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/*
* * g_level . cpp
* * controls movement between levels
* *
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* * Copyright 1998 - 2006 Randy Heit
* * All rights reserved .
* *
* * Redistribution and use in source and binary forms , with or without
* * modification , are permitted provided that the following conditions
* * are met :
* *
* * 1. Redistributions of source code must retain the above copyright
* * notice , this list of conditions and the following disclaimer .
* * 2. Redistributions in binary form must reproduce the above copyright
* * notice , this list of conditions and the following disclaimer in the
* * documentation and / or other materials provided with the distribution .
* * 3. The name of the author may not be used to endorse or promote products
* * derived from this software without specific prior written permission .
* *
* * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ` ` AS IS ' ' AND ANY EXPRESS OR
* * IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
* * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED .
* * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT , INDIRECT ,
* * INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT
* * NOT LIMITED TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE ,
* * DATA , OR PROFITS ; OR BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY
* * THEORY OF LIABILITY , WHETHER IN CONTRACT , STRICT LIABILITY , OR TORT
* * ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN ANY WAY OUT OF THE USE OF
* * THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
*/
# include <assert.h>
# include "templates.h"
# include "d_main.h"
# include "g_level.h"
# include "g_game.h"
# include "s_sound.h"
# include "d_event.h"
# include "m_random.h"
# include "doomerrors.h"
# include "doomstat.h"
# include "wi_stuff.h"
# include "w_wad.h"
# include "am_map.h"
# include "c_dispatch.h"
# include "i_system.h"
# include "p_setup.h"
# include "p_local.h"
# include "r_sky.h"
# include "c_console.h"
# include "intermission/intermission.h"
# include "gstrings.h"
# include "v_video.h"
# include "st_stuff.h"
# include "hu_stuff.h"
# include "p_saveg.h"
# include "p_acs.h"
# include "d_protocol.h"
# include "v_text.h"
# include "s_sndseq.h"
# include "b_bot.h"
# include "sc_man.h"
# include "sbar.h"
# include "a_lightning.h"
# include "m_png.h"
# include "m_random.h"
# include "version.h"
# include "statnums.h"
# include "sbarinfo.h"
# include "r_data/r_translate.h"
# include "p_lnspec.h"
# include "r_data/r_interpolate.h"
# include "cmdlib.h"
# include "d_net.h"
# include "d_netinf.h"
# include "v_palette.h"
# include "menu/menu.h"
# include "a_sharedglobal.h"
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# include "a_strifeglobal.h"
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# include "r_data/colormaps.h"
# include "farchive.h"
# include "r_renderer.h"
# include "r_utility.h"
# include "p_spec.h"
# include "gi.h"
# include "g_hub.h"
void STAT_StartNewGame ( const char * lev ) ;
void STAT_ChangeLevel ( const char * newl ) ;
EXTERN_CVAR ( Float , sv_gravity )
EXTERN_CVAR ( Float , sv_aircontrol )
EXTERN_CVAR ( Int , disableautosave )
EXTERN_CVAR ( String , playerclass )
# define SNAP_ID MAKE_ID('s','n','A','p')
# define DSNP_ID MAKE_ID('d','s','N','p')
# define VIST_ID MAKE_ID('v','i','S','t')
# define ACSD_ID MAKE_ID('a','c','S','d')
# define RCLS_ID MAKE_ID('r','c','L','s')
# define PCLS_ID MAKE_ID('p','c','L','s')
void G_VerifySkill ( ) ;
static FRandom pr_classchoice ( " RandomPlayerClassChoice " ) ;
extern level_info_t TheDefaultLevelInfo ;
extern bool timingdemo ;
// Start time for timing demos
int starttime ;
extern FString BackupSaveName ;
bool savegamerestore ;
extern int mousex , mousey ;
extern bool sendpause , sendsave , sendturn180 , SendLand ;
void * statcopy ; // for statistics driver
FLevelLocals level ; // info about current level
//==========================================================================
//
// G_InitNew
// Can be called by the startup code or the menu task,
// consoleplayer, playeringame[] should be set.
//
//==========================================================================
static FString d_mapname ;
static int d_skill = - 1 ;
void G_DeferedInitNew ( const char * mapname , int newskill )
{
d_mapname = mapname ;
d_skill = newskill ;
CheckWarpTransMap ( d_mapname , true ) ;
gameaction = ga_newgame2 ;
}
void G_DeferedInitNew ( FGameStartup * gs )
{
if ( gs - > PlayerClass ! = NULL ) playerclass = gs - > PlayerClass ;
d_mapname = AllEpisodes [ gs - > Episode ] . mEpisodeMap ;
d_skill = gs - > Skill ;
CheckWarpTransMap ( d_mapname , true ) ;
gameaction = ga_newgame2 ;
}
//==========================================================================
//
//
//==========================================================================
CCMD ( map )
{
if ( netgame )
{
Printf ( " Use " TEXTCOLOR_BOLD " changemap " TEXTCOLOR_NORMAL " instead. " TEXTCOLOR_BOLD " Map "
TEXTCOLOR_NORMAL " is for single-player only. \n " ) ;
return ;
}
if ( argv . argc ( ) > 1 )
{
try
{
if ( ! P_CheckMapData ( argv [ 1 ] ) )
{
Printf ( " No map %s \n " , argv [ 1 ] ) ;
}
else
{
G_DeferedInitNew ( argv [ 1 ] ) ;
}
}
catch ( CRecoverableError & error )
{
if ( error . GetMessage ( ) )
Printf ( " %s " , error . GetMessage ( ) ) ;
}
}
else
{
Printf ( " Usage: map <map name> \n " ) ;
}
}
//==========================================================================
//
//
//==========================================================================
CCMD ( recordmap )
{
if ( netgame )
{
Printf ( " You cannot record a new game while in a netgame. " ) ;
return ;
}
if ( argv . argc ( ) > 2 )
{
try
{
if ( ! P_CheckMapData ( argv [ 2 ] ) )
{
Printf ( " No map %s \n " , argv [ 2 ] ) ;
}
else
{
G_DeferedInitNew ( argv [ 2 ] ) ;
gameaction = ga_recordgame ;
newdemoname = argv [ 1 ] ;
newdemomap = argv [ 2 ] ;
}
}
catch ( CRecoverableError & error )
{
if ( error . GetMessage ( ) )
Printf ( " %s " , error . GetMessage ( ) ) ;
}
}
else
{
Printf ( " Usage: recordmap <filename> <map name> \n " ) ;
}
}
//==========================================================================
//
//
//==========================================================================
CCMD ( open )
{
if ( netgame )
{
Printf ( " You cannot use open in multiplayer games. \n " ) ;
return ;
}
if ( argv . argc ( ) > 1 )
{
d_mapname = " file: " ;
d_mapname + = argv [ 1 ] ;
if ( ! P_CheckMapData ( d_mapname ) )
{
Printf ( " No map %s \n " , d_mapname . GetChars ( ) ) ;
}
else
{
gameaction = ga_newgame2 ;
d_skill = - 1 ;
}
}
else
{
Printf ( " Usage: open <map file> \n " ) ;
}
}
//==========================================================================
//
//
//==========================================================================
void G_NewInit ( )
{
int i ;
// Destory all old player refrences that may still exist
TThinkerIterator < APlayerPawn > it ( STAT_TRAVELLING ) ;
APlayerPawn * pawn , * next ;
next = it . Next ( ) ;
while ( ( pawn = next ) ! = NULL )
{
next = it . Next ( ) ;
pawn - > flags | = MF_NOSECTOR | MF_NOBLOCKMAP ;
pawn - > Destroy ( ) ;
}
G_ClearSnapshots ( ) ;
ST_SetNeedRefresh ( ) ;
netgame = false ;
multiplayer = false ;
if ( demoplayback )
{
C_RestoreCVars ( ) ;
demoplayback = false ;
D_SetupUserInfo ( ) ;
}
for ( i = 0 ; i < MAXPLAYERS ; + + i )
{
player_t * p = & players [ i ] ;
userinfo_t saved_ui ;
saved_ui . TransferFrom ( players [ i ] . userinfo ) ;
int chasecam = p - > cheats & CF_CHASECAM ;
p - > ~ player_t ( ) ;
: : new ( p ) player_t ;
players [ i ] . cheats | = chasecam ;
players [ i ] . playerstate = PST_DEAD ;
playeringame [ i ] = 0 ;
players [ i ] . userinfo . TransferFrom ( saved_ui ) ;
}
BackupSaveName = " " ;
consoleplayer = 0 ;
NextSkill = - 1 ;
}
//==========================================================================
//
//
//==========================================================================
void G_DoNewGame ( void )
{
G_NewInit ( ) ;
playeringame [ consoleplayer ] = 1 ;
if ( d_skill ! = - 1 )
{
gameskill = d_skill ;
}
G_InitNew ( d_mapname , false ) ;
gameaction = ga_nothing ;
}
//==========================================================================
//
// Initializes player classes in case they are random.
// This gets called at the start of a new game, and the classes
// chosen here are used for the remainder of a single-player
// or coop game. These are ignored for deathmatch.
//
//==========================================================================
static void InitPlayerClasses ( )
{
if ( ! savegamerestore )
{
for ( int i = 0 ; i < MAXPLAYERS ; + + i )
{
SinglePlayerClass [ i ] = players [ i ] . userinfo . GetPlayerClassNum ( ) ;
if ( SinglePlayerClass [ i ] < 0 | | ! playeringame [ i ] )
{
SinglePlayerClass [ i ] = ( pr_classchoice ( ) ) % PlayerClasses . Size ( ) ;
}
players [ i ] . cls = NULL ;
players [ i ] . CurrentPlayerClass = SinglePlayerClass [ i ] ;
}
}
}
//==========================================================================
//
//
//==========================================================================
void G_InitNew ( const char * mapname , bool bTitleLevel )
{
bool wantFast ;
int i ;
if ( ! savegamerestore )
{
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G_ClearHubInfo ( ) ;
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G_ClearSnapshots ( ) ;
P_RemoveDefereds ( ) ;
// [RH] Mark all levels as not visited
for ( unsigned int i = 0 ; i < wadlevelinfos . Size ( ) ; i + + )
wadlevelinfos [ i ] . flags = wadlevelinfos [ i ] . flags & ~ LEVEL_VISITED ;
}
UnlatchCVars ( ) ;
G_VerifySkill ( ) ;
UnlatchCVars ( ) ;
if ( paused )
{
paused = 0 ;
S_ResumeSound ( false ) ;
}
if ( StatusBar ! = NULL )
{
StatusBar - > Destroy ( ) ;
StatusBar = NULL ;
}
if ( bTitleLevel )
{
StatusBar = new DBaseStatusBar ( 0 ) ;
}
else if ( SBarInfoScript [ SCRIPT_CUSTOM ] ! = NULL )
{
int cstype = SBarInfoScript [ SCRIPT_CUSTOM ] - > GetGameType ( ) ;
//Did the user specify a "base"
if ( cstype = = GAME_Strife )
{
StatusBar = CreateStrifeStatusBar ( ) ;
}
else if ( cstype = = GAME_Any ) //Use the default, empty or custom.
{
StatusBar = CreateCustomStatusBar ( SCRIPT_CUSTOM ) ;
}
else
{
StatusBar = CreateCustomStatusBar ( SCRIPT_DEFAULT ) ;
}
}
if ( StatusBar = = NULL )
{
if ( gameinfo . gametype & ( GAME_DoomChex | GAME_Heretic | GAME_Hexen ) )
{
StatusBar = CreateCustomStatusBar ( SCRIPT_DEFAULT ) ;
}
else if ( gameinfo . gametype = = GAME_Strife )
{
StatusBar = CreateStrifeStatusBar ( ) ;
}
else
{
StatusBar = new DBaseStatusBar ( 0 ) ;
}
}
GC : : WriteBarrier ( StatusBar ) ;
StatusBar - > AttachToPlayer ( & players [ consoleplayer ] ) ;
StatusBar - > NewGame ( ) ;
setsizeneeded = true ;
if ( gameinfo . gametype = = GAME_Strife | | ( SBarInfoScript [ SCRIPT_CUSTOM ] ! = NULL & & SBarInfoScript [ SCRIPT_CUSTOM ] - > GetGameType ( ) = = GAME_Strife ) )
{
// Set the initial quest log text for Strife.
for ( i = 0 ; i < MAXPLAYERS ; + + i )
{
players [ i ] . SetLogText ( " Find help " ) ;
}
}
// [RH] If this map doesn't exist, bomb out
if ( ! P_CheckMapData ( mapname ) )
{
I_Error ( " Could not find map %s \n " , mapname ) ;
}
wantFast = ! ! G_SkillProperty ( SKILLP_FastMonsters ) ;
GameSpeed = wantFast ? SPEED_Fast : SPEED_Normal ;
if ( ! savegamerestore )
{
if ( ! netgame & & ! demorecording & & ! demoplayback )
{
// [RH] Change the random seed for each new single player game
// [ED850] The demo already sets the RNG.
rngseed = use_staticrng ? staticrngseed : ( rngseed + 1 ) ;
}
FRandom : : StaticClearRandom ( ) ;
P_ClearACSVars ( true ) ;
level . time = 0 ;
level . maptime = 0 ;
level . totaltime = 0 ;
if ( ! multiplayer | | ! deathmatch )
{
InitPlayerClasses ( ) ;
}
// force players to be initialized upon first level load
for ( i = 0 ; i < MAXPLAYERS ; i + + )
players [ i ] . playerstate = PST_ENTER ; // [BC]
STAT_StartNewGame ( mapname ) ;
}
usergame = ! bTitleLevel ; // will be set false if a demo
paused = 0 ;
demoplayback = false ;
automapactive = false ;
viewactive = true ;
V_SetBorderNeedRefresh ( ) ;
//Added by MC: Initialize bots.
if ( ! deathmatch )
{
bglobal . Init ( ) ;
}
level . MapName = mapname ;
if ( bTitleLevel )
{
gamestate = GS_TITLELEVEL ;
}
else if ( gamestate ! = GS_STARTUP )
{
gamestate = GS_LEVEL ;
}
G_DoLoadLevel ( 0 , false ) ;
}
//
// G_DoCompleted
//
static FString nextlevel ;
static int startpos ; // [RH] Support for multiple starts per level
extern int NoWipe ; // [RH] Don't wipe when travelling in hubs
static int changeflags ;
static bool unloading ;
//==========================================================================
//
// [RH] The position parameter to these next three functions should
// match the first parameter of the single player start spots
// that should appear in the next map.
//
//==========================================================================
void G_ChangeLevel ( const char * levelname , int position , int flags , int nextSkill )
{
level_info_t * nextinfo = NULL ;
if ( unloading )
{
Printf ( TEXTCOLOR_RED " Unloading scripts cannot exit the level again. \n " ) ;
return ;
}
if ( gameaction = = ga_completed & & ! ( i_compatflags2 & COMPATF2_MULTIEXIT ) ) // do not exit multiple times.
{
return ;
}
if ( levelname = = NULL | | * levelname = = 0 )
{
// end the game
levelname = NULL ;
if ( ! level . NextMap . Compare ( " enDSeQ " , 6 ) )
{
nextlevel = level . NextMap ; // If there is already an end sequence please leave it alone!
}
else
{
nextlevel . Format ( " enDSeQ%04x " , int ( gameinfo . DefaultEndSequence ) ) ;
}
}
else if ( strncmp ( levelname , " enDSeQ " , 6 ) ! = 0 )
{
FString reallevelname = levelname ;
CheckWarpTransMap ( reallevelname , true ) ;
nextinfo = FindLevelInfo ( reallevelname , false ) ;
if ( nextinfo ! = NULL )
{
level_info_t * nextredir = nextinfo - > CheckLevelRedirect ( ) ;
if ( nextredir ! = NULL )
{
nextinfo = nextredir ;
}
nextlevel = nextinfo - > MapName ;
}
else
{
nextlevel = levelname ;
}
}
else
{
nextlevel = levelname ;
}
if ( nextSkill ! = - 1 )
NextSkill = nextSkill ;
if ( flags & CHANGELEVEL_NOINTERMISSION )
{
level . flags | = LEVEL_NOINTERMISSION ;
}
cluster_info_t * thiscluster = FindClusterInfo ( level . cluster ) ;
cluster_info_t * nextcluster = nextinfo ? FindClusterInfo ( nextinfo - > cluster ) : NULL ;
startpos = position ;
gameaction = ga_completed ;
if ( nextinfo ! = NULL )
{
if ( thiscluster ! = nextcluster | | ( thiscluster & & ! ( thiscluster - > flags & CLUSTER_HUB ) ) )
{
if ( nextinfo - > flags2 & LEVEL2_RESETINVENTORY )
{
flags | = CHANGELEVEL_RESETINVENTORY ;
}
if ( nextinfo - > flags2 & LEVEL2_RESETHEALTH )
{
flags | = CHANGELEVEL_RESETHEALTH ;
}
}
}
changeflags = flags ;
bglobal . End ( ) ; //Added by MC:
// [RH] Give scripts a chance to do something
unloading = true ;
FBehavior : : StaticStartTypedScripts ( SCRIPT_Unloading , NULL , false , 0 , true ) ;
unloading = false ;
STAT_ChangeLevel ( nextlevel ) ;
if ( thiscluster & & ( thiscluster - > flags & CLUSTER_HUB ) )
{
if ( ( level . flags & LEVEL_NOINTERMISSION ) | | ( nextcluster = = thiscluster ) )
NoWipe = 35 ;
D_DrawIcon = " TELEICON " ;
}
for ( int i = 0 ; i < MAXPLAYERS ; i + + )
{
if ( playeringame [ i ] )
{
player_t * player = & players [ i ] ;
// Un-crouch all players here.
player - > Uncrouch ( ) ;
// If this is co-op, respawn any dead players now so they can
// keep their inventory on the next map.
if ( ( multiplayer | | level . flags2 & LEVEL2_ALLOWRESPAWN ) & & ! deathmatch & & player - > playerstate = = PST_DEAD )
{
// Copied from the end of P_DeathThink [[
player - > cls = NULL ; // Force a new class if the player is using a random class
player - > playerstate = PST_REBORN ;
if ( player - > mo - > special1 > 2 )
{
player - > mo - > special1 = 0 ;
}
// ]]
G_DoReborn ( i , false ) ;
}
}
}
}
//==========================================================================
//
//
//==========================================================================
const char * G_GetExitMap ( )
{
return level . NextMap ;
}
const char * G_GetSecretExitMap ( )
{
const char * nextmap = level . NextMap ;
if ( level . NextSecretMap . Len ( ) > 0 )
{
if ( P_CheckMapData ( level . NextSecretMap ) )
{
nextmap = level . NextSecretMap ;
}
}
return nextmap ;
}
//==========================================================================
//
//
//==========================================================================
void G_ExitLevel ( int position , bool keepFacing )
{
G_ChangeLevel ( G_GetExitMap ( ) , position , keepFacing ? CHANGELEVEL_KEEPFACING : 0 ) ;
}
void G_SecretExitLevel ( int position )
{
G_ChangeLevel ( G_GetSecretExitMap ( ) , position , 0 ) ;
}
//==========================================================================
//
//
//==========================================================================
void G_DoCompleted ( void )
{
int i ;
gameaction = ga_nothing ;
if ( gamestate = = GS_DEMOSCREEN
| | gamestate = = GS_FULLCONSOLE
| | gamestate = = GS_STARTUP )
{
return ;
}
if ( gamestate = = GS_TITLELEVEL )
{
level . MapName = nextlevel ;
G_DoLoadLevel ( startpos , false ) ;
startpos = 0 ;
viewactive = true ;
return ;
}
// [RH] Mark this level as having been visited
if ( ! ( level . flags & LEVEL_CHANGEMAPCHEAT ) )
FindLevelInfo ( level . MapName ) - > flags | = LEVEL_VISITED ;
if ( automapactive )
AM_Stop ( ) ;
wminfo . finished_ep = level . cluster - 1 ;
wminfo . LName0 = TexMan [ TexMan . CheckForTexture ( level . info - > PName , FTexture : : TEX_MiscPatch ) ] ;
wminfo . current = level . MapName ;
if ( deathmatch & &
( dmflags & DF_SAME_LEVEL ) & &
! ( level . flags & LEVEL_CHANGEMAPCHEAT ) )
{
wminfo . next = level . MapName ;
wminfo . LName1 = wminfo . LName0 ;
}
else
{
level_info_t * nextinfo = FindLevelInfo ( nextlevel , false ) ;
if ( nextinfo = = NULL | | strncmp ( nextlevel , " enDSeQ " , 6 ) = = 0 )
{
wminfo . next = nextlevel ;
wminfo . LName1 = NULL ;
}
else
{
wminfo . next = nextinfo - > MapName ;
wminfo . LName1 = TexMan [ TexMan . CheckForTexture ( nextinfo - > PName , FTexture : : TEX_MiscPatch ) ] ;
}
}
CheckWarpTransMap ( wminfo . next , true ) ;
nextlevel = wminfo . next ;
wminfo . next_ep = FindLevelInfo ( wminfo . next ) - > cluster - 1 ;
wminfo . maxkills = level . total_monsters ;
wminfo . maxitems = level . total_items ;
wminfo . maxsecret = level . total_secrets ;
wminfo . maxfrags = 0 ;
wminfo . partime = TICRATE * level . partime ;
wminfo . sucktime = level . sucktime ;
wminfo . pnum = consoleplayer ;
wminfo . totaltime = level . totaltime ;
for ( i = 0 ; i < MAXPLAYERS ; i + + )
{
wminfo . plyr [ i ] . in = playeringame [ i ] ;
wminfo . plyr [ i ] . skills = players [ i ] . killcount ;
wminfo . plyr [ i ] . sitems = players [ i ] . itemcount ;
wminfo . plyr [ i ] . ssecret = players [ i ] . secretcount ;
wminfo . plyr [ i ] . stime = level . time ;
memcpy ( wminfo . plyr [ i ] . frags , players [ i ] . frags
, sizeof ( wminfo . plyr [ i ] . frags ) ) ;
wminfo . plyr [ i ] . fragcount = players [ i ] . fragcount ;
}
// [RH] If we're in a hub and staying within that hub, take a snapshot
// of the level. If we're traveling to a new hub, take stuff from
// the player and clear the world vars. If this is just an
// ordinary cluster (not a hub), take stuff from the player, but
// leave the world vars alone.
cluster_info_t * thiscluster = FindClusterInfo ( level . cluster ) ;
cluster_info_t * nextcluster = FindClusterInfo ( wminfo . next_ep + 1 ) ; // next_ep is cluster-1
EFinishLevelType mode ;
if ( thiscluster ! = nextcluster | | deathmatch | |
! ( thiscluster - > flags & CLUSTER_HUB ) )
{
if ( nextcluster - > flags & CLUSTER_HUB )
{
mode = FINISH_NextHub ;
}
else
{
mode = FINISH_NoHub ;
}
}
else
{
mode = FINISH_SameHub ;
}
// Intermission stats for entire hubs
G_LeavingHub ( mode , thiscluster , & wminfo ) ;
for ( i = 0 ; i < MAXPLAYERS ; i + + )
{
if ( playeringame [ i ] )
{ // take away appropriate inventory
G_PlayerFinishLevel ( i , mode , changeflags ) ;
}
}
if ( mode = = FINISH_SameHub )
{ // Remember the level's state for re-entry.
if ( ! ( level . flags2 & LEVEL2_FORGETSTATE ) )
{
G_SnapshotLevel ( ) ;
// Do not free any global strings this level might reference
// while it's not loaded.
FBehavior : : StaticLockLevelVarStrings ( ) ;
}
else
{ // Make sure we don't have a snapshot lying around from before.
level . info - > ClearSnapshot ( ) ;
}
}
else
{ // Forget the states of all existing levels.
G_ClearSnapshots ( ) ;
if ( mode = = FINISH_NextHub )
{ // Reset world variables for the new hub.
P_ClearACSVars ( false ) ;
}
level . time = 0 ;
level . maptime = 0 ;
}
if ( ! deathmatch & &
( ( level . flags & LEVEL_NOINTERMISSION ) | |
( ( nextcluster = = thiscluster ) & & ( thiscluster - > flags & CLUSTER_HUB ) ) ) )
{
G_WorldDone ( ) ;
return ;
}
gamestate = GS_INTERMISSION ;
viewactive = false ;
automapactive = false ;
// [RH] If you ever get a statistics driver operational, adapt this.
// if (statcopy)
// memcpy (statcopy, &wminfo, sizeof(wminfo));
WI_Start ( & wminfo ) ;
}
//==========================================================================
//
//
//==========================================================================
class DAutosaver : public DThinker
{
DECLARE_CLASS ( DAutosaver , DThinker )
public :
void Tick ( ) ;
} ;
IMPLEMENT_CLASS ( DAutosaver )
void DAutosaver : : Tick ( )
{
Net_WriteByte ( DEM_CHECKAUTOSAVE ) ;
Destroy ( ) ;
}
//==========================================================================
//
// G_DoLoadLevel
//
//==========================================================================
extern gamestate_t wipegamestate ;
void G_DoLoadLevel ( int position , bool autosave )
{
static int lastposition = 0 ;
gamestate_t oldgs = gamestate ;
int i ;
if ( NextSkill > = 0 )
{
UCVarValue val ;
val . Int = NextSkill ;
gameskill . ForceSet ( val , CVAR_Int ) ;
NextSkill = - 1 ;
}
if ( position = = - 1 )
position = lastposition ;
else
lastposition = position ;
G_InitLevelLocals ( ) ;
StatusBar - > DetachAllMessages ( ) ;
// Force 'teamplay' to 'true' if need be.
if ( level . flags2 & LEVEL2_FORCETEAMPLAYON )
teamplay = true ;
// Force 'teamplay' to 'false' if need be.
if ( level . flags2 & LEVEL2_FORCETEAMPLAYOFF )
teamplay = false ;
FString mapname = level . MapName ;
mapname . ToLower ( ) ;
Printf (
" \n \35 \36 \36 \36 \36 \36 \36 \36 \36 \36 \36 \36 \36 \36 \36 \36 \36 \36 \36 \36 "
" \36 \36 \36 \36 \36 \36 \36 \36 \36 \36 \36 \36 \37 \n \n "
TEXTCOLOR_BOLD " %s - %s \n \n " ,
mapname . GetChars ( ) , level . LevelName . GetChars ( ) ) ;
if ( wipegamestate = = GS_LEVEL )
wipegamestate = GS_FORCEWIPE ;
if ( gamestate ! = GS_TITLELEVEL )
{
gamestate = GS_LEVEL ;
}
// Set the sky map.
// First thing, we have a dummy sky texture name,
// a flat. The data is in the WAD only because
// we look for an actual index, instead of simply
// setting one.
skyflatnum = TexMan . GetTexture ( gameinfo . SkyFlatName , FTexture : : TEX_Flat , FTextureManager : : TEXMAN_Overridable ) ;
// DOOM determines the sky texture to be used
// depending on the current episode and the game version.
// [RH] Fetch sky parameters from FLevelLocals.
sky1texture = level . skytexture1 ;
sky2texture = level . skytexture2 ;
// [RH] Set up details about sky rendering
R_InitSkyMap ( ) ;
for ( i = 0 ; i < MAXPLAYERS ; i + + )
{
if ( playeringame [ i ] & & ( deathmatch | | players [ i ] . playerstate = = PST_DEAD ) )
players [ i ] . playerstate = PST_ENTER ; // [BC]
memset ( players [ i ] . frags , 0 , sizeof ( players [ i ] . frags ) ) ;
if ( ! ( dmflags2 & DF2_YES_KEEPFRAGS ) & & ( alwaysapplydmflags | | deathmatch ) )
players [ i ] . fragcount = 0 ;
}
if ( changeflags & CHANGELEVEL_NOMONSTERS )
{
level . flags2 | = LEVEL2_NOMONSTERS ;
}
else
{
level . flags2 & = ~ LEVEL2_NOMONSTERS ;
}
if ( changeflags & CHANGELEVEL_PRERAISEWEAPON )
{
level . flags2 | = LEVEL2_PRERAISEWEAPON ;
}
level . maptime = 0 ;
P_SetupLevel ( level . MapName , position ) ;
AM_LevelInit ( ) ;
// [RH] Start lightning, if MAPINFO tells us to
if ( level . flags & LEVEL_STARTLIGHTNING )
{
P_StartLightning ( ) ;
}
gameaction = ga_nothing ;
// clear cmd building stuff
ResetButtonStates ( ) ;
SendItemUse = NULL ;
SendItemDrop = NULL ;
mousex = mousey = 0 ;
sendpause = sendsave = sendturn180 = SendLand = false ;
LocalViewAngle = 0 ;
LocalViewPitch = 0 ;
paused = 0 ;
//Added by MC: Initialize bots.
if ( deathmatch )
{
bglobal . Init ( ) ;
}
if ( timingdemo )
{
static bool firstTime = true ;
if ( firstTime )
{
starttime = I_GetTime ( false ) ;
firstTime = false ;
}
}
level . starttime = gametic ;
G_UnSnapshotLevel ( ! savegamerestore ) ; // [RH] Restore the state of the level.
G_FinishTravel ( ) ;
// For each player, if they are viewing through a player, make sure it is themselves.
for ( int ii = 0 ; ii < MAXPLAYERS ; + + ii )
{
if ( playeringame [ ii ] & & ( players [ ii ] . camera = = NULL | | players [ ii ] . camera - > player ! = NULL ) )
{
players [ ii ] . camera = players [ ii ] . mo ;
}
}
StatusBar - > AttachToPlayer ( & players [ consoleplayer ] ) ;
P_DoDeferedScripts ( ) ; // [RH] Do script actions that were triggered on another map.
if ( demoplayback | | oldgs = = GS_STARTUP | | oldgs = = GS_TITLELEVEL )
C_HideConsole ( ) ;
C_FlushDisplay ( ) ;
// [RH] Always save the game when entering a new level.
if ( autosave & & ! savegamerestore & & disableautosave < 1 )
{
DAutosaver GCCNOWARN * dummy = new DAutosaver ;
}
}
//==========================================================================
//
// G_WorldDone
//
//==========================================================================
void G_WorldDone ( void )
{
cluster_info_t * nextcluster ;
cluster_info_t * thiscluster ;
gameaction = ga_worlddone ;
if ( level . flags & LEVEL_CHANGEMAPCHEAT )
return ;
thiscluster = FindClusterInfo ( level . cluster ) ;
if ( strncmp ( nextlevel , " enDSeQ " , 6 ) = = 0 )
{
FName endsequence = ENamedName ( strtol ( nextlevel . GetChars ( ) + 6 , NULL , 16 ) ) ;
// Strife needs a special case here to choose between good and sad ending. Bad is handled elsewherw.
if ( endsequence = = NAME_Inter_Strife )
{
if ( players [ 0 ] . mo - > FindInventory ( QuestItemClasses [ 24 ] ) | |
players [ 0 ] . mo - > FindInventory ( QuestItemClasses [ 27 ] ) )
{
endsequence = NAME_Inter_Strife_Good ;
}
else
{
endsequence = NAME_Inter_Strife_Sad ;
}
}
F_StartFinale ( thiscluster - > MessageMusic , thiscluster - > musicorder ,
thiscluster - > cdtrack , thiscluster - > cdid ,
thiscluster - > FinaleFlat , thiscluster - > ExitText ,
thiscluster - > flags & CLUSTER_EXITTEXTINLUMP ,
thiscluster - > flags & CLUSTER_FINALEPIC ,
thiscluster - > flags & CLUSTER_LOOKUPEXITTEXT ,
true , endsequence ) ;
}
else
{
nextcluster = FindClusterInfo ( FindLevelInfo ( nextlevel ) - > cluster ) ;
if ( nextcluster - > cluster ! = level . cluster & & ! deathmatch )
{
// Only start the finale if the next level's cluster is different
// than the current one and we're not in deathmatch.
if ( nextcluster - > EnterText . IsNotEmpty ( ) )
{
F_StartFinale ( nextcluster - > MessageMusic , nextcluster - > musicorder ,
nextcluster - > cdtrack , nextcluster - > cdid ,
nextcluster - > FinaleFlat , nextcluster - > EnterText ,
nextcluster - > flags & CLUSTER_ENTERTEXTINLUMP ,
nextcluster - > flags & CLUSTER_FINALEPIC ,
nextcluster - > flags & CLUSTER_LOOKUPENTERTEXT ,
false ) ;
}
else if ( thiscluster - > ExitText . IsNotEmpty ( ) )
{
F_StartFinale ( thiscluster - > MessageMusic , thiscluster - > musicorder ,
thiscluster - > cdtrack , nextcluster - > cdid ,
thiscluster - > FinaleFlat , thiscluster - > ExitText ,
thiscluster - > flags & CLUSTER_EXITTEXTINLUMP ,
thiscluster - > flags & CLUSTER_FINALEPIC ,
thiscluster - > flags & CLUSTER_LOOKUPEXITTEXT ,
false ) ;
}
}
}
}
//==========================================================================
//
//
//==========================================================================
void G_DoWorldDone ( void )
{
gamestate = GS_LEVEL ;
if ( wminfo . next [ 0 ] = = 0 )
{
// Don't crash if no next map is given. Just repeat the current one.
Printf ( " No next map specified. \n " ) ;
}
else
{
level . MapName = nextlevel ;
}
G_StartTravel ( ) ;
G_DoLoadLevel ( startpos , true ) ;
startpos = 0 ;
gameaction = ga_nothing ;
viewactive = true ;
}
//==========================================================================
//
// G_StartTravel
//
// Moves players (and eventually their inventory) to a different statnum,
// so they will not be destroyed when switching levels. This only applies
// to real players, not voodoo dolls.
//
//==========================================================================
void G_StartTravel ( )
{
if ( deathmatch )
return ;
for ( int i = 0 ; i < MAXPLAYERS ; + + i )
{
if ( playeringame [ i ] )
{
AActor * pawn = players [ i ] . mo ;
AInventory * inv ;
players [ i ] . camera = NULL ;
// Only living players travel. Dead ones get a new body on the new level.
if ( players [ i ] . health > 0 )
{
pawn - > UnlinkFromWorld ( ) ;
P_DelSector_List ( ) ;
int tid = pawn - > tid ; // Save TID
pawn - > RemoveFromHash ( ) ;
pawn - > tid = tid ; // Restore TID (but no longer linked into the hash chain)
pawn - > ChangeStatNum ( STAT_TRAVELLING ) ;
for ( inv = pawn - > Inventory ; inv ! = NULL ; inv = inv - > Inventory )
{
inv - > ChangeStatNum ( STAT_TRAVELLING ) ;
inv - > UnlinkFromWorld ( ) ;
P_DelSector_List ( ) ;
}
}
}
}
bglobal . StartTravel ( ) ;
}
//==========================================================================
//
// G_FinishTravel
//
// Moves any travelling players so that they occupy their newly-spawned
// copies' locations, destroying the new players in the process (because
// they are really fake placeholders to show where the travelling players
// should go).
//
//==========================================================================
void G_FinishTravel ( )
{
TThinkerIterator < APlayerPawn > it ( STAT_TRAVELLING ) ;
APlayerPawn * pawn , * pawndup , * oldpawn , * next ;
AInventory * inv ;
FPlayerStart * start ;
int pnum ;
next = it . Next ( ) ;
while ( ( pawn = next ) ! = NULL )
{
next = it . Next ( ) ;
pnum = int ( pawn - > player - players ) ;
pawn - > ChangeStatNum ( STAT_PLAYER ) ;
pawndup = pawn - > player - > mo ;
start = NULL ;
assert ( pawn ! = pawndup ) ;
if ( pawndup = = NULL )
{ // Oh no! there was no start for this player!
start = G_PickPlayerStart ( pnum , PPS_FORCERANDOM ) ;
if ( start ! = NULL ) pawndup = P_SpawnPlayer ( start , pnum , ( level . flags2 & LEVEL2_PRERAISEWEAPON ) ? SPF_WEAPONFULLYUP : 0 ) ;
if ( pawndup = = NULL )
{
pawn - > flags | = MF_NOSECTOR | MF_NOBLOCKMAP ;
pawn - > Destroy ( ) ;
continue ;
}
}
2016-03-09 03:51:12 +00:00
if ( start = = NULL )
{
start = G_PickPlayerStart ( pnum , 0 ) ;
if ( start = = NULL )
{
Printf ( TEXTCOLOR_RED " No player %d start to travel to! \n " , pnum + 1 ) ;
// Move to the coordinates this player had when they left the level.
2016-03-26 08:28:00 +00:00
pawn - > SetXYZ ( pawndup - > Pos ( ) ) ;
2016-03-09 03:51:12 +00:00
}
}
2016-03-01 15:47:10 +00:00
oldpawn = pawndup ;
// The player being spawned here is a short lived dummy and
// must not start any ENTER script or big problems will happen.
pawndup = P_SpawnPlayer ( start , pnum , SPF_TEMPPLAYER ) ;
2016-03-09 03:51:12 +00:00
if ( pawndup ! = NULL )
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{
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if ( ! ( changeflags & CHANGELEVEL_KEEPFACING ) )
{
2016-03-16 11:41:26 +00:00
pawn - > Angles = pawndup - > Angles ;
2016-03-09 03:51:12 +00:00
}
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pawn - > SetXYZ ( pawndup - > Pos ( ) ) ;
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pawn - > Vel = pawndup - > Vel ;
2016-03-09 03:51:12 +00:00
pawn - > Sector = pawndup - > Sector ;
pawn - > floorz = pawndup - > floorz ;
pawn - > ceilingz = pawndup - > ceilingz ;
pawn - > dropoffz = pawndup - > dropoffz ;
pawn - > floorsector = pawndup - > floorsector ;
pawn - > floorpic = pawndup - > floorpic ;
pawn - > floorterrain = pawndup - > floorterrain ;
pawn - > ceilingsector = pawndup - > ceilingsector ;
pawn - > ceilingpic = pawndup - > ceilingpic ;
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pawn - > Floorclip = pawndup - > Floorclip ;
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pawn - > waterlevel = pawndup - > waterlevel ;
}
else
{
P_FindFloorCeiling ( pawn ) ;
2016-03-01 15:47:10 +00:00
}
pawn - > target = NULL ;
pawn - > lastenemy = NULL ;
pawn - > player - > mo = pawn ;
pawn - > player - > camera = pawn ;
pawn - > player - > viewheight = pawn - > ViewHeight ;
pawn - > flags2 & = ~ MF2_BLASTED ;
DObject : : StaticPointerSubstitution ( oldpawn , pawn ) ;
oldpawn - > Destroy ( ) ;
2016-03-09 03:51:12 +00:00
if ( pawndup ! = NULL )
{
pawndup - > Destroy ( ) ;
}
2016-03-01 15:47:10 +00:00
pawn - > LinkToWorld ( ) ;
pawn - > ClearInterpolation ( ) ;
pawn - > AddToHash ( ) ;
pawn - > SetState ( pawn - > SpawnState ) ;
pawn - > player - > SendPitchLimits ( ) ;
for ( inv = pawn - > Inventory ; inv ! = NULL ; inv = inv - > Inventory )
{
inv - > ChangeStatNum ( STAT_INVENTORY ) ;
inv - > LinkToWorld ( ) ;
inv - > Travelled ( ) ;
}
if ( ib_compatflags & BCOMPATF_RESETPLAYERSPEED )
{
pawn - > Speed = pawn - > GetDefault ( ) - > Speed ;
}
if ( level . FromSnapshot )
{
FBehavior : : StaticStartTypedScripts ( SCRIPT_Return , pawn , true ) ;
}
}
bglobal . FinishTravel ( ) ;
}
//==========================================================================
//
//
//==========================================================================
void G_InitLevelLocals ( )
{
level_info_t * info ;
BaseBlendA = 0.0f ; // Remove underwater blend effect, if any
NormalLight . Maps = realcolormaps ;
// [BB] Instead of just setting the color, we also have to reset Desaturate and build the lights.
NormalLight . ChangeColor ( PalEntry ( 255 , 255 , 255 ) , 0 ) ;
level . gravity = sv_gravity * 35 / TICRATE ;
2016-03-19 23:54:18 +00:00
level . aircontrol = sv_aircontrol ;
2016-03-01 15:47:10 +00:00
level . teamdamage = teamdamage ;
level . flags = 0 ;
level . flags2 = 0 ;
level . flags3 = 0 ;
info = FindLevelInfo ( level . MapName ) ;
level . info = info ;
level . skyspeed1 = info - > skyspeed1 ;
level . skyspeed2 = info - > skyspeed2 ;
level . skytexture1 = TexMan . GetTexture ( info - > SkyPic1 , FTexture : : TEX_Wall , FTextureManager : : TEXMAN_Overridable | FTextureManager : : TEXMAN_ReturnFirst ) ;
level . skytexture2 = TexMan . GetTexture ( info - > SkyPic2 , FTexture : : TEX_Wall , FTextureManager : : TEXMAN_Overridable | FTextureManager : : TEXMAN_ReturnFirst ) ;
level . fadeto = info - > fadeto ;
level . cdtrack = info - > cdtrack ;
level . cdid = info - > cdid ;
level . FromSnapshot = false ;
if ( level . fadeto = = 0 )
{
R_SetDefaultColormap ( info - > FadeTable ) ;
if ( strnicmp ( info - > FadeTable , " COLORMAP " , 8 ) ! = 0 )
{
level . flags | = LEVEL_HASFADETABLE ;
}
/*
}
else
{
NormalLight . ChangeFade ( level . fadeto ) ;
*/
}
level . airsupply = info - > airsupply * TICRATE ;
level . outsidefog = info - > outsidefog ;
level . WallVertLight = info - > WallVertLight * 2 ;
level . WallHorizLight = info - > WallHorizLight * 2 ;
if ( info - > gravity ! = 0.f )
{
level . gravity = info - > gravity * 35 / TICRATE ;
}
if ( info - > aircontrol ! = 0.f )
{
2016-03-19 23:54:18 +00:00
level . aircontrol = info - > aircontrol ;
2016-03-01 15:47:10 +00:00
}
if ( info - > teamdamage ! = 0.f )
{
level . teamdamage = info - > teamdamage ;
}
G_AirControlChanged ( ) ;
cluster_info_t * clus = FindClusterInfo ( info - > cluster ) ;
level . partime = info - > partime ;
level . sucktime = info - > sucktime ;
level . cluster = info - > cluster ;
level . clusterflags = clus ? clus - > flags : 0 ;
level . flags | = info - > flags ;
level . flags2 | = info - > flags2 ;
level . flags3 | = info - > flags3 ;
level . levelnum = info - > levelnum ;
level . Music = info - > Music ;
level . musicorder = info - > musicorder ;
level . LevelName = level . info - > LookupLevelName ( ) ;
level . NextMap = info - > NextMap ;
level . NextSecretMap = info - > NextSecretMap ;
compatflags . Callback ( ) ;
compatflags2 . Callback ( ) ;
NormalLight . ChangeFade ( level . fadeto ) ;
level . DefaultEnvironment = info - > DefaultEnvironment ;
}
//==========================================================================
//
//
//==========================================================================
bool FLevelLocals : : IsJumpingAllowed ( ) const
{
if ( dmflags & DF_NO_JUMP )
return false ;
if ( dmflags & DF_YES_JUMP )
return true ;
return ! ( level . flags & LEVEL_JUMP_NO ) ;
}
//==========================================================================
//
//
//==========================================================================
bool FLevelLocals : : IsCrouchingAllowed ( ) const
{
if ( dmflags & DF_NO_CROUCH )
return false ;
if ( dmflags & DF_YES_CROUCH )
return true ;
return ! ( level . flags & LEVEL_CROUCH_NO ) ;
}
//==========================================================================
//
//
//==========================================================================
bool FLevelLocals : : IsFreelookAllowed ( ) const
{
if ( dmflags & DF_NO_FREELOOK )
return false ;
if ( dmflags & DF_YES_FREELOOK )
return true ;
return ! ( level . flags & LEVEL_FREELOOK_NO ) ;
}
//==========================================================================
//
//
//==========================================================================
FString CalcMapName ( int episode , int level )
{
FString lumpname ;
if ( gameinfo . flags & GI_MAPxx )
{
lumpname . Format ( " MAP%02d " , level ) ;
}
else
{
lumpname = " " ;
lumpname < < ' E ' < < ( ' 0 ' + episode ) < < ' M ' < < ( ' 0 ' + level ) ;
}
return lumpname ;
}
//==========================================================================
//
//
//==========================================================================
void G_AirControlChanged ( )
{
2016-03-19 23:54:18 +00:00
if ( level . aircontrol < = 1 / 256. )
2016-03-01 15:47:10 +00:00
{
2016-03-19 23:54:18 +00:00
level . airfriction = 1. ;
2016-03-01 15:47:10 +00:00
}
else
{
// Friction is inversely proportional to the amount of control
2016-03-19 23:54:18 +00:00
level . airfriction = level . aircontrol * - 0.0941 + 1.0004 ;
2016-03-01 15:47:10 +00:00
}
}
//==========================================================================
//
//
//==========================================================================
void G_SerializeLevel ( FArchive & arc , bool hubLoad )
{
int i = level . totaltime ;
Renderer - > StartSerialize ( arc ) ;
2016-06-01 09:43:56 +00:00
if ( arc . IsLoading ( ) ) P_DestroyThinkers ( hubLoad ) ;
2016-03-01 15:47:10 +00:00
arc < < level . flags
< < level . flags2
< < level . fadeto
< < level . found_secrets
< < level . found_items
< < level . killed_monsters
< < level . gravity
< < level . aircontrol
< < level . teamdamage
< < level . maptime
< < i ;
// Hub transitions must keep the current total time
if ( ! hubLoad )
level . totaltime = i ;
2016-04-03 18:55:23 +00:00
arc < < level . skytexture1 < < level . skytexture2 ;
2016-03-01 15:47:10 +00:00
if ( arc . IsLoading ( ) )
{
sky1texture = level . skytexture1 ;
sky2texture = level . skytexture2 ;
R_InitSkyMap ( ) ;
}
G_AirControlChanged ( ) ;
BYTE t ;
// Does this level have scrollers?
if ( arc . IsStoring ( ) )
{
t = level . Scrolls ? 1 : 0 ;
arc < < t ;
}
else
{
arc < < t ;
if ( level . Scrolls )
{
delete [ ] level . Scrolls ;
level . Scrolls = NULL ;
}
if ( t )
{
level . Scrolls = new FSectorScrollValues [ numsectors ] ;
memset ( level . Scrolls , 0 , sizeof ( level . Scrolls ) * numsectors ) ;
}
}
FBehavior : : StaticSerializeModuleStates ( arc ) ;
if ( arc . IsLoading ( ) ) interpolator . ClearInterpolations ( ) ;
2016-04-20 17:42:00 +00:00
P_SerializeWorld ( arc ) ;
2016-03-01 15:47:10 +00:00
P_SerializeThinkers ( arc , hubLoad ) ;
2016-04-20 17:42:00 +00:00
P_SerializeWorldActors ( arc ) ; // serializing actor pointers in the world data must be done after SerializeWorld has restored the entire sector state, otherwise LinkToWorld may fail.
2016-03-01 15:47:10 +00:00
P_SerializePolyobjs ( arc ) ;
P_SerializeSubsectors ( arc ) ;
StatusBar - > Serialize ( arc ) ;
2016-04-20 17:20:11 +00:00
arc < < level . total_monsters < < level . total_items < < level . total_secrets ;
2016-03-01 15:47:10 +00:00
// Does this level have custom translations?
FRemapTable * trans ;
WORD w ;
if ( arc . IsStoring ( ) )
{
for ( unsigned int i = 0 ; i < translationtables [ TRANSLATION_LevelScripted ] . Size ( ) ; + + i )
{
trans = translationtables [ TRANSLATION_LevelScripted ] [ i ] ;
if ( trans ! = NULL & & ! trans - > IsIdentity ( ) )
{
w = WORD ( i ) ;
arc < < w ;
trans - > Serialize ( arc ) ;
}
}
w = 0xffff ;
arc < < w ;
}
else
{
while ( arc < < w , w ! = 0xffff )
{
trans = translationtables [ TRANSLATION_LevelScripted ] . GetVal ( w ) ;
if ( trans = = NULL )
{
trans = new FRemapTable ;
translationtables [ TRANSLATION_LevelScripted ] . SetVal ( w , trans ) ;
}
trans - > Serialize ( arc ) ;
}
}
// This must be saved, too, of course!
FCanvasTextureInfo : : Serialize ( arc ) ;
AM_SerializeMarkers ( arc ) ;
P_SerializePlayers ( arc , hubLoad ) ;
P_SerializeSounds ( arc ) ;
if ( arc . IsLoading ( ) )
{
for ( i = 0 ; i < numsectors ; i + + )
{
P_Recalculate3DFloors ( & sectors [ i ] ) ;
}
for ( i = 0 ; i < MAXPLAYERS ; + + i )
{
if ( playeringame [ i ] & & players [ i ] . mo ! = NULL )
{
players [ i ] . mo - > SetupWeaponSlots ( ) ;
}
}
}
Renderer - > EndSerialize ( arc ) ;
}
//==========================================================================
//
// Archives the current level
//
//==========================================================================
void G_SnapshotLevel ( )
{
if ( level . info - > snapshot )
delete level . info - > snapshot ;
if ( level . info - > isValid ( ) )
{
level . info - > snapshotVer = SAVEVER ;
level . info - > snapshot = new FCompressedMemFile ;
level . info - > snapshot - > Open ( ) ;
FArchive arc ( * level . info - > snapshot ) ;
SaveVersion = SAVEVER ;
G_SerializeLevel ( arc , false ) ;
}
}
//==========================================================================
//
// Unarchives the current level based on its snapshot
// The level should have already been loaded and setup.
//
//==========================================================================
void G_UnSnapshotLevel ( bool hubLoad )
{
if ( level . info - > snapshot = = NULL )
return ;
if ( level . info - > isValid ( ) )
{
SaveVersion = level . info - > snapshotVer ;
level . info - > snapshot - > Reopen ( ) ;
FArchive arc ( * level . info - > snapshot ) ;
if ( hubLoad )
arc . SetHubTravel ( ) ;
G_SerializeLevel ( arc , hubLoad ) ;
arc . Close ( ) ;
level . FromSnapshot = true ;
TThinkerIterator < APlayerPawn > it ;
APlayerPawn * pawn , * next ;
next = it . Next ( ) ;
while ( ( pawn = next ) ! = 0 )
{
next = it . Next ( ) ;
if ( pawn - > player = = NULL | | pawn - > player - > mo = = NULL | | ! playeringame [ pawn - > player - players ] )
{
int i ;
// If this isn't the unmorphed original copy of a player, destroy it, because it's extra.
for ( i = 0 ; i < MAXPLAYERS ; + + i )
{
if ( playeringame [ i ] & & players [ i ] . morphTics & & players [ i ] . mo - > tracer = = pawn )
{
break ;
}
}
if ( i = = MAXPLAYERS )
{
pawn - > Destroy ( ) ;
}
}
}
}
// No reason to keep the snapshot around once the level's been entered.
level . info - > ClearSnapshot ( ) ;
if ( hubLoad )
{
// Unlock ACS global strings that were locked when the snapshot was made.
FBehavior : : StaticUnlockLevelVarStrings ( ) ;
}
}
//==========================================================================
//
//
//==========================================================================
static void writeSnapShot ( FArchive & arc , level_info_t * i )
{
arc < < i - > snapshotVer < < i - > MapName ;
i - > snapshot - > Serialize ( arc ) ;
}
//==========================================================================
//
//
//==========================================================================
void G_WriteSnapshots ( FILE * file )
{
unsigned int i ;
for ( i = 0 ; i < wadlevelinfos . Size ( ) ; i + + )
{
if ( wadlevelinfos [ i ] . snapshot )
{
FPNGChunkArchive arc ( file , SNAP_ID ) ;
writeSnapShot ( arc , ( level_info_t * ) & wadlevelinfos [ i ] ) ;
}
}
if ( TheDefaultLevelInfo . snapshot ! = NULL )
{
FPNGChunkArchive arc ( file , DSNP_ID ) ;
writeSnapShot ( arc , & TheDefaultLevelInfo ) ;
}
FPNGChunkArchive * arc = NULL ;
// Write out which levels have been visited
for ( i = 0 ; i < wadlevelinfos . Size ( ) ; + + i )
{
if ( wadlevelinfos [ i ] . flags & LEVEL_VISITED )
{
if ( arc = = NULL )
{
arc = new FPNGChunkArchive ( file , VIST_ID ) ;
}
( * arc ) < < wadlevelinfos [ i ] . MapName ;
}
}
if ( arc ! = NULL )
{
FString empty = " " ;
( * arc ) < < empty ;
delete arc ;
}
// Store player classes to be used when spawning a random class
if ( multiplayer )
{
FPNGChunkArchive arc2 ( file , RCLS_ID ) ;
for ( i = 0 ; i < MAXPLAYERS ; + + i )
{
SBYTE cnum = SinglePlayerClass [ i ] ;
arc2 < < cnum ;
}
}
// Store player classes that are currently in use
FPNGChunkArchive arc3 ( file , PCLS_ID ) ;
for ( i = 0 ; i < MAXPLAYERS ; + + i )
{
BYTE pnum ;
if ( playeringame [ i ] )
{
pnum = i ;
arc3 < < pnum ;
arc3 . UserWriteClass ( players [ i ] . cls ) ;
}
pnum = 255 ;
arc3 < < pnum ;
}
}
//==========================================================================
//
//
//==========================================================================
void G_ReadSnapshots ( PNGHandle * png )
{
DWORD chunkLen ;
FString MapName ;
level_info_t * i ;
G_ClearSnapshots ( ) ;
chunkLen = ( DWORD ) M_FindPNGChunk ( png , SNAP_ID ) ;
while ( chunkLen ! = 0 )
{
FPNGChunkArchive arc ( png - > File - > GetFile ( ) , SNAP_ID , chunkLen ) ;
DWORD snapver ;
arc < < snapver ;
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arc < < MapName ;
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i = FindLevelInfo ( MapName ) ;
i - > snapshotVer = snapver ;
i - > snapshot = new FCompressedMemFile ;
i - > snapshot - > Serialize ( arc ) ;
chunkLen = ( DWORD ) M_NextPNGChunk ( png , SNAP_ID ) ;
}
chunkLen = ( DWORD ) M_FindPNGChunk ( png , DSNP_ID ) ;
if ( chunkLen ! = 0 )
{
FPNGChunkArchive arc ( png - > File - > GetFile ( ) , DSNP_ID , chunkLen ) ;
DWORD snapver ;
arc < < snapver ;
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arc < < MapName ;
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TheDefaultLevelInfo . snapshotVer = snapver ;
TheDefaultLevelInfo . snapshot = new FCompressedMemFile ;
TheDefaultLevelInfo . snapshot - > Serialize ( arc ) ;
}
chunkLen = ( DWORD ) M_FindPNGChunk ( png , VIST_ID ) ;
if ( chunkLen ! = 0 )
{
FPNGChunkArchive arc ( png - > File - > GetFile ( ) , VIST_ID , chunkLen ) ;
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while ( arc < < MapName , MapName . Len ( ) > 0 )
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{
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i = FindLevelInfo ( MapName ) ;
i - > flags | = LEVEL_VISITED ;
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}
}
chunkLen = ( DWORD ) M_FindPNGChunk ( png , RCLS_ID ) ;
if ( chunkLen ! = 0 )
{
FPNGChunkArchive arc ( png - > File - > GetFile ( ) , PCLS_ID , chunkLen ) ;
SBYTE cnum ;
for ( DWORD j = 0 ; j < chunkLen ; + + j )
{
arc < < cnum ;
SinglePlayerClass [ j ] = cnum ;
}
}
chunkLen = ( DWORD ) M_FindPNGChunk ( png , PCLS_ID ) ;
if ( chunkLen ! = 0 )
{
FPNGChunkArchive arc ( png - > File - > GetFile ( ) , RCLS_ID , chunkLen ) ;
BYTE pnum ;
arc < < pnum ;
while ( pnum ! = 255 )
{
arc . UserReadClass ( players [ pnum ] . cls ) ;
arc < < pnum ;
}
}
png - > File - > ResetFilePtr ( ) ;
}
//==========================================================================
CCMD ( listsnapshots )
{
for ( unsigned i = 0 ; i < wadlevelinfos . Size ( ) ; + + i )
{
FCompressedMemFile * snapshot = wadlevelinfos [ i ] . snapshot ;
if ( snapshot ! = NULL )
{
unsigned int comp , uncomp ;
snapshot - > GetSizes ( comp , uncomp ) ;
Printf ( " %s (%u -> %u bytes) \n " , wadlevelinfos [ i ] . MapName . GetChars ( ) , comp , uncomp ) ;
}
}
}
//==========================================================================
//
//
//==========================================================================
static void writeDefereds ( FArchive & arc , level_info_t * i )
{
arc < < i - > MapName < < i - > defered ;
}
//==========================================================================
//
//
//==========================================================================
void P_WriteACSDefereds ( FILE * file )
{
FPNGChunkArchive * arc = NULL ;
for ( unsigned int i = 0 ; i < wadlevelinfos . Size ( ) ; i + + )
{
if ( wadlevelinfos [ i ] . defered )
{
if ( arc = = NULL )
{
arc = new FPNGChunkArchive ( file , ACSD_ID ) ;
}
writeDefereds ( * arc , ( level_info_t * ) & wadlevelinfos [ i ] ) ;
}
}
if ( arc ! = NULL )
{
// Signal end of defereds
FString empty = " " ;
( * arc ) < < empty ;
delete arc ;
}
}
//==========================================================================
//
//
//==========================================================================
void P_ReadACSDefereds ( PNGHandle * png )
{
FString MapName ;
size_t chunklen ;
P_RemoveDefereds ( ) ;
if ( ( chunklen = M_FindPNGChunk ( png , ACSD_ID ) ) ! = 0 )
{
FPNGChunkArchive arc ( png - > File - > GetFile ( ) , ACSD_ID , chunklen ) ;
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while ( arc < < MapName , MapName . Len ( ) > 0 )
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{
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level_info_t * i = FindLevelInfo ( MapName ) ;
if ( i = = NULL )
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{
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I_Error ( " Unknown map '%s' in savegame " , MapName . GetChars ( ) ) ;
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}
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arc < < i - > defered ;
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}
}
png - > File - > ResetFilePtr ( ) ;
}
//==========================================================================
//
//
//==========================================================================
void FLevelLocals : : Tick ( )
{
// Reset carry sectors
if ( Scrolls ! = NULL )
{
memset ( Scrolls , 0 , sizeof ( * Scrolls ) * numsectors ) ;
}
}
//==========================================================================
//
//
//==========================================================================
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void FLevelLocals : : AddScroller ( int secnum )
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{
if ( secnum < 0 )
{
return ;
}
if ( Scrolls = = NULL )
{
Scrolls = new FSectorScrollValues [ numsectors ] ;
memset ( Scrolls , 0 , sizeof ( * Scrolls ) * numsectors ) ;
}
}
//==========================================================================
//
// Lists all currently defined maps
//
//==========================================================================
CCMD ( listmaps )
{
for ( unsigned i = 0 ; i < wadlevelinfos . Size ( ) ; i + + )
{
level_info_t * info = & wadlevelinfos [ i ] ;
MapData * map = P_OpenMapData ( info - > MapName , true ) ;
if ( map ! = NULL )
{
Printf ( " %s: '%s' (%s) \n " , info - > MapName . GetChars ( ) , info - > LookupLevelName ( ) . GetChars ( ) ,
Wads . GetWadName ( Wads . GetLumpFile ( map - > lumpnum ) ) ) ;
delete map ;
}
}
}