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g_game.c
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#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"
#ifdef SERVER
#include <netinet/in.h>
#include "network.h"
#include "sv_cmds.h"
#endif
#define SAVEGAMESIZE 0x2c000
#define SAVESTRINGSIZE 24
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_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 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
int netgame; // only true if packets are broadcast
#ifdef SERVER
boolean playeringame[MAXPLAYERS];
player_t players[MAXPLAYERS];
#else
// [kg] last slot for local spectator
boolean playeringame[MAXPLAYERS+1];
player_t players[MAXPLAYERS+1];
// [kg] singleplayer respawn backup
player_t prespawn;
#endif
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
boolean precache = true; // if true, load all graphics at start
wbstartstruct_t wminfo; // parms for world map / intermission
byte* savebuffer;
//
// controls (have defaults)
//
int key_right;
int key_left;
int key_lup;
int key_ldown;
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 mousebuse;
#define MAXPLMOVE (forwardmove[1])
#define TURBOTHRESHOLD 0x32
fixed_t forwardmove[2] = {0x19, 0x32};
fixed_t sidemove[2] = {0x18, 0x28};
fixed_t anglemove = 1280 << 16;
short pitchmove = 50;
fixed_t joyforwardmove[2] = {550*2, 550};
fixed_t joysidemove[2] = {770*2, 770};
#define SLOWTURNTICS 6
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;
int joyxmove2;
int joyymove2;
boolean joybuttons[NUM_JOYCON_BUTTONS];
int savegameslot;
char savedescription[32];
// [kg] joycon info
extern int i_ctrl_roles;
extern int i_ctrl_btn[];
#define BODYQUESIZE 32
mobj_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;
}
#ifndef SERVER
//
// G_BuildTiccmd
// Builds a ticcmd from all of the available inputs.
//
void G_BuildTiccmd (ticcmd_t* cmd)
{
int i;
boolean strafe;
boolean bstrafe;
int speed;
int tspeed;
int forward;
int side;
angle_t angleturn;
fixed_t pitchturn;
mobj_t *mo = players[consoleplayer].mo;
ticcmd_t* base;
base = I_BaseTiccmd (); // empty, or external driver
memcpy (cmd,base,sizeof(*cmd));
if(!mo)
return;
angleturn = mo->angle;
pitchturn = mo->pitch;
speed = !(gamekeydown[key_speed] || joybuttons[joybspeed]);
forward = side = 0;
// turning
if (gamekeydown[key_right])
angleturn -= anglemove;
if (gamekeydown[key_left])
angleturn += anglemove;
if (gamekeydown[key_ldown])
pitchturn -= pitchmove;
if (gamekeydown[key_lup])
pitchturn += pitchmove;
if(i_ctrl_roles)
{
angleturn -= joyxmove * 2345;
pitchturn += joyymove / 6;
} else
{
angleturn -= joyxmove2 * 2345;
pitchturn += joyymove2 / 6;
}
if(i_ctrl_roles)
{
side = joyxmove2 / joysidemove[speed];
forward = joyymove2 / joyforwardmove[speed];
} else
{
side = joyxmove / joysidemove[speed];
forward = joyymove / joyforwardmove[speed];
}
if (gamekeydown[key_up])
forward += forwardmove[speed];
if (gamekeydown[key_down])
forward -= forwardmove[speed];
if (gamekeydown[key_straferight])
side += sidemove[speed];
if (gamekeydown[key_strafeleft])
side -= sidemove[speed];
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;
}
// weapon menu
i = ST_GetNewWeapon();
if(i < NUMWEAPONS)
{
cmd->buttons |= BT_CHANGE;
cmd->weapon = i;
} else
// or send current weapon
cmd->weapon = players[consoleplayer].readyweapon;
// 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++;
if (dclicktime > 20)
{
dclicks = 0;
dclickstate = 0;
}
}
angleturn -= mousex << 16;
pitchturn -= mousey;
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;
cmd->angle = angleturn;
cmd->pitch = pitchturn;
}
#endif
//
// 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 ( 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
gamestate = GS_LEVEL;
#ifdef SERVER
for (i=0 ; i<MAXPLAYERS ; i++)
#else
for (i=0 ; i<=MAXPLAYERS ; i++)
#endif
{
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;
joyxmove2 = joyymove2 = 0;
mousex = mousey = 0;
sendpause = sendsave = paused = false;
memset (mousearray, 0, sizeof(mousearray));
memset (joybuttons, 0, sizeof(joybuttons));
}
#ifndef SERVER
//
// G_Responder
// Get info needed to make ticcmd_ts for the players.
//
boolean G_Responder (event_t* ev)
{
int i;
// allow spy mode changes
if (gamestate == GS_LEVEL && ev->type == ev_keydown
&& ev->data1 == KEY_F12 && !deathmatch )
{
// spy mode
do
{
displayplayer++;
if (displayplayer == MAXPLAYERS+1)
displayplayer = 0;
} while (!playeringame[displayplayer] && displayplayer != consoleplayer);
return true;
}
// any other key pops up menu if in demos
if (gameaction == ga_nothing && 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)
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:
if(in_weapon_menu)
{
mousebuttons[0] = 0;
mousebuttons[1] = 0;
mousebuttons[2] = 0;
mousex = 0;
mousey = 0;
} else
{
mousebuttons[0] = ev->data1 & 1;
mousebuttons[1] = ev->data1 & 2;
mousebuttons[2] = ev->data1 & 4;
mousex = ev->data2 * mouseSensitivity * 7;
mousey = ev->data3 * mouseSensitivity * 7;
}
return true; // eat events
// [kg] joycons
case ev_joystick:
if(in_weapon_menu)
{
for(i = 0; i < NUM_JOYCON_BUTTONS; i++)
joybuttons[i] = 0;
joyxmove = 0;
joyymove = 0;
} else
{
for(i = 0; i < NUM_JOYCON_BUTTONS; i++)
joybuttons[i] = ev->data1 & (1 << i_ctrl_btn[i]);
joyxmove = ev->data2;
joyymove = ev->data3;
}
return false; // don't eat events
case ev_joystick2:
if(in_weapon_menu)
{
joyxmove2 = 0;
joyymove2 = 0;
} else
{
joyxmove2 = ev->data2;
joyymove2 = ev->data3;
}
return true; // eat events
default:
break;
}
return false;
}
#endif
#ifdef SERVER
void SV_ExitLevel();
#endif
//
// G_Ticker
// Make ticcmd_ts for the players.
//
void G_Ticker (void)
{
int i;
int buf;
ticcmd_t* cmd;
// do player reborns if needed
#ifndef SERVER
if(!netgame)
#endif
for (i=0 ; i<MAXPLAYERS ; i++)
if (playeringame[i] && (players[i].playerstate == PST_REBORN || players[i].playerstate == PST_RESPAWN))
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;
#ifndef SERVER
case ga_loadgame:
G_DoLoadGame ();
break;
case ga_savegame:
G_DoSaveGame ();
break;
#endif
case ga_completed:
#ifdef SERVER
SV_ExitLevel();
#else
G_DoCompleted ();
#endif
break;
case ga_victory:
#ifndef SERVER
F_StartFinale ();
#endif
break;
case ga_worlddone:
G_DoWorldDone ();
break;
case ga_screenshot:
// M_ScreenShot ();
gameaction = ga_nothing;
break;
case ga_nothing:
break;
}
}
#ifdef SERVER
switch (gamestate)
{
case GS_LEVEL:
P_Ticker ();
break;
}
#else
// 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;
}
#endif
}
//
// PLAYER STRUCTURE FUNCTIONS
// also see P_SpawnPlayer in P_Things
//
//
// 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;
#ifndef SERVER
memcpy(&prespawn, p, sizeof(player_t));
#endif
}
//
// G_PlayerReborn
// Called after a player dies
// almost everything is cleared and initialized
// [kg] handle level reload, restore inventory
//
void G_PlayerReborn (int player)
{
player_t* p;
#ifdef SERVER
int i;
int frags[MAXPLAYERS];
int killcount;
int itemcount;
int secretcount;
#endif
p = &players[player];
#ifdef SERVER
memcpy (frags,players[player].frags,sizeof(frags));
killcount = players[player].killcount;
itemcount = players[player].itemcount;
secretcount = players[player].secretcount;
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;
for (i=0 ; i<NUMAMMO ; i++)
p->maxammo[i] = maxammo[i];
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;
#else
memcpy(p, &prespawn, sizeof(player_t));
p->mo = NULL;
#endif
p->usedown = p->attackdown = true; // don't do anything immediately
}
//
// 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_hexen_t* mthing, int netplayer);
boolean
G_CheckSpot
( int playernum,
mapthing_hexen_t* mthing )
{
fixed_t x;
fixed_t y;
subsector_t* ss;
angle_t an;
mobj_t* mo;
int i;
#ifndef SERVER
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;
}
#endif
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
#ifdef SERVER
if (players[playernum].mo && !P_CheckPosition (players[playernum].mo, x, y) )
return false;
// flush an old corpse if needed
if (bodyqueslot >= BODYQUESIZE)
P_RemoveMobj (bodyque[bodyqueslot%BODYQUESIZE], true);
if(players[playernum].mo)
{
bodyque[bodyqueslot%BODYQUESIZE] = players[playernum].mo;
bodyqueslot++;
}
#else
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++;
#endif
// spawn a teleport fog
ss = R_PointInSubsector (x,y);
an = (angle_t)( ANG45 * (mthing->angle/45) ) >> ANGLETOFINESHIFT;
mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an]
, ss->sector->floorheight
, MT_TFOG);
if (mo->info->seesound)
S_StartSound (mo, mo->info->seesound, SOUND_BODY);
#ifdef SERVER
// tell clients about this
SV_SpawnMobj(mo, SV_MOBJF_SOUND_SEE);
#endif
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], playernum);
return;
}
}
// no good spot, so the player will probably get stuck
P_SpawnPlayer (&playerstarts[playernum], -1);
}
//
// 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
if(players[playernum].mo)
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], 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], playernum);
playerstarts[i].type = i+1; // restore
return;
}
// he's going to be inside something. Too bad.
}
P_SpawnPlayer (&playerstarts[playernum], 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;
}
#ifndef SERVER
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)
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;