📄 g_game.c
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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)
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:
G_DoPlayDemo ();
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)
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:
P_Ticker ();
ST_Ticker ();
AM_Ticker ();
HU_Ticker ();
break;
case GS_INTERMISSION:
WI_Ticker ();
break;
case GS_FINALE:
F_Ticker ();
break;
case GS_DEMOSCREEN:
D_PageTicker ();
break;
}
}
//
// PLAYER STRUCTURE FUNCTIONS
// also see P_SpawnPlayer in P_Things
//
//
// G_InitPlayer
// Called at the start.
// Called by the game initialization functions.
//
void G_InitPlayer (int player)
{
player_t* p;
// set up the saved info
p = &players[player];
// clear everything else to defaults
G_PlayerReborn (player);
}
//
// G_PlayerFinishLevel
// Can when a player completes a level.
//
void G_PlayerFinishLevel (int player)
{
player_t* p;
p = &players[player];
memset (p->powers, 0, sizeof (p->powers));
memset (p->cards, 0, sizeof (p->cards));
p->mo->flags &= ~MF_SHADOW; // cancel invisibility
p->extralight = 0; // cancel gun flashes
p->fixedcolormap = 0; // cancel ir gogles
p->damagecount = 0; // no palette changes
p->bonuscount = 0;
}
//
// G_PlayerReborn
// Called after a player dies
// almost everything is cleared and initialized
//
void G_PlayerReborn (int player)
{
player_t* p;
int i;
int frags[MAXPLAYERS];
int killcount;
int itemcount;
int secretcount;
memcpy (frags,players[player].frags,sizeof(frags));
killcount = players[player].killcount;
itemcount = players[player].itemcount;
secretcount = players[player].secretcount;
p = &players[player];
memset (p, 0, sizeof(*p));
memcpy (players[player].frags, frags, sizeof(players[player].frags));
players[player].killcount = killcount;
players[player].itemcount = itemcount;
players[player].secretcount = secretcount;
p->usedown = p->attackdown = true; // don't do anything immediately
p->playerstate = PST_LIVE;
p->health = 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)
{
// first spawn of level, before corpses
for (i=0 ; i<playernum ; i++)
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;
P_SpawnPlayer (&deathmatchstarts[i]);
return;
}
}
// no good spot, so the player will probably get stuck
P_SpawnPlayer (&playerstarts[playernum]);
}
//
// G_DoReborn
//
void G_DoReborn (int playernum)
{
int i;
if (!netgame)
{
// reload the level from scratch
gameaction = ga_loadlevel;
}
else
{
// respawn at the start
// first dissasociate the corpse
players[playernum].mo->player = NULL;
// spawn at random spot if in death match
if (deathmatch)
{
G_DeathMatchSpawnPlayer (playernum);
return;
}
if (G_CheckSpot (playernum, &playerstarts[playernum]) )
{
P_SpawnPlayer (&playerstarts[playernum]);
return;
}
// try to spawn at one of the other players spots
for (i=0 ; i<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);
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