doom3-bfg/doomclassic/doom/p_setup.cpp
2022-09-05 22:25:33 +02:00

774 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 % 100 );
}
else
{
sprintf( lumpname, "map%i", map % 100 );
}
}
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 );
}