mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2025-02-05 07:51:13 +00:00
ec1af1bbf7
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
3599 lines
99 KiB
C
3599 lines
99 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_setup.c
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/// \brief Do all the WAD I/O, get map description, set up initial state and misc. LUTs
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#include "doomdef.h"
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#include "d_main.h"
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#include "byteptr.h"
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#include "g_game.h"
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#include "p_local.h"
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#include "p_setup.h"
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#include "p_spec.h"
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#include "p_saveg.h"
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#include "i_time.h"
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#include "i_sound.h" // for I_PlayCD()..
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#include "i_video.h" // for I_FinishUpdate()..
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#include "r_sky.h"
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#include "i_system.h"
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#include "r_data.h"
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#include "r_things.h"
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#include "r_sky.h"
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#include "r_draw.h"
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#include "r_fps.h" // R_ResetViewInterpolation in level load
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#include "s_sound.h"
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#include "st_stuff.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "r_splats.h"
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#include "hu_stuff.h"
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#include "console.h"
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#include "m_misc.h"
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#include "m_fixed.h"
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#include "m_random.h"
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#include "dehacked.h" // for map headers
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#include "r_main.h"
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#include "m_cond.h" // for emblems
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#include "m_argv.h"
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#include "p_polyobj.h"
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#include "v_video.h"
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#include "filesrch.h" // refreshdirmenu
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// wipes
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#include "f_finale.h"
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#include "md5.h" // map MD5
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// for LUAh_MapLoad
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#include "lua_script.h"
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#include "lua_hook.h"
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#if !defined (UNDER_CE)
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#include <time.h>
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#endif
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#if defined (_WIN32) || defined (_WIN32_WCE)
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#include <malloc.h>
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#include <math.h>
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#endif
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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#include "hardware/hw_light.h"
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#endif
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#include "p_slopes.h"
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// SRB2Kart
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#include "k_kart.h"
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//
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// Map MD5, calculated on level load.
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// Sent to clients in PT_SERVERINFO.
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//
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unsigned char mapmd5[16];
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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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size_t numvertexes, numsegs, numsectors, numsubsectors, numnodes, numlines, numsides, nummapthings;
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vertex_t *vertexes;
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seg_t *segs;
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sector_t *sectors;
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subsector_t *subsectors;
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node_t *nodes;
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line_t *lines;
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side_t *sides;
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mapthing_t *mapthings;
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INT32 numstarposts;
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boolean levelloading;
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UINT8 levelfadecol;
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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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INT32 bmapwidth, bmapheight; // size in mapblocks
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INT32 *blockmap; // INT32 for large maps
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// offsets in blockmap are from here
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INT32 *blockmaplump; // Big blockmap
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// origin of block map
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fixed_t bmaporgx, bmaporgy;
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// for thing chains
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mobj_t **blocklinks;
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// REJECT
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// For fast sight rejection.
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// Speeds up enemy AI by skipping detailed LineOf Sight calculation.
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// Without special effect, this could be used as a PVS lookup as well.
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//
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UINT8 *rejectmatrix;
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// Maintain single and multi player starting spots.
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INT32 numdmstarts, numcoopstarts, numredctfstarts, numbluectfstarts;
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mapthing_t *deathmatchstarts[MAX_DM_STARTS];
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mapthing_t *playerstarts[MAXPLAYERS];
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mapthing_t *bluectfstarts[MAXPLAYERS];
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mapthing_t *redctfstarts[MAXPLAYERS];
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/** Logs an error about a map being corrupt, then terminate.
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* This allows reporting highly technical errors for usefulness, without
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* confusing a novice map designer who simply needs to run ZenNode.
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*
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* If logging is disabled in this compile, or the log file is not opened, the
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* full technical details are printed in the I_Error() message.
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*
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* \param msg The message to log. This message can safely result from a call
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* to va(), since that function is not used here.
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* \todo Fix the I_Error() message. On some implementations the logfile may
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* not be called log.txt.
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* \sa CON_LogMessage, I_Error
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*/
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FUNCNORETURN static ATTRNORETURN void CorruptMapError(const char *msg)
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{
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// don't use va() because the calling function probably uses it
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char mapnum[10];
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sprintf(mapnum, "%hd", gamemap);
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CON_LogMessage("Map ");
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CON_LogMessage(mapnum);
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CON_LogMessage(" is corrupt: ");
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CON_LogMessage(msg);
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CON_LogMessage("\n");
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I_Error("Invalid or corrupt map.\nLook in log file or text console for technical details.");
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}
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#define NUMLAPS_DEFAULT 3
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/** Clears the data from a single map header.
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*
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* \param i Map number to clear header for.
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* \sa P_ClearMapHeaderInfo
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*/
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static void P_ClearSingleMapHeaderInfo(INT16 i)
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{
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const INT16 num = (INT16)(i-1);
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DEH_WriteUndoline("LEVELNAME", mapheaderinfo[num]->lvlttl, UNDO_NONE);
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mapheaderinfo[num]->lvlttl[0] = '\0';
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DEH_WriteUndoline("SUBTITLE", mapheaderinfo[num]->subttl, UNDO_NONE);
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mapheaderinfo[num]->subttl[0] = '\0';
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DEH_WriteUndoline("ZONETITLE", mapheaderinfo[num]->zonttl, UNDO_NONE); // SRB2kart
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mapheaderinfo[num]->zonttl[0] = '\0';
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DEH_WriteUndoline("ACT", mapheaderinfo[num]->actnum, UNDO_NONE); // SRB2kart
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mapheaderinfo[num]->actnum[0] = '\0';
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DEH_WriteUndoline("TYPEOFLEVEL", va("%d", mapheaderinfo[num]->typeoflevel), UNDO_NONE);
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mapheaderinfo[num]->typeoflevel = 0;
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DEH_WriteUndoline("NEXTLEVEL", va("%d", mapheaderinfo[num]->nextlevel), UNDO_NONE);
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mapheaderinfo[num]->nextlevel = (INT16)(i + 1);
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DEH_WriteUndoline("MUSIC", mapheaderinfo[num]->musname, UNDO_NONE);
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snprintf(mapheaderinfo[num]->musname, 7, "%sM", G_BuildMapName(i));
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mapheaderinfo[num]->musname[6] = 0;
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DEH_WriteUndoline("MUSICTRACK", va("%d", mapheaderinfo[num]->mustrack), UNDO_NONE);
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mapheaderinfo[num]->mustrack = 0;
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DEH_WriteUndoline("MUSICPOS", va("%d", mapheaderinfo[num]->muspos), UNDO_NONE);
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mapheaderinfo[num]->muspos = 0;
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DEH_WriteUndoline("MUSICINTERFADEOUT", va("%d", mapheaderinfo[num]->musinterfadeout), UNDO_NONE);
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mapheaderinfo[num]->musinterfadeout = 0;
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DEH_WriteUndoline("MUSICINTER", mapheaderinfo[num]->musintername, UNDO_NONE);
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mapheaderinfo[num]->musintername[0] = '\0';
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DEH_WriteUndoline("FORCECHARACTER", va("%d", mapheaderinfo[num]->forcecharacter), UNDO_NONE);
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mapheaderinfo[num]->forcecharacter[0] = '\0';
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DEH_WriteUndoline("WEATHER", va("%d", mapheaderinfo[num]->weather), UNDO_NONE);
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mapheaderinfo[num]->weather = 0;
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DEH_WriteUndoline("SKYNUM", va("%d", mapheaderinfo[num]->skynum), UNDO_NONE);
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mapheaderinfo[num]->skynum = 1;
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DEH_WriteUndoline("SKYBOXSCALEX", va("%d", mapheaderinfo[num]->skybox_scalex), UNDO_NONE);
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mapheaderinfo[num]->skybox_scalex = 16;
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DEH_WriteUndoline("SKYBOXSCALEY", va("%d", mapheaderinfo[num]->skybox_scaley), UNDO_NONE);
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mapheaderinfo[num]->skybox_scaley = 16;
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DEH_WriteUndoline("SKYBOXSCALEZ", va("%d", mapheaderinfo[num]->skybox_scalez), UNDO_NONE);
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mapheaderinfo[num]->skybox_scalez = 16;
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DEH_WriteUndoline("INTERSCREEN", mapheaderinfo[num]->interscreen, UNDO_NONE);
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mapheaderinfo[num]->interscreen[0] = '#';
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DEH_WriteUndoline("RUNSOC", mapheaderinfo[num]->runsoc, UNDO_NONE);
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mapheaderinfo[num]->runsoc[0] = '#';
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DEH_WriteUndoline("SCRIPTNAME", mapheaderinfo[num]->scriptname, UNDO_NONE);
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mapheaderinfo[num]->scriptname[0] = '#';
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DEH_WriteUndoline("PRECUTSCENENUM", va("%d", mapheaderinfo[num]->precutscenenum), UNDO_NONE);
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mapheaderinfo[num]->precutscenenum = 0;
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DEH_WriteUndoline("CUTSCENENUM", va("%d", mapheaderinfo[num]->cutscenenum), UNDO_NONE);
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mapheaderinfo[num]->cutscenenum = 0;
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DEH_WriteUndoline("COUNTDOWN", va("%d", mapheaderinfo[num]->countdown), UNDO_NONE);
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mapheaderinfo[num]->countdown = 0;
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DEH_WriteUndoline("PALLETE", va("%u", mapheaderinfo[num]->palette), UNDO_NONE);
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mapheaderinfo[num]->palette = UINT16_MAX;
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DEH_WriteUndoline("ENCOREPAL", va("%u", mapheaderinfo[num]->encorepal), UNDO_NONE);
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mapheaderinfo[num]->encorepal = UINT16_MAX;
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DEH_WriteUndoline("NUMLAPS", va("%u", mapheaderinfo[num]->numlaps), UNDO_NONE);
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mapheaderinfo[num]->numlaps = NUMLAPS_DEFAULT;
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DEH_WriteUndoline("UNLOCKABLE", va("%s", mapheaderinfo[num]->unlockrequired), UNDO_NONE);
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mapheaderinfo[num]->unlockrequired = -1;
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DEH_WriteUndoline("LEVELSELECT", va("%d", mapheaderinfo[num]->levelselect), UNDO_NONE);
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mapheaderinfo[num]->levelselect = 0;
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DEH_WriteUndoline("BONUSTYPE", va("%d", mapheaderinfo[num]->bonustype), UNDO_NONE);
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mapheaderinfo[num]->bonustype = 0;
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DEH_WriteUndoline("SAVEOVERRIDE", va("%d", mapheaderinfo[num]->saveoverride), UNDO_NONE);
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mapheaderinfo[num]->saveoverride = SAVE_DEFAULT;
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DEH_WriteUndoline("LEVELFLAGS", va("%d", mapheaderinfo[num]->levelflags), UNDO_NONE);
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mapheaderinfo[num]->levelflags = 0;
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DEH_WriteUndoline("MENUFLAGS", va("%d", mapheaderinfo[num]->menuflags), UNDO_NONE);
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mapheaderinfo[num]->menuflags = (mainwads ? 0 : LF2_EXISTSHACK); // see p_setup.c - prevents replacing maps in addons with easier versions
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// TODO grades support for delfile (pfft yeah right)
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P_DeleteGrades(num);
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// SRB2Kart
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//DEH_WriteUndoline("AUTOMAP", va("%d", mapheaderinfo[num]->automap), UNDO_NONE);
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//mapheaderinfo[num]->automap = false;
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DEH_WriteUndoline("MOBJSCALE", va("%d", mapheaderinfo[num]->mobj_scale), UNDO_NONE);
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mapheaderinfo[num]->mobj_scale = FRACUNIT;
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// an even further impossibility, delfile custom opts support
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mapheaderinfo[num]->customopts = NULL;
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mapheaderinfo[num]->numCustomOptions = 0;
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DEH_WriteUndoline(va("# uload for map %d", i), NULL, UNDO_DONE);
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}
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/** Allocates a new map-header structure.
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*
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* \param i Index of header to allocate.
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*/
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void P_AllocMapHeader(INT16 i)
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{
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if (!mapheaderinfo[i])
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{
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mapheaderinfo[i] = Z_Malloc(sizeof(mapheader_t), PU_STATIC, NULL);
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mapheaderinfo[i]->grades = NULL;
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}
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P_ClearSingleMapHeaderInfo(i + 1);
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}
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/** NiGHTS Grades are a special structure,
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* we initialize them here.
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*
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* \param i Index of header to allocate grades for
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* \param mare The mare we're adding grades for
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* \param grades the string from DeHackEd, we work with it ourselves
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*/
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void P_AddGradesForMare(INT16 i, UINT8 mare, char *gtext)
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{
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INT32 g;
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char *spos = gtext;
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CONS_Debug(DBG_SETUP, "Map %d Mare %d: ", i+1, (UINT16)mare+1);
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if (mapheaderinfo[i]->numGradedMares < mare+1)
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{
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mapheaderinfo[i]->numGradedMares = mare+1;
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mapheaderinfo[i]->grades = Z_Realloc(mapheaderinfo[i]->grades, sizeof(nightsgrades_t) * mapheaderinfo[i]->numGradedMares, PU_STATIC, NULL);
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}
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for (g = 0; g < 6; ++g)
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{
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// Allow "partial" grading systems
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if (spos != NULL)
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{
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mapheaderinfo[i]->grades[mare].grade[g] = atoi(spos);
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CONS_Debug(DBG_SETUP, "%u ", atoi(spos));
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// Grab next comma
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spos = strchr(spos, ',');
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if (spos)
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++spos;
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}
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else
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{
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// Grade not reachable
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mapheaderinfo[i]->grades[mare].grade[g] = UINT32_MAX;
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}
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}
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CONS_Debug(DBG_SETUP, "\n");
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}
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/** And this removes the grades safely.
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*
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* \param i The header to remove grades from
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*/
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void P_DeleteGrades(INT16 i)
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{
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if (mapheaderinfo[i]->grades)
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Z_Free(mapheaderinfo[i]->grades);
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mapheaderinfo[i]->grades = NULL;
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mapheaderinfo[i]->numGradedMares = 0;
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}
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/** And this fetches the grades
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*
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* \param pscore The player's score.
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* \param map The game map.
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* \param mare The mare to test.
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*/
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UINT8 P_GetGrade(UINT32 pscore, INT16 map, UINT8 mare)
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{
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INT32 i;
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// Determining the grade
|
|
if (mapheaderinfo[map-1] && mapheaderinfo[map-1]->grades && mapheaderinfo[map-1]->numGradedMares >= mare + 1)
|
|
{
|
|
INT32 pgrade = 0;
|
|
for (i = 0; i < 6; ++i)
|
|
{
|
|
if (pscore >= mapheaderinfo[map-1]->grades[mare].grade[i])
|
|
++pgrade;
|
|
}
|
|
return (UINT8)pgrade;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
UINT8 P_HasGrades(INT16 map, UINT8 mare)
|
|
{
|
|
// Determining the grade
|
|
// Mare 0 is treated as overall and is true if ANY grades exist
|
|
if (mapheaderinfo[map-1] && mapheaderinfo[map-1]->grades
|
|
&& (mare == 0 || mapheaderinfo[map-1]->numGradedMares >= mare))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
UINT32 P_GetScoreForGrade(INT16 map, UINT8 mare, UINT8 grade)
|
|
{
|
|
// Get the score for the grade... if it exists
|
|
if (grade == GRADE_F || grade > GRADE_S || !P_HasGrades(map, mare)) return 0;
|
|
|
|
return mapheaderinfo[map-1]->grades[mare].grade[grade-1];
|
|
}
|
|
|
|
/** Loads the vertexes for a level.
|
|
*
|
|
* \param lump VERTEXES lump number.
|
|
* \sa ML_VERTEXES
|
|
*/
|
|
|
|
static inline void P_LoadRawVertexes(UINT8 *data, size_t i)
|
|
{
|
|
mapvertex_t *ml;
|
|
vertex_t *li;
|
|
|
|
numvertexes = i / sizeof (mapvertex_t);
|
|
|
|
if (numvertexes <= 0)
|
|
I_Error("Level has no vertices"); // instead of crashing
|
|
|
|
// Allocate zone memory for buffer.
|
|
vertexes = Z_Calloc(numvertexes * sizeof (*vertexes), PU_LEVEL, NULL);
|
|
|
|
ml = (mapvertex_t *)data;
|
|
li = vertexes;
|
|
|
|
// Copy and convert vertex coordinates, internal representation as fixed.
|
|
for (i = 0; i < numvertexes; i++, li++, ml++)
|
|
{
|
|
li->x = SHORT(ml->x)<<FRACBITS;
|
|
li->y = SHORT(ml->y)<<FRACBITS;
|
|
}
|
|
}
|
|
|
|
static inline void P_LoadVertexes(lumpnum_t lumpnum)
|
|
{
|
|
UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
|
|
P_LoadRawVertexes(data, W_LumpLength(lumpnum));
|
|
Z_Free(data);
|
|
}
|
|
|
|
/** Computes the length of a seg in fracunits.
|
|
*
|
|
* \param seg Seg to compute length for.
|
|
* \return Length in fracunits.
|
|
*/
|
|
fixed_t P_SegLength(seg_t *seg)
|
|
{
|
|
INT64 dx = (seg->v2->x - seg->v1->x)>>1;
|
|
INT64 dy = (seg->v2->y - seg->v1->y)>>1;
|
|
return FixedHypot(dx, dy)<<1;
|
|
}
|
|
|
|
#ifdef HWRENDER
|
|
/** Computes the length of a seg as a float.
|
|
* This is needed for OpenGL.
|
|
*
|
|
* \param seg Seg to compute length for.
|
|
* \return Length as a float.
|
|
*/
|
|
static inline float P_SegLengthFloat(seg_t *seg)
|
|
{
|
|
float dx, dy;
|
|
|
|
// make a vector (start at origin)
|
|
dx = FIXED_TO_FLOAT(seg->v2->x - seg->v1->x);
|
|
dy = FIXED_TO_FLOAT(seg->v2->y - seg->v1->y);
|
|
|
|
return (float)hypot(dx, dy);
|
|
}
|
|
#endif
|
|
|
|
/** Loads the SEGS resource from a level.
|
|
*
|
|
* \param lump Lump number of the SEGS resource.
|
|
* \sa ::ML_SEGS
|
|
*/
|
|
static void P_LoadRawSegs(UINT8 *data, size_t i)
|
|
{
|
|
INT32 linedef, side;
|
|
mapseg_t *ml;
|
|
seg_t *li;
|
|
line_t *ldef;
|
|
|
|
numsegs = i / sizeof (mapseg_t);
|
|
if (numsegs <= 0)
|
|
I_Error("Level has no segs"); // instead of crashing
|
|
segs = Z_Calloc(numsegs * sizeof (*segs), PU_LEVEL, NULL);
|
|
|
|
ml = (mapseg_t *)data;
|
|
li = segs;
|
|
for (i = 0; i < numsegs; i++, li++, ml++)
|
|
{
|
|
li->v1 = &vertexes[SHORT(ml->v1)];
|
|
li->v2 = &vertexes[SHORT(ml->v2)];
|
|
|
|
li->length = P_SegLength(li);
|
|
#ifdef HWRENDER
|
|
if (rendermode == render_opengl)
|
|
li->flength = P_SegLengthFloat(li);
|
|
li->pv1 = li->pv2 = NULL;
|
|
#endif
|
|
|
|
li->angle = (SHORT(ml->angle))<<FRACBITS;
|
|
li->offset = (SHORT(ml->offset))<<FRACBITS;
|
|
linedef = SHORT(ml->linedef);
|
|
ldef = &lines[linedef];
|
|
li->linedef = ldef;
|
|
li->side = side = SHORT(ml->side);
|
|
li->sidedef = &sides[ldef->sidenum[side]];
|
|
li->frontsector = sides[ldef->sidenum[side]].sector;
|
|
if (ldef-> flags & ML_TWOSIDED)
|
|
li->backsector = sides[ldef->sidenum[side^1]].sector;
|
|
else
|
|
li->backsector = 0;
|
|
|
|
li->numlights = 0;
|
|
li->rlights = NULL;
|
|
}
|
|
}
|
|
|
|
static void P_LoadSegs(lumpnum_t lumpnum)
|
|
{
|
|
UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
|
|
P_LoadRawSegs(data, W_LumpLength(lumpnum));
|
|
Z_Free(data);
|
|
}
|
|
|
|
|
|
/** Loads the SSECTORS resource from a level.
|
|
*
|
|
* \param lump Lump number of the SSECTORS resource.
|
|
* \sa ::ML_SSECTORS
|
|
*/
|
|
static inline void P_LoadRawSubsectors(void *data, size_t i)
|
|
{
|
|
mapsubsector_t *ms;
|
|
subsector_t *ss;
|
|
|
|
numsubsectors = i / sizeof (mapsubsector_t);
|
|
if (numsubsectors <= 0)
|
|
I_Error("Level has no subsectors (did you forget to run it through a nodesbuilder?)");
|
|
ss = subsectors = Z_Calloc(numsubsectors * sizeof (*subsectors), PU_LEVEL, NULL);
|
|
|
|
ms = (mapsubsector_t *)data;
|
|
|
|
for (i = 0; i < numsubsectors; i++, ss++, ms++)
|
|
{
|
|
ss->sector = NULL;
|
|
ss->numlines = SHORT(ms->numsegs);
|
|
ss->firstline = SHORT(ms->firstseg);
|
|
#ifdef FLOORSPLATS
|
|
ss->splats = NULL;
|
|
#endif
|
|
ss->validcount = 0;
|
|
}
|
|
}
|
|
|
|
static void P_LoadSubsectors(lumpnum_t lumpnum)
|
|
{
|
|
UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
|
|
P_LoadRawSubsectors(data, W_LumpLength(lumpnum));
|
|
Z_Free(data);
|
|
}
|
|
|
|
//
|
|
// P_LoadSectors
|
|
//
|
|
|
|
//
|
|
// levelflats
|
|
//
|
|
#define MAXLEVELFLATS 256
|
|
|
|
size_t numlevelflats;
|
|
levelflat_t *levelflats;
|
|
|
|
//SoM: Other files want this info.
|
|
size_t P_PrecacheLevelFlats(void)
|
|
{
|
|
lumpnum_t lump;
|
|
size_t i, flatmemory = 0;
|
|
|
|
//SoM: 4/18/2000: New flat code to make use of levelflats.
|
|
for (i = 0; i < numlevelflats; i++)
|
|
{
|
|
lump = levelflats[i].lumpnum;
|
|
if (devparm)
|
|
flatmemory += W_LumpLength(lump);
|
|
R_GetFlat(lump);
|
|
}
|
|
return flatmemory;
|
|
}
|
|
|
|
// help function for P_LoadSectors, find a flat in the active wad files,
|
|
// allocate an id for it, and set the levelflat (to speedup search)
|
|
//
|
|
INT32 P_AddLevelFlat(const char *flatname, levelflat_t *levelflat)
|
|
{
|
|
size_t i;
|
|
|
|
//
|
|
// first scan through the already found flats
|
|
//
|
|
for (i = 0; i < numlevelflats; i++, levelflat++)
|
|
if (strnicmp(levelflat->name,flatname,8)==0)
|
|
break;
|
|
|
|
// that flat was already found in the level, return the id
|
|
if (i == numlevelflats)
|
|
{
|
|
// store the name
|
|
strlcpy(levelflat->name, flatname, sizeof (levelflat->name));
|
|
strupr(levelflat->name);
|
|
|
|
// store the flat lump number
|
|
levelflat->lumpnum = R_GetFlatNumForName(flatname);
|
|
|
|
#ifndef ZDEBUG
|
|
CONS_Debug(DBG_SETUP, "flat #%03d: %s\n", atoi(sizeu1(numlevelflats)), levelflat->name);
|
|
#endif
|
|
|
|
numlevelflats++;
|
|
|
|
if (numlevelflats >= MAXLEVELFLATS)
|
|
I_Error("Too many flats in level\n");
|
|
}
|
|
|
|
// level flat id
|
|
return (INT32)i;
|
|
}
|
|
|
|
// help function for Lua and $$$.sav reading
|
|
// same as P_AddLevelFlat, except this is not setup so we must realloc levelflats to fit in the new flat
|
|
// no longer a static func in lua_maplib.c because p_saveg.c also needs it
|
|
//
|
|
INT32 P_AddLevelFlatRuntime(const char *flatname)
|
|
{
|
|
size_t i;
|
|
levelflat_t *levelflat = levelflats;
|
|
|
|
//
|
|
// first scan through the already found flats
|
|
//
|
|
for (i = 0; i < numlevelflats; i++, levelflat++)
|
|
if (strnicmp(levelflat->name,flatname,8)==0)
|
|
break;
|
|
|
|
// that flat was already found in the level, return the id
|
|
if (i == numlevelflats)
|
|
{
|
|
// allocate new flat memory
|
|
levelflats = Z_Realloc(levelflats, (numlevelflats + 1) * sizeof(*levelflats), PU_LEVEL, NULL);
|
|
levelflat = levelflats+i;
|
|
|
|
// store the name
|
|
strlcpy(levelflat->name, flatname, sizeof (levelflat->name));
|
|
strupr(levelflat->name);
|
|
|
|
// store the flat lump number
|
|
levelflat->lumpnum = R_GetFlatNumForName(flatname);
|
|
|
|
#ifndef ZDEBUG
|
|
CONS_Debug(DBG_SETUP, "flat #%03d: %s\n", atoi(sizeu1(numlevelflats)), levelflat->name);
|
|
#endif
|
|
|
|
numlevelflats++;
|
|
}
|
|
|
|
// level flat id
|
|
return (INT32)i;
|
|
}
|
|
|
|
// help function for $$$.sav checking
|
|
// this simply returns the flat # for the name given
|
|
//
|
|
INT32 P_CheckLevelFlat(const char *flatname)
|
|
{
|
|
size_t i;
|
|
levelflat_t *levelflat = levelflats;
|
|
|
|
//
|
|
// scan through the already found flats
|
|
//
|
|
for (i = 0; i < numlevelflats; i++, levelflat++)
|
|
if (strnicmp(levelflat->name,flatname,8)==0)
|
|
break;
|
|
|
|
if (i == numlevelflats)
|
|
return 0; // ??? flat was not found, this should not happen!
|
|
|
|
// level flat id
|
|
return (INT32)i;
|
|
}
|
|
|
|
// Sets up the ingame sectors structures.
|
|
// Lumpnum is the lumpnum of a SECTORS lump.
|
|
static void P_LoadRawSectors(UINT8 *data, size_t i)
|
|
{
|
|
mapsector_t *ms;
|
|
sector_t *ss;
|
|
levelflat_t *foundflats;
|
|
|
|
// We count how many sectors we got.
|
|
numsectors = i / sizeof (mapsector_t);
|
|
if (numsectors <= 0)
|
|
I_Error("Level has no sectors");
|
|
|
|
// Allocate as much memory as we need into the global sectors table.
|
|
sectors = Z_Calloc(numsectors*sizeof (*sectors), PU_LEVEL, NULL);
|
|
|
|
// Allocate a big chunk of memory as big as our MAXLEVELFLATS limit.
|
|
//Fab : FIXME: allocate for whatever number of flats - 512 different flats per level should be plenty
|
|
foundflats = calloc(MAXLEVELFLATS, sizeof (*foundflats));
|
|
if (foundflats == NULL)
|
|
I_Error("Ran out of memory while loading sectors\n");
|
|
|
|
numlevelflats = 0;
|
|
|
|
// For each counted sector, copy the sector raw data from our cache pointer ms, to the global table pointer ss.
|
|
ms = (mapsector_t *)data;
|
|
ss = sectors;
|
|
for (i = 0; i < numsectors; i++, ss++, ms++)
|
|
{
|
|
ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
|
|
ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
|
|
|
|
ss->floorpic = P_AddLevelFlat(ms->floorpic, foundflats);
|
|
ss->ceilingpic = P_AddLevelFlat(ms->ceilingpic, foundflats);
|
|
|
|
ss->lightlevel = SHORT(ms->lightlevel);
|
|
ss->special = SHORT(ms->special);
|
|
ss->tag = SHORT(ms->tag);
|
|
ss->nexttag = ss->firsttag = -1;
|
|
ss->spawn_nexttag = ss->spawn_firsttag = -1;
|
|
|
|
memset(&ss->soundorg, 0, sizeof(ss->soundorg));
|
|
ss->validcount = 0;
|
|
|
|
ss->thinglist = NULL;
|
|
ss->touching_thinglist = NULL;
|
|
ss->preciplist = NULL;
|
|
ss->touching_preciplist = NULL;
|
|
|
|
ss->floordata = NULL;
|
|
ss->ceilingdata = NULL;
|
|
ss->lightingdata = NULL;
|
|
|
|
ss->linecount = 0;
|
|
ss->lines = NULL;
|
|
|
|
ss->heightsec = -1;
|
|
ss->camsec = -1;
|
|
ss->floorlightsec = -1;
|
|
ss->ceilinglightsec = -1;
|
|
ss->crumblestate = 0;
|
|
ss->ffloors = NULL;
|
|
ss->lightlist = NULL;
|
|
ss->numlights = 0;
|
|
ss->attached = NULL;
|
|
ss->attachedsolid = NULL;
|
|
ss->numattached = 0;
|
|
ss->maxattached = 1;
|
|
ss->moved = true;
|
|
|
|
ss->extra_colormap = NULL;
|
|
|
|
ss->floor_xoffs = ss->ceiling_xoffs = ss->floor_yoffs = ss->ceiling_yoffs = 0;
|
|
ss->spawn_flr_xoffs = ss->spawn_ceil_xoffs = ss->spawn_flr_yoffs = ss->spawn_ceil_yoffs = 0;
|
|
ss->floorpic_angle = ss->ceilingpic_angle = 0;
|
|
ss->spawn_flrpic_angle = ss->spawn_ceilpic_angle = 0;
|
|
ss->bottommap = ss->midmap = ss->topmap = -1;
|
|
ss->gravity = NULL;
|
|
ss->cullheight = NULL;
|
|
ss->verticalflip = false;
|
|
ss->flags = 0;
|
|
ss->flags |= SF_FLIPSPECIAL_FLOOR;
|
|
|
|
ss->floorspeed = 0;
|
|
ss->ceilspeed = 0;
|
|
|
|
#ifdef HWRENDER // ----- for special tricks with HW renderer -----
|
|
ss->pseudoSector = false;
|
|
ss->virtualFloor = false;
|
|
ss->virtualCeiling = false;
|
|
ss->sectorLines = NULL;
|
|
ss->stackList = NULL;
|
|
ss->lineoutLength = -1.0l;
|
|
#endif // ----- end special tricks -----
|
|
}
|
|
|
|
// set the sky flat num
|
|
skyflatnum = P_AddLevelFlat(SKYFLATNAME, foundflats);
|
|
|
|
// copy table for global usage
|
|
levelflats = M_Memcpy(Z_Calloc(numlevelflats * sizeof (*levelflats), PU_LEVEL, NULL), foundflats, numlevelflats * sizeof (levelflat_t));
|
|
free(foundflats);
|
|
|
|
// search for animated flats and set up
|
|
P_SetupLevelFlatAnims();
|
|
}
|
|
|
|
static void P_LoadSectors(lumpnum_t lumpnum)
|
|
{
|
|
UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
|
|
P_LoadRawSectors(data, W_LumpLength(lumpnum));
|
|
Z_Free(data);
|
|
}
|
|
|
|
//
|
|
// P_LoadNodes
|
|
//
|
|
static void P_LoadRawNodes(UINT8 *data, size_t i)
|
|
{
|
|
UINT8 j, k;
|
|
mapnode_t *mn;
|
|
node_t *no;
|
|
|
|
numnodes = i / sizeof (mapnode_t);
|
|
if (numnodes <= 0)
|
|
I_Error("Level has no nodes");
|
|
nodes = Z_Calloc(numnodes * sizeof (*nodes), PU_LEVEL, NULL);
|
|
|
|
mn = (mapnode_t *)data;
|
|
no = nodes;
|
|
|
|
for (i = 0; i < numnodes; i++, no++, mn++)
|
|
{
|
|
no->x = SHORT(mn->x)<<FRACBITS;
|
|
no->y = SHORT(mn->y)<<FRACBITS;
|
|
no->dx = SHORT(mn->dx)<<FRACBITS;
|
|
no->dy = SHORT(mn->dy)<<FRACBITS;
|
|
for (j = 0; j < 2; j++)
|
|
{
|
|
no->children[j] = SHORT(mn->children[j]);
|
|
for (k = 0; k < 4; k++)
|
|
no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void P_LoadNodes(lumpnum_t lumpnum)
|
|
{
|
|
UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
|
|
P_LoadRawNodes(data, W_LumpLength(lumpnum));
|
|
Z_Free(data);
|
|
}
|
|
|
|
//
|
|
// P_ReloadRings
|
|
// Used by NiGHTS, clears all ring/wing/etc items and respawns them
|
|
//
|
|
void P_ReloadRings(void)
|
|
{
|
|
mobj_t *mo;
|
|
thinker_t *th;
|
|
size_t i, numHoops = 0;
|
|
// Okay, if you have more than 4000 hoops in your map,
|
|
// you're insane.
|
|
mapthing_t *hoopsToRespawn[4096];
|
|
mapthing_t *mt = mapthings;
|
|
|
|
// scan the thinkers to find rings/wings/hoops to unset
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue;
|
|
|
|
mo = (mobj_t *)th;
|
|
|
|
if (mo->type == MT_HOOPCENTER)
|
|
{
|
|
// Hoops give me a headache
|
|
if (mo->threshold == 4242) // Dead hoop
|
|
{
|
|
hoopsToRespawn[numHoops++] = mo->spawnpoint;
|
|
P_RemoveMobj(mo);
|
|
}
|
|
continue;
|
|
}
|
|
if (!(mo->type == MT_RING || mo->type == MT_NIGHTSWING || mo->type == MT_COIN
|
|
|| mo->type == MT_BLUEBALL))
|
|
continue;
|
|
|
|
// Don't auto-disintegrate things being pulled to us
|
|
if (mo->flags2 & MF2_NIGHTSPULL)
|
|
continue;
|
|
|
|
P_RemoveMobj(mo);
|
|
}
|
|
|
|
// Reiterate through mapthings
|
|
for (i = 0; i < nummapthings; i++, mt++)
|
|
{
|
|
// Notice an omission? We handle hoops differently.
|
|
if (mt->type == 300 || mt->type == 308 || mt->type == 309
|
|
|| mt->type == 1706 || (mt->type >= 600 && mt->type <= 609)
|
|
|| mt->type == 1800)
|
|
{
|
|
mt->mobj = NULL;
|
|
|
|
// Z for objects Tails 05-26-2002
|
|
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
|
|
->sector->floorheight>>FRACBITS);
|
|
|
|
P_SpawnHoopsAndRings (mt);
|
|
}
|
|
}
|
|
for (i = 0; i < numHoops; i++)
|
|
{
|
|
P_SpawnHoopsAndRings(hoopsToRespawn[i]);
|
|
}
|
|
}
|
|
|
|
#ifdef SCANTHINGS
|
|
void P_ScanThings(INT16 mapnum, INT16 wadnum, INT16 lumpnum)
|
|
{
|
|
size_t i, n;
|
|
UINT8 *data, *datastart;
|
|
UINT16 type, maprings;
|
|
INT16 tol;
|
|
UINT32 flags;
|
|
|
|
tol = mapheaderinfo[mapnum-1]->typeoflevel;
|
|
if (!(tol & TOL_SP))
|
|
return;
|
|
flags = mapheaderinfo[mapnum-1]->levelflags;
|
|
|
|
n = W_LumpLengthPwad(wadnum, lumpnum) / (5 * sizeof (INT16));
|
|
//CONS_Printf("%u map things found!\n", n);
|
|
|
|
maprings = 0;
|
|
data = datastart = W_CacheLumpNumPwad(wadnum, lumpnum, PU_STATIC);
|
|
for (i = 0; i < n; i++)
|
|
{
|
|
data += 3 * sizeof (INT16); // skip x y position, angle
|
|
type = READUINT16(data) & 4095;
|
|
data += sizeof (INT16); // skip options
|
|
|
|
switch (type)
|
|
{
|
|
case 300: // MT_RING
|
|
case 1800: // MT_COIN
|
|
case 308: // red team ring
|
|
case 309: // blue team ring
|
|
maprings++;
|
|
break;
|
|
case 400: // MT_SUPERRINGBOX
|
|
case 414: // red ring box
|
|
case 415: // blue ring box
|
|
case 603: // 10 diagonal rings
|
|
maprings += 10;
|
|
break;
|
|
case 600: // 5 vertical rings
|
|
case 601: // 5 vertical rings
|
|
case 602: // 5 diagonal rings
|
|
maprings += 5;
|
|
break;
|
|
case 604: // 8 circle rings
|
|
case 609: // 16 circle rings & wings
|
|
maprings += 8;
|
|
break;
|
|
case 605: // 16 circle rings
|
|
maprings += 16;
|
|
break;
|
|
case 608: // 8 circle rings & wings
|
|
maprings += 4;
|
|
break;
|
|
}
|
|
}
|
|
Z_Free(datastart);
|
|
|
|
if (maprings)
|
|
CONS_Printf("%s has %u rings\n", G_BuildMapName(mapnum), maprings);
|
|
}
|
|
#endif
|
|
|
|
//
|
|
// P_LoadThings
|
|
//
|
|
|
|
static void P_PrepareRawThings(UINT8 *data, size_t i)
|
|
{
|
|
mapthing_t *mt;
|
|
|
|
nummapthings = i / (5 * sizeof (INT16));
|
|
mapthings = Z_Calloc(nummapthings * sizeof (*mapthings), PU_LEVEL, NULL);
|
|
|
|
// Spawn axis points first so they are
|
|
// at the front of the list for fast searching.
|
|
mt = mapthings;
|
|
for (i = 0; i < nummapthings; i++, mt++)
|
|
{
|
|
mt->x = READINT16(data);
|
|
mt->y = READINT16(data);
|
|
mt->angle = READINT16(data);
|
|
mt->type = READUINT16(data);
|
|
mt->options = READUINT16(data);
|
|
mt->extrainfo = (UINT8)(mt->type >> 12);
|
|
|
|
mt->type &= 4095;
|
|
|
|
switch (mt->type)
|
|
{
|
|
case 1700: // MT_AXIS
|
|
case 1701: // MT_AXISTRANSFER
|
|
case 1702: // MT_AXISTRANSFERLINE
|
|
mt->mobj = NULL;
|
|
P_SpawnMapThing(mt);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void P_PrepareThings(lumpnum_t lumpnum)
|
|
{
|
|
UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
|
|
P_PrepareRawThings(data, W_LumpLength(lumpnum));
|
|
Z_Free(data);
|
|
}
|
|
|
|
static void P_LoadThings(void)
|
|
{
|
|
size_t i;
|
|
mapthing_t *mt;
|
|
|
|
// Loading the things lump itself into memory is now handled in P_PrepareThings, above
|
|
|
|
mt = mapthings;
|
|
numhuntemeralds = 0;
|
|
for (i = 0; i < nummapthings; i++, mt++)
|
|
{
|
|
sector_t *mtsector = R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector;
|
|
|
|
// Z for objects
|
|
mt->z = (INT16)(
|
|
mtsector->f_slope ? P_GetZAt(mtsector->f_slope, mt->x << FRACBITS, mt->y << FRACBITS) :
|
|
mtsector->floorheight)>>FRACBITS;
|
|
|
|
if (mt->type == 1700 // MT_AXIS
|
|
|| mt->type == 1701 // MT_AXISTRANSFER
|
|
|| mt->type == 1702) // MT_AXISTRANSFERLINE
|
|
continue; // These were already spawned
|
|
|
|
if (mt->type == mobjinfo[MT_RANDOMITEM].doomednum)
|
|
nummapboxes++;
|
|
|
|
mt->mobj = NULL;
|
|
P_SpawnMapThing(mt);
|
|
}
|
|
|
|
// random emeralds for hunt
|
|
if (numhuntemeralds)
|
|
{
|
|
INT32 emer1, emer2, emer3;
|
|
INT32 timeout = 0; // keeps from getting stuck
|
|
|
|
emer1 = emer2 = emer3 = 0;
|
|
|
|
//increment spawn numbers because zero is valid.
|
|
emer1 = (P_RandomKey(numhuntemeralds)) + 1;
|
|
while (timeout++ < 100)
|
|
{
|
|
emer2 = (P_RandomKey(numhuntemeralds)) + 1;
|
|
|
|
if (emer2 != emer1)
|
|
break;
|
|
}
|
|
|
|
timeout = 0;
|
|
while (timeout++ < 100)
|
|
{
|
|
emer3 = (P_RandomKey(numhuntemeralds)) + 1;
|
|
|
|
if (emer3 != emer2 && emer3 != emer1)
|
|
break;
|
|
}
|
|
|
|
//decrement spawn values to the actual number because zero is valid.
|
|
if (emer1)
|
|
P_SpawnMobj(huntemeralds[emer1 - 1]->x<<FRACBITS,
|
|
huntemeralds[emer1 - 1]->y<<FRACBITS,
|
|
huntemeralds[emer1 - 1]->z<<FRACBITS, MT_EMERHUNT);
|
|
|
|
if (emer2)
|
|
P_SpawnMobj(huntemeralds[emer2 - 1]->x<<FRACBITS,
|
|
huntemeralds[emer2 - 1]->y<<FRACBITS,
|
|
huntemeralds[emer2 - 1]->z<<FRACBITS, MT_EMERHUNT);
|
|
|
|
if (emer3)
|
|
P_SpawnMobj(huntemeralds[emer3 - 1]->x<<FRACBITS,
|
|
huntemeralds[emer3 - 1]->y<<FRACBITS,
|
|
huntemeralds[emer3 - 1]->z<<FRACBITS, MT_EMERHUNT);
|
|
}
|
|
|
|
if (metalrecording) // Metal Sonic gets no rings to distract him.
|
|
return;
|
|
|
|
// Run through the list of mapthings again to spawn hoops and rings
|
|
mt = mapthings;
|
|
for (i = 0; i < nummapthings; i++, mt++)
|
|
{
|
|
if (mt->type == 300 || mt->type == 308 || mt->type == 309
|
|
|| mt->type == 1706 || (mt->type >= 600 && mt->type <= 609)
|
|
|| mt->type == 1705 || mt->type == 1713 || mt->type == 1800)
|
|
{
|
|
mt->mobj = NULL;
|
|
|
|
// Z for objects Tails 05-26-2002
|
|
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
|
|
->sector->floorheight>>FRACBITS);
|
|
|
|
P_SpawnHoopsAndRings (mt);
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline void P_SpawnEmblems(void)
|
|
{
|
|
INT32 i, color;
|
|
mobj_t *emblemmobj;
|
|
|
|
for (i = 0; i < numemblems; i++)
|
|
{
|
|
if (emblemlocations[i].level != gamemap || emblemlocations[i].type > ET_SKIN)
|
|
continue;
|
|
|
|
emblemmobj = P_SpawnMobj(emblemlocations[i].x<<FRACBITS, emblemlocations[i].y<<FRACBITS,
|
|
emblemlocations[i].z<<FRACBITS, MT_EMBLEM);
|
|
|
|
I_Assert(emblemlocations[i].sprite >= 'A' && emblemlocations[i].sprite <= 'Z');
|
|
P_SetMobjStateNF(emblemmobj, emblemmobj->info->spawnstate + (emblemlocations[i].sprite - 'A'));
|
|
|
|
emblemmobj->health = i+1;
|
|
color = M_GetEmblemColor(&emblemlocations[i]);
|
|
|
|
emblemmobj->color = (UINT8)color;
|
|
|
|
if (emblemlocations[i].collected
|
|
|| (emblemlocations[i].type == ET_SKIN && emblemlocations[i].var != players[0].skin))
|
|
{
|
|
P_UnsetThingPosition(emblemmobj);
|
|
emblemmobj->flags |= MF_NOCLIP;
|
|
emblemmobj->flags &= ~MF_SPECIAL;
|
|
emblemmobj->flags |= MF_NOBLOCKMAP;
|
|
emblemmobj->frame |= (tr_trans50<<FF_TRANSSHIFT);
|
|
P_SetThingPosition(emblemmobj);
|
|
}
|
|
else
|
|
emblemmobj->frame &= ~FF_TRANSMASK;
|
|
}
|
|
}
|
|
|
|
static void P_SpawnSecretItems(boolean loademblems)
|
|
{
|
|
// Now let's spawn those funky emblem things! Tails 12-08-2002
|
|
if (netgame || multiplayer || majormods) // No cheating!!
|
|
return;
|
|
|
|
if (loademblems)
|
|
P_SpawnEmblems();
|
|
}
|
|
|
|
// Experimental groovy write function!
|
|
void P_WriteThings(lumpnum_t lumpnum)
|
|
{
|
|
size_t i, length;
|
|
mapthing_t *mt;
|
|
UINT8 *data;
|
|
UINT8 *savebuffer, *savebuf_p;
|
|
INT16 temp;
|
|
|
|
data = W_CacheLumpNum(lumpnum, PU_LEVEL);
|
|
|
|
savebuf_p = savebuffer = (UINT8 *)malloc(nummapthings * sizeof (mapthing_t));
|
|
|
|
if (!savebuf_p)
|
|
{
|
|
CONS_Alert(CONS_ERROR, M_GetText("No more free memory for thing writing!\n"));
|
|
return;
|
|
}
|
|
|
|
mt = mapthings;
|
|
for (i = 0; i < nummapthings; i++, mt++)
|
|
{
|
|
WRITEINT16(savebuf_p, mt->x);
|
|
WRITEINT16(savebuf_p, mt->y);
|
|
|
|
WRITEINT16(savebuf_p, mt->angle);
|
|
|
|
temp = (INT16)(mt->type + ((INT16)mt->extrainfo << 12));
|
|
WRITEINT16(savebuf_p, temp);
|
|
WRITEUINT16(savebuf_p, mt->options);
|
|
}
|
|
|
|
Z_Free(data);
|
|
|
|
length = savebuf_p - savebuffer;
|
|
|
|
FIL_WriteFile(va("newthings%d.lmp", gamemap), savebuffer, length);
|
|
free(savebuffer);
|
|
savebuf_p = NULL;
|
|
|
|
CONS_Printf(M_GetText("newthings%d.lmp saved.\n"), gamemap);
|
|
}
|
|
|
|
static void P_LoadRawLineDefs(UINT8 *data, size_t i)
|
|
{
|
|
maplinedef_t *mld;
|
|
line_t *ld;
|
|
vertex_t *v1, *v2;
|
|
|
|
numlines = i / sizeof (maplinedef_t);
|
|
if (numlines <= 0)
|
|
I_Error("Level has no linedefs");
|
|
lines = Z_Calloc(numlines * sizeof (*lines), PU_LEVEL, NULL);
|
|
|
|
mld = (maplinedef_t *)data;
|
|
ld = lines;
|
|
for (i = 0; i < numlines; i++, mld++, ld++)
|
|
{
|
|
ld->flags = SHORT(mld->flags);
|
|
ld->special = SHORT(mld->special);
|
|
ld->tag = SHORT(mld->tag);
|
|
v1 = ld->v1 = &vertexes[SHORT(mld->v1)];
|
|
v2 = ld->v2 = &vertexes[SHORT(mld->v2)];
|
|
ld->dx = v2->x - v1->x;
|
|
ld->dy = v2->y - v1->y;
|
|
|
|
#ifdef WALLSPLATS
|
|
ld->splats = NULL;
|
|
#endif
|
|
|
|
if (!ld->dx)
|
|
ld->slopetype = ST_VERTICAL;
|
|
else if (!ld->dy)
|
|
ld->slopetype = ST_HORIZONTAL;
|
|
else if ((ld->dy > 0) == (ld->dx > 0))
|
|
ld->slopetype = ST_POSITIVE;
|
|
else
|
|
ld->slopetype = ST_NEGATIVE;
|
|
|
|
if (v1->x < v2->x)
|
|
{
|
|
ld->bbox[BOXLEFT] = v1->x;
|
|
ld->bbox[BOXRIGHT] = v2->x;
|
|
}
|
|
else
|
|
{
|
|
ld->bbox[BOXLEFT] = v2->x;
|
|
ld->bbox[BOXRIGHT] = v1->x;
|
|
}
|
|
|
|
if (v1->y < v2->y)
|
|
{
|
|
ld->bbox[BOXBOTTOM] = v1->y;
|
|
ld->bbox[BOXTOP] = v2->y;
|
|
}
|
|
else
|
|
{
|
|
ld->bbox[BOXBOTTOM] = v2->y;
|
|
ld->bbox[BOXTOP] = v1->y;
|
|
}
|
|
|
|
ld->sidenum[0] = SHORT(mld->sidenum[0]);
|
|
ld->sidenum[1] = SHORT(mld->sidenum[1]);
|
|
|
|
{
|
|
// cph 2006/09/30 - fix sidedef errors right away.
|
|
// cph 2002/07/20 - these errors are fatal if not fixed, so apply them
|
|
UINT8 j;
|
|
|
|
for (j=0; j < 2; j++)
|
|
{
|
|
if (ld->sidenum[j] != 0xffff && ld->sidenum[j] >= (UINT16)numsides)
|
|
{
|
|
ld->sidenum[j] = 0xffff;
|
|
CONS_Debug(DBG_SETUP, "P_LoadRawLineDefs: linedef %s has out-of-range sidedef number\n", sizeu1(numlines-i-1));
|
|
}
|
|
}
|
|
}
|
|
|
|
ld->frontsector = ld->backsector = NULL;
|
|
ld->validcount = 0;
|
|
ld->firsttag = ld->nexttag = -1;
|
|
ld->callcount = 0;
|
|
// killough 11/98: fix common wad errors (missing sidedefs):
|
|
|
|
if (ld->sidenum[0] == 0xffff)
|
|
{
|
|
ld->sidenum[0] = 0; // Substitute dummy sidedef for missing right side
|
|
// cph - print a warning about the bug
|
|
CONS_Debug(DBG_SETUP, "P_LoadRawLineDefs: linedef %s missing first sidedef\n", sizeu1(numlines-i-1));
|
|
}
|
|
|
|
if ((ld->sidenum[1] == 0xffff) && (ld->flags & ML_TWOSIDED))
|
|
{
|
|
ld->flags &= ~ML_TWOSIDED; // Clear 2s flag for missing left side
|
|
// cph - print a warning about the bug
|
|
CONS_Debug(DBG_SETUP, "P_LoadRawLineDefs: linedef %s has two-sided flag set, but no second sidedef\n", sizeu1(numlines-i-1));
|
|
}
|
|
|
|
if (ld->sidenum[0] != 0xffff && ld->special)
|
|
sides[ld->sidenum[0]].special = ld->special;
|
|
if (ld->sidenum[1] != 0xffff && ld->special)
|
|
sides[ld->sidenum[1]].special = ld->special;
|
|
|
|
ld->polyobj = NULL;
|
|
}
|
|
}
|
|
|
|
static void P_LoadLineDefs(lumpnum_t lumpnum)
|
|
{
|
|
UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
|
|
P_LoadRawLineDefs(data, W_LumpLength(lumpnum));
|
|
Z_Free(data);
|
|
}
|
|
|
|
static void P_LoadLineDefs2(void)
|
|
{
|
|
size_t i = numlines;
|
|
register line_t *ld = lines;
|
|
for (;i--;ld++)
|
|
{
|
|
ld->frontsector = sides[ld->sidenum[0]].sector; //e6y: Can't be -1 here
|
|
ld->backsector = ld->sidenum[1] != 0xffff ? sides[ld->sidenum[1]].sector : 0;
|
|
|
|
// Repeat count for midtexture
|
|
if ((ld->flags & ML_EFFECT5) && (ld->sidenum[1] != 0xffff))
|
|
{
|
|
sides[ld->sidenum[0]].repeatcnt = (INT16)(((unsigned)sides[ld->sidenum[0]].textureoffset >> FRACBITS) >> 12);
|
|
sides[ld->sidenum[0]].textureoffset = (((unsigned)sides[ld->sidenum[0]].textureoffset >> FRACBITS) & 2047) << FRACBITS;
|
|
sides[ld->sidenum[1]].repeatcnt = (INT16)(((unsigned)sides[ld->sidenum[1]].textureoffset >> FRACBITS) >> 12);
|
|
sides[ld->sidenum[1]].textureoffset = (((unsigned)sides[ld->sidenum[1]].textureoffset >> FRACBITS) & 2047) << FRACBITS;
|
|
}
|
|
|
|
// Compile linedef 'text' from both sidedefs 'text' for appropriate specials.
|
|
switch(ld->special)
|
|
{
|
|
case 443: // Calls a named Lua function
|
|
if (sides[ld->sidenum[0]].text)
|
|
{
|
|
size_t len = strlen(sides[ld->sidenum[0]].text)+1;
|
|
if (ld->sidenum[1] != 0xffff && sides[ld->sidenum[1]].text)
|
|
len += strlen(sides[ld->sidenum[1]].text);
|
|
ld->text = Z_Malloc(len, PU_LEVEL, NULL);
|
|
M_Memcpy(ld->text, sides[ld->sidenum[0]].text, strlen(sides[ld->sidenum[0]].text)+1);
|
|
if (ld->sidenum[1] != 0xffff && sides[ld->sidenum[1]].text)
|
|
M_Memcpy(ld->text+strlen(ld->text)+1, sides[ld->sidenum[1]].text, strlen(sides[ld->sidenum[1]].text)+1);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Optimize sidedefs
|
|
if (M_CheckParm("-compress"))
|
|
{
|
|
side_t *newsides;
|
|
size_t numnewsides = 0;
|
|
size_t z;
|
|
|
|
for (i = 0; i < numsides; i++)
|
|
{
|
|
size_t j, k;
|
|
if (sides[i].sector == NULL)
|
|
continue;
|
|
|
|
for (k = numlines, ld = lines; k--; ld++)
|
|
{
|
|
if (ld->sidenum[0] == i)
|
|
ld->sidenum[0] = (UINT16)numnewsides;
|
|
|
|
if (ld->sidenum[1] == i)
|
|
ld->sidenum[1] = (UINT16)numnewsides;
|
|
}
|
|
|
|
for (j = i+1; j < numsides; j++)
|
|
{
|
|
if (sides[j].sector == NULL)
|
|
continue;
|
|
|
|
if (!memcmp(&sides[i], &sides[j], sizeof(side_t)))
|
|
{
|
|
// Find the linedefs that belong to this one
|
|
for (k = numlines, ld = lines; k--; ld++)
|
|
{
|
|
if (ld->sidenum[0] == j)
|
|
ld->sidenum[0] = (UINT16)numnewsides;
|
|
|
|
if (ld->sidenum[1] == j)
|
|
ld->sidenum[1] = (UINT16)numnewsides;
|
|
}
|
|
sides[j].sector = NULL; // Flag for deletion
|
|
}
|
|
}
|
|
numnewsides++;
|
|
}
|
|
|
|
// We're loading crap into this block anyhow, so no point in zeroing it out.
|
|
newsides = Z_Malloc(numnewsides * sizeof(*newsides), PU_LEVEL, NULL);
|
|
|
|
// Copy the sides to their new block of memory.
|
|
for (i = 0, z = 0; i < numsides; i++)
|
|
{
|
|
if (sides[i].sector != NULL)
|
|
M_Memcpy(&newsides[z++], &sides[i], sizeof(side_t));
|
|
}
|
|
|
|
CONS_Debug(DBG_SETUP, "Old sides is %s, new sides is %s\n", sizeu1(numsides), sizeu1(numnewsides));
|
|
|
|
Z_Free(sides);
|
|
sides = newsides;
|
|
numsides = numnewsides;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
static inline void P_LoadRawSideDefs(size_t i)
|
|
{
|
|
numsides = i / sizeof (mapsidedef_t);
|
|
if (numsides <= 0)
|
|
I_Error("Level has no sidedefs");
|
|
sides = Z_Calloc(numsides * sizeof (*sides), PU_LEVEL, NULL);
|
|
}
|
|
|
|
static inline void P_LoadSideDefs(lumpnum_t lumpnum)
|
|
{
|
|
P_LoadRawSideDefs(W_LumpLength(lumpnum));
|
|
}
|
|
|
|
static void P_LoadRawSideDefs2(void *data)
|
|
{
|
|
UINT16 i;
|
|
INT32 num;
|
|
|
|
for (i = 0; i < numsides; i++)
|
|
{
|
|
register mapsidedef_t *msd = (mapsidedef_t *)data + i;
|
|
register side_t *sd = sides + i;
|
|
register sector_t *sec;
|
|
|
|
sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS;
|
|
sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
|
|
|
|
{ /* cph 2006/09/30 - catch out-of-range sector numbers; use sector 0 instead */
|
|
UINT16 sector_num = SHORT(msd->sector);
|
|
|
|
if (sector_num >= numsectors)
|
|
{
|
|
CONS_Debug(DBG_SETUP, "P_LoadRawSideDefs2: sidedef %u has out-of-range sector num %u\n", i, sector_num);
|
|
sector_num = 0;
|
|
}
|
|
sd->sector = sec = §ors[sector_num];
|
|
}
|
|
|
|
// refined to allow colormaps to work as wall textures if invalid as colormaps
|
|
// but valid as textures.
|
|
|
|
sd->sector = sec = §ors[SHORT(msd->sector)];
|
|
|
|
// Colormaps!
|
|
switch (sd->special)
|
|
{
|
|
case 63: // variable colormap via 242 linedef
|
|
case 606: //SoM: 4/4/2000: Just colormap transfer
|
|
// SoM: R_CreateColormap will only create a colormap in software mode...
|
|
// Perhaps we should just call it instead of doing the calculations here.
|
|
if (rendermode == render_soft || rendermode == render_none)
|
|
{
|
|
if (msd->toptexture[0] == '#' || msd->bottomtexture[0] == '#')
|
|
{
|
|
sec->midmap = R_CreateColormap(msd->toptexture, msd->midtexture,
|
|
msd->bottomtexture);
|
|
sd->toptexture = sd->bottomtexture = 0;
|
|
}
|
|
else
|
|
{
|
|
if ((num = R_CheckTextureNumForName(msd->toptexture)) == -1)
|
|
sd->toptexture = 0;
|
|
else
|
|
sd->toptexture = num;
|
|
if ((num = R_CheckTextureNumForName(msd->midtexture)) == -1)
|
|
sd->midtexture = 0;
|
|
else
|
|
sd->midtexture = num;
|
|
if ((num = R_CheckTextureNumForName(msd->bottomtexture)) == -1)
|
|
sd->bottomtexture = 0;
|
|
else
|
|
sd->bottomtexture = num;
|
|
}
|
|
break;
|
|
}
|
|
#ifdef HWRENDER
|
|
else
|
|
{
|
|
// for now, full support of toptexture only
|
|
if ((msd->toptexture[0] == '#' && msd->toptexture[1] && msd->toptexture[2] && msd->toptexture[3] && msd->toptexture[4] && msd->toptexture[5] && msd->toptexture[6])
|
|
|| (msd->bottomtexture[0] == '#' && msd->bottomtexture[1] && msd->bottomtexture[2] && msd->bottomtexture[3] && msd->bottomtexture[4] && msd->bottomtexture[5] && msd->bottomtexture[6]))
|
|
{
|
|
char *col;
|
|
RGBA_t color;
|
|
size_t j;
|
|
|
|
sec->midmap = R_CreateColormap(msd->toptexture, msd->midtexture,
|
|
msd->bottomtexture);
|
|
sd->toptexture = sd->bottomtexture = 0;
|
|
#define HEX2INT(x) (x >= '0' && x <= '9' ? x - '0' : x >= 'a' && x <= 'f' ? x - 'a' + 10 : x >= 'A' && x <= 'F' ? x - 'A' + 10 : 0)
|
|
#define ALPHA2INT(x) (x >= 'a' && x <= 'z' ? x - 'a' : x >= 'A' && x <= 'Z' ? x - 'A' : x >= '0' && x <= '9' ? 25 : 0)
|
|
sec->extra_colormap = &extra_colormaps[sec->midmap];
|
|
|
|
if (msd->toptexture[0] == '#' && msd->toptexture[1] && msd->toptexture[2] && msd->toptexture[3] && msd->toptexture[4] && msd->toptexture[5] && msd->toptexture[6])
|
|
{
|
|
col = msd->toptexture;
|
|
|
|
// encore mode colormaps!
|
|
// do it like software by aproximating a color to a palette index, and then convert it to its encore variant and then back to a color code.
|
|
// do this for both the start and fade colormaps.
|
|
|
|
color.s.red = (HEX2INT(col[1]) << 4) + HEX2INT(col[2]);
|
|
color.s.green = (HEX2INT(col[3]) << 4) + HEX2INT(col[4]);
|
|
color.s.blue = (HEX2INT(col[5]) << 4) + HEX2INT(col[6]);
|
|
|
|
#ifdef GLENCORE
|
|
if (encoremap)
|
|
{
|
|
j = encoremap[NearestColor(color.s.red, color.s.green, color.s.blue)];
|
|
//CONS_Printf("R_CreateColormap: encoremap[%d] = %d\n", j, encoremap[j]); -- moved encoremap upwards for optimisation
|
|
color = pLocalPalette[j]; // note: this sets alpha to 255, we will reset it below
|
|
}
|
|
#endif
|
|
color.s.alpha = 0; // reset/init the alpha, so the addition below will work correctly
|
|
sec->extra_colormap->rgba = color.rgba;
|
|
|
|
// alpha
|
|
if (msd->toptexture[7])
|
|
sec->extra_colormap->rgba += (ALPHA2INT(col[7]) << 24);
|
|
else
|
|
sec->extra_colormap->rgba += (25 << 24);
|
|
|
|
/*nearest = NearestColor(
|
|
(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0),
|
|
(HEX2INT(col[3]) << 4) + (HEX2INT(col[4]) << 0),
|
|
(HEX2INT(col[5]) << 4) + (HEX2INT(col[6]) << 0)
|
|
);
|
|
|
|
sec->extra_colormap->rgba =
|
|
pLocalPalette[nearest].s.red +
|
|
(pLocalPalette[nearest].s.green << 8) +
|
|
(pLocalPalette[nearest].s.blue << 16);*/
|
|
}
|
|
else
|
|
sec->extra_colormap->rgba = 0;
|
|
|
|
if (msd->bottomtexture[0] == '#' && msd->bottomtexture[1] && msd->bottomtexture[2] && msd->bottomtexture[3] && msd->bottomtexture[4] && msd->bottomtexture[5] && msd->bottomtexture[6])
|
|
{
|
|
col = msd->bottomtexture;
|
|
|
|
// do the exact same thing as above here.
|
|
|
|
color.s.red = (HEX2INT(col[1]) << 4) + HEX2INT(col[2]);
|
|
color.s.green = (HEX2INT(col[3]) << 4) + HEX2INT(col[4]);
|
|
color.s.blue = (HEX2INT(col[5]) << 4) + HEX2INT(col[6]);
|
|
|
|
#ifdef GLENCORE
|
|
if (encoremap)
|
|
{
|
|
j = encoremap[NearestColor(color.s.red, color.s.green, color.s.blue)];
|
|
//CONS_Printf("R_CreateColormap: encoremap[%d] = %d\n", j, encoremap[j]); -- moved encoremap upwards for optimisation
|
|
color = pLocalPalette[j]; // note: this sets alpha to 255, we will reset it below
|
|
}
|
|
#endif
|
|
color.s.alpha = 0; // reset/init the alpha, so the addition below will work correctly
|
|
sec->extra_colormap->fadergba = color.rgba;
|
|
|
|
// alpha
|
|
if (msd->bottomtexture[7])
|
|
sec->extra_colormap->fadergba += (ALPHA2INT(col[7]) << 24);
|
|
else
|
|
sec->extra_colormap->fadergba += (25 << 24);
|
|
}
|
|
else
|
|
sec->extra_colormap->fadergba = 0x19000000; // default alpha, (25 << 24)
|
|
#undef ALPHA2INT
|
|
#undef HEX2INT
|
|
}
|
|
else
|
|
{
|
|
if ((num = R_CheckTextureNumForName(msd->toptexture)) == -1)
|
|
sd->toptexture = 0;
|
|
else
|
|
sd->toptexture = num;
|
|
|
|
if ((num = R_CheckTextureNumForName(msd->midtexture)) == -1)
|
|
sd->midtexture = 0;
|
|
else
|
|
sd->midtexture = num;
|
|
|
|
if ((num = R_CheckTextureNumForName(msd->bottomtexture)) == -1)
|
|
sd->bottomtexture = 0;
|
|
else
|
|
sd->bottomtexture = num;
|
|
}
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
case 413: // Change music
|
|
{
|
|
char process[8+1];
|
|
|
|
sd->toptexture = sd->midtexture = sd->bottomtexture = 0;
|
|
if (msd->bottomtexture[0] != '-' || msd->bottomtexture[1] != '\0')
|
|
{
|
|
M_Memcpy(process,msd->bottomtexture,8);
|
|
process[8] = '\0';
|
|
sd->bottomtexture = get_number(process);
|
|
}
|
|
|
|
if (!(msd->midtexture[0] == '-' && msd->midtexture[1] == '\0') || msd->midtexture[1] != '\0')
|
|
{
|
|
M_Memcpy(process,msd->midtexture,8);
|
|
process[8] = '\0';
|
|
sd->midtexture = get_number(process);
|
|
}
|
|
|
|
// always process if back sidedef, because we need that - symbol
|
|
sd->text = Z_Malloc(7, PU_LEVEL, NULL);
|
|
if (i == 1 || msd->toptexture[0] != '-' || msd->toptexture[1] != '\0')
|
|
{
|
|
M_Memcpy(process,msd->toptexture,8);
|
|
process[8] = '\0';
|
|
|
|
// If they type in O_ or D_ and their music name, just shrug,
|
|
// then copy the rest instead.
|
|
if ((process[0] == 'O' || process[0] == 'D') && process[7])
|
|
M_Memcpy(sd->text, process+2, 6);
|
|
else // Assume it's a proper music name.
|
|
M_Memcpy(sd->text, process, 6);
|
|
sd->text[6] = 0;
|
|
}
|
|
else
|
|
sd->text[0] = 0;
|
|
break;
|
|
}
|
|
|
|
case 4: // Speed pad parameters
|
|
case 414: // Play SFX
|
|
{
|
|
sd->toptexture = sd->midtexture = sd->bottomtexture = 0;
|
|
if (msd->toptexture[0] != '-' || msd->toptexture[1] != '\0')
|
|
{
|
|
char process[8+1];
|
|
M_Memcpy(process,msd->toptexture,8);
|
|
process[8] = '\0';
|
|
sd->toptexture = get_number(process);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 9: // Mace parameters
|
|
case 14: // Bustable block parameters
|
|
case 15: // Fan particle spawner parameters
|
|
case 425: // Calls P_SetMobjState on calling mobj
|
|
case 434: // Custom Power
|
|
case 442: // Calls P_SetMobjState on mobjs of a given type in the tagged sectors
|
|
{
|
|
char process[8*3+1];
|
|
memset(process,0,8*3+1);
|
|
sd->toptexture = sd->midtexture = sd->bottomtexture = 0;
|
|
if (msd->toptexture[0] == '-' && msd->toptexture[1] == '\0')
|
|
break;
|
|
else
|
|
M_Memcpy(process,msd->toptexture,8);
|
|
if (msd->midtexture[0] != '-' || msd->midtexture[1] != '\0')
|
|
M_Memcpy(process+strlen(process), msd->midtexture, 8);
|
|
if (msd->bottomtexture[0] != '-' || msd->bottomtexture[1] != '\0')
|
|
M_Memcpy(process+strlen(process), msd->bottomtexture, 8);
|
|
sd->toptexture = get_number(process);
|
|
break;
|
|
}
|
|
|
|
case 443: // Calls a named Lua function
|
|
{
|
|
char process[8*3+1];
|
|
memset(process,0,8*3+1);
|
|
sd->toptexture = sd->midtexture = sd->bottomtexture = 0;
|
|
if (msd->toptexture[0] == '-' && msd->toptexture[1] == '\0')
|
|
break;
|
|
else
|
|
M_Memcpy(process,msd->toptexture,8);
|
|
if (msd->midtexture[0] != '-' || msd->midtexture[1] != '\0')
|
|
M_Memcpy(process+strlen(process), msd->midtexture, 8);
|
|
if (msd->bottomtexture[0] != '-' || msd->bottomtexture[1] != '\0')
|
|
M_Memcpy(process+strlen(process), msd->bottomtexture, 8);
|
|
sd->text = Z_Malloc(strlen(process)+1, PU_LEVEL, NULL);
|
|
M_Memcpy(sd->text, process, strlen(process)+1);
|
|
break;
|
|
}
|
|
|
|
default: // normal cases
|
|
if (msd->toptexture[0] == '#')
|
|
{
|
|
char *col = msd->toptexture;
|
|
sd->toptexture = sd->bottomtexture =
|
|
((col[1]-'0')*100 + (col[2]-'0')*10 + col[3]-'0') + 1;
|
|
sd->midtexture = R_TextureNumForName(msd->midtexture);
|
|
}
|
|
else
|
|
{
|
|
sd->midtexture = R_TextureNumForName(msd->midtexture);
|
|
sd->toptexture = R_TextureNumForName(msd->toptexture);
|
|
sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
R_ClearTextureNumCache(true);
|
|
}
|
|
|
|
|
|
// Delay loading texture names until after loaded linedefs.
|
|
static void P_LoadSideDefs2(lumpnum_t lumpnum)
|
|
{
|
|
UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
|
|
P_LoadRawSideDefs2(data);
|
|
Z_Free(data);
|
|
}
|
|
|
|
|
|
static boolean LineInBlock(fixed_t cx1, fixed_t cy1, fixed_t cx2, fixed_t cy2, fixed_t bx1, fixed_t by1)
|
|
{
|
|
fixed_t bbox[4];
|
|
line_t testline;
|
|
vertex_t vtest;
|
|
|
|
bbox[BOXRIGHT] = bx1 + MAPBLOCKUNITS;
|
|
bbox[BOXTOP] = by1 + MAPBLOCKUNITS;
|
|
bbox[BOXLEFT] = bx1;
|
|
bbox[BOXBOTTOM] = by1;
|
|
|
|
// Trivial rejection
|
|
if (cx1 < bbox[BOXLEFT] && cx2 < bbox[BOXLEFT])
|
|
return false;
|
|
|
|
if (cx1 > bbox[BOXRIGHT] && cx2 > bbox[BOXRIGHT])
|
|
return false;
|
|
|
|
if (cy1 < bbox[BOXBOTTOM] && cy2 < bbox[BOXBOTTOM])
|
|
return false;
|
|
|
|
if (cy1 > bbox[BOXTOP] && cy2 > bbox[BOXTOP])
|
|
return false;
|
|
|
|
// Rats, guess we gotta check
|
|
// if the line intersects
|
|
// any sides of the block.
|
|
cx1 <<= FRACBITS;
|
|
cy1 <<= FRACBITS;
|
|
cx2 <<= FRACBITS;
|
|
cy2 <<= FRACBITS;
|
|
bbox[BOXTOP] <<= FRACBITS;
|
|
bbox[BOXBOTTOM] <<= FRACBITS;
|
|
bbox[BOXLEFT] <<= FRACBITS;
|
|
bbox[BOXRIGHT] <<= FRACBITS;
|
|
|
|
testline.v1 = &vtest;
|
|
|
|
testline.v1->x = cx1;
|
|
testline.v1->y = cy1;
|
|
testline.dx = cx2 - cx1;
|
|
testline.dy = cy2 - cy1;
|
|
|
|
if ((testline.dx > 0) ^ (testline.dy > 0))
|
|
testline.slopetype = ST_NEGATIVE;
|
|
else
|
|
testline.slopetype = ST_POSITIVE;
|
|
|
|
return P_BoxOnLineSide(bbox, &testline) == -1;
|
|
}
|
|
|
|
//
|
|
// killough 10/98:
|
|
//
|
|
// Rewritten to use faster algorithm.
|
|
//
|
|
// SSN Edit: Killough's wasn't accurate enough, sometimes excluding
|
|
// blocks that the line did in fact exist in, so now we use
|
|
// a fail-safe approach that puts a 'box' around each line.
|
|
//
|
|
// Please note: This section of code is not interchangable with TeamTNT's
|
|
// code which attempts to fix the same problem.
|
|
static void P_CreateBlockMap(void)
|
|
{
|
|
register size_t i;
|
|
fixed_t minx = INT32_MAX, miny = INT32_MAX, maxx = INT32_MIN, maxy = INT32_MIN;
|
|
// First find limits of map
|
|
|
|
for (i = 0; i < numvertexes; i++)
|
|
{
|
|
if (vertexes[i].x>>FRACBITS < minx)
|
|
minx = vertexes[i].x>>FRACBITS;
|
|
else if (vertexes[i].x>>FRACBITS > maxx)
|
|
maxx = vertexes[i].x>>FRACBITS;
|
|
if (vertexes[i].y>>FRACBITS < miny)
|
|
miny = vertexes[i].y>>FRACBITS;
|
|
else if (vertexes[i].y>>FRACBITS > maxy)
|
|
maxy = vertexes[i].y>>FRACBITS;
|
|
}
|
|
|
|
// Save blockmap parameters
|
|
bmaporgx = minx << FRACBITS;
|
|
bmaporgy = miny << FRACBITS;
|
|
bmapwidth = ((maxx-minx) >> MAPBTOFRAC) + 1;
|
|
bmapheight = ((maxy-miny) >> MAPBTOFRAC)+ 1;
|
|
|
|
// Compute blockmap, which is stored as a 2d array of variable-sized lists.
|
|
//
|
|
// Pseudocode:
|
|
//
|
|
// For each linedef:
|
|
//
|
|
// Map the starting and ending vertices to blocks.
|
|
//
|
|
// Starting in the starting vertex's block, do:
|
|
//
|
|
// Add linedef to current block's list, dynamically resizing it.
|
|
//
|
|
// If current block is the same as the ending vertex's block, exit loop.
|
|
//
|
|
// Move to an adjacent block by moving towards the ending block in
|
|
// either the x or y direction, to the block which contains the linedef.
|
|
|
|
{
|
|
typedef struct
|
|
{
|
|
INT32 n, nalloc;
|
|
INT32 *list;
|
|
} bmap_t; // blocklist structure
|
|
|
|
size_t tot = bmapwidth * bmapheight; // size of blockmap
|
|
bmap_t *bmap = calloc(tot, sizeof (*bmap)); // array of blocklists
|
|
boolean straight;
|
|
|
|
if (bmap == NULL) I_Error("%s: Out of memory making blockmap", "P_CreateBlockMap");
|
|
|
|
for (i = 0; i < numlines; i++)
|
|
{
|
|
// starting coordinates
|
|
INT32 x = (lines[i].v1->x>>FRACBITS) - minx;
|
|
INT32 y = (lines[i].v1->y>>FRACBITS) - miny;
|
|
INT32 bxstart, bxend, bystart, byend, v2x, v2y, curblockx, curblocky;
|
|
|
|
v2x = lines[i].v2->x>>FRACBITS;
|
|
v2y = lines[i].v2->y>>FRACBITS;
|
|
|
|
// Draw a "box" around the line.
|
|
bxstart = (x >> MAPBTOFRAC);
|
|
bystart = (y >> MAPBTOFRAC);
|
|
|
|
v2x -= minx;
|
|
v2y -= miny;
|
|
|
|
bxend = ((v2x) >> MAPBTOFRAC);
|
|
byend = ((v2y) >> MAPBTOFRAC);
|
|
|
|
if (bxend < bxstart)
|
|
{
|
|
INT32 temp = bxstart;
|
|
bxstart = bxend;
|
|
bxend = temp;
|
|
}
|
|
|
|
if (byend < bystart)
|
|
{
|
|
INT32 temp = bystart;
|
|
bystart = byend;
|
|
byend = temp;
|
|
}
|
|
|
|
// Catch straight lines
|
|
// This fixes the error where straight lines
|
|
// directly on a blockmap boundary would not
|
|
// be included in the proper blocks.
|
|
if (lines[i].v1->y == lines[i].v2->y)
|
|
{
|
|
straight = true;
|
|
bystart--;
|
|
byend++;
|
|
}
|
|
else if (lines[i].v1->x == lines[i].v2->x)
|
|
{
|
|
straight = true;
|
|
bxstart--;
|
|
bxend++;
|
|
}
|
|
else
|
|
straight = false;
|
|
|
|
// Now we simply iterate block-by-block until we reach the end block.
|
|
for (curblockx = bxstart; curblockx <= bxend; curblockx++)
|
|
for (curblocky = bystart; curblocky <= byend; curblocky++)
|
|
{
|
|
size_t b = curblocky * bmapwidth + curblockx;
|
|
|
|
if (b >= tot)
|
|
continue;
|
|
|
|
if (!straight && !(LineInBlock((fixed_t)x, (fixed_t)y, (fixed_t)v2x, (fixed_t)v2y, (fixed_t)(curblockx << MAPBTOFRAC), (fixed_t)(curblocky << MAPBTOFRAC))))
|
|
continue;
|
|
|
|
// Increase size of allocated list if necessary
|
|
if (bmap[b].n >= bmap[b].nalloc)
|
|
{
|
|
// Graue 02-29-2004: make code more readable, don't realloc a null pointer
|
|
// (because it crashes for me, and because the comp.lang.c FAQ says so)
|
|
if (bmap[b].nalloc == 0)
|
|
bmap[b].nalloc = 8;
|
|
else
|
|
bmap[b].nalloc *= 2;
|
|
bmap[b].list = Z_Realloc(bmap[b].list, bmap[b].nalloc * sizeof (*bmap->list), PU_CACHE, &bmap[b].list);
|
|
if (!bmap[b].list)
|
|
I_Error("Out of Memory in P_CreateBlockMap");
|
|
}
|
|
|
|
// Add linedef to end of list
|
|
bmap[b].list[bmap[b].n++] = (INT32)i;
|
|
}
|
|
}
|
|
|
|
// Compute the total size of the blockmap.
|
|
//
|
|
// Compression of empty blocks is performed by reserving two offset words
|
|
// at tot and tot+1.
|
|
//
|
|
// 4 words, unused if this routine is called, are reserved at the start.
|
|
{
|
|
size_t count = tot + 6; // we need at least 1 word per block, plus reserved's
|
|
|
|
for (i = 0; i < tot; i++)
|
|
if (bmap[i].n)
|
|
count += bmap[i].n + 2; // 1 header word + 1 trailer word + blocklist
|
|
|
|
// Allocate blockmap lump with computed count
|
|
blockmaplump = Z_Calloc(sizeof (*blockmaplump) * count, PU_LEVEL, NULL);
|
|
}
|
|
|
|
// Now compress the blockmap.
|
|
{
|
|
size_t ndx = tot += 4; // Advance index to start of linedef lists
|
|
bmap_t *bp = bmap; // Start of uncompressed blockmap
|
|
|
|
blockmaplump[ndx++] = 0; // Store an empty blockmap list at start
|
|
blockmaplump[ndx++] = -1; // (Used for compression)
|
|
|
|
for (i = 4; i < tot; i++, bp++)
|
|
if (bp->n) // Non-empty blocklist
|
|
{
|
|
blockmaplump[blockmaplump[i] = (INT32)(ndx++)] = 0; // Store index & header
|
|
do
|
|
blockmaplump[ndx++] = bp->list[--bp->n]; // Copy linedef list
|
|
while (bp->n);
|
|
blockmaplump[ndx++] = -1; // Store trailer
|
|
Z_Free(bp->list); // Free linedef list
|
|
}
|
|
else // Empty blocklist: point to reserved empty blocklist
|
|
blockmaplump[i] = (INT32)tot;
|
|
|
|
free(bmap); // Free uncompressed blockmap
|
|
}
|
|
}
|
|
{
|
|
size_t count = sizeof (*blocklinks) * bmapwidth * bmapheight;
|
|
// clear out mobj chains (copied from from P_LoadBlockMap)
|
|
blocklinks = Z_Calloc(count, PU_LEVEL, NULL);
|
|
blockmap = blockmaplump + 4;
|
|
|
|
// haleyjd 2/22/06: setup polyobject blockmap
|
|
count = sizeof(*polyblocklinks) * bmapwidth * bmapheight;
|
|
polyblocklinks = Z_Calloc(count, PU_LEVEL, NULL);
|
|
}
|
|
}
|
|
|
|
// Split from P_LoadBlockMap for convenience
|
|
// -- Monster Iestyn 08/01/18
|
|
static void P_ReadBlockMapLump(INT16 *wadblockmaplump, size_t count)
|
|
{
|
|
size_t i;
|
|
blockmaplump = Z_Calloc(sizeof (*blockmaplump) * count, PU_LEVEL, NULL);
|
|
|
|
// killough 3/1/98: Expand wad blockmap into larger internal one,
|
|
// by treating all offsets except -1 as unsigned and zero-extending
|
|
// them. This potentially doubles the size of blockmaps allowed,
|
|
// because Doom originally considered the offsets as always signed.
|
|
|
|
blockmaplump[0] = SHORT(wadblockmaplump[0]);
|
|
blockmaplump[1] = SHORT(wadblockmaplump[1]);
|
|
blockmaplump[2] = (INT32)(SHORT(wadblockmaplump[2])) & 0xffff;
|
|
blockmaplump[3] = (INT32)(SHORT(wadblockmaplump[3])) & 0xffff;
|
|
|
|
for (i = 4; i < count; i++)
|
|
{
|
|
INT16 t = SHORT(wadblockmaplump[i]); // killough 3/1/98
|
|
blockmaplump[i] = t == -1 ? (INT32)-1 : (INT32) t & 0xffff;
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_LoadBlockMap
|
|
//
|
|
// Levels might not have a blockmap, so if one does not exist
|
|
// this should return false.
|
|
static boolean P_LoadBlockMap(lumpnum_t lumpnum)
|
|
{
|
|
#if 0
|
|
(void)lumpnum;
|
|
return false;
|
|
#else
|
|
size_t count;
|
|
const char *lumpname = W_CheckNameForNum(lumpnum);
|
|
|
|
// Check if the lump exists, and if it's named "BLOCKMAP"
|
|
if (!lumpname || memcmp(lumpname, "BLOCKMAP", 8) != 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
count = W_LumpLength(lumpnum);
|
|
|
|
if (!count || count >= 0x20000)
|
|
return false;
|
|
|
|
{
|
|
INT16 *wadblockmaplump = malloc(count); //INT16 *wadblockmaplump = W_CacheLumpNum (lump, PU_LEVEL);
|
|
if (!wadblockmaplump)
|
|
return false;
|
|
W_ReadLump(lumpnum, wadblockmaplump);
|
|
count /= 2;
|
|
P_ReadBlockMapLump(wadblockmaplump, count);
|
|
free(wadblockmaplump);
|
|
}
|
|
|
|
bmaporgx = blockmaplump[0]<<FRACBITS;
|
|
bmaporgy = blockmaplump[1]<<FRACBITS;
|
|
bmapwidth = blockmaplump[2];
|
|
bmapheight = blockmaplump[3];
|
|
|
|
// clear out mobj chains
|
|
count = sizeof (*blocklinks)* bmapwidth*bmapheight;
|
|
blocklinks = Z_Calloc(count, PU_LEVEL, NULL);
|
|
blockmap = blockmaplump+4;
|
|
|
|
// haleyjd 2/22/06: setup polyobject blockmap
|
|
count = sizeof(*polyblocklinks) * bmapwidth * bmapheight;
|
|
polyblocklinks = Z_Calloc(count, PU_LEVEL, NULL);
|
|
return true;
|
|
/* Original
|
|
blockmaplump = W_CacheLumpNum(lump, PU_LEVEL);
|
|
blockmap = blockmaplump+4;
|
|
count = W_LumpLength (lump)/2;
|
|
|
|
for (i = 0; i < count; i++)
|
|
blockmaplump[i] = SHORT(blockmaplump[i]);
|
|
|
|
bmaporgx = blockmaplump[0]<<FRACBITS;
|
|
bmaporgy = blockmaplump[1]<<FRACBITS;
|
|
bmapwidth = blockmaplump[2];
|
|
bmapheight = blockmaplump[3];
|
|
}
|
|
|
|
// clear out mobj chains
|
|
count = sizeof (*blocklinks)*bmapwidth*bmapheight;
|
|
blocklinks = Z_Calloc(count, PU_LEVEL, NULL);
|
|
return true;
|
|
*/
|
|
#endif
|
|
}
|
|
|
|
// This needs to be a separate function
|
|
// because making both the WAD and PK3 loading code use
|
|
// the same functions is trickier than it looks for blockmap
|
|
// -- Monster Iestyn 09/01/18
|
|
static boolean P_LoadRawBlockMap(UINT8 *data, size_t count, const char *lumpname)
|
|
{
|
|
#if 0
|
|
(void)data;
|
|
(void)count;
|
|
(void)lumpname;
|
|
return false;
|
|
#else
|
|
// Check if the lump is named "BLOCKMAP"
|
|
if (!lumpname || memcmp(lumpname, "BLOCKMAP", 8) != 0)
|
|
{
|
|
CONS_Printf("No blockmap lump found for pk3!\n");
|
|
return false;
|
|
}
|
|
|
|
if (!count || count >= 0x20000)
|
|
return false;
|
|
|
|
//CONS_Printf("Reading blockmap lump for pk3...\n");
|
|
|
|
// no need to malloc anything, assume the data is uncompressed for now
|
|
count /= 2;
|
|
P_ReadBlockMapLump((INT16 *)data, count);
|
|
|
|
bmaporgx = blockmaplump[0]<<FRACBITS;
|
|
bmaporgy = blockmaplump[1]<<FRACBITS;
|
|
bmapwidth = blockmaplump[2];
|
|
bmapheight = blockmaplump[3];
|
|
|
|
// clear out mobj chains
|
|
count = sizeof (*blocklinks)* bmapwidth*bmapheight;
|
|
blocklinks = Z_Calloc(count, PU_LEVEL, NULL);
|
|
blockmap = blockmaplump+4;
|
|
|
|
// haleyjd 2/22/06: setup polyobject blockmap
|
|
count = sizeof(*polyblocklinks) * bmapwidth * bmapheight;
|
|
polyblocklinks = Z_Calloc(count, PU_LEVEL, NULL);
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
//
|
|
// P_GroupLines
|
|
// Builds sector line lists and subsector sector numbers.
|
|
// Finds block bounding boxes for sectors.
|
|
//
|
|
static void P_GroupLines(void)
|
|
{
|
|
size_t i, j;
|
|
line_t *li;
|
|
sector_t *sector;
|
|
subsector_t *ss = subsectors;
|
|
size_t sidei;
|
|
seg_t *seg;
|
|
fixed_t bbox[4];
|
|
|
|
// look up sector number for each subsector
|
|
for (i = 0; i < numsubsectors; i++, ss++)
|
|
{
|
|
if (ss->firstline >= numsegs)
|
|
CorruptMapError(va("P_GroupLines: ss->firstline invalid "
|
|
"(subsector %s, firstline refers to %d of %s)", sizeu1(i), ss->firstline,
|
|
sizeu2(numsegs)));
|
|
seg = &segs[ss->firstline];
|
|
sidei = (size_t)(seg->sidedef - sides);
|
|
if (!seg->sidedef)
|
|
CorruptMapError(va("P_GroupLines: seg->sidedef is NULL "
|
|
"(subsector %s, firstline is %d)", sizeu1(i), ss->firstline));
|
|
if (seg->sidedef - sides < 0 || seg->sidedef - sides > (UINT16)numsides)
|
|
CorruptMapError(va("P_GroupLines: seg->sidedef refers to sidedef %s of %s "
|
|
"(subsector %s, firstline is %d)", sizeu1(sidei), sizeu2(numsides),
|
|
sizeu3(i), ss->firstline));
|
|
if (!seg->sidedef->sector)
|
|
CorruptMapError(va("P_GroupLines: seg->sidedef->sector is NULL "
|
|
"(subsector %s, firstline is %d, sidedef is %s)", sizeu1(i), ss->firstline,
|
|
sizeu1(sidei)));
|
|
ss->sector = seg->sidedef->sector;
|
|
}
|
|
|
|
// count number of lines in each sector
|
|
for (i = 0, li = lines; i < numlines; i++, li++)
|
|
{
|
|
li->frontsector->linecount++;
|
|
|
|
if (li->backsector && li->backsector != li->frontsector)
|
|
li->backsector->linecount++;
|
|
}
|
|
|
|
// allocate linebuffers for each sector
|
|
for (i = 0, sector = sectors; i < numsectors; i++, sector++)
|
|
{
|
|
if (sector->linecount == 0) // no lines found?
|
|
{
|
|
sector->lines = NULL;
|
|
CONS_Debug(DBG_SETUP, "P_GroupLines: sector %s has no lines\n", sizeu1(i));
|
|
}
|
|
else
|
|
{
|
|
sector->lines = Z_Calloc(sector->linecount * sizeof(line_t*), PU_LEVEL, NULL);
|
|
|
|
// zero the count, since we'll later use this to track how many we've recorded
|
|
sector->linecount = 0;
|
|
}
|
|
}
|
|
|
|
// iterate through lines, assigning them to sectors' linebuffers,
|
|
// and recalculate the counts in the process
|
|
for (i = 0, li = lines; i < numlines; i++, li++)
|
|
{
|
|
li->frontsector->lines[li->frontsector->linecount++] = li;
|
|
|
|
if (li->backsector && li->backsector != li->frontsector)
|
|
li->backsector->lines[li->backsector->linecount++] = li;
|
|
}
|
|
|
|
// set soundorg's position for each sector
|
|
for (i = 0, sector = sectors; i < numsectors; i++, sector++)
|
|
{
|
|
M_ClearBox(bbox);
|
|
|
|
if (sector->linecount != 0)
|
|
{
|
|
for (j = 0; j < sector->linecount; j++)
|
|
{
|
|
li = sector->lines[j];
|
|
M_AddToBox(bbox, li->v1->x, li->v1->y);
|
|
M_AddToBox(bbox, li->v2->x, li->v2->y);
|
|
}
|
|
}
|
|
|
|
// set the degenmobj_t to the middle of the bounding box
|
|
sector->soundorg.x = (((bbox[BOXRIGHT]>>FRACBITS) + (bbox[BOXLEFT]>>FRACBITS))/2)<<FRACBITS;
|
|
sector->soundorg.y = (((bbox[BOXTOP]>>FRACBITS) + (bbox[BOXBOTTOM]>>FRACBITS))/2)<<FRACBITS;
|
|
sector->soundorg.z = sector->floorheight; // default to sector's floor height
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_LoadReject
|
|
//
|
|
// Detect if the REJECT lump is valid,
|
|
// if not, rejectmatrix will be NULL
|
|
static void P_LoadReject(lumpnum_t lumpnum)
|
|
{
|
|
size_t count;
|
|
const char *lumpname = W_CheckNameForNum(lumpnum);
|
|
|
|
// Check if the lump exists, and if it's named "REJECT"
|
|
if (!lumpname || memcmp(lumpname, "REJECT\0\0", 8) != 0)
|
|
{
|
|
rejectmatrix = NULL;
|
|
CONS_Debug(DBG_SETUP, "P_LoadReject: No valid REJECT lump found\n");
|
|
return;
|
|
}
|
|
|
|
count = W_LumpLength(lumpnum);
|
|
|
|
if (!count) // zero length, someone probably used ZDBSP
|
|
{
|
|
rejectmatrix = NULL;
|
|
CONS_Debug(DBG_SETUP, "P_LoadReject: REJECT lump has size 0, will not be loaded\n");
|
|
}
|
|
else
|
|
rejectmatrix = W_CacheLumpNum(lumpnum, PU_LEVEL);
|
|
}
|
|
|
|
// PK3 version
|
|
// -- Monster Iestyn 09/01/18
|
|
static void P_LoadRawReject(UINT8 *data, size_t count, const char *lumpname)
|
|
{
|
|
// Check if the lump is named "REJECT"
|
|
if (!lumpname || memcmp(lumpname, "REJECT\0\0", 8) != 0)
|
|
{
|
|
rejectmatrix = NULL;
|
|
CONS_Debug(DBG_SETUP, "P_LoadRawReject: No valid REJECT lump found\n");
|
|
return;
|
|
}
|
|
|
|
if (!count) // zero length, someone probably used ZDBSP
|
|
{
|
|
rejectmatrix = NULL;
|
|
CONS_Debug(DBG_SETUP, "P_LoadRawReject: REJECT lump has size 0, will not be loaded\n");
|
|
}
|
|
else
|
|
{
|
|
rejectmatrix = Z_Malloc(count, PU_LEVEL, NULL); // allocate memory for the reject matrix
|
|
M_Memcpy(rejectmatrix, data, count); // copy the data into it
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
static char *levellumps[] =
|
|
{
|
|
"label", // ML_LABEL, A separator, name, MAPxx
|
|
"THINGS", // ML_THINGS, Enemies, items..
|
|
"LINEDEFS", // ML_LINEDEFS, Linedefs, from editing
|
|
"SIDEDEFS", // ML_SIDEDEFS, Sidedefs, from editing
|
|
"VERTEXES", // ML_VERTEXES, Vertices, edited and BSP splits generated
|
|
"SEGS", // ML_SEGS, Linesegs, from linedefs split by BSP
|
|
"SSECTORS", // ML_SSECTORS, Subsectors, list of linesegs
|
|
"NODES", // ML_NODES, BSP nodes
|
|
"SECTORS", // ML_SECTORS, Sectors, from editing
|
|
"REJECT", // ML_REJECT, LUT, sector-sector visibility
|
|
};
|
|
|
|
/** Checks a lump and returns whether it is a valid start-of-level marker.
|
|
*
|
|
* \param lumpnum Lump number to check.
|
|
* \return True if the lump is a valid level marker, false if not.
|
|
*/
|
|
static inline boolean P_CheckLevel(lumpnum_t lumpnum)
|
|
{
|
|
UINT16 file, lump;
|
|
size_t i;
|
|
|
|
for (i = ML_THINGS; i <= ML_REJECT; i++)
|
|
{
|
|
file = WADFILENUM(lumpnum);
|
|
lump = LUMPNUM(lumpnum+1);
|
|
if (file > numwadfiles || lump < LUMPNUM(lumpnum) || lump > wadfiles[file]->numlumps ||
|
|
memcmp(wadfiles[file]->lumpinfo[lump].name, levellumps[i], 8) != 0)
|
|
return false;
|
|
}
|
|
return true; // all right
|
|
}
|
|
#endif
|
|
|
|
/** Sets up a sky texture to use for the level.
|
|
* The sky texture is used instead of F_SKY1.
|
|
*/
|
|
void P_SetupLevelSky(INT32 skynum, boolean global)
|
|
{
|
|
char skytexname[12];
|
|
|
|
sprintf(skytexname, "SKY%d", skynum);
|
|
skytexture = R_TextureNumForName(skytexname);
|
|
levelskynum = skynum;
|
|
|
|
// Global change
|
|
if (global)
|
|
globallevelskynum = levelskynum;
|
|
|
|
// Don't go beyond for dedicated servers
|
|
if (dedicated)
|
|
return;
|
|
|
|
// scale up the old skies, if needed
|
|
R_SetupSkyDraw();
|
|
}
|
|
|
|
static const char *maplumpname;
|
|
lumpnum_t lastloadedmaplumpnum; // for comparative savegame
|
|
|
|
//
|
|
// P_LevelInitStuff
|
|
//
|
|
// Some player initialization for map start.
|
|
//
|
|
static void P_LevelInitStuff(void)
|
|
{
|
|
INT32 i;
|
|
|
|
leveltime = 0;
|
|
|
|
memset(localaiming, 0, sizeof(localaiming));
|
|
|
|
// map object scale
|
|
mapobjectscale = mapheaderinfo[gamemap-1]->mobj_scale;
|
|
|
|
// special stage tokens, emeralds, and ring total
|
|
tokenbits = 0;
|
|
runemeraldmanager = false;
|
|
nummaprings = 0;
|
|
nummapboxes = 0;
|
|
numgotboxes = 0;
|
|
|
|
// emerald hunt
|
|
hunt1 = hunt2 = hunt3 = NULL;
|
|
|
|
// map time limit
|
|
if (mapheaderinfo[gamemap-1]->countdown)
|
|
countdowntimer = mapheaderinfo[gamemap-1]->countdown * TICRATE;
|
|
else
|
|
countdowntimer = 0;
|
|
countdowntimeup = false;
|
|
|
|
// clear ctf pointers
|
|
redflag = blueflag = NULL;
|
|
rflagpoint = bflagpoint = NULL;
|
|
|
|
// circuit, race and competition stuff
|
|
circuitmap = false;
|
|
numstarposts = 0;
|
|
totalrings = timeinmap = 0;
|
|
|
|
// special stage
|
|
stagefailed = false;
|
|
// Reset temporary record data
|
|
//memset(&ntemprecords, 0, sizeof(nightsdata_t));
|
|
|
|
// earthquake camera
|
|
memset(&quake,0,sizeof(struct quake));
|
|
|
|
// song credit init
|
|
memset(&cursongcredit,0,sizeof(struct cursongcredit));
|
|
cursongcredit.trans = NUMTRANSMAPS;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
#if 0
|
|
if ((netgame || multiplayer) && (gametype == GT_COMPETITION || players[i].lives <= 0))
|
|
{
|
|
// In Co-Op, replenish a user's lives if they are depleted.
|
|
players[i].lives = cv_startinglives.value;
|
|
}
|
|
#else
|
|
players[i].lives = 1; // SRB2Kart
|
|
#endif
|
|
|
|
players[i].realtime = racecountdown = exitcountdown = 0;
|
|
curlap = bestlap = 0; // SRB2Kart
|
|
|
|
players[i].gotcontinue = false;
|
|
|
|
players[i].xtralife = players[i].deadtimer = players[i].numboxes = players[i].totalring = players[i].laps = 0;
|
|
players[i].health = 1;
|
|
players[i].aiming = 0;
|
|
players[i].pflags &= ~PF_TIMEOVER;
|
|
|
|
players[i].losstime = 0;
|
|
players[i].timeshit = 0;
|
|
|
|
players[i].marescore = players[i].lastmarescore = players[i].maxlink = 0;
|
|
players[i].startedtime = players[i].finishedtime = players[i].finishedrings = 0;
|
|
players[i].lastmare = players[i].marebegunat = 0;
|
|
|
|
// Don't show anything
|
|
players[i].textvar = players[i].texttimer = 0;
|
|
|
|
players[i].linkcount = players[i].linktimer = 0;
|
|
players[i].flyangle = players[i].anotherflyangle = 0;
|
|
players[i].nightstime = players[i].mare = 0;
|
|
P_SetTarget(&players[i].capsule, NULL);
|
|
players[i].drillmeter = 40*20;
|
|
|
|
players[i].exiting = 0;
|
|
P_ResetPlayer(&players[i]);
|
|
|
|
players[i].mo = NULL;
|
|
|
|
// we must unset axis details too
|
|
players[i].axis1 = players[i].axis2 = NULL;
|
|
|
|
// and this stupid flag as a result
|
|
players[i].pflags &= ~PF_TRANSFERTOCLOSEST;
|
|
}
|
|
|
|
// SRB2Kart: map load variables
|
|
if (modeattacking) // Just play it safe and set everything
|
|
{
|
|
gamespeed = 2;
|
|
franticitems = false;
|
|
comeback = true;
|
|
}
|
|
else
|
|
{
|
|
if (G_BattleGametype())
|
|
gamespeed = 0;
|
|
else
|
|
gamespeed = (UINT8)cv_kartspeed.value;
|
|
franticitems = (boolean)cv_kartfrantic.value;
|
|
comeback = (boolean)cv_kartcomeback.value;
|
|
}
|
|
|
|
for (i = 0; i < 4; i++)
|
|
battlewanted[i] = -1;
|
|
}
|
|
|
|
//
|
|
// P_LoadThingsOnly
|
|
//
|
|
// "Reloads" a level, but only reloads all of the mobjs.
|
|
//
|
|
void P_LoadThingsOnly(void)
|
|
{
|
|
// Search through all the thinkers.
|
|
mobj_t *mo;
|
|
thinker_t *think;
|
|
|
|
for (think = thinkercap.next; think != &thinkercap; think = think->next)
|
|
{
|
|
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue; // not a mobj thinker
|
|
|
|
mo = (mobj_t *)think;
|
|
|
|
if (mo)
|
|
P_RemoveMobj(mo);
|
|
}
|
|
|
|
P_LevelInitStuff();
|
|
|
|
if (W_IsLumpWad(lastloadedmaplumpnum)) // welp it's a map wad in a pk3
|
|
{ // HACK: Open wad file rather quickly so we can use the things lump
|
|
UINT8 *wadData = W_CacheLumpNum(lastloadedmaplumpnum, PU_STATIC);
|
|
filelump_t *fileinfo = (filelump_t *)(wadData + ((wadinfo_t *)wadData)->infotableofs);
|
|
fileinfo += ML_THINGS; // we only need the THINGS lump
|
|
P_PrepareRawThings(wadData + fileinfo->filepos, fileinfo->size);
|
|
Z_Free(wadData); // we're done with this now
|
|
}
|
|
else // phew it's just a WAD
|
|
P_PrepareThings(lastloadedmaplumpnum + ML_THINGS);
|
|
P_LoadThings();
|
|
|
|
P_SpawnSecretItems(true);
|
|
}
|
|
|
|
/** Compute MD5 message digest for bytes read from memory source
|
|
*
|
|
* The resulting message digest number will be written into the 16 bytes
|
|
* beginning at RESBLOCK.
|
|
*
|
|
* \param filename path of file
|
|
* \param resblock resulting MD5 checksum
|
|
* \return 0 if MD5 checksum was made, and is at resblock, 1 if error was found
|
|
*/
|
|
static INT32 P_MakeBufferMD5(const char *buffer, size_t len, void *resblock)
|
|
{
|
|
#ifdef NOMD5
|
|
(void)buffer;
|
|
(void)len;
|
|
memset(resblock, 0x00, 16);
|
|
return 1;
|
|
#else
|
|
tic_t t = I_GetTime();
|
|
CONS_Debug(DBG_SETUP, "Making MD5\n");
|
|
if (md5_buffer(buffer, len, resblock) == NULL)
|
|
return 1;
|
|
CONS_Debug(DBG_SETUP, "MD5 calc took %f seconds\n", (float)(I_GetTime() - t)/NEWTICRATE);
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
static void P_MakeMapMD5(lumpnum_t maplumpnum, void *dest)
|
|
{
|
|
unsigned char linemd5[16];
|
|
unsigned char sectormd5[16];
|
|
unsigned char thingmd5[16];
|
|
unsigned char sidedefmd5[16];
|
|
unsigned char resmd5[16];
|
|
UINT8 i;
|
|
|
|
// Create a hash for the current map
|
|
// get the actual lumps!
|
|
UINT8 *datalines = W_CacheLumpNum(maplumpnum + ML_LINEDEFS, PU_CACHE);
|
|
UINT8 *datasectors = W_CacheLumpNum(maplumpnum + ML_SECTORS, PU_CACHE);
|
|
UINT8 *datathings = W_CacheLumpNum(maplumpnum + ML_THINGS, PU_CACHE);
|
|
UINT8 *datasides = W_CacheLumpNum(maplumpnum + ML_SIDEDEFS, PU_CACHE);
|
|
|
|
P_MakeBufferMD5((char*)datalines, W_LumpLength(maplumpnum + ML_LINEDEFS), linemd5);
|
|
P_MakeBufferMD5((char*)datasectors, W_LumpLength(maplumpnum + ML_SECTORS), sectormd5);
|
|
P_MakeBufferMD5((char*)datathings, W_LumpLength(maplumpnum + ML_THINGS), thingmd5);
|
|
P_MakeBufferMD5((char*)datasides, W_LumpLength(maplumpnum + ML_SIDEDEFS), sidedefmd5);
|
|
|
|
Z_Free(datalines);
|
|
Z_Free(datasectors);
|
|
Z_Free(datathings);
|
|
Z_Free(datasides);
|
|
|
|
for (i = 0; i < 16; i++)
|
|
resmd5[i] = (linemd5[i] + sectormd5[i] + thingmd5[i] + sidedefmd5[i]) & 0xFF;
|
|
|
|
M_Memcpy(dest, &resmd5, 16);
|
|
}
|
|
|
|
static void P_RunLevelScript(const char *scriptname)
|
|
{
|
|
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_SCRIPTISFILE))
|
|
{
|
|
lumpnum_t lumpnum;
|
|
char newname[9];
|
|
|
|
strncpy(newname, scriptname, 8);
|
|
|
|
newname[8] = '\0';
|
|
|
|
lumpnum = W_CheckNumForName(newname);
|
|
|
|
if (lumpnum == LUMPERROR || W_LumpLength(lumpnum) == 0)
|
|
{
|
|
CONS_Debug(DBG_SETUP, "SOC Error: script lump %s not found/not valid.\n", newname);
|
|
return;
|
|
}
|
|
|
|
COM_BufInsertText(W_CacheLumpNum(lumpnum, PU_CACHE));
|
|
}
|
|
else
|
|
{
|
|
COM_BufAddText(va("exec %s\n", scriptname));
|
|
}
|
|
COM_BufExecute(); // Run it!
|
|
}
|
|
|
|
static void P_ForceCharacter(const char *forcecharskin)
|
|
{
|
|
if (netgame)
|
|
{
|
|
char skincmd[33];
|
|
if (splitscreen)
|
|
{
|
|
sprintf(skincmd, "skin2 %s\n", forcecharskin);
|
|
CV_Set(&cv_skin2, forcecharskin);
|
|
if (splitscreen > 1)
|
|
{
|
|
sprintf(skincmd, "skin3 %s\n", forcecharskin);
|
|
CV_Set(&cv_skin3, forcecharskin);
|
|
if (splitscreen > 2)
|
|
{
|
|
sprintf(skincmd, "skin4 %s\n", forcecharskin);
|
|
CV_Set(&cv_skin4, forcecharskin);
|
|
}
|
|
}
|
|
}
|
|
|
|
sprintf(skincmd, "skin %s\n", forcecharskin);
|
|
COM_BufAddText(skincmd);
|
|
}
|
|
else
|
|
{
|
|
if (splitscreen)
|
|
{
|
|
SetPlayerSkin(displayplayers[1], forcecharskin);
|
|
if ((unsigned)cv_playercolor2.value != skins[players[displayplayers[1]].skin].prefcolor && !modeattacking)
|
|
{
|
|
CV_StealthSetValue(&cv_playercolor2, skins[players[displayplayers[1]].skin].prefcolor);
|
|
players[displayplayers[1]].skincolor = skins[players[displayplayers[1]].skin].prefcolor;
|
|
}
|
|
|
|
if (splitscreen > 1)
|
|
{
|
|
SetPlayerSkin(displayplayers[2], forcecharskin);
|
|
if ((unsigned)cv_playercolor3.value != skins[players[displayplayers[2]].skin].prefcolor && !modeattacking)
|
|
{
|
|
CV_StealthSetValue(&cv_playercolor3, skins[players[displayplayers[2]].skin].prefcolor);
|
|
players[displayplayers[2]].skincolor = skins[players[displayplayers[2]].skin].prefcolor;
|
|
}
|
|
|
|
if (splitscreen > 2)
|
|
{
|
|
SetPlayerSkin(displayplayers[3], forcecharskin);
|
|
if ((unsigned)cv_playercolor4.value != skins[players[displayplayers[3]].skin].prefcolor && !modeattacking)
|
|
{
|
|
CV_StealthSetValue(&cv_playercolor4, skins[players[displayplayers[3]].skin].prefcolor);
|
|
players[displayplayers[3]].skincolor = skins[players[displayplayers[3]].skin].prefcolor;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
SetPlayerSkin(consoleplayer, forcecharskin);
|
|
// normal player colors in single player
|
|
if ((unsigned)cv_playercolor.value != skins[players[consoleplayer].skin].prefcolor && !modeattacking)
|
|
{
|
|
CV_StealthSetValue(&cv_playercolor, skins[players[consoleplayer].skin].prefcolor);
|
|
players[consoleplayer].skincolor = skins[players[consoleplayer].skin].prefcolor;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void P_LoadRecordGhosts(void)
|
|
{
|
|
// see also m_menu.c's Nextmap_OnChange
|
|
const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1;
|
|
char *gpath = malloc(glen);
|
|
INT32 i;
|
|
|
|
if (!gpath)
|
|
return;
|
|
|
|
sprintf(gpath,"%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s", srb2home, timeattackfolder, G_BuildMapName(gamemap));
|
|
|
|
// Best Time ghost
|
|
if (cv_ghost_besttime.value)
|
|
{
|
|
for (i = 0; i < numskins; ++i)
|
|
{
|
|
if (cv_ghost_besttime.value == 1 && players[consoleplayer].skin != i)
|
|
continue;
|
|
|
|
if (FIL_FileExists(va("%s-%s-time-best.lmp", gpath, skins[i].name)))
|
|
G_AddGhost(va("%s-%s-time-best.lmp", gpath, skins[i].name));
|
|
}
|
|
}
|
|
|
|
// Best Lap ghost
|
|
if (cv_ghost_bestlap.value)
|
|
{
|
|
for (i = 0; i < numskins; ++i)
|
|
{
|
|
if (cv_ghost_bestlap.value == 1 && players[consoleplayer].skin != i)
|
|
continue;
|
|
|
|
if (FIL_FileExists(va("%s-%s-lap-best.lmp", gpath, skins[i].name)))
|
|
G_AddGhost(va("%s-%s-lap-best.lmp", gpath, skins[i].name));
|
|
}
|
|
}
|
|
|
|
// Last ghost
|
|
if (cv_ghost_last.value)
|
|
{
|
|
for (i = 0; i < numskins; ++i)
|
|
{
|
|
if (cv_ghost_last.value == 1 && players[consoleplayer].skin != i)
|
|
continue;
|
|
|
|
if (FIL_FileExists(va("%s-%s-last.lmp", gpath, skins[i].name)))
|
|
G_AddGhost(va("%s-%s-last.lmp", gpath, skins[i].name));
|
|
}
|
|
}
|
|
|
|
// Guest ghost
|
|
if (cv_ghost_guest.value && FIL_FileExists(va("%s-guest.lmp", gpath)))
|
|
G_AddGhost(va("%s-guest.lmp", gpath));
|
|
|
|
// Staff Attack ghosts
|
|
if (cv_ghost_staff.value)
|
|
{
|
|
lumpnum_t l;
|
|
UINT8 j = 1;
|
|
while (j <= 99 && (l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(gamemap),j))) != LUMPERROR)
|
|
{
|
|
G_AddGhost(va("%sS%02u",G_BuildMapName(gamemap),j));
|
|
j++;
|
|
}
|
|
}
|
|
|
|
free(gpath);
|
|
}
|
|
|
|
/*static void P_LoadNightsGhosts(void)
|
|
{
|
|
const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1;
|
|
char *gpath = malloc(glen);
|
|
|
|
if (!gpath)
|
|
return;
|
|
|
|
sprintf(gpath,"%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s", srb2home, timeattackfolder, G_BuildMapName(gamemap));
|
|
|
|
// Best Score ghost
|
|
if (cv_ghost_bestscore.value && FIL_FileExists(va("%s-score-best.lmp", gpath)))
|
|
G_AddGhost(va("%s-score-best.lmp", gpath));
|
|
|
|
// Best Time ghost
|
|
if (cv_ghost_besttime.value && FIL_FileExists(va("%s-time-best.lmp", gpath)))
|
|
G_AddGhost(va("%s-time-best.lmp", gpath));
|
|
|
|
// Last ghost
|
|
if (cv_ghost_last.value && FIL_FileExists(va("%s-last.lmp", gpath)))
|
|
G_AddGhost(va("%s-last.lmp", gpath));
|
|
|
|
// Guest ghost
|
|
if (cv_ghost_guest.value && FIL_FileExists(va("%s-guest.lmp", gpath)))
|
|
G_AddGhost(va("%s-guest.lmp", gpath));
|
|
|
|
// Staff Attack ghosts
|
|
if (cv_ghost_staff.value)
|
|
{
|
|
lumpnum_t l;
|
|
UINT8 i = 1;
|
|
while (i <= 99 && (l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(gamemap),i))) != LUMPERROR)
|
|
{
|
|
G_AddGhost(va("%sS%02u",G_BuildMapName(gamemap),i));
|
|
i++;
|
|
}
|
|
}
|
|
|
|
free(gpath);
|
|
}*/
|
|
|
|
static void P_SetupCamera(UINT8 pnum, camera_t *cam)
|
|
{
|
|
if (players[pnum].mo && (server || addedtogame))
|
|
{
|
|
cam->x = players[pnum].mo->x;
|
|
cam->y = players[pnum].mo->y;
|
|
cam->z = players[pnum].mo->z;
|
|
cam->angle = players[pnum].mo->angle;
|
|
cam->subsector = R_PointInSubsector(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
|
|
}
|
|
else
|
|
{
|
|
mapthing_t *thing;
|
|
|
|
switch (gametype)
|
|
{
|
|
case GT_MATCH:
|
|
case GT_TAG:
|
|
thing = deathmatchstarts[0];
|
|
break;
|
|
|
|
default:
|
|
thing = playerstarts[0];
|
|
break;
|
|
}
|
|
|
|
if (!thing)
|
|
return; // we can't do jack shit
|
|
|
|
cam->x = thing->x;
|
|
cam->y = thing->y;
|
|
cam->z = thing->z;
|
|
cam->angle = FixedAngle((fixed_t)thing->angle << FRACBITS);
|
|
cam->subsector = R_PointInSubsector(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
|
|
}
|
|
}
|
|
|
|
static boolean P_CanSave(void)
|
|
{
|
|
#if 0
|
|
// Saving is completely ignored under these conditions:
|
|
if ((cursaveslot < 0) // Playing without saving
|
|
|| (modifiedgame && !savemoddata) // Game is modified
|
|
|| (netgame || multiplayer) // Not in single-player
|
|
|| (demo.playback || demo.recording || metalrecording) // Currently in demo
|
|
|| (players[consoleplayer].lives <= 0) // Completely dead
|
|
|| (modeattacking || ultimatemode || G_IsSpecialStage(gamemap))) // Specialized instances
|
|
return false;
|
|
|
|
if (mapheaderinfo[gamemap-1]->saveoverride == SAVE_ALWAYS)
|
|
return true; // Saving should ALWAYS happen!
|
|
else if (mapheaderinfo[gamemap-1]->saveoverride == SAVE_NEVER)
|
|
return false; // Saving should NEVER happen!
|
|
|
|
// Default condition: In a non-hidden map, at the beginning of a zone or on a completed save-file, and not on save reload.
|
|
return (!(mapheaderinfo[gamemap-1]->menuflags & LF2_HIDEINMENU)
|
|
&& (mapheaderinfo[gamemap-1]->actnum < 2 || gamecomplete)
|
|
&& (gamemap != lastmapsaved));
|
|
#else
|
|
return false; // SRB2Kart: no SP, no saving.
|
|
#endif
|
|
}
|
|
|
|
/** Loads a level from a lump or external wad.
|
|
*
|
|
* \param skipprecip If true, don't spawn precipitation.
|
|
* \todo Clean up, refactor, split up; get rid of the bloat.
|
|
*/
|
|
boolean P_SetupLevel(boolean skipprecip)
|
|
{
|
|
// use gamemap to get map number.
|
|
// 99% of the things already did, so.
|
|
// Map header should always be in place at this point
|
|
INT32 i, loadprecip = 1, ranspecialwipe = 0;
|
|
INT32 loademblems = 1;
|
|
INT32 fromnetsave = 0;
|
|
boolean loadedbm = false;
|
|
sector_t *ss;
|
|
boolean chase;
|
|
|
|
levelloading = true;
|
|
|
|
// This is needed. Don't touch.
|
|
maptol = mapheaderinfo[gamemap-1]->typeoflevel;
|
|
|
|
CON_Drawer(); // let the user know what we are going to do
|
|
I_FinishUpdate(); // page flip or blit buffer
|
|
|
|
// Initialize sector node list.
|
|
P_Initsecnode();
|
|
|
|
if (netgame || multiplayer)
|
|
cv_debug = botskin = 0;
|
|
|
|
if (metalplayback)
|
|
G_StopMetalDemo();
|
|
|
|
// Clear CECHO messages
|
|
HU_ClearCEcho();
|
|
|
|
if (mapheaderinfo[gamemap-1]->runsoc[0] != '#')
|
|
P_RunSOC(mapheaderinfo[gamemap-1]->runsoc);
|
|
|
|
if (cv_runscripts.value && mapheaderinfo[gamemap-1]->scriptname[0] != '#')
|
|
P_RunLevelScript(mapheaderinfo[gamemap-1]->scriptname);
|
|
|
|
P_LevelInitStuff();
|
|
|
|
for (i = 0; i <= splitscreen; i++)
|
|
postimgtype[i] = postimg_none;
|
|
|
|
if (mapheaderinfo[gamemap-1]->forcecharacter[0] != '\0'
|
|
&& atoi(mapheaderinfo[gamemap-1]->forcecharacter) != 255)
|
|
P_ForceCharacter(mapheaderinfo[gamemap-1]->forcecharacter);
|
|
|
|
// chasecam on in chaos, race, coop
|
|
// chasecam off in match, tag, capture the flag
|
|
chase = true; // srb2kart: always on
|
|
|
|
if (!dedicated)
|
|
{
|
|
// Salt: CV_ClearChangedFlags() messes with your settings :(
|
|
/*if (!cv_cam_speed.changed)
|
|
CV_Set(&cv_cam_speed, cv_cam_speed.defaultvalue);*/
|
|
|
|
if (!cv_chasecam.changed)
|
|
CV_SetValue(&cv_chasecam, chase);
|
|
|
|
// same for second player
|
|
if (!cv_chasecam2.changed)
|
|
CV_SetValue(&cv_chasecam2, chase);
|
|
|
|
if (!cv_chasecam3.changed)
|
|
CV_SetValue(&cv_chasecam3, chase);
|
|
|
|
if (!cv_chasecam4.changed)
|
|
CV_SetValue(&cv_chasecam4, chase);
|
|
}
|
|
|
|
// Initial height of PointOfView
|
|
// will be set by player think.
|
|
players[consoleplayer].viewz = 1;
|
|
|
|
// Encore mode fade to pink to white
|
|
// This is handled BEFORE sounds are stopped.
|
|
if (encoremode && !prevencoremode && !demo.rewinding)
|
|
{
|
|
tic_t locstarttime, endtime, nowtime;
|
|
|
|
if (rendermode != render_none)
|
|
{
|
|
S_StopMusic(); // er, about that...
|
|
|
|
S_StartSound(NULL, sfx_ruby1);
|
|
|
|
F_WipeStartScreen();
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 122);
|
|
|
|
F_WipeEndScreen();
|
|
F_RunWipe(wipedefs[wipe_speclevel_towhite], false);
|
|
|
|
F_WipeStartScreen();
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 120);
|
|
|
|
F_WipeEndScreen();
|
|
F_RunWipe(wipedefs[wipe_level_final], false);
|
|
}
|
|
else //dedicated servers can call this now, to wait the appropriate amount of time for clients to wipe
|
|
{
|
|
F_RunWipe(wipedefs[wipe_speclevel_towhite], false);
|
|
F_RunWipe(wipedefs[wipe_level_final], false);
|
|
}
|
|
|
|
locstarttime = nowtime = lastwipetic;
|
|
endtime = locstarttime + (3*TICRATE)/2;
|
|
|
|
// Hold on white for extra effect.
|
|
while (nowtime < endtime)
|
|
{
|
|
// wait loop
|
|
while (!((nowtime = I_GetTime()) - lastwipetic))
|
|
{
|
|
I_Sleep(cv_sleep.value);
|
|
I_UpdateTime(cv_timescale.value);
|
|
}
|
|
lastwipetic = nowtime;
|
|
if (moviemode) // make sure we save frames for the white hold too
|
|
M_SaveFrame();
|
|
|
|
// Keep the network alive
|
|
NetKeepAlive();
|
|
}
|
|
|
|
ranspecialwipe = 1;
|
|
}
|
|
|
|
// Make sure all sounds are stopped before Z_FreeTags.
|
|
S_StopSounds();
|
|
S_ClearSfx();
|
|
|
|
// As oddly named as this is, this handles music only.
|
|
// We should be fine starting it here.
|
|
S_Start();
|
|
|
|
levelfadecol = (encoremode && !ranspecialwipe ? 122 : 120);
|
|
|
|
// Let's fade to white here
|
|
// But only if we didn't do the encore startup wipe
|
|
if (!ranspecialwipe && !demo.rewinding)
|
|
{
|
|
if(rendermode != render_none)
|
|
{
|
|
F_WipeStartScreen();
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
|
|
|
|
F_WipeEndScreen();
|
|
F_RunWipe(wipedefs[(encoremode ? wipe_level_final : wipe_level_toblack)], false);
|
|
}
|
|
else //dedicated servers
|
|
{
|
|
F_RunWipe(wipedefs[(encoremode ? wipe_level_final : wipe_level_toblack)], false);
|
|
}
|
|
}
|
|
|
|
// Reset the palette now all fades have been done
|
|
if (rendermode != render_none)
|
|
V_SetPaletteLump(GetPalette()); // Set the level palette
|
|
|
|
// Print "SPEEDING OFF TO [ZONE] [ACT 1]..."
|
|
/*if (rendermode != render_none)
|
|
{
|
|
// Don't include these in the fade!
|
|
char tx[64];
|
|
V_DrawSmallString(1, 191, V_ALLOWLOWERCASE, M_GetText("Speeding off to..."));
|
|
snprintf(tx, 63, "%s%s%s",
|
|
mapheaderinfo[gamemap-1]->lvlttl,
|
|
(strlen(mapheaderinfo[gamemap-1]->zonttl) > 0) ? va(" %s",mapheaderinfo[gamemap-1]->zonttl) : // SRB2kart
|
|
((mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE) ? "" : " Zone"),
|
|
(strlen(mapheaderinfo[gamemap-1]->actnum) > 0) ? va(", Act %s",mapheaderinfo[gamemap-1]->actnum) : "");
|
|
V_DrawSmallString(1, 195, V_ALLOWLOWERCASE, tx);
|
|
I_UpdateNoVsync();
|
|
}*/
|
|
|
|
#ifdef HAVE_BLUA
|
|
LUA_InvalidateLevel();
|
|
#endif
|
|
|
|
for (ss = sectors; sectors+numsectors != ss; ss++)
|
|
{
|
|
Z_Free(ss->attached);
|
|
Z_Free(ss->attachedsolid);
|
|
}
|
|
|
|
// Clear pointers that would be left dangling by the purge
|
|
R_FlushTranslationColormapCache();
|
|
|
|
Z_FreeTags(PU_LEVEL, PU_PURGELEVEL - 1);
|
|
|
|
#if defined (WALLSPLATS) || defined (FLOORSPLATS)
|
|
// clear the splats from previous level
|
|
R_ClearLevelSplats();
|
|
#endif
|
|
|
|
R_InitializeLevelInterpolators();
|
|
|
|
P_InitThinkers();
|
|
R_InitMobjInterpolators();
|
|
P_InitCachedActions();
|
|
|
|
/// \note for not spawning precipitation, etc. when loading netgame snapshots
|
|
if (skipprecip)
|
|
{
|
|
fromnetsave = 1;
|
|
loadprecip = 0;
|
|
loademblems = 0;
|
|
}
|
|
|
|
// internal game map
|
|
maplumpname = G_BuildMapName(gamemap);
|
|
//lastloadedmaplumpnum = LUMPERROR;
|
|
lastloadedmaplumpnum = W_CheckNumForName(maplumpname);
|
|
|
|
if (lastloadedmaplumpnum == INT16_MAX)
|
|
I_Error("Map %s not found.\n", maplumpname);
|
|
|
|
R_ReInitColormaps(mapheaderinfo[gamemap-1]->palette,
|
|
(encoremode ? W_CheckNumForName(va("%sE", maplumpname)) : LUMPERROR));
|
|
CON_SetupBackColormap();
|
|
|
|
// SRB2 determines the sky texture to be used depending on the map header.
|
|
P_SetupLevelSky(mapheaderinfo[gamemap-1]->skynum, true);
|
|
|
|
P_MakeMapMD5(lastloadedmaplumpnum, &mapmd5);
|
|
|
|
// HACK ALERT: Cache the WAD, get the map data into the tables, free memory.
|
|
// As it is implemented right now, we're assuming an uncompressed WAD.
|
|
// (As in, a normal PWAD, not ZWAD or anything. The lump itself can be compressed.)
|
|
// We're not accounting for extra lumps and scrambled lump positions. Any additional data will cause an error.
|
|
if (W_IsLumpWad(lastloadedmaplumpnum))
|
|
{
|
|
// Remember that we're assuming that the WAD will have a specific set of lumps in a specific order.
|
|
UINT8 *wadData = W_CacheLumpNum(lastloadedmaplumpnum, PU_STATIC);
|
|
//filelump_t *fileinfo = wadData + ((wadinfo_t *)wadData)->infotableofs;
|
|
filelump_t *fileinfo = (filelump_t *)(wadData + ((wadinfo_t *)wadData)->infotableofs);
|
|
UINT32 numlumps = ((wadinfo_t *)wadData)->numlumps;
|
|
|
|
if (numlumps < ML_REJECT) // at least 9 lumps should be in the wad for a map to be loaded
|
|
{
|
|
I_Error("Bad WAD file for map %s!\n", maplumpname);
|
|
}
|
|
|
|
if (numlumps > ML_BLOCKMAP) // enough room for a BLOCKMAP lump at least
|
|
{
|
|
loadedbm = P_LoadRawBlockMap(
|
|
wadData + (fileinfo + ML_BLOCKMAP)->filepos,
|
|
(fileinfo + ML_BLOCKMAP)->size,
|
|
(fileinfo + ML_BLOCKMAP)->name);
|
|
}
|
|
P_LoadRawVertexes(wadData + (fileinfo + ML_VERTEXES)->filepos, (fileinfo + ML_VERTEXES)->size);
|
|
P_LoadRawSectors(wadData + (fileinfo + ML_SECTORS)->filepos, (fileinfo + ML_SECTORS)->size);
|
|
P_LoadRawSideDefs((fileinfo + ML_SIDEDEFS)->size);
|
|
P_LoadRawLineDefs(wadData + (fileinfo + ML_LINEDEFS)->filepos, (fileinfo + ML_LINEDEFS)->size);
|
|
P_LoadRawSideDefs2(wadData + (fileinfo + ML_SIDEDEFS)->filepos);
|
|
P_LoadRawSubsectors(wadData + (fileinfo + ML_SSECTORS)->filepos, (fileinfo + ML_SSECTORS)->size);
|
|
P_LoadRawNodes(wadData + (fileinfo + ML_NODES)->filepos, (fileinfo + ML_NODES)->size);
|
|
P_LoadRawSegs(wadData + (fileinfo + ML_SEGS)->filepos, (fileinfo + ML_SEGS)->size);
|
|
if (numlumps > ML_REJECT) // enough room for a REJECT lump at least
|
|
{
|
|
P_LoadRawReject(
|
|
wadData + (fileinfo + ML_REJECT)->filepos,
|
|
(fileinfo + ML_REJECT)->size,
|
|
(fileinfo + ML_REJECT)->name);
|
|
}
|
|
|
|
// Important: take care of the ordering of the next functions.
|
|
if (!loadedbm)
|
|
P_CreateBlockMap(); // Graue 02-29-2004
|
|
P_LoadLineDefs2();
|
|
P_GroupLines();
|
|
numdmstarts = numredctfstarts = numbluectfstarts = 0;
|
|
|
|
// reset the player starts
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
playerstarts[i] = NULL;
|
|
for (i = 0; i < 2; i++)
|
|
skyboxmo[i] = NULL;
|
|
P_MapStart();
|
|
|
|
P_PrepareRawThings(wadData + (fileinfo + ML_THINGS)->filepos, (fileinfo + ML_THINGS)->size);
|
|
Z_Free(wadData);
|
|
}
|
|
else
|
|
{
|
|
// Important: take care of the ordering of the next functions.
|
|
loadedbm = P_LoadBlockMap(lastloadedmaplumpnum + ML_BLOCKMAP);
|
|
P_LoadVertexes(lastloadedmaplumpnum + ML_VERTEXES);
|
|
P_LoadSectors(lastloadedmaplumpnum + ML_SECTORS);
|
|
P_LoadSideDefs(lastloadedmaplumpnum + ML_SIDEDEFS);
|
|
P_LoadLineDefs(lastloadedmaplumpnum + ML_LINEDEFS);
|
|
P_LoadSideDefs2(lastloadedmaplumpnum + ML_SIDEDEFS);
|
|
P_LoadSubsectors(lastloadedmaplumpnum + ML_SSECTORS);
|
|
P_LoadNodes(lastloadedmaplumpnum + ML_NODES);
|
|
P_LoadSegs(lastloadedmaplumpnum + ML_SEGS);
|
|
P_LoadReject(lastloadedmaplumpnum + ML_REJECT);
|
|
|
|
// Important: take care of the ordering of the next functions.
|
|
if (!loadedbm)
|
|
P_CreateBlockMap(); // Graue 02-29-2004
|
|
|
|
P_LoadLineDefs2();
|
|
P_GroupLines();
|
|
numdmstarts = numredctfstarts = numbluectfstarts = 0;
|
|
|
|
// reset the player starts
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
playerstarts[i] = NULL;
|
|
for (i = 0; i < 2; i++)
|
|
skyboxmo[i] = NULL;
|
|
P_MapStart();
|
|
P_PrepareThings(lastloadedmaplumpnum + ML_THINGS);
|
|
}
|
|
|
|
P_ResetDynamicSlopes();
|
|
|
|
P_LoadThings();
|
|
|
|
P_SpawnSecretItems(loademblems);
|
|
|
|
for (numcoopstarts = 0; numcoopstarts < MAXPLAYERS; numcoopstarts++)
|
|
if (!playerstarts[numcoopstarts])
|
|
break;
|
|
|
|
// set up world state
|
|
P_SpawnSpecials(fromnetsave);
|
|
|
|
if (loadprecip) // ugly hack for P_NetUnArchiveMisc (and P_LoadNetGame)
|
|
P_SpawnPrecipitation();
|
|
|
|
globalweather = mapheaderinfo[gamemap-1]->weather;
|
|
|
|
#ifdef HWRENDER // not win32 only 19990829 by Kin
|
|
if (rendermode != render_soft && rendermode != render_none)
|
|
{
|
|
// Correct missing sidedefs & deep water trick
|
|
HWR_CorrectSWTricks();
|
|
HWR_CreatePlanePolygons((INT32)numnodes - 1);
|
|
}
|
|
#endif
|
|
|
|
// oh god I hope this helps
|
|
// (addendum: apparently it does!
|
|
// none of this needs to be done because it's not the beginning of the map when
|
|
// a netgame save is being loaded, and could actively be harmful by messing with
|
|
// the client's view of the data.)
|
|
if (fromnetsave)
|
|
goto netgameskip;
|
|
// ==========
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i])
|
|
{
|
|
players[i].pflags &= ~PF_NIGHTSMODE;
|
|
|
|
// Start players with pity shields if possible
|
|
players[i].pity = -1;
|
|
|
|
if (!G_RaceGametype())
|
|
{
|
|
players[i].mo = NULL;
|
|
G_DoReborn(i);
|
|
}
|
|
else // gametype is GT_COOP or GT_RACE
|
|
{
|
|
players[i].mo = NULL;
|
|
|
|
if (players[i].starposttime)
|
|
{
|
|
G_SpawnPlayer(i, true);
|
|
}
|
|
else
|
|
G_SpawnPlayer(i, false);
|
|
}
|
|
}
|
|
|
|
if (modeattacking == ATTACKING_RECORD && !demo.playback)
|
|
P_LoadRecordGhosts();
|
|
/*else if (modeattacking == ATTACKING_NIGHTS && !demo.playback)
|
|
P_LoadNightsGhosts();*/
|
|
|
|
if (G_TagGametype())
|
|
{
|
|
INT32 realnumplayers = 0;
|
|
INT32 playersactive[MAXPLAYERS];
|
|
|
|
//I just realized how problematic this code can be.
|
|
//D_NumPlayers() will not always cover the scope of the netgame.
|
|
//What if one player is node 0 and the other node 31?
|
|
//The solution? Make a temp array of all players that are currently playing and pick from them.
|
|
//Future todo? When a player leaves, shift all nodes down so D_NumPlayers() can be used as intended?
|
|
//Also, you'd never have to loop through all 32 players slots to find anything ever again.
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && !players[i].spectator)
|
|
{
|
|
playersactive[realnumplayers] = i; //stores the player's node in the array.
|
|
realnumplayers++;
|
|
}
|
|
}
|
|
|
|
if (realnumplayers) //this should also fix the dedicated crash bug. You only pick a player if one exists to be picked.
|
|
{
|
|
i = P_RandomKey(realnumplayers);
|
|
players[playersactive[i]].pflags |= PF_TAGIT; //choose our initial tagger before map starts.
|
|
|
|
// Taken and modified from G_DoReborn()
|
|
// Remove the player so he can respawn elsewhere.
|
|
// first dissasociate the corpse
|
|
if (players[playersactive[i]].mo)
|
|
P_RemoveMobj(players[playersactive[i]].mo);
|
|
|
|
G_SpawnPlayer(playersactive[i], false); //respawn the lucky player in his dedicated spawn location.
|
|
}
|
|
else
|
|
CONS_Printf(M_GetText("No player currently available to become IT. Awaiting available players.\n"));
|
|
|
|
}
|
|
else if (G_RaceGametype() && server)
|
|
CV_StealthSetValue(&cv_numlaps,
|
|
((netgame || multiplayer) && cv_basenumlaps.value
|
|
&& (!(mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE)
|
|
|| (mapheaderinfo[gamemap - 1]->numlaps > cv_basenumlaps.value)))
|
|
? cv_basenumlaps.value
|
|
: mapheaderinfo[gamemap - 1]->numlaps);
|
|
|
|
// Start recording replay in multiplayer with a temp filename
|
|
//@TODO I'd like to fix dedis crashing when recording replays for the future too...
|
|
if (!demo.playback && multiplayer && !dedicated) {
|
|
static char buf[256];
|
|
sprintf(buf, "replay"PATHSEP"online"PATHSEP"%d-%s", (int) (time(NULL)), G_BuildMapName(gamemap));
|
|
|
|
I_mkdir(va("%s"PATHSEP"replay", srb2home), 0755);
|
|
I_mkdir(va("%s"PATHSEP"replay"PATHSEP"online", srb2home), 0755);
|
|
G_RecordDemo(buf);
|
|
}
|
|
|
|
// ===========
|
|
// landing point for netgames.
|
|
netgameskip:
|
|
|
|
if (!dedicated)
|
|
{
|
|
if (!demo.freecam)
|
|
for (i = 0; i <= splitscreen; i++)
|
|
P_SetupCamera(displayplayers[i], &camera[i]);
|
|
|
|
// Salt: CV_ClearChangedFlags() messes with your settings :(
|
|
/*if (!cv_cam_height.changed)
|
|
CV_Set(&cv_cam_height, cv_cam_height.defaultvalue);
|
|
|
|
if (!cv_cam_dist.changed)
|
|
CV_Set(&cv_cam_dist, cv_cam_dist.defaultvalue);
|
|
|
|
if (!cv_cam2_height.changed)
|
|
CV_Set(&cv_cam2_height, cv_cam2_height.defaultvalue);
|
|
|
|
if (!cv_cam2_dist.changed)
|
|
CV_Set(&cv_cam2_dist, cv_cam2_dist.defaultvalue);*/
|
|
|
|
// Though, I don't think anyone would care about cam_rotate being reset back to the only value that makes sense :P
|
|
if (!cv_cam_rotate.changed)
|
|
CV_Set(&cv_cam_rotate, cv_cam_rotate.defaultvalue);
|
|
|
|
if (!cv_cam2_rotate.changed)
|
|
CV_Set(&cv_cam2_rotate, cv_cam2_rotate.defaultvalue);
|
|
|
|
if (!cv_cam3_rotate.changed)
|
|
CV_Set(&cv_cam3_rotate, cv_cam3_rotate.defaultvalue);
|
|
|
|
if (!cv_cam4_rotate.changed)
|
|
CV_Set(&cv_cam4_rotate, cv_cam4_rotate.defaultvalue);
|
|
|
|
/*if (!cv_analog.changed)
|
|
CV_SetValue(&cv_analog, 0);
|
|
if (!cv_analog2.changed)
|
|
CV_SetValue(&cv_analog2, 0);
|
|
if (!cv_analog3.changed)
|
|
CV_SetValue(&cv_analog3, 0);
|
|
if (!cv_analog4.changed)
|
|
CV_SetValue(&cv_analog4, 0);*/
|
|
|
|
// Shouldn't be necessary with render parity?
|
|
/*if (rendermode != render_none)
|
|
CV_Set(&cv_fov, cv_fov.defaultvalue);*/
|
|
|
|
displayplayers[0] = consoleplayer; // Start with your OWN view, please!
|
|
}
|
|
|
|
/*if (cv_useranalog.value)
|
|
CV_SetValue(&cv_analog, true);
|
|
|
|
if ((splitscreen && cv_useranalog2.value) || botingame)
|
|
CV_SetValue(&cv_analog2, true);
|
|
|
|
if (splitscreen > 1 && cv_useranalog3.value)
|
|
CV_SetValue(&cv_analog3, true);
|
|
|
|
if (splitscreen > 2 && cv_useranalog4.value)
|
|
CV_SetValue(&cv_analog4, true);
|
|
|
|
if (twodlevel)
|
|
{
|
|
CV_SetValue(&cv_analog4, false);
|
|
CV_SetValue(&cv_analog3, false);
|
|
CV_SetValue(&cv_analog2, false);
|
|
CV_SetValue(&cv_analog, false);
|
|
}*/
|
|
|
|
wantedcalcdelay = wantedfrequency*2;
|
|
indirectitemcooldown = 0;
|
|
hyubgone = 0;
|
|
mapreset = 0;
|
|
nospectategrief = 0;
|
|
thwompsactive = false;
|
|
spbplace = -1;
|
|
|
|
// clear special respawning que
|
|
iquehead = iquetail = 0;
|
|
|
|
// Fab : 19-07-98 : start cd music for this level (note: can be remapped)
|
|
I_PlayCD((UINT8)(gamemap), false);
|
|
|
|
// preload graphics
|
|
#ifdef HWRENDER // not win32 only 19990829 by Kin
|
|
if (rendermode != render_soft && rendermode != render_none)
|
|
{
|
|
HWR_PrepLevelCache(numtextures);
|
|
}
|
|
#endif
|
|
|
|
P_MapEnd();
|
|
|
|
// Remove the loading shit from the screen
|
|
if (rendermode != render_none)
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
|
|
|
|
if (precache || dedicated)
|
|
R_PrecacheLevel();
|
|
|
|
nextmapoverride = 0;
|
|
skipstats = false;
|
|
|
|
if (!(netgame || multiplayer) && !majormods)
|
|
mapvisited[gamemap-1] |= MV_VISITED;
|
|
|
|
levelloading = false;
|
|
|
|
P_RunCachedActions();
|
|
|
|
if (P_CanSave())
|
|
G_SaveGame((UINT32)cursaveslot);
|
|
|
|
if (savedata.lives > 0)
|
|
{
|
|
players[consoleplayer].continues = savedata.continues;
|
|
players[consoleplayer].lives = savedata.lives;
|
|
players[consoleplayer].score = savedata.score;
|
|
botskin = savedata.botskin;
|
|
botcolor = savedata.botcolor;
|
|
botingame = (savedata.botskin != 0);
|
|
emeralds = savedata.emeralds;
|
|
savedata.lives = 0;
|
|
}
|
|
|
|
// assume the skybox is visible on level load.
|
|
skyVisible = true;
|
|
memset(skyVisiblePerPlayer, true, sizeof(skyVisiblePerPlayer));
|
|
|
|
if (loadprecip) // uglier hack
|
|
{ // to make a newly loaded level start on the second frame.
|
|
INT32 buf = gametic % TICQUEUE;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
|
|
}
|
|
P_PreTicker(2);
|
|
#ifdef HAVE_BLUA
|
|
LUAh_MapLoad();
|
|
#endif
|
|
}
|
|
|
|
G_AddMapToBuffer(gamemap-1);
|
|
|
|
R_ResetViewInterpolation();
|
|
R_ResetViewInterpolation();
|
|
R_UpdateMobjInterpolators();
|
|
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// P_RunSOC
|
|
//
|
|
// Runs a SOC file or a lump, depending on if ".SOC" exists in the filename
|
|
//
|
|
boolean P_RunSOC(const char *socfilename)
|
|
{
|
|
lumpnum_t lump;
|
|
|
|
if (strstr(socfilename, ".soc") != NULL)
|
|
return P_AddWadFile(socfilename);
|
|
|
|
lump = W_CheckNumForName(socfilename);
|
|
if (lump == LUMPERROR)
|
|
return false;
|
|
|
|
CONS_Printf(M_GetText("Loading SOC lump: %s\n"), socfilename);
|
|
DEH_LoadDehackedLump(lump);
|
|
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// Add a wadfile to the active wad files,
|
|
// replace sounds, musics, patches, textures, sprites and maps
|
|
//
|
|
boolean P_AddWadFile(const char *wadfilename)
|
|
{
|
|
size_t i, j, sreplaces = 0, mreplaces = 0, digmreplaces = 0;
|
|
UINT16 numlumps, wadnum;
|
|
char *name;
|
|
lumpinfo_t *lumpinfo;
|
|
boolean texturechange = false;
|
|
boolean mapsadded = false;
|
|
boolean replacedcurrentmap = false;
|
|
|
|
if ((numlumps = W_InitFile(wadfilename)) == INT16_MAX)
|
|
{
|
|
refreshdirmenu |= REFRESHDIR_NOTLOADED;
|
|
CONS_Printf(M_GetText("Errors occurred while loading %s; not added.\n"), wadfilename);
|
|
return false;
|
|
}
|
|
else wadnum = (UINT16)(numwadfiles-1);
|
|
|
|
//
|
|
// search for sound replacements
|
|
//
|
|
lumpinfo = wadfiles[wadnum]->lumpinfo;
|
|
for (i = 0; i < numlumps; i++, lumpinfo++)
|
|
{
|
|
name = lumpinfo->name;
|
|
if (name[0] == 'D')
|
|
{
|
|
if (name[1] == 'S') for (j = 1; j < NUMSFX; j++)
|
|
{
|
|
if (S_sfx[j].name && !strnicmp(S_sfx[j].name, name + 2, 6))
|
|
{
|
|
// the sound will be reloaded when needed,
|
|
// since sfx->data will be NULL
|
|
CONS_Debug(DBG_SETUP, "Sound %.8s replaced\n", name);
|
|
|
|
I_FreeSfx(&S_sfx[j]);
|
|
|
|
sreplaces++;
|
|
}
|
|
}
|
|
else if (name[1] == '_')
|
|
{
|
|
CONS_Debug(DBG_SETUP, "Music %.8s ignored\n", name);
|
|
mreplaces++;
|
|
}
|
|
}
|
|
else if (name[0] == 'O' && name[1] == '_')
|
|
{
|
|
CONS_Debug(DBG_SETUP, "Music %.8s replaced\n", name);
|
|
digmreplaces++;
|
|
}
|
|
#if 0
|
|
//
|
|
// search for texturechange replacements
|
|
//
|
|
else if (!memcmp(name, "TEXTURE1", 8) || !memcmp(name, "TEXTURE2", 8)
|
|
|| !memcmp(name, "PNAMES", 6))
|
|
#endif
|
|
texturechange = true;
|
|
}
|
|
if (!devparm && sreplaces)
|
|
CONS_Printf(M_GetText("%s sounds replaced\n"), sizeu1(sreplaces));
|
|
if (!devparm && mreplaces)
|
|
CONS_Printf(M_GetText("%s midi musics ignored\n"), sizeu1(mreplaces));
|
|
if (!devparm && digmreplaces)
|
|
CONS_Printf(M_GetText("%s digital musics replaced\n"), sizeu1(digmreplaces));
|
|
|
|
|
|
//
|
|
// search for sprite replacements
|
|
//
|
|
R_AddSpriteDefs(wadnum);
|
|
|
|
// Reload it all anyway, just in case they
|
|
// added some textures but didn't insert a
|
|
// TEXTURE1/PNAMES/etc. list.
|
|
if (texturechange) // initialized in the sound check
|
|
R_LoadTextures(); // numtexture changes
|
|
else
|
|
R_FlushTextureCache(); // just reload it from file
|
|
|
|
// Reload ANIMATED / ANIMDEFS
|
|
P_InitPicAnims();
|
|
|
|
// Flush and reload HUD graphics
|
|
ST_UnloadGraphics();
|
|
HU_LoadGraphics();
|
|
ST_LoadGraphics();
|
|
ST_ReloadSkinFaceGraphics();
|
|
|
|
//
|
|
// look for skins
|
|
//
|
|
R_AddSkins(wadnum); // faB: wadfile index in wadfiles[]
|
|
|
|
//
|
|
// edit music defs
|
|
//
|
|
S_LoadMusicDefs(wadnum);
|
|
|
|
//
|
|
// search for maps
|
|
//
|
|
lumpinfo = wadfiles[wadnum]->lumpinfo;
|
|
for (i = 0; i < numlumps; i++, lumpinfo++)
|
|
{
|
|
name = lumpinfo->name;
|
|
|
|
if (name[0] == 'M' && name[1] == 'A' && name[2] == 'P') // Ignore the headers
|
|
{
|
|
INT16 num;
|
|
if (name[5]!='\0')
|
|
continue;
|
|
num = (INT16)M_MapNumber(name[3], name[4]);
|
|
|
|
// we want to record whether this map exists. if it doesn't have a header, we can assume it's not relephant
|
|
if (num <= NUMMAPS && mapheaderinfo[num-1])
|
|
{
|
|
if (mapheaderinfo[num-1]->menuflags & LF2_EXISTSHACK)
|
|
G_SetGameModified(multiplayer, true); // oops, double-defined - no record attack privileges for you
|
|
mapheaderinfo[num-1]->menuflags |= LF2_EXISTSHACK;
|
|
}
|
|
|
|
//If you replaced the map you're on, end the level when done.
|
|
if (num == gamemap)
|
|
replacedcurrentmap = true;
|
|
|
|
CONS_Printf("%s\n", name);
|
|
mapsadded = true;
|
|
}
|
|
}
|
|
if (!mapsadded)
|
|
CONS_Printf(M_GetText("No maps added\n"));
|
|
|
|
// reload status bar (warning should have valid player!)
|
|
if (gamestate == GS_LEVEL)
|
|
ST_Start();
|
|
|
|
// Prevent savefile cheating
|
|
if (cursaveslot >= 0)
|
|
cursaveslot = -1;
|
|
|
|
if (replacedcurrentmap && gamestate == GS_LEVEL && (netgame || multiplayer))
|
|
{
|
|
CONS_Printf(M_GetText("Current map %d replaced by added file, ending the level to ensure consistency.\n"), gamemap);
|
|
if (server)
|
|
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
|
|
}
|
|
|
|
refreshdirmenu &= ~REFRESHDIR_GAMEDATA; // Under usual circumstances we'd wait for REFRESHDIR_GAMEDATA to disappear the next frame, but it's a bit too dangerous for that...
|
|
|
|
return true;
|
|
}
|
|
|
|
#ifdef DELFILE
|
|
boolean P_DelWadFile(void)
|
|
{
|
|
sfxenum_t i;
|
|
const UINT16 wadnum = (UINT16)(numwadfiles - 1);
|
|
const lumpnum_t lumpnum = numwadfiles<<16;
|
|
//lumpinfo_t *lumpinfo = wadfiles[wadnum]->lumpinfo;
|
|
R_DelSkins(wadnum); // only used by DELFILE
|
|
R_DelSpriteDefs(wadnum); // only used by DELFILE
|
|
for (i = 0; i < NUMSFX; i++)
|
|
{
|
|
if (S_sfx[i].lumpnum != LUMPERROR && S_sfx[i].lumpnum >= lumpnum)
|
|
{
|
|
S_StopSoundByNum(i);
|
|
S_RemoveSoundFx(i);
|
|
if (S_sfx[i].lumpnum != LUMPERROR)
|
|
{
|
|
I_FreeSfx(&S_sfx[i]);
|
|
S_sfx[i].lumpnum = LUMPERROR;
|
|
}
|
|
}
|
|
}
|
|
W_UnloadWadFile(wadnum); // only used by DELFILE
|
|
R_LoadTextures();
|
|
return false;
|
|
}
|
|
#endif
|