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📄 g_game.c

📁 制作游戏 魔法师传奇 源代码设计 MOFASHICHUANQI 经典老游戏
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		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 > MaxPlayerMove[pClass])	{		forward = MaxPlayerMove[pClass];
	}	else if (forward < -MaxPlayerMove[pClass])
	{		forward = -MaxPlayerMove[pClass];
	}	if (side > MaxPlayerMove[pClass])
	{		side = MaxPlayerMove[pClass];	}	else if (side < -MaxPlayerMove[pClass])
	{		side = -MaxPlayerMove[pClass];
	}
	if(players[consoleplayer].powers[pw_speed]		&& !players[consoleplayer].morphTics)	{ // Adjust for a player with a speed artifact		forward = (3*forward)>>1;		side = (3*side)>>1;	}	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<<BTS_SAVESHIFT);
	}
}


/*
==============
=
= G_DoLoadLevel
=
==============
*/

void G_DoLoadLevel (void)
{
	int             i;
	
	levelstarttic = gametic;        // for time calculation 
	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));
	}
	SN_StopAllSequences();	
	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){	player_t *plr;	extern boolean MenuActive;	plr = &players[consoleplayer];	if(ev->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(CT_Responder(ev))	{ // Chat ate the event		return(true);	}	if(gamestate == GS_LEVEL)	{		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=NULL;//
// 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_initnew:				G_DoInitNew();				break;			case ga_newgame:				G_DoNewGame();				break;			case ga_loadgame:				Draw_LoadIcon();				G_DoLoadGame();				break;			case ga_savegame:				Draw_SaveIcon();				G_DoSaveGame();				break;			case ga_singlereborn:				G_DoSingleReborn();				break;			case ga_playdemo:				G_DoPlayDemo();				break;			case ga_screenshot:				M_ScreenShot();				gameaction = ga_nothing;				break;			case ga_leavemap:				Draw_TeleportIcon();				G_DoTeleportNewMap();				break;			case ga_completed:
				G_DoCompleted();
				break;			case ga_worlddone:				G_DoWorldDone();				break;			case ga_victory:				F_StartFinale();				break;			default:				break;		}	}	
			
//
// get commands, check consistancy, and build new consistancy check
//
	//buf = gametic%BACKUPTICS;


	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);

			if (netgame && !(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])
					{						if(netgame)						{							strcpy (savedescription, "NET GAME");						}						else						{							strcpy(savedescription, "SAVE GAME");						}					}
					savegameslot = 
						(players[i].cmd.buttons & BTS_SAVEMASK)>>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:
			H2_PageTicker ();
			break;
	}       
}


/*
==============================================================================

						PLAYER STRUCTURE FUNCTIONS

also see P_SpawnPlayer in P_Things
==============================================================================
*///==========================================================================//// G_PlayerExitMap//// Called when the player leaves a map.////==========================================================================void G_PlayerExitMap(int playerNumber){	int i;	player_t *player;	int flightPower;	player = &players[playerNumber];//	if(deathmatch)//	{//		// Strip all but one of each type of artifact//		for(i = 0; i < player->inventorySlotNum; i++)//		{//			player->inventory[i].count = 1;//		}//		player->artifactCount = player->inventorySlotNum;//	}//	else	// Strip all current powers (retain flight)	flightPower = player->powers[pw_flight];	memset(player->powers, 0, sizeof(player->powers));	player->powers[pw_flight] = flightPower;	if(deathmatch)	{		player->powers[pw_flight] = 0;	}	else	{		if(P_GetMapCluster(gamemap) != P_GetMapCluster(LeaveMap))		{ // Entering new cluster			// Strip all keys			player->keys = 0;			// Strip flight artifact			for(i = 0; i < 25; i++)			{				player->powers[pw_flight] = 0;				P_PlayerUseArtifact(player, arti_fly);			}			player->powers[pw_flight] = 0;		}	}	if(player->morphTics)	{		player->readyweapon = player->mo->special1; // Restore weapon		player->morphTics = 0;	}	player->messageTics = 0;	player->lookdir = 0;	player->mo->flags &= ~MF_SHADOW; // Remove invisibility	player->extralight = 0; // Remove weapon flashes	player->fixedcolormap = 0; // Remove torch	player->damagecount = 0; // No palette changes	player->bonuscount = 0;	player->poisoncount = 0;	if(player == &players[consoleplayer])	{		SB_state = -1; // refresh the status bar		viewangleoffset = 0;	}}//==========================================================================//// G_PlayerReborn//// Called after a player dies.  Almost everything is cleared and// initialized.////==========================================================================void G_PlayerReborn(int player){	player_t *p;	int frags[MAXPLAYERS];	int killcount, itemcount, secretcount;	uint worldTimer;	memcpy(frags, players[player].frags, sizeof(frags));	killcount = players[player].killcount;	itemcount = players[player].itemcount;	secretcount = players[player].secretcount;	worldTimer = players[player].worldTimer;	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;	players[player].worldTimer = worldTimer;	players[player].class = PlayerClass[player];	p->usedown = p->attackdown = true; // don't do anything immediately	p->playerstate = PST_LIVE;	p->health = MAXHEALTH;	p->readyweapon = p->pendingweapon = WP_FIRST;	p->weaponowned[WP_FIRST] = true;	p->messageTics = 0;	p->lookdir = 0;	localQuakeHappening[player] = false;	if(p == &players[consoleplayer])	{		SB_state = -1; // refresh the status bar		inv_ptr = 0; // reset the inventory pointer		curpos = 0;		viewangleoffset = 0;	}}/*
====================
=
= 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_TELEPORT);  // 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;
	// This check has been moved to p_setup.c:P_LoadThings()	//if (selections < 8)
	//	I_Error ("Only %i deathmatch spots, 8 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]);

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