📄 g_game.c
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// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: g_game.c,v 1.2 2003/09/08 22:34:27 jasonk Exp $//// 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: g_game.c,v $// Revision 1.2 2003/09/08 22:34:27 jasonk// Updated files because this fucker won't build for no fucking good reason.//// Revision 1.1.1.1 2003/09/04 21:08:12 jasonk// Initial import//// Revision 1.1 2000/12/08 21:07:53 jeffw// nxdoom initial entry -- No nxdoom/Makefile so it won't build automatically////// DESCRIPTION: none////-----------------------------------------------------------------------------static const charrcsid[] = "$Id: g_game.c,v 1.2 2003/09/08 22:34:27 jasonk 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 24boolean 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); 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]; 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 mousebfire; int mousebstrafe; int mousebforward; int joybfire; int joybstrafe; int joybuse; int joybspeed; #define MAXPLMOVE (forwardmove[1]) #define TURBOTHRESHOLD 0x32fixed_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 32mobj_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]; 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 right\n"); side += sidemove[speed]; } if (gamekeydown[key_left]) { // fprintf(stderr, "strafe left\n"); 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, "up\n"); forward += forwardmove[speed]; } if (gamekeydown[key_down]) { // fprintf(stderr, "down\n"); 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['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) || ( gamemode == pack_tnt ) || ( gamemode == pack_plut ) ) { skytexture = R_TextureNumForName ("SKY3"); if (gamemap < 12) skytexture = R_TextureNumForName ("SKY1"); else if (gamemap < 21) skytexture = R_TextureNumForName ("SKY2"); } 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)); } P_SetupLevel (gameepisode, gamemap, 0, gameskill); displayplayer = consoleplayer; // view the guy you are playing starttime = I_GetTime (); gameaction = ga_nothing; 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)); } //// 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; } // 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) ) { 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)
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