Kart-Public/src/p_setup.c
TehRealSalt adc1fa38f5 This print doesn't work for some reason?!
It keeps replacing actnum with zonttl, but ONLY if zonttl is set. Weird as heck, can't figure out why, commenting out for now.
2018-06-06 20:25:28 -04:00

3276 lines
87 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 by Sonic Team Junior.
//
// 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 p_setup.c
/// \brief Do all the WAD I/O, get map description, set up initial state and misc. LUTs
#include "doomdef.h"
#include "d_main.h"
#include "byteptr.h"
#include "g_game.h"
#include "p_local.h"
#include "p_setup.h"
#include "p_spec.h"
#include "p_saveg.h"
#include "i_sound.h" // for I_PlayCD()..
#include "i_video.h" // for I_FinishUpdate()..
#include "r_sky.h"
#include "i_system.h"
#include "r_data.h"
#include "r_things.h"
#include "r_sky.h"
#include "r_draw.h"
#include "s_sound.h"
#include "st_stuff.h"
#include "w_wad.h"
#include "z_zone.h"
#include "r_splats.h"
#include "hu_stuff.h"
#include "console.h"
#include "m_misc.h"
#include "m_fixed.h"
#include "m_random.h"
#include "dehacked.h" // for map headers
#include "r_main.h"
#include "m_cond.h" // for emblems
#include "m_argv.h"
#include "p_polyobj.h"
#include "v_video.h"
// wipes
#include "f_finale.h"
#include "md5.h" // map MD5
// for LUAh_MapLoad
#include "lua_script.h"
#include "lua_hook.h"
#if defined (_WIN32) || defined (_WIN32_WCE)
#include <malloc.h>
#include <math.h>
#endif
#ifdef HWRENDER
#include "hardware/hw_main.h"
#include "hardware/hw_light.h"
#endif
#ifdef ESLOPE
#include "p_slopes.h"
#endif
// SRB2Kart
#include "k_kart.h"
//
// Map MD5, calculated on level load.
// Sent to clients in PT_SERVERINFO.
//
unsigned char mapmd5[16];
//
// MAP related Lookup tables.
// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
//
size_t numvertexes, numsegs, numsectors, numsubsectors, numnodes, numlines, numsides, nummapthings;
vertex_t *vertexes;
seg_t *segs;
sector_t *sectors;
subsector_t *subsectors;
node_t *nodes;
line_t *lines;
side_t *sides;
mapthing_t *mapthings;
INT32 numstarposts;
boolean levelloading;
// BLOCKMAP
// Created from axis aligned bounding box
// of the map, a rectangular array of
// blocks of size ...
// Used to speed up collision detection
// by spatial subdivision in 2D.
//
// Blockmap size.
INT32 bmapwidth, bmapheight; // size in mapblocks
INT32 *blockmap; // INT32 for large maps
// offsets in blockmap are from here
INT32 *blockmaplump; // Big blockmap
// origin of block map
fixed_t bmaporgx, bmaporgy;
// for thing chains
mobj_t **blocklinks;
// REJECT
// For fast sight rejection.
// Speeds up enemy AI by skipping detailed LineOf Sight calculation.
// Without special effect, this could be used as a PVS lookup as well.
//
UINT8 *rejectmatrix;
// Maintain single and multi player starting spots.
INT32 numdmstarts, numcoopstarts, numredctfstarts, numbluectfstarts;
mapthing_t *deathmatchstarts[MAX_DM_STARTS];
mapthing_t *playerstarts[MAXPLAYERS];
mapthing_t *bluectfstarts[MAXPLAYERS];
mapthing_t *redctfstarts[MAXPLAYERS];
/** Logs an error about a map being corrupt, then terminate.
* This allows reporting highly technical errors for usefulness, without
* confusing a novice map designer who simply needs to run ZenNode.
*
* If logging is disabled in this compile, or the log file is not opened, the
* full technical details are printed in the I_Error() message.
*
* \param msg The message to log. This message can safely result from a call
* to va(), since that function is not used here.
* \todo Fix the I_Error() message. On some implementations the logfile may
* not be called log.txt.
* \sa CON_LogMessage, I_Error
*/
FUNCNORETURN static ATTRNORETURN void CorruptMapError(const char *msg)
{
// don't use va() because the calling function probably uses it
char mapnum[10];
sprintf(mapnum, "%hd", gamemap);
CON_LogMessage("Map ");
CON_LogMessage(mapnum);
CON_LogMessage(" is corrupt: ");
CON_LogMessage(msg);
CON_LogMessage("\n");
I_Error("Invalid or corrupt map.\nLook in log file or text console for technical details.");
}
#define NUMLAPS_DEFAULT 3
/** Clears the data from a single map header.
*
* \param i Map number to clear header for.
* \sa P_ClearMapHeaderInfo
*/
static void P_ClearSingleMapHeaderInfo(INT16 i)
{
const INT16 num = (INT16)(i-1);
DEH_WriteUndoline("LEVELNAME", mapheaderinfo[num]->lvlttl, UNDO_NONE);
mapheaderinfo[num]->lvlttl[0] = '\0';
DEH_WriteUndoline("SUBTITLE", mapheaderinfo[num]->subttl, UNDO_NONE);
mapheaderinfo[num]->subttl[0] = '\0';
DEH_WriteUndoline("ZONETITLE", mapheaderinfo[num]->zonttl, UNDO_NONE); // SRB2kart
mapheaderinfo[num]->zonttl[0] = '\0';
DEH_WriteUndoline("ACT", mapheaderinfo[num]->actnum, UNDO_NONE); // SRB2kart
mapheaderinfo[num]->actnum[0] = '\0';
DEH_WriteUndoline("TYPEOFLEVEL", va("%d", mapheaderinfo[num]->typeoflevel), UNDO_NONE);
mapheaderinfo[num]->typeoflevel = 0;
DEH_WriteUndoline("NEXTLEVEL", va("%d", mapheaderinfo[num]->nextlevel), UNDO_NONE);
mapheaderinfo[num]->nextlevel = (INT16)(i + 1);
DEH_WriteUndoline("MUSIC", mapheaderinfo[num]->musname, UNDO_NONE);
snprintf(mapheaderinfo[num]->musname, 7, "%sM", G_BuildMapName(i));
mapheaderinfo[num]->musname[6] = 0;
DEH_WriteUndoline("MUSICTRACK", va("%d", mapheaderinfo[num]->mustrack), UNDO_NONE);
mapheaderinfo[num]->mustrack = 0;
DEH_WriteUndoline("FORCECHARACTER", va("%d", mapheaderinfo[num]->forcecharacter), UNDO_NONE);
mapheaderinfo[num]->forcecharacter[0] = '\0';
DEH_WriteUndoline("WEATHER", va("%d", mapheaderinfo[num]->weather), UNDO_NONE);
mapheaderinfo[num]->weather = 0;
DEH_WriteUndoline("SKYNUM", va("%d", mapheaderinfo[num]->skynum), UNDO_NONE);
mapheaderinfo[num]->skynum = 1;
DEH_WriteUndoline("SKYBOXSCALEX", va("%d", mapheaderinfo[num]->skybox_scalex), UNDO_NONE);
mapheaderinfo[num]->skybox_scalex = 16;
DEH_WriteUndoline("SKYBOXSCALEY", va("%d", mapheaderinfo[num]->skybox_scaley), UNDO_NONE);
mapheaderinfo[num]->skybox_scaley = 16;
DEH_WriteUndoline("SKYBOXSCALEZ", va("%d", mapheaderinfo[num]->skybox_scalez), UNDO_NONE);
mapheaderinfo[num]->skybox_scalez = 16;
DEH_WriteUndoline("INTERSCREEN", mapheaderinfo[num]->interscreen, UNDO_NONE);
mapheaderinfo[num]->interscreen[0] = '#';
DEH_WriteUndoline("RUNSOC", mapheaderinfo[num]->runsoc, UNDO_NONE);
mapheaderinfo[num]->runsoc[0] = '#';
DEH_WriteUndoline("SCRIPTNAME", mapheaderinfo[num]->scriptname, UNDO_NONE);
mapheaderinfo[num]->scriptname[0] = '#';
DEH_WriteUndoline("PRECUTSCENENUM", va("%d", mapheaderinfo[num]->precutscenenum), UNDO_NONE);
mapheaderinfo[num]->precutscenenum = 0;
DEH_WriteUndoline("CUTSCENENUM", va("%d", mapheaderinfo[num]->cutscenenum), UNDO_NONE);
mapheaderinfo[num]->cutscenenum = 0;
DEH_WriteUndoline("COUNTDOWN", va("%d", mapheaderinfo[num]->countdown), UNDO_NONE);
mapheaderinfo[num]->countdown = 0;
DEH_WriteUndoline("PALLETE", va("%u", mapheaderinfo[num]->palette), UNDO_NONE);
mapheaderinfo[num]->palette = UINT16_MAX;
DEH_WriteUndoline("NUMLAPS", va("%u", mapheaderinfo[num]->numlaps), UNDO_NONE);
mapheaderinfo[num]->numlaps = NUMLAPS_DEFAULT;
DEH_WriteUndoline("UNLOCKABLE", va("%s", mapheaderinfo[num]->unlockrequired), UNDO_NONE);
mapheaderinfo[num]->unlockrequired = -1;
DEH_WriteUndoline("LEVELSELECT", va("%d", mapheaderinfo[num]->levelselect), UNDO_NONE);
mapheaderinfo[num]->levelselect = 0;
DEH_WriteUndoline("BONUSTYPE", va("%d", mapheaderinfo[num]->bonustype), UNDO_NONE);
mapheaderinfo[num]->bonustype = 0;
DEH_WriteUndoline("LEVELFLAGS", va("%d", mapheaderinfo[num]->levelflags), UNDO_NONE);
mapheaderinfo[num]->levelflags = 0;
DEH_WriteUndoline("MENUFLAGS", va("%d", mapheaderinfo[num]->menuflags), UNDO_NONE);
mapheaderinfo[num]->menuflags = 0;
// TODO grades support for delfile (pfft yeah right)
P_DeleteGrades(num);
// SRB2Kart
//DEH_WriteUndoline("AUTOMAP", va("%d", mapheaderinfo[num]->automap), UNDO_NONE);
//mapheaderinfo[num]->automap = false;
DEH_WriteUndoline("MOBJSCALE", va("%d", mapheaderinfo[num]->mobj_scale), UNDO_NONE);
mapheaderinfo[num]->mobj_scale = FRACUNIT;
// an even further impossibility, delfile custom opts support
mapheaderinfo[num]->customopts = NULL;
mapheaderinfo[num]->numCustomOptions = 0;
DEH_WriteUndoline(va("# uload for map %d", i), NULL, UNDO_DONE);
}
/** Allocates a new map-header structure.
*
* \param i Index of header to allocate.
*/
void P_AllocMapHeader(INT16 i)
{
if (!mapheaderinfo[i])
{
mapheaderinfo[i] = Z_Malloc(sizeof(mapheader_t), PU_STATIC, NULL);
mapheaderinfo[i]->grades = NULL;
}
P_ClearSingleMapHeaderInfo(i + 1);
}
/** NiGHTS Grades are a special structure,
* we initialize them here.
*
* \param i Index of header to allocate grades for
* \param mare The mare we're adding grades for
* \param grades the string from DeHackEd, we work with it ourselves
*/
void P_AddGradesForMare(INT16 i, UINT8 mare, char *gtext)
{
INT32 g;
char *spos = gtext;
CONS_Debug(DBG_SETUP, "Map %d Mare %d: ", i+1, (UINT16)mare+1);
if (mapheaderinfo[i]->numGradedMares < mare+1)
{
mapheaderinfo[i]->numGradedMares = mare+1;
mapheaderinfo[i]->grades = Z_Realloc(mapheaderinfo[i]->grades, sizeof(nightsgrades_t) * mapheaderinfo[i]->numGradedMares, PU_STATIC, NULL);
}
for (g = 0; g < 6; ++g)
{
// Allow "partial" grading systems
if (spos != NULL)
{
mapheaderinfo[i]->grades[mare].grade[g] = atoi(spos);
CONS_Debug(DBG_SETUP, "%u ", atoi(spos));
// Grab next comma
spos = strchr(spos, ',');
if (spos)
++spos;
}
else
{
// Grade not reachable
mapheaderinfo[i]->grades[mare].grade[g] = UINT32_MAX;
}
}
CONS_Debug(DBG_SETUP, "\n");
}
/** And this removes the grades safely.
*
* \param i The header to remove grades from
*/
void P_DeleteGrades(INT16 i)
{
if (mapheaderinfo[i]->grades)
Z_Free(mapheaderinfo[i]->grades);
mapheaderinfo[i]->grades = NULL;
mapheaderinfo[i]->numGradedMares = 0;
}
/** And this fetches the grades
*
* \param pscore The player's score.
* \param map The game map.
* \param mare The mare to test.
*/
UINT8 P_GetGrade(UINT32 pscore, INT16 map, UINT8 mare)
{
INT32 i;
// Determining the grade
if (mapheaderinfo[map-1] && mapheaderinfo[map-1]->grades && mapheaderinfo[map-1]->numGradedMares >= mare + 1)
{
INT32 pgrade = 0;
for (i = 0; i < 6; ++i)
{
if (pscore >= mapheaderinfo[map-1]->grades[mare].grade[i])
++pgrade;
}
return (UINT8)pgrade;
}
return 0;
}
UINT8 P_HasGrades(INT16 map, UINT8 mare)
{
// Determining the grade
// Mare 0 is treated as overall and is true if ANY grades exist
if (mapheaderinfo[map-1] && mapheaderinfo[map-1]->grades
&& (mare == 0 || mapheaderinfo[map-1]->numGradedMares >= mare))
return true;
return false;
}
UINT32 P_GetScoreForGrade(INT16 map, UINT8 mare, UINT8 grade)
{
// Get the score for the grade... if it exists
if (grade == GRADE_F || grade > GRADE_S || !P_HasGrades(map, mare)) return 0;
return mapheaderinfo[map-1]->grades[mare].grade[grade-1];
}
/** Loads the vertexes for a level.
*
* \param lump VERTEXES lump number.
* \sa ML_VERTEXES
*/
static inline void P_LoadVertexes(lumpnum_t lumpnum)
{
UINT8 *data;
size_t i;
mapvertex_t *ml;
vertex_t *li;
// Determine number of lumps:
// total lump length / vertex record length.
numvertexes = W_LumpLength(lumpnum) / sizeof (mapvertex_t);
if (numvertexes <= 0)
I_Error("Level has no vertices"); // instead of crashing
// Allocate zone memory for buffer.
vertexes = Z_Calloc(numvertexes * sizeof (*vertexes), PU_LEVEL, NULL);
// Load data into cache.
data = W_CacheLumpNum(lumpnum, PU_STATIC);
ml = (mapvertex_t *)data;
li = vertexes;
// Copy and convert vertex coordinates, internal representation as fixed.
for (i = 0; i < numvertexes; i++, li++, ml++)
{
li->x = SHORT(ml->x)<<FRACBITS;
li->y = SHORT(ml->y)<<FRACBITS;
}
// Free buffer memory.
Z_Free(data);
}
//
// Computes the line length in fracunits, the OpenGL render needs this
//
/** Computes the length of a seg in fracunits.
* This is needed for splats.
*
* \param seg Seg to compute length for.
* \return Length in fracunits.
*/
fixed_t P_SegLength(seg_t *seg)
{
fixed_t dx, dy;
// make a vector (start at origin)
dx = seg->v2->x - seg->v1->x;
dy = seg->v2->y - seg->v1->y;
return FixedHypot(dx, dy);
}
#ifdef HWRENDER
static inline float P_SegLengthf(seg_t *seg)
{
float dx, dy;
// make a vector (start at origin)
dx = FIXED_TO_FLOAT(seg->v2->x - seg->v1->x);
dy = FIXED_TO_FLOAT(seg->v2->y - seg->v1->y);
return (float)hypot(dx, dy);
}
#endif
/** Loads the SEGS resource from a level.
*
* \param lump Lump number of the SEGS resource.
* \sa ::ML_SEGS
*/
static void P_LoadSegs(lumpnum_t lumpnum)
{
UINT8 *data;
size_t i;
INT32 linedef, side;
mapseg_t *ml;
seg_t *li;
line_t *ldef;
numsegs = W_LumpLength(lumpnum) / sizeof (mapseg_t);
if (numsegs <= 0)
I_Error("Level has no segs"); // instead of crashing
segs = Z_Calloc(numsegs * sizeof (*segs), PU_LEVEL, NULL);
data = W_CacheLumpNum(lumpnum, PU_STATIC);
ml = (mapseg_t *)data;
li = segs;
for (i = 0; i < numsegs; i++, li++, ml++)
{
li->v1 = &vertexes[SHORT(ml->v1)];
li->v2 = &vertexes[SHORT(ml->v2)];
#ifdef HWRENDER // not win32 only 19990829 by Kin
// used for the hardware render
if (rendermode != render_soft && rendermode != render_none)
{
li->flength = P_SegLengthf(li);
//Hurdler: 04/12/2000: for now, only used in hardware mode
li->lightmaps = NULL; // list of static lightmap for this seg
}
#endif
li->angle = (SHORT(ml->angle))<<FRACBITS;
li->offset = (SHORT(ml->offset))<<FRACBITS;
linedef = SHORT(ml->linedef);
ldef = &lines[linedef];
li->linedef = ldef;
li->side = side = SHORT(ml->side);
li->sidedef = &sides[ldef->sidenum[side]];
li->frontsector = sides[ldef->sidenum[side]].sector;
if (ldef-> flags & ML_TWOSIDED)
li->backsector = sides[ldef->sidenum[side^1]].sector;
else
li->backsector = 0;
li->numlights = 0;
li->rlights = NULL;
}
Z_Free(data);
}
/** Loads the SSECTORS resource from a level.
*
* \param lump Lump number of the SSECTORS resource.
* \sa ::ML_SSECTORS
*/
static inline void P_LoadSubsectors(lumpnum_t lumpnum)
{
void *data;
size_t i;
mapsubsector_t *ms;
subsector_t *ss;
numsubsectors = W_LumpLength(lumpnum) / sizeof (mapsubsector_t);
if (numsubsectors <= 0)
I_Error("Level has no subsectors (did you forget to run it through a nodesbuilder?)");
ss = subsectors = Z_Calloc(numsubsectors * sizeof (*subsectors), PU_LEVEL, NULL);
data = W_CacheLumpNum(lumpnum,PU_STATIC);
ms = (mapsubsector_t *)data;
for (i = 0; i < numsubsectors; i++, ss++, ms++)
{
ss->sector = NULL;
ss->numlines = SHORT(ms->numsegs);
ss->firstline = SHORT(ms->firstseg);
#ifdef FLOORSPLATS
ss->splats = NULL;
#endif
ss->validcount = 0;
}
Z_Free(data);
}
//
// P_LoadSectors
//
//
// levelflats
//
#define MAXLEVELFLATS 256
size_t numlevelflats;
levelflat_t *levelflats;
//SoM: Other files want this info.
size_t P_PrecacheLevelFlats(void)
{
lumpnum_t lump;
size_t i, flatmemory = 0;
//SoM: 4/18/2000: New flat code to make use of levelflats.
for (i = 0; i < numlevelflats; i++)
{
lump = levelflats[i].lumpnum;
if (devparm)
flatmemory += W_LumpLength(lump);
R_GetFlat(lump);
}
return flatmemory;
}
// help function for P_LoadSectors, find a flat in the active wad files,
// allocate an id for it, and set the levelflat (to speedup search)
//
INT32 P_AddLevelFlat(const char *flatname, levelflat_t *levelflat)
{
size_t i;
//
// first scan through the already found flats
//
for (i = 0; i < numlevelflats; i++, levelflat++)
if (strnicmp(levelflat->name,flatname,8)==0)
break;
// that flat was already found in the level, return the id
if (i == numlevelflats)
{
// store the name
strlcpy(levelflat->name, flatname, sizeof (levelflat->name));
strupr(levelflat->name);
// store the flat lump number
levelflat->lumpnum = R_GetFlatNumForName(flatname);
#ifndef ZDEBUG
CONS_Debug(DBG_SETUP, "flat #%03d: %s\n", atoi(sizeu1(numlevelflats)), levelflat->name);
#endif
numlevelflats++;
if (numlevelflats >= MAXLEVELFLATS)
I_Error("Too many flats in level\n");
}
// level flat id
return (INT32)i;
}
// help function for Lua and $$$.sav reading
// same as P_AddLevelFlat, except this is not setup so we must realloc levelflats to fit in the new flat
// no longer a static func in lua_maplib.c because p_saveg.c also needs it
//
INT32 P_AddLevelFlatRuntime(const char *flatname)
{
size_t i;
levelflat_t *levelflat = levelflats;
//
// first scan through the already found flats
//
for (i = 0; i < numlevelflats; i++, levelflat++)
if (strnicmp(levelflat->name,flatname,8)==0)
break;
// that flat was already found in the level, return the id
if (i == numlevelflats)
{
// allocate new flat memory
levelflats = Z_Realloc(levelflats, (numlevelflats + 1) * sizeof(*levelflats), PU_LEVEL, NULL);
levelflat = levelflats+i;
// store the name
strlcpy(levelflat->name, flatname, sizeof (levelflat->name));
strupr(levelflat->name);
// store the flat lump number
levelflat->lumpnum = R_GetFlatNumForName(flatname);
#ifndef ZDEBUG
CONS_Debug(DBG_SETUP, "flat #%03d: %s\n", atoi(sizeu1(numlevelflats)), levelflat->name);
#endif
numlevelflats++;
}
// level flat id
return (INT32)i;
}
// help function for $$$.sav checking
// this simply returns the flat # for the name given
//
INT32 P_CheckLevelFlat(const char *flatname)
{
size_t i;
levelflat_t *levelflat = levelflats;
//
// scan through the already found flats
//
for (i = 0; i < numlevelflats; i++, levelflat++)
if (strnicmp(levelflat->name,flatname,8)==0)
break;
if (i == numlevelflats)
return 0; // ??? flat was not found, this should not happen!
// level flat id
return (INT32)i;
}
static void P_LoadSectors(lumpnum_t lumpnum)
{
UINT8 *data;
size_t i;
mapsector_t *ms;
sector_t *ss;
levelflat_t *foundflats;
numsectors = W_LumpLength(lumpnum) / sizeof (mapsector_t);
if (numsectors <= 0)
I_Error("Level has no sectors");
sectors = Z_Calloc(numsectors*sizeof (*sectors), PU_LEVEL, NULL);
data = W_CacheLumpNum(lumpnum,PU_STATIC);
//Fab : FIXME: allocate for whatever number of flats
// 512 different flats per level should be plenty
foundflats = calloc(MAXLEVELFLATS, sizeof (*foundflats));
if (foundflats == NULL)
I_Error("Ran out of memory while loading sectors\n");
numlevelflats = 0;
ms = (mapsector_t *)data;
ss = sectors;
for (i = 0; i < numsectors; i++, ss++, ms++)
{
ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
//
// flats
//
ss->floorpic = P_AddLevelFlat(ms->floorpic, foundflats);
ss->ceilingpic = P_AddLevelFlat(ms->ceilingpic, foundflats);
ss->lightlevel = SHORT(ms->lightlevel);
ss->special = SHORT(ms->special);
ss->tag = SHORT(ms->tag);
ss->nexttag = ss->firsttag = -1;
ss->spawn_nexttag = ss->spawn_firsttag = -1;
memset(&ss->soundorg, 0, sizeof(ss->soundorg));
ss->validcount = 0;
ss->thinglist = NULL;
ss->touching_thinglist = NULL;
ss->preciplist = NULL;
ss->touching_preciplist = NULL;
ss->floordata = NULL;
ss->ceilingdata = NULL;
ss->lightingdata = NULL;
ss->linecount = 0;
ss->lines = NULL;
ss->heightsec = -1;
ss->camsec = -1;
ss->floorlightsec = -1;
ss->ceilinglightsec = -1;
ss->crumblestate = 0;
ss->ffloors = NULL;
ss->lightlist = NULL;
ss->numlights = 0;
ss->attached = NULL;
ss->attachedsolid = NULL;
ss->numattached = 0;
ss->maxattached = 1;
ss->moved = true;
ss->extra_colormap = NULL;
ss->floor_xoffs = ss->ceiling_xoffs = ss->floor_yoffs = ss->ceiling_yoffs = 0;
ss->spawn_flr_xoffs = ss->spawn_ceil_xoffs = ss->spawn_flr_yoffs = ss->spawn_ceil_yoffs = 0;
ss->floorpic_angle = ss->ceilingpic_angle = 0;
ss->spawn_flrpic_angle = ss->spawn_ceilpic_angle = 0;
ss->bottommap = ss->midmap = ss->topmap = -1;
ss->gravity = NULL;
ss->cullheight = NULL;
ss->verticalflip = false;
ss->flags = 0;
ss->flags |= SF_FLIPSPECIAL_FLOOR;
ss->floorspeed = 0;
ss->ceilspeed = 0;
#ifdef HWRENDER // ----- for special tricks with HW renderer -----
ss->pseudoSector = false;
ss->virtualFloor = false;
ss->virtualCeiling = false;
ss->sectorLines = NULL;
ss->stackList = NULL;
ss->lineoutLength = -1.0l;
#endif // ----- end special tricks -----
}
Z_Free(data);
// set the sky flat num
skyflatnum = P_AddLevelFlat(SKYFLATNAME, foundflats);
// copy table for global usage
levelflats = M_Memcpy(Z_Calloc(numlevelflats * sizeof (*levelflats), PU_LEVEL, NULL), foundflats, numlevelflats * sizeof (levelflat_t));
free(foundflats);
// search for animated flats and set up
P_SetupLevelFlatAnims();
}
//
// P_LoadNodes
//
static void P_LoadNodes(lumpnum_t lumpnum)
{
UINT8 *data;
size_t i;
UINT8 j, k;
mapnode_t *mn;
node_t *no;
numnodes = W_LumpLength(lumpnum) / sizeof (mapnode_t);
if (numnodes <= 0)
I_Error("Level has no nodes");
nodes = Z_Calloc(numnodes * sizeof (*nodes), PU_LEVEL, NULL);
data = W_CacheLumpNum(lumpnum, PU_STATIC);
mn = (mapnode_t *)data;
no = nodes;
for (i = 0; i < numnodes; i++, no++, mn++)
{
no->x = SHORT(mn->x)<<FRACBITS;
no->y = SHORT(mn->y)<<FRACBITS;
no->dx = SHORT(mn->dx)<<FRACBITS;
no->dy = SHORT(mn->dy)<<FRACBITS;
for (j = 0; j < 2; j++)
{
no->children[j] = SHORT(mn->children[j]);
for (k = 0; k < 4; k++)
no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
}
}
Z_Free(data);
}
//
// P_ReloadRings
// Used by NiGHTS, clears all ring/wing/etc items and respawns them
//
void P_ReloadRings(void)
{
mobj_t *mo;
thinker_t *th;
size_t i, numHoops = 0;
// Okay, if you have more than 4000 hoops in your map,
// you're insane.
mapthing_t *hoopsToRespawn[4096];
mapthing_t *mt = mapthings;
// scan the thinkers to find rings/wings/hoops to unset
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo = (mobj_t *)th;
if (mo->type == MT_HOOPCENTER)
{
// Hoops give me a headache
if (mo->threshold == 4242) // Dead hoop
{
hoopsToRespawn[numHoops++] = mo->spawnpoint;
P_RemoveMobj(mo);
}
continue;
}
if (!(mo->type == MT_RING || mo->type == MT_NIGHTSWING || mo->type == MT_COIN
|| mo->type == MT_BLUEBALL))
continue;
// Don't auto-disintegrate things being pulled to us
if (mo->flags2 & MF2_NIGHTSPULL)
continue;
P_RemoveMobj(mo);
}
// Reiterate through mapthings
for (i = 0; i < nummapthings; i++, mt++)
{
// Notice an omission? We handle hoops differently.
if (mt->type == 300 || mt->type == 308 || mt->type == 309
|| mt->type == 1706 || (mt->type >= 600 && mt->type <= 609)
|| mt->type == 1800)
{
mt->mobj = NULL;
// Z for objects Tails 05-26-2002
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
->sector->floorheight>>FRACBITS);
P_SpawnHoopsAndRings (mt);
}
}
for (i = 0; i < numHoops; i++)
{
P_SpawnHoopsAndRings(hoopsToRespawn[i]);
}
}
#ifdef SCANTHINGS
void P_ScanThings(INT16 mapnum, INT16 wadnum, INT16 lumpnum)
{
size_t i, n;
UINT8 *data, *datastart;
UINT16 type, maprings;
INT16 tol;
UINT32 flags;
tol = mapheaderinfo[mapnum-1]->typeoflevel;
if (!(tol & TOL_SP))
return;
flags = mapheaderinfo[mapnum-1]->levelflags;
n = W_LumpLengthPwad(wadnum, lumpnum) / (5 * sizeof (INT16));
//CONS_Printf("%u map things found!\n", n);
maprings = 0;
data = datastart = W_CacheLumpNumPwad(wadnum, lumpnum, PU_STATIC);
for (i = 0; i < n; i++)
{
data += 3 * sizeof (INT16); // skip x y position, angle
type = READUINT16(data) & 4095;
data += sizeof (INT16); // skip options
switch (type)
{
case 300: // MT_RING
case 1800: // MT_COIN
case 308: // red team ring
case 309: // blue team ring
maprings++;
break;
case 400: // MT_SUPERRINGBOX
case 414: // red ring box
case 415: // blue ring box
case 603: // 10 diagonal rings
maprings += 10;
break;
case 600: // 5 vertical rings
case 601: // 5 vertical rings
case 602: // 5 diagonal rings
maprings += 5;
break;
case 604: // 8 circle rings
case 609: // 16 circle rings & wings
maprings += 8;
break;
case 605: // 16 circle rings
maprings += 16;
break;
case 608: // 8 circle rings & wings
maprings += 4;
break;
}
}
Z_Free(datastart);
if (maprings)
CONS_Printf("%s has %u rings\n", G_BuildMapName(mapnum), maprings);
}
#endif
//
// P_LoadThings
//
static void P_PrepareThings(lumpnum_t lumpnum)
{
size_t i;
mapthing_t *mt;
UINT8 *data, *datastart;
nummapthings = W_LumpLength(lumpnum) / (5 * sizeof (INT16));
mapthings = Z_Calloc(nummapthings * sizeof (*mapthings), PU_LEVEL, NULL);
// Spawn axis points first so they are
// at the front of the list for fast searching.
data = datastart = W_CacheLumpNum(lumpnum, PU_LEVEL);
mt = mapthings;
for (i = 0; i < nummapthings; i++, mt++)
{
mt->x = READINT16(data);
mt->y = READINT16(data);
mt->angle = READINT16(data);
mt->type = READUINT16(data);
mt->options = READUINT16(data);
mt->extrainfo = (UINT8)(mt->type >> 12);
mt->type &= 4095;
switch (mt->type)
{
case 1700: // MT_AXIS
case 1701: // MT_AXISTRANSFER
case 1702: // MT_AXISTRANSFERLINE
mt->mobj = NULL;
P_SpawnMapThing(mt);
break;
default:
break;
}
}
Z_Free(datastart);
}
static void P_LoadThings(void)
{
size_t i;
mapthing_t *mt;
// Loading the things lump itself into memory is now handled in P_PrepareThings, above
mt = mapthings;
numhuntemeralds = 0;
for (i = 0; i < nummapthings; i++, mt++)
{
sector_t *mtsector = R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector;
// Z for objects
mt->z = (INT16)(
#ifdef ESLOPE
mtsector->f_slope ? P_GetZAt(mtsector->f_slope, mt->x << FRACBITS, mt->y << FRACBITS) :
#endif
mtsector->floorheight)>>FRACBITS;
if (mt->type == 1700 // MT_AXIS
|| mt->type == 1701 // MT_AXISTRANSFER
|| mt->type == 1702) // MT_AXISTRANSFERLINE
continue; // These were already spawned
if (mt->type == mobjinfo[MT_RANDOMITEM].doomednum)
nummapboxes++;
mt->mobj = NULL;
P_SpawnMapThing(mt);
}
// random emeralds for hunt
if (numhuntemeralds)
{
INT32 emer1, emer2, emer3;
INT32 timeout = 0; // keeps from getting stuck
emer1 = emer2 = emer3 = 0;
//increment spawn numbers because zero is valid.
emer1 = (P_RandomKey(numhuntemeralds)) + 1;
while (timeout++ < 100)
{
emer2 = (P_RandomKey(numhuntemeralds)) + 1;
if (emer2 != emer1)
break;
}
timeout = 0;
while (timeout++ < 100)
{
emer3 = (P_RandomKey(numhuntemeralds)) + 1;
if (emer3 != emer2 && emer3 != emer1)
break;
}
//decrement spawn values to the actual number because zero is valid.
if (emer1)
P_SpawnMobj(huntemeralds[emer1 - 1]->x<<FRACBITS,
huntemeralds[emer1 - 1]->y<<FRACBITS,
huntemeralds[emer1 - 1]->z<<FRACBITS, MT_EMERHUNT);
if (emer2)
P_SpawnMobj(huntemeralds[emer2 - 1]->x<<FRACBITS,
huntemeralds[emer2 - 1]->y<<FRACBITS,
huntemeralds[emer2 - 1]->z<<FRACBITS, MT_EMERHUNT);
if (emer3)
P_SpawnMobj(huntemeralds[emer3 - 1]->x<<FRACBITS,
huntemeralds[emer3 - 1]->y<<FRACBITS,
huntemeralds[emer3 - 1]->z<<FRACBITS, MT_EMERHUNT);
}
if (metalrecording) // Metal Sonic gets no rings to distract him.
return;
// Run through the list of mapthings again to spawn hoops and rings
mt = mapthings;
for (i = 0; i < nummapthings; i++, mt++)
{
if (mt->type == 300 || mt->type == 308 || mt->type == 309
|| mt->type == 1706 || (mt->type >= 600 && mt->type <= 609)
|| mt->type == 1705 || mt->type == 1713 || mt->type == 1800)
{
mt->mobj = NULL;
// Z for objects Tails 05-26-2002
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
->sector->floorheight>>FRACBITS);
P_SpawnHoopsAndRings (mt);
}
}
}
static inline void P_SpawnEmblems(void)
{
INT32 i, color;
mobj_t *emblemmobj;
for (i = 0; i < numemblems; i++)
{
if (emblemlocations[i].level != gamemap || emblemlocations[i].type > ET_SKIN)
continue;
emblemmobj = P_SpawnMobj(emblemlocations[i].x<<FRACBITS, emblemlocations[i].y<<FRACBITS,
emblemlocations[i].z<<FRACBITS, MT_EMBLEM);
I_Assert(emblemlocations[i].sprite >= 'A' && emblemlocations[i].sprite <= 'Z');
P_SetMobjStateNF(emblemmobj, emblemmobj->info->spawnstate + (emblemlocations[i].sprite - 'A'));
emblemmobj->health = i+1;
color = M_GetEmblemColor(&emblemlocations[i]);
emblemmobj->color = (UINT8)color;
if (emblemlocations[i].collected
|| (emblemlocations[i].type == ET_SKIN && emblemlocations[i].var != players[0].skin))
{
P_UnsetThingPosition(emblemmobj);
emblemmobj->flags |= MF_NOCLIP;
emblemmobj->flags &= ~MF_SPECIAL;
emblemmobj->flags |= MF_NOBLOCKMAP;
emblemmobj->frame |= (tr_trans50<<FF_TRANSSHIFT);
P_SetThingPosition(emblemmobj);
}
else
emblemmobj->frame &= ~FF_TRANSMASK;
}
}
static void P_SpawnSecretItems(boolean loademblems)
{
// Now let's spawn those funky emblem things! Tails 12-08-2002
if (netgame || multiplayer || (modifiedgame && !savemoddata)) // No cheating!!
return;
if (loademblems)
P_SpawnEmblems();
}
// Experimental groovy write function!
void P_WriteThings(lumpnum_t lumpnum)
{
size_t i, length;
mapthing_t *mt;
UINT8 *data;
UINT8 *savebuffer, *savebuf_p;
INT16 temp;
data = W_CacheLumpNum(lumpnum, PU_LEVEL);
savebuf_p = savebuffer = (UINT8 *)malloc(nummapthings * sizeof (mapthing_t));
if (!savebuf_p)
{
CONS_Alert(CONS_ERROR, M_GetText("No more free memory for thing writing!\n"));
return;
}
mt = mapthings;
for (i = 0; i < nummapthings; i++, mt++)
{
WRITEINT16(savebuf_p, mt->x);
WRITEINT16(savebuf_p, mt->y);
WRITEINT16(savebuf_p, mt->angle);
temp = (INT16)(mt->type + ((INT16)mt->extrainfo << 12));
WRITEINT16(savebuf_p, temp);
WRITEUINT16(savebuf_p, mt->options);
}
Z_Free(data);
length = savebuf_p - savebuffer;
FIL_WriteFile(va("newthings%d.lmp", gamemap), savebuffer, length);
free(savebuffer);
savebuf_p = NULL;
CONS_Printf(M_GetText("newthings%d.lmp saved.\n"), gamemap);
}
//
// P_LoadLineDefs
//
static void P_LoadLineDefs(lumpnum_t lumpnum)
{
UINT8 *data;
size_t i;
maplinedef_t *mld;
line_t *ld;
vertex_t *v1, *v2;
numlines = W_LumpLength(lumpnum) / sizeof (maplinedef_t);
if (numlines <= 0)
I_Error("Level has no linedefs");
lines = Z_Calloc(numlines * sizeof (*lines), PU_LEVEL, NULL);
data = W_CacheLumpNum(lumpnum, PU_STATIC);
mld = (maplinedef_t *)data;
ld = lines;
for (i = 0; i < numlines; i++, mld++, ld++)
{
ld->flags = SHORT(mld->flags);
ld->special = SHORT(mld->special);
ld->tag = SHORT(mld->tag);
v1 = ld->v1 = &vertexes[SHORT(mld->v1)];
v2 = ld->v2 = &vertexes[SHORT(mld->v2)];
ld->dx = v2->x - v1->x;
ld->dy = v2->y - v1->y;
#ifdef WALLSPLATS
ld->splats = NULL;
#endif
if (!ld->dx)
ld->slopetype = ST_VERTICAL;
else if (!ld->dy)
ld->slopetype = ST_HORIZONTAL;
else if (FixedDiv(ld->dy, ld->dx) > 0)
ld->slopetype = ST_POSITIVE;
else
ld->slopetype = ST_NEGATIVE;
if (v1->x < v2->x)
{
ld->bbox[BOXLEFT] = v1->x;
ld->bbox[BOXRIGHT] = v2->x;
}
else
{
ld->bbox[BOXLEFT] = v2->x;
ld->bbox[BOXRIGHT] = v1->x;
}
if (v1->y < v2->y)
{
ld->bbox[BOXBOTTOM] = v1->y;
ld->bbox[BOXTOP] = v2->y;
}
else
{
ld->bbox[BOXBOTTOM] = v2->y;
ld->bbox[BOXTOP] = v1->y;
}
ld->sidenum[0] = SHORT(mld->sidenum[0]);
ld->sidenum[1] = SHORT(mld->sidenum[1]);
{
// cph 2006/09/30 - fix sidedef errors right away.
// cph 2002/07/20 - these errors are fatal if not fixed, so apply them
UINT8 j;
for (j=0; j < 2; j++)
{
if (ld->sidenum[j] != 0xffff && ld->sidenum[j] >= (UINT16)numsides)
{
ld->sidenum[j] = 0xffff;
CONS_Debug(DBG_SETUP, "P_LoadLineDefs: linedef %s has out-of-range sidedef number\n", sizeu1(numlines-i-1));
}
}
}
ld->frontsector = ld->backsector = NULL;
ld->validcount = 0;
ld->firsttag = ld->nexttag = -1;
ld->callcount = 0;
// killough 11/98: fix common wad errors (missing sidedefs):
if (ld->sidenum[0] == 0xffff)
{
ld->sidenum[0] = 0; // Substitute dummy sidedef for missing right side
// cph - print a warning about the bug
CONS_Debug(DBG_SETUP, "P_LoadLineDefs: linedef %s missing first sidedef\n", sizeu1(numlines-i-1));
}
if ((ld->sidenum[1] == 0xffff) && (ld->flags & ML_TWOSIDED))
{
ld->flags &= ~ML_TWOSIDED; // Clear 2s flag for missing left side
// cph - print a warning about the bug
CONS_Debug(DBG_SETUP, "P_LoadLineDefs: linedef %s has two-sided flag set, but no second sidedef\n", sizeu1(numlines-i-1));
}
if (ld->sidenum[0] != 0xffff && ld->special)
sides[ld->sidenum[0]].special = ld->special;
if (ld->sidenum[1] != 0xffff && ld->special)
sides[ld->sidenum[1]].special = ld->special;
#ifdef POLYOBJECTS
ld->polyobj = NULL;
#endif
}
Z_Free(data);
}
static void P_LoadLineDefs2(void)
{
size_t i = numlines;
register line_t *ld = lines;
for (;i--;ld++)
{
ld->frontsector = sides[ld->sidenum[0]].sector; //e6y: Can't be -1 here
ld->backsector = ld->sidenum[1] != 0xffff ? sides[ld->sidenum[1]].sector : 0;
// Repeat count for midtexture
if ((ld->flags & ML_EFFECT5) && (ld->sidenum[1] != 0xffff))
{
sides[ld->sidenum[0]].repeatcnt = (INT16)(((unsigned)sides[ld->sidenum[0]].textureoffset >> FRACBITS) >> 12);
sides[ld->sidenum[0]].textureoffset = (((unsigned)sides[ld->sidenum[0]].textureoffset >> FRACBITS) & 2047) << FRACBITS;
sides[ld->sidenum[1]].repeatcnt = (INT16)(((unsigned)sides[ld->sidenum[1]].textureoffset >> FRACBITS) >> 12);
sides[ld->sidenum[1]].textureoffset = (((unsigned)sides[ld->sidenum[1]].textureoffset >> FRACBITS) & 2047) << FRACBITS;
}
// Compile linedef 'text' from both sidedefs 'text' for appropriate specials.
switch(ld->special)
{
case 443: // Calls a named Lua function
if (sides[ld->sidenum[0]].text)
{
size_t len = strlen(sides[ld->sidenum[0]].text)+1;
if (ld->sidenum[1] != 0xffff && sides[ld->sidenum[1]].text)
len += strlen(sides[ld->sidenum[1]].text);
ld->text = Z_Malloc(len, PU_LEVEL, NULL);
M_Memcpy(ld->text, sides[ld->sidenum[0]].text, strlen(sides[ld->sidenum[0]].text)+1);
if (ld->sidenum[1] != 0xffff && sides[ld->sidenum[1]].text)
M_Memcpy(ld->text+strlen(ld->text)+1, sides[ld->sidenum[1]].text, strlen(sides[ld->sidenum[1]].text)+1);
}
break;
}
}
// Optimize sidedefs
if (M_CheckParm("-compress"))
{
side_t *newsides;
size_t numnewsides = 0;
size_t z;
for (i = 0; i < numsides; i++)
{
size_t j, k;
if (sides[i].sector == NULL)
continue;
for (k = numlines, ld = lines; k--; ld++)
{
if (ld->sidenum[0] == i)
ld->sidenum[0] = (UINT16)numnewsides;
if (ld->sidenum[1] == i)
ld->sidenum[1] = (UINT16)numnewsides;
}
for (j = i+1; j < numsides; j++)
{
if (sides[j].sector == NULL)
continue;
if (!memcmp(&sides[i], &sides[j], sizeof(side_t)))
{
// Find the linedefs that belong to this one
for (k = numlines, ld = lines; k--; ld++)
{
if (ld->sidenum[0] == j)
ld->sidenum[0] = (UINT16)numnewsides;
if (ld->sidenum[1] == j)
ld->sidenum[1] = (UINT16)numnewsides;
}
sides[j].sector = NULL; // Flag for deletion
}
}
numnewsides++;
}
// We're loading crap into this block anyhow, so no point in zeroing it out.
newsides = Z_Malloc(numnewsides * sizeof(*newsides), PU_LEVEL, NULL);
// Copy the sides to their new block of memory.
for (i = 0, z = 0; i < numsides; i++)
{
if (sides[i].sector != NULL)
M_Memcpy(&newsides[z++], &sides[i], sizeof(side_t));
}
CONS_Debug(DBG_SETUP, "Old sides is %s, new sides is %s\n", sizeu1(numsides), sizeu1(numnewsides));
Z_Free(sides);
sides = newsides;
numsides = numnewsides;
}
}
//
// P_LoadSideDefs
//
static inline void P_LoadSideDefs(lumpnum_t lumpnum)
{
numsides = W_LumpLength(lumpnum) / sizeof (mapsidedef_t);
if (numsides <= 0)
I_Error("Level has no sidedefs");
sides = Z_Calloc(numsides * sizeof (*sides), PU_LEVEL, NULL);
}
// Delay loading texture names until after loaded linedefs.
static void P_LoadSideDefs2(lumpnum_t lumpnum)
{
UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
UINT16 i;
INT32 num;
for (i = 0; i < numsides; i++)
{
register mapsidedef_t *msd = (mapsidedef_t *)data + i;
register side_t *sd = sides + i;
register sector_t *sec;
sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS;
sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
{ /* cph 2006/09/30 - catch out-of-range sector numbers; use sector 0 instead */
UINT16 sector_num = SHORT(msd->sector);
if (sector_num >= numsectors)
{
CONS_Debug(DBG_SETUP, "P_LoadSideDefs2: sidedef %u has out-of-range sector num %u\n", i, sector_num);
sector_num = 0;
}
sd->sector = sec = &sectors[sector_num];
}
// refined to allow colormaps to work as wall textures if invalid as colormaps
// but valid as textures.
sd->sector = sec = &sectors[SHORT(msd->sector)];
// Colormaps!
switch (sd->special)
{
case 63: // variable colormap via 242 linedef
case 606: //SoM: 4/4/2000: Just colormap transfer
// SoM: R_CreateColormap will only create a colormap in software mode...
// Perhaps we should just call it instead of doing the calculations here.
if (rendermode == render_soft || rendermode == render_none)
{
if (msd->toptexture[0] == '#' || msd->bottomtexture[0] == '#')
{
sec->midmap = R_CreateColormap(msd->toptexture, msd->midtexture,
msd->bottomtexture);
sd->toptexture = sd->bottomtexture = 0;
}
else
{
if ((num = R_CheckTextureNumForName(msd->toptexture)) == -1)
sd->toptexture = 0;
else
sd->toptexture = num;
if ((num = R_CheckTextureNumForName(msd->midtexture)) == -1)
sd->midtexture = 0;
else
sd->midtexture = num;
if ((num = R_CheckTextureNumForName(msd->bottomtexture)) == -1)
sd->bottomtexture = 0;
else
sd->bottomtexture = num;
}
break;
}
#ifdef HWRENDER
else
{
// for now, full support of toptexture only
if ((msd->toptexture[0] == '#' && msd->toptexture[1] && msd->toptexture[2] && msd->toptexture[3] && msd->toptexture[4] && msd->toptexture[5] && msd->toptexture[6])
|| (msd->bottomtexture[0] == '#' && msd->bottomtexture[1] && msd->bottomtexture[2] && msd->bottomtexture[3] && msd->bottomtexture[4] && msd->bottomtexture[5] && msd->bottomtexture[6]))
{
char *col;
sec->midmap = R_CreateColormap(msd->toptexture, msd->midtexture,
msd->bottomtexture);
sd->toptexture = sd->bottomtexture = 0;
#define HEX2INT(x) (x >= '0' && x <= '9' ? x - '0' : x >= 'a' && x <= 'f' ? x - 'a' + 10 : x >= 'A' && x <= 'F' ? x - 'A' + 10 : 0)
#define ALPHA2INT(x) (x >= 'a' && x <= 'z' ? x - 'a' : x >= 'A' && x <= 'Z' ? x - 'A' : x >= '0' && x <= '9' ? 25 : 0)
sec->extra_colormap = &extra_colormaps[sec->midmap];
if (msd->toptexture[0] == '#' && msd->toptexture[1] && msd->toptexture[2] && msd->toptexture[3] && msd->toptexture[4] && msd->toptexture[5] && msd->toptexture[6])
{
col = msd->toptexture;
sec->extra_colormap->rgba =
(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0) +
(HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8) +
(HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16);
// alpha
if (msd->toptexture[7])
sec->extra_colormap->rgba += (ALPHA2INT(col[7]) << 24);
else
sec->extra_colormap->rgba += (25 << 24);
}
else
sec->extra_colormap->rgba = 0;
if (msd->bottomtexture[0] == '#' && msd->bottomtexture[1] && msd->bottomtexture[2] && msd->bottomtexture[3] && msd->bottomtexture[4] && msd->bottomtexture[5] && msd->bottomtexture[6])
{
col = msd->bottomtexture;
sec->extra_colormap->fadergba =
(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0) +
(HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8) +
(HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16);
// alpha
if (msd->bottomtexture[7])
sec->extra_colormap->fadergba += (ALPHA2INT(col[7]) << 24);
else
sec->extra_colormap->fadergba += (25 << 24);
}
else
sec->extra_colormap->fadergba = 0x19000000; // default alpha, (25 << 24)
#undef ALPHA2INT
#undef HEX2INT
}
else
{
if ((num = R_CheckTextureNumForName(msd->toptexture)) == -1)
sd->toptexture = 0;
else
sd->toptexture = num;
if ((num = R_CheckTextureNumForName(msd->midtexture)) == -1)
sd->midtexture = 0;
else
sd->midtexture = num;
if ((num = R_CheckTextureNumForName(msd->bottomtexture)) == -1)
sd->bottomtexture = 0;
else
sd->bottomtexture = num;
}
break;
}
#endif
case 413: // Change music
{
char process[8+1];
sd->toptexture = sd->midtexture = sd->bottomtexture = 0;
if (msd->bottomtexture[0] != '-' || msd->bottomtexture[1] != '\0')
{
M_Memcpy(process,msd->bottomtexture,8);
process[8] = '\0';
sd->bottomtexture = get_number(process)-1;
}
M_Memcpy(process,msd->toptexture,8);
process[8] = '\0';
sd->text = Z_Malloc(7, PU_LEVEL, NULL);
// If they type in O_ or D_ and their music name, just shrug,
// then copy the rest instead.
if ((process[0] == 'O' || process[0] == 'D') && process[7])
M_Memcpy(sd->text, process+2, 6);
else // Assume it's a proper music name.
M_Memcpy(sd->text, process, 6);
sd->text[6] = 0;
break;
}
case 414: // Play SFX
{
sd->toptexture = sd->midtexture = sd->bottomtexture = 0;
if (msd->toptexture[0] != '-' || msd->toptexture[1] != '\0')
{
char process[8+1];
M_Memcpy(process,msd->toptexture,8);
process[8] = '\0';
sd->toptexture = get_number(process);
}
break;
}
case 425: // Calls P_SetMobjState on calling mobj
case 434: // Custom Power
case 442: // Calls P_SetMobjState on mobjs of a given type in the tagged sectors
{
char process[8*3+1];
memset(process,0,8*3+1);
sd->toptexture = sd->midtexture = sd->bottomtexture = 0;
if (msd->toptexture[0] == '-' && msd->toptexture[1] == '\0')
break;
else
M_Memcpy(process,msd->toptexture,8);
if (msd->midtexture[0] != '-' || msd->midtexture[1] != '\0')
M_Memcpy(process+strlen(process), msd->midtexture, 8);
if (msd->bottomtexture[0] != '-' || msd->bottomtexture[1] != '\0')
M_Memcpy(process+strlen(process), msd->bottomtexture, 8);
sd->toptexture = get_number(process);
break;
}
case 443: // Calls a named Lua function
{
char process[8*3+1];
memset(process,0,8*3+1);
sd->toptexture = sd->midtexture = sd->bottomtexture = 0;
if (msd->toptexture[0] == '-' && msd->toptexture[1] == '\0')
break;
else
M_Memcpy(process,msd->toptexture,8);
if (msd->midtexture[0] != '-' || msd->midtexture[1] != '\0')
M_Memcpy(process+strlen(process), msd->midtexture, 8);
if (msd->bottomtexture[0] != '-' || msd->bottomtexture[1] != '\0')
M_Memcpy(process+strlen(process), msd->bottomtexture, 8);
sd->text = Z_Malloc(strlen(process)+1, PU_LEVEL, NULL);
M_Memcpy(sd->text, process, strlen(process)+1);
break;
}
default: // normal cases
if (msd->toptexture[0] == '#')
{
char *col = msd->toptexture;
sd->toptexture = sd->bottomtexture =
((col[1]-'0')*100 + (col[2]-'0')*10 + col[3]-'0') + 1;
sd->midtexture = R_TextureNumForName(msd->midtexture);
}
else
{
sd->midtexture = R_TextureNumForName(msd->midtexture);
sd->toptexture = R_TextureNumForName(msd->toptexture);
sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
}
break;
}
}
Z_Free(data);
R_ClearTextureNumCache(true);
}
static boolean LineInBlock(fixed_t cx1, fixed_t cy1, fixed_t cx2, fixed_t cy2, fixed_t bx1, fixed_t by1)
{
fixed_t bbox[4];
line_t testline;
vertex_t vtest;
bbox[BOXRIGHT] = bx1 + MAPBLOCKUNITS;
bbox[BOXTOP] = by1 + MAPBLOCKUNITS;
bbox[BOXLEFT] = bx1;
bbox[BOXBOTTOM] = by1;
// Trivial rejection
if (cx1 < bbox[BOXLEFT] && cx2 < bbox[BOXLEFT])
return false;
if (cx1 > bbox[BOXRIGHT] && cx2 > bbox[BOXRIGHT])
return false;
if (cy1 < bbox[BOXBOTTOM] && cy2 < bbox[BOXBOTTOM])
return false;
if (cy1 > bbox[BOXTOP] && cy2 > bbox[BOXTOP])
return false;
// Rats, guess we gotta check
// if the line intersects
// any sides of the block.
cx1 <<= FRACBITS;
cy1 <<= FRACBITS;
cx2 <<= FRACBITS;
cy2 <<= FRACBITS;
bbox[BOXTOP] <<= FRACBITS;
bbox[BOXBOTTOM] <<= FRACBITS;
bbox[BOXLEFT] <<= FRACBITS;
bbox[BOXRIGHT] <<= FRACBITS;
testline.v1 = &vtest;
testline.v1->x = cx1;
testline.v1->y = cy1;
testline.dx = cx2 - cx1;
testline.dy = cy2 - cy1;
if ((testline.dx > 0) ^ (testline.dy > 0))
testline.slopetype = ST_NEGATIVE;
else
testline.slopetype = ST_POSITIVE;
return P_BoxOnLineSide(bbox, &testline) == -1;
}
//
// killough 10/98:
//
// Rewritten to use faster algorithm.
//
// SSN Edit: Killough's wasn't accurate enough, sometimes excluding
// blocks that the line did in fact exist in, so now we use
// a fail-safe approach that puts a 'box' around each line.
//
// Please note: This section of code is not interchangable with TeamTNT's
// code which attempts to fix the same problem.
static void P_CreateBlockMap(void)
{
register size_t i;
fixed_t minx = INT32_MAX, miny = INT32_MAX, maxx = INT32_MIN, maxy = INT32_MIN;
// First find limits of map
for (i = 0; i < numvertexes; i++)
{
if (vertexes[i].x>>FRACBITS < minx)
minx = vertexes[i].x>>FRACBITS;
else if (vertexes[i].x>>FRACBITS > maxx)
maxx = vertexes[i].x>>FRACBITS;
if (vertexes[i].y>>FRACBITS < miny)
miny = vertexes[i].y>>FRACBITS;
else if (vertexes[i].y>>FRACBITS > maxy)
maxy = vertexes[i].y>>FRACBITS;
}
// Save blockmap parameters
bmaporgx = minx << FRACBITS;
bmaporgy = miny << FRACBITS;
bmapwidth = ((maxx-minx) >> MAPBTOFRAC) + 1;
bmapheight = ((maxy-miny) >> MAPBTOFRAC)+ 1;
// Compute blockmap, which is stored as a 2d array of variable-sized lists.
//
// Pseudocode:
//
// For each linedef:
//
// Map the starting and ending vertices to blocks.
//
// Starting in the starting vertex's block, do:
//
// Add linedef to current block's list, dynamically resizing it.
//
// If current block is the same as the ending vertex's block, exit loop.
//
// Move to an adjacent block by moving towards the ending block in
// either the x or y direction, to the block which contains the linedef.
{
typedef struct
{
INT32 n, nalloc;
INT32 *list;
} bmap_t; // blocklist structure
size_t tot = bmapwidth * bmapheight; // size of blockmap
bmap_t *bmap = calloc(tot, sizeof (*bmap)); // array of blocklists
boolean straight;
if (bmap == NULL) I_Error("%s: Out of memory making blockmap", "P_CreateBlockMap");
for (i = 0; i < numlines; i++)
{
// starting coordinates
INT32 x = (lines[i].v1->x>>FRACBITS) - minx;
INT32 y = (lines[i].v1->y>>FRACBITS) - miny;
INT32 bxstart, bxend, bystart, byend, v2x, v2y, curblockx, curblocky;
v2x = lines[i].v2->x>>FRACBITS;
v2y = lines[i].v2->y>>FRACBITS;
// Draw a "box" around the line.
bxstart = (x >> MAPBTOFRAC);
bystart = (y >> MAPBTOFRAC);
v2x -= minx;
v2y -= miny;
bxend = ((v2x) >> MAPBTOFRAC);
byend = ((v2y) >> MAPBTOFRAC);
if (bxend < bxstart)
{
INT32 temp = bxstart;
bxstart = bxend;
bxend = temp;
}
if (byend < bystart)
{
INT32 temp = bystart;
bystart = byend;
byend = temp;
}
// Catch straight lines
// This fixes the error where straight lines
// directly on a blockmap boundary would not
// be included in the proper blocks.
if (lines[i].v1->y == lines[i].v2->y)
{
straight = true;
bystart--;
byend++;
}
else if (lines[i].v1->x == lines[i].v2->x)
{
straight = true;
bxstart--;
bxend++;
}
else
straight = false;
// Now we simply iterate block-by-block until we reach the end block.
for (curblockx = bxstart; curblockx <= bxend; curblockx++)
for (curblocky = bystart; curblocky <= byend; curblocky++)
{
size_t b = curblocky * bmapwidth + curblockx;
if (b >= tot)
continue;
if (!straight && !(LineInBlock((fixed_t)x, (fixed_t)y, (fixed_t)v2x, (fixed_t)v2y, (fixed_t)(curblockx << MAPBTOFRAC), (fixed_t)(curblocky << MAPBTOFRAC))))
continue;
// Increase size of allocated list if necessary
if (bmap[b].n >= bmap[b].nalloc)
{
// Graue 02-29-2004: make code more readable, don't realloc a null pointer
// (because it crashes for me, and because the comp.lang.c FAQ says so)
if (bmap[b].nalloc == 0)
bmap[b].nalloc = 8;
else
bmap[b].nalloc *= 2;
bmap[b].list = Z_Realloc(bmap[b].list, bmap[b].nalloc * sizeof (*bmap->list), PU_CACHE, &bmap[b].list);
if (!bmap[b].list)
I_Error("Out of Memory in P_CreateBlockMap");
}
// Add linedef to end of list
bmap[b].list[bmap[b].n++] = (INT32)i;
}
}
// Compute the total size of the blockmap.
//
// Compression of empty blocks is performed by reserving two offset words
// at tot and tot+1.
//
// 4 words, unused if this routine is called, are reserved at the start.
{
size_t count = tot + 6; // we need at least 1 word per block, plus reserved's
for (i = 0; i < tot; i++)
if (bmap[i].n)
count += bmap[i].n + 2; // 1 header word + 1 trailer word + blocklist
// Allocate blockmap lump with computed count
blockmaplump = Z_Calloc(sizeof (*blockmaplump) * count, PU_LEVEL, NULL);
}
// Now compress the blockmap.
{
size_t ndx = tot += 4; // Advance index to start of linedef lists
bmap_t *bp = bmap; // Start of uncompressed blockmap
blockmaplump[ndx++] = 0; // Store an empty blockmap list at start
blockmaplump[ndx++] = -1; // (Used for compression)
for (i = 4; i < tot; i++, bp++)
if (bp->n) // Non-empty blocklist
{
blockmaplump[blockmaplump[i] = (INT32)(ndx++)] = 0; // Store index & header
do
blockmaplump[ndx++] = bp->list[--bp->n]; // Copy linedef list
while (bp->n);
blockmaplump[ndx++] = -1; // Store trailer
Z_Free(bp->list); // Free linedef list
}
else // Empty blocklist: point to reserved empty blocklist
blockmaplump[i] = (INT32)tot;
free(bmap); // Free uncompressed blockmap
}
}
{
size_t count = sizeof (*blocklinks) * bmapwidth * bmapheight;
// clear out mobj chains (copied from from P_LoadBlockMap)
blocklinks = Z_Calloc(count, PU_LEVEL, NULL);
blockmap = blockmaplump + 4;
#ifdef POLYOBJECTS
// haleyjd 2/22/06: setup polyobject blockmap
count = sizeof(*polyblocklinks) * bmapwidth * bmapheight;
polyblocklinks = Z_Calloc(count, PU_LEVEL, NULL);
#endif
}
}
//
// P_LoadBlockMap
//
// Levels might not have a blockmap, so if one does not exist
// this should return false.
static boolean P_LoadBlockMap(lumpnum_t lumpnum)
{
#if 0
(void)lumpnum;
return false;
#else
size_t count;
const char *lumpname = W_CheckNameForNum(lumpnum);
// Check if the lump exists, and if it's named "BLOCKMAP"
if (!lumpname || memcmp(lumpname, "BLOCKMAP", 8) != 0)
{
return false;
}
count = W_LumpLength(lumpnum);
if (!count || count >= 0x20000)
return false;
{
size_t i;
INT16 *wadblockmaplump = malloc(count); //INT16 *wadblockmaplump = W_CacheLumpNum (lump, PU_LEVEL);
if (wadblockmaplump) W_ReadLump(lumpnum, wadblockmaplump);
else return false;
count /= 2;
blockmaplump = Z_Calloc(sizeof (*blockmaplump) * count, PU_LEVEL, 0);
// killough 3/1/98: Expand wad blockmap into larger internal one,
// by treating all offsets except -1 as unsigned and zero-extending
// them. This potentially doubles the size of blockmaps allowed,
// because Doom originally considered the offsets as always signed.
blockmaplump[0] = SHORT(wadblockmaplump[0]);
blockmaplump[1] = SHORT(wadblockmaplump[1]);
blockmaplump[2] = (INT32)(SHORT(wadblockmaplump[2])) & 0xffff;
blockmaplump[3] = (INT32)(SHORT(wadblockmaplump[3])) & 0xffff;
for (i = 4; i < count; i++)
{
INT16 t = SHORT(wadblockmaplump[i]); // killough 3/1/98
blockmaplump[i] = t == -1 ? (INT32)-1 : (INT32) t & 0xffff;
}
free(wadblockmaplump);
bmaporgx = blockmaplump[0]<<FRACBITS;
bmaporgy = blockmaplump[1]<<FRACBITS;
bmapwidth = blockmaplump[2];
bmapheight = blockmaplump[3];
}
// clear out mobj chains
count = sizeof (*blocklinks)* bmapwidth*bmapheight;
blocklinks = Z_Calloc(count, PU_LEVEL, NULL);
blockmap = blockmaplump+4;
#ifdef POLYOBJECTS
// haleyjd 2/22/06: setup polyobject blockmap
count = sizeof(*polyblocklinks) * bmapwidth * bmapheight;
polyblocklinks = Z_Calloc(count, PU_LEVEL, NULL);
#endif
return true;
/* Original
blockmaplump = W_CacheLumpNum(lump, PU_LEVEL);
blockmap = blockmaplump+4;
count = W_LumpLength (lump)/2;
for (i = 0; i < count; i++)
blockmaplump[i] = SHORT(blockmaplump[i]);
bmaporgx = blockmaplump[0]<<FRACBITS;
bmaporgy = blockmaplump[1]<<FRACBITS;
bmapwidth = blockmaplump[2];
bmapheight = blockmaplump[3];
}
// clear out mobj chains
count = sizeof (*blocklinks)*bmapwidth*bmapheight;
blocklinks = Z_Calloc(count, PU_LEVEL, NULL);
return true;
*/
#endif
}
//
// P_GroupLines
// Builds sector line lists and subsector sector numbers.
// Finds block bounding boxes for sectors.
//
static void P_GroupLines(void)
{
size_t i, j;
line_t *li;
sector_t *sector;
subsector_t *ss = subsectors;
size_t sidei;
seg_t *seg;
fixed_t bbox[4];
// look up sector number for each subsector
for (i = 0; i < numsubsectors; i++, ss++)
{
if (ss->firstline >= numsegs)
CorruptMapError(va("P_GroupLines: ss->firstline invalid "
"(subsector %s, firstline refers to %d of %s)", sizeu1(i), ss->firstline,
sizeu2(numsegs)));
seg = &segs[ss->firstline];
sidei = (size_t)(seg->sidedef - sides);
if (!seg->sidedef)
CorruptMapError(va("P_GroupLines: seg->sidedef is NULL "
"(subsector %s, firstline is %d)", sizeu1(i), ss->firstline));
if (seg->sidedef - sides < 0 || seg->sidedef - sides > (UINT16)numsides)
CorruptMapError(va("P_GroupLines: seg->sidedef refers to sidedef %s of %s "
"(subsector %s, firstline is %d)", sizeu1(sidei), sizeu2(numsides),
sizeu3(i), ss->firstline));
if (!seg->sidedef->sector)
CorruptMapError(va("P_GroupLines: seg->sidedef->sector is NULL "
"(subsector %s, firstline is %d, sidedef is %s)", sizeu1(i), ss->firstline,
sizeu1(sidei)));
ss->sector = seg->sidedef->sector;
}
// count number of lines in each sector
for (i = 0, li = lines; i < numlines; i++, li++)
{
li->frontsector->linecount++;
if (li->backsector && li->backsector != li->frontsector)
li->backsector->linecount++;
}
// allocate linebuffers for each sector
for (i = 0, sector = sectors; i < numsectors; i++, sector++)
{
if (sector->linecount == 0) // no lines found?
{
sector->lines = NULL;
CONS_Debug(DBG_SETUP, "P_GroupLines: sector %s has no lines\n", sizeu1(i));
}
else
{
sector->lines = Z_Calloc(sector->linecount * sizeof(line_t*), PU_LEVEL, NULL);
// zero the count, since we'll later use this to track how many we've recorded
sector->linecount = 0;
}
}
// iterate through lines, assigning them to sectors' linebuffers,
// and recalculate the counts in the process
for (i = 0, li = lines; i < numlines; i++, li++)
{
li->frontsector->lines[li->frontsector->linecount++] = li;
if (li->backsector && li->backsector != li->frontsector)
li->backsector->lines[li->backsector->linecount++] = li;
}
// set soundorg's position for each sector
for (i = 0, sector = sectors; i < numsectors; i++, sector++)
{
M_ClearBox(bbox);
if (sector->linecount != 0)
{
for (j = 0; j < sector->linecount; j++)
{
li = sector->lines[j];
M_AddToBox(bbox, li->v1->x, li->v1->y);
M_AddToBox(bbox, li->v2->x, li->v2->y);
}
}
// set the degenmobj_t to the middle of the bounding box
sector->soundorg.x = (((bbox[BOXRIGHT]>>FRACBITS) + (bbox[BOXLEFT]>>FRACBITS))/2)<<FRACBITS;
sector->soundorg.y = (((bbox[BOXTOP]>>FRACBITS) + (bbox[BOXBOTTOM]>>FRACBITS))/2)<<FRACBITS;
sector->soundorg.z = sector->floorheight; // default to sector's floor height
}
}
//
// P_LoadReject
//
// Detect if the REJECT lump is valid,
// if not, rejectmatrix will be NULL
static void P_LoadReject(lumpnum_t lumpnum)
{
size_t count;
const char *lumpname = W_CheckNameForNum(lumpnum);
// Check if the lump exists, and if it's named "REJECT"
if (!lumpname || memcmp(lumpname, "REJECT\0\0", 8) != 0)
{
rejectmatrix = NULL;
CONS_Debug(DBG_SETUP, "P_LoadReject: No valid REJECT lump found\n");
return;
}
count = W_LumpLength(lumpnum);
if (!count) // zero length, someone probably used ZDBSP
{
rejectmatrix = NULL;
CONS_Debug(DBG_SETUP, "P_LoadReject: REJECT lump has size 0, will not be loaded\n");
}
else
rejectmatrix = W_CacheLumpNum(lumpnum, PU_LEVEL);
}
#if 0
static char *levellumps[] =
{
"label", // ML_LABEL, A separator, name, MAPxx
"THINGS", // ML_THINGS, Enemies, items..
"LINEDEFS", // ML_LINEDEFS, Linedefs, from editing
"SIDEDEFS", // ML_SIDEDEFS, Sidedefs, from editing
"VERTEXES", // ML_VERTEXES, Vertices, edited and BSP splits generated
"SEGS", // ML_SEGS, Linesegs, from linedefs split by BSP
"SSECTORS", // ML_SSECTORS, Subsectors, list of linesegs
"NODES", // ML_NODES, BSP nodes
"SECTORS", // ML_SECTORS, Sectors, from editing
"REJECT", // ML_REJECT, LUT, sector-sector visibility
};
/** Checks a lump and returns whether it is a valid start-of-level marker.
*
* \param lumpnum Lump number to check.
* \return True if the lump is a valid level marker, false if not.
*/
static inline boolean P_CheckLevel(lumpnum_t lumpnum)
{
UINT16 file, lump;
size_t i;
for (i = ML_THINGS; i <= ML_REJECT; i++)
{
file = WADFILENUM(lumpnum);
lump = LUMPNUM(lumpnum+1);
if (file > numwadfiles || lump < LUMPNUM(lumpnum) || lump > wadfiles[file]->numlumps ||
memcmp(wadfiles[file]->lumpinfo[lump].name, levellumps[i], 8) != 0)
return false;
}
return true; // all right
}
#endif
/** Sets up a sky texture to use for the level.
* The sky texture is used instead of F_SKY1.
*/
void P_SetupLevelSky(INT32 skynum, boolean global)
{
char skytexname[12];
sprintf(skytexname, "SKY%d", skynum);
skytexture = R_TextureNumForName(skytexname);
levelskynum = skynum;
// Global change
if (global)
globallevelskynum = levelskynum;
// Don't go beyond for dedicated servers
if (dedicated)
return;
// scale up the old skies, if needed
R_SetupSkyDraw();
}
static const char *maplumpname;
lumpnum_t lastloadedmaplumpnum; // for comparative savegame
//
// P_LevelInitStuff
//
// Some player initialization for map start.
//
static void P_LevelInitStuff(void)
{
INT32 i;
leveltime = 0;
localaiming = 0;
localaiming2 = 0;
// special stage tokens, emeralds, and ring total
tokenbits = 0;
runemeraldmanager = false;
nummaprings = 0;
nummapboxes = 0;
numgotboxes = 0;
// emerald hunt
hunt1 = hunt2 = hunt3 = NULL;
// map time limit
if (mapheaderinfo[gamemap-1]->countdown)
countdowntimer = mapheaderinfo[gamemap-1]->countdown * TICRATE;
else
countdowntimer = 0;
countdowntimeup = false;
// clear ctf pointers
redflag = blueflag = NULL;
rflagpoint = bflagpoint = NULL;
// circuit, race and competition stuff
circuitmap = false;
numstarposts = 0;
totalrings = timeinmap = 0;
// special stage
stagefailed = false;
// Reset temporary record data
//memset(&ntemprecords, 0, sizeof(nightsdata_t));
// earthquake camera
memset(&quake,0,sizeof(struct quake));
for (i = 0; i < MAXPLAYERS; i++)
{
if ((netgame || multiplayer) && (gametype == GT_COMPETITION || players[i].lives <= 0))
{
// In Co-Op, replenish a user's lives if they are depleted.
players[i].lives = cv_startinglives.value;
}
players[i].realtime = countdown = countdown2 = 0;
curlap = bestlap = 0; // SRB2Kart
players[i].gotcontinue = false;
players[i].xtralife = players[i].deadtimer = players[i].numboxes = players[i].totalring = players[i].laps = 0;
players[i].health = 1;
players[i].aiming = 0;
players[i].pflags &= ~PF_TIMEOVER;
players[i].losstime = 0;
players[i].timeshit = 0;
players[i].marescore = players[i].lastmarescore = players[i].maxlink = 0;
players[i].startedtime = players[i].finishedtime = players[i].finishedrings = 0;
players[i].lastmare = players[i].marebegunat = 0;
// Don't show anything
players[i].textvar = players[i].texttimer = 0;
players[i].linkcount = players[i].linktimer = 0;
players[i].flyangle = players[i].anotherflyangle = 0;
players[i].nightstime = players[i].mare = 0;
P_SetTarget(&players[i].capsule, NULL);
players[i].drillmeter = 40*20;
players[i].exiting = 0;
P_ResetPlayer(&players[i]);
players[i].mo = NULL;
// we must unset axis details too
players[i].axis1 = players[i].axis2 = NULL;
// and this stupid flag as a result
players[i].pflags &= ~PF_TRANSFERTOCLOSEST;
}
}
//
// P_LoadThingsOnly
//
// "Reloads" a level, but only reloads all of the mobjs.
//
void P_LoadThingsOnly(void)
{
// Search through all the thinkers.
mobj_t *mo;
thinker_t *think;
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
continue; // not a mobj thinker
mo = (mobj_t *)think;
if (mo)
P_RemoveMobj(mo);
}
P_LevelInitStuff();
P_PrepareThings(lastloadedmaplumpnum + ML_THINGS);
P_LoadThings();
P_SpawnSecretItems(true);
}
/** Compute MD5 message digest for bytes read from memory source
*
* The resulting message digest number will be written into the 16 bytes
* beginning at RESBLOCK.
*
* \param filename path of file
* \param resblock resulting MD5 checksum
* \return 0 if MD5 checksum was made, and is at resblock, 1 if error was found
*/
static INT32 P_MakeBufferMD5(const char *buffer, size_t len, void *resblock)
{
#ifdef NOMD5
(void)buffer;
(void)len;
memset(resblock, 0x00, 16);
return 1;
#else
tic_t t = I_GetTime();
CONS_Debug(DBG_SETUP, "Making MD5\n");
if (md5_buffer(buffer, len, resblock) == NULL)
return 1;
CONS_Debug(DBG_SETUP, "MD5 calc took %f seconds\n", (float)(I_GetTime() - t)/NEWTICRATE);
return 0;
#endif
}
static void P_MakeMapMD5(lumpnum_t maplumpnum, void *dest)
{
unsigned char linemd5[16];
unsigned char sectormd5[16];
unsigned char thingmd5[16];
unsigned char sidedefmd5[16];
unsigned char resmd5[16];
UINT8 i;
// Create a hash for the current map
// get the actual lumps!
UINT8 *datalines = W_CacheLumpNum(maplumpnum + ML_LINEDEFS, PU_CACHE);
UINT8 *datasectors = W_CacheLumpNum(maplumpnum + ML_SECTORS, PU_CACHE);
UINT8 *datathings = W_CacheLumpNum(maplumpnum + ML_THINGS, PU_CACHE);
UINT8 *datasides = W_CacheLumpNum(maplumpnum + ML_SIDEDEFS, PU_CACHE);
P_MakeBufferMD5((char*)datalines, W_LumpLength(maplumpnum + ML_LINEDEFS), linemd5);
P_MakeBufferMD5((char*)datasectors, W_LumpLength(maplumpnum + ML_SECTORS), sectormd5);
P_MakeBufferMD5((char*)datathings, W_LumpLength(maplumpnum + ML_THINGS), thingmd5);
P_MakeBufferMD5((char*)datasides, W_LumpLength(maplumpnum + ML_SIDEDEFS), sidedefmd5);
Z_Free(datalines);
Z_Free(datasectors);
Z_Free(datathings);
Z_Free(datasides);
for (i = 0; i < 16; i++)
resmd5[i] = (linemd5[i] + sectormd5[i] + thingmd5[i] + sidedefmd5[i]) & 0xFF;
M_Memcpy(dest, &resmd5, 16);
}
static void P_RunLevelScript(const char *scriptname)
{
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_SCRIPTISFILE))
{
lumpnum_t lumpnum;
char newname[9];
strncpy(newname, scriptname, 8);
newname[8] = '\0';
lumpnum = W_CheckNumForName(newname);
if (lumpnum == LUMPERROR || W_LumpLength(lumpnum) == 0)
{
CONS_Debug(DBG_SETUP, "SOC Error: script lump %s not found/not valid.\n", newname);
return;
}
COM_BufInsertText(W_CacheLumpNum(lumpnum, PU_CACHE));
}
else
{
COM_BufAddText(va("exec %s\n", scriptname));
}
COM_BufExecute(); // Run it!
}
static void P_ForceCharacter(const char *forcecharskin)
{
if (netgame)
{
char skincmd[33];
if (splitscreen)
{
sprintf(skincmd, "skin2 %s\n", forcecharskin);
CV_Set(&cv_skin2, forcecharskin);
if (splitscreen > 1)
{
sprintf(skincmd, "skin3 %s\n", forcecharskin);
CV_Set(&cv_skin3, forcecharskin);
if (splitscreen > 2)
{
sprintf(skincmd, "skin4 %s\n", forcecharskin);
CV_Set(&cv_skin4, forcecharskin);
}
}
}
sprintf(skincmd, "skin %s\n", forcecharskin);
COM_BufAddText(skincmd);
}
else
{
if (splitscreen)
{
SetPlayerSkin(secondarydisplayplayer, forcecharskin);
if ((unsigned)cv_playercolor2.value != skins[players[secondarydisplayplayer].skin].prefcolor && !modeattacking)
{
CV_StealthSetValue(&cv_playercolor2, skins[players[secondarydisplayplayer].skin].prefcolor);
players[secondarydisplayplayer].skincolor = skins[players[secondarydisplayplayer].skin].prefcolor;
}
if (splitscreen > 1)
{
SetPlayerSkin(thirddisplayplayer, forcecharskin);
if ((unsigned)cv_playercolor3.value != skins[players[thirddisplayplayer].skin].prefcolor && !modeattacking)
{
CV_StealthSetValue(&cv_playercolor3, skins[players[thirddisplayplayer].skin].prefcolor);
players[thirddisplayplayer].skincolor = skins[players[thirddisplayplayer].skin].prefcolor;
}
if (splitscreen > 2)
{
SetPlayerSkin(fourthdisplayplayer, forcecharskin);
if ((unsigned)cv_playercolor4.value != skins[players[fourthdisplayplayer].skin].prefcolor && !modeattacking)
{
CV_StealthSetValue(&cv_playercolor4, skins[players[fourthdisplayplayer].skin].prefcolor);
players[fourthdisplayplayer].skincolor = skins[players[fourthdisplayplayer].skin].prefcolor;
}
}
}
}
SetPlayerSkin(consoleplayer, forcecharskin);
// normal player colors in single player
if ((unsigned)cv_playercolor.value != skins[players[consoleplayer].skin].prefcolor && !modeattacking)
{
CV_StealthSetValue(&cv_playercolor, skins[players[consoleplayer].skin].prefcolor);
players[consoleplayer].skincolor = skins[players[consoleplayer].skin].prefcolor;
}
}
}
static void P_LoadRecordGhosts(void)
{
const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1;
char *gpath = malloc(glen);
INT32 i;
if (!gpath)
return;
sprintf(gpath,"%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s", srb2home, timeattackfolder, G_BuildMapName(gamemap));
// Best Time ghost
if (cv_ghost_besttime.value)
{
for (i = 0; i < numskins; ++i)
{
if (cv_ghost_besttime.value == 1 && players[consoleplayer].skin != i)
continue;
if (FIL_FileExists(va("%s-%s-time-best.lmp", gpath, skins[i].name)))
G_AddGhost(va("%s-%s-time-best.lmp", gpath, skins[i].name));
}
}
// Best Lap ghost
if (cv_ghost_bestlap.value)
{
for (i = 0; i < numskins; ++i)
{
if (cv_ghost_bestlap.value == 1 && players[consoleplayer].skin != i)
continue;
if (FIL_FileExists(va("%s-%s-lap-best.lmp", gpath, skins[i].name)))
G_AddGhost(va("%s-%s-lap-best.lmp", gpath, skins[i].name));
}
}
// Last ghost
if (cv_ghost_last.value)
{
for (i = 0; i < numskins; ++i)
{
if (cv_ghost_last.value == 1 && players[consoleplayer].skin != i)
continue;
if (FIL_FileExists(va("%s-%s-last.lmp", gpath, skins[i].name)))
G_AddGhost(va("%s-%s-last.lmp", gpath, skins[i].name));
}
}
// Guest ghost
if (cv_ghost_guest.value && FIL_FileExists(va("%s-guest.lmp", gpath)))
G_AddGhost(va("%s-guest.lmp", gpath));
// Staff Attack ghosts
if (cv_ghost_staff.value)
{
lumpnum_t l;
UINT8 j = 1;
while (j <= 99 && (l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(gamemap),j))) != LUMPERROR)
{
G_AddGhost(va("%sS%02u",G_BuildMapName(gamemap),j));
j++;
}
}
free(gpath);
}
/*static void P_LoadNightsGhosts(void)
{
const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1;
char *gpath = malloc(glen);
if (!gpath)
return;
sprintf(gpath,"%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s", srb2home, timeattackfolder, G_BuildMapName(gamemap));
// Best Score ghost
if (cv_ghost_bestscore.value && FIL_FileExists(va("%s-score-best.lmp", gpath)))
G_AddGhost(va("%s-score-best.lmp", gpath));
// Best Time ghost
if (cv_ghost_besttime.value && FIL_FileExists(va("%s-time-best.lmp", gpath)))
G_AddGhost(va("%s-time-best.lmp", gpath));
// Last ghost
if (cv_ghost_last.value && FIL_FileExists(va("%s-last.lmp", gpath)))
G_AddGhost(va("%s-last.lmp", gpath));
// Guest ghost
if (cv_ghost_guest.value && FIL_FileExists(va("%s-guest.lmp", gpath)))
G_AddGhost(va("%s-guest.lmp", gpath));
// Staff Attack ghosts
if (cv_ghost_staff.value)
{
lumpnum_t l;
UINT8 i = 1;
while (i <= 99 && (l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(gamemap),i))) != LUMPERROR)
{
G_AddGhost(va("%sS%02u",G_BuildMapName(gamemap),i));
i++;
}
}
free(gpath);
}*/
/** Loads a level from a lump or external wad.
*
* \param skipprecip If true, don't spawn precipitation.
* \todo Clean up, refactor, split up; get rid of the bloat.
*/
boolean P_SetupLevel(boolean skipprecip)
{
// use gamemap to get map number.
// 99% of the things already did, so.
// Map header should always be in place at this point
INT32 i, loadprecip = 1, ranspecialwipe = 0;
INT32 loademblems = 1;
INT32 fromnetsave = 0;
boolean loadedbm = false;
sector_t *ss;
boolean chase;
levelloading = true;
// This is needed. Don't touch.
maptol = mapheaderinfo[gamemap-1]->typeoflevel;
CON_Drawer(); // let the user know what we are going to do
I_FinishUpdate(); // page flip or blit buffer
// Reset the palette
if (rendermode != render_none)
V_SetPaletteLump("PLAYPAL");
// Initialize sector node list.
P_Initsecnode();
if (netgame || multiplayer)
cv_debug = botskin = 0;
if (metalplayback)
G_StopMetalDemo();
// Clear CECHO messages
HU_ClearCEcho();
if (mapheaderinfo[gamemap-1]->runsoc[0] != '#')
P_RunSOC(mapheaderinfo[gamemap-1]->runsoc);
if (cv_runscripts.value && mapheaderinfo[gamemap-1]->scriptname[0] != '#')
P_RunLevelScript(mapheaderinfo[gamemap-1]->scriptname);
P_LevelInitStuff();
postimgtype = postimgtype2 = postimgtype3 = postimgtype4 = postimg_none;
if (mapheaderinfo[gamemap-1]->forcecharacter[0] != '\0'
&& atoi(mapheaderinfo[gamemap-1]->forcecharacter) != 255)
P_ForceCharacter(mapheaderinfo[gamemap-1]->forcecharacter);
// chasecam on in chaos, race, coop
// chasecam off in match, tag, capture the flag
chase = true; // srb2kart: always on
if (!dedicated)
{
// Salt: CV_ClearChangedFlags() messes with your settings :(
/*if (!cv_cam_speed.changed)
CV_Set(&cv_cam_speed, cv_cam_speed.defaultvalue);*/
if (!cv_chasecam.changed)
CV_SetValue(&cv_chasecam, chase);
// same for second player
if (!cv_chasecam2.changed)
CV_SetValue(&cv_chasecam2, chase);
if (!cv_chasecam3.changed)
CV_SetValue(&cv_chasecam3, chase);
if (!cv_chasecam4.changed)
CV_SetValue(&cv_chasecam4, chase);
}
// Initial height of PointOfView
// will be set by player think.
players[consoleplayer].viewz = 1;
// Special stage fade to white
// This is handled BEFORE sounds are stopped.
if (rendermode != render_none && G_IsSpecialStage(gamemap))
{
tic_t starttime = I_GetTime();
tic_t endtime = starttime + (3*TICRATE)/2;
tic_t nowtime;
S_StartSound(NULL, sfx_s3kaf);
F_WipeStartScreen();
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 0);
F_WipeEndScreen();
F_RunWipe(wipedefs[wipe_speclevel_towhite], false);
nowtime = lastwipetic;
// Hold on white for extra effect.
while (nowtime < endtime)
{
// wait loop
while (!((nowtime = I_GetTime()) - lastwipetic))
I_Sleep();
lastwipetic = nowtime;
if (moviemode) // make sure we save frames for the white hold too
M_SaveFrame();
}
ranspecialwipe = 1;
}
// Make sure all sounds are stopped before Z_FreeTags.
S_StopSounds();
S_ClearSfx();
// As oddly named as this is, this handles music only.
// We should be fine starting it here.
S_Start();
// SRB2 Kart - Yes this is weird, but we don't want the music to start until after the countdown is finished
// but we do still need the mapmusname to be changed
if (leveltime < 158)
S_StopMusic();
// Let's fade to black here
// But only if we didn't do the special stage wipe
if (rendermode != render_none && !ranspecialwipe)
{
F_WipeStartScreen();
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
F_WipeEndScreen();
F_RunWipe(wipedefs[wipe_level_toblack], false);
}
// Print "SPEEDING OFF TO [ZONE] [ACT 1]..."
/*if (rendermode != render_none)
{
// Don't include these in the fade!
char tx[64];
V_DrawSmallString(1, 191, V_ALLOWLOWERCASE, M_GetText("Speeding off to..."));
snprintf(tx, 63, "%s%s%s",
mapheaderinfo[gamemap-1]->lvlttl,
(strlen(mapheaderinfo[gamemap-1]->zonttl) > 0) ? va(" %s",mapheaderinfo[gamemap-1]->zonttl) : // SRB2kart
((mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE) ? "" : " ZONE"),
(strlen(mapheaderinfo[gamemap-1]->actnum) > 0) ? va(", Act %s",mapheaderinfo[gamemap-1]->actnum) : "");
V_DrawSmallString(1, 195, V_ALLOWLOWERCASE, tx);
I_UpdateNoVsync();
}*/
#ifdef HAVE_BLUA
LUA_InvalidateLevel();
#endif
for (ss = sectors; sectors+numsectors != ss; ss++)
{
Z_Free(ss->attached);
Z_Free(ss->attachedsolid);
}
// Clear pointers that would be left dangling by the purge
R_FlushTranslationColormapCache();
Z_FreeTags(PU_LEVEL, PU_PURGELEVEL - 1);
#if defined (WALLSPLATS) || defined (FLOORSPLATS)
// clear the splats from previous level
R_ClearLevelSplats();
#endif
P_InitThinkers();
P_InitCachedActions();
/// \note for not spawning precipitation, etc. when loading netgame snapshots
if (skipprecip)
{
fromnetsave = 1;
loadprecip = 0;
loademblems = 0;
}
// internal game map
lastloadedmaplumpnum = W_GetNumForName(maplumpname = G_BuildMapName(gamemap));
R_ReInitColormaps(mapheaderinfo[gamemap-1]->palette);
CON_SetupBackColormap();
// SRB2 determines the sky texture to be used depending on the map header.
P_SetupLevelSky(mapheaderinfo[gamemap-1]->skynum, true);
P_MakeMapMD5(lastloadedmaplumpnum, &mapmd5);
// note: most of this ordering is important
loadedbm = P_LoadBlockMap(lastloadedmaplumpnum + ML_BLOCKMAP);
P_LoadVertexes(lastloadedmaplumpnum + ML_VERTEXES);
P_LoadSectors(lastloadedmaplumpnum + ML_SECTORS);
P_LoadSideDefs(lastloadedmaplumpnum + ML_SIDEDEFS);
P_LoadLineDefs(lastloadedmaplumpnum + ML_LINEDEFS);
if (!loadedbm)
P_CreateBlockMap(); // Graue 02-29-2004
P_LoadSideDefs2(lastloadedmaplumpnum + ML_SIDEDEFS);
R_MakeColormaps();
P_LoadLineDefs2();
P_LoadSubsectors(lastloadedmaplumpnum + ML_SSECTORS);
P_LoadNodes(lastloadedmaplumpnum + ML_NODES);
P_LoadSegs(lastloadedmaplumpnum + ML_SEGS);
P_LoadReject(lastloadedmaplumpnum + ML_REJECT);
P_GroupLines();
numdmstarts = numredctfstarts = numbluectfstarts = 0;
// reset the player starts
for (i = 0; i < MAXPLAYERS; i++)
playerstarts[i] = NULL;
for (i = 0; i < 2; i++)
skyboxmo[i] = NULL;
P_MapStart();
P_PrepareThings(lastloadedmaplumpnum + ML_THINGS);
#ifdef ESLOPE
P_ResetDynamicSlopes();
#endif
P_LoadThings();
P_SpawnSecretItems(loademblems);
for (numcoopstarts = 0; numcoopstarts < MAXPLAYERS; numcoopstarts++)
if (!playerstarts[numcoopstarts])
break;
// set up world state
P_SpawnSpecials(fromnetsave);
if (loadprecip) // ugly hack for P_NetUnArchiveMisc (and P_LoadNetGame)
P_SpawnPrecipitation();
globalweather = mapheaderinfo[gamemap-1]->weather;
#ifdef HWRENDER // not win32 only 19990829 by Kin
if (rendermode != render_soft && rendermode != render_none)
{
#ifdef ALAM_LIGHTING
// BP: reset light between levels (we draw preview frame lights on current frame)
HWR_ResetLights();
#endif
// Correct missing sidedefs & deep water trick
HWR_CorrectSWTricks();
HWR_CreatePlanePolygons((INT32)numnodes - 1);
}
#endif
// oh god I hope this helps
// (addendum: apparently it does!
// none of this needs to be done because it's not the beginning of the map when
// a netgame save is being loaded, and could actively be harmful by messing with
// the client's view of the data.)
if (fromnetsave)
goto netgameskip;
// ==========
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
{
players[i].pflags &= ~PF_NIGHTSMODE;
// Start players with pity shields if possible
players[i].pity = -1;
if (!G_RaceGametype())
{
players[i].mo = NULL;
G_DoReborn(i);
}
else // gametype is GT_COOP or GT_RACE
{
players[i].mo = NULL;
if (players[i].starposttime)
{
G_SpawnPlayer(i, true);
P_ClearStarPost(players[i].starpostnum);
}
else
G_SpawnPlayer(i, false);
}
}
if (modeattacking == ATTACKING_RECORD && !demoplayback)
P_LoadRecordGhosts();
/*else if (modeattacking == ATTACKING_NIGHTS && !demoplayback)
P_LoadNightsGhosts();*/
if (G_TagGametype())
{
INT32 realnumplayers = 0;
INT32 playersactive[MAXPLAYERS];
//I just realized how problematic this code can be.
//D_NumPlayers() will not always cover the scope of the netgame.
//What if one player is node 0 and the other node 31?
//The solution? Make a temp array of all players that are currently playing and pick from them.
//Future todo? When a player leaves, shift all nodes down so D_NumPlayers() can be used as intended?
//Also, you'd never have to loop through all 32 players slots to find anything ever again.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator)
{
playersactive[realnumplayers] = i; //stores the player's node in the array.
realnumplayers++;
}
}
if (realnumplayers) //this should also fix the dedicated crash bug. You only pick a player if one exists to be picked.
{
i = P_RandomKey(realnumplayers);
players[playersactive[i]].pflags |= PF_TAGIT; //choose our initial tagger before map starts.
// Taken and modified from G_DoReborn()
// Remove the player so he can respawn elsewhere.
// first dissasociate the corpse
if (players[playersactive[i]].mo)
P_RemoveMobj(players[playersactive[i]].mo);
G_SpawnPlayer(playersactive[i], false); //respawn the lucky player in his dedicated spawn location.
}
else
CONS_Printf(M_GetText("No player currently available to become IT. Awaiting available players.\n"));
}
else if (G_RaceGametype() && server && cv_usemapnumlaps.value)
CV_StealthSetValue(&cv_numlaps, mapheaderinfo[gamemap - 1]->numlaps);
// ===========
// landing point for netgames.
netgameskip:
if (!dedicated)
{
if (players[displayplayer].mo && (server || addedtogame))
{
camera.x = players[displayplayer].mo->x;
camera.y = players[displayplayer].mo->y;
camera.z = players[displayplayer].mo->z;
camera.angle = players[displayplayer].mo->angle;
}
else
{
mapthing_t *thing;
switch (gametype)
{
case GT_MATCH:
case GT_TAG:
thing = deathmatchstarts[0];
break;
default:
thing = playerstarts[0];
break;
}
if (thing)
{
camera.x = thing->x;
camera.y = thing->y;
camera.z = thing->z;
camera.angle = FixedAngle((fixed_t)thing->angle << FRACBITS);
}
}
// Salt: CV_ClearChangedFlags() messes with your settings :(
/*if (!cv_cam_height.changed)
CV_Set(&cv_cam_height, cv_cam_height.defaultvalue);
if (!cv_cam2_height.changed)
CV_Set(&cv_cam2_height, cv_cam2_height.defaultvalue);
if (!cv_cam_dist.changed)
CV_Set(&cv_cam_dist, cv_cam_dist.defaultvalue);
if (!cv_cam2_dist.changed)
CV_Set(&cv_cam2_dist, cv_cam2_dist.defaultvalue);*/
// Though, I don't think anyone would care about cam_rotate being reset back to the only value that makes sense :P
if (!cv_cam_rotate.changed)
CV_Set(&cv_cam_rotate, cv_cam_rotate.defaultvalue);
if (!cv_cam2_rotate.changed)
CV_Set(&cv_cam2_rotate, cv_cam2_rotate.defaultvalue);
if (!cv_cam3_rotate.changed)
CV_Set(&cv_cam3_rotate, cv_cam3_rotate.defaultvalue);
if (!cv_cam4_rotate.changed)
CV_Set(&cv_cam4_rotate, cv_cam4_rotate.defaultvalue);
/*if (!cv_analog.changed)
CV_SetValue(&cv_analog, 0);
if (!cv_analog2.changed)
CV_SetValue(&cv_analog2, 0);
if (!cv_analog3.changed)
CV_SetValue(&cv_analog3, 0);
if (!cv_analog4.changed)
CV_SetValue(&cv_analog4, 0);*/
#ifdef HWRENDER
if (rendermode != render_soft && rendermode != render_none)
CV_Set(&cv_grfov, cv_grfov.defaultvalue);
#endif
displayplayer = consoleplayer; // Start with your OWN view, please!
}
/*if (cv_useranalog.value)
CV_SetValue(&cv_analog, true);
if ((splitscreen && cv_useranalog2.value) || botingame)
CV_SetValue(&cv_analog2, true);
if (splitscreen > 1 && cv_useranalog3.value)
CV_SetValue(&cv_analog3, true);
if (splitscreen > 2 && cv_useranalog4.value)
CV_SetValue(&cv_analog4, true);
if (twodlevel)
{
CV_SetValue(&cv_analog4, false);
CV_SetValue(&cv_analog3, false);
CV_SetValue(&cv_analog2, false);
CV_SetValue(&cv_analog, false);
}*/
// SRB2Kart: map load variables
if (modeattacking) // Just play it safe and set everything
{
gamespeed = 2;
mirrormode = false;
franticitems = false;
comeback = true;
}
else
{
if (G_BattleGametype())
gamespeed = 0;
else
gamespeed = cv_kartspeed.value;
if (G_BattleGametype())
mirrormode = false;
else
mirrormode = cv_kartmirror.value;
franticitems = cv_kartfrantic.value;
comeback = cv_kartcomeback.value;
}
lightningcooldown = 0;
blueshellincoming = 0;
blueshellplayer = 0;
// clear special respawning que
iquehead = iquetail = 0;
// Fab : 19-07-98 : start cd music for this level (note: can be remapped)
I_PlayCD((UINT8)(gamemap), false);
// preload graphics
#ifdef HWRENDER // not win32 only 19990829 by Kin
if (rendermode != render_soft && rendermode != render_none)
{
HWR_PrepLevelCache(numtextures);
}
#endif
P_MapEnd();
// Remove the loading shit from the screen
if (rendermode != render_none)
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (ranspecialwipe) ? 0 : 31);
if (precache || dedicated)
R_PrecacheLevel();
nextmapoverride = 0;
skipstats = false;
if (!(netgame || multiplayer) && (!modifiedgame || savemoddata))
mapvisited[gamemap-1] |= MV_VISITED;
levelloading = false;
P_RunCachedActions();
if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking || players[consoleplayer].lives <= 0)
&& (!modifiedgame || savemoddata) && cursaveslot >= 0 && !ultimatemode
&& !(mapheaderinfo[gamemap-1]->menuflags & LF2_HIDEINMENU)
&& (!G_IsSpecialStage(gamemap)) && gamemap != lastmapsaved && (/*mapheaderinfo[gamemap-1]->actnum < 2 ||*/ gamecomplete))
G_SaveGame((UINT32)cursaveslot);
if (savedata.lives > 0)
{
players[consoleplayer].continues = savedata.continues;
players[consoleplayer].lives = savedata.lives;
players[consoleplayer].score = savedata.score;
botskin = savedata.botskin;
botcolor = savedata.botcolor;
botingame = (savedata.botskin != 0);
emeralds = savedata.emeralds;
savedata.lives = 0;
}
skyVisible = skyVisible1 = skyVisible2 = skyVisible3 = skyVisible4 = true; // assume the skybox is visible on level load.
if (loadprecip) // uglier hack
{ // to make a newly loaded level start on the second frame.
INT32 buf = gametic % BACKUPTICS;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
}
P_PreTicker(2);
#ifdef HAVE_BLUA
LUAh_MapLoad();
#endif
}
return true;
}
//
// P_RunSOC
//
// Runs a SOC file or a lump, depending on if ".SOC" exists in the filename
//
boolean P_RunSOC(const char *socfilename)
{
lumpnum_t lump;
if (strstr(socfilename, ".soc") != NULL)
return P_AddWadFile(socfilename, NULL);
lump = W_CheckNumForName(socfilename);
if (lump == LUMPERROR)
return false;
CONS_Printf(M_GetText("Loading SOC lump: %s\n"), socfilename);
DEH_LoadDehackedLump(lump);
return true;
}
//
// Add a wadfile to the active wad files,
// replace sounds, musics, patches, textures, sprites and maps
//
boolean P_AddWadFile(const char *wadfilename, char **firstmapname)
{
size_t i, j, sreplaces = 0, mreplaces = 0, digmreplaces = 0;
UINT16 numlumps, wadnum;
INT16 firstmapreplaced = 0, num;
char *name;
lumpinfo_t *lumpinfo;
boolean texturechange = false;
boolean replacedcurrentmap = false;
if ((numlumps = W_LoadWadFile(wadfilename)) == INT16_MAX)
{
CONS_Printf(M_GetText("Errors occurred while loading %s; not added.\n"), wadfilename);
return false;
}
else wadnum = (UINT16)(numwadfiles-1);
//
// search for sound replacements
//
lumpinfo = wadfiles[wadnum]->lumpinfo;
for (i = 0; i < numlumps; i++, lumpinfo++)
{
name = lumpinfo->name;
if (name[0] == 'D')
{
if (name[1] == 'S') for (j = 1; j < NUMSFX; j++)
{
if (S_sfx[j].name && !strnicmp(S_sfx[j].name, name + 2, 6))
{
// the sound will be reloaded when needed,
// since sfx->data will be NULL
CONS_Debug(DBG_SETUP, "Sound %.8s replaced\n", name);
I_FreeSfx(&S_sfx[j]);
sreplaces++;
}
}
else if (name[1] == '_')
{
CONS_Debug(DBG_SETUP, "Music %.8s replaced\n", name);
mreplaces++;
}
}
else if (name[0] == 'O' && name[1] == '_')
{
CONS_Debug(DBG_SETUP, "Music %.8s replaced\n", name);
digmreplaces++;
}
#if 0
//
// search for texturechange replacements
//
else if (!memcmp(name, "TEXTURE1", 8) || !memcmp(name, "TEXTURE2", 8)
|| !memcmp(name, "PNAMES", 6))
#endif
texturechange = true;
}
if (!devparm && sreplaces)
CONS_Printf(M_GetText("%s sounds replaced\n"), sizeu1(sreplaces));
if (!devparm && mreplaces)
CONS_Printf(M_GetText("%s midi musics replaced\n"), sizeu1(mreplaces));
if (!devparm && digmreplaces)
CONS_Printf(M_GetText("%s digital musics replaced\n"), sizeu1(digmreplaces));
//
// search for sprite replacements
//
R_AddSpriteDefs(wadnum);
// Reload it all anyway, just in case they
// added some textures but didn't insert a
// TEXTURE1/PNAMES/etc. list.
if (texturechange) // initialized in the sound check
R_LoadTextures(); // numtexture changes
else
R_FlushTextureCache(); // just reload it from file
// Reload ANIMATED / ANIMDEFS
P_InitPicAnims();
// Flush and reload HUD graphics
ST_UnloadGraphics();
HU_LoadGraphics();
ST_LoadGraphics();
ST_ReloadSkinFaceGraphics();
K_ReloadSkinIconGraphics();
//
// look for skins
//
R_AddSkins(wadnum); // faB: wadfile index in wadfiles[]
//
// search for maps
//
lumpinfo = wadfiles[wadnum]->lumpinfo;
for (i = 0; i < numlumps; i++, lumpinfo++)
{
name = lumpinfo->name;
num = firstmapreplaced;
if (name[0] == 'M' && name[1] == 'A' && name[2] == 'P') // Ignore the headers
{
if (name[5]!='\0')
continue;
num = (INT16)M_MapNumber(name[3], name[4]);
//If you replaced the map you're on, end the level when done.
if (num == gamemap)
replacedcurrentmap = true;
CONS_Printf("%s\n", name);
}
if (num && (num < firstmapreplaced || !firstmapreplaced))
{
firstmapreplaced = num;
if (firstmapname)
*firstmapname = name;
}
}
if (!firstmapreplaced)
CONS_Printf(M_GetText("No maps added\n"));
// reload status bar (warning should have valid player!)
if (gamestate == GS_LEVEL)
ST_Start();
// Prevent savefile cheating
if (cursaveslot >= 0)
cursaveslot = -1;
if (replacedcurrentmap && gamestate == GS_LEVEL && (netgame || multiplayer))
{
CONS_Printf(M_GetText("Current map %d replaced by added file, ending the level to ensure consistency.\n"), gamemap);
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
return true;
}
#ifdef DELFILE
boolean P_DelWadFile(void)
{
sfxenum_t i;
const UINT16 wadnum = (UINT16)(numwadfiles - 1);
const lumpnum_t lumpnum = numwadfiles<<16;
//lumpinfo_t *lumpinfo = wadfiles[wadnum]->lumpinfo;
R_DelSkins(wadnum); // only used by DELFILE
R_DelSpriteDefs(wadnum); // only used by DELFILE
for (i = 0; i < NUMSFX; i++)
{
if (S_sfx[i].lumpnum != LUMPERROR && S_sfx[i].lumpnum >= lumpnum)
{
S_StopSoundByNum(i);
S_RemoveSoundFx(i);
if (S_sfx[i].lumpnum != LUMPERROR)
{
I_FreeSfx(&S_sfx[i]);
S_sfx[i].lumpnum = LUMPERROR;
}
}
}
W_UnloadWadFile(wadnum); // only used by DELFILE
R_LoadTextures();
return false;
}
#endif