomdata\"SAVEGAMENAME"%d.dsg",savegameslot);
- else
- sprintf (name,SAVEGAMENAME"%d.dsg",savegameslot);
- description = savedescription;
- save_p = savebuffer = screens[1]+0x4000;
- 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 ();
- *save_p++ = 0x1d; // consistancy marker
- length = save_p - savebuffer;
- if (length > SAVEGAMESIZE)
- I_Error ("Savegame buffer overrun");
- M_WriteFile (name, savebuffer, length);
- gameaction = ga_nothing;
- savedescription[0] = 0;
- players[consoleplayer].message = 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 )
- {
- 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;
- //WriteDebug("M_ClearRandomn");
- M_ClearRandom ();
- if (skill == sk_nightmare || respawnparm )
- respawnmonsters = true;
- else
- respawnmonsters = false;
- if (fastparm || (skill == sk_nightmare && gameskill != sk_nightmare) )
- {
- for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
- states[i].tics >>= 1;
- mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT;
- mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT;
- mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT;
- }
- else if (skill != sk_nightmare && gameskill == sk_nightmare)
- {
- for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
- states[i].tics <<= 1;
- mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT;
- mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT;
- mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT;
- }
- // force players to be initialized upon first level load
- for (i=0 ; i<MAXPLAYERS ; i++)
- players[i].playerstate = PST_REBORN;
- usergame = true; // will be set false if a demo
- paused = false;
- demoplayback = false;
- automapactive = false;
- viewactive = true;
- gameepisode = episode;
- gamemap = map;
- gameskill = skill;
- viewactive = true;
- // set the sky map for the episode
- if ( gamemode == commercial)
- {
- skytexture = R_TextureNumForName ("SKY3");
- if (gamemap < 12)
- skytexture = R_TextureNumForName ("SKY1");
- else
- if (gamemap < 21)
- skytexture = R_TextureNumForName ("SKY2");
- }
- else
- switch (episode)
- {
- case 1:
- skytexture = R_TextureNumForName ("SKY1");
- break;
- case 2:
- skytexture = R_TextureNumForName ("SKY2");
- break;
- case 3:
- skytexture = R_TextureNumForName ("SKY3");
- break;
- case 4: // Special Edition sky
- skytexture = R_TextureNumForName ("SKY4");
- break;
- }
- //WriteDebug("G_DoLoadLeveln");
- setsizeneeded = TRUE;
- G_DoLoadLevel ();
- }
- //
- // DEMO RECORDING
- //
- #define DEMOMARKER 0x80
- void G_ReadDemoTiccmd (ticcmd_t* cmd)
- {
- if (*demo_p == DEMOMARKER)
- {
- // end of demo data stream
- G_CheckDemoStatus ();
- return;
- }
- cmd->forwardmove = ((signed char)*demo_p++);
- cmd->sidemove = ((signed char)*demo_p++);
- cmd->angleturn = ((unsigned char)*demo_p++)<<8;
- cmd->buttons = (unsigned char)*demo_p++;
- }
- void G_WriteDemoTiccmd (ticcmd_t* cmd)
- {
- if (gamekeydown[KEY_Q]) // press q to end demo recording
- G_CheckDemoStatus ();
- *demo_p++ = cmd->forwardmove;
- *demo_p++ = cmd->sidemove;
- *demo_p++ = (cmd->angleturn+128)>>8;
- *demo_p++ = cmd->buttons;
- demo_p -= 4;
- if (demo_p > demoend - 16)
- {
- // no more space
- G_CheckDemoStatus ();
- return;
- }
- 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");
- sprintf(MsgText, "Record demo : %sn", demoname);
- WriteDebug(MsgText);
- maxsize = 0x20000;
- i = M_CheckParm ("-maxdemo");
- if (i && i<myargc-1)
- maxsize = atoi(myargv[i+1])*1024;
- demobuffer = Z_Malloc (maxsize,PU_STATIC,NULL);
- demoend = demobuffer + maxsize;
- demotype = DEMO_I;
- demorecording = true;
- }
- //
- // New Demo Recording stuff...
- //
- // Doom demos assume that the demo starts at the
- // beginning of a level and that the normal level
- // state will apply - any deviation from that
- // and playback will be out of "sync". Synchronization
- // information must be written out to the demo file
- // so that the state of the entire game is saved
- // Probably it should use the save game function to
- // save the game state then save the demo data after
- // it... A new extension of "DEM" should also be used.
- //
- // G_RecordDemo_II
- //
- void G_RecordDemo_II (char* name)
- {
- int i;
- int maxsize;
- usergame = false;
- strcpy (demoname, name);
- strcat (demoname, ".dem");
- sprintf(MsgText, "Record demo II : %sn", demoname);
- WriteDebug(MsgText);
- maxsize = 0x20000;
- i = M_CheckParm ("-maxdemo");
- if (i && i < myargc-1)
- maxsize = atoi(myargv[i+1])*1024;
- demobuffer = Z_Malloc (maxsize,PU_STATIC,NULL);
- demoend = demobuffer + maxsize;
- demotype = DEMO_II;
- demorecording = true;
- }
- void G_BeginRecording_II (void)
- {
- char name2[VERSIONSIZE];
- char description[] = "WINDOOM: DEMO VERSION II";
- int length;
- int i;
- save_p = demobuffer;
- 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++ = deathmatch;
- *save_p++ = respawnparm;
- *save_p++ = fastparm;
- *save_p++ = nomonsters;
- *save_p++ = consoleplayer;
- *save_p++ = leveltime >> 16;
- *save_p++ = leveltime >> 8;
- *save_p++ = leveltime;
- P_ArchivePlayers();
- P_ArchiveWorld();
- P_ArchiveThinkers();
- P_ArchiveSpecials();
- *save_p++ = 0x1d; // consistancy marker
- length = save_p - demobuffer;
- if (length > SAVEGAMESIZE)
- I_Error ("Savegame buffer overrun");
- M_WriteFile (demoname, demobuffer, length);
- gameaction = ga_nothing;
- demo_p = demobuffer;
- // *demo_p++ = VERSION;
- // *demo_p++ = gameskill;
- // *demo_p++ = gameepisode;
- // *demo_p++ = gamemap;
- /*
- *demo_p++ = deathmatch;
- *demo_p++ = respawnparm;
- *demo_p++ = fastparm;
- *demo_p++ = nomonsters;
- *demo_p++ = consoleplayer;
- */
- // for (i = 0; i < MAXPLAYERS; i++)
- // {
- // *demo_p++ = playeringame[i];
- // }
- // draw the pattern into the back screen
- R_FillBackScreen ();
- }
- void G_BeginRecording (void)
- {
- int i;
- demo_p = demobuffer;
- *demo_p++ = VERSION;
- *demo_p++ = gameskill;
- *demo_p++ = gameepisode;
- *demo_p++ = gamemap;
- *demo_p++ = deathmatch;
- *demo_p++ = respawnparm;
- *demo_p++ = fastparm;
- *demo_p++ = nomonsters;
- *demo_p++ = consoleplayer;
- for (i=0 ; i<MAXPLAYERS ; i++)
- *demo_p++ = playeringame[i];
- demotype = DEMO_I;
- }
- //
- // G_PlayDemo
- //
- int access( const char *path, int mode );
- char* defdemoname;
- boolean G_DeferedPlayDemo_II (char* name)
- {
- static char demofilename[128];
- sprintf(demofilename, "%s.dem", name);
- if (access(demofilename, 0) != 0)
- return false;
- sprintf(MsgText, "-playdemo2: %sn", demofilename);
- WriteDebug(MsgText);
- defdemoname = demofilename;
- gameaction = ga_playdemo;
- demotype = DEMO_II;
- return true;
- }
- void G_DoPlayDemo_II(void)
- {
- int length;
- int i;
- int a,b,c;
- char vcheck[VERSIONSIZE];
- skill_t skill;
- int episode, map, dversion, tversion;
- demotype = DEMO_II;
- gameaction = ga_nothing;
- sprintf(MsgText, "Playing demo II : %sn", defdemoname);
- WriteDebug(MsgText);
- length = M_GetFileSize(defdemoname);
- demobuffer = (unsigned char *)malloc(length);
- demoend = demobuffer + length;
- length = M_ReadFile(defdemoname, &demobuffer);
- save_p = demobuffer + SAVESTRINGSIZE;
- // skip the description field
- memset (vcheck,0,sizeof(vcheck));
- sprintf (vcheck,"version %i",VERSION);
- if (strcmp (save_p, vcheck))
- return; // bad version
- save_p += VERSIONSIZE;
- gameskill = *save_p++;
- gameepisode = *save_p++;
- gamemap = *save_p++;
- for (i = 0; i < MAXPLAYERS; i++)
- playeringame[i] = *save_p++;
- deathmatch = *save_p++;
- respawnparm = *save_p++;
- fastparm = *save_p++;
- nomonsters = *save_p++;
- consoleplayer = *save_p++;
- // for (i=0 ; i<MAXPLAYERS ; i++)
- // playeringame[i] = *demo_p++;
- if (playeringame[1])
- {
- netgame = true;
- netdemo = true;
- }
- // load a base level
- G_InitNew (gameskill, gameepisode, gamemap);
- // get the times
- a = *save_p++;
- b = *save_p++;
- c = *save_p++;
- leveltime = (a << 16) + (b << 8) + c;
- // dearchive all the modifications
- P_UnArchivePlayers ();
- P_UnArchiveWorld ();
- P_UnArchiveThinkers ();
- P_UnArchiveSpecials ();
- if (*save_p++ != 0x1d)
- I_Error ("Bad savegame");
- // done
- // Z_Free (savebuffer);
- if (setsizeneeded)
- R_ExecuteSetViewSize();
- // draw the pattern into the back screen
- WriteDebug("Calling R_FillBackScreen...n");
- R_FillBackScreen();
- WriteDebug("Calling R_DrawViewBorder...n");
- R_DrawViewBorder();
- // tversion = VERSION;
- // gameaction = ga_nothing;
- // demobuffer = demo_p = W_CacheLumpName(defdemoname, PU_STATIC);
- // if (demobuffer == NULL)
- // {
- // sprintf(MsgText,"Demo %s is not in the WAD...n", defdemoname);
- // WriteDebug(MsgText);
- // gameaction = ga_nothing;
- // return;
- // }
- demo_p = save_p;
- /*
- dversion = *demo_p;
- if ( *demo_p++ != tversion)
- {
- sprintf(MsgText, "Demo version : %d.%d Game version : %d.%dn",
- dversion/100, dversion %100, VERSION/100, VERSION%100);
- WriteDebug(MsgText);
- gameaction = ga_nothing;
- return;
- }
- */
- // skill = *demo_p++;
- // episode = *demo_p++;
- // map = *demo_p++;
- /*
- deathmatch = *demo_p++;
- respawnparm = *demo_p++;
- fastparm = *demo_p++;
- nomonsters = *demo_p++;
- consoleplayer = *demo_p++;
- // for (i=0 ; i<MAXPLAYERS ; i++)
- // playeringame[i] = *demo_p++;
- if (playeringame[1])
- {
- netgame = true;
- netdemo = true;
- }
- // don't spend a lot of time in loadlevel
- // precache = false;
- // G_InitNew (skill, episode, map);
- // precache = true;
- */
- usergame = false;
- demoplayback = true;
- }
- void G_DeferedPlayDemo (char* name)
- {
- sprintf(MsgText, "-playdemo: %sn", name);
- WriteDebug(MsgText);
- defdemoname = name;
- gameaction = ga_playdemo;
- demotype = DEMO_I;
- }
- void G_DoPlayDemo (void)
- {
- skill_t skill;
- int i, episode, map, dversion, tversion;
- demotype = DEMO_I;
- tversion = VERSION;
- gameaction = ga_nothing;
- demobuffer = demo_p = W_CacheLumpName(defdemoname, PU_STATIC);
- if (demobuffer == NULL)
- {
- sprintf(MsgText,"Demo %s is not in the WAD...n", defdemoname);
- WriteDebug(MsgText);
- gameaction = ga_nothing;
- return;
- }
- dversion = *demo_p;
- if ( *demo_p++ != tversion)
- {
- sprintf(MsgText, "Demo version : %d.%d Game version : %d.%dn",
- dversion/100, dversion %100, VERSION/100, VERSION%100);
- WriteDebug(MsgText);
- gameaction = ga_nothing;
- return;
- }
- skill = *demo_p++;
- episode = *demo_p++;
- map = *demo_p++;
- deathmatch = *demo_p++;
- respawnparm = *demo_p++;
- fastparm = *demo_p++;
- nomonsters = *demo_p++;
- consoleplayer = *demo_p++;
- for (i=0 ; i<MAXPLAYERS ; i++)
- playeringame[i] = *demo_p++;
- if (playeringame[1])
- {
- netgame = true;
- netdemo = true;
- }
- // don't spend a lot of time in loadlevel
- precache = false;
- G_InitNew (skill, episode, map);
- precache = true;
- usergame = false;
- demoplayback = true;
- }
- //
- // G_TimeDemo
- //
- boolean G_TimeDemo_II (char* name)
- {
- static char demofilename[128];
- sprintf(demofilename, "%s.dem", name);
- if (access(demofilename, 0) != 0)
- return false;
- nodrawers = M_CheckParm ("-nodraw");
- noblit = M_CheckParm ("-noblit");
- timingdemo = true;
- singletics = true;
- defdemoname = demofilename;
- gameaction = ga_playdemo;
- demotype = DEMO_II;
- sprintf(MsgText, "Playing timedemo II %s -noblit %d -nodraw %dn", name, noblit, nodrawers);
- WriteDebug(MsgText);
- return true;
- }
- //
- // G_TimeDemo
- //
- void G_TimeDemo (char* name)
- {
- nodrawers = M_CheckParm ("-nodraw");
- noblit = M_CheckParm ("-noblit");
- timingdemo = true;
- singletics = true;
- defdemoname = name;
- gameaction = ga_playdemo;
- sprintf(MsgText, "Playing timedemo %s -noblit %d -nodraw %dn", name, noblit, nodrawers);
- WriteDebug(MsgText);
- }
- /*
- ===================
- =
- = 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;
- WriteDebug("G_CheckDemoStatus...n");
- if (timingdemo)
- {
- endtime = I_GetTime ();
- I_Error ("timed %i gametics in %i realtics : %d FPS" ,gametic, endtime-starttime, (gametic*TICRATE)/(endtime-starttime));
- }
- if (demoplayback)
- {
- if (singledemo)
- I_Quit ();
- Z_ChangeTag (demobuffer, PU_CACHE);
- demoplayback = false;
- netdemo = false;
- netgame = false;
- deathmatch = false;
- playeringame[1] = playeringame[2] = playeringame[3] = 0;
- respawnparm = false;
- fastparm = false;
- nomonsters = false;
- consoleplayer = 0;
- D_AdvanceDemo ();
- return true;
- }
- if (demorecording)
- {
- G_EndDemo();
- I_Error ("Demo %s recorded",demoname);
- }
- return false;
- }
- void G_EndDemo_II()
- {
- *demo_p++ = DEMOMARKER;
- M_AppendFile(demoname, demobuffer, demo_p - demobuffer);
- Z_Free (demobuffer);
- demorecording = false;
- }
- void G_EndDemo()
- {
- *demo_p++ = DEMOMARKER;
- M_WriteFile (demoname, demobuffer, demo_p - demobuffer);
- Z_Free (demobuffer);
- demorecording = false;
- }