/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code 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 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code 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. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "Precompiled.h" #include "globaldata.h" #include #include "z_zone.h" #include "m_swap.h" #include "m_bbox.h" #include "g_game.h" #include "i_system.h" #include "w_wad.h" #include "doomdef.h" #include "p_local.h" #include "s_sound.h" #include "doomstat.h" void P_SpawnMapThing (mapthing_t* mthing); // // MAP related Lookup tables. // Store VERTEXES, LINEDEFS, SIDEDEFS, etc. // // 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. // offsets in ::g->blockmap are from here // origin of block map // for thing chains // 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. // // Maintain single and multi player starting spots. // // P_LoadVertexes // void P_LoadVertexes (int lump) { byte* data; int i; mapvertex_t* ml; vertex_t* li; // Determine number of lumps: // total lump length / vertex record length. ::g->numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t); // Allocate zone memory for buffer. // ::g->vertexes = (vertex_t*)Z_Malloc (::g->numvertexes*sizeof(vertex_t),PU_LEVEL,0); if (MallocForLump( lump, ::g->numvertexes*sizeof(vertex_t ), ::g->vertexes, PU_LEVEL_SHARED )) { // Load data into cache. data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME ml = (mapvertex_t *)data; li = ::g->vertexes; // Copy and convert vertex coordinates, // internal representation as fixed. for (i=0 ; i < ::g->numvertexes ; i++, li++, ml++) { li->x = SHORT(ml->x)<y = SHORT(ml->y)<numsegs = W_LumpLength (lump) / sizeof(mapseg_t); // ::g->segs = (seg_t*)Z_Malloc (::g->numsegs*sizeof(seg_t),PU_LEVEL,0); if (MallocForLump( lump, ::g->numsegs*sizeof(seg_t), ::g->segs, PU_LEVEL_SHARED )) { memset (::g->segs, 0, ::g->numsegs*sizeof(seg_t)); data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME ml = (mapseg_t *)data; li = ::g->segs; for (i=0 ; i < ::g->numsegs ; i++, li++, ml++) { li->v1 = &::g->vertexes[SHORT(ml->v1)]; li->v2 = &::g->vertexes[SHORT(ml->v2)]; li->angle = (SHORT(ml->angle))<<16; li->offset = (SHORT(ml->offset))<<16; psetup_linedef = SHORT(ml->linedef); ldef = &::g->lines[psetup_linedef]; li->linedef = ldef; side = SHORT(ml->side); li->sidedef = &::g->sides[ldef->sidenum[side]]; li->frontsector = ::g->sides[ldef->sidenum[side]].sector; if (ldef-> flags & ML_TWOSIDED) li->backsector = ::g->sides[ldef->sidenum[side^1]].sector; else li->backsector = 0; } Z_Free(data); } } // // P_LoadSubsectors // void P_LoadSubsectors (int lump) { byte* data; int i; mapsubsector_t* ms; subsector_t* ss; ::g->numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t); if (MallocForLump( lump, ::g->numsubsectors*sizeof(subsector_t), ::g->subsectors, PU_LEVEL_SHARED )) { data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME ms = (mapsubsector_t *)data; memset (::g->subsectors,0, ::g->numsubsectors*sizeof(subsector_t)); ss = ::g->subsectors; for (i=0 ; i < ::g->numsubsectors ; i++, ss++, ms++) { ss->numlines = SHORT(ms->numsegs); ss->firstline = SHORT(ms->firstseg); } Z_Free(data); } } // // P_LoadSectors // void P_LoadSectors (int lump) { byte* data; int i; mapsector_t* ms; sector_t* ss; ::g->numsectors = W_LumpLength (lump) / sizeof(mapsector_t); ::g->sectors = (sector_t*)Z_Malloc( ::g->numsectors*sizeof(sector_t), PU_LEVEL, NULL ); memset (::g->sectors, 0, ::g->numsectors*sizeof(sector_t)); data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME ms = (mapsector_t *)data; ss = ::g->sectors; for (i=0 ; i < ::g->numsectors ; i++, ss++, ms++) { ss->floorheight = SHORT(ms->floorheight)<ceilingheight = SHORT(ms->ceilingheight)<floorpic = R_FlatNumForName(ms->floorpic); ss->ceilingpic = R_FlatNumForName(ms->ceilingpic); ss->lightlevel = SHORT(ms->lightlevel); ss->special = SHORT(ms->special); ss->tag = SHORT(ms->tag); ss->thinglist = NULL; } Z_Free(data); /* if (MallocForLump( lump, ::g->numsectors*sizeof(sector_t), (void**)&::g->sectors, PU_LEVEL_SHARED )) { memset (::g->sectors, 0, ::g->numsectors*sizeof(sector_t)); data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME ms = (mapsector_t *)data; ss = ::g->sectors; for (i=0 ; i < ::g->numsectors ; i++, ss++, ms++) { ss->floorheight = SHORT(ms->floorheight)<ceilingheight = SHORT(ms->ceilingheight)<floorpic = R_FlatNumForName(ms->floorpic); ss->ceilingpic = R_FlatNumForName(ms->ceilingpic); ss->lightlevel = SHORT(ms->lightlevel); ss->special = SHORT(ms->special); ss->tag = SHORT(ms->tag); ss->thinglist = NULL; } DoomLib::Z_Free(data); } */ } // // P_LoadNodes // void P_LoadNodes (int lump) { byte* data; int i; int j; int k; mapnode_t* mn; node_t* no; ::g->numnodes = W_LumpLength (lump) / sizeof(mapnode_t); if (MallocForLump( lump, ::g->numnodes*sizeof(node_t), ::g->nodes, PU_LEVEL_SHARED )) { data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME mn = (mapnode_t *)data; no = ::g->nodes; for (i=0 ; i < ::g->numnodes ; i++, no++, mn++) { no->x = SHORT(mn->x)<y = SHORT(mn->y)<dx = SHORT(mn->dx)<dy = SHORT(mn->dy)<children[j] = SHORT(mn->children[j]); for (k=0 ; k<4 ; k++) no->bbox[j][k] = SHORT(mn->bbox[j][k])<gamemode != commercial) { switch(mt->type) { case 68: // Arachnotron case 64: // Archvile case 88: // Boss Brain case 89: // Boss Shooter case 69: // Hell Knight case 67: // Mancubus case 71: // Pain Elemental case 65: // Former Human Commando case 66: // Revenant case 84: // Wolf SS spawn = false; break; } } if (spawn == false) break; // Do spawn all other stuff. mt->x = SHORT(mt->x); mt->y = SHORT(mt->y); mt->angle = SHORT(mt->angle); mt->type = SHORT(mt->type); mt->options = SHORT(mt->options); P_SpawnMapThing (mt); } Z_Free(data); } // // P_LoadLineDefs // Also counts secret ::g->lines for intermissions. // void P_LoadLineDefs (int lump) { byte* data; int i; maplinedef_t* mld; line_t* ld; vertex_t* v1; vertex_t* v2; ::g->numlines = W_LumpLength (lump) / sizeof(maplinedef_t); if (MallocForLump( lump, ::g->numlines*sizeof(line_t), ::g->lines, PU_LEVEL_SHARED )) { memset (::g->lines, 0, ::g->numlines*sizeof(line_t)); data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME mld = (maplinedef_t *)data; ld = ::g->lines; for (i=0 ; i < ::g->numlines ; i++, mld++, ld++) { ld->flags = SHORT(mld->flags); ld->special = SHORT(mld->special); ld->tag = SHORT(mld->tag); v1 = ld->v1 = &::g->vertexes[SHORT(mld->v1)]; v2 = ld->v2 = &::g->vertexes[SHORT(mld->v2)]; ld->dx = v2->x - v1->x; ld->dy = v2->y - v1->y; 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]); if (ld->sidenum[0] != -1) ld->frontsector = ::g->sides[ld->sidenum[0]].sector; else ld->frontsector = 0; if (ld->sidenum[1] != -1) ld->backsector = ::g->sides[ld->sidenum[1]].sector; else ld->backsector = 0; } Z_Free(data); } } // // P_LoadSideDefs // void P_LoadSideDefs (int lump) { byte* data; int i; mapsidedef_t* msd; side_t* sd; ::g->numsides = W_LumpLength (lump) / sizeof(mapsidedef_t); if (MallocForLump( lump, ::g->numsides*sizeof(side_t), ::g->sides, PU_LEVEL_SHARED)) { memset (::g->sides, 0, ::g->numsides*sizeof(side_t)); data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME msd = (mapsidedef_t *)data; sd = ::g->sides; for (i=0 ; i < ::g->numsides ; i++, msd++, sd++) { sd->textureoffset = SHORT(msd->textureoffset)<rowoffset = SHORT(msd->rowoffset)<toptexture = R_TextureNumForName(msd->toptexture); sd->bottomtexture = R_TextureNumForName(msd->bottomtexture); sd->midtexture = R_TextureNumForName(msd->midtexture); sd->sector = &::g->sectors[SHORT(msd->sector)]; } Z_Free(data); } } // // P_LoadBlockMap // void P_LoadBlockMap (int lump) { int i; int count; bool firstTime = false; if (!lumpcache[lump]) { // SMF - solution for double endian conversion issue firstTime = true; } ::g->blockmaplump = (short*)W_CacheLumpNum (lump,PU_LEVEL_SHARED); // ALAN: This is initialized somewhere else as shared... ::g->blockmap = ::g->blockmaplump+4; count = W_LumpLength (lump)/2; if ( firstTime ) { // SMF for (i=0 ; iblockmaplump[i] = SHORT(::g->blockmaplump[i]); } ::g->bmaporgx = ( ::g->blockmaplump[0] )<bmaporgy = ( ::g->blockmaplump[1] )<bmapwidth = ( ::g->blockmaplump[2] ); ::g->bmapheight = ( ::g->blockmaplump[3] ); // clear out mobj chains count = sizeof(*::g->blocklinks)* ::g->bmapwidth*::g->bmapheight; ::g->blocklinks = (mobj_t**)Z_Malloc (count,PU_LEVEL, 0); memset (::g->blocklinks, 0, count); } // // P_GroupLines // Builds sector line lists and subsector sector numbers. // Finds block bounding boxes for ::g->sectors. // void P_GroupLines (void) { line_t** linebuffer; int i; int j; int total; line_t* li; sector_t* sector; subsector_t* ss; seg_t* seg; fixed_t bbox[4]; int block; // look up sector number for each subsector ss = ::g->subsectors; for (i=0 ; i < ::g->numsubsectors ; i++, ss++) { seg = &::g->segs[ss->firstline]; ss->sector = seg->sidedef->sector; } // count number of ::g->lines in each sector li = ::g->lines; total = 0; for (i=0 ; i < ::g->numlines ; i++, li++) { total++; li->frontsector->linecount++; if (li->backsector && li->backsector != li->frontsector) { li->backsector->linecount++; total++; } } // build line tables for each sector linebuffer = (line_t**)Z_Malloc (total*4, PU_LEVEL, 0); sector = ::g->sectors; for (i=0 ; i < ::g->numsectors ; i++, sector++) { M_ClearBox (bbox); sector->lines = linebuffer; li = ::g->lines; for (j=0 ; j < ::g->numlines ; j++, li++) { if (li->frontsector == sector || li->backsector == sector) { *linebuffer++ = li; M_AddToBox (bbox, li->v1->x, li->v1->y); M_AddToBox (bbox, li->v2->x, li->v2->y); } } if (linebuffer - sector->lines != sector->linecount) I_Error ("P_GroupLines: miscounted"); // set the degenmobj_t to the middle of the bounding box sector->soundorg.x = (bbox[BOXRIGHT]+bbox[BOXLEFT])/2; sector->soundorg.y = (bbox[BOXTOP]+bbox[BOXBOTTOM])/2; // adjust bounding box to map blocks block = (bbox[BOXTOP]-::g->bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT; block = block >= ::g->bmapheight ? ::g->bmapheight-1 : block; sector->blockbox[BOXTOP]=block; block = (bbox[BOXBOTTOM]-::g->bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT; block = block < 0 ? 0 : block; sector->blockbox[BOXBOTTOM]=block; block = (bbox[BOXRIGHT]-::g->bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT; block = block >= ::g->bmapwidth ? ::g->bmapwidth-1 : block; sector->blockbox[BOXRIGHT]=block; block = (bbox[BOXLEFT]-::g->bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT; block = block < 0 ? 0 : block; sector->blockbox[BOXLEFT]=block; } } // // P_SetupLevel // void P_SetupLevel ( int episode, int map, int playermask, skill_t skill) { int i; char lumpname[9]; int lumpnum; ::g->totalkills = ::g->totalitems = ::g->totalsecret = ::g->wminfo.maxfrags = 0; ::g->wminfo.partime = 180; for (i=0 ; iplayers[i].killcount = ::g->players[i].secretcount = ::g->players[i].itemcount = 0; ::g->players[i].chainsawKills = 0; ::g->players[i].berserkKills = 0; } // Initial height of PointOfView // will be set by player think. ::g->players[::g->consoleplayer].viewz = 1; // Make sure all sounds are stopped before Z_FreeTags. S_Start (); Z_FreeTags( PU_LEVEL, PU_PURGELEVEL-1 ); // UNUSED W_Profile (); P_InitThinkers (); // if working with a devlopment map, reload it // W_Reload (); // DHM - NERVE :: Update the cached asset pointers in case the wad files were reloaded { void ST_loadData(void); ST_loadData(); void HU_Init(void); HU_Init(); } // find map name if ( ::g->gamemode == commercial) { if (map<10) sprintf (lumpname,"map0%i", map); else sprintf (lumpname,"map%i", map); } else { lumpname[0] = 'E'; lumpname[1] = '0' + episode; lumpname[2] = 'M'; lumpname[3] = '0' + map; lumpname[4] = 0; } lumpnum = W_GetNumForName (lumpname); ::g->leveltime = 0; // note: most of this ordering is important P_LoadBlockMap (lumpnum+ML_BLOCKMAP); P_LoadVertexes (lumpnum+ML_VERTEXES); P_LoadSectors (lumpnum+ML_SECTORS); P_LoadSideDefs (lumpnum+ML_SIDEDEFS); P_LoadLineDefs (lumpnum+ML_LINEDEFS); P_LoadSubsectors (lumpnum+ML_SSECTORS); P_LoadNodes (lumpnum+ML_NODES); P_LoadSegs (lumpnum+ML_SEGS); ::g->rejectmatrix = (byte*)W_CacheLumpNum (lumpnum+ML_REJECT,PU_LEVEL); P_GroupLines (); ::g->bodyqueslot = 0; ::g->deathmatch_p = ::g->deathmatchstarts; P_LoadThings (lumpnum+ML_THINGS); // if ::g->deathmatch, randomly spawn the active ::g->players if (::g->deathmatch) { for (i=0 ; iplayeringame[i]) { // DHM - Nerve :: In deathmatch, reset every player at match start ::g->players[i].playerstate = PST_REBORN; ::g->players[i].mo = NULL; G_DeathMatchSpawnPlayer (i); } } // clear special respawning que ::g->iquehead = ::g->iquetail = 0; // set up world state P_SpawnSpecials (); // build subsector connect matrix // UNUSED P_ConnectSubsectors (); // preload graphics if (::g->precache) R_PrecacheLevel (); } // // P_Init // void P_Init (void) { P_InitSwitchList (); P_InitPicAnims (); R_InitSprites (sprnames); }