?? g_game.c
字號:
// 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)
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;
if ( gamemode == commercial )
wminfo.partime = 35*cpars[gamemap-1];
else
wminfo.partime = 35*pars[gameepisode][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;
if (statcopy)
memcpy (statcopy, &wminfo, sizeof(wminfo));
// DQ start addition
{
BUFFER BackBuffer;
BackBuffer.Buffer = screens[1]; // back buffer
BackBuffer.YLookup = ScreensYLookup;
WI_Start(&wminfo, &BackBuffer);
}
// DQ end addition
//WI_Start (&wminfo); // DQ removed
}
//
// 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;
// DQ start addition
void R_ExecuteSetViewSize (int iRightPixelOffset,
int iLeftPixelOffset);
void R_SetCameraPosition(BOOL bLeftEye);
// DQ end addition
// void R_ExecuteSetViewSize (void); // original line
char savename[256];
void G_LoadGame (char* name)
{
strcpy (savename, name);
gameaction = ga_loadgame;
}
#define VERSIONSIZE 16
void G_DoLoadGame (void)
{
int length;
int i;
int a,b,c;
char vcheck[VERSIONSIZE];
gameaction = ga_nothing;
length = M_ReadFile (savename, &savebuffer);
save_p = savebuffer + SAVESTRINGSIZE;
// skip the description field
memset (vcheck,0,sizeof(vcheck));
sprintf (vcheck,"version %i",VERSION);
if (strcmp (save_p, vcheck))
return; // bad version
save_p += VERSIONSIZE;
gameskill = *save_p++;
gameepisode = *save_p++;
gamemap = *save_p++;
for (i=0 ; i<MAXPLAYERS ; i++)
playeringame[i] = *save_p++;
// load a base level
G_InitNew (gameskill, gameepisode, gamemap);
// get the times
a = *save_p++;
b = *save_p++;
c = *save_p++;
leveltime = (a<<16) + (b<<8) + c;
// dearchive all the modifications
P_UnArchivePlayers ();
P_UnArchiveWorld ();
P_UnArchiveThinkers ();
P_UnArchiveSpecials ();
if (*save_p != 0x1d)
I_Error ("Bad savegame");
// done
Z_Free (savebuffer);
if (setsizeneeded)
{
// DQ start addition
BUFFER BackBuffer;
BackBuffer.Buffer = screens[1]; // background
BackBuffer.YLookup = ScreensYLookup;
R_ExecuteSetViewSize ((gEyePixelOffset+1)/2,
-(gEyePixelOffset/2));
R_DrawViewBorder(&gRenderBuffer, &BackBuffer); // DQ
R_SetCameraPosition(TRUE);
// DQ end addition
// R_ExecuteSetViewSize (); // original line
}
// draw the pattern into the back screen
WriteDebug("Calling R_FileBackScreen...\n");
// DQ start addition
{
BUFFER BackBuffer;
BackBuffer.Buffer = screens[1];
BackBuffer.YLookup = ScreensYLookup;
R_FillBackScreen(&BackBuffer);
WriteDebug("Calling R_DrawViewBorder...\n"); // DQ removed
R_DrawViewBorder(&gRenderBuffer, &BackBuffer); // DQ removed
}
// DQ end addition
//R_FillBackScreen(screens[1]/*DQ*/); // DQ removed
//WriteDebug("Calling R_DrawViewBorder...\n"); // DQ removed
//R_DrawViewBorder(); // DQ removed
}
//
// G_SaveGame
// Called by the menu task.
// Description is a 24 byte text string
//
void
G_SaveGame
( int slot,
char* description )
{
savegameslot = slot;
strcpy (savedescription, description);
sendsave = true;
}
void G_DoSaveGame (void)
{
char name[100];
char name2[VERSIONSIZE];
char* description;
int length;
int i;
if (M_CheckParm("-cdrom"))
sprintf(name,"c:\\doomdata\\"SAVEGAMENAME"%d.dsg",savegameslot);
else
sprintf (name,SAVEGAMENAME"%d.dsg",savegameslot);
description = savedescription;
save_p = savebuffer = screens[1]+0x4000;
memcpy (save_p, description, SAVESTRINGSIZE);
save_p += SAVESTRINGSIZE;
memset (name2,0,sizeof(name2));
sprintf (name2,"version %i",VERSION);
memcpy (save_p, name2, VERSIONSIZE);
save_p += VERSIONSIZE;
*save_p++ = gameskill;
*save_p++ = gameepisode;
*save_p++ = gamemap;
for (i=0 ; i<MAXPLAYERS ; i++)
*save_p++ = playeringame[i];
*save_p++ = leveltime>>16;
*save_p++ = leveltime>>8;
*save_p++ = leveltime;
P_ArchivePlayers ();
P_ArchiveWorld ();
P_ArchiveThinkers ();
P_ArchiveSpecials ();
*save_p++ = 0x1d; // consistancy marker
length = save_p - savebuffer;
if (length > SAVEGAMESIZE)
I_Error ("Savegame buffer overrun");
M_WriteFile (name, savebuffer, length);
gameaction = ga_nothing;
savedescription[0] = 0;
players[consoleplayer].message = GGSAVED;
// draw the pattern into the back screen
// DQ start addition
{
BUFFER BackBuffer;
BackBuffer.Buffer = screens[1];
BackBuffer.YLookup = ScreensYLookup;
R_FillBackScreen(&BackBuffer);
}
// DQ end addition
//R_FillBackScreen (); // DQ removed
}
//
// 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;
}
// The sky texture to be used instead of the F_SKY1 dummy.
extern int skytexture;
void
G_InitNew
( skill_t skill,
int episode,
int map )
{
int i;
if (paused)
{
paused = false;
S_ResumeSound ();
}
if (skill > sk_nightmare)
skill = sk_nightmare;
// 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 (map < 1)
map = 1;
if ( (map > 9)
&& ( gamemode != commercial) )
map = 9;
//WriteDebug("M_ClearRandom\n");
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 map for the episode
if ( gamemode == commercial)
{
skytexture = R_TextureNumForName ("SKY3");
if (gamemap < 12)
skytexture = R_TextureNumForName ("SKY1");
else
if (gamemap < 21)
skytexture = R_TextureNumForName ("SKY2");
}
else
switch (episode)
{
case 1:
skytexture = R_TextureNumForName ("SKY1");
break;
case 2:
skytexture = R_TextureNumForName ("SKY2");
break;
case 3:
skytexture = R_TextureNumForName ("SKY3");
break;
case 4: // Special Edition sky
skytexture = R_TextureNumForName ("SKY4");
break;
}
//WriteDebug("G_DoLoadLevel\n");
setsizeneeded = TRUE;
G_DoLoadLevel ();
}
//
// DEMO RECORDING
//
#define DEMOMARKER 0x80
void G_ReadDemoTiccmd (ticcmd_t* cmd)
{
if (*demo_p == DEMOMARKER)
{
// end of demo data stream
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