mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-04 01:51:55 +00:00
1246 lines
29 KiB
C++
1246 lines
29 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2017-2019 Nuke.YKT
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "mapinfo.h"
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#include "secrets.h"
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#include "statistics.h"
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#include "gamestate.h"
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#include "automap.h"
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#include "dukeactor.h"
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#include "interpolate.h"
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#include "precache.h"
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#include "render.h"
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#include "screenjob_.h"
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BEGIN_DUKE_NS
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int which_palookup = 9;
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void premapcontroller(DDukeActor* ac)
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{
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CallStaticSetup(ac);
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if (ac->spr.picnum == SECTOREFFECTOR)
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{
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ac->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN | CSTAT_SPRITE_ALIGNMENT_MASK);
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void pickrandomspot(int snum)
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{
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player_struct* p;
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int i;
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p = &ps[snum];
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if( ud.multimode > 1 && ud.coop != 1)
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i = krand()%numplayersprites;
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else i = snum;
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p->GetActor()->spr.pos = po[i].opos;
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p->GetActor()->backuppos();
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p->setbobpos();
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p->GetActor()->PrevAngles.Yaw = p->GetActor()->spr.Angles.Yaw = po[i].oa;
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p->setCursector(po[i].os);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void resetplayerstats(int snum)
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{
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player_struct* p;
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p = &ps[snum];
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gFullMap = 0;
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p->dead_flag = 0;
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p->resurrected = false;
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p->wackedbyactor = nullptr;
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p->falling_counter = 0;
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p->quick_kick = 0;
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p->subweapon = 0;
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p->last_full_weapon = 0;
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p->ftq = 0;
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p->otipincs = p->tipincs = 0;
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p->buttonpalette = 0;
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p->actorsqu =nullptr;
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p->invdisptime = 0;
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p->refresh_inventory= 0;
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p->last_pissed_time = 0;
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p->holster_weapon = 0;
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p->pycount = 0;
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p->pyoff = 0;
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p->opyoff = 0;
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p->oloogcnt = p->loogcnt = 0;
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p->psectlotag = 0;
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p->weapon_sway = 0;
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// p->select_dir = 0;
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p->extra_extra8 = 0;
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p->show_empty_weapon= 0;
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p->dummyplayersprite=nullptr;
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p->crack_time = 0;
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p->hbomb_hold_delay = 0;
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p->transporter_hold = 0;
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p->wantweaponfire = -1;
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p->hurt_delay = 0;
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p->hurt_delay2 = 0;
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p->footprintcount = 0;
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p->footprintpal = 0;
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p->footprintshade = 0;
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p->jumping_toggle = 0;
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p->Angles.PrevViewAngles.Pitch = p->Angles.ViewAngles.Pitch = nullAngle;
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p->bobcounter = 0;
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p->on_ground = 0;
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p->player_par = 0;
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p->sync.actions |= SB_CENTERVIEW;
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p->airleft = 15*26;
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p->rapid_fire_hold = 0;
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p->toggle_key_flag = 0;
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p->access_spritenum = nullptr;
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if(ud.multimode > 1 && ud.coop != 1 )
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p->got_access = 7;
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else p->got_access = 0;
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p->random_club_frame= 0;
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p->on_warping_sector = 0;
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p->spritebridge = 0;
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if(p->steroids_amount < 400 )
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{
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p->steroids_amount = 0;
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p->inven_icon = 0;
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}
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p->heat_on = 0;
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p->jetpack_on = 0;
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p->holoduke_on = nullptr;
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p->Angles.PrevViewAngles.Yaw = p->Angles.ViewAngles.Yaw = (currentLevel->levelNumber & 1)? DAngle90 : -DAngle90;
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p->Angles.PrevViewAngles.Roll = p->Angles.ViewAngles.Roll = nullAngle;
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p->newOwner =nullptr;
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p->jumping_counter = 0;
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p->hard_landing = 0;
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p->vel.Zero();
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p->fric.X = 0;
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p->fric.Y = 0;
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p->somethingonplayer = nullptr;
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p->Angles.YawSpin = nullAngle;
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p->on_crane = nullptr;
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if(p->curr_weapon == PISTOL_WEAPON)
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p->okickback_pic = p->kickback_pic = isRR()? 22 : 5;
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else p->okickback_pic = p->kickback_pic = 0;
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p->oweapon_pos = p->weapon_pos = 6;
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p->walking_snd_toggle= 0;
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p->weapon_ang = 0;
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p->knuckle_incs = 1;
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p->ofist_incs = p->fist_incs = 0;
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p->oknee_incs = p->knee_incs = 0;
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p->stairs = 0;
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p->noise.X = 0;
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p->noise.Y = 0;
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p->donoise = 0;
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p->noise_radius = 0;
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if (isRR() && ud.multimode > 1 && ud.coop != 1)
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{
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p->keys[0] = 1;
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p->keys[1] = 1;
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p->keys[2] = 1;
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p->keys[3] = 1;
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p->keys[4] = 1;
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}
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else
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{
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p->keys[0] = 0;
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p->keys[1] = 0;
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p->keys[2] = 0;
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p->keys[3] = 0;
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p->keys[4] = 0;
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}
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wupass = 0;
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//p->at582 = 0;
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p->drunkang = 1647;
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p->eatang = 1647;
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p->drink_amt = 0;
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p->eat = 0;
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p->drink_timer = 4096;
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p->eat_timer = 4096;
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p->shotgun_state[0] = 0;
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p->shotgun_state[1] = 0;
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p->detonate_time = 0;
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p->detonate_count = 0;
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p->recoil = 0;
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p->yehaa_timer = 0;
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chickenphase = 0;
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if (p->OnMotorcycle)
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{
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p->OnMotorcycle = 0;
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p->gotweapon[MOTORCYCLE_WEAPON] = false;
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p->curr_weapon = isRRRA()? SLINGBLADE_WEAPON : KNEE_WEAPON; // just in case this is made available for the other games
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}
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p->lotag800kill = 0;
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p->moto_do_bump = 0;
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p->MotoOnGround = 1;
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p->moto_underwater = 0;
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p->MotoSpeed = 0;
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p->TiltStatus = 0;
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p->moto_drink = 0;
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p->VBumpTarget = 0;
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p->VBumpNow =0;
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p->moto_bump_fast = 0;
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p->TurbCount = 0;
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p->moto_on_mud = 0;
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p->moto_on_oil = 0;
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if (p->OnBoat)
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{
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p->OnBoat = 0;
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p->gotweapon[BOAT_WEAPON] = false;
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p->curr_weapon = isRRRA()? SLINGBLADE_WEAPON : KNEE_WEAPON; // just in case this is made available for the other games
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}
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p->NotOnWater = 0;
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p->SeaSick = 0;
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p->nocheat = 0;
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p->DrugMode = 0;
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p->drug_stat[0] = 0;
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p->drug_stat[1] = 0;
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p->drug_stat[2] = 0;
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p->drug_aspect = 0;
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resetlanepics();
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if (numplayers < 2)
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{
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ufospawn = isRRRA()? 3 : min(ud.player_skill*4+1, 32);
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ufocnt = 0;
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hulkspawn = ud.player_skill + 1;
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}
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else
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{
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ufospawn = isRRRA()? 0 :32;
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ufocnt = 0;
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hulkspawn = isRRRA()? 0 :2;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void resetweapons(int snum)
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{
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int weapon;
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player_struct* p;
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p = &ps[snum];
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for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++)
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{
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p->ammo_amount[weapon] = 0;
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}
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memset(p->gotweapon, 0, MAX_WEAPONS);
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p->oweapon_pos = p->weapon_pos = 6;
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p->okickback_pic = p->kickback_pic = 5;
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p->curr_weapon = PISTOL_WEAPON;
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p->gotweapon[PISTOL_WEAPON] = true;
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p->gotweapon[KNEE_WEAPON] = true;
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p->ammo_amount[PISTOL_WEAPON] = min<int16_t>(gs.max_ammo_amount[PISTOL_WEAPON], 48);
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p->gotweapon[HANDREMOTE_WEAPON] = true;
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p->last_weapon = -1;
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p->show_empty_weapon= 0;
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p->last_pissed_time = 0;
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p->holster_weapon = 0;
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// Always clear these, even for non-RRRA
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p->OnMotorcycle = 0;
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p->moto_underwater = 0;
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p->OnBoat = 0;
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p->lotag800kill = 0;
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if (isRRRA())
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{
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chickenphase = 0;
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p->ammo_amount[KNEE_WEAPON] = 1;
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p->gotweapon[SLINGBLADE_WEAPON] = true;
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p->ammo_amount[SLINGBLADE_WEAPON] = 1;
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}
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OnEvent(EVENT_RESETWEAPONS, snum, nullptr, -1);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void resetinventory(int snum)
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{
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player_struct* p;
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p = &ps[snum];
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p->inven_icon = 0;
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p->boot_amount = 0;
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p->scuba_on = 0;
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p->scuba_amount = 0;
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p->heat_amount = 0;
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p->heat_on = 0;
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p->jetpack_on = 0;
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p->jetpack_amount = 0;
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p->shield_amount = gs.max_armour_amount;
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p->holoduke_on = nullptr;
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p->holoduke_amount = 0;
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p->firstaid_amount = 0;
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p->steroids_amount = 0;
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p->inven_icon = 0;
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if (isRR() && ud.multimode > 1 && ud.coop != 1)
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{
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p->keys[0] = 1;
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p->keys[1] = 1;
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p->keys[2] = 1;
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p->keys[3] = 1;
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p->keys[4] = 1;
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}
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else
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{
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p->keys[0] = 0;
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p->keys[1] = 0;
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p->keys[2] = 0;
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p->keys[3] = 0;
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p->keys[4] = 0;
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}
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p->drunkang = 1647;
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p->eatang = 1647;
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p->drink_amt = 0;
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p->eat = 0;
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p->drink_timer = 0;
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p->eat_timer = 0;
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p->shotgun_state[0] = 0;
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p->shotgun_state[1] = 0;
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p->detonate_time = 0;
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p->detonate_count = 0;
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p->recoil = 0;
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p->yehaa_timer = 0;
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resetlanepics();
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if (numplayers < 2)
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{
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ufospawn = min(ud.player_skill*4+1, 32);
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ufocnt = 0;
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hulkspawn = ud.player_skill + 1;
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}
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else
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{
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ufospawn = 32;
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ufocnt = 0;
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hulkspawn = 2;
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}
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OnEvent(EVENT_RESETINVENTORY, snum, p->GetActor());
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void resetprestat(int snum,int g)
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{
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player_struct* p;
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p = &ps[snum];
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spriteqloc = 0;
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for(auto& p : spriteq) p = nullptr;
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p->hbomb_on = 0;
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p->pals.a = 0;
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p->toggle_key_flag = 0;
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p->secret_rooms = 0;
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p->max_secret_rooms = 0;
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p->actors_killed = 0;
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p->max_actors_killed = 0;
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p->lastrandomspot = 0;
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p->oweapon_pos = p->weapon_pos = 6;
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p->okickback_pic = p->kickback_pic = 5;
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p->last_weapon = -1;
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p->weapreccnt = 0;
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p->show_empty_weapon= 0;
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p->holster_weapon = 0;
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p->last_pissed_time = 0;
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p->one_parallax_sectnum = nullptr;
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p->visibility = ud.const_visibility;
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screenpeek = myconnectindex;
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numanimwalls = 0;
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cyclers.Clear();
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animatecnt = 0;
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randomseed = 17L;
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paused = 0;
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ud.cameraactor =nullptr;
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mspos.Clear();
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animates.Clear();
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camsprite =nullptr;
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earthquaketime = 0;
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WindTime = 0;
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WindDir = nullAngle;
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fakebubba_spawn = 0;
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RRRA_ExitedLevel = 0;
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BellTime = 0;
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BellSprite = nullptr;
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if(p->curr_weapon == HANDREMOTE_WEAPON)
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{
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p->ammo_amount[HANDBOMB_WEAPON]++;
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p->curr_weapon = HANDBOMB_WEAPON;
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}
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p->timebeforeexit = 0;
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p->customexitsound = 0;
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p->stairs = 0;
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//if (!isRRRA()) p->fogtype = 0;
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p->noise.X = 8192;
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p->noise.Y = 8192;
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p->donoise = 0;
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p->noise_radius = 0;
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if (isRR() && ud.multimode > 1 && ud.coop != 1)
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{
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p->keys[0] = 1;
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p->keys[1] = 1;
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p->keys[2] = 1;
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p->keys[3] = 1;
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p->keys[4] = 1;
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}
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else
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{
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p->keys[0] = 0;
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p->keys[1] = 0;
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p->keys[2] = 0;
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p->keys[3] = 0;
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p->keys[4] = 0;
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}
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p->drunkang = 1647;
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p->eatang = 1647;
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p->drink_amt = 0;
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p->eat = 0;
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p->drink_timer = 0;
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p->eat_timer = 0;
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p->shotgun_state[0] = 0;
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p->shotgun_state[1] = 0;
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p->detonate_time = 0;
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p->detonate_count = 0;
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p->recoil = 0;
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p->yehaa_timer = 0;
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resetlanepics();
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if (numplayers < 2)
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{
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ufospawn = min(ud.player_skill*4+1, 32);
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ufocnt = 0;
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hulkspawn = ud.player_skill + 1;
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}
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else
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{
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ufospawn = 32;
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ufocnt = 0;
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hulkspawn = 2;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
|
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//
|
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//---------------------------------------------------------------------------
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|
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void resetpspritevars(int g, const DVector3& startpos, const DAngle startang)
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{
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int i, j;
|
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int circ;
|
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int aimmode[MAXPLAYERS];
|
|
STATUSBARTYPE tsbar[MAXPLAYERS];
|
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|
|
auto newActor = CreateActor(ps[0].cursector, startpos.plusZ(gs.playerheight),
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TILE_APLAYER, 0, DVector2(0, 0), startang, 0., 0., nullptr, 10);
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|
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newActor->spr.Angles.Pitch = DAngle::fromDeg(-17.354);
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newActor->viewzoffset = -gs.playerheight;
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newActor->backuploc();
|
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|
|
if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
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aimmode[i] = ps[i].aim_mode;
|
|
if (ud.multimode > 1 && ud.coop == 1 && ud.last_level >= 0)
|
|
{
|
|
for (j = 0; j < MAX_WEAPONS; j++)
|
|
{
|
|
tsbar[i].ammo_amount[j] = ps[i].ammo_amount[j];
|
|
tsbar[i].gotweapon[j] = ps[i].gotweapon[j];
|
|
}
|
|
|
|
tsbar[i].shield_amount = ps[i].shield_amount;
|
|
tsbar[i].curr_weapon = ps[i].curr_weapon;
|
|
tsbar[i].inven_icon = ps[i].inven_icon;
|
|
|
|
tsbar[i].firstaid_amount = ps[i].firstaid_amount;
|
|
tsbar[i].steroids_amount = ps[i].steroids_amount;
|
|
tsbar[i].holoduke_amount = ps[i].holoduke_amount;
|
|
tsbar[i].jetpack_amount = ps[i].jetpack_amount;
|
|
tsbar[i].heat_amount = ps[i].heat_amount;
|
|
tsbar[i].scuba_amount = ps[i].scuba_amount;
|
|
tsbar[i].boot_amount = ps[i].boot_amount;
|
|
}
|
|
}
|
|
|
|
resetplayerstats(0);
|
|
|
|
for (i = 1; i < MAXPLAYERS; i++)
|
|
ps[i] = ps[0];
|
|
|
|
if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
ps[i].aim_mode = aimmode[i];
|
|
if (ud.multimode > 1 && ud.coop == 1 && ud.last_level >= 0)
|
|
{
|
|
for (j = 0; j < MAX_WEAPONS; j++)
|
|
{
|
|
ps[i].ammo_amount[j] = tsbar[i].ammo_amount[j];
|
|
ps[i].gotweapon[j] = tsbar[i].gotweapon[j];
|
|
}
|
|
ps[i].shield_amount = tsbar[i].shield_amount;
|
|
ps[i].curr_weapon = tsbar[i].curr_weapon;
|
|
ps[i].inven_icon = tsbar[i].inven_icon;
|
|
|
|
ps[i].firstaid_amount = tsbar[i].firstaid_amount;
|
|
ps[i].steroids_amount = tsbar[i].steroids_amount;
|
|
ps[i].holoduke_amount = tsbar[i].holoduke_amount;
|
|
ps[i].jetpack_amount = tsbar[i].jetpack_amount;
|
|
ps[i].heat_amount = tsbar[i].heat_amount;
|
|
ps[i].scuba_amount = tsbar[i].scuba_amount;
|
|
ps[i].boot_amount = tsbar[i].boot_amount;
|
|
}
|
|
}
|
|
|
|
numplayersprites = 0;
|
|
circ = 2048 / ud.multimode;
|
|
|
|
which_palookup = 9;
|
|
j = connecthead;
|
|
DukeStatIterator it(STAT_PLAYER);
|
|
while (auto act = it.Next())
|
|
{
|
|
if (numplayersprites == MAXPLAYERS)
|
|
I_Error("Too many player sprites (max 16.)");
|
|
|
|
po[numplayersprites].opos = act->spr.pos;
|
|
po[numplayersprites].oa = act->spr.Angles.Yaw;
|
|
po[numplayersprites].os = act->sector();
|
|
|
|
numplayersprites++;
|
|
if (j >= 0)
|
|
{
|
|
act->SetOwner(act);
|
|
act->spr.shade = 0;
|
|
if (isRR()) act->spr.scale = DVector2(0.375, 0.265625);
|
|
else act->spr.scale = DVector2(0.65625, 0.5625);
|
|
act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
|
|
act->spr.xoffset = 0;
|
|
act->clipdist = 16;
|
|
|
|
if (ps[j].last_extra == 0)
|
|
{
|
|
ps[j].last_extra = gs.max_player_health;
|
|
act->spr.extra = gs.max_player_health;
|
|
}
|
|
else act->spr.extra = ps[j].last_extra;
|
|
|
|
act->spr.yint = j;
|
|
|
|
if (ud.last_level == -1)
|
|
{
|
|
if (act->spr.pal == 0)
|
|
{
|
|
act->spr.pal = ps[j].palookup = which_palookup;
|
|
ud.user_pals[j] = which_palookup;
|
|
which_palookup++;
|
|
if (which_palookup == 17) which_palookup = 9;
|
|
}
|
|
else ud.user_pals[j] = ps[j].palookup = act->spr.pal;
|
|
}
|
|
else
|
|
act->spr.pal = ps[j].palookup = ud.user_pals[j];
|
|
|
|
ps[j].actor = act;
|
|
ps[j].Angles.setActor(act);
|
|
ps[j].frag_ps = j;
|
|
act->SetOwner(act);
|
|
|
|
ps[j].setbobpos();
|
|
|
|
updatesector(act->spr.pos, &ps[j].cursector);
|
|
|
|
j = connectpoint2[j];
|
|
|
|
}
|
|
else act->Destroy();
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
void lava_cleararrays();
|
|
|
|
void prelevel_common(int g)
|
|
{
|
|
auto p = &ps[screenpeek];
|
|
p->sea_sick_stat = 0;
|
|
ud.ufospawnsminion = 0;
|
|
pistonsound = 0;
|
|
p->SlotWin = 0;
|
|
enemysizecheat = 0;
|
|
p->MamaEnd = 0;
|
|
banjosound = 0;
|
|
RRRA_ExitedLevel = 0;
|
|
|
|
lava_cleararrays();
|
|
geocnt = 0;
|
|
ambienttags.Clear();
|
|
thunderon = 0;
|
|
ud.chickenplant = 0;
|
|
WindTime = 0;
|
|
WindDir = nullAngle;
|
|
fakebubba_spawn = 0;
|
|
RRRA_ExitedLevel = 0;
|
|
mamaspawn_count = currentLevel->rr_mamaspawn;
|
|
BellTime = 0;
|
|
BellSprite = nullptr;
|
|
|
|
// RRRA E2L1 fog handling.
|
|
fogactive = 0;
|
|
|
|
resetprestat(0, g);
|
|
numclouds = 0;
|
|
|
|
memset(geosectorwarp, -1, sizeof(geosectorwarp));
|
|
memset(geosectorwarp2, -1, sizeof(geosectorwarp2));
|
|
|
|
for(auto&sec: sector)
|
|
{
|
|
auto sectp = &sec;
|
|
sectp->extra = 256;
|
|
|
|
switch (sectp->lotag)
|
|
{
|
|
case 20:
|
|
case 22:
|
|
if (sectp->floorz > sectp->ceilingz)
|
|
sectp->lotag |= 32768;
|
|
continue;
|
|
}
|
|
|
|
if (sectp->ceilingstat & CSTAT_SECTOR_SKY)
|
|
{
|
|
//setupbackdrop(sectp->ceilingpicnum);
|
|
|
|
if (sectp->ceilingpicnum == TILE_CLOUDYSKIES && numclouds < 127)
|
|
clouds[numclouds++] = sectp;
|
|
|
|
if (ps[0].one_parallax_sectnum == nullptr)
|
|
ps[0].one_parallax_sectnum = sectp;
|
|
}
|
|
|
|
if (sectp->lotag == 32767) //Found a secret room
|
|
{
|
|
ps[0].max_secret_rooms++;
|
|
continue;
|
|
}
|
|
|
|
if (sectp->lotag == -1)
|
|
{
|
|
ps[0].Exit = sectp->walls[0].pos;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void resettimevars(void)
|
|
{
|
|
cloudclock = 0;
|
|
PlayClock = 0;
|
|
if (camsprite != nullptr)
|
|
camsprite->temp_data[0] = 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void donewgame(MapRecord* map, int sk)
|
|
{
|
|
auto p = &ps[0];
|
|
show_shareware = 26 * 34;
|
|
|
|
ud.player_skill = sk;
|
|
ud.secretlevel = 0;
|
|
ud.from_bonus = 0;
|
|
|
|
ud.last_level = -1;
|
|
|
|
M_ClearMenus();
|
|
ResetGameVars();
|
|
|
|
if (m_coop != 1)
|
|
{
|
|
if (isWW2GI())
|
|
{
|
|
for (int i = 0; i < 12/*MAX_WEAPONS*/; i++) // aboive 12 have no data defined and would crash.
|
|
{
|
|
if (aplWeaponWorksLike(i, 0) == PISTOL_WEAPON)
|
|
{
|
|
p->curr_weapon = i;
|
|
p->gotweapon[i] = true;
|
|
p->ammo_amount[i] = 48;
|
|
}
|
|
else if (aplWeaponWorksLike(i, 0) == KNEE_WEAPON || aplWeaponWorksLike(i, 0) == HANDREMOTE_WEAPON)
|
|
{
|
|
p->gotweapon[i] = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
p->curr_weapon = PISTOL_WEAPON;
|
|
p->gotweapon[PISTOL_WEAPON] = true;
|
|
p->gotweapon[KNEE_WEAPON] = true;
|
|
p->ammo_amount[PISTOL_WEAPON] = 48;
|
|
p->gotweapon[HANDREMOTE_WEAPON] = true;
|
|
p->last_weapon = -1;
|
|
}
|
|
|
|
p->last_weapon = -1;
|
|
}
|
|
|
|
display_mirror = 0;
|
|
|
|
if (ud.multimode > 1)
|
|
{
|
|
if (numplayers < 2)
|
|
{
|
|
connecthead = 0;
|
|
for (int i = 0; i < MAXPLAYERS; i++) connectpoint2[i] = i + 1;
|
|
connectpoint2[ud.multimode - 1] = -1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
connecthead = 0;
|
|
connectpoint2[0] = -1;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// the setup here is very, very sloppy, because mappings are not 1:1.
|
|
// Each portal can have multiple sectors, and even extends to unmarked
|
|
// neighboring sectors if they got the portal tile as floor or ceiling
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void SpawnPortals()
|
|
{
|
|
for (auto& wal : wall)
|
|
{
|
|
if (wal.overpicnum == TILE_MIRROR && (wal.cstat & CSTAT_WALL_1WAY)) wal.portalflags |= PORTAL_WALL_MIRROR;
|
|
}
|
|
|
|
portalClear();
|
|
int tag;
|
|
if (!isRR()) tag = 40;
|
|
else if (isRRRA()) tag = 150;
|
|
else return;
|
|
|
|
TArray<int> processedTags;
|
|
DukeStatIterator it(STAT_RAROR);
|
|
while (auto act = it.Next())
|
|
{
|
|
if (act->spr.picnum == SECTOREFFECTOR && act->spr.lotag == tag)
|
|
{
|
|
int hitag = act->spr.hitag;
|
|
if (processedTags.Find(hitag) == processedTags.Size())
|
|
{
|
|
DukeStatIterator it2(STAT_RAROR);
|
|
while (auto act2 = it2.Next())
|
|
{
|
|
if (act2->spr.picnum == SECTOREFFECTOR && act2->spr.lotag == tag + 1 && act2->spr.hitag == hitag)
|
|
{
|
|
if (processedTags.Find(act->spr.hitag) == processedTags.Size())
|
|
{
|
|
sectortype* s1 = act->sector(), *s2 = act2->sector();
|
|
s1->portalflags = PORTAL_SECTOR_FLOOR;
|
|
s2->portalflags = PORTAL_SECTOR_CEILING;
|
|
DVector2 diff = act->spr.pos.XY() - act2->spr.pos.XY();
|
|
s1->portalnum = portalAdd(PORTAL_SECTOR_FLOOR, sectindex(s2), DVector3(-diff, hitag)); // uses delta.Z as temporary storage, not a real coordinate.
|
|
s2->portalnum = portalAdd(PORTAL_SECTOR_CEILING, sectindex(s1), DVector3(diff, hitag));
|
|
processedTags.Push(act->spr.hitag);
|
|
}
|
|
else
|
|
{
|
|
for (auto& p : allPortals)
|
|
{
|
|
if (p.type == PORTAL_SECTOR_FLOOR && p.delta.Z == hitag)
|
|
{
|
|
p.targets.Push(act2->sectno());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (auto& p : allPortals)
|
|
{
|
|
if (p.type == PORTAL_SECTOR_CEILING && p.delta.Z == hitag)
|
|
{
|
|
p.targets.Push(act->sectno());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Unfortunately the above still isn't enough. We got to do one more check to add stuff to the portals.
|
|
// There is one map where a sector neighboring a portal is not marked as part of the portal itself.
|
|
for (unsigned i = 0; i < sector.Size(); i++)
|
|
{
|
|
auto sectp = §or[i];
|
|
if (sectp->floorpicnum == FOF && sectp->portalflags != PORTAL_SECTOR_FLOOR)
|
|
{
|
|
for (auto& pt : allPortals)
|
|
{
|
|
if (pt.type == PORTAL_SECTOR_CEILING)
|
|
{
|
|
for (auto& t : pt.targets)
|
|
{
|
|
if (sectorsConnected(i, t))
|
|
{
|
|
sectp->portalflags = PORTAL_SECTOR_FLOOR;
|
|
sectp->portalnum = uint8_t(1 ^ (&pt - allPortals.Data()));
|
|
pt.targets.Push(i);
|
|
goto nexti;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (sectp->ceilingpicnum == FOF && sectp->portalflags != PORTAL_SECTOR_CEILING)
|
|
{
|
|
for (auto& pt : allPortals)
|
|
{
|
|
if (pt.type == PORTAL_SECTOR_FLOOR)
|
|
{
|
|
for (auto t : pt.targets)
|
|
{
|
|
if (sectorsConnected(i, t))
|
|
{
|
|
sectp->portalflags = PORTAL_SECTOR_CEILING;
|
|
sectp->portalnum = uint8_t(1 ^ (&pt - allPortals.Data()));
|
|
pt.targets.Push(i);
|
|
goto nexti;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
nexti:;
|
|
}
|
|
// clean out the tags we stored in delta.Z
|
|
for (auto& p : allPortals) p.delta.Z = 0;
|
|
mergePortals();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this is just a dummy for now to provide the intended setup.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static TArray<DDukeActor*> spawnactors(SpawnSpriteDef& sprites)
|
|
{
|
|
TArray<DDukeActor*> spawns(sprites.sprites.Size(), true);
|
|
InitSpriteLists();
|
|
int j = 0;
|
|
for (unsigned i = 0; i < sprites.sprites.Size(); i++)
|
|
{
|
|
if (sprites.sprites[i].statnum == MAXSTATUS)
|
|
{
|
|
spawns.Pop();
|
|
continue;
|
|
}
|
|
|
|
auto sprt = &sprites.sprites[i];
|
|
|
|
if (sprt->picnum == 7220)
|
|
sprt->picnum = 8165;
|
|
|
|
auto info = spawnMap.CheckKey(sprt->picnum);
|
|
auto cls = info ? info->Class(sprt->picnum) : nullptr;;
|
|
auto actor = static_cast<DDukeActor*>(InsertActor(cls? cls : RUNTIME_CLASS(DDukeActor), sprt->sectp, sprt->statnum));
|
|
if (actor)
|
|
{
|
|
spawns[j++] = actor;
|
|
actor->initFromSprite(&sprites.sprites[i]);
|
|
setFromSpawnRec(actor, info);
|
|
actor->time = i;
|
|
if (sprites.sprext.Size()) actor->sprext = sprites.sprext[i];
|
|
else actor->sprext = {};
|
|
actor->spsmooth = {};
|
|
}
|
|
}
|
|
leveltimer = sprites.sprites.Size();
|
|
return spawns;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static int LoadTheMap(MapRecord *mi, player_struct*p, int gamemode)
|
|
{
|
|
int16_t lbang;
|
|
if (isShareware() && (mi->flags & MI_USERMAP))
|
|
{
|
|
I_Error("Cannot load user maps with shareware version!\n");
|
|
}
|
|
|
|
currentLevel = mi;
|
|
sectortype* sect;
|
|
SpawnSpriteDef sprites;
|
|
DVector3 pos;
|
|
loadMap(mi->fileName, isShareware(), &pos, &lbang, §, sprites);
|
|
p->cursector = sect;
|
|
|
|
SECRET_SetMapName(mi->DisplayName(), mi->name);
|
|
STAT_NewLevel(mi->fileName);
|
|
TITLE_InformName(mi->name);
|
|
|
|
gotpic.Zero();
|
|
|
|
auto actorlist = spawnactors(sprites);
|
|
|
|
if (isRR()) prelevel_r(gamemode, actorlist);
|
|
else prelevel_d(gamemode, actorlist);
|
|
|
|
SpawnPortals();
|
|
|
|
allignwarpelevators();
|
|
resetpspritevars(gamemode, pos, mapangle(lbang));
|
|
|
|
if (isRR()) cacheit_r(); else cacheit_d();
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void clearfrags(void)
|
|
{
|
|
for (int i = 0; i < ud.multimode; i++)
|
|
{
|
|
ps[i].frag = ps[i].fraggedself = 0;
|
|
memset(ps[i].frags, 0, sizeof(ps[i].frags));
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void enterlevel(MapRecord *mi, int gamemode)
|
|
{
|
|
// flushpackets();
|
|
// waitforeverybody();
|
|
|
|
ud.respawn_monsters = ud.m_respawn_monsters;
|
|
ud.respawn_items = ud.m_respawn_items;
|
|
ud.respawn_inventory = ud.m_respawn_inventory;
|
|
ud.monsters_off = ud.m_monsters_off;
|
|
ud.coop = ud.m_coop;
|
|
ud.ffire = ud.m_ffire;
|
|
lastlevel = 0;
|
|
|
|
OnEvent(EVENT_ENTERLEVEL);
|
|
|
|
// Stop all sounds
|
|
FX_StopAllSounds();
|
|
FX_SetReverb(0);
|
|
|
|
auto p = &ps[0];
|
|
|
|
LoadTheMap(mi, p, gamemode);
|
|
|
|
// Try this first so that it can disable the CD player if no tracks are found.
|
|
if (isRR())
|
|
S_PlayRRMusic();
|
|
|
|
if (ud.recstat != 2)
|
|
{
|
|
S_PlayLevelMusic(mi);
|
|
}
|
|
|
|
for (int i = connecthead; i >= 0; i = connectpoint2[i])
|
|
{
|
|
bool clearweapon = !!(currentLevel->flags & LEVEL_CLEARWEAPONS);
|
|
int pn = ps[i].GetActor()->sector()->floorpicnum;
|
|
if (tileflags(pn) & TFLAG_CLEARINVENTORY)
|
|
{
|
|
resetinventory(i);
|
|
clearweapon = true;
|
|
}
|
|
if (clearweapon)
|
|
{
|
|
resetweapons(i);
|
|
ps[i].gotweapon[PISTOL_WEAPON] = false;
|
|
ps[i].ammo_amount[PISTOL_WEAPON] = 0;
|
|
ps[i].curr_weapon = KNEE_WEAPON;
|
|
ps[i].kickback_pic = 0;
|
|
ps[i].okickback_pic = ps[i].kickback_pic = 0;
|
|
}
|
|
if (currentLevel->flags & LEVEL_CLEARINVENTORY) resetinventory(i);
|
|
}
|
|
resetmys();
|
|
|
|
everyothertime = 0;
|
|
global_random = 0;
|
|
|
|
ud.last_level = 1;
|
|
ps[myconnectindex].over_shoulder_on = 0;
|
|
clearfrags();
|
|
resettimevars(); // Here we go
|
|
setLevelStarted(mi);
|
|
if (isRRRA() && ps[screenpeek].sea_sick_stat == 1)
|
|
{
|
|
for (auto& wal : wall)
|
|
{
|
|
if (wal.picnum == 7873 || wal.picnum == 7870)
|
|
StartInterpolation(&wal, Interp_Wall_PanX);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Start a new game from the menu
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GameInterface::NewGame(MapRecord* map, int skill, bool)
|
|
{
|
|
for (int i = 0; i != -1; i = connectpoint2[i])
|
|
{
|
|
resetweapons(i);
|
|
resetinventory(i);
|
|
}
|
|
|
|
ps[0].last_extra = gs.max_player_health;
|
|
|
|
|
|
if (skill == -1) skill = ud.player_skill;
|
|
else skill++;
|
|
ud.player_skill = skill;
|
|
ud.m_respawn_monsters = (skill == 4);
|
|
ud.m_monsters_off = ud.monsters_off = 0;
|
|
ud.m_respawn_items = 0;
|
|
ud.m_respawn_inventory = 0;
|
|
ud.multimode = 1;
|
|
|
|
donewgame(map, skill);
|
|
enterlevel(map, 0);
|
|
if (isShareware() && ud.recstat != 2) FTA(QUOTE_F1HELP, &ps[myconnectindex]);
|
|
|
|
PlayerColorChanged();
|
|
inputState.ClearAllInput();
|
|
gameaction = ga_level;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Ideally this will become the only place where map progression gets set up.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool setnextmap(bool checksecretexit)
|
|
{
|
|
MapRecord* map = nullptr;
|
|
MapRecord* from_bonus = nullptr;
|
|
|
|
if (ud.eog && !(currentLevel->flags & LEVEL_FORCENOEOG))
|
|
{
|
|
}
|
|
else if (checksecretexit && ud.from_bonus == 0)
|
|
{
|
|
if (ud.secretlevel > 0)
|
|
{
|
|
// allow overriding the secret exit destination to make episode compilation easier with maps containing secret exits.
|
|
if (currentLevel->flags & LEVEL_SECRETEXITOVERRIDE) map = FindNextSecretMap(currentLevel);
|
|
if (!map) map = FindMapByIndex(currentLevel->cluster, ud.secretlevel);
|
|
|
|
if (map)
|
|
{
|
|
from_bonus = FindNextMap(currentLevel);
|
|
}
|
|
}
|
|
}
|
|
else if (ud.from_bonus && currentLevel->NextMap.IsEmpty()) // if the current level has an explicit link, use that instead of ud.from_bonus.
|
|
{
|
|
map = FindMapByLevelNum(ud.from_bonus);
|
|
}
|
|
else
|
|
{
|
|
map = FindNextMap(currentLevel);
|
|
}
|
|
|
|
// Make sure these two are cleared in case the map check errors out.
|
|
ud.from_bonus = 0;
|
|
ud.secretlevel = 0;
|
|
if (map)
|
|
{
|
|
// If the map doesn't exist, abort with a meaningful message instead of crashing.
|
|
if (fileSystem.FindFile(map->fileName) < 0)
|
|
{
|
|
I_Error("Trying to open non-existent %s", map->fileName.GetChars());
|
|
}
|
|
ud.from_bonus = from_bonus? from_bonus->levelNumber : 0;
|
|
}
|
|
CompleteLevel(map);
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void exitlevel(MapRecord* nextlevel)
|
|
{
|
|
bool endofgame = nextlevel == nullptr;
|
|
STAT_Update(endofgame);
|
|
StopCommentary();
|
|
|
|
SummaryInfo info{};
|
|
|
|
info.kills = ps[0].actors_killed;
|
|
info.maxkills = ps[0].max_actors_killed;
|
|
info.secrets = ps[0].secret_rooms;
|
|
info.maxsecrets = ps[0].max_secret_rooms;
|
|
info.time = ps[0].player_par / GameTicRate;
|
|
info.endofgame = endofgame;
|
|
Mus_Stop();
|
|
|
|
if (playerswhenstarted > 1 && ud.coop != 1)
|
|
{
|
|
// MP scoreboard
|
|
ShowScoreboard(playerswhenstarted, [=](bool)
|
|
{
|
|
// Clear potentially loaded per-map ART only after the bonus screens.
|
|
artClearMapArt();
|
|
gameaction = ga_level;
|
|
ud.eog = false;
|
|
if (endofgame)
|
|
{
|
|
auto nextlevel = FindMapByLevelNum(0);
|
|
if (!nextlevel)
|
|
{
|
|
gameaction = ga_startup;
|
|
return;
|
|
}
|
|
else gameaction = ga_nextlevel;
|
|
}
|
|
else
|
|
gameaction = ga_nextlevel;
|
|
|
|
});
|
|
}
|
|
else if (ud.multimode <= 1)
|
|
{
|
|
// SP cutscene + summary
|
|
ShowIntermission(currentLevel, nextlevel, &info, [=](bool)
|
|
{
|
|
// Clear potentially loaded per-map ART only after the bonus screens.
|
|
artClearMapArt();
|
|
ud.eog = false;
|
|
gameaction = endofgame? ga_startup : ga_nextlevel;
|
|
});
|
|
}
|
|
}
|
|
|
|
|
|
END_DUKE_NS
|