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g_game.c
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g_game.c
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//
// Copyright (C) 1999 by
// id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// DESCRIPTION: none
//
//-----------------------------------------------------------------------------
#include <errno.h>
#include <math.h>
#include <stdarg.h>
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "am_map.h"
#include "config.h"
#include "d_deh.h" // Ty 3/27/98 deh declarations
#include "d_event.h"
#include "d_main.h"
#include "d_player.h"
#include "d_ticcmd.h"
#include "doomdata.h"
#include "doomkeys.h"
#include "doomstat.h"
#include "f_finale.h"
#include "g_game.h"
#include "hu_obituary.h"
#include "hu_stuff.h"
#include "i_gamepad.h"
#include "i_input.h"
#include "i_printf.h"
#include "i_system.h"
#include "i_timer.h"
#include "i_video.h"
#include "info.h"
#include "m_argv.h"
#include "m_array.h"
#include "m_config.h"
#include "m_input.h"
#include "m_io.h"
#include "mn_menu.h"
#include "m_misc.h"
#include "m_random.h"
#include "mn_setup.h"
#include "mn_snapshot.h"
#include "m_swap.h" // [FG] LONG
#include "memio.h"
#include "net_defs.h"
#include "p_inter.h"
#include "p_map.h"
#include "p_mobj.h"
#include "p_pspr.h"
#include "p_saveg.h"
#include "p_setup.h"
#include "p_tick.h"
#include "r_data.h"
#include "r_defs.h"
#include "r_draw.h"
#include "r_main.h"
#include "r_sky.h"
#include "r_state.h"
#include "s_musinfo.h"
#include "s_sound.h"
#include "sounds.h"
#include "st_stuff.h"
#include "statdump.h" // [FG] StatCopy()
#include "tables.h"
#include "u_mapinfo.h"
#include "v_video.h"
#include "version.h"
#include "w_wad.h"
#include "wi_stuff.h"
#include "z_zone.h"
#define SAVEGAMESIZE 0x20000
#define SAVESTRINGSIZE 24
static size_t savegamesize = SAVEGAMESIZE; // killough
static char *demoname = NULL;
// [crispy] the name originally chosen for the demo, i.e. without "-00000"
static char *orig_demoname = NULL;
static boolean netdemo;
static byte *demobuffer; // made some static -- killough
static size_t maxdemosize;
static byte *demo_p;
static byte consistancy[MAXPLAYERS][BACKUPTICS];
static int G_GameOptionSize(void);
gameaction_t gameaction;
gamestate_t gamestate;
skill_t gameskill;
boolean respawnmonsters;
int gameepisode;
int gamemap;
mapentry_t* gamemapinfo;
// If non-zero, exit the level after this number of minutes.
int timelimit;
int paused;
boolean sendpause; // send a pause event next tic
boolean sendsave; // send a save event next tic
boolean sendreload; // send a reload level event next tic
boolean sendjoin; // send a join demo event next tic
boolean usergame; // ok to save / end game
boolean timingdemo; // if true, exit with report on completion
boolean fastdemo; // if true, run at full speed -- killough
boolean nodrawers; // for comparative timing purposes
boolean noblit; // for comparative timing purposes
int starttime; // for comparative timing purposes
boolean viewactive;
int deathmatch; // only if started as net death
boolean netgame; // only true if packets are broadcast
boolean solonet;
boolean playeringame[MAXPLAYERS];
player_t players[MAXPLAYERS];
int consoleplayer; // player taking events and displaying
int displayplayer; // view being displayed
int gametic;
int levelstarttic; // gametic at level start
int basetic; // killough 9/29/98: for demo sync
int totalkills, totalitems, totalsecret; // for intermission
int max_kill_requirement; // DSDA UV Max category requirements
int totalleveltimes; // [FG] total time for all completed levels
boolean demorecording;
boolean longtics; // cph's doom 1.91 longtics hack
boolean shorttics; // Config key for low resolution turning.
boolean lowres_turn; // low resolution turning for longtics
boolean demoplayback;
boolean singledemo; // quit after playing a demo from cmdline
boolean precache = true; // if true, load all graphics at start
wbstartstruct_t wminfo; // parms for world map / intermission
boolean haswolflevels = false;// jff 4/18/98 wolf levels present
byte *savebuffer;
int autorun = false; // always running? // phares
boolean autostrafe50;
int novert = false;
boolean mouselook = false;
boolean padlook = false;
// killough 4/13/98: Make clock rate adjustable by scale factor
int realtic_clock_rate = 100;
complevel_t force_complevel, default_complevel;
boolean pistolstart, default_pistolstart;
boolean strictmode, default_strictmode;
boolean force_strictmode;
boolean critical;
// [crispy] store last cmd to track joins
static ticcmd_t* last_cmd = NULL;
//
// controls (have defaults)
//
int key_escape = KEY_ESCAPE; // phares 4/13/98
int key_help = KEY_F1; // phares 4/13/98
// [FG] double click acts as "use"
int dclick_use;
// [FG] invert vertical axis
int mouse_y_invert;
#define MAXPLMOVE (forwardmove[1])
#define TURBOTHRESHOLD 0x32
#define SLOWTURNTICS 6
#define QUICKREVERSE 32768 // 180 degree reverse // phares
#define NUMKEYS 256
static fixed_t default_forwardmove[2] = {0x19, 0x32};
static fixed_t default_sidemove[2] = {0x18, 0x28};
fixed_t *forwardmove = default_forwardmove;
fixed_t *sidemove = default_sidemove;
fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn
boolean gamekeydown[NUMKEYS];
int turnheld; // for accelerative turning
boolean mousearray[NUM_MOUSE_BUTTONS + 1]; // [FG] support more mouse buttons
boolean *mousebuttons = &mousearray[1]; // allow [-1]
// mouse values are used once
static int mousex;
static int mousey;
boolean dclick;
typedef struct carry_s
{
double angle;
double pitch;
double side;
double vert;
short lowres;
} carry_t;
static carry_t prevcarry;
static carry_t carry;
static ticcmd_t basecmd;
boolean joyarray[NUM_CONTROLLER_BUTTONS + 1]; // [FG] support more joystick buttons
boolean *joybuttons = &joyarray[1]; // allow [-1]
static const int direction[] = { 1, -1 };
int savegameslot = -1;
char savedescription[32];
//jff 3/24/98 declare startskill external, define defaultskill here
int defaultskill; //note 1-based
// killough 2/8/98: make corpse queue variable in size
int bodyqueslot, bodyquesize, default_bodyquesize; // killough 2/8/98, 10/98
// [FG] prev/next weapon handling from Chocolate Doom
static int next_weapon = 0;
static const struct
{
weapontype_t weapon;
weapontype_t weapon_num;
} weapon_order_table[] = {
{ wp_fist, wp_fist },
{ wp_chainsaw, wp_fist },
{ wp_pistol, wp_pistol },
{ wp_shotgun, wp_shotgun },
{ wp_supershotgun, wp_shotgun },
{ wp_chaingun, wp_chaingun },
{ wp_missile, wp_missile },
{ wp_plasma, wp_plasma },
{ wp_bfg, wp_bfg }
};
static boolean WeaponSelectable(weapontype_t weapon)
{
// Can't select the super shotgun in Doom 1.
if (weapon == wp_supershotgun && !have_ssg)
{
return false;
}
// These weapons aren't available in shareware.
if ((weapon == wp_plasma || weapon == wp_bfg)
&& gamemission == doom && gamemode == shareware)
{
return false;
}
// Can't select a weapon if we don't own it.
if (!players[consoleplayer].weaponowned[weapon])
{
return false;
}
// Can't select the fist if we have the chainsaw, unless
// we also have the berserk pack.
if (weapon == wp_fist
&& players[consoleplayer].weaponowned[wp_chainsaw]
&& !players[consoleplayer].powers[pw_strength])
{
return false;
}
return true;
}
static int G_NextWeapon(int direction)
{
weapontype_t weapon;
int start_i, i;
// Find index in the table.
if (players[consoleplayer].pendingweapon == wp_nochange)
{
weapon = players[consoleplayer].readyweapon;
}
else
{
weapon = players[consoleplayer].pendingweapon;
}
for (i=0; i<arrlen(weapon_order_table); ++i)
{
if (weapon_order_table[i].weapon == weapon)
{
break;
}
}
if (i == arrlen(weapon_order_table))
{
I_Error("G_NextWeapon: Invalid weapon type %d", (int)weapon);
}
// Switch weapon. Don't loop forever.
start_i = i;
do
{
i += direction;
i = (i + arrlen(weapon_order_table)) % arrlen(weapon_order_table);
} while (i != start_i && !WeaponSelectable(weapon_order_table[i].weapon));
return weapon_order_table[i].weapon_num;
}
// [FG] toggle demo warp mode
void G_EnableWarp(boolean warp)
{
static boolean nodrawers_old;
static boolean nomusicparm_old, nosfxparm_old;
if (warp)
{
nodrawers_old = nodrawers;
nomusicparm_old = nomusicparm;
nosfxparm_old = nosfxparm;
I_SetFastdemoTimer(true);
nodrawers = true;
nomusicparm = true;
nosfxparm = true;
}
else
{
I_SetFastdemoTimer(false);
nodrawers = nodrawers_old;
nomusicparm = nomusicparm_old;
nosfxparm = nosfxparm_old;
}
}
static int playback_levelstarttic;
int playback_skiptics = 0;
static void G_DemoSkipTics(void)
{
static boolean warp = false;
if (!playback_skiptics || !playback_totaltics)
return;
if (playback_warp >= 0)
warp = true;
if (playback_warp == -1)
{
int curtic;
if (playback_skiptics < 0)
{
playback_skiptics = playback_totaltics + playback_skiptics;
warp = false; // ignore -warp
}
curtic = (warp ? playback_tic - playback_levelstarttic : playback_tic);
if (playback_skiptics < curtic)
{
playback_skiptics = 0;
G_EnableWarp(false);
S_RestartMusic();
}
}
}
static int RoundSide_Strict(double side)
{
return lround(side * 0.5) * 2; // Even values only.
}
static int RoundSide_Full(double side)
{
return lround(side);
}
static int (*RoundSide)(double side) = RoundSide_Full;
void G_UpdateSideMove(void)
{
if (strictmode || (netgame && !solonet))
{
RoundSide = RoundSide_Strict;
sidemove = default_sidemove;
}
else
{
RoundSide = RoundSide_Full;
sidemove = autostrafe50 ? default_forwardmove : default_sidemove;
}
}
static int CalcControllerForward(int speed)
{
const int forward = lroundf(forwardmove[speed] * axes[AXIS_FORWARD] *
direction[joy_invert_forward]);
return BETWEEN(-forwardmove[speed], forwardmove[speed], forward);
}
static int CalcControllerSideTurn(int speed)
{
const int side = RoundSide(forwardmove[speed] * axes[AXIS_TURN] *
direction[joy_invert_turn]);
return BETWEEN(-forwardmove[speed], forwardmove[speed], side);
}
static int CalcControllerSideStrafe(int speed)
{
const int side = RoundSide(forwardmove[speed] * axes[AXIS_STRAFE] *
direction[joy_invert_strafe]);
return BETWEEN(-sidemove[speed], sidemove[speed], side);
}
static double CalcControllerAngle(void)
{
return (angleturn[1] * axes[AXIS_TURN] * direction[joy_invert_turn]);
}
static double CalcControllerPitch(void)
{
const double pitch = angleturn[1] * axes[AXIS_LOOK];
return (pitch * FRACUNIT * direction[joy_invert_look]);
}
static int CarryError(double value, const double *prevcarry, double *carry)
{
const double desired = value + *prevcarry;
const int actual = lround(desired);
*carry = desired - actual;
return actual;
}
static short CarryAngle_Full(double angle)
{
return CarryError(angle, &prevcarry.angle, &carry.angle);
}
static short CarryAngle_LowRes(double angle)
{
const short desired = CarryAngle_Full(angle) + prevcarry.lowres;
// Round to nearest 256 for single byte turning. From Chocolate Doom.
const short actual = (desired + 128) & 0xFF00;
carry.lowres = desired - actual;
return actual;
}
static short (*CarryAngle)(double angle) = CarryAngle_Full;
void G_UpdateCarryAngle(void)
{
CarryAngle = lowres_turn ? CarryAngle_LowRes : CarryAngle_Full;
}
static int CarryPitch(double pitch)
{
return CarryError(pitch, &prevcarry.pitch, &carry.pitch);
}
static int CarryMouseVert(double vert)
{
return CarryError(vert, &prevcarry.vert, &carry.vert);
}
static int CarryMouseSide(double side)
{
const double desired = side + prevcarry.side;
const int actual = RoundSide(desired);
carry.side = desired - actual;
return actual;
}
static double CalcMouseAngle(int mousex)
{
if (!mouseSensitivity_horiz)
return 0.0;
return (I_AccelerateMouse(mousex) * (mouseSensitivity_horiz + 5) * 8 / 10);
}
static double CalcMousePitch(int mousey)
{
double pitch;
if (!mouseSensitivity_vert_look)
return 0.0;
pitch = I_AccelerateMouse(mousey) * (mouseSensitivity_vert_look + 5) * 8 / 10;
return pitch * FRACUNIT * direction[mouse_y_invert];
}
static double CalcMouseSide(int mousex)
{
if (!mouseSensitivity_horiz_strafe)
return 0.0;
return (I_AccelerateMouse(mousex) *
(mouseSensitivity_horiz_strafe + 5) * 2 / 10);
}
static double CalcMouseVert(int mousey)
{
if (!mouseSensitivity_vert)
return 0.0;
return (I_AccelerateMouse(mousey) * (mouseSensitivity_vert + 5) / 10);
}
void G_PrepTiccmd(void)
{
const boolean strafe = M_InputGameActive(input_strafe);
ticcmd_t *cmd = &basecmd;
// Gamepad
if (I_UseController() && I_CalcControllerAxes())
{
D_UpdateDeltaTics();
if (axes[AXIS_TURN] && !strafe)
{
localview.rawangle -= CalcControllerAngle() * deltatics;
cmd->angleturn = CarryAngle(localview.rawangle);
localview.angle = cmd->angleturn << 16;
axes[AXIS_TURN] = 0.0f;
}
if (axes[AXIS_LOOK] && padlook)
{
localview.rawpitch -= CalcControllerPitch() * deltatics;
cmd->pitch = CarryPitch(localview.rawpitch);
localview.pitch = cmd->pitch;
axes[AXIS_LOOK] = 0.0f;
}
}
// Mouse
if (mousex && !strafe)
{
localview.rawangle -= CalcMouseAngle(mousex);
cmd->angleturn = CarryAngle(localview.rawangle);
localview.angle = cmd->angleturn << 16;
mousex = 0;
}
if (mousey && mouselook)
{
localview.rawpitch += CalcMousePitch(mousey);
cmd->pitch = CarryPitch(localview.rawpitch);
localview.pitch = cmd->pitch;
mousey = 0;
}
}
//
// G_BuildTiccmd
// Builds a ticcmd from all of the available inputs
// or reads it from the demo buffer.
// If recording a demo, write it out
//
void G_BuildTiccmd(ticcmd_t* cmd)
{
const boolean strafe = M_InputGameActive(input_strafe);
const boolean turnleft = M_InputGameActive(input_turnleft);
const boolean turnright = M_InputGameActive(input_turnright);
// [FG] speed key inverts autorun
const int speed = autorun ^ M_InputGameActive(input_speed); // phares
int angle = 0;
int forward = 0;
int side = 0;
int newweapon; // phares
extern boolean boom_weapon_state_injection;
static boolean done_autoswitch = false;
G_DemoSkipTics();
if (!uncapped || !raw_input)
{
G_PrepTiccmd();
}
memcpy(cmd, &basecmd, sizeof(*cmd));
memset(&basecmd, 0, sizeof(basecmd));
cmd->consistancy = consistancy[consoleplayer][maketic%BACKUPTICS];
// Composite input
// turn 180 degrees in one keystroke? // phares
if (STRICTMODE(M_InputGameActive(input_reverse)))
{
angle += QUICKREVERSE;
M_InputGameDeactivate(input_reverse);
}
// let movement keys cancel each other out
if (turnleft || turnright)
{
turnheld += ticdup;
if (strafe)
{
if (!cmd->angleturn)
{
if (turnright)
side += sidemove[speed];
if (turnleft)
side -= sidemove[speed];
}
}
else
{
// use two stage accelerative turning on the keyboard and joystick
const int tspeed = ((turnheld < SLOWTURNTICS) ? 2 : speed);
if (turnright)
angle -= angleturn[tspeed];
if (turnleft)
angle += angleturn[tspeed];
}
}
else
{
turnheld = 0;
}
if (M_InputGameActive(input_forward))
forward += forwardmove[speed];
if (M_InputGameActive(input_backward))
forward -= forwardmove[speed];
if (M_InputGameActive(input_straferight))
side += sidemove[speed];
if (M_InputGameActive(input_strafeleft))
side -= sidemove[speed];
// Gamepad
if (I_UseController())
{
if (axes[AXIS_TURN] && strafe && !cmd->angleturn)
{
side += CalcControllerSideTurn(speed);
}
if (axes[AXIS_STRAFE])
{
side += CalcControllerSideStrafe(speed);
}
if (axes[AXIS_FORWARD])
{
forward -= CalcControllerForward(speed);
}
}
// Mouse
if (mousex && strafe && !cmd->angleturn)
{
const double mouseside = CalcMouseSide(mousex);
side += CarryMouseSide(mouseside);
}
if (mousey && !mouselook && !novert)
{
const double mousevert = CalcMouseVert(mousey);
forward += CarryMouseVert(mousevert);
}
// Update/reset
if (angle)
{
const short old_angleturn = cmd->angleturn;
cmd->angleturn = CarryAngle(localview.rawangle + angle);
localview.ticangleturn = cmd->angleturn - old_angleturn;
}
if (forward > MAXPLMOVE)
forward = MAXPLMOVE;
else if (forward < -MAXPLMOVE)
forward = -MAXPLMOVE;
if (side > MAXPLMOVE)
side = MAXPLMOVE;
else if (side < -MAXPLMOVE)
side = -MAXPLMOVE;
cmd->forwardmove = forward;
cmd->sidemove = side;
I_ResetControllerAxes();
mousex = mousey = 0;
localview.angle = 0;
localview.pitch = 0;
localview.rawangle = 0.0;
localview.rawpitch = 0.0;
prevcarry = carry;
// Buttons
cmd->chatchar = HU_dequeueChatChar();
if (M_InputGameActive(input_fire))
cmd->buttons |= BT_ATTACK;
if (M_InputGameActive(input_use)) // [FG] mouse button for "use"
{
cmd->buttons |= BT_USE;
// clear double clicks if hit use button
dclick = false;
}
// Toggle between the top 2 favorite weapons. // phares
// If not currently aiming one of these, switch to // phares
// the favorite. Only switch if you possess the weapon. // phares
// killough 3/22/98:
//
// Perform automatic weapons switch here rather than in p_pspr.c,
// except in demo_compatibility mode.
//
// killough 3/26/98, 4/2/98: fix autoswitch when no weapons are left
if (!players[consoleplayer].attackdown)
{
done_autoswitch = false;
}
if ((!demo_compatibility && players[consoleplayer].attackdown &&
!P_CheckAmmo(&players[consoleplayer]) &&
((boom_weapon_state_injection && !done_autoswitch) ||
(cmd->buttons & BT_ATTACK && players[consoleplayer].pendingweapon == wp_nochange))) ||
M_InputGameActive(input_weapontoggle))
{
done_autoswitch = true;
boom_weapon_state_injection = false;
newweapon = P_SwitchWeapon(&players[consoleplayer]); // phares
}
else
{ // phares 02/26/98: Added gamemode checks
// [FG] prev/next weapon keys and buttons
if (gamestate == GS_LEVEL && next_weapon != 0)
newweapon = G_NextWeapon(next_weapon);
else
newweapon =
M_InputGameActive(input_weapon1) ? wp_fist : // killough 5/2/98: reformatted
M_InputGameActive(input_weapon2) ? wp_pistol :
M_InputGameActive(input_weapon3) ? wp_shotgun :
M_InputGameActive(input_weapon4) ? wp_chaingun :
M_InputGameActive(input_weapon5) ? wp_missile :
M_InputGameActive(input_weapon6) && gamemode != shareware ? wp_plasma :
M_InputGameActive(input_weapon7) && gamemode != shareware ? wp_bfg :
M_InputGameActive(input_weapon8) ? wp_chainsaw :
M_InputGameActive(input_weapon9) && have_ssg ? wp_supershotgun :
wp_nochange;
// killough 3/22/98: For network and demo consistency with the
// new weapons preferences, we must do the weapons switches here
// instead of in p_user.c. But for old demos we must do it in
// p_user.c according to the old rules. Therefore demo_compatibility
// determines where the weapons switch is made.
// killough 2/8/98:
// Allow user to switch to fist even if they have chainsaw.
// Switch to fist or chainsaw based on preferences.
// Switch to shotgun or SSG based on preferences.
//
// killough 10/98: make SG/SSG and Fist/Chainsaw
// weapon toggles optional
if (!demo_compatibility && doom_weapon_toggles)
{
const player_t *player = &players[consoleplayer];
// only select chainsaw from '1' if it's owned, it's
// not already in use, and the player prefers it or
// the fist is already in use, or the player does not
// have the berserker strength.
if (newweapon==wp_fist && player->weaponowned[wp_chainsaw] &&
player->readyweapon!=wp_chainsaw &&
(player->readyweapon==wp_fist ||
!player->powers[pw_strength] ||
P_WeaponPreferred(wp_chainsaw, wp_fist)))
newweapon = wp_chainsaw;
// Select SSG from '3' only if it's owned and the player
// does not have a shotgun, or if the shotgun is already
// in use, or if the SSG is not already in use and the
// player prefers it.
if (newweapon == wp_shotgun && have_ssg &&
player->weaponowned[wp_supershotgun] &&
(!player->weaponowned[wp_shotgun] ||
player->readyweapon == wp_shotgun ||
(player->readyweapon != wp_supershotgun &&
P_WeaponPreferred(wp_supershotgun, wp_shotgun))))
newweapon = wp_supershotgun;
}
// killough 2/8/98, 3/22/98 -- end of weapon selection changes
}
if (newweapon != wp_nochange)
{
cmd->buttons |= BT_CHANGE;
cmd->buttons |= newweapon<<BT_WEAPONSHIFT;
}
// [FG] prev/next weapon keys and buttons
next_weapon = 0;
// [FG] double click acts as "use"
if (dclick)
{
dclick = false;
cmd->buttons |= BT_USE;
}
// special buttons
if (sendpause)
{
sendpause = false;
cmd->buttons = BT_SPECIAL | (BTS_PAUSE & BT_SPECIALMASK);
}
// killough 10/6/98: suppress savegames in demos
if (sendsave && !demoplayback)
{
sendsave = false;
cmd->buttons = BT_SPECIAL | (BTS_SAVEGAME & BT_SPECIALMASK) | (savegameslot<<BTS_SAVESHIFT);
}
if (sendreload)
{
sendreload = false;
cmd->buttons = BT_SPECIAL | (BTS_RELOAD & BT_SPECIALMASK);
}
if (sendjoin)
{
sendjoin = false;
cmd->buttons |= BT_JOIN;
}
}
void G_ClearInput(void)
{
I_ResetControllerLevel();
mousex = mousey = 0;
memset(&localview, 0, sizeof(localview));
memset(&carry, 0, sizeof(carry));
memset(&prevcarry, 0, sizeof(prevcarry));
memset(&basecmd, 0, sizeof(basecmd));
}
//
// G_DoLoadLevel
//
static void G_DoLoadLevel(void)
{
int i;
// Set the sky map.
// First thing, we have a dummy sky texture name,
// a flat. The data is in the WAD only because
// we look for an actual index, instead of simply
// setting one.
skyflatnum = R_FlatNumForName ( SKYFLATNAME );
if (gamemapinfo && gamemapinfo->skytexture[0])
{
skytexture = R_TextureNumForName(gamemapinfo->skytexture);
}
else
// DOOM determines the sky texture to be used
// depending on the current episode, and the game version.
if (gamemode == commercial)
// || gamemode == pack_tnt //jff 3/27/98 sorry guys pack_tnt,pack_plut
// || gamemode == pack_plut) //aren't gamemodes, this was matching retail
{
skytexture = R_TextureNumForName ("SKY3");
if (gamemap < 12)
skytexture = R_TextureNumForName ("SKY1");
else
if (gamemap < 21)
skytexture = R_TextureNumForName ("SKY2");
}
else //jff 3/27/98 and lets not forget about DOOM and Ultimate DOOM huh?
switch (gameepisode)
{
default:
case 1:
skytexture = R_TextureNumForName ("SKY1");
break;
case 2:
// killough 10/98: beta version had different sky orderings
skytexture = R_TextureNumForName (beta_emulation ? "SKY1" : "SKY2");
break;
case 3:
skytexture = R_TextureNumForName ("SKY3");
break;
case 4: // Special Edition sky
skytexture = R_TextureNumForName ("SKY4");
break;
}//jff 3/27/98 end sky setting fix
R_InitSkyMap(); // [FG] stretch short skies
levelstarttic = gametic; // for time calculation
playback_levelstarttic = playback_tic;
if (!demo_compatibility && demo_version < DV_MBF) // killough 9/29/98
basetic = gametic;
if (wipegamestate == GS_LEVEL)
wipegamestate = -1; // force a wipe
gamestate = GS_LEVEL;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i] && players[i].playerstate == PST_DEAD)
players[i].playerstate = PST_REBORN;
memset (players[i].frags,0,sizeof(players[i].frags));
}
// initialize the msecnode_t freelist. phares 3/25/98
// any nodes in the freelist are gone by now, cleared
// by Z_FreeTags() when the previous level ended or player
// died.
{
extern msecnode_t *headsecnode; // phares 3/25/98
headsecnode = NULL;
}
critical = (gameaction == ga_playdemo || demorecording || demoplayback || D_CheckNetConnect());
P_UpdateCheckSight();
// [crispy] pistol start
if (CRITICAL(pistolstart))
{
G_PlayerReborn(0);
}
P_SetupLevel (gameepisode, gamemap, 0, gameskill);
MN_UpdateFreeLook();
// [Woof!] Do not reset chosen player view across levels in multiplayer
// demo playback. However, it must be reset when starting a new game.
if (usergame)
{
displayplayer = consoleplayer; // view the guy you are playing
}
// [Alaux] Update smooth count values
st_health = players[displayplayer].health;
st_armor = players[displayplayer].armorpoints;
gameaction = ga_nothing;
// Set the initial listener parameters using the player's initial state.
S_InitListener(players[displayplayer].mo);
// clear cmd building stuff
memset (gamekeydown, 0, sizeof(gamekeydown));
G_ClearInput();
sendpause = sendsave = paused = false;
// [FG] array size!
memset (mousearray, 0, sizeof(mousearray));
memset (joyarray, 0, sizeof(joyarray));
//jff 4/26/98 wake up the status bar in case were coming out of a DM demo
// killough 5/13/98: in case netdemo has consoleplayer other than green
ST_Start();
HU_Start();