RingRacers/src/g_game.c
toaster 2caa5ff018 Dedicated server -spoilers startup parameter
Servers should get enough free for a healthy launch ecosystem, but not everything.
We'll give the relevant password out after, like, the first week probably? Please be patient, commit-diver
2024-04-12 14:17:33 +01:00

5673 lines
128 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2024 by Kart Krew.
// Copyright (C) 2020 by Sonic Team Junior.
// Copyright (C) 2000 by DooM Legacy Team.
// Copyright (C) 1996 by id Software, Inc.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file g_game.c
/// \brief game loop functions, events handling
#include "doomdef.h"
#include "console.h"
#include "d_main.h"
#include "d_clisrv.h"
#include "d_player.h"
#include "d_clisrv.h"
#include "f_finale.h"
#include "filesrch.h" // for refreshdirmenu
#include "p_setup.h"
#include "p_saveg.h"
#include "i_time.h"
#include "i_system.h"
#include "am_map.h"
#include "m_random.h"
#include "p_local.h"
#include "r_draw.h"
#include "r_main.h"
#include "s_sound.h"
#include "g_game.h"
#include "g_demo.h"
#include "m_cheat.h"
#include "m_misc.h"
#include "k_menu.h"
#include "m_argv.h"
#include "hu_stuff.h"
#include "st_stuff.h"
#include "z_zone.h"
#include "i_video.h"
#include "byteptr.h"
#include "i_joy.h"
#include "r_local.h"
#include "r_skins.h"
#include "y_inter.h"
#include "v_video.h"
#include "lua_hook.h"
#include "m_cond.h" // condition sets
#include "r_fps.h" // frame interpolation/uncapped
#include "lua_hud.h"
// SRB2kart
#include "k_kart.h"
#include "k_battle.h"
#include "k_pwrlv.h"
#include "k_color.h"
#include "k_respawn.h"
#include "k_grandprix.h"
#include "k_boss.h"
#include "k_specialstage.h"
#include "k_bot.h"
#include "doomstat.h"
#include "k_director.h"
#include "k_podium.h"
#include "k_rank.h"
#include "acs/interface.h"
#include "g_party.h"
#include "k_vote.h"
#include "k_serverstats.h"
#include "k_zvote.h"
#include "music.h"
#include "k_roulette.h"
#include "k_objects.h"
#include "k_credits.h"
#include "g_gamedata.h"
#ifdef HAVE_DISCORDRPC
#include "discord.h"
#endif
#ifdef HWRENDER
#include "hardware/hw_main.h" // for cv_glshearing
#endif
gameaction_t gameaction;
gamestate_t gamestate = GS_NULL;
boolean ultimatemode = false;
JoyType_t Joystick[MAXSPLITSCREENPLAYERS];
// SRB2kart
char gamedatafilename[64] =
#if defined (TESTERS)
"test"
#elif defined(DEVELOP)
"develop"
#endif
"ringdata.dat";
char timeattackfolder[64] = "ringracers";
char customversionstring[32] = "\0";
static void G_DoCompleted(void);
static void G_DoStartContinue(void);
static void G_DoContinued(void);
static void G_DoWorldDone(void);
static void G_DoStartVote(void);
char mapmusname[7]; // Music name
UINT32 mapmusposition; // Position to jump to
UINT32 mapmusresume;
UINT8 mapmusrng; // Random selection result
INT16 gamemap = 1;
boolean g_reloadingMap;
UINT32 maptol;
preciptype_t globalweather = PRECIP_NONE;
preciptype_t curWeather = PRECIP_NONE;
precipprops_t precipprops[MAXPRECIP] =
{
{"NONE", MT_NULL, 0}, // PRECIP_NONE
{"RAIN", MT_RAIN, 0}, // PRECIP_RAIN
{"SNOW", MT_SNOWFLAKE, 0}, // PRECIP_SNOW
{"BLIZZARD", MT_BLIZZARDSNOW, 0}, // PRECIP_BLIZZARD
{"STORM", MT_RAIN, PRECIPFX_THUNDER|PRECIPFX_LIGHTNING}, // PRECIP_STORM
{"STORM_NORAIN", MT_NULL, PRECIPFX_THUNDER|PRECIPFX_LIGHTNING}, // PRECIP_STORM_NORAIN
{"STORM_NOSTRIKES", MT_RAIN, PRECIPFX_THUNDER} // PRECIP_STORM_NOSTRIKES
};
preciptype_t precip_freeslot = PRECIP_FIRSTFREESLOT;
INT32 cursaveslot = 0; // Auto-save 1p savegame slot
UINT8 gamecomplete = 0;
marathonmode_t marathonmode = 0;
tic_t marathontime = 0;
UINT8 numgameovers = 0; // for startinglives balance
SINT8 startinglivesbalance[maxgameovers+1] = {3, 5, 7, 9, 12, 15, 20, 25, 30, 40, 50, 75, 99, 0x7F};
UINT16 mainwads = 0;
UINT16 musicwads = 0;
boolean modifiedgame = false; // Set if homebrew PWAD stuff has been added.
boolean majormods = false; // Set if Lua/Gameplay SOC/replacement map has been added.
boolean savemoddata = false;
boolean usedCheats = false; // Set when a "cheats on" is ever used.
boolean usedTourney = false; // Entered the "Tournament Mode" cheat.
UINT8 paused;
UINT8 modeattacking = ATTACKING_NONE;
boolean imcontinuing = false;
// menu demo things
UINT8 numDemos = 0;
UINT32 demoDelayTime = 15*TICRATE;
UINT32 demoIdleTime = 3*TICRATE;
boolean netgame; // only true if packets are broadcast
boolean multiplayer;
boolean playeringame[MAXPLAYERS];
boolean addedtogame;
player_t players[MAXPLAYERS];
INT32 consoleplayer; // player taking events and displaying
INT32 displayplayers[MAXSPLITSCREENPLAYERS]; // view being displayed
INT32 g_localplayers[MAXSPLITSCREENPLAYERS];
tic_t gametic;
tic_t levelstarttic; // gametic at level start
INT16 lastmap; // last level you were at (returning from special stages)
tic_t timeinmap; // Ticker for time spent in level (used for levelcard display)
char * titlemap = NULL;
boolean hidetitlepics = false;
boolean looptitle = true;
char * bootmap = NULL; //bootmap for loading a map on startup
char * podiummap = NULL; // map to load for podium
char * tutorialchallengemap = NULL; // map to load for tutorial skip
UINT8 tutorialchallenge = TUTORIALSKIP_NONE;
UINT16 skincolor_redteam = SKINCOLOR_RED;
UINT16 skincolor_blueteam = SKINCOLOR_BLUE;
UINT16 skincolor_redring = SKINCOLOR_RASPBERRY;
UINT16 skincolor_bluering = SKINCOLOR_PERIWINKLE;
boolean exitfadestarted = false;
cutscene_t *cutscenes[128];
textprompt_t *textprompts[MAX_PROMPTS];
UINT16 nextmapoverride;
UINT8 skipstats;
quake_t *g_quakes = NULL;
// Map Header Information
mapheader_t** mapheaderinfo = {NULL};
INT32 nummapheaders = 0;
INT32 basenummapheaders = 0;
INT32 mapallocsize = 0;
unloaded_mapheader_t *unloadedmapheaders = NULL;
// Kart cup definitions
cupheader_t *kartcupheaders = NULL;
UINT16 numkartcupheaders = 0;
UINT16 basenumkartcupheaders = 0;
unloaded_cupheader_t *unloadedcupheaders = NULL;
static boolean exitgame = false;
static boolean retrying = false;
UINT8 stagefailed; // Used for GEMS BONUS? Also to see if you beat the stage.
INT32 luabanks[NUM_LUABANKS];
// Temporary holding place for nights data for the current map
//nightsdata_t ntemprecords;
UINT32 bluescore, redscore; // CTF and Team Match team scores
// ring count... for PERFECT!
INT32 nummaprings = 0;
UINT8 nummapspraycans = 0;
UINT16 numchallengedestructibles = 0;
// Elminates unnecessary searching.
boolean CheckForBustableBlocks;
boolean CheckForBouncySector;
boolean CheckForQuicksand;
boolean CheckForMarioBlocks;
boolean CheckForFloatBob;
boolean CheckForReverseGravity;
// Powerup durations
UINT16 invulntics = 20*TICRATE;
UINT16 sneakertics = 20*TICRATE;
UINT16 flashingtics = 3*TICRATE/2; // SRB2kart
UINT16 tailsflytics = 8*TICRATE;
UINT16 underwatertics = 30*TICRATE;
UINT16 spacetimetics = 11*TICRATE + (TICRATE/2);
UINT16 extralifetics = 4*TICRATE;
UINT16 nightslinktics = 2*TICRATE;
INT32 gameovertics = 15*TICRATE;
UINT8 ammoremovaltics = 2*TICRATE;
// SRB2kart
tic_t introtime = 3;
tic_t starttime = 3;
const tic_t bulbtime = TICRATE/2;
UINT8 numbulbs = 1;
INT32 hyudorotime = 14*TICRATE;
INT32 stealtime = TICRATE/2;
INT32 sneakertime = TICRATE + (TICRATE/3);
INT32 itemtime = 8*TICRATE;
INT32 bubbletime = TICRATE/2;
INT32 comebacktime = 3*TICRATE;
INT32 bumptime = 6;
INT32 greasetics = 3*TICRATE;
INT32 wipeoutslowtime = 20;
INT32 wantedreduce = 5*TICRATE;
INT32 wantedfrequency = 10*TICRATE;
UINT8 use1upSound = 0;
UINT8 maxXtraLife = 2; // Max extra lives from rings
UINT8 introtoplay;
UINT8 g_credits_cutscene;
UINT8 useSeal = 1;
tic_t racecountdown, exitcountdown, musiccountdown; // for racing
exitcondition_t g_exit;
darkness_t g_darkness;
musicfade_t g_musicfade;
fixed_t gravity;
fixed_t mapobjectscale;
struct maplighting maplighting;
INT16 autobalance; //for CTF team balance
INT16 teamscramble; //for CTF team scramble
INT16 scrambleplayers[MAXPLAYERS]; //for CTF team scramble
INT16 scrambleteams[MAXPLAYERS]; //for CTF team scramble
INT16 scrambletotal; //for CTF team scramble
INT16 scramblecount; //for CTF team scramble
// SRB2Kart
// Cvars that we don't want changed mid-game
UINT8 numlaps; // Removed from Cvar hell
UINT8 gamespeed; // Game's current speed (or difficulty, or cc, or etc); 0 for easy, 1 for normal, 2 for hard
boolean encoremode = false; // Encore Mode currently enabled?
boolean prevencoremode;
boolean franticitems; // Frantic items currently enabled?
// Voting system
UINT16 g_voteLevels[4][2]; // Levels that were rolled by the host
SINT8 g_votes[VOTE_TOTAL]; // Each player's vote
SINT8 g_pickedVote; // What vote the host rolls
// Server-sided, synched variables
tic_t wantedcalcdelay; // Time before it recalculates WANTED
tic_t itemCooldowns[NUMKARTITEMS - 1]; // Cooldowns to prevent item spawning
tic_t mapreset; // Map reset delay when enough players have joined an empty game
boolean thwompsactive; // Thwomps activate on lap 2
UINT8 lastLowestLap; // Last lowest lap, for activating race lap executors
SINT8 spbplace; // SPB exists, give the person behind better items
boolean rainbowstartavailable; // Boolean, keeps track of if the rainbow start was gotten
tic_t linecrossed; // For Time Attack
boolean inDuel; // Boolean, keeps track of if it is a 1v1
// Client-sided, unsynched variables (NEVER use in anything that needs to be synced with other players)
tic_t bombflashtimer = 0; // Cooldown before another FlashPal can be intialized by a bomb exploding near a displayplayer. Avoids seizures.
boolean legitimateexit; // Did this client actually finish the match?
boolean comebackshowninfo; // Have you already seen the "ATTACK OR PROTECT" message?
boolean precache = true; // if true, load all graphics at start
UINT16 prevmap, nextmap;
// now automatically allocated in D_RegisterClientCommands
// so that it doesn't have to be updated depending on the value of MAXPLAYERS
char player_names[MAXPLAYERS][MAXPLAYERNAME+1];
INT32 player_name_changes[MAXPLAYERS];
boolean G_TimeAttackStart(void)
{
return (modeattacking && (gametyperules & (GTR_CIRCUIT|GTR_CATCHER)) == GTR_CIRCUIT);
}
// MAKE SURE YOU SAVE DATA BEFORE CALLING THIS
void G_ClearRecords(void)
{
UINT16 i;
for (i = 0; i < nummapheaders; i++)
{
memset(&mapheaderinfo[i]->records.timeattack, 0, sizeof(recordtimes_t));
memset(&mapheaderinfo[i]->records.spbattack, 0, sizeof(recordtimes_t));
}
cupheader_t *cup;
for (cup = kartcupheaders; cup; cup = cup->next)
{
memset(&cup->windata, 0, sizeof(cup->windata));
}
// TODO: Technically, these should only remove time attack records here.
// But I'm out of juice for dev (+ literally, just finished some OJ).
// The stats need to be cleared in M_ClearStats, and I guess there's
// no perfect place to wipe mapvisited because it's not actually part of
// basegame progression... so here's fine for launch. ~toast 100424
unloaded_mapheader_t *unloadedmap, *nextunloadedmap = NULL;
for (unloadedmap = unloadedmapheaders; unloadedmap; unloadedmap = nextunloadedmap)
{
nextunloadedmap = unloadedmap->next;
Z_Free(unloadedmap->lumpname);
Z_Free(unloadedmap);
}
unloadedmapheaders = NULL;
unloaded_cupheader_t *unloadedcup, *nextunloadedcup = NULL;
for (unloadedcup = unloadedcupheaders; unloadedcup; unloadedcup = nextunloadedcup)
{
nextunloadedcup = unloadedcup->next;
Z_Free(unloadedcup);
}
unloadedcupheaders = NULL;
}
// For easy retrieval of records
tic_t G_GetBestTime(INT16 map)
{
if (!mapheaderinfo[map] || mapheaderinfo[map]->records.timeattack.time <= 0)
return (tic_t)UINT32_MAX;
return mapheaderinfo[map]->records.timeattack.time;
}
// BE RIGHT BACK
// Not needed
/*
tic_t G_GetBestLap(INT16 map)
{
if (!mapheaderinfo[map] || mapheaderinfo[map]->records.lap <= 0)
return (tic_t)UINT32_MAX;
return mapheaderinfo[map]->records.lap;
}
*/
struct stickermedalinfo stickermedalinfo;
void G_UpdateTimeStickerMedals(UINT16 map, boolean showownrecord)
{
emblem_t *emblem = M_GetLevelEmblems(map+1);
boolean gonnadrawtime = false;
memset(&stickermedalinfo, 0, sizeof(stickermedalinfo));
stickermedalinfo.timetoreach = UINT32_MAX;
while (emblem != NULL)
{
UINT8 i = 0;
switch (emblem->type)
{
case ET_TIME:
{
break;
}
case ET_MAP:
{
if (emblem->flags & (ME_SPBATTACK|ME_ENCORE) && cv_dummyspbattack.value)
break;
goto bademblem;
}
default:
goto bademblem;
}
if (cv_dummyspbattack.value && !(emblem->flags & (ME_SPBATTACK|ME_ENCORE)))
return;
if (!gamedata->collected[(emblem-emblemlocations)])
{
if (gonnadrawtime)
break;
if (emblem->type == ET_TIME && emblem->tag == AUTOMEDAL_PLATINUM)
stickermedalinfo.platinumcount++;
}
// Simpler than having two checks
if (stickermedalinfo.visiblecount == MAXMEDALVISIBLECOUNT)
stickermedalinfo.visiblecount--;
// Shuffle along, so [0] is the "main focus"
for (i = stickermedalinfo.visiblecount; i > 0; i--)
{
stickermedalinfo.emblems[i] = stickermedalinfo.emblems[i-1];
}
stickermedalinfo.emblems[0] = emblem;
stickermedalinfo.visiblecount++;
if (!gamedata->collected[(emblem-emblemlocations)] || Playing())
gonnadrawtime = true;
bademblem:
emblem = M_GetLevelEmblems(-1);
}
if (stickermedalinfo.visiblecount > 0)
{
if (emblem != NULL && emblem != stickermedalinfo.emblems[0])
{
// Regenerate the entire array if this is unlocked
stickermedalinfo.regenemblem = emblem;
}
emblem = stickermedalinfo.emblems[0];
if (gonnadrawtime)
{
if (emblem->tag > 0)
{
if (emblem->tag > mapheaderinfo[map]->ghostCount
|| mapheaderinfo[map]->ghostBrief[emblem->tag-1] == NULL)
snprintf(stickermedalinfo.targettext, 9, "Invalid");
else if (mapheaderinfo[map]->ghostBrief[emblem->tag-1]->time == UINT32_MAX)
snprintf(stickermedalinfo.targettext, 9, "DNF");
else
stickermedalinfo.timetoreach = mapheaderinfo[map]->ghostBrief[emblem->tag-1]->time;
}
else if (emblem->tag < 0 && emblem->tag > AUTOMEDAL_MAX)
{
// Use auto medal times for emblem tags, see AUTOMEDAL_ in m_cond.h
int index = -emblem->tag - 1; // 0 is Platinum, 3 is Bronze
stickermedalinfo.timetoreach = mapheaderinfo[map]->automedaltime[index];
}
else
{
stickermedalinfo.timetoreach = emblem->var;
}
}
}
if (!gonnadrawtime && showownrecord)
{
stickermedalinfo.timetoreach = G_GetBestTime(map);
}
if (stickermedalinfo.timetoreach != UINT32_MAX)
{
snprintf(stickermedalinfo.targettext, 9, "%i'%02i\"%02i",
G_TicsToMinutes(stickermedalinfo.timetoreach, false),
G_TicsToSeconds(stickermedalinfo.timetoreach),
G_TicsToCentiseconds(stickermedalinfo.timetoreach));
}
}
void G_TickTimeStickerMedals(void)
{
if (stickermedalinfo.jitter)
stickermedalinfo.jitter--;
if (players[consoleplayer].realtime > stickermedalinfo.timetoreach)
{
if (stickermedalinfo.norecord == false)
{
S_StartSound(NULL, sfx_s3k72); //sfx_s26d); -- you STOLE fizzy lifting drinks
stickermedalinfo.norecord = true;
stickermedalinfo.jitter = 4;
}
}
else
{
stickermedalinfo.norecord = false;
}
}
//
// G_UpdateRecords
//
// Update time attack records
//
void G_UpdateRecords(void)
{
UINT8 earnedEmblems;
recordtimes_t *record = (encoremode == true) ?
&mapheaderinfo[gamemap-1]->records.spbattack :
&mapheaderinfo[gamemap-1]->records.timeattack;
if (modeattacking & ATTACKING_TIME)
{
tic_t time = players[consoleplayer].realtime;
if (players[consoleplayer].pflags & PF_NOCONTEST)
time = UINT32_MAX;
if (((record->time == 0) || (time < record->time))
&& (time < UINT32_MAX)) // DNF
record->time = time;
}
if (modeattacking & ATTACKING_LAP)
{
if ((record->lap == 0) || (players[consoleplayer].laptime[LAP_BEST] < record->lap))
record->lap = players[consoleplayer].laptime[LAP_BEST];
}
// Check emblems when level data is updated
if ((earnedEmblems = M_CheckLevelEmblems()))
{
if (stickermedalinfo.regenemblem != NULL
&& gamedata->collected[(stickermedalinfo.regenemblem-emblemlocations)])
{
G_UpdateTimeStickerMedals(gamemap-1, false);
}
stickermedalinfo.jitter = 4*earnedEmblems;
S_StartSound(NULL, sfx_ncitem);
}
M_UpdateUnlockablesAndExtraEmblems(true, true);
gamedata->deferredsave = true;
}
//
// G_UpdateRecordReplays
//
// Update replay files/data, etc. for Record Attack
//
static void G_UpdateRecordReplays(void)
{
char *gpath;
char lastdemo[256], bestdemo[256];
const char *modeprefix = "";
if (encoremode)
{
modeprefix = "spb-";
}
if (players[consoleplayer].pflags & PF_NOCONTEST)
{
players[consoleplayer].realtime = UINT32_MAX;
}
// Save demo!
bestdemo[255] = '\0';
lastdemo[255] = '\0';
G_SetDemoTime(players[consoleplayer].realtime, players[consoleplayer].laptime[LAP_BEST]);
G_CheckDemoStatus();
gpath = va("%s"PATHSEP"media"PATHSEP"replay"PATHSEP"%s",
srb2home, timeattackfolder);
M_MkdirEach(gpath, M_PathParts(gpath) - 3, 0755);
strcat(gpath, PATHSEP);
strcat(gpath, G_BuildMapName(gamemap));
snprintf(lastdemo, 255, "%s-%s-%slast.lmp", gpath, cv_skin[0].string, modeprefix);
if (modeattacking != ATTACKING_NONE && FIL_FileExists(lastdemo))
{
UINT8 *buf;
size_t len;
gpath = Z_StrDup(gpath);
len = FIL_ReadFile(lastdemo, &buf);
if (modeattacking & ATTACKING_TIME)
{
snprintf(bestdemo, 255, "%s-%s-%stime-best.lmp", gpath, cv_skin[0].string, modeprefix);
if (!FIL_FileExists(bestdemo) || G_CmpDemoTime(bestdemo, lastdemo) & 1)
{ // Better time, save this demo.
if (FIL_FileExists(bestdemo))
remove(bestdemo);
FIL_WriteFile(bestdemo, buf, len);
CONS_Printf("\x83%s\x80 %s '%s'\n", M_GetText("NEW RECORD TIME!"), M_GetText("Saved replay as"), bestdemo);
}
}
if (modeattacking & ATTACKING_LAP)
{
snprintf(bestdemo, 255, "%s-%s-%slap-best.lmp", gpath, cv_skin[0].string, modeprefix);
if (!FIL_FileExists(bestdemo) || G_CmpDemoTime(bestdemo, lastdemo) & (1<<1))
{ // Better lap time, save this demo.
if (FIL_FileExists(bestdemo))
remove(bestdemo);
FIL_WriteFile(bestdemo, buf, len);
CONS_Printf("\x83%s\x80 %s '%s'\n", M_GetText("NEW RECORD LAP!"), M_GetText("Saved replay as"), bestdemo);
}
}
//CONS_Printf("%s '%s'\n", M_GetText("Saved replay as"), lastdemo);
Z_Free(buf);
Z_Free(gpath);
}
}
// for consistency among messages: this modifies the game and removes savemoddata.
void G_SetGameModified(boolean silent, boolean major)
{
if ((majormods && modifiedgame) || !mainwads || (refreshdirmenu & REFRESHDIR_GAMEDATA)) // new gamedata amnesty?
return;
modifiedgame = true;
if (!major)
return;
//savemoddata = false; -- there is literally no reason to do this anymore.
majormods = true;
if (!silent)
CONS_Alert(CONS_NOTICE, M_GetText("Game must be restarted to play Record Attack.\n"));
// If in record attack recording, cancel it.
if (modeattacking)
M_EndModeAttackRun();
else if (marathonmode)
Command_ExitGame_f();
}
// for consistency among messages: this sets cheats as used.
void G_SetUsedCheats(void)
{
if (usedCheats)
return;
usedCheats = true;
CONS_Alert(CONS_NOTICE, M_GetText("Cheats activated -- game must be restarted to save progress.\n"));
// If in record attack recording, cancel it.
if (modeattacking)
M_EndModeAttackRun();
else if (marathonmode)
Command_ExitGame_f();
}
/** Returns the map lump name for a map number.
*
* \param map Map number.
* \return Map name.
* \sa G_MapNumber
*/
const char *G_BuildMapName(INT32 map)
{
if (map > 0 && map <= nummapheaders && mapheaderinfo[map - 1] != NULL)
{
return mapheaderinfo[map - 1]->lumpname;
}
else
{
return NULL;
}
}
/** Returns the map number for map lump name.
*
* \param name Map name;
* \return Map number.
* \sa G_BuildMapName, nextmapspecial_t
*/
INT32 G_MapNumber(const char * name)
{
if (strncasecmp("NEXTMAP_", name, 8) != 0)
{
INT32 map;
UINT32 hash = quickncasehash(name, MAXMAPLUMPNAME);
for (map = 0; map < nummapheaders; ++map)
{
if (hash != mapheaderinfo[map]->lumpnamehash)
continue;
if (strcasecmp(mapheaderinfo[map]->lumpname, name) != 0)
continue;
return map;
}
return NEXTMAP_INVALID;
}
name += 8;
if (strcasecmp("TITLE", name) == 0)
return NEXTMAP_TITLE;
if (strcasecmp("EVALUATION", name) == 0)
return NEXTMAP_EVALUATION;
if (strcasecmp("CREDITS", name) == 0)
return NEXTMAP_CREDITS;
if (strcasecmp("CEREMONY", name) == 0)
return NEXTMAP_CEREMONY;
if (strcasecmp("VOTING", name) == 0)
return NEXTMAP_VOTING;
if (strcasecmp("TUTORIALCHALLENGE", name) == 0)
return NEXTMAP_TUTORIALCHALLENGE;
return NEXTMAP_INVALID;
}
/** Clips the console player's mouse aiming to the current view.
* Used whenever the player view is changed manually.
*
* \param aiming Pointer to the vertical angle to clip.
* \return The clipped angle.
*/
INT32 G_ClipAimingPitch(INT32 *aiming)
{
INT32 limitangle;
limitangle = ANGLE_90 - 1;
if (*aiming > limitangle)
*aiming = limitangle;
else if (*aiming < -limitangle)
*aiming = -limitangle;
return (*aiming);
}
INT16 G_SoftwareClipAimingPitch(INT32 *aiming)
{
INT32 limitangle;
// note: the current software mode implementation doesn't have true perspective
limitangle = ANGLE_90 - ANG10; // Some viewing fun, but not too far down...
if (*aiming > limitangle)
*aiming = limitangle;
else if (*aiming < -limitangle)
*aiming = -limitangle;
return (INT16)((*aiming)>>16);
}
void G_FinalClipAimingPitch(INT32 *aiming, player_t *player, boolean skybox)
{
#ifndef HWRENDER
(void)player;
(void)skybox;
#endif
// clip it in the case we are looking a hardware 90 degrees full aiming
// (lmps, network and use F12...)
if (rendermode == render_soft
#ifdef HWRENDER
|| (rendermode == render_opengl
&& (cv_glshearing.value == 1
|| (cv_glshearing.value == 2 && R_IsViewpointThirdPerson(player, skybox))))
#endif
)
{
G_SoftwareClipAimingPitch(aiming);
}
else
{
G_ClipAimingPitch(aiming);
}
}
static INT32 G_GetValueFromControlTable(INT32 deviceID, INT32 deadzone, INT32 *controltable)
{
INT32 i, failret = NO_BINDS_REACHABLE;
if (deviceID <= UNASSIGNED_DEVICE)
{
// An invalid device can't have any binds!
return failret;
}
for (i = 0; i < MAXINPUTMAPPING; i++)
{
INT32 key = controltable[i];
INT32 value = 0;
// Invalid key number.
if (G_KeyIsAvailable(key, deviceID) == false)
{
continue;
}
value = G_GetDeviceGameKeyDownArray(deviceID)[key];
if (value >= deadzone)
{
return value;
}
failret = 0;
}
// Not pressed.
return failret;
}
INT32 G_PlayerInputAnalog(UINT8 p, INT32 gc, UINT8 menuPlayers)
{
const INT32 deadzone = (JOYAXISRANGE * cv_deadzone[p].value) / FRACUNIT;
const INT32 keyboard_player = G_GetPlayerForDevice(KEYBOARD_MOUSE_DEVICE);
const boolean in_menu = (menuPlayers > 0);
const boolean main_player = (p == 0);
INT32 deviceID = UNASSIGNED_DEVICE;
INT32 value = -1;
INT32 avail_gamepad_id = 0;
INT32 i;
boolean bind_was_reachable = false;
if (p >= MAXSPLITSCREENPLAYERS)
{
#ifdef PARANOIA
CONS_Debug(DBG_GAMELOGIC, "G_PlayerInputAnalog: Invalid player ID %d\n", p);
#endif
return 0;
}
deviceID = G_GetDeviceForPlayer(p);
if ((in_menu == true && G_KeyBindIsNecessary(gc) == true) // In menu: check for all unoverrideable menu default controls.
|| (in_menu == false && gc == gc_start)) // In gameplay: check for the unoverrideable start button to be able to bring up the menu.
{
value = G_GetValueFromControlTable(KEYBOARD_MOUSE_DEVICE, JOYAXISRANGE/4, &(menucontrolreserved[gc][0]));
if (value > 0) // Check for press instead of bound.
{
// This is only intended for P1.
if (main_player == true)
{
return value;
}
else
{
return 0;
}
}
}
// Player 1 is always allowed to use the keyboard in 1P, even if they got disconnected.
if (main_player == true && keyboard_player == -1 && deviceID == UNASSIGNED_DEVICE)
{
deviceID = KEYBOARD_MOUSE_DEVICE;
}
// First, try our actual binds.
value = G_GetValueFromControlTable(deviceID, deadzone, &(gamecontrol[p][gc][0]));
if (value > 0)
{
return value;
}
if (value != NO_BINDS_REACHABLE)
{
bind_was_reachable = true;
}
// If you're on gamepad in 1P, and you didn't have a gamepad bind for this, then try your keyboard binds.
if (main_player == true && keyboard_player == -1 && deviceID > KEYBOARD_MOUSE_DEVICE)
{
value = G_GetValueFromControlTable(KEYBOARD_MOUSE_DEVICE, deadzone, &(gamecontrol[p][gc][0]));
if (value > 0)
{
return value;
}
if (value != NO_BINDS_REACHABLE)
{
bind_was_reachable = true;
}
}
if (in_menu == true)
{
if (main_player == true)
{
// We are P1 controlling menus. We should be able to
// control the menu with any unused gamepads, so
// that gamepads are able to navigate to the player
// setup menu in the first place.
for (avail_gamepad_id = 0; avail_gamepad_id < G_GetNumAvailableGamepads(); avail_gamepad_id++)
{
INT32 tryDevice = G_GetAvailableGamepadDevice(avail_gamepad_id);
if (tryDevice <= KEYBOARD_MOUSE_DEVICE)
{
continue;
}
for (i = 0; i < menuPlayers; i++)
{
if (tryDevice == G_GetDeviceForPlayer(i))
{
// Don't do this for already taken devices.
break;
}
}
if (i == menuPlayers)
{
// This gamepad isn't being used, so we can
// use it for P1 menu navigation.
value = G_GetValueFromControlTable(tryDevice, deadzone, &(gamecontrol[p][gc][0]));
if (value > 0)
{
return value;
}
if (value != NO_BINDS_REACHABLE)
{
bind_was_reachable = true;
}
}
}
}
if (bind_was_reachable == false)
{
// Still nothing bound after everything. Try default gamepad controls.
value = G_GetValueFromControlTable(deviceID, deadzone, &(gamecontroldefault[gc][0]));
if (value > 0)
{
return value;
}
}
}
// Literally not bound at all, so it can't be pressed at all.
return 0;
}
#undef KEYBOARDDEFAULTSSPLIT
boolean G_PlayerInputDown(UINT8 p, INT32 gc, UINT8 menuPlayers)
{
return (abs(G_PlayerInputAnalog(p, gc, menuPlayers)) >= JOYAXISRANGE/2);
}
//
// 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
//
// set secondaryplayer true to build player 2's ticcmd in splitscreen mode
//
INT32 localaiming[MAXSPLITSCREENPLAYERS];
angle_t localangle[MAXSPLITSCREENPLAYERS];
INT32 localsteering[MAXSPLITSCREENPLAYERS];
ticcmd_t *G_CopyTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n)
{
return M_Memcpy(dest, src, n*sizeof(*src));
}
ticcmd_t *G_MoveTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n)
{
size_t i;
for (i = 0; i < n; i++)
{
dest[i].forwardmove = src[i].forwardmove;
dest[i].turning = (INT16)SHORT(src[i].turning);
dest[i].angle = (INT16)SHORT(src[i].angle);
dest[i].throwdir = (INT16)SHORT(src[i].throwdir);
dest[i].aiming = (INT16)SHORT(src[i].aiming);
dest[i].buttons = (UINT16)SHORT(src[i].buttons);
dest[i].latency = src[i].latency;
dest[i].flags = src[i].flags;
if (dest[i].flags & TICCMD_BOT)
{
dest[i].bot.itemconfirm = src[i].bot.itemconfirm;
}
}
return dest;
}
void weaponPrefChange(void);
void weaponPrefChange(void)
{
if (Playing())
WeaponPref_Send(0);
}
void weaponPrefChange2(void);
void weaponPrefChange2(void)
{
if (Playing())
WeaponPref_Send(1);
}
void weaponPrefChange3(void);
void weaponPrefChange3(void)
{
if (Playing())
WeaponPref_Send(2);
}
void weaponPrefChange4(void);
void weaponPrefChange4(void)
{
if (Playing())
WeaponPref_Send(3);
}
void rumble_off_handle(void);
void rumble_off_handle(void)
{
if (cv_rumble[0].value == 0)
G_ResetPlayerDeviceRumble(0);
}
void rumble_off_handle2(void);
void rumble_off_handle2(void)
{
if (cv_rumble[1].value == 0)
G_ResetPlayerDeviceRumble(1);
}
void rumble_off_handle3(void);
void rumble_off_handle3(void)
{
if (cv_rumble[2].value == 0)
G_ResetPlayerDeviceRumble(2);
}
void rumble_off_handle4(void);
void rumble_off_handle4(void)
{
if (cv_rumble[3].value == 0)
G_ResetPlayerDeviceRumble(3);
}
//
// G_DoLoadLevelEx
//
void G_DoLoadLevelEx(boolean resetplayer, gamestate_t newstate)
{
boolean doAutomate = false;
INT32 i;
// Make sure objectplace is OFF when you first start the level!
OP_ResetObjectplace();
levelstarttic = gametic; // for time calculation
if (wipegamestate == newstate)
wipegamestate = -1; // force a wipe
if (newstate != GS_TITLESCREEN
&& cv_currprofile.value == -1
&& !demo.playback)
{
PR_ApplyProfilePretend(cv_ttlprofilen.value, 0);
for (i = 1; i < cv_splitplayers.value; i++)
{
PR_ApplyProfile(cv_lastprofile[i].value, i);
}
}
if (gamestate == GS_INTERMISSION)
Y_EndIntermission();
if (gamestate == GS_VOTING)
Y_EndVote();
// cleanup
// Is this actually necessary? Doesn't F_StartTitleScreen already do a significantly more comprehensive check?
if (newstate == GS_TITLESCREEN)
{
if (gamemap < 1 || gamemap > nummapheaders)
{
G_SetGamestate(GS_TITLESCREEN);
titlemapinaction = false;
Z_Free(titlemap);
titlemap = NULL; // let's not infinite recursion ok
Command_ExitGame_f();
return;
}
}
// Doing this matches HOSTMOD behavior.
// Is that desired? IDK
doAutomate = (gamestate != GS_LEVEL && newstate == GS_LEVEL);
G_SetGamestate(newstate);
if (wipegamestate == GS_MENU)
M_ClearMenus(true);
I_UpdateMouseGrab();
K_ResetCeremony();
for (i = 0; i < MAXPLAYERS; i++)
{
if (resetplayer || (playeringame[i] && players[i].playerstate == PST_DEAD))
players[i].playerstate = PST_REBORN;
}
// Setup the level.
if (!P_LoadLevel(false, false)) // this never returns false?
{
// fail so reset game stuff
Command_ExitGame_f();
return;
}
gameaction = ga_nothing;
#ifdef PARANOIA
Z_CheckHeap(-2);
#endif
if (roundqueue.writetextmap == true)
{
if (roundqueue.size > 0)
{
G_GetNextMap();
// roundqueue is wiped after the last round, but
// preserve this to track state into the Podium!
roundqueue.writetextmap = true;
G_NextLevel();
return;
}
else
{
// Podium: writetextmap is finished. Yay!
HU_DoTitlecardCEcho(NULL, va("Congratulations,\\%s!\\Check the console!", cv_playername[0].string), true);
livestudioaudience_timer = 0;
LiveStudioAudience();
CONS_Printf("\n\n\x83""writetextmap: Find your TEXTMAPs in %s\n", srb2home);
roundqueue.writetextmap = false;
}
}
for (i = 0; i <= r_splitscreen; i++)
{
if (camera[i].chase)
P_ResetCamera(&players[displayplayers[i]], &camera[i]);
}
// clear cmd building stuff
// We don't clear them anymore, so you can buffer inputs
// on map change / map restart.
//G_ResetAllDeviceGameKeyDown();
//G_ResetAllDeviceResponding();
// clear hud messages remains (usually from game startup)
CON_ClearHUD();
SV_UpdateStats();
server_lagless = cv_lagless.value;
if (doAutomate == true)
{
if (roundqueue.size > 0 && roundqueue.position == 1)
{
Automate_Run(AEV_QUEUESTART);
}
Automate_Run(AEV_ROUNDSTART);
}
G_ResetAllDeviceRumbles();
}
void G_DoLoadLevel(boolean resetplayer)
{
G_DoLoadLevelEx(resetplayer, GS_LEVEL);
}
//
// Start the title card.
//
void G_StartTitleCard(void)
{
// clear the hud
CON_ClearHUD();
// prepare status bar
ST_startTitleCard(); // <-- always must be called to init some variables
// The title card has been disabled for this map.
// Oh well.
if (demo.rewinding || !G_IsTitleCardAvailable())
{
WipeStageTitle = false;
return;
}
// start the title card
WipeStageTitle = (gamestate == GS_LEVEL);
// play the sound
if (WipeStageTitle)
{
sfxenum_t kstart = sfx_kstart;
if (K_CheckBossIntro() == true)
kstart = sfx_ssa021;
else if (encoremode == true)
kstart = sfx_ruby2;
S_StartSound(NULL, kstart);
}
}
//
// Run the title card before fading in to the level.
//
void G_PreLevelTitleCard(void)
{
#ifndef NOWIPE
tic_t strtime = I_GetTime();
tic_t endtime = strtime + (PRELEVELTIME*NEWTICRATERATIO);
tic_t nowtime = strtime;
tic_t lasttime = strtime;
while (nowtime < endtime)
{
// draw loop
ST_runTitleCard();
ST_preLevelTitleCardDrawer();
I_FinishUpdate(); // page flip or blit buffer
NetKeepAlive(); // Prevent timeouts
#ifdef HWRENDER
if (moviemode && rendermode == render_opengl)
M_LegacySaveFrame();
else
#endif
if (moviemode && rendermode != render_none)
I_CaptureVideoFrame();
while (!((nowtime = I_GetTime()) - lasttime))
{
I_Sleep(cv_sleep.value);
I_UpdateTime();
}
lasttime = nowtime;
}
#endif
}
//
// Returns true if the current level has a title card.
//
boolean G_IsTitleCardAvailable(void)
{
// Don't show for attract demos
if (demo.attract)
return false;
// Overwrites all other title card exceptions.
if (K_CheckBossIntro() == true)
return true;
// The current level has no name.
if (!mapheaderinfo[gamemap-1]->lvlttl[0])
return false;
// Instant white fade.
if (gametyperules & GTR_SPECIALSTART)
return false;
// ALso.
if (K_PodiumSequence() == true)
return false;
// Mynd you, møøse bites Kan be pretty nasti...
if (modeattacking != ATTACKING_NONE && gametype != GT_VERSUS)
{
return false;
}
// The title card is available.
return true;
}
INT32 pausedelay = 0;
boolean pausebreakkey = false;
static INT32 camtoggledelay[MAXSPLITSCREENPLAYERS];
//
// G_Responder
// Get info needed to make ticcmd_ts for the players.
//
boolean G_Responder(event_t *ev)
{
//INT32 i;
if (demo.playback && demo.attract)
{
if (demo.attract == DEMO_ATTRACT_TITLE)
{
// Title demo uses intro responder
if (F_IntroResponder(ev))
{
// stop the title demo
G_CheckDemoStatus();
return true;
}
}
return false;
}
else if (gameaction == ga_nothing
&& !demo.quitafterplaying
&& ((demo.playback && !modeattacking && !multiplayer) || gamestate == GS_TITLESCREEN))
{
// any other key pops up menu if in demos
if (ev->type == ev_keydown
|| (ev->type == ev_gamepad_axis && ev->data1 >= JOYANALOGS
&& ((abs(ev->data2) > JOYAXISRANGE/2
|| abs(ev->data3) > JOYAXISRANGE/2))
))
{
if (ev->device > 0)
{
G_SetDeviceForPlayer(0, ev->device);
}
M_StartControlPanel();
return true;
}
return false;
}
if (Playing())
{
// If you're playing, chat is real.
// Neatly sidesteps a class of bugs where whenever we add a
// new gamestate accessible in netplay, chat was console-only.
if (HU_Responder(ev))
{
hu_keystrokes = true;
return true; // chat ate the event
}
}
if (gamestate == GS_LEVEL)
{
if (AM_Responder(ev))
return true; // automap ate it
// map the event (key/mouse/joy) to a gamecontrol
}
// Intro
else if (gamestate == GS_INTRO)
{
if (F_IntroResponder(ev))
{
//D_SetDeferredStartTitle(true); -- intro state tracked in f_finale directly
return true;
}
}
else if (gamestate == GS_CUTSCENE)
{
if (F_CutsceneResponder(ev))
{
D_StartTitle();
return true;
}
}
if (gamestate == GS_LEVEL && ev->type == ev_keydown && multiplayer && demo.playback)
{
// Allow pausing
if (
//ev->data1 == gamecontrol[0][gc_pause][0]
//|| ev->data1 == gamecontrol[0][gc_pause][1]
ev->data1 == KEY_PAUSE
)
{
paused = !paused;
if (demo.rewinding)
{
G_ConfirmRewind(leveltime);
paused = true;
S_PauseAudio();
}
else if (paused)
S_PauseAudio();
else
S_ResumeAudio();
return true;
}
// open menu but only w/ esc
if (ev->data1 == 32)
{
M_StartControlPanel();
return true;
}
}
switch (ev->type)
{
case ev_keydown:
if (//ev->data1 == gamecontrol[0][gc_pause][0]
//|| ev->data1 == gamecontrol[0][gc_pause][1]
ev->data1 == KEY_PAUSE)
{
if (modeattacking && !demo.playback && (gamestate == GS_LEVEL))
{
pausebreakkey = (ev->data1 == KEY_PAUSE);
if (menuactive || pausedelay < 0 || leveltime < 2)
return true;
if (pausedelay < 1+(NEWTICRATE/2))
pausedelay = 1+(NEWTICRATE/2);
else if (++pausedelay > 1+(NEWTICRATE/2)+(NEWTICRATE/3))
{
G_SetRetryFlag();
return true;
}
pausedelay++; // counteract subsequent subtraction this frame
}
else
{
INT32 oldpausedelay = pausedelay;
pausedelay = (NEWTICRATE/7);
if (!oldpausedelay)
{
// command will handle all the checks for us
COM_ImmedExecute("pause");
return true;
}
}
}
/*
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
if (ev->data1 == gamecontrol[i][gc_camtoggle][0]
|| ev->data1 == gamecontrol[i][gc_camtoggle][1])
{
if (!camtoggledelay[i])
{
camtoggledelay[i] = NEWTICRATE / 7;
CV_SetValue(&cv_chasecam[i], cv_chasecam[i].value ? 0 : 1);
}
}
}
*/
return true;
case ev_keyup:
return false; // always let key up events filter down
case ev_mouse:
return true; // eat events
case ev_gamepad_axis:
return true; // eat events
default:
break;
}
return false;
}
//
// G_CouldView
// Return whether a player could be viewed by any means.
//
boolean G_CouldView(INT32 playernum)
{
player_t *player;
if (playernum < 0 || playernum > MAXPLAYERS-1)
return false;
if (!playeringame[playernum])
return false;
player = &players[playernum];
if (player->spectator)
return false;
// SRB2Kart: Only go through players who are actually playing
if (player->exiting)
return false;
if (( player->pflags & PF_NOCONTEST ))
return false;
// SRB2Kart: we have no team-based modes, YET...
if (G_GametypeHasTeams())
{
if (players[consoleplayer].ctfteam && player->ctfteam != players[consoleplayer].ctfteam)
return false;
}
return true;
}
//
// G_CanView
// Return whether a player can be viewed on a particular view (splitscreen).
//
boolean G_CanView(INT32 playernum, UINT8 viewnum, boolean onlyactive)
{
// PF_ELIMINATED: Battle Overtime Barrier killed this player
if (!playeringame[playernum] || players[playernum].spectator || (players[playernum].pflags & PF_ELIMINATED))
{
return false;
}
UINT8 splits;
UINT8 viewd;
INT32 *displayplayerp;
splits = r_splitscreen+1;
if (viewnum > splits)
viewnum = splits;
for (viewd = 1; viewd < viewnum; ++viewd)
{
displayplayerp = (&displayplayers[viewd-1]);
if ((*displayplayerp) == playernum)
return true;
}
for (viewd = viewnum + 1; viewd <= splits; ++viewd)
{
displayplayerp = (&displayplayers[viewd-1]);
if ((*displayplayerp) == playernum)
return true;
}
if (onlyactive && !G_CouldView(playernum))
return false;
return true;
}
//
// G_FindView
// Return the next player that can be viewed on a view, wraps forward.
// An out of range startview is corrected.
//
INT32 G_FindView(INT32 startview, UINT8 viewnum, boolean onlyactive, boolean reverse)
{
INT32 i, dir = reverse ? -1 : 1;
startview = min(max(startview, -1), MAXPLAYERS);
for (i = startview; i < MAXPLAYERS && i >= 0; i += dir)
{
if (G_CanView(i, viewnum, onlyactive))
return i;
}
for (i = (reverse ? MAXPLAYERS-1 : 0); i != startview; i += dir)
{
if (G_CanView(i, viewnum, onlyactive))
return i;
}
return -1;
}
INT32 G_CountPlayersPotentiallyViewable(boolean active)
{
INT32 total = 0;
INT32 i;
for (i = 0; i < MAXPLAYERS; ++i)
{
if (active ? G_CouldView(i) : (playeringame[i] && !players[i].spectator))
total++;
}
return total;
}
//
// G_ResetView
// Correct a viewpoint to playernum or the next available, wraps forward.
// Also promotes splitscreen up to available viewable players.
// An out of range playernum is corrected.
//
void G_ResetView(UINT8 viewnum, INT32 playernum, boolean onlyactive)
{
UINT8 splits;
UINT8 viewd;
INT32 *displayplayerp;
INT32 olddisplayplayer;
INT32 playersviewable;
splits = r_splitscreen+1;
/* Promote splits */
if (viewnum > splits)
{
playersviewable = G_CountPlayersPotentiallyViewable(onlyactive);
if (playersviewable < splits)/* do not demote */
return;
if (viewnum > playersviewable)
viewnum = playersviewable;
r_splitscreen = viewnum-1;
R_ExecuteSetViewSize();
}
displayplayerp = (&displayplayers[viewnum-1]);
olddisplayplayer = (*displayplayerp);
/* Check if anyone is available to view. */
if (( playernum = G_FindView(playernum, viewnum, onlyactive, playernum < olddisplayplayer) ) == -1)
{
if (G_PartySize(consoleplayer) < viewnum)
{
return;
}
/* Fall back on true self */
playernum = G_PartyMember(consoleplayer, viewnum - 1);
}
// Call ViewpointSwitch hooks here.
// The viewpoint was forcibly changed.
LUA_HookViewpointSwitch(&players[g_localplayers[viewnum - 1]], &players[playernum], true);
/* Focus our target view first so that we don't take its player. */
(*displayplayerp) = playernum;
/* If a viewpoint changes, reset the camera to clear uninitialized memory. */
if (viewnum > splits)
{
for (viewd = splits+1; viewd <= viewnum; ++viewd)
{
G_FixCamera(viewd);
}
}
else
{
if ((*displayplayerp) != olddisplayplayer)
{
G_FixCamera(viewnum);
}
}
if (demo.playback)
{
if (viewnum == 1)
consoleplayer = displayplayers[0];
G_SyncDemoParty(olddisplayplayer, r_splitscreen);
}
// change statusbar also if playing back demo
if (demo.quitafterplaying)
ST_changeDemoView();
}
//
// G_AdjustView
// Increment a viewpoint by offset from the current player. A negative value
// decrements.
//
void G_AdjustView(UINT8 viewnum, INT32 offset, boolean onlyactive)
{
INT32 *displayplayerp, oldview;
displayplayerp = &displayplayers[viewnum-1];
oldview = (*displayplayerp);
G_ResetView(viewnum, ( (*displayplayerp) + offset ), onlyactive);
// If no other view could be found, go back to what we had.
if ((*displayplayerp) == -1)
(*displayplayerp) = oldview;
}
//
// G_ResetViews
// Ensures all viewpoints are valid
// Also demotes splitscreen down to one player.
//
void G_ResetViews(void)
{
UINT8 splits;
UINT8 viewd;
INT32 playersviewable;
splits = r_splitscreen+1;
playersviewable = G_CountPlayersPotentiallyViewable(false);
/* Demote splits */
if (playersviewable < splits)
{
splits = max(playersviewable, G_PartySize(consoleplayer)); // don't delete local players
r_splitscreen = splits - 1;
R_ExecuteSetViewSize();
}
/*
Consider installing a method to focus the last
view elsewhere if all players spectate?
*/
for (viewd = 1; viewd <= splits; ++viewd)
{
G_AdjustView(viewd, 0, false);
}
}
//
// G_FixCamera
// Reset camera position, angle and interpolation on a view
// after changing state.
//
void G_FixCamera(UINT8 view)
{
player_t *player = &players[displayplayers[view - 1]];
// The order of displayplayers can change, which would
// invalidate localangle.
localangle[view - 1] = player->angleturn;
P_ResetCamera(player, &camera[view - 1]);
// Make sure the viewport doesn't interpolate at all into
// its new position -- just snap instantly into place.
R_ResetViewInterpolation(view);
}
//
// G_Ticker
// Make ticcmd_ts for the players.
//
void G_Ticker(boolean run)
{
UINT32 i;
INT32 buf;
ticcmd_t *cmd;
// see also SCR_DisplayMarathonInfo
if ((marathonmode & (MA_INIT|MA_INGAME)) == MA_INGAME && gamestate == GS_LEVEL)
marathontime++;
P_MapStart();
if (gamestate == GS_LEVEL && G_GetRetryFlag())
{
if (demo.playback == true)
{
// Stop playback!!
G_ClearRetryFlag();
// G_CheckDemoStatus() called here fails an I_Assert in g_party.cpp Console()!?
// I'm sure there's a completely logical explanation and an elegant solution
// where we can defer some sort of state change. However I'm tired, I've been
// looking after my niece, my arm hurts a bit when using mouse/keyboard, and
// we are ALMOST DONE. So I'm going to bodge this for the sake of release.
// The minimal set of calls to dump you back to the menu as soon as possible
// will have to do, so that everybody can have fun racing as rings. ~toast 050424
G_StopDemo();
Command_ExitGame_f();
}
else
{
// Or, alternatively, retry.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
if (players[i].bot == true && grandprixinfo.gp == true && grandprixinfo.masterbots == false)
{
UINT8 bot_level_decrease = 2;
if (grandprixinfo.gamespeed == KARTSPEED_EASY)
bot_level_decrease = 3;
else if (grandprixinfo.gamespeed == KARTSPEED_HARD)
bot_level_decrease = 1;
if (players[i].botvars.difficulty <= bot_level_decrease)
{
players[i].botvars.difficulty = 1;
}
else
{
players[i].botvars.difficulty -= bot_level_decrease;
}
}
else
{
K_PlayerLoseLife(&players[i]);
}
}
}
D_MapChange(gamemap, gametype, encoremode, false, 1, false, false);
}
}
// do player reborns if needed
if (G_GamestateUsesLevel() == true)
{
boolean changed = false;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].playerstate == PST_REBORN)
{
G_DoReborn(i);
changed = true;
}
}
if (changed == true)
{
K_UpdateAllPlayerPositions();
}
}
P_MapEnd();
// do things to change the game state
while (gameaction != ga_nothing)
switch (gameaction)
{
case ga_completed: G_DoCompleted(); break;
case ga_startcont: G_DoStartContinue(); break;
case ga_continued: G_DoContinued(); break;
case ga_worlddone: G_DoWorldDone(); break;
case ga_startvote: G_DoStartVote(); break;
case ga_nothing: break;
default: I_Error("gameaction = %d\n", gameaction);
}
buf = gametic % BACKUPTICS;
if (!demo.playback)
{
for (i = 0; i < MAXPLAYERS; i++)
{
cmd = &players[i].cmd;
if (playeringame[i])
{
G_CopyTiccmd(cmd, &netcmds[buf][i], 1);
// Use the leveltime sent in the player's ticcmd to determine control lag
if (K_PlayerUsesBotMovement(&players[i]))
{
// Never has lag
cmd->latency = 0;
}
else
{
//@TODO add a cvar to allow setting this max
cmd->latency = min(((leveltime & TICCMD_LATENCYMASK) - cmd->latency) & TICCMD_LATENCYMASK, MAXPREDICTTICS-1);
}
}
}
}
// do main actions
switch (gamestate)
{
case GS_LEVEL:
if (demo.attract)
F_AttractDemoTicker();
P_Ticker(run); // tic the game
F_TextPromptTicker();
AM_Ticker();
HU_Ticker();
break;
case GS_INTERMISSION:
if (run)
Y_Ticker();
HU_Ticker();
break;
case GS_VOTING:
if (run)
Y_VoteTicker();
HU_Ticker();
break;
case GS_MENU:
break;
case GS_INTRO:
if (run)
F_IntroTicker();
break;
case GS_CUTSCENE:
if (run)
F_CutsceneTicker();
HU_Ticker();
break;
case GS_EVALUATION:
if (run)
F_GameEvaluationTicker();
HU_Ticker();
break;
case GS_CONTINUING:
break;
case GS_CREDITS:
if (run)
F_CreditTicker();
HU_Ticker();
break;
case GS_TITLESCREEN:
if (titlemapinaction)
P_Ticker(run);
F_TitleScreenTicker(run);
break;
case GS_CEREMONY:
P_Ticker(run);
K_CeremonyTicker(run);
HU_Ticker();
break;
case GS_WAITINGPLAYERS:
if (netgame)
F_WaitingPlayersTicker();
HU_Ticker();
break;
case GS_DEDICATEDSERVER:
case GS_NULL:
break; // do nothing
}
if (run)
{
if (gamestate != GS_TITLESCREEN
&& G_GamestateUsesLevel() == true)
ST_Ticker(run);
if (G_GametypeHasSpectators()
&& (gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_VOTING // definitely good
|| gamestate == GS_WAITINGPLAYERS)) // definitely a problem if we don't do it at all in this gamestate, but might need more protection?
{
K_CheckSpectateStatus(true);
}
if (pausedelay && pausedelay != INT32_MIN)
{
if (pausedelay > 0)
pausedelay--;
else
pausedelay++;
}
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
if (camtoggledelay[i])
camtoggledelay[i]--;
}
if (gametic % NAMECHANGERATE == 0)
{
memset(player_name_changes, 0, sizeof player_name_changes);
}
if (Playing() == true || demo.playback)
{
if (musiccountdown > 1)
{
musiccountdown--;
if (musiccountdown == 1)
{
Y_PlayIntermissionMusic();
}
else if (musiccountdown == MUSIC_COUNTDOWN_MAX - K_TallyDelay())
{
P_EndingMusic();
}
}
}
if (Playing() == true)
{
P_InvincGrowMusic();
K_TickMidVote();
}
if (g_fast_forward == 0 && demo.attract == DEMO_ATTRACT_CREDITS)
{
F_TickCreditsDemoExit();
}
if (g_fast_forward > 0)
{
if (I_GetTime() > g_fast_forward_clock_stop)
{
// If too much real time has passed, end the fast-forward early.
g_fast_forward = 1;
}
g_fast_forward--;
if (g_fast_forward == 0)
{
// Next fast-forward is unlimited.
g_fast_forward_clock_stop = INFTICS;
}
}
}
}
//
// PLAYER STRUCTURE FUNCTIONS
// also see P_SpawnPlayer in P_Things
//
//
// G_PlayerFinishLevel
// Called when a player completes a level.
//
static inline void G_PlayerFinishLevel(INT32 player)
{
player_t *p;
p = &players[player];
p->mo->renderflags &= ~(RF_TRANSMASK|RF_BRIGHTMASK); // cancel invisibility
P_FlashPal(p, 0, 0); // Resets
p->cheatchecknum = 0;
memset(&p->respawn, 0, sizeof (p->respawn));
p->spectatorReentry = 0; // Clean up any pending re-entry forbiddings
// Init player tally if we didn't get one set up in advance.
K_InitPlayerTally(p);
}
//
// G_PlayerReborn
// Called after a player dies. Almost everything is cleared and initialized.
//
void G_PlayerReborn(INT32 player, boolean betweenmaps)
{
player_t *p;
INT32 score, roundscore;
INT32 lives;
UINT8 kartspeed;
UINT8 kartweight;
boolean followerready;
INT32 followerskin;
UINT16 followercolor;
mobj_t *ringShooter, *hoverhyudoro;
mobj_t *skyboxviewpoint, *skyboxcenterpoint;
INT32 charflags;
UINT32 followitem;
INT32 pflags;
UINT8 ctfteam;
INT32 cheatchecknum;
INT32 exiting;
INT32 khudfinish;
INT16 totalring;
UINT8 laps;
UINT8 latestlap;
UINT32 lapPoints;
UINT16 skincolor;
INT32 skin;
UINT8 availabilities[MAXAVAILABILITY];
UINT8 fakeskin;
UINT8 lastfakeskin;
tic_t jointime;
tic_t spectatorReentry;
UINT32 griefValue;
UINT8 griefStrikes;
UINT8 splitscreenindex;
boolean spectator;
boolean bot;
UINT8 botdifficulty;
INT16 rings;
INT16 spheres;
INT16 steering;
angle_t playerangleturn;
UINT8 botdiffincrease;
boolean botrival;
SINT8 xtralife;
uint8_t public_key[PUBKEYLENGTH];
// SRB2kart
itemroulette_t itemRoulette;
respawnvars_t respawn;
INT32 itemtype;
INT32 itemamount;
INT32 growshrinktimer;
INT32 khudfault;
INT32 kickstartaccel;
INT32 checkpointId;
boolean enteredGame;
UINT8 lastsafelap;
UINT8 lastsafecheatcheck;
UINT16 bigwaypointgap;
roundconditions_t roundconditions;
boolean saveroundconditions;
level_tally_t tally;
boolean tallyactive;
tic_t laptime[LAP__MAX];
INT32 i;
// This needs to be first, to permit it to wipe extra information
jointime = players[player].jointime;
if (jointime <= 1)
{
G_SpectatePlayerOnJoin(player);
betweenmaps = true;
}
score = players[player].score;
lives = players[player].lives;
ctfteam = players[player].ctfteam;
splitscreenindex = players[player].splitscreenindex;
spectator = players[player].spectator;
steering = players[player].steering;
playerangleturn = players[player].angleturn;
skincolor = players[player].skincolor;
skin = players[player].skin;
if (betweenmaps)
{
fakeskin = MAXSKINS;
kartspeed = skins[players[player].skin].kartspeed;
kartweight = skins[players[player].skin].kartweight;
charflags = skins[players[player].skin].flags;
for (i = 0; i < LAP__MAX; i++)
{
laptime[i] = 0;
}
}
else
{
UINT32 skinflags = (demo.playback)
? demo.skinlist[demo.currentskinid[player]].flags
: skins[players[player].skin].flags;
fakeskin = players[player].fakeskin;
kartspeed = players[player].kartspeed;
kartweight = players[player].kartweight;
charflags = (skinflags & SF_IRONMAN) ? skinflags : players[player].charflags;
for (i = 0; i < LAP__MAX; i++)
{
laptime[i] = players[player].laptime[i];
}
}
lastfakeskin = players[player].lastfakeskin;
followerready = players[player].followerready;
followercolor = players[player].followercolor;
followerskin = players[player].followerskin;
memcpy(availabilities, players[player].availabilities, sizeof(availabilities));
followitem = players[player].followitem;
bot = players[player].bot;
botdifficulty = players[player].botvars.difficulty;
botdiffincrease = players[player].botvars.diffincrease;
botrival = players[player].botvars.rival;
totalring = players[player].totalring;
xtralife = players[player].xtralife;
pflags = (players[player].pflags & (PF_WANTSTOJOIN|PF_KICKSTARTACCEL|PF_SHRINKME|PF_SHRINKACTIVE|PF_AUTOROULETTE|PF_ANALOGSTICK));
// SRB2kart
memcpy(&itemRoulette, &players[player].itemRoulette, sizeof (itemRoulette));
memcpy(&respawn, &players[player].respawn, sizeof (respawn));
// Here's the exact scenario:
// - Respawn with Ring Shooter (or lightsnake in general)
// - Spectate, re-enter the game
// - Now respawn.pointxyz is set to where the player
// spectated
// - K_DoIngameRespawn will be called after
// G_PlayerReborn (in P_MovePlayerToCheatcheck)
// - If the respawn state is not reset here, then the
// call to K_DoIngameRespawn will do nothing, and
// respawn.pointxyz will stay the same
// - This is bad, because when K_RespawnChecker runs, it
// clears the init state once the player reaches
// respawn.pointxyz
// - This is because it assumes respawn.pointxyz is where
// the respawn waypoint is located
// - In other words, the init state will reset before
// lightsnake reaches the respawn waypoint
// - This is bad because lap cheat prevention relies on
// the init state being cleared after reaching the
// respawn waypoint (because moving to the respawn
// waypoint could cross a finish line the wrong way and
// lose a lap)
respawn.state = RESPAWNST_NONE;
memcpy(&public_key, &players[player].public_key, sizeof(public_key));
// "Real death should always bring you back to the map starting count for rings" - :japanese_ogre:
if (gametyperules & GTR_SPHERES)
{
rings = 0;
}
else if (G_TimeAttackStart())
{
rings = 20;
}
else if (gametyperules & GTR_CATCHER)
{
rings = 20;
}
else
{
rings = 5;
}
saveroundconditions = false;
if (betweenmaps || leveltime < introtime)
{
K_StopRoulette(&itemRoulette);
itemtype = 0;
itemamount = 0;
growshrinktimer = 0;
spheres = 0;
kickstartaccel = 0;
khudfault = 0;
laps = 0;
latestlap = 0;
lapPoints = 0;
roundscore = 0;
exiting = 0;
khudfinish = 0;
cheatchecknum = 0;
lastsafelap = 0;
lastsafecheatcheck = 0;
bigwaypointgap = 0;
tallyactive = false;
}
else
{
if (players[player].itemflags & IF_ITEMOUT)
{
itemtype = 0;
itemamount = 0;
}
else
{
itemtype = players[player].itemtype;
itemamount = players[player].itemamount;
}
// Keep Shrink status, remove Grow status
if (players[player].growshrinktimer < 0)
growshrinktimer = players[player].growshrinktimer;
else
growshrinktimer = 0;
spheres = players[player].spheres;
kickstartaccel = players[player].kickstartaccel;
khudfault = players[player].karthud[khud_fault];
laps = players[player].laps;
latestlap = players[player].latestlap;
lapPoints = players[player].lapPoints;
roundscore = players[player].roundscore;
exiting = players[player].exiting;
khudfinish = (exiting > 0) ? players[player].karthud[khud_finish] : 0;
cheatchecknum = players[player].cheatchecknum;
pflags |= (players[player].pflags & (PF_STASIS|PF_ELIMINATED|PF_NOCONTEST|PF_FAULT|PF_LOSTLIFE));
if (spectator == false)
{
memcpy(&roundconditions, &players[player].roundconditions, sizeof (roundconditions));
saveroundconditions = true;
}
lastsafelap = players[player].lastsafelap;
lastsafecheatcheck = players[player].lastsafecheatcheck;
bigwaypointgap = players[player].bigwaypointgap;
tallyactive = players[player].tally.active;
if (tallyactive)
{
tally = players[player].tally;
}
}
spectatorReentry = (betweenmaps ? 0 : players[player].spectatorReentry);
griefValue = players[player].griefValue;
griefStrikes = players[player].griefStrikes;
if (!betweenmaps)
{
K_RemoveFollower(&players[player]);
#define PlayerPointerRemove(field) \
if (P_MobjWasRemoved(field) == false) \
{ \
P_RemoveMobj(field); \
P_SetTarget(&field, NULL); \
}
// These are mostly subservient to the player, and may not clean themselves up.
PlayerPointerRemove(players[player].followmobj);
PlayerPointerRemove(players[player].stumbleIndicator);
PlayerPointerRemove(players[player].wavedashIndicator);
PlayerPointerRemove(players[player].trickIndicator);
#undef PlayerPointerRemove
// These will erase themselves.
P_SetTarget(&players[player].whip, NULL);
P_SetTarget(&players[player].hand, NULL);
// TODO: Any better handling in store?
P_SetTarget(&players[player].awayview.mobj, NULL);
P_SetTarget(&players[player].flickyAttacker, NULL);
P_SetTarget(&players[player].powerup.flickyController, NULL);
P_SetTarget(&players[player].powerup.barrier, NULL);
// The following pointers are safe to set directly, because the end goal should be refcount consistency before and after remanifestation.
ringShooter = players[player].ringShooter;
hoverhyudoro = players[player].hoverhyudoro;
skyboxviewpoint = players[player].skybox.viewpoint;
skyboxcenterpoint = players[player].skybox.centerpoint;
}
else
{
ringShooter = hoverhyudoro = NULL;
skyboxviewpoint = skyboxcenterpoint = NULL;
}
checkpointId = players[player].checkpointId;
enteredGame = players[player].enteredGame;
p = &players[player];
memset(p, 0, sizeof (*p));
p->score = score;
p->roundscore = roundscore;
p->lives = lives;
p->pflags = pflags;
p->ctfteam = ctfteam;
p->jointime = jointime;
p->splitscreenindex = splitscreenindex;
p->spectator = spectator;
p->steering = steering;
p->angleturn = playerangleturn;
p->lastsafelap = lastsafelap;
p->lastsafecheatcheck = lastsafecheatcheck;
p->bigwaypointgap = bigwaypointgap;
// save player config truth reborn
p->skincolor = skincolor;
p->skin = skin;
p->fakeskin = fakeskin;
p->kartspeed = kartspeed;
p->kartweight = kartweight;
p->charflags = charflags;
p->lastfakeskin = lastfakeskin;
memcpy(players[player].availabilities, availabilities, sizeof(availabilities));
p->followitem = followitem;
p->cheatchecknum = cheatchecknum;
p->exiting = exiting;
p->karthud[khud_finish] = khudfinish;
p->laps = laps;
p->latestlap = latestlap;
p->lapPoints = lapPoints;
p->totalring = totalring;
for (i = 0; i < LAP__MAX; i++)
{
p->laptime[i] = laptime[i];
}
p->bot = bot;
p->botvars.difficulty = botdifficulty;
p->rings = rings;
p->spheres = spheres;
p->botvars.diffincrease = botdiffincrease;
p->botvars.rival = botrival;
p->xtralife = xtralife;
// SRB2kart
p->itemtype = itemtype;
p->itemamount = itemamount;
p->growshrinktimer = growshrinktimer;
p->karmadelay = 0;
p->eggmanblame = -1;
p->lastdraft = -1;
p->karthud[khud_fault] = khudfault;
p->kickstartaccel = kickstartaccel;
p->checkpointId = checkpointId;
p->ringvolume = 255;
p->ringtransparency = 255;
p->pitblame = -1;
p->topAccel = MAXTOPACCEL;
p->botvars.rubberband = FRACUNIT;
p->spectatorReentry = spectatorReentry;
p->griefValue = griefValue;
p->griefStrikes = griefStrikes;
memcpy(&p->itemRoulette, &itemRoulette, sizeof (p->itemRoulette));
memcpy(&p->respawn, &respawn, sizeof (p->respawn));
memcpy(&p->public_key, &public_key, sizeof(p->public_key));
if (saveroundconditions)
memcpy(&p->roundconditions, &roundconditions, sizeof (p->roundconditions));
if (tallyactive == true)
{
p->tally = tally;
}
// See above comment about refcount consistency.
p->ringShooter = ringShooter;
p->hoverhyudoro = hoverhyudoro;
p->skybox.viewpoint = skyboxviewpoint;
p->skybox.centerpoint = skyboxcenterpoint;
p->followerready = followerready;
p->followerskin = followerskin;
p->followercolor = followercolor;
//p->follower = NULL; // respawn a new one with you, it looks better.
// ^ Not necessary anyway since it will be respawned regardless considering it doesn't exist anymore.
p->playerstate = PST_LIVE;
p->panim = PA_STILL; // standing animation
// Check to make sure their color didn't change somehow...
if (G_GametypeHasTeams())
{
if (p->ctfteam == 1 && p->skincolor != skincolor_redteam)
{
for (i = 0; i <= splitscreen; i++)
{
if (p == &players[g_localplayers[i]])
{
CV_SetValue(&cv_playercolor[i], skincolor_redteam);
break;
}
}
}
else if (p->ctfteam == 2 && p->skincolor != skincolor_blueteam)
{
for (i = 0; i <= splitscreen; i++)
{
if (p == &players[g_localplayers[i]])
{
CV_SetValue(&cv_playercolor[i], skincolor_blueteam);
break;
}
}
}
}
if (p->spectator == false && !betweenmaps)
{
if (enteredGame == true)
{
ACS_RunPlayerEnterScript(p);
}
else
{
ACS_RunPlayerRespawnScript(p);
}
}
}
//
// G_CheckSpot
// Returns false if the player cannot be respawned
// at the given mapthing_t spot
// because something is occupying it
//
static boolean G_CheckSpot(INT32 playernum, mapthing_t *mthing)
{
fixed_t x;
fixed_t y;
INT32 i;
// maybe there is no player start
if (!mthing)
return false;
if (!players[playernum].mo)
{
// first spawn of level
for (i = 0; i < playernum; i++)
if (playeringame[i] && players[i].mo
&& 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 (!K_CheckPlayersRespawnColliding(playernum, x, y))
return false;
if (!P_CheckPosition(players[playernum].mo, x, y, NULL))
return false;
return true;
}
//
// G_SpawnPlayer
// Spawn a player in a spot appropriate for the gametype --
// or a not-so-appropriate spot, if it initially fails
// due to a lack of starts open or something.
//
void G_SpawnPlayer(INT32 playernum)
{
if (!playeringame[playernum])
return;
P_SpawnPlayer(playernum);
G_MovePlayerToSpawnOrCheatcheck(playernum);
LUA_HookPlayer(&players[playernum], HOOK(PlayerSpawn)); // Lua hook for player spawning :)
}
void G_MovePlayerToSpawnOrCheatcheck(INT32 playernum)
{
// Player's first spawn should be at the "map start".
// I.e. level load or join mid game.
if (leveltime > starttime && players[playernum].jointime > 1 && K_PodiumSequence() == false)
{
P_MovePlayerToCheatcheck(playernum);
}
else
{
mobj_t *checkpoint;
vector3_t pos;
if ((gametyperules & GTR_CHECKPOINTS)
&& players[playernum].checkpointId
&& (checkpoint = Obj_FindCheckpoint(players[playernum].checkpointId))
&& Obj_GetCheckpointRespawnPosition(checkpoint, &pos))
{
respawnvars_t *rsp = &players[playernum].respawn;
rsp->wp = NULL;
rsp->pointx = pos.x;
rsp->pointy = pos.y;
rsp->pointz = pos.z;
rsp->pointangle = Obj_GetCheckpointRespawnAngle(checkpoint);
Obj_ActivateCheckpointInstantly(checkpoint);
P_MovePlayerToCheatcheck(playernum);
}
else
{
P_MovePlayerToSpawn(playernum, G_FindMapStart(playernum));
}
}
}
mapthing_t *G_FindTeamStart(INT32 playernum)
{
const boolean doprints = P_IsPartyPlayer(&players[playernum]);
INT32 i,j;
if (!numredctfstarts && !numbluectfstarts) //why even bother, eh?
{
if ((gametyperules & GTR_TEAMSTARTS) && doprints)
CONS_Alert(CONS_WARNING, M_GetText("No CTF starts in this map!\n"));
return NULL;
}
if ((!players[playernum].ctfteam && numredctfstarts && (!numbluectfstarts || P_RandomChance(PR_PLAYERSTARTS, FRACUNIT/2))) || players[playernum].ctfteam == 1) //red
{
if (!numredctfstarts)
{
if (doprints)
CONS_Alert(CONS_WARNING, M_GetText("No Red Team starts in this map!\n"));
return NULL;
}
for (j = 0; j < 32; j++)
{
i = P_RandomKey(PR_PLAYERSTARTS, numredctfstarts);
if (G_CheckSpot(playernum, redctfstarts[i]))
return redctfstarts[i];
}
if (doprints)
CONS_Alert(CONS_WARNING, M_GetText("Could not spawn at any Red Team starts!\n"));
return NULL;
}
else if (!players[playernum].ctfteam || players[playernum].ctfteam == 2) //blue
{
if (!numbluectfstarts)
{
if (doprints)
CONS_Alert(CONS_WARNING, M_GetText("No Blue Team starts in this map!\n"));
return NULL;
}
for (j = 0; j < 32; j++)
{
i = P_RandomKey(PR_PLAYERSTARTS, numbluectfstarts);
if (G_CheckSpot(playernum, bluectfstarts[i]))
return bluectfstarts[i];
}
if (doprints)
CONS_Alert(CONS_WARNING, M_GetText("Could not spawn at any Blue Team starts!\n"));
return NULL;
}
//should never be reached but it gets stuff to shut up
return NULL;
}
mapthing_t *G_FindBattleStart(INT32 playernum)
{
const boolean doprints = P_IsPartyPlayer(&players[playernum]);
INT32 i, j;
if (numdmstarts)
{
for (j = 0; j < 64; j++)
{
i = P_RandomKey(PR_PLAYERSTARTS, numdmstarts);
if (G_CheckSpot(playernum, deathmatchstarts[i]))
return deathmatchstarts[i];
}
if (doprints)
CONS_Alert(CONS_WARNING, M_GetText("Could not spawn at any Deathmatch starts!\n"));
return NULL;
}
if ((gametyperules & GTR_BATTLESTARTS) && doprints)
CONS_Alert(CONS_WARNING, M_GetText("No Deathmatch starts in this map!\n"));
return NULL;
}
mapthing_t *G_FindRaceStart(INT32 playernum)
{
const boolean doprints = P_IsPartyPlayer(&players[playernum]);
if (numcoopstarts)
{
UINT8 i;
UINT8 pos = 0;
// SRB2Kart: figure out player spawn pos from points
if (!playeringame[playernum] || players[playernum].spectator)
{
return playerstarts[0]; // go to first spot if you're a spectator
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (i == playernum)
continue;
if (players[i].score < players[playernum].score)
{
UINT8 j;
UINT8 num = 0;
for (j = 0; j < MAXPLAYERS; j++) // I hate similar loops inside loops... :<
{
if (!playeringame[j] || players[j].spectator)
continue;
if (j == playernum)
continue;
if (j == i)
continue;
if ((netgame || (demo.playback && demo.netgame)) && cv_kartusepwrlv.value)
{
if (clientpowerlevels[j][PWRLV_RACE] == clientpowerlevels[i][PWRLV_RACE])
num++;
}
else
{
if (players[j].score == players[i].score)
num++;
}
}
if (num > 1) // found dupes
pos++;
}
else
{
if (i < playernum)
pos++;
else
{
if ((netgame || (demo.playback && demo.netgame)) && cv_kartusepwrlv.value)
{
if (clientpowerlevels[i][PWRLV_RACE] > clientpowerlevels[playernum][PWRLV_RACE])
pos++;
}
else
{
if (players[i].score > players[playernum].score)
pos++;
}
}
}
}
if (G_CheckSpot(playernum, playerstarts[pos % numcoopstarts]))
return playerstarts[pos % numcoopstarts];
// Your spot isn't available? Find whatever you can get first.
for (i = 0; i < numcoopstarts; i++)
{
if (G_CheckSpot(playernum, playerstarts[i]))
return playerstarts[i];
}
// SRB2Kart: We have solid players, so this behavior is less ideal.
// Don't bother checking to see if the player 1 start is open.
// Just spawn there.
//return playerstarts[0];
if (doprints)
CONS_Alert(CONS_WARNING, M_GetText("Could not spawn at any Race starts!\n"));
return NULL;
}
if (doprints)
CONS_Alert(CONS_WARNING, M_GetText("No Race starts in this map!\n"));
return NULL;
}
mapthing_t *G_FindPodiumStart(INT32 playernum)
{
const boolean doprints = P_IsPartyPlayer(&players[playernum]);
if (numcoopstarts)
{
UINT8 pos = K_GetPodiumPosition(&players[playernum]) - 1;
UINT8 i;
if (G_CheckSpot(playernum, playerstarts[pos % numcoopstarts]))
{
return playerstarts[pos % numcoopstarts];
}
// Your spot isn't available? Find whatever you can get first.
for (i = 0; i < numcoopstarts; i++)
{
if (G_CheckSpot(playernum, playerstarts[(pos + i) % numcoopstarts]))
{
return playerstarts[(pos + i) % numcoopstarts];
}
}
if (doprints)
{
CONS_Alert(CONS_WARNING, M_GetText("Could not spawn at any Podium starts!\n"));
}
return NULL;
}
if (doprints)
CONS_Alert(CONS_WARNING, M_GetText("No Podium starts in this map!\n"));
return NULL;
}
// Find a Co-op start, or fallback into other types of starts.
static inline mapthing_t *G_FindRaceStartOrFallback(INT32 playernum)
{
mapthing_t *spawnpoint = NULL;
if (!(spawnpoint = G_FindRaceStart(playernum)) // find a Race start
&& !(spawnpoint = G_FindBattleStart(playernum))) // find a DM start
spawnpoint = G_FindTeamStart(playernum); // fallback
return spawnpoint;
}
// Find a Match start, or fallback into other types of starts.
static inline mapthing_t *G_FindBattleStartOrFallback(INT32 playernum)
{
mapthing_t *spawnpoint = NULL;
if (!(spawnpoint = G_FindBattleStart(playernum)) // find a DM start
&& !(spawnpoint = G_FindTeamStart(playernum))) // find a CTF start
spawnpoint = G_FindRaceStart(playernum); // fallback
return spawnpoint;
}
static inline mapthing_t *G_FindTeamStartOrFallback(INT32 playernum)
{
mapthing_t *spawnpoint = NULL;
if (!(spawnpoint = G_FindTeamStart(playernum)) // find a CTF start
&& !(spawnpoint = G_FindBattleStart(playernum))) // find a DM start
spawnpoint = G_FindRaceStart(playernum); // fallback
return spawnpoint;
}
static inline mapthing_t *G_FindTimeAttackStartOrFallback(INT32 playernum)
{
mapthing_t *spawnpoint = NULL;
if (!(spawnpoint = faultstart)
&& !(spawnpoint = G_FindRaceStart(playernum))
&& !(spawnpoint = G_FindBattleStart(playernum)))
{
spawnpoint = G_FindTeamStart(playernum);
}
return spawnpoint;
}
mapthing_t *G_FindMapStart(INT32 playernum)
{
extern consvar_t cv_battlespawn;
mapthing_t *spawnpoint;
if (!playeringame[playernum])
return NULL;
// -- battlespawn cheat --
// Everyone spawns at the same spot
if ((gametyperules & GTR_BATTLESTARTS) && cv_battlespawn.value > 0 && cv_battlespawn.value <= numdmstarts)
spawnpoint = deathmatchstarts[cv_battlespawn.value - 1];
// -- Podium --
// Single special behavior
else if (K_PodiumSequence() == true)
spawnpoint = G_FindPodiumStart(playernum);
// -- Time Attack --
// Order: Fault->Race->DM->CTF
else if (K_TimeAttackRules() == true && modeattacking != ATTACKING_NONE)
spawnpoint = G_FindTimeAttackStartOrFallback(playernum);
// -- Battle duels --
// Order: Race->DM->CTF
else if (((gametyperules & GTR_BATTLESTARTS) && inDuel))
spawnpoint = G_FindRaceStartOrFallback(playernum);
// -- CTF --
// Order: CTF->DM->Race
else if ((gametyperules & GTR_TEAMSTARTS) && players[playernum].ctfteam)
spawnpoint = G_FindTeamStartOrFallback(playernum);
// -- DM/Tag/CTF-spectator/etc --
// Order: DM->CTF->Race
else if ((gametyperules & GTR_BATTLESTARTS) && !battleprisons)
spawnpoint = G_FindBattleStartOrFallback(playernum);
// -- Other game modes --
// Order: Race->DM->CTF
else
spawnpoint = G_FindRaceStartOrFallback(playernum);
//No spawns found. ANYWHERE.
if (!spawnpoint)
{
if (nummapthings)
{
if (P_IsPartyPlayer(&players[playernum]))
CONS_Alert(CONS_ERROR, M_GetText("No player spawns found, spawning at the first mapthing!\n"));
spawnpoint = &mapthings[0];
}
else
{
if (P_IsPartyPlayer(&players[playernum]))
CONS_Alert(CONS_ERROR, M_GetText("No player spawns found, spawning at the origin!\n"));
}
}
return spawnpoint;
}
// Go back through all the projectiles and remove all references to the old
// player mobj, replacing them with the new one.
void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo)
{
thinker_t *th;
mobj_t *mo2;
I_Assert((oldmo != NULL) && (newmo != NULL));
// scan all thinkers
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (!(mo2->flags & MF_MISSILE))
continue;
if (mo2->target == oldmo)
{
P_SetTarget(&mo2->target, newmo);
mo2->flags2 |= MF2_BEYONDTHEGRAVE; // this mobj belongs to a player who has reborn
}
}
}
//
// G_DoReborn
//
void G_DoReborn(INT32 playernum)
{
player_t *player = &players[playernum];
{
// respawn at the start
mobj_t *oldmo = NULL;
// first dissasociate the corpse
if (player->mo)
{
oldmo = player->mo;
// Don't leave your carcass stuck 10-billion feet in the ground!
P_RemoveMobj(player->mo);
P_SetTarget(&player->mo, NULL);
}
G_SpawnPlayer(playernum);
if (oldmo)
G_ChangePlayerReferences(oldmo, players[playernum].mo);
}
}
// These are the barest esentials.
// This func probably doesn't even need to know if the player is a bot.
void G_AddPlayer(INT32 playernum, INT32 console)
{
CL_ClearPlayer(playernum);
G_DestroyParty(playernum);
playeringame[playernum] = true;
playerconsole[playernum] = console;
G_BuildLocalSplitscreenParty(playernum);
player_t *newplayer = &players[playernum];
newplayer->playerstate = PST_REBORN;
newplayer->jointime = 0;
demo_extradata[playernum] |= DXD_ADDPLAYER;
}
void G_SpectatePlayerOnJoin(INT32 playernum)
{
// This is only ever called shortly after the above.
// That calls CL_ClearPlayer, so spectator is false by default
if (!netgame && !G_GametypeHasTeams() && !G_GametypeHasSpectators())
return;
// These are handled automatically elsewhere
if (demo.playback || players[playernum].bot)
return;
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
// Spectators are of no consequence
if (players[i].spectator)
continue;
// Prevent splitscreen hosters/joiners from only adding 1 player at a time in empty servers (this will also catch yourself)
if (players[i].jointime <= 1)
continue;
// A ha! An established player! It's time to spectate
players[playernum].spectator = true;
break;
}
}
void G_BeginLevelExit(void)
{
g_exit.losing = true;
g_exit.retry = false;
if (!G_GametypeAllowsRetrying() || skipstats != 0)
{
g_exit.losing = false; // never force a retry
}
else
{
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator && !players[i].bot)
{
if (!K_IsPlayerLosing(&players[i]))
{
g_exit.losing = false;
break;
}
}
}
}
if (g_exit.losing)
{
// You didn't win...
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator && !players[i].bot)
{
if (G_GametypeUsesLives() && players[i].lives <= 0)
continue;
g_exit.retry = true;
break;
}
}
}
exitcountdown = TICRATE;
if (grandprixinfo.gp == true)
{
grandprixinfo.wonround = !g_exit.losing;
}
if (g_exit.losing)
{
if (!g_exit.retry)
{
ACS_RunGameOverScript();
}
}
}
void G_FinishExitLevel(void)
{
G_ResetAllDeviceRumbles();
if (gamestate == GS_LEVEL)
{
const boolean worknetgame = (demo.playback ? demo.netgame : netgame);
if (g_exit.retry)
{
// Restart cup here whenever we do Online GP
if (!worknetgame)
{
// We have lives, just redo this one course.
G_SetRetryFlag();
return;
}
}
else if (g_exit.losing)
{
// Were we in a Special Stage?
// We can still progress to the podium when we game over here.
const boolean special = grandprixinfo.gp == true && grandprixinfo.cup != NULL && grandprixinfo.eventmode == GPEVENT_SPECIAL;
if (demo.playback && !worknetgame)
{
// Guarantee conclusion to Sealed Star replay
G_SetRetryFlag();
return;
}
if (!worknetgame && !special)
{
// Back to the menu with you.
G_HandleSaveLevel(true);
Command_ExitGame_f();
return;
}
}
gameaction = ga_completed;
lastdraw = true;
// If you want your teams scrambled on map change, start the process now.
// The teams will scramble at the start of the next round.
if (cv_scrambleonchange.value && G_GametypeHasTeams())
{
if (server)
CV_SetValue(&cv_teamscramble, cv_scrambleonchange.value);
}
CON_LogMessage(M_GetText("The round has ended.\n"));
// Remove CEcho text on round end.
HU_ClearCEcho();
HU_ClearTitlecardCEcho();
// Don't save demos immediately here! Let standings write first
}
else if (gamestate == GS_CREDITS)
{
F_InitGameEvaluation();
F_StartGameEvaluation();
}
}
static gametype_t defaultgametypes[] =
{
// GT_RACE
{
"Race",
"GT_RACE",
GTR_CIRCUIT|GTR_BOTS|GTR_ENCORE,
TOL_RACE,
int_time,
KARTSPEED_AUTO,
0,
0,
"",
"",
},
// GT_BATTLE
{
"Battle",
"GT_BATTLE",
GTR_SPHERES|GTR_BUMPERS|GTR_PAPERITEMS|GTR_POWERSTONES|GTR_KARMA|GTR_ITEMARROWS|GTR_PRISONS|GTR_BATTLESTARTS|GTR_POINTLIMIT|GTR_TIMELIMIT|GTR_OVERTIME|GTR_CLOSERPLAYERS,
TOL_BATTLE,
int_scoreortimeattack,
KARTSPEED_EASY,
0,
3,
"TT_RNDB",
"TT_RNSB",
},
// GT_SPECIAL
{
"Special",
"GT_SPECIAL",
GTR_CATCHER|GTR_SPECIALSTART|GTR_ROLLINGSTART|GTR_CIRCUIT|GTR_NOPOSITION,
TOL_SPECIAL,
int_time,
KARTSPEED_AUTO,
0,
0,
"TT_RNDSS",
"TT_RNSSS",
},
// GT_VERSUS
{
"Versus",
"GT_VERSUS",
GTR_BOSS|GTR_SPHERES|GTR_BUMPERS|GTR_POINTLIMIT|GTR_CLOSERPLAYERS|GTR_NOCUPSELECT|GTR_ENCORE,
TOL_VERSUS,
int_scoreortimeattack,
KARTSPEED_EASY,
0,
0,
"",
"",
},
// GT_TUTORIAL
{
"Tutorial",
"GT_TUTORIAL",
GTR_CHECKPOINTS|GTR_NOMP|GTR_NOCUPSELECT|GTR_NOPOSITION,
TOL_TUTORIAL,
int_none,
KARTSPEED_EASY,
0,
0,
"",
"",
},
};
gametype_t *gametypes[MAXGAMETYPES+1] =
{
&defaultgametypes[GT_RACE],
&defaultgametypes[GT_BATTLE],
&defaultgametypes[GT_SPECIAL],
&defaultgametypes[GT_VERSUS],
&defaultgametypes[GT_TUTORIAL],
};
//
// G_GetGametypeByName
//
// Returns the number for the given gametype name string, or -1 if not valid.
//
INT32 G_GetGametypeByName(const char *gametypestr)
{
INT32 i = 0;
while (gametypes[i] != NULL)
{
if (!stricmp(gametypestr, gametypes[i]->name))
return i;
i++;
}
return -1; // unknown gametype
}
//
// G_GuessGametypeByTOL
//
// Returns the first valid number for the given typeoflevel, or -1 if not valid.
//
INT32 G_GuessGametypeByTOL(UINT32 tol)
{
INT32 i = 0;
while (gametypes[i] != NULL)
{
if (tol & gametypes[i]->tol)
return i;
i++;
}
return -1; // unknown gametype
}
//
// G_SetGametype
//
// Set a new gametype, also setting gametype rules accordingly. Yay!
//
void G_SetGametype(INT16 gtype)
{
if (gtype < 0 || gtype >= numgametypes)
{
I_Error("G_SetGametype: Bad gametype change %d (was %d/\"%s\")", gtype, gametype, gametypes[gametype]->name);
}
gametype = gtype;
}
//
// G_PrepareGametypeConstant
//
// Self-explanatory. Filters out "bad" characters.
//
char *G_PrepareGametypeConstant(const char *newgtconst)
{
size_t r = 0; // read
size_t w = 0; // write
size_t len = strlen(newgtconst);
char *gtconst = Z_Calloc(len + 4, PU_STATIC, NULL);
char *tmpconst = Z_Calloc(len + 1, PU_STATIC, NULL);
// Copy the gametype name.
strcpy(tmpconst, newgtconst);
// Make uppercase.
strupr(tmpconst);
// Prepare to write the new constant string now.
strcpy(gtconst, "GT_");
// Remove characters that will not be allowed in the constant string.
for (; r < strlen(tmpconst); r++)
{
boolean writechar = true;
char rc = tmpconst[r];
switch (rc)
{
// Space, at sign and question mark
case ' ':
case '@':
case '?':
// Used for operations
case '+':
case '-':
case '*':
case '/':
case '%':
case '^':
case '&':
case '!':
// Part of Lua's syntax
case '#':
case '=':
case '~':
case '<':
case '>':
case '(':
case ')':
case '{':
case '}':
case '[':
case ']':
case ':':
case ';':
case ',':
case '.':
writechar = false;
break;
}
if (writechar)
{
gtconst[3 + w] = rc;
w++;
}
}
// Free the temporary string.
Z_Free(tmpconst);
// Finally, return the constant string.
return gtconst;
}
tolinfo_t TYPEOFLEVEL[NUMTOLNAMES] = {
{"RACE",TOL_RACE},
{"BATTLE",TOL_BATTLE},
{"SPECIAL",TOL_SPECIAL},
{"VERSUS",TOL_VERSUS},
{"TUTORIAL",TOL_TUTORIAL},
{"TV",TOL_TV},
{NULL, 0}
};
UINT32 lastcustomtol = (TOL_TV<<1);
//
// G_AddTOL
//
// Adds a type of level.
//
void G_AddTOL(UINT32 newtol, const char *tolname)
{
INT32 i;
for (i = 0; TYPEOFLEVEL[i].name; i++)
;
TYPEOFLEVEL[i].name = Z_StrDup(tolname);
TYPEOFLEVEL[i].flag = newtol;
}
//
// G_GametypeUsesLives
//
// Returns true if the current gametype uses
// the lives system. False otherwise.
//
boolean G_GametypeUsesLives(void)
{
if (modeattacking) // NOT in Record Attack
return false;
if (grandprixinfo.gp == true) // In Grand Prix
return true;
return false;
}
//
// G_GametypeAllowsRetrying
//
// Returns true if retrying is allowed at all.
// (Retrying may still not be possible if the player doesn't
// have enough lives.)
//
boolean G_GametypeAllowsRetrying(void)
{
if (modeattacking) // Attack modes have their own retry system
return false;
if ((grandprixinfo.gp == true) // In Grand Prix
&& grandprixinfo.eventmode != GPEVENT_BONUS) // NOT in bonus round
{
return true;
}
return false;
}
//
// G_GametypeHasTeams
//
// Returns true if the current gametype uses
// Red/Blue teams. False otherwise.
//
boolean G_GametypeHasTeams(void)
{
if (gametyperules & GTR_TEAMS)
{
// Teams forced on by this gametype
return true;
}
else if (gametyperules & GTR_NOTEAMS)
{
// Teams forced off by this gametype
return false;
}
// Teams are determined by the "teamplay" modifier!
return false; // teamplay
}
//
// G_GametypeHasSpectators
//
// Returns true if the current gametype supports
// spectators. False otherwise.
//
boolean G_GametypeHasSpectators(void)
{
// TODO: this would make a great debug feature for release
#ifdef DEVELOP
return true;
#endif
return (netgame || (demo.playback && demo.netgame));
}
//
// G_SometimesGetDifferentEncore
//
// Because gametypes are no longer on the vote screen, all this does is sometimes flip encore mode.
// However, it remains a seperate function for long-term possibility.
//
INT16 G_SometimesGetDifferentEncore(void)
{
boolean encorepossible = ((M_SecretUnlocked(SECRET_ENCORE, false) || encorescramble == 1)
&& (gametyperules & GTR_ENCORE));
UINT8 encoremodifier = 0;
// FORCE to what was scrambled on intermission?
if (encorepossible && encorescramble != -1)
{
// FORCE to what was scrambled on intermission
if ((encorescramble != 0) != (cv_kartencore.value == 1))
{
encoremodifier = VOTE_MOD_ENCORE;
}
}
return encoremodifier;
}
/** Get the typeoflevel flag needed to indicate support of a gametype.
* \param gametype The gametype for which support is desired.
* \return The typeoflevel flag to check for that gametype.
* \author Graue <graue@oceanbase.org>
*/
UINT32 G_TOLFlag(INT32 pgametype)
{
if (pgametype >= 0 && pgametype < numgametypes)
return gametypes[pgametype]->tol;
return 0;
}
UINT16 G_GetFirstMapOfGametype(UINT16 pgametype)
{
UINT8 i = 0;
UINT16 mapnum = NEXTMAP_INVALID;
levelsearch_t templevelsearch;
templevelsearch.cup = NULL;
templevelsearch.typeoflevel = G_TOLFlag(pgametype);
templevelsearch.cupmode = (!(gametypes[pgametype]->rules & GTR_NOCUPSELECT));
templevelsearch.timeattack = false;
templevelsearch.grandprix = false;
templevelsearch.tutorial = (pgametype == GT_TUTORIAL);
templevelsearch.checklocked = true;
if (templevelsearch.cupmode)
{
templevelsearch.cup = kartcupheaders;
while (templevelsearch.cup && mapnum >= nummapheaders)
{
mapnum = M_GetFirstLevelInList(&i, &templevelsearch);
i = 0;
templevelsearch.cup = templevelsearch.cup->next;
}
}
else
{
mapnum = M_GetFirstLevelInList(&i, &templevelsearch);
}
return mapnum;
}
static INT32 TOLMaps(UINT8 pgametype)
{
INT32 num = 0;
INT32 i;
UINT32 tolflag = G_TOLFlag(pgametype);
// Find all the maps that are ok
for (i = 0; i < nummapheaders; i++)
{
if (mapheaderinfo[i] == NULL)
{
continue;
}
if (mapheaderinfo[i]->lumpnum == LUMPERROR)
{
continue;
}
if ((mapheaderinfo[i]->typeoflevel & tolflag) == 0)
{
continue;
}
if (mapheaderinfo[i]->menuflags & LF2_HIDEINMENU)
{
// Don't include hidden
continue;
}
// Only care about restrictions if the host is a listen server.
if (!dedicated)
{
if (!(mapheaderinfo[i]->menuflags & LF2_NOVISITNEEDED)
&& !(mapheaderinfo[i]->records.mapvisited & MV_VISITED)
&& !(
mapheaderinfo[i]->cup
&& mapheaderinfo[i]->cup->cachedlevels[0] == i
))
{
// Not visited OR head of cup
continue;
}
if ((mapheaderinfo[i]->menuflags & LF2_FINISHNEEDED)
&& !(mapheaderinfo[i]->records.mapvisited & MV_BEATEN))
{
// Not completed
continue;
}
}
if (M_MapLocked(i + 1) == true)
{
// We haven't earned this one.
continue;
}
num++;
}
return num;
}
/** Select a random map with the given typeoflevel flags.
* If no map has those flags, this arbitrarily gives you map 1.
* \param tolflags The typeoflevel flags to insist on. Other bits may
* be on too, but all of these must be on.
* \return A random map with those flags, 1-based, or 1 if no map
* has those flags.
* \author Graue <graue@oceanbase.org>
*/
static UINT16 *g_allowedMaps = NULL;
#ifdef PARANOIA
static size_t g_randMapStack = 0;
#endif
UINT16 G_RandMapPerPlayerCount(UINT32 tolflags, UINT16 pprevmap, boolean ignoreBuffers, boolean callAgainSoon, UINT16 *extBuffer, UINT8 numPlayers)
{
INT32 allowedMapsCount = 0;
INT32 extBufferCount = 0;
UINT16 ret = 0;
INT32 i, j;
#ifdef PARANOIA
g_randMapStack++;
#endif
if (g_allowedMaps == NULL)
{
g_allowedMaps = Z_Malloc(nummapheaders * sizeof(UINT16), PU_STATIC, NULL);
}
if (extBuffer != NULL)
{
for (i = 0; extBuffer[i] != UINT16_MAX; i++)
{
extBufferCount++;
}
}
tryAgain:
for (i = 0; i < nummapheaders; i++)
{
if (mapheaderinfo[i] == NULL || mapheaderinfo[i]->lumpnum == LUMPERROR)
{
// Doesn't exist?
continue;
}
if (i == pprevmap)
{
// We were just here.
continue;
}
if ((mapheaderinfo[i]->typeoflevel & tolflags) == 0)
{
// Doesn't match our gametype.
continue;
}
if (pprevmap == UINT16_MAX-1 // title demo hack (FUCK YOU, MAKE IT A BOOL)
&& mapheaderinfo[i]->ghostCount == 0)
{
// Doesn't have any ghosts, so it's not suitable for title demos.
continue;
}
if ((mapheaderinfo[i]->menuflags & LF2_HIDEINMENU) == LF2_HIDEINMENU)
{
// Not intended to be accessed in multiplayer.
continue;
}
if (numPlayers > mapheaderinfo[i]->playerLimit)
{
// Too many players for this map.
continue;
}
// Only care about restrictions if the host is a listen server.
if (!dedicated)
{
if (!(mapheaderinfo[i]->menuflags & LF2_NOVISITNEEDED)
&& !(mapheaderinfo[i]->records.mapvisited & MV_VISITED)
&& !(
mapheaderinfo[i]->cup
&& mapheaderinfo[i]->cup->cachedlevels[0] == i
))
{
// Not visited OR head of cup
continue;
}
if ((mapheaderinfo[i]->menuflags & LF2_FINISHNEEDED)
&& !(mapheaderinfo[i]->records.mapvisited & MV_BEATEN))
{
// Not completed
continue;
}
}
if (M_MapLocked(i + 1) == true)
{
// We haven't earned this one.
continue;
}
if (ignoreBuffers == false)
{
if (mapheaderinfo[i]->justPlayed > 0)
{
// We just played this map, don't play it again.
continue;
}
if (extBufferCount > 0)
{
boolean inExt = false;
// An optional additional buffer,
// to avoid duplicates on the voting screen.
for (j = 0; j < extBufferCount; j++)
{
if (extBuffer[j] >= nummapheaders)
{
// Rest of buffer SHOULD be empty.
break;
}
if (i == extBuffer[j])
{
// Map is in this other buffer, don't duplicate.
inExt = true;
break;
}
}
if (inExt == true)
{
// Didn't make it out of this buffer, so don't add this map.
continue;
}
}
}
// Got past the gauntlet, so we can allow this one.
g_allowedMaps[ allowedMapsCount++ ] = i;
}
if (allowedMapsCount == 0)
{
// No maps are available.
if (ignoreBuffers == false)
{
// Try again with ignoring the buffer before giving up.
ignoreBuffers = true;
goto tryAgain;
}
// Nothing else actually worked. Welp!
// You just get whatever was added first.
ret = 0;
}
else
{
ret = g_allowedMaps[ M_RandomKey(allowedMapsCount) ];
}
if (callAgainSoon == false)
{
Z_Free(g_allowedMaps);
g_allowedMaps = NULL;
#ifdef PARANOIA
// Crash if callAgainSoon was mishandled.
I_Assert(g_randMapStack == 1);
#endif
}
#ifdef PARANOIA
g_randMapStack--;
#endif
return ret;
}
UINT16 G_RandMap(UINT32 tolflags, UINT16 pprevmap, boolean ignoreBuffers, boolean callAgainSoon, UINT16 *extBuffer)
{
return G_RandMapPerPlayerCount(tolflags, pprevmap, ignoreBuffers, callAgainSoon, extBuffer, 0);
}
void G_AddMapToBuffer(UINT16 map)
{
if (mapheaderinfo[map]->justPlayed == 0) // Started playing a new map.
{
// Decrement every maps' justPlayed value.
INT32 i;
for (i = 0; i < nummapheaders; i++)
{
if (mapheaderinfo[i]->justPlayed > 0)
{
mapheaderinfo[i]->justPlayed--;
}
}
}
// Set our map's justPlayed value.
mapheaderinfo[map]->justPlayed = TOLMaps(gametype) - VOTE_NUM_LEVELS;
mapheaderinfo[map]->anger = 0; // Reset voting anger now that we're playing it
}
//
// G_UpdateVisited
//
void G_UpdateVisited(void)
{
UINT8 i;
UINT8 earnedEmblems;
// No demos.
if (demo.playback)
return;
// For some reason, we don't want to update visitation flags.
if (prevmap != gamemap-1)
return;
// Neither for tutorial skip material
if (tutorialchallenge != TUTORIALSKIP_NONE)
return;
// Check if every local player wiped out.
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i]) // Not here.
continue;
if (!P_IsPartyPlayer(&players[i])) // Not local.
continue;
if (players[i].spectator == true) // Not playing.
continue;
if (players[i].pflags & PF_NOCONTEST) // Sonic after not surviving.
continue;
break;
}
if (i == MAXPLAYERS) // Not a single living local soul?
return;
// Update visitation flags
mapheaderinfo[prevmap]->records.mapvisited |= MV_BEATEN;
if (encoremode == true)
{
mapheaderinfo[prevmap]->records.mapvisited |= MV_ENCORE;
}
if (modeattacking & ATTACKING_SPB)
{
mapheaderinfo[prevmap]->records.mapvisited |= MV_SPBATTACK;
}
if (modeattacking)
G_UpdateRecordReplays();
if ((earnedEmblems = M_CompletionEmblems()))
CONS_Printf(M_GetText("\x82" "Earned %hu emblem%s for level completion.\n"), (UINT16)earnedEmblems, earnedEmblems > 1 ? "s" : "");
M_UpdateUnlockablesAndExtraEmblems(true, true);
gamedata->deferredsave = true;
}
void G_HandleSaveLevel(boolean removecondition)
{
if (!grandprixinfo.gp || !grandprixinfo.cup
|| splitscreen || netgame)
return;
if (removecondition)
goto doremove;
if (gamestate != GS_LEVEL
|| roundqueue.size == 0)
return;
if ((roundqueue.position == 1 && roundqueue.entries[0].overridden == false)
|| players[consoleplayer].lives <= 1) // because a life is lost on reload
goto doremove;
G_SaveGame();
return;
doremove:
if (FIL_FileExists(gpbackup))
remove(gpbackup);
}
// Next map apparatus
struct roundqueue roundqueue;
void G_MapSlipIntoRoundQueue(UINT8 position, UINT16 map, UINT8 setgametype, boolean setencore, boolean rankrestricted)
{
I_Assert(position < ROUNDQUEUE_MAX);
roundqueue.entries[position].mapnum = map;
roundqueue.entries[position].gametype = setgametype;
roundqueue.entries[position].encore = setencore;
roundqueue.entries[position].rankrestricted = rankrestricted;
roundqueue.entries[position].overridden = false;
}
void G_MapIntoRoundQueue(UINT16 map, UINT8 setgametype, boolean setencore, boolean rankrestricted)
{
if (roundqueue.size >= ROUNDQUEUE_MAX)
{
CONS_Alert(CONS_ERROR, "G_MapIntoRoundQueue: Unable to add map beyond %u\n", roundqueue.size);
return;
}
G_MapSlipIntoRoundQueue(roundqueue.size, map, setgametype, setencore, rankrestricted);
roundqueue.size++;
}
void G_GPCupIntoRoundQueue(cupheader_t *cup, UINT8 setgametype, boolean setencore)
{
UINT8 i, levelindex = 0, bonusindex = 0;
UINT8 bonusmodulo = max(1, (cup->numlevels+1)/(cup->numbonus+1));
UINT16 cupLevelNum;
// Levels are added to the queue in the following pattern.
// For 5 Race rounds and 2 Bonus rounds, the most common case:
// race - race - BONUS - race - race - BONUS - race
// The system is flexible enough to permit other arrangements.
// However, we just want to keep the pacing even & consistent.
while (levelindex < cup->numlevels)
{
// Fill like two or three Race maps.
for (i = 0; i < bonusmodulo; i++)
{
cupLevelNum = cup->cachedlevels[levelindex];
if (cupLevelNum >= nummapheaders)
{
// For invalid Race maps, we keep the pacing by going to TEST RUN.
// It transparently lets the user know something is wrong.
cupLevelNum = 0;
}
G_MapIntoRoundQueue(
cupLevelNum,
setgametype,
setencore, // *probably* correct
false
);
levelindex++;
if (levelindex >= cup->numlevels)
break;
}
// Attempt to add an interstitial Bonus round.
if (levelindex < cup->numlevels
&& bonusindex < cup->numbonus)
{
cupLevelNum = cup->cachedlevels[CUPCACHE_BONUS + bonusindex];
if (cupLevelNum < nummapheaders)
{
// In the case of Bonus rounds, we simply skip invalid maps.
G_MapIntoRoundQueue(
cupLevelNum,
G_GuessGametypeByTOL(mapheaderinfo[cupLevelNum]->typeoflevel),
setencore, // if this isn't correct, Got_Mapcmd will fix it
false
);
}
bonusindex++;
}
}
// ...but there's one last trick up our sleeves.
// At the end of the Cup is a Rank-restricted treat.
// So we append it to the end of the roundqueue.
// (as long as it exists, of course!)
{
// Of course, this last minute game design tweak
// has to make things a little complicated. We
// basically just make sure they're dispensed
// at the intended difficulty sequence until
// you've got them all, at which point they
// become their intended order permanently.
// ~toast 010324
cupheader_t *emeraldcup = NULL;
if (gamedata->sealedswaps[GDMAX_SEALEDSWAPS-1] != NULL // all found
|| cup->id >= basenumkartcupheaders // custom content
|| M_SecretUnlocked(SECRET_SPECIALATTACK, false)) // true order
{
// Standard order.
emeraldcup = cup;
}
else
{
// Determine order from sealedswaps.
for (i = 0; (i < GDMAX_SEALEDSWAPS && gamedata->sealedswaps[i]); i++)
{
if (gamedata->sealedswaps[i] != grandprixinfo.cup)
continue;
// Repeat visit, grab the same ID.
break;
}
// If there's pending stars, get them from the associated cup order.
if (i < GDMAX_SEALEDSWAPS)
{
emeraldcup = kartcupheaders;
while (emeraldcup)
{
if (emeraldcup->id >= basenumkartcupheaders)
{
emeraldcup = NULL;
break;
}
if (emeraldcup->emeraldnum == i+1)
break;
emeraldcup = emeraldcup->next;
}
}
}
if (emeraldcup)
{
cupLevelNum = emeraldcup->cachedlevels[CUPCACHE_SPECIAL];
if (cupLevelNum < nummapheaders)
{
G_MapIntoRoundQueue(
cupLevelNum,
G_GuessGametypeByTOL(mapheaderinfo[cupLevelNum]->typeoflevel),
setencore, // if this isn't correct, Got_Mapcmd will fix it
true // Rank-restricted!
);
}
}
}
if (roundqueue.size == 0)
{
I_Error("G_CupToRoundQueue: roundqueue size is 0 after population!?");
}
}
void G_GetNextMap(void)
{
INT32 i;
boolean setalready = false;
if (!server)
{
// Server is authoriative, not you
return;
}
deferencoremode = (cv_kartencore.value == 1);
forceresetplayers = forcespecialstage = false;
// go to next level
// nextmap is 0-based, unlike gamemap
if (nextmapoverride != 0)
{
nextmap = (nextmapoverride-1);
setalready = true;
// Tutorial Challenge behaviour
if (
netgame == false
&& gametype == GT_TUTORIAL
&& nextmap == NEXTMAP_TUTORIALCHALLENGE
&& (
!gamedata
|| gamedata->enteredtutorialchallenge == false
|| M_GameTrulyStarted() == true
)
)
{
nextmap = G_MapNumber(tutorialchallengemap);
if (nextmap < nummapheaders)
{
tutorialchallenge = TUTORIALSKIP_INPROGRESS;
gamedata->enteredtutorialchallenge = true;
// A gamedata save will happen on successful level enter
// Also set character, color, and follower from profile
}
}
if (nextmap < nummapheaders && mapheaderinfo[nextmap])
{
if (tutorialchallenge == TUTORIALSKIP_INPROGRESS
|| (mapheaderinfo[nextmap]->typeoflevel & G_TOLFlag(gametype)) == 0)
{
INT32 lastgametype = gametype;
INT32 newgametype = G_GuessGametypeByTOL(mapheaderinfo[nextmap]->typeoflevel);
if (newgametype == -1)
newgametype = GT_RACE; // sensible default
G_SetGametype(newgametype);
D_GameTypeChanged(lastgametype);
}
// Roundqueue integration: Override the current entry!
if (roundqueue.position > 0
&& roundqueue.position <= roundqueue.size)
{
UINT8 entry = roundqueue.position-1;
if (grandprixinfo.gp)
{
K_RejiggerGPRankData(
&grandprixinfo.rank,
roundqueue.entries[entry].mapnum,
roundqueue.entries[entry].gametype,
nextmap,
gametype);
}
roundqueue.entries[entry].mapnum = nextmap;
roundqueue.entries[entry].gametype = gametype;
roundqueue.entries[entry].overridden = true;
}
}
}
else if (roundqueue.size > 0)
{
// See also Y_CalculateMatchData, M_DrawPause
boolean permitrank = false;
if (grandprixinfo.gp == true
&& grandprixinfo.gamespeed >= KARTSPEED_NORMAL)
{
// On A rank pace? Then you get a chance for S rank!
permitrank = (K_CalculateGPGrade(&grandprixinfo.rank) >= GRADE_A);
// If you're on Master, a win floats you to rank-restricted levels for free.
// (This is a different class of challenge!)
if (grandprixinfo.masterbots && grandprixinfo.rank.position <= 1)
permitrank = true;
}
while (roundqueue.position < roundqueue.size
&& (roundqueue.entries[roundqueue.position].mapnum >= nummapheaders
|| mapheaderinfo[roundqueue.entries[roundqueue.position].mapnum] == NULL
|| (netgame && (gametypes[roundqueue.entries[roundqueue.position].gametype]->rules & GTR_FORBIDMP))
|| (permitrank == false && roundqueue.entries[roundqueue.position].rankrestricted == true)))
{
// Skip all restricted queue entries.
roundqueue.position++;
}
if (roundqueue.position < roundqueue.size)
{
// The next entry in the queue is valid; set it as nextmap!
nextmap = roundqueue.entries[roundqueue.position].mapnum;
deferencoremode = roundqueue.entries[roundqueue.position].encore;
// And we handle gametype changes, too.
if (roundqueue.entries[roundqueue.position].gametype != gametype)
{
INT32 lastgametype = gametype;
G_SetGametype(roundqueue.entries[roundqueue.position].gametype);
D_GameTypeChanged(lastgametype);
}
// Is this special..?
forcespecialstage = roundqueue.entries[roundqueue.position].rankrestricted;
// On entering roundqueue mode, kill the non-PWR between-round scores.
// This makes it viable as a future tournament mode base.
if (roundqueue.position == 0)
{
forceresetplayers = true;
}
// Handle primary queue position update.
roundqueue.position++;
if (grandprixinfo.gp == false || gametype == GT_RACE) // roundqueue.entries[0].gametype
{
roundqueue.roundnum++;
}
setalready = true;
}
else
{
// Wipe the queue info.
memset(&roundqueue, 0, sizeof(struct roundqueue));
if (grandprixinfo.gp == true)
{
// In GP, we're now ready to go to the ceremony.
nextmap = NEXTMAP_CEREMONY;
setalready = true;
}
else
{
// On exiting roundqueue mode, kill the non-PWR between-round scores.
// This prevents future tournament winners from carrying their wins out.
forceresetplayers = true;
}
}
// Make sure the next D_MapChange sends updated roundqueue state.
roundqueue.netcommunicate = true;
}
else if (grandprixinfo.gp == true)
{
// Fast And Rapid Testing
// this codepath is exclusively accessible through console/command line
nextmap = prevmap;
setalready = true;
}
if (setalready == false)
{
UINT32 tolflag = G_TOLFlag(gametype);
register INT16 cm;
if (!(gametyperules & GTR_NOCUPSELECT))
{
cupheader_t *cup = mapheaderinfo[gamemap-1]->cup;
UINT8 gettingresult = 0;
while (cup)
{
// Not unlocked? Grab the next result afterwards
if (!marathonmode && M_CupLocked(cup))
{
cup = cup->next;
gettingresult = 1;
continue;
}
for (i = 0; i < CUPCACHE_PODIUM; i++)
{
cm = cup->cachedlevels[i];
// Not valid?
if (cm >= nummapheaders
|| !mapheaderinfo[cm]
|| mapheaderinfo[cm]->lumpnum == LUMPERROR
|| !(mapheaderinfo[cm]->typeoflevel & tolflag))
{
continue;
}
// Only care about restrictions if the host is a listen server.
if (!dedicated && !marathonmode)
{
if (!(mapheaderinfo[cm]->menuflags & LF2_NOVISITNEEDED)
&& !(mapheaderinfo[cm]->records.mapvisited & MV_VISITED)
&& i != 0)
{
// Not visited OR head of cup
continue;
}
if ((mapheaderinfo[cm]->menuflags & LF2_FINISHNEEDED)
&& !(mapheaderinfo[cm]->records.mapvisited & MV_BEATEN))
{
// Not completed
continue;
}
}
if (M_MapLocked(cm + 1) == true)
{
// We haven't earned this one.
continue;
}
// If the map is in multiple cups, only consider the first one valid.
if (mapheaderinfo[cm]->cup != cup)
{
continue;
}
// Grab the first valid after the map you're on
if (gettingresult)
{
nextmap = cm;
gettingresult = 2;
break;
}
// Not the map you're on?
if (cm != prevmap)
{
continue;
}
// Ok, this is the current map, time to get the next
gettingresult = 1;
}
// We have a good nextmap?
if (gettingresult == 2)
{
break;
}
// Ok, iterate to the next
cup = cup->next;
}
// Didn't get a nextmap before reaching the end?
if (gettingresult != 2)
{
nextmap = NEXTMAP_CEREMONY; // ceremonymap
}
}
else
{
cm = prevmap;
do
{
if (++cm >= nummapheaders)
cm = 0;
if (!mapheaderinfo[cm]
|| mapheaderinfo[cm]->lumpnum == LUMPERROR
|| !(mapheaderinfo[cm]->typeoflevel & tolflag)
|| (mapheaderinfo[cm]->menuflags & LF2_HIDEINMENU))
{
continue;
}
// Only care about restrictions if the host is a listen server.
if (!dedicated && !marathonmode)
{
if (!(mapheaderinfo[cm]->menuflags & LF2_NOVISITNEEDED)
&& !(mapheaderinfo[cm]->records.mapvisited & MV_VISITED)
&& !(
mapheaderinfo[cm]->cup
&& mapheaderinfo[cm]->cup->cachedlevels[0] == cm
))
{
// Not visited OR head of cup
continue;
}
if ((mapheaderinfo[cm]->menuflags & LF2_FINISHNEEDED)
&& !(mapheaderinfo[cm]->records.mapvisited & MV_BEATEN))
{
// Not completed
continue;
}
}
if (M_MapLocked(cm + 1) == true)
{
// We haven't earned this one.
continue;
}
break;
} while (cm != prevmap);
nextmap = cm;
}
if (K_CanChangeRules(true))
{
if (!netgame) // Match Race.
nextmap = NEXTMAP_TITLE;
else switch (cv_advancemap.value)
{
case 0: // Stay on same map.
nextmap = prevmap;
break;
case 3: // Voting screen.
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].spectator)
continue;
break;
}
if (i != MAXPLAYERS)
{
nextmap = NEXTMAP_VOTING;
break;
}
}
/* FALLTHRU */
case 2: // Go to random map.
nextmap = G_RandMap(G_TOLFlag(gametype), prevmap, false, false, NULL);
break;
default:
if (nextmap >= NEXTMAP_SPECIAL) // Loop back around
{
nextmap = G_GetFirstMapOfGametype(gametype);
}
break;
}
}
}
// We are committed to this map now.
if (nextmap == NEXTMAP_INVALID || (nextmap < NEXTMAP_SPECIAL && (nextmap >= nummapheaders || !mapheaderinfo[nextmap] || mapheaderinfo[nextmap]->lumpnum == LUMPERROR)))
I_Error("G_GetNextMap: Internal map ID %d not found (nummapheaders = %d)\n", nextmap, nummapheaders);
#if 0 // This is a surprise tool that will help us later.
if (!spec)
#endif //#if 0
lastmap = nextmap;
}
//
// G_DoCompleted
//
static void G_DoCompleted(void)
{
INT32 i;
// We do this here so Challenges-related sounds aren't insta-killed
S_StopSounds();
// First, loop over all players to:
// - fake bot results
// - set client power add
// - grand prix updates (for those who have finished)
// - for bots
// - set up difficulty increase (if applicable)
// - for humans
// - update Rings
// - award Lives
// - update over-all GP rank
// - wipe some level-only player struct data
// (The common thread is it needs to be done before Challenges updates.)
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] == false)
{
continue;
}
player_t *const player = &players[i];
if ((player->exiting == 0) && (player->pflags & PF_NOCONTEST) == 0)
{
clientPowerAdd[i] = 0;
if (player->bot == true)
{
K_FakeBotResults(player);
}
}
if (grandprixinfo.gp == true && grandprixinfo.wonround == true && player->exiting && !retrying)
{
if (player->bot == true)
{
// Bots are going to get harder... :)
K_IncreaseBotDifficulty(player);
}
else if (K_IsPlayerLosing(player) == false)
{
// Increase your total rings
INT32 ringtotal = player->hudrings;
if (ringtotal > 0)
{
if (ringtotal > 20)
ringtotal = 20;
player->totalring += ringtotal;
grandprixinfo.rank.rings += ringtotal;
}
if (grandprixinfo.eventmode == GPEVENT_NONE)
{
grandprixinfo.rank.winPoints += K_CalculateGPRankPoints(player->position, grandprixinfo.rank.totalPlayers);
grandprixinfo.rank.laps += player->lapPoints;
}
else if (grandprixinfo.eventmode == GPEVENT_SPECIAL)
{
grandprixinfo.rank.specialWon = true;
}
P_GivePlayerLives(player, player->xtralife);
}
}
G_PlayerFinishLevel(i); // take away cards and stuff
}
// Then, do gamedata-relevant material.
// This has to be done second because some Challenges
// are dependent on round standings.
if (legitimateexit && !demo.playback && !mapreset
&& ((modeattacking == ATTACKING_NONE)
|| !(players[consoleplayer].pflags & PF_NOCONTEST))
)
{
if (gametype != GT_TUTORIAL)
{
UINT8 roundtype = M_GameDataGameType(gametype, battleprisons);
gamedata->roundsplayed[roundtype]++;
}
gamedata->pendingkeyrounds++;
}
M_UpdateUnlockablesAndExtraEmblems(true, true);
// eh, why not always save? makes sure playtime is never lost
gamedata->deferredsave = true;
// Then, update some important game state.
{
if (modeattacking && pausedelay)
pausedelay = 0;
gameaction = ga_nothing;
if (automapactive)
AM_Stop();
G_SetGamestate(GS_NULL);
wipegamestate = GS_NULL;
}
// Finally, if you're not exiting, guarantee NO CONTEST.
// We do this seperately from the loop above Challenges,
// so NOCONTEST-related Challenges don't fire on exitlevel.
if (gametype == GT_TUTORIAL)
{
// Maybe one day there'll be another context in which
// there's no way to progress other than ACS, but for
// now, Tutorial is a hardcoded exception.
}
else for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] == false)
{
continue;
}
if (players[i].exiting || (players[i].pflags & PF_NOCONTEST))
{
continue;
}
players[i].pflags |= PF_NOCONTEST;
}
// And lastly, everything in anticipation for Intermission/level change.
if (tutorialchallenge == TUTORIALSKIP_INPROGRESS)
{
if (
!legitimateexit
|| !players[consoleplayer].exiting
|| K_IsPlayerLosing(&players[consoleplayer])
)
{
// Return to whence you came with your tail between your legs
tutorialchallenge = TUTORIALSKIP_FAILED;
INT32 lastgametype = gametype;
G_SetGametype(GT_TUTORIAL);
D_GameTypeChanged(lastgametype);
nextmapoverride = prevmap+1;
}
else
{
// Proceed.
// ~toast 161123 (5 years of srb2kart, woooouuuu)
nextmapoverride = NEXTMAP_TITLE+1;
tutorialchallenge = TUTORIALSKIP_NONE;
if (!gamedata->finishedtutorialchallenge)
{
gamedata->finishedtutorialchallenge = true;
M_UpdateUnlockablesAndExtraEmblems(true, true);
gamedata->deferredsave = true;
}
}
}
else
{
tutorialchallenge = TUTORIALSKIP_NONE;
}
// This can now be set.
prevmap = gamemap-1;
legitimateexit = false;
if (!demo.playback)
{
// Set up power level gametype scrambles
K_SetPowerLevelScrambles(K_UsingPowerLevels());
}
// If the current gametype has no intermission screen set, then don't start it.
Y_DetermineIntermissionType();
if (intertype != int_none)
{
Y_StartIntermission();
}
else if (grandprixinfo.gp == true)
{
K_UpdateGPRank(&grandprixinfo.rank);
}
G_UpdateVisited();
// This isn't in the above blocks because many
// mechanisms can queue up a gamedata save.
if (gamedata->deferredsave)
G_SaveGameData();
// Seperate from the above, as Y_StartIntermission can no-sell.
if (intertype == int_none)
{
G_AfterIntermission();
}
}
// See also F_EndCutscene, the only other place which handles intra-map/ending transitions
void G_AfterIntermission(void)
{
if (gamecomplete == 2) // special temporary mode to prevent using SP level select in pause menu until the intermission is over without restricting it in every intermission
gamecomplete = 1;
HU_ClearCEcho();
HU_ClearTitlecardCEcho();
if (demo.playback)
{
M_PlaybackQuit(0);
return;
}
else if (demo.recording && (modeattacking || demo.willsave))
G_SaveDemo();
else if (demo.recording)
G_ResetDemoRecording();
if (modeattacking) // End the run.
{
M_EndModeAttackRun();
return;
}
if (gamestate != GS_VOTING)
{
G_GetNextMap();
}
if ((grandprixinfo.gp == true) && mapheaderinfo[prevmap]->cutscenenum && !modeattacking && skipstats <= 1 && (gamecomplete || !(marathonmode & MA_NOCUTSCENES))) // Start a custom cutscene.
F_StartCustomCutscene(mapheaderinfo[prevmap]->cutscenenum-1, false, false);
else
{
G_NextLevel();
}
}
//
// G_NextLevel (WorldDone)
//
// init next level or go to the final scene
// called by end of intermission screen (y_inter)
//
void G_NextLevel(void)
{
if (nextmap >= NEXTMAP_SPECIAL)
{
G_EndGame();
return;
}
gameaction = ga_worlddone;
}
static void G_DoWorldDone(void)
{
if (server)
{
// SRB2Kart
D_MapChange(nextmap+1,
gametype,
deferencoremode,
forceresetplayers,
0,
false,
forcespecialstage);
}
gameaction = ga_nothing;
}
//
// G_DoStartVote
//
static void G_DoStartVote(void)
{
if (server)
{
if (gamestate == GS_VOTING)
I_Error("G_DoStartVote: NEXTMAP_VOTING causes recursive vote!");
D_SetupVote(gametype);
}
gameaction = ga_nothing;
}
//
// G_UseContinue
//
void G_UseContinue(void)
{
if (gamestate == GS_LEVEL && !netgame && !multiplayer)
{
gameaction = ga_startcont;
lastdraw = true;
}
}
static void G_DoStartContinue(void)
{
I_Assert(!netgame && !multiplayer);
legitimateexit = false;
G_PlayerFinishLevel(consoleplayer); // take away cards and stuff
//F_StartContinue();
gameaction = ga_nothing;
}
//
// G_Continue
//
// re-init level, used by continue and possibly countdowntimeup
//
void G_Continue(void)
{
if (!netgame && !multiplayer)
gameaction = ga_continued;
}
static void G_DoContinued(void)
{
player_t *pl = &players[consoleplayer];
I_Assert(!netgame && !multiplayer);
//I_Assert(pl->continues > 0);
/*if (pl->continues)
pl->continues--;*/
// Reset score
pl->score = 0;
// Reset # of lives
pl->lives = 3;
D_MapChange(gamemap, gametype, false, false, 0, false, false);
gameaction = ga_nothing;
}
//
// G_EndGame (formerly Y_EndGame)
// Frankly this function fits better in g_game.c than it does in y_inter.c
//
// ...Gee, (why) end the game?
// Because G_AfterIntermission and F_EndCutscene would
// both do this exact same thing *in different ways* otherwise,
// which made it so that you could only unlock Ultimate mode
// if you had a cutscene after the final level and crap like that.
// This function simplifies it so only one place has to be updated
// when something new is added.
void G_EndGame(void)
{
// Handle voting
if (nextmap == NEXTMAP_VOTING)
{
gameaction = ga_startvote;
return;
}
// Only do evaluation and credits in singleplayer contexts
if (!netgame && grandprixinfo.gp == true)
{
G_HandleSaveLevel(true);
if (nextmap == NEXTMAP_CEREMONY) // end game with ceremony
{
if (K_StartCeremony() == true)
{
return;
}
}
if (nextmap == NEXTMAP_CREDITS) // end game with credits
{
F_StartCredits();
return;
}
if (nextmap == NEXTMAP_EVALUATION) // end game with evaluation
{
F_InitGameEvaluation();
F_StartGameEvaluation();
return;
}
}
// In a netgame, don't unwittingly boot everyone.
if (netgame)
{
Music_StopAll();
G_SetGamestate(GS_WAITINGPLAYERS); // hack to prevent a command repeat
if (server)
{
UINT16 map = G_GetFirstMapOfGametype(gametype)+1;
if (map > nummapheaders)
I_Error("G_EndGame: No valid map ID found!?");
COM_BufAddText(va("map %s\n", G_BuildMapName(map)));
}
return;
}
// Time to return to the menu.
Command_ExitGame_f();
}
//
// G_LoadGameSettings
//
// Sets a tad of default info we need.
void G_LoadGameSettings(void)
{
INT32 i;
// initialize free sfx slots for skin sounds
S_InitRuntimeSounds();
// Prepare skincolor material.
for (i = 0; i < MAXSKINCOLORS; i++)
{
Color_cons_t[i].value = Followercolor_cons_t[i+2].value = i;
Color_cons_t[i].strvalue = Followercolor_cons_t[i+2].strvalue = skincolors[i].name;
}
Followercolor_cons_t[1].value = FOLLOWERCOLOR_MATCH;
Followercolor_cons_t[1].strvalue = "Match"; // Add "Match" option, which will make the follower color match the player's
Followercolor_cons_t[0].value = FOLLOWERCOLOR_OPPOSITE;
Followercolor_cons_t[0].strvalue = "Opposite"; // Add "Opposite" option, ...which is like "Match", but for coloropposite.
Color_cons_t[MAXSKINCOLORS].value = Followercolor_cons_t[MAXSKINCOLORS+2].value = 0;
Color_cons_t[MAXSKINCOLORS].strvalue = Followercolor_cons_t[MAXSKINCOLORS+2].strvalue = NULL;
}
// G_DirtyGameData
// Modifies the gamedata as little as possible to maintain safety in a crash event, while still recording it.
void G_DirtyGameData(void)
{
FILE *handle = NULL;
const UINT8 writebytesource = true;
if (gamedata)
gamedata->evercrashed = true;
//if (FIL_WriteFileOK(name))
handle = fopen(va(pandf, srb2home, gamedatafilename), "r+b");
if (!handle)
return;
// IO needs to be unbuffered too, so we try not to allocate anything.
setvbuf(handle, NULL, _IONBF, 0);
// Write a dirty byte immediately after the gamedata check + minor version.
if (fseek(handle, 5, SEEK_SET) != -1)
fwrite(&writebytesource, 1, 1, handle);
fclose(handle);
return;
}
#define VERSIONSIZE 16
//
// G_InitFromSavegame
// Can be called by the startup code or the menu task.
//
#define SAV_VERSIONMINOR 5
void G_LoadGame(void)
{
char vcheck[VERSIONSIZE+1];
char savename[255];
UINT8 versionMinor;
savebuffer_t save = {0};
// memset savedata to all 0, fixes calling perfectly valid saves corrupt because of bots
memset(&savedata, 0, sizeof(savedata));
//if (makelivebackup)
strcpy(savename, gpbackup);
//else
//sprintf(savename, savegamename, cursaveslot);
if (P_SaveBufferFromFile(&save, savename) == false)
{
CONS_Printf(M_GetText("Couldn't read file %s\n"), savename);
return;
}
versionMinor = READUINT8(save.p);
memset(vcheck, 0, sizeof (vcheck));
sprintf(vcheck, "version %d", VERSION);
if (versionMinor != SAV_VERSIONMINOR
|| memcmp(save.p, vcheck, VERSIONSIZE))
{
M_StartMessage("Savegame Load", va(M_GetText("Savegame %s is from\na different version."), savename), NULL, MM_NOTHING, NULL, NULL);
P_SaveBufferFree(&save);
return; // bad version
}
save.p += VERSIONSIZE;
if (demo.playback) // reset game engine
G_StopDemo();
// paused = false;
// automapactive = false;
// dearchive all the modifications
if (!P_LoadGame(&save))
{
M_StartMessage("Savegame Load", va(M_GetText("Savegame %s could not be loaded.\n"
"Check the console log for more info.\n"), savename), NULL, MM_NOTHING, NULL, NULL);
Z_Free(save.buffer);
save.p = save.buffer = NULL;
return;
}
// done
P_SaveBufferFree(&save);
CON_ToggleOff();
}
void G_GetBackupCupData(boolean actuallygetdata)
{
if (actuallygetdata == false)
{
cupsavedata.cup = NULL;
return;
}
char vcheck[VERSIONSIZE+1];
char savename[255];
UINT8 versionMinor;
savebuffer_t save = {0};
//if (makelivebackup)
strcpy(savename, gpbackup);
//else
//sprintf(savename, savegamename, cursaveslot);
if (P_SaveBufferFromFile(&save, savename) == false)
{
cupsavedata.cup = NULL;
return;
}
versionMinor = READUINT8(save.p);
memset(vcheck, 0, sizeof (vcheck));
sprintf(vcheck, "version %d", VERSION);
if (versionMinor != SAV_VERSIONMINOR
|| memcmp(save.p, vcheck, VERSIONSIZE))
{
cupsavedata.cup = NULL;
P_SaveBufferFree(&save);
return; // bad version
}
save.p += VERSIONSIZE;
P_GetBackupCupData(&save);
if (cv_dummygpdifficulty.value != cupsavedata.difficulty
#if 0 // TODO: encore GP
|| !!cv_dummygpencore.value != cupsavedata.encore
#endif
)
{
// Still not compatible.
cupsavedata.cup = NULL;
}
// done
P_SaveBufferFree(&save);
}
//
// G_SaveGame
// Saves your game.
//
void G_SaveGame(void)
{
boolean saved;
char savename[256] = "";
savebuffer_t save = {0};
//if (makelivebackup)
strcpy(savename, gpbackup);
//else
//sprintf(savename, savegamename, cursaveslot);
gameaction = ga_nothing;
{
char name[VERSIONSIZE+1];
size_t length;
if (P_SaveBufferAlloc(&save, SAVEGAMESIZE) == false)
{
CONS_Alert(CONS_ERROR, M_GetText("No more free memory for saving game data\n"));
return;
}
WRITEUINT8(save.p, SAV_VERSIONMINOR);
memset(name, 0, sizeof (name));
sprintf(name, "version %d", VERSION);
WRITEMEM(save.p, name, VERSIONSIZE);
P_SaveGame(&save);
length = save.p - save.buffer;
saved = FIL_WriteFile(savename, save.buffer, length);
P_SaveBufferFree(&save);
}
gameaction = ga_nothing;
if (cht_debug && saved)
CONS_Printf(M_GetText("%s saved.\n"), savename);
else if (!saved)
CONS_Alert(CONS_ERROR, M_GetText("Error while writing to %s\n"), savename);
}
//
// G_DeferedInitNew
// Can be called by the startup code or the menu task,
// consoleplayer, displayplayers[], playeringame[] should be set.
//
void G_DeferedInitNew(boolean pencoremode, INT32 map, INT32 pickedchar, UINT8 ssplayers, boolean FLS)
{
UINT16 color = SKINCOLOR_NONE;
paused = false;
if (demo.playback)
COM_BufAddText("stopdemo\n");
G_FreeGhosts(); // TODO: do we actually need to do this?
// this leave the actual game if needed
SV_StartSinglePlayerServer(gametype, false);
if (splitscreen != ssplayers)
{
splitscreen = ssplayers;
SplitScreen_OnChange();
}
SetPlayerSkinByNum(consoleplayer, pickedchar);
CV_StealthSet(&cv_skin[0], skins[pickedchar].name);
if (color != SKINCOLOR_NONE)
{
CV_StealthSetValue(&cv_playercolor[0], color);
}
D_MapChange(map, gametype, pencoremode, true, 1, false, FLS);
}
//
// This is the map command interpretation something like Command_Map_f
//
// called at: map cmd execution, doloadgame, doplaydemo
void G_InitNew(UINT8 pencoremode, INT32 map, boolean resetplayer, boolean skipprecutscene)
{
const char * mapname = G_BuildMapName(map);
INT32 i;
if (paused)
{
paused = false;
S_ResumeAudio();
}
prevencoremode = ((!Playing()) ? false : encoremode);
encoremode = pencoremode;
legitimateexit = false; // SRB2Kart
comebackshowninfo = false;
if (!demo.playback && !netgame) // Netgame sets random seed elsewhere, demo playback sets seed just before us!
{
if (modeattacking != ATTACKING_NONE && mapheaderinfo[map-1]->lumpnum != LUMPERROR)
{
// Use deterministic starting RNG for Time Attack
P_ClearRandom(mapheaderinfo[map-1]->lumpnamehash);
}
else
{
// Use a more "Random" random seed
P_ClearRandom(M_RandomizedSeed());
}
}
// Clear a bunch of variables
redscore = bluescore = lastmap = 0;
racecountdown = exitcountdown = musiccountdown = mapreset = exitfadestarted = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
players[i].playerstate = PST_REBORN;
memset(&players[i].respawn, 0, sizeof (players[i].respawn));
players[i].roundscore = 0;
if (resetplayer && !demo.playback) // SRB2Kart
{
players[i].lives = 3;
players[i].xtralife = 0;
players[i].totalring = 0;
players[i].score = 0;
}
if (resetplayer || map != gamemap)
{
players[i].checkpointId = 0;
}
}
// clear itemfinder, just in case
if (!dedicated) // except in dedicated servers, where it is not registered and can actually I_Error debug builds
CV_StealthSetValue(&cv_itemfinder, 0);
// internal game map
// well this check is useless because it is done before (d_netcmd.c::command_map_f)
// but in case of for demos....
if (!mapname)
{
I_Error("Internal game map with ID %d not found\n", map);
Command_ExitGame_f();
return;
}
if (mapheaderinfo[map-1]->lumpnum == LUMPERROR)
{
I_Error("Internal game map '%s' not found\n", mapname);
Command_ExitGame_f();
return;
}
if (map == G_MapNumber(podiummap)+1)
{
// Didn't want to do this, but it needs to be here
// for it to work on startup.
if (K_StartCeremony() == true)
{
return;
}
}
g_reloadingMap = (map == gamemap);
gamemap = map;
g_lastgametype = gametype;
automapactive = false;
imcontinuing = false;
if ((grandprixinfo.gp == true) && !skipprecutscene && mapheaderinfo[gamemap-1]->precutscenenum && !modeattacking && !(marathonmode & MA_NOCUTSCENES)) // Start a custom cutscene.
F_StartCustomCutscene(mapheaderinfo[gamemap-1]->precutscenenum-1, true, resetplayer);
else
{
LUA_HookInt(gamemap, HOOK(MapChange));
G_DoLoadLevel(resetplayer);
}
if (netgame)
{
char *title = G_BuildMapTitle(gamemap);
CON_LogMessage(va(M_GetText("Map is now \"%s"), mapname));
if (title)
{
CON_LogMessage(va(": %s", title));
Z_Free(title);
}
CON_LogMessage("\"\n");
}
G_AddMapToBuffer(gamemap - 1);
}
char *G_BuildMapTitle(INT32 mapnum)
{
char *title = NULL;
if (!mapnum || mapnum > nummapheaders || !mapheaderinfo[mapnum-1])
{
#ifdef PARANOIA
I_Error("G_BuildMapTitle: Internal map ID %d not found (nummapheaders = %d)", mapnum-1, nummapheaders);
#else
return NULL;
#endif
}
if (strcmp(mapheaderinfo[mapnum-1]->lvlttl, ""))
{
size_t len = 1;
const char *zonetext = NULL;
const UINT8 actnum = mapheaderinfo[mapnum-1]->actnum;
len += strlen(mapheaderinfo[mapnum-1]->lvlttl);
if (strlen(mapheaderinfo[mapnum-1]->zonttl) > 0)
{
zonetext = M_GetText(mapheaderinfo[mapnum-1]->zonttl);
len += strlen(zonetext) + 1; // ' ' + zonetext
}
else if (!(mapheaderinfo[mapnum-1]->levelflags & LF_NOZONE))
{
zonetext = M_GetText("Zone");
len += strlen(zonetext) + 1; // ' ' + zonetext
}
if (actnum > 0)
len += 1 + 11; // ' ' + INT32
title = Z_Malloc(len, PU_STATIC, NULL);
sprintf(title, "%s", mapheaderinfo[mapnum-1]->lvlttl);
if (zonetext) sprintf(title + strlen(title), " %s", zonetext);
if (actnum > 0) sprintf(title + strlen(title), " %d", actnum);
}
return title;
}
static void measurekeywords(mapsearchfreq_t *fr,
struct searchdim **dimp, UINT8 *cuntp,
const char *s, const char *q, boolean wanttable)
{
char *qp;
char *sp;
if (wanttable)
(*dimp) = Z_Realloc((*dimp), 255 * sizeof (struct searchdim),
PU_STATIC, NULL);
for (qp = strtok(va("%s", q), " ");
qp && fr->total < 255;
qp = strtok(0, " "))
{
if (( sp = strcasestr(s, qp) ))
{
if (wanttable)
{
(*dimp)[(*cuntp)].pos = sp - s;
(*dimp)[(*cuntp)].siz = strlen(qp);
}
(*cuntp)++;
fr->total++;
}
}
if (wanttable)
(*dimp) = Z_Realloc((*dimp), (*cuntp) * sizeof (struct searchdim),
PU_STATIC, NULL);
}
static void writesimplefreq(mapsearchfreq_t *fr, INT32 *frc,
INT32 mapnum, UINT8 pos, UINT8 siz)
{
fr[(*frc)].mapnum = mapnum;
fr[(*frc)].matchd = ZZ_Alloc(sizeof (struct searchdim));
fr[(*frc)].matchd[0].pos = pos;
fr[(*frc)].matchd[0].siz = siz;
fr[(*frc)].matchc = 1;
fr[(*frc)].total = 1;
(*frc)++;
}
INT32 G_FindMap(const char *mapname, char **foundmapnamep,
mapsearchfreq_t **freqp, INT32 *freqcp)
{
INT32 newmapnum = 0;
INT32 mapnum;
INT32 apromapnum = 0;
size_t mapnamelen;
char *realmapname = NULL;
char *newmapname = NULL;
char *apromapname = NULL;
char *aprop = NULL;
mapsearchfreq_t *freq;
boolean wanttable;
INT32 freqc;
UINT8 frequ;
INT32 i;
mapnamelen = strlen(mapname);
freq = ZZ_Calloc(nummapheaders * sizeof (mapsearchfreq_t));
wanttable = !!( freqp );
freqc = 0;
for (i = 0, mapnum = 1; i < nummapheaders; ++i, ++mapnum)
{
if (!mapheaderinfo[i] || mapheaderinfo[i]->lumpnum == LUMPERROR)
continue;
if (!( realmapname = G_BuildMapTitle(mapnum) ))
continue;
aprop = realmapname;
/* Now that we found a perfect match no need to fucking guess. */
if (strnicmp(realmapname, mapname, mapnamelen) == 0
|| (mapheaderinfo[i]->menuttl[0]
&& strnicmp(mapheaderinfo[i]->menuttl, mapname, mapnamelen) == 0))
{
if (wanttable)
{
writesimplefreq(freq, &freqc, mapnum, 0, mapnamelen);
}
if (newmapnum == 0)
{
newmapnum = mapnum;
newmapname = realmapname;
realmapname = 0;
Z_Free(apromapname);
if (!wanttable)
break;
}
}
else
if (apromapnum == 0 || wanttable)
{
/* LEVEL 1--match keywords verbatim */
if (( aprop = strcasestr(realmapname, mapname) ))
{
if (wanttable)
{
writesimplefreq(freq, &freqc,
mapnum, aprop - realmapname, mapnamelen);
}
if (apromapnum == 0)
{
apromapnum = mapnum;
apromapname = realmapname;
realmapname = 0;
}
}
else
if (mapheaderinfo[i]->menuttl[0] && ( aprop = strcasestr(mapheaderinfo[i]->menuttl, mapname) ))
{
if (wanttable)
{
writesimplefreq(freq, &freqc,
mapnum, aprop - mapheaderinfo[i]->menuttl, mapnamelen);
}
if (apromapnum == 0)
{
apromapnum = mapnum;
apromapname = realmapname;
realmapname = 0;
}
}
else/* ...match individual keywords */
{
freq[freqc].mapnum = mapnum;
measurekeywords(&freq[freqc],
&freq[freqc].matchd, &freq[freqc].matchc,
realmapname, mapname, wanttable);
if (mapheaderinfo[i]->menuttl[0])
{
measurekeywords(&freq[freqc],
&freq[freqc].keywhd, &freq[freqc].keywhc,
mapheaderinfo[i]->menuttl, mapname, wanttable);
}
if (mapheaderinfo[i]->keywords[0])
{
measurekeywords(&freq[freqc],
&freq[freqc].keywhd, &freq[freqc].keywhc,
mapheaderinfo[i]->keywords, mapname, wanttable);
}
if (freq[freqc].total)
freqc++;
}
}
Z_Free(realmapname);/* leftover old name */
}
if (newmapnum == 0)/* no perfect match--try a substring */
{
newmapnum = apromapnum;
newmapname = apromapname;
}
if (newmapnum == 0)/* calculate most queries met! */
{
frequ = 0;
for (i = 0; i < freqc; ++i)
{
if (freq[i].total > frequ)
{
frequ = freq[i].total;
newmapnum = freq[i].mapnum;
}
}
if (newmapnum)
{
newmapname = G_BuildMapTitle(newmapnum);
}
}
if (freqp)
(*freqp) = freq;
else
Z_Free(freq);
if (freqcp)
(*freqcp) = freqc;
if (foundmapnamep)
(*foundmapnamep) = newmapname;
else
Z_Free(newmapname);
return newmapnum;
}
void G_FreeMapSearch(mapsearchfreq_t *freq, INT32 freqc)
{
INT32 i;
for (i = 0; i < freqc; ++i)
{
Z_Free(freq[i].matchd);
}
Z_Free(freq);
}
INT32 G_FindMapByNameOrCode(const char *mapname, char **realmapnamep)
{
INT32 newmapnum;
char *p;
/* Now detect map number in base 10, which no one asked for. */
newmapnum = strtol(mapname, &p, 10);
if (*p == '\0')/* we got it */
{
if (newmapnum < 1 || newmapnum > nummapheaders)
return 0;
if (!mapheaderinfo[newmapnum-1] || mapheaderinfo[newmapnum-1]->lumpnum == LUMPERROR)
return 0;
}
else
{
newmapnum = G_MapNumber(mapname)+1;
if (newmapnum > nummapheaders)
return G_FindMap(mapname, realmapnamep, NULL, NULL);
}
if (realmapnamep)
(*realmapnamep) = G_BuildMapTitle(newmapnum);
return newmapnum;
}
//
// G_SetGamestate
//
// Use this to set the gamestate, please.
//
void G_SetGamestate(gamestate_t newstate)
{
gamestate = newstate;
#ifdef HAVE_DISCORDRPC
DRPC_UpdatePresence();
#endif
}
boolean G_GamestateUsesLevel(void)
{
switch (gamestate)
{
case GS_TITLESCREEN:
return titlemapinaction;
case GS_LEVEL:
case GS_CEREMONY:
return true;
default:
return false;
}
}
/* These functions handle the exitgame flag. Before, when the user
chose to end a game, it happened immediately, which could cause
crashes if the game was in the middle of something. Now, a flag
is set, and the game can then be stopped when it's safe to do
so.
*/
// Used as a callback function.
void G_SetExitGameFlag(void)
{
exitgame = true;
}
void G_ClearExitGameFlag(void)
{
exitgame = false;
}
boolean G_GetExitGameFlag(void)
{
return exitgame;
}
// Same deal with retrying.
void G_SetRetryFlag(void)
{
if (retrying == false)
{
grandprixinfo.rank.continuesUsed++;
}
retrying = true;
}
void G_ClearRetryFlag(void)
{
retrying = false;
}
boolean G_GetRetryFlag(void)
{
return retrying;
}
boolean G_IsModeAttackRetrying(void)
{
return retrying && modeattacking != ATTACKING_NONE;
}
// Time utility functions
INT32 G_TicsToHours(tic_t tics)
{
return tics/(3600*TICRATE);
}
INT32 G_TicsToMinutes(tic_t tics, boolean full)
{
if (full)
return tics/(60*TICRATE);
else
return tics/(60*TICRATE)%60;
}
INT32 G_TicsToSeconds(tic_t tics)
{
return (tics/TICRATE)%60;
}
INT32 G_TicsToCentiseconds(tic_t tics)
{
return (INT32)((tics%TICRATE) * (100.00f/TICRATE));
}
INT32 G_TicsToMilliseconds(tic_t tics)
{
return (INT32)((tics%TICRATE) * (1000.00f/TICRATE));
}