SRB2/src/p_setup.c

4105 lines
109 KiB
C
Raw Normal View History

2014-03-15 16:59:03 +00:00
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
2020-02-19 22:08:45 +00:00
// Copyright (C) 1999-2020 by Sonic Team Junior.
2014-03-15 16:59:03 +00:00
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_setup.c
/// \brief Do all the WAD I/O, get map description, set up initial state and misc. LUTs
#include "doomdef.h"
#include "d_main.h"
#include "byteptr.h"
#include "g_game.h"
#include "p_local.h"
#include "p_setup.h"
#include "p_spec.h"
#include "p_saveg.h"
#include "i_sound.h" // for I_PlayCD()..
#include "i_video.h" // for I_FinishUpdate()..
#include "r_sky.h"
#include "i_system.h"
#include "r_data.h"
#include "r_things.h" // for R_AddSpriteDefs
2019-10-28 18:28:42 +00:00
#include "r_patch.h"
2014-03-15 16:59:03 +00:00
#include "r_sky.h"
#include "r_draw.h"
#include "s_sound.h"
#include "st_stuff.h"
#include "w_wad.h"
#include "z_zone.h"
#include "r_splats.h"
#include "hu_stuff.h"
#include "console.h"
#include "m_misc.h"
#include "m_fixed.h"
#include "m_random.h"
#include "dehacked.h" // for map headers
#include "r_main.h"
#include "m_cond.h" // for emblems
#include "m_argv.h"
#include "p_polyobj.h"
#include "v_video.h"
#include "filesrch.h" // refreshdirmenu
#include "lua_hud.h" // level title
#include "f_finale.h" // wipes
2014-03-15 16:59:03 +00:00
#include "md5.h" // map MD5
// for LUAh_MapLoad
#include "lua_script.h"
#include "lua_hook.h"
2017-09-29 22:25:34 +00:00
#ifdef _WIN32
2014-03-15 16:59:03 +00:00
#include <malloc.h>
#include <math.h>
#endif
#ifdef HWRENDER
#include "hardware/hw_main.h"
#include "hardware/hw_light.h"
2019-09-03 21:27:22 +00:00
#include "hardware/hw_model.h"
2014-03-15 16:59:03 +00:00
#endif
#include "p_slopes.h"
#include "fastcmp.h" // textmap parsing
2014-03-15 16:59:03 +00:00
//
// Map MD5, calculated on level load.
// Sent to clients in PT_SERVERINFO.
//
unsigned char mapmd5[16];
//
// MAP related Lookup tables.
// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
//
size_t numvertexes, numsegs, numsectors, numsubsectors, numnodes, numlines, numsides, nummapthings;
vertex_t *vertexes;
seg_t *segs;
sector_t *sectors;
subsector_t *subsectors;
node_t *nodes;
line_t *lines;
side_t *sides;
mapthing_t *mapthings;
sector_t *spawnsectors;
line_t *spawnlines;
side_t *spawnsides;
2014-03-15 16:59:03 +00:00
INT32 numstarposts;
UINT16 bossdisabled;
boolean stoppedclock;
2014-03-15 16:59:03 +00:00
boolean levelloading;
UINT8 levelfadecol;
2014-03-15 16:59:03 +00:00
// BLOCKMAP
// Created from axis aligned bounding box
// of the map, a rectangular array of
// blocks of size ...
// Used to speed up collision detection
// by spatial subdivision in 2D.
//
// Blockmap size.
INT32 bmapwidth, bmapheight; // size in mapblocks
INT32 *blockmap; // INT32 for large maps
// offsets in blockmap are from here
INT32 *blockmaplump; // Big blockmap
// origin of block map
fixed_t bmaporgx, bmaporgy;
// for thing chains
mobj_t **blocklinks;
// REJECT
// For fast sight rejection.
// Speeds up enemy AI by skipping detailed LineOf Sight calculation.
// Without special effect, this could be used as a PVS lookup as well.
//
UINT8 *rejectmatrix;
// Maintain single and multi player starting spots.
INT32 numdmstarts, numcoopstarts, numredctfstarts, numbluectfstarts;
mapthing_t *deathmatchstarts[MAX_DM_STARTS];
mapthing_t *playerstarts[MAXPLAYERS];
mapthing_t *bluectfstarts[MAXPLAYERS];
mapthing_t *redctfstarts[MAXPLAYERS];
// Maintain waypoints
mobj_t *waypoints[NUMWAYPOINTSEQUENCES][WAYPOINTSEQUENCESIZE];
UINT16 numwaypoints[NUMWAYPOINTSEQUENCES];
void P_AddWaypoint(UINT8 sequence, UINT8 id, mobj_t *waypoint)
{
waypoints[sequence][id] = waypoint;
if (id >= numwaypoints[sequence])
numwaypoints[sequence] = id + 1;
}
static void P_ResetWaypoints(void)
{
UINT16 sequence, id;
for (sequence = 0; sequence < NUMWAYPOINTSEQUENCES; sequence++)
{
for (id = 0; id < numwaypoints[sequence]; id++)
waypoints[sequence][id] = NULL;
numwaypoints[sequence] = 0;
}
}
mobj_t *P_GetFirstWaypoint(UINT8 sequence)
{
return waypoints[sequence][0];
}
mobj_t *P_GetLastWaypoint(UINT8 sequence)
{
return waypoints[sequence][numwaypoints[sequence] - 1];
}
mobj_t *P_GetPreviousWaypoint(mobj_t *current, boolean wrap)
{
UINT8 sequence = current->threshold;
UINT8 id = current->health;
if (id == 0)
{
if (!wrap)
return NULL;
id = numwaypoints[sequence] - 1;
}
else
id--;
return waypoints[sequence][id];
}
mobj_t *P_GetNextWaypoint(mobj_t *current, boolean wrap)
{
UINT8 sequence = current->threshold;
UINT8 id = current->health;
if (id == numwaypoints[sequence] - 1)
{
if (!wrap)
return NULL;
id = 0;
}
else
id++;
return waypoints[sequence][id];
}
mobj_t *P_GetClosestWaypoint(UINT8 sequence, mobj_t *mo)
{
UINT8 wp;
mobj_t *mo2, *result = NULL;
fixed_t bestdist = 0;
fixed_t curdist;
for (wp = 0; wp < numwaypoints[sequence]; wp++)
{
mo2 = waypoints[sequence][wp];
if (!mo2)
continue;
curdist = P_AproxDistance(P_AproxDistance(mo->x - mo2->x, mo->y - mo2->y), mo->z - mo2->z);
if (result && curdist > bestdist)
continue;
result = mo2;
bestdist = curdist;
}
return result;
}
// Return true if all waypoints are in the same location
boolean P_IsDegeneratedWaypointSequence(UINT8 sequence)
{
mobj_t *first, *waypoint;
UINT8 wp;
if (numwaypoints[sequence] <= 1)
return true;
first = waypoints[sequence][0];
for (wp = 1; wp < numwaypoints[sequence]; wp++)
{
waypoint = waypoints[sequence][wp];
if (!waypoint)
continue;
if (waypoint->x != first->x)
return false;
if (waypoint->y != first->y)
return false;
if (waypoint->z != first->z)
return false;
}
return true;
}
2014-03-15 16:59:03 +00:00
/** Logs an error about a map being corrupt, then terminate.
* This allows reporting highly technical errors for usefulness, without
* confusing a novice map designer who simply needs to run ZenNode.
*
* If logging is disabled in this compile, or the log file is not opened, the
* full technical details are printed in the I_Error() message.
*
* \param msg The message to log. This message can safely result from a call
* to va(), since that function is not used here.
* \todo Fix the I_Error() message. On some implementations the logfile may
* not be called log.txt.
* \sa CON_LogMessage, I_Error
*/
FUNCNORETURN static ATTRNORETURN void CorruptMapError(const char *msg)
{
// don't use va() because the calling function probably uses it
char mapnum[10];
sprintf(mapnum, "%hd", gamemap);
CON_LogMessage("Map ");
CON_LogMessage(mapnum);
CON_LogMessage(" is corrupt: ");
CON_LogMessage(msg);
CON_LogMessage("\n");
I_Error("Invalid or corrupt map.\nLook in log file or text console for technical details.");
}
/** Sets a header's flickies to be equivalent to the original Freed Animals
*
* \param i The header to set flickies for
*/
void P_SetDemoFlickies(INT16 i)
{
mapheaderinfo[i]->numFlickies = 5;
mapheaderinfo[i]->flickies = Z_Realloc(mapheaderinfo[i]->flickies, 5*sizeof(mobjtype_t), PU_STATIC, NULL);
mapheaderinfo[i]->flickies[0] = MT_FLICKY_02/*MT_BUNNY*/;
mapheaderinfo[i]->flickies[1] = MT_FLICKY_01/*MT_BIRD*/;
mapheaderinfo[i]->flickies[2] = MT_FLICKY_12/*MT_MOUSE*/;
mapheaderinfo[i]->flickies[3] = MT_FLICKY_11/*MT_COW*/;
mapheaderinfo[i]->flickies[4] = MT_FLICKY_03/*MT_CHICKEN*/;
}
/** Clears a header's flickies
*
* \param i The header to clear flickies for
*/
void P_DeleteFlickies(INT16 i)
{
if (mapheaderinfo[i]->flickies)
Z_Free(mapheaderinfo[i]->flickies);
mapheaderinfo[i]->flickies = NULL;
mapheaderinfo[i]->numFlickies = 0;
}
2014-03-15 16:59:03 +00:00
#define NUMLAPS_DEFAULT 4
/** Clears the data from a single map header.
*
* \param i Map number to clear header for.
2014-08-27 03:56:30 +00:00
* \sa P_ClearMapHeaderInfo
2014-03-15 16:59:03 +00:00
*/
static void P_ClearSingleMapHeaderInfo(INT16 i)
{
const INT16 num = (INT16)(i-1);
mapheaderinfo[num]->lvlttl[0] = '\0';
mapheaderinfo[num]->selectheading[0] = '\0';
2014-03-15 16:59:03 +00:00
mapheaderinfo[num]->subttl[0] = '\0';
mapheaderinfo[num]->ltzzpatch[0] = '\0';
mapheaderinfo[num]->ltzztext[0] = '\0';
mapheaderinfo[num]->ltactdiamond[0] = '\0';
2014-03-15 16:59:03 +00:00
mapheaderinfo[num]->actnum = 0;
mapheaderinfo[num]->typeoflevel = 0;
mapheaderinfo[num]->nextlevel = (INT16)(i + 1);
Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.) Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features. Benefits include: * An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending. * Disable the console (pausing is still allowed, but the timer will still increment). * Automatically skip intermissions as if you're holding down the spin button. * Show centiseconds on HUD automatically, like record attack. * "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout. * "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port). * Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them. * Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext). * Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for). * Gorgeous new menu (no new assets required, unless you wanna give it a header later). Changes which were required for the above but affect other areas of the game include: * "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories). * Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true). * Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.) * The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs). * A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier. * Minor m_menu.c touchups and refactorings here and there. Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 22:10:00 +00:00
mapheaderinfo[num]->marathonnext = 0;
2019-06-23 22:51:42 +00:00
mapheaderinfo[num]->startrings = 0;
mapheaderinfo[num]->sstimer = 90;
mapheaderinfo[num]->ssspheres = 1;
mapheaderinfo[num]->gravity = FRACUNIT/2;
2020-01-08 22:41:38 +00:00
mapheaderinfo[num]->keywords[0] = '\0';
2016-02-26 07:31:48 +00:00
snprintf(mapheaderinfo[num]->musname, 7, "%sM", G_BuildMapName(i));
mapheaderinfo[num]->musname[6] = 0;
mapheaderinfo[num]->mustrack = 0;
mapheaderinfo[num]->muspos = 0;
mapheaderinfo[num]->musinterfadeout = 0;
2018-10-21 18:51:49 +00:00
mapheaderinfo[num]->musintername[0] = '\0';
mapheaderinfo[num]->muspostbossname[6] = 0;
mapheaderinfo[num]->muspostbosstrack = 0;
mapheaderinfo[num]->muspostbosspos = 0;
mapheaderinfo[num]->muspostbossfadein = 0;
mapheaderinfo[num]->musforcereset = -1;
2014-03-15 16:59:03 +00:00
mapheaderinfo[num]->forcecharacter[0] = '\0';
mapheaderinfo[num]->weather = 0;
mapheaderinfo[num]->skynum = 1;
mapheaderinfo[num]->skybox_scalex = 16;
mapheaderinfo[num]->skybox_scaley = 16;
mapheaderinfo[num]->skybox_scalez = 16;
mapheaderinfo[num]->interscreen[0] = '#';
mapheaderinfo[num]->runsoc[0] = '#';
mapheaderinfo[num]->scriptname[0] = '#';
mapheaderinfo[num]->precutscenenum = 0;
mapheaderinfo[num]->cutscenenum = 0;
mapheaderinfo[num]->countdown = 0;
mapheaderinfo[num]->palette = UINT16_MAX;
mapheaderinfo[num]->numlaps = NUMLAPS_DEFAULT;
mapheaderinfo[num]->unlockrequired = -1;
mapheaderinfo[num]->levelselect = 0;
mapheaderinfo[num]->bonustype = 0;
mapheaderinfo[num]->maxbonuslives = -1;
2014-03-15 16:59:03 +00:00
mapheaderinfo[num]->levelflags = 0;
mapheaderinfo[num]->menuflags = 0;
#if 1 // equivalent to "FlickyList = DEMO"
P_SetDemoFlickies(num);
#else // equivalent to "FlickyList = NONE"
P_DeleteFlickies(num);
#endif
2014-03-15 16:59:03 +00:00
P_DeleteGrades(num);
2014-08-04 03:49:33 +00:00
mapheaderinfo[num]->customopts = NULL;
mapheaderinfo[num]->numCustomOptions = 0;
2014-03-15 16:59:03 +00:00
}
/** Allocates a new map-header structure.
*
* \param i Index of header to allocate.
*/
void P_AllocMapHeader(INT16 i)
{
if (!mapheaderinfo[i])
{
mapheaderinfo[i] = Z_Malloc(sizeof(mapheader_t), PU_STATIC, NULL);
mapheaderinfo[i]->flickies = NULL;
2014-03-15 16:59:03 +00:00
mapheaderinfo[i]->grades = NULL;
}
P_ClearSingleMapHeaderInfo(i + 1);
}
/** NiGHTS Grades are a special structure,
* we initialize them here.
*
* \param i Index of header to allocate grades for
* \param mare The mare we're adding grades for
* \param grades the string from DeHackEd, we work with it ourselves
*/
void P_AddGradesForMare(INT16 i, UINT8 mare, char *gtext)
{
INT32 g;
char *spos = gtext;
CONS_Debug(DBG_SETUP, "Map %d Mare %d: ", i+1, (UINT16)mare+1);
if (mapheaderinfo[i]->numGradedMares < mare+1)
{
mapheaderinfo[i]->numGradedMares = mare+1;
mapheaderinfo[i]->grades = Z_Realloc(mapheaderinfo[i]->grades, sizeof(nightsgrades_t) * mapheaderinfo[i]->numGradedMares, PU_STATIC, NULL);
}
for (g = 0; g < 6; ++g)
{
// Allow "partial" grading systems
if (spos != NULL)
{
mapheaderinfo[i]->grades[mare].grade[g] = atoi(spos);
CONS_Debug(DBG_SETUP, "%u ", atoi(spos));
// Grab next comma
spos = strchr(spos, ',');
if (spos)
++spos;
}
else
{
// Grade not reachable
mapheaderinfo[i]->grades[mare].grade[g] = UINT32_MAX;
}
}
CONS_Debug(DBG_SETUP, "\n");
}
/** And this removes the grades safely.
*
* \param i The header to remove grades from
*/
void P_DeleteGrades(INT16 i)
{
if (mapheaderinfo[i]->grades)
Z_Free(mapheaderinfo[i]->grades);
mapheaderinfo[i]->grades = NULL;
mapheaderinfo[i]->numGradedMares = 0;
}
/** And this fetches the grades
*
* \param pscore The player's score.
* \param map The game map.
* \param mare The mare to test.
*/
UINT8 P_GetGrade(UINT32 pscore, INT16 map, UINT8 mare)
{
INT32 i;
// 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];
}
//
// levelflats
//
#define MAXLEVELFLATS 256
size_t numlevelflats;
levelflat_t *levelflats;
levelflat_t *foundflats;
2014-03-15 16:59:03 +00:00
//SoM: Other files want this info.
size_t P_PrecacheLevelFlats(void)
{
lumpnum_t lump;
2019-08-18 17:16:48 +00:00
size_t i;
2014-03-15 16:59:03 +00:00
//SoM: 4/18/2000: New flat code to make use of levelflats.
2019-08-18 17:16:48 +00:00
flatmemory = 0;
2014-03-15 16:59:03 +00:00
for (i = 0; i < numlevelflats; i++)
{
if (levelflats[i].type == LEVELFLAT_FLAT)
{
lump = levelflats[i].u.flat.lumpnum;
if (devparm)
flatmemory += W_LumpLength(lump);
R_GetFlat(lump);
}
2014-03-15 16:59:03 +00:00
}
return flatmemory;
}
/*
levelflat refers to an array of level flats,
or NULL if we want to allocate it now.
*/
static INT32
Ploadflat (levelflat_t *levelflat, const char *flatname, boolean resize)
2014-03-15 16:59:03 +00:00
{
2019-12-04 18:41:29 +00:00
#ifndef NO_PNG_LUMPS
UINT8 buffer[8];
2019-12-04 18:41:29 +00:00
#endif
2014-03-15 16:59:03 +00:00
lumpnum_t flatnum;
int texturenum;
2014-03-15 16:59:03 +00:00
size_t i;
2019-05-21 18:24:26 +00:00
// Scan through the already found flats, return if it matches.
for (i = 0; i < numlevelflats; i++)
{
if (strnicmp(levelflat[i].name, flatname, 8) == 0)
return i;
}
2014-03-15 16:59:03 +00:00
if (resize)
{
// allocate new flat memory
levelflats = Z_Realloc(levelflats, (numlevelflats + 1) * sizeof(*levelflats), PU_LEVEL, NULL);
levelflat = levelflats + numlevelflats;
2014-03-15 16:59:03 +00:00
}
else
{
if (numlevelflats >= MAXLEVELFLATS)
I_Error("Too many flats in level\n");
levelflat += numlevelflats;
}
2014-03-15 16:59:03 +00:00
// Store the name.
strlcpy(levelflat->name, flatname, sizeof (levelflat->name));
strupr(levelflat->name);
/* If we can't find a flat, try looking for a texture! */
if (( flatnum = R_GetFlatNumForName(levelflat->name) ) == LUMPERROR)
{
if (( texturenum = R_CheckTextureNumForName(levelflat->name) ) == -1)
{
2019-11-09 03:08:22 +00:00
// check for REDWALL
if (( texturenum = R_CheckTextureNumForName("REDWALL") ) != -1)
goto texturefound;
// check for REDFLR
else if (( flatnum = R_GetFlatNumForName("REDFLR") ) != LUMPERROR)
goto flatfound;
// nevermind
levelflat->type = LEVELFLAT_NONE;
}
else
{
2019-11-09 03:08:22 +00:00
texturefound:
levelflat->type = LEVELFLAT_TEXTURE;
levelflat->u.texture. num = texturenum;
levelflat->u.texture.lastnum = texturenum;
/* start out unanimated */
levelflat->u.texture.basenum = -1;
}
}
else
{
2019-11-09 03:08:22 +00:00
flatfound:
/* This could be a flat, patch, or PNG. */
if (R_CheckIfPatch(flatnum))
levelflat->type = LEVELFLAT_PATCH;
else
{
#ifndef NO_PNG_LUMPS
/*
Only need eight bytes for PNG headers.
FIXME: Put this elsewhere.
*/
W_ReadLumpHeader(flatnum, buffer, 8, 0);
if (R_IsLumpPNG(buffer, W_LumpLength(flatnum)))
levelflat->type = LEVELFLAT_PNG;
else
#endif/*NO_PNG_LUMPS*/
levelflat->type = LEVELFLAT_FLAT;/* phew */
}
levelflat->u.flat. lumpnum = flatnum;
levelflat->u.flat.baselumpnum = LUMPERROR;
}
#ifndef ZDEBUG
CONS_Debug(DBG_SETUP, "flat #%03d: %s\n", atoi(sizeu1(numlevelflats)), levelflat->name);
#endif
return ( numlevelflats++ );
}
// Auxiliary function. 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)
{
return Ploadflat(levelflat, flatname, false);
2014-03-15 16:59:03 +00:00
}
// help function for Lua and $$$.sav reading
// same as P_AddLevelFlat, except this is not setup so we must realloc levelflats to fit in the new flat
// no longer a static func in lua_maplib.c because p_saveg.c also needs it
//
INT32 P_AddLevelFlatRuntime(const char *flatname)
{
return Ploadflat(levelflats, flatname, true);
}
// help function for $$$.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;
}
2014-03-15 16:59:03 +00:00
//
// P_ReloadRings
// Used by NiGHTS, clears all ring/sphere/hoop/etc items and respawns them
2014-03-15 16:59:03 +00:00
//
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;
MONSTER COMMIT. OLD SPECIAL STAGES: * Spheres in old special stages instead of rings! * Individual timers in old special stages instead of a global one! * Old special stages use a variant of the NiGHTS HUD now! * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres! * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore. * Made emerald gaining function be based on special stage number rather than gained emeralds! * Consistency with... NiGHTS SPECIAL STAGES: * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.) SPECIAL STAGES IN GENERAL: * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS. * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif NiGHTS NON-SPECIAL STAGES: * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages. * Colour Chips turn yellow in bonus time. * Ideya! * Its own "drowning" music! * All of the object types for Dream Hill. * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif RANDOM BS: * Turn super with the spin button instead of the jump button! * Followmobj now correctly set with P_SetTarget instead of pointer assignment. * Emerald hunt uses new sprites! * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 21:41:54 +00:00
// scan the thinkers to find rings/spheres/hoops to unset
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
2014-03-15 16:59:03 +00:00
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
2014-03-15 16:59:03 +00:00
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_COIN
|| mo->type == MT_BLUESPHERE || mo->type == MT_BOMBSPHERE
MONSTER COMMIT. OLD SPECIAL STAGES: * Spheres in old special stages instead of rings! * Individual timers in old special stages instead of a global one! * Old special stages use a variant of the NiGHTS HUD now! * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres! * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore. * Made emerald gaining function be based on special stage number rather than gained emeralds! * Consistency with... NiGHTS SPECIAL STAGES: * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.) SPECIAL STAGES IN GENERAL: * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS. * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif NiGHTS NON-SPECIAL STAGES: * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages. * Colour Chips turn yellow in bonus time. * Ideya! * Its own "drowning" music! * All of the object types for Dream Hill. * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif RANDOM BS: * Turn super with the spin button instead of the jump button! * Followmobj now correctly set with P_SetTarget instead of pointer assignment. * Emerald hunt uses new sprites! * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 21:41:54 +00:00
|| mo->type == MT_NIGHTSCHIP || mo->type == MT_NIGHTSSTAR))
2014-03-15 16:59:03 +00:00
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 == mobjinfo[MT_RING].doomednum || mt->type == mobjinfo[MT_COIN].doomednum
|| mt->type == mobjinfo[MT_REDTEAMRING].doomednum || mt->type == mobjinfo[MT_BLUETEAMRING].doomednum
|| mt->type == mobjinfo[MT_BLUESPHERE].doomednum || mt->type == mobjinfo[MT_BOMBSPHERE].doomednum)
2014-03-15 16:59:03 +00:00
{
mt->mobj = NULL;
P_SetBonusTime(P_SpawnMapThing(mt));
}
else if (mt->type >= 600 && mt->type <= 609) // Item patterns
{
mt->mobj = NULL;
P_SpawnItemPattern(mt, true);
2014-03-15 16:59:03 +00:00
}
}
for (i = 0; i < numHoops; i++)
{
P_SpawnHoop(hoopsToRespawn[i]);
MONSTER COMMIT. OLD SPECIAL STAGES: * Spheres in old special stages instead of rings! * Individual timers in old special stages instead of a global one! * Old special stages use a variant of the NiGHTS HUD now! * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres! * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore. * Made emerald gaining function be based on special stage number rather than gained emeralds! * Consistency with... NiGHTS SPECIAL STAGES: * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.) SPECIAL STAGES IN GENERAL: * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS. * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif NiGHTS NON-SPECIAL STAGES: * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages. * Colour Chips turn yellow in bonus time. * Ideya! * Its own "drowning" music! * All of the object types for Dream Hill. * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif RANDOM BS: * Turn super with the spin button instead of the jump button! * Followmobj now correctly set with P_SetTarget instead of pointer assignment. * Emerald hunt uses new sprites! * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 21:41:54 +00:00
}
}
void P_SwitchSpheresBonusMode(boolean bonustime)
{
mobj_t *mo;
thinker_t *th;
// scan the thinkers to find spheres to switch
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
MONSTER COMMIT. OLD SPECIAL STAGES: * Spheres in old special stages instead of rings! * Individual timers in old special stages instead of a global one! * Old special stages use a variant of the NiGHTS HUD now! * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres! * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore. * Made emerald gaining function be based on special stage number rather than gained emeralds! * Consistency with... NiGHTS SPECIAL STAGES: * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.) SPECIAL STAGES IN GENERAL: * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS. * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif NiGHTS NON-SPECIAL STAGES: * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages. * Colour Chips turn yellow in bonus time. * Ideya! * Its own "drowning" music! * All of the object types for Dream Hill. * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif RANDOM BS: * Turn super with the spin button instead of the jump button! * Followmobj now correctly set with P_SetTarget instead of pointer assignment. * Emerald hunt uses new sprites! * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 21:41:54 +00:00
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
MONSTER COMMIT. OLD SPECIAL STAGES: * Spheres in old special stages instead of rings! * Individual timers in old special stages instead of a global one! * Old special stages use a variant of the NiGHTS HUD now! * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres! * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore. * Made emerald gaining function be based on special stage number rather than gained emeralds! * Consistency with... NiGHTS SPECIAL STAGES: * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.) SPECIAL STAGES IN GENERAL: * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS. * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif NiGHTS NON-SPECIAL STAGES: * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages. * Colour Chips turn yellow in bonus time. * Ideya! * Its own "drowning" music! * All of the object types for Dream Hill. * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif RANDOM BS: * Turn super with the spin button instead of the jump button! * Followmobj now correctly set with P_SetTarget instead of pointer assignment. * Emerald hunt uses new sprites! * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 21:41:54 +00:00
mo = (mobj_t *)th;
if (mo->type != MT_BLUESPHERE && mo->type != MT_NIGHTSCHIP
&& mo->type != MT_FLINGBLUESPHERE && mo->type != MT_FLINGNIGHTSCHIP)
MONSTER COMMIT. OLD SPECIAL STAGES: * Spheres in old special stages instead of rings! * Individual timers in old special stages instead of a global one! * Old special stages use a variant of the NiGHTS HUD now! * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres! * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore. * Made emerald gaining function be based on special stage number rather than gained emeralds! * Consistency with... NiGHTS SPECIAL STAGES: * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.) SPECIAL STAGES IN GENERAL: * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS. * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif NiGHTS NON-SPECIAL STAGES: * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages. * Colour Chips turn yellow in bonus time. * Ideya! * Its own "drowning" music! * All of the object types for Dream Hill. * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif RANDOM BS: * Turn super with the spin button instead of the jump button! * Followmobj now correctly set with P_SetTarget instead of pointer assignment. * Emerald hunt uses new sprites! * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 21:41:54 +00:00
continue;
if (!mo->health)
continue;
P_SetMobjState(mo, ((bonustime) ? mo->info->raisestate : mo->info->spawnstate));
2014-03-15 16:59:03 +00:00
}
}
#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
static void P_SpawnEmeraldHunt(void)
2014-03-15 16:59:03 +00:00
{
INT32 emer[3], num[MAXHUNTEMERALDS], i, randomkey;
fixed_t x, y, z;
2014-03-15 16:59:03 +00:00
for (i = 0; i < numhuntemeralds; i++)
num[i] = i;
2014-03-15 16:59:03 +00:00
for (i = 0; i < 3; i++)
2014-03-15 16:59:03 +00:00
{
// generate random index, shuffle afterwards
randomkey = P_RandomKey(numhuntemeralds--);
emer[i] = num[randomkey];
num[randomkey] = num[numhuntemeralds];
num[numhuntemeralds] = emer[i];
// spawn emerald
x = huntemeralds[emer[i]]->x<<FRACBITS;
y = huntemeralds[emer[i]]->y<<FRACBITS;
z = P_GetMapThingSpawnHeight(MT_EMERHUNT, huntemeralds[emer[i]], x, y);
P_SetMobjStateNF(P_SpawnMobj(x, y, z, MT_EMERHUNT),
mobjinfo[MT_EMERHUNT].spawnstate+i);
}
}
static void P_SpawnMapThings(boolean spawnemblems)
{
size_t i;
mapthing_t *mt;
2014-03-15 16:59:03 +00:00
// Spawn axis points first so they are at the front of the list for fast searching.
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
2014-03-15 16:59:03 +00:00
{
switch (mt->type)
{
case 1700: // MT_AXIS
case 1701: // MT_AXISTRANSFER
case 1702: // MT_AXISTRANSFERLINE
mt->mobj = NULL;
P_SpawnMapThing(mt);
break;
default:
break;
}
}
numhuntemeralds = 0;
2014-03-15 16:59:03 +00:00
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
{
2014-03-15 16:59:03 +00:00
if (mt->type == 1700 // MT_AXIS
|| mt->type == 1701 // MT_AXISTRANSFER
|| mt->type == 1702) // MT_AXISTRANSFERLINE
continue; // These were already spawned
if (!spawnemblems && mt->type == mobjinfo[MT_EMBLEM].doomednum)
continue;
2014-03-15 16:59:03 +00:00
mt->mobj = NULL;
if (mt->type >= 600 && mt->type <= 609) // item patterns
P_SpawnItemPattern(mt, false);
else if (mt->type == 1705 || mt->type == 1713) // hoops
P_SpawnHoop(mt);
else // Everything else
P_SpawnMapThing(mt);
2014-03-15 16:59:03 +00:00
}
// random emeralds for hunt
if (numhuntemeralds)
P_SpawnEmeraldHunt();
2014-03-15 16:59:03 +00:00
}
// 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);
}
//
// MAP LOADING FUNCTIONS
//
static void P_LoadVertices(UINT8 *data)
{
mapvertex_t *mv = (mapvertex_t *)data;
vertex_t *v = vertexes;
size_t i;
// Copy and convert vertex coordinates, internal representation as fixed.
for (i = 0; i < numvertexes; i++, v++, mv++)
{
v->x = SHORT(mv->x)<<FRACBITS;
v->y = SHORT(mv->y)<<FRACBITS;
2020-01-04 23:34:16 +00:00
v->floorzset = v->ceilingzset = false;
v->floorz = v->ceilingz = 0;
}
}
static void P_InitializeSector(sector_t *ss)
{
ss->nexttag = ss->firsttag = -1;
memset(&ss->soundorg, 0, sizeof(ss->soundorg));
ss->validcount = 0;
ss->thinglist = NULL;
ss->floordata = NULL;
ss->ceilingdata = NULL;
ss->lightingdata = NULL;
ss->fadecolormapdata = NULL;
ss->heightsec = -1;
ss->camsec = -1;
ss->floorlightsec = ss->ceilinglightsec = -1;
2020-04-17 21:54:37 +00:00
ss->crumblestate = CRUMBLE_NONE;
ss->touching_thinglist = NULL;
ss->linecount = 0;
ss->lines = NULL;
ss->ffloors = NULL;
ss->attached = NULL;
ss->attachedsolid = NULL;
ss->numattached = 0;
ss->maxattached = 1;
ss->lightlist = NULL;
ss->numlights = 0;
ss->moved = true;
2014-03-15 16:59:03 +00:00
ss->extra_colormap = NULL;
ss->gravity = NULL;
ss->verticalflip = false;
ss->flags = SF_FLIPSPECIAL_FLOOR;
ss->cullheight = NULL;
ss->floorspeed = ss->ceilspeed = 0;
ss->preciplist = NULL;
ss->touching_preciplist = NULL;
ss->f_slope = NULL;
ss->c_slope = NULL;
ss->hasslope = false;
2014-03-15 16:59:03 +00:00
ss->spawn_lightlevel = ss->lightlevel;
ss->spawn_extra_colormap = NULL;
}
2014-03-15 16:59:03 +00:00
static void P_LoadSectors(UINT8 *data)
{
mapsector_t *ms = (mapsector_t *)data;
sector_t *ss = sectors;
size_t i;
// For each counted sector, copy the sector raw data from our cache pointer ms, to the global table pointer ss.
for (i = 0; i < numsectors; i++, ss++, ms++)
{
ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
2014-03-15 16:59:03 +00:00
ss->floorpic = P_AddLevelFlat(ms->floorpic, foundflats);
ss->ceilingpic = P_AddLevelFlat(ms->ceilingpic, foundflats);
2014-03-15 16:59:03 +00:00
ss->lightlevel = SHORT(ms->lightlevel);
ss->special = SHORT(ms->special);
ss->tag = SHORT(ms->tag);
ss->floor_xoffs = ss->floor_yoffs = 0;
ss->ceiling_xoffs = ss->ceiling_yoffs = 0;
ss->floorpic_angle = ss->ceilingpic_angle = 0;
P_InitializeSector(ss);
}
}
2014-03-15 16:59:03 +00:00
static void P_InitializeLinedef(line_t *ld)
{
vertex_t *v1 = ld->v1;
vertex_t *v2 = ld->v2;
UINT8 j;
ld->dx = v2->x - v1->x;
ld->dy = v2->y - v1->y;
ld->bbox[BOXLEFT] = min(v1->x, v2->x);
ld->bbox[BOXRIGHT] = max(v1->x, v2->x);
ld->bbox[BOXBOTTOM] = min(v1->y, v2->y);
ld->bbox[BOXTOP] = max(v1->y, v2->y);
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;
2014-03-15 16:59:03 +00:00
ld->frontsector = ld->backsector = NULL;
2014-03-15 16:59:03 +00:00
ld->validcount = 0;
#ifdef WALLSPLATS
ld->splats = NULL;
#endif
ld->firsttag = ld->nexttag = -1;
ld->polyobj = NULL;
ld->text = NULL;
ld->callcount = 0;
// cph 2006/09/30 - fix sidedef errors right away.
// cph 2002/07/20 - these errors are fatal if not fixed, so apply them
for (j = 0; j < 2; j++)
if (ld->sidenum[j] != 0xffff && ld->sidenum[j] >= (UINT16)numsides)
{
ld->sidenum[j] = 0xffff;
2019-12-28 16:37:32 +00:00
CONS_Debug(DBG_SETUP, "P_InitializeLinedef: Linedef %s has out-of-range sidedef number\n", sizeu1((size_t)(ld - lines)));
2014-03-15 16:59:03 +00:00
}
// 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
2019-12-28 16:37:32 +00:00
CONS_Debug(DBG_SETUP, "P_InitializeLinedef: Linedef %s missing first sidedef\n", sizeu1((size_t)(ld - lines)));
}
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
2019-12-28 16:37:32 +00:00
CONS_Debug(DBG_SETUP, "P_InitializeLinedef: Linedef %s has two-sided flag set, but no second sidedef\n", sizeu1((size_t)(ld - lines)));
2014-03-15 16:59:03 +00:00
}
if (ld->sidenum[0] != 0xffff)
{
sides[ld->sidenum[0]].special = ld->special;
sides[ld->sidenum[0]].line = ld;
}
if (ld->sidenum[1] != 0xffff)
{
sides[ld->sidenum[1]].special = ld->special;
sides[ld->sidenum[1]].line = ld;
2014-03-15 16:59:03 +00:00
}
}
2014-03-15 16:59:03 +00:00
static void P_SetLinedefV1(size_t i, UINT16 vertex_num)
{
if (vertex_num >= numvertexes)
{
CONS_Debug(DBG_SETUP, "P_SetLinedefV1: linedef %s has out-of-range v1 num %u\n", sizeu1(i), vertex_num);
vertex_num = 0;
}
lines[i].v1 = &vertexes[vertex_num];
}
static void P_SetLinedefV2(size_t i, UINT16 vertex_num)
{
if (vertex_num >= numvertexes)
{
CONS_Debug(DBG_SETUP, "P_SetLinedefV2: linedef %s has out-of-range v2 num %u\n", sizeu1(i), vertex_num);
vertex_num = 0;
}
lines[i].v2 = &vertexes[vertex_num];
2014-03-15 16:59:03 +00:00
}
static void P_LoadLinedefs(UINT8 *data)
{
maplinedef_t *mld = (maplinedef_t *)data;
line_t *ld = lines;
size_t i;
for (i = 0; i < numlines; i++, mld++, ld++)
{
ld->flags = SHORT(mld->flags);
ld->special = SHORT(mld->special);
ld->tag = SHORT(mld->tag);
P_SetLinedefV1(i, SHORT(mld->v1));
P_SetLinedefV2(i, SHORT(mld->v2));
ld->sidenum[0] = SHORT(mld->sidenum[0]);
ld->sidenum[1] = SHORT(mld->sidenum[1]);
2014-03-15 16:59:03 +00:00
P_InitializeLinedef(ld);
}
2014-03-15 16:59:03 +00:00
}
static void P_SetSidedefSector(size_t i, UINT16 sector_num)
{
// cph 2006/09/30 - catch out-of-range sector numbers; use sector 0 instead
if (sector_num >= numsectors)
{
CONS_Debug(DBG_SETUP, "P_SetSidedefSector: sidedef %s has out-of-range sector num %u\n", sizeu1(i), sector_num);
sector_num = 0;
}
sides[i].sector = &sectors[sector_num];
}
static void P_InitializeSidedef(side_t *sd)
{
if (!sd->line)
{
2020-01-01 14:11:39 +00:00
CONS_Debug(DBG_SETUP, "P_LoadSidedefs: Sidedef %s is not used by any linedef\n", sizeu1((size_t)(sd - sides)));
sd->line = &lines[0];
sd->special = sd->line->special;
}
sd->text = NULL;
sd->colormap_data = NULL;
}
static void P_LoadSidedefs(UINT8 *data)
2014-03-15 16:59:03 +00:00
{
mapsidedef_t *msd = (mapsidedef_t*)data;
side_t *sd = sides;
size_t i;
2014-03-15 16:59:03 +00:00
for (i = 0; i < numsides; i++, sd++, msd++)
2014-03-15 16:59:03 +00:00
{
INT16 textureoffset = SHORT(msd->textureoffset);
boolean isfrontside;
2014-03-15 16:59:03 +00:00
P_InitializeSidedef(sd);
2014-03-15 16:59:03 +00:00
isfrontside = sd->line->sidenum[0] == i;
2014-03-15 16:59:03 +00:00
// Repeat count for midtexture
if (((sd->line->flags & (ML_TWOSIDED|ML_EFFECT5)) == (ML_TWOSIDED|ML_EFFECT5))
&& !(sd->special >= 300 && sd->special < 500)) // exempt linedef exec specials
{
2020-01-10 22:32:31 +00:00
sd->repeatcnt = (INT16)(((UINT16)textureoffset) >> 12);
sd->textureoffset = (((UINT16)textureoffset) & 2047) << FRACBITS;
2014-03-15 16:59:03 +00:00
}
else
{
sd->repeatcnt = 0;
sd->textureoffset = textureoffset << FRACBITS;
2014-03-15 16:59:03 +00:00
}
sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
P_SetSidedefSector(i, SHORT(msd->sector));
// Special info stored in texture fields!
2014-03-15 16:59:03 +00:00
switch (sd->special)
{
case 606: //SoM: 4/4/2000: Just colormap transfer
case 447: // Change colormap of tagged sectors! -- Monster Iestyn 14/06/18
case 455: // Fade colormaps! mazmazz 9/12/2018 (:flag_us:)
2014-03-15 16:59:03 +00:00
// SoM: R_CreateColormap will only create a colormap in software mode...
// Perhaps we should just call it instead of doing the calculations here.
sd->colormap_data = R_CreateColormap(msd->toptexture, msd->midtexture,
msd->bottomtexture);
sd->toptexture = sd->midtexture = sd->bottomtexture = 0;
break;
2014-03-15 16:59:03 +00:00
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);
}
sd->text = Z_Malloc(7, PU_LEVEL, NULL);
if (isfrontside && !(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
2014-03-15 16:59:03 +00:00
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;
}
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
case 9: // Mace parameters
case 14: // Bustable block parameters
case 15: // Fan particle spawner parameters
2020-01-11 23:40:57 +00:00
case 334: // Trigger linedef executor: Object dye - Continuous
case 335: // Trigger linedef executor: Object dye - Each time
case 336: // Trigger linedef executor: Object dye - Once
2014-03-15 16:59:03 +00:00
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
case 461: // Spawns an object on the map based on texture offsets
2020-01-11 23:40:57 +00:00
case 463: // Colorizes an object
2014-03-15 16:59:03 +00:00
{
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 331: // Trigger linedef executor: Skin - Continuous
case 332: // Trigger linedef executor: Skin - Each time
case 333: // Trigger linedef executor: Skin - Once
2014-03-15 16:59:03 +00:00
case 443: // Calls a named Lua function
case 459: // Control text prompt (named tag)
2014-03-15 16:59:03 +00:00
{
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;
}
case 259: // Custom FOF
if (!isfrontside)
{
if ((msd->toptexture[0] >= '0' && msd->toptexture[0] <= '9')
|| (msd->toptexture[0] >= 'A' && msd->toptexture[0] <= 'F'))
sd->toptexture = axtoi(msd->toptexture);
else
I_Error("Custom FOF (tag %d) needs a value in the linedef's back side upper texture field.", sd->line->tag);
sd->midtexture = R_TextureNumForName(msd->midtexture);
sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
break;
}
// FALLTHRU
2014-03-15 16:59:03 +00:00
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;
}
}
}
2014-03-15 16:59:03 +00:00
static void P_LoadThings(UINT8 *data)
2014-03-15 16:59:03 +00:00
{
mapthing_t *mt;
size_t i;
2014-03-15 16:59:03 +00:00
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
{
mt->x = READINT16(data);
mt->y = READINT16(data);
2014-03-15 16:59:03 +00:00
mt->angle = READINT16(data);
mt->type = READUINT16(data);
mt->options = READUINT16(data);
mt->extrainfo = (UINT8)(mt->type >> 12);
2014-03-15 16:59:03 +00:00
mt->type &= 4095;
2014-03-15 16:59:03 +00:00
if (mt->type == 1705 || (mt->type == 750 && mt->extrainfo))
mt->z = mt->options; // NiGHTS Hoops use the full flags bits to set the height.
else
mt->z = mt->options >> ZSHIFT;
mt->mobj = NULL;
}
}
2014-03-15 16:59:03 +00:00
// Stores positions for relevant map data spread through a TEXTMAP.
UINT32 mapthingsPos[UINT16_MAX];
UINT32 linesPos[UINT16_MAX];
UINT32 sidesPos[UINT16_MAX];
UINT32 vertexesPos[UINT16_MAX];
UINT32 sectorsPos[UINT16_MAX];
2019-12-30 12:27:05 +00:00
// Determine total amount of map data in TEXTMAP.
static boolean TextmapCount(UINT8 *data, size_t size)
{
2019-12-30 12:27:05 +00:00
char *tkn = M_GetToken((char *)data);
UINT8 brackets = 0;
2014-03-15 16:59:03 +00:00
2019-12-30 12:27:05 +00:00
nummapthings = 0;
numlines = 0;
numsides = 0;
numvertexes = 0;
numsectors = 0;
// Look for namespace at the beginning.
2019-12-30 12:27:05 +00:00
if (!fastcmp(tkn, "namespace"))
{
2019-12-30 12:27:05 +00:00
Z_Free(tkn);
CONS_Alert(CONS_ERROR, "No namespace at beginning of lump!\n");
2019-12-30 12:27:05 +00:00
return false;
}
Z_Free(tkn);
2019-12-30 12:27:05 +00:00
// Check if namespace is valid.
tkn = M_GetToken(NULL);
if (!fastcmp(tkn, "srb2"))
CONS_Alert(CONS_WARNING, "Invalid namespace '%s', only 'srb2' is supported.\n", tkn);
Z_Free(tkn);
2019-12-30 12:27:05 +00:00
tkn = M_GetToken(NULL);
while (tkn && M_GetTokenPos() < size)
{
2019-12-30 12:27:05 +00:00
// Avoid anything inside bracketed stuff, only look for external keywords.
if (brackets)
{
if (fastcmp(tkn, "}"))
brackets--;
}
else if (fastcmp(tkn, "{"))
brackets++;
2019-12-30 12:27:05 +00:00
// Check for valid fields.
else if (fastcmp(tkn, "thing"))
mapthingsPos[nummapthings++] = M_GetTokenPos();
else if (fastcmp(tkn, "linedef"))
linesPos[numlines++] = M_GetTokenPos();
else if (fastcmp(tkn, "sidedef"))
sidesPos[numsides++] = M_GetTokenPos();
else if (fastcmp(tkn, "vertex"))
vertexesPos[numvertexes++] = M_GetTokenPos();
else if (fastcmp(tkn, "sector"))
sectorsPos[numsectors++] = M_GetTokenPos();
else
CONS_Alert(CONS_NOTICE, "Unknown field '%s'.\n", tkn);
2014-03-15 16:59:03 +00:00
2019-12-30 12:27:05 +00:00
Z_Free(tkn);
tkn = M_GetToken(NULL);
}
2019-12-30 12:27:05 +00:00
Z_Free(tkn);
if (brackets)
{
CONS_Alert(CONS_ERROR, "Unclosed brackets detected in textmap lump.\n");
return false;
}
2019-12-30 12:27:05 +00:00
return true;
}
static void ParseTextmapVertexParameter(UINT32 i, char *param, char *val)
{
if (fastcmp(param, "x"))
vertexes[i].x = FLOAT_TO_FIXED(atof(val));
else if (fastcmp(param, "y"))
vertexes[i].y = FLOAT_TO_FIXED(atof(val));
else if (fastcmp(param, "zfloor"))
{
vertexes[i].floorz = FLOAT_TO_FIXED(atof(val));
vertexes[i].floorzset = true;
}
else if (fastcmp(param, "zceiling"))
{
vertexes[i].ceilingz = FLOAT_TO_FIXED(atof(val));
vertexes[i].ceilingzset = true;
}
}
static void ParseTextmapSectorParameter(UINT32 i, char *param, char *val)
{
if (fastcmp(param, "heightfloor"))
sectors[i].floorheight = atol(val) << FRACBITS;
else if (fastcmp(param, "heightceiling"))
sectors[i].ceilingheight = atol(val) << FRACBITS;
if (fastcmp(param, "texturefloor"))
sectors[i].floorpic = P_AddLevelFlat(val, foundflats);
else if (fastcmp(param, "textureceiling"))
sectors[i].ceilingpic = P_AddLevelFlat(val, foundflats);
else if (fastcmp(param, "lightlevel"))
sectors[i].lightlevel = atol(val);
else if (fastcmp(param, "special"))
sectors[i].special = atol(val);
else if (fastcmp(param, "id"))
sectors[i].tag = atol(val);
else if (fastcmp(param, "xpanningfloor"))
sectors[i].floor_xoffs = FLOAT_TO_FIXED(atof(val));
else if (fastcmp(param, "ypanningfloor"))
sectors[i].floor_yoffs = FLOAT_TO_FIXED(atof(val));
else if (fastcmp(param, "xpanningceiling"))
sectors[i].ceiling_xoffs = FLOAT_TO_FIXED(atof(val));
else if (fastcmp(param, "ypanningceiling"))
sectors[i].ceiling_yoffs = FLOAT_TO_FIXED(atof(val));
else if (fastcmp(param, "rotationfloor"))
sectors[i].floorpic_angle = FixedAngle(FLOAT_TO_FIXED(atof(val)));
else if (fastcmp(param, "rotationceiling"))
sectors[i].ceilingpic_angle = FixedAngle(FLOAT_TO_FIXED(atof(val)));
}
static void ParseTextmapSidedefParameter(UINT32 i, char *param, char *val)
{
if (fastcmp(param, "offsetx"))
sides[i].textureoffset = atol(val)<<FRACBITS;
else if (fastcmp(param, "offsety"))
sides[i].rowoffset = atol(val)<<FRACBITS;
else if (fastcmp(param, "texturetop"))
sides[i].toptexture = R_TextureNumForName(val);
else if (fastcmp(param, "texturebottom"))
sides[i].bottomtexture = R_TextureNumForName(val);
else if (fastcmp(param, "texturemiddle"))
sides[i].midtexture = R_TextureNumForName(val);
else if (fastcmp(param, "sector"))
P_SetSidedefSector(i, atol(val));
else if (fastcmp(param, "repeatcnt"))
sides[i].repeatcnt = atol(val);
}
static void ParseTextmapLinedefParameter(UINT32 i, char *param, char *val)
{
if (fastcmp(param, "id"))
lines[i].tag = atol(val);
else if (fastcmp(param, "special"))
lines[i].special = atol(val);
else if (fastcmp(param, "v1"))
P_SetLinedefV1(i, atol(val));
else if (fastcmp(param, "v2"))
P_SetLinedefV2(i, atol(val));
else if (fastcmp(param, "sidefront"))
lines[i].sidenum[0] = atol(val);
else if (fastcmp(param, "sideback"))
lines[i].sidenum[1] = atol(val);
// Flags
else if (fastcmp(param, "blocking") && fastcmp("true", val))
lines[i].flags |= ML_IMPASSIBLE;
else if (fastcmp(param, "blockmonsters") && fastcmp("true", val))
lines[i].flags |= ML_BLOCKMONSTERS;
else if (fastcmp(param, "twosided") && fastcmp("true", val))
lines[i].flags |= ML_TWOSIDED;
else if (fastcmp(param, "dontpegtop") && fastcmp("true", val))
lines[i].flags |= ML_DONTPEGTOP;
else if (fastcmp(param, "dontpegbottom") && fastcmp("true", val))
lines[i].flags |= ML_DONTPEGBOTTOM;
else if (fastcmp(param, "skewtd") && fastcmp("true", val))
lines[i].flags |= ML_EFFECT1;
else if (fastcmp(param, "noclimb") && fastcmp("true", val))
lines[i].flags |= ML_NOCLIMB;
else if (fastcmp(param, "noskew") && fastcmp("true", val))
lines[i].flags |= ML_EFFECT2;
else if (fastcmp(param, "midpeg") && fastcmp("true", val))
lines[i].flags |= ML_EFFECT3;
else if (fastcmp(param, "midsolid") && fastcmp("true", val))
lines[i].flags |= ML_EFFECT4;
else if (fastcmp(param, "wrapmidtex") && fastcmp("true", val))
lines[i].flags |= ML_EFFECT5;
else if (fastcmp(param, "effect6") && fastcmp("true", val))
lines[i].flags |= ML_EFFECT6;
else if (fastcmp(param, "nonet") && fastcmp("true", val))
lines[i].flags |= ML_NONET;
else if (fastcmp(param, "netonly") && fastcmp("true", val))
lines[i].flags |= ML_NETONLY;
else if (fastcmp(param, "bouncy") && fastcmp("true", val))
lines[i].flags |= ML_BOUNCY;
else if (fastcmp(param, "transfer") && fastcmp("true", val))
lines[i].flags |= ML_TFERLINE;
}
static void ParseTextmapThingParameter(UINT32 i, char *param, char *val)
{
if (fastcmp(param, "x"))
mapthings[i].x = atol(val);
else if (fastcmp(param, "y"))
mapthings[i].y = atol(val);
else if (fastcmp(param, "height"))
mapthings[i].z = atol(val);
else if (fastcmp(param, "angle"))
mapthings[i].angle = atol(val);
else if (fastcmp(param, "type"))
mapthings[i].type = atol(val);
// Flags
else if (fastcmp(param, "extra") && fastcmp("true", val))
mapthings[i].options |= MTF_EXTRA;
else if (fastcmp(param, "flip") && fastcmp("true", val))
mapthings[i].options |= MTF_OBJECTFLIP;
else if (fastcmp(param, "special") && fastcmp("true", val))
mapthings[i].options |= MTF_OBJECTSPECIAL;
else if (fastcmp(param, "ambush") && fastcmp("true", val))
mapthings[i].options |= MTF_AMBUSH;
}
/** From a given position table, run a specified parser function through a {}-encapsuled text.
*
* \param Position of the data to parse, in the textmap.
* \param Structure number (mapthings, sectors, ...).
* \param Parser function pointer.
*/
static void TextmapParse(UINT32 dataPos, size_t num, void (*parser)(UINT32, char *, char *))
{
char *param, *val;
M_SetTokenPos(dataPos);
param = M_GetToken(NULL);
if (!fastcmp(param, "{"))
{
Z_Free(param);
2019-12-30 13:33:41 +00:00
CONS_Alert(CONS_WARNING, "Invalid UDMF data capsule!\n");
return;
}
Z_Free(param);
2014-03-15 16:59:03 +00:00
while (true)
2019-12-30 13:33:41 +00:00
{
param = M_GetToken(NULL);
if (fastcmp(param, "}"))
{
Z_Free(param);
break;
}
val = M_GetToken(NULL);
parser(num, param, val);
Z_Free(param);
Z_Free(val);
}
}
/** Provides a fix to the flat alignment coordinate transform from standard Textmaps.
*/
2019-12-30 13:33:41 +00:00
static void TextmapFixFlatOffsets(sector_t *sec)
{
if (sec->floorpic_angle)
{
fixed_t pc = FINECOSINE(sec->floorpic_angle>>ANGLETOFINESHIFT);
fixed_t ps = FINESINE (sec->floorpic_angle>>ANGLETOFINESHIFT);
fixed_t xoffs = sec->floor_xoffs;
fixed_t yoffs = sec->floor_yoffs;
sec->floor_xoffs = (FixedMul(xoffs, pc) % MAXFLATSIZE) - (FixedMul(yoffs, ps) % MAXFLATSIZE);
sec->floor_yoffs = (FixedMul(xoffs, ps) % MAXFLATSIZE) + (FixedMul(yoffs, pc) % MAXFLATSIZE);
}
if (sec->ceilingpic_angle)
{
fixed_t pc = FINECOSINE(sec->ceilingpic_angle>>ANGLETOFINESHIFT);
fixed_t ps = FINESINE (sec->ceilingpic_angle>>ANGLETOFINESHIFT);
fixed_t xoffs = sec->ceiling_xoffs;
fixed_t yoffs = sec->ceiling_yoffs;
sec->ceiling_xoffs = (FixedMul(xoffs, pc) % MAXFLATSIZE) - (FixedMul(yoffs, ps) % MAXFLATSIZE);
sec->ceiling_yoffs = (FixedMul(xoffs, ps) % MAXFLATSIZE) + (FixedMul(yoffs, pc) % MAXFLATSIZE);
}
}
/** Loads the textmap data, after obtaining the elements count and allocating their respective space.
*/
2019-12-30 13:33:41 +00:00
static void P_LoadTextmap(void)
{
UINT32 i;
vertex_t *vt;
sector_t *sc;
line_t *ld;
side_t *sd;
mapthing_t *mt;
CONS_Alert(CONS_NOTICE, "UDMF support is still a work-in-progress; its specs and features are prone to change until it is fully implemented.\n");
/// Given the UDMF specs, some fields are given a default value.
/// If an element's field has a default value set, it is omitted
/// from the textmap, and therefore we have to account for it by
/// preemptively setting that value beforehand.
for (i = 0, vt = vertexes; i < numvertexes; i++, vt++)
{
// Defaults.
vt->x = vt->y = INT32_MAX;
vt->floorzset = vt->ceilingzset = false;
vt->floorz = vt->ceilingz = 0;
TextmapParse(vertexesPos[i], i, ParseTextmapVertexParameter);
if (vt->x == INT32_MAX)
I_Error("P_LoadTextmap: vertex %s has no x value set!\n", sizeu1(i));
if (vt->y == INT32_MAX)
I_Error("P_LoadTextmap: vertex %s has no y value set!\n", sizeu1(i));
}
for (i = 0, sc = sectors; i < numsectors; i++, sc++)
{
// Defaults.
sc->floorheight = 0;
sc->ceilingheight = 0;
sc->floorpic = 0;
sc->ceilingpic = 0;
sc->lightlevel = 255;
sc->special = 0;
sc->tag = 0;
sc->floor_xoffs = sc->floor_yoffs = 0;
sc->ceiling_xoffs = sc->ceiling_yoffs = 0;
sc->floorpic_angle = sc->ceilingpic_angle = 0;
TextmapParse(sectorsPos[i], i, ParseTextmapSectorParameter);
P_InitializeSector(sc);
2019-12-30 11:31:55 +00:00
TextmapFixFlatOffsets(sc);
}
for (i = 0, ld = lines; i < numlines; i++, ld++)
{
// Defaults.
ld->v1 = ld->v2 = NULL;
ld->flags = 0;
ld->special = 0;
ld->tag = 0;
ld->sidenum[0] = 0xffff;
ld->sidenum[1] = 0xffff;
TextmapParse(linesPos[i], i, ParseTextmapLinedefParameter);
if (!ld->v1)
I_Error("P_LoadTextmap: linedef %s has no v1 value set!\n", sizeu1(i));
if (!ld->v2)
I_Error("P_LoadTextmap: linedef %s has no v2 value set!\n", sizeu1(i));
if (ld->sidenum[0] == 0xffff)
I_Error("P_LoadTextmap: linedef %s has no sidefront value set!\n", sizeu1(i));
P_InitializeLinedef(ld);
}
for (i = 0, sd = sides; i < numsides; i++, sd++)
{
// Defaults.
sd->textureoffset = 0;
sd->rowoffset = 0;
sd->toptexture = R_TextureNumForName("-");
sd->midtexture = R_TextureNumForName("-");
sd->bottomtexture = R_TextureNumForName("-");
sd->sector = NULL;
sd->repeatcnt = 0;
TextmapParse(sidesPos[i], i, ParseTextmapSidedefParameter);
if (!sd->sector)
I_Error("P_LoadTextmap: sidedef %s has no sector value set!\n", sizeu1(i));
P_InitializeSidedef(sd);
}
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
{
// Defaults.
mt->x = mt->y = 0;
mt->angle = 0;
mt->type = 0;
mt->options = 0;
mt->z = 0;
mt->extrainfo = 0;
mt->mobj = NULL;
TextmapParse(mapthingsPos[i], i, ParseTextmapThingParameter);
}
}
static void P_ProcessLinedefsAfterSidedefs(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;
// Compile linedef 'text' from both sidedefs 'text' for appropriate specials.
switch (ld->special)
{
case 331: // Trigger linedef executor: Skin - Continuous
case 332: // Trigger linedef executor: Skin - Each time
case 333: // Trigger linedef executor: Skin - Once
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;
}
}
}
static boolean P_LoadMapData(const virtres_t *virt)
{
2019-12-30 12:27:05 +00:00
virtlump_t *virtvertexes = NULL, *virtsectors = NULL, *virtsidedefs = NULL, *virtlinedefs = NULL, *virtthings = NULL;
virtlump_t *textmap = vres_Find(virt, "TEXTMAP");
2014-03-15 16:59:03 +00:00
// Count map data.
2019-12-30 12:27:05 +00:00
if (textmap) // Count how many entries for each type we got in textmap.
{
if (!TextmapCount(textmap->data, textmap->size))
return false;
}
else
{
virtthings = vres_Find(virt, "THINGS");
virtvertexes = vres_Find(virt, "VERTEXES");
virtsectors = vres_Find(virt, "SECTORS");
virtsidedefs = vres_Find(virt, "SIDEDEFS");
virtlinedefs = vres_Find(virt, "LINEDEFS");
if (!virtthings)
I_Error("THINGS lump not found");
if (!virtvertexes)
I_Error("VERTEXES lump not found");
if (!virtsectors)
I_Error("SECTORS lump not found");
if (!virtsidedefs)
I_Error("SIDEDEFS lump not found");
if (!virtlinedefs)
I_Error("LINEDEFS lump not found");
// Traditional doom map format just assumes the number of elements from the lump sizes.
numvertexes = virtvertexes->size / sizeof (mapvertex_t);
numsectors = virtsectors->size / sizeof (mapsector_t);
numsides = virtsidedefs->size / sizeof (mapsidedef_t);
numlines = virtlinedefs->size / sizeof (maplinedef_t);
nummapthings = virtthings->size / (5 * sizeof (INT16));
}
if (numvertexes <= 0)
I_Error("Level has no vertices");
if (numsectors <= 0)
I_Error("Level has no sectors");
if (numsides <= 0)
I_Error("Level has no sidedefs");
if (numlines <= 0)
I_Error("Level has no linedefs");
vertexes = Z_Calloc(numvertexes * sizeof (*vertexes), PU_LEVEL, NULL);
sectors = Z_Calloc(numsectors * sizeof (*sectors), PU_LEVEL, NULL);
sides = Z_Calloc(numsides * sizeof (*sides), PU_LEVEL, NULL);
lines = Z_Calloc(numlines * sizeof (*lines), PU_LEVEL, NULL);
mapthings = Z_Calloc(nummapthings * sizeof (*mapthings), 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;
// Load map data.
if (textmap)
P_LoadTextmap();
else
{
P_LoadVertices(virtvertexes->data);
P_LoadSectors(virtsectors->data);
P_LoadLinedefs(virtlinedefs->data);
P_LoadSidedefs(virtsidedefs->data);
P_LoadThings(virtthings->data);
}
P_ProcessLinedefsAfterSidedefs();
R_ClearTextureNumCache(true);
// 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();
return true;
}
static void P_InitializeSubsector(subsector_t *ss)
{
ss->sector = NULL;
#ifdef FLOORSPLATS
ss->splats = NULL;
#endif
ss->validcount = 0;
}
static inline void P_LoadSubsectors(UINT8 *data)
{
mapsubsector_t *ms = (mapsubsector_t*)data;
subsector_t *ss = subsectors;
size_t i;
for (i = 0; i < numsubsectors; i++, ss++, ms++)
{
ss->numlines = SHORT(ms->numsegs);
ss->firstline = SHORT(ms->firstseg);
P_InitializeSubsector(ss);
}
}
static void P_LoadNodes(UINT8 *data)
{
UINT8 j, k;
mapnode_t *mn = (mapnode_t*)data;
node_t *no = nodes;
size_t i;
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;
}
}
}
/** 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
static void P_InitializeSeg(seg_t *seg)
{
if (seg->linedef)
{
seg->sidedef = &sides[seg->linedef->sidenum[seg->side]];
seg->frontsector = seg->sidedef->sector;
seg->backsector = (seg->linedef->flags & ML_TWOSIDED) ? sides[seg->linedef->sidenum[seg->side ^ 1]].sector : NULL;
}
#ifdef HWRENDER
seg->pv1 = seg->pv2 = NULL;
//Hurdler: 04/12/2000: for now, only used in hardware mode
seg->lightmaps = NULL; // list of static lightmap for this seg
#endif
seg->numlights = 0;
seg->rlights = NULL;
seg->polyseg = NULL;
seg->dontrenderme = false;
}
static void P_LoadSegs(UINT8 *data)
{
mapseg_t *ms = (mapseg_t*)data;
seg_t *seg = segs;
size_t i;
for (i = 0; i < numsegs; i++, seg++, ms++)
{
seg->v1 = &vertexes[SHORT(ms->v1)];
seg->v2 = &vertexes[SHORT(ms->v2)];
seg->side = SHORT(ms->side);
seg->offset = (SHORT(ms->offset)) << FRACBITS;
seg->angle = (SHORT(ms->angle)) << FRACBITS;
seg->linedef = &lines[SHORT(ms->linedef)];
seg->length = P_SegLength(seg);
#ifdef HWRENDER
seg->flength = (rendermode == render_opengl) ? P_SegLengthFloat(seg) : 0;
#endif
seg->glseg = false;
P_InitializeSeg(seg);
}
}
typedef enum {
NT_DOOM,
NT_XNOD,
NT_ZNOD,
NT_XGLN,
NT_ZGLN,
NT_XGL2,
NT_ZGL2,
NT_XGL3,
NT_ZGL3,
NT_UNSUPPORTED,
NUMNODETYPES
} nodetype_t;
// Find out the BSP format.
static nodetype_t P_GetNodetype(const virtres_t *virt, UINT8 **nodedata)
{
2019-12-30 00:52:39 +00:00
boolean supported[NUMNODETYPES] = {0};
nodetype_t nodetype = NT_UNSUPPORTED;
char signature[4 + 1];
if (vres_Find(virt, "TEXTMAP"))
{
*nodedata = vres_Find(virt, "ZNODES")->data;
supported[NT_XGLN] = supported[NT_XGL3] = true;
}
else
{
virtlump_t *virtsegs = vres_Find(virt, "SEGS");
virtlump_t *virtssectors;
if (virtsegs && virtsegs->size)
{
*nodedata = vres_Find(virt, "NODES")->data;
return NT_DOOM; // Traditional map format BSP tree.
}
virtssectors = vres_Find(virt, "SSECTORS");
if (virtssectors && virtssectors->size)
{ // Possibly GL nodes: NODES ignored, SSECTORS takes precedence as nodes lump, (It is confusing yeah) and has a signature.
*nodedata = virtssectors->data;
supported[NT_XGLN] = supported[NT_ZGLN] = supported[NT_XGL3] = true;
}
else
{ // Possibly ZDoom extended nodes: SSECTORS is empty, NODES has a signature.
*nodedata = vres_Find(virt, "NODES")->data;
supported[NT_XNOD] = supported[NT_ZNOD] = true;
}
}
M_Memcpy(signature, *nodedata, 4);
signature[4] = '\0';
(*nodedata) += 4;
if (!strcmp(signature, "XNOD"))
nodetype = NT_XNOD;
else if (!strcmp(signature, "ZNOD"))
nodetype = NT_ZNOD;
else if (!strcmp(signature, "XGLN"))
nodetype = NT_XGLN;
else if (!strcmp(signature, "ZGLN"))
nodetype = NT_ZGLN;
else if (!strcmp(signature, "XGL3"))
nodetype = NT_XGL3;
return supported[nodetype] ? nodetype : NT_UNSUPPORTED;
}
// Extended node formats feature additional vertices; useful for OpenGL, but totally useless in gamelogic.
static boolean P_LoadExtraVertices(UINT8 **data)
{
UINT32 origvrtx = READUINT32((*data));
UINT32 xtrvrtx = READUINT32((*data));
line_t* ld = lines;
vertex_t *oldpos = vertexes;
ssize_t offset;
size_t i;
if (numvertexes != origvrtx) // If native vertex count doesn't match node original vertex count, bail out (broken data?).
{
CONS_Alert(CONS_WARNING, "Vertex count in map data and nodes differ!\n");
return false;
}
if (!xtrvrtx)
return true;
// If extra vertexes were generated, reallocate the vertex array and fix the pointers.
numvertexes += xtrvrtx;
vertexes = Z_Realloc(vertexes, numvertexes*sizeof(*vertexes), PU_LEVEL, NULL);
offset = (size_t)(vertexes - oldpos);
for (i = 0, ld = lines; i < numlines; i++, ld++)
{
ld->v1 += offset;
ld->v2 += offset;
}
// Read extra vertex data.
for (i = origvrtx; i < numvertexes; i++)
{
vertexes[i].x = READFIXED((*data));
vertexes[i].y = READFIXED((*data));
}
return true;
}
static boolean P_LoadExtendedSubsectorsAndSegs(UINT8 **data, nodetype_t nodetype)
{
size_t i, k;
INT16 m;
seg_t *seg;
// Subsectors
numsubsectors = READUINT32((*data));
subsectors = Z_Calloc(numsubsectors*sizeof(*subsectors), PU_LEVEL, NULL);
for (i = 0; i < numsubsectors; i++)
subsectors[i].numlines = READUINT32((*data));
// Segs
numsegs = READUINT32((*data));
segs = Z_Calloc(numsegs*sizeof(*segs), PU_LEVEL, NULL);
for (i = 0, k = 0; i < numsubsectors; i++)
{
subsectors[i].firstline = k;
P_InitializeSubsector(&subsectors[i]);
switch (nodetype)
{
case NT_XGLN:
case NT_XGL3:
for (m = 0; m < subsectors[i].numlines; m++, k++)
{
UINT32 vertexnum = READUINT32((*data));
UINT16 linenum;
if (vertexnum >= numvertexes)
I_Error("P_LoadExtendedSubsectorsAndSegs: Seg %s in subsector %d has invalid vertex %d!\n", sizeu1(k), m, vertexnum);
segs[k - 1 + ((m == 0) ? subsectors[i].numlines : 0)].v2 = segs[k].v1 = &vertexes[vertexnum];
READUINT32((*data)); // partner, can be ignored by software renderer
if (nodetype == NT_XGL3)
READUINT16((*data)); // Line number is 32-bit in XGL3, but we're limited to 16 bits.
linenum = READUINT16((*data));
if (linenum != 0xFFFF && linenum >= numlines)
I_Error("P_LoadExtendedSubsectorsAndSegs: Seg %s in subsector %d has invalid linedef %d!\n", sizeu1(k), m, linenum);
segs[k].glseg = (linenum == 0xFFFF);
segs[k].linedef = (linenum == 0xFFFF) ? NULL : &lines[linenum];
segs[k].side = READUINT8((*data));
}
break;
case NT_XNOD:
for (m = 0; m < subsectors[i].numlines; m++, k++)
{
UINT32 v1num = READUINT32((*data));
UINT32 v2num = READUINT32((*data));
UINT16 linenum = READUINT16((*data));
if (v1num >= numvertexes)
I_Error("P_LoadExtendedSubsectorsAndSegs: Seg %s in subsector %d has invalid v1 %d!\n", sizeu1(k), m, v1num);
if (v2num >= numvertexes)
I_Error("P_LoadExtendedSubsectorsAndSegs: Seg %s in subsector %d has invalid v2 %d!\n", sizeu1(k), m, v2num);
if (linenum >= numlines)
I_Error("P_LoadExtendedSubsectorsAndSegs: Seg %s in subsector %d has invalid linedef %d!\n", sizeu1(k), m, linenum);
segs[k].v1 = &vertexes[v1num];
segs[k].v2 = &vertexes[v2num];
segs[k].linedef = &lines[linenum];
segs[k].side = READUINT8((*data));
segs[k].glseg = false;
}
break;
default:
return false;
2014-03-15 16:59:03 +00:00
}
}
for (i = 0, seg = segs; i < numsegs; i++, seg++)
{
vertex_t *v1 = seg->v1;
vertex_t *v2 = seg->v2;
P_InitializeSeg(seg);
seg->angle = R_PointToAngle2(v1->x, v1->y, v2->x, v2->y);
if (seg->linedef)
segs[i].offset = FixedHypot(v1->x - seg->linedef->v1->x, v1->y - seg->linedef->v1->y);
}
return true;
}
// Auxiliary function: Shrink node ID from 32-bit to 16-bit.
static UINT16 ShrinkNodeID(UINT32 x) {
UINT16 mask = (x >> 16) & 0xC000;
UINT16 result = x;
return result | mask;
}
2014-03-15 16:59:03 +00:00
static void P_LoadExtendedNodes(UINT8 **data, nodetype_t nodetype)
{
node_t *mn;
size_t i, j, k;
boolean xgl3 = (nodetype == NT_XGL3);
numnodes = READINT32((*data));
nodes = Z_Calloc(numnodes*sizeof(*nodes), PU_LEVEL, NULL);
for (i = 0, mn = nodes; i < numnodes; i++, mn++)
{
// Splitter
mn->x = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
mn->y = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
mn->dx = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
mn->dy = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
// Bounding boxes
for (j = 0; j < 2; j++)
for (k = 0; k < 4; k++)
mn->bbox[j][k] = READINT16((*data)) << FRACBITS;
//Children
mn->children[0] = ShrinkNodeID(READUINT32((*data))); /// \todo Use UINT32 for node children in a future, instead?
mn->children[1] = ShrinkNodeID(READUINT32((*data)));
}
}
static void P_LoadMapBSP(const virtres_t *virt)
{
UINT8 *nodedata = NULL;
nodetype_t nodetype = P_GetNodetype(virt, &nodedata);
switch (nodetype)
{
case NT_DOOM:
{
virtlump_t *virtssectors = vres_Find(virt, "SSECTORS");
virtlump_t* virtnodes = vres_Find(virt, "NODES");
virtlump_t *virtsegs = vres_Find(virt, "SEGS");
numsubsectors = virtssectors->size / sizeof(mapsubsector_t);
numnodes = virtnodes->size / sizeof(mapnode_t);
numsegs = virtsegs->size / sizeof(mapseg_t);
if (numsubsectors <= 0)
I_Error("Level has no subsectors (did you forget to run it through a nodesbuilder?)");
if (numnodes <= 0)
I_Error("Level has no nodes");
if (numsegs <= 0)
I_Error("Level has no segs");
subsectors = Z_Calloc(numsubsectors * sizeof(*subsectors), PU_LEVEL, NULL);
nodes = Z_Calloc(numnodes * sizeof(*nodes), PU_LEVEL, NULL);
segs = Z_Calloc(numsegs * sizeof(*segs), PU_LEVEL, NULL);
P_LoadSubsectors(virtssectors->data);
P_LoadNodes(virtnodes->data);
P_LoadSegs(virtsegs->data);
break;
}
case NT_XNOD:
case NT_XGLN:
case NT_XGL3:
if (!P_LoadExtraVertices(&nodedata))
return;
if (!P_LoadExtendedSubsectorsAndSegs(&nodedata, nodetype))
return;
P_LoadExtendedNodes(&nodedata, nodetype);
break;
default:
CONS_Alert(CONS_WARNING, "Unsupported BSP format detected.\n");
return;
}
return;
}
// 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;
}
2014-03-15 16:59:03 +00:00
}
// 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_LoadBlockMap(UINT8 *data, size_t count)
{
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];
2014-03-15 16:59:03 +00:00
// 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;
}
2014-03-15 16:59:03 +00:00
static boolean LineInBlock(fixed_t cx1, fixed_t cy1, fixed_t cx2, fixed_t cy2, fixed_t bx1, fixed_t by1)
{
2015-01-01 19:50:31 +00:00
fixed_t bbox[4];
line_t testline;
vertex_t vtest;
bbox[BOXRIGHT] = bx1 + MAPBLOCKUNITS;
bbox[BOXTOP] = by1 + MAPBLOCKUNITS;
bbox[BOXLEFT] = bx1;
bbox[BOXBOTTOM] = by1;
2014-03-15 16:59:03 +00:00
// Trivial rejection
2015-01-01 19:50:31 +00:00
if (cx1 < bbox[BOXLEFT] && cx2 < bbox[BOXLEFT])
2014-03-15 16:59:03 +00:00
return false;
2015-01-01 19:50:31 +00:00
if (cx1 > bbox[BOXRIGHT] && cx2 > bbox[BOXRIGHT])
2014-03-15 16:59:03 +00:00
return false;
2015-01-01 19:50:31 +00:00
if (cy1 < bbox[BOXBOTTOM] && cy2 < bbox[BOXBOTTOM])
2014-03-15 16:59:03 +00:00
return false;
2015-01-01 19:50:31 +00:00
if (cy1 > bbox[BOXTOP] && cy2 > bbox[BOXTOP])
2014-03-15 16:59:03 +00:00
return false;
// Rats, guess we gotta check
// if the line intersects
// any sides of the block.
cx1 <<= FRACBITS;
cy1 <<= FRACBITS;
cx2 <<= FRACBITS;
cy2 <<= FRACBITS;
2015-01-01 19:50:31 +00:00
bbox[BOXTOP] <<= FRACBITS;
bbox[BOXBOTTOM] <<= FRACBITS;
bbox[BOXLEFT] <<= FRACBITS;
bbox[BOXRIGHT] <<= FRACBITS;
2014-03-15 16:59:03 +00:00
testline.v1 = &vtest;
testline.v1->x = cx1;
testline.v1->y = cy1;
testline.dx = cx2 - cx1;
testline.dy = cy2 - cy1;
2015-01-01 19:50:31 +00:00
if ((testline.dx > 0) ^ (testline.dy > 0))
testline.slopetype = ST_NEGATIVE;
else
testline.slopetype = ST_POSITIVE;
2014-03-15 16:59:03 +00:00
2015-01-01 19:50:31 +00:00
return P_BoxOnLineSide(bbox, &testline) == -1;
2014-03-15 16:59:03 +00:00
}
//
// 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);
}
}
// PK3 version
// -- Monster Iestyn 09/01/18
static void P_LoadReject(UINT8 *data, size_t count)
2014-03-15 16:59:03 +00:00
{
if (!count) // zero length, someone probably used ZDBSP
2014-03-15 16:59:03 +00:00
{
rejectmatrix = NULL;
CONS_Debug(DBG_SETUP, "P_LoadReject: REJECT lump has size 0, will not be loaded\n");
2014-03-15 16:59:03 +00:00
}
else
2014-03-15 16:59:03 +00:00
{
rejectmatrix = Z_Malloc(count, PU_LEVEL, NULL); // allocate memory for the reject matrix
M_Memcpy(rejectmatrix, data, count); // copy the data into it
2014-03-15 16:59:03 +00:00
}
}
static void P_LoadMapLUT(const virtres_t *virt)
{
virtlump_t* virtblockmap = vres_Find(virt, "BLOCKMAP");
virtlump_t* virtreject = vres_Find(virt, "REJECT");
// Lookup tables
if (virtreject)
P_LoadReject(virtreject->data, virtreject->size);
else
rejectmatrix = NULL;
if (!(virtblockmap && P_LoadBlockMap(virtblockmap->data, virtblockmap->size)))
P_CreateBlockMap();
}
2014-03-15 16:59:03 +00:00
//
// P_LinkMapData
2014-03-15 16:59:03 +00:00
// Builds sector line lists and subsector sector numbers.
// Finds block bounding boxes for sectors.
//
static void P_LinkMapData(void)
2014-03-15 16:59:03 +00:00
{
size_t i, j;
2014-03-15 16:59:03 +00:00
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_LinkMapData: ss->firstline invalid "
2014-03-15 16:59:03 +00:00
"(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_LinkMapData: seg->sidedef is NULL "
2014-03-15 16:59:03 +00:00
"(subsector %s, firstline is %d)", sizeu1(i), ss->firstline));
if (seg->sidedef - sides < 0 || seg->sidedef - sides > (UINT16)numsides)
CorruptMapError(va("P_LinkMapData: seg->sidedef refers to sidedef %s of %s "
2014-03-15 16:59:03 +00:00
"(subsector %s, firstline is %d)", sizeu1(sidei), sizeu2(numsides),
sizeu3(i), ss->firstline));
if (!seg->sidedef->sector)
CorruptMapError(va("P_LinkMapData: seg->sidedef->sector is NULL "
2014-03-15 16:59:03 +00:00
"(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_LinkMapData: sector %s has no lines\n", sizeu1(i));
}
else
{
sector->lines = Z_Calloc(sector->linecount * sizeof(line_t*), PU_LEVEL, NULL);
2014-03-15 16:59:03 +00:00
// zero the count, since we'll later use this to track how many we've recorded
sector->linecount = 0;
}
2014-03-15 16:59:03 +00:00
}
// 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)
2014-03-15 16:59:03 +00:00
{
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);
}
2014-03-15 16:59:03 +00:00
}
// 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
}
}
/** 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(virtres_t *virt, void *dest)
2018-01-09 21:33:10 +00:00
{
2019-12-30 12:27:05 +00:00
virtlump_t *textmap = vres_Find(virt, "TEXTMAP");
unsigned char resmd5[16];
2018-01-09 21:33:10 +00:00
2019-12-30 11:07:54 +00:00
if (textmap)
P_MakeBufferMD5((char*)textmap->data, textmap->size, resmd5);
2018-01-09 21:33:10 +00:00
else
{
2019-12-30 11:07:54 +00:00
unsigned char linemd5[16];
unsigned char sectormd5[16];
unsigned char thingmd5[16];
unsigned char sidedefmd5[16];
UINT8 i;
2019-12-30 11:07:54 +00:00
// Create a hash for the current map
// get the actual lumps!
virtlump_t* virtlines = vres_Find(virt, "LINEDEFS");
virtlump_t* virtsectors = vres_Find(virt, "SECTORS");
virtlump_t* virtmthings = vres_Find(virt, "THINGS");
virtlump_t* virtsides = vres_Find(virt, "SIDEDEFS");
2019-12-30 11:07:54 +00:00
P_MakeBufferMD5((char*)virtlines->data, virtlines->size, linemd5);
P_MakeBufferMD5((char*)virtsectors->data, virtsectors->size, sectormd5);
P_MakeBufferMD5((char*)virtmthings->data, virtmthings->size, thingmd5);
P_MakeBufferMD5((char*)virtsides->data, virtsides->size, sidedefmd5);
for (i = 0; i < 16; i++)
resmd5[i] = (linemd5[i] + sectormd5[i] + thingmd5[i] + sidedefmd5[i]) & 0xFF;
2018-01-09 21:33:10 +00:00
}
M_Memcpy(dest, &resmd5, 16);
2018-01-09 21:33:10 +00:00
}
2014-03-15 16:59:03 +00:00
static boolean P_LoadMapFromFile(void)
2014-03-15 16:59:03 +00:00
{
virtres_t *virt = vres_GetMap(lastloadedmaplumpnum);
2014-03-15 16:59:03 +00:00
if (!P_LoadMapData(virt))
2014-03-15 16:59:03 +00:00
return false;
P_LoadMapBSP(virt);
P_LoadMapLUT(virt);
2014-03-15 16:59:03 +00:00
P_LinkMapData();
// Copy relevant map data for NetArchive purposes.
spawnsectors = Z_Calloc(numsectors * sizeof(*sectors), PU_LEVEL, NULL);
spawnlines = Z_Calloc(numlines * sizeof(*lines), PU_LEVEL, NULL);
spawnsides = Z_Calloc(numsides * sizeof(*sides), PU_LEVEL, NULL);
memcpy(spawnsectors, sectors, numsectors * sizeof(*sectors));
memcpy(spawnlines, lines, numlines * sizeof(*lines));
memcpy(spawnsides, sides, numsides * sizeof(*sides));
P_MakeMapMD5(virt, &mapmd5);
vres_Free(virt);
return true;
2014-03-15 16:59:03 +00:00
}
//
// LEVEL INITIALIZATION FUNCTIONS
//
2014-03-15 16:59:03 +00:00
/** 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_InitLevelSettings(void)
2014-03-15 16:59:03 +00:00
{
INT32 i;
boolean canresetlives = true;
2014-03-15 16:59:03 +00:00
leveltime = 0;
localaiming = 0;
localaiming2 = 0;
2019-08-04 15:34:55 +00:00
modulothing = 0;
2014-03-15 16:59:03 +00:00
// special stage tokens, emeralds, and ring total
tokenbits = 0;
runemeraldmanager = false;
emeraldspawndelay = 60*TICRATE;
2019-11-14 18:25:19 +00:00
if ((netgame || multiplayer) && !G_IsSpecialStage(gamemap))
nummaprings = -1;
else
nummaprings = mapheaderinfo[gamemap-1]->startrings;
2014-03-15 16:59:03 +00:00
// emerald hunt
hunt1 = hunt2 = hunt3 = NULL;
// map time limit
if (mapheaderinfo[gamemap-1]->countdown)
{
tic_t maxtime = 0;
2014-03-15 16:59:03 +00:00
countdowntimer = mapheaderinfo[gamemap-1]->countdown * TICRATE;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].starposttime > maxtime)
maxtime = players[i].starposttime;
}
countdowntimer -= maxtime;
}
2014-03-15 16:59:03 +00:00
else
countdowntimer = 0;
countdowntimeup = false;
// clear ctf pointers
redflag = blueflag = NULL;
rflagpoint = bflagpoint = NULL;
// circuit, race and competition stuff
circuitmap = false;
numstarposts = 0;
MONSTER COMMIT. OLD SPECIAL STAGES: * Spheres in old special stages instead of rings! * Individual timers in old special stages instead of a global one! * Old special stages use a variant of the NiGHTS HUD now! * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres! * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore. * Made emerald gaining function be based on special stage number rather than gained emeralds! * Consistency with... NiGHTS SPECIAL STAGES: * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.) SPECIAL STAGES IN GENERAL: * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS. * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif NiGHTS NON-SPECIAL STAGES: * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages. * Colour Chips turn yellow in bonus time. * Ideya! * Its own "drowning" music! * All of the object types for Dream Hill. * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif RANDOM BS: * Turn super with the spin button instead of the jump button! * Followmobj now correctly set with P_SetTarget instead of pointer assignment. * Emerald hunt uses new sprites! * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 21:41:54 +00:00
ssspheres = timeinmap = 0;
2014-03-15 16:59:03 +00:00
// special stage
stagefailed = true; // assume failed unless proven otherwise - P_GiveEmerald or emerald touchspecial
2014-03-15 16:59:03 +00:00
// Reset temporary record data
memset(&ntemprecords, 0, sizeof(nightsdata_t));
// earthquake camera
memset(&quake,0,sizeof(struct quake));
2019-12-27 20:14:56 +00:00
if ((netgame || multiplayer) && G_GametypeUsesCoopStarposts() && cv_coopstarposts.value == 2)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].lives > 0)
{
canresetlives = false;
break;
}
}
}
countdown = countdown2 = exitfadestarted = 0;
2014-03-15 16:59:03 +00:00
for (i = 0; i < MAXPLAYERS; i++)
{
G_PlayerReborn(i, true);
2019-12-27 15:28:00 +00:00
if (canresetlives && (netgame || multiplayer) && playeringame[i] && (G_CompetitionGametype() || players[i].lives <= 0))
2014-03-15 16:59:03 +00:00
{
// In Co-Op, replenish a user's lives if they are depleted.
players[i].lives = cv_startinglives.value;
}
// obliteration station...
players[i].numboxes = players[i].totalring =\
players[i].laps = players[i].marescore = players[i].lastmarescore =\
players[i].mare = players[i].exiting = 0;
2014-03-15 16:59:03 +00:00
players[i].drillmeter = 40*20;
// hit these too
players[i].pflags &= ~(PF_GAMETYPEOVER);
2014-03-15 16:59:03 +00:00
}
if (botingame)
CV_SetValue(&cv_analog[1], true);
2014-03-15 16:59:03 +00:00
}
// Respawns all the mapthings and mobjs in the map from the already loaded map data.
void P_RespawnThings(void)
2014-03-15 16:59:03 +00:00
{
// Search through all the thinkers.
thinker_t *think;
INT32 i, viewid = -1, centerid = -1; // for skyboxes
// check if these are any of the normal viewpoint/centerpoint mobjs in the level or not
if (skyboxmo[0] || skyboxmo[1])
for (i = 0; i < 16; i++)
{
if (skyboxmo[0] && skyboxmo[0] == skyboxviewpnts[i])
viewid = i; // save id just in case
if (skyboxmo[1] && skyboxmo[1] == skyboxcenterpnts[i])
centerid = i; // save id just in case
}
for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
2014-03-15 16:59:03 +00:00
{
if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
P_RemoveMobj((mobj_t *)think);
2014-03-15 16:59:03 +00:00
}
P_InitLevelSettings();
2014-03-15 16:59:03 +00:00
P_SpawnMapThings(true);
// restore skybox viewpoint/centerpoint if necessary, set them to defaults if we can't do that
skyboxmo[0] = skyboxviewpnts[(viewid >= 0) ? viewid : 0];
skyboxmo[1] = skyboxcenterpnts[(centerid >= 0) ? centerid : 0];
2014-03-15 16:59:03 +00:00
}
2014-08-27 03:56:30 +00:00
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);
}
sprintf(skincmd, "skin %s\n", forcecharskin);
COM_BufAddText(skincmd);
}
else
{
if (splitscreen)
{
SetPlayerSkin(secondarydisplayplayer, forcecharskin);
if ((unsigned)cv_playercolor2.value != skins[players[secondarydisplayplayer].skin].prefcolor)
{
CV_StealthSetValue(&cv_playercolor2, skins[players[secondarydisplayplayer].skin].prefcolor);
players[secondarydisplayplayer].skincolor = skins[players[secondarydisplayplayer].skin].prefcolor;
}
}
SetPlayerSkin(consoleplayer, forcecharskin);
// normal player colors in single player
if ((unsigned)cv_playercolor.value != skins[players[consoleplayer].skin].prefcolor)
{
CV_StealthSetValue(&cv_playercolor, skins[players[consoleplayer].skin].prefcolor);
players[consoleplayer].skincolor = skins[players[consoleplayer].skin].prefcolor;
}
}
}
static void P_ResetSpawnpoints(void)
{
UINT8 i;
numdmstarts = numredctfstarts = numbluectfstarts = 0;
// reset the player starts
for (i = 0; i < MAXPLAYERS; i++)
playerstarts[i] = bluectfstarts[i] = redctfstarts[i] = NULL;
for (i = 0; i < MAX_DM_STARTS; i++)
deathmatchstarts[i] = NULL;
for (i = 0; i < 2; i++)
skyboxmo[i] = NULL;
for (i = 0; i < 16; i++)
skyboxviewpnts[i] = skyboxcenterpnts[i] = NULL;
}
2014-08-27 03:56:30 +00:00
static void P_LoadRecordGhosts(void)
{
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 Score ghost
if (cv_ghost_bestscore.value)
{
for (i = 0; i < numskins; ++i)
{
if (cv_ghost_bestscore.value == 1 && players[consoleplayer].skin != i)
continue;
if (FIL_FileExists(va("%s-%s-score-best.lmp", gpath, skins[i].name)))
G_AddGhost(va("%s-%s-score-best.lmp", gpath, skins[i].name));
}
}
// 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 Rings ghost
if (cv_ghost_bestrings.value)
{
for (i = 0; i < numskins; ++i)
{
if (cv_ghost_bestrings.value == 1 && players[consoleplayer].skin != i)
continue;
if (FIL_FileExists(va("%s-%s-rings-best.lmp", gpath, skins[i].name)))
G_AddGhost(va("%s-%s-rings-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));
free(gpath);
}
2014-11-12 00:55:07 +00:00
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);
INT32 i;
2014-11-12 00:55:07 +00:00
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)
{
for (i = 0; i < numskins; ++i)
{
if (cv_ghost_bestscore.value == 1 && players[consoleplayer].skin != i)
continue;
if (FIL_FileExists(va("%s-%s-score-best.lmp", gpath, skins[i].name)))
G_AddGhost(va("%s-%s-score-best.lmp", gpath, skins[i].name));
}
}
2014-11-12 00:55:07 +00:00
// 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));
}
}
2014-11-12 00:55:07 +00:00
// 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));
}
}
2014-11-12 00:55:07 +00:00
// Guest ghost
if (cv_ghost_guest.value && FIL_FileExists(va("%s-guest.lmp", gpath)))
G_AddGhost(va("%s-guest.lmp", gpath));
free(gpath);
}
static void P_InitTagGametype(void)
{
UINT8 i;
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 || players[i].quittime))
{
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.
{
CONS_Printf(M_GetText("No player currently available to become IT. Awaiting available players.\n"));
return;
}
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 disassociate the corpse
if (players[playersactive[i]].mo)
P_RemoveMobj(players[playersactive[i]].mo);
G_SpawnPlayer(playersactive[i]); //respawn the lucky player in his dedicated spawn location.
}
static void P_SetupCamera(void)
{
if (players[displayplayer].mo && (server || addedtogame))
{
camera.x = players[displayplayer].mo->x;
camera.y = players[displayplayer].mo->y;
camera.z = players[displayplayer].mo->z;
camera.angle = players[displayplayer].mo->angle;
camera.subsector = R_PointInSubsector(camera.x, camera.y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
}
else
{
mapthing_t *thing;
2019-12-27 15:14:33 +00:00
if (gametyperules & GTR_DEATHMATCHSTARTS)
thing = deathmatchstarts[0];
2019-12-27 05:07:13 +00:00
else
thing = playerstarts[0];
if (thing)
{
camera.x = thing->x;
camera.y = thing->y;
camera.z = thing->z;
camera.angle = FixedAngle((fixed_t)thing->angle << FRACBITS);
camera.subsector = R_PointInSubsector(camera.x, camera.y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
}
}
}
static void P_InitCamera(void)
{
if (!dedicated)
{
P_SetupCamera();
// Salt: CV_ClearChangedFlags() messes with your settings :(
/*if (!cv_cam_height.changed)
CV_Set(&cv_cam_height, cv_cam_height.defaultvalue);
if (!cv_cam2_height.changed)
CV_Set(&cv_cam2_height, cv_cam2_height.defaultvalue);
if (!cv_cam_dist.changed)
CV_Set(&cv_cam_dist, cv_cam_dist.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_analog[0].changed)
CV_SetValue(&cv_analog[0], 0);
if (!cv_analog[1].changed)
CV_SetValue(&cv_analog[1], 0);
displayplayer = consoleplayer; // Start with your OWN view, please!
}
if (twodlevel)
{
CV_SetValue(&cv_analog[0], false);
CV_SetValue(&cv_analog[1], false);
}
else
{
if (cv_useranalog[0].value)
CV_SetValue(&cv_analog[0], true);
if ((splitscreen && cv_useranalog[1].value) || botingame)
CV_SetValue(&cv_analog[1], true);
}
}
static void P_RunSpecialStageWipe(void)
{
tic_t starttime = I_GetTime();
tic_t endtime = starttime + (3*TICRATE)/2;
tic_t nowtime;
S_StartSound(NULL, sfx_s3kaf);
// Fade music! Time it to S3KAF: 0.25 seconds is snappy.
if (RESETMUSIC ||
strnicmp(S_MusicName(),
(mapmusflags & MUSIC_RELOADRESET) ? mapheaderinfo[gamemap - 1]->musname : mapmusname, 7))
S_FadeOutStopMusic(MUSICRATE/4); //FixedMul(FixedDiv(F_GetWipeLength(wipedefs[wipe_speclevel_towhite])*NEWTICRATERATIO, NEWTICRATE), MUSICRATE)
F_WipeStartScreen();
wipestyleflags |= (WSF_FADEOUT|WSF_TOWHITE);
#ifdef HWRENDER
// uh..........
if (rendermode == render_opengl)
F_WipeColorFill(0);
#endif
F_WipeEndScreen();
F_RunWipe(wipedefs[wipe_speclevel_towhite], false);
I_OsPolling();
I_FinishUpdate(); // page flip or blit buffer
if (moviemode)
M_SaveFrame();
nowtime = lastwipetic;
// Hold on white for extra effect.
while (nowtime < endtime)
{
// wait loop
while (!((nowtime = I_GetTime()) - lastwipetic))
I_Sleep();
lastwipetic = nowtime;
if (moviemode) // make sure we save frames for the white hold too
M_SaveFrame();
}
}
static void P_RunLevelWipe(void)
{
F_WipeStartScreen();
wipestyleflags |= WSF_FADEOUT;
#ifdef HWRENDER
// uh..........
if (rendermode == render_opengl)
F_WipeColorFill(31);
#endif
F_WipeEndScreen();
// for titlemap: run a specific wipe if specified
// needed for exiting time attack
if (wipetypepre != INT16_MAX)
F_RunWipe(
(wipetypepre >= 0 && F_WipeExists(wipetypepre)) ? wipetypepre : wipedefs[wipe_level_toblack],
false);
wipetypepre = -1;
}
static void P_InitPlayers(void)
{
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
// Start players with pity shields if possible
players[i].pity = -1;
players[i].mo = NULL;
2014-08-27 03:56:30 +00:00
if (!G_PlatformGametype())
G_DoReborn(i);
else // gametype is GT_COOP or GT_RACE
{
G_SpawnPlayer(i);
if (players[i].starposttime)
P_ClearStarPost(players[i].starpostnum);
2014-08-27 03:56:30 +00:00
}
}
}
static void P_WriteLetter(void)
2014-11-12 00:55:07 +00:00
{
char *buf, *b;
2014-11-12 00:55:07 +00:00
if (!unlockables[27].unlocked) // pandora's box
2014-11-12 00:55:07 +00:00
return;
if (modeattacking)
return;
2014-11-12 00:55:07 +00:00
#ifndef DEVELOP
if (modifiedgame)
return;
#endif
2014-11-12 00:55:07 +00:00
if (netgame || multiplayer)
return;
2014-11-12 00:55:07 +00:00
if (gamemap != 0x1d35 - 016464)
return;
2014-11-12 00:55:07 +00:00
P_SpawnMobj(0640370000, 0x11000000, 0x3180000, MT_LETTER)->angle = ANGLE_90;
2014-11-12 00:55:07 +00:00
if (textprompts[199]->page[1].backcolor == 259)
return;
2014-11-12 00:55:07 +00:00
buf = W_CacheLumpName("WATERMAP", PU_STATIC);
b = buf;
while ((*b != 65) && (b - buf < 256))
{
*b = (*b - 65) & 255;
b++;
}
*b = '\0';
Z_Free(textprompts[199]->page[1].text);
textprompts[199]->page[1].text = Z_StrDup(buf);
textprompts[199]->page[1].lines = 4;
textprompts[199]->page[1].backcolor = 259;
Z_Free(buf);
}
static void P_InitGametype(void)
{
UINT8 i;
P_InitPlayers();
// restore time in netgame (see also g_game.c)
if ((netgame || multiplayer) && G_GametypeUsesCoopStarposts() && cv_coopstarposts.value == 2)
{
// is this a hack? maybe
tic_t maxstarposttime = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].starposttime > maxstarposttime)
maxstarposttime = players[i].starposttime;
}
leveltime = maxstarposttime;
}
P_WriteLetter();
if (modeattacking == ATTACKING_RECORD && !demoplayback)
P_LoadRecordGhosts();
else if (modeattacking == ATTACKING_NIGHTS && !demoplayback)
P_LoadNightsGhosts();
if (G_TagGametype())
P_InitTagGametype();
2020-02-29 02:47:38 +00:00
else if (((gametyperules & (GTR_RACE|GTR_LIVES)) == GTR_RACE) && server)
CV_StealthSetValue(&cv_numlaps,
(cv_basenumlaps.value)
? cv_basenumlaps.value
: mapheaderinfo[gamemap - 1]->numlaps);
}
2014-03-15 16:59:03 +00:00
/** Loads a level from a lump or external wad.
*
* \param fromnetsave If true, skip some stuff because we're loading a netgame snapshot.
2014-03-15 16:59:03 +00:00
* \todo Clean up, refactor, split up; get rid of the bloat.
*/
boolean P_LoadLevel(boolean fromnetsave)
2014-03-15 16:59:03 +00:00
{
// 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, ranspecialwipe = 0;
2014-03-15 16:59:03 +00:00
sector_t *ss;
levelloading = true;
// This is needed. Don't touch.
maptol = mapheaderinfo[gamemap-1]->typeoflevel;
2019-12-31 17:00:25 +00:00
gametyperules = gametypedefaultrules[gametype];
2014-03-15 16:59:03 +00:00
CON_Drawer(); // let the user know what we are going to do
I_FinishUpdate(); // page flip or blit buffer
// Reset the palette
if (rendermode != render_none)
V_SetPaletteLump("PLAYPAL");
// Initialize sector node list.
P_Initsecnode();
if (netgame || multiplayer)
cv_debug = botskin = 0;
if (metalplayback)
2014-03-23 16:00:29 +00:00
G_StopMetalDemo();
2014-03-15 16:59:03 +00:00
// 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] != '#')
2014-08-27 03:56:30 +00:00
P_RunLevelScript(mapheaderinfo[gamemap-1]->scriptname);
2014-03-15 16:59:03 +00:00
P_InitLevelSettings();
2014-03-15 16:59:03 +00:00
postimgtype = postimgtype2 = postimg_none;
if (mapheaderinfo[gamemap-1]->forcecharacter[0] != '\0')
2014-08-27 03:56:30 +00:00
P_ForceCharacter(mapheaderinfo[gamemap-1]->forcecharacter);
2014-03-15 16:59:03 +00:00
if (!dedicated)
{
// chasecam on in first-person gametypes and 2D
boolean chase = (!(gametyperules & GTR_FIRSTPERSON)) || (maptol & TOL_2D);
// Salt: CV_ClearChangedFlags() messes with your settings :(
/*if (!cv_cam_speed.changed)
CV_Set(&cv_cam_speed, cv_cam_speed.defaultvalue);*/
2014-03-15 16:59:03 +00:00
CV_UpdateCamDist();
CV_UpdateCam2Dist();
2014-03-15 16:59:03 +00:00
if (!cv_chasecam.changed)
CV_SetValue(&cv_chasecam, chase);
// same for second player
if (!cv_chasecam2.changed)
CV_SetValue(&cv_chasecam2, chase);
}
// Initial height of PointOfView
// will be set by player think.
players[consoleplayer].viewz = 1;
// Cancel all d_main.c fadeouts (keep fade in though).
wipegamestate = FORCEWIPEOFF;
2019-09-10 02:31:48 +00:00
wipestyleflags = 0;
// Special stage fade to white
// This is handled BEFORE sounds are stopped.
if (modeattacking && !demoplayback && (pausedelay == INT32_MIN))
ranspecialwipe = 2;
else if (rendermode != render_none && G_IsSpecialStage(gamemap))
{
P_RunSpecialStageWipe();
ranspecialwipe = 1;
}
2019-11-23 21:15:09 +00:00
if (G_GetModeAttackRetryFlag())
{
if (modeattacking)
wipestyleflags |= (WSF_FADEOUT|WSF_TOWHITE);
G_ClearModeAttackRetryFlag();
}
2014-03-15 16:59:03 +00:00
// Make sure all sounds are stopped before Z_FreeTags.
S_StopSounds();
S_ClearSfx();
// Fade out music here. Deduct 2 tics so the fade volume actually reaches 0.
// But don't halt the music! S_Start will take care of that. This dodges a MIDI crash bug.
if (!titlemapinaction && (RESETMUSIC ||
strnicmp(S_MusicName(),
(mapmusflags & MUSIC_RELOADRESET) ? mapheaderinfo[gamemap-1]->musname : mapmusname, 7)))
S_FadeMusic(0, FixedMul(
FixedDiv((F_GetWipeLength(wipedefs[wipe_level_toblack])-2)*NEWTICRATERATIO, NEWTICRATE), MUSICRATE));
2014-03-15 16:59:03 +00:00
// Let's fade to black here
// But only if we didn't do the special stage wipe
if (rendermode != render_none && !ranspecialwipe)
P_RunLevelWipe();
2014-03-15 16:59:03 +00:00
if (!titlemapinaction)
{
if (ranspecialwipe == 2)
{
pausedelay = -3; // preticker plus one
S_StartSound(NULL, sfx_s3k73);
}
// 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|V_TRANSLUCENT|V_SNAPTOLEFT|V_SNAPTOBOTTOM, M_GetText("Speeding off to..."));
snprintf(tx, 63, "%s%s%s",
mapheaderinfo[gamemap-1]->lvlttl,
(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE) ? "" : " Zone",
(mapheaderinfo[gamemap-1]->actnum > 0) ? va(" %d",mapheaderinfo[gamemap-1]->actnum) : "");
V_DrawSmallString(1, 195, V_ALLOWLOWERCASE|V_TRANSLUCENT|V_SNAPTOLEFT|V_SNAPTOBOTTOM, tx);
I_UpdateNoVsync();
}
// As oddly named as this is, this handles music only.
// We should be fine starting it here.
// Don't do this during titlemap, because the menu code handles music by itself.
S_Start();
2014-03-15 16:59:03 +00:00
}
levelfadecol = (ranspecialwipe) ? 0 : 31;
2018-11-05 03:22:47 +00:00
// Close text prompt before freeing the old level
F_EndTextPrompt(false, true);
2014-03-15 16:59:03 +00:00
LUA_InvalidateLevel();
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
P_InitThinkers();
P_InitCachedActions();
if (!fromnetsave && savedata.lives > 0)
{
numgameovers = savedata.numgameovers;
players[consoleplayer].continues = savedata.continues;
players[consoleplayer].lives = savedata.lives;
players[consoleplayer].score = savedata.score;
if ((botingame = ((botskin = savedata.botskin) != 0)))
botcolor = skins[botskin-1].prefcolor;
emeralds = savedata.emeralds;
savedata.lives = 0;
}
2014-03-15 16:59:03 +00:00
// internal game map
maplumpname = G_BuildMapName(gamemap);
lastloadedmaplumpnum = W_CheckNumForName(maplumpname);
if (lastloadedmaplumpnum == LUMPERROR)
I_Error("Map %s not found.\n", maplumpname);
2014-03-15 16:59:03 +00:00
R_ReInitColormaps(mapheaderinfo[gamemap-1]->palette);
CON_SetupBackColormap();
2014-03-15 16:59:03 +00:00
// SRB2 determines the sky texture to be used depending on the map header.
P_SetupLevelSky(mapheaderinfo[gamemap-1]->skynum, true);
P_ResetSpawnpoints();
2017-06-25 13:39:45 +00:00
P_ResetWaypoints();
P_MapStart();
2014-03-15 16:59:03 +00:00
if (!P_LoadMapFromFile())
return false;
2017-06-25 13:39:45 +00:00
// init gravity, tag lists,
2020-01-10 18:56:29 +00:00
// anything that P_SpawnSlopes/P_LoadThings needs to know
2017-06-25 13:39:45 +00:00
P_InitSpecials();
P_SpawnSlopes(fromnetsave);
P_SpawnMapThings(!fromnetsave);
2017-06-25 13:39:45 +00:00
skyboxmo[0] = skyboxviewpnts[0];
skyboxmo[1] = skyboxcenterpnts[0];
2014-03-15 16:59:03 +00:00
for (numcoopstarts = 0; numcoopstarts < MAXPLAYERS; numcoopstarts++)
if (!playerstarts[numcoopstarts])
break;
// set up world state
P_SpawnSpecials(fromnetsave);
if (!fromnetsave) // ugly hack for P_NetUnArchiveMisc (and P_LoadNetGame)
2014-03-15 16:59:03 +00:00
P_SpawnPrecipitation();
#ifdef HWRENDER // not win32 only 19990829 by Kin
2019-12-17 19:14:26 +00:00
// Lactozilla: Free extrasubsectors regardless of renderer.
2019-09-09 22:27:08 +00:00
// Maybe we're not in OpenGL anymore.
2019-09-09 00:37:24 +00:00
if (extrasubsectors)
free(extrasubsectors);
extrasubsectors = NULL;
// stuff like HWR_CreatePlanePolygons is called there
2019-12-08 06:23:37 +00:00
if (rendermode == render_opengl)
2019-09-08 21:27:35 +00:00
HWR_SetupLevel();
2014-03-15 16:59:03 +00:00
#endif
2014-08-04 03:49:33 +00:00
// 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)
P_InitGametype();
2014-03-15 16:59:03 +00:00
P_InitCamera();
2014-03-15 16:59:03 +00:00
// 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);
P_MapEnd();
// Remove the loading shit from the screen
if (rendermode != render_none && !titlemapinaction)
2019-11-05 15:10:42 +00:00
F_WipeColorFill(levelfadecol);
2014-03-15 16:59:03 +00:00
if (precache || dedicated)
R_PrecacheLevel();
nextmapoverride = 0;
skipstats = 0;
2014-03-15 16:59:03 +00:00
if (!(netgame || multiplayer) && (!modifiedgame || savemoddata))
mapvisited[gamemap-1] |= MV_VISITED;
else
mapvisited[gamemap-1] |= MV_MP; // you want to record that you've been there this session, but not permanently
2014-03-15 16:59:03 +00:00
levelloading = false;
P_RunCachedActions();
// Took me 3 hours to figure out why my progression kept on getting overwritten with the titlemap...
if (!titlemapinaction)
{
if (!lastmaploaded) // Start a new game?
{
// I'd love to do this in the menu code instead of here, but everything's a mess and I can't guarantee saving proper player struct info before the first act's started. You could probably refactor it, but it'd be a lot of effort. Easier to just work off known good code. ~toast 22/06/2020
if (!(ultimatemode || netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking)
&& (!modifiedgame || savemoddata) && cursaveslot > 0)
G_SaveGame((UINT32)cursaveslot, gamemap);
// If you're looking for saving sp file progression (distinct from G_SaveGameOver), check G_DoCompleted.
}
lastmaploaded = gamemap; // HAS to be set after saving!!
}
2017-08-07 03:47:39 +00:00
if (!fromnetsave) // uglier hack
2014-03-15 16:59:03 +00:00
{ // to make a newly loaded level start on the second frame.
INT32 buf = gametic % BACKUPTICS;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
}
P_PreTicker(2);
LUAh_MapLoad();
}
2019-11-18 17:08:47 +00:00
// No render mode, stop here.
if (rendermode == render_none)
return true;
2019-11-18 17:08:47 +00:00
// Title card!
2019-11-18 15:56:41 +00:00
G_StartTitleCard();
2019-11-18 15:56:41 +00:00
// Can the title card actually run, though?
2019-11-18 17:08:47 +00:00
if (!WipeStageTitle)
return true;
if (ranspecialwipe == 2)
return true;
2019-11-18 17:08:47 +00:00
// If so...
2020-01-27 02:46:07 +00:00
G_PreLevelTitleCard();
2014-03-15 16:59:03 +00:00
return true;
}
2019-09-08 21:27:35 +00:00
#ifdef HWRENDER
void HWR_SetupLevel(void)
{
// Lactozilla (December 8, 2019)
// Level setup used to free EVERY mipmap from memory.
// Even mipmaps that aren't related to level textures.
// Presumably, the hardware render code used to store textures as level data.
// Meaning, they had memory allocated and marked with the PU_LEVEL tag.
// Level textures are only reloaded after R_LoadTextures, which is
// when the texture list is loaded.
2020-02-02 03:11:21 +00:00
// Sal: Unfortunately, NOT freeing them causes the dreaded Color Bug.
HWR_FreeMipmapCache();
2019-09-08 21:27:35 +00:00
#ifdef ALAM_LIGHTING
// BP: reset light between levels (we draw preview frame lights on current frame)
HWR_ResetLights();
#endif
2020-02-02 03:11:21 +00:00
HWR_CreatePlanePolygons((INT32)numnodes - 1);
2019-09-08 21:27:35 +00:00
}
#endif
2014-03-15 16:59:03 +00:00
//
// 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);
2014-03-15 16:59:03 +00:00
lump = W_CheckNumForName(socfilename);
if (lump == LUMPERROR)
return false;
CONS_Printf(M_GetText("Loading SOC lump: %s\n"), socfilename);
DEH_LoadDehackedLump(lump);
return true;
}
// Auxiliary function for PK3 loading - looks for sound replacements.
// NOTE: it does not really add any new sound entry or anything.
void P_LoadSoundsRange(UINT16 wadnum, UINT16 first, UINT16 num)
{
size_t j;
lumpinfo_t *lumpinfo = wadfiles[wadnum]->lumpinfo + first;
for (; num > 0; num--, lumpinfo++)
{
// Let's check whether it's replacing an existing sound or it's a brand new one.
for (j = 1; j < NUMSFX; j++)
{
if (S_sfx[j].name && !strnicmp(S_sfx[j].name, lumpinfo->name + 2, 6))
{
// the sound will be reloaded when needed,
// since sfx->data will be NULL
CONS_Debug(DBG_SETUP, "Sound %.8s replaced\n", lumpinfo->name);
I_FreeSfx(&S_sfx[j]);
break; // there shouldn't be two sounds with the same name, so stop looking
}
}
}
}
// Auxiliary function for PK3 loading - looks for music and music replacements.
// NOTE: does nothing but print debug messages. The code is handled somewhere else.
void P_LoadMusicsRange(UINT16 wadnum, UINT16 first, UINT16 num)
{
lumpinfo_t *lumpinfo = wadfiles[wadnum]->lumpinfo + first;
char *name;
for (; num > 0; num--, lumpinfo++)
{
name = lumpinfo->name;
if (name[0] == 'O' && name[1] == '_')
{
CONS_Debug(DBG_SETUP, "Music %.8s replaced\n", name);
}
else if (name[0] == 'D' && name[1] == '_')
{
CONS_Debug(DBG_SETUP, "Music %.8s replaced\n", name);
}
}
return;
}
2017-11-03 03:09:52 +00:00
// Auxiliary function - input a folder name and gives us the resource markers positions.
static lumpinfo_t* FindFolder(const char *folName, UINT16 *start, UINT16 *end, lumpinfo_t *lumpinfo, UINT16 *pnumlumps, size_t *pi)
{
UINT16 numlumps = *pnumlumps;
size_t i = *pi;
if (!stricmp(lumpinfo->fullname, folName))
2017-11-03 03:09:52 +00:00
{
lumpinfo++;
*start = ++i;
for (; i < numlumps; i++, lumpinfo++)
if (strnicmp(lumpinfo->fullname, folName, strlen(folName)))
2017-11-03 03:09:52 +00:00
break;
lumpinfo--;
*end = i-- - *start;
*pi = i;
*pnumlumps = numlumps;
return lumpinfo;
}
return lumpinfo;
}
2014-03-15 16:59:03 +00:00
//
// Add a wadfile to the active wad files,
// replace sounds, musics, patches, textures, sprites and maps
//
boolean P_AddWadFile(const char *wadfilename)
2014-03-15 16:59:03 +00:00
{
size_t i, j, sreplaces = 0, mreplaces = 0, digmreplaces = 0;
UINT16 numlumps, wadnum;
char *name;
lumpinfo_t *lumpinfo;
2019-01-07 20:43:58 +00:00
//boolean texturechange = false; ///\todo Useless; broken when back-frontporting PK3 changes?
boolean mapsadded = false;
2014-03-15 16:59:03 +00:00
boolean replacedcurrentmap = false;
// Vars to help us with the position start and amount of each resource type.
// Useful for PK3s since they use folders.
// WADs use markers for some resources, but others such as sounds are checked lump-by-lump anyway.
// UINT16 luaPos, luaNum = 0;
// UINT16 socPos, socNum = 0;
UINT16 sfxPos = 0, sfxNum = 0;
UINT16 musPos = 0, musNum = 0;
// UINT16 sprPos, sprNum = 0;
UINT16 texPos = 0, texNum = 0;
// UINT16 patPos, patNum = 0;
// UINT16 flaPos, flaNum = 0;
// UINT16 mapPos, mapNum = 0;
// Init file.
if ((numlumps = W_InitFile(wadfilename, false, false)) == INT16_MAX)
2014-03-15 16:59:03 +00:00
{
refreshdirmenu |= REFRESHDIR_NOTLOADED;
2014-03-15 16:59:03 +00:00
return false;
}
else
wadnum = (UINT16)(numwadfiles-1);
switch(wadfiles[wadnum]->type)
2014-03-15 16:59:03 +00:00
{
case RET_PK3:
2017-11-03 03:09:52 +00:00
// Look for the lumps that act as resource delimitation markers.
lumpinfo = wadfiles[wadnum]->lumpinfo;
for (i = 0; i < numlumps; i++, lumpinfo++)
2014-03-15 16:59:03 +00:00
{
2017-11-03 03:09:52 +00:00
// lumpinfo = FindFolder("Lua/", &luaPos, &luaNum, lumpinfo, &numlumps, &i);
// lumpinfo = FindFolder("SOC/", &socPos, &socNum, lumpinfo, &numlumps, &i);
2017-11-03 03:09:52 +00:00
lumpinfo = FindFolder("Sounds/", &sfxPos, &sfxNum, lumpinfo, &numlumps, &i);
lumpinfo = FindFolder("Music/", &musPos, &musNum, lumpinfo, &numlumps, &i);
// lumpinfo = FindFolder("Sprites/", &sprPos, &sprNum, lumpinfo, &numlumps, &i);
lumpinfo = FindFolder("Textures/", &texPos, &texNum, lumpinfo, &numlumps, &i);
// lumpinfo = FindFolder("Patches/", &patPos, &patNum, lumpinfo, &numlumps, &i);
// lumpinfo = FindFolder("Flats/", &flaPos, &flaNum, lumpinfo, &numlumps, &i);
// lumpinfo = FindFolder("Maps/", &mapPos, &mapNum, lumpinfo, &numlumps, &i);
}
2017-11-03 03:09:52 +00:00
// Update the detected resources.
// Note: ALWAYS load Lua scripts first, SOCs right after, and the remaining resources afterwards.
// if (luaNum) // Lua scripts.
// P_LoadLuaScrRange(wadnum, luaPos, luaNum);
// if (socNum) // SOCs.
// P_LoadDehackRange(wadnum, socPos, socNum);
if (sfxNum) // Sounds. TODO: Function currently only updates already existing sounds, the rest is handled somewhere else.
P_LoadSoundsRange(wadnum, sfxPos, sfxNum);
if (musNum) // Music. TODO: Useless function right now.
P_LoadMusicsRange(wadnum, musPos, musNum);
// if (sprNum) // Sprites.
// R_LoadSpritsRange(wadnum, sprPos, sprNum);
// if (texNum) // Textures. TODO: R_LoadTextures() does the folder positioning once again. New function maybe?
// R_LoadTextures();
// if (mapNum) // Maps. TODO: Actually implement the map WAD loading code, lulz.
// P_LoadWadMapRange(wadnum, mapPos, mapNum);
break;
default:
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++;
break; // there shouldn't be two sounds with the same name, so stop looking
}
}
}
else if (name[1] == '_')
{
CONS_Debug(DBG_SETUP, "Music %.8s replaced\n", name);
mreplaces++;
}
}
else if (name[0] == 'O' && name[1] == '_')
2014-03-15 16:59:03 +00:00
{
CONS_Debug(DBG_SETUP, "Music %.8s replaced\n", name);
digmreplaces++;
2014-03-15 16:59:03 +00:00
}
}
break;
2014-03-15 16:59:03 +00:00
}
if (!devparm && sreplaces)
CONS_Printf(M_GetText("%s sounds replaced\n"), sizeu1(sreplaces));
if (!devparm && mreplaces)
CONS_Printf(M_GetText("%s midi musics replaced\n"), sizeu1(mreplaces));
if (!devparm && digmreplaces)
CONS_Printf(M_GetText("%s digital musics replaced\n"), sizeu1(digmreplaces));
2014-03-15 16:59:03 +00:00
//
// search for sprite replacements
//
2017-10-30 21:07:17 +00:00
R_AddSpriteDefs(wadnum);
// Reload it all anyway, just in case they
// added some textures but didn't insert a
// TEXTURES/etc. list.
R_LoadTextures(); // numtexture changes
// Reload ANIMDEFS
P_InitPicAnims();
2014-03-15 16:59:03 +00:00
// Flush and reload HUD graphics
ST_UnloadGraphics();
HU_LoadGraphics();
ST_LoadGraphics();
//
// look for skins
//
R_AddSkins(wadnum); // faB: wadfile index in wadfiles[]
R_PatchSkins(wadnum); // toast: PATCH PATCH
ST_ReloadSkinFaceGraphics();
2014-03-15 16:59:03 +00:00
//
// edit music defs
//
S_LoadMusicDefs(wadnum);
2014-03-15 16:59:03 +00:00
//
// 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;
2014-08-27 03:56:30 +00:00
if (name[5]!='\0')
continue;
2014-03-15 16:59:03 +00:00
num = (INT16)M_MapNumber(name[3], name[4]);
//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;
2014-03-15 16:59:03 +00:00
}
}
if (!mapsadded)
2014-03-15 16:59:03 +00:00
CONS_Printf(M_GetText("No maps added\n"));
2019-09-29 22:03:10 +00:00
R_LoadSpriteInfoLumps(wadnum, numlumps);
2019-09-29 15:13:51 +00:00
2019-09-03 21:27:22 +00:00
#ifdef HWRENDER
HWR_ReloadModels();
#endif
2019-09-03 21:27:22 +00:00
2014-03-15 16:59:03 +00:00
// reload status bar (warning should have valid player!)
if (gamestate == GS_LEVEL)
ST_Start();
// Prevent savefile cheating
if (cursaveslot > 0)
cursaveslot = 0;
2014-03-15 16:59:03 +00:00
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);
}
return true;
}