wolf3d-ios/wolf3d/newCode/wolf/wolf_level.c

1389 lines
29 KiB
C

/*
Copyright (C) 2004-2005 Michael Liebscher
Copyright (C) 2000-2002 by DarkOne the Hacker
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
* wolf_level.c: Wolfenstein3-D Level management.
*
* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
* Date: 2004
*
* Acknowledgement:
* Portion of this code was derived from NewWolf, and was originally
* written by DarkOne the Hacker.
*
* Acknowledgement:
* Portion of this code was derived from Wolfenstein 3-D, and was originally
* written by Id Software, Inc.
*
*/
#include "../wolfiphone.h"
statinfo_t static_wl6[]=
{
{false, -1}, // puddle spr1v
{ true, -1}, // Green Barrel "
{ true, -1}, // Table/chairs "
{ true, -1}, // Floor lamp "
{false, -1}, // Chandelier "
{ true, -1}, // Hanged man "
{false, pow_alpo}, // Bad food "
{ true, -1}, // Red pillar "
{ true, -1}, // Tree spr2v
{false, -1}, // Skeleton flat "
{ true, -1}, // Sink " (SOD:gibs)
{ true, -1}, // Potted plant "
{ true, -1}, // Urn "
{ true, -1}, // Bare table "
{false, -1}, // Ceiling light "
{false, -1}, // Kitchen stuff "
{ true, -1}, // suit of armor spr3v
{ true, -1}, // Hanging cage "
{ true, -1}, // SkeletoninCage "
{false, -1}, // Skeleton relax "
{false, pow_key1}, // Key 1 "
{false, pow_key2}, // Key 2 "
{ true, -1}, // stuff (SOD:gibs)
{false, -1}, // stuff
{false, pow_food}, // Good food spr4v
{false, pow_firstaid}, // First aid "
{false, pow_clip}, // Clip "
{false, pow_machinegun},// Machine gun "
{false, pow_chaingun}, // Gatling gun "
{false, pow_cross}, // Cross "
{false, pow_chalice}, // Chalice "
{false, pow_bible}, // Bible "
{false, pow_crown}, // crown spr5v
{false, pow_fullheal}, // one up "
{false, pow_gibs}, // gibs "
{ true, -1}, // barrel "
{ true, -1}, // well "
{ true, -1}, // Empty well "
{false, pow_gibs}, // Gibs 2 "
{ true, -1}, // flag "
{ true, -1}, // Call Apogee spr7v
{false, -1}, // junk "
{false, -1}, // junk "
{false, -1}, // junk "
{false, -1}, // pots "
{ true, -1}, // stove " (SOD:gibs)
{ true, -1}, // spears " (SOD:gibs)
{false, -1}, // vines "
};
statinfo_t static_sod[] =
{
{false, -1}, // puddle spr1v
{ true, -1}, // Green Barrel "
{ true, -1}, // Table/chairs "
{ true, -1}, // Floor lamp "
{false, -1}, // Chandelier "
{ true, -1}, // Hanged man "
{false, pow_alpo}, // Bad food "
{ true, -1}, // Red pillar "
{ true, -1}, // Tree spr2v
{false, -1}, // Skeleton flat "
{ true, -1}, // Sink " (SOD:gibs)
{ true, -1}, // Potted plant "
{ true, -1}, // Urn "
{ true, -1}, // Bare table "
{false, -1}, // Ceiling light "
{ true, -1}, // Gibs!
{ true, -1}, // suit of armor spr3v
{ true, -1}, // Hanging cage "
{ true, -1}, // SkeletoninCage "
{false, -1}, // Skeleton relax "
{false, pow_key1}, // Key 1 "
{false, pow_key2}, // Key 2 "
{ true, -1}, // stuff (SOD:gibs)
{false, -1}, // stuff
{false, pow_food}, // Good food spr4v
{false, pow_firstaid}, // First aid "
{false, pow_clip}, // Clip "
{false, pow_machinegun},// Machine gun "
{false, pow_chaingun}, // Gatling gun "
{false, pow_cross}, // Cross "
{false, pow_chalice}, // Chalice "
{false, pow_bible}, // Bible "
{false, pow_crown}, // crown spr5v
{false, pow_fullheal}, // one up "
{false, pow_gibs}, // gibs "
{ true, -1}, // barrel "
{ true, -1}, // well "
{ true, -1}, // Empty well "
{false, pow_gibs}, // Gibs 2 "
{ true, -1}, // flag "
{false, -1}, // Red light
{false, -1}, // junk "
{false, -1}, // junk "
{false, -1}, // junk "
{ true, -1}, // Gibs!
{ true, -1}, // stove " (SOD:gibs)
{ true, -1}, // spears " (SOD:gibs)
{false, -1}, // vines "
{ true, -1}, // marble pillar
{false, pow_25clip}, // bonus 25 clip
{ true, -1}, // truck
{false, pow_spear}, // SPEAR OF DESTINY!
};
statinfo_t *statinfo = static_wl6;
int num_statics = sizeof( static_wl6 ) / sizeof( static_wl6[ 0 ] );
texture_t *wallTextures[1000];
texture_t *spriteTextures[1000];
PRIVATE W16 cachedGuard = 0;
PRIVATE W16 cachedOfficer = 0;
PRIVATE W16 cachedSS = 0;
PRIVATE W16 cachedDog = 0;
PRIVATE W16 cachedMutant = 0;
PRIVATE int progress_bar = 0;
extern void R_EndFrame( void );
LevelData_t levelData;
PRIVATE void CacheTextures( W16 start, W16 end )
{
W16 i;
static char texname[ 64 ];
if( end < start )
{
return;
}
for( i = start ; i <= end ; ++i )
{
my_snprintf( texname, sizeof( texname ), "%s/%.3d.tga", spritelocation, i );
spriteTextures[i] = TM_FindTexture( texname, TT_Wall );
}
// R_DrawPsyched( ++progress_bar + 30 );
// R_EndFrame();
}
/*
-----------------------------------------------------------------------------
Function: Level_ScanInfoPlane -Spawn all actors and mark down special places.
Parameters:
Returns:
Notes:
-----------------------------------------------------------------------------
*/
PUBLIC void Level_ScanInfoPlane( LevelData_t *lvl )
{
int x, y;
W16 tile;
cachedGuard = 0;
cachedOfficer = 0;
cachedSS = 0;
cachedDog = 0;
cachedMutant = 0;
progress_bar = 0;
for( y = 0 ; y < 64; ++y )
{
for( x = 0 ; x < 64 ; ++x )
{
tile = lvl->Plane2[ (63 - y) * 64 + x ];
if( ! tile )
{
continue;
}
switch( tile )
{
//
// guard
//
case 180:
case 181:
case 182:
case 183:
if( skill->value < gd_hard )
break;
tile -= 36;
case 144:
case 145:
case 146:
case 147:
if( skill->value < gd_medium )
break;
tile -= 36;
case 108:
case 109:
case 110:
case 111:
if( ! cachedGuard )
{
CacheTextures( SPR_GRD_S_1, SPR_GRD_SHOOT3 );
cachedGuard = 1;
}
SpawnStand( en_guard, x, y, tile - 108, lvl );
break;
case 184:
case 185:
case 186:
case 187:
if( skill->value < gd_hard )
break;
tile -= 36;
case 148:
case 149:
case 150:
case 151:
if( skill->value < gd_medium )
break;
tile -= 36;
case 112:
case 113:
case 114:
case 115:
if( ! cachedGuard )
{
CacheTextures( SPR_GRD_S_1, SPR_GRD_SHOOT3 );
cachedGuard = 1;
}
SpawnPatrol( en_guard, x, y,tile - 112 );
break;
case 124:
SpawnDeadGuard( en_guard, x, y );
break;
//
// officer
//
case 188:
case 189:
case 190:
case 191:
if( skill->value < gd_hard )
break;
tile -= 36;
case 152:
case 153:
case 154:
case 155:
if( skill->value < gd_medium )
break;
tile -= 36;
case 116:
case 117:
case 118:
case 119:
if( ! cachedOfficer )
{
CacheTextures( SPR_OFC_S_1, SPR_OFC_SHOOT3 );
cachedOfficer = 1;
}
SpawnStand( en_officer, x, y, tile - 116, lvl );
break;
case 192:
case 193:
case 194:
case 195:
if( skill->value < gd_hard )
break;
tile -= 36;
case 156:
case 157:
case 158:
case 159:
if( skill->value < gd_medium )
break;
tile -= 36;
case 120:
case 121:
case 122:
case 123:
if( ! cachedOfficer )
{
CacheTextures( SPR_OFC_S_1, SPR_OFC_SHOOT3 );
cachedOfficer = 1;
}
SpawnPatrol( en_officer, x, y, tile - 120 );
break;
//
// SS
//
case 198:
case 199:
case 200:
case 201:
if( skill->value < gd_hard )
break;
tile -= 36;
case 162:
case 163:
case 164:
case 165:
if( skill->value < gd_medium )
break;
tile -= 36;
case 126:
case 127:
case 128:
case 129:
if( ! cachedSS )
{
CacheTextures( SPR_SS_S_1, SPR_SS_SHOOT3 );
cachedSS = 1;
}
SpawnStand( en_ss, x, y, tile - 126, lvl );
break;
case 202:
case 203:
case 204:
case 205:
if( skill->value < gd_hard )
break;
tile -= 36;
case 166:
case 167:
case 168:
case 169:
if( skill->value < gd_medium )
break;
tile -= 36;
case 130:
case 131:
case 132:
case 133:
if( ! cachedSS )
{
CacheTextures( SPR_SS_S_1, SPR_SS_SHOOT3 );
cachedSS = 1;
}
SpawnPatrol( en_ss, x, y, tile - 130 );
break;
//
// dogs
//
case 206:
case 207:
case 208:
case 209:
if( skill->value < gd_hard )
break;
tile -= 36;
case 170:
case 171:
case 172:
case 173:
if( skill->value < gd_medium )
break;
tile -= 36;
case 134:
case 135:
case 136:
case 137:
if( ! cachedDog )
{
CacheTextures( SPR_DOG_W1_1, SPR_DOG_JUMP3 );
cachedDog = 1;
}
SpawnStand( en_dog, x, y, tile - 134, lvl );
break;
case 210:
case 211:
case 212:
case 213:
if( skill->value < gd_hard )
break;
tile -= 36;
case 174:
case 175:
case 176:
case 177:
if( skill->value < gd_medium )
break;
tile -= 36;
case 138:
case 139:
case 140:
case 141:
if( ! cachedDog )
{
CacheTextures( SPR_DOG_W1_1, SPR_DOG_JUMP3 );
cachedDog = 1;
}
SpawnPatrol( en_dog, x, y, tile - 138 );
break;
// bosses
case 214:
CacheTextures( SPR_BOSS_W1, SPR_BOSS_DIE3 );
SpawnBoss( en_boss, x, y );
break;
case 197:
CacheTextures( SPR_GRETEL_W1, SPR_GRETEL_DIE3 );
SpawnBoss( en_gretel, x, y );
break;
case 215:
CacheTextures( SPR_GIFT_W1, SPR_GIFT_DEAD );
SpawnBoss( en_gift, x, y );
break;
case 179:
CacheTextures( SPR_FAT_W1, SPR_FAT_DEAD );
SpawnBoss( en_fat, x, y );
break;
case 196:
CacheTextures( SPR_SCHABB_W1, SPR_HYPO4 );
SpawnBoss( en_schabbs, x, y );
break;
case 160:
CacheTextures( SPR_FAKE_W1, SPR_FAKE_DEAD );
SpawnBoss( en_fake, x, y );
break;
case 178:
CacheTextures( SPR_MECHA_W1, SPR_HITLER_DIE7 );
SpawnBoss( en_mecha, x, y );
break;
//
// Spear
//
case 106:
CacheTextures( SPR_SPECTRE_W1, SPR_SPECTRE_F4 );
SpawnBoss( en_spectre, x, y );
break;
case 107:
CacheTextures( SPR_ANGEL_W1, SPR_ANGEL_DEAD );
SpawnBoss( en_angel, x, y );
break;
case 125:
CacheTextures( SPR_TRANS_W1, SPR_TRANS_DIE3 );
SpawnBoss( en_trans, x, y );
break;
case 142:
CacheTextures( SPR_UBER_W1, SPR_UBER_DEAD );
SpawnBoss( en_uber, x, y );
break;
case 143:
CacheTextures( SPR_WILL_W1, SPR_WILL_DEAD );
SpawnBoss( en_will, x, y );
break;
case 161:
CacheTextures( SPR_DEATH_W1, SPR_DEATH_DEAD );
SpawnBoss( en_death, x, y );
break;
//
// mutants
//
case 252:
case 253:
case 254:
case 255:
if( skill->value < gd_hard )
break;
tile -= 18;
case 234:
case 235:
case 236:
case 237:
if( skill->value < gd_medium )
break;
tile -= 18;
case 216:
case 217:
case 218:
case 219:
if( ! cachedMutant )
{
CacheTextures( SPR_MUT_S_1, SPR_MUT_SHOOT4 );
cachedMutant = 1;
}
SpawnStand( en_mutant, x, y, tile - 216, lvl );
break;
case 256:
case 257:
case 258:
case 259:
if (skill->value<gd_hard)
break;
tile -= 18;
case 238:
case 239:
case 240:
case 241:
if( skill->value < gd_medium )
break;
tile -= 18;
case 220:
case 221:
case 222:
case 223:
if( ! cachedMutant )
{
CacheTextures( SPR_MUT_S_1, SPR_MUT_SHOOT4 );
cachedMutant = 1;
}
SpawnPatrol( en_mutant, x, y, tile - 220 );
break;
//
// ghosts
//
case 224:
CacheTextures( SPR_BLINKY_W1, SPR_BLINKY_W2 );
SpawnGhosts( en_blinky, x, y );
break;
case 225:
CacheTextures( SPR_PINKY_W1, SPR_PINKY_W2 );
SpawnGhosts( en_clyde, x, y );
break;
case 226:
CacheTextures( SPR_CLYDE_W1, SPR_CLYDE_W2 );
SpawnGhosts( en_pinky, x, y );
break;
case 227:
CacheTextures( SPR_INKY_W1, SPR_INKY_W2 );
SpawnGhosts( en_inky, x, y );
break;
}
}
}
}
/*
-----------------------------------------------------------------------------
Function:
Parameters:
Returns:
Notes:
-----------------------------------------------------------------------------
*/
PRIVATE void Lvl_SpawnStatic( LevelData_t *lvl, int type, int x, int y )
{
int spr_id;
if( statinfo[ type ].powerup == -1 )
{
if( statinfo[ type ].block ) // blocking static
{
lvl->tilemap[ x ][ y ] |= BLOCK_TILE;
}
else // dressing static
{
lvl->tilemap[ x ][ y ] |= DRESS_TILE;
}
spr_id = Sprite_GetNewSprite();
if( spr_id == -1 )
{
return;
}
Sprite_SetPos( spr_id, TILE2POS( x ), TILE2POS( y ), 0 );
Sprite_SetTex( spr_id, 0, SPR_STAT_0 + type );
}
else
{
Powerup_Spawn( x, y, statinfo[ type ].powerup, lvl );
if( statinfo[ type ].powerup == pow_cross ||
statinfo[ type ].powerup == pow_chalice ||
statinfo[ type ].powerup == pow_bible ||
statinfo[ type ].powerup == pow_crown ||
statinfo[ type ].powerup == pow_fullheal )
{
levelstate.total_treasure++; // FIXME: move this to Powerup_Spawn Function!
}
}
}
/*
-----------------------------------------------------------------------------
Function:
Parameters:
Returns:
Notes:
-----------------------------------------------------------------------------
*/
PRIVATE void Lvl_SpawnObj( LevelData_t *lvl, int type, int x, int y )
{
if( type >= 23 && type < 23 + num_statics )
{// static object
Lvl_SpawnStatic( lvl, type - 23, x, y);
return;
}
switch( type )
{
case 0x13: // start N
lvl->pSpawn.origin[ 0 ] = TILE2POS( x );
lvl->pSpawn.origin[ 1 ] = TILE2POS( y );
lvl->pSpawn.angle = ANG_90;
break;
case 0x14: // start E
lvl->pSpawn.origin[ 0 ] = TILE2POS( x );
lvl->pSpawn.origin[ 1 ] = TILE2POS( y );
lvl->pSpawn.angle = ANG_0;
break;
case 0x15: // start S
lvl->pSpawn.origin[ 0 ] = TILE2POS( x );
lvl->pSpawn.origin[ 1 ] = TILE2POS( y );
lvl->pSpawn.angle = ANG_270;
break;
case 0x16: // start W
lvl->pSpawn.origin[ 0 ] = TILE2POS( x );
lvl->pSpawn.origin[ 1 ] = TILE2POS( y );
lvl->pSpawn.angle = ANG_180;
break;
case 0x5a: // turn E
lvl->tilemap[ x ][ y ] |= TILE_IS_E_TURN;//FIXME!
break;
case 0x5b: // turn NE
lvl->tilemap[ x ][ y ] |= TILE_IS_NE_TURN;//FIXME!
break;
case 0x5c: // turn N
lvl->tilemap[ x ][ y ] |= TILE_IS_N_TURN;//FIXME!
break;
case 0x5d: // turn NW
lvl->tilemap[ x ][ y ] |= TILE_IS_NW_TURN;//FIXME!
break;
case 0x5e: // turn W
lvl->tilemap[ x ][ y ] |= TILE_IS_W_TURN;//FIXME!
break;
case 0x5f: // turn SW
lvl->tilemap[ x ][ y ] |= TILE_IS_SW_TURN;//FIXME!
break;
case 0x60: // turn S
lvl->tilemap[ x ][ y ] |= TILE_IS_S_TURN;//FIXME!
break;
case 0x61: // turn SE
lvl->tilemap[ x ][ y ] |= TILE_IS_SE_TURN;//FIXME!
break;
case 0x62: // pushwall modifier
lvl->tilemap[ x ][ y ] |= SECRET_TILE;
levelstate.total_secrets++;
break;
case 0x63: // Victory trigger
lvl->tilemap[ x ][ y ] |= EXIT_TILE;
break;
// spawn guards
} // end of switch( type )
}
/*
-----------------------------------------------------------------------------
Function:
Parameters:
length -[in] The length of the EXPANDED data.
Returns:
Notes:
-----------------------------------------------------------------------------
*/
PRIVATE void Lvl_CarmackExpand( W16 *source, W16 *dest, W16 length )
{
#define NEARTAG 0xA7
#define FARTAG 0xA8
W32 chhigh, offset;
W16 *copyptr, *outptr;
W8 *inptr;
W16 ch, count;
length /= 2;
inptr = (W8 *)source;
outptr = dest;
while( length )
{
ch = *(W16 *)inptr;
inptr += 2;
chhigh = ch >> 8;
if( chhigh == NEARTAG )
{
count = ch & 0xff;
if( ! count )
{ // have to insert a word containing the tag byte
ch |= *inptr++;
*outptr++ = (W16)ch;
length--;
}
else
{
offset = *inptr++;
copyptr = outptr - offset;
length -= count;
while( count-- )
{
*outptr++ = *copyptr++;
}
}
}
else if( chhigh == FARTAG )
{
count = ch & 0xff;
if( ! count )
{ // have to insert a word containing the tag byte
ch |= *inptr++;
*outptr++ = ch;
length--;
}
else
{
offset = *(W16 *)inptr;
inptr += 2;
copyptr = dest + offset;
length -= count;
while( count-- )
{
*outptr++ = *copyptr++;
}
}
}
else
{
*outptr++ = ch;
length--;
}
}
}
/*
-----------------------------------------------------------------------------
Function:
Parameters:
length -[in] Is EXPANDED length
Returns:
Notes:
-----------------------------------------------------------------------------
*/
PRIVATE void Lvl_RLEWexpand( W16 *source, W16 *dest,
long length, unsigned rlewtag )
{
unsigned value,count,i;
W16 *end;
//
// expand it
//
end = dest + (length >> 1);
do
{
value = *source++;
if( value != rlewtag )
{
//
// uncompressed
//
*dest++ = value;
}
else
{
//
// compressed string
//
count = *source++;
value = *source++;
for( i = 1 ; i <= count ; ++i )
{
*dest++ = value;
}
}
} while( dest < end );
}
#define MAPHEADER_SIZE 49
#define MAP_SIGNATURE 0x21444921
/*
-----------------------------------------------------------------------------
Function:
Parameters:
Returns:
Notes:
-----------------------------------------------------------------------------
*/
PUBLIC LevelData_t *Level_LoadMap( const char *levelname )
{
W16 rle;
W32 offset[ 3 ];
W16 length[ 3 ];
W16 w, h;
W32 signature;
W16 *buffer, expanded;
W8 *data;
W32 ceiling, floor;
LevelData_t *newMap;
filehandle_t *fhandle;
W16 mapNameLength;
char *mapName;
W16 musicNameLength;
char *musicName;
SW32 filesize;
int x, y0, y, layer1, layer2, layer3;
if( g_version->value == SPEAROFDESTINY )
{
statinfo = static_sod;
num_statics = sizeof( static_sod ) / sizeof( static_sod[ 0 ] );
}
else
{
statinfo = static_wl6;
num_statics = sizeof( static_wl6 ) / sizeof( static_wl6[ 0 ] );
}
newMap = &levelData;
memset( newMap, 0, sizeof( LevelData_t ) );
fhandle = FS_OpenFile( levelname, 0 );
if( ! fhandle )
{
Com_Printf( "Could not load map (%s)\n", levelname );
return NULL;
}
filesize = FS_GetFileSize( fhandle );
if( filesize < MAPHEADER_SIZE )
{
return NULL;
}
//
// Process map header
//
FS_ReadFile( &signature, 1, 4, fhandle );
if( signature != MAP_SIGNATURE )
{
return NULL;
}
FS_ReadFile( &rle, 2, 1, fhandle );
FS_ReadFile( &w, 2, 1, fhandle );
FS_ReadFile( &h, 2, 1, fhandle );
FS_ReadFile( &ceiling, 4, 1, fhandle );
FS_ReadFile( &floor, 4, 1, fhandle );
FS_ReadFile( &length, 2, 3, fhandle );
FS_ReadFile( &offset, 4, 3, fhandle );
FS_ReadFile( &mapNameLength, 1, 2, fhandle );
FS_ReadFile( &musicNameLength, 1, 2, fhandle );
FS_ReadFile( &levelstate.fpartime, sizeof( float ), 1, fhandle );
FS_ReadFile( levelstate.spartime, sizeof( W8 ), 5, fhandle );
levelstate.spartime[ 5 ] = '\0';
if( filesize < (MAPHEADER_SIZE + mapNameLength + musicNameLength +
length[ 0 ] + length[ 1 ] + length[ 2 ]) )
{
return NULL;
}
mapName = Z_Malloc( mapNameLength + 1 );
musicName = Z_Malloc( musicNameLength + 1 );
FS_ReadFile( mapName, 1, mapNameLength, fhandle );
mapName[ mapNameLength ] = '\0';
FS_ReadFile( musicName, 1, musicNameLength, fhandle );
musicName[ musicNameLength ] = '\0';
if( filesize < (MAPHEADER_SIZE + mapNameLength + musicNameLength) )
{
return NULL;
}
//
// Plane1 -Walls
//
data = MM_MALLOC( length[ 0 ] );
FS_FileSeek( fhandle, offset[ 0 ], SEEK_SET );
FS_ReadFile( data, 1, length[ 0 ], fhandle );
expanded = *((unsigned short *)data);
buffer = MM_MALLOC( expanded );
Lvl_CarmackExpand( (unsigned short *)data+1, buffer, expanded );
Lvl_RLEWexpand( buffer+1, newMap->Plane1, 64*64*2, rle );
MM_FREE( buffer );
MM_FREE( data );
//
// Plane2 -Objects
//
data = MM_MALLOC( length[ 1 ] );
FS_FileSeek( fhandle, offset[ 1 ], SEEK_SET );
FS_ReadFile( data, 1, length[ 1 ], fhandle );
expanded = *((PW16)data);
buffer = MM_MALLOC( expanded );
Lvl_CarmackExpand( (PW16)data+1, buffer, expanded );
Lvl_RLEWexpand( buffer+1, newMap->Plane2, 64*64*2, rle );
MM_FREE( buffer );
MM_FREE( data );
//
// Plane3 -Other
//
data = MM_MALLOC( length[ 2 ] );
FS_FileSeek( fhandle, offset[ 2 ], SEEK_SET );
FS_ReadFile( data, 1, length[ 2 ], fhandle );
expanded = *((PW16)data);
buffer = MM_MALLOC( expanded );
Lvl_CarmackExpand( (PW16)data+1, buffer, expanded );
Lvl_RLEWexpand( buffer+1, newMap->Plane3, 64*64*2, rle );
MM_FREE( buffer );
MM_FREE( data );
FS_CloseFile( fhandle );
for( y0 = 0 ; y0 < 64 ; ++y0 )
for( x = 0 ; x < 64 ; ++x )
{
y = 63 - y0;
layer1 = newMap->Plane1[ y0 * 64 + x ];
layer2 = newMap->Plane2[ y0 * 64 + x ];
layer3 = newMap->Plane3[ y0 * 64 + x ];
// if server, process obj layer!
if( layer2 )
{
Lvl_SpawnObj( newMap, layer2, x, y );
}
// Map data layer
if( layer1 == 0 )
{
newMap->areas[ x ][ y ] = -3; // unknown area
}
else if( layer1 < 0x6a ) // solid map object
{
if( (layer1 >= 0x5A && layer1 <= 0x5F) ||
layer1 == 0x64 || layer1 == 0x65 ) // door
{
newMap->tilemap[ x ][ y ] |= DOOR_TILE;
Door_SpawnDoor( &newMap->Doors, x, y, layer1 );
newMap->areas[ x ][ y ] = -2; // door area
}
else
{
newMap->tilemap[ x ][ y ] |= WALL_TILE;
newMap->wall_tex_x[ x ][ y ] = (layer1-1) * 2 + 1;
newMap->wall_tex_y[ x ][ y ] = (layer1-1) * 2;
newMap->areas[ x ][ y ] = -1; // wall area
if( layer1 == 0x15 ) // elevator
{
newMap->tilemap[ x ][ y ] |= ELEVATOR_TILE;
}
}
}
else if( layer1 == 0x6a ) // Ambush floor tile
{
newMap->tilemap[ x ][ y ] |= AMBUSH_TILE;
newMap->areas[ x ][ y ] = -3; // unknown area
}
else if( layer1 >= FIRSTAREA &&
layer1 < (FIRSTAREA + NUMAREAS) ) // area
{
if( layer1 == FIRSTAREA ) // secret level
{
newMap->tilemap[ x ][ y ] |= SECRETLEVEL_TILE;
}
newMap->areas[ x ][ y ] = layer1 - FIRSTAREA;// spawn area
}
else
{
newMap->areas[ x ][ y ] = -3; // unknown area
}
// End of the map data layer
}
// JDC: try to replace all the unknown areas with an adjacent area, to
// avoid the silent attack / no damage problem when you get an ambush
// guard stuck on their original tile
for ( x = 1 ; x < 63 ; x++ ) {
for ( y = 1 ; y < 63 ; y++ ) {
if ( newMap->areas[x][y] != -3 ) {
continue;
}
if ( newMap->areas[x-1][y] >= 0 ) {
newMap->areas[x][y] = newMap->areas[x-1][y];
} else if ( newMap->areas[x+1][y] >= 0 ) {
newMap->areas[x][y] = newMap->areas[x+1][y];
} else if ( newMap->areas[x][y-1] >= 0 ) {
newMap->areas[x][y] = newMap->areas[x][y-1];
} else if ( newMap->areas[x+1][y+1] >= 0 ) {
newMap->areas[x][y] = newMap->areas[x][y+1];
}
}
}
Door_SetAreas( &newMap->Doors, newMap->areas );
my_strlcpy( levelstate.level_name, mapName, sizeof( levelstate.level_name ) );
strcpy( newMap->mapName, mapName );
strcpy( newMap->musicName, musicName );
newMap->ceilingColour[ 0 ] = (W8)((ceiling >> 16) & 0xFF);
newMap->ceilingColour[ 1 ] = (W8)((ceiling >> 8) & 0xFF);
newMap->ceilingColour[ 2 ] = (W8)((ceiling ) & 0xFF);
newMap->floorColour[ 0 ] = (W8)((floor >> 16) & 0xFF);
newMap->floorColour[ 1 ] = (W8)((floor >> 8) & 0xFF);
newMap->floorColour[ 2 ] = (W8)((floor ) & 0xFF);
return newMap;
}
/*
-----------------------------------------------------------------------------
Function:
Parameters:
Returns:
Notes:
-----------------------------------------------------------------------------
*/
PUBLIC void Level_PrecacheTextures_Sound( LevelData_t *lvl )
{
int x, y;
char texname[ 32 ];
for( x = 0 ; x < 64 ; ++x )
for( y = 0 ; y < 64 ; ++y )
{
if( lvl->tilemap[ x ][ y ] & WALL_TILE )
{
my_snprintf( texname, sizeof( texname ), "walls/%.3d.tga", lvl->wall_tex_x[ x ][ y ] );
wallTextures[lvl->wall_tex_x[ x ][ y ] ] = TM_FindTexture( texname, TT_Wall );
my_snprintf( texname, sizeof( texname ), "walls/%.3d.tga", lvl->wall_tex_y[ x ][ y ] );
wallTextures[lvl->wall_tex_y[ x ][ y ]] = TM_FindTexture( texname, TT_Wall );
}
if( lvl->tilemap[ x ][ y ] & POWERUP_TILE )
{
int tex = lvl->tilemap[ x ][ y ] & POWERUP_TILE;
my_snprintf( texname, sizeof( texname ), "%s/%.3d.tga", spritelocation, tex );
spriteTextures[tex] = TM_FindTexture( texname, TT_Wall );
}
}
// Doors
for( x = TEX_DOOR; x < TEX_DLOCK+1 ; ++x )
{
my_snprintf( texname, sizeof( texname ), "walls/%.3d.tga", x );
wallTextures[x] = TM_FindTexture( texname, TT_Wall );
}
// Items
CacheTextures( 26, 36 );
// Weapon frames
CacheTextures( SPR_KNIFEREADY, SPR_CHAINATK4 );
#if 0
for( x = 1; x < 8 ; ++x )
{
my_snprintf( texname, sizeof( texname ), "pics/FACE%dAPIC.tga", x );
(void)TM_FindTexture( texname, TT_Pic );
my_snprintf( texname, sizeof( texname ), "pics/FACE%dBPIC.tga", x );
(void)TM_FindTexture( texname, TT_Pic );
my_snprintf( texname, sizeof( texname ), "pics/FACE%dCPIC.tga", x );
(void)TM_FindTexture( texname, TT_Pic );
}
my_snprintf( texname, sizeof( texname ), "pics/FACE8APIC.tga" );
(void)TM_FindTexture( texname, TT_Pic );
#endif
}
/*
-----------------------------------------------------------------------------
Function:
Parameters:
Returns: true if a straight line between 2 points is unobstructed,
otherwise false.
Notes:
-----------------------------------------------------------------------------
*/
PUBLIC _boolean Level_CheckLine( SW32 x1, SW32 y1, SW32 x2, SW32 y2, LevelData_t *lvl )
{
SW32 xt1, yt1, xt2, yt2; /* tile positions */
SW32 x, y; /* current point in !tiles! */
SW32 xdist, ydist;
SW32 xstep, ystep; /* Step value for each whole xy */
SW32 deltafrac; /* current point in !1/256 of tile! */
SW32 Frac; /* Fractional xy stepper */
SW32 partial; /* how much to move in our direction to border */
SW32 intercept; /* Temp for door code */
#define FRACBITS 8 /* Number of bits of fraction */
// get start & end tiles
xt1 = x1 >> TILESHIFT;
yt1 = y1 >> TILESHIFT;
xt2 = x2 >> TILESHIFT;
yt2 = y2 >> TILESHIFT;
xdist = ABS( xt2 - xt1 ); // X distance in tiles
ydist = ABS( yt2 - yt1 ); // Y distance in tiles
// 1/256 tile precision (TILESHIFT is 16)
x1 >>= FRACBITS; y1 >>= FRACBITS;
x2 >>= FRACBITS; y2 >>= FRACBITS;
if( xdist ) // always positive check only for 0
{
if( xt2 > xt1 )
{
partial = 256 - (x1 & 0xff);
xstep = 1;
}
else
{
partial = x1 & 0xff;
xstep = -1;
}
deltafrac = ABS( x2 - x1 );
ystep = ((y2 - y1) << FRACBITS) / deltafrac;
Frac = y1 + ((ystep * partial) >> FRACBITS);
x = xt1 + xstep;
xt2 += xstep;
do
{
y = Frac >> FRACBITS;
Frac += ystep;
assert( x >= 0 && x < 64 && y >= 0 && y < 64 );
if( lvl->tilemap[ x ][ y ] & WALL_TILE )
{
return false; // Wall is in path quitting!
}
if( lvl->tilemap[ x ][ y ] & DOOR_TILE )
{// door, see if the door is open enough
if( lvl->Doors.DoorMap[ x ][ y ].action != dr_open )
{
if( lvl->Doors.DoorMap[ x ][ y ].action == dr_closed )
{
return false;
}
// checking vertical doors in action: ->_I_
intercept = ((Frac - ystep / 2) & 0xFF) >> 4; // 1/64 of tile
if( intercept < (63 - lvl->Doors.DoorMap[ x ][ y ].ticcount) )
{
return false;
}
}
}
x += xstep;
} while( x != xt2 );
}
if( ydist ) // always positive check only for 0
{
if( yt2 > yt1 )
{
partial = 256 - (y1 & 0xff);
ystep = 1;
}
else
{
partial = y1 & 0xff;
ystep = -1;
}
deltafrac = ABS( y2 - y1 );
xstep = ((x2 - x1) << FRACBITS) / deltafrac;
Frac = x1 + ((xstep * partial) >> FRACBITS);
y = yt1 + ystep;
yt2 += ystep;
do
{
x = Frac >> FRACBITS;
Frac += xstep;
assert( x >= 0 && x < 64 && y >= 0 && y < 64 );
if( lvl->tilemap[ x ][ y ] & WALL_TILE )
{
return false; // Wall is in path quitting!
}
if( lvl->tilemap[ x ][ y ] & DOOR_TILE )
{// door, see if the door is open enough
if( lvl->Doors.DoorMap[ x ][ y ].action != dr_open )
{
if( lvl->Doors.DoorMap[ x ][ y ].action == dr_closed )
{
return false;
}
// checking vertical doors in action: ->_I_
intercept = ((Frac - xstep / 2) & 0xFF) >> 4; // 1/64 of tile
if( intercept < lvl->Doors.DoorMap[ x ][ y ].ticcount )
{
return false;
}
}
}
y += ystep;
} while( y != yt2 );
}
return true;
}