Beispiel #1
0
/*
 ==================
 iphoneShutdown
 
 Write out configs and save the game at this position
 ==================
 */
void iphoneShutdown() {
	FILE	*fp;
	char	path[1024];
	cvar_t	*var;
	char	buffer[1024];
    
    if( lastState == IPM_GAME && gamestate != GS_INTERMISSION && !demoplayback ) {
      G_DoSaveGame( false );
    }
    
	// write the ascii config file
	snprintf( path, sizeof( path ), "%s/config.cfg", SysIphoneGetDocDir() );
	fp = fopen( path, "w" );
	if( ! fp ) {
		Com_Printf( "Could not write config.cfg.\n" );
		return;
	}
	
	// write out commands to set the archived cvars
	for( var = cvar_vars ; var ; var = var->next ) {
		if( var->flags & CVAR_ARCHIVE ) {
			snprintf( buffer, sizeof( buffer ), "%s %s\n", var->name, var->string );
			fprintf( fp, "%s", buffer );
			Com_Printf( "%s", buffer );
		}
	}
	
	fclose( fp );
	

	// write the binary config file
	FILE *f = fopen( va( "%s/binaryConfig.bin", SysIphoneGetDocDir() ), "wb" );
	if ( !f ) {
		Com_Printf( "Could not write binaryConfig.cfg.\n" );
		return;
	}
	
	int version = VERSION_BCONFIG;
	
	fwrite( &version, 1, sizeof( version ), f );
	
	fwrite( &playState, 1, sizeof( playState ), f );
	fwrite( &huds, 1, sizeof( huds ), f );
	
	fwrite( &version, 1, sizeof( version ), f );
	fclose( f );
	
}
Beispiel #2
0
/*
 =======================
 StartDemoGame
 
 The demo button has been hit on the main menu
 =======================
 */ 
void StartDemoGame( boolean timeDemoMode ) {
	if ( levelHasBeenLoaded && !netgame && !demoplayback && usergame && gamestate == GS_LEVEL ) {
		// save the current game before starting the demos
		levelHasBeenLoaded = false;
		G_SaveGame( 0, "quicksave" );
		G_DoSaveGame(true);
	}
    lastState = IPM_GAME;
    
	GameSetup();
	if ( timeDemoMode ) {
		iphoneTimeDemo = true;
	}

	// always skip to the next one on each exit from the menu
	advancedemo = true;
}
void iphoneMultiplayerMenu() {
	if ( gameSocket <= 0 ) {
		// no socket, so no multiplayer
		TerminateGameService();		// don't advertise for any more new players
		setupPacket.gameID = 0;		// stop sending packets
		menuState = IPM_MAIN;
		return;
	}

	boolean	server = ( setupPacket.gameID == localGameID );
	
	// different screen when selecting a map to play
	if ( netMenu == NM_MAP_SELECT ) {
		mapStart_t	map;
		if ( !iphoneMapSelectMenu( &map ) ) {
			// haven't selected anything yet
			return;
		}
		netMenu = NM_MAIN;
		if ( map.map != -1 ) {
			// selected something new, didn't hit the back arrow
			setupPacket.map = map;
		}
	}
	
	#ifndef IPAD
	else if ( netMenu == NM_OPTIONS ) {
		
		Cvar_SetValue( fragLimit->name, setupPacket.fraglimit );
		if ( iphoneSlider( 104, 64, 272, 40, "frag limit", fragLimit, 0, 20, SF_INTEGER ) ) {
			if ( server ) {
				setupPacket.fraglimit = fragLimit->value;
			}
		}
		
		Cvar_SetValue( timeLimit->name, setupPacket.timelimit );
		if ( iphoneSlider( 104, 64+56, 272, 40, "time limit", timeLimit, 0, 20, SF_INTEGER ) ) {
			if ( server ) {
				setupPacket.timelimit = timeLimit->value;
			}
		}
		if ( BackButton() ) {
			netMenu = NM_MAIN;
		}
		return;
	}
	#else
	Cvar_SetValue( fragLimit->name, setupPacket.fraglimit );
	if ( iphoneSlider( 314, 410, 400, 40, "frag limit", fragLimit, 0, 20, SF_INTEGER ) ) {
		if ( server ) {
			setupPacket.fraglimit = fragLimit->value;
		}
	}
	
	Cvar_SetValue( timeLimit->name, setupPacket.timelimit );
	if ( iphoneSlider( 314, 410+58, 400, 40, "time limit", timeLimit, 0, 20, SF_INTEGER ) ) {
		if ( server ) {
			setupPacket.timelimit = timeLimit->value;
		}
	}
	
	#endif
	
	if ( !btnDeathmatch.texture ) {
		// initial setup
		#ifdef IPAD
		SetButtonPicsAndSizes( &btnDeathmatch, "iphone/deathmatch.tga", "Deathmatch", 512-128-50, 150, 128, 128 );
		SetButtonPicsAndSizes( &btnCoop, "iphone/co-op.tga", "Cooperative", 512+50, 150, 128, 128 );
		#else
		SetButtonPicsAndSizes( &btnDeathmatch, "iphone/deathmatch.tga", "Deathmatch", 4+48, 64, 96, 96 );
		SetButtonPicsAndSizes( &btnCoop, "iphone/co-op.tga", "Cooperative", 480-148, 64, 96, 96 );		
		#endif
	}

	if ( BackButton() ) {
		if ( server ) {
			TerminateGameService();		// don't advertise for any more new players
			setupPacket.gameID = 0;		// stop sending packets
		}
		menuState = IPM_MAIN;
	}
	
	if ( !server ) {
		// we aren't the server
		// send our join packet every frame
		SendJoinPacket();
		
		if ( setupPacketFrameNum < iphoneFrameNum - 30 ) {
			// haven't received a current server packet
			char	str[1024];
			struct sockaddr_in *sin = (struct sockaddr_in *)&netServer.address;
			byte *ip = (byte *)&sin->sin_addr;
			sprintf( str, "Joining server at %i.%i.%i.%i:%i\n", ip[0], ip[1], ip[2], ip[3], 
					ntohs( sin->sin_port ) );
			#ifdef IPAD
			iphoneCenterText( 512, 384, 1, str );			
			#else	
			iphoneCenterText( 240, 160, 0.75, str );
			#endif
			return;
		}
	} else {
		// cull out any players that haven't given us a packet in a couple seconds
		int	now = SysIphoneMilliseconds();
		for ( int i = 1 ; i < MAXPLAYERS ; i++ ) {
			if ( setupPacket.playerID[i] && now - netPlayers[i].peer.lastPacketTime > 1000 ) {
				printf( "Dropping player %i: last:%i now:%i\n", i, netPlayers[i].peer.lastPacketTime, now );
				setupPacket.playerID[i] = 0;
			}
		}
	}
	
	// draw the level and allow clicking to change
	Cvar_SetValue( mpDataset->name, setupPacket.map.dataset );
	Cvar_SetValue( mpEpisode->name, setupPacket.map.episode );
	Cvar_SetValue( mpMap->name, setupPacket.map.map );
	Cvar_SetValue( mpSkill->name, setupPacket.map.skill );
	
	// map select button / display
	#ifdef IPAD
	if ( NewTextButton( &btnMap,  FindMapName( mpDataset->value, mpEpisode->value, mpMap->value ), 512 - 200, 80, 400, 48 ) ) {
	#else
	if ( NewTextButton( &btnMap,  FindMapName( mpDataset->value, mpEpisode->value, mpMap->value ), 64, 0, 480-128, 48 ) ) {	
	#endif
		
		if ( server ) {
			// clients can't go into this menu
			netMenu = NM_MAP_SELECT;
		}
	}

	
	if ( setupPacket.deathmatch ) {
		btnDeathmatch.buttonFlags = 0;
		btnCoop.buttonFlags = BF_DIMMED;
	} else {
		btnDeathmatch.buttonFlags = BF_DIMMED;
		btnCoop.buttonFlags = 0;
	}
	
	if ( HandleButton( &btnDeathmatch ) ) {
		if ( server ) {
			Cvar_SetValue( mpDeathmatch->name, 3 );	// weapons stay, items respawn rules
			setupPacket.deathmatch = mpDeathmatch->value;
		}
	}
	if ( HandleButton( &btnCoop ) ) {
		if ( server ) {
			Cvar_SetValue( mpDeathmatch->name, 0 );		
			setupPacket.deathmatch = mpDeathmatch->value;
		}
	}	
#ifndef IPAD
	if ( NewTextButton( &btnNetSettings, "Settings",  240-64, 64+24, 128, 48 ) ) {
		netMenu = NM_OPTIONS;
	}
#endif
			
	for ( int i = 0 ; i < 4 ; i ++ ) {
		#ifdef IPAD
		int x = 320 + ( 64+45) * i;
		int y = 64+260;
		#else
		int x = 45 + ( 64+45) * i;
		int y = 64+128;
		#endif
		// FIXME: show proper player colors
		byte	color[4][4] = { { 0, 255, 0, 255 }, { 128, 128, 128, 255 }, { 128,64,0, 255 }, {255,0,0, 255 } };
		glColor4ubv( color[i] );
		PK_DrawTexture( PK_FindTexture( "iphone/multi_backdrop.tga" ), x, y );
		glColor4f( 1, 1, 1, 1 );
		if ( setupPacket.playerID[i] == playerID ) {
			// bigger outline for your player slot
			PK_StretchTexture( PK_FindTexture( "iphone/multi_frame.tga" ), x, y, 64, 64 );
		}
		
		
		// draw doom guy face
		if ( setupPacket.playerID[i] != 0 ) {
			PK_DrawTexture( PK_FindTexture( "iphone/multi_face.tga" ), x, y );
#if 0			
			// temp display IP address
			byte *ip = (byte *)&setupPacket.address[i].sin_addr;
			iphoneDrawText( x-16, (i&1) ? y+16 : y+48, 0.75, va("%i.%i.%i.%i", ip[0], ip[1], ip[2], ip[3] ) );
#endif
		}
		
	}
	
	if ( server ) {
		// flash a tiny pic when transmitting
		if ( iphoneFrameNum & 1 ) {
			glColor4f( 1,1,1,1 );
		} else {
			glColor4f( 0.5,0.5,0.5,1 );
		}
		#ifdef IPAD
		iphoneCenterText( 1024 - 20, 768 - 20, 1, "*" );
		#else
		iphoneCenterText( 470, 310, 0.75, "*" );
		#endif
		glColor4f( 1,1,1,1 );
	}
	if ( setupPacketFrameNum == iphoneFrameNum ) {
	#ifdef IPAD
		iphoneCenterText( 1024 - 40, 768 - 20, 1, "*" );
	#else
		iphoneCenterText( 450, 310, 0.75, "*" );
	#endif
	}
//	iphoneDrawText( 0, 310, 0.75, va("%i:%i", localGameID, setupPacket.gameID ) );

	// only draw the start button if we have at least two players in game
	int	numPlayers = 0;
	for ( int i = 0 ; i < MAXPLAYERS ; i++ ) {
		if ( setupPacket.playerID[i] != 0 ) {
			numPlayers++;
		}
	}
	
	if ( numPlayers > 1 ) {
		if ( server ) {
			static ibutton_t btnStart;
			#ifdef IPAD
			if ( NewTextButton( &btnStart, "Start game", 512-80, 768-100, 160, 48) ) {
			#else
			if ( NewTextButton( &btnStart, "Start game", 240-80, 320-48, 160, 48 ) ) {
			#endif
				setupPacket.startGame = 1;
				StartNetGame();
				TerminateGameService();		// don't advertise for any more new players
				return;
			}
		} else {
		#ifdef IPAD	
			iphoneCenterText( 512, 68-25, 1, "Waiting for server to start the game" );
		#else
			iphoneCenterText( 240, 320-10, 0.60, "Waiting for server to start the game" );
		#endif
		}
	} else {
		byte *ip = (byte *)&gameSocketAddress.sin_addr;
		#ifdef IPAD
		iphoneCenterText( 512, 768-25, 1, va("Waiting for players on %i.%i.%i.%i", 
													ip[0], ip[1], ip[2], ip[3] ) );
		iphoneCenterText( 512, 27, 0.75, "Attention: Multiplayer requires a WiFi connection");
		iphoneCenterText( 512, 50, 0.75, "that doesn't block UDP port 14666");
		#else
		iphoneCenterText( 240, 320-8, 0.60, va("Waiting for players on %i.%i.%i.%i", 
											   ip[0], ip[1], ip[2], ip[3] ) );
		iphoneCenterText( 240, 320-50, 0.60, "Attention: Multiplayer requires a WiFi connection");
		iphoneCenterText( 240, 320-30, 0.60, "that doesn't block UDP port 14666");		
		#endif
	}
	//	static ibutton_t btnStart;
	//	NewTextButton( &btnStart, "Start game", 512-80, 768-100, 160, 48);
}

#ifndef IPAD
static ibutton_t	optionButtons[2][6];
static ibutton_t	defaultsButton;
boolean OptionButton( int col, int row, const char *title ) {
	assert( col >= 0 && col < 2 && row >= 0 && row < 6 );
	return NewTextButton( &optionButtons[col][row], title, 10 + 235 * col, 64 + 50 * row, 225, 48 );
}
#endif

/*
 ==================
 iphoneOptionsMenu
 
 ==================
 */
void iphoneOptionsMenu() {	
	if ( BackButton() ) {
		menuState = IPM_CONTROLS;
	}

	boolean musicState = music->value;
	if ( SysIPhoneOtherAudioIsPlaying() ) {
		// music always off when ipod music is playing
		musicState = false;
	}

	if ( NewTextButton( &defaultsButton, "Defaults", 240-225/2, 2, 225, 48 ) ) {
		// reset all cvars except the reverse-landscape mode value
		float value = revLand->value;
		Cvar_Reset_f();
		Cvar_SetValue( revLand->name, value );
		HudSetForScheme(0);
		iphoneStartMusic();
	}
	
	if ( OptionButton( 0, 0, autoUse->value ? "Auto use: ON" : "Auto use: OFF" ) ) {
		Cvar_SetValue( autoUse->name, !autoUse->value );
	}
	if ( OptionButton( 0, 1, statusBar->value ? "Status bar: ON" : "Status bar: OFF" ) ) {
		Cvar_SetValue( statusBar->name, !statusBar->value );
	}
	if ( OptionButton( 0, 2, touchClick->value ? "Touch click: ON" : "Touch click: OFF" ) ) {
		Cvar_SetValue( touchClick->name, !touchClick->value );
	}
	if ( OptionButton( 0, 3, messages->value ? "Text messages: ON" : "Text messages: OFF" ) ) {
		Cvar_SetValue( messages->name, !messages->value );
	}
	if ( OptionButton( 1, 0, drawControls->value ? "Draw controls: ON" : "Draw controls: OFF" ) ) {
		Cvar_SetValue( drawControls->name, !drawControls->value );
	}
	if ( OptionButton( 1, 1, musicState ? "Music: ON" : "Music: OFF" ) ) {
		if ( !SysIPhoneOtherAudioIsPlaying() ) {
			Cvar_SetValue( music->name, !music->value );
			if ( music->value ) {
				iphoneStartMusic();
			} else {
				iphoneStopMusic();
			}
		}
	}
	if ( OptionButton( 1, 2, centerSticks->value ? "Center sticks: ON" : "Center sticks: OFF" ) ) {
		Cvar_SetValue( centerSticks->name, !centerSticks->value );
	}
	if ( OptionButton( 1, 3, rampTurn->value ? "Ramp turn: ON" : "Ramp turn: OFF" ) ) {
		Cvar_SetValue( rampTurn->name, !rampTurn->value );
	}
}	

/*
 ===================
 iphoneIntermission
 
 The end-of-level switch was just hit, note the state and awards
 for the map select menu
 ===================
 */
void iphoneIntermission( wbstartstruct_t* wb ) {
	if ( deathmatch || netgame ) {
		// no achievements in deathmatch mode
		return;
	}
	
	// find the current episode / map combination 
	
	// if a mapStat_t doesn't exist for this yet, create one
	
	// mark this level / skill combination as tried
	mapStats_t *cms = FindMapStats( playState.map.dataset, playState.map.episode, playState.map.map, true );
	if ( !cms ) {
		return;
	}
	
	int skill = playState.map.skill;
	cms->completionFlags[skill] |= MF_COMPLETED;
	
	// add the awards
	if ( wb->plyr[0].stime < wb->partime ) {
		cms->completionFlags[skill] |= MF_TIME;
	}
	
	int numkills = 0;
	int numsecrets = 0;
	int numitems = 0;
	for ( int i = 0 ; i < MAXPLAYERS ; i++ ) {
		if ( wb->plyr[i].in ) {
			numkills += wb->plyr[i].skills;
			numitems += wb->plyr[i].sitems;
			numsecrets += wb->plyr[i].ssecret;
		}
	}
	if ( numkills >= wb->maxkills ) {
		cms->completionFlags[skill] |= MF_KILLS;
	}
	if ( numitems >= wb->maxitems ) {
		cms->completionFlags[skill] |= MF_TREASURE;
	}
	if ( numsecrets >= wb->maxsecret ) {
		cms->completionFlags[skill] |= MF_SECRETS;
	}	
}

/*
 ===================
 iphoneStartLevel
 
 Do a savegame with the current state
 ===================
 */
void iphoneStartLevel() {
	if ( deathmatch || netgame ) {
		// no achievements in deathmatch mode
		
		// reset the levelTimer
		if ( levelTimer && setupPacket.timelimit > 0 ) {
			// 30 hz, minutes
			levelTimeCount = setupPacket.timelimit * 30 * 60;
		}
		
		return;
	}
	playState.map.map = gamemap;

	// automatic save game
	G_SaveGame( 0, "entersave" );
	G_DoSaveGame(true);

	// mark this level as tried
	mapStats_t *cms = FindMapStats( playState.map.dataset, playState.map.episode, playState.map.map, true );
	if ( cms ) {
		cms->completionFlags[playState.map.skill] |= MF_TRIED;
	}
}


/*
 ===================
 DrawLiveBackground
 
 Draw a randomish moving cloudy background
 ===================
 */
void DrawLiveBackground() {
	static float	bgVectors[2][2] = { { 0.01, 0.015 }, { -0.01, -0.02 } };
	float	fade[2];
	
	// slide and fade a couple textures around
	static float	tc[2][4][2];
	for ( int i = 0 ; i < 2 ; i++ ) {		
		int		ofs = iphoneFrameNum + i * 32;
		float	dist = ( ofs & 63 );
		for ( int j = 0 ; j < 2 ; j ++ ) {
			for ( int k = 0 ; k < 2 ; k++ ) {
				if ( rand()&1 ) {
					if ( bgVectors[j][k] < 0.03 ) {
						bgVectors[j][k] += 0.0001;
					}
				} else {
					if ( bgVectors[j][k] > -0.03 ) {
						bgVectors[j][k] -= 0.0001;
					}
				}
			}
		}
		fade[i] = sin( ( dist - 16 ) / 32.0 * M_PI ) * 0.5 + 0.5;
		fade[i] *= 0.7;
		
		for ( int j = 0 ; j < 2 ; j++ ) {
			tc[i][0][j] += bgVectors[i][j];
			tc[i][0][j] -= floor( tc[i][0][j] );
		}
		tc[i][1][0] = tc[i][0][0]+1;
		tc[i][1][1] = tc[i][0][1]+0;
		
		tc[i][2][0] = tc[i][0][0]+0;
		tc[i][2][1] = tc[i][0][1]+1;
		
		tc[i][3][0] = tc[i][0][0]+1;
		tc[i][3][1] = tc[i][0][1]+1;
	}
	
	
	
	// Fill rate performance is an issue just for two scrolling layers under
	// modest GUI objects.  Using a PVR2 texture and a single multitexture
	// pass helps.  If all the GUI objects were drawn with depth buffering,
	// the surface rejection would help out, but bumping depth after every
	// draw would be a bit of a chore.
	
#if 0	
	glClear( GL_DEPTH_BUFFER_BIT );
	glDepthMask( 1 );	// write the depth buffer
	glEnable( GL_DEPTH_TEST );	// depth test this background
#endif
	
	PK_BindTexture( PK_FindTexture( "iphone/livetile_1.tga" ) );
	
	glDisable( GL_BLEND );
	glDisable( GL_DEPTH_TEST );

	// multitexture setup
	glActiveTexture( GL_TEXTURE1 );
	glClientActiveTexture( GL_TEXTURE1 );
	glEnable( GL_TEXTURE_2D );
	PK_BindTexture( PK_FindTexture( "iphone/livetile_1.tga" ) );	
	glTexCoordPointer( 2, GL_FLOAT, 8, tc[1][0] );
	glEnableClientState( GL_TEXTURE_COORD_ARRAY );
	
	glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
//	glColor4f( fade[0], fade[0], fade[0], fade[1] );
	glBegin( GL_TRIANGLE_STRIP );
	
#ifdef IPAD
	glTexCoord2f( tc[0][0][0], tc[0][0][1] );	glVertex3f( 0, 0, 0.5 );
	glTexCoord2f( tc[0][1][0], tc[0][1][1] );	glVertex3f( 1024, 0, 0.5 );
	glTexCoord2f( tc[0][2][0], tc[0][2][1]+1 );	glVertex3f( 0, 768, 0.5 );
	glTexCoord2f( tc[0][3][0], tc[0][3][1]+1 );	glVertex3f( 1024, 768, 0.5 );
#else
	glTexCoord2f( tc[0][0][0], tc[0][0][1] );	glVertex3f( 0, 0, 0.5 );
	glTexCoord2f( tc[0][1][0], tc[0][1][1] );	glVertex3f( 480, 0, 0.5 );
	glTexCoord2f( tc[0][2][0], tc[0][2][1]+1 );	glVertex3f( 0, 320, 0.5 );
	glTexCoord2f( tc[0][3][0], tc[0][3][1]+1 );	glVertex3f( 480, 320, 0.5 );
#endif
	glEnd();
	
	// unbind the second texture
	glBindTexture( GL_TEXTURE_2D, 0 );
	glDisable( GL_TEXTURE_2D );
	glDisableClientState( GL_TEXTURE_COORD_ARRAY );
	glActiveTexture( GL_TEXTURE0 );
	glClientActiveTexture( GL_TEXTURE0 );

	glColor4f( 1, 1, 1, 1 );
	glEnable( GL_BLEND );	
#if 0	
	// Enable depth test, but not depth writes, so the tile dorting
	// minimizes the amount of time drawing the background when it
	// is mostly covered.
	glEnable( GL_DEPTH_TEST );
	glDepthMask( 0 );
#endif	
}

#define MAX_PACKET_LOG	64
int	currentPacketLog;
int	packetLogMsec[MAX_PACKET_LOG];

void iphonePacketTester() {
	glClear( GL_COLOR_BUFFER_BIT );
	
	if ( BackButton() ) {
		menuState = IPM_MAIN;
		return;
	}
	
	struct sockaddr_in sender;
	unsigned senderLen = sizeof( sender );
	byte	buffer[1024];
	while( 1 ) {
		int r = recvfrom( gameSocket, buffer, sizeof( buffer ), 0, (struct sockaddr *)&sender, &senderLen );
		if ( r == -1 ) {
			break;
		}
		packetSetup_t *sp = (packetSetup_t *)buffer;
		if ( sp->sendCount == setupPacket.sendCount ) {
			Com_Printf( "Duplicated receive: %i\n", sp->sendCount );
		} else if ( sp->sendCount < setupPacket.sendCount ) {
			Com_Printf( "Out of order receive: %i < %i\n", sp->sendCount, setupPacket.sendCount );
		} else if ( sp->sendCount > setupPacket.sendCount + 1 ) {
			Com_Printf( "Dropped %i packets before %i\n", sp->sendCount - 1 - setupPacket.sendCount, sp->sendCount );
		}
		setupPacket = *sp;
		packetLogMsec[currentPacketLog&(MAX_PACKET_LOG-1)] = SysIphoneMilliseconds();
		currentPacketLog++;
	}
	
	color4_t activeColor = { 0, 255, 0, 255 };
	for ( int i = 1 ; i < MAX_PACKET_LOG ; i++ ) {
		int	t1 = packetLogMsec[(currentPacketLog - i)&(MAX_PACKET_LOG-1)];
		int	t2 = packetLogMsec[(currentPacketLog - i - 1)&(MAX_PACKET_LOG-1)];
		int	msec = t1 - t2;
		R_Draw_Fill( 0, i * 4, msec, 2, activeColor );
	}
}
Beispiel #4
0
void G_Ticker(void)
{
    int i, buf;
    ticcmd_t *cmd = NULL;

//
// do player reborns if needed
//
    for (i = 0; i < MAXPLAYERS; i++)
        if (playeringame[i] && players[i].playerstate == PST_REBORN)
            G_DoReborn(i);

//
// do things to change the game state
//
    while (gameaction != ga_nothing)
    {
        switch (gameaction)
        {
            case ga_loadlevel:
                G_DoLoadLevel();
                break;
            case ga_newgame:
                G_DoNewGame();
                break;
            case ga_loadgame:
                G_DoLoadGame();
                break;
            case ga_savegame:
                G_DoSaveGame();
                break;
            case ga_playdemo:
                G_DoPlayDemo();
                break;
            case ga_screenshot:
                V_ScreenShot("HTIC%02i.%s");
                gameaction = ga_nothing;
                break;
            case ga_completed:
                G_DoCompleted();
                break;
            case ga_worlddone:
                G_DoWorldDone();
                break;
            case ga_victory:
                F_StartFinale();
                break;
            default:
                break;
        }
    }


//
// get commands, check consistancy, and build new consistancy check
//
    //buf = gametic%BACKUPTICS;
    buf = (gametic / ticdup) % BACKUPTICS;

    for (i = 0; i < MAXPLAYERS; i++)
        if (playeringame[i])
        {
            cmd = &players[i].cmd;

            memcpy(cmd, &netcmds[i], sizeof(ticcmd_t));

            if (demoplayback)
                G_ReadDemoTiccmd(cmd);
            if (demorecording)
                G_WriteDemoTiccmd(cmd);

            if (netgame && !(gametic % ticdup))
            {
                if (gametic > BACKUPTICS
                    && consistancy[i][buf] != cmd->consistancy)
                {
                    I_Error("consistency failure (%i should be %i)",
                            cmd->consistancy, consistancy[i][buf]);
                }
                if (players[i].mo)
                    consistancy[i][buf] = players[i].mo->x;
                else
                    consistancy[i][buf] = rndindex;
            }
        }

//
// check for special buttons
//
    for (i = 0; i < MAXPLAYERS; i++)
        if (playeringame[i])
        {
            if (players[i].cmd.buttons & BT_SPECIAL)
            {
                switch (players[i].cmd.buttons & BT_SPECIALMASK)
                {
                    case BTS_PAUSE:
                        paused ^= 1;
                        if (paused)
                        {
                            S_PauseSound();
                        }
                        else
                        {
                            S_ResumeSound();
                        }
                        break;

                    case BTS_SAVEGAME:
                        if (!savedescription[0])
                        {
                            if (netgame)
                            {
                                M_StringCopy(savedescription,
                                             DEH_String("NET GAME"),
                                             sizeof(savedescription));
                            }
                            else
                            {
                                M_StringCopy(savedescription,
                                             DEH_String("SAVE GAME"),
                                             sizeof(savedescription));
                            }
                        }
                        savegameslot =
                            (players[i].cmd.
                             buttons & BTS_SAVEMASK) >> BTS_SAVESHIFT;
                        gameaction = ga_savegame;
                        break;
                }
            }
        }
    // turn inventory off after a certain amount of time
    if (inventory && !(--inventoryTics))
    {
        players[consoleplayer].readyArtifact =
            players[consoleplayer].inventory[inv_ptr].type;
        inventory = false;
        cmd->arti = 0;
    }
//
// do main actions
//
//
// do main actions
//
    switch (gamestate)
    {
        case GS_LEVEL:
            P_Ticker();
            SB_Ticker();
            AM_Ticker();
            CT_Ticker();
            break;
        case GS_INTERMISSION:
            IN_Ticker();
            break;
        case GS_FINALE:
            F_Ticker();
            break;
        case GS_DEMOSCREEN:
            D_PageTicker();
            break;
    }
}
Beispiel #5
0
void G_Ticker(void) {
    int         i;
    int         buf;
    ticcmd_t*   cmd;

    G_ActionTicker();
    CON_Ticker();

    if(savenow) {
        G_DoSaveGame();
        savenow = false;
    }

    if(gameaction == ga_screenshot) {
        M_ScreenShot();
        gameaction = ga_nothing;
    }

    if(paused & 2 || (!demoplayback && menuactive && !netgame)) {
        basetic++;    // For tracers and RNG -- we must maintain sync
    }
    else {
        // get commands, check consistency,
        // and build new consistency check
        buf = (gametic / ticdup) % BACKUPTICS;

        for(i = 0; i < MAXPLAYERS; i++) {
            if(playeringame[i]) {
                cmd = &players[i].cmd;

                dmemcpy(cmd, &netcmds[i][buf], sizeof(ticcmd_t));

                //
                // 20120404 villsa - make sure gameaction isn't set to anything before
                // reading a demo lump
                //
                if(demoplayback && gameaction == ga_nothing) {
                    G_ReadDemoTiccmd(cmd);
                }

                if(demorecording) {
                    G_WriteDemoTiccmd(cmd);

                    if(endDemo == true) {
                        G_CheckDemoStatus();
                    }
                }

                if(netgame && !netdemo && !(gametic % ticdup)) {
                    if(gametic > BACKUPTICS
                            && consistency[i][buf] != cmd->consistency) {
                        I_Error("consistency failure (%i should be %i)",
                                cmd->consistency, consistency[i][buf], consoleplayer);
                    }
                    if(players[i].mo) {
                        consistency[i][buf] = players[i].mo->x;
                    }
                    else {
                        consistency[i][buf] = 0;
                    }
                }
            }
        }
    }

    // check for special buttons
    for(i = 0; i < MAXPLAYERS; i++) {
        if(playeringame[i]) {
            if(players[i].cmd.buttons & BT_SPECIAL) {
                /*villsa - fixed crash when player restarts level after dying
                    Changed switch statments to if statments*/
                if((players[i].cmd.buttons & BT_SPECIALMASK) == BTS_PAUSE) {
                    paused ^= 1;
                    if(paused) {
                        S_PauseSound();
                    }
                    else {
                        S_ResumeSound();
                    }
                }

                if((players[i].cmd.buttons & BT_SPECIALMASK) == BTS_SAVEGAME) {
                    if(!savedescription[0]) {
                        dstrcpy(savedescription, "NET GAME");
                    }
                    savegameslot =
                        (players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
                    savenow = true;
                }
            }
        }
    }
}
Beispiel #6
0
void G_Ticker (void)
{
	int 		buf;
	gamestate_t	oldgamestate;
	size_t i;

	// Run client tics;
	CL_RunTics ();

	// do player reborns if needed
	if(serverside)
		for (i = 0; i < players.size(); i++)
			if (players[i].ingame() && players[i].playerstate == PST_REBORN)
				G_DoReborn (players[i]);

	// do things to change the game state
	oldgamestate = gamestate;
	while (gameaction != ga_nothing)
	{
		switch (gameaction)
		{
		case ga_loadlevel:
			G_DoLoadLevel (-1);
			break;
		case ga_newgame:
			G_DoNewGame ();
			break;
		case ga_loadgame:
			G_DoLoadGame ();
			break;
		case ga_savegame:
			G_DoSaveGame ();
			break;
		case ga_playdemo:
			G_DoPlayDemo ();
			break;
		case ga_completed:
			G_DoCompleted ();
			break;
		case ga_victory:
		    gameaction = ga_nothing;
			break;
		case ga_worlddone:
			G_DoWorldDone ();
			break;
		case ga_screenshot:
			I_ScreenShot(shotfile.c_str());
			gameaction = ga_nothing;
			break;
		case ga_fullconsole:
			C_FullConsole ();
			gameaction = ga_nothing;
			break;
		case ga_nothing:
			break;
		}
		C_AdjustBottom ();
	}

    // get commands
    buf = gametic%BACKUPTICS;
	memcpy (&consoleplayer().cmd, &consoleplayer().netcmds[buf], sizeof(ticcmd_t));

    static int realrate = 0;
    int packet_size;

	if (demoplayback)
		G_ReadDemoTiccmd(); // play all player commands
	if (demorecording)
		G_WriteDemoTiccmd(); // read in all player commands

    if (connected)
    {
       while ((packet_size = NET_GetPacket()) )
       {
		   // denis - don't accept candy from strangers
		   if(!NET_CompareAdr(serveraddr, net_from))
			  break;

           realrate += packet_size;
		   last_received = gametic;
		   noservermsgs = false;

		   CL_ReadPacketHeader();
           CL_ParseCommands();

		   if (gameaction == ga_fullconsole) // Host_EndGame was called
			   return;
       }

       if (!(gametic%TICRATE))
       {
          netin = realrate;
          realrate = 0;
       }

       if (!noservermsgs)
		   CL_SendCmd();  // send console commands to the server

       CL_SaveCmd();      // save console commands

       if (!(gametic%TICRATE))
       {
           netout = outrate;
           outrate = 0;
       }

	   if (gametic - last_received > 65)
		   noservermsgs = true;
	}
	else if (NET_GetPacket() )
	{
		// denis - don't accept candy from strangers
		if((gamestate == GS_DOWNLOAD || gamestate == GS_CONNECTING)
			&& NET_CompareAdr(serveraddr, net_from))
		{
			int type = MSG_ReadLong();

			if(type == CHALLENGE)
			{
				CL_PrepareConnect();
			}
			else if(type == 0)
			{
				if (!CL_Connect())
					memset (&serveraddr, 0, sizeof(serveraddr));

				connecttimeout = 0;
			}
			else
			{
				// we are already connected to this server, quit first
				MSG_WriteMarker(&net_buffer, clc_disconnect);
				NET_SendPacket(net_buffer, serveraddr);
			}
		}
	}

	// check for special buttons
	if(serverside && consoleplayer().ingame())
    {
		player_t &player = consoleplayer();

		if (player.cmd.ucmd.buttons & BT_SPECIAL)
		{
			switch (player.cmd.ucmd.buttons & BT_SPECIALMASK)
			{
			  case BTS_PAUSE:
				paused ^= 1;
				if (paused)
					S_PauseSound ();
				else
					S_ResumeSound ();
				break;

			  case BTS_SAVEGAME:
				if (!savedescription[0])
					strcpy (savedescription, "NET GAME");
				savegameslot =  (player.cmd.ucmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
				gameaction = ga_savegame;
				break;
			}
		}
    }