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//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 Simon Howard
//
// 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.
//
// DESCRIPTION: none
//
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include "doomdef.h"
#include "doomkeys.h"
#include "doomstat.h"
#include "deh_main.h"
#include "deh_misc.h"
#include "z_zone.h"
#include "f_finale.h"
#include "m_argv.h"
#include "m_controls.h"
#include "m_misc.h"
#include "m_menu.h"
#include "m_random.h"
#include "i_system.h"
#include "i_timer.h"
#include "i_input.h"
#include "i_video.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"
#include "statdump.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
void G_ReadDemoTiccmd (ticcmd_t* cmd);
void G_WriteDemoTiccmd (ticcmd_t* cmd);
void G_PlayerReborn (int player);
void G_DoReborn (int playernum);
void G_DoLoadLevel (void);
void G_DoNewGame (void);
void G_DoPlayDemo (void);
void G_DoCompleted (void);
void G_DoVictory (void);
void G_DoWorldDone (void);
void G_DoSaveGame (void);
// Gamestate the last time G_Ticker was called.
gamestate_t oldgamestate;
gameaction_t gameaction;
gamestate_t gamestate;
skill_t gameskill;
boolean respawnmonsters;
int gameepisode;
int gamemap;
// If non-zero, exit the level after this number of minutes.
int timelimit;
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
int starttime; // for comparative timing purposes
boolean viewactive;
int deathmatch; // only if started as net death
boolean netgame; // only true if packets are broadcast
boolean playeringame[MAXPLAYERS];
player_t players[MAXPLAYERS];
boolean turbodetected[MAXPLAYERS];
int consoleplayer; // player taking events and displaying
int displayplayer; // view being displayed
int levelstarttic; // gametic at level start
int totalkills, totalitems, totalsecret; // for intermission
char *demoname;
boolean demorecording;
boolean longtics; // cph's doom 1.91 longtics hack
boolean lowres_turn; // low resolution turning for longtics
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
boolean testcontrols = false; // Invoked by setup to test controls
int testcontrols_mousespeed;
wbstartstruct_t wminfo; // parms for world map / intermission
byte consistancy[MAXPLAYERS][BACKUPTICS];
#define MAXPLMOVE (forwardmove[1])
#define TURBOTHRESHOLD 0x32
fixed_t forwardmove[2] = {0x19, 0x32};
fixed_t sidemove[2] = {0x18, 0x28};
fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn
static int *weapon_keys[] = {
&key_weapon1,
&key_weapon2,
&key_weapon3,
&key_weapon4,
&key_weapon5,
&key_weapon6,
&key_weapon7,
&key_weapon8
};
// Set to -1 or +1 to switch to the previous or next weapon.
static int next_weapon = 0;
// Used for prev/next weapon keys.
static const struct
{
weapontype_t weapon;
weapontype_t weapon_num;
} weapon_order_table[] = {
{ wp_fist, wp_fist },
{ wp_chainsaw, wp_fist },
{ wp_pistol, wp_pistol },
{ wp_shotgun, wp_shotgun },
{ wp_supershotgun, wp_shotgun },
{ wp_chaingun, wp_chaingun },
{ wp_missile, wp_missile },
{ wp_plasma, wp_plasma },
{ wp_bfg, wp_bfg }
};
#define SLOWTURNTICS 6
#define NUMKEYS 256
#define MAX_JOY_BUTTONS 20
static boolean gamekeydown[NUMKEYS];
static int turnheld; // for accelerative turning
static boolean mousearray[MAX_MOUSE_BUTTONS + 1];
static boolean *mousebuttons = &mousearray[1]; // allow [-1]
// mouse values are used once
int mousex;
int mousey;
static int dclicktime;
static boolean dclickstate;
static int dclicks;
static int dclicktime2;
static boolean dclickstate2;
static int dclicks2;
// joystick values are repeated
static int joyxmove;
static int joyymove;
static int joystrafemove;
static boolean joyarray[MAX_JOY_BUTTONS + 1];
static boolean *joybuttons = &joyarray[1]; // allow [-1]
static int savegameslot;
static char savedescription[32];
#define BODYQUESIZE 32
mobj_t* bodyque[BODYQUESIZE];
int bodyqueslot;
int vanilla_savegame_limit = 1;
int vanilla_demo_limit = 1;
extern int spawnMobjId;
int G_CmdChecksum (ticcmd_t* cmd)
{
size_t i;
int sum = 0;
for (i=0 ; i< sizeof(*cmd)/4 - 1 ; i++)
sum += ((int *)cmd)[i];
return sum;
}
static boolean WeaponSelectable(weapontype_t weapon)
{
// Can't select the super shotgun in Doom 1.
if (weapon == wp_supershotgun && logical_gamemission == doom)
{
return false;
}
// These weapons aren't available in shareware.
if ((weapon == wp_plasma || weapon == wp_bfg)
&& gamemission == doom && gamemode == shareware)
{
return false;
}
// Can't select a weapon if we don't own it.
if (!players[consoleplayer].weaponowned[weapon])
{
return false;
}
// Can't select the fist if we have the chainsaw, unless
// we also have the berserk pack.
if (weapon == wp_fist
&& players[consoleplayer].weaponowned[wp_chainsaw]
&& !players[consoleplayer].powers[pw_strength])
{
return false;
}
return true;
}
static int G_NextWeapon(int direction)
{
weapontype_t weapon;
int start_i, i;
// Find index in the table.
if (players[consoleplayer].pendingweapon == wp_nochange)
{
weapon = players[consoleplayer].readyweapon;
}
else
{
weapon = players[consoleplayer].pendingweapon;
}
for (i=0; i<arrlen(weapon_order_table); ++i)
{
if (weapon_order_table[i].weapon == weapon)
{
break;
}
}
// Switch weapon. Don't loop forever.
start_i = i;
do
{
i += direction;
i = (i + arrlen(weapon_order_table)) % arrlen(weapon_order_table);
} while (i != start_i && !WeaponSelectable(weapon_order_table[i].weapon));
return weapon_order_table[i].weapon_num;
}
//
// 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 maketic)
{
int i;
boolean strafe;
boolean bstrafe;
int speed;
int tspeed;
int forward;
int side;
memset(cmd, 0, sizeof(ticcmd_t));
cmd->consistancy =
consistancy[consoleplayer][maketic%BACKUPTICS];
strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe]
|| joybuttons[joybstrafe];
// fraggle: support the old "joyb_speed = 31" hack which
// allowed an autorun effect
speed = key_speed >= NUMKEYS
|| joybspeed >= MAX_JOY_BUTTONS
|| 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_strafeleft]
|| joybuttons[joybstrafeleft]
|| mousebuttons[mousebstrafeleft]
|| joystrafemove < 0)
{
side -= sidemove[speed];
}
if (gamekeydown[key_straferight]
|| joybuttons[joybstraferight]
|| mousebuttons[mousebstraferight]
|| joystrafemove > 0)
{
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]
|| mousebuttons[mousebuse])
{
cmd->buttons |= BT_USE;
// clear double clicks if hit use button
dclicks = 0;
}
// If the previous or next weapon button is pressed, the
// next_weapon variable is set to change weapons when
// we generate a ticcmd. Choose a new weapon.
if (gamestate == GS_LEVEL && next_weapon != 0)
{
i = G_NextWeapon(next_weapon);
cmd->buttons |= BT_CHANGE;
cmd->buttons |= i << BT_WEAPONSHIFT;
}
else
{
// Check weapon keys.
for (i=0; i<arrlen(weapon_keys); ++i)
{
int key = *weapon_keys[i];
if (gamekeydown[key])
{
cmd->buttons |= BT_CHANGE;
cmd->buttons |= i<<BT_WEAPONSHIFT;
break;
}
}
}
next_weapon = 0;
// mouse
if (mousebuttons[mousebforward])
{
forward += forwardmove[speed];
}
if (mousebuttons[mousebbackward])
{
forward -= forwardmove[speed];
}
if (dclick_use)
{
// 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;
if (mousex == 0)
{
// No movement in the previous frame
testcontrols_mousespeed = 0;
}
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);
}
// low-res turning
if (lowres_turn)
{
static signed short carry = 0;
signed short desired_angleturn;
desired_angleturn = cmd->angleturn + carry;
// round angleturn to the nearest 256 unit boundary
// for recording demos with single byte values for turn
cmd->angleturn = (desired_angleturn + 128) & 0xff00;
// Carry forward the error from the reduced resolution to the
// next tic, so that successive small movements can accumulate.
carry = desired_angleturn - cmd->angleturn;
}
}
//
// G_DoLoadLevel
//
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(DEH_String(SKYFLATNAME));
// The "Sky never changes in Doom II" bug was fixed in
// the id Anthology version of doom2.exe for Final Doom.
if ((gamemode == commercial)
&& (gameversion == exe_final2 || gameversion == exe_chex))
{
char *skytexturename;
if (gamemap < 12)
{
skytexturename = "SKY1";
}
else if (gamemap < 21)
{
skytexturename = "SKY2";
}
else
{
skytexturename = "SKY3";
}
skytexturename = DEH_String(skytexturename);
skytexture = R_TextureNumForName(skytexturename);
}
levelstarttic = gametic; // for time calculation
if (wipegamestate == GS_LEVEL)
wipegamestate = -1; // force a wipe
gamestate = GS_LEVEL;
for (i=0 ; i<MAXPLAYERS ; i++)
{
turbodetected[i] = false;
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
gameaction = ga_nothing;
Z_CheckHeap ();
// clear cmd building stuff
memset (gamekeydown, 0, sizeof(gamekeydown));
joyxmove = joyymove = joystrafemove = 0;
mousex = mousey = 0;
sendpause = sendsave = paused = false;
memset(mousearray, 0, sizeof(mousearray));
memset(joyarray, 0, sizeof(joyarray));
if (testcontrols)
{
players[consoleplayer].message = "Press escape to quit.";
}
}
static void SetJoyButtons(unsigned int buttons_mask)
{
int i;
for (i=0; i<MAX_JOY_BUTTONS; ++i)
{
int button_on = (buttons_mask & (1 << i)) != 0;
// Detect button press:
if (!joybuttons[i] && button_on)
{
// Weapon cycling:
if (i == joybprevweapon)
{
next_weapon = -1;
}
else if (i == joybnextweapon)
{
next_weapon = 1;
}
}
joybuttons[i] = button_on;
}
}
static void SetMouseButtons(unsigned int buttons_mask)
{
int i;
for (i=0; i<MAX_MOUSE_BUTTONS; ++i)
{
unsigned int button_on = (buttons_mask & (1 << i)) != 0;
// Detect button press:
if (!mousebuttons[i] && button_on)
{
if (i == mousebprevweapon)
{
next_weapon = -1;
}
else if (i == mousebnextweapon)
{
next_weapon = 1;
}
}
mousebuttons[i] = button_on;
}
}
//
// 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_spy && (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
}
if (testcontrols && ev->type == ev_mouse)
{
// If we are invoked by setup to test the controls, save the
// mouse speed so that we can display it on-screen.
// Perform a low pass filter on this so that the thermometer
// appears to move smoothly.
testcontrols_mousespeed = abs(ev->data2);
}
// If the next/previous weapon keys are pressed, set the next_weapon
// variable to change weapons when the next ticcmd is generated.
if (ev->type == ev_keydown && ev->data1 == key_prevweapon)
{
next_weapon = -1;
}
else if (ev->type == ev_keydown && ev->data1 == key_nextweapon)
{
next_weapon = 1;
}
switch (ev->type)
{
case ev_keydown:
if (ev->data1 == key_pause)
{
sendpause = true;
}
else 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:
SetMouseButtons(ev->data1);
mousex = ev->data2*(mouseSensitivity+5)/10;
mousey = ev->data3*(mouseSensitivity+5)/10;
return true; // eat events
case ev_joystick:
SetJoyButtons(ev->data1);
joyxmove = ev->data2;
joyymove = ev->data3;
joystrafemove = ev->data4;
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:
V_ScreenShot("DOOM%02i.%s");
players[consoleplayer].message = DEH_String("screen shot");
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], sizeof(ticcmd_t));
if (demoplayback)
G_ReadDemoTiccmd (cmd);
if (demorecording)
G_WriteDemoTiccmd (cmd);
// check for turbo cheats
// check ~ 4 seconds whether to display the turbo message.
// store if the turbo threshold was exceeded in any tics
// over the past 4 seconds. offset the checking period
// for each player so messages are not displayed at the
// same time.
if (cmd->forwardmove > TURBOTHRESHOLD)
{
turbodetected[i] = true;
}
if ((gametic & 31) == 0
&& ((gametic >> 5) % MAXPLAYERS) == i
&& turbodetected[i])
{
static char turbomessage[80];
extern char *player_names[4];
M_snprintf(turbomessage, sizeof(turbomessage),
"%s is turbo!", player_names[i]);
players[consoleplayer].message = turbomessage;
turbodetected[i] = false;
}
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])
{
M_StringCopy(savedescription, "NET GAME",
sizeof(savedescription));
}
savegameslot =
(players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
gameaction = ga_savegame;
break;
}
}
}
}
// Have we just finished displaying an intermission screen?
if (oldgamestate == GS_INTERMISSION && gamestate != GS_INTERMISSION)
{
WI_End();
}
oldgamestate = gamestate;
// 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)
{
// 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 = deh_initial_health; // Use dehacked value
p->readyweapon = p->pendingweapon = wp_pistol;
p->weaponowned[wp_fist] = true;
p->weaponowned[wp_pistol] = true;
p->ammo[am_clip] = deh_initial_bullets;
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;
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);
// The code in the released source looks like this:
//
// an = ( ANG45 * (((unsigned int) mthing->angle)/45) )
// >> ANGLETOFINESHIFT;
// mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an]
// , ss->sector->floorheight
// , MT_TFOG);
//
// But 'an' can be a signed value in the DOS version. This means that
// we get a negative index and the lookups into finecosine/finesine
// end up dereferencing values in finetangent[].
// A player spawning on a deathmatch start facing directly west spawns
// "silently" with no spawn fog. Emulate this.
//
// This code is imported from PrBoom+.
{
fixed_t xa, ya;
signed int an;
// This calculation overflows in Vanilla Doom, but here we deliberately
// avoid integer overflow as it is undefined behavior, so the value of
// 'an' will always be positive.
an = (ANG45 >> ANGLETOFINESHIFT) * ((signed int) mthing->angle / 45);
switch (an)
{
case 4096: // -4096:
xa = finetangent[2048]; // finecosine[-4096]
ya = finetangent[0]; // finesine[-4096]
break;
case 5120: // -3072:
xa = finetangent[3072]; // finecosine[-3072]
ya = finetangent[1024]; // finesine[-3072]
break;
case 6144: // -2048:
xa = finesine[0]; // finecosine[-2048]
ya = finetangent[2048]; // finesine[-2048]
break;
case 7168: // -1024:
xa = finesine[1024]; // finecosine[-1024]
ya = finetangent[3072]; // finesine[-1024]
break;
case 0:
case 1024:
case 2048:
case 3072:
xa = finecosine[an];
ya = finesine[an];
break;
default:
I_Error("G_CheckSpot: unexpected angle %d\n", an);
xa = ya = 0;
break;
}
mo = P_SpawnMobj(x + 20 * xa, y + 20 * ya,
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)
{
// Chex Quest ends after 5 levels, rather than 8.
if (gameversion == exe_chex)
{
if (gamemap == 5)
{
gameaction = ga_victory;
return;
}
}
else
{
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;
// Set par time. Doom episode 4 doesn't have a par time, so this
// overflows into the cpars array. It's necessary to emulate this
// for statcheck regression testing.
if (gamemode == commercial)
wminfo.partime = TICRATE*cpars[gamemap-1];
else if (gameepisode < 4)
wminfo.partime = TICRATE*pars[gameepisode][gamemap];
else
wminfo.partime = TICRATE*cpars[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;
StatCopy(&wminfo);
WI_Start (&wminfo);
}
//
// 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)
{
M_StringCopy(savename, name, sizeof(savename));
gameaction = ga_loadgame;
}
#define VERSIONSIZE 16
void G_DoLoadGame (void)
{
int savedleveltime;
gameaction = ga_nothing;
save_stream = fopen(savename, "rb");
if (save_stream == NULL)
{
return;
}
savegame_error = false;
if (!P_ReadSaveGameHeader())
{
fclose(save_stream);
return;
}
savedleveltime = leveltime;
// load a base level
G_InitNew (gameskill, gameepisode, gamemap);
leveltime = savedleveltime;
// dearchive all the modifications
P_UnArchivePlayers ();
P_UnArchiveWorld ();
P_UnArchiveThinkers ();
P_UnArchiveSpecials ();
if (!P_ReadSaveGameEOF())
I_Error ("Bad savegame");
fclose(save_stream);
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;
M_StringCopy(savedescription, description, sizeof(savedescription));
sendsave = true;
}
void G_DoSaveGame (void)
{
char *savegame_file;
char *temp_savegame_file;
temp_savegame_file = P_TempSaveGameFile();
savegame_file = P_SaveGameFile(savegameslot);
// Open the savegame file for writing. We write to a temporary file
// and then rename it at the end if it was successfully written.
// This prevents an existing savegame from being overwritten by
// a corrupted one, or if a savegame buffer overrun occurs.
save_stream = fopen(temp_savegame_file, "wb");
if (save_stream == NULL)
{
return;
}
savegame_error = false;
P_WriteSaveGameHeader(savedescription);
P_ArchivePlayers ();
P_ArchiveWorld ();
P_ArchiveThinkers ();
P_ArchiveSpecials ();
P_WriteSaveGameEOF();
// Enforce the same savegame size limit as in Vanilla Doom,
// except if the vanilla_savegame_limit setting is turned off.
if (vanilla_savegame_limit && ftell(save_stream) > SAVEGAMESIZE)
{
I_Error ("Savegame buffer overrun");
}
// Finish up, close the savegame file.
fclose(save_stream);
// Now rename the temporary savegame file to the actual savegame
// file, overwriting the old savegame if there was one there.
remove(savegame_file);
rename(temp_savegame_file, savegame_file);
gameaction = ga_nothing;
M_StringCopy(savedescription, "", sizeof(savedescription));
players[consoleplayer].message = DEH_String(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;
}
void
G_InitNew
( skill_t skill,
int episode,
int map )
{
char *skytexturename;
int i;
if (paused)
{
paused = false;
S_ResumeSound ();
}
/*
// Note: This commented-out block of code was added at some point
// between the DOS version(s) and the Doom source release. It isn't
// found in disassemblies of the DOS version and causes IDCLEV and
// the -warp command line parameter to behave differently.
// This is left here for posterity.
// 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 (skill > sk_nightmare)
skill = sk_nightmare;
if (gameversion >= exe_ultimate)
{
if (episode == 0)
{
episode = 4;
}
}
else
{
if (episode < 1)
{
episode = 1;
}
if (episode > 3)
{
episode = 3;
}
}
if (episode > 1 && gamemode == shareware)
{
episode = 1;
}
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 to use.
//
// Note: This IS broken, but it is how Vanilla Doom behaves.
// See http://doomwiki.org/wiki/Sky_never_changes_in_Doom_II.
//
// Because we set the sky here at the start of a game, not at the
// start of a level, the sky texture never changes unless we
// restore from a saved game. This was fixed before the Doom
// source release, but this IS the way Vanilla DOS Doom behaves.
if (gamemode == commercial)
{
if (gamemap < 12)
skytexturename = "SKY1";
else if (gamemap < 21)
skytexturename = "SKY2";
else
skytexturename = "SKY3";
}
else
{
switch (gameepisode)
{
default:
case 1:
skytexturename = "SKY1";
break;
case 2:
skytexturename = "SKY2";
break;
case 3:
skytexturename = "SKY3";
break;
case 4: // Special Edition sky
skytexturename = "SKY4";
break;
}
}
skytexturename = DEH_String(skytexturename);
skytexture = R_TextureNumForName(skytexturename);
spawnMobjId = 0;
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++);
// If this is a longtics demo, read back in higher resolution
if (longtics)
{
cmd->angleturn = *demo_p++;
cmd->angleturn |= (*demo_p++) << 8;
}
else
{
cmd->angleturn = ((unsigned char) *demo_p++)<<8;
}
cmd->buttons = (unsigned char)*demo_p++;
}
// Increase the size of the demo buffer to allow unlimited demos
static void IncreaseDemoBuffer(void)
{
int current_length;
byte *new_demobuffer;
byte *new_demop;
int new_length;
// Find the current size
current_length = demoend - demobuffer;
// Generate a new buffer twice the size
new_length = current_length * 2;
new_demobuffer = Z_Malloc(new_length, PU_STATIC, 0);
new_demop = new_demobuffer + (demo_p - demobuffer);
// Copy over the old data
memcpy(new_demobuffer, demobuffer, current_length);
// Free the old buffer and point the demo pointers at the new buffer.
Z_Free(demobuffer);
demobuffer = new_demobuffer;
demo_p = new_demop;
demoend = demobuffer + new_length;
}
void G_WriteDemoTiccmd (ticcmd_t* cmd)
{
byte *demo_start;
if (gamekeydown[key_demo_quit]) // press q to end demo recording
G_CheckDemoStatus ();
demo_start = demo_p;
*demo_p++ = cmd->forwardmove;
*demo_p++ = cmd->sidemove;
// If this is a longtics demo, record in higher resolution
if (longtics)
{
*demo_p++ = (cmd->angleturn & 0xff);
*demo_p++ = (cmd->angleturn >> 8) & 0xff;
}
else
{
*demo_p++ = cmd->angleturn >> 8;
}
*demo_p++ = cmd->buttons;
// reset demo pointer back
demo_p = demo_start;
if (demo_p > demoend - 16)
{
if (vanilla_demo_limit)
{
// no more space
G_CheckDemoStatus ();
return;
}
else
{
// Vanilla demo limit disabled: unlimited
// demo lengths!
IncreaseDemoBuffer();
}
}
G_ReadDemoTiccmd (cmd); // make SURE it is exactly the same
}
//
// G_RecordDemo
//
void G_RecordDemo (char *name)
{
size_t demoname_size;
int i;
int maxsize;
usergame = false;
demoname_size = strlen(name) + 5;
demoname = Z_Malloc(demoname_size, PU_STATIC, NULL);
M_snprintf(demoname, demoname_size, "%s.lmp", name);
maxsize = 0x20000;
//!
// @arg <size>
// @category demo
// @vanilla
//
// Specify the demo buffer size (KiB)
//
i = M_CheckParmWithArgs("-maxdemo", 1);
if (i)
maxsize = atoi(myargv[i+1])*1024;
demobuffer = Z_Malloc (maxsize,PU_STATIC,NULL);
demoend = demobuffer + maxsize;
demorecording = true;
}
// Get the demo version code appropriate for the version set in gameversion.
int G_VanillaVersionCode(void)
{
switch (gameversion)
{
case exe_doom_1_2:
I_Error("Doom 1.2 does not have a version code!");
case exe_doom_1_666:
return 106;
case exe_doom_1_7:
return 107;
case exe_doom_1_8:
return 108;
case exe_doom_1_9:
default: // All other versions are variants on v1.9:
return 109;
}
}
void G_BeginRecording (void)
{
int i;
//!
// @category demo
//
// Record a high resolution "Doom 1.91" demo.
//
longtics = M_CheckParm("-longtics") != 0;
// If not recording a longtics demo, record in low res
lowres_turn = !longtics;
demo_p = demobuffer;
// Save the right version code for this demo
if (longtics)
{
*demo_p++ = DOOM_191_VERSION;
}
else
{
*demo_p++ = G_VanillaVersionCode();
}
*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;
}
// Generate a string describing a demo version
static char *DemoVersionDescription(int version)
{
static char resultbuf[16];
switch (version)
{
case 104:
return "v1.4";
case 105:
return "v1.5";
case 106:
return "v1.6/v1.666";
case 107:
return "v1.7/v1.7a";
case 108:
return "v1.8";
case 109:
return "v1.9";
default:
break;
}
// Unknown version. Perhaps this is a pre-v1.4 IWAD? If the version
// byte is in the range 0-4 then it can be a v1.0-v1.2 demo.
if (version >= 0 && version <= 4)
{
return "v1.0/v1.1/v1.2";
}
else
{
M_snprintf(resultbuf, sizeof(resultbuf),
"%i.%i (unknown)", version / 100, version % 100);
return resultbuf;
}
}
void G_DoPlayDemo (void)
{
skill_t skill;
int i, episode, map;
int demoversion;
gameaction = ga_nothing;
demobuffer = demo_p = W_CacheLumpName (defdemoname, PU_STATIC);
demoversion = *demo_p++;
if (demoversion == G_VanillaVersionCode())
{
longtics = false;
}
else if (demoversion == DOOM_191_VERSION)
{
// demo recorded with cph's modified "v1.91" doom exe
longtics = true;
}
else
{
char *message = "Demo is from a different game version!\n"
"(read %i, should be %i)\n"
"\n"
"*** You may need to upgrade your version "
"of Doom to v1.9. ***\n"
" See: http://doomworld.com/files/patches.shtml\n"
" This appears to be %s.";
I_Error(message, demoversion, G_VanillaVersionCode(),
DemoVersionDescription(demoversion));
}
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] || M_CheckParm("-solo-net") > 0
|| M_CheckParm("-netdemo") > 0)
{
netgame = true;
netdemo = true;
}
// don't spend a lot of time in loadlevel
precache = false;
G_InitNew (skill, episode, map);
precache = true;
starttime = I_GetTime ();
usergame = false;
demoplayback = true;
}
//
// G_TimeDemo
//
void G_TimeDemo (char* name)
{
//!
// @vanilla
//
// Disable rendering the screen entirely.
//
nodrawers = M_CheckParm ("-nodraw");
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;
if (timingdemo)
{
float fps;
int realtics;
endtime = I_GetTime ();
realtics = endtime - starttime;
fps = ((float) gametic * TICRATE) / realtics;
// Prevent recursive calls
timingdemo = false;
demoplayback = false;
I_Error ("timed %i gametics in %i realtics (%f fps)",
gametic, realtics, fps);
}
if (demoplayback)
{
W_ReleaseLumpName(defdemoname);
demoplayback = false;
netdemo = false;
netgame = false;
deathmatch = false;
playeringame[1] = playeringame[2] = playeringame[3] = 0;
respawnparm = false;
fastparm = false;
nomonsters = false;
consoleplayer = 0;
if (singledemo)
I_Quit ();
else
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;
}