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📄 g_game.c

📁 doom游戏
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} 


//
// 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_NUM); 
    if (strcmp ((char *)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
    R_FillBackScreen ();   
} 
 

//
// 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_NUM); 
    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; 
		 
    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;
	} 
 
    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['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"); 
    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;
	
    demorecording = true; 
} 
 
 
void G_BeginRecording (void) 
{ 
    int             i; 
		
    demo_p = demobuffer;
	
    *demo_p++ = VERSION_NUM;
    *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]; 		 
} 
 

//
// G_PlayDemo 
//

char*	defdemoname; 
 
void G_DeferedPlayDemo (char* name) 
{ 
    defdemoname = name; 
    gameaction = ga_playdemo; 
} 
 
void G_DoPlayDemo (void) 
{ 
    skill_t skill; 
    int             i, episode, map; 
	 
    gameaction = ga_nothing; 
    demobuffer = demo_p = W_CacheLumpName (defdemoname, PU_STATIC); 
    if ( *demo_p++ != VERSION_NUM)
    {
      fprintf( stderr, "Demo is from a different game version!\n");
      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 
//
void G_TimeDemo (char* name) 
{ 	 
    nodrawers = M_CheckParm ("-nodraw"); 
    noblit = M_CheckParm ("-noblit"); 
    timingdemo = true; 
    singletics = true; 

    defdemoname = name; 
    gameaction = ga_playdemo; 
} 
 
 
/* 
=================== 
= 
= 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; 

     //!!
    int frames;
    int realtime_1_35_secs;
    char debug_str[512];  //!!

    if (timingdemo) 
    { 
	endtime = I_GetTime (); 
    
    frames = gametic;
    realtime_1_35_secs = endtime-starttime;
    starttime_ms = SDL_GetTicks() - starttime_ms;

	
    //!!
    sprintf(debug_str, "Time: %d ms and %d frames. Speed is about %d frames per second.", 
        starttime_ms, frames, (frames * 1000)/starttime_ms);
    SDL_TRACE(debug_str); 
    sprintf(debug_str, "timed %i gametics in %i realtics",gametic, endtime-starttime); 
    SDL_TRACE(debug_str);
    SDL_Delay(1000);
    
    I_Error ("timed %i gametics in %i realtics",gametic 
		 , 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) 
    { 
	*demo_p++ = DEMOMARKER; 
	M_WriteFile (demoname, demobuffer, demo_p - demobuffer); 
	Z_Free (demobuffer); 
	demorecording = false; 
	I_Error ("Demo %s recorded",demoname); 
    } 
	 
    return false; 
} 
 
 
 

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