625 lines
12 KiB
C++
625 lines
12 KiB
C++
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// P_main.c
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#include <math.h>
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#include <stdlib.h>
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#include "DoomDef.h"
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#include "P_local.h"
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#include "soundst.h"
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void P_SpawnMapThing (mapthing_t *mthing);
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int numvertexes;
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vertex_t *vertexes;
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int numsegs;
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seg_t *segs;
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int numsectors;
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sector_t *sectors;
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int numsubsectors;
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subsector_t *subsectors;
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int numnodes;
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node_t *nodes;
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int numlines;
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line_t *lines;
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int numsides;
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side_t *sides;
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short *blockmaplump; // offsets in blockmap are from here
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short *blockmap;
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int bmapwidth, bmapheight; // in mapblocks
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fixed_t bmaporgx, bmaporgy; // origin of block map
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mobj_t **blocklinks; // for thing chains
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byte *rejectmatrix; // for fast sight rejection
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mapthing_t deathmatchstarts[10], *deathmatch_p;
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mapthing_t playerstarts[MAXPLAYERS];
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/*
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=================
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=
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= P_LoadVertexes
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=
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=================
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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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numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t);
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vertexes = Z_Malloc (numvertexes*sizeof(vertex_t),PU_LEVEL,0);
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data = W_CacheLumpNum (lump,PU_STATIC);
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ml = (mapvertex_t *)data;
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li = vertexes;
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for (i=0 ; i<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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Z_Free (data);
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}
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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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=================
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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 linedef, side;
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numsegs = W_LumpLength (lump) / sizeof(mapseg_t);
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segs = Z_Malloc (numsegs*sizeof(seg_t),PU_LEVEL,0);
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memset (segs, 0, numsegs*sizeof(seg_t));
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data = W_CacheLumpNum (lump,PU_STATIC);
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ml = (mapseg_t *)data;
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li = segs;
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for (i=0 ; i<numsegs ; i++, li++, ml++)
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{
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li->v1 = &vertexes[SHORT(ml->v1)];
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li->v2 = &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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linedef = SHORT(ml->linedef);
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ldef = &lines[linedef];
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li->linedef = ldef;
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side = SHORT(ml->side);
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li->sidedef = &sides[ldef->sidenum[side]];
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li->frontsector = sides[ldef->sidenum[side]].sector;
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if (ldef-> flags & ML_TWOSIDED)
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li->backsector = 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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=
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= P_LoadSubsectors
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=
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=================
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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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numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t);
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subsectors = Z_Malloc (numsubsectors*sizeof(subsector_t),PU_LEVEL,0);
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data = W_CacheLumpNum (lump,PU_STATIC);
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ms = (mapsubsector_t *)data;
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memset (subsectors,0, numsubsectors*sizeof(subsector_t));
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ss = subsectors;
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for (i=0 ; i<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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=
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= P_LoadSectors
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=
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=================
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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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numsectors = W_LumpLength (lump) / sizeof(mapsector_t);
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sectors = Z_Malloc (numsectors*sizeof(sector_t),PU_LEVEL,0);
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memset (sectors, 0, numsectors*sizeof(sector_t));
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data = W_CacheLumpNum (lump,PU_STATIC);
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ms = (mapsector_t *)data;
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ss = sectors;
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for (i=0 ; i<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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/*
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=================
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=
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= P_LoadNodes
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=
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=================
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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,j,k;
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mapnode_t *mn;
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node_t *no;
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numnodes = W_LumpLength (lump) / sizeof(mapnode_t);
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nodes = Z_Malloc (numnodes*sizeof(node_t),PU_LEVEL,0);
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data = W_CacheLumpNum (lump,PU_STATIC);
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mn = (mapnode_t *)data;
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no = nodes;
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for (i=0 ; i<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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=
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= P_LoadThings
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=
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=================
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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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data = W_CacheLumpNum (lump,PU_STATIC);
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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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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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=================
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=
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= P_LoadLineDefs
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=
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= Also counts secret lines for intermissions
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=================
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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, *v2;
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numlines = W_LumpLength (lump) / sizeof(maplinedef_t);
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lines = Z_Malloc (numlines*sizeof(line_t),PU_LEVEL,0);
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memset (lines, 0, numlines*sizeof(line_t));
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data = W_CacheLumpNum (lump,PU_STATIC);
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mld = (maplinedef_t *)data;
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ld = lines;
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for (i=0 ; i<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 = &vertexes[SHORT(mld->v1)];
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v2 = ld->v2 = &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 = 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 = 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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=
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= P_LoadSideDefs
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=
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=================
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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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numsides = W_LumpLength (lump) / sizeof(mapsidedef_t);
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sides = Z_Malloc (numsides*sizeof(side_t),PU_LEVEL,0);
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memset (sides, 0, numsides*sizeof(side_t));
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data = W_CacheLumpNum (lump,PU_STATIC);
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msd = (mapsidedef_t *)data;
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sd = sides;
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for (i=0 ; i<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 = §ors[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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=
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= P_LoadBlockMap
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=
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=================
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*/
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void P_LoadBlockMap (int lump)
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{
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int i, count;
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blockmaplump = W_CacheLumpNum (lump,PU_LEVEL);
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blockmap = blockmaplump+4;
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count = W_LumpLength (lump)/2;
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for (i=0 ; i<count ; i++)
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blockmaplump[i] = SHORT(blockmaplump[i]);
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bmaporgx = blockmaplump[0]<<FRACBITS;
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bmaporgy = blockmaplump[1]<<FRACBITS;
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bmapwidth = blockmaplump[2];
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bmapheight = blockmaplump[3];
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// clear out mobj chains
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count = sizeof(*blocklinks)* bmapwidth*bmapheight;
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blocklinks = Z_Malloc (count,PU_LEVEL, 0);
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memset (blocklinks, 0, count);
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}
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/*
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=================
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=
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= P_GroupLines
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=
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= Builds sector line lists and subsector sector numbers
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= Finds block bounding boxes for sectors
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=================
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*/
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void P_GroupLines (void)
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{
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line_t **linebuffer;
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int i, j, total;
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line_t *li;
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sector_t *sector;
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subsector_t *ss;
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seg_t *seg;
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fixed_t bbox[4];
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int block;
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// look up sector number for each subsector
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ss = subsectors;
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for (i=0 ; i<numsubsectors ; i++, ss++)
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{
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seg = &segs[ss->firstline];
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ss->sector = seg->sidedef->sector;
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}
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// count number of lines in each sector
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li = lines;
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total = 0;
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for (i=0 ; i<numlines ; i++, li++)
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{
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total++;
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li->frontsector->linecount++;
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if (li->backsector && li->backsector != li->frontsector)
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{
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li->backsector->linecount++;
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total++;
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}
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}
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// build line tables for each sector
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linebuffer = Z_Malloc (total*4, PU_LEVEL, 0);
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sector = sectors;
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for (i=0 ; i<numsectors ; i++, sector++)
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{
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M_ClearBox (bbox);
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sector->lines = linebuffer;
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li = lines;
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for (j=0 ; j<numlines ; j++, li++)
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{
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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]-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT;
|
||
|
block = block >= bmapheight ? bmapheight-1 : block;
|
||
|
sector->blockbox[BOXTOP]=block;
|
||
|
|
||
|
block = (bbox[BOXBOTTOM]-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT;
|
||
|
block = block < 0 ? 0 : block;
|
||
|
sector->blockbox[BOXBOTTOM]=block;
|
||
|
|
||
|
block = (bbox[BOXRIGHT]-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT;
|
||
|
block = block >= bmapwidth ? bmapwidth-1 : block;
|
||
|
sector->blockbox[BOXRIGHT]=block;
|
||
|
|
||
|
block = (bbox[BOXLEFT]-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;
|
||
|
int parm;
|
||
|
char lumpname[9];
|
||
|
int lumpnum;
|
||
|
mobj_t *mobj;
|
||
|
|
||
|
totalkills = totalitems = totalsecret = 0;
|
||
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
|
{
|
||
|
players[i].killcount = players[i].secretcount
|
||
|
= players[i].itemcount = 0;
|
||
|
}
|
||
|
players[consoleplayer].viewz = 1; // will be set by player think
|
||
|
|
||
|
S_Start (); // make sure all sounds are stopped before Z_FreeTags
|
||
|
|
||
|
Z_FreeTags (PU_LEVEL, PU_PURGELEVEL-1);
|
||
|
|
||
|
P_InitThinkers ();
|
||
|
|
||
|
//
|
||
|
// look for a regular (development) map first
|
||
|
//
|
||
|
lumpname[0] = 'E';
|
||
|
lumpname[1] = '0' + episode;
|
||
|
lumpname[2] = 'M';
|
||
|
lumpname[3] = '0' + map;
|
||
|
lumpname[4] = 0;
|
||
|
leveltime = 0;
|
||
|
|
||
|
lumpnum = W_GetNumForName (lumpname);
|
||
|
|
||
|
// 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);
|
||
|
|
||
|
rejectmatrix = W_CacheLumpNum (lumpnum+ML_REJECT,PU_LEVEL);
|
||
|
P_GroupLines ();
|
||
|
|
||
|
bodyqueslot = 0;
|
||
|
deathmatch_p = deathmatchstarts;
|
||
|
P_InitAmbientSound();
|
||
|
P_InitMonsters();
|
||
|
P_OpenWeapons();
|
||
|
P_LoadThings(lumpnum+ML_THINGS);
|
||
|
P_CloseWeapons();
|
||
|
|
||
|
//
|
||
|
// if deathmatch, randomly spawn the active players
|
||
|
//
|
||
|
TimerGame = 0;
|
||
|
if(deathmatch)
|
||
|
{
|
||
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
|
{
|
||
|
if (playeringame[i])
|
||
|
{ // must give a player spot before deathmatchspawn
|
||
|
mobj = P_SpawnMobj (playerstarts[i].x<<16,
|
||
|
playerstarts[i].y<<16,0, MT_PLAYER);
|
||
|
players[i].mo = mobj;
|
||
|
G_DeathMatchSpawnPlayer (i);
|
||
|
P_RemoveMobj (mobj);
|
||
|
}
|
||
|
}
|
||
|
parm = M_CheckParm("-timer");
|
||
|
if(parm && parm < myargc-1)
|
||
|
{
|
||
|
TimerGame = atoi(myargv[parm+1])*35*60;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// set up world state
|
||
|
P_SpawnSpecials ();
|
||
|
|
||
|
// build subsector connect matrix
|
||
|
// P_ConnectSubsectors ();
|
||
|
|
||
|
// preload graphics
|
||
|
if (precache)
|
||
|
R_PrecacheLevel ();
|
||
|
|
||
|
//printf ("free memory: 0x%x\n", Z_FreeMemory());
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
=
|
||
|
= P_Init
|
||
|
=
|
||
|
=================
|
||
|
*/
|
||
|
|
||
|
void P_Init (void)
|
||
|
{
|
||
|
P_InitSwitchList();
|
||
|
P_InitPicAnims();
|
||
|
P_InitTerrainTypes();
|
||
|
P_InitLava();
|
||
|
R_InitSprites(sprnames);
|
||
|
}
|