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g_game.c
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g_game.c
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//
// Copyright (C) 1993-1996 Id Software, Inc.
// Copyright (C) 2023 Frenkel Smeijers
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
// G_game.c
#include "doomdef.h"
#include "p_local.h"
#include "soundst.h"
void G_CheckDemoStatus (void);
static void G_ReadDemoTiccmd (ticcmd_t *cmd);
static void G_WriteDemoTiccmd (ticcmd_t *cmd);
void G_PlayerReborn (int32_t player);
void G_InitNew (skill_t skill, int32_t episode, int32_t map);
static void G_DoReborn (int32_t playernum);
static void G_DoLoadLevel (void);
static void G_DoNewGame (void);
static void G_DoLoadGame (void);
static void G_DoPlayDemo (void);
static void G_DoCompleted (void);
static void G_DoWorldDone (void);
static void G_DoSaveGame (void);
void D_PageTicker(void);
void D_AdvanceDemo(void);
gameaction_t gameaction;
gamestate_t gamestate;
skill_t gameskill;
boolean respawnmonsters;
int32_t gameepisode;
int32_t gamemap;
boolean paused;
static boolean sendpause; // send a pause event next tic
static boolean sendsave; // send a save event next tic
boolean usergame; // ok to save / end game
static boolean timingdemo; // if true, exit with report on completion
boolean nodrawers; // for comparative timing purposes
static boolean noblit; // for comparative timing purposes
static int32_t 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];
int32_t consoleplayer; // player taking events and displaying
int32_t displayplayer; // view being displayed
int32_t gametic;
static int32_t levelstarttic; // gametic at level start
int32_t totalkills, totalitems, totalsecret; // for intermission
static char demoname[32];
boolean demorecording;
boolean demoplayback;
static boolean netdemo;
static byte *demobuffer, *demo_p, *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
static int16_t consistancy[MAXPLAYERS][BACKUPTICS];
static byte *savebuffer;
byte *save_p;
//
// controls (have defaults)
//
int32_t key_right, key_left, key_up, key_down;
int32_t key_strafeleft, key_straferight;
int32_t key_fire, key_use, key_strafe, key_speed;
int32_t mousebfire;
int32_t mousebstrafe;
int32_t mousebforward;
int32_t joybfire;
int32_t joybstrafe;
int32_t joybuse;
int32_t joybspeed;
#define MAXPLMOVE (forwardmove[1])
#define TURBOTHRESHOLD 0x32
fixed_t forwardmove[2] = {0x19, 0x32};
fixed_t sidemove[2] = {0x18, 0x28};
static fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn
#define SLOWTURNTICS 6
#define NUMKEYS 256
static boolean gamekeydown[NUMKEYS];
static int32_t turnheld; // for accelerative turning
static boolean mousearray[4];
static boolean *mousebuttons = &mousearray[1];
// allow [-1]
static int32_t mousex, mousey; // mouse values are used once
static int32_t dclicktime, dclickstate, dclicks;
static int32_t dclicktime2, dclickstate2, dclicks2;
static int32_t joyxmove, joyymove; // joystick values are repeated
static boolean joyarray[5];
static boolean *joybuttons = &joyarray[1]; // allow [-1]
static int32_t savegameslot;
static char savedescription[32];
#define BODYQUESIZE 32
static mobj_t *bodyque[BODYQUESIZE];
int32_t bodyqueslot;
void *statcopy; // for statistics driver
/*
====================
=
= 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)
{
int32_t i;
boolean strafe, bstrafe;
int32_t speed, tspeed;
int32_t forward, side;
ticcmd_t *base;
base = I_BaseTiccmd (); // empty, or external driver
memcpy (cmd,base,sizeof(*cmd));
//cmd->consistancy =
// consistancy[consoleplayer][(maketic*ticdup)%BACKUPTICS];
cmd->consistancy =
consistancy[consoleplayer][maketic%BACKUPTICS];
//printf ("cons: %i\n",cmd->consistancy);
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])
side += sidemove[speed];
if (gamekeydown[key_left])
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])
forward += forwardmove[speed];
if (gamekeydown[key_down])
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;
dclicks = 0; // clear double clicks if hit use button
}
//
// 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
=
==============
*/
static void G_DoLoadLevel (void)
{
int32_t i;
#if (APPVER_DOOMREV >= AV_DR_DM19F2) // "Sky never changes in Doom II" bug fix
if (commercial)
{
skytexture = R_TextureNumForName ("SKY3");
if (gamemap < 12)
skytexture = R_TextureNumForName ("SKY1");
else
if (gamemap < 21)
skytexture = R_TextureNumForName ("SKY2");
}
#endif
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);
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
=
===============================================================================
*/
void 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;
}
// 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;
}
if(gamestate == GS_LEVEL)
{
if (HU_Responder(ev))
{
return; // chat ate the event
}
ST_Responder(ev); // status window never ate it
if (AM_Responder(ev))
{
return; // automap ate it
}
}
if (gamestate == GS_FINALE)
{
if (F_Responder(ev))
{
return; // finale ate the event
}
}
switch(ev->type)
{
case ev_keydown:
if(ev->data1 == KEY_PAUSE)
{
sendpause = true;
return;
}
if(ev->data1 < NUMKEYS)
{
gamekeydown[ev->data1] = true;
}
return; // eat key down events
case ev_keyup:
if(ev->data1 < NUMKEYS)
{
gamekeydown[ev->data1] = false;
}
return; // 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; // 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; // eat events
default:
break;
}
}
/*
===============================================================================
=
= G_Ticker
=
===============================================================================
*/
void G_Ticker (void)
{
int32_t i, 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_PlayerFinishLevel
=
= Can when a player completes a level
====================
*/
static void G_PlayerFinishLevel(int32_t 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(int32_t player)
{
player_t *p;
int32_t i;
int32_t frags[MAXPLAYERS];
int32_t killcount, itemcount, 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);
static boolean G_CheckSpot (int32_t playernum, mapthing_t *mthing)
{
fixed_t x,y;
subsector_t *ss;
uint32_t an;
mobj_t *mo;
int32_t 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 (int32_t playernum)
{
int32_t i,j;
int32_t 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
=
====================
*/
static void G_DoReborn (int32_t playernum)
{
int32_t i;
if (!netgame)
gameaction = ga_loadlevel; // reload the level from scratch
else
{ // respawn at the start
players[playernum].mo->player = NULL; // dissasociate the corpse
// 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
static int32_t pars[4][10] =
{
{0},
#if APPVER_CHEX
{0,120,360,480,200,360,180,180,30,165},
#else
{0,30,75,120,90,165,180,180,30,165},
#endif
{0,90,90,90,120,90,360,240,30,170},
{0,90,45,90,150,90,90,165,30,135}
};
// DOOM II Par Times
static int32_t 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
=
====================
*/
static 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 (APPVER_DOOMREV >= AV_DR_DM1666E)
// IF NO WOLF3D LEVELS, NO SECRET EXIT!
if (commercial && (W_CheckNumForName("map31")<0))
secretexit = false;
else
#endif
secretexit = true;
gameaction = ga_completed;
}
static void G_DoCompleted(void)
{
int32_t 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 (!commercial)
{
switch (gamemap)
{
#if APPVER_CHEX
case 5:
#else
case 8:
#endif
gameaction = ga_victory;
return;
case 9:
for (i = 0; i < MAXPLAYERS; i++)
players[i].didsecret = true;
break;
}
}
wminfo.didsecret = players[consoleplayer].didsecret;
wminfo.epsd = gameepisode - 1;
wminfo.last = gamemap - 1;
// wminfo.next is 0 biased, unlike gamemap
if (commercial)
{
if (secretexit)
switch (gamemap)
{