mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
738 lines
17 KiB
C++
738 lines
17 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include <math.h>
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#include "z_zone.h"
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#include "m_swap.h"
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#include "m_bbox.h"
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#include "g_game.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "doomstat.h"
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void P_SpawnMapThing (mapthing_t* mthing);
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//
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// MAP related Lookup tables.
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// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
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//
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// BLOCKMAP
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// Created from axis aligned bounding box
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// of the map, a rectangular array of
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// blocks of size ...
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// Used to speed up collision detection
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// by spatial subdivision in 2D.
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//
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// Blockmap size.
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// offsets in ::g->blockmap are from here
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// origin of block map
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// for thing chains
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// REJECT
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// For fast sight rejection.
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// Speeds up enemy AI by skipping detailed
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// LineOf Sight calculation.
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// Without special effect, this could be
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// used as a PVS lookup as well.
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//
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// Maintain single and multi player starting spots.
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//
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// P_LoadVertexes
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//
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void P_LoadVertexes (int lump)
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{
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byte* data;
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int i;
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mapvertex_t* ml;
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vertex_t* li;
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// Determine number of lumps:
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// total lump length / vertex record length.
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::g->numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t);
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// Allocate zone memory for buffer.
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// ::g->vertexes = (vertex_t*)Z_Malloc (::g->numvertexes*sizeof(vertex_t),PU_LEVEL,0);
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if (MallocForLump( lump, ::g->numvertexes*sizeof(vertex_t ), ::g->vertexes, PU_LEVEL_SHARED ))
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{
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// Load data into cache.
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data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
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ml = (mapvertex_t *)data;
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li = ::g->vertexes;
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// Copy and convert vertex coordinates,
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// internal representation as fixed.
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for (i=0 ; i < ::g->numvertexes ; i++, li++, ml++)
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{
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li->x = SHORT(ml->x)<<FRACBITS;
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li->y = SHORT(ml->y)<<FRACBITS;
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}
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// Free buffer memory.
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Z_Free(data);
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}
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}
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//
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// P_LoadSegs
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//
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void P_LoadSegs (int lump)
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{
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byte* data;
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int i;
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mapseg_t* ml;
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seg_t* li;
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line_t* ldef;
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int psetup_linedef;
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int side;
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::g->numsegs = W_LumpLength (lump) / sizeof(mapseg_t);
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// ::g->segs = (seg_t*)Z_Malloc (::g->numsegs*sizeof(seg_t),PU_LEVEL,0);
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if (MallocForLump( lump, ::g->numsegs*sizeof(seg_t), ::g->segs, PU_LEVEL_SHARED ))
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{
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memset (::g->segs, 0, ::g->numsegs*sizeof(seg_t));
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data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
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ml = (mapseg_t *)data;
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li = ::g->segs;
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for (i=0 ; i < ::g->numsegs ; i++, li++, ml++)
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{
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li->v1 = &::g->vertexes[SHORT(ml->v1)];
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li->v2 = &::g->vertexes[SHORT(ml->v2)];
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li->angle = (SHORT(ml->angle))<<16;
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li->offset = (SHORT(ml->offset))<<16;
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psetup_linedef = SHORT(ml->linedef);
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ldef = &::g->lines[psetup_linedef];
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li->linedef = ldef;
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side = SHORT(ml->side);
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li->sidedef = &::g->sides[ldef->sidenum[side]];
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li->frontsector = ::g->sides[ldef->sidenum[side]].sector;
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if (ldef-> flags & ML_TWOSIDED)
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li->backsector = ::g->sides[ldef->sidenum[side^1]].sector;
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else
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li->backsector = 0;
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}
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Z_Free(data);
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}
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}
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//
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// P_LoadSubsectors
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//
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void P_LoadSubsectors (int lump)
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{
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byte* data;
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int i;
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mapsubsector_t* ms;
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subsector_t* ss;
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::g->numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t);
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if (MallocForLump( lump, ::g->numsubsectors*sizeof(subsector_t), ::g->subsectors, PU_LEVEL_SHARED ))
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{
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data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
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ms = (mapsubsector_t *)data;
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memset (::g->subsectors,0, ::g->numsubsectors*sizeof(subsector_t));
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ss = ::g->subsectors;
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for (i=0 ; i < ::g->numsubsectors ; i++, ss++, ms++)
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{
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ss->numlines = SHORT(ms->numsegs);
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ss->firstline = SHORT(ms->firstseg);
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}
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Z_Free(data);
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}
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}
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//
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// P_LoadSectors
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//
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void P_LoadSectors (int lump)
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{
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byte* data;
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int i;
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mapsector_t* ms;
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sector_t* ss;
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::g->numsectors = W_LumpLength (lump) / sizeof(mapsector_t);
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::g->sectors = (sector_t*)Z_Malloc( ::g->numsectors*sizeof(sector_t), PU_LEVEL, NULL );
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memset (::g->sectors, 0, ::g->numsectors*sizeof(sector_t));
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data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
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ms = (mapsector_t *)data;
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ss = ::g->sectors;
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for (i=0 ; i < ::g->numsectors ; i++, ss++, ms++)
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{
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ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
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ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
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ss->floorpic = R_FlatNumForName(ms->floorpic);
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ss->ceilingpic = R_FlatNumForName(ms->ceilingpic);
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ss->lightlevel = SHORT(ms->lightlevel);
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ss->special = SHORT(ms->special);
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ss->tag = SHORT(ms->tag);
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ss->thinglist = NULL;
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}
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Z_Free(data);
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/*
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if (MallocForLump( lump, ::g->numsectors*sizeof(sector_t), (void**)&::g->sectors, PU_LEVEL_SHARED ))
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{
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memset (::g->sectors, 0, ::g->numsectors*sizeof(sector_t));
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data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
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ms = (mapsector_t *)data;
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ss = ::g->sectors;
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for (i=0 ; i < ::g->numsectors ; i++, ss++, ms++)
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{
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ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
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ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
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ss->floorpic = R_FlatNumForName(ms->floorpic);
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ss->ceilingpic = R_FlatNumForName(ms->ceilingpic);
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ss->lightlevel = SHORT(ms->lightlevel);
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ss->special = SHORT(ms->special);
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ss->tag = SHORT(ms->tag);
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ss->thinglist = NULL;
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}
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DoomLib::Z_Free(data);
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}
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*/
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}
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//
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// P_LoadNodes
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//
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void P_LoadNodes (int lump)
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{
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byte* data;
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int i;
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int j;
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int k;
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mapnode_t* mn;
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node_t* no;
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::g->numnodes = W_LumpLength (lump) / sizeof(mapnode_t);
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if (MallocForLump( lump, ::g->numnodes*sizeof(node_t), ::g->nodes, PU_LEVEL_SHARED ))
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{
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data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
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mn = (mapnode_t *)data;
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no = ::g->nodes;
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for (i=0 ; i < ::g->numnodes ; i++, no++, mn++)
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{
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no->x = SHORT(mn->x)<<FRACBITS;
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no->y = SHORT(mn->y)<<FRACBITS;
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no->dx = SHORT(mn->dx)<<FRACBITS;
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no->dy = SHORT(mn->dy)<<FRACBITS;
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for (j=0 ; j<2 ; j++)
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{
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no->children[j] = SHORT(mn->children[j]);
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for (k=0 ; k<4 ; k++)
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no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
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}
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}
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Z_Free(data);
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}
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}
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//
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// P_LoadThings
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//
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void P_LoadThings (int lump)
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{
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byte* data;
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int i;
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mapthing_t* mt;
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int numthings;
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qboolean spawn;
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data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
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numthings = (W_LumpLength (lump) / sizeof(mapthing_t));
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mt = (mapthing_t *)data;
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for (i=0 ; i<numthings ; i++, mt++)
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{
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spawn = true;
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// Do not spawn cool, new monsters if !commercial
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if ( ::g->gamemode != commercial)
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{
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switch(mt->type)
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{
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case 68: // Arachnotron
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case 64: // Archvile
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case 88: // Boss Brain
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case 89: // Boss Shooter
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case 69: // Hell Knight
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case 67: // Mancubus
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case 71: // Pain Elemental
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case 65: // Former Human Commando
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case 66: // Revenant
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case 84: // Wolf SS
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spawn = false;
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break;
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}
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}
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if (spawn == false)
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break;
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// Do spawn all other stuff.
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mt->x = SHORT(mt->x);
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mt->y = SHORT(mt->y);
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mt->angle = SHORT(mt->angle);
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mt->type = SHORT(mt->type);
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mt->options = SHORT(mt->options);
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P_SpawnMapThing (mt);
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}
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Z_Free(data);
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}
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//
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// P_LoadLineDefs
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// Also counts secret ::g->lines for intermissions.
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//
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void P_LoadLineDefs (int lump)
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{
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byte* data;
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int i;
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maplinedef_t* mld;
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line_t* ld;
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vertex_t* v1;
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vertex_t* v2;
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::g->numlines = W_LumpLength (lump) / sizeof(maplinedef_t);
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if (MallocForLump( lump, ::g->numlines*sizeof(line_t), ::g->lines, PU_LEVEL_SHARED ))
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{
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memset (::g->lines, 0, ::g->numlines*sizeof(line_t));
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data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
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mld = (maplinedef_t *)data;
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ld = ::g->lines;
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for (i=0 ; i < ::g->numlines ; i++, mld++, ld++)
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{
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ld->flags = SHORT(mld->flags);
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ld->special = SHORT(mld->special);
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ld->tag = SHORT(mld->tag);
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v1 = ld->v1 = &::g->vertexes[SHORT(mld->v1)];
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v2 = ld->v2 = &::g->vertexes[SHORT(mld->v2)];
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ld->dx = v2->x - v1->x;
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ld->dy = v2->y - v1->y;
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if (!ld->dx)
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ld->slopetype = ST_VERTICAL;
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else if (!ld->dy)
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ld->slopetype = ST_HORIZONTAL;
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else
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{
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if (FixedDiv (ld->dy , ld->dx) > 0)
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ld->slopetype = ST_POSITIVE;
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else
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ld->slopetype = ST_NEGATIVE;
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}
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if (v1->x < v2->x)
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{
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ld->bbox[BOXLEFT] = v1->x;
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ld->bbox[BOXRIGHT] = v2->x;
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}
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else
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{
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ld->bbox[BOXLEFT] = v2->x;
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ld->bbox[BOXRIGHT] = v1->x;
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}
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if (v1->y < v2->y)
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{
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ld->bbox[BOXBOTTOM] = v1->y;
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ld->bbox[BOXTOP] = v2->y;
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}
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else
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{
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ld->bbox[BOXBOTTOM] = v2->y;
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ld->bbox[BOXTOP] = v1->y;
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}
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ld->sidenum[0] = SHORT(mld->sidenum[0]);
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ld->sidenum[1] = SHORT(mld->sidenum[1]);
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if (ld->sidenum[0] != -1)
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ld->frontsector = ::g->sides[ld->sidenum[0]].sector;
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else
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ld->frontsector = 0;
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if (ld->sidenum[1] != -1)
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ld->backsector = ::g->sides[ld->sidenum[1]].sector;
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else
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ld->backsector = 0;
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}
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Z_Free(data);
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}
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}
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//
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// P_LoadSideDefs
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//
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void P_LoadSideDefs (int lump)
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{
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byte* data;
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int i;
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mapsidedef_t* msd;
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side_t* sd;
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::g->numsides = W_LumpLength (lump) / sizeof(mapsidedef_t);
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if (MallocForLump( lump, ::g->numsides*sizeof(side_t), ::g->sides, PU_LEVEL_SHARED))
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{
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memset (::g->sides, 0, ::g->numsides*sizeof(side_t));
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data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
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msd = (mapsidedef_t *)data;
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sd = ::g->sides;
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for (i=0 ; i < ::g->numsides ; i++, msd++, sd++)
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{
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sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS;
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sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
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sd->toptexture = R_TextureNumForName(msd->toptexture);
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sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
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sd->midtexture = R_TextureNumForName(msd->midtexture);
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sd->sector = &::g->sectors[SHORT(msd->sector)];
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}
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Z_Free(data);
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}
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}
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//
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// P_LoadBlockMap
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//
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void P_LoadBlockMap (int lump)
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{
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int i;
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int count;
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bool firstTime = false;
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if (!lumpcache[lump]) { // SMF - solution for double endian conversion issue
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firstTime = true;
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}
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::g->blockmaplump = (short*)W_CacheLumpNum (lump,PU_LEVEL_SHARED); // ALAN: This is initialized somewhere else as shared...
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::g->blockmap = ::g->blockmaplump+4;
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count = W_LumpLength (lump)/2;
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if ( firstTime ) { // SMF
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for (i=0 ; i<count ; i++)
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::g->blockmaplump[i] = SHORT(::g->blockmaplump[i]);
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}
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::g->bmaporgx = ( ::g->blockmaplump[0] )<<FRACBITS;
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::g->bmaporgy = ( ::g->blockmaplump[1] )<<FRACBITS;
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::g->bmapwidth = ( ::g->blockmaplump[2] );
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::g->bmapheight = ( ::g->blockmaplump[3] );
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// clear out mobj chains
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count = sizeof(*::g->blocklinks)* ::g->bmapwidth*::g->bmapheight;
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::g->blocklinks = (mobj_t**)Z_Malloc (count,PU_LEVEL, 0);
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memset (::g->blocklinks, 0, count);
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}
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//
|
|
// P_GroupLines
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|
// Builds sector line lists and subsector sector numbers.
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|
// Finds block bounding boxes for ::g->sectors.
|
|
//
|
|
void P_GroupLines (void)
|
|
{
|
|
line_t** linebuffer;
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|
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;
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|
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;
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|
total = 0;
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|
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 ; 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);
|
|
}
|
|
|
|
|
|
|
|
|