doom3-bfg/doomclassic/doom/p_setup.cpp

738 lines
17 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 <math.h>
#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)<<FRACBITS;
li->y = SHORT(ml->y)<<FRACBITS;
}
// Free buffer memory.
Z_Free(data);
}
}
//
// P_LoadSegs
//
void P_LoadSegs (int lump)
{
byte* data;
int i;
mapseg_t* ml;
seg_t* li;
line_t* ldef;
int psetup_linedef;
int side;
::g->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)<<FRACBITS;
ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
ss->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)<<FRACBITS;
ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
ss->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)<<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_LoadThings
//
void P_LoadThings (int lump)
{
byte* data;
int i;
mapthing_t* mt;
int numthings;
qboolean spawn;
data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
numthings = (W_LumpLength (lump) / sizeof(mapthing_t));
mt = (mapthing_t *)data;
for (i=0 ; i<numthings ; i++, mt++)
{
spawn = true;
// Do not spawn cool, new monsters if !commercial
if ( ::g->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)<<FRACBITS;
sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
sd->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 ; i<count ; i++)
::g->blockmaplump[i] = SHORT(::g->blockmaplump[i]);
}
::g->bmaporgx = ( ::g->blockmaplump[0] )<<FRACBITS;
::g->bmaporgy = ( ::g->blockmaplump[1] )<<FRACBITS;
::g->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*sizeof(line_t*), 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 ; i<MAXPLAYERS ; i++)
{
::g->players[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 ; i<MAXPLAYERS ; i++)
if (::g->playeringame[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);
}