// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2019 by Sonic Team Junior. // // 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" #include "r_patch.h" #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 #ifdef HAVE_BLUA #include "lua_hud.h" // level title #endif #include "f_finale.h" // wipes #include "md5.h" // map MD5 // for LUAh_MapLoad #include "lua_script.h" #include "lua_hook.h" #ifdef _WIN32 #include #include #endif #ifdef HWRENDER #include "hardware/hw_main.h" #include "hardware/hw_light.h" #include "hardware/hw_model.h" #endif #ifdef ESLOPE #include "p_slopes.h" #endif // // 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; INT32 numstarposts; UINT16 bossdisabled; boolean stoppedclock; boolean levelloading; UINT8 levelfadecol; // 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]; /** 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; } #define NUMLAPS_DEFAULT 4 /** Clears the data from a single map header. * * \param i Map number to clear header for. * \sa P_ClearMapHeaderInfo */ static void P_ClearSingleMapHeaderInfo(INT16 i) { const INT16 num = (INT16)(i-1); mapheaderinfo[num]->lvlttl[0] = '\0'; mapheaderinfo[num]->selectheading[0] = '\0'; mapheaderinfo[num]->subttl[0] = '\0'; mapheaderinfo[num]->actnum = 0; mapheaderinfo[num]->typeoflevel = 0; mapheaderinfo[num]->nextlevel = (INT16)(i + 1); mapheaderinfo[num]->startrings = 0; 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; 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; 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; 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 P_DeleteGrades(num); mapheaderinfo[num]->customopts = NULL; mapheaderinfo[num]->numCustomOptions = 0; } /** 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; 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]; } /** Loads the vertexes for a level. * * \param lump VERTEXES lump number. * \sa ML_VERTEXES */ static inline void P_LoadRawVertexes(UINT8 *data, size_t i) { mapvertex_t *ml; vertex_t *li; numvertexes = i / sizeof (mapvertex_t); if (numvertexes <= 0) I_Error("Level has no vertices"); // instead of crashing // Allocate zone memory for buffer. vertexes = Z_Calloc(numvertexes * sizeof (*vertexes), PU_LEVEL, NULL); ml = (mapvertex_t *)data; li = vertexes; // Copy and convert vertex coordinates, internal representation as fixed. for (i = 0; i < numvertexes; i++, li++, ml++) { li->x = SHORT(ml->x)<y = SHORT(ml->y)<v2->x - seg->v1->x)>>1; INT64 dy = (seg->v2->y - seg->v1->y)>>1; return FixedHypot(dx, dy)<<1; } #ifdef HWRENDER /** Computes the length of a seg as a float. * This is needed for OpenGL. * * \param seg Seg to compute length for. * \return Length as a float. */ static inline float P_SegLengthFloat(seg_t *seg) { float dx, dy; // make a vector (start at origin) dx = FIXED_TO_FLOAT(seg->v2->x - seg->v1->x); dy = FIXED_TO_FLOAT(seg->v2->y - seg->v1->y); return (float)hypot(dx, dy); } #endif /** Loads the SEGS resource from a level. * * \param lump Lump number of the SEGS resource. * \sa ::ML_SEGS */ static void P_LoadRawSegs(UINT8 *data, size_t i) { INT32 linedef, side; mapseg_t *ml; seg_t *li; line_t *ldef; numsegs = i / sizeof (mapseg_t); if (numsegs <= 0) I_Error("Level has no segs"); // instead of crashing segs = Z_Calloc(numsegs * sizeof (*segs), PU_LEVEL, NULL); ml = (mapseg_t *)data; li = segs; for (i = 0; i < numsegs; i++, li++, ml++) { li->v1 = &vertexes[SHORT(ml->v1)]; li->v2 = &vertexes[SHORT(ml->v2)]; li->length = P_SegLength(li); #ifdef HWRENDER if (rendermode == render_opengl) { li->flength = P_SegLengthFloat(li); //Hurdler: 04/12/2000: for now, only used in hardware mode li->lightmaps = NULL; // list of static lightmap for this seg } li->pv1 = li->pv2 = NULL; #endif li->angle = (SHORT(ml->angle))<offset = (SHORT(ml->offset))<linedef); ldef = &lines[linedef]; li->linedef = ldef; li->side = side = SHORT(ml->side); li->sidedef = &sides[ldef->sidenum[side]]; li->frontsector = sides[ldef->sidenum[side]].sector; if (ldef-> flags & ML_TWOSIDED) li->backsector = sides[ldef->sidenum[side^1]].sector; else li->backsector = 0; li->numlights = 0; li->rlights = NULL; } } static void P_LoadSegs(lumpnum_t lumpnum) { UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC); P_LoadRawSegs(data, W_LumpLength(lumpnum)); Z_Free(data); } /** Loads the SSECTORS resource from a level. * * \param lump Lump number of the SSECTORS resource. * \sa ::ML_SSECTORS */ static inline void P_LoadRawSubsectors(void *data, size_t i) { mapsubsector_t *ms; subsector_t *ss; numsubsectors = i / sizeof (mapsubsector_t); if (numsubsectors <= 0) I_Error("Level has no subsectors (did you forget to run it through a nodesbuilder?)"); ss = subsectors = Z_Calloc(numsubsectors * sizeof (*subsectors), PU_LEVEL, NULL); ms = (mapsubsector_t *)data; for (i = 0; i < numsubsectors; i++, ss++, ms++) { ss->sector = NULL; ss->numlines = SHORT(ms->numsegs); ss->firstline = SHORT(ms->firstseg); #ifdef FLOORSPLATS ss->splats = NULL; #endif ss->validcount = 0; } } static void P_LoadSubsectors(lumpnum_t lumpnum) { UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC); P_LoadRawSubsectors(data, W_LumpLength(lumpnum)); Z_Free(data); } // // levelflats // #define MAXLEVELFLATS 256 size_t numlevelflats; levelflat_t *levelflats; //SoM: Other files want this info. size_t P_PrecacheLevelFlats(void) { lumpnum_t lump; size_t i; //SoM: 4/18/2000: New flat code to make use of levelflats. flatmemory = 0; 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); } } 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) { #ifndef NO_PNG_LUMPS UINT8 buffer[8]; #endif lumpnum_t flatnum; int texturenum; size_t i; if (levelflat) { // 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; } } #ifndef ZDEBUG CONS_Debug(DBG_SETUP, "flat #%03d: %s\n", atoi(sizeu1(numlevelflats)), levelflat->name); #endif if (numlevelflats >= MAXLEVELFLATS) I_Error("Too many flats in level\n"); if (levelflat) levelflat += numlevelflats; else { // allocate new flat memory levelflats = Z_Realloc(levelflats, (numlevelflats + 1) * sizeof(*levelflats), PU_LEVEL, NULL); levelflat = levelflats + numlevelflats; } // 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(flatname) ) == LUMPERROR) { if (( texturenum = R_CheckTextureNumForName(flatname) ) == -1) { // 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 { texturefound: levelflat->type = LEVELFLAT_TEXTURE; levelflat->u.texture. num = texturenum; levelflat->u.texture.lastnum = texturenum; /* start out unanimated */ levelflat->u.texture.basenum = -1; } } else { 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; } 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); } // help function for Lua and $$$.sav reading // same as P_AddLevelFlat, except this is not setup so we must realloc levelflats to fit in the new flat // no longer a static func in lua_maplib.c because p_saveg.c also needs it // INT32 P_AddLevelFlatRuntime(const char *flatname) { return Ploadflat(levelflats, flatname); } // help function for $$$.sav checking // this simply returns the flat # for the name given // INT32 P_CheckLevelFlat(const char *flatname) { size_t i; levelflat_t *levelflat = levelflats; // // scan through the already found flats // for (i = 0; i < numlevelflats; i++, levelflat++) if (strnicmp(levelflat->name,flatname,8)==0) break; if (i == numlevelflats) return 0; // ??? flat was not found, this should not happen! // level flat id return (INT32)i; } // Sets up the ingame sectors structures. // Lumpnum is the lumpnum of a SECTORS lump. static void P_LoadRawSectors(UINT8 *data, size_t i) { mapsector_t *ms; sector_t *ss; levelflat_t *foundflats; // We count how many sectors we got. numsectors = i / sizeof (mapsector_t); if (numsectors <= 0) I_Error("Level has no sectors"); // Allocate as much memory as we need into the global sectors table. sectors = Z_Calloc(numsectors*sizeof (*sectors), PU_LEVEL, NULL); // Allocate a big chunk of memory as big as our MAXLEVELFLATS limit. //Fab : FIXME: allocate for whatever number of flats - 512 different flats per level should be plenty foundflats = calloc(MAXLEVELFLATS, sizeof (*foundflats)); if (foundflats == NULL) I_Error("Ran out of memory while loading sectors\n"); numlevelflats = 0; // For each counted sector, copy the sector raw data from our cache pointer ms, to the global table pointer ss. ms = (mapsector_t *)data; ss = sectors; for (i = 0; i < numsectors; i++, ss++, ms++) { ss->floorheight = SHORT(ms->floorheight)<ceilingheight = SHORT(ms->ceilingheight)<floorpic = P_AddLevelFlat(ms->floorpic, foundflats); ss->ceilingpic = P_AddLevelFlat(ms->ceilingpic, foundflats); ss->lightlevel = SHORT(ms->lightlevel); ss->spawn_lightlevel = SHORT(ms->lightlevel); ss->special = SHORT(ms->special); ss->tag = SHORT(ms->tag); ss->nexttag = ss->firsttag = -1; ss->spawn_nexttag = ss->spawn_firsttag = -1; memset(&ss->soundorg, 0, sizeof(ss->soundorg)); ss->validcount = 0; ss->thinglist = NULL; ss->touching_thinglist = NULL; ss->preciplist = NULL; ss->touching_preciplist = NULL; ss->floordata = NULL; ss->ceilingdata = NULL; ss->lightingdata = NULL; ss->linecount = 0; ss->lines = NULL; ss->heightsec = -1; ss->camsec = -1; ss->floorlightsec = -1; ss->ceilinglightsec = -1; ss->crumblestate = 0; ss->ffloors = NULL; ss->lightlist = NULL; ss->numlights = 0; ss->attached = NULL; ss->attachedsolid = NULL; ss->numattached = 0; ss->maxattached = 1; ss->moved = true; ss->extra_colormap = NULL; ss->spawn_extra_colormap = NULL; ss->floor_xoffs = ss->ceiling_xoffs = ss->floor_yoffs = ss->ceiling_yoffs = 0; ss->spawn_flr_xoffs = ss->spawn_ceil_xoffs = ss->spawn_flr_yoffs = ss->spawn_ceil_yoffs = 0; ss->floorpic_angle = ss->ceilingpic_angle = 0; ss->spawn_flrpic_angle = ss->spawn_ceilpic_angle = 0; ss->gravity = NULL; ss->cullheight = NULL; ss->verticalflip = false; ss->flags = 0; ss->flags |= SF_FLIPSPECIAL_FLOOR; ss->floorspeed = 0; ss->ceilspeed = 0; #ifdef HWRENDER // ----- for special tricks with HW renderer ----- ss->pseudoSector = false; ss->virtualFloor = false; ss->virtualCeiling = false; ss->sectorLines = NULL; ss->stackList = NULL; ss->lineoutLength = -1.0l; #endif // ----- end special tricks ----- } // set the sky flat num skyflatnum = P_AddLevelFlat(SKYFLATNAME, foundflats); // copy table for global usage levelflats = M_Memcpy(Z_Calloc(numlevelflats * sizeof (*levelflats), PU_LEVEL, NULL), foundflats, numlevelflats * sizeof (levelflat_t)); free(foundflats); // search for animated flats and set up P_SetupLevelFlatAnims(); } static void P_LoadSectors(lumpnum_t lumpnum) { UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC); P_LoadRawSectors(data, W_LumpLength(lumpnum)); Z_Free(data); } // // P_LoadNodes // static void P_LoadRawNodes(UINT8 *data, size_t i) { UINT8 j, k; mapnode_t *mn; node_t *no; numnodes = i / sizeof (mapnode_t); if (numnodes <= 0) I_Error("Level has no nodes"); nodes = Z_Calloc(numnodes * sizeof (*nodes), PU_LEVEL, NULL); mn = (mapnode_t *)data; no = nodes; for (i = 0; i < numnodes; i++, no++, mn++) { no->x = SHORT(mn->x)<y = SHORT(mn->y)<dx = SHORT(mn->dx)<dy = SHORT(mn->dy)<children[j] = SHORT(mn->children[j]); for (k = 0; k < 4; k++) no->bbox[j][k] = SHORT(mn->bbox[j][k])<next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)th; if (mo->type == MT_HOOPCENTER) { // Hoops give me a headache if (mo->threshold == 4242) // Dead hoop { hoopsToRespawn[numHoops++] = mo->spawnpoint; P_RemoveMobj(mo); } continue; } if (!(mo->type == MT_RING || mo->type == MT_COIN || mo->type == MT_BLUESPHERE || mo->type == MT_BOMBSPHERE || mo->type == MT_NIGHTSCHIP || mo->type == MT_NIGHTSSTAR)) 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 || (mt->type >= 600 && mt->type <= 609)) // circles and diagonals { mt->mobj = NULL; // Z for objects Tails 05-26-2002 mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS) ->sector->floorheight>>FRACBITS); P_SpawnHoopsAndRings(mt, true); } } for (i = 0; i < numHoops; i++) { P_SpawnHoopsAndRings(hoopsToRespawn[i], false); } } 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) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)th; if (mo->type != MT_BLUESPHERE && mo->type != MT_NIGHTSCHIP && mo->type != MT_FLINGBLUESPHERE && mo->type != MT_FLINGNIGHTSCHIP) continue; if (!mo->health) continue; P_SetMobjState(mo, ((bonustime) ? mo->info->raisestate : mo->info->spawnstate)); } } #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_PrepareRawThings(UINT8 *data, size_t i) { mapthing_t *mt; nummapthings = i / (5 * sizeof (INT16)); mapthings = Z_Calloc(nummapthings * sizeof (*mapthings), PU_LEVEL, NULL); // Spawn axis points first so they are // at the front of the list for fast searching. mt = mapthings; for (i = 0; i < nummapthings; i++, mt++) { mt->x = READINT16(data); mt->y = READINT16(data); mt->angle = READINT16(data); mt->type = READUINT16(data); mt->options = READUINT16(data); mt->extrainfo = (UINT8)(mt->type >> 12); mt->type &= 4095; switch (mt->type) { case 1700: // MT_AXIS case 1701: // MT_AXISTRANSFER case 1702: // MT_AXISTRANSFERLINE mt->mobj = NULL; P_SpawnMapThing(mt); break; default: break; } } } static void P_PrepareThings(lumpnum_t lumpnum) { UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC); P_PrepareRawThings(data, W_LumpLength(lumpnum)); Z_Free(data); } static void P_LoadThings(boolean loademblems) { size_t i; mapthing_t *mt; // Loading the things lump itself into memory is now handled in P_PrepareThings, above mt = mapthings; numhuntemeralds = 0; for (i = 0; i < nummapthings; i++, mt++) { sector_t *mtsector = R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector; // Z for objects mt->z = (INT16)( #ifdef ESLOPE mtsector->f_slope ? P_GetZAt(mtsector->f_slope, mt->x << FRACBITS, mt->y << FRACBITS) : #endif mtsector->floorheight)>>FRACBITS; if (mt->type == 1700 // MT_AXIS || mt->type == 1701 // MT_AXISTRANSFER || mt->type == 1702) // MT_AXISTRANSFERLINE continue; // These were already spawned if (!loademblems && mt->type == mobjinfo[MT_EMBLEM].doomednum) continue; mt->mobj = NULL; P_SpawnMapThing(mt); } // random emeralds for hunt if (numhuntemeralds) { INT32 emer1, emer2, emer3; INT32 timeout = 0; // keeps from getting stuck emer1 = emer2 = emer3 = 0; //increment spawn numbers because zero is valid. emer1 = (P_RandomKey(numhuntemeralds)) + 1; while (timeout++ < 100) { emer2 = (P_RandomKey(numhuntemeralds)) + 1; if (emer2 != emer1) break; } timeout = 0; while (timeout++ < 100) { emer3 = (P_RandomKey(numhuntemeralds)) + 1; if (emer3 != emer2 && emer3 != emer1) break; } //decrement spawn values to the actual number because zero is valid. if (emer1--) P_SpawnMobj(huntemeralds[emer1]->x<y<z<x<y<z<x<y<z<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 || (mt->type >= 600 && mt->type <= 609) // circles and diagonals || mt->type == 1705 || mt->type == 1713) // hoops { mt->mobj = NULL; // Z for objects Tails 05-26-2002 mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS) ->sector->floorheight>>FRACBITS); P_SpawnHoopsAndRings(mt, false); } } } // Experimental groovy write function! void P_WriteThings(lumpnum_t lumpnum) { size_t i, length; mapthing_t *mt; UINT8 *data; UINT8 *savebuffer, *savebuf_p; INT16 temp; data = W_CacheLumpNum(lumpnum, PU_LEVEL); savebuf_p = savebuffer = (UINT8 *)malloc(nummapthings * sizeof (mapthing_t)); if (!savebuf_p) { CONS_Alert(CONS_ERROR, M_GetText("No more free memory for thing writing!\n")); return; } mt = mapthings; for (i = 0; i < nummapthings; i++, mt++) { WRITEINT16(savebuf_p, mt->x); WRITEINT16(savebuf_p, mt->y); WRITEINT16(savebuf_p, mt->angle); temp = (INT16)(mt->type + ((INT16)mt->extrainfo << 12)); WRITEINT16(savebuf_p, temp); WRITEUINT16(savebuf_p, mt->options); } Z_Free(data); length = savebuf_p - savebuffer; FIL_WriteFile(va("newthings%d.lmp", gamemap), savebuffer, length); free(savebuffer); savebuf_p = NULL; CONS_Printf(M_GetText("newthings%d.lmp saved.\n"), gamemap); } static void P_LoadRawLineDefs(UINT8 *data, size_t i) { maplinedef_t *mld; line_t *ld; vertex_t *v1, *v2; numlines = i / sizeof (maplinedef_t); if (numlines <= 0) I_Error("Level has no linedefs"); lines = Z_Calloc(numlines * sizeof (*lines), PU_LEVEL, NULL); mld = (maplinedef_t *)data; ld = lines; for (i = 0; i < numlines; i++, mld++, ld++) { ld->flags = SHORT(mld->flags); ld->special = SHORT(mld->special); ld->tag = SHORT(mld->tag); v1 = ld->v1 = &vertexes[SHORT(mld->v1)]; v2 = ld->v2 = &vertexes[SHORT(mld->v2)]; ld->dx = v2->x - v1->x; ld->dy = v2->y - v1->y; #ifdef WALLSPLATS ld->splats = NULL; #endif if (!ld->dx) ld->slopetype = ST_VERTICAL; else if (!ld->dy) ld->slopetype = ST_HORIZONTAL; else if ((ld->dy > 0) == (ld->dx > 0)) ld->slopetype = ST_POSITIVE; else ld->slopetype = ST_NEGATIVE; if (v1->x < v2->x) { ld->bbox[BOXLEFT] = v1->x; ld->bbox[BOXRIGHT] = v2->x; } else { ld->bbox[BOXLEFT] = v2->x; ld->bbox[BOXRIGHT] = v1->x; } if (v1->y < v2->y) { ld->bbox[BOXBOTTOM] = v1->y; ld->bbox[BOXTOP] = v2->y; } else { ld->bbox[BOXBOTTOM] = v2->y; ld->bbox[BOXTOP] = v1->y; } ld->sidenum[0] = SHORT(mld->sidenum[0]); ld->sidenum[1] = SHORT(mld->sidenum[1]); { // cph 2006/09/30 - fix sidedef errors right away. // cph 2002/07/20 - these errors are fatal if not fixed, so apply them UINT8 j; for (j=0; j < 2; j++) { if (ld->sidenum[j] != 0xffff && ld->sidenum[j] >= (UINT16)numsides) { ld->sidenum[j] = 0xffff; CONS_Debug(DBG_SETUP, "P_LoadRawLineDefs: linedef %s has out-of-range sidedef number\n", sizeu1(numlines-i-1)); } } } ld->frontsector = ld->backsector = NULL; ld->validcount = 0; ld->firsttag = ld->nexttag = -1; ld->callcount = 0; // killough 11/98: fix common wad errors (missing sidedefs): if (ld->sidenum[0] == 0xffff) { ld->sidenum[0] = 0; // Substitute dummy sidedef for missing right side // cph - print a warning about the bug CONS_Debug(DBG_SETUP, "P_LoadRawLineDefs: linedef %s missing first sidedef\n", sizeu1(numlines-i-1)); } if ((ld->sidenum[1] == 0xffff) && (ld->flags & ML_TWOSIDED)) { ld->flags &= ~ML_TWOSIDED; // Clear 2s flag for missing left side // cph - print a warning about the bug CONS_Debug(DBG_SETUP, "P_LoadRawLineDefs: linedef %s has two-sided flag set, but no second sidedef\n", sizeu1(numlines-i-1)); } if (ld->sidenum[0] != 0xffff && ld->special) sides[ld->sidenum[0]].special = ld->special; if (ld->sidenum[1] != 0xffff && ld->special) sides[ld->sidenum[1]].special = ld->special; #ifdef POLYOBJECTS ld->polyobj = NULL; #endif } } static void P_LoadLineDefs(lumpnum_t lumpnum) { UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC); P_LoadRawLineDefs(data, W_LumpLength(lumpnum)); Z_Free(data); } static void P_LoadLineDefs2(void) { size_t i = numlines; register line_t *ld = lines; for (;i--;ld++) { ld->frontsector = sides[ld->sidenum[0]].sector; //e6y: Can't be -1 here ld->backsector = ld->sidenum[1] != 0xffff ? sides[ld->sidenum[1]].sector : 0; // Repeat count for midtexture if ((ld->flags & ML_EFFECT5) && (ld->sidenum[1] != 0xffff) && !(ld->special >= 300 && ld->special < 500)) // exempt linedef exec specials { sides[ld->sidenum[0]].repeatcnt = (INT16)(((unsigned)sides[ld->sidenum[0]].textureoffset >> FRACBITS) >> 12); sides[ld->sidenum[0]].textureoffset = (((unsigned)sides[ld->sidenum[0]].textureoffset >> FRACBITS) & 2047) << FRACBITS; sides[ld->sidenum[1]].repeatcnt = (INT16)(((unsigned)sides[ld->sidenum[1]].textureoffset >> FRACBITS) >> 12); sides[ld->sidenum[1]].textureoffset = (((unsigned)sides[ld->sidenum[1]].textureoffset >> FRACBITS) & 2047) << FRACBITS; } // Compile linedef 'text' from both sidedefs 'text' for appropriate specials. switch(ld->special) { case 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; } } // Optimize sidedefs if (M_CheckParm("-compress")) { side_t *newsides; size_t numnewsides = 0; size_t z; for (i = 0; i < numsides; i++) { size_t j, k; if (sides[i].sector == NULL) continue; for (k = numlines, ld = lines; k--; ld++) { if (ld->sidenum[0] == i) ld->sidenum[0] = (UINT16)numnewsides; if (ld->sidenum[1] == i) ld->sidenum[1] = (UINT16)numnewsides; } for (j = i+1; j < numsides; j++) { if (sides[j].sector == NULL) continue; if (!memcmp(&sides[i], &sides[j], sizeof(side_t))) { // Find the linedefs that belong to this one for (k = numlines, ld = lines; k--; ld++) { if (ld->sidenum[0] == j) ld->sidenum[0] = (UINT16)numnewsides; if (ld->sidenum[1] == j) ld->sidenum[1] = (UINT16)numnewsides; } sides[j].sector = NULL; // Flag for deletion } } numnewsides++; } // We're loading crap into this block anyhow, so no point in zeroing it out. newsides = Z_Malloc(numnewsides * sizeof(*newsides), PU_LEVEL, NULL); // Copy the sides to their new block of memory. for (i = 0, z = 0; i < numsides; i++) { if (sides[i].sector != NULL) M_Memcpy(&newsides[z++], &sides[i], sizeof(side_t)); } CONS_Debug(DBG_SETUP, "Old sides is %s, new sides is %s\n", sizeu1(numsides), sizeu1(numnewsides)); Z_Free(sides); sides = newsides; numsides = numnewsides; } } static inline void P_LoadRawSideDefs(size_t i) { numsides = i / sizeof (mapsidedef_t); if (numsides <= 0) I_Error("Level has no sidedefs"); sides = Z_Calloc(numsides * sizeof (*sides), PU_LEVEL, NULL); } static inline void P_LoadSideDefs(lumpnum_t lumpnum) { P_LoadRawSideDefs(W_LumpLength(lumpnum)); } static void P_LoadRawSideDefs2(void *data) { UINT16 i; for (i = 0; i < numsides; i++) { register mapsidedef_t *msd = (mapsidedef_t *)data + i; register side_t *sd = sides + i; register sector_t *sec; sd->textureoffset = SHORT(msd->textureoffset)<rowoffset = SHORT(msd->rowoffset)<sector); if (sector_num >= numsectors) { CONS_Debug(DBG_SETUP, "P_LoadRawSideDefs2: sidedef %u has out-of-range sector num %u\n", i, sector_num); sector_num = 0; } sd->sector = sec = §ors[sector_num]; } sd->sector = sec = §ors[SHORT(msd->sector)]; sd->colormap_data = NULL; // Colormaps! switch (sd->special) { case 63: // variable colormap via 242 linedef 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:) // 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; case 413: // Change music { char process[8+1]; sd->toptexture = sd->midtexture = sd->bottomtexture = 0; if (msd->bottomtexture[0] != '-' || msd->bottomtexture[1] != '\0') { M_Memcpy(process,msd->bottomtexture,8); process[8] = '\0'; sd->bottomtexture = get_number(process); } if (!(msd->midtexture[0] == '-' && msd->midtexture[1] == '\0') || msd->midtexture[1] != '\0') { M_Memcpy(process,msd->midtexture,8); process[8] = '\0'; sd->midtexture = get_number(process); } // always process if back sidedef, because we need that - symbol sd->text = Z_Malloc(7, PU_LEVEL, NULL); if (i == 1 || msd->toptexture[0] != '-' || msd->toptexture[1] != '\0') { M_Memcpy(process,msd->toptexture,8); process[8] = '\0'; // If they type in O_ or D_ and their music name, just shrug, // then copy the rest instead. if ((process[0] == 'O' || process[0] == 'D') && process[7]) M_Memcpy(sd->text, process+2, 6); else // Assume it's a proper music name. M_Memcpy(sd->text, process, 6); sd->text[6] = 0; } else sd->text[0] = 0; break; } case 4: // Speed pad parameters case 414: // Play SFX { sd->toptexture = sd->midtexture = sd->bottomtexture = 0; if (msd->toptexture[0] != '-' || msd->toptexture[1] != '\0') { char process[8+1]; M_Memcpy(process,msd->toptexture,8); process[8] = '\0'; sd->toptexture = get_number(process); } break; } case 9: // Mace parameters case 14: // Bustable block parameters case 15: // Fan particle spawner parameters case 425: // Calls P_SetMobjState on calling mobj case 434: // Custom Power case 442: // Calls P_SetMobjState on mobjs of a given type in the tagged sectors case 461: // Spawns an object on the map based on texture offsets { 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 case 443: // Calls a named Lua function case 459: // Control text prompt (named tag) { char process[8*3+1]; memset(process,0,8*3+1); sd->toptexture = sd->midtexture = sd->bottomtexture = 0; if (msd->toptexture[0] == '-' && msd->toptexture[1] == '\0') break; else M_Memcpy(process,msd->toptexture,8); if (msd->midtexture[0] != '-' || msd->midtexture[1] != '\0') M_Memcpy(process+strlen(process), msd->midtexture, 8); if (msd->bottomtexture[0] != '-' || msd->bottomtexture[1] != '\0') M_Memcpy(process+strlen(process), msd->bottomtexture, 8); sd->text = Z_Malloc(strlen(process)+1, PU_LEVEL, NULL); M_Memcpy(sd->text, process, strlen(process)+1); break; } default: // normal cases if (msd->toptexture[0] == '#') { char *col = msd->toptexture; sd->toptexture = sd->bottomtexture = ((col[1]-'0')*100 + (col[2]-'0')*10 + col[3]-'0') + 1; sd->midtexture = R_TextureNumForName(msd->midtexture); } else { sd->midtexture = R_TextureNumForName(msd->midtexture); sd->toptexture = R_TextureNumForName(msd->toptexture); sd->bottomtexture = R_TextureNumForName(msd->bottomtexture); } break; } } R_ClearTextureNumCache(true); } // Delay loading texture names until after loaded linedefs. static void P_LoadSideDefs2(lumpnum_t lumpnum) { UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC); P_LoadRawSideDefs2(data); Z_Free(data); } static boolean LineInBlock(fixed_t cx1, fixed_t cy1, fixed_t cx2, fixed_t cy2, fixed_t bx1, fixed_t by1) { fixed_t bbox[4]; line_t testline; vertex_t vtest; bbox[BOXRIGHT] = bx1 + MAPBLOCKUNITS; bbox[BOXTOP] = by1 + MAPBLOCKUNITS; bbox[BOXLEFT] = bx1; bbox[BOXBOTTOM] = by1; // Trivial rejection if (cx1 < bbox[BOXLEFT] && cx2 < bbox[BOXLEFT]) return false; if (cx1 > bbox[BOXRIGHT] && cx2 > bbox[BOXRIGHT]) return false; if (cy1 < bbox[BOXBOTTOM] && cy2 < bbox[BOXBOTTOM]) return false; if (cy1 > bbox[BOXTOP] && cy2 > bbox[BOXTOP]) return false; // Rats, guess we gotta check // if the line intersects // any sides of the block. cx1 <<= FRACBITS; cy1 <<= FRACBITS; cx2 <<= FRACBITS; cy2 <<= FRACBITS; bbox[BOXTOP] <<= FRACBITS; bbox[BOXBOTTOM] <<= FRACBITS; bbox[BOXLEFT] <<= FRACBITS; bbox[BOXRIGHT] <<= FRACBITS; testline.v1 = &vtest; testline.v1->x = cx1; testline.v1->y = cy1; testline.dx = cx2 - cx1; testline.dy = cy2 - cy1; if ((testline.dx > 0) ^ (testline.dy > 0)) testline.slopetype = ST_NEGATIVE; else testline.slopetype = ST_POSITIVE; return P_BoxOnLineSide(bbox, &testline) == -1; } // // killough 10/98: // // Rewritten to use faster algorithm. // // SSN Edit: Killough's wasn't accurate enough, sometimes excluding // blocks that the line did in fact exist in, so now we use // a fail-safe approach that puts a 'box' around each line. // // Please note: This section of code is not interchangable with TeamTNT's // code which attempts to fix the same problem. static void P_CreateBlockMap(void) { register size_t i; fixed_t minx = INT32_MAX, miny = INT32_MAX, maxx = INT32_MIN, maxy = INT32_MIN; // First find limits of map for (i = 0; i < numvertexes; i++) { if (vertexes[i].x>>FRACBITS < minx) minx = vertexes[i].x>>FRACBITS; else if (vertexes[i].x>>FRACBITS > maxx) maxx = vertexes[i].x>>FRACBITS; if (vertexes[i].y>>FRACBITS < miny) miny = vertexes[i].y>>FRACBITS; else if (vertexes[i].y>>FRACBITS > maxy) maxy = vertexes[i].y>>FRACBITS; } // Save blockmap parameters bmaporgx = minx << FRACBITS; bmaporgy = miny << FRACBITS; bmapwidth = ((maxx-minx) >> MAPBTOFRAC) + 1; bmapheight = ((maxy-miny) >> MAPBTOFRAC)+ 1; // Compute blockmap, which is stored as a 2d array of variable-sized lists. // // Pseudocode: // // For each linedef: // // Map the starting and ending vertices to blocks. // // Starting in the starting vertex's block, do: // // Add linedef to current block's list, dynamically resizing it. // // If current block is the same as the ending vertex's block, exit loop. // // Move to an adjacent block by moving towards the ending block in // either the x or y direction, to the block which contains the linedef. { typedef struct { INT32 n, nalloc; INT32 *list; } bmap_t; // blocklist structure size_t tot = bmapwidth * bmapheight; // size of blockmap bmap_t *bmap = calloc(tot, sizeof (*bmap)); // array of blocklists boolean straight; if (bmap == NULL) I_Error("%s: Out of memory making blockmap", "P_CreateBlockMap"); for (i = 0; i < numlines; i++) { // starting coordinates INT32 x = (lines[i].v1->x>>FRACBITS) - minx; INT32 y = (lines[i].v1->y>>FRACBITS) - miny; INT32 bxstart, bxend, bystart, byend, v2x, v2y, curblockx, curblocky; v2x = lines[i].v2->x>>FRACBITS; v2y = lines[i].v2->y>>FRACBITS; // Draw a "box" around the line. bxstart = (x >> MAPBTOFRAC); bystart = (y >> MAPBTOFRAC); v2x -= minx; v2y -= miny; bxend = ((v2x) >> MAPBTOFRAC); byend = ((v2y) >> MAPBTOFRAC); if (bxend < bxstart) { INT32 temp = bxstart; bxstart = bxend; bxend = temp; } if (byend < bystart) { INT32 temp = bystart; bystart = byend; byend = temp; } // Catch straight lines // This fixes the error where straight lines // directly on a blockmap boundary would not // be included in the proper blocks. if (lines[i].v1->y == lines[i].v2->y) { straight = true; bystart--; byend++; } else if (lines[i].v1->x == lines[i].v2->x) { straight = true; bxstart--; bxend++; } else straight = false; // Now we simply iterate block-by-block until we reach the end block. for (curblockx = bxstart; curblockx <= bxend; curblockx++) for (curblocky = bystart; curblocky <= byend; curblocky++) { size_t b = curblocky * bmapwidth + curblockx; if (b >= tot) continue; if (!straight && !(LineInBlock((fixed_t)x, (fixed_t)y, (fixed_t)v2x, (fixed_t)v2y, (fixed_t)(curblockx << MAPBTOFRAC), (fixed_t)(curblocky << MAPBTOFRAC)))) continue; // Increase size of allocated list if necessary if (bmap[b].n >= bmap[b].nalloc) { // Graue 02-29-2004: make code more readable, don't realloc a null pointer // (because it crashes for me, and because the comp.lang.c FAQ says so) if (bmap[b].nalloc == 0) bmap[b].nalloc = 8; else bmap[b].nalloc *= 2; bmap[b].list = Z_Realloc(bmap[b].list, bmap[b].nalloc * sizeof (*bmap->list), PU_CACHE, &bmap[b].list); if (!bmap[b].list) I_Error("Out of Memory in P_CreateBlockMap"); } // Add linedef to end of list bmap[b].list[bmap[b].n++] = (INT32)i; } } // Compute the total size of the blockmap. // // Compression of empty blocks is performed by reserving two offset words // at tot and tot+1. // // 4 words, unused if this routine is called, are reserved at the start. { size_t count = tot + 6; // we need at least 1 word per block, plus reserved's for (i = 0; i < tot; i++) if (bmap[i].n) count += bmap[i].n + 2; // 1 header word + 1 trailer word + blocklist // Allocate blockmap lump with computed count blockmaplump = Z_Calloc(sizeof (*blockmaplump) * count, PU_LEVEL, NULL); } // Now compress the blockmap. { size_t ndx = tot += 4; // Advance index to start of linedef lists bmap_t *bp = bmap; // Start of uncompressed blockmap blockmaplump[ndx++] = 0; // Store an empty blockmap list at start blockmaplump[ndx++] = -1; // (Used for compression) for (i = 4; i < tot; i++, bp++) if (bp->n) // Non-empty blocklist { blockmaplump[blockmaplump[i] = (INT32)(ndx++)] = 0; // Store index & header do blockmaplump[ndx++] = bp->list[--bp->n]; // Copy linedef list while (bp->n); blockmaplump[ndx++] = -1; // Store trailer Z_Free(bp->list); // Free linedef list } else // Empty blocklist: point to reserved empty blocklist blockmaplump[i] = (INT32)tot; free(bmap); // Free uncompressed blockmap } } { size_t count = sizeof (*blocklinks) * bmapwidth * bmapheight; // clear out mobj chains (copied from from P_LoadBlockMap) blocklinks = Z_Calloc(count, PU_LEVEL, NULL); blockmap = blockmaplump + 4; #ifdef POLYOBJECTS // haleyjd 2/22/06: setup polyobject blockmap count = sizeof(*polyblocklinks) * bmapwidth * bmapheight; polyblocklinks = Z_Calloc(count, PU_LEVEL, NULL); #endif } } // Split from P_LoadBlockMap for convenience // -- Monster Iestyn 08/01/18 static void P_ReadBlockMapLump(INT16 *wadblockmaplump, size_t count) { size_t i; blockmaplump = Z_Calloc(sizeof (*blockmaplump) * count, PU_LEVEL, NULL); // killough 3/1/98: Expand wad blockmap into larger internal one, // by treating all offsets except -1 as unsigned and zero-extending // them. This potentially doubles the size of blockmaps allowed, // because Doom originally considered the offsets as always signed. blockmaplump[0] = SHORT(wadblockmaplump[0]); blockmaplump[1] = SHORT(wadblockmaplump[1]); blockmaplump[2] = (INT32)(SHORT(wadblockmaplump[2])) & 0xffff; blockmaplump[3] = (INT32)(SHORT(wadblockmaplump[3])) & 0xffff; for (i = 4; i < count; i++) { INT16 t = SHORT(wadblockmaplump[i]); // killough 3/1/98 blockmaplump[i] = t == -1 ? (INT32)-1 : (INT32) t & 0xffff; } } // // P_LoadBlockMap // // Levels might not have a blockmap, so if one does not exist // this should return false. static boolean P_LoadBlockMap(lumpnum_t lumpnum) { #if 0 (void)lumpnum; return false; #else size_t count; const char *lumpname = W_CheckNameForNum(lumpnum); // Check if the lump exists, and if it's named "BLOCKMAP" if (!lumpname || memcmp(lumpname, "BLOCKMAP", 8) != 0) { return false; } count = W_LumpLength(lumpnum); if (!count || count >= 0x20000) return false; { INT16 *wadblockmaplump = malloc(count); //INT16 *wadblockmaplump = W_CacheLumpNum (lump, PU_LEVEL); if (!wadblockmaplump) return false; W_ReadLump(lumpnum, wadblockmaplump); count /= 2; P_ReadBlockMapLump(wadblockmaplump, count); free(wadblockmaplump); } bmaporgx = blockmaplump[0]<= 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]<firstline >= numsegs) CorruptMapError(va("P_GroupLines: ss->firstline invalid " "(subsector %s, firstline refers to %d of %s)", sizeu1(i), ss->firstline, sizeu2(numsegs))); seg = &segs[ss->firstline]; sidei = (size_t)(seg->sidedef - sides); if (!seg->sidedef) CorruptMapError(va("P_GroupLines: seg->sidedef is NULL " "(subsector %s, firstline is %d)", sizeu1(i), ss->firstline)); if (seg->sidedef - sides < 0 || seg->sidedef - sides > (UINT16)numsides) CorruptMapError(va("P_GroupLines: seg->sidedef refers to sidedef %s of %s " "(subsector %s, firstline is %d)", sizeu1(sidei), sizeu2(numsides), sizeu3(i), ss->firstline)); if (!seg->sidedef->sector) CorruptMapError(va("P_GroupLines: seg->sidedef->sector is NULL " "(subsector %s, firstline is %d, sidedef is %s)", sizeu1(i), ss->firstline, sizeu1(sidei))); ss->sector = seg->sidedef->sector; } // count number of lines in each sector for (i = 0, li = lines; i < numlines; i++, li++) { li->frontsector->linecount++; if (li->backsector && li->backsector != li->frontsector) li->backsector->linecount++; } // allocate linebuffers for each sector for (i = 0, sector = sectors; i < numsectors; i++, sector++) { if (sector->linecount == 0) // no lines found? { sector->lines = NULL; CONS_Debug(DBG_SETUP, "P_GroupLines: sector %s has no lines\n", sizeu1(i)); } else { sector->lines = Z_Calloc(sector->linecount * sizeof(line_t*), PU_LEVEL, NULL); // zero the count, since we'll later use this to track how many we've recorded sector->linecount = 0; } } // iterate through lines, assigning them to sectors' linebuffers, // and recalculate the counts in the process for (i = 0, li = lines; i < numlines; i++, li++) { li->frontsector->lines[li->frontsector->linecount++] = li; if (li->backsector && li->backsector != li->frontsector) li->backsector->lines[li->backsector->linecount++] = li; } // set soundorg's position for each sector for (i = 0, sector = sectors; i < numsectors; i++, sector++) { M_ClearBox(bbox); if (sector->linecount != 0) { for (j = 0; j < sector->linecount; j++) { li = sector->lines[j]; M_AddToBox(bbox, li->v1->x, li->v1->y); M_AddToBox(bbox, li->v2->x, li->v2->y); } } // set the degenmobj_t to the middle of the bounding box sector->soundorg.x = (((bbox[BOXRIGHT]>>FRACBITS) + (bbox[BOXLEFT]>>FRACBITS))/2)<soundorg.y = (((bbox[BOXTOP]>>FRACBITS) + (bbox[BOXBOTTOM]>>FRACBITS))/2)<soundorg.z = sector->floorheight; // default to sector's floor height } } // // P_LoadReject // // Detect if the REJECT lump is valid, // if not, rejectmatrix will be NULL static void P_LoadReject(lumpnum_t lumpnum) { size_t count; const char *lumpname = W_CheckNameForNum(lumpnum); // Check if the lump exists, and if it's named "REJECT" if (!lumpname || memcmp(lumpname, "REJECT\0\0", 8) != 0) { rejectmatrix = NULL; CONS_Debug(DBG_SETUP, "P_LoadReject: No valid REJECT lump found\n"); return; } count = W_LumpLength(lumpnum); if (!count) // zero length, someone probably used ZDBSP { rejectmatrix = NULL; CONS_Debug(DBG_SETUP, "P_LoadReject: REJECT lump has size 0, will not be loaded\n"); } else rejectmatrix = W_CacheLumpNum(lumpnum, PU_LEVEL); } // PK3 version // -- Monster Iestyn 09/01/18 static void P_LoadRawReject(UINT8 *data, size_t count, const char *lumpname) { // Check if the lump is named "REJECT" if (!lumpname || memcmp(lumpname, "REJECT\0\0", 8) != 0) { rejectmatrix = NULL; CONS_Debug(DBG_SETUP, "P_LoadRawReject: No valid REJECT lump found\n"); return; } if (!count) // zero length, someone probably used ZDBSP { rejectmatrix = NULL; CONS_Debug(DBG_SETUP, "P_LoadRawReject: REJECT lump has size 0, will not be loaded\n"); } else { rejectmatrix = Z_Malloc(count, PU_LEVEL, NULL); // allocate memory for the reject matrix M_Memcpy(rejectmatrix, data, count); // copy the data into it } } #if 0 static char *levellumps[] = { "label", // ML_LABEL, A separator, name, MAPxx "THINGS", // ML_THINGS, Enemies, items.. "LINEDEFS", // ML_LINEDEFS, Linedefs, from editing "SIDEDEFS", // ML_SIDEDEFS, Sidedefs, from editing "VERTEXES", // ML_VERTEXES, Vertices, edited and BSP splits generated "SEGS", // ML_SEGS, Linesegs, from linedefs split by BSP "SSECTORS", // ML_SSECTORS, Subsectors, list of linesegs "NODES", // ML_NODES, BSP nodes "SECTORS", // ML_SECTORS, Sectors, from editing "REJECT", // ML_REJECT, LUT, sector-sector visibility }; /** Checks a lump and returns whether it is a valid start-of-level marker. * * \param lumpnum Lump number to check. * \return True if the lump is a valid level marker, false if not. */ static inline boolean P_CheckLevel(lumpnum_t lumpnum) { UINT16 file, lump; size_t i; for (i = ML_THINGS; i <= ML_REJECT; i++) { file = WADFILENUM(lumpnum); lump = LUMPNUM(lumpnum+1); if (file > numwadfiles || lump < LUMPNUM(lumpnum) || lump > wadfiles[file]->numlumps || memcmp(wadfiles[file]->lumpinfo[lump].name, levellumps[i], 8) != 0) return false; } return true; // all right } #endif /** Sets up a sky texture to use for the level. * The sky texture is used instead of F_SKY1. */ void P_SetupLevelSky(INT32 skynum, boolean global) { char skytexname[12]; sprintf(skytexname, "SKY%d", skynum); skytexture = R_TextureNumForName(skytexname); levelskynum = skynum; // Global change if (global) globallevelskynum = levelskynum; // Don't go beyond for dedicated servers if (dedicated) return; // scale up the old skies, if needed R_SetupSkyDraw(); } static const char *maplumpname; lumpnum_t lastloadedmaplumpnum; // for comparative savegame // // P_LevelInitStuff // // Some player initialization for map start. // static void P_LevelInitStuff(void) { INT32 i; boolean canresetlives = true; leveltime = 0; localaiming = 0; localaiming2 = 0; modulothing = 0; // special stage tokens, emeralds, and ring total tokenbits = 0; runemeraldmanager = false; emeraldspawndelay = 60*TICRATE; if ((netgame || multiplayer) && !G_IsSpecialStage(gamemap)) nummaprings = -1; else nummaprings = mapheaderinfo[gamemap-1]->startrings; // emerald hunt hunt1 = hunt2 = hunt3 = NULL; // map time limit if (mapheaderinfo[gamemap-1]->countdown) { tic_t maxtime = 0; 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; } else countdowntimer = 0; countdowntimeup = false; // clear ctf pointers redflag = blueflag = NULL; rflagpoint = bflagpoint = NULL; // circuit, race and competition stuff circuitmap = false; numstarposts = 0; ssspheres = timeinmap = 0; // special stage stagefailed = true; // assume failed unless proven otherwise - P_GiveEmerald or emerald touchspecial // Reset temporary record data memset(&ntemprecords, 0, sizeof(nightsdata_t)); // earthquake camera memset(&quake,0,sizeof(struct quake)); if ((netgame || multiplayer) && gametype == GT_COOP && cv_coopstarposts.value == 2) { for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && players[i].lives > 0) { canresetlives = false; break; } } } countdown = countdown2 = exitfadestarted = 0; for (i = 0; i < MAXPLAYERS; i++) { G_PlayerReborn(i, true); if (canresetlives && (netgame || multiplayer) && playeringame[i] && (gametype == GT_COMPETITION || players[i].lives <= 0)) { // In Co-Op, replenish a user's lives if they are depleted. players[i].lives = cv_startinglives.value; } // obliteration station... players[i].numboxes = players[i].totalring =\ players[i].laps = players[i].marescore = players[i].lastmarescore =\ players[i].mare = players[i].exiting = 0; players[i].drillmeter = 40*20; // hit these too players[i].pflags &= ~(PF_GAMETYPEOVER); } if (botingame) CV_SetValue(&cv_analog2, true); } // // P_LoadThingsOnly // // "Reloads" a level, but only reloads all of the mobjs. // void P_LoadThingsOnly(void) { // 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) { if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; P_RemoveMobj((mobj_t *)think); } P_LevelInitStuff(); if (W_IsLumpWad(lastloadedmaplumpnum)) // welp it's a map wad in a pk3 { // HACK: Open wad file rather quickly so we can use the things lump UINT8 *wadData = W_CacheLumpNum(lastloadedmaplumpnum, PU_STATIC); filelump_t *fileinfo = (filelump_t *)(wadData + ((wadinfo_t *)wadData)->infotableofs); fileinfo += ML_THINGS; // we only need the THINGS lump P_PrepareRawThings(wadData + fileinfo->filepos, fileinfo->size); Z_Free(wadData); // we're done with this now } else // phew it's just a WAD P_PrepareThings(lastloadedmaplumpnum + ML_THINGS); P_LoadThings(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]; } /** Compute MD5 message digest for bytes read from memory source * * The resulting message digest number will be written into the 16 bytes * beginning at RESBLOCK. * * \param filename path of file * \param resblock resulting MD5 checksum * \return 0 if MD5 checksum was made, and is at resblock, 1 if error was found */ static INT32 P_MakeBufferMD5(const char *buffer, size_t len, void *resblock) { #ifdef NOMD5 (void)buffer; (void)len; memset(resblock, 0x00, 16); return 1; #else tic_t t = I_GetTime(); CONS_Debug(DBG_SETUP, "Making MD5\n"); if (md5_buffer(buffer, len, resblock) == NULL) return 1; CONS_Debug(DBG_SETUP, "MD5 calc took %f seconds\n", (float)(I_GetTime() - t)/NEWTICRATE); return 0; #endif } static void P_MakeMapMD5(lumpnum_t maplumpnum, void *dest) { unsigned char linemd5[16]; unsigned char sectormd5[16]; unsigned char thingmd5[16]; unsigned char sidedefmd5[16]; unsigned char resmd5[16]; UINT8 i; // Create a hash for the current map // get the actual lumps! UINT8 *datalines = W_CacheLumpNum(maplumpnum + ML_LINEDEFS, PU_CACHE); UINT8 *datasectors = W_CacheLumpNum(maplumpnum + ML_SECTORS, PU_CACHE); UINT8 *datathings = W_CacheLumpNum(maplumpnum + ML_THINGS, PU_CACHE); UINT8 *datasides = W_CacheLumpNum(maplumpnum + ML_SIDEDEFS, PU_CACHE); P_MakeBufferMD5((char*)datalines, W_LumpLength(maplumpnum + ML_LINEDEFS), linemd5); P_MakeBufferMD5((char*)datasectors, W_LumpLength(maplumpnum + ML_SECTORS), sectormd5); P_MakeBufferMD5((char*)datathings, W_LumpLength(maplumpnum + ML_THINGS), thingmd5); P_MakeBufferMD5((char*)datasides, W_LumpLength(maplumpnum + ML_SIDEDEFS), sidedefmd5); Z_Free(datalines); Z_Free(datasectors); Z_Free(datathings); Z_Free(datasides); for (i = 0; i < 16; i++) resmd5[i] = (linemd5[i] + sectormd5[i] + thingmd5[i] + sidedefmd5[i]) & 0xFF; M_Memcpy(dest, &resmd5, 16); } static void P_RunLevelScript(const char *scriptname) { if (!(mapheaderinfo[gamemap-1]->levelflags & LF_SCRIPTISFILE)) { lumpnum_t lumpnum; char newname[9]; strncpy(newname, scriptname, 8); newname[8] = '\0'; lumpnum = W_CheckNumForName(newname); if (lumpnum == LUMPERROR || W_LumpLength(lumpnum) == 0) { CONS_Debug(DBG_SETUP, "SOC Error: script lump %s not found/not valid.\n", newname); return; } COM_BufInsertText(W_CacheLumpNum(lumpnum, PU_CACHE)); } else { COM_BufAddText(va("exec %s\n", scriptname)); } COM_BufExecute(); // Run it! } static void P_ForceCharacter(const char *forcecharskin) { if (netgame) { char skincmd[33]; if (splitscreen) { sprintf(skincmd, "skin2 %s\n", forcecharskin); CV_Set(&cv_skin2, forcecharskin); } 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_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); } static void P_LoadNightsGhosts(void) { const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1; char *gpath = malloc(glen); if (!gpath) return; sprintf(gpath,"%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s", srb2home, timeattackfolder, G_BuildMapName(gamemap)); // Best Score ghost if (cv_ghost_bestscore.value && FIL_FileExists(va("%s-score-best.lmp", gpath))) G_AddGhost(va("%s-score-best.lmp", gpath)); // Best Time ghost if (cv_ghost_besttime.value && FIL_FileExists(va("%s-time-best.lmp", gpath))) G_AddGhost(va("%s-time-best.lmp", gpath)); // Last ghost if (cv_ghost_last.value && FIL_FileExists(va("%s-last.lmp", gpath))) G_AddGhost(va("%s-last.lmp", gpath)); // Guest ghost if (cv_ghost_guest.value && FIL_FileExists(va("%s-guest.lmp", gpath))) G_AddGhost(va("%s-guest.lmp", gpath)); free(gpath); } 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; switch (gametype) { case GT_MATCH: case GT_TAG: thing = deathmatchstarts[0]; break; default: thing = playerstarts[0]; break; } 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 boolean CanSaveLevel(INT32 mapnum) { if (ultimatemode) // never save in ultimate (probably redundant with cursaveslot also being checked) return false; if (G_IsSpecialStage(mapnum) // don't save in special stages || mapnum == lastmaploaded) // don't save if the last map loaded was this one return false; // Any levels that have the savegame flag can save normally. // If the game is complete for this save slot, then any level can save! // On the other side of the spectrum, if lastmaploaded is 0, then the save file has only just been created and needs to save ASAP! return (mapheaderinfo[mapnum-1]->levelflags & LF_SAVEGAME || gamecomplete || !lastmaploaded); } /** Loads a level from a lump or external wad. * * \param skipprecip If true, don't spawn precipitation. * \todo Clean up, refactor, split up; get rid of the bloat. */ boolean P_SetupLevel(boolean skipprecip) { // use gamemap to get map number. // 99% of the things already did, so. // Map header should always be in place at this point INT32 i, loadprecip = 1, ranspecialwipe = 0; INT32 loademblems = 1; INT32 fromnetsave = 0; boolean loadedbm = false; sector_t *ss; boolean chase; levelloading = true; // This is needed. Don't touch. maptol = mapheaderinfo[gamemap-1]->typeoflevel; CON_Drawer(); // let the user know what we are going to do I_FinishUpdate(); // page flip or blit buffer // 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) G_StopMetalDemo(); // Clear CECHO messages HU_ClearCEcho(); if (mapheaderinfo[gamemap-1]->runsoc[0] != '#') P_RunSOC(mapheaderinfo[gamemap-1]->runsoc); if (cv_runscripts.value && mapheaderinfo[gamemap-1]->scriptname[0] != '#') P_RunLevelScript(mapheaderinfo[gamemap-1]->scriptname); P_LevelInitStuff(); postimgtype = postimgtype2 = postimg_none; if (mapheaderinfo[gamemap-1]->forcecharacter[0] != '\0') P_ForceCharacter(mapheaderinfo[gamemap-1]->forcecharacter); // chasecam on in chaos, race, coop // chasecam off in match, tag, capture the flag chase = (gametype == GT_RACE || gametype == GT_COMPETITION || gametype == GT_COOP) || (maptol & TOL_2D); if (!dedicated) { // Salt: CV_ClearChangedFlags() messes with your settings :( /*if (!cv_cam_speed.changed) CV_Set(&cv_cam_speed, cv_cam_speed.defaultvalue);*/ if (!cv_chasecam.changed) CV_SetValue(&cv_chasecam, chase); // same for second player if (!cv_chasecam2.changed) CV_SetValue(&cv_chasecam2, chase); } // 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; 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)) { 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(); } ranspecialwipe = 1; } if (G_GetModeAttackRetryFlag()) { if (modeattacking) wipestyleflags |= (WSF_FADEOUT|WSF_TOWHITE); G_ClearModeAttackRetryFlag(); } // 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)); // Let's fade to black here // But only if we didn't do the special stage wipe if (rendermode != render_none && !ranspecialwipe) { 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; } 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(); } levelfadecol = (ranspecialwipe) ? 0 : 31; // Close text prompt before freeing the old level F_EndTextPrompt(false, true); #ifdef HAVE_BLUA LUA_InvalidateLevel(); #endif for (ss = sectors; sectors+numsectors != ss; ss++) { Z_Free(ss->attached); Z_Free(ss->attachedsolid); } // Clear pointers that would be left dangling by the purge R_FlushTranslationColormapCache(); Z_FreeTags(PU_LEVEL, PU_PURGELEVEL - 1); #if defined (WALLSPLATS) || defined (FLOORSPLATS) // clear the splats from previous level R_ClearLevelSplats(); #endif P_InitThinkers(); P_InitCachedActions(); /// \note for not spawning precipitation, etc. when loading netgame snapshots if (skipprecip) { fromnetsave = 1; loadprecip = 0; loademblems = 0; } else if (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; } // internal game map maplumpname = G_BuildMapName(gamemap); //lastloadedmaplumpnum = LUMPERROR; lastloadedmaplumpnum = W_CheckNumForName(maplumpname); if (lastloadedmaplumpnum == INT16_MAX) I_Error("Map %s not found.\n", maplumpname); R_ReInitColormaps(mapheaderinfo[gamemap-1]->palette); CON_SetupBackColormap(); // SRB2 determines the sky texture to be used depending on the map header. P_SetupLevelSky(mapheaderinfo[gamemap-1]->skynum, true); P_MakeMapMD5(lastloadedmaplumpnum, &mapmd5); // HACK ALERT: Cache the WAD, get the map data into the tables, free memory. // As it is implemented right now, we're assuming an uncompressed WAD. // (As in, a normal PWAD, not ZWAD or anything. The lump itself can be compressed.) // We're not accounting for extra lumps and scrambled lump positions. Any additional data will cause an error. if (W_IsLumpWad(lastloadedmaplumpnum)) { // Remember that we're assuming that the WAD will have a specific set of lumps in a specific order. UINT8 *wadData = W_CacheLumpNum(lastloadedmaplumpnum, PU_STATIC); //filelump_t *fileinfo = wadData + ((wadinfo_t *)wadData)->infotableofs; filelump_t *fileinfo = (filelump_t *)(wadData + ((wadinfo_t *)wadData)->infotableofs); UINT32 numlumps = ((wadinfo_t *)wadData)->numlumps; if (numlumps < ML_REJECT) // at least 9 lumps should be in the wad for a map to be loaded { I_Error("Bad WAD file for map %s!\n", maplumpname); } if (numlumps > ML_BLOCKMAP) // enough room for a BLOCKMAP lump at least { loadedbm = P_LoadRawBlockMap( wadData + (fileinfo + ML_BLOCKMAP)->filepos, (fileinfo + ML_BLOCKMAP)->size, (fileinfo + ML_BLOCKMAP)->name); } P_LoadRawVertexes(wadData + (fileinfo + ML_VERTEXES)->filepos, (fileinfo + ML_VERTEXES)->size); P_LoadRawSectors(wadData + (fileinfo + ML_SECTORS)->filepos, (fileinfo + ML_SECTORS)->size); P_LoadRawSideDefs((fileinfo + ML_SIDEDEFS)->size); P_LoadRawLineDefs(wadData + (fileinfo + ML_LINEDEFS)->filepos, (fileinfo + ML_LINEDEFS)->size); P_LoadRawSideDefs2(wadData + (fileinfo + ML_SIDEDEFS)->filepos); P_LoadRawSubsectors(wadData + (fileinfo + ML_SSECTORS)->filepos, (fileinfo + ML_SSECTORS)->size); P_LoadRawNodes(wadData + (fileinfo + ML_NODES)->filepos, (fileinfo + ML_NODES)->size); P_LoadRawSegs(wadData + (fileinfo + ML_SEGS)->filepos, (fileinfo + ML_SEGS)->size); if (numlumps > ML_REJECT) // enough room for a REJECT lump at least { P_LoadRawReject( wadData + (fileinfo + ML_REJECT)->filepos, (fileinfo + ML_REJECT)->size, (fileinfo + ML_REJECT)->name); } // Important: take care of the ordering of the next functions. if (!loadedbm) P_CreateBlockMap(); // Graue 02-29-2004 P_LoadLineDefs2(); P_GroupLines(); numdmstarts = numredctfstarts = numbluectfstarts = 0; // reset the player starts for (i = 0; i < MAXPLAYERS; i++) playerstarts[i] = 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; P_MapStart(); P_PrepareRawThings(wadData + (fileinfo + ML_THINGS)->filepos, (fileinfo + ML_THINGS)->size); Z_Free(wadData); } else { // Important: take care of the ordering of the next functions. loadedbm = P_LoadBlockMap(lastloadedmaplumpnum + ML_BLOCKMAP); P_LoadVertexes(lastloadedmaplumpnum + ML_VERTEXES); P_LoadSectors(lastloadedmaplumpnum + ML_SECTORS); P_LoadSideDefs(lastloadedmaplumpnum + ML_SIDEDEFS); P_LoadLineDefs(lastloadedmaplumpnum + ML_LINEDEFS); P_LoadSideDefs2(lastloadedmaplumpnum + ML_SIDEDEFS); P_LoadSubsectors(lastloadedmaplumpnum + ML_SSECTORS); P_LoadNodes(lastloadedmaplumpnum + ML_NODES); P_LoadSegs(lastloadedmaplumpnum + ML_SEGS); P_LoadReject(lastloadedmaplumpnum + ML_REJECT); // Important: take care of the ordering of the next functions. if (!loadedbm) P_CreateBlockMap(); // Graue 02-29-2004 P_LoadLineDefs2(); P_GroupLines(); numdmstarts = numredctfstarts = numbluectfstarts = 0; // reset the player starts for (i = 0; i < MAXPLAYERS; i++) playerstarts[i] = 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; P_MapStart(); P_PrepareThings(lastloadedmaplumpnum + ML_THINGS); } // init gravity, tag lists, // anything that P_ResetDynamicSlopes/P_LoadThings needs to know P_InitSpecials(); #ifdef ESLOPE P_ResetDynamicSlopes(fromnetsave); #endif P_LoadThings(loademblems); skyboxmo[0] = skyboxviewpnts[0]; skyboxmo[1] = skyboxcenterpnts[0]; for (numcoopstarts = 0; numcoopstarts < MAXPLAYERS; numcoopstarts++) if (!playerstarts[numcoopstarts]) break; // set up world state P_SpawnSpecials(fromnetsave); if (loadprecip) // ugly hack for P_NetUnArchiveMisc (and P_LoadNetGame) P_SpawnPrecipitation(); #ifdef HWRENDER // not win32 only 19990829 by Kin if (rendermode == render_opengl) { // 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. #ifdef ALAM_LIGHTING // BP: reset light between levels (we draw preview frame lights on current frame) HWR_ResetLights(); #endif // Correct missing sidedefs & deep water trick HWR_CorrectSWTricks(); HWR_CreatePlanePolygons((INT32)numnodes - 1); } #endif // oh god I hope this helps // (addendum: apparently it does! // none of this needs to be done because it's not the beginning of the map when // a netgame save is being loaded, and could actively be harmful by messing with // the client's view of the data.) if (fromnetsave) goto netgameskip; // ========== for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i]) { // Start players with pity shields if possible players[i].pity = -1; if (!G_PlatformGametype()) { players[i].mo = NULL; G_DoReborn(i); } else // gametype is GT_COOP or GT_RACE { players[i].mo = NULL; if (players[i].starposttime) { G_SpawnPlayer(i, true); P_ClearStarPost(players[i].starpostnum); } else G_SpawnPlayer(i, false); } } // restore time in netgame (see also g_game.c) if ((netgame || multiplayer) && gametype == GT_COOP && 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; } if (unlockables[27].unlocked && !modeattacking // pandora's box #ifndef DEVELOP && !modifiedgame #endif && !(netgame || multiplayer) && gamemap == 0x1d35-016464) { P_SpawnMobj(0640370000, 0x11000000, 0x3180000, MT_LETTER)->angle = ANGLE_90; if (textprompts[199]->page[1].backcolor != 259) { char *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); } } if (modeattacking == ATTACKING_RECORD && !demoplayback) P_LoadRecordGhosts(); else if (modeattacking == ATTACKING_NIGHTS && !demoplayback) P_LoadNightsGhosts(); if (G_TagGametype()) { INT32 realnumplayers = 0; INT32 playersactive[MAXPLAYERS]; //I just realized how problematic this code can be. //D_NumPlayers() will not always cover the scope of the netgame. //What if one player is node 0 and the other node 31? //The solution? Make a temp array of all players that are currently playing and pick from them. //Future todo? When a player leaves, shift all nodes down so D_NumPlayers() can be used as intended? //Also, you'd never have to loop through all 32 players slots to find anything ever again. for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && !players[i].spectator) { playersactive[realnumplayers] = i; //stores the player's node in the array. realnumplayers++; } } if (realnumplayers) //this should also fix the dedicated crash bug. You only pick a player if one exists to be picked. { i = P_RandomKey(realnumplayers); players[playersactive[i]].pflags |= PF_TAGIT; //choose our initial tagger before map starts. // Taken and modified from G_DoReborn() // Remove the player so he can respawn elsewhere. // first dissasociate the corpse if (players[playersactive[i]].mo) P_RemoveMobj(players[playersactive[i]].mo); G_SpawnPlayer(playersactive[i], false); //respawn the lucky player in his dedicated spawn location. } else CONS_Printf(M_GetText("No player currently available to become IT. Awaiting available players.\n")); } else if (gametype == GT_RACE && server) CV_StealthSetValue(&cv_numlaps, (cv_basenumlaps.value) ? cv_basenumlaps.value : mapheaderinfo[gamemap - 1]->numlaps); // =========== // landing point for netgames. netgameskip: 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.changed) CV_SetValue(&cv_analog, 0); if (!cv_analog2.changed) CV_SetValue(&cv_analog2, 0); displayplayer = consoleplayer; // Start with your OWN view, please! } if (cv_useranalog.value) CV_SetValue(&cv_analog, true); if (splitscreen && cv_useranalog2.value) CV_SetValue(&cv_analog2, true); else if (botingame) CV_SetValue(&cv_analog2, true); if (twodlevel) { CV_SetValue(&cv_analog2, false); CV_SetValue(&cv_analog, false); } // 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) F_WipeColorFill(levelfadecol); if (precache || dedicated) R_PrecacheLevel(); nextmapoverride = 0; skipstats = 0; 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 levelloading = false; P_RunCachedActions(); if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking || players[consoleplayer].lives <= 0) && (!modifiedgame || savemoddata) && cursaveslot > 0 && CanSaveLevel(gamemap)) G_SaveGame((UINT32)cursaveslot); lastmaploaded = gamemap; // HAS to be set after saving!! if (loadprecip) // uglier hack { // 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); #ifdef HAVE_BLUA LUAh_MapLoad(); #endif } // No render mode, stop here. if (rendermode == render_none) return true; // Title card! G_StartTitleCard(); // Can the title card actually run, though? if (!WipeStageTitle) return true; if (ranspecialwipe == 2) return true; // If so... if ((!(mapheaderinfo[gamemap-1]->levelflags & LF_NOTITLECARD)) && (*mapheaderinfo[gamemap-1]->lvlttl != '\0')) G_PreLevelTitleCard(); return true; } // // P_RunSOC // // Runs a SOC file or a lump, depending on if ".SOC" exists in the filename // boolean P_RunSOC(const char *socfilename) { lumpnum_t lump; if (strstr(socfilename, ".soc") != NULL) return P_AddWadFile(socfilename); lump = W_CheckNumForName(socfilename); if (lump == LUMPERROR) return false; CONS_Printf(M_GetText("Loading SOC lump: %s\n"), socfilename); DEH_LoadDehackedLump(lump); return true; } // 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; } // 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->name2, folName)) { lumpinfo++; *start = ++i; for (; i < numlumps; i++, lumpinfo++) if (strnicmp(lumpinfo->name2, folName, strlen(folName))) break; lumpinfo--; *end = i-- - *start; *pi = i; *pnumlumps = numlumps; return lumpinfo; } return lumpinfo; } // // Add a wadfile to the active wad files, // replace sounds, musics, patches, textures, sprites and maps // boolean P_AddWadFile(const char *wadfilename) { size_t i, j, sreplaces = 0, mreplaces = 0, digmreplaces = 0; UINT16 numlumps, wadnum; char *name; lumpinfo_t *lumpinfo; //boolean texturechange = false; ///\todo Useless; broken when back-frontporting PK3 changes? boolean mapsadded = false; 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)) == INT16_MAX) { refreshdirmenu |= REFRESHDIR_NOTLOADED; CONS_Printf(M_GetText("Errors occurred while loading %s; not added.\n"), wadfilename); return false; } else wadnum = (UINT16)(numwadfiles-1); switch(wadfiles[wadnum]->type) { case RET_PK3: // Look for the lumps that act as resource delimitation markers. lumpinfo = wadfiles[wadnum]->lumpinfo; for (i = 0; i < numlumps; i++, lumpinfo++) { // lumpinfo = FindFolder("Lua/", &luaPos, &luaNum, lumpinfo, &numlumps, &i); // lumpinfo = FindFolder("SOC/", &socPos, &socNum, lumpinfo, &numlumps, &i); 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); } // Update the detected resources. // Note: ALWAYS load Lua scripts first, SOCs right after, and the remaining resources afterwards. #ifdef HAVE_BLUA // if (luaNum) // Lua scripts. // P_LoadLuaScrRange(wadnum, luaPos, luaNum); #endif // 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] == '_') { CONS_Debug(DBG_SETUP, "Music %.8s replaced\n", name); digmreplaces++; } } break; } 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)); // // search for sprite replacements // 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(); // 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(); // // edit music defs // S_LoadMusicDefs(wadnum); // // search for maps // lumpinfo = wadfiles[wadnum]->lumpinfo; for (i = 0; i < numlumps; i++, lumpinfo++) { name = lumpinfo->name; if (name[0] == 'M' && name[1] == 'A' && name[2] == 'P') // Ignore the headers { INT16 num; if (name[5]!='\0') continue; num = (INT16)M_MapNumber(name[3], name[4]); //If you replaced the map you're on, end the level when done. if (num == gamemap) replacedcurrentmap = true; CONS_Printf("%s\n", name); mapsadded = true; } } if (!mapsadded) CONS_Printf(M_GetText("No maps added\n")); R_LoadSpriteInfoLumps(wadnum, numlumps); #ifdef HWRENDER HWR_ReloadModels(); #endif // reload status bar (warning should have valid player!) if (gamestate == GS_LEVEL) ST_Start(); // Prevent savefile cheating if (cursaveslot > 0) cursaveslot = 0; 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; }